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Switch to Forum Live View The Warehouse: Mecha Specs
2 years ago  ::  Apr 04, 2011 - 4:50PM #91
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888
The Missiles look good and maybe I can playtest a few out when I get the go-ahead from my normal group for my own campaign and see how much carnage they do to the NPC's

As for the docs, yes I can e-mail them to you for perusement after I spell check and tweak where needed... which would you like as there is the one for this forum and then the one for the old New Mech Equipment forum here on the boards... and I'll need an e-mail address and what format you wish as a standard doc or rtf format
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2 years ago  ::  Apr 04, 2011 - 5:40PM #92
Kira_Howler
Date Joined: Apr 1, 2008
Posts: 341
Send me a friend request and I'll pm u my email. Also I'm glad u like the gear I made though I'm worried the nuclear countermeasure gear is touch along with the nuclear strike package as for the old stuff I'd like to see that as well no telling what Iigjt find useful.
Speaking of which I created a new mecha part for villains the shadow system.
DictatorTek Shadow system
   This system replaces the need for a localized piolet, it has a long range reciver and is connected to a hub where 1 piolet controls all 6 unitsaking it one of the most cordnated weapons systems ever. Only down side is that the "piolet" who is locked in the hub typically there body becomes useless due the the way the hub functions.

DoctatorTek "brain case"
Slot 1
This is an alternate cockpit where only the piolets brain is inserted into a cybernetic cradle effectively the mech becomes the piolets new body.
Well geeze I've been on a roll today btw way are you going to fix?
Is there something wrong with my stats
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2 years ago  ::  Apr 04, 2011 - 5:52PM #93
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888

Added the last four to the Mecha systems section of the doc and I did send a friend request earlier... I just remembered a list of missiles that I was trying to stat out before I got all my books and PDF's years ago... I'll see iff I can find them

Edit: Found them and added them below and tell me what you think...overpowered, underpowered, ridiculous, let me know

Spoiler: Show

 


1)      FSDS (Fusion Seeking Discarding Sabot) Rocket
35D6 fire, 25ft radius, reflex DC 30 for half, and ignores 20 hardness


This rocket upon firing will lock onto the targeted Fusion Reactor of the enemy Mecha/Vehicle and adjust itself accordingly to the target. The warhead consists of a Plasma sabot tip that will pierce through the armor to the fusion where it will breach causing a fusion overload. Advanced onboard Micro-guidance system automatically grants a +2 bonus to attack rolls against any target. Also included is a Micro IFF system to distinguish between Allied units and Enemy units.


2)      Javelin Rocket (Vehicle Mounted):
35D6 fire, 25ft radius, reflex DC 30 for half, ignores 25 hardness


This rocket upon firing accelerates to the target by a secondary booster rocket to the target by a secondary booster rocket.


3)      Javelin Rocket (Crew Portable):
30D6 fire, 25ft radius, reflex DC 30 for half, ignores 20 hardness


This rocket is smaller than the Vehicle Mounted version and upon firing accelerates to the target by a secondary booster rocket.


4)      LG (Laser Guided) Rocket:
25D6 fire, 25ft radius, reflex DC 30 for half, and ignores 20 hardness


This rocket upon firing will adjust course to track the laser painted target. Can be fired at an angle over a hill or by support aircraft and once clear will adjust to the target.  Primarily used on support aircraft, along with infantry equipped with Laser Designators.


5)      SOM (Surface-to-Orbital Missile) Emplacement:
45D8 fire, 250ft radius, reflex DC 60 for half, ignores 50 hardness


A planet based launch system that is built either underground or at angles inside a mountain. Each complex is heavily armored and shielded against detection from orbiting warships


6)      SOM (Surface-to-Orbital Missile) Mobile:
35D8 fire, 250ft radius, reflex DC 60 for half, ignores 50 hardness


A smaller mobile-based launch system that is deployed on various vehicles to deter landing assault shuttles from orbit. Each vehicle is heavily armored and shielded against detection from the landing shuttles.


7)      Banshee Rocket
25D6 fire, 25ft radius, reflex DC 30 for half, and ignores 30 hardness


Fighter jet based missile that upon firing begins emitting a high decibel scream via specially designed slits as it flies through the air. The scream is designed as a psychological warfare causing most ground troops to abandon their position.


8)      Banshee Rocket Mk II
35D6 fire, 25ft radius, reflex DC 30 for half, ignores 30 hardness


The Banshee MK II is a rocket that emits a false signal to lure locked-on enemy missiles away from the fighter jet. 


9)      Siren Rocket
30D8 fire, 55ft radius, reflex DC 30 for half, and ignores 20 hardness


Similar to the Banshee Rocket, the Siren emits an ultrasonic EM scream that shatters any item with glasslike properties and fries even hardened circuitry as it flies past. Unprotected soldiers are susceptible to sonic damage suffering 1/8 damage.


10)  Wraith Rocket
25D6 fire, 25ft radius, reflex DC 30 for half, and ignores 20 hardness


The Wraith is a missile specially designed to disappear once fired.  The missile uses a thin layer of stealth material to achieve this.  It was designed, to penetrate heavily defended and heavy radar star system.


11)  Nova Cluster Rocket
40D12 fire*5 +125, 215ft radius, reflex DC 30 for half, and ignore 120 hardness


Nova Cluster Rockets as they fly release small canisters that contain Micro-Fusion generators.  Due to the release and detonation of multiple MFG’s, the NCR has been classified as a Space Only Weapon. Firing and detonation of NCR’s in planetary environs has resulted in severe changes of the topography including the destruction of five mobile colonies in the 3rd Interstellar Colony Conflict.


12)  Shock Rocket
25D8 fire +125, 215ft radius, reflex DC 30 for half, and ignore 120 hardness


Shock Rocket are perhaps the oddest, non-lethal intended, weapon to be ever conceived, produced, and implemented on the future battlefields.  The rocket upon firing gathers static electricity from the air before embedding itself into the target area. Once done, the rocket then extends several metal antennas that begin discharging the stored energy knocking enemy personnel unconscious and disabling equipment.


13)  Shock Rocket Mk II
25D12 fire +125, 215ft radius, reflex DC 30 for half, and ignore 120 hardness


Shock Rocket Mk II’s are even odder than their non-lethal predecessor is. The weapon uses a fusion coil to power the electrical discharges with deadly results.  The rocket embeds itself into the target area.  Once done, the rocket then extends several metal antennas that begin discharging the energy killing enemy personnel and frying equipment.


14)  CHAG (Concentrated Hydrogen Aerosol Gas) Rocket- Starship
15D12 fire +125, 215ft blast radius, reflex DC 30 for half, and ignore 120 hardness


The CHAG rocket is a specially designed anti-starship and anti-station weapon.  The rocket has a Discarding Plasma Sabot (DPS) warhead that is capable of piercing the armor of the target. Once inside along with the starship or stations, if equipped, Damage Control Gel Spheres seals the puncture site allowing for the release of the highly concentrated and refined hydrogen gas.


15)  CHAG (Concentrated Hydrogen Aerosol Gas) Rocket- Man/Vehicle Portable
10D12 fire +15, 45ft blast radius, reflex DC 70 for half, and ignore 120 hardness.


This variant of the CHAG rocket, based on the fuel air bomb, is a specially designed crew operated/vehicle portable rocket launcher. The man-portable single shot and the vehicle-mounted four shot versions are used to assault bunkers, buildings, and other hardened structures where enemy forces are entrenched.


16)  Lotus Blossom Rocket
25D12 fire +125, 215ft radius, reflex DC 30 for half, and ignore 120 hardness


The Lotus Blossom Rocket is a laser guided munitions’ that fires from its launcher, either stationary or vehicle mounted, position before detonating above the acquired target.  Upon detonation the rocket releases thousands of micro-explosives that spread outwards to a radius of 25meters before exploding.

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2 years ago  ::  Apr 05, 2011 - 12:42AM #94
Kira_Howler
Date Joined: Apr 1, 2008
Posts: 341
Most of them are a little over pOweded for mech combat in my opinion. But I don't see y they can't be starship weapons. And that mean if you use the extra rules for starship weapons on mecha the your good.

DictatorTek Tatical assault plating
Slots-
Weight: 25lb 50lb 75 lb
Extra health: 50, 100, 150
Speed reduction: -5,-10,-15 ft
PDC: 22, 24, 26   
This is heavy armor plating fitted to the outside of the mecha, it slows the mecha down but it can absorb quite a bit of damage for the mecha ( all the levels of armor add 5 hardness to the mech whole it's attached). The only flaw is that any integrated weapons are covered in this this thick armor and can't be used till the assault plating is destroyed by taking enough damage or ejected as a move action.
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2 years ago  ::  Apr 05, 2011 - 3:01AM #95
Kira_Howler
Date Joined: Apr 1, 2008
Posts: 341
DictatorTek armor embrittlement missile pl6
Slot 1 for the launcher and 1 for every 4 missiles
Range 200ft
 Ammo: 4
Weight: 55lb
PDC: 26 for launcher, 18 for each 4 pack of missiles
 1 round after this missle hits the target the target's armor becomes brittle reducing it's hardness to half it's original. This effect only lasts 5 rounds and multiple missiles do not stack they just reset the time until wear off.
 DictatorTek Assult missiles canister pl6
Slots 1 Ammo:2
Damage: 5d6 1/2 fire 1/2 ball ignores 10 hardness
 Range 200ft ( 300ft targeting radius read below)
Weight 75lb
Purchase dc: 28 for the launcher 22 for 2 canisters
 Each canister contains 24 missiles that launch to there predetermined location then unleash a barrage of missiles on every target within the targeting radius how many missiles strike each target is up to the player who launched them. 
DictatorTek stealth missiles (late) pl8
 Slots1 for launcher 1 for every 4 pack of missiles
Ammo: 4
Weight: 55lb
 PDC 28 for launcher 26 for each 4 pack of missiles
 Damage: 15d6 ballistic1/2 fire1/2 ignores 15 hardness
Range 400ft
 These missiles where designed with a complex stealth sweet, including micro stealth field generators. No current anti- missile system like intercepters or point defense guns can find them muchless shoot them down. These missiles ignore shoot down chance.
DictatorTek dummy system pl6
Slots1 for launcher 1 for 6 extra ammo
 Weight 45lb
Range 50ft (see below)
 Ammo: 6 dummys PDC 24 for launcher 20 for each 6 dummys
 The dummy system create a holo image of your mech along with a complex singnal sender. This dummy registers as you to active scans once the dummy is created it functions for 12 rounds. About the only thing that can destroy the dummy is an emp burst ( sry folks emp shielding is exspensive and there for not cost effective. How ever we at DictatorTek strive to make you happy so you can buy emp shielded dummys for 26 for a 6 pack)  after the emp the dummy is destroyed. Although if the dummy is attacked and takes no damage the enemy can figure out it's a dummy knowledge tech check dc 20. If they succeed the enemy knows it's a dummy. After they make the first. Check against the dummy they get +5 against every dummy from that launcher forthe duration of the encounter.
 DictatorTek Hellfire collateral damage creation missiles pl 5
Slot  1 for the launcher 1 for every 4 missiles
Weight 55lb
Range: 400ft
Damage: 10d6 fire damage burst radius 200ft  reflex denied (see below)
 PDC 24 (+4 illegal)  16 for 4 missiles
 These missiles where designed to burn entire towns off the map. These missiles are great for demoralizing your enemys, best used against civilians. This missile is 2 stage stage 1 the missile spread incendiary agent over the burst radius doing 1d6 points of acid damage. The second round after launch it does 10d6 fire damage reflex saves are denied due to being coated with flammable agent. After ignition the area burns intensely dealing 2d6 points of fire damage per round for 10 rounds. Leaving nothing but ash and memorys. ( look the creation of this missile does not reflect DictatorTek's outlook on the world nor are we reposible for how it is used. We just create the weapons you use them.)
DictatorTek "Plan B"  targeting system pl6
slots 1 for the target designator
weight-
PDc: free with purchase of first Orbital rail gun round (pdc 34 each round wired to DictatorTek accounts prior to firing)
damage: 30d8 slashing ignores 50 hardness (for direct shot) 10d8 concussion 600ft radius (shockwave)
  this weapon is a massive orbital rail cannon created by DictatorTek it can only fire 1 time very 5 rounds, not due to limitations within the railgun typically due to call volume.  (note the gm can allow the pcs to buy a block of time to use the railgun for important operations, the dc is well horrific. in that senerio the rail cannon can fire 1 per round).
DictatorTek Fire and forget missles pl6
slots 1 for the launcher 1 for 4 missiles
damage: 10d6 1/2 slashing 1/2 fire
ammo: 4
range 200ft
weight 55lb
pdc 26 for the launcher 20 for 4 pack of missiles
   These missiles make a touch attack on the nearest heat source, they can't distinguish between friend and foe, so be careful when you launch them.
DictatorTek VTF missiles pl6
slots 1 launcher 1 for 4 missiles
ammo:4
damage: 8d6 slashing ignores 1o hardness burst radius 40ft reflex dc 30
range: 200ft
weight: 45lb
pdc 24 for the launcher 16 per 4 missiles
   These missiles where where designed to detonate next to the target rather then on the target. the detonation is usually 5ft  in front of the target. However if the safetys it can detonate on anything they pass friend or foe.
DictatorTek Interceptor Foilers pl6
slots 1 launcher 1 slots 4 missiles
ammo: 4
damage: 6d8 ballistic ignores 20 hardness (if detonated it does slashing in a 60ft line if intercepted the enemy is not entitled to a reflex save)
range: 250ft
weight: 40 lb
pdc: 26 for the launcher 18 per 4 pack of missiles
   These missiles are designed to foil missile interceptors they are designed that if they are hit my a missile interceptor to break apart and become a line of high velocity shrapnel still hitting it's intended target.
DictatorTek Vertical Missiles pl6
slot 1 for launcher (must be back or shoulders) 1 slots per 4 missiles
ammo: 4
damage: 12d6 1/2 ballistic 1/2 fire ignores 15 hardness
range 300ft
weight: 45lb
PDC: 24 for the launcher 16 per 4 missles
   vertical launch missiles take 2 rounds to strike the target the first round they climb. the second round they strike the target from above.

Remember, if it's not DictatorTek then your not killing enough people. 

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2 years ago  ::  Apr 05, 2011 - 4:11AM #96
Kira_Howler
Date Joined: Apr 1, 2008
Posts: 341
These are for use in a magic rich campaign however most can be adjusted for normal use becareful though some are unusual.
DictatorTek "zombification" missile pl6
slot 1 launcher
range: 200ft
damage: see below
weight: 55lb
Pdc: 30 for the sealed launcher
    These missiles where made in conjunction With the legendary necromancer The Grinning Death. These Missiles cast an AOE kill affect fort dc (20) 100ft radius, then reanimates all killed as zombies under tha launchers command. the launchers are seal due to the way they are enchanted. they where first used on her Mecha Pandora. Adjustments (use nanotech to simulate affects)
DictatorTek casting amplifier pl6
slot 1
weight 20lb
  alows a caster to cast spells through the mecha, alowing you to use the sensors as line of sight for the spell so you don't have to open the cockpit. this also allows you to cast personal spell on the mech that your operating. also as a bonus a techno mage can use her program spell ability on the mecha with this device it can store up to 3 spells for laters use. not if you intall more then 1 device the program spell storing stacks.
DictatorTek etched armor plating pl6
no slots
weight -
pdc: 1st lvl (25), 2nd lvl (31), 3rd (34), 4th (36), 5th (38)
   use the rule s for etching shemas fro the magic of ebbron, i can't post anymore without infringment. a Med mecha can hold 5 etchings, Large mecha can hold 10 etchings, huge mecha can hold 15 etchings eact... increase the number of etchings by 5 for each size increase.
DictatorTek Mana disrupter pl6
slots 2
weight 25lb
activation swift action
pdc:30
   this device give spells a 20% chance that cast on the unit will fail. it also grants the mech a +2 on saving trows against spells. this also cause the pilet if they cast to take a 10% casting failier chance.
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2 years ago  ::  Apr 05, 2011 - 2:27PM #97
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888

I've added you recent posts Kira_Howler and what about this phrase for your company...



DictatorTek, Rule the Battlefield with an Iron Fist!

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2 years ago  ::  Apr 05, 2011 - 3:22PM #98
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888

Apr 5, 2011 -- 12:42AM, Kira_Howler wrote:

Most of them are a little over pOweded for mech combat in my opinion. But I don't see y they can't be starship weapons. And that mean if you use the extra rules for starship weapons on mecha the your good.




True but when I first created them I was thinking along the lines of PL 7-8 campaign with the PC's citizens of a colonized planet that is suddenly invaded by a neighboring star system, alien or Human, and had the PC's join up with remnent forces of the planets military which would grant them Soldier Lv 1 to their 3-4 chosen levels...  some of the encounters were where they would be sent to route enemy armor columns of tanks, mecha, or a mix by using acquired enemy munitions.

Eventually the campaign would stop/pause when they siezed control of the satellite defense grid that the enemy was putting into place and grabbing boatloads of enemy gear, mecha, and a few damaged starships for the R&D boys...

So any idea how to downsize them to a lower PL...

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2 years ago  ::  Apr 05, 2011 - 4:26PM #99
Kira_Howler
Date Joined: Apr 1, 2008
Posts: 341
I haven't the foggiest how to down play then, oh ya tomorrow night Im gonna post the mecha we all used in the 1 shot as well as tell the results of our motherwill fight. Im re tooling my mecha including a few of my weapons in the mix give it a personal feel ya know.
DictatorTek company motto: If your not using DictatorTek, then you haven't killed enough enemys.
That motto gives it the real evil super-corporation which is was going for. Btw there CEOs name Is Dictator Derek, and yes for every weapon he sells he also makes tue counter too. After all war is a very profitable busness... And people are cheap *evil grin*.
I'll probably post again before nodding off tonight.
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2 years ago  ::  Apr 05, 2011 - 5:08PM #100
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888
Looking forward to the future post then... my motto could be for when DictatorTek unveils some new mecha, mecha weaponry, tank, and etcetera  at their quarterly Arms Show where the unveil their newest toys for the warring countries.

Just think, a small countries military overlord recieves a flyer/brochure giving small tidbits of the upcoming private invite only Arms Show with my motto below and correspondance if they will attend for that one day showing only to them.
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