D20 - Mecha SRD Extreme

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Requires the use of the Dungeons & Dragons ® Player’s Handbook, Third Edition, Published by Wizards of the Coast ® .

Transcript of D20 - Mecha SRD Extreme

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Requires the useof the Dungeons& Dragons®

Player’sHandbook,Third Edition,Published byWizards of theCoast®.

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Mecha SRD extreme Credits and Contents

'd20 System' and the 'd20 System' logo are trade-marks of Wizards of the Coast, Inc. and are usedaccording to the terms of the d20 System Licenseversion 5.0. A copy of this License can be foundat www.wizards.com/d20.

Dungeons & Dragons and Wizards of the Coast aretrademarks of Wizards of the Coast, Inc. in theUnited States and other countries and are usedwith permission.

Cover and interior artwork copyright © 2003Christopher Shy, Appendix 2, layout, and graphic designcopyright © 2003 Philip Reed, All Rights Reserved. AllRights Reserved. Used with permission. All text in thisbook is designated as open game content. You may notdistribute this PDF without the permission of RoninArts.

Several PDF products are availablefrom www.rpgnow.com,www.philipjreed.com, or

www.roninarts.com.

Appendix 2 byPhilip ReedIllustrated by

Christopher ShyPublished by Ronin Arts

www.roninarts.comwww.philipjreed.comwww.studioronin.com

Chapter One: The Basics...............3Mecha Pilot Character Class ..................3Mecha Commander Character Class......6Skills and Mecha ....................................8Feats and Mecha.....................................9

Chapter Two: Mecha Design........12What is a Mecha?.................................12Mecha Points ........................................13Mecha Stat Block .................................13Designing a Mecha and its Mecha Point Cost ............................14Design Checklist ..................................18Step One: Choose Mecha Type............18Step Two: Choose Size.........................18Step Three: Choose Hit Points .............19Step Four: Choose Occupants and Cargo ...........................20Step Five: Choose Armor.....................21Step Six: Choose Defense ....................21Step Seven: Choose Strength ...............22Step Eight: Choose Speed ....................22Step Nine: Choose Handling................28Step Ten: Choose Special Abilities ......28Step 11: Choose Exotic Abilities .........38Step 12: Choose Defects ......................43Step 13: Design Weapons.....................48

Chapter THRee: Mecha combat ....61Running Big Battles .............................61Basic Concepts .....................................62Characters in Mecha.............................63Scale .....................................................64Mecha Sizes..........................................64Facing and Firing Arcs.........................65Initiative ...............................................65Movement and Action ..........................65Moving the Mecha ...............................67Fighting from Mecha............................76

Appendix One: Mecha as Magic Items ...........................82The Design Process ..............................82

Appendix two: extreme Extras....85New Feats.............................................85New Mecha Defects .............................86New Mecha Exotic Abilities ................87Predator IVX Power Suit .....................88Gargexian GR5.....................................89Energy Absorbing Alien .......................90

Appendix Three: Open Game License...............................91

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“Mecha” is the term used by Japaneseanimators and fans to refer to the mechan-ical designs that appear in Japanese ani-mation, or anime. A mecha can be a giantrobot, a suit of powered armor, or a vehi-cle of some other sort, such as a spaceship,tank, submarine, or motorcycle.

Mecha d20 provides a means ofdescribing all manner of mecha in gameterms, and offers simple, playable systemsfor using them in adventures. Although itsprimary focus is on anime-style giantrobots and powered armor, Mecha d20 canbe used to create everything from sportscars to sky galleons.

Mecha PilotCharacter Class

The character is a military Mecha Pilotin a modern military or paramilitary force.He or she might be a member of the armedforces, a SWAT team, or even a freelancemercenary, and could operate a giant robot,jet fighter, helicopter, or tank . . . or amachine that transforms into each. MostMecha Pilots consider themselves elitecompared to infantry soldiers, patrol cops,or other “ground pounders.”

AdventuresMecha Pilots may fight for glory,

honor, or even loot, but most are reluctantwarriors, battling because they feel theyhave no choice. The enemy is coming, andthey are all that can protect their lovedones, their comrades, their country, ortheir world. Sometimes that war hasalready been lost . . . and now they seekrevenge.

CharacteristicsSome Mecha Pilots are chivalrous, hot

blooded, and confident, but most knowwar is not a game, whether the foe arecriminal gangs, terrorists, or the armedforces of rival powers. They may ponderover whether to climb into the cockpitagain — or even consider deserting — butwhen they actually get on the battlefield,they fight to win, using their superior fire-power to reap lesser adversaries like wheatbefore a scythe as they smash their waytoward their opposite numbers. The mostfamous Mecha Pilots — like fighter acesof the past — are renowned for situationalawareness, the always preternatural “sixthsense” of keeping track of everything inthe confusion of battle that lets them fightmany foes at once.

BackgroundSome mecha are operated by steely-

eyed professionals who graduated from amilitary academy, others by scarred veter-ans of a hundred battles, and a great manyby angst-ridden 14-year-olds who havebarely read the manual. In short, a MechaPilot can come from any class, race, orbackground.

Other ClassesThe ranks of Mecha Pilots also include

many characters of other classes. In par-ticular, many groups will include Fighters,both as ordinary soldiers and as MechaPilots, and Bards are also surprisinglycommon, often in their modern-day incar-nation as idol singers. Classes from Animed20 that work especially well in a mechacampaign include Sentai Members (oftena team of heroes will each have their ownmecha, which can combine into one giantmachine), Gun Bunnies (who sometimesacquire powered armor mecha suits forheavy-duty combat), Students (who tendto find themselves piloting mecha even if

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they aren’t ready for the job), and, ofcourse, Giant Robots (if one or more ofmecha themselves are intelligent).Adventurers, rather than Mecha Pilots, canbe a good all-around class to represent theother crew members in a starship or simi-lar large vessel. Most importantly, MechaPilots tend to associate with TechGeniuses, the engineers and inventors whobuild, maintain, and modify the mecha.

Hit Dice and Ability ScoresThe Mecha Pilot uses d8 Hit Dice.

Class SkillsThe Mecha Pilot’s Anime d20 class

Skills are Computer Use (Int),Demolitions (Int), Drive (Dex or Int),Knowledge (Electronics, Law, Mechanics,Military Sciences, Police Sciences,

Strategy) (Int), Navigate (Int), Pilot (Dexor Int), Repair (Dex), and Spot (Wis).

Skill Points at 1st Level: (4 + IntModifier) x 4

Skill Points at Each Additional Level:4 + Int modifier

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Mecha SRD extreme The BasicsTable 1-1: Mecha Pilot Level Progression

AttackLevel Bonus Ref Will Fort Special

1 +0 +2 +0 +0 Mecha (+400 Mecha Points), Mecha Pilot Feat Package, Personal Gear2 +1 +3 +0 +0 Heightened Awareness (+2)3 +2 +3 +1 +1 Aura of Command (1 person)4 +3 +4 +1 +1 Mecha (+400 Mecha Points)5 +3 +4 +1 +1 Bonus Feat, Organizational Ties6 +4 +5 +2 +2 Aura of Command (2 people)7 +5 +5 +2 +2 Bonus Feat8 +6/+1 +6 +2 +2 Mecha (+400 Mecha Points)9 +6/+1 +6 +3 +3 Aura of Command (10 people)10 +7/+2 +7 +3 +3 Organizational Ties11 +8/+3 +7 +3 +3 Heightened Awareness (+4)12 +9/+4 +8 +4 +4 Mecha (+400 Mecha Points), Aura of Command (50 people)13 +9/+4 +8 +4 +4 Bonus Feat14 +10/+5 +9 +4 +4 Organizational Ties15 +11/+6/+1 +9 +5 +5 Aura of Command (200 people)16 +12/+7/+2 +10 +5 +5 Mecha (+400 Mecha Points)17 +12/+7/+2 +10 +5 +5 Bonus Feat18 +13/+8/+3 +11 +6 +6 Organizational Ties19 +14/+9/+4 +11 +6 +6 Bonus Feat20 +15/+10/+5 +12 +6 +6 Mecha (+400 Mecha Points)

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Class FeaturesAll of the following are class features

of the Mecha Pilot:

Mecha Pilot Feat PackageThe Mecha Pilot gains these Bonus

Feats at 1st Level: Mecha WeaponProficiency [one type], Personal FirearmsProficiency, and [Mecha] Operation.

Personal GearA 1st Level Mecha Pilot possesses a

basic set of equipment. Typically, this is aflight suit or space suit and a sidearm.

MechaAt 1st Level, the character receives an

appropriate mecha constructed from 400Mecha Points. Every 4 Levels, the MechaPilot either makes significant upgrades tohis or her mecha, or receives a more pow-erful replacement mecha; the Mecha Pointtotal increases by 400 Points for eachupgrade. This should be justified by in-game events. It could represent his or herorganization providing a better prototypemachine, or new parts. If the mecha ismagically bonded to the pilot, it may rep-resent it growing in power as he or shegrows in heroic stature. It is up to the GMwhether or not to let the new or upgradedmecha be designed by the player.

Heightened AwarenessAt Level 2, the character gains a +2

bonus to any awareness (Spot, Listen, etc.)checks that he or she makes. This bonusincreases to +4 at 11th Level.

Aura of CommandThe Mecha Pilot possesses a natural

knack for leadership that grows as his orher confidence increases. The pilot caninspire allies or subordinates into follow-ing him or her into dangerous situationsthey might otherwise avoid or never con-sider undertaking. The number of peoplehe or she can directly inspire at any giventime is shown in parenthesis on the pro-gression table. For example, a 6th Levelcharacter can directly inspire 2 people.Aura of Command’s effects should berole-played, but one practical benefitallows the leader to add his or her Willsave bonus (if higher) to his or her subor-dinates in any situation where they mustmake a Will save to avoid fear or panic.Few leaders have an Aura of Commandsufficient to inspire their entire force atonce. They usually concentrate on keyindividuals (such as immediate subordi-nates) and hope the actions of these peoplewill encourage others to follow them.

Bonus FeatThe character may select a bonus Feat.

This Feat may be any of the Mecha Featsor a Giant Robot Fighting Feat.

Organizational TiesMost Mecha Pilots belong to some

form of organization, such as a militaryforce. At Level 5, the character is trustedby the organization and can rely on it foroccasional support and favors (such as thesupport given to a military officer, experi-enced sergeant, or police detective). AtLevel 10, the character has respected sta-tus and considerable tactical responsibilityin an organization (such as a fightersquadron leader or company commander).At Level 14, he or she may have opera-tional responsibility and will often assistin or make strategic decisions (such as anarmy colonel or the captain of an impor-tant warship). At Level 18, the pilot hasreached senior rank in the organization(such as the rank of a military general).For those characters who avoid responsi-bility, organizational ties may representincreased reputation and value to theorganization, and the willingness of theorganization to cut them slack in exchangefor their support.

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Mecha CommanderCharacter Class

The Mecha Commander is a tacticianand operational strategist. He or she maycommand from a ship’s bridge, an under-ground secret base, a flying fortress abovethe clouds, or at the head of a squadron ofgiant robots. He or she need not be aMecha Pilot. Some work their way upthrough the ranks and “lead from thefront” while others may be chosen fortheir strategic ability or force of will.

RequirementsTo qualify, the character must fulfill all

the following criteria: Aura of Command:1+ ranks. Organizational Ties (in a mili-tary or paramilitary force): 1+ ranks.Knowledge (Strategy or MilitaryScience): total 3 or more ranks.

Hit Dice and Ability ScoresThe Mecha Commander uses d8 Hit

Dice.

Class SkillsThe Mecha Commander’s Anime d20

class Skills are Bluff (Cha), Diplomacy(Cha), Gather Information (Cha), Hide

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(Wis), Intimidate (Cha), Knowledge(Geography, Military Science, Strategy)(Int), and Sense Motive (Wis).

Skill Points at 1st Level: (6 + IntModifier) x 4

Skill Points at Each Additional Level:6 + Int modifier

Class FeaturesBonus Feat

The character may select a bonus Feat.This Feat may be any of the Mecha Featsor a Giant Robot Fighting Feat.

Tactical AdviceAs an attack action, the Mecha

Commander can offer tactical advice to alloccupants of a single mecha (it caninclude his or her own mecha’s crew, but

not his or her own self). The mecha’s loca-tion must be precisely known, and theymust be in voice or communication range.This advice provides either a competencebonus on attack rolls, on Spot (orComputer Use) and Hide checks, or adodge bonus to Defense, at the comman-der’s option. The bonus equals the higherof his or her Wisdom or Intelligence bonus(minimum +1). Its duration, in rounds,equals the number of ranks he or she hasin the Knowledge (Strategy) Skill. TheCommander can delay activation of thebonus, however, until a specific eventdescribed by the commander is observedby the ally (such as, “the enemy attacks”or “you advance into the town”), providedthat is within the same day. The com-mander may use the Tactical Advice abili-ty no more times daily than shown on theclass progression table.

Handle RecruitsAt 2nd Level, a Mecha Commander

can transform recruits (often teenagersranging from 12-17 year olds) into moti-vated warriors. The Mecha Commandermust spend at least 3 hours a day on thetrainee group over the prior week to haveany influence. A DC 15 check is required;add the commander’s Charisma bonus and+1 every two class Levels. If the checksucceeds, the commander can motivatethem to fight and obey his or her orderswhen necessary, as if they were profes-sional soldiers. If it fails, they will contin-ue to act like ordinary teenagers: getscared, act like spoiled brats, run away,etc. New checks may be required whenev-

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Mecha SRD extreme The BasicsTable 1-2: Mecha Commander Level Progression

AttackLevel Bonus Ref Will Fort Special

1st +0 +0 +2 +2 Bonus Feat, Tactical Advice 1/day2nd +1 +0 +3 +3 Battle Plan gives +1 Initiative; Handle Recruits3rd +2 +1 +3 +3 Bonus Feat4th +3 +1 +4 +4 Tactical Advice 2/day5th +3 +1 +4 +4 Battle Plan gives +2 Initiative6th +4 +2 +5 +5 Bonus Feat7th +5 +2 +5 +5 Tactical Advice 3/day8th +6/+1 +3 +5 +5 Battle Plan gives +3 Initiative9th +6/+1 +3 +6 +6 Bonus Feat, Saint Crispin’s Day10th +7/+2 +4 +7 +7 Tactical Advice 4/day

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er something happens that might breaktheir morale — they are ordered to killsomeone they know, see a friend die,become homesick, etc. The DC dependson the situation; the GM may wish to usethe guidelines in the Handle Animal Skill.

Battle PlanIf the character takes at least (11 minus

the Mecha Commander’s Class Level)minutes to formulate and describe a battleplan to his or her allies in advance of actu-al combat, and they follow it in regard totheir pre-battle disposition (marchingorder, formation, etc.), it grants anInitiative bonus to all members of thegroup, including the character him or her-self. The bonus is +1 at 2nd Level and anadditional +1 every three Levels. Thebonus becomes a penalty, however, if thebattle plan is revealed to the enemy (bytreachery, mind-reading, etc.). In order toformulate a battle plan, the commandermust know the exact number of his or herallies, their equipment, and the locationand terrain of the battle. If this changes(perhaps he or she makes the plan tooearly), the bonus is lost. The charactergains an additional +1 bonus if he or she

has accurate intelligence on the enemy’scapabilities or plans; it is up to the GMwhether or not this bonus should beapplied. A group of allies can only benefitfrom one battle plan at any one time. Thetime required to formulate a battle planassumes the character is planning for asmall force of platoon size or less — a halfdozen mecha, or under 50 combatants.Planning a larger battle may take propor-tionately longer, at the GM’s option.

Saint Crispin’s DayAt 9th Level, a Mecha Commander

gains the ability to, once per game session,deliver an inspiring speech that providesmajor benefits to allies who listen to it.The speech takes one minute (10 rounds)and gives the same effect as a Hope, Rage,or Hate Emotion spell (see PHB, Spells),although it is not a spell. The commanderdecides which spell effect to apply. Thespeech affects only those individuals with-in the leader’s Aura of Command; othersmay be inspired, but gain no game benefit.The effects last for a number of minutesequal to 10 times his or her Charismabonus (minimum 10 minutes).

Skills and MechaThe following Skill is of special use

when operating mecha.

Computer UseWhen using Mecha d20, GMs should

add the following specializations to theComputer Use skill: Sensors, CamouflageGear, and Electronic Counter Measures.These specializations reflect the specificcomputer technology found on most mili-tary vehicles. Computer Use is used inplace of Spot Checks when using vehiclesensors (other than Optics, which uses theSpot Skill).

Drive (or Pilot)Relevant Ability: Intelligence or

Dexterity

Specialization:Drive: Big Rig (large trucks), Car,

Motorcycle, Small Truck (vans, pick-ups),Tank, etc.

Pilot: Heavy Airplane, Helicopter, JetFighter, Light Airplane, Spacecraft

The ability to operate a powered vehi-cle. Skill checks are only necessary in dif-ficult situations such as performing vehic-

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ular stunts, avoiding hazards, etc. ThePilot skill is used for air/space vehicles.

CheckRoutine tasks, such as ordinary driv-

ing, do not require a Skill check. Make acheck only when some unusual circum-stance exists (such as inclement weatheror an icy surface), or when the character isdriving during a dramatic situation (thecharacter is being chased or attacked, forexample, or is trying to reach a destinationin a limited amount of time). When driv-ing, the character can attempt simplemaneuvers or stunts.

Try Again?Most driving/piloting checks have

consequences for failure that make tryingagain impossible.

SpecialA character can take 10 when driv-

ing/piloting (if not in combat or otherwisethreatened or distracted), but cannot take20. There is no penalty for operating ageneral-purpose vehicle. Other, special-ized types of vehicles require the corre-sponding [Mecha] Operation Feat, or thecharacter takes a -4 penalty on Drivechecks.

TimeA Drive check is a move action.

Feats and MechaMost Feats can be used from a mecha

without any problem. For example, a char-acter with the Far Shot Feat can apply thatto a mecha’s weapons, while one withAlertness gets the same bonus when usinga mecha’s sensors. You could even useBrew Potion inside a mecha, provided ithad a lab.

Exceptions to this are Feats thatrequire a near-human level of physical co-ordination or agility, such as Cleave orWhirlwind Attack. These require a mechawith limbs (a giant robot or suit) to use,and may require a special prerequisite Feat— see Giant Robot Fighting.

Feats and Anime d20Anime d20 includes several Attributes

that can replace standard Feats. Mechad20 includes specific Feats for use byGMs running other d20 games, however.

Mecha FeatsThe following additional Feats are

used in Mecha d20.

Giant Robot DodgeYou are especially adept at defensive

maneuvers while operating a giant robot.Select a size of giant robot (such as gar-gantuan or colossal). You are adept atdodging attacks while piloting that size of

mecha. Your ability only applies to giantrobot-class mecha, not to suits or vehicles.

Prerequisite: Dex 13+, Driving orPilot 3+ Ranks

Benefit: When piloting a mecha, youmay designate an opponent of any sort(mecha, character, etc.) and receive a +1dodge bonus to Defense against attacksfrom that foe. You may select a new oppo-nent to dodge on any action.

Giant Robot FightingYou are proficient in the fine control of

a giant humanoid fighting machine. If youare piloting a mecha suit, or a giant robotthat has the same general limb configura-tion as your own body (if a human, thatmeans two arms and two legs), you mayuse certain Feats with it.

Prerequisite: Giant Robot Dodge,Driving or Pilot 6+ Ranks

Benefit: If you know any of the Featsdetailed in the Giant Robot Fighting FeatsTable (below), you may apply them toyour mecha as if it was the character.Moreover, those Feats that require aStrength prerequisite may be learned evenif you lack sufficient Strength, but onlyused when you are piloting your giant

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robot (provided your robot has sufficientStrength). If you later increase yourStrength, you can use them on your own.

Normal: You may not use the Featsabove while in a giant robot if you lackthis Feat. You may not use them at allwhile in a vehicle. You are not restrictedfrom using them while in a suit.

Special: The Endurance, Run, andStunning Fist Feats cannot be used by agiant robot. Bull Rush, Improved BullRush, and Improved Unarmed Strike Featsare unneeded, since mecha attacks do notcount as “unarmed.”

Armor Proficiency (Mecha Suit)The character is proficient with mecha

suits that are worn rather than driven, suchas powered armor.

Prerequisite: None

Benefit: The armor check penaltyapplies only to Balance, Climb, EscapeArtist, Hide, Jump, Move Silently, PickPocket, and Tumble checks.

Normal: A character without this Featwearing a mecha suit suffers its armorcheck penalty on attack rolls and on Dex-or Str-based Skill checks.

Special: The character can don orremove a mecha suit that has a Start-UpTime Defect in half the normal time.

Electronic WarfareThe character is an expert at using sen-

sors

Prerequisite: Int 11+; Computer UseSkill 2+ Ranks

Benefit: The character can performComputer Use checks with mecha sensors(such as radar) without penalty.

Normal: Characters without this Featmake Computer Use checks using mechasensors at -4 penalty.

Special: If the character takes a fullaction to monitor a sensor, he or she gets a+2 bonus on Computer Use checks with it.

MechamorphosisThe character is an expert at using

mecha with exotic mechanical metamor-phosis abilities.

Prerequisite: Dex 13+

Benefit: If operating a transforming orcombining mecha, the character can trans-form or combine using a move action. Thecharacter may apply his or her Dex bonus toDefense when transforming or combining.

Normal: Characters without this Featmust take a full action to transform orcombine, and are flat-footed on the roundthat they do so.

Special: In the case of a combiningmecha, all characters must have this Featto gain the bonus.

(Mecha) OperationThis is several different Feats, some-

times known as Aircraft Operation,Spacecraft Operation, Surface VehicleOperation, etc. Select a GM-defined class,such as heavy aircraft, helicopters, jetfighters, spacecraft, starships, heavywheeled, powerboat, sailboat, ship, sub-marine, tracked, giant robot, etc. The char-acter is proficient at operating that class ofmecha.

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Table 1-3: Giant Robot Fighting FeatsAmbidexterity Blind-Fight Cleave

Dodge Expertise Great CleaveImproved Critical Improved Disarm Improved Initiative

Improved Trip Improved Two-Weapon Fighting MobilityPower Attack Quick Draw Shot on the RunSpring Attack Sunder Two-Weapon Fighting

Whirlwind Attack

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Prerequisite: Pilot Skill 4+ Ranks forair or spacecraft; Drive Skill 4+ Ranks forsurface craft.

Benefit: The character takes no penal-ty on Drive or Pilot checks or attack rollsmade when operating a craft of the select-ed class.

Normal: Characters without this Feattake a -4 penalty on Pilot or Drive checksmade to operate a mecha (giant robot orvehicle), and on attacks made with itsweapons. Exception: there is no penaltywhen a character with appropriate Skill oper-ates a simple general-purpose vehicle, suchas a light propeller aircraft (if he has Pilot) oran automobile or van (if he has Drive).

Special: The character can gain thisFeat multiple times. Each time the charac-ter takes the Feat, the character selects adifferent class of mecha.

Mecha Weapon ProficiencyThe character is proficient with a spe-

cific type of ranged weapons used bymecha — Artillery (indirect fire weaponssuch as Howitzers), Gunnery (heavymachine guns, tank guns and other vehi-cle-mounted direct-fire weapons), orLaunchers (rocket and missile launchers).

Prerequisite: None

Benefit: The character makes attackrolls with the weapon normally.

Normal: A character who uses aweapon without being proficient with ittakes a -4 penalty on attack rolls.

Special: A character can gain this Featmultiple times. Each time a charactertakes the Feat, he or she selects a differentweapon group.

Personal Firearms ProficiencyBenefit: The character can fire any

personal firearm without penalty.

Normal: Characters without this Feattake a -4 penalty on attack rolls made withpersonal firearms.

Vehicle DodgePrerequisite: Dex 13+, Drive or Pilot

Skill 6+ Ranks

Benefit: When piloting or driving avehicle (not a giant robot or suit), duringthe character’s action, the character desig-nates an opposing vehicle or a singleopponent. The character’s vehicle andeveryone aboard it receive a +1 dodgebonus to Defense against attacks from thatvehicle or opponent. The character canselect a new vehicle or opponent on anyaction.

Normal: Characters operating mechasuits use the ordinary Dodge Feat instead.Characters operating giant robots may usethe Dodge Feat if they have the GiantRobot Fighting Feat.

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This chapter provides rules for creat-ing mecha of all sorts, from oared galleysand Gnomish war machines to cars, mainbattle tanks, airplanes, submarines, pow-ered armor . . . and giant robots.

Mecha d20 is an effects-based system.Start with a general concept for a giantrobot, suit, or vehicle, and use these rulesto translate it into game mechanics. Thesystem is concerned with what a mechadoes, not the nuts-and-bolts details ofwhat technology is or isn’t available in aparticular setting. That is up to the GM.

There is no need to keep track ofweight, money, power, volume, or otherconsiderations of that nature. Instead, anabstract “Mecha Point” game mechanicrates relative capability of the mechadesign. The section Mecha PointEquivalent explains how to translateMecha Points into other units, such asexperience levels, gold pieces, dollars, orwealth checks.

Metric and Imperial SystemsSince some d20 System games use

Imperial measurements and some use met-ric, Mecha d20 uses both. Most values are

given in both Imperial and Metric equiva-lents; both are rounded appropriately forsimplicity.

What is a Mecha?In Japan, “mecha” is used to refer to

the various mechanical designs created foran anime series, from ordinary cars andmotorbikes to robots and starships. Bigpiloted robots are just called “robots,”although most anime series adopt theirown term for them, like “mobile suits,”“armored troopers” or “arm slaves.”

In the west, “mecha” is sometimesused in the Japanese sense, and sometimesto refer to piloted robots.

Science vs. Magic, Reality vs. Fantasy

Although some of the text that followsfor the mecha creation rules uses modern,scientific terminology, players and GMsshould not feel constrained by this. Therules herein are intended to allow totalfreedom in mecha creation, be it ultra-realistic military vehicles, sea galleonsfrom the age of piracy, super-science star-

ships of epic space opera, or magicalmecha in a fantasy setting. The mostimportant thing one should keep in mindwhile looking at the mecha creation rulesare the rules themselves. If one wants tohave Explosive Reactive Armor on his orher sea galleon, the player should not feelrestricted against doing so by the fact thatsuch high-tech armor did not exist in theage of pirates. The Explosive ReactiveArmor could represent additional layers ofarmor on the ship’s hull which providesprotection against attacks in a similargame mechanical fashion as the ERA rulesdespite the fact that the real-world effect isdifferent. Never let the text constrain yourimagination.

In Mecha d20, a “mecha” is any vehi-cle, suit, construct, or giant robot builtwith Mecha Points.

The word mecha is both singular andplural, just like “samurai” or “ninja.”

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Mecha PointsEach mecha design will cost a certain

number of Mecha Points depending on itsstatistics and qualities. Mecha Points arean abstract representation of the qualita-tive value of the mecha. A character gainsa number of Mecha Points depending onhis or her access to resources as well as thecharacter’s importance in organizations —see Starting Mecha Points, below.

Starting Mecha PointsThe information below provides exam-

ples of Mecha Point power levels. The equiv-alent Ranks of the Own a Big MechaAttributes from Anime d20 are also indicated.

Street/Soldier Level or PersonalGear — 200 Mecha Points

This will buy the kind of vehicles andmecha one would expect in a game aboutstreet-level operatives, like bounty huntersor gangsters. A bullet-proof hotrod, forexample. It is also suitable for a team ofmodern soldiers. Thus, a crew of fourplayer-characters could pool their MechaPoints and buy an M1 Abrams tank.

Agent Level or Own a BigMecha Level 1 — 400 MechaPoints

This will buy the kind of gear thatsuper agents or cyberpunk anime heroes

have. Personal powered suits, for exam-ple, or a “do anything” spy car.

Mecha Troopers Level or Own aBig Mecha Level 2 — 800Mecha Points

This will buy a one-man mecha rough-ly as powerful as a modern-day battle tankor jet fighter A group of characters whopool their Mecha Points could buy a smallfighting ship or space cruiser. Many giantrobot anime shows have mecha at thispower level.

Super Mecha Level or Own aBig Mecha Level 3 or 4 —1,200 to 1,600 Mecha Points

This will buy a mecha that is farbeyond any modern day fighting machine.This is the standard power level for mechain giant robot shows where the heroes’mecha are far tougher than the typical“grunt” mecha (usually built on 800Points) they face.

Guardians Level or Own a BigMecha Level 5 or 6 — 2,000 to2,400 Mecha Points

This will buy a mecha that is poten-tially world-shaking in its power.Campaigns similar to anime series wherethe characters are a small group ofteenagers who are the only beings pre-

venting the destruction of Earth will oftenstart with mecha at that this level.

Mecha Stat BlockLike creatures, mecha have a number

of statistics. After a mecha is designed,record it using this format:

Type: Whether the mecha is a suit,giant robot, or vehicle.

Class: The general category of mecha,like “sailing ship” or “main battle tank.”This is up to the designer to specify; theclasses are not defined by the rules. Thisdetermines what Skills or Feats are need-ed to operate the mecha.

Size: The mecha’s size, which mayrange from fine to colossal. Most mechadesigned to carry human-sized passengerswill be medium-sized or larger. List thelongest dimension and mass in parenthesis,for example: “Colossal (70’ tall, 100 tons).”

Hit Points: The mecha’s Hit Points,for example “200 HP.”

Occupants: The number of medium-sized occupants the mecha transports. Ifthe mecha has both crew and passengers itwill have two entries separated by a slash.The second is passengers.

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Cargo: The cargo the mecha cancarry. This will specify either (lbs. or kg).

Armor: The mecha’s damage reduc-tion.

Defense: The mecha’s defense, factor-ing in the values from Armor (if any) andsize. (The value listed in brackets is foruse with Anime d20’s rules for ArmorClass)

Strength: The mecha’s strength abili-ty. This is only listed for giant robots andsuits, not for vehicles.

Land Speed (or Air Speed, etc.): Themecha’s top speed in the specified envi-ronment, in mph or kph, with the combatspeed (usually in feet, meters, or squares)noted in parenthesis. Follow underwaterspeed with the depth it can dive and an airspeed entry with the ceiling (for example,Ceiling: 12,000’). If space flight, listthrust in G (for example, 3 G) and if real-istic space flight, also G-rounds and a par-enthetical delta-V. If the mecha is a suit, orhas FTL, a multiplier is given instead ofan actual speed, such as land speed x2.

Handling: The mecha’s Initiative andManeuver modifiers. List Initiative first,then Maneuver, separated by a slash.Some d20 System games use a singleHandling modifier instead of two statis-tics. If so, list it with (handling) in paren-thesis to prevent confusion.

Special Abilities: The other capabili-ties possessed by the mecha, such as sen-sors or an ejection seat. Special abilitiesare listed one at a time in alphabeticalorder. If a special ability requires an addi-tional notation (or example, the range of asensor), list it in parenthesis.

Exotic Abilities: Any exotic abilitiespossessed by the mecha, along with theirany parenthetical notes regarding theircapabilities. Exotic abilities include ForceField, Merging, Summonable, andTransformation. If an exotic ability has anadditional notation, list it in parenthesis.

Defects: List any overall flaws themecha possesses, such as being Flammableor a Hangar Queen. Defects are listed one ata time in alphabetical order (for example,Defects: Flammable; Hangar Queen;Windows). If the Defect has an additionalnote, list it in parenthesis — for example,Reduced Endurance (3 days).

Weaponry: The names of theweapons built into or carried by themecha. Each weapon that is designed willbe given its own stat block.

Required Feats or Skills: Any Featsor Skills required to operate the mecha,such as Pilot. Note (Feat) or (Skill) inparenthesis afterward if it is unclearwhether a Feat or Skill is being refer-enced.

Cost: The total Mecha Point cost ofthe mecha. If desired, a conversion to dol-lars, credits, gold pieces, or other Pointsmay be listed in parenthesis. For example,“Cost: 100 Mecha Points (20,000 gp).”

Mecha that can transform or mergemay have multiple stat blocks.

Optionally list the individual MechaPoint costs (positive or negative) aftereach entry, for ease of modification, or, ifa player, to help the GM check your totals.If so, use the abbreviation MP for MechaPoints and list the cost in brackets after theentry — for example, Hit Points: 10 HP[20 MP].

Designing a Mecha and its Mecha Point Cost

Mecha design is a multi-step process,much like character creation. It is up to theGM whether players can design their ownmecha or whether they must select themfrom existing designs.

If the GM allows players to designtheir own mecha, he or she should specifyhow many Mecha Points are available.

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The GM may decide that only MechaPilots and Mecha Commanders can ownmecha. Additionally, the GM must indi-cate whether any particular abilities arerequired or forbidden, or if the mechamust follow a particular theme. For exam-ple, “each character must have a personalmedium-size mecha suit” or “all mechamust be submarines” or “everyone shouldhave a gargantuan or colossal giant robotthat can travel in space.” The GM may askplayers to revise their mecha designs to fitthe game setting.

Design a mecha by selecting variouscharacteristics, such as Hit Points, Armor,occupancy, or special abilities or weapons.Each has a Mecha Point cost; sometimesthis is positive, sometimes negative.

Add all the costs together to find theTotal Mecha Point Cost. This is the num-ber of Mecha Points that it costs to startwith this mecha, or the total used in anyMecha Point Equivalence formula.

There is no cost for a mecha’s Type orSize, since the advantages and disadvan-tages tend to balance.

ConceptDecide on the basic concept of the

mecha and how many Mecha Points youwill spend on it. Here are some possibleconcepts:

AircraftThese could be airplanes, helicopters,

wind-powered sky-boats, or swift anti-gravity flyers.

Armored Fighting Vehicles(AFV)

Conventional battle tanks, troop-carryingAPCs, or tiny mini-tanks for city fighting.

Piloted Giant RobotThe classic humanoid battle machine

with Operator riding inside the cockpit.

MonstersGMs can also use the mecha rules to

design giant-monsters-that-ate-Tokyo.

Organic MechaThese living machines can be anything

from a powered suit to a battleship.

Powered Armor A form-fitting suit of strength-ampli-

fying armor.

SpaceshipSmall scoutships, sleek starfighters,

rusty tramp freighters, or giant battleshipsand carriers.

Super-CarIt looks like a car but it may be bullet-

proof, drive underwater, or even fly.

Transforming MechaA motorcycle that turns into powered

armor, for example, or a big humanoidrobot that becomes a fighter plane.

WatercraftHow about a sleek and deadly subma-

rine, a powerful battleship, a statelygalleon, or a fast hydrofoil?

Mecha Point EquivalenceMany d20 System games use different

mechanisms to represent the value ofequipment and gadgets, from gold piecesto various unique Point systems. If usingMecha d20 with another d20 Systemgame, the GM may desire to retain theirexisting system. Here are a few guidelinesfor converting Mecha Points into othersystems:

Mecha Points in Anime d20Each Level of the Own a Big Mecha

attribute in Anime d20 gives 400 MechaPoints with which to build a mecha.Characters can pool their Mecha Points tocreate larger mecha, but should not usual-ly be allowed to combine Mecha Pointswith non-player characters.

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Each “major” item of Personal Gear inAnime d20 can be used to buy a mecha worthup to 100 Mecha Points, or to add additionalMecha Points to an existing mecha (throughcustom upgrades, etc.) or build a mecha ofintermediate value.

The GM may vary the threshold to betterbalance mecha against other elements of thegame.

Mecha Points as US DollarsAn approximate dollar value in modern US

dollars can be found using this conversion:

Dollar Value = Mecha Points x MechaPoints x $2

Also, multiply the cost by 1 to 5 if themecha was built for a government agency orthe military, by 5 if it can travel in space orunderwater, and by 10 if it is a custom-builtmachine or experimental prototype. Allincreases are cumulative; a mecha built for themilitary (x2 cost), that flies in space, and is aprototype, is 2 x 5 x 10 = 100 x cost.

Mecha Points as Interstellar Credits

In some science fiction settings, the cost incredits, or whatever other monetary unit is inuse, will be roughly the same as the cost in dol-lars. This means that a space fighter or giantrobot will cost millions of credits. For this con-version, just use the US dollar price.

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In other settings, big robots and space-craft are pretty cheap — any scoundrel canown a star freighter and any mercenaryaristocrat can have a giant robot — the rel-ative cost is more like a big semi-truck ora light plane. If so, the GM may wish touse this formula instead:

Interstellar Credits = Mecha Points x200 credits

Apply the same cost multipliersdetailed for US dollars

Mecha Points as Gold PiecesIn fantasy settings the GM may wish

to price mecha in comparison to thingslike full plate armor or galleys, or comparetheir value to that of magic items or con-structs such as golems. This cost schemegives a price in gold pieces. It assumesthat very powerful mecha are rare, andintended to give a reasonable price forsailing ships and other vehicles that arealso built using this system:

Gold Pieces = Mecha Points x MechaPoints x 2 gp

Double the cost if the GM feels themecha requires technology moreadvanced than the campaign setting, ormagic.

For example, a boat built with 10Mecha Points will end up costing 200 gp,while a medium-sized galley built with

100 Mecha Points will cost 20,000 gp. Apotent magical steam-powered mechabuilt on 400 Mecha Points — capable ofarm wrestling an iron golem or taking on ayoung dragon — costs 640,000 gp.

Mecha Points and CharacterLevel

GMs of some d20 System games mayprefer to assign a specific requisitionLevel to each mecha; characters must beof that Level or greater to be assigned to it.

To find a mecha’s Level, use a calcula-tor. Take the square root of its MechaPoint cost, then divide the result by 4,rounding fractions up. That is the Levelequivalent. Thus, a mecha that cost 400Mecha Points would have a Level equiva-lent of 5, since the square root of 400, is20, which when divided by 4 is 5.

This can also be used for games thattypically assign characters equipment,requisition, or gadget Point per Level.GMs may vary the divisor to make mechaeasier or harder to come by.

This Level equivalent can also be usedas a mecha’s Challenge Rating/EffectiveCharacter Level.

Mecha Points and PurchaseDifficulty Class

Some d20 System games have charac-ters roll to determine if they can acquireequipment, based on a wealth ability scoreor other attribute. A suggested PurchaseDC for mecha is:

(Square root of Mecha Point Cost) +15, rounded to nearest whole number.

Add +4 to DC if mecha was built for agovernment agency or the military, +7 toDC if it can fly or travel in space, and +10DC if it is a custom-built machine orexperimental prototype. All increases arecumulative; a mecha built for the military,that flies, and is a prototype, is +1 plus +7plus +10 = +21 DC.

For example, if a main battle tank maycost 700 Mecha Points. The square root of700 is 26.45, rounded to 26. The DC is 41,but since it is military hardware, it wouldbe DC 46.

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Design ChecklistOnce the concept has been established,

follow this procedure to design the mecha:

1. Choose Mecha Type.

2. Choose Size.

3. Choose Hit Points.

4. Choose Occupants and Cargo.

5. Choose Armor.

6. [Optional]: Choose Defense modifier.Calculate Defense.

7. Choose Strength, (if a giant robot orsuit.

8. Choose Speed.

9. Choose Handling.

10. Choose Special Abilities.

11. Choose Exotic Abilities.

12. Choose Defects.

13. Design Weapons.

14. Add up all Mecha Point costs. Thisgives the actual cost.

15. Determine what Skills or Feats areneeded to control the mecha.

16. Record the mecha’s statistics, and giveit a cool name, description, and back-ground.

Step 1: Choose Mecha Type

There are three broad types of mecha.Decide which to create: a Suit, a GiantRobot, or a Vehicle.

SuitA form-fitting suit of armor, worn

rather than driven. This includes exoskele-tons and powered armor suits that are nomore than 1.5 times as large as the wearer.A suit has no room for extra gear: theOperator must wear tight or no clothes, noarmor (except for ultra-tech skintightarmor), and bring no extra equipment.

Giant RobotA giant robot is a piloted humanoid or

animal-shaped vehicle that is larger thanits Operator and has creature-like agilityand/or manipulatory ability, via means oflimbs and/or a flexible body and jaw. Agiant robot could be anything from ahumanoid fighting machine to a mechani-cal sea monster. If it stays on the ground,and moves at less than High Speed(750’/round), a giant robot has the advan-tage that it moves like a character or crea-ture — there is no need to use the vehiclemovement rules when it goes into combat.

VehicleA vehicle is a piloted mecha that is

notably larger than its pilot and not classedas a giant robot. Vehicles include every-thing from ordinary wagons and cars topirate galleons and space battleships. Amachine with a simple bulldozer blade ortow arm is still considered a vehicle ratherthan a giant robot, since it lacks any flexi-bility of movement. Since vehicles do notacquire Strength, they are cheaper thangiant robots.

Step 2: Choose SizeDecide how big the mecha is. The

appropriate sizes for mecha are: fine,diminutive, tiny, small, medium, large,huge, gargantuan, or colossal.

There are two restrictions on size:

If creating a mecha suit, it must be thesame size as the intended wearer. A suit fora human is medium size; a suit worn by acolossal dragon will also be colossal.

If creating a vehicle or giant robot, itmust be at least one category larger than thelargest being it is intended to carry. Thus, agiant robot or vehicle big enough for ahuman to ride inside must be at least large.

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Many giant robots or vehicles will bemore than one size category larger thantheir intended occupants. Exception: If theoccupant will ride on it, like a bike or surfboard, it can be up to two sizes smaller.

Specify its dimensions (tall) or (long).Most vehicles are long; suits and giantrobots tend to be tall if humanoid, or longotherwise. Specify the mecha’s longestdimension (height if tall, length if long)and empty weight, choosing from withinthe available ranges given on the Size andWeight chart.

A good way to estimate weight forvery large mecha: weight in tons =(longest dimension x longest dimension xlongest dimension) divided by 1,000.

Some examples of common mechasizes:

Medium size: Powered armor, motor-bike, dinghy.

Large: A small car, speedboat, van,limousine, or light airplane. An 8-16’ (2.5-5 m) giant robot.

Huge: A large car, small armored per-sonnel carrier (APC), a truck, WWII-erafighter. A 16-32’ (5-10 m) giant robot.

Gargantuan: A large AFV or truck, amedium aircraft, railway car or locomo-tive, tramp freighter. A 32-64’ (10-20 m)+giant robot.

Colossal: Anything larger, from thesize of a jumbo jet to a giant starship. A64’ (20 m)+ giant robot.

Step 3: Choose HitPoints (HP)

Hit Points measure the damage amecha can sustain before being knockedout of action. The “base” column lists thedefault values.

The examples are for Hit Points usingthe same scale as d20 Modern, and arewell balanced against modern weapons.HP vary widely in different d20 Systemgames, however — assign whatever HPvalue best fits your own game setting. For

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Mecha SRD extreme Mecha DesignTable 2-1: Size and Weight ChartSize Example Modifier Dimensions Empty WeightFine Micro-machine +8 up to 1” (3 cm) up to 1/2 lb.Diminutive Small toy +4 1-6” (3-15 cm) 1/4 to 10 lbs.Tiny RC toy +2 6”-1’ (15-30 cm) 5 to 50 lbs.Small Police RC robot +1 1-4’ (.3-1.2 m) 25 to 250 lbs.Medium Motorcycle +0 4-8’ (1.2-2.5 m) 100 lbs. to 1 tonLarge Small car -1 8-16’ (2.5-5 m) 1/2 to 4 tonsHuge Luxury car -2 16-32’ (5-10 m) 2 to 40 tonsGargantuan Heavy tank -4 32-64’ (10-20 m) 10 to 400 tonsColossal Jumbo jet -8 64’+ (20 m+) 50+ tons

The modifier is the size modifier of the mecha.

Table 2-2: Mecha Hit Point ExamplesSizes Base Range ExamplesTiny 0 HP 1-10 HP RC Toy (3 HP)Small 0 HP 1-15 HP Bomb Squad Robot (15 HP)Medium 0 HP 1-25 HP Motor Scooter (15 HP)Large 10 HP 10-40 HP Compact Car (30 HP)Huge 20 HP 20-50 HP Armored Carrier (48 HP)Gargantuan 40 HP 40-120 HP Main Battle Tank (64 HP)Colossal 100 HP 100+ HP Destroyer Warship (150 HP)

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other examples of Hit Points, see the sam-ple mecha designs.

The overlap between size categories isintentional, since a smaller mecha mightbe tougher than a larger one if made fromespecially durable materials. Hit Points onthe lower end of the scale are appropriateto mecha that are smaller or more lightlybuilt within a category; larger or heaviermecha have more HP.

Mecha Point Cost: Base Hit Pointsare 0 if medium size or smaller, 10 if large,20 if huge, 40 if gargantuan, 100 if colos-sal. Each extra HP beyond base HP costs 2Mecha Points.

Step 4: ChooseOccupants and Cargo

A mecha suit’s occupancy is a singleperson whose size is the same as that ofthe suit. Thus, if the suit is medium size, itis usable with a medium-sized occupant. Asuit has no cargo capacity.

OccupantsFor vehicles and giant robots, decide

how many medium-sized occupants arecarried. An occupant may be a crew mem-ber or passenger, usually seated but some-times standing. The maximum is 1 ifsmall, 2 occupants if medium, 4 if large,

10 if huge, 20 if gargantuan; if a colossalmecha, the only limit is the optional real-ism consideration detailed underMaximum Loads.

There are two types of occupants for agiant robot or vehicle:

Operators are crew members who canuse the mecha’s systems in action: pilots,gunners, battery commanders, as well asequipment operators who main crucialsystems such as sensors or communica-tions. Many mecha have only oneOperator, the pilot or driver; others haveseveral. In a large naval vessel or starship,these are usually the bridge crew and gun-ners. Mecha that require many peoplesimply to keep it operational have theService Crew Defect.

Passengers are everyone else. Thisincludes passengers, but also maintenanceand service crew, such as cooks, medics,engineers, sailors, troops, battery weaponloaders, and even off-duty ops crew forsmaller mecha carried aboard. Not allmecha have passengers.

Decide on how many Operators andhow many passengers are carried.

Mecha Point Cost: 10 per Operator; 4per passenger. Exception: If mecha iscolossal and has 25+ passengers aboard,their cost decreases: 26-50 passengers cost100 Points, 51-100 passengers are 150

Points, 101-200 cost 200 Points, 201-400cost 250 Points, etc., at +50 Points perdoubling of capacity.

CargoA mecha may devote space to cargo.

This can be either an internal cargo hold ortrunk, or an external cargo bed, or evenunderwing pylons. Some or all of a mecha’scargo may be designated as liquid tankageor hangar space if desired; there is no extracost for this, but it cannot easily be used formuch else. Not all mecha have cargo spaces.

Mecha Point Cost: 1 per 200 lbs. (100kg), or 10 per ton (or tonne). Exception: Ifmecha is colossal and has 10+ tons (ortonnes) of cargo aboard, cost is reduced: 10-20 tons cost 100 Points, 21-40 tons cost 150Points, 41-80 tons cost 200 Points, 81-160tons cost 250 Points, etc., at +50 Points perdoubling of capacity.

Maximum LoadsFor realism’s sake, total weight of occu-

pants and cargo in a giant robot or vehicleshould rarely exceed half the mecha’sweight. Treat occupants (including seats,etc.) as 400 lbs. (200 kg), that is, 5 occu-pants to a ton (or tonne).

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Step 5: Choose ArmorMecha are tougher than people. Assign

the mecha a Armor value (also called dam-age reduction). This is a value from 1 to30, which is subtracted from any damageinflicted to the mecha’s Hit Points.

The chart below gives sample Armorvalues for real-world vehicles. These aresuggestions and not meant to constraindesigns — different d20 System gamescan have different values for similar vehi-cles.

Another way to select an Armor valueis to decide what sort of weapon the

mecha can routinely ignore and assign itsufficient Armor to stop the average dam-age of that attack. For example, if a 0.50-caliber machine gun inflicts 2d12 damage(an average of 6.5 points per d12) and themecha should stop most 0.50-cal. bullets,a Armor of 13+ is required.

If the GM permits players to buildtheir own mecha, he or she may choose torestrict them to a certain range of Armorvalues to ensure they are balanced againstlikely opposition. There is nothing wrongwith the characters (or their foes) beingtough, but they should not be utterly invul-nerable.

Mecha Point Cost: 5 per Point ofArmor. Also, heavy Armor will increasethe cost of speed.

Step 6: ChooseDefense(Optional)

Mecha d20 assumes mecha Armor doesnot also grant a defense bonus; this is con-sistent with most of the vehicle designs ofd20 Modern.

Not all d20 System games make thatassumption, however.

A mecha’s Armor can also provide anequipment bonus to Defense. Choose aDefense value for the Armor from +1 to+10. This defense bonus depends more onthe shape and material of Armor than itsthickness. Some examples:

• +1 to +3 if ordinary materials such aswood, synthetics, or light metal.

• +4 to +6 if paramilitary armor, partialarmor, or steel plate. A car with bullet-proofpanels, an aircraft with armor over theengine and cockpit, or the tough steel hull ofa modern ship.

• +6 to +10 if military armor such ascomposite laminates, sloped steel, battle-ship armor, etc.

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Table 2-3: Mecha Armor ExamplesVehicular Example Typical ArmorRubber raft, rowboat 0-2Motorcycle, oared galley 2-5Automobile, light aircraft 4-6Large sailing ship, jet airplane 4-8Pick-up truck, jeep 5-7Semi-truck, cargo steamship 5-9Attack helicopter 7-10Armored car or limousine 10-11Typical “powered armor” suit 10-14Armored Personnel Carrier 9-15Infantry Fighting Vehicle 13-16Medium tank (WWII era) 12-18Battleship (WWII era) 18-20Main battle tank (modern era) 18-25Powerful giant battle robot 15-30

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• Force Shields: A defense bonus canalso represent a force shield that deflectsrather than absorbs damage, or a combina-tion of armor and a force shield.

Mecha Point Cost: 5 Points per +1 todefense up to Def +5; for defense 6+, costis (defense x defense). Thus, Def +8would cost (8 x 8 = 64) 64 Mecha Points.

Defense (Def)Determine the mecha’s actual Defense

(Def) number using this formula: 10 +defense bonus (if any) + size modifier. Forplayers using Anime d20, the Defense valueis equal to a 1d20 roll + defense bonus (ifany) + size modifier. The size modifier is +8if fine, +4 if diminutive, +2 if tiny, +1 ifsmall, 0 if medium, -1 if large, -2 if huge, -4 if gargantuan or -8 if colossal.

This Def can be increased by thepilot’s Dex bonus and any class abilities orFeats that increase mecha Def.

Step 7: ChooseStrength

A mecha suit’s Strength modifier is anequipment bonus to its wearer’s Strengthscore.

A giant robot’s Strength ability scorereplaces its wearer’s Strength score whenoperating the mecha.

A vehicle does not have a Strengthscore, since it cannot lift or manipulateobjects.

If the mecha is a suit or giant robot,select its strength from within the rangeshown on the Strength Range Chart for itschosen Size.

If a giant robot, record the Str abilitymodifier in parenthesis after the Str value.It is equal to (ability x 1/2) -5 (round frac-tions down). Thus, Str 50 gives a +20bonus — Str 50 (+20).

Mecha Point Cost: For giant robots,this is (Str-10) x 3 Points. Thus, a giantrobot with Str 40 would pay (40-10) x 3 =90 Points. For suits, this is 3 per +1 Str.Thus, a suit with a Str +10 pays 30 Points.

Step 8: Choose SpeedThere are seven types of speed: Land,

Air, Water, Underwater, Burrowing,Faster-than-Light (FTL), and Space. Amecha can have ratings for some or all ofthem.

A mecha’s speed (except for space orFTL) is measured in miles per hour (orkph). See also Combat Speeds for Mecha,below.

Use these rules to determine vehicle orgiant robot speed. Special rules apply tomecha suits. If designing a mecha suit,refer to Mecha Suit Movement.

Combat Speed for MechaIt is also important to calculate the

combat speed of the mecha. This is itsspeed when moving during six-secondcombat rounds. Various d20 Systemgames use different values for combatspeeds. Use whichever suit the GM’sgame:

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Table 2-4: Mecha Strength Range ChartSizes Giant Robot Suit bonusFine Str 1 Str +0Diminutive Str 1-3 Str +0Tiny Str 1-10 Str +0Small Str 5-15 Str +0 to +5Medium Str 10-25 Str +0 to +15Large Str 15-35 Str +5 to +25Huge Str 20-50 Str +10 to +40Gargantuan Str 30-75 Str +20 to +65Colossal Str 40-100 Str +30 to +90

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• Mph to Feet: Multiply mph by 8.8 toget speed in feet per round.

• Mph to Yards: Multiply mph by 2.93to get speed in yards per round.

• Mph to Squares (5’): Multiply mphby 1.76 to get squares per round.

• Mph to Squares (50’): Multiply mphby 0.176 to get speed in 50’ “chasesquares” per round.

• Kph to Meters: Multiply kph by 1.67to get speed in meters per round.

• Kph to Squares (1.5 m): Multiplykph by 1.1 to get speed in

1.5 m (5’) squares per round.

• Kph to Squares (15 m): Multiply kphby 0.11 to get speed in 15 m (50’) “chasesquares” per round.

Round off to the nearest 5’, 1.5 m oryard, or square.

Mecha d20’s examples usually usefeet, since it is the standard used in thePHB.

Land SpeedLand speed is the maximum speed the

mecha can move on solid ground. Amecha will have a land speed statistic if itis capable of sustained movement andmaneuver on the ground. This usuallymeans it has legs, wheels, tracks, or acombination, or perhaps even a snake-likebody.

Land speed is unnecessary if themecha, such as a helicopter or a boat, can-not move on land or only does so as ashort takeoff or landing (for example, anairplane).

Select the land speed in mph (or kph).Then calculate its combat speed.Exception: Suits use special rules; seeMecha Suit Movement. Some examples ofland speeds:

• 10 mph (16 kph) is typical of bull-dozers or lumbering steam-poweredmecha.

• 30-50 mph (48-80 kph) is a goodspeed for a giant robot or a modern tank.

• 100 mph (160 kph) is a typical topspeed for an ordinary car, while a sportscar or racing bike could do 150-175 mph(240-280 kph).

• 750 mph (1,200 kph) is just aboveMach 1, the speed of sound. A rocket-powered car travelling at about that speedholds the current world land speed record.

Mecha Point Cost: 1 per 10 mph (16kph) of land speed x Armor ; treat Armor4 or less as 5.

Example: A super car has land speed700 mph and Armor 6. It costs 700 ÷ 10 x6 = 420 Mecha Points.

Burrowing SpeedA mecha given a burrowing speed can

move earth and/or tunnel underground.

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Top speed assumes the mecha is goingthrough sand or packed earth. Tunnelingthrough solid rock is 1/10 speed. The tun-nel it leaves behind can be either perma-nent or collapse after it — specify whichwhen the mecha is created. Select burrow-ing speed in mph (or kph), then calculatecombat speed.

Mecha Point Cost: 1 if fine, 2 ifdiminutive, 3 if tiny, 5 if small, 10 ifmedium, 20 if large, 30 if huge, 40 if gar-gantuan or 50 if colossal size per 2 mph (3kph) of burrowing speed.

Water (and Underwater) SpeedThis is the maximum speed the mecha

can move in or under water. Select themecha’s water speed in mph (or kph), andthen calculate its combat speed. If the mechacan move underwater, select an underwaterspeed and a surface speed that is the same orhigher than the underwater speed.

Suits use special rules; see Mecha SuitMovement. Some examples of waterspeeds:

• 5 mph (8 kph) is typical of slowersailing craft or row boats.

• 10 mph (16 kph) is typical of fastersailing craft, galleys, mini-subs, oramphibians.

• 25-35 mph (40-56 kph) is typical ofmodern ocean-going ships.

• 50 mph (90 kph) is typical of speedboats and hydrofoils.

• 318 mph (511 kph) is roughly theworld water speed record for a jet-pow-ered speed boat.

If the mecha can dive and travel under-water, select its maximum dive depth, infeet or meters. Historically, the first 19th-century submarines could dive no deeperthan 50’ (15 m). By World War II, subsreached 600’ (200 m); today’s nuclearsubs dive to 1,000-1,500’ (300-500 m).Specialized research/salvage craft candive much more deeply — 36,000’ is aworld record.

Mecha Point Cost: 1 per 5 mph (8kph) per point of mecha Armor; if Armoris 4 or less, treat as 5. Double cost forunderwater movement. If the mecha cantravel underwater but has a faster surfacespeed, buy the underwater speed, and paynormal cost for each extra 5 mph (8 kph)over the underwater speed.

Each 10’ (3 m) of diving depth x theArmor of the vehicle costs 1 Mecha Point,or 2 Points if the mecha is of colossal size.Example: a gargantuan mecha with Armor10 gains 100’ (10’ of diving depth x aArmor of 10) per Mecha Point. Thus, itcan dive 30,000’ for 300 Mecha Points.

Ceiling and Air SpeedSome mecha can fly through the air. If

the mecha can fly, decide how: wings andjets or propellers, rotors, rockets, anti-gravi-ty, flapping wings, hot air, magic, etc. Thenselect air speed and ceiling.

Select the mecha’s flight ceiling in feet(or meters). This is the highest altitude it canreach. The base ceiling is 500’ (150 m), suit-able for a jet pack-equipped robot or suit. Ahigher ceiling can be selected; typical ceil-ings are 7,500-15,000’ (1,500-5,000 m) forhelicopters, 10,000-40,000’ (3,000-12,000m) for propeller aircraft, and 30,000’-80,000’ (10,000-24,000 m) for jets.

Choose the air speed that the mecha canattain. For very fast mecha such as fighter jets,it is more cost-effective to give the mecha anair speed only 1/2 whatever their absolutemaximum speed will be, then take the Boosterspecial ability. This represents use of after-burners. Most balloons should take a lowspeed and the Wind Powered Defect.

Select the mecha’s air speed in mph (orkph), and then calculate its combat speed. Ifthe mecha lacks any propulsion system (suchas a flying building or tethered balloon) payonly for its ceiling. Suits use special rules;see Mecha Suit Movement, below.

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Examples of air speeds:

• 20 mph (30 kph) is a good balloonspeed.

• 55 mph (90 kph) is the maximumhorizontal speed of a peregrine falcon, thefastest bird.

• 150 mph (240 kph) is typical of fasthelicopters or light propeller aircraft.

• 400 mph (640 kph) is a fast lateWWII propeller-engine fighter airplane.

• 550 mph (880 kph) is a typical civil-ian jet (or a ground attack fighter).

• 750 mph (1,200 kph) is roughly thespeed of sound; it’s typical of a jet fighterwithout afterburners.

• 1,500 mph (2,400 kph) is typical of afast interceptor like the F-15 Eagle, usingafterburners.

• 2,200 mph (3,520 kph) is the fastestjet aircraft, the SR-71 Blackbird.

• 17,000 mph (27,400 kph) is the speedrequired to reach orbit, and 25,000 mph(40,000 kph) is Earth’s escape velocity,enough to escape its gravity into deep space.

Mecha Point Cost: 10 for a ceiling ofup to 500’ (150 m); for a higher ceiling, +1per 1,000’ (300 m). Each 10 mph (16 kph)of air speed costs 1 per point of mechaArmor; if Armor is 4 or less, treat asArmor 5.

Mecha Suit MovementUnlike a giant robot or vehicle, a suit’s

movement is based on the capabilities ofits wearer. For example, a human’s suitwill let the wearer walk, a dragon’s suitwill let him walk and fly, and a mermaid’swill let her swim.

Sometimes the suit’s weight will slowthe wearer down, but mecha suits often(but not always) include a powered assistthat allows the wearer to run faster andjump greater distances.

Select the suit’s speed multiplier. Thiscan be x2/3, x1, x1.5, x2, or x3.

If the wearer is capable of multiplemovement types, select the multiple foreach movement type (paying MechaPoints separately). For example, a dragonwill select ground and air movement forits suit.

The speed multiplier will be applied tothe suit wearer’s normal speed to deter-mine his or her speed when using the suit.Thus, a human’s normal speed is 30’ (10m), so in a suit with a x1.5 multiplier hewould move at 45’ (15 m)’ per turn. Aspeed multiplier of x2/3 means the suit hasno power assist, slowing the wearer to 2/3his or her speed, much like a normal suitof medium or heavy armor does.

Mecha Point Cost: This is 2 x speedmultiplier x mecha’s Armor (but treat

Armor 4 or less as 5). For example, if thespeed multiplier was x1.5 and Armor was10, it would cost (2 x 1.5 x 10) 30 MechaPoints.

A suit may also buy air, water, or space(but not land) movement if its wearer doesnot normally posses that capability. Forexample, a human’s suit could buy airspeed and maneuverability, representing ajet pack or mechanical wings. Use therules for giant robots to determine thePoint cost of this movement.

Space FlightThe mecha can propel itself in space.

There are four ways to travel around inspace: Realistic Space Flight, DramaticSpace Flight, Space Sails, and Faster-Than-Light (FTL).

The GM may rule that some of thesemethods are not available in a game. Forexample, a “hard science fiction” settingonly Realistic Space Flight or Space Sailsmay be available. On the other hand, aspace opera setting might use DramaticSpace Flight and FTL Drive.

Realistic Space FlightThe space drive blasts out mass (often

heated or energized) to produce thrust. It is

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limited by the amount of reaction masscarried aboard. Depending on the technol-ogy, the reaction mass could be anythingfrom rocket fuel to alchemical powder.Many science fiction spacecraft are fusiondrives, using water or hydrogen.

• Thrust

This is how fast the spacecraft canincrease its velocity or change its course— both are the same thing. It is measuredin gravities, or G: a thrust of 1 G is anacceleration equal to Earth’s gravity,roughly 32’ or 9.8 m per second per sec-ond. In game terms, it can be assumed —with a great deal of abstraction — thateach G of thrust lets the mecha increase ordecrease its current velocity by about1,000’/round.

• G-Rounds

This is a measure of how long themecha can accelerate before using up itsonboard reaction mass (once this happensit can just coast). A mecha uses up 1 G-Round each time it uses 1 G of thrust forone round. If it accelerated at 2 G (assum-ing it can) for five rounds, it would use up10 G-Rounds; if it accelerated at 0.1 G for1,000 rounds, it would use up 100 G-Rounds, and so on.

• Delta-V

For the realism-inclined, delta-V is ameasure of the top speed a mecha can buildup to before it runs out of reaction mass andmust coast. Most mecha, when travelling,will only accelerate to a velocity no morethan half their delta-V to ensure they havesufficient reaction mass to decelerate again(since deceleration is an application ofreverse-thrust). Delta-V = G-Rounds x 125mph (200 kph); thrust does not figure intothis. If a mecha has a thrust of at least 2 Gand a delta-V of about 20,000 mph (32,000kph) or more, however, it has enough thrustto lift off from Earth and boost itself intoorbit (25,000 mph (40,000 kph) is escapevelocity).

Note that exhausting all a mecha’sonboard reaction mass isn’t the same as run-ning out of power or life support — a mechawith a reaction engine can still function per-fectly normally if it’s out of reaction mass;it just can’t accelerate or decelerate in space.

Select the mecha’s thrust in G (this maybe a fraction) and its G-rounds (usually amultiple of acceleration). Most short-range“space fighter” type mecha should have anumber of G-rounds equal to at least 10 xtheir acceleration. Long-range spaceshipsshould have enough G-rounds to give thema delta-V of 1,000 or more, which usuallymeans accepting a lower acceleration.

Mecha Point Cost: Cost (per drive) isThrust (in G) x G-Rounds x Armor x 0.1.If Armor is 4 or less, treat as 5. For exam-ple, if a gargantuan space fighter withArmor 10 has 3 G thrust and 100 G-rounds(Delta V 12,500 mph), the Mecha Pointcost is (3 x 100 x 10 x 0.1) 300.

Dramatic Space FlightThe mecha can accelerate constantly for

as long as it has power — it ignores mun-dane considerations like reaction mass, sothe top speed is limited only by itsendurance (see Defects) or any physics-based considerations the GM wishes toimpose, like the speed of light. Sure, thatdefies the laws of physics, but if 60’ tallgiant robots exist, who is going to care?

Select an acceleration in G: each G letsthe mecha increase its speed by 1,000’ perround (thus, 0.1 G would allow 100’, while6 G would allow 6,000’). If it stops acceler-ating, it will continue moving at its listedspeed. It can decelerate instead of accelerat-ing, reducing its speed by its thrust rating(thus, -100’ for 0.1 G or -6,000’ for 6G).

Mecha Point Cost: The cost is (1 +thrust in G) times Armor times 10. Treatthrust under 1/20 G as 1/20 G, and Armorunder 4 as 5.

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Note: in some universes, all spacecraftmay accelerate much faster. If appropriate,the GM can modify this; replace “thrust inG” with “in 10s of G,” “in hundreds of G,”or another appropriate value for the cam-paign setting.

Space SailsSpace is not empty — it is awash with

a sea of energy. Stars, such as our ownSun, emit both light and a powerful “solarwind” of high-energy particles such asprotons. Enormous sails — often manytens or even hundreds of kilometers across— can be constructed to allow spacecraftto catch the stellar winds (though the sailscan certainly be much smaller dependingon the campaign setting).

Use the rules for Dramatic SpaceFlight, above, but usually with thrust rat-ings well below 1 G, clumsy space maneu-verability, and the Wind Powered Defect.A realistic light sail or magnetic sail thatcatches solar photons or protons has athrust of well below 1/10 G, but a magicalether sail may be much more effective.

Space sails may have their accelera-tion increase dramatically if their thrustcan be boosted by an appropriate outsidesource, for example, a giant laser cannonbeaming energy into a light sail, a solarstorm, etc.

FTL DriveThis allows a mecha that is already in

space to travel between the stars at faster-than-light (FTL) speeds. Some stardriveslet a mecha fly at impossible speeds, whileothers side-step normal space by travellingthrough some kind of hyperspace orinstantly jumping from point to point.

Some FTL drives are only good forinterstellar trips, and require ordinaryreaction drives, space sails, or dramaticdrives as well. For example, the FTL drivemay not function close to a planet’s gravi-ty, thus requiring the first few tens of thou-sands of miles to be made using a conven-tional drive. Alternatively, it might onlyconnect certain natural or artificial “jumppoints” or “wormholes” that must first bereached.

Many FTL drives have no maneuver-ability at all: the navigator programs in acourse, and the spacecraft flies in astraight line (either through normal spaceor some form of hyperspace), or ducks outof space together and reappears at the des-tination, either instantly, or after a set timehas elapsed. Others let the mecha maneu-ver freely, but at many times the speed oflight. Note that if this capability exists andis not limited as described above, it willrender conventional space flight obsoleteand let FTL-equipped vessels fly ringsaround ordinary craft.

The GM should decide exactly howeach FTL drive works, whether a trip isinstant, or takes hours, weeks, or months,and if it has a maximum range or other lim-its. There may be problems that prevent aship instantly escaping, such as engines thattake a long time to recharge or those thatexhaust their fuel between trips. Navigationcould be tricky, requiring a Navigate checkto avoid being lost in space or ending upsome place unintended (perhaps with a DCbased on distance in light years). In somecampaigns, only large spaceships have theroom to mount a Stardrive. If so, the GMmay require a minimum ship size as a pre-requisite.

The GM should assign a base interstel-lar speed (or distance, for instant jumps) inlight years, or parsecs, such as 1 lightyear/day or 1 parsec/week. This is the speedof the slowest starship. FTL speed isexpressed as a multiplier to that speed, forexample, FTL x3 means it can travel 3x asfast as the slowest spacecraft. The GM maywish to set a maximum multiplier, forexample, x6 or x10. The GM may onlyallow one FTL speed. If jump involvesgoing through a jump gate or wormhole towhatever point connects it, for instance,then it is reasonable to assume that all shipstravel to that point at the same pace.

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Mecha Point Cost: 20 x Armor permultiple of standard interstellar speed; ifArmor is 4 or less, treat as 5. If it canmaneuver in FTL space, multiply the costby 5. If it “breaks the rules” (jumps with-out a wormhole when other ships requireone, etc.) apply a x1 to x10 cost multiplierdepending on how much of an advantagethis gives with the campaign.

Step 9: ChooseHandling

Handling qualities are represented bytwo values: Initiative and Maneuver. Eachis chosen separately.

Maneuver and initiative values onlyapply to giant robots and vehicles. Mechasuits do not have them.

ManeuveRThis adds to checks made to maneuver

the mecha. It is based on how agile andquick to accelerate or turn the mecha is.

The Maneuver statistic starts at +8 iffine, +4 if diminutive, +2 if tiny, +1 ifsmall, 0 if medium, -1 if large, -2 if huge,-4 if gargantuan, or -8 if colossal. Mostvehicles possess this base value. Agilemecha like giant robots or motor bikesusually add +1 to +4 points — for exam-ple, a typical motorcycle might have a +3

maneuver, a car might have a +0, while alarge tank has -4. Maneuver should not goabove +10 or below -10.

Mecha Point Cost: 0 Points for thebase value given above. Each +1 over thissize-derived base value costs 5. Each -1below this starting value gives back thesame Points.

InitiativeThis adds to initiative checks. It is

usually based on a vehicle’s mass andmomentum, and thus is normally a nega-tive number equal to the size modifier: +8if fine, +4 if diminutive, +2 if tiny, +1 ifsmall, 0 if medium, -1 if large, -2 if huge,-4 if gargantuan, or -8 if colossal.

Initiative is rarely increased above thestarting value, but an increase could bejustified for one that (for example) flewusing anti-grav technology or was fast toaccelerate. It should not go above orbelow +/-10.

Mecha Point Cost: If increased ordecreased, use the same cost calculationmethod as Maneuver.

Conversion Notes: HandlingMany d20 System games use a singleHandling statistic for vehicles instead of asplit Maneuver and Initiative statistic.Handling differs in that it is often a broad-

er range (for example, +15 to -15) andgenerally takes into account speed — afast jet aircraft will have a much higherHandling value. Some typical valuesmight: supersonic jet: +10, ordinary car:+0, slow sailing ship: -10. If the GMchooses to use a Handling statistic insteadof Initiative and Maneuver, use the cost ofManeuver, above.

Step 10: ChooseSpecial Abilities

These are innate gadgets and othercapabilities that a mecha may possess.They are all optional — no mecha isrequired to have any of the special abilitiesdescribed in this section.

AccessoriesThese are additional features for the

mecha, which provide useful but mundanenon-combat-related advantages.

Examples of Accessories include: air-lock, burglar alarm, camera, cell phone,emergency lights and siren, loudspeaker,luxurious decor, personal computer,revolving license plate, stereo system, towcable, or wet bar.

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A mecha need not acquire accessories that are implied by its other capabilities (amecha with Space Travel can be assumed to have appropriate navigational systems)or which are ubiquitous (like safety belts in a modern vehicle).

Mecha Point Cost: 1 per Accessory.

Booster A Booster is any system that gives a mecha a temporary “kick” of speed. Types of

Boosters include afterburners for aircraft, nitro-injection for cars, antimatter injection forstarships, etc. Some giant robots have Boosters that represent various types of super-tech-nology — “quantum flux engine,” for example.

A Booster will only affect one type of movement (air, land, water, underwater, or spaceflight). A mecha can take different Boosters for different movement types, however.

Boosters provide an increase in speed for a short period of time (no more than one houror 10% of the mecha’s endurance, whichever is less). Exception: a space flight Boosteradds additional G of thrust for a number of G-rounds, just like realistic space flight; G-rounds may not exceed 600.

Mecha Point Cost: Each 20 mph (32 kph) of air, land, or water Booster speed costs 1per point of Armor (treat Armor of 4 or less as 5). For space flight (either realistic or dra-matic), cost is the same as realistic space flight; just give the Booster a shorter number ofG-rounds and a higher thrust.

Chobham ArmorThe mecha has composite-laminate armor (often called Chobham Armor after its

place of invention). This Armor type is particularly effective for defeating shaped-charge Armor-Penetrating attacks such as the high-explosive anti-tank (HEAT) war-heads of most anti-tank missiles and light anti-tank rockets.

Chobham Armor doubles the mecha’s Armor against Armor-Penetrating explo-sives (weapons that have both the blast and Armor-Penetrating qualities). This willalso affect weapons from other d20 System books (for example, the M72 LAW rock-et) that use shaped-charge or HEAT-type warheads.

Mecha Point Cost: +1 per point of Armor the mecha has.

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Communications Normally the pilot can still be heard

from inside the mecha through somemeans (even if buried inside a 50’ tall suitof armor). This basic speaker system doesnot cost any Points. Other possibilitiesinclude:

Long Range RadioThis is usually a high-frequency sys-

tem that has a long range but is vulnerableto jamming and interception. Takingadvantage of the ionosphere ability to mir-ror high-frequency signals, the high fre-quency (HF) band provides long-rangecommunications (hundreds or thousandsof miles) for low power. The down side isthat these radio signals are easily inter-cepted by other long-range radios inrange. In space or worlds (like the moon)that lack an ionosphere, range is the sameas a tactical radio (see below).

Tactical RadioThis is a very high or ultra-high fre-

quency communicator. It can be intercept-ed, but range is limited to line of sighttransmissions (unless using relay towers),about 1-10 miles/1-16 km in atmosphere(100 times that in space), which makes itmuch more secure beyond the immediatearea.

Laser ComThis tight-beam communicator is

nearly impossible to jam or intercept with-out physically imposing something in theway. It is limited to line if sight transmis-sion and is vulnerable to atmosphericeffects. Maximum range is usually limitedto about 5 miles/8 km on the ground due tothe horizon, but if there is a clear line ofsight it is about 50 km/80 miles in atmos-phere (1,000 times that in space).

Microwave ComA microwave uplink is often used for

communication with orbiting relay satel-lites or spaceships, or space-to-space com-munications. Treat as laser com, but dou-ble range in atmosphere. The beam is alsowider: anyone in its path (or within a fewdegrees to either side) with a microwavecom can eavesdrop.

Com OptionsThe following communication options

can be added to the base communicationstypes:

• Interplanetary

This system has much greater range,good for communications anywhere in asolar system. It is often used by space-craft, etc. Apply this to long-range radio,microwave, or laser com systems.

• Interstellar

A faster-than-light communicationssystem allows instantaneous communica-tion over vast distances; it may not exist insome settings. Apply this option to a longrange radio communicator for broadcastsystems or “laser” or “microwave” for adirectional signal. Range may be interstel-lar (usually no more than a few 100 lightyears, sometimes less), or galactic (any-where in the galaxy).

• Scanner

If taken with a tactical or long-rangeradio, this option can scan multiple fre-quencies to eavesdrop on other transmis-sions in range. This requires a DC 10Electronic Warfare check when usedagainst a long range radio or DC 20 whenused against a tactical radio.

• Secure

The communicator is frequency-agile,uses unusual parts of the spectrum, and/oris encrypted, making it very hard to jam orintercept. Electronic Warfare checks madeagainst the system have their DCsincreased by 3 per level (+3 at level 1, +6at level 2, etc.).

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Mecha Point Cost: 2 per system (10 iftelepathic). Scanner adds 1 Point andSecure adds 2 Points (per system perlevel). Interplanetary is +10, interstellar is+50, galactic is +70 (per system).

CountermeasuresLadar Warning Receiver (LWR)

LWR warns the crew if the mecha isbeing tracked by a Laser Designator orHigh-Res Laser Radar (Ladar).

Radar Warning Receiver (RWR)RWR warns the crew if mecha is being

locked onto by a radar, or being tracked byan active radar-homing missile.

Electronic Emission Sensor (EES)This sensor will detect and precisely

locate any operating radar within twice theradar’s range (non-global radars only ifthey are pointing at the mecha), or halfrange if High-Res Radar. It also functionslike a Radar Warning Receiver.

Mecha Point Cost: 2 per RWR orLWR; 10 for EES.

Ejection SeatThis rocket-powered escape system

allows the crew to eject from a damagedmecha. It is possible that not all crew willbe equipped with them. They are notusable in mecha suits.

As a free action, the character sittingin an ejector seat may eject at any time.Any canopy or rooftop is blasted clear byexplosive bolts, and the seat launched atleast 100’ (30 m) into the air by a rocketmotor. If the user ejected in an atmos-phere, on the next round, the rocket motorstops and a parachute unfolds, carrying theoccupant down to Earth. The ejectee maymake a Pilot Skill check (DC 20) to guidethe parachute to a specific place within300’ (100 m) of the mech. If the occupanthas no Pilot Skill, or fails, the GM ran-domly determines where he or she lands.Make a Reflex save (DC 10, or DC 15 iflanding in woods, mountain, or urbanareas; +5 DC if dropping from orbit) toavoid falling damage.

Usually, ejection seats are controlledby the person seated in them, but somevehicles (for example, spy cars) may haveseats that are controlled by the driver oranother crewman. These may omit a para-chute.

Mecha Point Cost: 3 per ejectionseat.

Electromagnetic ArmorThe mecha’s Armor can generate a

powerful electromagnetic field, disruptingthe particle jet produced by Armor-Penetrating blast attacks such as shaped-charge warheads (see Chobham Armor for

a definition of these weapons). This triplesthe mecha’s Armor against such attacks.

Electromagnetic Armor also has someeffect against ballistic weapons that havethe Armor-Penetrating quality: add +1additional Armor against such attacks.

The activation of the armor produces atransient electromagnetic pulse — thismay be easily detected by some sensors.

This may not be combined withExplosive Reactive Armor or ChobhamArmor.

Mecha Point Cost: +2 per point ofArmor the mecha has.

Electronic Counter-Measures(ECM)

The mecha is equipped with an electron-ic countermeasures jamming suite. ECM canbe any of the following sub-types: RadarJammer (jams radar sensors), Radio Jammer(affects communications), DefensiveJammer (jams missile homing systems).

Assign each category of ECM system anequipment bonus from +1 to +9; this mayvary by category. This is used when deter-mining the DC and/or Defense of electronicwarfare attempts.

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Radar JammerThis adds to the DC of any attempt to

spot a target with radar, and adds to themecha’s Defense against attempts to lockon with a radar homing or semi-activeradar homing missile. This DC increase isreduced by 1 for every 500’ (150 m) fromthe jammer; in space, it is reduced by 1 forevery 5,000’ (1.5 km) distant. The jam-ming area will be detected, but not themecha itself. It has no effect on LaserRadar.

Radio JammerAll radio signals are jammed within

1,000 (300 m) x bonus, or 10 times thatarea in space. At an extra cost, it may alsojam FTL radio.

Defensive JammerThis adds a circumstance bonus to the

mecha’s Defense against an attack or lock-on attempt made by any infrared-homingmissile.

Mecha Point Cost: 3 per +1 for Radaror Defensive Jammer, 2 per +1 for RadioJammer (+20 if jams FTL radio).

Environmental SystemsClimate Control

The mecha has Climate Controls thatallow the crew to be comfortable in a widevariety of temperatures (such as arctic to

sweltering jungle). Beyond that, themecha needs Life Support.

Nuclear-Biological-Chemical(NBC) Filter

The mecha can filter gasses, radioac-tive fallout, dust, and germs from externalair, protecting its mechanisms and pilotmuch as if they had an environmental suitand gas mask. Includes Climate Control.

Life SupportThe mecha can operate in space, at

high altitudes, underwater, or on a worldwithout a breathable oxygen atmosphere.Any occupants have their own oxygensupply (lasts as long as the mecha oper-ates). An NBC Filter is not needed, sincethe environment is completely air tight.Includes Climate Control.

Mecha Point Cost: For ClimateControl: 1 if medium or smaller, 2 if large,3 if huge, 4 if gargantuan, 5 if colossal.Twice the cost for NBC filters and fourtimes the cost for life support.

Explosive Reactive Armor (ERA)The mecha’s Armor is protected by a

layer of explosive tiles in metal trays. If hitby an Armor-Penetrating blast attack (seeChobham Armor) such as a shaped-chargewarhead, one of the ERA tiles will deto-nate. This slams the metal plate covering it

into the path of the particle jet producedby the warhead, disrupting it and effec-tively negating the Armor-Penetratingquality of the attack.

Reactive Armor works on a roll of 1+on 1d20. Each time it successfully deto-nates, however, add 1 to the DC, as themecha gradually becomes vulnerablethrough the depletion of its Armor. Thus,the second time, it works on a 2+, and soon. When the Reactive Armor detonates,anyone within 10’ (3 m) radius will take1d10 damage as per an attack with theblast quality. This includes the mecha; as aresult, Reactive Armor is rarely used onmecha with a Armor rating under 10. Ittakes about six hours to replace a set ofReactive Armor.

Mecha Point Cost: 8 MP

Extra Arms (Giant Robot only)A giant robot is assumed to have two

arms, but it could have more (for example, arobot octopus).

Mecha Point Cost: Each extra arm costs1 per 2 points of Strength the mecha pos-sesses (round down). For example, a mechawith Str 20 and three extra arms (a total offive arms) would pay 30 Mecha Points.

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Firing PortsThe mecha has one or more firing

ports sufficient to let passengers fire out ofthe mecha with their own ranged weapons.The firing ports provide 9/10 cover(equivalent to arrow slits).

Mecha Point Cost: +1 per firing port

Hangar (Giant Robot orVehicle only)

Any portion of a mecha’s cargo capac-ity can be designated as a hangar bay forstorage of other (smaller) mecha. Forexample, if the mecha has a 200-ton cargocapacity, it might designate that 150-tonsare devoted to its hangar bay. Use com-mon sense in determining the maximumnumber of mecha that can fit in a bay ofthe specified capacity, based on theirdescribed size and mass.

Mecha can also be carried as ordinarycargo, but cannot be effectively launchedinto battle, refuelled, etc. while in thecargo bay. It takes several rounds (or pos-sibly much longer) to unload carriedmecha.

Mecha Point Cost: The hangar cost isequal to the largest size of mecha that canfit through the bay’s opening: 1 if fine, 3 ifdiminutive, 5 if tiny, 10 if small, 15 ifmedium, 20 if large, 25 if huge, 30 if gar-gantuan, or 100 if colossal.

Headlights or SearchlightThe mecha has either headlights

equivalent to those of a modern automo-bile, allowing it to drive at night (range500’/150 m), or a longer-ranged searchlight (5,000’/1,500 m).

Mecha Point Cost: 1 Point for head-lights, 2 for searchlight.

JumpingThe mecha can make very high unaid-

ed vertical jumps, but not actually fly. Itmay use jets, powerful leg muscles, etc.Assign the mecha a jump multiplier fromx2 to x10.

Mecha Point Cost: Jump multiplierx.25 (round up) if tiny or smaller, x.5(round up) if small, x1 if medium size, x2if large, x3 if huge, x4 if gargantuan, or x5if colossal.

Laser DesignatorA laser designator projects a modulat-

ed laser beam that is used to mark targetsfor laser-guided munitions. Range incre-ment is 500’ (150 m); it can reach out to 10range increments. It cannot designatethrough smoke.

Mecha Point Cost: 2 per 500’ (150 m)of range increment.

Launch CatapultThis system uses steam or an electro-

magnetic massdriver to accelerate aircraftor other mecha, boosting them to topspeed. This allows flyers to take off in amuch shorter distance. If launching intobattle, the catapult also provides a +1 ini-tiative bonus on the first round of combat.In space combat, it adds 5,000’/1,500 m ofspeed on the first round.

Mecha Point Cost: This is deter-mined by the size of the catapult, whichsets the maximum size of mecha that canbe launched: 1 (small or smaller), 2 (medi-um), 4 (large), 8 (huge), 16 (gargantuan),32 (colossal).

Navigation AidsAppropriate basic navigation is free in

most cases. Superior navigation capabili-ties are also available. Modifiers are notcumulative. Having accurate positionaldata is very useful for accurate indirectfire.

Basic NavigationMaps, compass, lodestones, etc. +2

equipment bonus to Navigate checks.

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Inertial Navigation System(INS)

A gyroscopic system that provides a+3 equipment bonus on Navigate checks.

Global Positioning System(GPS)

An advanced radio beacon system thatuses a network of orbiting satellites withvery accurate clocks to locate the mecha’sposition anywhere in the world. +4 equip-ment bonus on Navigate checks, butrequires the existence of a friendly satel-lite network (or some other system,depending on the campaign setting) — nobonus if such a network is unavailable.

Mecha Point Cost: 1 for basic navi-gation, 2 for INS, 2 for GPS.

Reflective CoatingThe mecha’s Armor is optimized to

reflect laser beams. The mecha gets anextra defense bonus against any attackdefined as inflicting laser-type damage.The reflective coating does make themecha easy to spot visually or detect byradar, however — the same defense bonusis also applied to rolls to spot or locate it.

Mecha Point Cost: 2 per +1 defensebonus vs. lasers, to a maximum of +10.

Parachute or Re-entry ShieldThe mecha has a parachute that that

can be deployed (move action) to allowthe mecha to “soft land” if air-dropped.

Re-entry Shield: The mecha also has are-entry capsule or shield that allows themecha to drop from orbit into a planetaryatmosphere and land safely via parachuteor flying

Make a Reflex save (DC 10, or DC 15if landing in woods, mountain, or urbanareas; +5 DC if dropping from orbit) toavoid falling damage.

Mecha Point Cost: 1 if tiny or small-er, 2 if small, 3 if medium, 4 if large, 5 ifhuge, 6 if gargantuan, 10 if colossal. x2cost for re-entry shield.

Rooms (Vehicle Only)Colossal vehicles may have special-

ized internal rooms. These reduce occu-pancy as indicated.

KitchenMeals may be prepared aboard the

mecha, providing room for two cooks towork (buy multiple kitchens for largerfacilities). Counts as 3 occupants.

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Conference RoomMeetings are held in this room. Counts

as a number of occupants equal to itscapacity.

Science LabThis fully-equipped science lab gives

a +2 Equipment bonus to any relevant sci-entific Skill check. Two scientists canwork at a time; for larger facilities, buymultiple labs. Counts as 5 occupants.

Sick BayA fully-equipped sick bay has surgical

and diagnostic features and allows 2 peo-ple to be treated at a time. For hospitalfacilities, buy multiple sick bays. Countsas 5 occupants.

WorkshopThis fully-equipped machine shop

includes a variety of specialized tools andspare parts. It grants a +3 equipment bonuson Repair checks for mechanical or, if tech-nology allows, electronic, devices and letscharacter to make Craft (mechanical), (elec-tronic), or (structural) checks without penal-ty. Counts as 5 occupants.

Mecha Point Cost: 1 point each forkitchen and conference room. 5 points eachfor science lab, sick bay, and workshop.

Remote ControlThe mecha has some form of control

mechanism that enables it to be operatedby remote control. A remote controlmecha is sometimes called a drone orremotely piloted vehicle (RPV).

Basic Remote ControlThe mecha is controlled from outside

the mecha by the owner, who will use aradio (or other) control system. Doing sorequires the Operator’s full attention: he orshe cannot do anything else, just as if actu-ally inside the mecha piloting it. This alsomeans the Operator can only run onemecha at once. It uses the Operator’s statsas if he or she was aboard it. The controlsystem must be specified as located inanother mecha, a base, or a Hand-Heldunit. The GM should decide what limita-tions (range, susceptibility to ECM, etc.) ithas.

Advanced Remote ControlAs Basic Remote Control, but the

mecha requires less supervision: theOperator can also do other things at thesame time (including operating his or herown mecha, or controlling more than oneadvanced remote control mecha). If he orshe divides his concentration in this way,the character suffers a cumulative -2penalty on all actions for each mechabeing remotely controlling.

If the mecha has a crew requirement, ateam equal in size to that requirementmust be used to control it.

Mecha Point Cost: 5 for BasicRemote Control, 10 for Advanced RemoteControl.

SensorsMecha may be equipped with various

instruments and electronics to enhancetheir ability to detect objects at a distance.

Sensors are usually used to makeComputer Use Skill checks to spot targets.Instead of the normal penalty of -1 per 10’(3 m), the penalty is -2 per 1,000’ times therange in miles (or -1 per 100 m times therange in km). Thus, a radar with a range of10 miles allows Computer Use checks tobe made at a penalty of only -2 per (1,000’times 10) 10,000’. The maximum range is10 increments.

Sensors noted as useful for targetingcan be used when aiming attacks or navi-gating in the dark, bad weather, etc.; thisnegates the effects of darkness or conceal-ment through which the sensor can see.Not all sensors are useful for targeting.

Infrared, Meta-Scanner, and RadarSensors detect targets in a single direction

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— usually in a cone-shaped direction. Asensor can be specified as “global” (seeingin all directions) for double cost. Seismicand magnetic sensors are unaffected bysolid objects and can “see” over the hori-zon; other sensors cannot scan throughsolid objects nor over the horizon. Sensorsinclude:

Infrared (IR)The mecha has infrared sensors like

modern main battle tanks or attack heli-copters. These give its crew the ability tosee in the dark (in monochrome) as if itwere day; this is effectively Darkvision,except that the range is much greater.Infrared cannot see through solid objects.It can pick out heat shapes, see throughordinary darkness, smoke or fog, anddetect people hiding in trees or bushes. Itis useless underwater, but very effective inspace. In space, range is 100 times greater.The sensor cannot see over the horizon. Itcan target opponents.

OpticsThese are telescopes or electro-optical

TV cameras. Unlike other sensors, they donot provide any ability to see through con-cealment, but simply increase the range atwhich objects can be visually spotted.Low-light optics are also available; theseprovide limited night vision capabilities(halving penalties for darkness only) but

cannot see through smoke, vegetation, etc.They can be used for targeting.

RadarThe mecha bounces radio waves off

objects and analyzes the reflections todetermine the range and direction of tar-gets. Radar lets the crew detect objects atlong distances, but does not resolve colouror fine detail: it only gives the approxi-mate size, range, and course of the objectdetected. Radar is an active sensor, so itcan be jammed or detected. This is effec-tively Blindsight except that it does notwork underwater, but does work in vacu-um. It can see through darkness, fog,smoke, and vegetation; ignore conceal-ment modifiers. In space, multiply rangeby 10. Radar can target opponents.

Radar, High-Resolution or LadarThe mecha has either an advanced

high-resolution radar or laser-based radarsensor that provides a detailed visualimage of the target’s surface. It won’treveal colour, but will show texture anddetail. Otherwise, treat as Radar, above.

Meta-Scanner (MS)The mecha has sensors like a science

fiction starship, or perhaps uses magic. Itcan work like a High-Res Radar orInfrared Sensor or it can be set to detectlife forms, metals, chemicals, or radiation

sources. Meta-Scanners are often vulnera-ble to particular weather conditions, stellarstorms, radiation from local ore, and any-thing else the GM believes could interferewith them. They cannot scan throughForce Fields, and their scanning radiationcan be picked up by other Meta-Scannersat the same range, so another vessel willalso always know when they’re beingscanned. In space, multiply range by 100due to the absence of atmospheric interfer-ence. It can target opponents.

SonarThe mecha has sonar sensors, similar

to that used by a submarine or dolphin fordetecting objects underwater. It may usepassive sonar to “listen” for moving ornoisy objects (“propeller noise at 6o’clock — sounds like a Typhoon-classboat”) or use active sonar to resolve theobject’s exact range and shape, or detectobjects that aren’t making noise, searchthe sea floor for wrecks, etc. If activesonar is used, passive sonar on othermecha can detect it at longer distances:add the range of the active sonar to theirpassive sonar detection range. Sonar doesnot work in space, and gets only 1% of itsnormal range if used in air. Active sonarcan target opponents.

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SeismicThis sensor can detect large moving

objects by the vibration they produce inthe ground. They are less precise thanother sensors (-8 on rolls to spot targets)and cannot be used for targeting. Seismicsensors ignore concealment or interveningobjects, but cannot detect stationary things(unless they produce vibrations, such asjumping up and down, drilling, etc.). Boththe mecha and the object must be on theground. Seismic sensors can provide anapproximate size of the target (medium,large, etc.) but no actual information as toits shape or nature. They can detect largeexplosions and earthquakes at many timestheir base range. A seismic sensor is“global” automatically. It gains +5 to spotburrowing targets.

MagneticThese sensors detect ferrous metal

objects or objects with powerful magneticfields, such as electromagnetic railguns orfusion power plants. They are less precisethan other sensors (-8 to scan) and cannotbe used for targeting. Like seismic sen-sors, they only give approximate mass,direction, and distance only, but can areunaffected by concealment or interveningobjects. One of their main advantages isthat they are unaffected by water.

Mecha Point Cost: 1.5 per mile (1 perkm) of range if optics; 3 per mile (2 perkm) of range if Low-Light Optics, Radaror Sonar; 5 per mile (3 per km) if Infraredor High-Res Radar/Laser; 8 per mile (5per km) if Meta-Scanner; 10 per mile (6per km) if Seismic or Magnetic Sensor.Global Sensors are x2 cost; Seismic orMagnetic are Global at no extra cost.

ShieldA shield is a Hand-Held barrier that

mecha can interpose to absorb damagefrom attacks. A mecha requires at least onearm in order to use a shield; if the mechaonly has one arm, it can’t use a Hand-Heldweapon and a shield at the same time.

A mecha Operator must have ShieldProficiency and the Giant Robot FightingFeat to use a shield without suffering a -2armor check penalty on all attack rolls,and all Dex- or Str-based Skill checks.

A shield may gives a defense bonus ofup to +5. Decide on the defense bonus andrecord it, for example, +5 shield.

Mecha Point Cost: Cost is 3 per +1defense up to def +3; after that, it isdefense bonus x defense bonus.

Stabilization GearThe mecha’s ranged weapons are

gyrostabilized. They can be fired when

moving without penalty, even if the gun-ner lacks special Feats. Exception:Weapons with the Static quality can stillonly be fired when the mecha is stationary.

Mecha Point Cost: 10 Mecha Points.

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Anime d20 Shield RulesAnime d20 players should use

the following versions of Shield.

A shield is a Hand-Held barrierthat mecha can interpose to absorbdamage from attacks. A mecharequires at least one arm in order touse a shield; if the mecha only hasone arm, it can’t use a Hand-Heldweapon and a shield at the sametime.

A mecha operator must make asuccessful Block Defense. If suc-cessful, the shield’s Armor ratingprovides protection form the attack.

Mecha Point Cost: Cost is 3 per1 point of Armor. This additionalArmor does not factor into the costsof other abilities (such as land speed,Wall-Crawling, etc.).

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Stealth The mecha is designed to be harder to

detect via sensors, utilizing shapes, mate-rials, or electronics to foil radar and othersensors. Stealth imposes a penalty to anychecks to spot the mecha using non-visualsensors.

Stealth must be bought individuallyfor Radar, Infrared, Sonar, Seismic, orMeta-Scan Sensors.

Mecha Point Cost: Stealth costs 1 iftiny or smaller, 2 if small, 3 if medium, 4if large, 5 if huge, 6 if gargantuan or 10 ifa colossal size mecha, per +1 DC onattempts to detect the mecha, per sensorclass.

Targeting BonusA mecha may have a targeting bonus

as a result of a built-in ballistic computeror sighting system.

A targeting bonus must be bought indi-vidually for each weapon. Targeting bonususually ranges from +1 (superior sights) to+5 (the most advanced targeting laser andradar coupled to a ballistic computer).

Mecha Point Cost: 5 Points per +1.

Wall-CrawlingThe mecha can use spikes, adhesive

pads, or some other means to climb wallsand ceilings as if it were an insect. The

mecha must have a land speed to use thisability. It gets +8 on all Climb checks, andmay take 10 while climbing, even ifthreatened or distracted.

Mecha Point Cost: 2 per point ofArmor (treat Armor 4 or less as 5).

Step 11: ChooseExotic Abilities

Some mecha have exotic abilities thatare the product of advanced superscienceor even magic. The GM may forbid someor all Exotic abilities, especially if thegame is intended to have a more “realis-tic” tone.

Artificial Intelligence (A.I.)The mecha is possessed of artificial

intelligence of some sort.

Limited A.I.The mecha can operate on its own, but

has no self-initiative. It can be givenorders or programmed with directives, butobeys in a slavish, unimaginative fashion.The mecha has no emotions or desires. Inshort, it behaves much like a golem orother Construct, and can even be consid-ered one.

A mecha with limited A.I. will haveDexterity, Wisdom, and Charisma abili-ties, but its Charisma cannot exceed 1.

Full A.I.The mecha is capable of exercising (or

at least simulating) self-initiative and cre-ativity, but remains loyal to the characterthat owns it (unless it has the HiddenProgram or Purpose Defect). A mechawith full A.I. has Dexterity, Intelligence,Wisdom, and Charisma abilities.

Mecha Point Cost: The Mecha Pointcost is equal to the sum of the mecha’sability scores multiplied by 5. Thesescores may not exceed 18 without GMpermission; the GM may wish to roll themrandomly.

Size Adjustment: Smaller mecha tendto be more agile than larger mecha. Afterdetermining the Mecha Point cost of the

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Table 2-5: A.I. DexterityAdjustment Due to Size

Size A.I. Dexterity ModifierFine +8Diminutive +4Tiny +2Small +1Medium +0Large -1Huge -2Gargantuan -4Colossal -8

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mecha’s ability scores, adjust the mecha’sDexterity value based on its size category.The mecha does not pay (or earn) MechaPoints for this adjusted value.

Anime d20 AttributeThe mecha possesses one of the

Attributes in the table below from Animed20.

Mecha Point Cost: 40 Mecha Pointsper Anime d20 Character Point.

InvisibilityThe mecha can blend into the back-

ground using advanced technology tomake itself virtually invisible. It is possi-ble to attack while invisible, but movingthrough snow, rain, water, footprints, veg-etation, etc. may reveal the mecha’sapproximate position.

Use the normal rules for Invisibilityfrom the Special Abilities section of theDMG.

“Cloaking” devices are often vulnera-ble to damage, since they’re on the surfaceof the mecha. If the mecha loses more thanhalf its Hit Points, its cloaking device willstop working.

Mecha Point Cost: 10 if fine, 25 ifdiminutive, 50 if tiny, 100 if small, 150 ifmedium, 200 if large, 250 if huge, 300 ifgargantuan, or 500 if colossal size. Add10% to cost per sensor type (Radar, IR,etc.) it works against in addition to visionand optics.

Force Field Some mecha possess Force Fields. A

Force Field is different from Armor in thatit can be battered down by a sufficientlypowerful attack.

A Force Field can be up or down. Whendown it does not stop any damage. Whenup, it is often invisible (GM’s option), butMeta-Scanners and possibly other sensorscan usually detect it and “shields up” may

be construed as hostile in some quarters.Force Field status must be set at the start ofthe mecha Operator’s actions for the roundand cannot be changed until their turn to actin the next round.

A Force Field provides extra HitPoints that absorb damage if the mecha ishit. Decide how many HP the field has.This must be at least 3 if tiny, 5 if small,10 HP if medium size, 20 if large, 30 ifhuge, 40 if gargantuan or 50 if colossal.

Damage is first applied to the ForceField, before Armor is subtracted.

A Force Field can quickly recover ifundisturbed. The field recovers 1 HP perround if a medium size mecha or smaller,2 HP if large, 3 HP if huge, 4 HP if gar-gantuan or 5 HP if colossal. The field maynot recover HP in any round it took dam-age, whether it is “up” or not.

Limited Duration Force FieldSome Force Fields can operate only

for a brief time before running out ofpower or burning out. If the field is “up”for more than a minute (10 rounds) it hasa 1 in 6 chance each round after that ofburning out or running out of power. Thisdisables it until repaired or recharged(GM’s option).

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Table 2-6: Appropriate Anime d20 AttributesCombination Attack Mind Control SwarmComputer Scanning Mind Shield Telekinesis

Contamination Personal Gear TelepathyElasticity Projection Teleport

Environmental Control Sensory Block Unique AttributeImmunity Size Change

Insubstantial Special DefenseMassive Damage Special Movement

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Limited Protection Force FieldSome Force Fields only protect

against certain damage types. If the fieldcan only protect against a single type ofenergy (for example, lasers, fire, etc.) orvs. fast-moving projectiles (ballistic dam-age type) it will be cheaper.

Mecha Point Cost: 3 per HP the ForceField possesses, or 2 per HP if the ForceField is either limited duration or giveslimited protection, or 1 per HP if both.

MergingMerging allows several mecha to com-

bine into a single bigger mecha.

Design the merged mecha. Three addi-tional criteria apply to it:

1. The combined mecha must be able tocarry all crew and passengers of the mechathat merged.

2. Its Hit Points must always equal thecombined Hit Points of all the mecha thatmade it up.

3. Its size must be equal to or greaterthan the size of the mecha that made it up.Design the mecha so its size is appropriateto the number of mecha that merge into itand the HP requirement.

Decide which one of the crew pilots themecha. Other crew members may fire indi-vidual weapons (if the mecha has more than

one) or run other equipment — who oper-ates what should be specified when themecha is designed.

The mecha cannot merge if any compo-nent mecha are reduced to 0 or fewer HP. Ifdamaged mecha merge together, some dam-age carries over: the Hit Points of the com-

bined mecha is based on their total remain-ing Hit Points.

If a merged mecha separates, divide thecurrent (damaged) HP of the combined

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mecha by its original undamaged HP andmultiply this by each mecha’s undamagedHPs to find their uncombined Hit Pointsremaining. Mecha damaged before mergingretain the damage after merging, naturally.

Mecha Point Cost: Merging costs eachmecha a number of Points equal to the Pointvalue of the mecha they combine to formdivided by (5 times the number of mechaforming it). The mecha they form must beassigned a Point total.

Example: Four mecha can combine toform a 1,000 Point mecha. It will cost eachone of them 1,000 Points divided by 20 (5 x4 mecha) — or 50 extra Points to have thecapability to transform into that mecha.

Note: GMs may wish to limit the Pointvalues of the larger mecha to avoid abuse ofthe system.

Mind-Interface SystemThe mecha has a system that links the

pilot’s nervous system with its controls,enhancing its handling. When activated, amind interface system provides an equip-ment bonus to maneuver, initiative, meleeattack rolls, and to Reflex saves.

This provides a +3 bonus if the mechais a suit, +2 if a giant robot, or +1 if a vehi-cle.

There is a dark side, however. If themecha takes damage, the feedback

through the interface may shock the user.If the mecha is badly damaged (loses halfor more of its HPs from a single attack) oris disabled by cumulative damage theOperator must make a Fortitude save (DC15) or be stunned for 1d6 rounds.

Mecha Point Cost: 10 Mecha Points.

Self-Repair or RegenerationThe mecha is capable of healing itself.

This can represent a self-healing bio-mechanical creature, an auto-repair sys-tem, or a good repair crew. A mecha can-not heal or regenerate if it is destroyed.Each period (see below) the mecha willheal 1 HP. A mecha cannot have both Self-Repair and Regeneration.

Self-RepairThe mecha can heal Hit Points every

day of rest.

RegenerationThe mecha can regenerate Hit Points

every round, whether resting or not. HitPoints that are part of a Force Field do notbenefit from Regeneration or Self-Repair.

Mecha Point Cost: 1 per 5 HP if self-repair; 1 per HP if Regeneration.

Spell-like AbilityThe mecha, either through super-sci-

ence or via truly magical means, has the

ability to generate an effect similar to aspell. The GM must approve all spell-likeabilities that are assigned to a mecha asthey must fit within the parameters of hisor her campaign setting. If a spell’s effectsdepend on the caster’s Level, treat it as ifcast by a character of the mecha’s ECL.

Mecha Point Cost: The cost of aspell-like ability is equal to the spell Level(treat zero Level spells as Level 1) cubedtimes the number of times per day the abil-ity can be used: Spell Level x Spell Levelx Spell Level x Number of times usableper day

Example: A mecha is assigned a spell-like ability: Prismatic Wall (1 per day).Prismatic Wall is an 8th Level spell andthus costs (8 cubed times 1 per day) 512Mecha Points. If the mecha’s final ECLwas 12, the ability would generate a wall48 feet wide by 24 feet high, as per thespell’s description. Another mecha withspell-like ability: Hypnotism, a 1st Levelspell, usable three times a day, would cost(1 cubed times 3) 3 Mecha Points.

SummonableThe mecha is linked to one special

owner and can appear or disappear oncommand. Decide whether it normally

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appears beside the character or formsaround him or her with the characterinside. This special ability is quite power-ful, since it lets one bring a mecha into sit-uations where dragging one along is nor-mally unacceptable, like school, anembassy ball, or jail. There are two ver-sions of Summonable:

Summonable (Slow)The mecha takes several rounds to

summon (GM’s option, or roll 2d6). Thecharacter can do nothing else — he or shemay be concentrating, calling it, assem-bling it from smaller parts, etc.

Summonable (Fast)The mecha takes only one round to

summon.

Summoning ObjectsSome summonable mecha have a spe-

cial item that the character must have inorder for the mecha to appear. The itemmay be the mecha in a more compact, butpowerless shape, or a device that enablesthe mecha to be summoned from anotherdimension. Thus, a mecha can be prevent-ed from appearing if the item is takenaway. Typical summoning objects caninclude medallions or amulets, swords,items of clothing, bracers, rings, cubes,eggs, or even suitcases (with the mechafolded up inside).

Mecha Point Cost: 1 fine, 5 diminu-tive, 10 tiny, 15 small, 30 for a mediummecha, 45 for a large mecha, 60 for a hugemecha, 75 for a gargantuan mecha, 90 fora colossal mecha. +15 cost forSummonable (Fast). If the mecha requiresa summonable object, note this in paren-thesis; the cost is -15 Points.

Super-EquipmentThe mecha has some item of equip-

ment not otherwise defined that possessesspecial abilities that could have a signifi-cant effect on game balance. Examples ofspecial equipment would be a “trans-porter” device that allows the crew mem-bers to be teleported great distances, abuilt-in magical laboratory, or doomsdaybomb that, if activated, could destroy acity or even an entire planet. It is up to theGM to specify the abilities of specialequipment, and to establish appropriatelimitations given the game’s scope andsetting.

Mecha Point Cost: This is up to theGM. Base it on how common the equip-ment is, how powerful it is relative toother systems, and how easily it is coun-tered. For example, a space opera teleportchamber that followed conventions com-mon to TV (range of about 10,000 miles,requires a radio beacon or similar deviceto “lock on to” when transporting some-

one back to the mecha, transports a half-dozen people at once, can’t work throughForce Fields, odd mineral concentrations,ion storms, etc.) might cost 1,000 MP if arare advantage, or 200 MP if commonenough that every ship has one.

TransformationCertain mecha — often rare, expensive,

or magical — have the ability to changeshape.

Some mecha can mechanically altertheir shape or function. It is also possible formecha to change between giant robot, vehi-cle, and suit types. For example, one mightshift from a giant humanoid to jet fighter.

Decide on the number of different formsthe mecha has. Buy the most expensive sin-gle form.

Each extra form costs 1/5 what it wouldnormally cost.

Each form must be big enough for anyoccupants or cargo that the previous formcontained. Otherwise, conservation of sizeand mass is realistic, but is certainly not arequirement (mecha may use super-sciencetechnologies to shunt extra mass into apocket dimension, or use magic, to getaround such physical limits).

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It takes a mecha one round (and a fullaction) to transform from one form toanother during which time its crew cannottake other actions. To do so faster, seeMechamorphosis Feat.

If a mecha has three or more forms, thedesigner must name each form and speci-fy a transform sequence. For example, if amecha has a “walker,” a “hybrid,” and a“flyer” form, the sequence may be walker-hybrid-flyer.” The mecha can turn fromhybrid into walker or flyer, but not fromflyer to walker (or vice versa). A mechawith three or more forms can ignore thislimitation and perform non-sequentialtransformation for an extra Mecha Point.

Example of TransformationA mecha that has two forms: Air and

Land. Each form is designed independent-ly. The Air form turns out to cost 500Mecha Points, while the Land form costsonly 400.

The mecha’s cost is thus equal to thecost of the most expensive form — the Airform — at 500 Points plus 1/5 the cost ofthe other forms — in this case, the Landform at 400 x 1/5 = 80 Points. Total cost isthus 500 + 80 = 580 Points.

One-Way TransformationThe mecha cannot transform back to a

prior form without considerable work at

the hands of mechanics or lab technicians(taking a few hours time). For example,the original mecha might include a rocketbooster to help it get to space, then itwould “transform” into its more agileform by ejecting the boosters. Anotherexample is a robot that sheds its human-like skin and pops out various weaponpods.

If a transformation is one-way, it costshalf as many Mecha Points (1/10 cost ofeach extra form).

Step 12: ChooseDefects

These are Defects that affect the work-ings of the mecha. Defects reduce theMecha Point Cost.

Mecha Defects cannot reduce theMecha Point Cost of a mecha below 1Point. If this happens, treat the mecha ascosting 1 Mecha Point.

[Direction]-Optimized ArmorThe Armor’s full value protects

against attacks from one direction (usuallyfront-optimized). Attacks from otherdirections (for example, the side, rear, top,and bottom) are protected at 2/3 Armor(round down).

Explosive Reactive Armor can also be[direction]-optimized. If so, it only pro-tects in the optimized direction.

Mecha Point Cost: -1 per point ofArmor the mecha has. If taken forExplosive Reactive Armor, this is worth -2 Points.

FlammableThe mecha’s structure and armor are

made of wood or similar flammable mate-rial. Its Armor does not protect at allagainst fire, plasma, or other fire-baseddamage. Saves against fire are made at a -4 penalty. See Fires.

Mecha Point Cost: -1 per point ofArmor.

GliderGlider can be taken by a mecha that

can fly and does not have the Hovercraftor Wind-Powered Defects. It means themecha can only take off if launched froma fast-moving vehicle or high place, andcan only gain speed by diving or gain alti-tude by riding thermals. Assume a gliderhas a glide ratio of about 60:1 if averagemaneuverability, 30:1 if poor maneuver-ability, or 20:1 if clumsy. A 60:1 glideratio means (for example) that if dropped

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from a height of 1 mile, it could glide for60 miles before landing. A pilot check(DC 10) can extend glide ratio by 10% forevery point by which the check succeeded.

Mecha Point Cost: -2 per 10 mph (16kph) of air speed.

Hangar QueenThe mecha requires extra careful

maintenance to work properly. If this isnot available, the GM should feel free toimpose breakdowns of various systemswhenever seems dramatically appropriate.If a mecha is transformable, this MechaDefect is only allowed if each form pos-sesses it.

The mecha spends much of its time ina garage, shop, port, etc. undergoingrepairs. For every hour it was used, itshould be given at least an hour of mainte-nance.

Mecha Point Cost: -10 MP

High Ground Pressure (HGP)This Defect can only be taken if the

mecha has a land speed. It means that thecontact area of its wheels, legs, or tracks isslight compared to the mecha’s weight.Consequently, it tends to sink into theground. Most civilian cars and trucks pos-sess this Defect while specialized all-ter-rain vehicles or dirt bikes do not have it.

Most tanks do not have a high groundpressure due to the width of their tracks,but a “realistic” two-legged giant robotmay have this problem unless it has verylarge feet.

The mecha will bog down in anyswamp, deep snow, or mud (no move-ment). It moves at 1/2 speed when cross-ing sand, light snow, or soggy ground.This is cumulative with the penalties forRoad Vehicle.

Mecha Point Cost: -1 per 10 mph (16kph) of land speed.

HovercraftThis Defect can only be taken if the

mecha can fly. It means the mecha’s ceil-ing is divided by 100, usually no morethan 10’ (3 m) above ground. Take this forhovercraft or wing-in-ground-effect vehi-cles.

Mecha Point Cost: -5 MP

Naked OperatorOne or more of the important crew

members must be naked to pilot or crewthe mecha. This Defect occurs surprising-ly often in anime. The naked crew memberis usually floating in some sort of neural-interface tank, often with strategicallyplaced electrodes or tubes connectingthem to the mecha’s life system. The dis-

advantage of this, aside from embarrass-ment, is the time it takes to get dressedbefore exiting the mecha.

Mecha Point Cost: -5 if one Operatormust be naked; if 2+ crew members, -10 ifall must be naked.

Noisy or Very NoisyThe mecha is noisier than an ordinary

person. Mecha whose only type of move-ment is Space Travel or Star Drive maynot be noisy. A noisy mecha is also detect-ed more easily by sonar or Listen checks.A noisy mecha can never attempt to MoveSilently.

“Noisy” means the mecha is as noisyas an ordinary automotive engine. +10 onListen or sonar checks to notice it;weapons with the Sonar Homing qualityget a +4 to lock on and attack.

“Very Noisy” means the mecha is asnoisy as an aircraft engine. +20 on Listenor sonar checks to notice it; weapons withthe Sonar Homing quality get a +8 to lockon and to attack.

Mecha Point Cost: -5 if noisy, or -10if very noisy.

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One Hand/No Hand(Giant Robot only)

A giant robot is assumedto have two arms with hands,but it could have only one, oreven none, instead havinglegs or no limbs at all. If it hasone hand it cannot hold ontosomething at the same time itpunches someone or uses aHand-Held weapon.

Mecha Point Cost: -1 per2 point of Strength the mechapossesses if one hand, or -1per point of Strength if it hasno hands.

OpenThe mecha’s Armor does

not protect the crew or pas-sengers, only the mecha itself.This is common for mechalike galleys, jeeps, motor-bikes, open-cockpit biplanes,speedboats, or robot horses.The mecha provides 1/2cover, or no cover if themecha is the same size orsmaller than the rider.

Mecha Point Cost: -2 perpoint of Armor the mechahas.

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Poor VisibilityThe mecha has very poor visibility, due

to small or no windows and a lack of com-pensating sensors, or other problems. Theonly way to get unrestricted vision is to actu-ally stick one’s head out a hatch or window(leaving one with only half cover, as per theOpen Defect). Otherwise, attempts to spotsomething visually from inside are at -2 iflooking directly forward and -4 if looking inany other direction.

This is common for tanks. Mecha withthe Open Defect should never have thisDefect.

Mecha Point Cost: -5 MP

Reduced EnduranceThe default assumption is a mecha has

an indefinite range — it can operate formonths at a time, like a sailing ship ornuclear submarine, provided supplies offood and water are available. If the mechamust refuel or recharge before then (some-thing that should take at least half an hourof effort) it has Reduced Endurance.

Select one of these operational peri-ods: a few weeks, several days, a fewdays, several hours, a few hours, severalminutes. In this context, “several” means5-30; “a few” means 1-4.

Mecha Point Cost: -5 if a few weeks,-10 if several days, -15 if a few days, -20

if several hours, -25 if a few hours, -30 ifseveral minutes.

Restricted PathFor one reason or another, the mecha

cannot leave a narrowly restricted area.This may represent a robot that is pro-grammed to follow a specific guard route,a railway train, cable car that cannot leaveits track, or a towed trailer/carriage.

Another way to interpret this is amecha that is attached to a generator by apower cable. The mecha can operate nor-mally unless the cable is unplugged, thenhas only a few rounds reserve power (andan enemy mecha that grabs it mightunplug it).

Decide if it is a long path (like a rail-way line) or a short path (like a tether or abuilding interior)

Mecha Point Cost: -1 fine, -3 diminu-tive, -5 tiny, -10 small, -15 if medium, -20if large, -25 if huge, -30 if gargantuan, or -50 if colossal; x2 if a short path.

Road Vehicle (Vehicle Only) Take this Defect for most wheeled

vehicles. The mecha attains full land speedonly on a smooth flat surface such as apaved road. Its land speed is cut in half inother circumstances, such as on a dirtroad, off-road, etc.

Mecha Point Cost: -1 per 10 mph (16kph) of land speed.

Service CrewThe mecha is large enough that it

requires a crew of engineers, sailors, orother individuals to perform maintenance,man rigging, cook, etc. Their training andskills will depend on the technology of themecha, and may range from carpenters tonuclear reactor engineers.

Service crew are in addition to anyOperators (pilot, commander, equipmentoperators, or gunners). For weapon load-ers, use the Crew-Served restrictioninstead. The mecha must have sufficientpassenger occupancy to carry that manycrew. If a mecha loses service crew it willnot stop functioning (provided there issomeone to pilot it), but it will not runsmoothly.

For each 25% a mecha is under-crewed (round up), the GM can impose a -2 penalty on all mecha-related Skillchecks rolls or pick a system (sensors,Force Fields, maintenance, a weapon) thathas gone unmanned and thus cannot beused. A short, overworked crew is alsomore likely to make mistakes, leading toequipment breakdowns.

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Mecha Point Cost: Depends on theService Crew requirement: -2 if one crewmember, -4 if two crew, -6 if 3-4 crew, -8if 5-8 crew, -10 if 9-16 crew, -12 if 17-32crew, -14 if 33-64 crew, and -16 if 65-128crew, etc.

Stall SpeedThis can only be taken by a mecha that

has a ceiling and air speed. If the mechahas a stall speed, it must always fly fasterthan the stall speed to remain in controlledflight. If it does not, it will go out of con-trol.

Ordinary airplanes will have a stallspeed. Mecha that use flapping wings mayhave a low stall speed or none at all if theycan hover like a hummingbird. Other typesof flying mecha (vertical-takeoff aircraftthat use thrust vectoring, helicopters, anti-gravity flyers, hovercraft) will not have astall speed.

A typical stall speed is about 10-25%of air speed. Decide on the speed in mph orkph, and also determine the combat stallspeed (see Combat Speed).

Mecha Point Cost: -1 per 10 mph (16kph) of stall speed x Armor. Treat Armor0-4 as 5.

Start-Up TimeIf the mecha is shut down, a character

cannot just climb into it and blast off cold.For example, it might be a complicatedpowered armor suit that takes a few min-utes to put on, a power plant that takes timeto warm up, or a rocket that takes hours ofpreparation in order to be ready for launch.Start-Up Time should only be taken formecha that have Reduced Endurance of aday or less, as the time is trivial if themecha runs constantly.

Mecha Point Cost: -2 if 1 minute (10rounds), -4 if 10 minutes, -8 if an hour, -16if 4+ hours.

VolatileFuel, a boiler, or ammunition may

explode if the mecha is disabled ordestroyed. If the attack that disables ordestroys the mecha dealt damage past itsArmor equal to or greater than half its nor-mal full Hit Points, the mecha will explodeafter 1d6 rounds. This explosion deals 1d6damage per full 5 HP the mecha had whenundamaged (minimum 2d6) to everyonewithin the mecha (Reflex save, DC 20, forhalf damage). Half that damage is inflictedto everyone and everything within a num-ber of feet equal to the mecha’s full HitPoints (or meters equal to one-third fullHP) of the blast (Reflex save, DC 15, forhalf damage).

Mecha Point Cost: -1 per full 5 HP themecha has.

Weak PointDue to a flaw in the design, there is a

weak point in the mecha. If an attackerknows where it is (this may require study ofenemy wreckage, espionage, sensor scans,etc) an attack to that point is much morelikely to cripple or destroy the mecha.

A critical hit strikes the weak point andignores the mecha’s Armor. If an attackerknows about the weak point, an attack madeat a -8 penalty may deliberately target theweak point and ignore the mecha’s Armor.

Mecha Point Cost: -1 per point ofArmor the mecha has.

WindowsThe mecha has large windows (like a car or

jet liner) or canopy which does not protect againstattacks aimed through them. This may not betaken in conjunction with the Open Defect.

If a mecha’s occupants are attacked, they canonly claim three-quarters cover. Occupants thatlean out of windows (for example, to shoot) willget only one-half cover. An attack can deliberate-ly target a window at -4 to hit, ignoring the vehi-cle’s Armor.

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Mecha Point Cost: -1 per point of Armorthe mecha has, if it has Armor 2+. Otherwise,none.

Wind-Powered (Vehicle-Only) The mecha is a sailing craft, powered

by the wind. Its top speed will neverexceed the present velocity of the wind,and it cannot move against the wind (it cantack upwind, but cannot move directlyagainst the direction from which the windis blowing).

This is most appropriate for mechawith Water Speed, though wind-poweredland or air vehicles are possible. It’s usu-ally inappropriate for mecha with topspeeds over 30 mph (48 kph).

It can be used with Dramatic Drive forspace sails; the exact effects depend ondrive technology: for example, a light sailwill have its acceleration decline with thesquare of distance from the sun (measuredin multiples of Earth’s average distancefrom the sun).

This cannot be taken in conjunctionwith the Glider Defect.

Mecha Point Cost: -1 if large orsmaller, -2 if huge, -3 if gargantuan, -5 ifcolossal.

Step 13: DesignWeapons

Mecha do not need to be armed, butmay possess an array of impressiveweapons.

A suit or giant robot’s fists can inflictdamage even if it has no weapons. Basedamage is 1 if tiny, 1d2 if small, 1d4 ifmedium, 1d8 if large, 2d6 if huge, 2d8 ifgargantuan, and 4d6 if colossal, plusstrength modifiers. More potent attacks —including bite or claw attacks — should bebuilt using the mecha weapon creationrules.

If the mecha has multiple weapons,design each one individually. If the pilotcan make multiple attacks, severalweapons may be used each round. Thesame holds true for multiple crew aboarda mecha assigned as gunners. If you wantone weapon to have multiple ammo choic-es, take the Alternate Ammo option.

In Mecha d20, a “weapon” does notnecessarily mean a single gun or missile.A set of multiple missiles on rails or podsis best treated as a single weapon (withseveral shots). A ship-of-the-line’s broad-side of dozens of cannons facing in thesame direction is best handled as 1-3weapons with extra damage and qualitiessuch as Volley.

Most mecha attacks inflict damage:refer to Damage, below, and assign thedice of damage. Some attacks do notdeliver ordinary damage, but instead, haveother effects: Flare, Nerve Gas, Riot Gas,Smoke, or Tangle.

DamageSelect the type and number of dice of

damage inflicted, for example, 4d4 or6d10. This determines the weapon’s effec-tiveness and MP cost.

Critical: A weapon’s normal criticalthreat rating is 20. This can be modified byassigning the Increased Threat quality.

Special AttacksThese are all ranged touch attacks.

Assign each special attack a modifier(usually 1 to 20), which applies to DCsand determines the weapon cost.

FlareIf hit (or in the radius of a Blast-effect

or Emanation-effect) the target may beblinded. Everyone looking in the directionof the flash when the attack strikes mustmake a Fortitude save with a DC of (15plus the Flare modifier) or be blinded for2d6 rounds.

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Nerve GasIf hit, this will kill individuals who fail

a DC (15 plus the Nerve Gas modifier)Fortitude save. Anyone wearing a pressur-ized suit, or in a mecha with NBC filters orlife support is unaffected. This must becombined with the Emanation quality.

Riot GasIf hit, this requires individuals in the

area of effect to make a Fortitude saveagainst DC (15 plus the Riot Gas modifi-er) or be blinded and stunned for 2d6rounds. Anyone using a gas mask, wearinga pressurized suit, or in a mecha with NBCfilters or life support is unaffected. Thismust be combined with the Emanationquality.

SmokeThe attack produces an obscuring

smoke cloud. Smoke gives a 50% con-cealment modifier, and is also treated as3/4 cover vs. lasers. The smoke remainsfor a number of rounds equal to the Smokemodifier. If the attack is assigned theEmanation quality, the base duration dou-bles (or the area of effect my double, asper the normal Emanation rules).

Hot SmokeAs smoke, but affects infrared sensors.

TangleThe attack projects a web or net. Treat

as a Web spell except it requires an attackroll; if combined with Blast it will affecteveryone in the area; if combined withEmanation, it is sticky, and will affectanyone who moves into the area as well.The DC to break free is (20 plus theTangle modifier).

TypeSpecify the type of damage that the

attack inflicts. This is important becausesome mecha Armor or creatures may beresistant or immune to certain types of dam-age. Specify one of the following types:

Ballistic (bullets and other high-velocityprojectiles), piercing (pointed thrusting orranged weapons like spears, arrows, etc.),slashing (swords, whips, etc.), bludgeoning(clubs, fists, tails, etc.), energy (of a specif-ic type: fire/plasma, laser, electrical, cold,sonic), or blast (explosions).

Rate of FireThe default ranged weapon rate of fire

is single shot (SS) — one shot per round.Weapons may have faster or slower rates

of fire as a result of their chosen qualitiesor restrictions; record the abbreviationappropriate to the rate of fire: SS for sin-gle shot, S if semi-automatic, A if auto-matic, 1 if slow-firing.

Range IncrementA weapon’s base range increment is

50’ (15 m) for a special attack. If the attackinflicts damage though, the incrementshown on the table for the weapon’s dietype is multiplied by the dice of damage toget the increment. For example, 2d8 hasan increment of 40’ x 2 (for two d8) = 80feet.

The actual increment can be modifiedby taking weapon qualities or restrictions.Each level of Long Range may up to dou-ble range; each level of Short Range mayup to halve it.

Example: A mecha has a 120mm tankgun with 10d12 damage; this gives a rangeincrement of 60 x 10 = 600’. In the realworld, a 120mm gun can reliably strike

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Dice type d2 d3 d4 d6 d8 d10 d12 d20 SpecialIncrement (feet) 10’ 15’ 20’ 30’ 40’ 50’ 60’ 100’ 50’Increment (m) 3 m 5 m 7 m 9 m 12 m 15 m 20 m 30 m 10 m

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targets out to about 12,000’. This wouldsuggest a range increment of about 1,200,since weapons can reach out to 10 x theirrange increment. Various Feats and devices,however, allow experienced gunners tomultiply their range increment by 1.5 to 2,so 600’ is quite reasonable for the tank gun.

Conversion Notes: ModifyingRange Increments

Range increments in Mecha d20 arebased on the assumption that a powerfulattack will usually travel farther. They canbe modified in flexible fashion by takingappropriate qualities and limitations.

Some d20 System games, however,have range increments that are unusuallyhigh or low across the board — perhaps asa game-balance device to balance themagainst melee or archaic weapons. If thisseems like a good idea, the GM shouldapply a constant multiple to all rangeincrements to suit your own preferred d20System game — for example, arbitrarilydividing or multiplying all range incre-ments by 2, 4, 8, or 10.

MagazineA weapon has an ammo capacity

(magazine) of 17-30 shots before runningout of projectiles or power. This may bemodified via the Extra Ammo quality orthe Low Ammo restriction.

Mecha Point CostIf the attack delivers damage, multiply

the dice of damage by the cost shown for thechosen dice size (twice its average damage)on the Weapon Damage Cost Chart.

Example: A missile could inflict 5d6damage (giving a 100’ range increment).The cost of each d6 is 7 Points. The missilewill cost 5 x 7 = 35 MP.

If a special attack, the cost is equal to the(modifier + 10) multiplied by 1 if smoke, 2if flare, hot smoke, riot gas, or tangle, and 3if nerve gas. Thus a +5 nerve gas attackcosts (10 + 5) x 3 = 45 Mecha Points.

Multiple Weapons on a MechaA single Operator on a mecha can only

attack with a single weapon at a time, nomatter how many are built into a mecha.Exception: If he or she has multipleattacks, and uses a full attack action, theseextra attacks can be made with the sameweapon (unless it has a Single Shot orSlow-Firing Rate of Fire) or they may usea different Alternate Weapon (or Ammo).

Alternate Weapons (or Ammo)If the mecha’s Operator has access to

multiple different attacks, each secondaryweapon costs less. This is because he orshe can only use one weapon per round.For 1/10 the original cost (minimum 1Point), a mecha can be given anotherweapon that is of the same or lower Pointcost than the mecha’s first weapon. Thiscan represent either a new weapon or thesame one with alternate ammo.

Different GunnersWeapons are normally designed to be

used by the mecha pilot. If the mecha hasmultiple Operators, however, some mayhave their own weapons, allowing each tofire. If a weapon is in this category, note itas requiring a “different gunner” and pay

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Table 2-8: Weapon Damage CostChart

Die Type Costd2 3d3 4d4 5d6 7d8 9d10 11d12 13d20 21Smoke Modifier +10Flare (Modifier +10) x2Hot Smoke (Modifier +10) x2Riot Gas (Modifier +10) x2Tangle (Modifier +10) x2Nerve Gas (Modifier +10) x3

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for it at full cost. After it is acquired, addi-tional alternate weapons may also bebought for that extra gunner, at thereduced cost given above. Note: Two char-acters may not fire the same weapon in around, however, even if using multipleattacks.

Hand-Held WeaponsIt is assumed that weapons are

attached to the mecha, but they may,instead, be designated as Hand-Held. AHand-Held weapon can be lost or grabbedby an enemy, and the mecha must havearms to hold it. Mecha can, however, swapHand-Held weapons with other mecha. Todo this both weapons must be the samesize so that handgrips and such are com-patible. Hand-held weapons can never beassigned to different gunners; they mustbe fired by the mecha pilot.

Multiple Attacks with Hand-Held Weapons

The wearer of a suit or pilot of a giantrobot may use the normal rules for multi-ple attacks with two weapons if his or hermecha has a weapon in each hand.

Qualities and RestrictionsA weapon may have qualities or

restrictions. A quality is something advan-tageous; a restriction is something limit-

ing. This will affect theMecha Point cost of the weapon.

If the weapon has no extra qualities, itscost is unmodified. If it has 1,”multiply”its cost by 1.5. If it has 2 or more, multiplythe cost by the number of qualities. Thus,a weapon with 3 qualities costs three timesas much.

If the weapon has no restrictions, useits cost as modified by the number of qual-ities. If it has 1, divide that cost by 1.5. Ifit has 2 or more, divide the cost by thenumber of restrictions. Thus, a weaponwith 2 restrictions costs one-half as much.

Example:A weapon has anunmodified cost of 30Mecha Points. If ithas one quality and three restrictions. Thecost is 30 times 1.5 (the quality) dividedby 3 (three restrictions) = 15 MechaPoints.

If a cost is fractional, drop all frac-tions. Thus, 22.7 Mecha Points is roundeddown to 22 Mecha Points.

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Weapon Stat BlocksRecord weapons in the following for-

mats:

Name: The weapon’s name (player’schoice). For example, “20mm railgun.”

Damage: The dice of damage. Forexample, 6d10. If no damage, list the spe-cial effect and modifier. For example,Nerve Gas +5.

Critical: The critical threat range.This is “20” unless modified by theIncrease Threat quality.

Type: The type of damage inflicted.For example, Ballistic, Piercing,Electricity, Laser, etc.

Increment: The range increment (asmodified by qualities and restrictions).Use “-” if a melee weapon.

Rate of Fire: Record the rate of fire:SS if single shot, A if the Automatic qual-ifier, S if Semi-Automatic qualifier, 1 ifSlow-Firing or thrown qualifiers. Use “-”if a melee weapon.

Magazine: List the weapon’s ammu-nition capacity (as modified by qualitiesand restrictions). Use “-” if melee orunlimited shots.

Size: List the weapon’s Size. Forexample, indicate if it is a melee or Hand-Held weapon.

Cost: List the Mecha Point cost, sothat the weapon can be swapped out forother weapons if desired.

Notes: List any qualities or restric-tions, either in full or via footnotes. Listqualities first, separated by commas, thena semi-colon, then restrictions. If a qualityor restriction is taken multiple times, use2, 3, etc. to indicate this. Example: Armor-Penetrating, Long Range 2; Low Ammo 3.

If the weapon has variable ammo, eachsetting should have its own line.

Weapon QualitiesSome weapons have additional capa-

bilities beyond simply inflicting damage.Qualities marked with an * can only beused with attacks that inflict dice of dam-age.

A few qualities are especially power-ful, and hence count as two or even threequalities.

Armor-Penetrating (AP)*This weapon is especially good at

punching through heavy armor. It ignoresthe first 10 points of Armor or the target’sArmor protects at half value (rounddown), whichever gives the best effect.

This quality often represents shaped-charge High Explosive Anti-Tank (HEAT)and Armor-Penetrating fin-stabilized dis-

carding sabot (APFSDS) ammunitionused by tank guns and missiles.

Armor-Penetrating can be taken multi-ple times: two levels ignore the first 20points of Armor (or divide Armor by 3),three levels ignore the first 30 points (ordivide by 4), and so on.

Automatic*Automatic (A) weapons fire a burst or

stream of shots as long as the trigger isheld down (until they run out of ammuni-tion). They can be set on auto-fire or beused with Feats that take advantage ofautomatic fire.

There are two ways to use auto-fire:

• Area Auto-fire

This affects an area and everyone in it,not a specific creature. The charactersprays an 10’ x 10’ (3 m x 3 m) area, orstrafes an area 20’ (6 m) long and 5’ (1.5m) wide, and makes an attack roll vs.Defense 10. If it succeeds, every creatureor mecha in the affected area must make aReflex save (DC 15) or us hit by a singleshot. Area auto-fire expends 10 shots; andcan only be used if the weapon has 10+shots left.

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• Burst Auto-fire

This is fired at a specific target, andmay expend from 2 to 5 shots (decidebefore firing). The target is attacked nor-mally. Roll once to hit. A successful attackmeans the target is hit once; for every 5 theattack succeeded by over the target’sdefense, it is hit by an additional shot, upto a maximum of the number of shots thatwere fired in the burst. Roll damage indi-vidually for each shot that hit; if the targethas damage reduction or Armor, subtract-ing it separately from every shot’s dam-age.

• Multiple Assignments of Automatic

Automatic can be taken twice. Thisemulates Gatling guns like the 20mmVulcan or 7.62mm minigun or multiplelinked machine guns. They can fire asabove, or instead use Saturation Auto-fireor Extended Bursts. Saturation Auto-fire istreated as Area Auto-fire, but requiresexpending 50 shots, covers twice the area,and victims must make a DC 20 Reflexsave. Extended Bursts may fire 10-50 perburst, at a +1 to hit per 10 shots.

Note: Many d20 System games with amodern or future setting have unique rulesfor automatic fire, or even require Feats touse certain types of automatic fire — theGM may resolve automatic fire with suchrules instead.

BlastThe attack affects not only the target

but also anyone adjacent, such as anexplosive warhead or plasma blast. Theradius of effect is 10’ (3 m). Blast can betaken multiple times. Each time it is taken,double the radius of the blast. Thus, takingit 4 times gives an 80’ (24 m) blast radius.

When a target is hit, everyone caughtin the blast (other than the target directlyhit) may make a Reflex save (mechaOperators roll for their mecha) against aDC of 15 to halve damage. The target ofthe attack, if hit, takes full damage — noReflex save is allowed. Alternatively, anattacker may fire a Blast weapon at theground next to a target (treat as Defense10), rather than the target itself. This is aranged touch attack. This can have a betterchance of hitting, but has the disadvantageof always granting a Reflex save. This tac-tic is not possible against a flying or spacetarget unless the attack has the Guidedquality.

Use the rules for Grenadelike missiles(see the PHB) to determine the effect of amiss.

Burning*This represents flaming liquid, acid, or

similar weapons that deliver continuingdamage. If the initial attack hits, the targettakes continuous damage each round, for

the next 5 rounds, or until somehow neu-tralized (GM call: it should depend on thetype of attack). Armor or Force Fields doprotect against the damage.

It can be taken multiple times; eachextra time doubles the duration.

The first level of Burning counts astwo qualities.

ConcealedA mecha’s weapons are normally obvi-

ous, at least to someone who knows whereto look for the gun barrel, missile port, orlaser lens. Take this quality to install a dis-guised or retractable weapon in a craft thatlooks like it would be unarmed, such as anordinary-appearing automobile.

It takes a move action to “pop up” a hid-den weapon so that it can be used in battle.

ConeA cone attack shoots away from the

weapon in the direction he or she desig-nates. A cone starts in a square adjacent tothe mecha and widens out as it goes. Acone’s width, at a given distance, equals itscurrent range — a cone is 50’ wide when50’ away from the attacking mecha. At itsfar end, a cone is as wide as the effect islong.

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A cone attack’s maximum range is 1range increment; cone attacks have veryshort range.

A cone attack is not resolved as an ordi-nary attack. It automatically hits everythingin the target area, but targets get a Reflex(DC 20) save. Success means they sufferhalf damage, failure means they take fulldamage. Cover will give a bonus to theReflex save, and if the cover is sufficient(such as a slit trench, building, etc.) a suc-cess means the targets dove or movedbehind the cover, and take no damage ratherthan half damage (GM discretion).

Cone counts as three qualities.

EmanationSome attacks have an area like a blast,

except that the effect continues to radiatefrom the point of origin for multiplerounds. The effect is the same as Burning,above, lasting 5 turns, but affecting every-one who enters an area only for as long asthey remain in it (unless also combinedwith burning).

The radius of effect is 5’ (or 1.5 m).The quality can be taken additional times.Each time it is assigned to a weapon, dou-ble the radius or the duration (designer’schoice).

The first level of Emanation counts astwo qualities.

EMP*The weapon’s damage is an electro-

magnetic pulse that has no effect on livingthings but will do normal damage to anymecha with electrical or electromagneticsystems. This is a quality, not a restriction,since it allows safe use of anti-mechaweaponry in situations that would other-wise put bystanders at risk.

Extra AmmoThis increases the weapon’s total shots

from the default up to 50. It can be takenmultiple times: twice gives up to 200shots; three times is 1,000 shots.

Flexible*This represents long, flexible, or

extendible attacks like a whip, energy-lash, razor-ribbon, or similar weapon.

A flexible attack can be used like agiant whip to disarm or trip any opponentsof equal or smaller size than the weapon’ssize; for example, a huge whip can trip ordisarm opponents up to huge size. A char-acter can make a trip attack with a flexibleweapon by succeeding at a ranged touchattack. The character does not provoke anattack of opportunity when using a flexi-ble weapon in this way.

A flexible weapon also gives a +2bonus on an opposed attack roll whenattempting to disarm an opponent (includ-

ing the roll to keep from being disarmed ifthe character fails to disarm the opponent).

If this quality is chosen for a weapon,the Melee Weapon restriction must also betaken. A flexible weapon can reach outfarther than normal, however: 15’ (5 m)for a medium weapon, doubled for eachsuccessive size class.

GuidedThe weapon fires a projectile that

homes in on its target. The weapon has itsnormal range (usually 10 increments). Onthe round the projectile is fired, the attack-er must normally specify a target. Eachround (on the attacker’s initiative) themissile moves toward the target, closing adistance equal to its range increment, andmaking up to a 45-degree turn, climb ordive. When it reaches the target, an attackroll is made, with no range penalties to hit.Other rules depend on the guidance sys-tem used. Pick one of these systems:

• Operator-Guided

The weapon fires a missile that issteered toward the target by the attacker,transmitting commands via a wire or atight-beam radio link. The attacker musttake full actions each round to guide theprojectile to the target. The attacker uses

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his or her own attack bonus; the guidancesystem negates range penalties, but has noother effect.

• Laser-Guided

The weapon fires a missile that homesin on reflected laser light. Launching themissile is an attack action. The missile willfly straight ahead. At any point in itsflight, the attacker or an ally (who neednot be in the mecha) must use an attackaction each round to aim a LaserDesignator on the target, which must be infront of the missile (if the missile hasalready flown past it, it will automaticallymiss). The missile closes on the target aslong as a character continues to designatethe target with a laser; if interrupted, themissile automatically misses. If the desig-nating character is injured/distracted, aConcentrate Skill check is required to stayon target (as if casting a spell). When themissile reaches the target, the designatingcharacter makes the attack roll, at a +5bonus.

• Semi-Active Radar Homing (SARH)

The weapon fires a missile that homeson radar reflections emitted by themecha’s own radar. The mecha must havea Radar, High-Res Radar, or Meta-Scanner. It must lock onto the target (thisrequires a ranged touch attack, using theRadar’s range increment); failure allows

additional attempts. Once a lock-on isachieved, launching the missile is anattack action. Once fired, the Radar mustcontinue to track the target or the missilewill automatically miss, but no other char-acter actions are required; if the Radaronly faces forward, that means keepingthe mecha pointed at the enemy. As longas it does so, the missile closes on the tar-get. When the missile reaches the target, itattacks on its own, with a +8 attack bonus.

• Infrared Homing (IRH)

The weapon fires a missile that tracksthe target’s heat emissions. The attackermust lock onto the target. This is a rangedtouch attack, using the weapon’s rangeincrement. If the lock on fails, it can beattempted again in future rounds. If it suc-ceeds, the missile can be launched; this isan attack action. The missile will followthe target with no further interventionrequired. When it reaches the target, itattacks the target itself. An IRH missilehas a +10 attack bonus. ECM or conceal-ment effective against infrared will penal-ize the attack.

• Radar Homing (ARH)

The missile uses its own onboardradar. Treat as Infrared Homing, exceptthat ECM or concealment effective againstradar will penalize the attack.

• Sonar Homing (SH)

The missile — a torpedo — uses itsown onboard sonar. It can only be fired atunderwater targets. Treat as Infrared hom-ing, except that ECM or concealmenteffective against sonar will penalize it.

• Emission Homing (EH)

The missile is an “anti-radiation” mis-sile that homes in on the radiating emis-sions of an operational Radar, Radio, orRadar Jammer; the mecha should have aRadar Sensor to spot such targets. Treat asIRH, but it can only lock onto a target thatis using a Radar, Radio, or Radar Jammer.If the target turns off the system before themissile can reach it, the missile will stillhome on the last known location (unlessthe target moves, it is in trouble).

• Inertial Guided (IG) or SatelliteGuided (SG)

The attacker programs in a set of mapco-ordinates and the missile homes in onthat point. This is only good for attackingstationary targets such as buildings. Whenthe missile reaches its target, make an attackroll at +3 if using inertial guidance or at +5if using satellite guidance. Satellite guid-ance is only effective if the mecha hasaccess to a friendly GPS satellite system.

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• Other Homing

The GM may allow players to createother specialized homing missiles, such asones that home on magical emanations.Use the previous rules as a guideline.

An incoming missile can be targetedfor attack. It has defense of 25. If hit, rolldamage: 15+ points of damagedisables/destroys it; otherwise it is unaf-fected.

Guided cannot be combined withCone or Melee. It can be combined withAutomatic, representing a salvo of mis-siles; when the missile makes its attackroll, it is treated as a Burst attack using asmany missiles as were fired, minus anythat were shot down. “Smart bombs” canbe created simply by adding the Droppedand Short Range restrictions.

A weapon may take multiple guidanceoptions by taking this quality multipletimes. This makes it harder to jam theweapon, and gives it a second lock on orattack roll if the first fails. For example,many modern torpedoes are both sonar-homing and operator-guided.

The first level of Guided Missile (anytype) counts as two qualities.

Hardpoint or Hand-heldA “Hardpoint” weapon is mounted on

a hardpoint, pod, or pylon. It can be trad-

ed in a later mission for any weapon of thesame size and same or lower Mecha Pointvalue, subject to its availability. It takesabout 10 minutes to remove and replace aHardpoint weapon with another weapon.A character may buy “spare” weapons at1/20th their Mecha Point value that arekept at base for replacement in this way, ormay swap weapons with other mecha ofsimilar size and type.

A “Hand-held” weapon is carried inthe hand. It is treated as a hardpointweapon except that it is vulnerable tobeing disarmed, lost, dropped, etc., butcan be exchanged in only one round. Amecha cannot have more Hand-Heldweapons ready to use than it has hands.

Indirect FireThe weapon can fire shots in a high

ballistic arc, like a grenade launcher, bal-listic missile, or Howitzer. This lets thegunner shoot at targets hidden behindbuildings, hills, or other obstacles (orshoot over the horizon, if the range is longenough).

If it is used to make an indirect fireshot, the attacker must be able to see thetarget, or someone else must spot it andradio or otherwise communicate its posi-tion to the attacker. This will usuallyrequire a Computer Use check. In mostcases, indirect fire involves using weapons

with the Blast quality to attack an area. Ifa creature or mecha, rather than area ofground is attacked, it is treated as havingfull concealment (50% miss chance).

A weapon can fire indirectly at 10times the usual number of increments (100increments for most weapons). Note thatthe actual range increment is notincreased: thus, Long Range fire will berather inaccurate.

If the attack misses, an observer cannote where the attack hit and send a cor-rection (or the attacker can correct by hisor her self, if the target is in sight). Eachcorrection gives a +2 bonus to hit, only tocancel any range increment penalties. Ittakes a full action for a distant observer totransmit a correction via communicator.

A weapon with Indirect Fire qualitycan be used normally at no penalty. It can-not be Melee, Cone, or Stream.

Increased ThreatMost weapons have a threat of 20.

This quality increases the threat range by1 (for example, to 19-20). It can be takenmultiple times, further increasing thethreat range.

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InvisibleMost weapons produce some visible

muzzle flash or beam, revealing the posi-tion of the shooter. Take this quality forany weapon (except one with the Melee orThrown weapon restriction) that has novisible flash or beam.

Long RangeThis quality increases the range incre-

ment. Long Range can also be taken multi-ple times; each time it is taken, double theincrement.

The base increment is suitable formachine guns, short range rockets, and lightcannons. Taking one level of Long Range isgood for tank guns and guided missiles.Taking two levels is good for long-rangemissiles and spacecraft weaponry.

A lower increase can be specified if theGM desires — for example, Long Rangecould also be used to multiply the incrementby 1.1 to 1.99 rather than 2. This is useful iftrying to duplicate a real weapon.

Muscle-Powered This lets the mecha add its Str bonus to

damage if this weapon is used as a one-handed Melee weapon, or 1.5 times Strbonus if used as a two-handed Meleeweapon, or half Str bonus if the weapon isThrown.

A Muscle-Powered weapon can makeany number of attacks unless it has theThrown weapon restriction (in which caseit can make another attack only after theThrown weapon is recovered . . . ).

A weapon can only be Muscle-Powered if it has the Melee or ThrownWeapon restriction.

SemiautomaticA semiautomatic (S) weapon fires one

shot per attack (effectively acting as a singleshot weapon). Some Feats, however, allow

characters armed with semiautomaticweapons to fire shots in rapid successions,getting in more than one shot per attack.

SilentMost weapons usable at range are usually

noisy, making a loud bang! or zap! Take thisquality for a weapon that does not have theMelee or Thrown restriction, or will be usedonly in space, which is very quiet or silent.

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StreamThe effect of a Stream weapon is sim-

ilar to a cone, except that the weapon’seffect is narrow and linear (affectingeveryone in a stream 5’/1.5 m wide).Otherwise, use the rules for Cone, includ-ing the reduction of the range, with theexception that a successful save alwaysnegates damage rather than halves it.

Stream counts as two qualities.

StunThe attack only inflicts subdual dam-

age.

TrapThis weapon lays a minefield, spikes,

or some other similar device. The projec-tile “sits and waits” until someone triggersit. If someone walks into the target area,they get a Reflex Save (DC 15) to avoid it.Trap can be taken with the Melee restric-tion to simulate a booby trap placed byhand or released from the mecha. Withoutthese weapon restrictions, it can bedeployed at range — a successful rangedtouch attack against a Defense of 10means the Trap was fired into the correctarea.

Unlimited ShotsThe weapon does not run out of

ammunition or power. It can fire indefi-

nitely, usually drawing on the mecha’sown power supply. This need not be takenif the weapon has Muscle-Powered. It usu-ally cannot be taken in conjunction withAutomatic, Guided Missile, or Volley.

Unlimited Shots counts as 4 qualities.

VolleyAn attack with the Volley quality fires

a large volley of poorly guided projectiles,such as a salvo of unguided rockets or abroadside of cannon balls from multipleguns. The attacker may fire a number ofshots up to the weapon’s entire magazinecapacity. He or she does not add a BaseAttack Bonus or Dexterity Bonus but doesadd +1 per projectile fired.

The maximum number of shots thatcan hit is the number fired. On a criticalhit, rather than increasing damage, doublethe number of shots which hit (up to themaximum).

If firing against a group, the attackerdetermines how many shots to aim at each

target. Separate attack rolls are made foreach target. Determine how far the furthesttwo targets are from one another. Theattacks are made as for volley fire againstone target, but for each 10 m/30’ or partthereof that separates the furthest two tar-gets, all the attack rolls suffer a -1 penalty.

Weapon RestrictionsFew weapons do everything well, and

many have various disadvantages. As withweapon qualities, a single restriction canonly be taken once unless specifically per-mitted.

Assign the weapon one or morerestrictions. If the weapon has none, itscost is unchanged. If it has 1,divide its costby 1.5. If it has 2 or more, divide by thenumber of restrictions.

Some restrictions are especially oner-ous and so count as two or even threerestrictions.

Crew-Served (Vehicle only)The weapon requires two or more peo-

ple to operate it — usually the gunner andone or more loaders.

This must be taken in conjunction withthe Slow-Firing restriction; it can be taken

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Table 2-9: Volley Hits perAttackAttack Succeeded by Number of Hits0-4 1 hit5-9 1d4 hits10-14 1d8 hits15+ 1d12 hits

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multiple times. Each time, double thenumber of crew required to load theweapon; they must all perform full actionsto do so. Thus, a cannon that requires acrew of 8 to operate is a x3 restriction.

DroppedThe weapon is a bomb, mine, etc. that

must be dropped from a flying mecha thatis approaching the target. Instead of theusual 10 range increments, the droppedweapon can reach a base 1 range incre-ment per 1,000’ (300 m) of the sum of alti-tude and speed of the releasing mecha.Bombs take a -4 instead of -2 penalty perrange increment. This cannot be used withCone, Stream, Melee, or Thrown.

Exposed (Vehicle only)The gunner must be outside the

mecha’s Armor on the round the weaponfires (and stay exposed until his or hernext action in the following round). Anexposed character can be fired at with noArmor protection. An example of thisweapon restriction would be a machinegun mounted on a bracket atop a tankwhose gunner must lean out the hatch touse. It cannot be taken if the mechaalready has the Open Defect.

Fixed Arc of Fire (Vehicle and Giant Robot only)

The weapon has a very limited arc offire and must be aimed by pointing themecha. For example, a set of fixed for-ward-firing guns on a fighter plane, or aramming prow. The weapon can only befired at targets in the specified arc whichmay require a successful Pilot Skill check(which can be opposed by the pilot of atarget mecha).

Specify the arc of fire: Front (Fr), Rear(Re), Left (L), Right (R), or Top (T).Mecha that can fly or move underwatercan also specify a Bottom (B) arc.

Less AmmoThe weapon is only good for a few

rounds of firing, and then runs out ofammunition or power, or burns out. Thisrestriction can be taken up to 5 times.

If the weapon is Slow-Firing, numberof shots refers to the total ammunitionaboard the mecha, not in the magazine.

Taking this restriction once means theweapon has 9-16 shots; twice limits it to 5-8 shots; three times to 3-4 shots; fourtimes to 2 shots, five times to 1 shot.

Low Penetration*The attack is easily defeated by Armor

(examples include a shotgun blast or hollow-

point bullet). Armor or Damage Reductionstops twice as much damage as usual. If thetarget’s Armor grants an equipment defensebonus, it is doubled vs. the attack.

MeleeThe weapon can only be used as a melee

weapon. It can be used to attack or parry with-in the mecha’s natural reach. Specify theweapon’s size class (normally within one sizeof the mecha that will wield it) and whether itis bludgeoning, piercing, or slashing.

It is usual to take this restriction in con-junction with the Muscle-Powered quality.

Melee counts as two restrictions.

Only In (SpecifiedEnvironment)

The attack or weapon can only targetobjects that are on or in a particular limitedenvironment, for example, “only in water”(representing a torpedo) or “only in space”(representing a powerful weapon thatrequires a vacuum to work). The environ-ment should not be one that is ubiquitous inthe campaign (for example, “only in air” isnot valid unless a lot of the game action willtake place in airless environments). If theenvironment is very rare in the campaign,the GM may allow this to count as two

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restrictions.

Short RangeThis restriction halves the range incre-

ment (round down). It can be taken twiceif desired, to get 1/4 range. An even lowerincrement can be specified if the GMwants to duplicate a weapon in other d20System books with a low increment, butthere’s usually no extra cost benefit.

Short range may not be taken if theweapon has Melee or Thrown restriction.

Slow-FiringThe weapon has a restriction that

reduces its rate of fire, such as requiring afull action (to aim, charge, or load theweapon) before making each attack.Perhaps the attack generates heat that mustbe dissipated before it can again fire safe-ly. Consequently, the weapon fires everyother round. The weapon cannot be usedto attack multiple times in a round, nor cana different character fire it on the round itis being loaded. This cannot be used withSemi-automatic or Automatic.

Record a rate of fire of 1.

This can be taken multiple times; eachtime it is taken, loading requires an extraround’s full action.

Slow-Firing counts as two restrictions.

Space-OptimizedThe weapon’s energy is easily

absorbed by air; its full range only appliesin vacuum. In atmosphere, its base maxi-mum range is 5 rather than 10 incrementsand it cannot penetrate thick smoke, fog,water, etc. This should only be taken byranged weapons doing energy-type dam-age. It is a common restriction for laserand particle beams. It cannot be assignedto melee weapons.

StaticThe weapon cannot be fired while the

mecha is moving under its own power;perhaps it is too bulky, requires preciseaim, or drains too much power, or maybethe mecha’s fire control system is notadvanced enough to compensate formovement. This does not prevent firingwhile drifting, coasting, etc.

This restriction is commonly taken forartillery-type weapons (especially in con-junction with Indirect Fire).

ThrownThis restriction means it is a thrown

weapon. Once thrown, it is useless untilretrieved. Specify the weapon’s size class andwhether it is bludgeoning, piercing, or slashing.The weapon’s range increment is divided by 10(if the base is 500’, it will drop to 50’), and itcan be thrown a maximum of 5 increments.

It may not be taken in conjunction with theMelee or Slow-Firing restriction. It is oftentaken in conjunction with the Muscle-Poweredquality.

It may be taken with Automatic Fire (rep-resenting a handful of small thrown objects, forexample).

Record a rate of fire of 1, reflecting the factthat the weapon must be reloaded or chargedafter each shot.

Thrown Weapon counts as two restrictions.

UnreliableThe attack tends to jam. Any time the

player makes an attack and rolls a “natu-ral” 1, the weapon failed to fire andjammed, over-heated, or otherwise mal-functioned. It will not work until repaired.Clearing a jammed weapon requires a fullaction and a successful Dex check againsta DC of 10. Note: a character cannotattempt to clear a jammed weapon if he orshe does not have the appropriate WeaponProficiency Feat. If unsuccessful, the char-acter can try again next round. A natural“1” indicates the jam is severe and cannotbe cleared without an hour’s work and asuccessful Craft (Mechanical orGunsmith) Skill check against a DC of 20.

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Mecha action should be fast, exciting,and fun, just like battles between humans,but on a larger and more dramatic scale.This chapter provides rules for the situa-tions that can occur when characters arepiloting giant robots, wearing powerarmor, or zipping about in vehicles.

The number one rule of mecha combatis to make battles as dynamic as possible.Before any fighting starts, the GM shouldset the scene. For example, a giant robotbattle could take place “downtown” . . .but it is more interesting if the GM takes afew moments to describe the nearby land-marks: mention the rows of office towers,the natural history museum, the subwaystation, city park, and the hospital downthe block. This isn’t just for atmosphere —it gives everyone tactical choices. Want toelude the enemy’s flying mecha? Smashyour way into the subway station and takethe fight underground. A mecha is snipingwith a long-range weapon? Have anenemy mecha take cover behind the hospi-tal, forcing the hero to choose betweenrisking innocents and charging into rangeof the villain’s plasma whip. As a 60’ robotstrides down a busy street, people willscatter in terror, a city bus swerves off the

road and crashes, victims cry for help.Maybe some player characters can drivethe enemy off the streets and into the parkto limit collateral damage, or stop to res-cue civilians, or just get enraged and fighteven harder to defeat their foes.

It’s also important to personalize a bat-tle. Faceless foes have their place, butplayers will have more fun if mecha pilotsget a chance to get to know their enemies.Even total war can be interrupted by a fewundercover operations or diplomatic mis-sions to neutral powers, with the charac-ters along as spies or military attaché, togive them a chance to meet the dashingenemy pilot at the embassy ball. Similarly,giant robot combat can be grimly realistic,but can also have the panache of medievaljousts or World War I dogfights, with thedeadly enemy ace in her red-paintedmecha, or the honorable foe willing tohave his wingmen hang back to let himduel opponents one on one. There’s noreason why opposing pilots cannot talkover the radio or by view screen as theytrade laser blasts and plasma bolts, andthis will let characters use Bluff andIntimidate Skills as well as their attackbonuses. Even if the players are shy about

chatting with the enemy, a battle can bemade more memorable by giving theheroes some quirky non-player characterpartners or wingmen, such as an arrogant,showboating rival or a nervous, inexperi-enced rookie.

Running Big BattlesSome mecha adventures may climax

with enormous battles. When dozens orhundreds of non-player character mechaare engaged on both sides, the GM shouldnot feel compelled to resolve the action ofevery single soldier or machine. Nor is itnecessary to resort to GM fiat. One usefultechnique is to have the course of the bat-tle mirror the fortunes of the heroes.Suppose 300 mecha of the Orion Empireare attacking 100 mecha serving with theEarth Federation. The Earth forces includethree characters and their best friend (anon-player character). As the Imperialsoutnumber Earth 3:1, have 10 enemymecha attack the four heroes. If they win,assume their side wins, with the same pro-portion of casualties — if they are wiped

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out or flee, their side loses. As GM, it’s possibleto break a complex battle into multiple stages,with waves of extra reinforcements arriving oneither side (200 allied mecha might be represent-ed by two non-player characters joining the char-acters) or sudden opportunities for heroic actions(“through the explosions and burning wreckage,you see a clear route to the enemy command ship. . . ”). The important thing in any large engage-ment is to reduce the GM workload while stillgiving players a chance to affect the outcome.

Basic ConceptsMecha use the d20 System action and combat

rules unless exceptions are specifically men-tioned.

“Mecha” refers to all sorts of mobile craftbuilt with these rules.

“Giant robot” applies to machines that aremoving with legs, or slithering like snakes, orflying with flapping wings, or swimming witharms, legs, or tails.

“Suit” applies to all mecha suits that mimicthe wearer’s normal body form.

“Vehicle” applies to all other machines: cars,tanks, trucks, jet aircraft, submarines, and so on.It also applies to giant robots that have trans-formed into vehicles.

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Characters in MechaA character in a mecha fills one of sev-

eral possible roles, which determines whatthe character can do.

OperatorsThese are the crew assigned to control

the mecha’s movement, weapons, sensors,etc. Often a mecha has only one Operator.

PilotThe pilot of the mecha controls its

movement (and any limbs, if a giant robotor suit). Depending on the type of mecha,he or she may be styled “driver,” “helms-man,” “steersman,” etc.

Most mecha have only one positionfrom where the mecha can be operated, sothe person there is the pilot. Operating amecha is, at a minimum, a move action,which means that the pilot may be able todo something else with his or her attackaction.

CommanderIn some mecha, there is a captain or

commander whose main role is to giveorders. He or she can help any crew mem-ber (pilot, gunner, etc.) by taking anAttack action. This can represent givingadvice, highlighting targets or directionsto travel, and so on. Doing so is a move

action, leaving the commander an attackaction each round to do something else —control another weapon, or act as anequipment operator, perhaps. A mecha canhave only one commander at a time.

Gunner and LoadersSome mecha have built-in weapons. If

such a weapon is controlled from a loca-tion other than the pilot’s position, a char-acter can man that position and becomethe gunner. A mecha can have as manygunners as it has gunner positions. Someweapons may also require one or moreloaders, if they have the Crew-Servedweapon restriction, who must be stationednext to the gunner. This doesn’t requireany special Skill, so loaders often doubleas mechanics or service crew aboard themecha.

Equipment Operator or Lookout

An equipment operator is assigned tooperate one or more items of equipmentaboard the mecha, such as a radio or sen-sor, freeing the pilot from having to worryabout it. Not all mecha have equipmentoperators. In combat, the main use of anequipment operator is to make ComputerUse checks without the -5 “spotter dis-tracted” penalty that a character doingsomething else (like shooting or piloting)

will suffer. Low-tech mecha may have anobserver or lookout, who does the samejob without any built-in sensors.

PassengersAll other personnel aboard the mecha

are considered passengers for combat pur-poses. They may be officially part of acrew — a technician, cook, ship’s doctor,a scientist, or a security team, etc. — butthey perform no specific role in mechaoperation. They may, however, be able tofire weapons from the mecha, performrepairs, fight fires, give advice, or takeother actions.

Crew QualityRather than force the GM to create, or

remember, statistics for everyone aboard amecha, mecha statistics include a general“crew quality” descriptor. This indicates atypical crew’s aptitude with the mecha’s

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Table 3-1: Mecha Crew QualityCrew Quality Check Modifier Attack BonusUntrained -4 -2Normal +2 +0Skilled +4 +2Expert +8 +4Ace +12 +8/+3

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systems. Use the check modifier for allSkill checks related to the operation of themecha (including Drive and Repairchecks). Use the attack bonus for all attackrolls performed by the crew.

This does not restrict the GM fromcreating unique mecha where the crew’sstatistics are included.

Getting StartedVehicles and giant robots can be

entered with a move action and startedwith a second move action. An exceptionis noted in a mecha’s description when itapplies. See the Start Up Time Defect.

Mecha suits normally take the sametime to don or remove as plate armor.

Very tall mecha whose cockpit is in thehead are assumed to have ladders or wirelifts that allow the occupants to reachthem. A sufficiently agile pilot could leapinto the cockpit, however.

ScaleThese rules use three scales. If the

encounter involves both mecha and char-acters on foot, use character scale. If thescene involves only mecha, and they’relikely to move at much higher speeds thancharacters or creatures on foot, use chasescale. If neither is appropriate, or distances

are very great, or no map is being used,use abstract scale. The GM can mix andmatch scales as necessary.

Character ScaleCharacter scale is identical to the stan-

dard movement scale used in most d20System games: it’s carried out on a grid inwhich each square equals 5 feet (1.5 m).

In character scale, most mecha arelarge enough to occupy multiple squareson the map grid. How many squares amecha occupies is determined by themecha’s dimensions.

When moving a mecha, count thesquares from the mecha’s rear. When turn-ing, pivot the mecha on the rear squaretoward which it is turning. When firingweapons, count squares from the locationof the weapon.

No more than one mecha can occupythe same ground square.

Chase ScaleIn chase scale, each square of the grid

represents 50 feet (15 m).

In chase scale, most commonlyencountered mecha occupy only onesquare. Some especially large mechamight occupy more than one square. Morethan one mecha can occupy the samesquare. Mecha in the same square are con-

sidered to be within melee range for thepurposes of determining range for attacks.

Abstract ScaleIn abstract scale, the GM keeps track

of spatial relationships in his or her heador on a sketch map, describing distances tothe players in feet (or meters) as appropri-ate. The GM should keep a general, men-tal note of relative distances (in squares,feet, or meters) between combatants orimportant objectives. For example, if theencounter begins with two hostile mecha300 meters apart, and on its first round onemecha charges forward 100 meters, thenthose two mecha are now 200 meters fromeach other. GMs should not become hungup on exact speeds and distances — just ageneral idea of the overall distance is usu-ally enough.

Mecha SizesMecha use the same size categories as

characters and creatures, as described inChapter 2. GMs should be familiar withthe Big and Little Creatures in Combatrules (see the PHB), since these apply tomecha.

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Facing and Firing Arcs

When dealing with mecha, themecha’s facing (the direction it is point-ing) is important. Facing indicates thedirection in which the mecha is travelling(assuming it’s not moving in reverse). Itcan also determine which weapons aboardthe mecha can be brought to bear on a tar-get.

A fixed weapon built into a mecha canby mounted to fire in one of four direc-tions — forward, aft (rear), right, or left —or be built into a partial or full turret, or anarm. A partial turret lets a weapon fire intothree adjacent fire arcs (such as forward,left, and right), while a full turret or armlets it fire in any direction. For mecha withweapons, a weapon’s arc of fire is given inthe mecha’s description.

See the Fixed Arc of Fire restriction.

InitiativeThere are two options for determining

initiative in mecha combat.

The first is individual initiative just asin normal combat, where each characterrolls separately. This is probably the bestmethod if most or all characters are aboarddifferent mecha since it can result in a lot

of delayed or readied actions as passen-gers wait for pilots to perform maneuverswhen used if characters are all aboard thesame mecha.

An alternative is to roll initiative foreach mecha, using the mecha’s initiativemodifier. This is particularly appropriatewhen characters are in the same mecha,since it allows everyone aboard the samemecha to act more or less simultaneously.

Surprise and SituationalAwareness

In mecha combat, the element of sur-prise can be crucial. Use the normal rulesfor determining surprise and awareness,but with these considerations:

Spot ChecksThese are crucial for determining

awareness, since mecha weapons oftenhave very long ranges. The GM should befamiliar with mecha sensor capabilitiesdetailed in the design rules (see Sensors)and with modifiers to Computer Use/Spotand Listen checks detailed in the Stealth,Noisy, Windows, and Poor VisibilityDefects. The GM should also impose a -5distraction penalty on a character who isperforming another task while spotting,such as driving.

Spotting UnderwaterIf not using sensors, spotting underwa-

ter uses a 1’ rather than a 10’ increment.

Spotting in SpaceIf not using sensors, visual spotting in

space uses a 100’ rather than 10’ increment.

Movement and ActionExcept where specifically noted

below, movement and action use ordinaryd20 System combat rules.

Options for PilotsHere is what a mecha’s pilot can do in

a single round:

If in a Mecha SuitA mecha suit moves exactly like the

wearer, except that the suit may have amovement multiplier that applies to thewearer’s speed and the distance he or shecan jump, as well as a strength bonus. Thewearer can perform any actions whilewearing the suit, just as if he or she werewearing any other armor.

Run actions tire the wearer as usual; asuit may sometimes speed movement, butit is still fatiguing.

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If in a VehicleChoose Speed

The pilot may increase or decrease hisor her mecha’s speed category by one (orkeep it the same). See Declaring Speed.

Optional Attack ActionIf the pilot wants, he or she can use his

or her attack action before moving themecha. If the pilot does so, however, he orshe will be limited to a single stunt duringmovement.

MovementThe mecha moves at a speed deter-

mined by its speed. Along the way, per-form any number of simple maneuvers(limited only by their movement cost).The pilot may also attempt a single stuntas part of the movement (or two, if thepilot didn’t take his or her attack actionbefore moving). See Moving the Mecha.

Optional Attack ActionIf the pilot did not take an attack action

before moving, and performed one orfewer stunts, the pilot has an attack actionleft.

TransitionA giant robot that is using land move-

ment may move as a character; if usinganother type of movement, it may transi-

tion to land movement if moving at highspeed (see Declaring Speed) or less on theprevious turn, and it is now on a solid sur-face. If so, see Giant Robot Agility,instead.

Giant Robot AgilityA giant robot can move either as a

vehicle or as a character. It can only moveas a character if it moved no faster thanHigh Speed (750’/225 m) on the previousround, and if it uses land speed. If movingas a character, its pilot may have the robotperform any actions a living creature ofthe same size and shape could — using thenormal rules for character action, withthese two exceptions:

SpeedThe giant robot moves at up to 1/4 its

land combat speed, or 100’(30 m), whichever is less,when it takes a normalmove (Move action). It canmove at up to 1/2 its topspeed, or 250’ (75 m),whichever is less, when ittakes a Double Move (Fullaction). It can move at upto its top speed, or 750’(225 m), whichever is less,if it runs.

RunningThe pilot does not tire from running.

Declaring SpeedAt the beginning of his or her action, a

pilot must declare his or her speed catego-ry for the round. The pilot can choose togo one category faster or slower than thecategory used in the previous round, if hisor her mecha is fast enough to do so. Foran exception to this, see Climbing andDiving.

The six speed categories and thespeed, per round, at which the vehiclemust be moving:

The pilot of a giant robot that moved atno greater than high speed on his lastround may instead declare he or she isusing character movement. See Giant

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Table 3-2: Speed Per RoundSpeed Category SpeedStationary No MovementSlow Speed Up to 100’ (30 m)Tactical Speed 100’ (30 m) to 250’ (75 m)High Speed 251’ (75 m) to 750’ (225 m)Very High Speed 751’ (225 m) to 2,500’ (751 m)Extreme Speed 2,501’ (751 m) or greater

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Robot Agility. A mecha that was alreadyusing character movement may continueto do so, or may go to either of Stationary,Slow, or Tactical speeds.

Example: An officer is driving a tankwith a top speed of 500’. From a standingstart, she could accelerate to slow speedon the first round, tactical speed on thesecond, and high speed on the third round.The tank could not go past high speed,because reaching very high speed requiresa top speed over 750’.

Move: The first number listed underMove (Turn) is the range of distances amecha can travel at this speed and scaleper round.

(Turn): The second, parentheticalnumber is the speed’s Turn number, whoseuse is explained under Turn.

Defense Modifier: The bonus a mechareceives to its defense when moving at thelisted speed, since a faster mecha is harder

to hit.

Maneuver Modifier: The modifier toany maneuver checks or rolls when mov-ing at this speed, since a faster mecha isharder to maneuver.

A stationary mecha cannot move, withthese exceptions: A stationary giant robotcan turn to any direction on land, as can astationary flyer with no stall speed, or anymecha that is underwater.

A stationary mecha can change to lowspeed in either forward or, in some cases,in reverse. Mecha cannot usually go fasterthan low speed in reverse; flying mechacan only do so if they have no stall speed;mecha cannot usually do so in or underwater.

Moving the MechaControlling a vehicle or giant robot is

a move action, taken by the mecha’s pilot.

The Mecha Speeds and ModifiersTable lists a movement range for eachspeed category (in feet, meters, andsquares). For example, a mecha that ismoving at high speed has a listed move-ment of 251’-750’.

During his or her move action, thepilot may moves the mecha any distancethat falls within its current speed category,provided that does not exceed its topspeed. For example, a mecha with a topspeed of 500’ that was moving at highspeed could move 251-500’, but it couldnot move 501-750’.

Unlike moving characters, a mecha’sfacing is important; unless it changesdirection, a mecha always moves in thedirection of its facing (or in the oppositedirection, if it’s moving in reverse).

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Table 3-3: Mecha Speed and ModifiersSpeed Move (Turn) Move (Turn) Move (Turn) Move (Turn) Defense ManeuverCategory (abstract feet) (abstract meters) (5’ squares) (chase squares) Modifier ModifierStationary no speed (0) no speed (0) no speed(0) no speed (0) - -Low 1 to 100’ (5’) Up to 30 m (1.5 m) 1-20 (1) 1-2 (1) +0 +0Tactical 101’-250’ (10’) 31 m-75 m (3 m) 21-50 (2) 2-5 (1) +1 -1High 251’-750’ (20’) 15 m-225 m (6 m) 51-150 (4) 5-15 (2) +2 -2Very High 751’-2,500’ (40’) 226 m-750 m (12 m) 151-500 (8) 16-50 (2) +4 -4Extreme 2,501’+ (100’) 751 m+ (30 m) 501+ (20) 51+ (3) +8 -8

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While moving this distance and direc-tion, the pilot can attempt maneuvers tochange the mecha’s course or affect itsnext round’s speed. These maneuvers canbe attempted at any point along themecha’s route. The pilot can chooseto use his or her attack action toattempt an additional maneuver.

The two kinds of mecha movement aresimple maneuvers and stunts.

A simple maneuver, such as a 45-degree turn, is easy to perform. Each is afree action and can be taken as many timesas the pilot likes while he or she moves the

mecha. Simplemaneuvers,

however, do cost movement, so a mechathat makes a lot of simple maneuvers willnot get as far as one going in a straightline. Simple maneuvers do not require thepilot to make Skill checks.

Stunts are difficult and sometimes dar-ing maneuvers that enable a pilot tochange his or her mecha’s speed or head-ing more radically than a simple maneuverallows. A stunt is a move action. It can betaken as part of a move action to controlthe mecha, and a second stunt can beattempted in lieu of the pilot’s attackaction. Stunts always require Drive orPilot checks.

If using a square grid, count squaresfor mecha just as for characters. Mechacan move diagonally; remember that whenmoving diagonally, every second squarecosts two squares’ worth of movement.

Exceptions: A suit moves like a char-acter; a giant robot may move like a char-

acter. Mecha in space move differently;see Space Movement.

Simple ManeuversDuring a mecha’s movement, the

pilot can perform any one of the fol-lowing maneuvers.

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45-Degree TurnA vehicle can make a simple 45-

degree turn as part of its movement. Themecha must move forward at least a num-ber of squares, feet, or meters equal to itsTurn number (shown on the MechaSpeeds and Modifiers Table), before it canturn. At Extreme speed, a mecha can onlymake one such turn. At chase scale, each45-degree turns counts as one square (50’)of movement.

At character or abstract scale, each 45-degree turn counts as 5’ (1.5 m) of move-ment.

RamAt character scale, a pilot does not

have to perform a maneuver to ram anoth-er mecha. He or she only needs to movethe mecha into the other mecha’s space,and a collision occurs (see Collisions andRamming.

At chase scale, however, more thanone mecha can occupy the same squareand not collide. This means that ramminganother mecha requires a simple maneu-ver. The pilot moves his or her mecha intothe other mecha’s square and states theintention to ram. Resolve the ram as a col-lision, except that the pilot of the targetmecha gets a Reflex save (DC 15) toreduce the damage to both mecha by half.

If moving in three dimensions (air,space, underwater) a mecha must also beat the same altitude.

SideslipA pilot might wish to move to the side

without changing the mecha’s facing. Thissimple maneuver, called a sideslip, allowsa mecha to avoid obstacles or weave inand out of traffic without changing facing.In character or abstract scale, a sideslipmoves a mecha 5’ (1.5 m) forward and thesame distance to the right or left. It costs15’ (4.5 m) of movement. In chase scale, asideslip moves a mecha 1 square forwardand 1 square to the right or left. It costs 3squares of movement.

Climbing and DivingA mecha that is flying can use some or

all of its movement to increase or decreasealtitude as follows:

• Mecha has no stall speed

The mecha can use all of its movementto climb or dive, but if climbing each unit(foot, metre, or square) of distance countsas two units.

• Mecha has stall speed

The mecha can use any of its move-ment to dive, but can spend no more than1/2 of its movement climbing, and eachunit of distance counts as two units. It

must move horizontally a distance equal toits Turn number between a climb or dive.

For example, if a mecha moving1,000’ (at high speed) could dive 500’,move horizontally 40’ (its turn number atHigh speed), then use the remaining 460’of movement to climb 230’.

Keep track of altitude with a note ofthe mecha’s altitude in feet, meters, orscale squares. In practice, it is usually eas-iest if most mecha stay at the same altitudeunless necessary.

If a mecha spends at least half itsmovement diving, and does not climb, onits next round its top speed is increased byup to double normal or by +1,000’ (300m), whichever is less. The mecha may notdecrease its speed category, and mayincrease its speed by up to two categories(if its new top speed allows this). If amecha spends at least half its movementclimbing, and does not dive, on its nextround its pilot may not increase its speedcategory.

A flyer that dives into the ground willcrash. A flyer lacking life support cannotclimb beyond the altitude where its crewcan breathe, or so high that its engines (ifthey are air breathing) run out of oxygen.

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• Underwater

A mecha that is moving underwater istreated as a mecha with no stall speed, butotherwise uses the same rules as a flyer,and keeps track of depth the same way.The speed increase while diving, however,is limited to double speed or +500’ (150m), whichever is less. It cannot climbabove the surface, or safely dive below itsrated dive depth.

StuntsStunts are maneuvers that require a

Drive or Pilot check to perform successfully.Unsuccessful stunts often result in the mechaending up someplace other than where thepilot intended. When this happens, themecha collides with any objects in its path.The check/roll modifier from the MechaSpeeds and Modifiers Table affects all Driveor Pilot checks made by the pilot and attackrolls made by all occupants of the mecha.

Avoid Hazard Stunt

When a mecha tries to move through aspace and altitude occupied by a hazard, thepilot must succeed on a Drive or Pilot checkto avoid the hazard and continue moving.

Structures larger than 5’ (1.5 m) (onesquare) across simply cannot be avoided.Also, if a pilot cannot make a check (if he orshe has used all of his or her actions for theround performing other stunts), he or sheautomatically fails to avoid the hazard. Insuch cases, a collision occurs.

The DC to avoid a hazard varies with thenature of the hazard.

On a failed check, the mecha hits theobstacle. For caltrops or a mine field, thismeans they make an attack against themecha. An oil slick forces the drive to makea Drive or Pilot check (DC 15 plus a modifi-er based on the mecha’s speed category equalto the Defense Modifier) to retain control of

the mecha (see Losing Control). Failing toavoid an object results in a collision with theobject (see Collisions and Ramming).

Bootlegger StuntThis is a stunt maneuver that allows a

mecha moving on land to radically changedirection without turning. In so doing,however, the mecha comes to a stop.Before a mecha can make a bootlegger, itmust move in a straight line a distanceequal to its turn number; it may not makea bootlegger at extreme speed.

To resolve a bootlegger turn, simplychange the mecha’s facing to the desireddirection. The mecha ends its movementin that location, at stationary speed. TheDC for a bootlegger depends on thechange in facing. On a failed check,instead of facing the desired direction, themecha only changes facing by 45 degrees.Make a Drive check to retain controlagainst a DC equal to the DC for the boot-leg turn attempted (see Losing Control).

Table 3-5: Bootlegger StuntsFacing Change DC45 degrees 590 degrees 10135 degrees 15180 degrees 20

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Table 3-4: Typical HazardsHazard DC NoteCaltrops 15 Usually only for ground mechaMines 15 Usually only for ground or water mechaOil slick 15ObjectSmall (tire, light debris) 5Medium-size (crate) 10Large (pile of wreckage) 15Building - Cannot be avoided

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Hard Brake StuntWith a hard brake stunt, a pilot can

reduce the mecha’s speed by up to two cat-egories if on land or one category other-wise. This can represent anything fromslamming on the brakes in a ground mechato throwing out an anchor in a watercraftor a controlled stall with an airplane. Thisis in addition to any speed change made atthe beginning of his or her action. Themecha’s movement for the round ends assoon as it has moved the minimum dis-tance for its new speed category. If it hasalready moved that far before attemptingthe hard brake, it ends its movementimmediately. The DC for a hard brake is15. On a failed check, the mecha does notchange speed categories. Make a Drive orPilot check (DC 15) to retain control (seeLosing Control). If performed by a flyingmecha, a successful hard brake automati-cally results in a loss of altitude equal tothe mecha’s turn number.

Hard Turn StuntA hard turn allows a mecha to make a

turn in a short distance without losingspeed. A hard turn functions like a 45-degree turn simple maneuver, except thatthe mecha only needs to move forward adistance equal to half its turn number(rounded down). The DC for a hard turn is15.

On a failed check, the mecha contin-ues to move forward a number of squaresequal to its turn number before turning,just as with a simple 45-degree turn. Makea Drive or Pilot check (DC 15) to retaincontrol (see Losing Control).

Jump StuntThe pilot of a mecha moving on land or

water can attempt to jump his or her mechaacross a gap. To make a jump, the mechamust move in a straight line a distance atleast equal to its turn number. If the mechadoesn’t have enough movement left to clearthe gap, it must complete the jump at thestart of its next turn. The DC for a jumpdepends on the width of the gap, modifiedby the mecha’s speed category. On a failed

check, the mecha fails to clear the gap, andinstead falls into it (or collides with the farside). Determine damage as for a collision(see Collisions and Ramming).

A shallow gap (1 to 3 feet deep) isequivalent to a Medium-size object; themecha may be able to avoid taking collisiondamage from the failed jump by treating thefar side as a hazard and then continue mov-ing (see Avoid Hazard).

A moderately deep gap (4 to 10 feetdeep) is equivalent to a Huge object. Themecha can only drive out of the gap if thewalls are not too steep.

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Gap Width Sample DC1-3’ (1 m) Ditch 154-8’ (2 m) Culvert 208-15’ (3-5 m) Creek, small ravine 2516-25’ (6-8 m) Narrow road, small pond 3526-40’ (9-13 m) Wide road, small river 45

Table 3-7: Mecha Speed Jump ModifiersMecha Speed Category DC ModifierSlow speed +10Tactical speed +5High speed +0Very high speed -5Extreme speed -10

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A deeper gap (11 feet or deeper) isequivalent to a Colossal object. The mechacan only drive out of the gap if the walls arenot too steep.

If the gap is filled with water, the mechatakes only half damage from the collisionwith the surface. If the water is too deep orthe bottom is too soft (GM’s discretion), themecha might not be able to move.

Sideswipe StuntDuring a mecha’s movement, a pilot

can attempt to sideswipe a target, either todeal damage without fully ramming it orto cause another pilot to lose control of hisor her mecha.

At abstract or character scale, a mechamust be side by side with its target (incharacter scale, occupying the square orsquares directly to its side) and moving inthe same direction. Attempting a side-swipe costs 5’, 1.5 m, or 1 square ofmovement.

At chase scale, the mecha must be inthe same square as its target and moving inthe same direction. There is no movementcost.

If the stunt is successful, both mechatake damage as if they had collided (seeCollisions and Ramming), except that thecollision multiplier is 1/4, and the pilot ofthe target mecha can make a Reflex save(DC 15) to reduce the damage to bothmecha by half of that result. The pilot ofthe sideswiped mecha must succeed at aPilot or Drive check (DC 15) at the begin-ning of his or her next action or lose con-trol of the mecha.

The DC for a sideswipe is 15. It’smodified by the relative size and speed ofthe target.

On a failed check, both mecha takedamage as though the sideswipe attemptwas a success. The other pilot does notneed to make a check to retain control,however.

StallingA flying mecha will stall if, at the end

of a round, it has not moved faster than itsstall speed (see Stall Speed Defect). Somemecha have no stall speeds; they willnever stall.

If a flying mecha starts its round in astall, the pilot must make an immediateDC 15 check to avoid losing control (seeLosing Control). Even if the pilot avoidslosing control, the mecha cannot performany maneuvers or stunts other than toDive, although he or she may alter themecha’s speed. It pulls out of its stall if itcan end the round having moved fasterthan its stall speed. If not, next round theeffects are the same — a check to avoidlosing control, and the same limitations.

Collisions and RammingA collision occurs when a mecha

strikes another mecha or a solid object.When a mecha collides with a creature orother moving mecha, the target canattempt a Reflex save (DC 15) to reducethe damage by half. These rules are appli-cable to mecha whether moving as charac-ters or as vehicles.

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Table 3-8: Sideswipe StuntsTarget Condition DC ModifierEach size category larger -5Each size category smaller +5Each speed category of difference -2

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Resolving CollisionsThe base damage dealt by a mecha colli-

sion depends on the speed and size of theobjects involved. Use the highest speed and thesmallest size of the two colliding objects andrefer to the Collision Damage Table (below).

After finding the base damage, deter-mine the collision’s damage multiplierbased on how the colliding mecha struck theother mecha or object. For mecha moving inreverse, consider the back end to be themecha’s “front” for determining the colli-sion multiplier. Consult the CollisionDirection Table for a multiplier.

Once the damage has been determined,apply it to both mecha (or objects or crea-tures) involved in the collision. Both mechareduce their speed by two speed categoriesif they are within one size class of oneanother. If one is two or more size classes

larger its speed is unaffected but the otherloses 3 speed categories.

If the colliding mecha moved the mini-mum distance for its new speed categorybefore the collision, it ends its movementimmediately. If not, it pushes the othermecha or object aside, if possible, and con-tinues until it has moved the minimum dis-tance for its new speed category.

Example: A huge mecha smashes into agargantuan mecha at extreme speed. Thedamage is 12d20 if the speed was10,000/3,000m or less. If it took place at aspeed of, say, 27,000’, it would be12d20+12. Each loses 2 speed classes.

The pilot of the mecha that caused thecollision must immediately make a Drive orPilot check (DC 15) or lose control of themecha (see Losing Control, below). Thepilot of the other mecha must succeed on aDrive or Pilot check (DC 15) at the begin-

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Table 3-9: Collision DamageHighest Speed Damage Die Type

Slow speed d2Moderate speed d4

High speed d8Very high speed d12Extreme speed d20*

* If speed is over 10,000’ (3,000 m), add +1 per die, or if over 20,000’ (6,000 m),add +2 per die, or if over if 30,000’ (9,000 m), add +3 per die, and so on.

Smallest Object/Creature Size Number of Dice (+ adds)Colossal 20

Gargantuan 16Huge 12Large 8

Medium 4Small 2Tiny 1

Smaller than Tiny 0

Table 3-10: Collision DirectionColliding Mecha’s Target MultiplierA stationary object x 1A moving mecha, striking head-on or 45 degrees from head-on x 2A moving mecha, striking perpendicular x 1A moving mecha, striking from the rear or 45 degrees from the rear x 1/2A mecha being sideswiped (see Sideswipe) x 1/4

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ning of his or her next action or lose controlof his or her mecha. Exception: a mecha thatwas large enough that it did not lose speeddoes not make a collision check.

Collision Damage to MechaOccupants

When a mecha takes damage from acollision, its occupants may take damageas well. The base amount of damagedepends on the cover offered by themecha.

No Cover: Same as damagetaken by mecha

One-quarter cover: One-halfdamage taken by mecha

One-half cover: One-quarterdamage taken by mecha

Three-quarters cover: One-tenth damage taken bymecha.

Nine-tenths cover or more:No damage.

If individuals are not strapped in,increase damage one category (no extraincrease if no cover).

If half cover or less, each of the occu-pants may make a Reflex save (DC 15) totake half damage. If 3/4 cover or more,they get a Fortitude save (DC 10) to takehalf damage.

Losing ControlA collision or a failed stunt can cause

a pilot to lose control of his mecha. Inthese cases, the pilot must make a Drive orPilot check to retain control of the mecha.If this check is successful, the pilot main-tains control of the mecha. On a failure, amecha on land or water goes into a spin, ora roll/capsize if it fails by 10 or more; amecha in the air or underwater inadver-tently veers off course by 45 degrees toright or left (roll randomly) and loses alti-tude or depth, or if it fails by 5 or more,suffers a tailspin. Remember that thecheck/roll modifier from Mecha Speedsand Modifiers Table applies to all Drive orPilot checks.

An out-of-control mecha may strike anobject or other mecha. When that happens,a collision occurs (see Collisions andRamming).

Veer and Depth/Altitude LossRoll 1d6. On a 1-3, it veers 45 degrees

right; on a 4-6, it veers 45 degrees left. Itmay not make other maneuvers this round,and loses depth or altitude equal to its cur-rent turn number and may not voluntarilyincrease speed next round unless requiredby diving. The sudden loss may cause it tocrash or run aground.

Spin or TailspinAt character or abstract scale, a mecha

spinning on land, water, or in space movesin its current direction a distance equal tothe turn number for its speed, then ends itsmovement if on land or water. At chasescale, the mecha moves 1 square and endsits movement. Once it stops, roll 1d8 todetermine its new facing:

Reorient the mecha accordingly.Exception: A colossal mecha, such as aship, has too much momentum to spinaround completely. Roll 1d6. On a 1-3 itturns right 45 degrees; on a 4-6 it turns left45 degrees. Other effects are the same.

If the mecha is flying or underwater,the mecha goes into a tailspin, continuing

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Table 3-11: Spin or TailspinFacingDie Roll Facing

1 no change2 right 45 degrees3 right 90 degrees4 right 135 degrees5 180 degrees6 left 135 degrees7 left 90 degrees8 left 45 degrees

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on the same course but diving vertically at itsmaximum rate and spinning about its axis;make a Pilot or Drive (DC 15) check at the startof each round to recover; failure means it con-tinues to dive out of control and can make noother maneuvers, nor attack. When the mechapulls out, roll 1d8 to determine direction asabove. A mecha in a tailspin loses all defensebonuses from the pilot’s Dex, Feats, andLevels.

Roll, Fall, or CapsizeThe mecha may tumble, taking damage.

This is referred to as “capsizing” if a mecha ison water.

At character scale, the mecha rolls in astraight line in its current direction for a num-ber of squares equal to the turn number for itsspeed, then ends its movement. At the end ofthe mecha’s roll, reorient the mecha perpendi-cular to its original direction of travel (deter-mine left or right randomly). At chase scale,the mecha rolls one square before stopping andreorienting.

At either scale, a mecha takes damageequal to 2d6 x the turn number for its speed(using the 5’ Square column values). Themecha’s occupants take damage equal to 2d4 xthe turn number for its speed (Reflex save, DC15, for half damage).

Anyone not inside or strapped into a rollingor capsizing mecha will also fall off.

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After a mecha rolls or capsizes on theground or water, roll 1d6. On a 1-3 if itright-side up and (if not disabled) can con-tinue to operate normally. On a 4-6 it isupside down. If it is a giant robot, it canright itself using its arms (if not disabled).Otherwise, it is effectively out of action,unless it can fly.

A mecha which rolls in a situation thatcould cause it to topple off a cliff, into aravine or similar, forces the pilot attempt aReflex save (DC 25) to avoid falling all theway down. The mecha will sustain damageas above, plus an additional 1d6 damage foreach 15’/5 m fallen.

Other Mecha MovementActivities

These activities can be used in combat,during chases, etc., whether using abstract,character, or chase scale.

Hide and SeekWhen being pursued, a pilot can

attempt a Hide check to lose the pursuer inheavy traffic, complex terrain or clouds, ora Bluff check to misdirect the pursuerbefore a sudden change of direction (suchas turning onto an off-ramp or a sidestreet, canyon, etc.). “Hide and seek” tac-tics are generally useless in any type ofopen country, at high altitude in goodweather (or if your foe has radar, etc.), indeep space, or at sea.

To make a Hide check, use the normalrules for hiding (see the Hide Skilldescription). The normal size modifiersapply, but if the pilot is hiding amongother mecha, most of which are size Largeor Huge, he or she gains a +8 bonus on thecheck. This use of the Hide Skill can onlybe attempted in heavy traffic or very com-plex terrain (such as a jungle, thick forest,mountains, or cinematic asteroid belt); inlighter traffic, the GM might not allow itor might apply a penalty to the check.

A pilot can use Bluff to make a pursuerthink he or she is going a different direc-tion from what the pilot intends. This usu-ally works only in urban driving situa-tions, but it could also apply if flyingthrough a maze of canyons or the like. Justbefore making a turn onto an off-ramp,side street, or side canyon, make a Bluffcheck opposed by the pursuer’s SenseMotive check. If the pilot is successful, thepursuer takes a -5 penalty on any Drivecheck needed to make the turn to followthe pilot. If the other pilot can make theturn using only simple maneuvers anddoes not have to make a Drive check, theBluff attempt has no effect.

Fighting from MechaThe following rules provide a further

framework for combat involving mecha.

Mecha Combat ActionsActions during mecha combat are han-

dled the same way as actions during per-sonal combat. A character can take twomove actions, one move action and oneattack action, or one full-round action in around. Free actions can be performed nor-mally, in conjunction with another action.

Free ActionsCommunicating orders and ducking

down behind a door are examples of freeactions. Characters can perform as manyfree actions as the GM permits in a singleround.

Move ActionsChanging position within a mecha is

usually a move action, especially if thecharacter has to trade places with anothercharacter. If the character’s movement isshort and unobstructed, the character cando it as the equivalent of a 5-foot step.Otherwise, it requires a move action.

Attack ActionsAnyone aboard a mecha can make an

attack with a personal weapon, and pilotsand gunners can make attacks with anymecha-mounted weapons controlled fromtheir positions.

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Full-Round ActionsSince the pilot must use a move action

to control the mecha, he or she can’t takea full-round action unless he or she startsit in one round and completes it on his orher next turn (see Start/Complete Full-Round Action in the PHB).

Attack OptionsFiring a mecha’s weapon requires an

attack action and uses the pilot’s or a gun-ner’s ranged attack modifier.

A pilot with 5 or more ranks in theDrive or Pilot Skill gains a +2 synergybonus when firing fixed forward-firingmecha-mounted weapons while driving.

Some military mecha are equippedwith targeting systems, such as computers.These systems grant equipment bonuseson attack rolls with the mecha-mountedweapons to which they apply.

Maneuver DefensivelyJust as in melee combat, one can maneu-

ver defensively while controlling a mecha.This option, usually called “evasive action,”grants a +2 dodge bonus to the mecha’sDefense and applies a -4 penalty on attackrolls made by occupants of the mecha.

Total DefenseA pilot can choose the total defense

action, which grants a +4 dodge bonus to

Defense but does not allow the pilot toattack (gunners or passengers take a -8penalty on attack rolls). These modifierslast until the pilot’s next round of actions.

Full Attack ActionA pilot cannot normally make a full

attack, since controlling the mecharequires a move action. Gunners or pas-sengers, however, can take full attackactions, since they don’t have to use amove action (except, perhaps, to changepositions in the mecha). Taking a fullattack action is useful only if a characterhas a base attack bonus high enough to getmultiple attacks. A passenger can makemultiple attacks with his or her ownweapon. A gunner can make multipleattacks with one or more weapons con-trolled from his or her position.

Targeting MechaAn attack made against a mecha uses

the mecha’s Defense, modified by itsspeed category and any appropriate featsor class abilities (see Chapter 1).

Attackers can choose instead to targetspecific mecha occupants. An attackagainst a mecha occupant is made like anyother attack. Remember, however, that acharacter in a mecha gains bonuses toDefense from both the mecha’s speed andany cover it provides.

Cover and ConcealmentWhen a character fires from a mecha,

objects or other mecha in the way can pro-vide cover for the target. Use the normalrules for cover, bearing in mind the size ofthe mecha. Thus, a medium-sized suitcould take cover behind a tree, but a hugegiant robot could not. A few specific con-siderations:

• Concealment vs. Sensors

Concealment is ineffective if sensorsused by the attacker can see through it. Forexample, normal smoke is ineffectiveagainst radar or infrared, so provides it noconcealment.

• “Hull Down” Vehicles

A common tactic for tanks and similarvehicles (or giant robots with weaponsmounted in their heads) is to be “hulldown” behind a ridge with only the turretor head exposed. This is 3/4 cover.

Damaging MechaAll mecha have Hit Points. Like most

inanimate objects, mecha also haveArmor. Whenever a mecha takes damage,subtract the mecha’s Armor to determinethe HP loss.

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Major System DamageIf a vehicle or giant robot takes dam-

age from a critical hit, or any time it losesmore than half its original Hit Points froma single attack, the GM can have it suffermajor system damage: something impor-tant breaks.

Based on the type of damage, certainspecial abilities or weapons might stopworking or be reduced in level. For exam-ple, a hit could completely knock out amecha’s Force Field or sensors, or a trans-formable mecha’s body-morphing mecha-nism might be put out of action, leaving itstuck in its current form. A fuel tank couldstart leaking, giving the mecha only a fewminutes to land before it runs out of gas.The GM should choose something thatseems dramatically appropriate — some-times system damage can even lead to fur-ther adventure, as a damaged mecha isforced to stop for repairs or needs a partic-ular part to bring things back on line.

Another way to determine systemdamage is to roll randomly. GMs can cre-ate specific damage tables for individualtypes of mecha. Alternatively, this univer-sal table can be used:

If a result cannot happen, the mechasuffers no extra effect. For example, arowboat would be immune to most of thefollowing results, because it is so simple ithas little that can be damaged other thanits structure.

Crew InjuryA key crew member aboard the mecha

is directly in the path of any penetratingdamage. He or she takes the same damagethat the mecha sustained. This damage ishalved on a Reflex save

(DC 15). If the mecha has multiple keycrew members, roll randomly to determinewho was hit.

Special DamageOne or more of the mecha’s special

abilities (sensor, communication device,airlock, etc.) is knocked out. The GMdecides what was hit, or rolls randomly.

Engine HitThe mecha’s engine, battery, or power

plant is knocked out. The mecha mustdecelerate one speed category each turnuntil it reaches stationary speed. If inspace, it will simply drift at its currentspeed. If this is not appropriate, the GMdecides what happens. For example, achariot’s yoke might snap, or a ship’s mainmast could fall.

Propulsion HitThe mecha’s ability to maneuver is

damaged. This may represent a flat tire,damaged leg, hydraulics rupture, fallenrigging, etc. The mecha is at -4 on allmaneuvering checks. In addition, its pilotmust make an immediate check (as if mak-ing a Stunt, at the -4 penalty above) toavoid loss of control.

Passenger InjuryAs Crew, above, but to a random pas-

senger.

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d20 Roll Vehicle or Giant Robot19-20 Crew injury*17-18 Special damage13-16 Weapon hit10-12 Engine hit7-8 Passenger injury*5-6 Cargo hit1-4 Propulsion hit

* If a mecha suit, treat as special damage, since the wearer is automatically damaged anyway.

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CargoPart of the cargo is damaged; this

could include any smaller mecha carriedaboard. The GM determines the effect,usually applying the damage to an itemcarried. Note that if the mecha is carryingbulk cargo (such as a load of grain) a cargohit will usually have no effect.

Weapon HitThe mecha’s main weapon is knocked

out. If it has a number of weapons, rollrandomly.

Option: Hit Point TransferenceFor characters, high Hit Point totals

represent luck and skill as much as they doincreased durability. Consequently, if amecha takes damage, its pilot may volun-tarily choose to take some of the damageto his or her own Hit Points instead of themecha’s, providing this does not reducehis or her Hit Points below his or herConstitution score. In games that split HitPoints into vitality and wounds, the pilotmay use his vitality.

Example: A 10th Level Mecha Pilotwith Con 11 and 50 Hit Points owns afighter jet with 40 HP. Obviously, the pilotisn’t tougher than 10 tons of steel — he’sjust luckier, and some of that luck cantransfer over to his machine. In a dogfight,his fighter is hit by a radar-homing missile

and takes 55 points of damage afterArmor. Bad news! But the pilot isn’tblown out of the air — instead, he decidesto take 39 points of damage to himself(reducing his HP to 11 . . . he can’t dropthem any lower than his Con); the remain-ing 21 points of damage are applied to themecha, which drops to 24 Hit Points.Damaged, but flyable.

Damage Types and MechaMecha are immune to subdual dam-

age, but unlike ordinary constructs, cansuffer critical hits.

Mecha take half damage from acid,fire, and lightning attacks unless they havea Defect that indicates their vulnerability.Divide the damage by 2. Cold attacks deal1/4 damage to mecha.

Apply these multipliers after Armor.

Mecha Suits and DamageIf a mecha suit takes damage, the

wearer of the suit takes the same damage.This is because a suit (unlike a vehicle orgiant robot) is form-fitting. An attack maykill or disable the wearer without doingthe same to the suit, in which case some-one else could salvage the suit. It mightdisable the suit while the wearer still hasHP left, in which case he or is trapped in ituntil it is removed.

FiresIf a mecha loses 10 or more Hit Points

due to fire or explosion, it will catch fire if itfails a fire save. The fire save DC is 10 + thedamage inflicted. The mecha has no bonus tothis save attempt — simply roll 1d20. Mechathat have the Volatile Defect automaticallycatch fire. If it catches fire, it suffers 1d10damage each round until extinguished; themecha’s Armor does not protect it. If a 10 isrolled when determining the amount of dam-age suffered, the fire grows in size: addanother fire.

Anyone occupying a mecha that is onfire is considered exposed to the fire andmust make a Reflex save to avoid taking 1d6damage: the DC is 20 if the mecha is large,18 if huge, 16 if gargantuan, or 12 if colossal.If the mecha is medium-sized or a suit theyare wearing, they cannot avoid the damage.

Characters may try to fight a fire insteadof avoiding it. This is a DC 15 Reflex save.Success puts the fire out.

Disabled MechaWhen a mecha is reduced to 0 Hit

Points or less, it is disabled. Although itmight be repairable, it ceases functioning.The effects depend on the type of mecha,and its situation:

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When disabled, weapons, special abil-ities such as sensors (excluding EjectionSeats), and exotic abilities such as ForceFields no longer function (or are frozen inthe current form, for something likeTransformation). If the mecha carriessmaller craft (life pods, fighters, etc.) eachstill works on a roll of 1-4 on 1d6.

A mecha may explode if it has theVolatile Defect.

Disabled on the GroundA vehicle drops one speed category

each round until it comes to a stop or hitssomething. The pilot cannot attempt anymaneuvers except a 45-degree turn.

A giant robot or suit trips and fallsover. It tumbles, losing two speed cate-gories per round, and taking half normalcollision damage each round until it stopsor hits something.

Disabled in the AirA disabled airborne mecha drops one

speed and approximately 1,800’ (550m)each round (unless diving enough to forcean increase in speed, in which case there isno change) until it is stationary or stalls,then it falls from the sky. The pilot cannotclimb, nor attempt any maneuvers excepta 45-degree turn or a dive.

Disabled in the WaterA mecha moving on the water drops

one speed category each round until itcomes to a stop. The pilot cannot attemptany maneuvers except a 45-degree turn.

The mecha will also take on water andstart to sink. The mecha takes 1d6 pointsof flooding each round. When the floodingreaches (2 x total HP — the positive valueof the current HP) the mecha will sink, orif a submarine that is underwater, will beunable to surface, and continue to sink.

Example: A mecha that had 120 HP isreduced to -17 HP. It is disabled and sink-ing. Each turn, it takes 1d6 points of flood-ing. When the flooding reaches (120-17)103 points, the mecha will sink.

A sinking mecha drops at a rate of atleast 50’/15 m per round until it hits bot-tom, or breaks up due to pressure.Occupants will start to drown, unless theyescape and make it to the surface, or cansurvive underwater. Occupants inside alarge vessel may take several rounds toescape; if the vessel has sunk deepenough, they may be unable to escape dueto water pressure without special gear.This is up to the GM.

If a colossal-sized vessel sinks, it maysuck people on deck or nearby swimmersdown with it. This affects a radius equal tothe mecha’s longest dimension. Anyone in

that radius must make a DC 15 Swimmingcheck, to which they may add theirStrength bonus; failure means that they godown with the ship.

Disabled in SpaceA mecha that is disabled in space will

continue drifting in the same direction atwhatever speed it had before it was dis-abled. If it is disabled in a low orbit, itsorbit may decay in minutes or hours.

This assumes “realistic” physics. If themecha was using some form of dramaticdrive or faster-than-light drive that defiesnormal laws of motion, it may come to adead stop, slowly decelerate (as if an air-craft), drop out of hyperspace, or whatev-er; it all depends on how the drive worksin the GM’s campaign.

Destroying MechaMecha don’t “die” when they reach -

10 Hit Points. Instead, a mecha isdestroyed when it loses Hit Points equal totwice its full normal total. A destroyedmecha cannot be repaired.

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Repairing MechaRepairing damage to a mecha takes a

full hour of work, an appropriate tool kit(mechanical tools for most modernmecha), and a garage, workshop or someother suitable facility. Without tools, acharacter takes a -4 penalty on his or her

Repair check. At theend of the

hour, a successful Repair check(DC 20) restores 2d6

Hit Points; failurerepairs nothing. Ifdamage remains,

the character may continue to makerepairs for as many hours as it takesto restore all of the mecha’s HitPoints.

Very large mecha may requireextra time to repair. Multiply

repair time by x2 for huge,x4 for gargantuan, or x8 forcolossal mecha.

Wrecking BuildingsCharacters can hit buildings auto-

matically with melee attacks.Buildings should be given Hit Pointsand Armor depending on their size

and construction.

If the building is reduced to 0 or fewerHit Points, it is wrecked and systems in it(power, phone lines, etc) stop working; ifit drops to its total Hit Points below zero,some parts of it collapse.

Anyone in or adjacent to a collapsingbuilding takes damage equal to 1d6 forevery 20 Hit Points the building possessedoriginally plus 2 per point of Armor. A DC15 Reflex save to leap out a window orfind an appropriate structural member toshelter under may negate or halve damageif the GM feels it is possible.

Wooden buildings count as having theFlammable Defect. A villain’s secret baseis usually Volatile.

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Table 3-13: Wrecking BuildingsCollapsing

Type of Building Size HP Armor DamagePhone Booth Large 20 2 1d6+4Wood Shed Huge 40 4 2d6+8Outdoor Garage, Bungalow Gargantuan 60 6 3d6+12Concrete bunker Gargantuan 80 20 4d6+40Large house Colossal 100 10 5d6+20Small office building Colossal 120 14 6d6+28Mid-sized office building Colossal 160 16 8d6+32Fortress, large skyscraper Colossal 240 24 12d6+48

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In a fantasy setting, mecha might bepresent as wondrous magic items, craftedby wizards and priests, imbued witharcane and divine power – examine thetypical swords and sorcery robot, in fact,and one finds a magic suit of armor, amagic weapon or two, and perhaps somepowerful spells all rolled into one. The fol-lowing material provides guidelines onhow to apply the standardized D20 magicitem creation rules (see the DMG,Creating Magic Items) to create a magicmecha, rather than the more mechanically-oriented approach presented in this PDF.

The Design ProcessDesigning a magic mecha consists of

three steps. First, decide whether the mechawill be a standard magic item or an artifact.This decision will help determine approxi-mately how many Mecha Points to spend,which in turn determines the costs of creat-ing it. As a general rule of thumb, a mechadesigned with 350 or fewer Mecha Pointswill be a “standard” magic item. The cre-

ation costs for such mecha are reasonableenough for a mid- to highlevel spell casterto afford. Beyond 350 Mecha Points, how-ever, the costs reach such astronomical pro-portions that even the most powerful wiz-ards will be hesitant to construct one,assuming the mecha is within their power atall. These items are classified as artifacts,and only the gods themselves can create themost powerful ones.

The next step is to design and constructthe mecha. When magic is added to theprocess, two new exotic mecha abilitiesmay come into play: the ability to generatespell effects, like many common magicitems, and the capacity to use magic equip-ment. (The latter is applicable to non-magicmecha as well.) These abilities—and theirMecha Point costs—are defined below.

After the mecha is designed, determinethe costs and the prerequisites needed tocreate it. Material costs and experiencepoint costs follow the standard rules formagic item creation, summarized in thetable below. The table shows only the base

costs; each cost may be modified by thecosts of expensive spell components todetermine the final costs. Derived costsalways use the base price, however, andnever the final market price.

When determining the creation costs, itis important to note that a mecha withoutlimbs and grasping appendages may makeuse of equipment that is not an integral partof its structure. This advantage may greatlyreduce the cost of creating a magic mecha,and the costs of these items should not beincluded in the Mecha Point costs used toderive its gold piece and experience pointcosts.

For simplicity, standard magic mechashould be treated as wondrous items, thusrequiring the Craft Wondrous Item feat astheir base prerequisite. Spell prerequisiteswill vary greatly; at a minimum theyinclude some variety of magical animationspell, such as the divine magic spell

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Animate Objects or the arcane magic spellLimited Wish. Other spell prerequisitesdepend on the mecha's abilities. For exam-ple, a flying mecha will obviously requirethe Fly spell, magical headlights requiresome form of Lightspell, and a spell effectrequires its particular spell. Magic mechaalso require an artisan's touch: eight ranks inan applicable Craft skill are required toassemble the raw materials, and eight ranksin Knowledge (architecture and engineer-ing) are required for mecha with clockworkmechanisms.

New Mecha Exotic Ability:Magic Equipment

Just as a mecha may be crafted as amagic item, so may its equipment. The mostcommon pieces of magic equipment formecha are shields and weapons. Other typesare possible, but mecha cannot wear magicarmor or headgear – mecha occupy those"slots" for their crews, and they will not ben-efit from their magic effects. Furthermore,spell completion items (such as scrolls) andspell trigger items (such as wands andstaves) have their usual requirements, so theymay not be useful to the typical mecha crew.Finally, a non-living mecha cannot benefitfrom a potion, although certain magical oilsmight be useful.

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Table A1-1: Magic Mecha CategoriesMecha Points XP Cost to Create Category<100 <800 Low-power magic item100-250 800-5000 Mid-power magic item250-350 5000-9800 High-power magic item350-500 9800-20,000 Minor artifact>500 >20,000 Major Artifact

Table A1-2: Magic Mecha Cost summaryBase Price* (gp) Mecha Point Total x Mecha Point Total X 2Base Creation Cost** (gp) Base/2Base Creation Cost (XP) Base Price/25Time to Construct (days) Base Price/1000* Also known as the base market price.** Also known as the base materials cost.

“New” Mecha Exotic Ability: Spell EffectA magic mecha may be created with the ability to generate spell effects in much

the same way that a magic ring can be enchanted. Using this ability requires a com-mand word to be uttered by a designated crewmember; as with all command-wordactivation actions, it does not provoke attacks of opportunity and is a standard action.

With the game master's consent, any spell can be used as the basis of a mecha spelleffect. The creator of the magic mecha sets the caster level – it must at least be the min-imum level required to cast the spell and may not be greater than the creator's spell-casting level, as normal.

Mecha Point Cost: Spell Level x Caster level x Number of Uses per Day. If thespell effect can be used an unlimited number of times per day, treat it as 10 times perday for the purpose of determining the Mecha Point cost.

Note: This is a slightly different form of Spell-Like Ability found on p. 41. TheDM should determine which ability he would prefer to use in his campaign.

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Use the standard magic item creationrules for creating the equipment. Magicequipment may be used by any kind ofmecha, whether it is magical or not.

Mecha Point Cost: Square Root of(Market Price of Equipment / 2).

For magic shields and weapons, com-pute a base Mecha Point cost as though itwere an ordinary piece of mecha equip-ment. Add to that base cost a Mecha Pointcost based on the equipment's total effec-tive enhancement bonus as determined byits actual enhancement bonus plus theequivalent bonuses of its special abilities.For convenience, the above table showsthese costs.

ExamplesA towering magic knight is equipped

with a +2 animated shield. It is a largeshield, with an armor bonus of +2 in addi-tion to the magic enhancement bonus of+2. Its Mecha Point cost is 95: 6 for itsarmor bonus, as determined by the mun-dane shield special ability, plus 89 for itseffective enhancement bonus of +4 (+2 forthe actual enhancement bonus and anadditional +2 for the animated specialability).

The same towering magic knight alsowields a +2 shocking longsword. Thesword's Mecha Point cost is 119: 24 asdetermined by the calculations for mun-dane weapons plus 95 for its effectiveenhancement bonus of +3 (+2 for the actu-

al enhancement bonus and + 1 for theshocking special ability).

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Table A1-3: Magic Equipment MP CostsEnhancement Bonus Shield MP Cost Weapon MP Cost+1 22 31+2 44 63+3 67 95+4 89 126+5 111 158+6* 134 189+7* 156 221+8* 178 252+9* 201 284+10* 223 316* A weapon or shield can’t actually have an enhancement bonus greater than +5. Use

these bonuses to determine the MP cost when special abilities are added in.

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When we made the decision to put theMecha SRD into PDF format, we thoughtit would be nice if some new open gamecontent was added to the mix.

The information contained within thisappendix, just like the Mecha SRD, is pre-sented as open game content. We hope youenjoy using this material in your gamesand your own projects.

New FeatsThe following feats help expand the

selection in the Mecha SRD file (see p. 9for the original feat selection).

Battlefield TacticsYou’re combat experience and natural

abilities allow you to direct combat opera-tions while in the middle of battle.

Prerequisites: Leadership, Int 13+.

Benefit: When in combat, anyonewithin communications range who is inthe same combat gains a +1 unnamedbonus to all attack rolls. As long as oneperson in combat with you remainsunflanked no one in combat with you canbe flanked.

Cold Start (Mecha Type)You’re skilled at starting your mecha

quickly when you need to.

Prerequisite: (Mecha) Operation.

Benefit:If your mecha has the defect“start-up time” (see p. 47) you reduce thestart-up time by 1/2.

Special: This feat may be taken multi-ple times, once for each type of (Mecha)Operation.

Electronic Warfare MasteryPrerequisite: Int 14+; Electronic

Warfare.

Benefit: The character gains a +2competence bonus on Computer Usechecks with mecha sensors (such asradar).

Special: If the character takes a fullaction to monitor a sensor, he or she getsa +4 bonus on Computer Use checkswith it.

Elite (Mecha) OperationThis is several different Feats, some-

times known as Elite Aircraft Operation,Elite Spacecraft Operation, Elite Surface

Vehicle Operation, etc. The character is anelite pilot of the chosen mecha type.

Prerequisite: (Mecha) Operation.

Benefit: The character gains a +2competence bonus on Drive or Pilotchecks or attack rolls made when operat-ing a craft of the selected class.

Special: The character can gain thisFeat multiple times. Each time the charac-ter takes the Feat, the character selects adifferent class of mecha.

Grizzled VeteranYou’ve spent years piloting mecha in

combat operations.

Prerequisite: Age 35+.

Benefit: You gain a +2 unnamed bonuson all skill checks and attack rolls whenpiloting a mecha.

Special: This feat may be taken twice;the second time must be no less than 5years game time after the feat is firsttaken. The bonus is +4.

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Improved Giant Robot DodgePrerequisite: Giant Robot Dodge.

Benefit: The dodge bonus is increasedto +3.

Improved Vehicle DodgePrerequisite: Vehicle Dodge.

Benefit: The dodge bonus is increasedto +3.

New Mecha DefectsThe following defects are useful when

constructing mecha. See p. 43 for the orig-inal listing of mecha defects.

Alien DesignThe mecha is of an alien design and is

difficult to repair by those without anunderstanding of its design and contstruc-tion. The repair time for the mecha is mul-tiplied by the number of MP gained fromthis defect.

Mecha Point Cost: 2-5 MP.

AntiquatedThe mecha’s an older model and has

all of the problems that age would suggest.There is a percentage chance at the start ofany combat that the mecha will have aslight malfunction that decreases its effec-tiveness. This is something that cannot be

repaired and the problem comes and goeswithout warning (check at the beginningof each combat).

Mecha Point Cost: See the table, atleft, for point costs depending on percent-age chance and effect of the problem. Youmay select only one percentage chance butyou may select multiple effects.

Easily CrippledThe critical range of all attacks against

the mecha is doubled.

Mecha Point Cost: -6 MP.

Exotic Power SourceThe mecha requires a special type of

fuel or power that cannot be easily foundand/or is expensive. The exact nature andtype of power will be completely depend-ent upon each individual campaign.

Mecha Point Cost: -10 MP, -15 MP ifthe mecha also has reduced endurance (seep. 46).

Prone to DamageWhen hit by any attack that causes

damage the mecha has a percentagechance equal to the amount of damage suf-fered that it will suffer an additional point

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Percentage Chance of Malfunction MP Cost10% -5 MP20% -10 MP40% -20 MP60% -35 MP75% -50 MP

Effect of Malfunction MP Cost-1 modifier on all attack rolls -2 MP-3 modifier on all attack rolls -3 MP

Speed decreased by 25% -5 MPOne random exotic ability stops working -15 MPStress in armor, reduce hit points by 20% -5 MP

Joints locking, Rex saves and Dex checks reduced by 3 -8 MP

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of damage per 5 points of damage suffered(round up).

Example: A mecha struck by an ener-gy blast that inflicts 43 points of damagehas a 43% chance of suffering an addi-tional 9 points of damage.

Mecha Point Cost: -6 MP.

New Mecha Exotic Abilities

Just as the new defects can come inhandy when constructing your mecha, sotoo can these new exotic abilities. See p.38 for the original Mecha SRD exoticabilites.

Energy AbsorbtionAny one type of energy (plasma, elec-

trical, magic) is absorbed by the mecha,powering it. The mecha can use that powerin various ways.

Blast: The energy is fired through aspecially-constructed port, dealing 1/2 theamount of damage absorbed.

Burst: The energy is released in aburst that affects everything within 20’ ofthe mecha. All objects in the area of effectsuffer the full amount of the damageabsorbed.

Strength Amplification: The mecha’sStrength (or Strength Modifier for suits) isdoubled for a number of rounds equal tothe number of dice of damage absorbed.

Mecha Point Cost: 20 MP for blast,30 MP for burst, 15 MP for strength ampli-fication.

Energy DisipationMuch like energy absorbtion except

that the energy is harmlessly dispersedthrough the mecha.

Mecha Point Cost: 15 MP per type ofenergy.

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Predator IVx Power Suit Game StatisticsType: SuitSize: Medium (9’)Hit Points: 25 (50 MP)Occupancy: 1 operator, no cargo (10 MP)Armor Hardness: 10 (50 MP)Defense: 10Strength: +5 (15 MP)Speed: 60 mph (60 MP)Combat Speed: 105 5’ squares per roundInitiative: +3 (15 MP)Maneuver: +2 (10 MP)Total MP Cost: 258 MP (Not counting weapons)Special Abilities:

Tactical Radio, secure (4 MP)Basic Navigation (1 MP)High-resolution radar, 10 mile range (50 MP)

Exotic Abilities:Force field, 10 HP (30 MP)

Mecha Defects:Noisy (-5 MP)No Hands (-5 MP)Open (-20 MP)Reduced Endurance, 2 weeks (-5 MP)Start-Up Time, one minute (-2 MP)

Name Dam. ROF RI Ammo Qualities Restrictions MP CostHarbinger Gun* 2d10 A 30m 100 2xAutomatic, 2x – 110

Extra Ammo, Hardpoint

Harbinger Gun* 2d10 A 30m 100 2xAutomatic, 2x – 110

Extra Ammo, Hardpoint

Spider Missiles (3) 10d8 SS 45m 1 Armor Penetrating, 5xLess Ammo, 3 (9 total)

Blast (3 m) Short Range

* Ballistic weapon

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GargEXIAN gr5 Game statisticsType: Giant RobotSize: Huge (22’)Hit Points: 45 (50 MP)Occupancy: 1 operator, no cargo (10 MP)Armor Hardness: 15 (75 MP)Defense: 8Strength: 25 (45 MP)Speed: 30 mph land (45 MP)Combat Speed: 53 5’ squares per roundInitiative: 0 (10 MP)Maneuver: -2 (0 MP)Total MP Cost: 223 MP (Not counting weapon)Special Abilities:

Tactical Radio (2 MP)Long-Range Radio (2 MP)Climate Control (3 MP)RWR (2 MP)Searchlight (2 MP)Jump, x3 (3 MP)Basic Navigation (1 MP)Optics, 2 miles (3 MP)

Exotic Abilities:None

Mecha Defects:Noisy (-5 MP)No Hands (-25 MP)

Mecha SRD extreme Appendix 2: Extreme extras

Name Dam. ROF RI Ammo Qualities Restrictions MP CostParticle Blaster 5d12 SS 80m 12 2x Long Range, Arc of Fire (Fr), 162

Increased Less Ammo

Threat (18-20) 89 of 91

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Energy-AbsorbingAlien

Large AberrationHit Dice: 6d8 (27 hp)Initiative: 0Speed: 5 ft., fly 10 ft. (poor)Armor Class: 12 (+2 natural)Attacks: 3 tentacles, 1 biteDamage: 1d6 tentacles, 1d4 biteFace/Reach:5 ft./10 ft.Special Attacks: Energy DrainSpecial Qualities: Blindsight, Flight,

Hive MindSaves: Fort +4, Ref +4, Will +6Abilities: Str 15, Dex 11, Con 20, Int

13, Wis 11, Cha 8Skills: Intimidate +8, Listen +2,

Search +4Feats: Iron Will, Power AttackClimate/Terrain: Any landOrganization: Team (2-4) or platoon

(12-24)Challenge Rating: 5Treasure: NoneAlignment: Neutral EvilAdvancement: 7-12 HD (large), 13-

18 HD (huge)

One cold winter night, a meteorcrashed to the Earth, Over the next fewdays dark, twisted creatures emerged fromthe crater. Within a matter of weeks theseterrible, octopus-like invaders had seized

hundreds of miles of territory. Thousandswere killed in these first few weeks.

Now it’s time to fight back.

CombatThese aliens attack in groups, tearing

at mecha or people with their tentacles andbiting when possible. These creatures aredrawn to energy sources and must con-sume at least one large-size source ofpower each week or else they die.

While their bites cannot hurt mecha,their tentacles can.

Energy Drain (Su): By plunging theirtentacles into a power source, these crea-tures can drain it completely. For everyround a tentacle remains in contact with anenergy source the creature drains one dayof power. To get to the source the creaturemust either decrease the hit points of thetarget by 50% or score a critical on the tar-get.

Blindsight (Su): The large, black eyesof these creatures are completely worth-less. These twisted aliens “see” much likebats. Using this ability is a free action andgives them the ability to “see” in a 360ºarc.

Flight (Ex): These bizarre aliens flyby inflating their bodies with a natural gascreated within themselves. They appear tolevitate and may hover in a single positionif desired.

Hive Mind (Ex): All aliens within 20miles of each other share a constant link. Ifone creature in the group is not flat-footedthan none of them are. They cannot beflanked unless they are all flanked.

Use in CampaignsDMs could design a complete campaign

around these strange creatures or use them asa change of pace. The invading alien is acommon element in many sci-fi stories andmecha are no stranger to battling creaturesfrom the stars.

The CR of these monsters could make itdifficult for low-level characters to deal withthem. Luckily, the army is usually closebehind.

Note: Much of this work is based onPossessors: Children of the Outer Gods byPhilip Reed and Christopher Shy. Possessorscan be found at www.rpgnow.com. There’sa very good chance that these creatures arean advanced form of possessor that, throughexposure to technology, lost their dominatingpowers and gaining energy absorbing ones.

An idea from Possessors that wouldwork well in a mecha campaign is the crea-tures’ queen, an alien monster that orbits theEarth. The chance to fly into space and blastthe queen should not be overlooked.

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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. andis Copyright 2000 Wizards of the Coast, Inc ("Wizards"). AllRights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/ortrademark owners who have contributed Open Game Content;(b)"Derivative Material" means copyrighted material includingderivative works and translations (including into other computerlanguages), potation, modification, correction, addition, exten-sion, upgrade, improvement, compilation, abridgment or otherform in which an existing work may be recast, transformed oradapted; (c) "Distribute" means to reproduce, license, rent, lease,sell, broadcast, publicly display, transmit or otherwise distribute;(d)"Open Game Content" means the game mechanic and includesthe methods, procedures, processes and routines to the extent suchcontent does not embody the Product Identity and is an enhance-ment over the prior art and any additional content clearly identi-fied as Open Game Content by the Contributor, and means anywork covered by this License, including translations and deriva-tive works under copyright law, but specifically excludes ProductIdentity. (e) "Product Identity" means product and product linenames, logos and identifying marks including trade dress; arti-facts; creatures characters; stories, storylines, plots, thematic ele-ments, dialogue, incidents, language, artwork, symbols, designs,depictions, likenesses, formats, poses, concepts, themes andgraphic, photographic and other visual or audio representations;names and descriptions of characters, spells, enchantments, per-sonalities, teams, personas, likenesses and special abilities; places,locations, environments, creatures, equipment, magical or super-natural abilities or effects, logos, symbols, or graphic designs; andany other trademark or registered trademark clearly identified asProduct identity by the owner of the Product Identity, and whichspecifically excludes the Open Game Content; (f) "Trademark"means the logos, names, mark, sign, motto, designs that are usedby a Contributor to identify itself or its products or the associatedproducts contributed to the Open Game License by theContributor (g) "Use", "Used" or "Using" means to use,Distribute, copy, edit, format, modify, translate and otherwise cre-ate Derivative Material of Open Game Content. (h) "You" or"Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Contentthat contains a notice indicating that the Open Game Content mayonly be Used under and in terms of this License. You must affixsuch a notice to any Open Game Content that you Use. No termsmay be added to or subtracted from this License except as

described by the License itself. No other terms or conditions maybe applied to any Open Game Content distributed using thisLicense.

3.Offer and Acceptance: By Using the Open Game Content Youindicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to usethis License, the Contributors grant You a perpetual, worldwide,royalty-free, non-exclusive license with the exact terms of thisLicense to Use, the Open Game Content.

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9. Updating the License: Wizards or its designated Agents maypublish updated versions of this License. You may use any author-ized version of this License to copy, modify and distribute anyOpen Game Content originally distributed under any version ofthis License.

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11. Use of Contributor Credits: You may not market or advertisethe Open Game Content using the name of any Contributor unlessYou have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply withany of the terms of this License with respect to some or all of theOpen Game Content due to statute, judicial order, or governmen-tal regulation then You may not Use any Open Game Material soaffected.

13 Termination: This License will terminate automatically if Youfail to comply with all terms herein and fail to cure such breachwithin 30 days of becoming aware of the breach. All sublicensesshall survive the termination of this License.

14 Reformation: If any provision of this License is held to beunenforceable, such provision shall be reformed only to the extentnecessary to make it enforceable.

15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast,Inc.System Reference Document Copyright 2000, Wizards of theCoast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,Bruce R. Cordell, based on original material by E. Gary Gygaxand Dave Arneson.D20 Mecha Copyright 2003, Guardians of Order, Inc.Mecha Compendium Copyright 2003, Dream Pod 9, Inc.Mecha SRD Extreme Appendix 2 Copyright 2003, Philip Reed.Published by Ronin Arts, www.roninarts.com.Possessors: Children of the Outer Gods Copyright 2003, PhilipReed and Christopher Shy, www.philipjreed.com and www.studioronin.com.Vilstrak from the Tome of Horrors, Copyright 2002, NecromancerGames, Inc.; Author Scott Greene, based on original material byGary Gygax.

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