Chain Tangler A changler, or chain tangler, is a mass of ten long chains attached to a mech's arm. Each chain is as long as a mech is tall. They can be reeled in partially so as not to trip the mech. On attacks they are fully extended and flailed against an opponent's legs in a trip attack, making a trip attack for free. The number and length of attack chains grants a bonus to your check when making a trip attack, as indicated in the weapon stats. The chains are designed to detach under sufficient pressure. If you are tripped during your own trip attempt, you can avoid the trip by detaching 1d4 chains. As long as at least one chain remains, the weapon can be used as normal. Changlers can also be used effectively by cooperative attackers. If you are the second or subsequent attacker to make a trip attack on your target this round, you receive a +2 bonus to your trip check. Damage and bonus to trip attacks are based on size: large +4, 2d8 bludgeoning, PDC 17; huge +6, 4d6 bludgeoning, PDC 18; gargantuan +8, 3d12 bludgeoning, PDC 19; colossal +12, 5d12 bludgeoning, PDC 20.
Equipment Slots: 1 arm or hand Activation: Attack action Range Increment: Melee + 10 ft per size category larger than medium Target: Single target Duration: Instantaneous Saving Throw: Opposed trip check Purchase DC: varies by size Restriction: Military (+3)
The M2 is Less Than A Buck's second entry into the mech world. Boasting heavier armour than the M1, and a heavier weapon load in a laser and a shoulder mounted rocket launcher. The M2 can also make use of a hand to allow it to smash opponents or wield melee weapons. Although slower than the M1, the added armour and weapons and hand does make it more versatile. The hand is bulky, making use of some mech handheld ranged weapons a little difficult, it does make disarming it of melee weapons a bit more difficult. Tasks requiring manual dexterity are also at a disadvantage due to the hand design. The controls are very similar to the M1's only with upgrades where necessary for the added use of the hand and different weapons.
M2 (PL6) Size: Large (-1) Bonus Hit Points: 100 Superstructure: Alumisteel Hardness: 5 Armour: Alumisteel Bonus to Defense: +5 armour -1 size Armour Penalty: -6 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 25 ft Purchase DC: 35 Res (+2)
Slots Helmet: Cockpit Back: Class I Sensor System Torso: Cockpit Left Arm: Corona Microwave Beam, Extended Range
Right Arm: 1 Shoulders: M-87 Talon Missile Launcher Boots: 1 Comm System
Standard Package Features: Class I sensors, Corona microwave beam, M-87 talon missile launcher, bulky hand Bonuses: +2 Navigate and Spot, -2 Dexterity based skills Weapons: Corna Microwave Beam 5d6, 20, fire, 50 ft incr, single, - M-87 Talon Missile Launcher 15d6, -, Ball/Fire, -, single, 4 int Slam 1d8, 20, bludgeoning, melee
Notes: Bulky Hand The right hand of the M2 has thick fingers, making it not as dexterous as most other mech designs. It suffers a -2 to Dexterity based skills requiring manual dexterity. However, it does provide a +2 bonus against being disarmed if holding a melee weapon.
Simple Controls The M1 has such simplistic controls that anyone using the M1 after an hour only suffers half the penalties for not having the Mecha Operation feat
Extended Range Corona Microwave Beam LTB has taken the basic Corona laser weapon system and extended the range from a mere 150 feet to a slightly more respected 500 feet (range increment 15 to 50 feet).
Sprinter The sprinter is a light, fast attack mech with a heavy punch. Used in quick strikes and harassment missions, the high speed and four cannons give the sprinter quick first strike capabilities, but its light armour and exposed cockpit don't give it much protection in a sustained fight. It can be used in scouting missions, but lacks powerful sensors to make it a dedicated scout unit. A unique feature of the sprinter is the selective fire of the four M-35 cannons. Normally firing individually, one firing then the next in sequence, or set to fire in pairs, or all four at once, but this uses up ammunition very quickly, but does give it even greater punch in a short amount of time. With the open cockpit design, it is suggested that pilots wear full body armour as they are exposed to the elements, and only really have any protection from the front section. The sensors of the sprinter do have a data uplink to allow a connection to the pilot's armour HUD or even to cyborgs.
Sprinter (PL6) Size: Large (-1) Bonus Hit Points: 100 Superstructure: Aircraft Grade Aluminum Hardness: 5 Armour: Titanium Alloy Bonus to Defense: +2 (+5 Equipment -1 Size /2 Mk2 Open Cockpit) Armour Penalty: -4 Reach: 10 ft Strength Bonus: +4 Dexterity Penalty: 0 Speed: 65 ft Purchase DC: 32 Mil (+3)
Slots Back: Mk2 Open Cockpit Shoulders: Oracle Targeting System Mk3 Torso 4 Slots: Selective fire-link M-35 20mm Cannon x4 Boots: Class II Sensor System Comm System
Standard Package Features: M-35 20mm cannon x4, mk2 open cockpit, oracle targeting system mk3, class II sensor system Bonuses: +3 attack, +2 Navigate and Spot checks Weapons: 4x M-35 20mm Cannon 8d6, 20, ballistic, 110 ft incr, S/A, 200 ea. Selective Fire-link. 2 firelink 12d6 damage, Autofire Reflex DC +2; 4 firelink 16d6, Autofire Reflex DC +4.
Notes: No Limb Design, removes arms and head, slots moved to Torso
Stripped Anything that isn't needed stripped out to make the frame as light as possible. This means some parts are more exposed as there is less armour or support frame surrounding them, such as joints, hydraulics and other equipment. Increase speed by 15 feet, but critical hits deal an extra 25% more damage.
Simple Controls The mech has such simplistic controls that anyone using the mech after an hour only suffers half the penalties for not having the Mecha Operation feat.
Reduced Strength The mech doesn't have as powerful of servos as most mechs of the same size, but then again it wasn't designed to engage in melee combat. The mech only has a +4 bonus to Strength. Reduce Mech PDC by -2
Mk2 Open Cockpit Reduces mech's armour bonus by 1/2, mech's Base Purchase DC -3.
Rec1 The Rec1 is a fairly small mech built for recon work, however it is fairly well armed for its size. The unique configuration of the Rec1 does make it stand out for those looking for a personalized style. Instead of a standard humanoid body, it lacks a head and the torso is mostly made of a C like structure, from the top hangs the cockpit with the laser cannon. The cockpit can rotate on its own, and the whole C structure can rotate to allow the cockpit to be tilted up or down. The arms are mounted around the C structure track, which does prevent the cockpit from turning a full 300 degrees, limiting it to a only 270 degrees. This configuration does give it a fairly narrow build, and the parts are actually fairly quick to respond, giving it a fairly high response time. The Rec1 sports powerful sensors and decent armour that's stronger than some recon mechs that are quite a bit larger than the Rec1. Its greatest defense though is the stealth systems to help it avoid heavily armed opponents. Its armament is heavy for a scout, letting it take out other scout mechs, but not dedicated combat units with heavy armour. The only major complaint anyone has over the Rec1 is its pricy and time consuming to fix as everything is very crammed into the small frame. The Rec1 is able to record up to 1 week's worth of data from its sensors. The comm systems are designed with powerful encryption systems, allowing it to transmit and receive encoded messages and data.
Rec1 (PL6) Size: Large Scout (-1) Bonus Hit Points: 80 Superstructure: Alumisteel Hardness: 10 Armour: Darkstar Stealth Bonus to Defense: +5 Armour Penalty: -4 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 40 ft Purchase DC: 41
Slots Right Arm: M-53 Firestar Rocket Launcher Left Arm: M-35 20 mm cannon Shoulders: Phased Array Class IVB Sensor System Torso x2: Cockpit Torso: Corona Microwave Beam, extended range Left Leg: SatCom Array Right Leg: Sensor Baffler Boots: Stealth Suite Comm System
Standard Package Features: stealth suite, sensor baffler, chameleonic surface Bonuses: +4 Knowledge: Earth Sciences (geological sensors), +4 Navigate, +4 Spot, Darkvision 120 ft, -4 hide (size), +10 hide +10 move silently (stealth suite), enemy sensors suffer -10 Computer Use (sensor baffler), -5 to enemy Computer Use checks to detect mech (armour), +4 Computer Use checks for encoding/decoding transmissions and intercepting enemy transmissions. Weapons: M-35 20mm cannon 8d6, 20, ballistic, 110 ft, s/a, 200 rds M-53 Firestar 10d6, -, fire, -, single, 6 internal Corona Microwave Beam 5d6, 20, fire, 50 ft, single
Repair checks are made at -3 and work costs +1 PDC due to the way the Rec1 is constructed making it difficult and pricier.
Phased Array Sensors (Borrowing this from d20 Tech Notes by IWright on community.d20moderndb.com/ ) Phased Array is a gadget that can be applied to any starship or mech ranged sensor system. Phased array places a number of smaller sensors around the craft's frame, all slaved to a main control system, increasing the effective surface area of the sensor. It allows the operator to switch between two modes; Extreme Range or Enhanced Function. Under the extreme range mode, the system's range increment is doubled. Under the enhanced function mode, the system has its standard range, but the operator gains a +4 equipment bonus to their Computer Use check to use the system's listed functions. Restriction: Phased Array modifies electromagnetic or sonic scanning systems. It has no effect on any tactile or chemical sensors. PDC Modifier: +3
Class IVB Sensor System
The Class IVB sensor system is upgraded version of the Class IV, and has the abilities of the Enigma Sensor suite. Also, the system is a geological sensor (umm.. don't know what rules to use for this, +4 bonus to knowledge: earth sciences I guess?), and includes a seismic sensor for weak ground and cracks and for drilling operations. Provides tremor sense up to 150 ft. The IVB also has motion sensors with a range up to 500 feet, air pressure sensors, Equipment Slots: 1 Activation: always active, move activation Range: 10 mile radius, 150 ft cone emanation Duration: persistent Saving Throw: None Purchace DC: 28 Restriction: none
Chameleonic Surface (Mech) This is a mech size version of the chameleonic surface gadget made for armour. In many ways it is similar to paint-on LCD of the Information Age, allowing an image of the mech's surrounding to be displayed on the armour of the mech, letting it blend in. One of the advantages of using this system over more active jamming and stealth systems is that it is completely passive and uses minimal power once activated. This allows the mech to hide visually while powered down to avoid being detected by sensors designed for pinpointing power signatures, or if an active stealth system is damaged. Restriction: Res (+2) PDC: 29
VW Werner Taking a hint from Saturn's success of the Grunt and Spartan mechs, VolksWagon expanded back into military vehicles to include mechs. Their first attempt was to create a simple light mech, but fairly well armed, thus the Werner. Lightly armoured, but quick, it can be used in quite well in support rolls due to the missile and rocket armaments, and from ambushes. Standing at only 10 feet allows the Werner to hide in many places, although the laser reflective coating can give it away without proper camouflage is used.
VW Werner (PL6) Size: Large (-1) Bonus Hit Points: 100 Superstructure: Alumisteel Hardness: 10 Armour: Aircraft Grade Aluminum Bonus to Defense: +3 Armour Penalty: -2 Reach: 10 ft Strength Bonus: +4 Dexterity Penalty: Speed: 55 ft Purchase DC: 35
Slots Helmet: Corona Microwave Beam, Extended Range Back: Cockpit Torso: Cockpit Left Arm: M-53 Firestar Rocket Launcher Right Arm: M-55 Crud Rocket Launcher Shoulders: Class I Sensor System Boots: Comm System
VW Laser Reflective Coating This coating designed by VW is a cheap, somewhat effective means to defend their new mechs and vehicles against laser weaponry. A layer of reflective material is applied to the exterior of the vehicle or mech. This material is worn away with every hit, lowering its effectiveness, but it can be applied fairly cheaply and on virtually any vehicle. The laser reflective coating provides the vehicle an additional hardness against laser weapons of 8. Against laser attacks, the coating remains intact, but against any attacks that deal physical damage, such as ballistic, slashing, piercing, or fire damage from explosives, each attack reduces the bonus against lasers by 1 for each successful attack. When this bonus is reduced to 0, the coating is completely stripped or stripped so much that it is ineffective, revealing the bare metal or the armour underneath. While the laser reflective coating is applied, and until it is removed, the vehicle suffers a -4 to Hide checks. Laser reflective coating takes about an hour to apply. PDC: 14
VW Werner B The Werner B attempts to fix a few problems of the original with larger missile capacities. The B comes in two versions, the B1 and B2. The B1 adds external pods that reload the missile launchers, mounts slightly heavier armour, but is slower than the original. The B2 changes the rocket launchers to a mini rocket launcher system instead, increasing the number of missiles, and also adds a barrage capability. It also retains the light armour and speed.
B1 Make the following changes to the original Werner to upgrade it to the B1 variant. Change armour to Resilium armour, which increases Defense to +6, but reduces speed by 10 feet. An external pod is attached to the back of the Werner B1 which contains a reload for each rocket system. Reduce speed by further 5 feet. Increase PDC by +1.
B2 Make the following changes to the original Werner to upgrade it to the B2 variant. Remove the M-53 and M-55 rocket launchers and replace with expanded multi-launch mini rocket launchers, based on those used on the Zoison assault mech. Follow same rules as those on the Zoison, except each launcher holds 30 mini rockets instead of 25 rockets. Increase PDC by +1.
Seismic Tracking Addon The seismic tracking addon for mech sensors can be used to detect seismic activity, although the mech has to be not moving. It can detect things like earthquakes or the general direction and range (within 100 ft) of large concentration of heavy vehicles or animals. Benefit: Lets a mech detect the movement of numerous large ground vehicles within 3 miles, with a Search check of DC 15 +2 per additional mile past 3 miles, determining the direction and general location within 100 feet. Can also detect earthquakes or other seismic activity within 10 miles. PDC: 23
Seismic Sensors These sensors are sensitive to seismic activity around the mech. They can detect the movement of a cloaked human sized object within 100 feet of the mech, however the mech can only move at half speed while using the seismic sensors.
Provides all benefits of Seismic Tracking addon, but also Tremorsense 100 feet. Equipment Slots: 1 must be boots or legs Activation: Move action Range: 100 ft Duration: Persistent Purchase DC: 30 Restriction: Lic (+1)
Seismic Tracking Addon The seismic tracking addon for mech sensors can be used to detect seismic activity, although the mech has to be moving. It can detect things like earthquakes or the general direction and range (within 100 ft) of large concentration of heavy vehicles or animals. Benefit: Lets a mech detect the movement of numerous large ground vehicles within 3 miles, with a Search check of DC 15 +2 per additional mile past 3 miles, determining the direction and general location within 100 feet. Can also detect earthquakes or other seismic activity within 10 miles. PDC: 23
Seismic Sensors These sensors are sensitive to seismic activity around the mech. They can detect the movement of a cloaked human sized object within 100 feet of the mech, however the mech can only move at half speed while using the seismic sensors.
Provides all benefits of Seismic Tracking addon, but also Tremorsense 100 feet. Equipment Slots: 1 must be boots or legs Activation: Move action Range: 100 ft Duration: Persistent Purchase DC: 30 Restriction: Lic (+1)
Neat little item that reminds me of the support LAV from Gundam the 08th MS Team anime that had a deployable boon arm that was sunk into the ground for similar purposes.... Gives me an idea of how to have a similar vehicle for the upcoming jungle planet mecha battle
Seismic Tracking Addon The seismic tracking addon for mech sensors can be used to detect seismic activity, although the mech has to be not moving. It can detect things like earthquakes or the general direction and range (within 100 ft) of large concentration of heavy vehicles or animals. Benefit: Lets a mech detect the movement of numerous large ground vehicles within 3 miles, with a Search check of DC 15 +2 per additional mile past 3 miles, determining the direction and general location within 100 feet. Can also detect earthquakes or other seismic activity within 10 miles. PDC: 23
Seismic Sensors These sensors are sensitive to seismic activity around the mech. They can detect the movement of a cloaked human sized object within 100 feet of the mech, however the mech can only move at half speed while using the seismic sensors.
Provides all benefits of Seismic Tracking addon, but also Tremorsense 100 feet. Equipment Slots: 1 must be boots or legs Activation: Move action Range: 100 ft Duration: Persistent Purchase DC: 30 Restriction: Lic (+1)
Neat little item that reminds me of the support LAV from Gundam the 08th MS Team anime that had a deployable boon arm that was sunk into the ground for similar purposes.... Gives me an idea of how to have a similar vehicle for the upcoming jungle planet mecha battle
I made a slight mistake in the Seismic addon, the mech has to be NOT moving for the seismic sensor addon to work. While the full blown siesmic sensors are able to work if the mech is moving at up to half speed as they are more powerful and calibrated to take into account the siesmic activity the mech itself makes.
In theory this sensor can be used in tracked and wheeled vehicles as well, although I would suggest going slower or not moving at all as wheeled and tracked vehicles would have more moving components in contact with the ground, although it does present a more stable platform. GM rule on wheeled or tracked vehicles can move faster or not with the full siesmic sensors.
With new advances in technology, Saturn has looked for ways to extend the life of its Spartan. The following packages were released after various technological advances, and each fills various rolls.
Anti-Air Support Package This package equips the Spartan to function in an anti-air support role. Add Phased Array Radar to left arm; Remove NKP Puma pop-up turret from shoulders Add 20mm AA Gun mount to shoulders Add 20mm AA Gun ammunition to back Add SAM Mini-Missile Launcher to right arm If the Spartan has the warpath in both hands, it is unable to make use of the SAM on the right arm as it requires the arm to move about unhindered. Many pilots replace the warpath with a smaller, one handed weapon. Increase PDC by +3
Support Unit Package This package equips the Spartan for a more support role, especially during assaults. The portable dispersion field is used to either hide the coming assault group, except for the fact that the field gives away its position, but is used more so while at the assault site to jam enemy sensors, targeting systems and communications. Also to prevent the use of teleportation devices if they are available. The defense field generators are used for protecting the assault group on approach, deflecting as much fire as possible until the heavy assault units reach their targets. All units to be protected by the fields must have their weapons tuned to the specific frequencies of the field, or use weapons that the current active field is not designed to protect. The sensor and comm systems are designed so that they can be tied into allied units and upload targeting information to aid their attacks. Remove NKP Puma pop-up turret from shoulders. Upgrade Class III sensors to Phased Array Class III sensors Add Nuclear Power Core (+1 slot to back) Add Dispersion Field Generator to back (2 slots) Add Magnetic Defensive Field to shoulders Remove Bastion Tactical Shield from left arm Add 3C Lite system to left arm Increase PDC by +2
New Equipment 20mm AA Gun Mount (PL5) This 20mm cannon is designed for anti-aircraft purposes. Mounted on the shoulders, head or back of a mech, it has quick, floating tracks to allow it to turn and raise or lower the barrel quickly as it tracks its targets. Best paired with a radar system for better tracking such targets. Usually armed with proximity high explosive rounds, or high explosive armour piercing rounds for heavier armoured aircraft. The barrels are not designed to lower enough for attacking ground targets. This weapon deals 4d10 points of ballistic damage for standard rounds. The system carries 3 belts of 50 rounds. Each slot dedicated to ammunition carries 10 belts and must be in a slot adjacent to the weapon system. When paired with a radar system, it gains +2 to attack aerial targets. Equipment Slots: 1, bust be head, shoulders or back. Activation: Attack action Range Increment: 300 feet Target: Single target within 3000 feet, or autofire Duration: Instantaneous Saving Throw: none unless high explosive rounds used Purchase DC: 26 Restriction: Mil (+3)
SAM Mini-Missile Launcher (PL6) This launcher is based on mini-rocket launchers currently available for mechs, but instead makes use of mini-missiles configured in for surface-to-air purposes for targeting aircraft. The system comes with simple explosive mini-missiles that deal 6d4 points of fire damage, with a blast radius of 15 feet, Reflex DC 19 for half, although other mini-missiles can be substituted. The targeting systems grants the user a +5 bonus to the initial attack, and should the missiles miss on the initial strike, the missiles will attempt to strike again with the missile's base +5 (or greater for higher quality missiles) plus the systems +2 for a total of +7 to attack roll. The system is designed so that it can launch up to a total of 5 missiles at a target, with an attack roll made at highest attack bonus made at -4 made for each missile. The system holds 30 mini-missiles. Each slot dedicated to reloads holds 60 additional mini-missiles, and must be in an adjacent slot. Equipment Slots: 1 Activation: Attack action Range Increment: - Target: Single target Duration: Instantaneous Saving Throw: dependent on missile used Purchase DC: 31 Restriction: Mil (+3)
Dispersion Field Generator This is a small portable field generator that can be carried on a mech. Usually mounted in a high area of a mech, back, shoulders or head to allow it a clear field for the emitters to affect a 1 mile radius area. This version has a more limited operation time, but has a much faster cool down period. Equipment Slot: 2 (must be back, head or shoulders) Activation: Attack action Range: 1 mile radius Duration: 2 hours, 10 minute cool down Saving Throw: None PDC: 35 Restriction: Mil (+3)
Magnetic Defensive Field (PL Late 6/7) This adaptation of starship magnetic field defense system has been modified to encompass an area with a 100 foot radius, providing all within the same benefits of a starship magnetic field defensive system, however slightly weaker. Missiles and ballistic weapons attacking anyone within the 100 foot radius suffer a -3 penalty on attack rolls. Equipment Slot: 1 Activation: Attack action Range 100 ft radius Duration: 20 minutes Saving Throw: None PDC: 40 Restriction: Mil (+3)
3C Lite System The 3C Lite is a light version of command, control and communication systems used in command units. It ties all the sensors and comm systems of all friendly units within 300 feet, allowing them to share sensor data. The unit equipped with the 3C lite system can work in one of two ways. The first is a passive means, as long as the sensors and communications are not being jammed, all units gain a +2 bonus to attack rolls, Spot, Listen and Search checks while within 300 feet of the 3C lite equipped unit. Also as long as one unit in the group would not be considered flanked or can sense a hidden opponent, the rest of the group isn't flanked and suffer only half penalties for attacking hidden opponents. The second, active mode, where the user actively aids his/her teammates, coordinating sensor information, communications and tactics, granting the others +4 to attack rolls, Listen, Search and Spot checks. Also if the 3C lite equipped unit is aware of an area effect attack, can grant a +2 bonus to one ally's Reflex save. However in this use, the character can't do much besides move at base speed, can not attack or take major actions than simply moving about the field, keeping up with his/her allies. Equipment Slot: 1 Activation: Attack action (active mode) Range: 300 ft radius Duration: Persistent (passive mode), or 1 round (active mode) Saving Throw: None PDC: 35 Restriction: Mil (+3)
A computer-controlled stabilization system, specially constructed for a specific weapon, increases the weapon’s accuracy during intense combat situations. The system grants an equipment bonus on attack rolls (+1 to +5) when using the stabilized weapon. Unlike a targeting system, the bonus cannot be switched between the mecha’s weapons – it applies only to the stabilized weapon. The weapon stabilizer comes in five different categories (denoted Mark I through Mark V). The purchase DC – and number of equipment slots required – varies depending upon the equipment bonus conferred. Equipment Slots: 1 (Mark I, Mark II, and Mark III systems) or 2 (Mark IV and Mark V systems), must be in the same location as the stabilized weapon. Activation: None. Range: Personal. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 15 for Mark I (+1), 17 for Mark II (+2), 19 for Mark III (+3), 21 for mark IV (+4), 23 for Mark V (+5). Restriction: Licensed (+1).
Supercharged Power Plant (PL5) Power plants can be souped up to go much faster than they were originally designed for. Additional power packs, NOS system, high end engine parts, all these things can make your mech go just a little faster. And what makes a mech faster also makes it a little stronger in the process. Provides a modest bonus to speed (5 feet) and Strength (+2). Equipment Slots: 2 Activation: none Range: Personal Target: You Duration: Persistent Saving Throw: none Purchase DC: 16 Restriction: none
Remote Sensor Dispenser (PL5)
A remote sensor dispenser carries 30 remote sensors that can be dropped and activated. These sensors detect movement, vibration and have a simple camera to view all within a 60 ft radius. Replacement sensors have a PDC of 5 for a set of 10 sensors. Equipment Slots: 1 Activation: Move Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 10 Restriction: Licensed (+2)