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Requires the use

of the Dungeons
& Dragons®
Player’s
Handbook,
Third Edition,
Published by
Wizards of the
Coast®.
Mecha SRD extreme Credits and Contents
Appendix 2 by
Philip Reed
Table of Contents
Chapter One: The Basics...............3 Chapter THRee: Mecha combat....61
Illustrated by Mecha Pilot Character Class ..................3 Running Big Battles .............................61
Mecha Commander Character Class......6 Basic Concepts .....................................62
Christopher Shy Skills and Mecha ....................................8 Characters in Mecha.............................63
Feats and Mecha.....................................9 Scale .....................................................64
Published by Ronin Arts Mecha Sizes..........................................64
Chapter Two: Mecha Design........12 Facing and Firing Arcs.........................65
www.roninarts.com What is a Mecha?.................................12 Initiative ...............................................65
Mecha Points ........................................13 Movement and Action ..........................65
www.philipjreed.com Mecha Stat Block .................................13 Moving the Mecha ...............................67
www.studioronin.com Designing a Mecha and Fighting from Mecha............................76
its Mecha Point Cost ............................14
'd20 System' and the 'd20 System' logo are trade-
Design Checklist ..................................18 Appendix One: Mecha
marks of Wizards of the Coast, Inc. and are used
Step One: Choose Mecha Type............18 as Magic Items ...........................82
according to the terms of the d20 System License Step Two: Choose Size.........................18 The Design Process ..............................82
version 5.0. A copy of this License can be found Step Three: Choose Hit Points .............19
at www.wizards.com/d20. Step Four: Choose Appendix two: extreme Extras....85
Occupants and Cargo ...........................20 New Feats.............................................85
Dungeons & Dragons and Wizards of the Coast are Step Five: Choose Armor.....................21 New Mecha Defects .............................86
trademarks of Wizards of the Coast, Inc. in the Step Six: Choose Defense ....................21 New Mecha Exotic Abilities ................87
United States and other countries and are used Step Seven: Choose Strength ...............22 Predator IVX Power Suit .....................88
with permission. Step Eight: Choose Speed ....................22 Gargexian GR5.....................................89
Step Nine: Choose Handling................28 Energy Absorbing Alien .......................90
Cover and interior artwork copyright © 2003
Christopher Shy, Appendix 2, layout, and graphic design
Step Ten: Choose Special Abilities ......28
copyright © 2003 Philip Reed, All Rights Reserved. All Step 11: Choose Exotic Abilities .........38 Appendix Three: Open
Rights Reserved. Used with permission. All text in this Step 12: Choose Defects ......................43 Game License...............................91
book is designated as open game content. You may not Step 13: Design Weapons.....................48
distribute this PDF without the permission of Ronin
Arts.

Several PDF products are available


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www.roninarts.com. 2 of 91
Mecha SRD extreme The Basics

Chapter 1: The Basics


“Mecha” is the term used by Japanese Adventures Background
animators and fans to refer to the mechan- Mecha Pilots may fight for glory, Some mecha are operated by steely-
ical designs that appear in Japanese ani- honor, or even loot, but most are reluctant eyed professionals who graduated from a
mation, or anime. A mecha can be a giant warriors, battling because they feel they military academy, others by scarred veter-
robot, a suit of powered armor, or a vehi- have no choice. The enemy is coming, and ans of a hundred battles, and a great many
cle of some other sort, such as a spaceship, they are all that can protect their loved by angst-ridden 14-year-olds who have
tank, submarine, or motorcycle. ones, their comrades, their country, or barely read the manual. In short, a Mecha
Mecha d20 provides a means of their world. Sometimes that war has Pilot can come from any class, race, or
describing all manner of mecha in game already been lost . . . and now they seek background.
terms, and offers simple, playable systems revenge.
for using them in adventures. Although its Other Classes
primary focus is on anime-style giant Characteristics The ranks of Mecha Pilots also include
robots and powered armor, Mecha d20 can Some Mecha Pilots are chivalrous, hot many characters of other classes. In par-
be used to create everything from sports blooded, and confident, but most know ticular, many groups will include Fighters,
cars to sky galleons. war is not a game, whether the foe are both as ordinary soldiers and as Mecha
criminal gangs, terrorists, or the armed Pilots, and Bards are also surprisingly
forces of rival powers. They may ponder common, often in their modern-day incar-
Mecha Pilot over whether to climb into the cockpit
again — or even consider deserting — but
nation as idol singers. Classes from Anime
d20 that work especially well in a mecha
Character Class when they actually get on the battlefield, campaign include Sentai Members (often
The character is a military Mecha Pilot they fight to win, using their superior fire- a team of heroes will each have their own
in a modern military or paramilitary force. power to reap lesser adversaries like wheat mecha, which can combine into one giant
He or she might be a member of the armed before a scythe as they smash their way machine), Gun Bunnies (who sometimes
forces, a SWAT team, or even a freelance toward their opposite numbers. The most acquire powered armor mecha suits for
mercenary, and could operate a giant robot, famous Mecha Pilots — like fighter aces heavy-duty combat), Students (who tend
jet fighter, helicopter, or tank . . . or a of the past — are renowned for situational to find themselves piloting mecha even if
machine that transforms into each. Most awareness, the always preternatural “sixth
Mecha Pilots consider themselves elite sense” of keeping track of everything in
compared to infantry soldiers, patrol cops, the confusion of battle that lets them fight
or other “ground pounders.” many foes at once. 3 of 91
Mecha SRD extreme The Basics
Table 1-1: Mecha Pilot Level Progression
Attack
Level Bonus Ref Will Fort Special
1 +0 +2 +0 +0 Mecha (+400 Mecha Points), Mecha Pilot Feat Package, Personal Gear
2 +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 Ties
6 +4 +5 +2 +2 Aura of Command (2 people)
7 +5 +5 +2 +2 Bonus Feat
8 +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 Ties
11 +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 Feat
14 +10/+5 +9 +4 +4 Organizational Ties
15 +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 Feat
18 +13/+8/+3 +11 +6 +6 Organizational Ties
19 +14/+9/+4 +11 +6 +6 Bonus Feat
20 +15/+10/+5 +12 +6 +6 Mecha (+400 Mecha Points)

they aren’t ready for the job), and, of Hit Dice and Ability Scores Strategy) (Int), Navigate (Int), Pilot (Dex
course, Giant Robots (if one or more of The Mecha Pilot uses d8 Hit Dice. or Int), Repair (Dex), and Spot (Wis).
mecha themselves are intelligent).
Skill Points at 1st Level: (4 + Int
Adventurers, rather than Mecha Pilots, can
be a good all-around class to represent the
Class Skills Modifier) x 4
The Mecha Pilot’s Anime d20 class Skill Points at Each Additional Level:
other crew members in a starship or simi-
Skills are Computer Use (Int), 4 + Int modifier
lar large vessel. Most importantly, Mecha
Demolitions (Int), Drive (Dex or Int),
Pilots tend to associate with Tech
Knowledge (Electronics, Law, Mechanics,
Geniuses, the engineers and inventors who
Military Sciences, Police Sciences,
build, maintain, and modify the mecha. 4 of 91
Mecha SRD extreme The Basics
Class Features Heightened Awareness Bonus Feat
All of the following are class features At Level 2, the character gains a +2 The character may select a bonus Feat.
of the Mecha Pilot: bonus to any awareness (Spot, Listen, etc.) This Feat may be any of the Mecha Feats
checks that he or she makes. This bonus or a Giant Robot Fighting Feat.
Mecha Pilot Feat Package increases to +4 at 11th Level.
The Mecha Pilot gains these Bonus Organizational Ties
Feats at 1st Level: Mecha Weapon Aura of Command Most Mecha Pilots belong to some
Proficiency [one type], Personal Firearms The Mecha Pilot possesses a natural form of organization, such as a military
Proficiency, and [Mecha] Operation. knack for leadership that grows as his or force. At Level 5, the character is trusted
her confidence increases. The pilot can by the organization and can rely on it for
Personal Gear inspire allies or subordinates into follow- occasional support and favors (such as the
A 1st Level Mecha Pilot possesses a ing him or her into dangerous situations support given to a military officer, experi-
basic set of equipment. Typically, this is a they might otherwise avoid or never con- enced sergeant, or police detective). At
flight suit or space suit and a sidearm. sider undertaking. The number of people Level 10, the character has respected sta-
he or she can directly inspire at any given tus and considerable tactical responsibility
Mecha time is shown in parenthesis on the pro- in an organization (such as a fighter
At 1st Level, the character receives an gression table. For example, a 6th Level squadron leader or company commander).
appropriate mecha constructed from 400 character can directly inspire 2 people. At Level 14, he or she may have opera-
Mecha Points. Every 4 Levels, the Mecha Aura of Command’s effects should be tional responsibility and will often assist
Pilot either makes significant upgrades to role-played, but one practical benefit in or make strategic decisions (such as an
his or her mecha, or receives a more pow- allows the leader to add his or her Will army colonel or the captain of an impor-
erful replacement mecha; the Mecha Point save bonus (if higher) to his or her subor- tant warship). At Level 18, the pilot has
total increases by 400 Points for each dinates in any situation where they must reached senior rank in the organization
upgrade. This should be justified by in- make a Will save to avoid fear or panic. (such as the rank of a military general).
game events. It could represent his or her Few leaders have an Aura of Command For those characters who avoid responsi-
organization providing a better prototype sufficient to inspire their entire force at bility, organizational ties may represent
machine, or new parts. If the mecha is once. They usually concentrate on key increased reputation and value to the
magically bonded to the pilot, it may rep- individuals (such as immediate subordi- organization, and the willingness of the
resent it growing in power as he or she nates) and hope the actions of these people organization to cut them slack in exchange
grows in heroic stature. It is up to the GM will encourage others to follow them. for their support.
whether or not to let the new or upgraded
mecha be designed by the player.

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Mecha Commander
Character Class
The Mecha Commander is a tactician
and operational strategist. He or she may
command from a ship’s bridge, an under-
ground secret base, a flying fortress above
the clouds, or at the head of a squadron of
giant robots. He or she need not be a
Mecha Pilot. Some work their way up
through the ranks and “lead from the
front” while others may be chosen for
their strategic ability or force of will.

Requirements
To 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 Military
Science): total 3 or more ranks.

Hit Dice and Ability Scores


The Mecha Commander uses d8 Hit
Dice.

Class Skills
The Mecha Commander’s Anime d20
class Skills are Bluff (Cha), Diplomacy
(Cha), Gather Information (Cha), Hide

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Table 1-2: Mecha Commander Level Progression
Attack
Level Bonus Ref Will Fort Special
1st +0 +0 +2 +2 Bonus Feat, Tactical Advice 1/day
2nd +1 +0 +3 +3 Battle Plan gives +1 Initiative; Handle Recruits
3rd +2 +1 +3 +3 Bonus Feat
4th +3 +1 +4 +4 Tactical Advice 2/day
5th +3 +1 +4 +4 Battle Plan gives +2 Initiative
6th +4 +2 +5 +5 Bonus Feat
7th +5 +2 +5 +5 Tactical Advice 3/day
8th +6/+1 +3 +5 +5 Battle Plan gives +3 Initiative
9th +6/+1 +3 +6 +6 Bonus Feat, Saint Crispin’s Day
10th +7/+2 +4 +7 +7 Tactical Advice 4/day

(Wis), Intimidate (Cha), Knowledge not his or her own self). The mecha’s loca- Handle Recruits
(Geography, Military Science, Strategy) tion must be precisely known, and they At 2nd Level, a Mecha Commander
(Int), and Sense Motive (Wis). must be in voice or communication range. can transform recruits (often teenagers
Skill Points at 1st Level: (6 + Int This advice provides either a competence ranging from 12-17 year olds) into moti-
Modifier) x 4 bonus on attack rolls, on Spot (or vated warriors. The Mecha Commander
Computer Use) and Hide checks, or a must spend at least 3 hours a day on the
Skill Points at Each Additional Level: dodge bonus to Defense, at the comman- trainee group over the prior week to have
6 + Int modifier der’s option. The bonus equals the higher any influence. A DC 15 check is required;
of his or her Wisdom or Intelligence bonus add the commander’s Charisma bonus and
Class Features (minimum +1). Its duration, in rounds, +1 every two class Levels. If the check
equals the number of ranks he or she has succeeds, the commander can motivate
Bonus Feat in the Knowledge (Strategy) Skill. The them to fight and obey his or her orders
The character may select a bonus Feat. Commander can delay activation of the when necessary, as if they were profes-
This Feat may be any of the Mecha Feats bonus, however, until a specific event sional soldiers. If it fails, they will contin-
or a Giant Robot Fighting Feat. described by the commander is observed ue to act like ordinary teenagers: get
by the ally (such as, “the enemy attacks” scared, act like spoiled brats, run away,
Tactical Advice or “you advance into the town”), provided etc. New checks may be required whenev-
As an attack action, the Mecha that is within the same day. The com-
Commander can offer tactical advice to all mander may use the Tactical Advice abili-
occupants of a single mecha (it can ty no more times daily than shown on the
include his or her own mecha’s crew, but class progression table.
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er something happens that might break has accurate intelligence on the enemy’s
their morale — they are ordered to kill capabilities or plans; it is up to the GM Skills and Mecha
someone they know, see a friend die, whether or not this bonus should be The following Skill is of special use
become homesick, etc. The DC depends applied. A group of allies can only benefit when operating mecha.
on the situation; the GM may wish to use from one battle plan at any one time. The
the guidelines in the Handle Animal Skill. time required to formulate a battle plan Computer Use
assumes the character is planning for a When using Mecha d20, GMs should
Battle Plan small force of platoon size or less — a half add the following specializations to the
If the character takes at least (11 minus dozen mecha, or under 50 combatants. Computer Use skill: Sensors, Camouflage
the Mecha Commander’s Class Level) Planning a larger battle may take propor- Gear, and Electronic Counter Measures.
minutes to formulate and describe a battle tionately longer, at the GM’s option. These specializations reflect the specific
plan to his or her allies in advance of actu- computer technology found on most mili-
al combat, and they follow it in regard to Saint Crispin’s Day tary vehicles. Computer Use is used in
their pre-battle disposition (marching At 9th Level, a Mecha Commander place of Spot Checks when using vehicle
order, formation, etc.), it grants an gains the ability to, once per game session, sensors (other than Optics, which uses the
Initiative bonus to all members of the deliver an inspiring speech that provides Spot Skill).
group, including the character him or her- major benefits to allies who listen to it.
self. The bonus is +1 at 2nd Level and an The speech takes one minute (10 rounds) Drive (or Pilot)
additional +1 every three Levels. The and gives the same effect as a Hope, Rage, Relevant Ability: Intelligence or
bonus becomes a penalty, however, if the or Hate Emotion spell (see PHB, Spells), Dexterity
battle plan is revealed to the enemy (by although it is not a spell. The commander
treachery, mind-reading, etc.). In order to decides which spell effect to apply. The Specialization:
formulate a battle plan, the commander speech affects only those individuals with- Drive: Big Rig (large trucks), Car,
must know the exact number of his or her in the leader’s Aura of Command; others Motorcycle, Small Truck (vans, pick-ups),
allies, their equipment, and the location may be inspired, but gain no game benefit. Tank, etc.
and terrain of the battle. If this changes The effects last for a number of minutes Pilot: Heavy Airplane, Helicopter, Jet
(perhaps he or she makes the plan too equal to 10 times his or her Charisma Fighter, Light Airplane, Spacecraft
early), the bonus is lost. The character bonus (minimum 10 minutes).
gains an additional +1 bonus if he or she 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. The mecha. Your ability only applies to giant
Pilot skill is used for air/space vehicles. Feats and Mecha robot-class mecha, not to suits or vehicles.
Most Feats can be used from a mecha
without any problem. For example, a char- Prerequisite: Dex 13+, Driving or
Check Pilot 3+ Ranks
Routine tasks, such as ordinary driv- acter with the Far Shot Feat can apply that
ing, do not require a Skill check. Make a to a mecha’s weapons, while one with Benefit: When piloting a mecha, you
check only when some unusual circum- Alertness gets the same bonus when using may designate an opponent of any sort
stance exists (such as inclement weather a mecha’s sensors. You could even use (mecha, character, etc.) and receive a +1
or an icy surface), or when the character is Brew Potion inside a mecha, provided it dodge bonus to Defense against attacks
driving during a dramatic situation (the had a lab. from that foe. You may select a new oppo-
character is being chased or attacked, for Exceptions to this are Feats that nent to dodge on any action.
example, or is trying to reach a destination require a near-human level of physical co-
in a limited amount of time). When driv- ordination or agility, such as Cleave or Giant Robot Fighting
ing, the character can attempt simple Whirlwind Attack. These require a mecha You are proficient in the fine control of
maneuvers or stunts. with limbs (a giant robot or suit) to use, a giant humanoid fighting machine. If you
and may require a special prerequisite Feat are piloting a mecha suit, or a giant robot
Try Again? — see Giant Robot Fighting. that has the same general limb configura-
Most driving/piloting checks have tion as your own body (if a human, that
consequences for failure that make trying Feats and Anime d20 means two arms and two legs), you may
again impossible. Anime d20 includes several Attributes use certain Feats with it.
that can replace standard Feats. Mecha Prerequisite: Giant Robot Dodge,
Special d20 includes specific Feats for use by Driving or Pilot 6+ Ranks
A character can take 10 when driv- GMs running other d20 games, however.
ing/piloting (if not in combat or otherwise Benefit: If you know any of the Feats
threatened or distracted), but cannot take detailed in the Giant Robot Fighting Feats
Mecha Feats Table (below), you may apply them to
20. There is no penalty for operating a The following additional Feats are
general-purpose vehicle. Other, special- your mecha as if it was the character.
used in Mecha d20. Moreover, those Feats that require a
ized types of vehicles require the corre-
sponding [Mecha] Operation Feat, or the Strength prerequisite may be learned even
Giant Robot Dodge if you lack sufficient Strength, but only
character takes a -4 penalty on Drive You are especially adept at defensive
checks. used when you are piloting your giant
maneuvers while operating a giant robot.
Select a size of giant robot (such as gar-
Time gantuan or colossal). You are adept at
A Drive check is a move action. dodging attacks while piloting that size of 9 of 91
Mecha SRD extreme The Basics
Table 1-3: Giant Robot Fighting Feats Mechamorphosis
Ambidexterity Blind-Fight Cleave The character is an expert at using
Dodge Expertise Great Cleave mecha with exotic mechanical metamor-
Improved Critical Improved Disarm Improved Initiative phosis abilities.
Improved Trip Improved Two-Weapon Fighting Mobility Prerequisite: Dex 13+
Power Attack Quick Draw Shot on the Run
Spring Attack Sunder Two-Weapon Fighting Benefit: If operating a transforming or
Whirlwind Attack combining mecha, the character can trans-
form or combine using a move action. The
robot (provided your robot has sufficient Normal: A character without this Feat character may apply his or her Dex bonus to
Strength). If you later increase your wearing a mecha suit suffers its armor Defense when transforming or combining.
Strength, you can use them on your own. check penalty on attack rolls and on Dex- Normal: Characters without this Feat
Normal: You may not use the Feats or Str-based Skill checks. must take a full action to transform or
above while in a giant robot if you lack Special: The character can don or combine, and are flat-footed on the round
this Feat. You may not use them at all remove a mecha suit that has a Start-Up that they do so.
while in a vehicle. You are not restricted Time Defect in half the normal time. Special: In the case of a combining
from using them while in a suit. mecha, all characters must have this Feat
Special: The Endurance, Run, and Electronic Warfare to gain the bonus.
Stunning Fist Feats cannot be used by a The character is an expert at using sen-
giant robot. Bull Rush, Improved Bull sors (Mecha) Operation
Rush, and Improved Unarmed Strike Feats Prerequisite: Int 11+; Computer Use This is several different Feats, some-
are unneeded, since mecha attacks do not Skill 2+ Ranks times known as Aircraft Operation,
count as “unarmed.” Spacecraft Operation, Surface Vehicle
Benefit: The character can perform
Operation, etc. Select a GM-defined class,
Computer Use checks with mecha sensors
Armor Proficiency (Mecha Suit) (such as radar) without penalty.
such as heavy aircraft, helicopters, jet
The character is proficient with mecha fighters, spacecraft, starships, heavy
suits that are worn rather than driven, such Normal: Characters without this Feat wheeled, powerboat, sailboat, ship, sub-
as powered armor. make Computer Use checks using mecha marine, tracked, giant robot, etc. The char-
sensors at -4 penalty. acter is proficient at operating that class of
Prerequisite: None
Special: If the character takes a full mecha.
Benefit: The armor check penalty
action to monitor a sensor, he or she gets a
applies only to Balance, Climb, Escape
+2 bonus on Computer Use checks with it.
Artist, Hide, Jump, Move Silently, Pick
Pocket, and Tumble checks.
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Prerequisite: Pilot Skill 4+ Ranks for
air or spacecraft; Drive Skill 4+ Ranks for
surface craft.
Benefit: The character takes no penal-
ty on Drive or Pilot checks or attack rolls
made when operating a craft of the select-
ed class.
Normal: Characters without this Feat
take a -4 penalty on Pilot or Drive checks
made to operate a mecha (giant robot or
vehicle), and on attacks made with its
weapons. Exception: there is no penalty
when a character with appropriate Skill oper-
ates a simple general-purpose vehicle, such
as a light propeller aircraft (if he has Pilot) or Normal: A character who uses a Benefit: When piloting or driving a
an automobile or van (if he has Drive). weapon without being proficient with it vehicle (not a giant robot or suit), during
Special: The character can gain this takes a -4 penalty on attack rolls. the character’s action, the character desig-
Feat multiple times. Each time the charac- nates an opposing vehicle or a single
Special: A character can gain this Feat
ter takes the Feat, the character selects a opponent. The character’s vehicle and
multiple times. Each time a character
different class of mecha. everyone aboard it receive a +1 dodge
takes the Feat, he or she selects a different
bonus to Defense against attacks from that
weapon group.
Mecha Weapon Proficiency vehicle or opponent. The character can
The character is proficient with a spe- select a new vehicle or opponent on any
Personal Firearms Proficiency
cific type of ranged weapons used by action.
Benefit: The character can fire any
mecha — Artillery (indirect fire weapons personal firearm without penalty. Normal: Characters operating mecha
such as Howitzers), Gunnery (heavy suits use the ordinary Dodge Feat instead.
machine guns, tank guns and other vehi- Normal: Characters without this Feat
Characters operating giant robots may use
cle-mounted direct-fire weapons), or take a -4 penalty on attack rolls made with
the Dodge Feat if they have the Giant
Launchers (rocket and missile launchers). personal firearms.
Robot Fighting Feat.
Prerequisite: None Vehicle Dodge
Benefit: The character makes attack Prerequisite: Dex 13+, Drive or Pilot
rolls with the weapon normally. Skill 6+ Ranks 11 of 91
Mecha SRD extreme Mecha Design

Chapter 2: Mecha Design


This chapter provides rules for creat- given in both Imperial and Metric equiva- ships of epic space opera, or magical
ing mecha of all sorts, from oared galleys lents; both are rounded appropriately for mecha in a fantasy setting. The most
and Gnomish war machines to cars, main simplicity. important thing one should keep in mind
battle tanks, airplanes, submarines, pow- while looking at the mecha creation rules
ered armor . . . and giant robots. are the rules themselves. If one wants to
Mecha d20 is an effects-based system. What is a Mecha? have Explosive Reactive Armor on his or
her sea galleon, the player should not feel
Start with a general concept for a giant In Japan, “mecha” is used to refer to
robot, suit, or vehicle, and use these rules the various mechanical designs created for restricted against doing so by the fact that
to translate it into game mechanics. The an anime series, from ordinary cars and such high-tech armor did not exist in the
system is concerned with what a mecha motorbikes to robots and starships. Big age of pirates. The Explosive Reactive
does, not the nuts-and-bolts details of piloted robots are just called “robots,” Armor could represent additional layers of
what technology is or isn’t available in a although most anime series adopt their armor on the ship’s hull which provides
particular setting. That is up to the GM. own term for them, like “mobile suits,” protection against attacks in a similar
“armored troopers” or “arm slaves.” game mechanical fashion as the ERA rules
There is no need to keep track of despite the fact that the real-world effect is
weight, money, power, volume, or other In the west, “mecha” is sometimes different. Never let the text constrain your
considerations of that nature. Instead, an used in the Japanese sense, and sometimes imagination.
abstract “Mecha Point” game mechanic to refer to piloted robots.
rates relative capability of the mecha In Mecha d20, a “mecha” is any vehi-
design. The section Mecha Point Science vs. Magic, cle, suit, construct, or giant robot built
with Mecha Points.
Equivalent explains how to translate Reality vs. Fantasy
Mecha Points into other units, such as Although some of the text that follows The word mecha is both singular and
experience levels, gold pieces, dollars, or for the mecha creation rules uses modern, plural, just like “samurai” or “ninja.”
wealth checks. scientific terminology, players and GMs
should not feel constrained by this. The
Metric and Imperial Systems rules herein are intended to allow total
Since some d20 System games use freedom in mecha creation, be it ultra-
Imperial measurements and some use met- realistic military vehicles, sea galleons
ric, Mecha d20 uses both. Most values are from the age of piracy, super-science star-
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Mecha SRD extreme Mecha Design
have. Personal powered suits, for exam- venting the destruction of Earth will often
Mecha Points ple, or a “do anything” spy car. start with mecha at that this level.
Each mecha design will cost a certain
number of Mecha Points depending on its Mecha Troopers Level or Own a
statistics and qualities. Mecha Points are
an abstract representation of the qualita-
Big Mecha Level 2 — 800 Mecha Stat Block
tive value of the mecha. A character gains
Mecha Points Like creatures, mecha have a number
This will buy a one-man mecha rough- of statistics. After a mecha is designed,
a number of Mecha Points depending on
ly as powerful as a modern-day battle tank record it using this format:
his or her access to resources as well as the
or jet fighter A group of characters who
character’s importance in organizations — Type: Whether the mecha is a suit,
pool their Mecha Points could buy a small
see Starting Mecha Points, below. giant robot, or vehicle.
fighting ship or space cruiser. Many giant
robot anime shows have mecha at this Class: The general category of mecha,
Starting Mecha Points power level. like “sailing ship” or “main battle tank.”
The information below provides exam- This is up to the designer to specify; the
ples of Mecha Point power levels. The equiv- Super Mecha Level or Own a classes are not defined by the rules. This
alent Ranks of the Own a Big Mecha determines what Skills or Feats are need-
Big Mecha Level 3 or 4 —
Attributes from Anime d20 are also indicated. ed to operate the mecha.
1,200 to 1,600 Mecha Points
This will buy a mecha that is far Size: The mecha’s size, which may
Street/Soldier Level or Personal beyond any modern day fighting machine.
Gear — 200 Mecha Points range from fine to colossal. Most mecha
This is the standard power level for mecha designed to carry human-sized passengers
This will buy the kind of vehicles and
in giant robot shows where the heroes’ will be medium-sized or larger. List the
mecha one would expect in a game about
mecha are far tougher than the typical longest dimension and mass in parenthesis,
street-level operatives, like bounty hunters
“grunt” mecha (usually built on 800 for example: “Colossal (70’ tall, 100 tons).”
or gangsters. A bullet-proof hotrod, for
Points) they face.
example. It is also suitable for a team of Hit Points: The mecha’s Hit Points,
modern soldiers. Thus, a crew of four for example “200 HP.”
Guardians Level or Own a Big
player-characters could pool their Mecha
Points and buy an M1 Abrams tank.
Mecha Level 5 or 6 — 2,000 to Occupants: The number of medium-
2,400 Mecha Points sized occupants the mecha transports. If
This will buy a mecha that is poten- the mecha has both crew and passengers it
Agent Level or Own a Big will have two entries separated by a slash.
tially world-shaking in its power.
Mecha Level 1 — 400 Mecha Campaigns similar to anime series where The second is passengers.
Points the characters are a small group of
This will buy the kind of gear that
teenagers who are the only beings pre-
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Cargo: The cargo the mecha can Special Abilities: The other capabili- Cost: The total Mecha Point cost of
carry. This will specify either (lbs. or kg). ties possessed by the mecha, such as sen- the mecha. If desired, a conversion to dol-
Armor: The mecha’s damage reduc- sors or an ejection seat. Special abilities lars, credits, gold pieces, or other Points
tion. are listed one at a time in alphabetical may be listed in parenthesis. For example,
order. If a special ability requires an addi- “Cost: 100 Mecha Points (20,000 gp).”
Defense: The mecha’s defense, factor- tional notation (or example, the range of a
ing in the values from Armor (if any) and Mecha that can transform or merge
sensor), list it in parenthesis.
size. (The value listed in brackets is for may have multiple stat blocks.
use with Anime d20’s rules for Armor Exotic Abilities: Any exotic abilities
Optionally list the individual Mecha
Class) possessed by the mecha, along with their
Point costs (positive or negative) after
any parenthetical notes regarding their
Strength: The mecha’s strength abili- each entry, for ease of modification, or, if
capabilities. Exotic abilities include Force
ty. This is only listed for giant robots and a player, to help the GM check your totals.
Field, Merging, Summonable, and
suits, not for vehicles. If so, use the abbreviation MP for Mecha
Transformation. If an exotic ability has an
Points and list the cost in brackets after the
Land Speed (or Air Speed, etc.): The additional notation, list it in parenthesis.
entry — for example, Hit Points: 10 HP
mecha’s top speed in the specified envi- Defects: List any overall flaws the [20 MP].
ronment, in mph or kph, with the combat mecha possesses, such as being Flammable
speed (usually in feet, meters, or squares) or a Hangar Queen. Defects are listed one at
noted in parenthesis. Follow underwater
speed with the depth it can dive and an air
a time in alphabetical order (for example,
Defects: Flammable; Hangar Queen;
Designing a
speed entry with the ceiling (for example, Windows). If the Defect has an additional Mecha and its
Ceiling: 12,000’). If space flight, list
thrust in G (for example, 3 G) and if real-
note, list it in parenthesis — for example,
Reduced Endurance (3 days). Mecha Point Cost
istic space flight, also G-rounds and a par- Mecha design is a multi-step process,
enthetical delta-V. If the mecha is a suit, or Weaponry: The names of the much like character creation. It is up to the
has FTL, a multiplier is given instead of weapons built into or carried by the GM whether players can design their own
an actual speed, such as land speed x2. mecha. Each weapon that is designed will mecha or whether they must select them
be given its own stat block. from existing designs.
Handling: The mecha’s Initiative and
Maneuver modifiers. List Initiative first, Required Feats or Skills: Any Feats If the GM allows players to design
then Maneuver, separated by a slash. or Skills required to operate the mecha, their own mecha, he or she should specify
Some d20 System games use a single such as Pilot. Note (Feat) or (Skill) in how many Mecha Points are available.
Handling modifier instead of two statis- parenthesis afterward if it is unclear
tics. If so, list it with (handling) in paren- whether a Feat or Skill is being refer-
enced.
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The GM may decide that only Mecha Aircraft Transforming Mecha
Pilots and Mecha Commanders can own These could be airplanes, helicopters, A motorcycle that turns into powered
mecha. Additionally, the GM must indi- wind-powered sky-boats, or swift anti- armor, for example, or a big humanoid
cate whether any particular abilities are gravity flyers. robot that becomes a fighter plane.
required or forbidden, or if the mecha
must follow a particular theme. For exam- Armored Fighting Vehicles Watercraft
ple, “each character must have a personal (AFV) How about a sleek and deadly subma-
medium-size mecha suit” or “all mecha Conventional battle tanks, troop-carrying rine, a powerful battleship, a stately
must be submarines” or “everyone should APCs, or tiny mini-tanks for city fighting. galleon, or a fast hydrofoil?
have a gargantuan or colossal giant robot
that can travel in space.” The GM may ask Piloted Giant Robot Mecha Point Equivalence
players to revise their mecha designs to fit The classic humanoid battle machine Many d20 System games use different
the game setting. with Operator riding inside the cockpit. mechanisms to represent the value of
Design a mecha by selecting various equipment and gadgets, from gold pieces
characteristics, such as Hit Points, Armor, Monsters to various unique Point systems. If using
occupancy, or special abilities or weapons. GMs can also use the mecha rules to Mecha d20 with another d20 System
Each has a Mecha Point cost; sometimes design giant-monsters-that-ate-Tokyo. game, the GM may desire to retain their
this is positive, sometimes negative. existing system. Here are a few guidelines
Organic Mecha for converting Mecha Points into other
Add all the costs together to find the These living machines can be anything systems:
Total Mecha Point Cost. This is the num- from a powered suit to a battleship.
ber of Mecha Points that it costs to start
with this mecha, or the total used in any Mecha Points in Anime d20
Powered Armor Each Level of the Own a Big Mecha
Mecha Point Equivalence formula.
A form-fitting suit of strength-ampli- attribute in Anime d20 gives 400 Mecha
There is no cost for a mecha’s Type or fying armor. Points with which to build a mecha.
Size, since the advantages and disadvan- Characters can pool their Mecha Points to
tages tend to balance. Spaceship create larger mecha, but should not usual-
Small scoutships, sleek starfighters, ly be allowed to combine Mecha Points
Concept rusty tramp freighters, or giant battleships with non-player characters.
Decide on the basic concept of the and carriers.
mecha and how many Mecha Points you
will spend on it. Here are some possible Super-Car
concepts: It looks like a car but it may be bullet-
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Each “major” item of Personal Gear in
Anime d20 can be used to buy a mecha worth
up to 100 Mecha Points, or to add additional
Mecha Points to an existing mecha (through
custom upgrades, etc.) or build a mecha of
intermediate value.
The GM may vary the threshold to better
balance mecha against other elements of the
game.

Mecha Points as US Dollars


An approximate dollar value in modern US
dollars can be found using this conversion:
Dollar Value = Mecha Points x Mecha
Points x $2
Also, multiply the cost by 1 to 5 if the
mecha was built for a government agency or
the military, by 5 if it can travel in space or
underwater, and by 10 if it is a custom-built
machine or experimental prototype. All
increases are cumulative; a mecha built for the
military (x2 cost), that flies in space, and is a
prototype, is 2 x 5 x 10 = 100 x cost.

Mecha Points as
Interstellar Credits
In some science fiction settings, the cost in
credits, or whatever other monetary unit is in
use, will be roughly the same as the cost in dol-
lars. This means that a space fighter or giant
robot 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- 100 Mecha Points will cost 20,000 gp. A Mecha Points and Purchase
craft are pretty cheap — any scoundrel can potent magical steam-powered mecha
own a star freighter and any mercenary built on 400 Mecha Points — capable of
Difficulty Class
Some d20 System games have charac-
aristocrat can have a giant robot — the rel- arm wrestling an iron golem or taking on a
ters roll to determine if they can acquire
ative cost is more like a big semi-truck or young dragon — costs 640,000 gp.
equipment, based on a wealth ability score
a light plane. If so, the GM may wish to
or other attribute. A suggested Purchase
use this formula instead: Mecha Points and Character DC for mecha is:
Interstellar Credits = Mecha Points x Level (Square root of Mecha Point Cost) +
200 credits GMs of some d20 System games may
15, rounded to nearest whole number.
prefer to assign a specific requisition
Apply the same cost multipliers
Level to each mecha; characters must be Add +4 to DC if mecha was built for a
detailed for US dollars
of that Level or greater to be assigned to it. government agency or the military, +7 to
DC if it can fly or travel in space, and +10
Mecha Points as Gold Pieces To find a mecha’s Level, use a calcula-
DC if it is a custom-built machine or
In fantasy settings the GM may wish tor. Take the square root of its Mecha
experimental prototype. All increases are
to price mecha in comparison to things Point cost, then divide the result by 4,
cumulative; a mecha built for the military,
like full plate armor or galleys, or compare rounding fractions up. That is the Level
that flies, and is a prototype, is +1 plus +7
their value to that of magic items or con- equivalent. Thus, a mecha that cost 400
plus +10 = +21 DC.
structs such as golems. This cost scheme Mecha Points would have a Level equiva-
gives a price in gold pieces. It assumes lent of 5, since the square root of 400, is For example, if a main battle tank may
that very powerful mecha are rare, and 20, which when divided by 4 is 5. cost 700 Mecha Points. The square root of
intended to give a reasonable price for 700 is 26.45, rounded to 26. The DC is 41,
This can also be used for games that
sailing ships and other vehicles that are but since it is military hardware, it would
typically assign characters equipment,
also built using this system: be DC 46.
requisition, or gadget Point per Level.
Gold Pieces = Mecha Points x Mecha GMs may vary the divisor to make mecha
Points x 2 gp easier or harder to come by.
Double the cost if the GM feels the This Level equivalent can also be used
mecha requires technology more as a mecha’s Challenge Rating/Effective
advanced than the campaign setting, or Character Level.
magic.
For example, a boat built with 10
Mecha Points will end up costing 200 gp,
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Design Checklist Step 1: Choose Vehicle
A vehicle is a piloted mecha that is
Once the concept has been established,
follow this procedure to design the mecha: Mecha Type notably larger than its pilot and not classed
There are three broad types of mecha. as a giant robot. Vehicles include every-
1. Choose Mecha Type. Decide which to create: a Suit, a Giant thing from ordinary wagons and cars to
2. Choose Size. Robot, or a Vehicle. pirate galleons and space battleships. A
machine with a simple bulldozer blade or
3. Choose Hit Points.
Suit tow arm is still considered a vehicle rather
4. Choose Occupants and Cargo. A form-fitting suit of armor, worn than a giant robot, since it lacks any flexi-
rather than driven. This includes exoskele- bility of movement. Since vehicles do not
5. Choose Armor.
tons and powered armor suits that are no acquire Strength, they are cheaper than
6. [Optional]: Choose Defense modifier. more than 1.5 times as large as the wearer. giant robots.
Calculate Defense. A suit has no room for extra gear: the
7. Choose Strength, (if a giant robot or Operator must wear tight or no clothes, no
suit. armor (except for ultra-tech skintight Step 2: Choose Size
armor), and bring no extra equipment. Decide how big the mecha is. The
8. Choose Speed. appropriate sizes for mecha are: fine,
9. Choose Handling. Giant Robot diminutive, tiny, small, medium, large,
A giant robot is a piloted humanoid or huge, gargantuan, or colossal.
10. Choose Special Abilities.
animal-shaped vehicle that is larger than There are two restrictions on size:
11. Choose Exotic Abilities. its Operator and has creature-like agility
and/or manipulatory ability, via means of If creating a mecha suit, it must be the
12. Choose Defects.
limbs and/or a flexible body and jaw. A same size as the intended wearer. A suit for
13. Design Weapons. a human is medium size; a suit worn by a
giant robot could be anything from a
14. Add up all Mecha Point costs. This humanoid fighting machine to a mechani- colossal dragon will also be colossal.
gives the actual cost. cal sea monster. If it stays on the ground, If creating a vehicle or giant robot, it
15. Determine what Skills or Feats are and moves at less than High Speed must be at least one category larger than the
needed to control the mecha. (750’/round), a giant robot has the advan- largest being it is intended to carry. Thus, a
tage that it moves like a character or crea- giant robot or vehicle big enough for a
16. Record the mecha’s statistics, and give ture — there is no need to use the vehicle human to ride inside must be at least large.
it a cool name, description, and back- movement rules when it goes into combat.
ground.

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Table 2-1: Size and Weight Chart Gargantuan: A large AFV or truck, a
Size Example Modifier Dimensions Empty Weight medium aircraft, railway car or locomo-
Fine Micro-machine +8 up to 1” (3 cm) up to 1/2 lb. tive, tramp freighter. A 32-64’ (10-20 m)+
Diminutive Small toy +4 1-6” (3-15 cm) 1/4 to 10 lbs. giant robot.
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. Colossal: Anything larger, from the
Medium Motorcycle +0 4-8’ (1.2-2.5 m) 100 lbs. to 1 ton size of a jumbo jet to a giant starship. A
Large Small car -1 8-16’ (2.5-5 m) 1/2 to 4 tons 64’ (20 m)+ giant robot.
Huge Luxury car -2 16-32’ (5-10 m) 2 to 40 tons
Gargantuan Heavy tank -4 32-64’ (10-20 m) 10 to 400 tons
Colossal Jumbo jet -8 64’+ (20 m+) 50+ tons Step 3: Choose Hit
The modifier is the size modifier of the mecha.
Points (HP)
Hit Points measure the damage a
Many giant robots or vehicles will be Medium size: Powered armor, motor- mecha can sustain before being knocked
more than one size category larger than bike, dinghy. out of action. The “base” column lists the
their intended occupants. Exception: If the default values.
Large: A small car, speedboat, van,
occupant will ride on it, like a bike or surf The examples are for Hit Points using
limousine, or light airplane. An 8-16’ (2.5-
board, it can be up to two sizes smaller. the same scale as d20 Modern, and are
5 m) giant robot.
Specify its dimensions (tall) or (long). well balanced against modern weapons.
Huge: A large car, small armored per-
Most vehicles are long; suits and giant HP vary widely in different d20 System
sonnel carrier (APC), a truck, WWII-era
robots tend to be tall if humanoid, or long games, however — assign whatever HP
fighter. A 16-32’ (5-10 m) giant robot.
otherwise. Specify the mecha’s longest value best fits your own game setting. For
dimension (height if tall, length if long) Table 2-2: Mecha Hit Point Examples
and empty weight, choosing from within Sizes Base Range Examples
the available ranges given on the Size and Tiny 0 HP 1-10 HP RC Toy (3 HP)
Weight chart. Small 0 HP 1-15 HP Bomb Squad Robot (15 HP)
A good way to estimate weight for Medium 0 HP 1-25 HP Motor Scooter (15 HP)
very large mecha: weight in tons = Large 10 HP 10-40 HP Compact Car (30 HP)
(longest dimension x longest dimension x Huge 20 HP 20-50 HP Armored Carrier (48 HP)
longest dimension) divided by 1,000. Gargantuan 40 HP 40-120 HP Main Battle Tank (64 HP)
Colossal 100 HP 100+ HP Destroyer Warship (150 HP)
Some examples of common mecha
sizes:
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other examples of Hit Points, see the sam- 10 if huge, 20 if gargantuan; if a colossal Points, 101-200 cost 200 Points, 201-400
ple mecha designs. mecha, the only limit is the optional real- cost 250 Points, etc., at +50 Points per
The overlap between size categories is ism consideration detailed under doubling of capacity.
intentional, since a smaller mecha might Maximum Loads.
be tougher than a larger one if made from There are two types of occupants for a Cargo
especially durable materials. Hit Points on giant robot or vehicle: A mecha may devote space to cargo.
the lower end of the scale are appropriate This can be either an internal cargo hold or
Operators are crew members who can trunk, or an external cargo bed, or even
to mecha that are smaller or more lightly
use the mecha’s systems in action: pilots, underwing pylons. Some or all of a mecha’s
built within a category; larger or heavier
gunners, battery commanders, as well as cargo may be designated as liquid tankage
mecha have more HP.
equipment operators who main crucial or hangar space if desired; there is no extra
Mecha Point Cost: Base Hit Points systems such as sensors or communica- cost for this, but it cannot easily be used for
are 0 if medium size or smaller, 10 if large, tions. Many mecha have only one much else. Not all mecha have cargo spaces.
20 if huge, 40 if gargantuan, 100 if colos- Operator, the pilot or driver; others have
sal. Each extra HP beyond base HP costs 2 several. In a large naval vessel or starship, Mecha Point Cost: 1 per 200 lbs. (100
Mecha Points. these are usually the bridge crew and gun- kg), or 10 per ton (or tonne). Exception: If
ners. Mecha that require many people mecha is colossal and has 10+ tons (or
simply to keep it operational have the tonnes) of cargo aboard, cost is reduced: 10-
Step 4: Choose Service Crew Defect. 20 tons cost 100 Points, 21-40 tons cost 150
Points, 41-80 tons cost 200 Points, 81-160
Occupants and Cargo Passengers are everyone else. This
includes passengers, but also maintenance
tons cost 250 Points, etc., at +50 Points per
doubling of capacity.
A mecha suit’s occupancy is a single
and service crew, such as cooks, medics,
person whose size is the same as that of
engineers, sailors, troops, battery weapon
the suit. Thus, if the suit is medium size, it
loaders, and even off-duty ops crew for
Maximum Loads
is usable with a medium-sized occupant. A For realism’s sake, total weight of occu-
smaller mecha carried aboard. Not all
suit has no cargo capacity. pants and cargo in a giant robot or vehicle
mecha have passengers.
should rarely exceed half the mecha’s
Occupants Decide on how many Operators and weight. Treat occupants (including seats,
For vehicles and giant robots, decide how many passengers are carried. etc.) as 400 lbs. (200 kg), that is, 5 occu-
how many medium-sized occupants are Mecha Point Cost: 10 per Operator; 4 pants to a ton (or tonne).
carried. An occupant may be a crew mem- per passenger. Exception: If mecha is
ber or passenger, usually seated but some- colossal and has 25+ passengers aboard,
times standing. The maximum is 1 if their cost decreases: 26-50 passengers cost
small, 2 occupants if medium, 4 if large, 100 Points, 51-100 passengers are 150 20 of 91
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mecha can routinely ignore and assign it Mecha Point Cost: 5 per Point of
Step 5: Choose Armor sufficient Armor to stop the average dam- Armor. Also, heavy Armor will increase
Mecha are tougher than people. Assign age of that attack. For example, if a 0.50- the cost of speed.
the mecha a Armor value (also called dam- caliber machine gun inflicts 2d12 damage
age reduction). This is a value from 1 to (an average of 6.5 points per d12) and the
30, which is subtracted from any damage
inflicted to the mecha’s Hit Points.
mecha should stop most 0.50-cal. bullets,
a Armor of 13+ is required.
Step 6: Choose
The chart below gives sample Armor If the GM permits players to build
Defense(Optional)
values for real-world vehicles. These are Mecha d20 assumes mecha Armor does
their own mecha, he or she may choose to
suggestions and not meant to constrain not also grant a defense bonus; this is con-
restrict them to a certain range of Armor
designs — different d20 System games sistent with most of the vehicle designs of
values to ensure they are balanced against
can have different values for similar vehi- d20 Modern.
likely opposition. There is nothing wrong
cles. with the characters (or their foes) being Not all d20 System games make that
Another way to select an Armor value tough, but they should not be utterly invul- assumption, however.
is to decide what sort of weapon the nerable. A mecha’s Armor can also provide an
equipment bonus to Defense. Choose a
Table 2-3: Mecha Armor Examples Defense value for the Armor from +1 to
Vehicular Example Typical Armor +10. This defense bonus depends more on
Rubber raft, rowboat 0-2 the shape and material of Armor than its
Motorcycle, oared galley 2-5 thickness. Some examples:
Automobile, light aircraft 4-6
Large sailing ship, jet airplane 4-8 • +1 to +3 if ordinary materials such as
Pick-up truck, jeep 5-7 wood, synthetics, or light metal.
Semi-truck, cargo steamship 5-9 • +4 to +6 if paramilitary armor, partial
Attack helicopter 7-10 armor, or steel plate. A car with bullet-proof
Armored car or limousine 10-11 panels, an aircraft with armor over the
Typical “powered armor” suit 10-14 engine and cockpit, or the tough steel hull of
Armored Personnel Carrier 9-15 a modern ship.
Infantry Fighting Vehicle 13-16
• +6 to +10 if military armor such as
Medium tank (WWII era) 12-18
composite laminates, sloped steel, battle-
Battleship (WWII era) 18-20
ship armor, etc.
Main battle tank (modern era) 18-25
Powerful giant battle robot 15-30
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Table 2-4: Mecha Strength Range Chart Mecha Point Cost: For giant robots,
Sizes Giant Robot Suit bonus this is (Str-10) x 3 Points. Thus, a giant
Fine Str 1 Str +0 robot with Str 40 would pay (40-10) x 3 =
Diminutive Str 1-3 Str +0 90 Points. For suits, this is 3 per +1 Str.
Tiny Str 1-10 Str +0 Thus, a suit with a Str +10 pays 30 Points.
Small Str 5-15 Str +0 to +5
Medium Str 10-25 Str +0 to +15
Large
Huge
Str 15-35
Str 20-50
Str +5 to +25
Str +10 to +40
Step 8: Choose Speed
There are seven types of speed: Land,
Gargantuan Str 30-75 Str +20 to +65 Air, Water, Underwater, Burrowing,
Colossal Str 40-100 Str +30 to +90 Faster-than-Light (FTL), and Space. A
mecha can have ratings for some or all of
• Force Shields: A defense bonus can
also represent a force shield that deflects Step 7: Choose them.
rather than absorbs damage, or a combina-
tion of armor and a force shield.
Strength A mecha’s speed (except for space or
FTL) is measured in miles per hour (or
A mecha suit’s Strength modifier is an
kph). See also Combat Speeds for Mecha,
Mecha Point Cost: 5 Points per +1 to equipment bonus to its wearer’s Strength
below.
defense up to Def +5; for defense 6+, cost score.
is (defense x defense). Thus, Def +8 Use these rules to determine vehicle or
A giant robot’s Strength ability score
would cost (8 x 8 = 64) 64 Mecha Points. giant robot speed. Special rules apply to
replaces its wearer’s Strength score when
mecha suits. If designing a mecha suit,
operating the mecha.
Defense (Def) refer to Mecha Suit Movement.
Determine the mecha’s actual Defense A vehicle does not have a Strength
(Def) number using this formula: 10 + score, since it cannot lift or manipulate Combat Speed for Mecha
defense bonus (if any) + size modifier. For objects. It is also important to calculate the
players using Anime d20, the Defense value If the mecha is a suit or giant robot, combat speed of the mecha. This is its
is equal to a 1d20 roll + defense bonus (if select its strength from within the range speed when moving during six-second
any) + size modifier. The size modifier is +8 shown on the Strength Range Chart for its combat rounds. Various d20 System
if fine, +4 if diminutive, +2 if tiny, +1 if chosen Size. games use different values for combat
small, 0 if medium, -1 if large, -2 if huge, speeds. Use whichever suit the GM’s
If a giant robot, record the Str ability game:
-4 if gargantuan or -8 if colossal.
modifier in parenthesis after the Str value.
This Def can be increased by the It is equal to (ability x 1/2) -5 (round frac-
pilot’s Dex bonus and any class abilities or
Feats that increase mecha Def.
tions down). Thus, Str 50 gives a +20
bonus — Str 50 (+20).
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• Mph to Feet: Multiply mph by 8.8 to • Mph to Squares (50’): Multiply mph Select the land speed in mph (or kph).
get speed in feet per round. by 0.176 to get speed in 50’ “chase Then calculate its combat speed.
• Mph to Yards: Multiply mph by 2.93 squares” per round. Exception: Suits use special rules; see
to get speed in yards per round. • Kph to Meters: Multiply kph by 1.67 Mecha Suit Movement. Some examples of
to get speed in meters per round. land speeds:
• Mph to Squares (5’): Multiply mph
by 1.76 to get squares per round. • Kph to Squares (1.5 m): Multiply • 10 mph (16 kph) is typical of bull-
kph by 1.1 to get speed in dozers or lumbering steam-powered
mecha.
1.5 m (5’) squares per round.
• 30-50 mph (48-80 kph) is a good
• Kph to Squares (15 m): Multiply kph speed for a giant robot or a modern tank.
by 0.11 to get speed in 15 m (50’) “chase
squares” per round. • 100 mph (160 kph) is a typical top
speed for an ordinary car, while a sports
Round off to the nearest 5’, 1.5 m or car or racing bike could do 150-175 mph
yard, or square. (240-280 kph).
Mecha d20’s examples usually use • 750 mph (1,200 kph) is just above
feet, since it is the standard used in the Mach 1, the speed of sound. A rocket-
PHB. powered car travelling at about that speed
holds the current world land speed record.
Land Speed Mecha Point Cost: 1 per 10 mph (16
Land speed is the maximum speed the kph) of land speed x Armor ; treat Armor
mecha can move on solid ground. A 4 or less as 5.
mecha will have a land speed statistic if it
is capable of sustained movement and Example: A super car has land speed
maneuver on the ground. This usually 700 mph and Armor 6. It costs 700 ÷ 10 x
means it has legs, wheels, tracks, or a 6 = 420 Mecha Points.
combination, or perhaps even a snake-like
body. Burrowing Speed
A mecha given a burrowing speed can
Land speed is unnecessary if the
move earth and/or tunnel underground.
mecha, such as a helicopter or a boat, can-
not move on land or only does so as a
short takeoff or landing (for example, an
airplane). 23 of 91
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Top speed assumes the mecha is going • 50 mph (90 kph) is typical of speed Ceiling and Air Speed
through sand or packed earth. Tunneling boats and hydrofoils. Some mecha can fly through the air. If
through solid rock is 1/10 speed. The tun- the mecha can fly, decide how: wings and
• 318 mph (511 kph) is roughly the
nel it leaves behind can be either perma- jets or propellers, rotors, rockets, anti-gravi-
world water speed record for a jet-pow-
nent or collapse after it — specify which ty, flapping wings, hot air, magic, etc. Then
ered speed boat.
when the mecha is created. Select burrow- select air speed and ceiling.
ing speed in mph (or kph), then calculate If the mecha can dive and travel under-
combat speed. water, select its maximum dive depth, in Select the mecha’s flight ceiling in feet
feet or meters. Historically, the first 19th- (or meters). This is the highest altitude it can
Mecha Point Cost: 1 if fine, 2 if reach. The base ceiling is 500’ (150 m), suit-
century submarines could dive no deeper
diminutive, 3 if tiny, 5 if small, 10 if able for a jet pack-equipped robot or suit. A
than 50’ (15 m). By World War II, subs
medium, 20 if large, 30 if huge, 40 if gar- higher ceiling can be selected; typical ceil-
reached 600’ (200 m); today’s nuclear
gantuan or 50 if colossal size per 2 mph (3 ings are 7,500-15,000’ (1,500-5,000 m) for
subs dive to 1,000-1,500’ (300-500 m).
kph) of burrowing speed. helicopters, 10,000-40,000’ (3,000-12,000
Specialized research/salvage craft can
dive much more deeply — 36,000’ is a m) for propeller aircraft, and 30,000’-
Water (and Underwater) Speed world record. 80,000’ (10,000-24,000 m) for jets.
This is the maximum speed the mecha
Mecha Point Cost: 1 per 5 mph (8 Choose the air speed that the mecha can
can move in or under water. Select the
kph) per point of mecha Armor; if Armor attain. For very fast mecha such as fighter jets,
mecha’s water speed in mph (or kph), and
is 4 or less, treat as 5. Double cost for it is more cost-effective to give the mecha an
then calculate its combat speed. If the mecha
underwater movement. If the mecha can air speed only 1/2 whatever their absolute
can move underwater, select an underwater
travel underwater but has a faster surface maximum speed will be, then take the Booster
speed and a surface speed that is the same or
speed, buy the underwater speed, and pay special ability. This represents use of after-
higher than the underwater speed.
normal cost for each extra 5 mph (8 kph) burners. Most balloons should take a low
Suits use special rules; see Mecha Suit over the underwater speed. speed and the Wind Powered Defect.
Movement. Some examples of water
Each 10’ (3 m) of diving depth x the Select the mecha’s air speed in mph (or
speeds:
Armor of the vehicle costs 1 Mecha Point, kph), and then calculate its combat speed. If
• 5 mph (8 kph) is typical of slower or 2 Points if the mecha is of colossal size. the mecha lacks any propulsion system (such
sailing craft or row boats. Example: a gargantuan mecha with Armor as a flying building or tethered balloon) pay
• 10 mph (16 kph) is typical of faster 10 gains 100’ (10’ of diving depth x a only for its ceiling. Suits use special rules;
sailing craft, galleys, mini-subs, or Armor of 10) per Mecha Point. Thus, it see Mecha Suit Movement, below.
amphibians. can dive 30,000’ for 300 Mecha Points.
• 25-35 mph (40-56 kph) is typical of
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Examples of air speeds: Mecha Suit Movement Armor 4 or less as 5). For example, if the
• 20 mph (30 kph) is a good balloon Unlike a giant robot or vehicle, a suit’s speed multiplier was x1.5 and Armor was
speed. movement is based on the capabilities of 10, it would cost (2 x 1.5 x 10) 30 Mecha
its wearer. For example, a human’s suit Points.
• 55 mph (90 kph) is the maximum will let the wearer walk, a dragon’s suit
horizontal speed of a peregrine falcon, the A suit may also buy air, water, or space
will let him walk and fly, and a mermaid’s (but not land) movement if its wearer does
fastest bird. will let her swim. not normally posses that capability. For
• 150 mph (240 kph) is typical of fast Sometimes the suit’s weight will slow example, a human’s suit could buy air
helicopters or light propeller aircraft. the wearer down, but mecha suits often speed and maneuverability, representing a
• 400 mph (640 kph) is a fast late (but not always) include a powered assist jet pack or mechanical wings. Use the
WWII propeller-engine fighter airplane. that allows the wearer to run faster and rules for giant robots to determine the
jump greater distances. Point cost of this movement.
• 550 mph (880 kph) is a typical civil-
ian jet (or a ground attack fighter). Select the suit’s speed multiplier. This
can be x2/3, x1, x1.5, x2, or x3.
Space Flight
• 750 mph (1,200 kph) is roughly the The mecha can propel itself in space.
speed of sound; it’s typical of a jet fighter If the wearer is capable of multiple There are four ways to travel around in
without afterburners. movement types, select the multiple for space: Realistic Space Flight, Dramatic
each movement type (paying Mecha Space Flight, Space Sails, and Faster-
• 1,500 mph (2,400 kph) is typical of a
Points separately). For example, a dragon Than-Light (FTL).
fast interceptor like the F-15 Eagle, using
will select ground and air movement for
afterburners. The GM may rule that some of these
its suit.
• 2,200 mph (3,520 kph) is the fastest methods are not available in a game. For
The speed multiplier will be applied to example, a “hard science fiction” setting
jet aircraft, the SR-71 Blackbird.
the suit wearer’s normal speed to deter- only Realistic Space Flight or Space Sails
• 17,000 mph (27,400 kph) is the speed mine his or her speed when using the suit. may be available. On the other hand, a
required to reach orbit, and 25,000 mph Thus, a human’s normal speed is 30’ (10 space opera setting might use Dramatic
(40,000 kph) is Earth’s escape velocity, m), so in a suit with a x1.5 multiplier he Space Flight and FTL Drive.
enough to escape its gravity into deep space. would move at 45’ (15 m)’ per turn. A
Mecha Point Cost: 10 for a ceiling of speed multiplier of x2/3 means the suit has Realistic Space Flight
up to 500’ (150 m); for a higher ceiling, +1 no power assist, slowing the wearer to 2/3 The space drive blasts out mass (often
per 1,000’ (300 m). Each 10 mph (16 kph) his or her speed, much like a normal suit heated or energized) to produce thrust. It is
of air speed costs 1 per point of mecha of medium or heavy armor does.
Armor; if Armor is 4 or less, treat as Mecha Point Cost: This is 2 x speed
Armor 5. multiplier x mecha’s Armor (but treat 25 of 91
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limited by the amount of reaction mass • Delta-V Mecha Point Cost: Cost (per drive) is
carried aboard. Depending on the technol- Thrust (in G) x G-Rounds x Armor x 0.1.
For the realism-inclined, delta-V is a
ogy, the reaction mass could be anything If Armor is 4 or less, treat as 5. For exam-
measure of the top speed a mecha can build
from rocket fuel to alchemical powder. ple, if a gargantuan space fighter with
up to before it runs out of reaction mass and
Many science fiction spacecraft are fusion Armor 10 has 3 G thrust and 100 G-rounds
must coast. Most mecha, when travelling,
drives, using water or hydrogen. (Delta V 12,500 mph), the Mecha Point
will only accelerate to a velocity no more
• Thrust than half their delta-V to ensure they have cost is (3 x 100 x 10 x 0.1) 300.

This is how fast the spacecraft can sufficient reaction mass to decelerate again
(since deceleration is an application of Dramatic Space Flight
increase its velocity or change its course The mecha can accelerate constantly for
— both are the same thing. It is measured reverse-thrust). Delta-V = G-Rounds x 125
mph (200 kph); thrust does not figure into as long as it has power — it ignores mun-
in gravities, or G: a thrust of 1 G is an dane considerations like reaction mass, so
acceleration equal to Earth’s gravity, this. If a mecha has a thrust of at least 2 G
and a delta-V of about 20,000 mph (32,000 the top speed is limited only by its
roughly 32’ or 9.8 m per second per sec- endurance (see Defects) or any physics-
ond. In game terms, it can be assumed — kph) or more, however, it has enough thrust
to lift off from Earth and boost itself into based considerations the GM wishes to
with a great deal of abstraction — that impose, like the speed of light. Sure, that
each G of thrust lets the mecha increase or orbit (25,000 mph (40,000 kph) is escape
velocity). defies the laws of physics, but if 60’ tall
decrease its current velocity by about giant robots exist, who is going to care?
1,000’/round. Note that exhausting all a mecha’s
onboard reaction mass isn’t the same as run- Select an acceleration in G: each G lets
• G-Rounds the mecha increase its speed by 1,000’ per
ning out of power or life support — a mecha
This is a measure of how long the with a reaction engine can still function per- round (thus, 0.1 G would allow 100’, while
mecha can accelerate before using up its fectly normally if it’s out of reaction mass; 6 G would allow 6,000’). If it stops acceler-
onboard reaction mass (once this happens it just can’t accelerate or decelerate in space. ating, it will continue moving at its listed
it can just coast). A mecha uses up 1 G- speed. It can decelerate instead of accelerat-
Round each time it uses 1 G of thrust for Select the mecha’s thrust in G (this may ing, reducing its speed by its thrust rating
one round. If it accelerated at 2 G (assum- be a fraction) and its G-rounds (usually a (thus, -100’ for 0.1 G or -6,000’ for 6G).
ing it can) for five rounds, it would use up multiple of acceleration). Most short-range
“space fighter” type mecha should have a Mecha Point Cost: The cost is (1 +
10 G-Rounds; if it accelerated at 0.1 G for thrust in G) times Armor times 10. Treat
1,000 rounds, it would use up 100 G- number of G-rounds equal to at least 10 x
their acceleration. Long-range spaceships thrust under 1/20 G as 1/20 G, and Armor
Rounds, and so on. under 4 as 5.
should have enough G-rounds to give them
a delta-V of 1,000 or more, which usually
means accepting a lower acceleration.
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Note: in some universes, all spacecraft FTL Drive The GM should decide exactly how
may accelerate much faster. If appropriate, This allows a mecha that is already in each FTL drive works, whether a trip is
the GM can modify this; replace “thrust in space to travel between the stars at faster- instant, or takes hours, weeks, or months,
G” with “in 10s of G,” “in hundreds of G,” than-light (FTL) speeds. Some stardrives and if it has a maximum range or other lim-
or another appropriate value for the cam- let a mecha fly at impossible speeds, while its. There may be problems that prevent a
paign setting. others side-step normal space by travelling ship instantly escaping, such as engines that
through some kind of hyperspace or take a long time to recharge or those that
Space Sails instantly jumping from point to point. exhaust their fuel between trips. Navigation
Space is not empty — it is awash with could be tricky, requiring a Navigate check
Some FTL drives are only good for to avoid being lost in space or ending up
a sea of energy. Stars, such as our own
interstellar trips, and require ordinary some place unintended (perhaps with a DC
Sun, emit both light and a powerful “solar
reaction drives, space sails, or dramatic based on distance in light years). In some
wind” of high-energy particles such as
drives as well. For example, the FTL drive campaigns, only large spaceships have the
protons. Enormous sails — often many
may not function close to a planet’s gravi- room to mount a Stardrive. If so, the GM
tens or even hundreds of kilometers across
ty, thus requiring the first few tens of thou- may require a minimum ship size as a pre-
— can be constructed to allow spacecraft
sands of miles to be made using a conven- requisite.
to catch the stellar winds (though the sails
tional drive. Alternatively, it might only
can certainly be much smaller depending The GM should assign a base interstel-
connect certain natural or artificial “jump
on the campaign setting). lar speed (or distance, for instant jumps) in
points” or “wormholes” that must first be
Use the rules for Dramatic Space reached. light years, or parsecs, such as 1 light
Flight, above, but usually with thrust rat- year/day or 1 parsec/week. This is the speed
Many FTL drives have no maneuver- of the slowest starship. FTL speed is
ings well below 1 G, clumsy space maneu-
ability at all: the navigator programs in a expressed as a multiplier to that speed, for
verability, and the Wind Powered Defect.
course, and the spacecraft flies in a example, FTL x3 means it can travel 3x as
A realistic light sail or magnetic sail that
straight line (either through normal space fast as the slowest spacecraft. The GM may
catches solar photons or protons has a
or some form of hyperspace), or ducks out wish to set a maximum multiplier, for
thrust of well below 1/10 G, but a magical
of space together and reappears at the des- example, x6 or x10. The GM may only
ether sail may be much more effective.
tination, either instantly, or after a set time allow one FTL speed. If jump involves
Space sails may have their accelera- has elapsed. Others let the mecha maneu- going through a jump gate or wormhole to
tion increase dramatically if their thrust ver freely, but at many times the speed of whatever point connects it, for instance,
can be boosted by an appropriate outside light. Note that if this capability exists and then it is reasonable to assume that all ships
source, for example, a giant laser cannon is not limited as described above, it will travel to that point at the same pace.
beaming energy into a light sail, a solar render conventional space flight obsolete
storm, etc. and let FTL-equipped vessels fly rings
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Mecha Point Cost: 20 x Armor per maneuver, a car might have a +0, while a er range (for example, +15 to -15) and
multiple of standard interstellar speed; if large tank has -4. Maneuver should not go generally takes into account speed — a
Armor is 4 or less, treat as 5. If it can above +10 or below -10. fast jet aircraft will have a much higher
maneuver in FTL space, multiply the cost Handling value. Some typical values
Mecha Point Cost: 0 Points for the
by 5. If it “breaks the rules” (jumps with- might: supersonic jet: +10, ordinary car:
base value given above. Each +1 over this
out a wormhole when other ships require +0, slow sailing ship: -10. If the GM
size-derived base value costs 5. Each -1
one, etc.) apply a x1 to x10 cost multiplier chooses to use a Handling statistic instead
below this starting value gives back the
depending on how much of an advantage of Initiative and Maneuver, use the cost of
same Points.
this gives with the campaign. Maneuver, above.
Initiative
Step 9: Choose This adds to initiative checks. It is
usually based on a vehicle’s mass and Step 10: Choose
Handling momentum, and thus is normally a nega-
tive number equal to the size modifier: +8 Special Abilities
Handling qualities are represented by These are innate gadgets and other
two values: Initiative and Maneuver. Each if fine, +4 if diminutive, +2 if tiny, +1 if
small, 0 if medium, -1 if large, -2 if huge, capabilities that a mecha may possess.
is chosen separately. They are all optional — no mecha is
-4 if gargantuan, or -8 if colossal.
Maneuver and initiative values only required to have any of the special abilities
apply to giant robots and vehicles. Mecha Initiative is rarely increased above the described in this section.
suits do not have them. starting value, but an increase could be
justified for one that (for example) flew Accessories
using anti-grav technology or was fast to
ManeuveR accelerate. It should not go above or
These are additional features for the
This adds to checks made to maneuver mecha, which provide useful but mundane
below +/-10. non-combat-related advantages.
the mecha. It is based on how agile and
quick to accelerate or turn the mecha is. Mecha Point Cost: If increased or Examples of Accessories include: air-
decreased, use the same cost calculation lock, burglar alarm, camera, cell phone,
The Maneuver statistic starts at +8 if
method as Maneuver. emergency lights and siren, loudspeaker,
fine, +4 if diminutive, +2 if tiny, +1 if
small, 0 if medium, -1 if large, -2 if huge, luxurious decor, personal computer,
-4 if gargantuan, or -8 if colossal. Most Conversion Notes: Handling revolving license plate, stereo system, tow
vehicles possess this base value. Agile Many d20 System games use a single cable, or wet bar.
mecha like giant robots or motor bikes Handling statistic for vehicles instead of a
usually add +1 to +4 points — for exam- split Maneuver and Initiative statistic.
Handling differs in that it is often a broad-
ple, a typical motorcycle might have a +3 28 of 91
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A mecha need not acquire accessories that are implied by its other capabilities (a
mecha 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 for
starships, 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 space
flight). 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 hour
or 10% of the mecha’s endurance, whichever is less). Exception: a space flight Booster
adds 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 1
per 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 of
G-rounds and a higher thrust.

Chobham Armor
The 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 will
also 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. 29 of 91
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Communications Laser Com • Interstellar
Normally the pilot can still be heard This tight-beam communicator is A faster-than-light communications
from inside the mecha through some nearly impossible to jam or intercept with- system allows instantaneous communica-
means (even if buried inside a 50’ tall suit out physically imposing something in the tion over vast distances; it may not exist in
of armor). This basic speaker system does way. It is limited to line if sight transmis- some settings. Apply this option to a long
not cost any Points. Other possibilities sion and is vulnerable to atmospheric range radio communicator for broadcast
include: effects. Maximum range is usually limited systems or “laser” or “microwave” for a
to about 5 miles/8 km on the ground due to directional signal. Range may be interstel-
Long Range Radio the horizon, but if there is a clear line of lar (usually no more than a few 100 light
This is usually a high-frequency sys- sight it is about 50 km/80 miles in atmos- years, sometimes less), or galactic (any-
tem that has a long range but is vulnerable phere (1,000 times that in space). where in the galaxy).
to jamming and interception. Taking
Microwave Com • Scanner
advantage of the ionosphere ability to mir-
ror high-frequency signals, the high fre- A microwave uplink is often used for If taken with a tactical or long-range
quency (HF) band provides long-range communication with orbiting relay satel- radio, this option can scan multiple fre-
communications (hundreds or thousands lites or spaceships, or space-to-space com- quencies to eavesdrop on other transmis-
of miles) for low power. The down side is munications. Treat as laser com, but dou- sions in range. This requires a DC 10
that these radio signals are easily inter- ble range in atmosphere. The beam is also Electronic Warfare check when used
cepted by other long-range radios in wider: anyone in its path (or within a few against a long range radio or DC 20 when
range. In space or worlds (like the moon) degrees to either side) with a microwave used against a tactical radio.
that lack an ionosphere, range is the same com can eavesdrop.
• Secure
as a tactical radio (see below).
Com Options The communicator is frequency-agile,
Tactical Radio The following communication options uses unusual parts of the spectrum, and/or
This is a very high or ultra-high fre- can be added to the base communications is encrypted, making it very hard to jam or
quency communicator. It can be intercept- types: intercept. Electronic Warfare checks made
ed, but range is limited to line of sight against the system have their DCs
• Interplanetary
transmissions (unless using relay towers), increased by 3 per level (+3 at level 1, +6
about 1-10 miles/1-16 km in atmosphere This system has much greater range, at level 2, etc.).
(100 times that in space), which makes it good for communications anywhere in a
much more secure beyond the immediate solar system. It is often used by space-
area. craft, etc. Apply this to long-range radio,
microwave, or laser com systems.
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Mecha Point Cost: 2 per system (10 if As a free action, the character sitting a definition of these weapons). This triples
telepathic). Scanner adds 1 Point and in an ejector seat may eject at any time. the mecha’s Armor against such attacks.
Secure adds 2 Points (per system per Any canopy or rooftop is blasted clear by
Electromagnetic Armor also has some
level). Interplanetary is +10, interstellar is explosive bolts, and the seat launched at effect against ballistic weapons that have
+50, galactic is +70 (per system). least 100’ (30 m) into the air by a rocket the Armor-Penetrating quality: add +1
motor. If the user ejected in an atmos- additional Armor against such attacks.
Countermeasures phere, on the next round, the rocket motor
stops and a parachute unfolds, carrying the The activation of the armor produces a
Ladar Warning Receiver (LWR) occupant down to Earth. The ejectee may transient electromagnetic pulse — this
LWR warns the crew if the mecha is make a Pilot Skill check (DC 20) to guide may be easily detected by some sensors.
being tracked by a Laser Designator or the parachute to a specific place within This may not be combined with
High-Res Laser Radar (Ladar). 300’ (100 m) of the mech. If the occupant Explosive Reactive Armor or Chobham
has no Pilot Skill, or fails, the GM ran- Armor.
Radar Warning Receiver (RWR) domly determines where he or she lands.
RWR warns the crew if mecha is being Make a Reflex save (DC 10, or DC 15 if Mecha Point Cost: +2 per point of
locked onto by a radar, or being tracked by landing in woods, mountain, or urban Armor the mecha has.
an active radar-homing missile. areas; +5 DC if dropping from orbit) to
avoid falling damage. Electronic Counter-Measures
Electronic Emission Sensor (EES) (ECM)
This sensor will detect and precisely Usually, ejection seats are controlled
by the person seated in them, but some The mecha is equipped with an electron-
locate any operating radar within twice the ic countermeasures jamming suite. ECM can
radar’s range (non-global radars only if vehicles (for example, spy cars) may have
seats that are controlled by the driver or be any of the following sub-types: Radar
they are pointing at the mecha), or half Jammer (jams radar sensors), Radio Jammer
range if High-Res Radar. It also functions another crewman. These may omit a para-
chute. (affects communications), Defensive
like a Radar Warning Receiver. Jammer (jams missile homing systems).
Mecha Point Cost: 2 per RWR or Mecha Point Cost: 3 per ejection
seat. Assign each category of ECM system an
LWR; 10 for EES. equipment bonus from +1 to +9; this may
vary by category. This is used when deter-
Ejection Seat Electromagnetic Armor mining the DC and/or Defense of electronic
This rocket-powered escape system The mecha’s Armor can generate a
warfare attempts.
allows the crew to eject from a damaged powerful electromagnetic field, disrupting
mecha. It is possible that not all crew will the particle jet produced by Armor-
be equipped with them. They are not Penetrating blast attacks such as shaped-
usable in mecha suits. charge warheads (see Chobham Armor for 31 of 91
Mecha SRD extreme Mecha Design
Radar Jammer sweltering jungle). Beyond that, the into the path of the particle jet produced
This adds to the DC of any attempt to mecha needs Life Support. by the warhead, disrupting it and effec-
spot a target with radar, and adds to the tively negating the Armor-Penetrating
mecha’s Defense against attempts to lock Nuclear-Biological-Chemical quality of the attack.
on with a radar homing or semi-active (NBC) Filter Reactive Armor works on a roll of 1+
radar homing missile. This DC increase is The mecha can filter gasses, radioac- on 1d20. Each time it successfully deto-
reduced by 1 for every 500’ (150 m) from tive fallout, dust, and germs from external nates, however, add 1 to the DC, as the
the jammer; in space, it is reduced by 1 for air, protecting its mechanisms and pilot mecha gradually becomes vulnerable
every 5,000’ (1.5 km) distant. The jam- much as if they had an environmental suit through the depletion of its Armor. Thus,
ming area will be detected, but not the and gas mask. Includes Climate Control. the second time, it works on a 2+, and so
mecha itself. It has no effect on Laser on. When the Reactive Armor detonates,
Radar. Life Support anyone within 10’ (3 m) radius will take
The mecha can operate in space, at 1d10 damage as per an attack with the
Radio Jammer high altitudes, underwater, or on a world blast quality. This includes the mecha; as a
All radio signals are jammed within without a breathable oxygen atmosphere. result, Reactive Armor is rarely used on
1,000 (300 m) x bonus, or 10 times that Any occupants have their own oxygen mecha with a Armor rating under 10. It
area in space. At an extra cost, it may also supply (lasts as long as the mecha oper- takes about six hours to replace a set of
jam FTL radio. ates). An NBC Filter is not needed, since Reactive Armor.
the environment is completely air tight.
Defensive Jammer Includes Climate Control. Mecha Point Cost: 8 MP
This adds a circumstance bonus to the Mecha Point Cost: For Climate
mecha’s Defense against an attack or lock- Control: 1 if medium or smaller, 2 if large,
Extra Arms (Giant Robot only)
on attempt made by any infrared-homing A giant robot is assumed to have two
3 if huge, 4 if gargantuan, 5 if colossal.
missile. arms, but it could have more (for example, a
Twice the cost for NBC filters and four
robot octopus).
Mecha Point Cost: 3 per +1 for Radar times the cost for life support.
or Defensive Jammer, 2 per +1 for Radio Mecha Point Cost: Each extra arm costs
Jammer (+20 if jams FTL radio). Explosive Reactive Armor (ERA) 1 per 2 points of Strength the mecha pos-
The mecha’s Armor is protected by a sesses (round down). For example, a mecha
Environmental Systems layer of explosive tiles in metal trays. If hit with Str 20 and three extra arms (a total of
by an Armor-Penetrating blast attack (see five arms) would pay 30 Mecha Points.
Climate Control Chobham Armor) such as a shaped-charge
The mecha has Climate Controls that warhead, one of the ERA tiles will deto-
allow the crew to be comfortable in a wide nate. This slams the metal plate covering it
variety of temperatures (such as arctic to 32 of 91
Mecha SRD extreme Mecha Design
Firing Ports Headlights or Searchlight Launch Catapult
The mecha has one or more firing The mecha has either headlights This system uses steam or an electro-
ports sufficient to let passengers fire out of equivalent to those of a modern automo- magnetic massdriver to accelerate aircraft
the mecha with their own ranged weapons. bile, allowing it to drive at night (range or other mecha, boosting them to top
The firing ports provide 9/10 cover 500’/150 m), or a longer-ranged search speed. This allows flyers to take off in a
(equivalent to arrow slits). light (5,000’/1,500 m). much shorter distance. If launching into
battle, the catapult also provides a +1 ini-
Mecha Point Cost: +1 per firing port Mecha Point Cost: 1 Point for head-
tiative bonus on the first round of combat.
lights, 2 for searchlight.
In space combat, it adds 5,000’/1,500 m of
Hangar (Giant Robot or speed on the first round.
Vehicle only) Jumping
Any portion of a mecha’s cargo capac- The mecha can make very high unaid- Mecha Point Cost: This is deter-
ity can be designated as a hangar bay for ed vertical jumps, but not actually fly. It mined by the size of the catapult, which
storage of other (smaller) mecha. For may use jets, powerful leg muscles, etc. sets the maximum size of mecha that can
example, if the mecha has a 200-ton cargo Assign the mecha a jump multiplier from be launched: 1 (small or smaller), 2 (medi-
capacity, it might designate that 150-tons x2 to x10. um), 4 (large), 8 (huge), 16 (gargantuan),
are devoted to its hangar bay. Use com- 32 (colossal).
Mecha Point Cost: Jump multiplier
mon sense in determining the maximum x.25 (round up) if tiny or smaller, x.5
number of mecha that can fit in a bay of (round up) if small, x1 if medium size, x2
Navigation Aids
the specified capacity, based on their Appropriate basic navigation is free in
if large, x3 if huge, x4 if gargantuan, or x5
described size and mass. most cases. Superior navigation capabili-
if colossal.
ties are also available. Modifiers are not
Mecha can also be carried as ordinary cumulative. Having accurate positional
cargo, but cannot be effectively launched Laser Designator data is very useful for accurate indirect
into battle, refuelled, etc. while in the A laser designator projects a modulat- fire.
cargo bay. It takes several rounds (or pos- ed laser beam that is used to mark targets
sibly much longer) to unload carried for laser-guided munitions. Range incre- Basic Navigation
mecha. ment is 500’ (150 m); it can reach out to 10 Maps, compass, lodestones, etc. +2
range increments. It cannot designate equipment bonus to Navigate checks.
Mecha Point Cost: The hangar cost is
through smoke.
equal to the largest size of mecha that can
fit through the bay’s opening: 1 if fine, 3 if Mecha Point Cost: 2 per 500’ (150 m)
diminutive, 5 if tiny, 10 if small, 15 if of range increment.
medium, 20 if large, 25 if huge, 30 if gar-
gantuan, or 100 if colossal. 33 of 91
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Inertial Navigation System Mecha Point Cost: 1 for basic navi- Parachute or Re-entry Shield
(INS) gation, 2 for INS, 2 for GPS. The mecha has a parachute that that
A gyroscopic system that provides a can be deployed (move action) to allow
+3 equipment bonus on Navigate checks. Reflective Coating the mecha to “soft land” if air-dropped.
The mecha’s Armor is optimized to
Re-entry Shield: The mecha also has a
Global Positioning System reflect laser beams. The mecha gets an
re-entry capsule or shield that allows the
(GPS) extra defense bonus against any attack
mecha to drop from orbit into a planetary
An advanced radio beacon system that defined as inflicting laser-type damage.
atmosphere and land safely via parachute
uses a network of orbiting satellites with The reflective coating does make the
or flying
very accurate clocks to locate the mecha’s mecha easy to spot visually or detect by
position anywhere in the world. +4 equip- radar, however — the same defense bonus Make a Reflex save (DC 10, or DC 15
ment bonus on Navigate checks, but is also applied to rolls to spot or locate it. if landing in woods, mountain, or urban
requires the existence of a friendly satel- areas; +5 DC if dropping from orbit) to
Mecha Point Cost: 2 per +1 defense
lite network (or some other system, avoid falling damage.
bonus vs. lasers, to a maximum of +10.
depending on the campaign setting) — no Mecha Point Cost: 1 if tiny or small-
bonus if such a network is unavailable. er, 2 if small, 3 if medium, 4 if large, 5 if
huge, 6 if gargantuan, 10 if colossal. x2
cost for re-entry shield.

Rooms (Vehicle Only)


Colossal vehicles may have special-
ized internal rooms. These reduce occu-
pancy as indicated.

Kitchen
Meals may be prepared aboard the
mecha, providing room for two cooks to
work (buy multiple kitchens for larger
facilities). Counts as 3 occupants.

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Conference Room Remote Control If the mecha has a crew requirement, a
Meetings are held in this room. Counts The mecha has some form of control team equal in size to that requirement
as a number of occupants equal to its mechanism that enables it to be operated must be used to control it.
capacity. by remote control. A remote control Mecha Point Cost: 5 for Basic
mecha is sometimes called a drone or Remote Control, 10 for Advanced Remote
Science Lab remotely piloted vehicle (RPV). Control.
This fully-equipped science lab gives
a +2 Equipment bonus to any relevant sci- Basic Remote Control Sensors
entific Skill check. Two scientists can The mecha is controlled from outside Mecha may be equipped with various
work at a time; for larger facilities, buy the mecha by the owner, who will use a instruments and electronics to enhance
multiple labs. Counts as 5 occupants. radio (or other) control system. Doing so their ability to detect objects at a distance.
requires the Operator’s full attention: he or
Sick Bay she cannot do anything else, just as if actu- Sensors are usually used to make
A fully-equipped sick bay has surgical ally inside the mecha piloting it. This also Computer Use Skill checks to spot targets.
and diagnostic features and allows 2 peo- means the Operator can only run one Instead of the normal penalty of -1 per 10’
ple to be treated at a time. For hospital mecha at once. It uses the Operator’s stats (3 m), the penalty is -2 per 1,000’ times the
facilities, buy multiple sick bays. Counts as if he or she was aboard it. The control range in miles (or -1 per 100 m times the
as 5 occupants. system must be specified as located in range in km). Thus, a radar with a range of
another mecha, a base, or a Hand-Held 10 miles allows Computer Use checks to
Workshop unit. The GM should decide what limita- be made at a penalty of only -2 per (1,000’
This fully-equipped machine shop tions (range, susceptibility to ECM, etc.) it times 10) 10,000’. The maximum range is
includes a variety of specialized tools and has. 10 increments.
spare parts. It grants a +3 equipment bonus Sensors noted as useful for targeting
on Repair checks for mechanical or, if tech- Advanced Remote Control can be used when aiming attacks or navi-
nology allows, electronic, devices and lets As Basic Remote Control, but the gating in the dark, bad weather, etc.; this
character to make Craft (mechanical), (elec- mecha requires less supervision: the negates the effects of darkness or conceal-
tronic), or (structural) checks without penal- Operator can also do other things at the ment through which the sensor can see.
ty. Counts as 5 occupants. same time (including operating his or her Not all sensors are useful for targeting.
Mecha Point Cost: 1 point each for own mecha, or controlling more than one
Infrared, Meta-Scanner, and Radar
kitchen and conference room. 5 points each advanced remote control mecha). If he or
Sensors detect targets in a single direction
for science lab, sick bay, and workshop. she divides his concentration in this way,
the character suffers a cumulative -2
penalty on all actions for each mecha
being remotely controlling. 35 of 91
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— usually in a cone-shaped direction. A cannot see through smoke, vegetation, etc. sources. Meta-Scanners are often vulnera-
sensor can be specified as “global” (seeing They can be used for targeting. ble to particular weather conditions, stellar
in all directions) for double cost. Seismic storms, radiation from local ore, and any-
and magnetic sensors are unaffected by Radar thing else the GM believes could interfere
solid objects and can “see” over the hori- The mecha bounces radio waves off with them. They cannot scan through
zon; other sensors cannot scan through objects and analyzes the reflections to Force Fields, and their scanning radiation
solid objects nor over the horizon. Sensors determine the range and direction of tar- can be picked up by other Meta-Scanners
include: gets. Radar lets the crew detect objects at at the same range, so another vessel will
long distances, but does not resolve colour also always know when they’re being
Infrared (IR) or fine detail: it only gives the approxi- scanned. In space, multiply range by 100
The mecha has infrared sensors like mate size, range, and course of the object due to the absence of atmospheric interfer-
modern main battle tanks or attack heli- detected. Radar is an active sensor, so it ence. It can target opponents.
copters. These give its crew the ability to can be jammed or detected. This is effec-
see in the dark (in monochrome) as if it tively Blindsight except that it does not Sonar
were day; this is effectively Darkvision, work underwater, but does work in vacu- The mecha has sonar sensors, similar
except that the range is much greater. um. It can see through darkness, fog, to that used by a submarine or dolphin for
Infrared cannot see through solid objects. smoke, and vegetation; ignore conceal- detecting objects underwater. It may use
It can pick out heat shapes, see through ment modifiers. In space, multiply range passive sonar to “listen” for moving or
ordinary darkness, smoke or fog, and by 10. Radar can target opponents. noisy objects (“propeller noise at 6
detect people hiding in trees or bushes. It o’clock — sounds like a Typhoon-class
is useless underwater, but very effective in Radar, High-Resolution or Ladar boat”) or use active sonar to resolve the
space. In space, range is 100 times greater. The mecha has either an advanced object’s exact range and shape, or detect
The sensor cannot see over the horizon. It high-resolution radar or laser-based radar objects that aren’t making noise, search
can target opponents. sensor that provides a detailed visual the sea floor for wrecks, etc. If active
image of the target’s surface. It won’t sonar is used, passive sonar on other
Optics reveal colour, but will show texture and mecha can detect it at longer distances:
These are telescopes or electro-optical detail. Otherwise, treat as Radar, above. add the range of the active sonar to their
TV cameras. Unlike other sensors, they do passive sonar detection range. Sonar does
not provide any ability to see through con- Meta-Scanner (MS) not work in space, and gets only 1% of its
cealment, but simply increase the range at The mecha has sensors like a science normal range if used in air. Active sonar
which objects can be visually spotted. fiction starship, or perhaps uses magic. It can target opponents.
Low-light optics are also available; these can work like a High-Res Radar or
provide limited night vision capabilities Infrared Sensor or it can be set to detect
(halving penalties for darkness only) but life forms, metals, chemicals, or radiation 36 of 91
Mecha SRD extreme Mecha Design
Seismic Mecha Point Cost: 1.5 per mile (1 per
This sensor can detect large moving km) of range if optics; 3 per mile (2 per Anime d20 Shield Rules
objects by the vibration they produce in km) of range if Low-Light Optics, Radar Anime d20 players should use
the ground. They are less precise than or Sonar; 5 per mile (3 per km) if Infrared the following versions of Shield.
other sensors (-8 on rolls to spot targets) or High-Res Radar/Laser; 8 per mile (5 A shield is a Hand-Held barrier
and cannot be used for targeting. Seismic per km) if Meta-Scanner; 10 per mile (6 that mecha can interpose to absorb
sensors ignore concealment or intervening per km) if Seismic or Magnetic Sensor. damage from attacks. A mecha
objects, but cannot detect stationary things Global Sensors are x2 cost; Seismic or requires at least one arm in order to
(unless they produce vibrations, such as Magnetic are Global at no extra cost. use a shield; if the mecha only has
jumping up and down, drilling, etc.). Both one arm, it can’t use a Hand-Held
the mecha and the object must be on the Shield weapon and a shield at the same
ground. Seismic sensors can provide an A shield is a Hand-Held barrier that time.
approximate size of the target (medium, mecha can interpose to absorb damage
large, etc.) but no actual information as to from attacks. A mecha requires at least one A mecha operator must make a
its shape or nature. They can detect large arm in order to use a shield; if the mecha successful Block Defense. If suc-
explosions and earthquakes at many times only has one arm, it can’t use a Hand-Held cessful, the shield’s Armor rating
their base range. A seismic sensor is weapon and a shield at the same time. provides protection form the attack.
“global” automatically. It gains +5 to spot Mecha Point Cost: Cost is 3 per
A mecha Operator must have Shield
burrowing targets. 1 point of Armor. This additional
Proficiency and the Giant Robot Fighting
Feat to use a shield without suffering a -2 Armor does not factor into the costs
Magnetic armor check penalty on all attack rolls, of other abilities (such as land speed,
These sensors detect ferrous metal and all Dex- or Str-based Skill checks. Wall-Crawling, etc.).
objects or objects with powerful magnetic
fields, such as electromagnetic railguns or A shield may gives a defense bonus of
fusion power plants. They are less precise up to +5. Decide on the defense bonus and
record it, for example, +5 shield. moving without penalty, even if the gun-
than other sensors (-8 to scan) and cannot
ner lacks special Feats. Exception:
be used for targeting. Like seismic sen- Mecha Point Cost: Cost is 3 per +1 Weapons with the Static quality can still
sors, they only give approximate mass, defense up to def +3; after that, it is only be fired when the mecha is stationary.
direction, and distance only, but can are defense bonus x defense bonus.
unaffected by concealment or intervening Mecha Point Cost: 10 Mecha Points.
objects. One of their main advantages is
that they are unaffected by water.
Stabilization Gear
The mecha’s ranged weapons are
gyrostabilized. They can be fired when
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Stealth mecha must have a land speed to use this Full A.I.
The mecha is designed to be harder to ability. It gets +8 on all Climb checks, and The mecha is capable of exercising (or
detect via sensors, utilizing shapes, mate- may take 10 while climbing, even if at least simulating) self-initiative and cre-
rials, or electronics to foil radar and other threatened or distracted. ativity, but remains loyal to the character
sensors. Stealth imposes a penalty to any Mecha Point Cost: 2 per point of that owns it (unless it has the Hidden
checks to spot the mecha using non-visual Armor (treat Armor 4 or less as 5). Program or Purpose Defect). A mecha
sensors. with full A.I. has Dexterity, Intelligence,
Wisdom, and Charisma abilities.
Stealth must be bought individually
for Radar, Infrared, Sonar, Seismic, or Step 11: Choose Mecha Point Cost: The Mecha Point
cost is equal to the sum of the mecha’s
Meta-Scan Sensors.
Mecha Point Cost: Stealth costs 1 if
Exotic Abilities ability scores multiplied by 5. These
Some mecha have exotic abilities that scores may not exceed 18 without GM
tiny or smaller, 2 if small, 3 if medium, 4 are the product of advanced superscience permission; the GM may wish to roll them
if large, 5 if huge, 6 if gargantuan or 10 if or even magic. The GM may forbid some randomly.
a colossal size mecha, per +1 DC on or all Exotic abilities, especially if the
attempts to detect the mecha, per sensor game is intended to have a more “realis- Size Adjustment: Smaller mecha tend
class. tic” tone. to be more agile than larger mecha. After
determining the Mecha Point cost of the
Targeting Bonus Artificial Intelligence (A.I.)
A mecha may have a targeting bonus The mecha is possessed of artificial Table 2-5: A.I. Dexterity
as a result of a built-in ballistic computer intelligence of some sort. Adjustment Due to Size
or sighting system. Size A.I. Dexterity Modifier
A targeting bonus must be bought indi- Limited A.I. Fine +8
vidually for each weapon. Targeting bonus The mecha can operate on its own, but Diminutive +4
usually ranges from +1 (superior sights) to has no self-initiative. It can be given Tiny +2
+5 (the most advanced targeting laser and orders or programmed with directives, but Small +1
radar coupled to a ballistic computer). obeys in a slavish, unimaginative fashion. Medium +0
The mecha has no emotions or desires. In Large -1
Mecha Point Cost: 5 Points per +1. short, it behaves much like a golem or Huge -2
other Construct, and can even be consid- Gargantuan -4
Wall-Crawling ered one. Colossal -8
The mecha can use spikes, adhesive
pads, or some other means to climb walls A mecha with limited A.I. will have
and ceilings as if it were an insect. The Dexterity, Wisdom, and Charisma abili-
ties, but its Charisma cannot exceed 1.
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mecha’s ability scores, adjust the mecha’s “Cloaking” devices are often vulnera- be construed as hostile in some quarters.
Dexterity value based on its size category. ble to damage, since they’re on the surface Force Field status must be set at the start of
The mecha does not pay (or earn) Mecha of the mecha. If the mecha loses more than the mecha Operator’s actions for the round
Points for this adjusted value. half its Hit Points, its cloaking device will and cannot be changed until their turn to act
stop working. in the next round.
Anime d20 Attribute Mecha Point Cost: 10 if fine, 25 if A Force Field provides extra Hit
The mecha possesses one of the diminutive, 50 if tiny, 100 if small, 150 if Points that absorb damage if the mecha is
Attributes in the table below from Anime medium, 200 if large, 250 if huge, 300 if hit. Decide how many HP the field has.
d20. gargantuan, or 500 if colossal size. Add This must be at least 3 if tiny, 5 if small,
Mecha Point Cost: 40 Mecha Points 10% to cost per sensor type (Radar, IR, 10 HP if medium size, 20 if large, 30 if
per Anime d20 Character Point. etc.) it works against in addition to vision huge, 40 if gargantuan or 50 if colossal.
and optics. Damage is first applied to the Force
Invisibility Field, before Armor is subtracted.
The mecha can blend into the back- Force Field
Some mecha possess Force Fields. A A Force Field can quickly recover if
ground using advanced technology to
Force Field is different from Armor in that undisturbed. The field recovers 1 HP per
make itself virtually invisible. It is possi-
it can be battered down by a sufficiently round if a medium size mecha or smaller,
ble to attack while invisible, but moving
powerful attack. 2 HP if large, 3 HP if huge, 4 HP if gar-
through snow, rain, water, footprints, veg-
gantuan or 5 HP if colossal. The field may
etation, etc. may reveal the mecha’s A Force Field can be up or down. When not recover HP in any round it took dam-
approximate position. down it does not stop any damage. When age, whether it is “up” or not.
Use the normal rules for Invisibility up, it is often invisible (GM’s option), but
from the Special Abilities section of the Meta-Scanners and possibly other sensors Limited Duration Force Field
DMG. can usually detect it and “shields up” may Some Force Fields can operate only
for a brief time before running out of
Table 2-6: Appropriate Anime d20 Attributes power or burning out. If the field is “up”
Combination Attack Mind Control Swarm for more than a minute (10 rounds) it has
Computer Scanning Mind Shield Telekinesis a 1 in 6 chance each round after that of
Contamination Personal Gear Telepathy burning out or running out of power. This
Elasticity Projection Teleport disables it until repaired or recharged
Environmental Control Sensory Block Unique Attribute (GM’s option).
Immunity Size Change
Insubstantial Special Defense
Massive Damage Special Movement 39 of 91
Mecha SRD extreme Mecha Design
Limited Protection Force Field
Some Force Fields only protect
against certain damage types. If the field
can only protect against a single type of
energy (for example, lasers, fire, etc.) or
vs. fast-moving projectiles (ballistic dam-
age type) it will be cheaper.
Mecha Point Cost: 3 per HP the Force
Field possesses, or 2 per HP if the Force
Field is either limited duration or gives
limited protection, or 1 per HP if both.

Merging
Merging 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 to
carry all crew and passengers of the mecha
that merged.
2. Its Hit Points must always equal the
combined Hit Points of all the mecha that
made it up.
3. Its size must be equal to or greater
than the size of the mecha that made it up. one) or run other equipment — who oper- bined mecha is based on their total remain-
Design the mecha so its size is appropriate ates what should be specified when the ing Hit Points.
to the number of mecha that merge into it mecha is designed.
and the HP requirement. If a merged mecha separates, divide the
The mecha cannot merge if any compo- current (damaged) HP of the combined
Decide which one of the crew pilots the nent mecha are reduced to 0 or fewer HP. If
mecha. Other crew members may fire indi- damaged mecha merge together, some dam-
vidual weapons (if the mecha has more than age carries over: the Hit Points of the com- 40 of 91
Mecha SRD extreme Mecha Design
mecha by its original undamaged HP and through the interface may shock the user. ability to generate an effect similar to a
multiply this by each mecha’s undamaged If the mecha is badly damaged (loses half spell. The GM must approve all spell-like
HPs to find their uncombined Hit Points or more of its HPs from a single attack) or abilities that are assigned to a mecha as
remaining. Mecha damaged before merging is disabled by cumulative damage the they must fit within the parameters of his
retain the damage after merging, naturally. Operator must make a Fortitude save (DC or her campaign setting. If a spell’s effects
Mecha Point Cost: Merging costs each 15) or be stunned for 1d6 rounds. depend on the caster’s Level, treat it as if
mecha a number of Points equal to the Point cast by a character of the mecha’s ECL.
Mecha Point Cost: 10 Mecha Points.
value of the mecha they combine to form Mecha Point Cost: The cost of a
divided by (5 times the number of mecha Self-Repair or Regeneration spell-like ability is equal to the spell Level
forming it). The mecha they form must be The mecha is capable of healing itself. (treat zero Level spells as Level 1) cubed
assigned a Point total. This can represent a self-healing bio- times the number of times per day the abil-
Example: Four mecha can combine to mechanical creature, an auto-repair sys- ity can be used: Spell Level x Spell Level
form a 1,000 Point mecha. It will cost each tem, or a good repair crew. A mecha can- x Spell Level x Number of times usable
one of them 1,000 Points divided by 20 (5 x not heal or regenerate if it is destroyed. per day
4 mecha) — or 50 extra Points to have the Each period (see below) the mecha will Example: A mecha is assigned a spell-
capability to transform into that mecha. heal 1 HP. A mecha cannot have both Self- like ability: Prismatic Wall (1 per day).
Repair and Regeneration. Prismatic Wall is an 8th Level spell and
Note: GMs may wish to limit the Point
values of the larger mecha to avoid abuse of thus costs (8 cubed times 1 per day) 512
Self-Repair Mecha Points. If the mecha’s final ECL
the system. The mecha can heal Hit Points every was 12, the ability would generate a wall
day of rest. 48 feet wide by 24 feet high, as per the
Mind-Interface System spell’s description. Another mecha with
The mecha has a system that links the Regeneration spell-like ability: Hypnotism, a 1st Level
pilot’s nervous system with its controls, The mecha can regenerate Hit Points spell, usable three times a day, would cost
enhancing its handling. When activated, a every round, whether resting or not. Hit (1 cubed times 3) 3 Mecha Points.
mind interface system provides an equip- Points that are part of a Force Field do not
ment bonus to maneuver, initiative, melee benefit from Regeneration or Self-Repair.
attack rolls, and to Reflex saves.
Summonable
Mecha Point Cost: 1 per 5 HP if self- The mecha is linked to one special
This provides a +3 bonus if the mecha repair; 1 per HP if Regeneration. owner and can appear or disappear on
is a suit, +2 if a giant robot, or +1 if a vehi- command. Decide whether it normally
cle. Spell-like Ability
There is a dark side, however. If the The mecha, either through super-sci-
mecha takes damage, the feedback ence or via truly magical means, has the 41 of 91
Mecha SRD extreme Mecha Design
appears beside the character or forms Mecha Point Cost: 1 fine, 5 diminu- one back to the mecha, transports a half-
around him or her with the character tive, 10 tiny, 15 small, 30 for a medium dozen people at once, can’t work through
inside. This special ability is quite power- mecha, 45 for a large mecha, 60 for a huge Force Fields, odd mineral concentrations,
ful, since it lets one bring a mecha into sit- mecha, 75 for a gargantuan mecha, 90 for ion storms, etc.) might cost 1,000 MP if a
uations where dragging one along is nor- a colossal mecha. +15 cost for rare advantage, or 200 MP if common
mally unacceptable, like school, an Summonable (Fast). If the mecha requires enough that every ship has one.
embassy ball, or jail. There are two ver- a summonable object, note this in paren-
sions of Summonable: thesis; the cost is -15 Points. Transformation
Certain mecha — often rare, expensive,
Summonable (Slow) Super-Equipment or magical — have the ability to change
The mecha takes several rounds to The mecha has some item of equip- shape.
summon (GM’s option, or roll 2d6). The ment not otherwise defined that possesses
character can do nothing else — he or she Some mecha can mechanically alter
special abilities that could have a signifi-
may be concentrating, calling it, assem- their shape or function. It is also possible for
cant effect on game balance. Examples of
bling it from smaller parts, etc. mecha to change between giant robot, vehi-
special equipment would be a “trans-
cle, and suit types. For example, one might
porter” device that allows the crew mem-
shift from a giant humanoid to jet fighter.
Summonable (Fast) bers to be teleported great distances, a
The mecha takes only one round to built-in magical laboratory, or doomsday Decide on the number of different forms
summon. bomb that, if activated, could destroy a the mecha has. Buy the most expensive sin-
city or even an entire planet. It is up to the gle form.
Summoning Objects GM to specify the abilities of special Each extra form costs 1/5 what it would
Some summonable mecha have a spe- equipment, and to establish appropriate normally cost.
cial item that the character must have in limitations given the game’s scope and
order for the mecha to appear. The item setting. Each form must be big enough for any
may be the mecha in a more compact, but occupants or cargo that the previous form
Mecha Point Cost: This is up to the contained. Otherwise, conservation of size
powerless shape, or a device that enables
GM. Base it on how common the equip- and mass is realistic, but is certainly not a
the mecha to be summoned from another
ment is, how powerful it is relative to requirement (mecha may use super-science
dimension. Thus, a mecha can be prevent-
other systems, and how easily it is coun- technologies to shunt extra mass into a
ed from appearing if the item is taken
tered. For example, a space opera teleport pocket dimension, or use magic, to get
away. Typical summoning objects can
chamber that followed conventions com- around such physical limits).
include medallions or amulets, swords,
mon to TV (range of about 10,000 miles,
items of clothing, bracers, rings, cubes,
requires a radio beacon or similar device
eggs, or even suitcases (with the mecha
to “lock on to” when transporting some-
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Mecha SRD extreme Mecha Design
It takes a mecha one round (and a full the hands of mechanics or lab technicians Explosive Reactive Armor can also be
action) to transform from one form to (taking a few hours time). For example, [direction]-optimized. If so, it only pro-
another during which time its crew cannot the original mecha might include a rocket tects in the optimized direction.
take other actions. To do so faster, see booster to help it get to space, then it
Mecha Point Cost: -1 per point of
Mechamorphosis Feat. would “transform” into its more agile
Armor the mecha has. If taken for
form by ejecting the boosters. Another
If a mecha has three or more forms, the Explosive Reactive Armor, this is worth -
example is a robot that sheds its human-
designer must name each form and speci- 2 Points.
like skin and pops out various weapon
fy a transform sequence. For example, if a
pods.
mecha has a “walker,” a “hybrid,” and a Flammable
“flyer” form, the sequence may be walker- If a transformation is one-way, it costs The mecha’s structure and armor are
hybrid-flyer.” The mecha can turn from half as many Mecha Points (1/10 cost of made of wood or similar flammable mate-
hybrid into walker or flyer, but not from each extra form). rial. Its Armor does not protect at all
flyer to walker (or vice versa). A mecha against fire, plasma, or other fire-based
with three or more forms can ignore this damage. Saves against fire are made at a -
limitation and perform non-sequential
transformation for an extra Mecha Point.
Step 12: Choose 4 penalty. See Fires.

Defects Mecha Point Cost: -1 per point of


Armor.
Example of Transformation These are Defects that affect the work-
A mecha that has two forms: Air and ings of the mecha. Defects reduce the
Land. Each form is designed independent- Mecha Point Cost. Glider
ly. The Air form turns out to cost 500 Glider can be taken by a mecha that
Mecha Defects cannot reduce the can fly and does not have the Hovercraft
Mecha Points, while the Land form costs Mecha Point Cost of a mecha below 1
only 400. or Wind-Powered Defects. It means the
Point. If this happens, treat the mecha as mecha can only take off if launched from
The mecha’s cost is thus equal to the costing 1 Mecha Point. a fast-moving vehicle or high place, and
cost of the most expensive form — the Air can only gain speed by diving or gain alti-
form — at 500 Points plus 1/5 the cost of [Direction]-Optimized Armor tude by riding thermals. Assume a glider
the other forms — in this case, the Land The Armor’s full value protects has a glide ratio of about 60:1 if average
form at 400 x 1/5 = 80 Points. Total cost is against attacks from one direction (usually maneuverability, 30:1 if poor maneuver-
thus 500 + 80 = 580 Points. front-optimized). Attacks from other ability, or 20:1 if clumsy. A 60:1 glide
directions (for example, the side, rear, top, ratio means (for example) that if dropped
One-Way Transformation and bottom) are protected at 2/3 Armor
The mecha cannot transform back to a (round down).
prior form without considerable work at 43 of 91
Mecha SRD extreme Mecha Design
from a height of 1 mile, it could glide for Most tanks do not have a high ground advantage of this, aside from embarrass-
60 miles before landing. A pilot check pressure due to the width of their tracks, ment, is the time it takes to get dressed
(DC 10) can extend glide ratio by 10% for but a “realistic” two-legged giant robot before exiting the mecha.
every point by which the check succeeded. may have this problem unless it has very Mecha Point Cost: -5 if one Operator
Mecha Point Cost: -2 per 10 mph (16 large feet. must be naked; if 2+ crew members, -10 if
kph) of air speed. The mecha will bog down in any all must be naked.
swamp, deep snow, or mud (no move-
Hangar Queen ment). It moves at 1/2 speed when cross- Noisy or Very Noisy
The mecha requires extra careful ing sand, light snow, or soggy ground. The mecha is noisier than an ordinary
maintenance to work properly. If this is This is cumulative with the penalties for person. Mecha whose only type of move-
not available, the GM should feel free to Road Vehicle. ment is Space Travel or Star Drive may
impose breakdowns of various systems Mecha Point Cost: -1 per 10 mph (16 not be noisy. A noisy mecha is also detect-
whenever seems dramatically appropriate. kph) of land speed. ed more easily by sonar or Listen checks.
If a mecha is transformable, this Mecha A noisy mecha can never attempt to Move
Defect is only allowed if each form pos- Hovercraft Silently.
sesses it. This Defect can only be taken if the “Noisy” means the mecha is as noisy
The mecha spends much of its time in mecha can fly. It means the mecha’s ceil- as an ordinary automotive engine. +10 on
a garage, shop, port, etc. undergoing ing is divided by 100, usually no more Listen or sonar checks to notice it;
repairs. For every hour it was used, it than 10’ (3 m) above ground. Take this for weapons with the Sonar Homing quality
should be given at least an hour of mainte- hovercraft or wing-in-ground-effect vehi- get a +4 to lock on and attack.
nance. cles.
“Very Noisy” means the mecha is as
Mecha Point Cost: -10 MP Mecha Point Cost: -5 MP noisy as an aircraft engine. +20 on Listen
or sonar checks to notice it; weapons with
High Ground Pressure (HGP) Naked Operator the Sonar Homing quality get a +8 to lock
This Defect can only be taken if the One or more of the important crew on and to attack.
mecha has a land speed. It means that the members must be naked to pilot or crew Mecha Point Cost: -5 if noisy, or -10
contact area of its wheels, legs, or tracks is the mecha. This Defect occurs surprising- if very noisy.
slight compared to the mecha’s weight. ly often in anime. The naked crew member
Consequently, it tends to sink into the is usually floating in some sort of neural-
ground. Most civilian cars and trucks pos- interface tank, often with strategically
sess this Defect while specialized all-ter- placed electrodes or tubes connecting
rain vehicles or dirt bikes do not have it. them to the mecha’s life system. The dis-
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One Hand/No Hand
(Giant Robot only)
A giant robot is assumed
to have two arms with hands,
but it could have only one, or
even none, instead having
legs or no limbs at all. If it has
one hand it cannot hold onto
something at the same time it
punches someone or uses a
Hand-Held weapon.
Mecha Point Cost: -1 per
2 point of Strength the mecha
possesses if one hand, or -1
per point of Strength if it has
no hands.

Open
The mecha’s Armor does
not protect the crew or pas-
sengers, only the mecha itself.
This is common for mecha
like galleys, jeeps, motor-
bikes, open-cockpit biplanes,
speedboats, or robot horses.
The mecha provides 1/2
cover, or no cover if the
mecha is the same size or
smaller than the rider.
Mecha Point Cost: -2 per
point of Armor the mecha
has.
45 of 91
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Poor Visibility if several hours, -25 if a few hours, -30 if Mecha Point Cost: -1 per 10 mph (16
The mecha has very poor visibility, due several minutes. kph) of land speed.
to small or no windows and a lack of com-
pensating sensors, or other problems. The Restricted Path Service Crew
only way to get unrestricted vision is to actu- For one reason or another, the mecha The mecha is large enough that it
ally stick one’s head out a hatch or window cannot leave a narrowly restricted area. requires a crew of engineers, sailors, or
(leaving one with only half cover, as per the This may represent a robot that is pro- other individuals to perform maintenance,
Open Defect). Otherwise, attempts to spot grammed to follow a specific guard route, man rigging, cook, etc. Their training and
something visually from inside are at -2 if a railway train, cable car that cannot leave skills will depend on the technology of the
looking directly forward and -4 if looking in its track, or a towed trailer/carriage. mecha, and may range from carpenters to
any other direction. nuclear reactor engineers.
Another way to interpret this is a
This is common for tanks. Mecha with mecha that is attached to a generator by a Service crew are in addition to any
the Open Defect should never have this power cable. The mecha can operate nor- Operators (pilot, commander, equipment
Defect. mally unless the cable is unplugged, then operators, or gunners). For weapon load-
has only a few rounds reserve power (and ers, use the Crew-Served restriction
Mecha Point Cost: -5 MP
an enemy mecha that grabs it might instead. The mecha must have sufficient
unplug it). passenger occupancy to carry that many
Reduced Endurance crew. If a mecha loses service crew it will
The default assumption is a mecha has Decide if it is a long path (like a rail-
not stop functioning (provided there is
an indefinite range — it can operate for way line) or a short path (like a tether or a
someone to pilot it), but it will not run
months at a time, like a sailing ship or building interior)
smoothly.
nuclear submarine, provided supplies of Mecha Point Cost: -1 fine, -3 diminu-
food and water are available. If the mecha For each 25% a mecha is under-
tive, -5 tiny, -10 small, -15 if medium, -20
must refuel or recharge before then (some- crewed (round up), the GM can impose a -
if large, -25 if huge, -30 if gargantuan, or -
thing that should take at least half an hour 2 penalty on all mecha-related Skill
50 if colossal; x2 if a short path.
of effort) it has Reduced Endurance. checks rolls or pick a system (sensors,
Force Fields, maintenance, a weapon) that
Select one of these operational peri- Road Vehicle (Vehicle Only) has gone unmanned and thus cannot be
ods: a few weeks, several days, a few Take this Defect for most wheeled used. A short, overworked crew is also
days, several hours, a few hours, several vehicles. The mecha attains full land speed more likely to make mistakes, leading to
minutes. In this context, “several” means only on a smooth flat surface such as a equipment breakdowns.
5-30; “a few” means 1-4. paved road. Its land speed is cut in half in
other circumstances, such as on a dirt
Mecha Point Cost: -5 if a few weeks,
road, off-road, etc.
-10 if several days, -15 if a few days, -20 46 of 91
Mecha SRD extreme Mecha Design
Mecha Point Cost: Depends on the Start-Up Time Mecha Point Cost: -1 per full 5 HP the
Service Crew requirement: -2 if one crew If the mecha is shut down, a character mecha has.
member, -4 if two crew, -6 if 3-4 crew, -8 cannot just climb into it and blast off cold.
if 5-8 crew, -10 if 9-16 crew, -12 if 17-32 For example, it might be a complicated Weak Point
crew, -14 if 33-64 crew, and -16 if 65-128 powered armor suit that takes a few min- Due to a flaw in the design, there is a
crew, etc. utes to put on, a power plant that takes time weak point in the mecha. If an attacker
to warm up, or a rocket that takes hours of knows where it is (this may require study of
Stall Speed preparation in order to be ready for launch. enemy wreckage, espionage, sensor scans,
This can only be taken by a mecha that Start-Up Time should only be taken for etc) an attack to that point is much more
has a ceiling and air speed. If the mecha mecha that have Reduced Endurance of a likely to cripple or destroy the mecha.
has a stall speed, it must always fly faster day or less, as the time is trivial if the A critical hit strikes the weak point and
than the stall speed to remain in controlled mecha runs constantly. ignores the mecha’s Armor. If an attacker
flight. If it does not, it will go out of con-
Mecha Point Cost: -2 if 1 minute (10 knows about the weak point, an attack made
trol.
rounds), -4 if 10 minutes, -8 if an hour, -16 at a -8 penalty may deliberately target the
Ordinary airplanes will have a stall if 4+ hours. weak point and ignore the mecha’s Armor.
speed. Mecha that use flapping wings may
Mecha Point Cost: -1 per point of
have a low stall speed or none at all if they Volatile Armor the mecha has.
can hover like a hummingbird. Other types Fuel, a boiler, or ammunition may
of flying mecha (vertical-takeoff aircraft explode if the mecha is disabled or
that use thrust vectoring, helicopters, anti- Windows
destroyed. If the attack that disables or The mecha has large windows (like a car or
gravity flyers, hovercraft) will not have a destroys the mecha dealt damage past its
stall speed. jet liner) or canopy which does not protect against
Armor equal to or greater than half its nor- attacks aimed through them. This may not be
A typical stall speed is about 10-25% mal full Hit Points, the mecha will explode taken in conjunction with the Open Defect.
of air speed. Decide on the speed in mph or after 1d6 rounds. This explosion deals 1d6
kph, and also determine the combat stall damage per full 5 HP the mecha had when If a mecha’s occupants are attacked, they can
speed (see Combat Speed). undamaged (minimum 2d6) to everyone only claim three-quarters cover. Occupants that
within the mecha (Reflex save, DC 20, for lean out of windows (for example, to shoot) will
Mecha Point Cost: -1 per 10 mph (16 half damage). Half that damage is inflicted get only one-half cover. An attack can deliberate-
kph) of stall speed x Armor. Treat Armor to everyone and everything within a num- ly target a window at -4 to hit, ignoring the vehi-
0-4 as 5. ber of feet equal to the mecha’s full Hit cle’s Armor.
Points (or meters equal to one-third full
HP) of the blast (Reflex save, DC 15, for
half damage). 47 of 91
Mecha SRD extreme Mecha Design
Mecha Point Cost: -1 per point of Armor Most mecha attacks inflict damage:
the mecha has, if it has Armor 2+. Otherwise, Step 13: Design refer to Damage, below, and assign the
none. Weapons dice of damage. Some attacks do not
deliver ordinary damage, but instead, have
Mecha do not need to be armed, but
Wind-Powered (Vehicle-Only) may possess an array of impressive other effects: Flare, Nerve Gas, Riot Gas,
The mecha is a sailing craft, powered weapons. Smoke, or Tangle.
by the wind. Its top speed will never
exceed the present velocity of the wind, A suit or giant robot’s fists can inflict Damage
and it cannot move against the wind (it can damage even if it has no weapons. Base Select the type and number of dice of
tack upwind, but cannot move directly damage is 1 if tiny, 1d2 if small, 1d4 if damage inflicted, for example, 4d4 or
against the direction from which the wind medium, 1d8 if large, 2d6 if huge, 2d8 if 6d10. This determines the weapon’s effec-
is blowing). gargantuan, and 4d6 if colossal, plus tiveness and MP cost.
strength modifiers. More potent attacks —
This is most appropriate for mecha including bite or claw attacks — should be Critical: A weapon’s normal critical
with Water Speed, though wind-powered built using the mecha weapon creation threat rating is 20. This can be modified by
land or air vehicles are possible. It’s usu- rules. assigning the Increased Threat quality.
ally inappropriate for mecha with top
If the mecha has multiple weapons,
speeds over 30 mph (48 kph).
design each one individually. If the pilot
Special Attacks
It can be used with Dramatic Drive for These are all ranged touch attacks.
can make multiple attacks, several
space sails; the exact effects depend on Assign each special attack a modifier
weapons may be used each round. The
drive technology: for example, a light sail (usually 1 to 20), which applies to DCs
same holds true for multiple crew aboard
will have its acceleration decline with the and determines the weapon cost.
a mecha assigned as gunners. If you want
square of distance from the sun (measured one weapon to have multiple ammo choic-
in multiples of Earth’s average distance es, take the Alternate Ammo option.
Flare
from the sun). If hit (or in the radius of a Blast-effect
In Mecha d20, a “weapon” does not or Emanation-effect) the target may be
This cannot be taken in conjunction necessarily mean a single gun or missile. blinded. Everyone looking in the direction
with the Glider Defect. A set of multiple missiles on rails or pods of the flash when the attack strikes must
Mecha Point Cost: -1 if large or is best treated as a single weapon (with make a Fortitude save with a DC of (15
smaller, -2 if huge, -3 if gargantuan, -5 if several shots). A ship-of-the-line’s broad- plus the Flare modifier) or be blinded for
colossal. side of dozens of cannons facing in the 2d6 rounds.
same direction is best handled as 1-3
weapons with extra damage and qualities
such as Volley.
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Nerve Gas Table 2-7: Damage Die Types and Ranges
If hit, this will kill individuals who fail Dice type d2 d3 d4 d6 d8 d10 d12 d20 Special
a DC (15 plus the Nerve Gas modifier) Increment (feet) 10’ 15’ 20’ 30’ 40’ 50’ 60’ 100’ 50’
Fortitude save. Anyone wearing a pressur- Increment (m) 3 m 5m 7m 9m 12 m 15 m 20 m 30 m 10 m
ized suit, or in a mecha with NBC filters or
life support is unaffected. This must be Tangle of fire as a result of their chosen qualities
combined with the Emanation quality. The attack projects a web or net. Treat or restrictions; record the abbreviation
as a Web spell except it requires an attack appropriate to the rate of fire: SS for sin-
Riot Gas roll; if combined with Blast it will affect gle shot, S if semi-automatic, A if auto-
If hit, this requires individuals in the everyone in the area; if combined with matic, 1 if slow-firing.
area of effect to make a Fortitude save Emanation, it is sticky, and will affect
against DC (15 plus the Riot Gas modifi- anyone who moves into the area as well. Range Increment
er) or be blinded and stunned for 2d6 The DC to break free is (20 plus the A weapon’s base range increment is
rounds. Anyone using a gas mask, wearing Tangle modifier). 50’ (15 m) for a special attack. If the attack
a pressurized suit, or in a mecha with NBC inflicts damage though, the increment
filters or life support is unaffected. This
must be combined with the Emanation
Type shown on the table for the weapon’s die
Specify the type of damage that the type is multiplied by the dice of damage to
quality. get the increment. For example, 2d8 has
attack inflicts. This is important because
some mecha Armor or creatures may be an increment of 40’ x 2 (for two d8) = 80
Smoke resistant or immune to certain types of dam- feet.
The attack produces an obscuring
age. Specify one of the following types: The actual increment can be modified
smoke cloud. Smoke gives a 50% con-
cealment modifier, and is also treated as Ballistic (bullets and other high-velocity by taking weapon qualities or restrictions.
3/4 cover vs. lasers. The smoke remains projectiles), piercing (pointed thrusting or Each level of Long Range may up to dou-
for a number of rounds equal to the Smoke ranged weapons like spears, arrows, etc.), ble range; each level of Short Range may
modifier. If the attack is assigned the slashing (swords, whips, etc.), bludgeoning up to halve it.
Emanation quality, the base duration dou- (clubs, fists, tails, etc.), energy (of a specif- Example: A mecha has a 120mm tank
bles (or the area of effect my double, as ic type: fire/plasma, laser, electrical, cold, gun with 10d12 damage; this gives a range
per the normal Emanation rules). sonic), or blast (explosions). increment of 60 x 10 = 600’. In the real
world, a 120mm gun can reliably strike
Hot Smoke Rate of Fire
As smoke, but affects infrared sensors. The default ranged weapon rate of fire
is single shot (SS) — one shot per round.
Weapons may have faster or slower rates 49 of 91
Mecha SRD extreme Mecha Design
targets out to about 12,000’. This would Multiple Weapons on a Mecha
suggest a range increment of about 1,200,
Table 2-8: Weapon Damage Cost
A single Operator on a mecha can only
since weapons can reach out to 10 x their Chart attack with a single weapon at a time, no
range increment. Various Feats and devices, Die Type Cost
matter how many are built into a mecha.
however, allow experienced gunners to d2 3
Exception: If he or she has multiple
multiply their range increment by 1.5 to 2, d3 4
attacks, and uses a full attack action, these
so 600’ is quite reasonable for the tank gun. d4 5
extra attacks can be made with the same
d6 7
weapon (unless it has a Single Shot or
Conversion Notes: Modifying d8 9
Slow-Firing Rate of Fire) or they may use
Range Increments d10 11
a different Alternate Weapon (or Ammo).
Range increments in Mecha d20 are d12 13
based on the assumption that a powerful d20 21
Smoke Modifier +10 Alternate Weapons (or Ammo)
attack will usually travel farther. They can If the mecha’s Operator has access to
be modified in flexible fashion by taking Flare (Modifier +10) x2
Hot Smoke (Modifier +10) x2 multiple different attacks, each secondary
appropriate qualities and limitations. weapon costs less. This is because he or
Riot Gas (Modifier +10) x2
Some d20 System games, however, Tangle (Modifier +10) x2 she can only use one weapon per round.
have range increments that are unusually Nerve Gas (Modifier +10) x3 For 1/10 the original cost (minimum 1
high or low across the board — perhaps as Point), a mecha can be given another
a game-balance device to balance them Mecha Point Cost weapon that is of the same or lower Point
against melee or archaic weapons. If this If the attack delivers damage, multiply cost than the mecha’s first weapon. This
seems like a good idea, the GM should the dice of damage by the cost shown for the can represent either a new weapon or the
apply a constant multiple to all range chosen dice size (twice its average damage) same one with alternate ammo.
increments to suit your own preferred d20 on the Weapon Damage Cost Chart.
System game — for example, arbitrarily
Example: A missile could inflict 5d6 Different Gunners
dividing or multiplying all range incre- Weapons are normally designed to be
damage (giving a 100’ range increment).
ments by 2, 4, 8, or 10. used by the mecha pilot. If the mecha has
The cost of each d6 is 7 Points. The missile
will cost 5 x 7 = 35 MP. multiple Operators, however, some may
Magazine have their own weapons, allowing each to
A weapon has an ammo capacity If a special attack, the cost is equal to the fire. If a weapon is in this category, note it
(magazine) of 17-30 shots before running (modifier + 10) multiplied by 1 if smoke, 2 as requiring a “different gunner” and pay
out of projectiles or power. This may be if flare, hot smoke, riot gas, or tangle, and 3
modified via the Extra Ammo quality or if nerve gas. Thus a +5 nerve gas attack
the Low Ammo restriction. costs (10 + 5) x 3 = 45 Mecha Points.
50 of 91
Mecha SRD extreme Mecha Design
for it at full cost. After it is acquired, addi-
tional alternate weapons may also be
bought for that extra gunner, at the
reduced cost given above. Note: Two char-
acters may not fire the same weapon in a
round, however, even if using multiple
attacks.

Hand-Held Weapons
It is assumed that weapons are
attached to the mecha, but they may,
instead, be designated as Hand-Held. A
Hand-Held weapon can be lost or grabbed
by an enemy, and the mecha must have
arms to hold it. Mecha can, however, swap
Hand-Held weapons with other mecha. To
do this both weapons must be the same
size so that handgrips and such are com-
patible. Hand-held weapons can never be ing. This will affect the Example:
assigned to different gunners; they must Mecha Point cost of the weapon. A weapon has an
be fired by the mecha pilot. If the weapon has no extra qualities, its unmodified cost of 30
cost is unmodified. If it has 1,”multiply” Mecha Points. If it
has one quality and three restrictions. The
Multiple Attacks with Hand- its cost by 1.5. If it has 2 or more, multiply
cost is 30 times 1.5 (the quality) divided
Held Weapons the cost by the number of qualities. Thus,
a weapon with 3 qualities costs three times by 3 (three restrictions) = 15 Mecha
The wearer of a suit or pilot of a giant Points.
robot may use the normal rules for multi- as much.
ple attacks with two weapons if his or her If the weapon has no restrictions, use If a cost is fractional, drop all frac-
mecha has a weapon in each hand. its cost as modified by the number of qual- tions. Thus, 22.7 Mecha Points is rounded
ities. If it has 1, divide that cost by 1.5. If down to 22 Mecha Points.
Qualities and Restrictions it has 2 or more, divide the cost by the
A weapon may have qualities or number of restrictions. Thus, a weapon
restrictions. A quality is something advan- with 2 restrictions costs one-half as much.
tageous; a restriction is something limit-
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Mecha SRD extreme Mecha Design
Weapon Stat Blocks Cost: List the Mecha Point cost, so carding sabot (APFSDS) ammunition
Record weapons in the following for- that the weapon can be swapped out for used by tank guns and missiles.
mats: other weapons if desired. Armor-Penetrating can be taken multi-
Name: The weapon’s name (player’s Notes: List any qualities or restric- ple times: two levels ignore the first 20
choice). For example, “20mm railgun.” tions, either in full or via footnotes. List points of Armor (or divide Armor by 3),
qualities first, separated by commas, then three levels ignore the first 30 points (or
Damage: The dice of damage. For a semi-colon, then restrictions. If a quality divide by 4), and so on.
example, 6d10. If no damage, list the spe- or restriction is taken multiple times, use
cial effect and modifier. For example, 2, 3, etc. to indicate this. Example: Armor- Automatic*
Nerve Gas +5. Penetrating, Long Range 2; Low Ammo 3. Automatic (A) weapons fire a burst or
Critical: The critical threat range. If the weapon has variable ammo, each stream of shots as long as the trigger is
This is “20” unless modified by the setting should have its own line. held down (until they run out of ammuni-
Increase Threat quality. tion). They can be set on auto-fire or be
used with Feats that take advantage of
Type: The type of damage inflicted. Weapon Qualities automatic fire.
For example, Ballistic, Piercing, Some weapons have additional capa-
Electricity, Laser, etc. bilities beyond simply inflicting damage. There are two ways to use auto-fire:
Increment: The range increment (as Qualities marked with an * can only be • Area Auto-fire
modified by qualities and restrictions). used with attacks that inflict dice of dam-
age. This affects an area and everyone in it,
Use “-” if a melee weapon. not a specific creature. The character
Rate of Fire: Record the rate of fire: A few qualities are especially power- sprays an 10’ x 10’ (3 m x 3 m) area, or
SS if single shot, A if the Automatic qual- ful, and hence count as two or even three strafes an area 20’ (6 m) long and 5’ (1.5
ifier, S if Semi-Automatic qualifier, 1 if qualities. m) wide, and makes an attack roll vs.
Slow-Firing or thrown qualifiers. Use “-” Defense 10. If it succeeds, every creature
if a melee weapon. Armor-Penetrating (AP)* or mecha in the affected area must make a
This weapon is especially good at Reflex save (DC 15) or us hit by a single
Magazine: List the weapon’s ammu- punching through heavy armor. It ignores shot. Area auto-fire expends 10 shots; and
nition capacity (as modified by qualities the first 10 points of Armor or the target’s can only be used if the weapon has 10+
and restrictions). Use “-” if melee or Armor protects at half value (round shots left.
unlimited shots. down), whichever gives the best effect.
Size: List the weapon’s Size. For This quality often represents shaped-
example, indicate if it is a melee or Hand- charge High Explosive Anti-Tank (HEAT)
Held weapon. and Armor-Penetrating fin-stabilized dis- 52 of 91
Mecha SRD extreme Mecha Design
• Burst Auto-fire Blast the next 5 rounds, or until somehow neu-
This is fired at a specific target, and The attack affects not only the target tralized (GM call: it should depend on the
may expend from 2 to 5 shots (decide but also anyone adjacent, such as an type of attack). Armor or Force Fields do
before firing). The target is attacked nor- explosive warhead or plasma blast. The protect against the damage.
mally. Roll once to hit. A successful attack radius of effect is 10’ (3 m). Blast can be It can be taken multiple times; each
means the target is hit once; for every 5 the taken multiple times. Each time it is taken, extra time doubles the duration.
attack succeeded by over the target’s double the radius of the blast. Thus, taking
it 4 times gives an 80’ (24 m) blast radius. The first level of Burning counts as
defense, it is hit by an additional shot, up
two qualities.
to a maximum of the number of shots that When a target is hit, everyone caught
were fired in the burst. Roll damage indi- in the blast (other than the target directly Concealed
vidually for each shot that hit; if the target hit) may make a Reflex save (mecha A mecha’s weapons are normally obvi-
has damage reduction or Armor, subtract- Operators roll for their mecha) against a ous, at least to someone who knows where
ing it separately from every shot’s dam- DC of 15 to halve damage. The target of to look for the gun barrel, missile port, or
age. the attack, if hit, takes full damage — no laser lens. Take this quality to install a dis-
• Multiple Assignments of Automatic Reflex save is allowed. Alternatively, an guised or retractable weapon in a craft that
attacker may fire a Blast weapon at the looks like it would be unarmed, such as an
Automatic can be taken twice. This ground next to a target (treat as Defense
emulates Gatling guns like the 20mm ordinary-appearing automobile.
10), rather than the target itself. This is a
Vulcan or 7.62mm minigun or multiple ranged touch attack. This can have a better It takes a move action to “pop up” a hid-
linked machine guns. They can fire as chance of hitting, but has the disadvantage den weapon so that it can be used in battle.
above, or instead use Saturation Auto-fire of always granting a Reflex save. This tac-
or Extended Bursts. Saturation Auto-fire is tic is not possible against a flying or space Cone
treated as Area Auto-fire, but requires target unless the attack has the Guided A cone attack shoots away from the
expending 50 shots, covers twice the area, quality. weapon in the direction he or she desig-
and victims must make a DC 20 Reflex nates. A cone starts in a square adjacent to
save. Extended Bursts may fire 10-50 per Use the rules for Grenadelike missiles the mecha and widens out as it goes. A
burst, at a +1 to hit per 10 shots. (see the PHB) to determine the effect of a cone’s width, at a given distance, equals its
miss. current range — a cone is 50’ wide when
Note: Many d20 System games with a
modern or future setting have unique rules 50’ away from the attacking mecha. At its
Burning* far end, a cone is as wide as the effect is
for automatic fire, or even require Feats to This represents flaming liquid, acid, or
use certain types of automatic fire — the long.
similar weapons that deliver continuing
GM may resolve automatic fire with such damage. If the initial attack hits, the target
rules instead. takes continuous damage each round, for 53 of 91
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A cone attack’s maximum range is 1 EMP* ing the roll to keep from being disarmed if
range increment; cone attacks have very The weapon’s damage is an electro- the character fails to disarm the opponent).
short range. magnetic pulse that has no effect on living If this quality is chosen for a weapon,
A cone attack is not resolved as an ordi- things but will do normal damage to any the Melee Weapon restriction must also be
nary attack. It automatically hits everything mecha with electrical or electromagnetic taken. A flexible weapon can reach out
in the target area, but targets get a Reflex systems. This is a quality, not a restriction, farther than normal, however: 15’ (5 m)
(DC 20) save. Success means they suffer since it allows safe use of anti-mecha for a medium weapon, doubled for each
half damage, failure means they take full weaponry in situations that would other- successive size class.
damage. Cover will give a bonus to the wise put bystanders at risk.
Reflex save, and if the cover is sufficient Guided
(such as a slit trench, building, etc.) a suc- Extra Ammo The weapon fires a projectile that
cess means the targets dove or moved This increases the weapon’s total shots homes in on its target. The weapon has its
behind the cover, and take no damage rather from the default up to 50. It can be taken normal range (usually 10 increments). On
than half damage (GM discretion). multiple times: twice gives up to 200 the round the projectile is fired, the attack-
shots; three times is 1,000 shots. er must normally specify a target. Each
Cone counts as three qualities.
round (on the attacker’s initiative) the
Flexible* missile moves toward the target, closing a
Emanation This represents long, flexible, or
Some attacks have an area like a blast, distance equal to its range increment, and
extendible attacks like a whip, energy- making up to a 45-degree turn, climb or
except that the effect continues to radiate lash, razor-ribbon, or similar weapon.
from the point of origin for multiple dive. When it reaches the target, an attack
rounds. The effect is the same as Burning, A flexible attack can be used like a roll is made, with no range penalties to hit.
above, lasting 5 turns, but affecting every- giant whip to disarm or trip any opponents Other rules depend on the guidance sys-
one who enters an area only for as long as of equal or smaller size than the weapon’s tem used. Pick one of these systems:
they remain in it (unless also combined size; for example, a huge whip can trip or • Operator-Guided
with burning). disarm opponents up to huge size. A char-
acter can make a trip attack with a flexible The weapon fires a missile that is
The radius of effect is 5’ (or 1.5 m). weapon by succeeding at a ranged touch steered toward the target by the attacker,
The quality can be taken additional times. attack. The character does not provoke an transmitting commands via a wire or a
Each time it is assigned to a weapon, dou- attack of opportunity when using a flexi- tight-beam radio link. The attacker must
ble the radius or the duration (designer’s ble weapon in this way. take full actions each round to guide the
choice). projectile to the target. The attacker uses
A flexible weapon also gives a +2
The first level of Emanation counts as bonus on an opposed attack roll when
two qualities. attempting to disarm an opponent (includ- 54 of 91
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his or her own attack bonus; the guidance additional attempts. Once a lock-on is • Sonar Homing (SH)
system negates range penalties, but has no achieved, launching the missile is an
The missile — a torpedo — uses its
other effect. attack action. Once fired, the Radar must
own onboard sonar. It can only be fired at
• Laser-Guided continue to track the target or the missile
underwater targets. Treat as Infrared hom-
will automatically miss, but no other char-
The weapon fires a missile that homes ing, except that ECM or concealment
acter actions are required; if the Radar
in on reflected laser light. Launching the effective against sonar will penalize it.
only faces forward, that means keeping
missile is an attack action. The missile will the mecha pointed at the enemy. As long • Emission Homing (EH)
fly straight ahead. At any point in its as it does so, the missile closes on the tar- The missile is an “anti-radiation” mis-
flight, the attacker or an ally (who need get. When the missile reaches the target, it sile that homes in on the radiating emis-
not be in the mecha) must use an attack attacks on its own, with a +8 attack bonus. sions of an operational Radar, Radio, or
action each round to aim a Laser
• Infrared Homing (IRH) Radar Jammer; the mecha should have a
Designator on the target, which must be in
Radar Sensor to spot such targets. Treat as
front of the missile (if the missile has The weapon fires a missile that tracks
IRH, but it can only lock onto a target that
already flown past it, it will automatically the target’s heat emissions. The attacker
is using a Radar, Radio, or Radar Jammer.
miss). The missile closes on the target as must lock onto the target. This is a ranged
If the target turns off the system before the
long as a character continues to designate touch attack, using the weapon’s range
missile can reach it, the missile will still
the target with a laser; if interrupted, the increment. If the lock on fails, it can be
home on the last known location (unless
missile automatically misses. If the desig- attempted again in future rounds. If it suc-
the target moves, it is in trouble).
nating character is injured/distracted, a ceeds, the missile can be launched; this is
Concentrate Skill check is required to stay an attack action. The missile will follow • Inertial Guided (IG) or Satellite
on target (as if casting a spell). When the the target with no further intervention Guided (SG)
missile reaches the target, the designating required. When it reaches the target, it The attacker programs in a set of map
character makes the attack roll, at a +5 attacks the target itself. An IRH missile co-ordinates and the missile homes in on
bonus. has a +10 attack bonus. ECM or conceal- that point. This is only good for attacking
• Semi-Active Radar Homing (SARH) ment effective against infrared will penal- stationary targets such as buildings. When
ize the attack. the missile reaches its target, make an attack
The weapon fires a missile that homes
• Radar Homing (ARH) roll at +3 if using inertial guidance or at +5
on radar reflections emitted by the
if using satellite guidance. Satellite guid-
mecha’s own radar. The mecha must have The missile uses its own onboard
ance is only effective if the mecha has
a Radar, High-Res Radar, or Meta- radar. Treat as Infrared Homing, except
access to a friendly GPS satellite system.
Scanner. It must lock onto the target (this that ECM or concealment effective against
requires a ranged touch attack, using the radar will penalize the attack.
Radar’s range increment); failure allows
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• Other Homing ed in a later mission for any weapon of the with the Blast quality to attack an area. If
The GM may allow players to create same size and same or lower Mecha Point a creature or mecha, rather than area of
other specialized homing missiles, such as value, subject to its availability. It takes ground is attacked, it is treated as having
ones that home on magical emanations. about 10 minutes to remove and replace a full concealment (50% miss chance).
Use the previous rules as a guideline. Hardpoint weapon with another weapon.
A weapon can fire indirectly at 10
A character may buy “spare” weapons at
An incoming missile can be targeted times the usual number of increments (100
1/20th their Mecha Point value that are
for attack. It has defense of 25. If hit, roll increments for most weapons). Note that
kept at base for replacement in this way, or
damage: 15+ points of damage the actual range increment is not
may swap weapons with other mecha of
disables/destroys it; otherwise it is unaf- increased: thus, Long Range fire will be
similar size and type.
fected. rather inaccurate.
A “Hand-held” weapon is carried in
Guided cannot be combined with If the attack misses, an observer can
the hand. It is treated as a hardpoint
Cone or Melee. It can be combined with note where the attack hit and send a cor-
weapon except that it is vulnerable to
Automatic, representing a salvo of mis- rection (or the attacker can correct by his
being disarmed, lost, dropped, etc., but
siles; when the missile makes its attack or her self, if the target is in sight). Each
can be exchanged in only one round. A
roll, it is treated as a Burst attack using as correction gives a +2 bonus to hit, only to
mecha cannot have more Hand-Held
many missiles as were fired, minus any cancel any range increment penalties. It
weapons ready to use than it has hands.
that were shot down. “Smart bombs” can takes a full action for a distant observer to
be created simply by adding the Dropped transmit a correction via communicator.
Indirect Fire
and Short Range restrictions. The weapon can fire shots in a high A weapon with Indirect Fire quality
A weapon may take multiple guidance ballistic arc, like a grenade launcher, bal- can be used normally at no penalty. It can-
options by taking this quality multiple listic missile, or Howitzer. This lets the not be Melee, Cone, or Stream.
times. This makes it harder to jam the gunner shoot at targets hidden behind
weapon, and gives it a second lock on or buildings, hills, or other obstacles (or Increased Threat
attack roll if the first fails. For example, shoot over the horizon, if the range is long Most weapons have a threat of 20.
many modern torpedoes are both sonar- enough). This quality increases the threat range by
homing and operator-guided. 1 (for example, to 19-20). It can be taken
If it is used to make an indirect fire multiple times, further increasing the
The first level of Guided Missile (any shot, the attacker must be able to see the threat range.
type) counts as two qualities. target, or someone else must spot it and
radio or otherwise communicate its posi-
Hardpoint or Hand-held tion to the attacker. This will usually
A “Hardpoint” weapon is mounted on require a Computer Use check. In most
a hardpoint, pod, or pylon. It can be trad- cases, indirect fire involves using weapons 56 of 91
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Invisible
Most weapons produce some visible
muzzle flash or beam, revealing the posi-
tion of the shooter. Take this quality for
any weapon (except one with the Melee or
Thrown weapon restriction) that has no
visible flash or beam.

Long Range
This quality increases the range incre-
ment. Long Range can also be taken multi-
ple times; each time it is taken, double the
increment.
The base increment is suitable for
machine guns, short range rockets, and light
cannons. Taking one level of Long Range is
good for tank guns and guided missiles.
Taking two levels is good for long-range
missiles and spacecraft weaponry.
A lower increase can be specified if the
A Muscle-Powered weapon can make characters armed with semiautomatic
GM desires — for example, Long Range
any number of attacks unless it has the weapons to fire shots in rapid successions,
could also be used to multiply the increment
Thrown weapon restriction (in which case getting in more than one shot per attack.
by 1.1 to 1.99 rather than 2. This is useful if
it can make another attack only after the
trying to duplicate a real weapon.
Thrown weapon is recovered . . . ). Silent
Most weapons usable at range are usually
Muscle-Powered A weapon can only be Muscle-
noisy, making a loud bang! or zap! Take this
This lets the mecha add its Str bonus to Powered if it has the Melee or Thrown
Weapon restriction. quality for a weapon that does not have the
damage if this weapon is used as a one-
Melee or Thrown restriction, or will be used
handed Melee weapon, or 1.5 times Str
Semiautomatic only in space, which is very quiet or silent.
bonus if used as a two-handed Melee
weapon, or half Str bonus if the weapon is A semiautomatic (S) weapon fires one
Thrown. shot per attack (effectively acting as a single
shot weapon). Some Feats, however, allow 57 of 91
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Stream nitely, usually drawing on the mecha’s target. Separate attack rolls are made for
The effect of a Stream weapon is sim- own power supply. This need not be taken each target. Determine how far the furthest
ilar to a cone, except that the weapon’s if the weapon has Muscle-Powered. It usu- two targets are from one another. The
effect is narrow and linear (affecting ally cannot be taken in conjunction with attacks are made as for volley fire against
everyone in a stream 5’/1.5 m wide). Automatic, Guided Missile, or Volley. one target, but for each 10 m/30’ or part
Otherwise, use the rules for Cone, includ- Unlimited Shots counts as 4 qualities. thereof that separates the furthest two tar-
ing the reduction of the range, with the gets, all the attack rolls suffer a -1 penalty.
exception that a successful save always Volley
negates damage rather than halves it. An attack with the Volley quality fires Weapon Restrictions
Stream counts as two qualities. a large volley of poorly guided projectiles, Few weapons do everything well, and
such as a salvo of unguided rockets or a many have various disadvantages. As with
weapon qualities, a single restriction can
Stun broadside of cannon balls from multiple
guns. The attacker may fire a number of only be taken once unless specifically per-
The attack only inflicts subdual dam-
shots up to the weapon’s entire magazine mitted.
age.
capacity. He or she does not add a Base Assign the weapon one or more
Trap Attack Bonus or Dexterity Bonus but does restrictions. If the weapon has none, its
This weapon lays a minefield, spikes, add +1 per projectile fired. cost is unchanged. If it has 1,divide its cost
or some other similar device. The projec- The maximum number of shots that by 1.5. If it has 2 or more, divide by the
tile “sits and waits” until someone triggers can hit is the number fired. On a critical number of restrictions.
it. If someone walks into the target area, hit, rather than increasing damage, double Some restrictions are especially oner-
they get a Reflex Save (DC 15) to avoid it. the number of shots which hit (up to the ous and so count as two or even three
Trap can be taken with the Melee restric- maximum). restrictions.
tion to simulate a booby trap placed by
hand or released from the mecha. Without If firing against a group, the attacker
determines how many shots to aim at each Crew-Served (Vehicle only)
these weapon restrictions, it can be The weapon requires two or more peo-
deployed at range — a successful ranged ple to operate it — usually the gunner and
touch attack against a Defense of 10
means the Trap was fired into the correct
Table 2-9: Volley Hits per one or more loaders.
area. Attack This must be taken in conjunction with
Attack Succeeded by Number of Hits the Slow-Firing restriction; it can be taken
Unlimited Shots 0-4 1 hit
The weapon does not run out of 5-9 1d4 hits
ammunition or power. It can fire indefi- 10-14 1d8 hits
15+ 1d12 hits 58 of 91
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multiple times. Each time, double the Fixed Arc of Fire point bullet). Armor or Damage Reduction
number of crew required to load the (Vehicle and Giant Robot only) stops twice as much damage as usual. If the
weapon; they must all perform full actions The weapon has a very limited arc of target’s Armor grants an equipment defense
to do so. Thus, a cannon that requires a fire and must be aimed by pointing the bonus, it is doubled vs. the attack.
crew of 8 to operate is a x3 restriction. mecha. For example, a set of fixed for-
ward-firing guns on a fighter plane, or a Melee
Dropped ramming prow. The weapon can only be The weapon can only be used as a melee
The weapon is a bomb, mine, etc. that fired at targets in the specified arc which weapon. It can be used to attack or parry with-
must be dropped from a flying mecha that may require a successful Pilot Skill check in the mecha’s natural reach. Specify the
is approaching the target. Instead of the (which can be opposed by the pilot of a weapon’s size class (normally within one size
usual 10 range increments, the dropped target mecha). of the mecha that will wield it) and whether it
weapon can reach a base 1 range incre- is bludgeoning, piercing, or slashing.
ment per 1,000’ (300 m) of the sum of alti- Specify the arc of fire: Front (Fr), Rear
(Re), Left (L), Right (R), or Top (T). It is usual to take this restriction in con-
tude and speed of the releasing mecha.
Mecha that can fly or move underwater junction with the Muscle-Powered quality.
Bombs take a -4 instead of -2 penalty per
range increment. This cannot be used with can also specify a Bottom (B) arc. Melee counts as two restrictions.
Cone, Stream, Melee, or Thrown.
Less Ammo Only In (Specified
Exposed (Vehicle only) The weapon is only good for a few Environment)
The gunner must be outside the rounds of firing, and then runs out of The attack or weapon can only target
mecha’s Armor on the round the weapon ammunition or power, or burns out. This objects that are on or in a particular limited
fires (and stay exposed until his or her restriction can be taken up to 5 times. environment, for example, “only in water”
next action in the following round). An If the weapon is Slow-Firing, number (representing a torpedo) or “only in space”
exposed character can be fired at with no of shots refers to the total ammunition (representing a powerful weapon that
Armor protection. An example of this aboard the mecha, not in the magazine. requires a vacuum to work). The environ-
weapon restriction would be a machine ment should not be one that is ubiquitous in
gun mounted on a bracket atop a tank Taking this restriction once means the the campaign (for example, “only in air” is
whose gunner must lean out the hatch to weapon has 9-16 shots; twice limits it to 5- not valid unless a lot of the game action will
use. It cannot be taken if the mecha 8 shots; three times to 3-4 shots; four take place in airless environments). If the
already has the Open Defect. times to 2 shots, five times to 1 shot. environment is very rare in the campaign,
the GM may allow this to count as two
Low Penetration*
The attack is easily defeated by Armor
(examples include a shotgun blast or hollow-
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restrictions. Space-Optimized It may not be taken in conjunction with the
The weapon’s energy is easily Melee or Slow-Firing restriction. It is often
Short Range absorbed by air; its full range only applies taken in conjunction with the Muscle-Powered
This restriction halves the range incre- in vacuum. In atmosphere, its base maxi- quality.
ment (round down). It can be taken twice mum range is 5 rather than 10 increments It may be taken with Automatic Fire (rep-
if desired, to get 1/4 range. An even lower and it cannot penetrate thick smoke, fog, resenting a handful of small thrown objects, for
increment can be specified if the GM water, etc. This should only be taken by example).
wants to duplicate a weapon in other d20 ranged weapons doing energy-type dam-
System books with a low increment, but age. It is a common restriction for laser Record a rate of fire of 1, reflecting the fact
there’s usually no extra cost benefit. and particle beams. It cannot be assigned that the weapon must be reloaded or charged
to melee weapons. after each shot.
Short range may not be taken if the
weapon has Melee or Thrown restriction. Thrown Weapon counts as two restrictions.
Static
Slow-Firing The weapon cannot be fired while the Unreliable
The weapon has a restriction that mecha is moving under its own power; The attack tends to jam. Any time the
reduces its rate of fire, such as requiring a perhaps it is too bulky, requires precise player makes an attack and rolls a “natu-
full action (to aim, charge, or load the aim, or drains too much power, or maybe ral” 1, the weapon failed to fire and
weapon) before making each attack. the mecha’s fire control system is not jammed, over-heated, or otherwise mal-
Perhaps the attack generates heat that must advanced enough to compensate for functioned. It will not work until repaired.
be dissipated before it can again fire safe- movement. This does not prevent firing Clearing a jammed weapon requires a full
ly. Consequently, the weapon fires every while drifting, coasting, etc. action and a successful Dex check against
other round. The weapon cannot be used This restriction is commonly taken for a DC of 10. Note: a character cannot
to attack multiple times in a round, nor can artillery-type weapons (especially in con- attempt to clear a jammed weapon if he or
a different character fire it on the round it junction with Indirect Fire). she does not have the appropriate Weapon
is being loaded. This cannot be used with Proficiency Feat. If unsuccessful, the char-
Semi-automatic or Automatic. Thrown acter can try again next round. A natural
This restriction means it is a thrown “1” indicates the jam is severe and cannot
Record a rate of fire of 1. be cleared without an hour’s work and a
weapon. Once thrown, it is useless until
This can be taken multiple times; each retrieved. Specify the weapon’s size class and successful Craft (Mechanical or
time it is taken, loading requires an extra whether it is bludgeoning, piercing, or slashing. Gunsmith) Skill check against a DC of 20.
round’s full action. The weapon’s range increment is divided by 10
Slow-Firing counts as two restrictions. (if the base is 500’, it will drop to 50’), and it
can be thrown a maximum of 5 increments.
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Chapter 3: Mecha Combat


Mecha action should be fast, exciting, road and crashes, victims cry for help. chatting with the enemy, a battle can be
and fun, just like battles between humans, Maybe some player characters can drive made more memorable by giving the
but on a larger and more dramatic scale. the enemy off the streets and into the park heroes some quirky non-player character
This chapter provides rules for the situa- to limit collateral damage, or stop to res- partners or wingmen, such as an arrogant,
tions that can occur when characters are cue civilians, or just get enraged and fight showboating rival or a nervous, inexperi-
piloting giant robots, wearing power even harder to defeat their foes. enced rookie.
armor, or zipping about in vehicles.
It’s also important to personalize a bat-
The number one rule of mecha combat tle. Faceless foes have their place, but
is to make battles as dynamic as possible. players will have more fun if mecha pilots Running Big Battles
Before any fighting starts, the GM should get a chance to get to know their enemies. Some mecha adventures may climax
set the scene. For example, a giant robot Even total war can be interrupted by a few with enormous battles. When dozens or
battle could take place “downtown” . . . undercover operations or diplomatic mis- hundreds of non-player character mecha
but it is more interesting if the GM takes a sions to neutral powers, with the charac- are engaged on both sides, the GM should
few moments to describe the nearby land- ters along as spies or military attaché, to not feel compelled to resolve the action of
marks: mention the rows of office towers, give them a chance to meet the dashing every single soldier or machine. Nor is it
the natural history museum, the subway enemy pilot at the embassy ball. Similarly, necessary to resort to GM fiat. One useful
station, city park, and the hospital down giant robot combat can be grimly realistic, technique is to have the course of the bat-
the block. This isn’t just for atmosphere — but can also have the panache of medieval tle mirror the fortunes of the heroes.
it gives everyone tactical choices. Want to jousts or World War I dogfights, with the Suppose 300 mecha of the Orion Empire
elude the enemy’s flying mecha? Smash deadly enemy ace in her red-painted are attacking 100 mecha serving with the
your way into the subway station and take mecha, or the honorable foe willing to Earth Federation. The Earth forces include
the fight underground. A mecha is sniping have his wingmen hang back to let him three characters and their best friend (a
with a long-range weapon? Have an duel opponents one on one. There’s no non-player character). As the Imperials
enemy mecha take cover behind the hospi- reason why opposing pilots cannot talk outnumber Earth 3:1, have 10 enemy
tal, forcing the hero to choose between over the radio or by view screen as they mecha attack the four heroes. If they win,
risking innocents and charging into range trade laser blasts and plasma bolts, and assume their side wins, with the same pro-
of the villain’s plasma whip. As a 60’ robot this will let characters use Bluff and portion of casualties — if they are wiped
strides down a busy street, people will Intimidate Skills as well as their attack
scatter in terror, a city bus swerves off the bonuses. Even if the players are shy about
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out or flee, their side loses. As GM, it’s possible
to break a complex battle into multiple stages,
with waves of extra reinforcements arriving on
either 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 still
giving players a chance to affect the outcome.

Basic Concepts
Mecha use the d20 System action and combat
rules unless exceptions are specifically men-
tioned.
“Mecha” refers to all sorts of mobile craft
built with these rules.
“Giant robot” applies to machines that are
moving with legs, or slithering like snakes, or
flying with flapping wings, or swimming with
arms, legs, or tails.
“Suit” applies to all mecha suits that mimic
the 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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action, leaving the commander an attack will suffer. Low-tech mecha may have an
Characters in Mecha action each round to do something else — observer or lookout, who does the same
A character in a mecha fills one of sev- control another weapon, or act as an job without any built-in sensors.
eral possible roles, which determines what equipment operator, perhaps. A mecha can
the character can do. have only one commander at a time. Passengers
All other personnel aboard the mecha
Operators Gunner and Loaders are considered passengers for combat pur-
These are the crew assigned to control Some mecha have built-in weapons. If poses. They may be officially part of a
the mecha’s movement, weapons, sensors, such a weapon is controlled from a loca- crew — a technician, cook, ship’s doctor,
etc. Often a mecha has only one Operator. tion other than the pilot’s position, a char- a scientist, or a security team, etc. — but
acter can man that position and become they perform no specific role in mecha
Pilot the gunner. A mecha can have as many operation. They may, however, be able to
The pilot of the mecha controls its gunners as it has gunner positions. Some fire weapons from the mecha, perform
movement (and any limbs, if a giant robot weapons may also require one or more repairs, fight fires, give advice, or take
or suit). Depending on the type of mecha, loaders, if they have the Crew-Served other actions.
he or she may be styled “driver,” “helms- weapon restriction, who must be stationed
man,” “steersman,” etc. next to the gunner. This doesn’t require Crew Quality
Most mecha have only one position any special Skill, so loaders often double Rather than force the GM to create, or
from where the mecha can be operated, so as mechanics or service crew aboard the remember, statistics for everyone aboard a
the person there is the pilot. Operating a mecha. mecha, mecha statistics include a general
mecha is, at a minimum, a move action, “crew quality” descriptor. This indicates a
which means that the pilot may be able to Equipment Operator typical crew’s aptitude with the mecha’s
do something else with his or her attack or Lookout
action. An equipment operator is assigned to
operate one or more items of equipment
Table 3-1: Mecha Crew Quality
Crew Quality Check Modifier Attack Bonus
Commander aboard the mecha, such as a radio or sen-
Untrained -4 -2
In some mecha, there is a captain or sor, freeing the pilot from having to worry
Normal +2 +0
commander whose main role is to give about it. Not all mecha have equipment
Skilled +4 +2
orders. He or she can help any crew mem- operators. In combat, the main use of an
Expert +8 +4
ber (pilot, gunner, etc.) by taking an equipment operator is to make Computer
Ace +12 +8/+3
Attack action. This can represent giving Use checks without the -5 “spotter dis-
advice, highlighting targets or directions tracted” penalty that a character doing
to travel, and so on. Doing so is a move something else (like shooting or piloting)
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systems. Use the check modifier for all are very great, or no map is being used, sidered to be within melee range for the
Skill checks related to the operation of the use abstract scale. The GM can mix and purposes of determining range for attacks.
mecha (including Drive and Repair match scales as necessary.
checks). Use the attack bonus for all attack Abstract Scale
rolls performed by the crew. Character Scale In abstract scale, the GM keeps track
This does not restrict the GM from Character scale is identical to the stan- of spatial relationships in his or her head
creating unique mecha where the crew’s dard movement scale used in most d20 or on a sketch map, describing distances to
statistics are included. System games: it’s carried out on a grid in the players in feet (or meters) as appropri-
which each square equals 5 feet (1.5 m). ate. The GM should keep a general, men-
Getting Started In character scale, most mecha are tal note of relative distances (in squares,
Vehicles and giant robots can be large enough to occupy multiple squares feet, or meters) between combatants or
entered with a move action and started on the map grid. How many squares a important objectives. For example, if the
with a second move action. An exception mecha occupies is determined by the encounter begins with two hostile mecha
is noted in a mecha’s description when it mecha’s dimensions. 300 meters apart, and on its first round one
applies. See the Start Up Time Defect. mecha charges forward 100 meters, then
When moving a mecha, count the those two mecha are now 200 meters from
Mecha suits normally take the same squares from the mecha’s rear. When turn- each other. GMs should not become hung
time to don or remove as plate armor. ing, pivot the mecha on the rear square up on exact speeds and distances — just a
Very tall mecha whose cockpit is in the toward which it is turning. When firing general idea of the overall distance is usu-
head are assumed to have ladders or wire weapons, count squares from the location ally enough.
lifts that allow the occupants to reach of the weapon.
them. A sufficiently agile pilot could leap No more than one mecha can occupy
into the cockpit, however. the same ground square. Mecha Sizes
Mecha use the same size categories as
Chase Scale characters and creatures, as described in
Scale In chase scale, each square of the grid Chapter 2. GMs should be familiar with
the Big and Little Creatures in Combat
These rules use three scales. If the represents 50 feet (15 m).
encounter involves both mecha and char- rules (see the PHB), since these apply to
In chase scale, most commonly mecha.
acters on foot, use character scale. If the encountered mecha occupy only one
scene involves only mecha, and they’re square. Some especially large mecha
likely to move at much higher speeds than might occupy more than one square. More
characters or creatures on foot, use chase than one mecha can occupy the same
scale. If neither is appropriate, or distances square. Mecha in the same square are con- 64 of 91
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Facing and of delayed or readied actions as passen- Spotting Underwater
gers wait for pilots to perform maneuvers If not using sensors, spotting underwa-
Firing Arcs when used if characters are all aboard the
same mecha.
ter uses a 1’ rather than a 10’ increment.
When dealing with mecha, the
mecha’s facing (the direction it is point- An alternative is to roll initiative for Spotting in Space
ing) is important. Facing indicates the each mecha, using the mecha’s initiative If not using sensors, visual spotting in
direction in which the mecha is travelling modifier. This is particularly appropriate space uses a 100’ rather than 10’ increment.
(assuming it’s not moving in reverse). It when characters are in the same mecha,
can also determine which weapons aboard since it allows everyone aboard the same
the mecha can be brought to bear on a tar- mecha to act more or less simultaneously. Movement and Action
get. Except where specifically noted
A fixed weapon built into a mecha can Surprise and Situational below, movement and action use ordinary
d20 System combat rules.
by mounted to fire in one of four direc- Awareness
tions — forward, aft (rear), right, or left — In mecha combat, the element of sur-
or be built into a partial or full turret, or an prise can be crucial. Use the normal rules Options for Pilots
arm. A partial turret lets a weapon fire into for determining surprise and awareness, Here is what a mecha’s pilot can do in
three adjacent fire arcs (such as forward, but with these considerations: a single round:
left, and right), while a full turret or arm
lets it fire in any direction. For mecha with Spot Checks If in a Mecha Suit
weapons, a weapon’s arc of fire is given in These are crucial for determining A mecha suit moves exactly like the
the mecha’s description. awareness, since mecha weapons often wearer, except that the suit may have a
have very long ranges. The GM should be movement multiplier that applies to the
See the Fixed Arc of Fire restriction.
familiar with mecha sensor capabilities wearer’s speed and the distance he or she
detailed in the design rules (see Sensors) can jump, as well as a strength bonus. The
wearer can perform any actions while
Initiative and with modifiers to Computer Use/Spot
and Listen checks detailed in the Stealth, wearing the suit, just as if he or she were
There are two options for determining wearing any other armor.
Noisy, Windows, and Poor Visibility
initiative in mecha combat.
Defects. The GM should also impose a -5 Run actions tire the wearer as usual; a
The first is individual initiative just as distraction penalty on a character who is suit may sometimes speed movement, but
in normal combat, where each character performing another task while spotting, it is still fatiguing.
rolls separately. This is probably the best such as driving.
method if most or all characters are aboard
different mecha since it can result in a lot
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If in a Vehicle tion to land movement if moving at high Running
speed (see Declaring Speed) or less on the The pilot does not tire from running.
Choose Speed previous turn, and it is now on a solid sur-
The pilot may increase or decrease his face. If so, see Giant Robot Agility, Declaring Speed
or her mecha’s speed category by one (or instead. At the beginning of his or her action, a
keep it the same). See Declaring Speed. pilot must declare his or her speed catego-
Giant Robot Agility ry for the round. The pilot can choose to
Optional Attack Action A giant robot can move either as a go one category faster or slower than the
If the pilot wants, he or she can use his vehicle or as a character. It can only move category used in the previous round, if his
or her attack action before moving the as a character if it moved no faster than or her mecha is fast enough to do so. For
mecha. If the pilot does so, however, he or High Speed (750’/225 m) on the previous an exception to this, see Climbing and
she will be limited to a single stunt during round, and if it uses land speed. If moving Diving.
movement. as a character, its pilot may have the robot
perform any actions a living creature of The six speed categories and the
Movement the same size and shape could — using the speed, per round, at which the vehicle
The mecha moves at a speed deter- normal rules for character action, with must be moving:
mined by its speed. Along the way, per- these two exceptions: The pilot of a giant robot that moved at
form any number of simple maneuvers no greater than high speed on his last
(limited only by their movement cost). Speed round may instead declare he or she is
The pilot may also attempt a single stunt The giant robot moves at up to 1/4 its using character movement. See Giant
as part of the movement (or two, if the land combat speed, or 100’
pilot didn’t take his or her attack action (30 m), whichever is less,
before moving). See Moving the Mecha. when it takes a normal Table 3-2: Speed Per Round
move (Move action). It can Speed Category Speed
Optional Attack Action move at up to 1/2 its top Stationary No Movement
If the pilot did not take an attack action speed, or 250’ (75 m), Slow Speed Up to 100’ (30 m)
before moving, and performed one or whichever is less, when it Tactical Speed 100’ (30 m) to 250’ (75 m)
fewer stunts, the pilot has an attack action takes a Double Move (Full High Speed 251’ (75 m) to 750’ (225 m)
left. action). It can move at up Very High Speed 751’ (225 m) to 2,500’ (751 m)
to its top speed, or 750’ Extreme Speed 2,501’ (751 m) or greater
Transition (225 m), whichever is less,
A giant robot that is using land move- if it runs.
ment may move as a character; if using
another type of movement, it may transi- 66 of 91
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Table 3-3: Mecha Speed and Modifiers
Speed Move (Turn) Move (Turn) Move (Turn) Move (Turn) Defense Maneuver
Category (abstract feet) (abstract meters) (5’ squares) (chase squares) Modifier Modifier
Stationary 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 +0
Tactical 101’-250’ (10’) 31 m-75 m (3 m) 21-50 (2) 2-5 (1) +1 -1
High 251’-750’ (20’) 15 m-225 m (6 m) 51-150 (4) 5-15 (2) +2 -2
Very High 751’-2,500’ (40’) 226 m-750 m (12 m) 151-500 (8) 16-50 (2) +4 -4
Extreme 2,501’+ (100’) 751 m+ (30 m) 501+ (20) 51+ (3) +8 -8

Robot Agility. A mecha that was already to hit. The Mecha Speeds and Modifiers
using character movement may continue Table lists a movement range for each
Maneuver Modifier: The modifier to
to do so, or may go to either of Stationary, speed category (in feet, meters, and
any maneuver checks or rolls when mov-
Slow, or Tactical speeds. squares). For example, a mecha that is
ing at this speed, since a faster mecha is
Example: An officer is driving a tank moving at high speed has a listed move-
harder to maneuver.
with a top speed of 500’. From a standing ment of 251’-750’.
A stationary mecha cannot move, with
start, she could accelerate to slow speed During his or her move action, the
these exceptions: A stationary giant robot
on the first round, tactical speed on the pilot may moves the mecha any distance
can turn to any direction on land, as can a
second, and high speed on the third round. that falls within its current speed category,
stationary flyer with no stall speed, or any
The tank could not go past high speed, provided that does not exceed its top
mecha that is underwater.
because reaching very high speed requires speed. For example, a mecha with a top
a top speed over 750’. A stationary mecha can change to low speed of 500’ that was moving at high
speed in either forward or, in some cases, speed could move 251-500’, but it could
Move: The first number listed under
in reverse. Mecha cannot usually go faster not move 501-750’.
Move (Turn) is the range of distances a
than low speed in reverse; flying mecha
mecha can travel at this speed and scale Unlike moving characters, a mecha’s
can only do so if they have no stall speed;
per round. facing is important; unless it changes
mecha cannot usually do so in or under
(Turn): The second, parenthetical direction, a mecha always moves in the
water.
number is the speed’s Turn number, whose direction of its facing (or in the opposite
use is explained under Turn. direction, if it’s moving in reverse).

Defense Modifier: The bonus a mecha Moving the Mecha


receives to its defense when moving at the Controlling a vehicle or giant robot is
listed speed, since a faster mecha is harder a move action, taken by the mecha’s pilot.
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While moving this distance and direc- The two kinds of mecha movement are however, do cost movement, so a mecha
tion, the pilot can attempt maneuvers to simple maneuvers and stunts. that makes a lot of simple maneuvers will
change the mecha’s course or affect its not get as far as one going in a straight
A simple maneuver, such as a 45-
next round’s speed. These maneuvers can line. Simple maneuvers do not require the
degree turn, is easy to perform. Each is a
be attempted at any point along the pilot to make Skill checks.
free action and can be taken as many times
mecha’s route. The pilot can choose
as the pilot likes while he or she moves the Stunts are difficult and sometimes dar-
to use his or her attack action to
mecha. Simple ing maneuvers that enable a pilot to
attempt an additional maneuver.
maneuvers, change his or her mecha’s speed or head-
ing more radically than a simple maneuver
allows. A stunt is a move action. It can be
taken as part of a move action to control
the mecha, and a second stunt can be
attempted in lieu of the pilot’s attack
action. Stunts always require Drive or
Pilot checks.
If using a square grid, count squares
for mecha just as for characters. Mecha
can move diagonally; remember that when
moving diagonally, every second square
costs 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 Maneuvers
During a mecha’s movement, the
pilot can perform any one of the fol-
lowing maneuvers.

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45-Degree Turn If moving in three dimensions (air, must move horizontally a distance equal to
A vehicle can make a simple 45- space, underwater) a mecha must also be its Turn number between a climb or dive.
degree turn as part of its movement. The at the same altitude. For example, if a mecha moving
mecha must move forward at least a num- 1,000’ (at high speed) could dive 500’,
ber of squares, feet, or meters equal to its Sideslip move horizontally 40’ (its turn number at
Turn number (shown on the Mecha A pilot might wish to move to the side High speed), then use the remaining 460’
Speeds and Modifiers Table), before it can without changing the mecha’s facing. This of movement to climb 230’.
turn. At Extreme speed, a mecha can only simple maneuver, called a sideslip, allows
make one such turn. At chase scale, each a mecha to avoid obstacles or weave in Keep track of altitude with a note of
45-degree turns counts as one square (50’) and out of traffic without changing facing. the mecha’s altitude in feet, meters, or
of movement. In character or abstract scale, a sideslip scale squares. In practice, it is usually eas-
moves a mecha 5’ (1.5 m) forward and the iest if most mecha stay at the same altitude
At character or abstract scale, each 45- unless necessary.
same distance to the right or left. It costs
degree turn counts as 5’ (1.5 m) of move-
15’ (4.5 m) of movement. In chase scale, a If a mecha spends at least half its
ment.
sideslip moves a mecha 1 square forward movement diving, and does not climb, on
and 1 square to the right or left. It costs 3 its next round its top speed is increased by
Ram squares of movement.
At character scale, a pilot does not up to double normal or by +1,000’ (300
have to perform a maneuver to ram anoth- m), whichever is less. The mecha may not
Climbing and Diving decrease its speed category, and may
er mecha. He or she only needs to move
A mecha that is flying can use some or increase its speed by up to two categories
the mecha into the other mecha’s space,
all of its movement to increase or decrease (if its new top speed allows this). If a
and a collision occurs (see Collisions and
altitude as follows: mecha spends at least half its movement
Ramming.
• Mecha has no stall speed climbing, and does not dive, on its next
At chase scale, however, more than round its pilot may not increase its speed
one mecha can occupy the same square The mecha can use all of its movement category.
and not collide. This means that ramming to climb or dive, but if climbing each unit
another mecha requires a simple maneu- (foot, metre, or square) of distance counts A flyer that dives into the ground will
ver. The pilot moves his or her mecha into as two units. crash. A flyer lacking life support cannot
the other mecha’s square and states the climb beyond the altitude where its crew
• Mecha has stall speed can breathe, or so high that its engines (if
intention to ram. Resolve the ram as a col-
lision, except that the pilot of the target The mecha can use any of its move- they are air breathing) run out of oxygen.
mecha gets a Reflex save (DC 15) to ment to dive, but can spend no more than
reduce the damage to both mecha by half. 1/2 of its movement climbing, and each
unit of distance counts as two units. It
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• Underwater Avoid Hazard Stunt the mecha (see Losing Control). Failing to
A mecha that is moving underwater is When a mecha tries to move through a avoid an object results in a collision with the
treated as a mecha with no stall speed, but space and altitude occupied by a hazard, the object (see Collisions and Ramming).
otherwise uses the same rules as a flyer, pilot must succeed on a Drive or Pilot check
and keeps track of depth the same way. to avoid the hazard and continue moving. Bootlegger Stunt
The speed increase while diving, however, This is a stunt maneuver that allows a
Structures larger than 5’ (1.5 m) (one mecha moving on land to radically change
is limited to double speed or +500’ (150 square) across simply cannot be avoided.
m), whichever is less. It cannot climb direction without turning. In so doing,
Also, if a pilot cannot make a check (if he or however, the mecha comes to a stop.
above the surface, or safely dive below its she has used all of his or her actions for the
rated dive depth. Before a mecha can make a bootlegger, it
round performing other stunts), he or she must move in a straight line a distance
automatically fails to avoid the hazard. In equal to its turn number; it may not make
Stunts such cases, a collision occurs. a bootlegger at extreme speed.
Stunts are maneuvers that require a
Drive or Pilot check to perform successfully. The DC to avoid a hazard varies with the To resolve a bootlegger turn, simply
Unsuccessful stunts often result in the mecha nature of the hazard. change the mecha’s facing to the desired
ending up someplace other than where the On a failed check, the mecha hits the direction. The mecha ends its movement
pilot intended. When this happens, the obstacle. For caltrops or a mine field, this in that location, at stationary speed. The
mecha collides with any objects in its path. means they make an attack against the DC for a bootlegger depends on the
The check/roll modifier from the Mecha mecha. An oil slick forces the drive to make change in facing. On a failed check,
Speeds and Modifiers Table affects all Drive a Drive or Pilot check (DC 15 plus a modifi- instead of facing the desired direction, the
or Pilot checks made by the pilot and attack er based on the mecha’s speed category equal mecha only changes facing by 45 degrees.
rolls made by all occupants of the mecha. to the Defense Modifier) to retain control of Make a Drive check to retain control
against a DC equal to the DC for the boot-
leg turn attempted (see Losing Control).
Table 3-4: Typical Hazards
Hazard DC Note
Caltrops 15 Usually only for ground mecha
Table 3-5: Bootlegger Stunts
Facing Change DC
Mines 15 Usually only for ground or water mecha
45 degrees 5
Oil slick 15
90 degrees 10
Object
135 degrees 15
Small (tire, light debris) 5
180 degrees 20
Medium-size (crate) 10
Large (pile of wreckage) 15
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Hard Brake Stunt Table 3-6: Jump Stunts
With a hard brake stunt, a pilot can Gap Width Sample DC
reduce the mecha’s speed by up to two cat- 1-3’ (1 m) Ditch 15
egories if on land or one category other- 4-8’ (2 m) Culvert 20
wise. This can represent anything from 8-15’ (3-5 m) Creek, small ravine 25
slamming on the brakes in a ground mecha 16-25’ (6-8 m) Narrow road, small pond 35
to throwing out an anchor in a watercraft 26-40’ (9-13 m) Wide road, small river 45
or a controlled stall with an airplane. This Table 3-7: Mecha Speed Jump Modifiers
is in addition to any speed change made at Mecha Speed Category DC Modifier
the beginning of his or her action. The Slow speed +10
mecha’s movement for the round ends as Tactical speed +5
soon as it has moved the minimum dis- High speed +0
tance for its new speed category. If it has Very high speed -5
already moved that far before attempting Extreme speed -10
the hard brake, it ends its movement
immediately. The DC for a hard brake is On a failed check, the mecha contin- check, the mecha fails to clear the gap, and
15. On a failed check, the mecha does not ues to move forward a number of squares instead falls into it (or collides with the far
change speed categories. Make a Drive or equal to its turn number before turning, side). Determine damage as for a collision
Pilot check (DC 15) to retain control (see just as with a simple 45-degree turn. Make (see Collisions and Ramming).
Losing Control). If performed by a flying a Drive or Pilot check (DC 15) to retain
mecha, a successful hard brake automati- A shallow gap (1 to 3 feet deep) is
control (see Losing Control).
cally results in a loss of altitude equal to equivalent to a Medium-size object; the
the mecha’s turn number. mecha may be able to avoid taking collision
Jump Stunt damage from the failed jump by treating the
The pilot of a mecha moving on land or far side as a hazard and then continue mov-
Hard Turn Stunt water can attempt to jump his or her mecha
A hard turn allows a mecha to make a ing (see Avoid Hazard).
across a gap. To make a jump, the mecha
turn in a short distance without losing must move in a straight line a distance at A moderately deep gap (4 to 10 feet
speed. A hard turn functions like a 45- least equal to its turn number. If the mecha deep) is equivalent to a Huge object. The
degree turn simple maneuver, except that doesn’t have enough movement left to clear mecha can only drive out of the gap if the
the mecha only needs to move forward a the gap, it must complete the jump at the walls are not too steep.
distance equal to half its turn number start of its next turn. The DC for a jump
(rounded down). The DC for a hard turn is depends on the width of the gap, modified
15. by the mecha’s speed category. On a failed
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A deeper gap (11 feet or deeper) is At chase scale, the mecha must be in Stalling
equivalent to a Colossal object. The mecha the same square as its target and moving in A flying mecha will stall if, at the end
can only drive out of the gap if the walls are the same direction. There is no movement of a round, it has not moved faster than its
not too steep. cost. stall speed (see Stall Speed Defect). Some
If the gap is filled with water, the mecha If the stunt is successful, both mecha mecha have no stall speeds; they will
takes only half damage from the collision take damage as if they had collided (see never stall.
with the surface. If the water is too deep or Collisions and Ramming), except that the If a flying mecha starts its round in a
the bottom is too soft (GM’s discretion), the collision multiplier is 1/4, and the pilot of stall, the pilot must make an immediate
mecha might not be able to move. the target mecha can make a Reflex save DC 15 check to avoid losing control (see
(DC 15) to reduce the damage to both Losing Control). Even if the pilot avoids
Sideswipe Stunt mecha by half of that result. The pilot of losing control, the mecha cannot perform
During a mecha’s movement, a pilot the sideswiped mecha must succeed at a any maneuvers or stunts other than to
can attempt to sideswipe a target, either to Pilot or Drive check (DC 15) at the begin- Dive, although he or she may alter the
deal damage without fully ramming it or ning of his or her next action or lose con- mecha’s speed. It pulls out of its stall if it
to cause another pilot to lose control of his trol of the mecha. can end the round having moved faster
or her mecha. The DC for a sideswipe is 15. It’s than its stall speed. If not, next round the
At abstract or character scale, a mecha modified by the relative size and speed of effects are the same — a check to avoid
must be side by side with its target (in the target. losing control, and the same limitations.
character scale, occupying the square or
squares directly to its side) and moving in On a failed check, both mecha take Collisions and Ramming
the same direction. Attempting a side- damage as though the sideswipe attempt A collision occurs when a mecha
swipe costs 5’, 1.5 m, or 1 square of was a success. The other pilot does not strikes another mecha or a solid object.
movement. need to make a check to retain control, When a mecha collides with a creature or
however. other moving mecha, the target can
attempt a Reflex save (DC 15) to reduce
the damage by half. These rules are appli-
cable to mecha whether moving as charac-
ters or as vehicles.
Table 3-8: Sideswipe Stunts
Target Condition DC Modifier
Each size category larger -5
Each size category smaller +5
Each speed category of difference -2
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Resolving Collisions Table 3-10: Collision Direction
The base damage dealt by a mecha colli- Colliding Mecha’s Target Multiplier
sion depends on the speed and size of the A stationary object x1
objects involved. Use the highest speed and the A moving mecha, striking head-on or 45 degrees from head-on x2
smallest size of the two colliding objects and A moving mecha, striking perpendicular x1
refer to the Collision Damage Table (below). A moving mecha, striking from the rear or 45 degrees from the rear x 1/2
After finding the base damage, deter- A mecha being sideswiped (see Sideswipe) x 1/4
mine the collision’s damage multiplier
based on how the colliding mecha struck the Once the damage has been determined, larger its speed is unaffected but the other
other mecha or object. For mecha moving in apply it to both mecha (or objects or crea- loses 3 speed categories.
reverse, consider the back end to be the tures) involved in the collision. Both mecha
If the colliding mecha moved the mini-
mecha’s “front” for determining the colli- reduce their speed by two speed categories
mum distance for its new speed category
sion multiplier. Consult the Collision if they are within one size class of one
before the collision, it ends its movement
Direction Table for a multiplier. another. If one is two or more size classes
immediately. If not, it pushes the other
mecha or object aside, if possible, and con-
Table 3-9: Collision Damage tinues until it has moved the minimum dis-
Highest Speed Damage Die Type tance for its new speed category.
Slow speed d2 Example: A huge mecha smashes into a
Moderate speed d4 gargantuan mecha at extreme speed. The
High speed d8 damage is 12d20 if the speed was
Very high speed d12 10,000/3,000m or less. If it took place at a
Extreme speed d20* speed of, say, 27,000’, it would be
* If speed is over 10,000’ (3,000 m), add +1 per die, or if over 20,000’ (6,000 m), 12d20+12. Each loses 2 speed classes.
add +2 per die, or if over if 30,000’ (9,000 m), add +3 per die, and so on.
The pilot of the mecha that caused the
Smallest Object/Creature Size Number of Dice (+ adds) collision must immediately make a Drive or
Colossal 20 Pilot check (DC 15) or lose control of the
Gargantuan 16 mecha (see Losing Control, below). The
Huge 12 pilot of the other mecha must succeed on a
Large 8 Drive or Pilot check (DC 15) at the begin-
Medium 4
Small 2
Tiny 1
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ning of his or her next action or lose control Losing Control Spin or Tailspin
of his or her mecha. Exception: a mecha that A collision or a failed stunt can cause At character or abstract scale, a mecha
was large enough that it did not lose speed a pilot to lose control of his mecha. In spinning on land, water, or in space moves
does not make a collision check. these cases, the pilot must make a Drive or in its current direction a distance equal to
Pilot check to retain control of the mecha. the turn number for its speed, then ends its
Collision Damage to Mecha If this check is successful, the pilot main- movement if on land or water. At chase
Occupants tains control of the mecha. On a failure, a scale, the mecha moves 1 square and ends
When a mecha takes damage from a mecha on land or water goes into a spin, or its movement. Once it stops, roll 1d8 to
collision, its occupants may take damage a roll/capsize if it fails by 10 or more; a determine its new facing:
as well. The base amount of damage mecha in the air or underwater inadver-
depends on the cover offered by the tently veers off course by 45 degrees to
mecha. right or left (roll randomly) and loses alti-
Table 3-11: Spin or Tailspin
tude or depth, or if it fails by 5 or more, Facing
No Cover: Same as damage Die Roll Facing
taken by mecha suffers a tailspin. Remember that the
check/roll modifier from Mecha Speeds 1 no change
One-quarter cover: One-half and Modifiers Table applies to all Drive or 2 right 45 degrees
damage taken by mecha Pilot checks. 3 right 90 degrees
4 right 135 degrees
One-half cover: One-quarter An out-of-control mecha may strike an 5 180 degrees
damage taken by mecha object or other mecha. When that happens, 6 left 135 degrees
Three-quarters cover: One- a collision occurs (see Collisions and 7 left 90 degrees
tenth damage taken by Ramming). 8 left 45 degrees
mecha.
Veer and Depth/Altitude Loss Reorient the mecha accordingly.
Nine-tenths cover or more: Roll 1d6. On a 1-3, it veers 45 degrees Exception: A colossal mecha, such as a
No damage. right; on a 4-6, it veers 45 degrees left. It ship, has too much momentum to spin
If individuals are not strapped in, may not make other maneuvers this round, around completely. Roll 1d6. On a 1-3 it
increase damage one category (no extra and loses depth or altitude equal to its cur- turns right 45 degrees; on a 4-6 it turns left
increase if no cover). rent turn number and may not voluntarily 45 degrees. Other effects are the same.
increase speed next round unless required If the mecha is flying or underwater,
If half cover or less, each of the occu-
by diving. The sudden loss may cause it to the mecha goes into a tailspin, continuing
pants may make a Reflex save (DC 15) to
crash or run aground.
take half damage. If 3/4 cover or more,
they get a Fortitude save (DC 10) to take
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on the same course but diving vertically at its
maximum rate and spinning about its axis;
make a Pilot or Drive (DC 15) check at the start
of each round to recover; failure means it con-
tinues to dive out of control and can make no
other maneuvers, nor attack. When the mecha
pulls out, roll 1d8 to determine direction as
above. A mecha in a tailspin loses all defense
bonuses from the pilot’s Dex, Feats, and
Levels.

Roll, Fall, or Capsize


The mecha may tumble, taking damage.
This is referred to as “capsizing” if a mecha is
on water.
At character scale, the mecha rolls in a
straight line in its current direction for a num-
ber of squares equal to the turn number for its
speed, then ends its movement. At the end of
the 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 and
reorienting.
At either scale, a mecha takes damage
equal to 2d6 x the turn number for its speed
(using the 5’ Square column values). The
mecha’s occupants take damage equal to 2d4 x
the turn number for its speed (Reflex save, DC
15, for half damage).
Anyone not inside or strapped into a rolling
or capsizing mecha will also fall off.
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After a mecha rolls or capsizes on the To make a Hide check, use the normal Mecha Combat Actions
ground or water, roll 1d6. On a 1-3 if it rules for hiding (see the Hide Skill Actions during mecha combat are han-
right-side up and (if not disabled) can con- description). The normal size modifiers dled the same way as actions during per-
tinue to operate normally. On a 4-6 it is apply, but if the pilot is hiding among sonal combat. A character can take two
upside down. If it is a giant robot, it can other mecha, most of which are size Large move actions, one move action and one
right itself using its arms (if not disabled). or Huge, he or she gains a +8 bonus on the attack action, or one full-round action in a
Otherwise, it is effectively out of action, check. This use of the Hide Skill can only round. Free actions can be performed nor-
unless it can fly. be attempted in heavy traffic or very com- mally, in conjunction with another action.
A mecha which rolls in a situation that plex terrain (such as a jungle, thick forest,
could cause it to topple off a cliff, into a mountains, or cinematic asteroid belt); in Free Actions
ravine or similar, forces the pilot attempt a lighter traffic, the GM might not allow it Communicating orders and ducking
Reflex save (DC 25) to avoid falling all the or might apply a penalty to the check. down behind a door are examples of free
way down. The mecha will sustain damage A pilot can use Bluff to make a pursuer actions. Characters can perform as many
as above, plus an additional 1d6 damage for think he or she is going a different direc- free actions as the GM permits in a single
each 15’/5 m fallen. tion from what the pilot intends. This usu- round.
ally works only in urban driving situa-
Other Mecha Movement tions, but it could also apply if flying Move Actions
through a maze of canyons or the like. Just Changing position within a mecha is
Activities usually a move action, especially if the
These activities can be used in combat, before making a turn onto an off-ramp,
side street, or side canyon, make a Bluff character has to trade places with another
during chases, etc., whether using abstract,
check opposed by the pursuer’s Sense character. If the character’s movement is
character, or chase scale.
Motive check. If the pilot is successful, the short and unobstructed, the character can
pursuer takes a -5 penalty on any Drive do it as the equivalent of a 5-foot step.
Hide and Seek Otherwise, it requires a move action.
When being pursued, a pilot can check needed to make the turn to follow
attempt a Hide check to lose the pursuer in the pilot. If the other pilot can make the
heavy traffic, complex terrain or clouds, or turn using only simple maneuvers and Attack Actions
does not have to make a Drive check, the Anyone aboard a mecha can make an
a Bluff check to misdirect the pursuer
Bluff attempt has no effect. attack with a personal weapon, and pilots
before a sudden change of direction (such
and gunners can make attacks with any
as turning onto an off-ramp or a side
mecha-mounted weapons controlled from
street, canyon, etc.). “Hide and seek” tac-
tics are generally useless in any type of Fighting from Mecha their positions.
open country, at high altitude in good The following rules provide a further
weather (or if your foe has radar, etc.), in framework for combat involving mecha.
deep space, or at sea.
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Full-Round Actions Defense but does not allow the pilot to Cover and Concealment
Since the pilot must use a move action attack (gunners or passengers take a -8 When a character fires from a mecha,
to control the mecha, he or she can’t take penalty on attack rolls). These modifiers objects or other mecha in the way can pro-
a full-round action unless he or she starts last until the pilot’s next round of actions. vide cover for the target. Use the normal
it in one round and completes it on his or rules for cover, bearing in mind the size of
her next turn (see Start/Complete Full- Full Attack Action the mecha. Thus, a medium-sized suit
Round Action in the PHB). A pilot cannot normally make a full could take cover behind a tree, but a huge
attack, since controlling the mecha giant robot could not. A few specific con-
Attack Options requires a move action. Gunners or pas- siderations:
Firing a mecha’s weapon requires an sengers, however, can take full attack
actions, since they don’t have to use a • Concealment vs. Sensors
attack action and uses the pilot’s or a gun-
ner’s ranged attack modifier. move action (except, perhaps, to change Concealment is ineffective if sensors
positions in the mecha). Taking a full used by the attacker can see through it. For
A pilot with 5 or more ranks in the attack action is useful only if a character example, normal smoke is ineffective
Drive or Pilot Skill gains a +2 synergy has a base attack bonus high enough to get against radar or infrared, so provides it no
bonus when firing fixed forward-firing multiple attacks. A passenger can make concealment.
mecha-mounted weapons while driving. multiple attacks with his or her own
• “Hull Down” Vehicles
Some military mecha are equipped weapon. A gunner can make multiple
with targeting systems, such as computers. attacks with one or more weapons con- A common tactic for tanks and similar
These systems grant equipment bonuses trolled from his or her position. vehicles (or giant robots with weapons
on attack rolls with the mecha-mounted mounted in their heads) is to be “hull
weapons to which they apply. Targeting Mecha down” behind a ridge with only the turret
An attack made against a mecha uses or head exposed. This is 3/4 cover.
Maneuver Defensively the mecha’s Defense, modified by its
Just as in melee combat, one can maneu- speed category and any appropriate feats Damaging Mecha
ver defensively while controlling a mecha. or class abilities (see Chapter 1). All mecha have Hit Points. Like most
This option, usually called “evasive action,” inanimate objects, mecha also have
Attackers can choose instead to target
grants a +2 dodge bonus to the mecha’s Armor. Whenever a mecha takes damage,
specific mecha occupants. An attack
Defense and applies a -4 penalty on attack subtract the mecha’s Armor to determine
against a mecha occupant is made like any
rolls made by occupants of the mecha. the HP loss.
other attack. Remember, however, that a
character in a mecha gains bonuses to
Total Defense
Defense from both the mecha’s speed and
A pilot can choose the total defense
any cover it provides.
action, which grants a +4 dodge bonus to 77 of 91
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Table 3-12: System Damage Table Special Damage
d20 Roll Vehicle or Giant Robot One or more of the mecha’s special
19-20 Crew injury* abilities (sensor, communication device,
17-18 Special damage airlock, etc.) is knocked out. The GM
13-16 Weapon hit decides what was hit, or rolls randomly.
10-12 Engine hit
7-8 Passenger injury* Engine Hit
5-6 Cargo hit The mecha’s engine, battery, or power
1-4 Propulsion hit plant is knocked out. The mecha must
* If a mecha suit, treat as special damage, since the wearer is automatically damaged anyway. decelerate one speed category each turn
until it reaches stationary speed. If in
Major System Damage Another way to determine system space, it will simply drift at its current
If a vehicle or giant robot takes dam- damage is to roll randomly. GMs can cre- speed. If this is not appropriate, the GM
age from a critical hit, or any time it loses ate specific damage tables for individual decides what happens. For example, a
more than half its original Hit Points from types of mecha. Alternatively, this univer- chariot’s yoke might snap, or a ship’s main
a single attack, the GM can have it suffer sal table can be used: mast could fall.
major system damage: something impor- If a result cannot happen, the mecha
tant breaks. suffers no extra effect. For example, a Propulsion Hit
rowboat would be immune to most of the The mecha’s ability to maneuver is
Based on the type of damage, certain
following results, because it is so simple it damaged. This may represent a flat tire,
special abilities or weapons might stop
has little that can be damaged other than damaged leg, hydraulics rupture, fallen
working or be reduced in level. For exam-
its structure. rigging, etc. The mecha is at -4 on all
ple, a hit could completely knock out a
maneuvering checks. In addition, its pilot
mecha’s Force Field or sensors, or a trans-
Crew Injury must make an immediate check (as if mak-
formable mecha’s body-morphing mecha-
A key crew member aboard the mecha ing a Stunt, at the -4 penalty above) to
nism might be put out of action, leaving it
is directly in the path of any penetrating avoid loss of control.
stuck in its current form. A fuel tank could
start leaking, giving the mecha only a few damage. He or she takes the same damage
minutes to land before it runs out of gas. that the mecha sustained. This damage is Passenger Injury
halved on a Reflex save As Crew, above, but to a random pas-
The GM should choose something that
senger.
seems dramatically appropriate — some- (DC 15). If the mecha has multiple key
times system damage can even lead to fur- crew members, roll randomly to determine
ther adventure, as a damaged mecha is who was hit.
forced to stop for repairs or needs a partic-
ular part to bring things back on line. 78 of 91
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Cargo and takes 55 points of damage after Fires
Part of the cargo is damaged; this Armor. Bad news! But the pilot isn’t If a mecha loses 10 or more Hit Points
could include any smaller mecha carried blown out of the air — instead, he decides due to fire or explosion, it will catch fire if it
aboard. The GM determines the effect, to take 39 points of damage to himself fails a fire save. The fire save DC is 10 + the
usually applying the damage to an item (reducing his HP to 11 . . . he can’t drop damage inflicted. The mecha has no bonus to
carried. Note that if the mecha is carrying them any lower than his Con); the remain- this save attempt — simply roll 1d20. Mecha
bulk cargo (such as a load of grain) a cargo ing 21 points of damage are applied to the that have the Volatile Defect automatically
hit will usually have no effect. mecha, which drops to 24 Hit Points. catch fire. If it catches fire, it suffers 1d10
Damaged, but flyable. damage each round until extinguished; the
Weapon Hit mecha’s Armor does not protect it. If a 10 is
The mecha’s main weapon is knocked Damage Types and Mecha rolled when determining the amount of dam-
out. If it has a number of weapons, roll Mecha are immune to subdual dam- age suffered, the fire grows in size: add
randomly. age, but unlike ordinary constructs, can another fire.
suffer critical hits.
Anyone occupying a mecha that is on
Option: Hit Point Transference Mecha take half damage from acid, fire is considered exposed to the fire and
For characters, high Hit Point totals fire, and lightning attacks unless they have must make a Reflex save to avoid taking 1d6
represent luck and skill as much as they do a Defect that indicates their vulnerability. damage: the DC is 20 if the mecha is large,
increased durability. Consequently, if a Divide the damage by 2. Cold attacks deal 18 if huge, 16 if gargantuan, or 12 if colossal.
mecha takes damage, its pilot may volun- 1/4 damage to mecha. If the mecha is medium-sized or a suit they
tarily choose to take some of the damage
Apply these multipliers after Armor. are wearing, they cannot avoid the damage.
to his or her own Hit Points instead of the
mecha’s, providing this does not reduce Characters may try to fight a fire instead
his or her Hit Points below his or her Mecha Suits and Damage of avoiding it. This is a DC 15 Reflex save.
Constitution score. In games that split Hit If a mecha suit takes damage, the Success puts the fire out.
Points into vitality and wounds, the pilot wearer of the suit takes the same damage.
may use his vitality. This is because a suit (unlike a vehicle or Disabled Mecha
giant robot) is form-fitting. An attack may When a mecha is reduced to 0 Hit
Example: A 10th Level Mecha Pilot
kill or disable the wearer without doing Points or less, it is disabled. Although it
with Con 11 and 50 Hit Points owns a
the same to the suit, in which case some- might be repairable, it ceases functioning.
fighter jet with 40 HP. Obviously, the pilot
one else could salvage the suit. It might The effects depend on the type of mecha,
isn’t tougher than 10 tons of steel — he’s
disable the suit while the wearer still has and its situation:
just luckier, and some of that luck can
HP left, in which case he or is trapped in it
transfer over to his machine. In a dogfight,
until it is removed.
his fighter is hit by a radar-homing missile
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When disabled, weapons, special abil- Disabled in the Water that radius must make a DC 15 Swimming
ities such as sensors (excluding Ejection A mecha moving on the water drops check, to which they may add their
Seats), and exotic abilities such as Force one speed category each round until it Strength bonus; failure means that they go
Fields no longer function (or are frozen in comes to a stop. The pilot cannot attempt down with the ship.
the current form, for something like any maneuvers except a 45-degree turn.
Transformation). If the mecha carries Disabled in Space
smaller craft (life pods, fighters, etc.) each The mecha will also take on water and
A mecha that is disabled in space will
still works on a roll of 1-4 on 1d6. start to sink. The mecha takes 1d6 points
continue drifting in the same direction at
of flooding each round. When the flooding
A mecha may explode if it has the whatever speed it had before it was dis-
reaches (2 x total HP — the positive value
Volatile Defect. abled. If it is disabled in a low orbit, its
of the current HP) the mecha will sink, or
orbit may decay in minutes or hours.
if a submarine that is underwater, will be
Disabled on the Ground unable to surface, and continue to sink. This assumes “realistic” physics. If the
A vehicle drops one speed category mecha was using some form of dramatic
Example: A mecha that had 120 HP is
each round until it comes to a stop or hits drive or faster-than-light drive that defies
reduced to -17 HP. It is disabled and sink-
something. The pilot cannot attempt any normal laws of motion, it may come to a
ing. Each turn, it takes 1d6 points of flood-
maneuvers except a 45-degree turn. dead stop, slowly decelerate (as if an air-
ing. When the flooding reaches (120-17)
A giant robot or suit trips and falls craft), drop out of hyperspace, or whatev-
103 points, the mecha will sink.
over. It tumbles, losing two speed cate- er; it all depends on how the drive works
A sinking mecha drops at a rate of at in the GM’s campaign.
gories per round, and taking half normal
least 50’/15 m per round until it hits bot-
collision damage each round until it stops
or hits something.
tom, or breaks up due to pressure. Destroying Mecha
Occupants will start to drown, unless they Mecha don’t “die” when they reach -
escape and make it to the surface, or can 10 Hit Points. Instead, a mecha is
Disabled in the Air
survive underwater. Occupants inside a destroyed when it loses Hit Points equal to
A disabled airborne mecha drops one
large vessel may take several rounds to twice its full normal total. A destroyed
speed and approximately 1,800’ (550m)
escape; if the vessel has sunk deep mecha cannot be repaired.
each round (unless diving enough to force
enough, they may be unable to escape due
an increase in speed, in which case there is
to water pressure without special gear.
no change) until it is stationary or stalls,
This is up to the GM.
then it falls from the sky. The pilot cannot
climb, nor attempt any maneuvers except If a colossal-sized vessel sinks, it may
a 45-degree turn or a dive. suck people on deck or nearby swimmers
down with it. This affects a radius equal to
the mecha’s longest dimension. Anyone in 80 of 91
Mecha SRD extreme Mecha Combat
Repairing Mecha Table 3-13: Wrecking Buildings
Repairing damage to a mecha takes a Collapsing
full hour of work, an appropriate tool kit Type of Building Size HP Armor Damage
(mechanical tools for most modern Phone Booth Large 20 2 1d6+4
mecha), and a garage, workshop or some Wood Shed Huge 40 4 2d6+8
other suitable facility. Without tools, a Outdoor Garage, Bungalow Gargantuan 60 6 3d6+12
character takes a -4 penalty on his or her Concrete bunker Gargantuan 80 20 4d6+40
Repair check. At the Large house Colossal 100 10 5d6+20
end of the Small office building Colossal 120 14 6d6+28
Mid-sized office building Colossal 160 16 8d6+32
Fortress, large skyscraper Colossal 240 24 12d6+48

hour, a successful Repair check If the building is reduced to 0 or fewer


(DC 20) restores 2d6 Hit Points, it is wrecked and systems in it
Hit Points; failure (power, phone lines, etc) stop working; if
repairs nothing. If it drops to its total Hit Points below zero,
damage remains, some parts of it collapse.
the character may continue to make Anyone in or adjacent to a collapsing
repairs for as many hours as it takes building takes damage equal to 1d6 for
to restore all of the mecha’s Hit every 20 Hit Points the building possessed
Points. originally plus 2 per point of Armor. A DC
Very large mecha may require 15 Reflex save to leap out a window or
extra time to repair. Multiply find an appropriate structural member to
repair time by x2 for huge, shelter under may negate or halve damage
x4 for gargantuan, or x8 for if the GM feels it is possible.
colossal mecha. Wooden buildings count as having the
Flammable Defect. A villain’s secret base
Wrecking Buildings is usually Volatile.
Characters can hit buildings auto-
matically with melee attacks.
Buildings should be given Hit Points
and Armor depending on their size
and construction. 81 of 91
Mecha SRD extreme Appendix 1: Mecha as Magic Items

Appendix 1:
Mecha as magic Items
In a fantasy setting, mecha might be ation costs for such mecha are reasonable costs; each cost may be modified by the
present as wondrous magic items, crafted enough for a mid- to highlevel spell caster costs of expensive spell components to
by wizards and priests, imbued with to afford. Beyond 350 Mecha Points, how- determine the final costs. Derived costs
arcane and divine power – examine the ever, the costs reach such astronomical pro- always use the base price, however, and
typical swords and sorcery robot, in fact, portions that even the most powerful wiz- never the final market price.
and one finds a magic suit of armor, a ards will be hesitant to construct one,
When determining the creation costs, it
magic weapon or two, and perhaps some assuming the mecha is within their power at
is important to note that a mecha without
powerful spells all rolled into one. The fol- all. These items are classified as artifacts,
limbs and grasping appendages may make
lowing material provides guidelines on and only the gods themselves can create the
use of equipment that is not an integral part
how to apply the standardized D20 magic most powerful ones.
of its structure. This advantage may greatly
item creation rules (see the DMG,
The next step is to design and construct reduce the cost of creating a magic mecha,
Creating Magic Items) to create a magic
the mecha. When magic is added to the and the costs of these items should not be
mecha, rather than the more mechanically-
process, two new exotic mecha abilities included in the Mecha Point costs used to
oriented approach presented in this PDF.
may come into play: the ability to generate derive its gold piece and experience point
spell effects, like many common magic costs.
items, and the capacity to use magic equip-
The Design Process ment. (The latter is applicable to non-magic
For simplicity, standard magic mecha
should be treated as wondrous items, thus
Designing a magic mecha consists of mecha as well.) These abilities—and their
three steps. First, decide whether the mecha requiring the Craft Wondrous Item feat as
Mecha Point costs—are defined below.
will be a standard magic item or an artifact. their base prerequisite. Spell prerequisites
This decision will help determine approxi- After the mecha is designed, determine will vary greatly; at a minimum they
mately how many Mecha Points to spend, the costs and the prerequisites needed to include some variety of magical animation
which in turn determines the costs of creat- create it. Material costs and experience spell, such as the divine magic spell
ing it. As a general rule of thumb, a mecha point costs follow the standard rules for
designed with 350 or fewer Mecha Points magic item creation, summarized in the
will be a “standard” magic item. The cre- table below. The table shows only the base 82 of 91
Mecha SRD extreme Appendix 1: Mecha as Magic Items
Animate Objects or the arcane magic spell
Table A1-1: Magic Mecha Categories Limited Wish. Other spell prerequisites
Mecha Points XP Cost to Create Category depend on the mecha's abilities. For exam-
<100 <800 Low-power magic item ple, a flying mecha will obviously require
100-250 800-5000 Mid-power magic item the Fly spell, magical headlights require
250-350 5000-9800 High-power magic item some form of Lightspell, and a spell effect
350-500 9800-20,000 Minor artifact requires its particular spell. Magic mecha
>500 >20,000 Major Artifact also require an artisan's touch: eight ranks in
an applicable Craft skill are required to
Table A1-2: Magic Mecha Cost summary assemble the raw materials, and eight ranks
Base Price* (gp) Mecha Point Total x Mecha Point Total X 2
in Knowledge (architecture and engineer-
Base Creation Cost** (gp) Base/2
ing) are required for mecha with clockwork
Base Creation Cost (XP) Base Price/25
mechanisms.
Time to Construct (days) Base Price/1000
* Also known as the base market price.
** Also known as the base materials cost. New Mecha Exotic Ability:
Magic Equipment
Just as a mecha may be crafted as a
magic item, so may its equipment. The most
“New” Mecha Exotic Ability: Spell Effect common pieces of magic equipment for
A magic mecha may be created with the ability to generate spell effects in much mecha are shields and weapons. Other types
the same way that a magic ring can be enchanted. Using this ability requires a com- are possible, but mecha cannot wear magic
mand word to be uttered by a designated crewmember; as with all command-word armor or headgear – mecha occupy those
activation actions, it does not provoke attacks of opportunity and is a standard action. "slots" for their crews, and they will not ben-
With the game master's consent, any spell can be used as the basis of a mecha spell efit from their magic effects. Furthermore,
effect. The creator of the magic mecha sets the caster level – it must at least be the min- spell completion items (such as scrolls) and
imum level required to cast the spell and may not be greater than the creator's spell- spell trigger items (such as wands and
casting level, as normal. staves) have their usual requirements, so they
may not be useful to the typical mecha crew.
Mecha Point Cost: Spell Level x Caster level x Number of Uses per Day. If the Finally, a non-living mecha cannot benefit
spell effect can be used an unlimited number of times per day, treat it as 10 times per from a potion, although certain magical oils
day for the purpose of determining the Mecha Point cost. might be useful.
Note: This is a slightly different form of Spell-Like Ability found on p. 41. The
DM should determine which ability he would prefer to use in his campaign.
83 of 91
Mecha SRD extreme Appendix 1: Mecha as Magic Items
al enhancement bonus and + 1 for the
Table A1-3: Magic Equipment MP Costs shocking special ability).
Enhancement 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.
Use the standard magic item creation Examples
rules for creating the equipment. Magic A towering magic knight is equipped
equipment may be used by any kind of with a +2 animated shield. It is a large
mecha, whether it is magical or not. shield, with an armor bonus of +2 in addi-
Mecha Point Cost: Square Root of tion to the magic enhancement bonus of
(Market Price of Equipment / 2). +2. Its Mecha Point cost is 95: 6 for its
armor bonus, as determined by the mun-
For magic shields and weapons, com- dane shield special ability, plus 89 for its
pute a base Mecha Point cost as though it effective enhancement bonus of +4 (+2 for
were an ordinary piece of mecha equip- the actual enhancement bonus and an
ment. Add to that base cost a Mecha Point additional +2 for the animated special
cost based on the equipment's total effec- ability).
tive enhancement bonus as determined by
its actual enhancement bonus plus the The same towering magic knight also
equivalent bonuses of its special abilities. wields a +2 shocking longsword. The
For convenience, the above table shows sword's Mecha Point cost is 119: 24 as
these costs. determined by the calculations for mun-
dane weapons plus 95 for its effective
enhancement bonus of +3 (+2 for the actu- 84 of 91
Mecha SRD extreme Appendix 2: Extreme extras

Appendix 2: Extreme Extras


When we made the decision to put the Cold Start (Mecha Type) Vehicle Operation, etc. The character is an
Mecha SRD into PDF format, we thought You’re skilled at starting your mecha elite pilot of the chosen mecha type.
it would be nice if some new open game quickly when you need to. Prerequisite: (Mecha) Operation.
content was added to the mix.
Prerequisite: (Mecha) Operation. Benefit: The character gains a +2
The information contained within this
Benefit:If your mecha has the defect competence bonus on Drive or Pilot
appendix, just like the Mecha SRD, is pre-
“start-up time” (see p. 47) you reduce the checks or attack rolls made when operat-
sented as open game content. We hope you
start-up time by 1/2. ing a craft of the selected class.
enjoy using this material in your games
and your own projects. Special: This feat may be taken multi- Special: The character can gain this
ple times, once for each type of (Mecha) Feat multiple times. Each time the charac-
Operation. ter takes the Feat, the character selects a
New Feats Electronic Warfare Mastery
different class of mecha.
The following feats help expand the
selection in the Mecha SRD file (see p. 9 Prerequisite: Int 14+; Electronic Grizzled Veteran
for the original feat selection). Warfare. You’ve spent years piloting mecha in
combat operations.
Benefit: The character gains a +2
Battlefield Tactics competence bonus on Computer Use Prerequisite: Age 35+.
You’re combat experience and natural checks with mecha sensors (such as Benefit: You gain a +2 unnamed bonus
abilities allow you to direct combat opera- radar). on all skill checks and attack rolls when
tions while in the middle of battle.
Special: If the character takes a full piloting a mecha.
Prerequisites: Leadership, Int 13+. action to monitor a sensor, he or she gets Special: This feat may be taken twice;
Benefit: When in combat, anyone a +4 bonus on Computer Use checks the second time must be no less than 5
within communications range who is in with it. years game time after the feat is first
the same combat gains a +1 unnamed taken. The bonus is +4.
bonus to all attack rolls. As long as one Elite (Mecha) Operation
person in combat with you remains This is several different Feats, some-
unflanked no one in combat with you can times known as Elite Aircraft Operation,
be flanked. Elite Spacecraft Operation, Elite Surface
85 of 91
Mecha SRD extreme Appendix 2: Extreme extras
Table A3-1: Antiquated point costs repaired and the problem comes and goes
Percentage Chance of Malfunction MP Cost without warning (check at the beginning
10% -5 MP of each combat).
20% -10 MP
Mecha Point Cost: See the table, at
40% -20 MP
left, for point costs depending on percent-
60% -35 MP
age chance and effect of the problem. You
75% -50 MP
may select only one percentage chance but
Effect of Malfunction MP Cost
you may select multiple effects.
-1 modifier on all attack rolls -2 MP
-3 modifier on all attack rolls -3 MP
Speed decreased by 25% -5 MP Easily Crippled
One random exotic ability stops working -15 MP The critical range of all attacks against
Stress in armor, reduce hit points by 20% -5 MP the mecha is doubled.
Joints locking, Rex saves Mecha Point Cost: -6 MP.
and Dex checks reduced by 3 -8 MP
Exotic Power Source
The mecha requires a special type of
Improved Giant Robot Dodge Alien Design fuel or power that cannot be easily found
Prerequisite: Giant Robot Dodge. The mecha is of an alien design and is and/or is expensive. The exact nature and
Benefit: The dodge bonus is increased difficult to repair by those without an type of power will be completely depend-
to +3. understanding of its design and contstruc- ent upon each individual campaign.
tion. The repair time for the mecha is mul-
Mecha Point Cost: -10 MP, -15 MP if
Improved Vehicle Dodge tiplied by the number of MP gained from
the mecha also has reduced endurance (see
Prerequisite: Vehicle Dodge. this defect.
p. 46).
Benefit: The dodge bonus is increased Mecha Point Cost: 2-5 MP.
to +3. Prone to Damage
Antiquated When hit by any attack that causes
The mecha’s an older model and has damage the mecha has a percentage
New Mecha Defects all of the problems that age would suggest.
There is a percentage chance at the start of
chance equal to the amount of damage suf-
fered that it will suffer an additional point
The following defects are useful when
constructing mecha. See p. 43 for the orig- any combat that the mecha will have a
inal listing of mecha defects. slight malfunction that decreases its effec-
tiveness. This is something that cannot be
86 of 91
Mecha SRD extreme Appendix 2: Extreme extras
of damage per 5 points of damage suffered
New Mecha Energy Absorbtion
(round up). Any one type of energy (plasma, elec-
Example: A mecha struck by an ener- Exotic Abilities trical, magic) is absorbed by the mecha,
powering it. The mecha can use that power
gy blast that inflicts 43 points of damage Just as the new defects can come in
has a 43% chance of suffering an addi- handy when constructing your mecha, so in various ways.
tional 9 points of damage. too can these new exotic abilities. See p. Blast: The energy is fired through a
38 for the original Mecha SRD exotic specially-constructed port, dealing 1/2 the
Mecha Point Cost: -6 MP.
abilites. amount of damage absorbed.
Burst: The energy is released in a
burst that affects everything within 20’ of
the mecha. All objects in the area of effect
suffer the full amount of the damage
absorbed.
Strength Amplification: The mecha’s
Strength (or Strength Modifier for suits) is
doubled for a number of rounds equal to
the number of dice of damage absorbed.
Mecha Point Cost: 20 MP for blast,
30 MP for burst, 15 MP for strength ampli-
fication.

Energy Disipation
Much like energy absorbtion except
that the energy is harmlessly dispersed
through the mecha.
Mecha Point Cost: 15 MP per type of
energy.

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Mecha SRD extreme Appendix 2: Extreme extras
Predator IVx Power Suit Game Statistics
Type: Suit
Size: Medium (9’)
Hit Points: 25 (50 MP)
Occupancy: 1 operator, no cargo (10 MP)
Armor Hardness: 10 (50 MP)
Defense: 10
Strength: +5 (15 MP)
Speed: 60 mph (60 MP)
Combat Speed: 105 5’ squares per round
Initiative: +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 Cost


Harbinger 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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Mecha SRD extreme Appendix 2: Extreme extras
GargEXIAN gr5 Game statistics
Type: Giant Robot
Size: Huge (22’)
Hit Points: 45 (50 MP)
Occupancy: 1 operator, no cargo (10 MP)
Armor Hardness: 15 (75 MP)
Defense: 8
Strength: 25 (45 MP)
Speed: 30 mph land (45 MP)
Combat Speed: 53 5’ squares per round
Initiative: 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)

Name Dam. ROF RI Ammo Qualities Restrictions MP Cost


Particle Blaster 5d12 SS 80m 12 2x Long Range, Arc of Fire (Fr), 162
Increased Less Ammo
Threat (18-20) 89 of 91
Mecha SRD extreme Appendix 2: Extreme extras
hundreds of miles of territory. Thousands Hive Mind (Ex): All aliens within 20
Energy-Absorbing were killed in these first few weeks. miles of each other share a constant link. If
Alien Now it’s time to fight back. one creature in the group is not flat-footed
than none of them are. They cannot be
Large Aberration Combat
Hit Dice: 6d8 (27 hp) flanked unless they are all flanked.
These aliens attack in groups, tearing
Initiative: 0 at mecha or people with their tentacles and Use in Campaigns
Speed: 5 ft., fly 10 ft. (poor) biting when possible. These creatures are DMs could design a complete campaign
Armor Class: 12 (+2 natural) drawn to energy sources and must con- around these strange creatures or use them as
Attacks: 3 tentacles, 1 bite sume at least one large-size source of a change of pace. The invading alien is a
Damage: 1d6 tentacles, 1d4 bite power each week or else they die. common element in many sci-fi stories and
Face/Reach:5 ft./10 ft. While their bites cannot hurt mecha, mecha are no stranger to battling creatures
Special Attacks: Energy Drain their tentacles can. from the stars.
Special Qualities: Blindsight, Flight, Energy Drain (Su): By plunging their The CR of these monsters could make it
Hive Mind tentacles into a power source, these crea- difficult for low-level characters to deal with
Saves: Fort +4, Ref +4, Will +6 tures can drain it completely. For every them. Luckily, the army is usually close
Abilities: Str 15, Dex 11, Con 20, Int round a tentacle remains in contact with an behind.
13, Wis 11, Cha 8 energy source the creature drains one day
Skills: Intimidate +8, Listen +2, of power. To get to the source the creature Note: Much of this work is based on
Search +4 must either decrease the hit points of the Possessors: Children of the Outer Gods by
Feats: Iron Will, Power Attack target by 50% or score a critical on the tar- Philip Reed and Christopher Shy. Possessors
Climate/Terrain: Any land get. can be found at www.rpgnow.com. There’s
Organization: Team (2-4) or platoon Blindsight (Su): The large, black eyes a very good chance that these creatures are
(12-24) of these creatures are completely worth- an advanced form of possessor that, through
Challenge Rating: 5 less. These twisted aliens “see” much like exposure to technology, lost their dominating
Treasure: None bats. Using this ability is a free action and powers and gaining energy absorbing ones.
Alignment: Neutral Evil gives them the ability to “see” in a 360º An idea from Possessors that would
Advancement: 7-12 HD (large), 13- arc. work well in a mecha campaign is the crea-
18 HD (huge) Flight (Ex): These bizarre aliens fly tures’ queen, an alien monster that orbits the
by inflating their bodies with a natural gas Earth. The chance to fly into space and blast
One cold winter night, a meteor created within themselves. They appear to the queen should not be overlooked.
crashed to the Earth, Over the next few levitate and may hover in a single position
days dark, twisted creatures emerged from if desired.
the crater. Within a matter of weeks these
terrible, octopus-like invaders had seized 90 of 91
Mecha SRD extreme Appendix 3: Open Game License
OPEN GAME LICENSE Version 1.0a described by the License itself. No other terms or conditions may
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facts; creatures characters; stories, storylines, plots, thematic ele- 15 COPYRIGHT NOTICE
ments, dialogue, incidents, language, artwork, symbols, designs, 7. Use of Product Identity: You agree not to Use any Product Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
depictions, likenesses, formats, poses, concepts, themes and Identity, including as an indication as to compatibility, except as Inc.
graphic, photographic and other visual or audio representations; expressly licensed in another, independent Agreement with the System Reference Document Copyright 2000, Wizards of the
names and descriptions of characters, spells, enchantments, per- owner of each element of that Product Identity. You agree not to Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
sonalities, teams, personas, likenesses and special abilities; places, indicate compatibility or co-adaptability with any Trademark or Bruce R. Cordell, based on original material by E. Gary Gygax
locations, environments, creatures, equipment, magical or super- Registered Trademark in conjunction with a work containing and Dave Arneson.
natural abilities or effects, logos, symbols, or graphic designs; and Open Game Content except as expressly licensed in another, inde- D20 Mecha Copyright 2003, Guardians of Order, Inc.
any other trademark or registered trademark clearly identified as pendent Agreement with the owner of such Trademark or Mecha Compendium Copyright 2003, Dream Pod 9, Inc.
Product identity by the owner of the Product Identity, and which Registered Trademark. The use of any Product Identity in Open Mecha SRD Extreme Appendix 2 Copyright 2003, Philip Reed.
specifically excludes the Open Game Content; (f) "Trademark" Game Content does not constitute a challenge to the ownership of Published by Ronin Arts, www.roninarts.com.
means the logos, names, mark, sign, motto, designs that are used that Product Identity. The owner of any Product Identity used in Possessors: Children of the Outer Gods Copyright 2003, Philip
by a Contributor to identify itself or its products or the associated Open Game Content shall retain all rights, title and interest in and Reed and Christopher Shy, www.philipjreed.com and www.studio
products contributed to the Open Game License by the to that Product Identity. ronin.com.
Contributor (g) "Use", "Used" or "Using" means to use, Vilstrak from the Tome of Horrors, Copyright 2002, Necromancer
Distribute, copy, edit, format, modify, translate and otherwise cre- 8. Identification: If you distribute Open Game Content You must Games, Inc.; Author Scott Greene, based on original material by
ate Derivative Material of Open Game Content. (h) "You" or clearly indicate which portions of the work that you are distribut- Gary Gygax.
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2. The License: This License applies to any Open Game Content 9. Updating the License: Wizards or its designated Agents may
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only be Used under and in terms of this License. You must affix ized version of this License to copy, modify and distribute any
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