Mecha(lv) | Size | Save Bonus | Nat Armor/DR | HP/Energy | Dodge Bonus | Arsenal Space | Speed |
Gespent(I) | Medium | +0 | +4/5 | 15/10 | +2 | 100 | 30 mu |
Lion(I) | Small | +0 | +2/1 | 10/20 | +1 | 50 | 10 mu, Fly 30 mu (good) |
Guarlion(II) | Small | +1 | +4/5 | 20/30 | +2 | 100 | 20 mu, fly 40 mu (good) |
Huckbein MK II (II) | Medium | +1 | +6/10 | 30/20 | +4 | 100 | 40 mu |
Alteisen (III) | Medium | +3 | +10/15 | 60/20 | -2 | 120 | 60 mu |
WeissWriter (III) | Medium | +2 | +2/1 | 30/40 | +10 | 120 | 20 mu, fly 50 mu (perfect) |
Astelion (IV) | Medium | +2 | +2/1 | 40/60 | +12 | 80 | 20 mu, fly 75 mu (perfect) |
Huckebein MK III Boxer (IV) | Large | +4 | +10/15 | 80/80 | +6 | 80 | 65 mu |
WildWurger (V) | Medium | +5 | +12/20 | 100/100 | +6 | 100 | 50 mu, fly 50 mu (good) |
Wild Falken (V) | Medium | +4 | +4/5 | 80/120 | +12 | 100 | 40 mu, fly 65 mu (good) |
AshSaber (VI) | Medium | +5 | +6/10 | 150/100 | +16 | 140 | 65 mu |
RapieCage (VI) | Large | +6 | +12/20 | 200/200 | +10 | 60 | 50 mu dam, fly 50 mu |
Alteisen Riese(VII) | Large | +7 | +30/40 | 400/200 | +0 | 140 | 125 mu |
Alegrias (VII) | Medium | +6 | +12/20 | 200/300 | +18 | 80 | 50 mu, fly 90 mu (perfect) |
Reading the table:[spoiler]
Mecha:The name of the mecha. Refer to the lower entries for in-built weapons and other special abilities.
Size: How big the mecha is. Mechas work on their own scale. More details below.
Save Bonus: This bonus applies to all the saves from the pilot.
Nat Armor/DR: Nat armor represents the plating-quality of the mecha, making it harder to hit. DR (damage reduction) represents the bulkyness of said plating. Mecha DR is DR/- by default, altough certain mecha weapons and maneuvers can ignore it.
HP/Energy: HP is how overall tough the mecha is.
Energy is consumed for using maneuvers, special abilities, flight and certain weapons. Each mecha regenerates 1/10 it's max energy at the begginning of their turns, up to their max energy.
Dodge Bonus:Dodge bonus applied to AC. Some mechas may have negative dodge bonus, representing a machine specially hard to pilot.
Arsenal Space:How many extra systems and weapons the mecha can attach. Refer to the arsenal table.
Speed: How far the mecha can move. All mechas are equiped with thrusters of some kind that allow them to fly at their base speed on their own turns, but they must end their turn on a surface or fall when their turn ends, unless they're in space. Mechas with a flight speed can fly all the time when on a planet's surface. Either way, flight consumes 1 energy for each 5 mu moved. A mecha reduced to 0 energy falls or is rendered immobile if in space.
[/spoiler]
A note about mecha scale:[spoiler]
Mechas are too big to work on foots so they work on mecha units(mu). A medium mecha fills a 5 mu side square. One mu corresponds to 6 feets, so a medium mecha is the size of a norma colossal creature, filling a 30 side square.
Pilot feats, skills, class features and other effects that refer to feets are amplified to mu, in a reason of 5 mu for each 5 feet.
[/spoiler]
Mecha Combat basics
[spoiler]
The mecha uses the pilot's base saves, Bab, skill bonus, feats and class abilities for fighting, plus the pilot's Str and Dex scores (it takes a strong pilot to handle a mecha under stress, and it takes good reflexes to make it react in time). Remember that they're amplified to the mecha's size, so for example a pilot in a mecha takes a -1 penalty on spot checks for every 10 mu of distance, instead of every 10 foot.
Despite being a machine, mechas are vulnerable to critical hits due to have complex internal structures.
Damage taken by the mecha is absorbed by the mecha's own HP, never by the pilot, unless the attack was a sucessfull critical hit. On that case the pilot takes non-critical damage from the weapon that scored the critical hit, on top of the mecha taking the critical damage. Some mechas may have extra pilot protection.
A mecha reduced to 0 HP starts to colapse, and automatically ejects the pilot in a pod wich has 1/10 the mecha's total HP and same Nat armor/DR, but is diminutive size and counts as a mecha for attack purposes. The pod travels 1d12 x5 mu in a direction of the pilot's choice. Some mechas may have improved pods wich can move and/or fight on their own.
[/spoiler]
Combat between mechas and non-mechas.[spoiler]
The sheer size advantage allows a mecha to basically crush regular D&D oponents should any be foolish enough to challenge them, while shrugging off whatever they take.
Other creatures are converted to mecha scale, so colossal creatures are medium, gargantuan are small, huge are tiny, large and diminutive, and medium or smaller is treated as fine-sized.
Non-mecha non-epic creatures and objects hit by a mecha bigger than them must suceed on a Fort save 20+damage taken or be instantly destroyed. A mecha ignores size bonus to AC from non-mecha non-epic oponents. A mecha can choose to use a single-target weapon to damage all non-mecha non-epic targets smaller than himself in a single 5 mu square.
All damage from non-mechas sources is reduced to 1/10 (round down, minimum zero), before applying the mecha DR. Mechas ignore all non-damage effects produced by non-mecha sources unless they affect an area bigger than the mecha itself. On the other hand, neither can you buff a mecha.
Thus it is possible for normal enemies to take down a mecha, but between their superior mobility, range, and firepower, it's not very likely. Very high level character may have a chance if they can dish out enough damage with each blow.
As a conclusion, a campaign wich includes this mecha rules should focus on mecha vs mecha combat, but you can still throw regular oponents against them.
[/spoiler]
Weapon special properties:[spoiler]
Brutal:This ranged weapons can always use Str for to hit rolls.
Finesse:This melee weapons can always use Dex for to hit rolls instead of Str. If the pilot has the weapon finesse feat, he can use Dex for damage rolls instead of Str.
Power: attacks ignore half the target's Natural armor and Armor bonus to AC, rounded up.
Rending: ignores half the target's DR, rounded up.
Heavy: weapon takes a fullround action to use. Can never make iteratives, but you can ready up an attack with an heavy weapon if you do nothing else in your turn. If any ability would allow you to full attack with a weapon after movement, then it can be used to perform one attack with this weapon.
Twin-linked:if you have two weapons of the same kind with this property you can fire both as a standard action.
Defensive: you can fire this weapon as an immediate action.
Area:Instead of a normal shot, you may make the weapon fire a line with the width of your mecha and the same lenght as the first range increment of the weapon. Roll to hit against all targets inside the line. If you target an oponent bigger than you with this, the line needs to pass trough the middle of their position.
If this appears in a melee weapon, you can move in a straight line up to twice your speed, ignoring any oponents in your way for purposes of movement, but still causing attacks of oportunity as normal. Roll to hit against all oponents you passed trough. Oponents who performed attacks of oportunity are automatically hit, but you still roll to see if you got a critical hit. If an oponent's bigger than you, you need to pass trough the middle of their position to affect them with this.
[/spoiler]
Mecha special properties:[spoiler]
Amphibious:The mecha doesn't take any penalties for moving and fighting underwater.
Beam Coat:Weapons with beam on their names deal only half damage to you before DR is applied, but you lose 1 energy every time such a weapon hits you. If you have less than 1 energy this ability doesn't trigger. You can turn off or on this abilty on your own turn as a free action.
Jammer: Weapons with "missile" on their names suffer a 50% miss chance against you.
Hyper Jammer: You gain 50% miss chance every round you moved at least your normal speed.
Gravity Wall: All attacks against you deal only half damage before applying DR, but you lose 3 energy every time you're hit. You can turn off or on this abilty on your own turn as a free action.
Regeneration X: you recover X/10 your max HP at the begginning of your turn.
Reactor X: you recover an extra X/10 your max energy at the begginning of your turn.
Reinforced X:If you suffer a critical hit, there's a X/10 chance the extra damage and pilot damage are ignored.
Stealth:The mecha can hide whitout actualy having anything to hide behind, even in the middle of the sky or the empty space.
Transform: As a swift action the mecha can change shapes. Refer to the mecha's entry for details.
[/spoiler]
Gespent[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Punch | melee | +0 | 1d6 | - | - | x2 | defensive |
Split Missiles (x2) | 50 mu | +2 | 1d6 | 10 | - | 19-20x2 | Twin-Linked |
Jet Magnum | Melee | +0 | 1d12 | - | 2 | x3 | Power |
The gespent is the basic mecha of the Earth Federation. Relatively easy to mass produce, solid and customizable, it provides an excellent all-around ground unit.
Punch: Not designed for direct combat, the gespent's fist still provide a reliable last-ditch weapon.
Split missiles: located at the gespent's back, they provide reliable long-range support.
Jet Magnum: Three plasma stakes on the gespent's left arm allow it to be a threat to much stronger units.
[/spoiler]
Lion[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Vulcan | 10 mu dam | +0 | 1d6 | - | - | x2 | defensive |
Homing Missiles | 35 mu | +3 | 1d10 | 10 | - | 19-20x2 | - |
Railgun | 45 mu | +3 | 1d12 | 10 | - | x3 | Rending, heavy |
Designed by the Divine Crusaders, the Lion's main feature is a cheap, inovative and reliable tesla engine that allows for flight while still being easily mass produced.
Vulcan:the basic weapon of the lion is quite weak in mecha vs mecha combat, but at least ammo is cheap enough for each lion carrying enough to never risk running out.
Homing Missiles:precise, fast and powerfull, the main weapon of the lion.
Railgun:Another inovation from the Divine Crusaders, allowing the lion to challenge heavily armored targets.
[/spoiler]
Guarlion[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Vulcan | 10 mu | +1 | 1d8 | - | - | x2 | defensive |
Sonic Breaker | Melee | +4 | 2d8 | - | 2 | x3 | Power, area, Finesse |
An improved version of the lion, the guarlion was designed for officers and elite shock troops, leading the combat from the front.
Vulcan: an improvement from the lion version.
Sonic Breaker: the improved tesla engine of the guarlion can be used to create a short-lived force field, wich combined with the guarlion's high speed allows it to turn itself into a powerfull projectile.
[/spoiler]
Huckbein MK II[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
60 mm Vulcan | 10 mu | +1 | 1d10 | - | - | x2 | defensive |
G-Impact Cannon | 60 mu | +0 | 2d12 | - | 10 | x3 | Power, heavy, area, Brutal |
Not wanting to be outdone by the Divine Crusaders, the Earth Federation started designing new mechas of their own. The Huckbein MK II proved to be a reliable and inovative machine after the original Huckbein colapsed itself into a mini black hole up during combat tests.
60 mm Vulcan: An improved version of the vulcan, actualy reliable against weaker oponents.
G-Impact Cannon:A breacktrough in long range weapons, this cannon fires powerfull gravity waves that crush the targets into oblivion.
Extras: The Huckbein MK II comes with an in-built HyperJammer and Gravity Wall systems wich don't take arsenal space.
[/spoiler]
Alteisen [spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Heat Horn | melee | +3 | 1d12 | - | 1 | x2 | defensive |
Autocannon | 20 mu | +3 | 1d10 | 20 | - | 19-20x2 | - |
Revolver Stake | melee | +2 | 2d10 | 6 | - | 19-20x2 | Power, rending |
Claymores | 10 mu | +6 | 3d10 | 2 | - | 18-20x3 | Heavy, Power, Rending, Brutal |
First known as the Gespent MK III, the Alteisen presents a formidable amount of close-combat weaponry and was designed for ground assault missions, but it's extreme bulkyness makes it very hard to master. Regardless, once it closes in the amount of firepower it can unleash is more than enough to finish most oponents.
Heat HornCentered on the head, this weapon's temperature can be quickly risen to allow it to melt trough most alloys.
Autocannon: A basic long range weapon on the Alteisen's left arm.
Revolver Stake: A new take on the Jet Magnum. A single reinforced stake on the Alteisen's right arm punches trough armor and quickly delivers explosive charges from a barrel.
Claymores:The designer of the Alteisen's love for kinectic weapons is well represented on this weapon. Two shoulder-mounted boxes fire hundreds of adamantium balls to cause tremendous damage. She never solved the horrible acuraccy problem, making the weapon useless for anything besides close-combat, and even there it's hard to use.
Extras: The Asteilen is an amphibious mecha.
[/spoiler]
WeissWritter[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Triple Beam Cannon | 15 mu dam | +3 | 1d10 | 20 | - | x2 | Defensive |
Split Missiles+ (x2) | 55 mu | +5 | 2d6 | 10 | - | 19-20x2 | Twin-Linked |
Oxtongue Rifle B | 50 mu | +3 | 2d10 | 8 | - | 19-20x2 | Heavy, rending |
Oxtongue Rifle E (energy beam) | 75 mu | +4 | 2d6 | - | 2 | x3 | Heavy, area |
Also based on the gespent, the WeissWritter is a powerfull (altough fragile) long-range aerial support unit. It's main feature it's the oxtongue rifle, a gun that can shoot both solid bullets and energy beams depending on the target.
Triple Beam cannon: Mounted on the WeissWritter's left arm, they provide a basic weapon to deal with weaker enemies.
Split Missiles +: An improved version of the gespent's split missiles.
Oxtongue Rifle: A massive gun with two firing modes.
Extras:The WeissWriter comes with an in-built beam coat that doesn't take any arsenal space.
[/spoiler]
Astelion[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Machine Cannon | 15 mu | +4 | 2d6 | 20 | - | x2 | Defensive |
Homing Missiles+ | 50 mu | +6 | 2d8 | 10 | - | 19-20x2 | - |
Star Breaker | Melee | +8 | 3d10 | - | 10 | x3 | Power, Area, finesse |
The last word on the lion series, the Astelion is a queen of the skies, alternating between powerfull long range weaponry and ramming trough its oponents with its two improved tesla engines.
Machine Cannon:improved version of the vulkan cannons.
Homing missiles+:improved version of the lion's missiles.
Star Breaker:The improved tesla twin tesla engines allow the Astelion to turn itself into a true comet.
Extras: the Astelion comes with in-built jammer and a beam coat that don't take any extra space.
Transform: The Astelion can turn itself into a fighter plane, gaining +2 dodge bonus to AC, increasing it's flight speed to 400 mu (perfect), but losing its land speed (cannot move whitout energy) and become unable to use any other weapons besides the ones in-built.
[/spoiler]
Huckbein MK III Boxer[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
60 mm vulkans+ | 10 mu | +5 | 2d8 | 20 | - | x2 | Defensive |
Fang Slasher | 15 mu | +6 | 3d6 | - | 2 | 19-20x2 | Brutal |
Graviton Cannon | 40 mu | +8 | 3d10 | 8 | - | x3 | Rending, Power |
Geist Knuckle | Melee | +8 | 2d12 | - | 4 | x2 | Rending |
G-Sword | Melee | +2 | 4d10 | - | 40 | x4 | Power, Rending |
Further development of the Huckbein III series led to the MK III boxer. A powerfull secondary exoskeleton allows it to both deliver powerful punches and fire heavy weapons while moving.
60mm vulkans+: improved version of the vulkan series.
Fang Slasher: a set of blades wich can be energized and thrown for for close combat.
Graviton cannon: a true prodigy of engineering, a stronger yet smaller version of the g-cannon.
Geist Knuckle: powerfull metal fist powered by several extra servo-motors allow for quick precise punches.
G-Sword: a risky gambit, this attack turns the extra exoskeleton of the Boxer into a massive sword wich can be used to deliver a devastating attack at high energy cost.
Extras: the Huckbein comes with an in-built Hyperjammer and gravity wall that don't take any arsenal space.
[/spoiler]
Wild Wurger[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Triple vulkans | 10 mu | +6 | 3d6 | 20 | - | x2 | Defensive |
Metal Sword | melee | +7 | 3d8 | - | - | 19-20x2 | Rending |
Beetle Crusher | melee | +10 | 4d12 | - | 10 | x4 | Rending, Power |
Raptor Wings | Melee | +12 | 3d12 | - | 20 | 17-20x2 | Power, area |
Aiming to fix the Alteisen's shortcomings, the Wild Wurger fixes the mobility problems and still sports several reliable close combat weapons on top of solid armor and flight capacity for assaulting enemy formations, but at high production expense.
Triple Vulkans:three linked normal vulkans provide a suprisingly good support weapon.
Metal Sword:A high density alloy blade attached to the Wild Wurger's arm, it easily slices trough most other metals whitout need of special fields or anything.
Beetle Crusher:A massive pincer designed for crushing other mechas with sheer strenght.
Raptor Wings:the Wild Wurger reveals two extra energized wings from it's back, wich slice nearby oponents before going back inside.
[/spoiler]
Wild Falken[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Twin vulkans | 10 mu | +6 | 2d6 | 20 | - | x2 | Defensive |
Split Missiles H(x2) | 40 dam | +7 | 3d6 | 8 | - | 19-20x2 | Area, twin-linked |
Ochstan Rifle B | 70 mu | +10 | 6d10 | 6 | - | x4 | Rending, Power, Heavy |
Ochstan Rifle E (energy beam) | 90 mu | +8 | 3d12 | - | 30 | 19-20x2 | Heavy, rending, area |
An improvement of the WeissWriter, the Wild Falken is better in almost every way, except for the massive production costs.
Twin Vulkans:Two vulkan cannons on the head.
Split missiles H:Clusters of missiles on the knees for dealing with groups of small enemies.
Ochstan Rifle:Improved version of the oxtongue rifle, with two firing modes as well.
Extras: The Wild Falken comes with anin-built jammer and beam coat that don't take arsenal space.
[/spoiler]
AshSaber[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Burning Dagger missiles(x2) | 75 mu | +10 | 6d6 | 20 | - | 19-20x2 | twin-linked |
Sword Breakers | 100 mu | +12 | 6d8 | 8 | - | 19-20x3 | Rending |
Designed from scratch by the mysterious Lemon Browning, the AshSaber is an elegant machine wich can be customized for several roles, altough it excels in ranged warfare.
Burning Dagger missiles:clusters of small homing missiles with impressive range.
Sword Breakers:Smart drones detatch themselves from the AshSaber and fly towards the enemy, attacking from every angle with piercing lazers before ramming into the target.
Extras: the AshSaber comes with an in-built beam coat and jammer that don't take arsenal space.
[/spoiler]
RapieCage[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Penta Chaingun | 15 mu | +10 | 5d6 | 20 | - | x2 | defensive |
Magnum Beak | melee | +10 | 4d8 | - | 10 | x3 | Power, Rending |
Split missiles W | 70 mu | +8 | 4d6 | 8 | - | 19-20x2 | Area |
Over Oxtongue Rifle B | 75 dam | +10 | 10d8 | 6 | - | 19-20x3 | Rending, Power, Heavy |
Over Oxtongue Rifle E(energy beam) | 95 mu | +12 | 8d8 | - | 20 | 19-20x3 | Rending, Area, Heavy |
Reflecting the horrors of mecha war, the RapieCage was created by the Divine Crusaders engineers combining several sucessfull elements from the Earth Federation new machines into a single metal monster. Towering over most other real robots, the Rapiecage sports impressive weaponry for both close and ranged combat, wich fortunately has an obscene construction cost.
Penta Chaingun:Five chainguns linked togheter on the left arm provide a mighty support weapon.
Magnum Beak:Energized extendable claws on the right arm provide a devastating close combat weapon.
Split missiles W:powerfull shoulder-mounted missile battery allow the RapieCage to quickly deal with swarms of enemies.
Over Oxtongue Rifle: Even bulikier than the regular oxtongue rifle, this devastating weapon can wipe out whole armies from afar.
Extras:The rapiecage comes with an in-built beam coat.
[/spoiler]
Alteisen Riese[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Gatling Gun | 20 mu | +10 | 6d6 | 20 | - | x2 | - |
Plasma Horn | melee | +10 | 5d8 | - | 10 | x3 | Power, Rending, Defensive |
Revolving Bunker | melee | +12 | 6d6 | 6 | - | 19-20x3 | Power, Rending |
Claymore Avalanche | 20 mu | +20 | 20d8 | 4 | - | 19-20x3 | Rending, Power, Heavy, Brutal, Area |
Developed trough close colaboration between a veteran Alteisen pilot and the original designer, the Alteisen Riese surpassed all expectations, providing the ultimate ground assault machine for the Earth Federation. Massively tick armor allows it to shrugg off pretty much anything, and the new loadout of weapons would make most battleship captains envious. Production and maintenance costs are enough to bankrupt a small country however.
Gatling gun:For dealing with lesser enemies that aren't worth the precious bunker rounds or claymores.
Plasma Horn:A magnetic field allows the new horn to channel extremely hot plasma to easily cut trough anything.
Revolving Bunker: A bigger, and definetely better revolver stake.
Claymore Avalanche:Bigger shoulder pads allow to hold even more ammo, allowing them to literally burrow the enemy in titanium.
Extras: The Alteisen Riese comes with an in-built beam coat and is an amphibious unit.
[/spoiler]
Alegrias[spoiler]
Built-in WeaponryWeapon | Range | Attack Bonus | Damage | Ammo | Energy Cost | Critical | Special |
Storm Cannon | 10 mu | +12 | 6d4 | 20 | - | x2 | Defensive |
Plasma whips (x2) | melee | +12 | 6d6 | - | 10 | 19-20x2 | Power, twin-linked, finesse |
Star breakers | 115 mu | +14 | 6d6 | 6 | - | 19-20x2 | Rending |
Comet Railguns | 20 mu | +16 | 8d8 | 4 | - | x3 | Rending, Power, Area |
Few things are known about the latest air/space superiority mecha from the Earth Federation, besides that it rarely leaves survivors.
Storm Cannon: The latest improvement on the classic autocannon, for laying down supressive fire.
Plasma whips:A revolution on the plasma sword technology, this weapons flexibility make them almost impossible to defend.
Star Breakers:twin smart drones come from the Alegrais back, homing towards a target with deadly effeciency.
Comet Railguns:the Alegrias reveals four cannons from it's chest that release a massive hail of bullets at hypersonic speed that shred it's oponents.
[/spoiler]
Arsenal to come sometime in the future.