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1 year ago ::
Mar 12, 2012 - 12:10PM
#141
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DictatorTek target designation system pl 6 Pdc: 25 (+3) slot: 1 equivalent This system was designed for command units, to help control fire And direct it where needed. The first thing this unit does is act as a booster for the mechs sensors increasing there range by 50%. as a move action a mech with this system and designate targets, only 1 target per ally and the user of this system can not designate a target themselves. A mech attacking it's designated target gets a +2 on ranged attack rolls against that target. Lastly a unit with device can guide an allied "blind fired" missle to a target, if this is done the command unit makes the attack roll rather then the ally actually launching the missle.
Remember if your not using DictatorTek then your not killing enough enemys.
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1 year ago ::
Mar 12, 2012 - 3:48PM
#142
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Date Joined:
Mar 24, 2006
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Should have prerequisite of at least a Class I sensor system and comm unit installed on the mech with the target designation system. Sure, most mechs have a comm unit and some kind of sensors, but not all, especially cheap ones, or ones with full open cockpits lacking sensors, like a few I've posted.
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1 year ago ::
Mar 15, 2012 - 1:00PM
#143
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So true I'll make the adjustments and repost. You gotta love the guiding an ally's missle sweet right?
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1 year ago ::
Mar 24, 2012 - 4:44PM
#144
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DictatorTek adaptive techno-organtic armor pl7 PDc: 15+1/2 mecha's base cost Equipment bonus: +6 armor pen: -4 Weight: 1/3 the mecha's base weight Speed pen: -10 feet This is armor is similar to cells in a body repairing themselves and adapting to outside stimuli. When this armor gets hit by an attack it hardens against that attack providing a dr 15/v or energy resitance 15 that stimuli like slashing ballistic ect. This reduction lasts until the mecha is hit by another type of damage or until the mecha is shut down (emps included). Weapon systems that do more then 1 type of at the same time, the armor can't adapt to. Example missiles that do 1/2 damage fire 1/2 damage slashing.
DictatorTek techno-organtic alloy pl7 (super structure) This is the only superstructure that is able to repair the mech that we know about. It repairs 10 hp per round, however as the superstructure repairs the mech it basically replaces the existing armor with DictatorTek adaptive techno-organtic armor when it has repaired 1/2 of the mechs hp. PDC +8
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1 year ago ::
Apr 03, 2012 - 12:53PM
#145
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New stuff Mecha DictatorTek liner cannon (pl6) PDC: 26 (+3 mil) Damage: 15d8 energy/fire damage ignores 10 hardness Range: 600ft Weight: 143lbs Slots: 2 must be back, shoulder, or torso An interesting weapon from DictatorTek, it's designed to be charged. The fasted this weapon can be fired with the safety systems on, is once every other round. During the round it's not fired it's cooling and building the charge for the next shot. The safety system will not allow the cannon to be fired during that down time (the safety system can be disabled with a repair check dc 20, but doing so means that the weapon will break down after 30 shots). This cannon be charged as a free action for 4 rounds each charge increases the amount of hardness this weapon bypasses by 10. On the 5th round of charging the weapon discharges target or no. If the safty system is disabled the weapon will charge till it explodes dealing 30d8 to everything in a 15ft radius, that happens on round 6 of being charged. This is a spectacular anti-armor weapon.
DictatorTek external mount hard points PDc: 18 each (doesn't include the price of gear) Tired of spending hours changing out your parts between missions? Well with these hard points you can mount gear to them with only 10 minutes of work. Sadly these external mounts can't be used for ammo. These hard points each provide 1 slot and the gear can only be sundered. A mecha regardless of size can only external mounts in the following places, 2 legs, 1 belt, 2 shoulders, 2 back, 1 head. These hard points can only be placed in areas where slots currently exist.
Chobham armor (pl5) PDC: armor cost +10 (+3 military ) Uses an explosive charge to counter weapons with the ignore hardness ability. This can only be applied to armor or DictatorTek assault plating, this add on effectively increases your hardness by 10 against weapons with that ability. However this comes at a price after each encounter where your mecha has been attacked with that varity of weapon the explosive plates have to be replaced at a cost of 1/2 the armors price ( including the chobhams costs). Failing to replace the used plates results in a loss of defense bonus of the mecha's armor.
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1 year ago ::
May 12, 2012 - 4:12PM
#146
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Date Joined:
Mar 24, 2006
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LTB ATL2 Surprised by the success of the ATL1, LTB decided to manufacture a version for mechs to use. Designed as either a large handgun or mounted in the shoulders for large sized mechs, the ATL2 holds 6 of the lasing units, allowing for 12 shots before needing to be reloaded. As each lasing unit is used, it is ejected, which can be a hazard to anyone close by. Deals 8d8 points of fire damage, ignoring 8 points of hardness/DR, semi rate of fire. Each slot dedicated to ammunition holds 8 lasing units, which allows for a complete reload plus part of another. On a natural roll of 2 or 3 the chemical is inert (can not be used, and if a second roll of 2 or 3 happens on same lasing unit the chemicals are inert and the unit must be replaced). On a natural roll of 1, the chemicals are unstable and fires at half strength (4d8, ignores 4 hardness/DR) and also causes the lasing unit to melt down, destroying the trigger assembly and dealing 2d8 points of fire damage to the user, Reflex save DC 14 for half. After two shots, when a lasing unit is used up, it is ejected from the weapon, causing a potential hazard to anyone nearby. Anyone within 10 feet of the mech after it fires its second shot from a lasing unit takes 2d6 bludgeoning damage from the ejected casing, Reflex save DC 13 for half. LTB ATL2 (Late PL5/Early PL6) Equipment Slots: 1, must be hand (arm for large mech) or shoulders Activation: Attack action Range Increment: 60 ft Target: Single target within 600 ft Duration: Instantaneous Saving Throw: * Purchase DC: 16 for weapon, 15 for 3 lasing units. Restriction: Res (+2)
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10 months ago ::
Aug 27, 2012 - 4:43PM
#147
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Date Joined:
Mar 24, 2006
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CM1 The CM1 is Crystal Works first fully in-house developed mech, although it doesn't follow many standards of other mechs. The CM1 is quadrupedal in design, lacking arms, with a large spherical upper part that sits upon the leg actuators. The main weapon of the CM1 looks like a series of 5 tesla coils that line what would be the back of the sphere to just past the top on the front. Several glowing circular panels are found on the legs and over the body, which glow brighter every time the mech is hit. To protect the mech, a deflection field to deflect weapons and a repulsion field that helps keep anything from getting too close for a melee attack. The large size of the CM1 at 31 feet tall, and lack of arms does make the CM1 a bit of a target, and should be used with escorts, although it can release a burst of energy against foes that manage to get past the repulsion field. All of the systems developed for the CM1 are unique to it only so far as they are all tied together to function properly and benefit from the systems. CM1 (PL7) Size: Huge Quadruped (-2 size) Bonus Hit Points: 200 Superstructure: Duralloy Hardness: 15 Armour: Resilium armour Bonus to Defense: +6 Armour Penalty: -5 Reach: 10 ft Strength Bonus: +16 Dexterity Penalty: Speed: 50 Purchase DC:50 Slots Helmet: Class III Sensors Visor: Oracle Targeting System (+3) Back: Deflection Field (+3) Back: Lightning Gun Back: Lightning Gun Shoulders: Lightning Gun Torso: Repulsion System Torso: Cockpit Torso: Cockpit Belt: Shock Defense Belt: Kinetic Accumulator Comm System Standard Package Features: No arm design, class III sensors, Bonuses: 90 ft darkvision, +2 Navigate, +2 Spot, +3 to attack rolls, +3 Deflection bonus to Defense, +4 stability bonus, electricity immunity. Weapons: Lightning Gun 12d6, 20, 100, s Slam 2d6 bludgeoning, melee, reach 10 ft New Equipment Kinetic Accumulator The kinetic accumulator is designed to take kinetic energy directed at the equipped mech, and turn it into energy which the mech can use for various tasks, although the mech will still suffer the damage (count the damage reduced by armour hardness in the total amount of damage dealt). For every 10 points of damage from slashing, piercing, bludgeoning, ballistic, concussion or from missiles, the kinetic accumulator stores 1 energy point. The kinetic accumulator can store up to 10 energy points, which dissipate at a rate of 1 point every 10 minutes. These energy points can be directed to boost various systems. 1 point can be used to do any one of the following: increase the mech's Strength by 4 points, increase weapon damage by 1 die, increase weapon range by 50 feet, increase sensor range by 50%, increase speed by 10 feet, increase defensive system bonus by 50% rounding down, or if defensive system deals damage or has a random numeric value (die roll), increase by 1 die. Repulsion System The repulsion system is an offshoot technology of the kinetic accumulator, where any object of medium size or larger that moves within 10 feet of the mech must make a Fort save or be pushed back 1d4x5 feet (DC 20), a successful save the opponent can continue, but must spend double the movement speed to continue moving forward (20 feet of speed to move the last 10 feet forward), and melee attacks suffer a -4 penalty. A failed Fort save is followed by a Reflex save DC 17 to land on their feet, a failed Reflex save means the opponent is knocked prone, dropping any objects in their hands and takes 1d6 points of damage for every 5 feet launched back. Lightning Gun The lightning gun is a powerful electricity based weapon, releasing bolts of electricity that deal devastating damage, and can also temporarily disable machines. The lightning gun deals 12d6 points of electrical damage. Mechs, vehicles, robots and other devices must make a Fort save DC 17 or be disabled/stunned for 1d4 rounds, a successful save results in just being dazed for one round. Equipment Slots: 3 Activation: Standard Range Increment: 100 ft Target: Single target Duration: Instantaneous Saving Throw: See description Purchase DC: - Restriction: - Shock Defense The CM1 uses an electrical based system to defend itself from opponents that get within 10 feet of it. Arcs of electricity lash out around it, striking anything that gets past the repulsion field. As anything that moves within 10 feet of the CM1 provokes an attack of opportunity, the pilot activates the shock defense as an attack of opportunity, or can be activated before hand, and remains active for 5 rounds before requiring a 2 round recharge period. Anything within 10 feet of the CM1 will be struck by 1d4 arcs of electricity, each dealing 3d6 points of electricity damage. The shock defense system also grants the CM1 electricity immunity.
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9 months ago ::
Sep 26, 2012 - 6:32PM
#148
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Date Joined:
Mar 24, 2006
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Striker The striker is a fast, light attack mech, good for lighting strikes, ambushes and scouting. The cockpit is off center, to the right, with the weapon to the left. The mech lacks arms, which reduces its flexibility, but keeps the cost down. The weapon is a rapid-fire laser, allowing it to strike quickly and the enhanced gyros in the waist allow the torso to completely turn around, allowing for strafing attacks while on the run. To aid in the striker's mobility, jump jets are installed in the back to allow it to make jet powered leaps. Striker (PL6) Size: Large (-1) Bonus Hit Points: 100 Superstructure: Alumisteel Hardness: 10 Armour: Duraplastic Bonus to Defense: +2 (+3 equipment, -1 size) Armour Penalty: -4 Reach: 0 (no arms) Strength Bonus: +4 Dexterity Bonus: +2 Speed: 45 ft Purchase DC: 35 (Res +2) Slots Back: Class III Sensor Back: Jump jet Torso x2: Typhoon 240 Laser Cannon modified with autofire option Shoulder: Oracle Targeting Mk3 Torso x2: Cockpit Boots: Dexterity Booster Comm System Standard Package Features: Headless, armless, reduced strength (only +4 Str), stripped (+15 ft, critical hits deal +25% damage), torso can spin completely around Bonuses: +2 attack, 6 100 ft jumps, darkvision 90 ft, +2 Navigate, +2 Spot, +2 Dexterity Weapons: Typhoon 240 laser cannon 10d6, 20, fire, 100 ft, s/a, -
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7 months ago ::
Oct 28, 2012 - 11:53AM
#149
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Date Joined:
Mar 24, 2006
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Catapult After the success of the Thudder, Faradai released a mech and vehicle mount version. With heavy damage, and excellent range, the catapult shows all of Faradai's standards in plasma weaponry, and the secondary force mode gives greater flexibility and can be used for clearing debris or as a slightly less lethal weapon. The same weapon works in both mech and vehicle weapon mounts, using a universal mounting system, making it easier to install on virtually any vehicle or mech currently in production. The catapult plasma mode deals 11d6 points of fire damage, while the force mode deals 7d6. Targets must make a Fort save DC 20 or be knocked back 1d6x5 feet and knocked prone. Targets with four or more legs, treads or other systems/abilities that grant stability only add half the bonus. Robots, droids, and mechs must make a Fort save DC 19 or be stunned for 2d4+2 rounds. Vehicles that are moving, must make a Drive, or Pilot checks (DC damage dealt) to maintain control or lose control and spin out. Catapult (PL6/7 Heavy/Vehicle/Mech Weapon Proficiency) Equipment Slots: 2 Activation: Attack action Range Increment: 120 ft/200 ft Target: Single target within 1000 ft, or autofire/ 2000 ft Duration: Instantaneous Saving Throw: Purchase DC: 24 Restriction: Res (+2)
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3 months ago ::
Mar 11, 2013 - 12:33PM
#150
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Date Joined:
Mar 24, 2006
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Monotanium (PL6 Mech Armour) Monotanium can also be used as armour for mechs and vehicles, as a slightly cheaper alternative to Darkstar Stealth Armour, not providing as much stealth properties. Benefit: Imposes -3 penalty on all Computer Use checks to use sensors to scan or detect the mecha. Even on a successful check, scans are distorted and not clear. Enemy targeting systems bonuses are halved. Equipment Bonus: +5 Armour Penalty: -4 Speed Penalty: None Purchase DC: 10 + one-half the mecha's base purchase DC.
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