BigRedRod
22nd of July, 2002, 06:25
I'll keep this updated, but I think they are more or less finished now
Note
in my campaign the mechs are not called mechs but i will keep calling them mechs here to keep it simple (in my campaign mechs is slang for mechanists, mechs are called Dragoons)
the idea for this set of rules came mainly from escaflowne and a little from Gundam Wing
anyhow here they are:
i hope this formats right :)
A little about the mechs/dragoons themsleves
These huge machines are powered by a combination of skilled engineering and the trapped soul of a creature. The soul gives the mech itself vague instincts and the pilot may find that occasionally the mech will lurch to one side to dodge a blow. This should be very off-putting but the pilot and mech are like a single entity bonded by their attunement. Most appear much like large knights armoured in full-plate but other designs have been found/created.
Note about Constructs
These mechs are not true constructs, mind influencing effects will target the pilot and critical hits can be caused to them (they arent just walking lumps of metal as other constucts they are magical machines). Poison, disease, subdual damage etc all dont affect the mech or the pilot. Mechs are considered closed systems that generate air in their engines unless the cockpit is open in which poison gas in the area, lack of air etc may cause damage to the pilot
The Pilot and the Cockpit
The Pilot is sealed inside the cockpit of the mech. The mech is applyed to his statistic block much like a template
Climbing into a mech requires the mech itself to be climbed or a ladder leading to the cockpit, most mechs are fitted with rope ladders to allow easy access to the cockpit
Activation of a mech requires a full round, the pilot places both of his arms into the sockets and a number of straps coil around him. This provides the link with the mech, the pilot may remove his arms for spellcasting purposes, uncoiling the straps is a free-action and causing the mech to shut-down
Spellcasting In a Mech
The cockpit of a mech can be a little restrictive when attempting complex and precise hand movements. As a mage casts a spell while inside a mech, the mech tends to mirror his movements this is due to the link between Pilot and Mech. Spellcasting inside a mech has a 20% arcane spell failure chance
Standing on mechs and staying there
To climb up a mech the base DC is 15. However if the mech is moving add +2 per 10ft moved that turn
To balance on a mech that is not stationary(e.g. is fighting or walking) has a base DC of 10 and once again you add +2 per 10ft moved. If the mech is fighting then the DC increases by 10. This check must be made each round that the mech performs an action and is made after the pilots action each turn (if a character is on a mech but acts before it then it may make any actions before making such a check, however if the character comes after the pilot in the initative then the character must make the check before his turn and if he fails he loses his round as he recovers from the fall (taking falling damage as normal) .
To strike a mech that you are stood on is a normal attack except that the mech is not granted its Dex bonus as the mech cannot move out the way of your strike.
As a standard action a mech can try and shake off anyone climbing it or stood on it. This makes those climbing the mech make a climb check (at the DC of a standard climb check +10) and the balance check DC increases by 15 (and still incudes other modifiers related to the distance moved by the mech, however if the mech has been hit since the last check the DC increase related to combat does not need to be added)
Creation Costs
Each mech has a creation Gp/XP cost
This is how much it costs to create the chassis of the mech. The XP cost is rather low but as another soul powers the mech i didnt feel it was necessary to have a large cost (you dont give much of a piece of yourself as you give someone else )
Each Mech Chassis also has a Creation DC. This is the craft[mech] check that needs to be passed to create the mech. This follows typical rules for creating non-magical items (except it drains a small amount of experience)
Mech Weapons and Equipment also have costs both in gold and XP.
Creation of mechs or mech equipment requires a lab outfitted with equipment to a cost of 5000gp.
Energysts
Every dragoon requires a powersource. The power source if known as an energyst and is a gem containing the departed soul of a creature. Creating energysts and determining rank is explaining in the mechanist PrC.
A dragoon requires an energyst of rank equal to 1/4 of it's HD
Extra ranks may do something special!
Monks and Mechs
Monks cannot use any of their special attacks in close combat (this includes their boosted damage)
however evasion and their ac bonus still apply.
Wearing Armour in Mechs
Wearing any armour in a mech causes the armour check penalty to be applied to the mech attack rolls
the following feat can be taken to reduce the problem
Armoured Piloting [general]
Prereq: Any non-mech Armour proficicency
Benefit: Only half the Armour check penalty(rounded down) applies to mech attack rolls
Proficiencies
Mech weapon and armour proficiencies are different to standard ones
for example if you are proficent with a longsword that doesnt make you proficent with a mech longsword
The same goes with feats so that improved critical longsword only applies to a normal longsword. But you could take the feat for a mech weapon. The following section on armour levels allows you to find what armour level a mech has and therefore what mech armour proficiency applies.
Fighters, Pilots and Feats
Fighter Bonus feats and similar bonus feats (e.g. ones granted from a non-mech related prestige class) cannot be used to gain mech proficiencies, focus in mech weapons (or similar weapon related feats). The reverse is true for pilot bonus feats , they may only be used to gain feats for mech weapons if the feat requires a weapon to be specified
Special Attacks
All special attacks are possible during MvM and MvNM combat, with the following exceptions:
Mechs cannot have subdual damage dealt to them
If a mech hand is destroyed treat it as a "stump" weapon (detailed the arm section)
Arms cannot be disarmed but held weapons can be
Armour levels
the following numbers apply only to "natural AC" after an bonuses for extra armour have been added i.e. not including dex or size mods
Each Mech has a base natural armour. This can be added to by adding extra armour plating (covered in the equipment section)
<8 is light (-2 Armour check penalty, just causes -2 to attack rolls if not proficent)
8-12 is medium (-4 Armour check penalty)
>12 is heavy (-6 Armour check penalty)
Extra Armour Plating
DC 18 create, DC 18 fit
+2 AC
1 WU
Extra Mithral Armour Plating
DC 26 create, DC 19 fit
+4 AC
1WU
Equipment Slots(ES)
Each mech chassis has a maximum amount of equipment slots. Each piece of equipment (except armour)uses up a certian amount of equipment slots
"Special" Equipment
Equipment takes research to understand, knowledge of equipment is linked to craft[dragoon] ranks (and therefore access to tomes/tutors)
Coming soon, an actual explanation of who can make what
Weight Units (WU)and Speed
Each mech has base speed. To work out the actual speed take the number of weight units from the base speed.
"Charging"
This is a special ability of Mechs. It refers to channeling energy to build up more powerful attacks. It may be renamed to avoid confusion. This ability can only be used if appropriate equipment is installed
1 Round Charge - as 1 full round action you may choose to charge. This may be discharged on the next round or earlier (as an AOO for example).
2 Round Charge - as a full round action a charge may be started. It continues until the required amount of rounds has passed (for example a two round charge would be available on the 3 round after 2 entire rounds have been spent charging)
Maintaining a Charge - A player may choose to keep charging for as long as he can maintain the charge (this depends on what equipment has been installed) (for example if a mech can carry a charge for 5 rounds he may continue a 1 round charge for 4 more rounds, NOTE: this extra charging doesnt count against the duration of the charge). The player must state he is going to continue the charge when he is on his last round of charging (e.g. the 2nd round of a two round charge). The charge effects are cumulative (for example if a 1 rouned charge gives a +8 strength bonus but is continued for 2 rounds then it gives a +16 strength bonus)
Concentration - If struck while charging a concentration check is needed to prevent losing the charge ( DC = damage /3)
Hardness
Due to the materials and structure of the mechs they have some degree of hardness.
Spell Resistance
The Spell Resistance of a Mech also applies to the pilot (although the Pilot may not be targetable as they are enclosed in the cockpit). Without a pilot a mech is inactive, therefore it does not have any spell resistance.
Running
Mechs are incapable of running without the Speed Engineering Upgrade
Skills
Mechs generate a fair amount of noise, weigh a large amount and can be difficult to precisely control. This results in a number of skill penalties (Minor are -5, and Major are -10). Hide is penalised based on size, as in the PHB description of the hide skill.
Minor
Balance
Climb
Listen
Major
Jump
Move Silently
Swim
Tumble
Mech 1 : basic foorsoldier
Size : Change to Huge (18ft tall)
HD : Change to 20D10 (110hp)
Speed : +10ft -WU
AC : +12 natural -2size
Face/Reach : change to 10x10/15
SQ : Construction, requires pilot, hardness 12, SR 14
Abilities : +22Str, -4Dex
CR: +12?
ES : 3
Creation Gp/XP cost : 66,000/110xp
Creation DC : 28
Mech 2 : light fast mech
Size : Change to Huge (17ft tall)
HD : Change to 18D10 (99hp)
Speed : +20ft -WU
AC : +10 natural -2size
Face/Reach : Change to 10x10/10
SQ : Construction, requires pilot, hardness 10, SR 14
Abilities : +18str, +2dex
CR : +10?
ES : 3
Creation Gp/XP cost : 66,000/110XP
Creation DC : 28
Mech 3 : Sergant
Size : Change to Huge (20ft tall)
HD : Change to 22D10 (121hp)
Speed : +10ft -WU
AC : +14 natural -2size
Face/Reach : Change to 10x10/15
SQ : Construction, requires pilot, hardness 14 , SR 18
Abilities : +26 str, -4dex
CR : +13?
ES : 5
Creation Gp/XP cost : 90,000/150XP
Creation DC : 30
Mech 4 : Light Patrol
Size : Change to Large (13ft tall)
HD : Change to 10d10 (55p)
Speed : +10ft -WU
AC : +6 natural -1size
Face/Reach : Change to 10x10/10
SQ : Construction, requires pilot, hardness 8, SR 11
Abilities : +14str,
CR : +5?
ES : 2
Creation Gp/Xp cost : 30,000/50XP
Creation DC : 24
This model doesn't have the typical large metal knight look to it, it has a rather blocky body, legs built further towards the back of the body and long feet to give balance. [it's hard to describe but think the magitech suits of armour from FF6 but with cockpit shielding]
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Hands, Weapons, Extra equipment
==============================
Craft Wonderous item required for equipment
Craft Magic Arms and Armour required for hands and weapons
Craft [Mechs] skill needed to create mechs and to create and install hands, weapons and equipment. This is a class skill only to mechanists (prestige class i'm designing for this campaign)
Hands (fitted at the end of arms)
Fist - 2d6 damage (20,x2crit), simple weapon
DC 15 create and 10 to fit
0WU
Cost : 250gp/2XP
Stump - 1d6 damage (20,x2crit), simple weapon
This cannot be bought and is the hand left when the previous hand is destroyed (so that if another mech targets and destroys a mechs battle axe hand the mech is left with a stump)
Short Sword - 2d6 damage (19-20,x2crit), martial weapon
DC 17 to create and 14 to fit
1WU
Cost : 275gp/3XP
Battle Axe - 2D8 damage (20,x3crit), Martial Weapon
DC 19 create, DC 15 fit
2WU
Cost : 340gp/3XP
Long Sword - 2d8 damage (19-20,x2crit), Martial Weapon
DC 19 create, DC 15 fit
2WU
Cost : 340gp/3XP
Warhammer - 2d8 damage (20,x3crit), Martial Weapon
DC 17 create, DC 16 fit
3WU
Cost : 360gp/3XP
Heavy Pick - 2d8 damage (20,x4crit), Martial Weapon
DC 18 create, DC 17 fit
4WU
Cost : 400/4xp
Sickle - 2d6 damage (20,x2crit), Simple Weapon
DC 18 create, DC 14 fit
1WU
Cost : 260gp/3XP
Claw - 2d6 damage (18-20,x2crit), Simple Weapon. Consists of 2 claws can be moved but not to the extent of a fist
DC 16 create, DC 10 fit
1WU
Cost : 250gp/2XP
Bladed Fist - 2d8 damage (19-20,x2crit) Exotic weapon. This consists of a fist with 2 blades attached. The fist can be fully moved but it is impossible to use it to wield a weapon as the blades get in the way
1WU
DC 19 create, DC 14 fit
Cost : 350gp/3XP
Retractable Blade Fist - Exotic Weapon. damage as fist with blades retracted, damage as bladed fist when blades extended. The blades can be extended as a free action, if extension is combined with a fist blow the damage is 4d6. With the blades retracted it can be used to wield weapons. The Fist is fully movable
DC 25 create, DC 19 fit
2WU
Cost : 550gp/5XP
Small Shield - +2 AC or 1d6 shield bash (-1 armour check, effectively just gives -1 to attack rolls if non shield proficent)
DC 15 create, DC 12 fit
1WU
Cost : 200gp/2XP
Small Spiked Shield - +2 AC or 2d6 shield bash (-1 armour check)
DC 17 to create, DC 12 fit
1WU
Cost : 225gp/2xp
Large Shield - +4 AC or 1d6 shield bash (-2 armour check)
DC 19 create, DC 14 fit
2WU
Cost : 275gp/3XP
Large Spiked Shield - +4 AC or 2d6 shield bash (-2 armour check)
DC 19 create, DC 14 fit
2WU
Cost : 300gp/3XP
Weapons, require two fists to hold (gain 1.5 str bonus because they are two handed)
Scythe - 2d8 (20,x4crit), Martial weapon
DC 20 create
4WU
Cost : 600gp
Glaive - 2d8 (20,x3crit) gives + 15ft reach but can't hit adjacent foes, Martial
DC 23 create
5WU
Cost : 650gp
Two-handed Sword - 4d6 (19-20, x2 crit), Exotic Weapon
DC 29 create
6WU
Cost : 800gp
Greataxe - 4d6 (20, x3 crit), Exotic weapon
DC 29 create
6WU
Cost : 800gp
Misc Weapons
Rock (40-60pounds) - 2d6 (20, x2 crit),120ft range increment, Simple weapon
2WU each
Cost : N/A
Equipment, added at various parts of the suit those with just one DC have an equal DC for creating and implementing.Some require levels as a magic user to create(Mechanist Levels count double towards this). Creation requires the Craft wonderous item feat for every piece of equipment. Individual pieces will also have other requirements
Speed Engineering, allows running
DC 26 to create and implement
1 ES
Cost : 250gp / 5XP
Speed Upgrade, increases the speed of the mech by 10ft
DC 22 to create and implement
Requires speed engineering to be installed
1 ES
Cost : 800gp / 16xp
Stealth Engineering, reduces the penalty on listen and move silenty checks by 4 (listen now suffers a -1 penalty, while move silently suffers a -6 penalty)
DC 20 to create and implement
1 ES
Cost : 500gp / 10xp
Improved Stealth Engineering, nullifys the penalties to Move Silently and Listen
DC 28 to create and implement
2ES
Cost : 750gp / 15xp
Slippery Coating, The Mech is constantly coating with a thin slipppery film making it far harder to climb or balance on. The DC to climb or Balance on the mech is increased by 5
DC 18 to create and implement
Requires grease
1ES
Cost : 250gp / 5xp
Force Pulse Generator, requires "charging" for a single round. On the second round a force wave erupts from the mech (60ft radius). All creatures who are smaller than huge must make fortitude saves (DC 32 - special size grapple modifier (p137 PHB) or be flung 5D10ft - (special size grapple modifier) and taking 3D10 damage. A successful save moves the creature 1D10ft - (special size modifyer) and deals 1D8 damage. Huge and Gargantuan creatures must suceed a fortitude save (DC 16 for huge, 12 for Gargantuan) or be pushed 3D10ft away and suffer 2d8 damage. A successfyl save only moves the creature 1D10 ft and deals 1D8 damage. Collosal creatures are not affected by this ability.
DC 25 to create, DC 15 to implement
2ES
Cost : 750gp/ 15XP
Reveal Pulse Generator, Requires charging on the 2nd round an invisible wave erupts from the mech (100 ft radius). Everything inivisible in the radius must suceed a will save (DC 25) or be revealed for 2D8 rounds. Creatures without visible forms appear as if composed of a blueish light
DC 26 to create, DC 15 to implement
Requires see invisibility
2ES
Cost : 750gp/ 15XP
Flight Enhancement, allows mech to alter form slighty to allow flight (clumsy, speed 60), the arms are inmovable in this form making combat impossible. Changing form is a move-equivalent action which provokes an AOO
DC 34 to create and implement, must be a Magic user(MU) of at least 10th level
Requires fly
2ES
Cost : 1200gp/ 24XP
Improved Flight Enhancement - (average, speed 70), no form change is necessary for flight
DC 38 to create and implement, must be an MU of at least 15th level
Requires fly
3ES
Cost : 2000gp/ 40XP
Escape Teleport, allows mech to teleport to a predefined location once per day as a partial action. To change the location requires a craft [mech] check of DC20,
DC 27 to create and implement. A check of DC 10 must then be passed to record the location for the 1st time. Must be a MU of at least 14th level to create and implement
Requires Teleport
2ES
Cost : 500gp / 10XP
Force Shield A, +10AC for 5 rounds per week
DC 32 to create and implement.
Requires Shield and Mage Armour
2ES
Cost : 400gp / 8XP
Force Shield B, +3AC for 2 rounds per day
DC 32 to create and implement.
Requires Shield and Mage Armour
2ES
Cost : 400gp / 8XP
Special Force Shield A, +10AC for 3 rounds per day
DC 34 to create and implement.
Requires Shield, Mage Armour and Globe of minor Invulnerability
2ES
Cost : 700gp / 14XP
Special Force Shield B, +2AC during sunlight
DC 28 to create and implement.
Requires Shield, Mage Armour and Globe of minor Invulnerability
1ES
Cost : 900gp/ 18XP
Special Force Shield C, +17AC for 4 rounds per week
DC 35 to create and implement.
Requires Shield, Mage Armour and Globe of minor Invulnerability
2ES
Cost : 950gp/ 19XP
Cloak , this allows the mech to become invisible for 1/2 an hour per day (as the spell). This invisibility must be taken in a single chunk, dismissing the effect earlier is possible
DC 28 to create and implement.
Requires Invisibilty
1ES
Cost : 700gp / 14XP
Special Cloak, this allows the mech to become invisible for 2 hours per day (as the spell). This invisibility may be split into up to four chunks of 1/2 an hour each
DC 32 to create and implement.
Requires Invisibility and Extend Spell feat
1ES
Cost : 1000gp/ 20XP
Special Improved Cloak , this allows the mech to become invisible for 6 rounds per day (as the spell improved invisibility)
DC 34 to create and implement.
Requires Improved Invisibilty
2ES
Cost : 1050gp / 21XP
Charge Enhancement , +4 strength for a 1 round charge. Lasts for 5 rounds or until the mech hits an object
DC 19 to create and implement.
Requires Bull's Strength
1ES
Cost : 100gp/2XP
Charge Capacitor, Can carry charges for 1.5X as long (this allows the mech to continue charging for longer than normal too)
DC 15 to create and implement.
1ES
Cost : 300gp/6XP
Special Charge enhancement A, +8 stength for a 1 round charge. Lasts for 8 rounds or until an object is hit
DC 19 to create and implement.
Requires Bull's Strength
1ES
Cost : 200gp / 4XP
Special Charge enhancement B, +2D8 damage to next attack for a 1 round charge. Lasts for 4 rounds or until an object is hit
DC 19 to create and implement.
Requires Bull's Strength
1ES
Cost : 200gp/ 4XP
Special Charge enhancement C, X2 stength for a 2 round charge. Lasts for 9 rounds or until 1d3 objects have been hit
DC 28 to create and implement.
Requires Bull's Strength and Maximise Spell Feat
3ES
Cost : 450gp/ 9XP
Special Charge Capacitor, Can carry charges for 2X as long (this allows the mech to continue charging for longer than normal too)
DC 18 to create and implement.
1ES
Cost : 450gp/ 9XP
Arcane Capacitor A, A spell may be cast into the capacitor and then charged. Each full round of charging provides one spell level that can be used on a spell slot or memorised spell to apply metamagic feats. Lasts for 4 rounds, upon completion the spell may be "held" until the charging duration ends and then cast as a standard action
DC 19 to create and implement
1ES
Cost : 500gp/10xp
Arcane Capacitor B, A spell may be cast into the capacitor and then charged. Each full round of charging provides +1caster level and +1 to the save DC of the spell (if any). Lasts for 4 rounds, upon completion the spell may be "held" until the charging duration ends and then cast as a standard action
DC 19 to create and implement
1ES
Cot : 600gp/12xp
Arm/Weapon upgrades, these are identical to other magical enchantments that may e placed upon weapons, however, they may only be placed upon dragoon weapons
Deadly - Causes 1d2 damage to the pilot with each hit to the mech. A critical causes 1d6 damage to the pilot. If not striking a mech but a living creature then the living creature takes the weapon damage plus this bonus damage.
DC 16 to create and implement.
Cost : +1 bonus
Crippling - if a mech has a critical scored against it by a weapon with this enhancement then the mech is held ,as the spell, for 1d4+1 rounds. The pilot is not held for this time his mech is just immoblised. Against non-mechs the weapon has no function
DC 21 to create and implement.
Requires Hold Monster
Cost : +1 bonus
Penetrating - The weapon reduces the shield strength to half of the original. If directred at an object such as a wall of force the wall is disrupted for (1D8+1)-1D8 rounds (count negative results as 0s)
DC 16 to create and implement
Cost : +2 bonus
and thats it for now
i know its long but feel free to use these and comment
just rememeber that i made this and it took me a damn long time so i would like or at least notice if your gonna use these or post them anywhere (bigredrodthepirate@hotmail.com)
Also i'd like to Thank those that helped me refine these ideas, mainly Scott spending long periods of time online arguing with me and pointing out nonsense/mistakes in the rules
Note
in my campaign the mechs are not called mechs but i will keep calling them mechs here to keep it simple (in my campaign mechs is slang for mechanists, mechs are called Dragoons)
the idea for this set of rules came mainly from escaflowne and a little from Gundam Wing
anyhow here they are:
i hope this formats right :)
A little about the mechs/dragoons themsleves
These huge machines are powered by a combination of skilled engineering and the trapped soul of a creature. The soul gives the mech itself vague instincts and the pilot may find that occasionally the mech will lurch to one side to dodge a blow. This should be very off-putting but the pilot and mech are like a single entity bonded by their attunement. Most appear much like large knights armoured in full-plate but other designs have been found/created.
Note about Constructs
These mechs are not true constructs, mind influencing effects will target the pilot and critical hits can be caused to them (they arent just walking lumps of metal as other constucts they are magical machines). Poison, disease, subdual damage etc all dont affect the mech or the pilot. Mechs are considered closed systems that generate air in their engines unless the cockpit is open in which poison gas in the area, lack of air etc may cause damage to the pilot
The Pilot and the Cockpit
The Pilot is sealed inside the cockpit of the mech. The mech is applyed to his statistic block much like a template
Climbing into a mech requires the mech itself to be climbed or a ladder leading to the cockpit, most mechs are fitted with rope ladders to allow easy access to the cockpit
Activation of a mech requires a full round, the pilot places both of his arms into the sockets and a number of straps coil around him. This provides the link with the mech, the pilot may remove his arms for spellcasting purposes, uncoiling the straps is a free-action and causing the mech to shut-down
Spellcasting In a Mech
The cockpit of a mech can be a little restrictive when attempting complex and precise hand movements. As a mage casts a spell while inside a mech, the mech tends to mirror his movements this is due to the link between Pilot and Mech. Spellcasting inside a mech has a 20% arcane spell failure chance
Standing on mechs and staying there
To climb up a mech the base DC is 15. However if the mech is moving add +2 per 10ft moved that turn
To balance on a mech that is not stationary(e.g. is fighting or walking) has a base DC of 10 and once again you add +2 per 10ft moved. If the mech is fighting then the DC increases by 10. This check must be made each round that the mech performs an action and is made after the pilots action each turn (if a character is on a mech but acts before it then it may make any actions before making such a check, however if the character comes after the pilot in the initative then the character must make the check before his turn and if he fails he loses his round as he recovers from the fall (taking falling damage as normal) .
To strike a mech that you are stood on is a normal attack except that the mech is not granted its Dex bonus as the mech cannot move out the way of your strike.
As a standard action a mech can try and shake off anyone climbing it or stood on it. This makes those climbing the mech make a climb check (at the DC of a standard climb check +10) and the balance check DC increases by 15 (and still incudes other modifiers related to the distance moved by the mech, however if the mech has been hit since the last check the DC increase related to combat does not need to be added)
Creation Costs
Each mech has a creation Gp/XP cost
This is how much it costs to create the chassis of the mech. The XP cost is rather low but as another soul powers the mech i didnt feel it was necessary to have a large cost (you dont give much of a piece of yourself as you give someone else )
Each Mech Chassis also has a Creation DC. This is the craft[mech] check that needs to be passed to create the mech. This follows typical rules for creating non-magical items (except it drains a small amount of experience)
Mech Weapons and Equipment also have costs both in gold and XP.
Creation of mechs or mech equipment requires a lab outfitted with equipment to a cost of 5000gp.
Energysts
Every dragoon requires a powersource. The power source if known as an energyst and is a gem containing the departed soul of a creature. Creating energysts and determining rank is explaining in the mechanist PrC.
A dragoon requires an energyst of rank equal to 1/4 of it's HD
Extra ranks may do something special!
Monks and Mechs
Monks cannot use any of their special attacks in close combat (this includes their boosted damage)
however evasion and their ac bonus still apply.
Wearing Armour in Mechs
Wearing any armour in a mech causes the armour check penalty to be applied to the mech attack rolls
the following feat can be taken to reduce the problem
Armoured Piloting [general]
Prereq: Any non-mech Armour proficicency
Benefit: Only half the Armour check penalty(rounded down) applies to mech attack rolls
Proficiencies
Mech weapon and armour proficiencies are different to standard ones
for example if you are proficent with a longsword that doesnt make you proficent with a mech longsword
The same goes with feats so that improved critical longsword only applies to a normal longsword. But you could take the feat for a mech weapon. The following section on armour levels allows you to find what armour level a mech has and therefore what mech armour proficiency applies.
Fighters, Pilots and Feats
Fighter Bonus feats and similar bonus feats (e.g. ones granted from a non-mech related prestige class) cannot be used to gain mech proficiencies, focus in mech weapons (or similar weapon related feats). The reverse is true for pilot bonus feats , they may only be used to gain feats for mech weapons if the feat requires a weapon to be specified
Special Attacks
All special attacks are possible during MvM and MvNM combat, with the following exceptions:
Mechs cannot have subdual damage dealt to them
If a mech hand is destroyed treat it as a "stump" weapon (detailed the arm section)
Arms cannot be disarmed but held weapons can be
Armour levels
the following numbers apply only to "natural AC" after an bonuses for extra armour have been added i.e. not including dex or size mods
Each Mech has a base natural armour. This can be added to by adding extra armour plating (covered in the equipment section)
<8 is light (-2 Armour check penalty, just causes -2 to attack rolls if not proficent)
8-12 is medium (-4 Armour check penalty)
>12 is heavy (-6 Armour check penalty)
Extra Armour Plating
DC 18 create, DC 18 fit
+2 AC
1 WU
Extra Mithral Armour Plating
DC 26 create, DC 19 fit
+4 AC
1WU
Equipment Slots(ES)
Each mech chassis has a maximum amount of equipment slots. Each piece of equipment (except armour)uses up a certian amount of equipment slots
"Special" Equipment
Equipment takes research to understand, knowledge of equipment is linked to craft[dragoon] ranks (and therefore access to tomes/tutors)
Coming soon, an actual explanation of who can make what
Weight Units (WU)and Speed
Each mech has base speed. To work out the actual speed take the number of weight units from the base speed.
"Charging"
This is a special ability of Mechs. It refers to channeling energy to build up more powerful attacks. It may be renamed to avoid confusion. This ability can only be used if appropriate equipment is installed
1 Round Charge - as 1 full round action you may choose to charge. This may be discharged on the next round or earlier (as an AOO for example).
2 Round Charge - as a full round action a charge may be started. It continues until the required amount of rounds has passed (for example a two round charge would be available on the 3 round after 2 entire rounds have been spent charging)
Maintaining a Charge - A player may choose to keep charging for as long as he can maintain the charge (this depends on what equipment has been installed) (for example if a mech can carry a charge for 5 rounds he may continue a 1 round charge for 4 more rounds, NOTE: this extra charging doesnt count against the duration of the charge). The player must state he is going to continue the charge when he is on his last round of charging (e.g. the 2nd round of a two round charge). The charge effects are cumulative (for example if a 1 rouned charge gives a +8 strength bonus but is continued for 2 rounds then it gives a +16 strength bonus)
Concentration - If struck while charging a concentration check is needed to prevent losing the charge ( DC = damage /3)
Hardness
Due to the materials and structure of the mechs they have some degree of hardness.
Spell Resistance
The Spell Resistance of a Mech also applies to the pilot (although the Pilot may not be targetable as they are enclosed in the cockpit). Without a pilot a mech is inactive, therefore it does not have any spell resistance.
Running
Mechs are incapable of running without the Speed Engineering Upgrade
Skills
Mechs generate a fair amount of noise, weigh a large amount and can be difficult to precisely control. This results in a number of skill penalties (Minor are -5, and Major are -10). Hide is penalised based on size, as in the PHB description of the hide skill.
Minor
Balance
Climb
Listen
Major
Jump
Move Silently
Swim
Tumble
Mech 1 : basic foorsoldier
Size : Change to Huge (18ft tall)
HD : Change to 20D10 (110hp)
Speed : +10ft -WU
AC : +12 natural -2size
Face/Reach : change to 10x10/15
SQ : Construction, requires pilot, hardness 12, SR 14
Abilities : +22Str, -4Dex
CR: +12?
ES : 3
Creation Gp/XP cost : 66,000/110xp
Creation DC : 28
Mech 2 : light fast mech
Size : Change to Huge (17ft tall)
HD : Change to 18D10 (99hp)
Speed : +20ft -WU
AC : +10 natural -2size
Face/Reach : Change to 10x10/10
SQ : Construction, requires pilot, hardness 10, SR 14
Abilities : +18str, +2dex
CR : +10?
ES : 3
Creation Gp/XP cost : 66,000/110XP
Creation DC : 28
Mech 3 : Sergant
Size : Change to Huge (20ft tall)
HD : Change to 22D10 (121hp)
Speed : +10ft -WU
AC : +14 natural -2size
Face/Reach : Change to 10x10/15
SQ : Construction, requires pilot, hardness 14 , SR 18
Abilities : +26 str, -4dex
CR : +13?
ES : 5
Creation Gp/XP cost : 90,000/150XP
Creation DC : 30
Mech 4 : Light Patrol
Size : Change to Large (13ft tall)
HD : Change to 10d10 (55p)
Speed : +10ft -WU
AC : +6 natural -1size
Face/Reach : Change to 10x10/10
SQ : Construction, requires pilot, hardness 8, SR 11
Abilities : +14str,
CR : +5?
ES : 2
Creation Gp/Xp cost : 30,000/50XP
Creation DC : 24
This model doesn't have the typical large metal knight look to it, it has a rather blocky body, legs built further towards the back of the body and long feet to give balance. [it's hard to describe but think the magitech suits of armour from FF6 but with cockpit shielding]
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Hands, Weapons, Extra equipment
==============================
Craft Wonderous item required for equipment
Craft Magic Arms and Armour required for hands and weapons
Craft [Mechs] skill needed to create mechs and to create and install hands, weapons and equipment. This is a class skill only to mechanists (prestige class i'm designing for this campaign)
Hands (fitted at the end of arms)
Fist - 2d6 damage (20,x2crit), simple weapon
DC 15 create and 10 to fit
0WU
Cost : 250gp/2XP
Stump - 1d6 damage (20,x2crit), simple weapon
This cannot be bought and is the hand left when the previous hand is destroyed (so that if another mech targets and destroys a mechs battle axe hand the mech is left with a stump)
Short Sword - 2d6 damage (19-20,x2crit), martial weapon
DC 17 to create and 14 to fit
1WU
Cost : 275gp/3XP
Battle Axe - 2D8 damage (20,x3crit), Martial Weapon
DC 19 create, DC 15 fit
2WU
Cost : 340gp/3XP
Long Sword - 2d8 damage (19-20,x2crit), Martial Weapon
DC 19 create, DC 15 fit
2WU
Cost : 340gp/3XP
Warhammer - 2d8 damage (20,x3crit), Martial Weapon
DC 17 create, DC 16 fit
3WU
Cost : 360gp/3XP
Heavy Pick - 2d8 damage (20,x4crit), Martial Weapon
DC 18 create, DC 17 fit
4WU
Cost : 400/4xp
Sickle - 2d6 damage (20,x2crit), Simple Weapon
DC 18 create, DC 14 fit
1WU
Cost : 260gp/3XP
Claw - 2d6 damage (18-20,x2crit), Simple Weapon. Consists of 2 claws can be moved but not to the extent of a fist
DC 16 create, DC 10 fit
1WU
Cost : 250gp/2XP
Bladed Fist - 2d8 damage (19-20,x2crit) Exotic weapon. This consists of a fist with 2 blades attached. The fist can be fully moved but it is impossible to use it to wield a weapon as the blades get in the way
1WU
DC 19 create, DC 14 fit
Cost : 350gp/3XP
Retractable Blade Fist - Exotic Weapon. damage as fist with blades retracted, damage as bladed fist when blades extended. The blades can be extended as a free action, if extension is combined with a fist blow the damage is 4d6. With the blades retracted it can be used to wield weapons. The Fist is fully movable
DC 25 create, DC 19 fit
2WU
Cost : 550gp/5XP
Small Shield - +2 AC or 1d6 shield bash (-1 armour check, effectively just gives -1 to attack rolls if non shield proficent)
DC 15 create, DC 12 fit
1WU
Cost : 200gp/2XP
Small Spiked Shield - +2 AC or 2d6 shield bash (-1 armour check)
DC 17 to create, DC 12 fit
1WU
Cost : 225gp/2xp
Large Shield - +4 AC or 1d6 shield bash (-2 armour check)
DC 19 create, DC 14 fit
2WU
Cost : 275gp/3XP
Large Spiked Shield - +4 AC or 2d6 shield bash (-2 armour check)
DC 19 create, DC 14 fit
2WU
Cost : 300gp/3XP
Weapons, require two fists to hold (gain 1.5 str bonus because they are two handed)
Scythe - 2d8 (20,x4crit), Martial weapon
DC 20 create
4WU
Cost : 600gp
Glaive - 2d8 (20,x3crit) gives + 15ft reach but can't hit adjacent foes, Martial
DC 23 create
5WU
Cost : 650gp
Two-handed Sword - 4d6 (19-20, x2 crit), Exotic Weapon
DC 29 create
6WU
Cost : 800gp
Greataxe - 4d6 (20, x3 crit), Exotic weapon
DC 29 create
6WU
Cost : 800gp
Misc Weapons
Rock (40-60pounds) - 2d6 (20, x2 crit),120ft range increment, Simple weapon
2WU each
Cost : N/A
Equipment, added at various parts of the suit those with just one DC have an equal DC for creating and implementing.Some require levels as a magic user to create(Mechanist Levels count double towards this). Creation requires the Craft wonderous item feat for every piece of equipment. Individual pieces will also have other requirements
Speed Engineering, allows running
DC 26 to create and implement
1 ES
Cost : 250gp / 5XP
Speed Upgrade, increases the speed of the mech by 10ft
DC 22 to create and implement
Requires speed engineering to be installed
1 ES
Cost : 800gp / 16xp
Stealth Engineering, reduces the penalty on listen and move silenty checks by 4 (listen now suffers a -1 penalty, while move silently suffers a -6 penalty)
DC 20 to create and implement
1 ES
Cost : 500gp / 10xp
Improved Stealth Engineering, nullifys the penalties to Move Silently and Listen
DC 28 to create and implement
2ES
Cost : 750gp / 15xp
Slippery Coating, The Mech is constantly coating with a thin slipppery film making it far harder to climb or balance on. The DC to climb or Balance on the mech is increased by 5
DC 18 to create and implement
Requires grease
1ES
Cost : 250gp / 5xp
Force Pulse Generator, requires "charging" for a single round. On the second round a force wave erupts from the mech (60ft radius). All creatures who are smaller than huge must make fortitude saves (DC 32 - special size grapple modifier (p137 PHB) or be flung 5D10ft - (special size grapple modifier) and taking 3D10 damage. A successful save moves the creature 1D10ft - (special size modifyer) and deals 1D8 damage. Huge and Gargantuan creatures must suceed a fortitude save (DC 16 for huge, 12 for Gargantuan) or be pushed 3D10ft away and suffer 2d8 damage. A successfyl save only moves the creature 1D10 ft and deals 1D8 damage. Collosal creatures are not affected by this ability.
DC 25 to create, DC 15 to implement
2ES
Cost : 750gp/ 15XP
Reveal Pulse Generator, Requires charging on the 2nd round an invisible wave erupts from the mech (100 ft radius). Everything inivisible in the radius must suceed a will save (DC 25) or be revealed for 2D8 rounds. Creatures without visible forms appear as if composed of a blueish light
DC 26 to create, DC 15 to implement
Requires see invisibility
2ES
Cost : 750gp/ 15XP
Flight Enhancement, allows mech to alter form slighty to allow flight (clumsy, speed 60), the arms are inmovable in this form making combat impossible. Changing form is a move-equivalent action which provokes an AOO
DC 34 to create and implement, must be a Magic user(MU) of at least 10th level
Requires fly
2ES
Cost : 1200gp/ 24XP
Improved Flight Enhancement - (average, speed 70), no form change is necessary for flight
DC 38 to create and implement, must be an MU of at least 15th level
Requires fly
3ES
Cost : 2000gp/ 40XP
Escape Teleport, allows mech to teleport to a predefined location once per day as a partial action. To change the location requires a craft [mech] check of DC20,
DC 27 to create and implement. A check of DC 10 must then be passed to record the location for the 1st time. Must be a MU of at least 14th level to create and implement
Requires Teleport
2ES
Cost : 500gp / 10XP
Force Shield A, +10AC for 5 rounds per week
DC 32 to create and implement.
Requires Shield and Mage Armour
2ES
Cost : 400gp / 8XP
Force Shield B, +3AC for 2 rounds per day
DC 32 to create and implement.
Requires Shield and Mage Armour
2ES
Cost : 400gp / 8XP
Special Force Shield A, +10AC for 3 rounds per day
DC 34 to create and implement.
Requires Shield, Mage Armour and Globe of minor Invulnerability
2ES
Cost : 700gp / 14XP
Special Force Shield B, +2AC during sunlight
DC 28 to create and implement.
Requires Shield, Mage Armour and Globe of minor Invulnerability
1ES
Cost : 900gp/ 18XP
Special Force Shield C, +17AC for 4 rounds per week
DC 35 to create and implement.
Requires Shield, Mage Armour and Globe of minor Invulnerability
2ES
Cost : 950gp/ 19XP
Cloak , this allows the mech to become invisible for 1/2 an hour per day (as the spell). This invisibility must be taken in a single chunk, dismissing the effect earlier is possible
DC 28 to create and implement.
Requires Invisibilty
1ES
Cost : 700gp / 14XP
Special Cloak, this allows the mech to become invisible for 2 hours per day (as the spell). This invisibility may be split into up to four chunks of 1/2 an hour each
DC 32 to create and implement.
Requires Invisibility and Extend Spell feat
1ES
Cost : 1000gp/ 20XP
Special Improved Cloak , this allows the mech to become invisible for 6 rounds per day (as the spell improved invisibility)
DC 34 to create and implement.
Requires Improved Invisibilty
2ES
Cost : 1050gp / 21XP
Charge Enhancement , +4 strength for a 1 round charge. Lasts for 5 rounds or until the mech hits an object
DC 19 to create and implement.
Requires Bull's Strength
1ES
Cost : 100gp/2XP
Charge Capacitor, Can carry charges for 1.5X as long (this allows the mech to continue charging for longer than normal too)
DC 15 to create and implement.
1ES
Cost : 300gp/6XP
Special Charge enhancement A, +8 stength for a 1 round charge. Lasts for 8 rounds or until an object is hit
DC 19 to create and implement.
Requires Bull's Strength
1ES
Cost : 200gp / 4XP
Special Charge enhancement B, +2D8 damage to next attack for a 1 round charge. Lasts for 4 rounds or until an object is hit
DC 19 to create and implement.
Requires Bull's Strength
1ES
Cost : 200gp/ 4XP
Special Charge enhancement C, X2 stength for a 2 round charge. Lasts for 9 rounds or until 1d3 objects have been hit
DC 28 to create and implement.
Requires Bull's Strength and Maximise Spell Feat
3ES
Cost : 450gp/ 9XP
Special Charge Capacitor, Can carry charges for 2X as long (this allows the mech to continue charging for longer than normal too)
DC 18 to create and implement.
1ES
Cost : 450gp/ 9XP
Arcane Capacitor A, A spell may be cast into the capacitor and then charged. Each full round of charging provides one spell level that can be used on a spell slot or memorised spell to apply metamagic feats. Lasts for 4 rounds, upon completion the spell may be "held" until the charging duration ends and then cast as a standard action
DC 19 to create and implement
1ES
Cost : 500gp/10xp
Arcane Capacitor B, A spell may be cast into the capacitor and then charged. Each full round of charging provides +1caster level and +1 to the save DC of the spell (if any). Lasts for 4 rounds, upon completion the spell may be "held" until the charging duration ends and then cast as a standard action
DC 19 to create and implement
1ES
Cot : 600gp/12xp
Arm/Weapon upgrades, these are identical to other magical enchantments that may e placed upon weapons, however, they may only be placed upon dragoon weapons
Deadly - Causes 1d2 damage to the pilot with each hit to the mech. A critical causes 1d6 damage to the pilot. If not striking a mech but a living creature then the living creature takes the weapon damage plus this bonus damage.
DC 16 to create and implement.
Cost : +1 bonus
Crippling - if a mech has a critical scored against it by a weapon with this enhancement then the mech is held ,as the spell, for 1d4+1 rounds. The pilot is not held for this time his mech is just immoblised. Against non-mechs the weapon has no function
DC 21 to create and implement.
Requires Hold Monster
Cost : +1 bonus
Penetrating - The weapon reduces the shield strength to half of the original. If directred at an object such as a wall of force the wall is disrupted for (1D8+1)-1D8 rounds (count negative results as 0s)
DC 16 to create and implement
Cost : +2 bonus
and thats it for now
i know its long but feel free to use these and comment
just rememeber that i made this and it took me a damn long time so i would like or at least notice if your gonna use these or post them anywhere (bigredrodthepirate@hotmail.com)
Also i'd like to Thank those that helped me refine these ideas, mainly Scott spending long periods of time online arguing with me and pointing out nonsense/mistakes in the rules