============================================================================== MECH CREATION ------------------------------------------------------------------------------ BODY SHELL: TYPE ³CREDITS ³ EACH ³ EACH ³ BODY ³ HEAD ³ SPECIAL ³ ³ ARM ³ LEG ³ ³ ³ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Power Armor ³ 2 ³ 1 ³ 2 ³ 3 ³ 1 ³ Does not need ³ ³ ³ ³ ³ ³ Gyros Light Recon Mech ³ 5 ³ 3 ³ 5 ³ 10 ³ 3 ³ Needs sensors ³ ³ ³ ³ ³ ³ of 5 or more Light Assault Mech ³ 7 ³ 5 ³ 7 ³ 14 ³ 5 ³ None Medium Assault Mech ³ 10 ³ 10 ³ 15 ³ 30 ³ 7 ³ None Heavy Assault Mech ³ 12 ³ 15 ³ 20 ³ 40 ³ 10 ³ None Medium Work Mech ³ 7 ³ 10 ³ 20 ³ 20 ³ 1 ³ Needs tow and ³ ³ ³ ³ ³ ³ lifting of 5 Heavy Work Mech ³ 10 ³ 15 ³ 25 ³ 25 ³ 2 ³ Needs tow and ³ ³ ³ ³ ³ ³ lifting of 7 Heavy Support Mech ³ 20 ³ 25 ³ 35 ³ 70 ³ 15 ³ None Medium AA Support Mech ³ 10 ³ 20 ³ 5 ³ 15 ³ 10 ³ All weapons ³ ³ ³ ³ ³ ³ must be AA Heavy AA Support Mech ³ 12 ³ 25 ³ 7 ³ 20 ³ 15 ³ All weapons ³ ³ ³ ³ ³ ³ must be AA Mobile Weapons Platform ³ 30 ³ 20 ³ 40 ³ 100 ³ 20 ³ None ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÁÄÄÄÄÄÄÁÄÄÄÄÄÄÁÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Power Armor: A power armor is basically a 7ft tall suit of armor. The character wears the power armor and it works like a mini mech. The maximum armor is medium. Power armor requires no gyros. Sensors are not required either but are recommended. Power armors cannot have cockpits, they just suit one person. Light Mech: Light mechs are usually 15 to 20 feet tall. The are very fast and usually lightly armed and lightly armored. Their maximum armor is light and they require 3 gyros to move. Medium Mech: Medium mechs are usually very versitle and can be used to accomplish both light and heavy mech tasks. They stand about 20 to 40 feet tall and are often equipped with abilities like airdroppable, jump jets, and amphibious to allow for a greater versitilty. Their maximum armor is heavy and they require 4 gyros to move. Heavy Mech: Heavy mechs are very tough, very slow walking guns. Their firepower is only outmatched by moblile weapons platforms. They stand around 40 to 60 feet tall and can only have medium to heavy armor. They require 5 gyros to move. Mobile Weapons Platform: A giant walking fortress. It's only purpose is to blow things up. They often require several people to pilot and sometimes contain enough room for people to live comfortably for a short period of time. They can only have heavy armor and they require 7 gyros to move. They cannot have a human/mech link. ============================================================================== REQUIRED SYSTEMS: SYSTEM ³ CREDITS ³ SLOTS ³ LOCATIONS ÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Cockpit ³ 1 per ³ 2 per ³ H, B ³ person ³ person ³ Sensors ³ 1 per km³ 1 ³ H Comm ³ 1 per km³ 1 ³ H, B Gyros ³ 3 per ³ 1 per ³ L, B ³ gyro ³ gyro ³ ÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Cockpit: This is where the pilot(s) work. Mechs usually only have one pilot and their cockpits are usually very cramped. You cannot be clostrophobic and be a mech pilot. Sensors: Sensors are required in order for a mech to see what is going on around them. Unless the cockpit is in the head, their is no other way to see the outside world (coackpit's in the head often have well armored windows.) Your average mech has about a 2km radius in sensors. You will note that it only takes up one slot. This is because no matter how far the sensors can go, the radar is still about the same size. Communications: The comm is necessary for a group of mechs to keep in contact. The same note about the slots of sensors aplies to the slots in communication too. Your average mech has about a 5km radius of communication. Gyros: Gyros are very complex gadgets that allow a mech to maintain its balance. It is very difficult for a giant tank to walk so gyros are crucial. Sometimes a gyro check will be required. This is usually needed when a mech is going over very rough terrain, or it gets rammed or something like that. A gyro check is done by rolling a 1d10 and getting under the gyro score. ============================================================================== ENGINE: TYPE ³ SPEED(km/h) ³ CREDITS ³ SLOTS ³ PA ³ LM ³ MM ³ HM ³ MWP ³ ³ ÄÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Light ³ 50 ³ 40 ³ 30 ³ 20 ³ 5 ³ 5 ³ 1 Medium ³ -- ³ 60 ³ 50 ³ 30 ³ 10 ³ 10 ³ 5 Heavy ³ -- ³ 80 ³ 65 ³ 45 ³ 15 ³ 20 ³ 10 ÄÄÄÄÄÄÄÁÄÄÄÄÁÄÄÄÄÁÄÄÄÄÁÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ============================================================================== ARMOR: TYPE ³ HP ³ CREDITS ³ USERS ÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Light ³ 20c ³ 5 ³ All except Mobile Weapons Platforms Medium ³ 40c ³ 10 ³ Medium and Heavy mechs, and Power Armors Heavy ³ 60c ³ 20 ³ Any heavy or Mobile Weapons Platform ÄÄÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ============================================================================== SPECIAL EQUIPMENT: EQUIPMENT ³ CREDITS ³ SLOTS ³ LOCATIONS ³ NOTES ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Life Support ³ 5 ³ 5 ³ B ³ None Jump Jets ³ 3 each ³ 1 each³ L, B ³ Every jump jet allows mech to ³ ³ ³ ³ jump 2 km (Up or Sideways or ³ ³ ³ ³ both) Airdroppable ³ 1 ³ * ³ * ³ Requires 1 Slot in each leg ³ ³ ³ ³ and 2 slots in the body Amphibious ³ 3 ³ * ³ * ³ 1 Slot in each location Ejector Seat ³ 2 ³ 1 ³ * ³ Must be placed in the same ³ ³ ³ ³ area as the coackpit Loudspeakers ³ 1 ³ 1 ³ Any ³ None Searchlight ³ 1 ³ 1 ³ H, A ³ None Audiosystem ³ 1 ³ 1 ³ * ³ Must be placed in the same ³ ³ ³ ³ area as the coackpit Human/Mech Link ³ 50 ³ 2 ³ * ³ Must be placed in the same ³ ³ ³ ³ area as the coackpit. Gyros ³ ³ ³ ³ are not needed. Lifting ³2 per ton³ * per ³ * ³ A slot must be placed in ³ ³ ton ³ ³ both arms and both legs Towing ³1 per ton³ 1 per ³ A, L, B ³ None ³ ³ ton ³ ³ Targeting ³ 3 ³ 1 ³ H, B ³ None Computer ³ ³ ³ ³ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Life Support: Even though mechs are ground vehicles by nature, this does not mean they don't need a life support. In a space based campaign one may wish to send down a mech to explore a planet with an unbreathable atmosphere. Or if the mech gets caught in mustard gas or something. Life support may not be needed in all campaigns, but you never know when it might come in handy. The life support system offers such things as a pressurized cockpit, 72 hours of oxegen plus a gas filter. Heat control and other environmental controls are included in this package as well. Jump Jets: Jump Jets allow a mech to 'jump' through the air. Mechs can't jump normally unless they have a human/mech link, in which case the mech can jump proportianally as high as it's human pilot. Jump Jets allow a mech to go flying several kilometers up and over by launching powerful rockets. A mech can 'jump' for as many kilometers as it has jump jets to be divided any way the pilot wishes between going up and across. A mech can also jump in any direction and does not have to land facing the same direction as it did before. Airdorppable: This mech is equiped with a parachute and a weak version of jump jets to allow it to jump from planes and land safly. Many mechs are equiped with this because it is useful for quick attacks and it also looks really cool to see a mech parachuting out of a military transport jet! :) Amphibious: A mech that is amphibious has been equipped with two things. One, it has been waterproofed, so no water can leak in and goof up the systems, though mechs can usually pass through water saftly anyway. All you would need to WALK accross the bottom of an ocean or lake would be life support for the pilot. Water usually has very little effect on a mechs circuits. The second thing you would gain with this is the ability to swim. Yes, mechs can swim! In order to use this ability, you must first have life support. Ejector Seat: Ejector seats allow for a pilot to escape an exploding mech quickly. A pilot can either eject before his mech is destroyed (for example: if the pilots mech is trashed and their is no possible chance of defeating the enemy(ies) before the mech blows up.) This method is the safest but not always the best. There is no guarantee the mech will be destroyed next turn. However, there is another way. If the mech gets destroyed, there is a slim chance the pilot can eject from the burning flames. To do this requires a Combat check. A failed roll means the pilot is instantly destroyed or suffers a whole lot of damage. Really nice GM's may wish to disregard this rule and have the pilot eject safely every time. Loudspeakers: Loudspeakers allow the pilot to talk to people outside the mech without having to get out or use the radio (not everybody is always equiped with a radio.) Loudspeakers not only allow the pilot to talk to others but they also come with an external speaker so that the pilot can hear others talking to him (Most cockpits are soundproof.) Searchlights: Searchlights are, well, searchlights. They are big lights mounted on the mech which are wired to the cockpit and they allow mechs to turn on a light when it's dark. Audiosystem: Though an audiosystem is not military standard issue, some soldiers and mercenarys have discovered that a mech's coackpit can become a very good stero system. This is system includes all the latest in stero equipment and is easily accessable. Of course the best part is that since the coackpit is effectivly soundproof, unless the stereo is REALLY REALLY loud, nobody will hear you, let alone complain! Human/Mech Link: The latest in mech technology. This system is nothing more than a helmet but it virtually makes the human a part of the mech. Because of the humans natural gyros, the mech no longer needs gyros. It is automatically given a gyro rating of 7. This also gives the mech a +5 to dodge and a +2 to strike. Lifting: This equipment reinforces a mech's arms and legs to allow the mech to lift several tons. Very good for doing labor. Towing: A cable is attached to the mech so the mech can tow several tons. Targeting Computer: The mech is equiped with a computer that can keep track of thousands of targets and can help a pilot aim correctly greatly reducing the chance of missing an enimy. It adds a +5 bonus to hitting and allows for rockets, missiles and mortars to gain guidance. ============================================================================== WEAPONS: WEAPON ³ CREDITS ³ RANGE ³ DMG ³ SLOTS ³ AMMO ³ SLOTS ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄ Sword(!) ³ 3 ³ C ³ 1c ³ 1 ³ Nil ³ N/A Lazer Sword(!) ³ 7 ³ C ³ 5c ³ 1 ³ Nil ³ N/A Machinegun(!, **) ³ 5/1 ³ S ³ 2c ³ 1 ³100 per ³ 1 per 100 ³ ³ ³ ³ ³ammo slot³ ammo Autocannon(**, !!) ³ 7/1 ³ S ³ 3c ³ 1 ³See Machinegun Lazer Gun(!, **) ³ 10 ³ M ³ 5c ³ 2 ³ Nil ³ N/A Lazer Cannon(**, !!) ³ 15 ³ M ³ 7c ³ 3 ³ Nil ³ N/A Particle Cannon(**, !!) ³ 20 ³ L ³ 10c ³ 5 ³ Nil ³ N/A Railgun(**) ³ 30/10 ³ L ³ 20c ³ 10 ³ 5 per 1 ³ 1 per 5 ³ ³ ³ ³ ³ slot ³ ammo Grenade Launcher(!) ³ 2/2 ³ S ³ 5c ³ 2 ³ 1 per 1 ³ 1 per 1 ³ ³ ³ ³ ³ slot ³ ammo Mortar Launcher(*) ³ 10/5 ³ L ³ 15c ³ 5 ³ 1 per 2 ³ 2 per 1 ³ ³ ³ ³ ³ slots ³ ammo Rocket Launcher(*, **) ³ 15/5 ³ M ³ 10c ³ 5 ³ 6 per 1 ³ 1 per 6 ³ ³ ³ ³ ³ slot ³ ammo Ground Missile(*) ³ 15/7 ³ L ³ 15c ³ 5 ³See Rocket Launcher AA Missile(*, **) ³ 15/10 ³ L ³ 15c ³ 5 ³See Rocket Launcher ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄ * For an extra five credits and one slot weapon can become guided (+10 strike.) Targeting computer required. ** Can be used as an AA weapon. ! Has to be placed in the arm. It used by a hand. You can only have a maximum of two of these weapons. The only exception being grenades since all the grenades simply count as one weapon. !! For an extra credit it can become a turret weapon. ============================================================================== MECH RULES ------------------------------------------------------------------------------ COMBAT: Combat is basically the same as normal combat. You roll the necessary dice, add the respective bonuses and determine who hits. Then you simply deal damage and continue. When a mech's armor runs out, the mech is destroyed. A destroyed mech can range anywhere from the mech blowing to a million peices or simply falling down. It all depends on the GM and the GM's campaign. One of the few differences between mech combat and normal combat is what happens when somebody rolls double damage. When somebody rolls double damage, you simply roll on the following table. ROLL ³ EFFECT ÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 01-35³ Double damage 36-45³ One weapon destroyed (GM's discretion) 46-55³ One of the mechs extra equipment destroyed (GM's discretion) 56-65³ The engine is hit. If this is the first hit, dodge and ³ movement speed are all haved. If this is the second or more, than ³ dodge and movement is impossible. 66-75³ Sensor range is reduced by one kilometer. 76-85³ Communication range is reduced by one kilometer. 86-95³ A gyro is destroyed 96-00³ Coackpit Destroyed. The pilot(s) can be given a chance to eject ³ if they have an ejector seat. If they can't eject they are killed. ÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ If anything is done that could knock over a mech or something that requires a lot of balance than a gyro check is done. 'c' is the unit of damage mesurements for mechs. 'c' stands for centi. So 100 hit points or damage is equal to 1 'c.' Also, 10 'c' is equal to one 'k.'