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BASED ON THE ORIGINAL 1998 DOCUMENT BY DAN KOZIAR.

Page 1Putting a Machine Together

This is a step by step system for putting together your very first Mech. You will need however the Players Hand Book, and the Gamemasters guide from the Alternity roll playing system. Page numbers of these resources will be cited for ease. The First stop in building a mech is deciding what kind of frame it should have, and the quality of servos equipped. Then the chassis size is considered and durability is distributed. Afterward the engine, along with various systems are placed, these include jump jets battery packs, and a number of defensive options. Last but not least weapons and armor are placed.

Chassis and Chicken-Legs?Choosing an appropriate chassis

Many Mechs in history have defied the standards for bipedal transportation. Here are some rules for designing a mech with or without the standard mode of transportation, and why you would want to make the step from a bipedal mech to... well whatever your hearts desire. An additional note is how a character would want there Mech fleshed out. For instance a bipedal Mech could look human or Frall, or even cat like. A quadruped could look like a dog, cat, wolf, bear or a frog. Does the interstellar pimp pilot a hot pink and chrome blue Biped with a purple hat and feather? Or does the local trader drive a janky, busted up, toner and rust color, chicken leg, with a broken window and a spring popping out of the seat and into his... never mind. The best part of roll-playing isnt about rules (which there are quite a few) its about fun.

BipedsA Bipedal mech is straight forward, it uses two legs for transportation and has no modifiers. This is a good especially for a first mech. With this chassis there are no technical modifiers and the only option that is not available are flight systems (for a description of systems and add-ons please read the _________ section)

Biped RKThis Mech chassis is basically the same as a normal biped, however its knees are, well backwards. This is where this particular mech got the nick-name chicken leg. This allows the servos to be placed in a manner that allows higher speed. However because of the design this chassis is a little awkward. This makes it a little more difficult to pilot. Thus adding a +1 penalty to Vehicle Operation-Mech skill checks. Also before calculating speed augment the equine energy (E.E.) of the mech by 25% (multiply by 1.25).

QuadrupedA quadrapedal mech uses all four limb sections for propulsion. This gives it outstanding ground performance. Offering a 50% (multiply by 1.50) E.E. and a +2 to the pilots Vehicle Operations-Mech skill checks. The only slight drawback is, well your wolf doesnt have hands so it can only use add-ons for weapons. This does limit its arsenal by quite a bit.

AeronauticalThis chassis is light, fast, maneuverable and most importantly, it is the only chassis that can have a flight system can be attached. This mech typically takes the form of a jet or bird of some sort. However it can take the place of an angel with wings or a demon. Otherwise consider it a bipedal mech with these exceptions. In all other chassis the augmentations only take affect in that form. However the aeronautical chassis has to make definite structural changes to function properly and so the augmentations change the base of the mech. 10% E.E. increase (multiply by 1.10), +1 resistance mod to defense, deduce durability by 6 to reflect the reduction in weight.

Squeaky wheel gets the kinkServos

Servomotors are what makes a Mech move. In every joint, in every finger in every twitching ear (providing a mech has twitching ears), a servo motor is needed to make that part move. All Mechs receive the standard Ordinary quality of servos. However if the pilot chooses, a Mech can have upgraded servos. Or if the pilot has to cut on funds, the servos can be downgraded. Servos also affect strength.

MarginalMarginal servo motors are the downgrade. Inexpensive, however at a high cost. Choosing this option reduces the cost of the chassis by 10%. The down side is, that the base die for making System Operation-Mech skill checks is reduced one step. -d0 to a +d4. 18 strength.

OrdinaryThis is the standard and no price augmentations are made to the chassis base price. The base die for System Operation-mech skill checks is a -d0. 20 strength

GoodA definite upgrade from the prior classification, these servos move the base die for System Operation-mech skill checks to an outstanding -d4. These are quite expensive and ad 75% to the cost of the chassis. 22 strength.

AmazingAmazing is right, lightning fast movements and the ability for instant response. These servos offer the pilot a -d6 base die for System Operation-mech skill checks. Unfortunately for whoever is dishing out the cash it increases the chassis cost by 125%. 24 strength. This might seem a little bit expensive but for benefits provided it is well worth the cost.

My Model is 3 and a half... Meters!Applying the chassis to a model

This step in construction deals with the size of your Mech. Its nice to think you can have a transformation system, ultra heavy armor, three plasma cannons and a camo matrix. Well, you cant, in this case size does matter. Unfortunately money makes the world go round and you just might not be able to afford that wonderful upgraded P30 space module. So with monetary confines in mind choose a model for the selected chassis.For the weight I cubed the height, it seems to work fairly well. If you give a mech extra durability use the formula (Dur/6)^3. In reality this formula is being used each time but because of the selected number you will always get height (dur/6) so there is no reason for the extra calculation, unless the durability for the particular model has been augmented. Remember the when augmenting durability it does increase height so use the previous formula (dur/6) to get the new weight.To beef up a mech with a few extra durability add 10% to the cost for each extra durability point. Make a note that if a Light mech added 6 durability then the cost of the frame would be 38, thats over the cost of a Ultra heavy frame, this is the same idea of buying in bulk. Its cheaper to buy one ton of cheerios that it is to buy one ton of cheerios in the boxes you find at the grocer. After War Machine a mech must be custom built so for every 6 Durability past 48 a mech has, increase the size class by 1. If you have any doubts about the size class use this formula, (dur-12)/6, round down.

Table M1-Mech ModelsSizeDurabilityHeightWeight (metric tons)CostSize ClassUltra Light1832718,1Light2446424,2Standard3051253,3Heavy36621636,4Ultra Heavy42734342,5War Machine48851248,6

Head, Shoulders, Knees, and ToesDistributing Durability points

This process is probably one of the most important in designing your mech. In fact it can even change the way your mech looks. Should your mech have super large arms to carry massive weapons, or should it have large sturdy legs to keep it from loosing a leg and falling down?

Stun, Wound, and Mortal ratings.The mortal rating of each section is equal to its own durability. The stun and wound points of the section are equal to its mortal rating multiplied by 2. So the left arm on an Ultralight model could have 2 durability and thus would have 4 stun, 4 wound, and 2 mortal.Regardless there are some rules that need to be followed due to some proportion issues. You must have at least half the durability spent in the torso. No more than 1/4 the durability spent in legs and arms, and no more than 1/8th the durability spent in the head. Confused as to how this all works? Just think of each section (Head, Torso, Right arm, Left arm, Right leg, and Left leg as compartments to a space ship. Even though they are refereed to as sections)

Power Scottie More Power!Engines and Power Cells

Once a chassis and servomotors and model are selected, and durability points have been distributed it is now time to select the engine that will best suite the needs of the pilot. The engine provides E.E. (Equine Energy) which powers the mechs transportation system. In this case the calculations are referring to land based movement. Flight systems augment the cruising speed. Jump jets have there own listed propulsion speeds. The E.E. is used along with the durability of the engine being placed, and the size class the mech it is being placed in, to determine the mechs cruising speed. To determine the max speed multiply the mechs cruising speed by 1.75. The down side to having an ultra huge engine is that it consumes power, a lot of power. So it is important to keep in mind what the mech is used for. Whether it be an over powering battle mech that only needs to be running a few rounds in battle, or a long range re-con mech that needs to conserve precious Energy.

Determining SpeedLet us say you have an Ultralight mech (size class 1) and a E1 engine. The durability required by the engine is 4, and the E.E. produced is 100. Add the durability required with the size class, in this case that is 1+4=5. Then divide the E.E. by that number 100/5=25. So your ultralight mech could move at a rate of 25, and for cruise 25*1.75=43.75 rounded up that is 44. For ease that means 25 kmph (kilometers per hour) cruise and 44 max out of battle, and 25 mpp (meters per phase) in combat. Acceleration is based of cruise divided by mech size class. In this case 25/1=25. Thus the benefits of smaller mechs. E.C.P.R. (energy consumed per round) This is the number of energy points the engine consumes when battle systems are up (in combat), or per hour when battle systems are not on.

Table M2-EnginesEngineE.E.DurabilityE.C.P.R.CostE1100414,E2150424,5E3200525,E4250535,5E5300636,E6350646,5E7400747,E8450757,5E9500858,E10600869,

Power PacksPower pack are back pack sized cartridges that fit into a port on the mech. The place of the port is determined by the pilot at the time of construction. The power pack provides a limited amount of power that is used to keep the mech running. Several actions can drain power from a power pack. However several systems can recharge a power pack.

Operating ModesStarting a mech cold: When you first start a mech it require a large amount of energy, draining the power pack of 2 points.Combat: Having combat systems on (see Combat) drains the listed amount (see table M2) per round.Using jump jets: For every phase of sustained jump jet use a power pack is drained for listed amount of the jump jet.Idling/Normal action: For every hour the mech is on without battle systems (this includes normal movement like walking around or flying if the mech has a flight system) the pack is drained for the listed amountAny action that drains power stacks on that of any other action that drains power. Power packs can be recharged with a re-charger. Or if thats to much work its easy to just by a new one.

Table M3-Power Packs

PackChargeCostP1-Copper102P2-Lithium12225P3-Duracell1425P4-Zink Ion16275P5-Tesla Pack183P6-Silicone20325P7-Crystal2235P8-Bio Lumens24375P9-WIMP Coil26400P10-Dilithium28425PX-Pr Energy3045

Phasors Online!Systems

In this section the finite rules of mech maintenance, and some of the more complex systems will be gone into detail. These systems are, Flight Systems, Jump Jets, and Hard Points. Everything else includes all those little add-ons and systems and anything else eclectic you feel is worthy of your mech. Listed below are original add-ons and systems, however anything from Chapter 10 (vehicles pg 127-137) can be added, all accessories are considered systems. All Weapons and armor are discussed later. Computer systems can be dedicated in the same manner as in chapter 11 (spaceships, pg 150).All mechs start with these systems (at no durability or monetary cost) Marginal Computer Core, and a Radio Transmitter.Also for no monetary cost the pilot must place his/her cock-pit, it takes up one durability, and can be placed in either the torso or the head.

Hal 2000All Mechs are constructed with a Marginal Computer Core. Some pilots may wish to have a higher quality computer installed in their mech. A higher quality computer core allows pilots to run programs on their mech computers, from pong to tactical sims, hope fully not while in combat. If in combat and using programs a +2 penalty to the pilot on any skill checks, including that of the program (stupid people talking on cell phones and driving). Only mechs with Ordinary or better Computer Cores can have dedicated computer systems. Dedicated computer systems work the same for mechs as they do for spaceships (see p. 150 of the Gamemasters Handbook).

General MaintenanceAll machines must be tuned up every once and a while and the longer a pilot goes without getting a tune up the higher the probability of a break down occurring. A break down is a system/part/add-on/servo/whatever that simply stops functioning. In this case due to disrepair.For the chances of a break down occurring are as follows. The chances are subjective to weather and use as discussed. A percentile is rolled every time the GM feels it is appropriate. Such as when the mech is started, when an attack is made, or when a maneuver is performed.This system keeps it simple and the GM can just make a side note.

Table M4-Break Percentile2%Per week under great conditions (saran wrapped mech in a box).5%Per day under normal use (walking around, kicking butt once and a while) or under normal conditions (just left in the back yard.)10%Per day under heavy use (regular battles) or poor conditions (left in the back yard while it rains, and hails, then dries up and pigeons sit on its' eyebrow)20%Per day under worst possible conditions (constant battles across an expanse of desert and in need of an oil change).

General Maintenance and RepairEvery so often a mechanic may make a, Technical Science-repair check. This may be done once per hour of work. When the skill check is made the mechanic reduces the percentage chance for a break down. A failure fails to yield any improvement, an Ordinary success offers 15% reduction in chance. A Good result results in the mechanic reducing the percentage by 20%, and an Amazing result reduces the chance for a breakdown by 25%.If a mech breaks down the mechanic works until the break percentage is lower than that of the current level. So a mech with 30% chance break, well breaks and the mechanic reduces the chance to break to 15% (30-15=15) than the mech my continue on without suffering from the affects of the last break down. However the mech still has a chance to break down. So just fixing enough to get by is not recommended. However at higher levels a part might need to be replaced and even if the chance to break is reduced to zero, the mechanic may only be able to jury rig the part (or whatever) into working only a little bit better until the part (or whatever) is replaced. If a mechanic roll a critical failure during his/her repair check, then the mechanic finds something unforeseen wrong and this causes the mechs percentile to increase to the highest possible in its level. Such as a mechanic is taking of thoughts last bits of break percentile and he fumbles. This means that the mechs break percentile is risen to 24%. If this happens when a mech is in level 2 then the mechs percentile is risen to 49%, and so on.If a mech breaks down roll hit location. Then select an item from that section of mech that has broken down. For instance something in the leg is busted, you could say that a servo is acting up and causes a penalty to Vehicle Operation-mech skill checks. Or if the roll indicates torso, than maybe the flight system needs some tuning up.

Table M5-Levels of Break downLevel 0: Breakdown percentile less than 25%. At this level a mech should suffer from a +1 penalty to the affected part. At this level parts do not need to be replaced.Level 1: Breakdown percentile from 25 to 50%. At this level the affected part suffers from a +2 penalty requiring it for use, still the part does not need to be replaced.Level 2: Breakdown percentile from 50 to 75%. At this level the pilot suffers still a +2 penalty. However, the effected part must be replaced.Level 3: Breakdown percentile above 75%. At this level the pilot suffers a +3 penalty to whatever involves the affected part, and the part must be replaced.

Flight SystemsFlight systems are just that. A system placed in Aeronautical mech to allow for flight. Unless the mech has a Transformation system, any wings rotors, or grav plating is visible. Individual flight systems are discussed later on. Flying for an Aeronautical mech is no different that walking (except that little thing we call speed) and drains no extra charge from the power cell. Some flight systems have the ability to hover, that is to stay elevated in one place for an extended period of time. If a flight system is not capable of hovering the pilot must not reduce speed to less that half of the mechs flight cursing speed. Landing from either mode is a normal maneuver. Subjective to any outside forces of courseSeveral Flight Systems are listed by PL in the System and Add-on list in up coming sections. Flight systems are systems not add-ons.Jump Jets.Jump jets, also commonly called boosters (here I will call them jump jets, just to make life a little less confusing), provide momentary boost for any mech. This boost lasts for however long the pilot determines. Unfortunately each booster has an energy requirement. All jump jets have an E.E. out put. This is to determine the movement rating of the jump jet. To figure the movement rating out, just use the same procedure as in page 5 Determining Speed. Jump jets have two settings, normal and overdrive. The normal setting uses the listed price in energy, in this mode the jump jets can only function at exactly cruising speed (no higher or lower) and all rules apply normally, but for double the energy cost a jump jet can use the max speed (multiply cruising by 1.75) to perform maneuvers, there is (like with the normal function) no variation in speed other than the settings. The down side is at this setting the boosters tremendous burst of speed causes an additional +1 penalty to any maneuvers. Once a jump jet is in use there are several maneuvers a pilot can make.If a pilot equips multiple jump jets, multiply the energy consumed (pilots can shut down just one or two if the pilot only wants to use a fraction of the jumpjets available) by the number of jets in use. And multiply the E.E. rating by 1+(.25*Y) where Y is the number of jump jets.If a pilot wants to use two different types of jump jets tell that pilots player to go [omitted] his/her self for making your (and my) life WAY to difficult.Several Jump Jets are listed by PL in the System and Add-on list in up coming sections.Increased speed: With this maneuver, a pilot can add the speed of the booster to any maneuver. Such as a normal full run at lets say 75, could be increased by 25 for a max speed of 100. Using the same speeds a pilot could in affect, loop and turn while in flight. Whatever the case, this increases the difficulty by +1.Jump: Using just the amount per round listed for the jump jets, a mech can jump a total distance in one phase equal to the jump jets cruising speed, this is a Moderate ManeuverHover: Using jump jets a mech can hover. This is however difficulty and is considered an Extreme Maneuver.All Jump Jets are add-ons not systems.

Hard PointsCost: 6,+5, per durability point assigned in section.Durability Required: 2PL: 7This allows any mech to quickly switch any add-on. Prior to this development a System Operation-mechanic (new skill, see skills section of this resource) skill check was required to take hours to switch out any add-ons (systems requiring days). With this Hard Point system, the time is cut literally from hours to rounds.

Full Example: When equipping a Hard point system, you must first select a section, for this we will say the arm of a bipedal mech, the arm has 4 durability. The hard point system takes up 2 durability points, and that leaves 2 durability points to play with. The pilot selects the two remaining durability points to be affected by the system, that brings the cost to 16,. Now the pilot of this particular mech needs allot (for some reason) of AA missals (2) , but the pilot wants the range of the 76mm rail cannon, AND the stopping power of the normal 120mm cannon. The pilot now with the hard point system, instead of waiting hours for the add-ons to be switched out waits only rounds. Thus the pilot has at his finger tips 6 durability points of weapons at his/her fingertips instead of just 4.Take into account you can do the same thing with armor. That is switching off armor and place weapons. Or take off armor and a few weapons to place light weapons and Jump Jets

Add-ons and SystemsAs far as the availability of any of these goes it is up to the game master. Keep in mind that mechs are weapons of war and car at least requires a license to drive.

PL5

RechargerCost: 1,Durability Required: 1PL: 5systemA recharger is a small device that recharges the mech while the mech is in normal mode. Usually about 2 Energy Point per Hour. The Recharger uses the kinetic energy expended by the mech during motion to recharge the battery pack. Some rechargers can charge a mech even if a mech is not running, this usually require solar energy or coal. This can be a little bit more expensive.

SpotlightCost: 5Durability Required: 0PL: 5Add-onThis is a high powered bulb that can be mounted on a mech. The light increases the light by one grade wherever the light if shining. It illuminates in an arc (forward, port, starboard, aft). If shone at a person they suffer a +1 penalty for any attacks made against the light bearer.

Storage ModuleCost: 250Durability Required: 1PL: 5SystemA Storage module is simply, a place to put stuff. For each module a pilot purchases, he/she can either have multiple spaces or increase one. Regardless the module takes the form of whatever the pilot wants, to a hand bag, or a back pack, or just a hatch that conforms to the side of the mech. One storage module holds 1 durability of stuff.

Chemical Boosters (jump jets)Cost: 6,Durability Required: 2PL: 5Add-onE.E: 50Energy Drain: 1The simplest of jump jets. Just a little extra oomph to get the job done.

Jet Flight SystemCost: 20,Durability Required: 2PL: 5SystemThe original jet system. Cannot hover. Grants 40% increase in cruising speed. Probably the fastest for of transit at this PL. Go mech go!

Rotary Flight SystemCost: 20,Durability Required: 2PL: 5SystemA simple rotary system, allows a mech to hover, yet sacrifices speed. Only grants a 20% bonus to cruising speed.

Open CockpitCost: Durability Required: 1PL: 5Add-onThis cockpit give the pilot a 360 view of his or her surroundings through windows. This cockpit is usually placed in dumb mechs. (mechs without computer systems or a NiJack) If a mech has a NiJack then the cockpit is a system not an add-on. This reflects the network of response circuits needed for a NiJack. Any damage the pilot receives from mech death is doubled in this cockpit. The bonus to the Open Cockpit add-on is that it is an add-on. And can then be taken out and switched to another mech. Of course a hardpoint system must be fitted

PL6

SubPlating CockpitCost: Durability Required: 1PL: 6SystemThis cockpit is sunken into the machine. Deep inside the torso or securely in-cased in the head. The pilot then receives information threw a heads up video display.

Black BoxesCost: 2,Durability Required: 0PL: 6Add-onTruly a marvel of the PL 6 technological era. For any system a creator does not want being augmented, of tinkered with the creator may install a black box. This device makes it impossible (of course measures can be taken to circumvent this, like ripping them out or hacking and what not) to change the system in any way. In fact if the system was not readily apparent at first (lets say a transformation system) then a mechanic may never know it was there at all. All the mechanic would know was there are odd black boxes in the mech and he didnt know what they did.

Dual Rotary SystemCost: 25,Durability Required: 4PL: 6SystemA great rotary system even in later Pls. Durable and reliable this will definitely get you where you want to go, and hover while you are there. Adds an impressive 40% to the cruising speed of the mech.

Fusion Boosters Small (jump jets)Cost: 7,5Durability Required: 2PL: 6Add-onE.E: 75Energy Drain: 1Quite an improvement over the Chemical Booster. A little bit more expensive but worth it.Fusion Boosters Large (jump jets)Cost: 9,Durability Required: 3PL: 6Add-onE.E: 100Energy Drain: 3Sucks power for such a small size increase. However if at this PL you need the fastest of the fast you cant go wrong here.

Mech Transformation SystemCost: 2.5 times mech frame cost.Durability Required: 1 in all sectionsPL: 6SystemThis full mech system allows a pilot to be able to switch from one frame to the next. After a pilot has built his/her the pilot may enjoy the bonuses of another mech chassis. Or a pilot may just want a mech to look different (gee that might just come in handy). Whatever the case the pilot does not get to make 2 mechs. The first is just augmented by the for mosts stats. When dealing with aeronautical, always use it as the base mech. This is due to the durability augmentation.

Pulse Fusion JetCost: 3,Durability Required: 3PL: 6SystemSpeeds demons watch out. Well to late. This moderate economy Jet will get you places and quicker than much else. This adds 60% to a mechs cruising speed.

Servo Enhancement KitCost: O;1, G; 2, A; 3,Durability Required: 0PL: 6SystemA servo enhancement unit increases the load that can be placed on servos, and increases there maximum effective strength.Ordinary kit increases the affective strength of the mech by 1.Good kit increases the affective strength of a mech b 2.Amazing kit increase the affective strength of a mech by 3.

Subplating Weapons MountsCost: O;2,5 G; 5, A; 7,5Durability Required: O; 2 G; 3 A; 4PL: 6SystemSubplating weapons are offensive devices hidden within a mechs chassis that can be exposed and used.Weapons that take up 1 durability point of space only need an Ordinary quality subplating weapon mount.Weapons that require 3 durability require a good subplating mount.Weapons the exceed 3 points of durability but do not exceed 6 points of durability may be mounted in a subplating manner.Any weapon handheld or integral may be mounted in this matter. However after a hand held weapon is mounted in this fashion is considered integral and a system. This is because the weapon in question cannot be fitted with hard point adaptations.

PL 7

Dark Boosters Small (jump jets)Cost: 1,5Durability Required: 2PL: 7Add-onE.E: 100Energy Drain: 2Using pulse waves from captured dark matter, this high octane jump jet pack one heck of a punch for its small size.

Dark Boosters Large (jump jets)Cost: 1,5Durability Required: 3PL: 7Add-onE.E: 140Energy Drain: 4Incorporating the same tech as the smaller version the jump jet does away with the small size of the aforementioned. However it also gets rid of the small power needed to use the jump jets.

Ultralight Rotary SystemCost: 4,5Durability Required: 4PL: 7SystemUsing super light rotors and higher gear ratios this flight system allows the hovering capability and at a 60% increase to the mechs cruising speed.

Ni JackCost: 8,Durability Required: 0PL7SystemAt PL 7 the Ni Jack becomes available, this allows the character to jack straight into his/her mech. Thus being able control the Mech with a higher degree of accuracy and sharper reflexes. Depending on the pilots Nanocomputer. Ordinary -1 bonus, good -2 bonus, amazing -3 bonus. This applies to all Vehicle Operation-mech skill checks, and System Op-melee/ranged mech skill checks.

Contemporary Ion TorchCost: 45,5Durability Required: 4PL: 7Add-onE.E: 100Energy Drain: 2Using pulse waves from captured dark matter, this high octane jump jet pack one heck of a punch for its small size.

PL 8

Ultima Boosters (jump jets)Cost: 18,5Durability Required: 4PL: 8SystemE.E: 220Energy Drain: 10Utilizing energy ripped from tangents in the far west this jump jet is truly a marvel of PL 8 tech. However the energy needed may just counteract the amazing speed.Finally Weapons!There are two types of weapons that a Mech can wield. The first are the Integral weapon systems that are built into the structure of the mech. The second are the hand-held weapon systems like rifles that a Mech carries separately, a pilot can select from weapons from the PHB (chapter 11 pages 171-191). Any Weapon from the vehicle section of the GMG (chapter 10 pages 137-147) can be used as an Integral part of the Mech. A Mech can wield any weapons in a hand held manner that a player could. Make these adjustments: Mass is equal to durability needed to carry, firepower is upgraded one step, range is multiplies by 10 (providing range applies), and cost is multiplied by 100. Clip cost is only multiplied by 10. Any ranged weapon can be modified to be a integral weapon. This can be beneficial, seeing as integral weapons are not held IN the hands, thus the mech in question can carry, well something else. As a rule of thumb, any weapon for a mech probably should be at least PL 5 or 6. Even though a sword is PL 1 or PL2 a 2 meter long blade isnt practical until a 5 meter tall mech is wielding it. Hide is also neglected, seeing as hiding a 2.5 meter long blade is impractical.

WeaponsHere are some of my favorite hand-held mech weapons and some new ones all with appropriately augmented stats. Its important to remember that you need the appropriate weapon for the job. A police mech doesnt need a quantum cannon. However a Stutter Cannon could really come in handy. All Mech weapons should be controlled or military.

Broad SwordCost: 2,Accuracy: 0Actions: 2Type/Firepower: LI/GDamage:d4+2w/d6+2w/d4mRange: PersonalMass/Dur: 4Charge/Clip Size:-ChargeClip Cost:-Skill: System Op-mech melee weapon

Fire Sword TemplateCost: 2,Accuracy: As swordActions: as swordType/Firepower: En/GDamage: as sword +1Range: PersonalMass/Dur: as swordCharge/Clip Size: 10ChargeClip Cost: 2,Skill: System Op-mech melee weapon

Hand AxCost: 5,Accuracy: 0Actions: 3Type/Firepower: LI/GDamage: d4+1w/d4+2w/d4+3wRange: PersonalCharge/Clip Size:-ChargeClip Cost:-Skill: System Op-mech melee weapon

Chain AxCost: 175,Accuracy: +1Actions: 2Type/Firepower: LI/GDamage: d8+2w/d8+3w/d4+2mRange: PersonalMass/Dur: 8Charge/Clip Size:4ChargeClip Cost: 1,5Skill: System Op-mech melee weapon

PolearmCost: 5,Accuracy: 0Actions: 1Type/Firepower: LI/GDamage: d6+1w/d4+3w/d4+3wRange: PersonalCharge/Clip Size:-ChargeClip Cost:-Skill: System Op-mech melee weapon

Electro SpearCost: 2,Accuracy: variesActions: 3Type/Firepower: En/GDamage: d6+3s/d4+3w/d6+4wRange: PersonalMass/Dur: 3Charge/Clip Size: 8ChargeClip Cost: 1,Skill: System Op-mech melee weaponThe Electro spear has a special ability that makes it affective on other mechs. Against metallic enemies the attacker gains a -1 bonus to accuracy. However against non metallic opponents such as godzilla the attacker gains a +1 penalty.

SaberCost: 25,Accuracy: 0Actions: 3Type/Firepower: LI/GDamage: d4+1w/d4+2w/d4+3wRange: PersonalCharge/Clip Size:-ChargeClip Cost:-Skill: System Op-mech melee weapon

Star SwordCost: 7,Accuracy: 0Actions: 3Type/Firepower: En/GDamage: d6+1w/2d6w/d4+3mRange: PersonalMass/Dur: 2Charge/Clip Size: 10ChargeClip Cost: 2,5Skill: System Op-mech melee weapon

Battle Claws OrdinaryCost: 3,Accuracy: 0Actions: 4Type/Firepower: LI/GDamage: d4w/d4+1w/d4+2wRange: PersonalMass/Dur: 1Charge/Clip Size:-ChargeClip Cost:-Skill: System Op-mech melee weaponBattle Claws GoodCost: 6,Accuracy: 0Actions: 4Type/Firepower: LI/GDamage: d4+2w/d6+2w/d4mRange: PersonalMass/Dur: 1Charge/Clip Size:-ChargeClip Cost:-Skill: System Op-mech melee weapon

Battle Claws Amazing (Powered)Cost: 12,Accuracy: 0Actions: 2Type/Firepower: En/ADamage: d6+2w/d4m/d4+2mRange: PersonalMass/Dur: 2Charge/Clip Size: 10ChargeClip Cost: 1,5Skill: System Op-mech melee weapon

Bite OrdinaryCost: 5,Accuracy: 0Actions: 2Type/Firepower: HI/ADamage: d4w+1/d4+2w/d4+3wRange: PersonalMass/Dur: 3Charge/Clip Size:-ChargeClip Cost:-Skill: System Op-mech melee weaponIt is standard to mount this weapon in the head of the mech.

Bite GoodCost: 1,Accuracy: 0Actions: 2Type/Firepower: HI/ADamage: d4+3w/d6+3w/d4+1mRange: PersonalMass/Dur: 3Charge/Clip Size:-ChargeClip Cost:-Skill: System Op-mech melee weaponIt is standard to mount this weapon in the head of the mech.

Bite Amazing (Powered)Cost: 15,Accuracy: 0Actions: 4Type/Firepower: En/ADamage: d6+3w/d4+1m/d4+3mRange: PersonalMass/Dur: 4Charge/Clip Size:-ChargeClip Cost:-Skill: System Op-mech melee weaponIt is standard to mount this weapon in the head of the mech.

Charge Auto RifleCost: 2,Accuracy: -1Actions: 3Mode: B/AType/Firepower: HI/GDamage: d6w/2d4w/d4+1mRange: 600/1,500/4,000Mass/Dur: 2Charge/Clip Size: -/30ChargeClip Cost: 1,25Skill: System Op-mech ranged weapon

Sabot RifleCost: 45,Accuracy: oActions: 2Mode: FType/Firepower: HI/GDamage: d4+4w/2d4+2w/d6+3mRange: 800/2,000/8,000Mass/Dur: 4Charge/Clip Size: 12ChargeClip Cost: 1,Skill: System Op-mech ranged weapon

Sabot CannonCost: 1,,Accuracy: +1Actions: 2Mode: FType/Firepower: HI/ADamage: d8w/d4+1m/d6+2mRange: 1,000/2,000/5,000Mass/Dur: 10Charge/Clip Size: 20ChargeClip Cost: 2,Skill: System Op-mech ranged weaponMass CannonCost: 682,5Accuracy: oActions: 2Mode: FType/Firepower: En/ADamage: d8+1w/d12+1w/d8+1mRange: 60/200/800Mass/Dur: 8Charge/Clip Size: 8ChargeClip Cost: 1,Skill: System Op-mech ranged weapon

Stutter CannonCost: 25,Accuracy: -1Actions: 2Mode: FType/Firepower: LI/GDamage: d6+2s/d8+3s/2d6+3sRange: 200/400/800Mass/Dur: 15Charge/Clip Size: 10ChargeClip Cost: 1,Skill: System Op-mech ranged weaponThis particular stutter cannon affects all targets within a 3 meter radius of the impact point, inflicting one category less than the damage inflicted to the target. For instance an amazing hit would yield all targets with a 3 meter radius suffer good damage.

Armor!So the character has the fastest, biggest, strongest, most sooped up mech with ultra nasty guns. Well, so do they, that means they will shoot back, and chances are they may not miss. That is why there is armor.

Some BasicsLight armor costs 1 point of durability, moderate armor costs 2 points of durability, and heavy armor costs 4 points of durability.Armor is fitted by section, arm, head, torso, and so on. This means that one section may have more or less armor than others.Armor is an add on, this means it can be fitted with the hard point system and removed and put back. That is with a hard point system of course.Mechs with a rating of 1-2 can not have medium or heavy armor.Mechs with a rating of 2-4 can not have heavy armorMechs with a rating of 5+ can have all armor

How it worksFirst select the section to be covered with armor. Then select the type of armor. After that decide weather or not a hard points system can be installed. A hard point system lets armor be taken on and off without going through a big hassle. However a hard point system limits space.

Table M6-Light ArmorLight

Size Rating VS CostArmorsLIHIEn1-22-45+Polymericd4-1d4-1d4-22K3k5KAlloyd6-1d6-1d4-15k1K2KCerametald6-1d6-1d6-11K2K5KNeuronited6d6d6-125K5K1KNanofluidicd8-1d8-1d85K1K2K

Table M7-Moderate ArmorModerate

Size Rating VS CostArmorsLIHIEn1-22-45-6Polymericd4d4d4-1-1k2KAlloyd4+1d4+1d4-2K5KCerametald4+1d4+1d4+1-4K8KNeuronited6+1d6+1d5-1K2KNanofluidic2d42d42d4-3K6K

Table M8-Heavy ArmorHeavy

Size Rating VS CostArmorsLIHIEn1-22-45-6Polymericd4+1d4+1d6-1--5KAlloyd6+1d6+1d6--8KCerametald8d8d8--2KNeuronited8+1d8+1d8+1--4KNanofluidic2d4+12d4+12d4+1--1m

Guns, Sensors, FIGHT!Mech Operation and Skills

New Skills

Vehicle Operations-mech(Cost: 6, Cost Reduction: C,T)(this skill cannot be used untrained)This is the skill pilots use to pilot a mech. Piloting a mech consists of maneuvers. This skill is not used to make attacks.System Operations-melee(Cost: 4, Cost Reduction: C,T)(this skill cannot be used untrained)This is the skill a pilot uses to attack with a mechs melee weapon.System Operations-ranged(Cost: 4, Cost Reduction: C,T)(this skill cannot be used untrained)This is the skill pilots use to attack with a mechs ranged weapon.Technical Science-mechanic(Cost: 3, Cost Reduction: T)(this skill cannot be used untrained)I noticed that there was a lot of work to be done that didnt deal with damage. This skill has to do with taking off wheels and what not. This is definitely optional because repair is quite close. I just felt this was an appropriate skill.

Skill Rank Benefits

For mech combat a character acquires rank benefits from sidebars-Melee Weapons Rank Benefits, page 68 PHBRanged Weapons Rank Benefits, page 75 PHBVehicle Operation Rank Benefits, page 76 PHB

Not the Face Not the Face!!!

CombatCombat works just like normal combat. Skill checks and phases and the like. There are only a few things in mech combat the are a little different. In all respects mech combat is just like character on character combat. The thing that sets the two apart however is that mechs have sections. Head, torso, right arm, left arm, left leg, right leg. All of these compartments function independently for the most part. That is to say that if a leg gets blown off the mech will still run, but it wont be running, if you know what I mean. (hah hah I made a funny) There are two exceptions, if the compartment with the mechs cockpit is destroyed, or if the torso is destroyed.

Damage to cockpit section: Any damage that a mech takes to the section in question after armor is accounted for is then degraded and given to the pilot. If cockpit section suffers 3 wound and 4 stun (the extra stun is secondary), then the pilot suffer 3 stun, the wound being degraded to stun and the stun degrading to nothing.Destruction of cockpit section: The destruction of the cockpit compartment, in this case it will be the head, causes three things to happen. The first is, any damage not taken by the mech is then transferred to the hero within. The second is due to the destruction the hero is flung from the mech. On top of that the mech cannot function until repaired

EX: After a lengthy battle Tashas mechs head (which just so happens to house tasha) has a stun, wound, and mortal ratings of; 4/1/3. Her opponent gets an amazing shot to her mech, hit location is rolled and the shot lands in her mechs face. After armor has been taken into account, the shot deals 6 mortal, and 3 secondary points of wound, and 1 secondary point of stun. That means that the mech takes 3 mortal, 1 wound and one stun. But poor Tasha ends up taking 3 mortal and 2 wound herself. On top of that she falls 4 meters to the ground, and fails her fall check, taking d4w (2). All damage added up and secondary damage calculated Tasha takes 3 mortal, 5 wound, and 2 stun. Well after a lengthy stay in the hospital, and learning how to walk again Tasha recovers, but that was a close call.

Destruction of Torso: If the torso is destroyed the torso blows up causing d6 mortal to everything in a ten meter radius. This damage stacks on any other if the torso is the cockpit section. If not roll armor for the head to see if the head is also destroyed. If not the pilot falls to earth in the head and takes damage accordingly.

EX: After her lengthy stay in the hospital Tasha is back at it. Well this battle isnt looking so good. Tashas mech has taken a pounding, but the head has only been hit once for 2 wound and still has 5/4/3, so Tasha is fairly confident that this fight will go better. Sorry Tasha... Well the battle presses on and Tashas mechs torso has been reduced to 1/2/4. One more shot from her opponent hits the torso of her mech for exactly 4 mortal. This destroys it causing everything within a ten meter radius to take d6 mortal points of damage. Well this also does damage to the cockpit. Tasha rolls a 4 on a d6 causing the head of her mech to take 4 mortal points of damage. The one extra point of mortal transfers to Tasha and she falls back to earth. Well maybe after this stay in the hospital shell do better

With the different sections of the mech it is important to understand just what happens when a particular section of a mech is targeted and hit. First of all use this table to decide which part of the mech was hit.

Hit Locations.

d10 RollHit Location1Head shot2-4Torso hit5Right arm hit6Left arm hit7-8Right leg hit9-10Left leg hit