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View Full Version : [Base Class]The Mecha Pilot. (ITS NOT PATHFINDER ~OR~ d20 MODERN)



Cipherthe3vil
2011-07-03, 12:08 PM
The Mecha Pilot


http://4.bp.blogspot.com/_qGtGl4NFC8s/Rdmxpkh-q5I/AAAAAAAADIY/iYQm4Chea9M/s1600/armoredcoreor8.jpg



GAME RULE INFORMATION
Mecha Pilot's have the following game statistics.
Abilities: Dexterity, Intelligence, and Constitution are prime abilities for the Mech Pilot.
Alignment: Any.
Hit Die: d10.
Starting Age: As rogue
Starting Gold: 8d4x10

Class Skills
The Mech Pilot's class skills (and the key ability for each skill) are... Bluff (Cha), Computer Use (Int), Drive (Dex), Knowledge (local, History, Architecture, technology, Mechanations) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Speak Language, Repair (Int), Mecha Piloting (Dex) Sleight of Hand (Dex), Speak Language (none), Spot (Wis),
Tumble (Dex).


Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier


MECHA PILOT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Mech Training, Fitness Training, Loyalties

2nd|
+2|
+0|
+3|
+3|Mech Repairs, Mecha Operation, Evasion

3rd|
+3|
+1|
+3|
+3|Mecha Weapon Proficiency

4th|
+4|
+1|
+4|
+4|License *1, 80MC

5th|
+5|
+1|
+4|
+4| Bonus Feat

6th|
+6/1|
+2|
+5|
+5|Mech Maneuvering

7th|
+7/2|
+2|
+5|
+5| Evasive Action

8th|
+8/3|
+2|
+6|
+6|License *2, 100MC, Improved Evasion

9th|
+9/4|
+3|
+6|
+6| Bonus Feat

10th|
+10/5|
+3|
+7|
+7|Mech Identification, Mech Warfare

11th|
+11/6/1|
+3|
+7|
+7| Improved Evasive Action

12th|
+12/7/2|
+3|
+8|
+8|License *3, 120MC

13th|
+13/8/3|
+4|
+8|
+8| Bonus Feat

14th|
+14/9/4|
+4|
+9|
+9|Ace Pilot

15th|
+15/10/5|
+4|
+9|
+9|

16th|
+16/11/6/1|
+5|
+10|
+10|License *4, 140MC

17th|
+17/12/7/2|
+5|
+10|
+10| Bonus Feat

18th|
+18/13/8/3|
+6|
+11|
+11|Feared Pilot

19th|
+19/14/9/4|
+6|
+11|
+11|

20th|
+20/15/10/5|
+6|
+12|
+12|License *5, 160MC[/table]

Class Features:

Weapons and Armor proficiencies: Pilots are proficient with Light armor, Light shields, and Simple weapons.
As a uniformed member of service (to what ever sect, group, organization, or government you are a part of), the Mech Pilot is given her starting gear which is standard equipment. Usually a simple light armor suit and a handgun with they're identification.

Loyalties:
a first level mecha pilot must select his or her Loyalties. This represents the people to whom the Mecha Pilot is indebted to, as well as the people from whom your MetaCredits are taken from. (They're the ones PAYING for your mecha) You also get a few spell (or psi) like ability.

Zeon
Zeon is your benefactor. They are an organization who make they're home high above the planet, looking down on the world. They seek reclamation of they're old territory after having to flee for several hundred years. They've returned to find that Humanity has redeveloped itself and is infact they're equal. Not through Technological might, but because in the absence the inhabitance have developed much more- Magic.
1st- Déjà Vu . 1/day
10th- Telekinetic thrust/Maneuver 1/day. Déjà Vu at will.
20th- Microcosm: 1/day. Telekinetic thrust/maneuver 1/day


Terris
Terris is your benefactor. They are an organization on the base planet that combines magic with technology to improve development procedures and weaponry. (Entirely fluff, has no effect on mechanical natures. Where it says "Gathering of laser particles" it could easily instead be the release of a bound fire elemental.) They're goal is the slaying of Dragons indistinguishably slaying both chromatic and metallic.
1st-Charm Person 1/day
10th-Shadow Evocation 1/day, Charm person at will
20th-Meteor Swarm 1/day, shadow evocation at will

Genesis
Genesis seeks perfection- They believe the universe itself to be flawed and gain power in order to remake reality itself.
1st-Astral Traveler 1/day
10th- Astral Caravan 1/day, astral traveler at will
20th- Bend Reality 1/day. Astral Caravan at will

Vespa
Vespa seeks the annihilation of humanity. They hate all humans and are comprised mostly of fey and outsiders.
1st- Ray of Enfeeblement 1/day
10th- Enervation 1/day, Ray of Enfeeblement at will.
20th- Soul Bind 1/day. Enervation at will.




Mech Training: +2 Mech Piloting, Profession (Mecha Pilot), and both generic Piloting, generic driving, and +2 Knowledge (Mechanations) for every three mecha pilot levels.

Fitness Training +2 Tumble, Climb, Swim, and jump for every three mecha pilot levels.

Mech Repairs +2 Repair, and +4 Knowledge (Mechanations) for every four mecha pilot levels.

Mecha Operation: The Mecha Pilot gains this feat for free at Second level.

Evasion: The Mecha Pilot gains Evasion at second level, as the rogue ability.

Mecha Weapon proficiency: The Mecha Pilot gains this feat for free at third level.

License *1: Gain a License for type 1 Mecha and equipment. Note; you can always differ to a previous mecha's size category and are not at all limited to the new license's type. (unless its your only type)
LARGE MECHA Type 1
Essentially big suits of armor, Large mecha excel in urban battlefields and starship boarding actions, where they move through buildings and corridors to find the enemy. Large mecha are the easiest to operate. However, they can’t carry the intense array of weapons that bigger mecha can, nor are they as strong or durable.
Combat Statistics: A Large mecha adds a +8 equipment bonus to a character’s Strength score. It imposes a –1 size penalty on attack rolls and to Defense. Depending on the material used, a Large mecha has 100 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –4 penalty on Hide checks.
A Large mecha has a single slam attack that deals 1d10 points of damage (plus the character’s increased Strength modifier). Its reach is 10 feet, and its base speed is 30 feet.
MetaCredit cost: 15
Equipment Slots: A Large mecha has 7 equipment slots available. These slots are located as follows.
Helmet: 1 slot.
Back: 1 slot.
Left arm: 1 slot.
Right arm: 1 slot.
Shoulders: 1 slot.
Torso: 1 slot.
Boots: 1 slot.

MC ("MetaCredits"): So you have your license and base mech. Woopty~do. But what about its Frame? Its armor? What about its loadout? Thats where the MetaCredits come in. Essentially its a Grant from the higher-ups letting you purchase necessary items. One MetaCredit is the equivalent of a couple hundred thousand bucks, so don't waist them. I wouldn't try thieving them away either, your on a tight leash with these Shines and they can only be used for the Mecha. You don't want the feds knocking your door in do you? Each time you get a new License your also given a bonus to your total MC allowance as Listed on the table, the number shown is Total. 1 MC = 100,000gp, You can exchange 1000pp for 1 MC out of your own pocket money if you can/wish, But MetaCredits are non refundable, and are only capable of use in the Mecha Market through the government or what ever organization covers it for you.

Bonus Feats: At fifth level and every four levels thereafter, the Mecha Pilot gains a bonus feat selectable from the Fighter Bonus Feats, and/or the Mecha Specific feats shown later on.

Improved Evasion: The Mecha Pilot gains Improved Evasion as the rogue ability.

Mecha Maneuvering: You gain a +4 to all Combat Maneuvers in Mecha to Mecha combat for every five class levels of Mecha Pilot you possess.

Evasive Action: The Mecha Pilot can use Evasion while in her Mecha without any feats or special systems.

Improved Evasion: At 11th level, the Mecha Pilot can use Improved Evasion through the Mecha without any feats or special systems.

License *2: Gain license for a type 2 mecha and equipment.
HUGE MECHA Type 2
Combat Statistics: A Huge mecha adds a +16 equipment bonus to a character’s Strength score. It imposes a –2 size penalty on attack rolls and to Defense. Depending on the material used, a Huge mecha has 200 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –8 penalty on Hide checks.
A Huge mecha has a single slam attack that deals 2d8 points of damage (plus the character’s increased Strength modifier). Its reach is 10 feet.
MetaCredit cost: 20
Equipment Slots: A Huge mecha has 11 equipment slots available. These slots are located as follows.
Helmet: 1 slot.
Visor: 1 slot.
Back: 1 slot.
Left arm: 1 slot.
Left hand: 1 slot.
Right arm: 1 slot.
Right hand: 1 slot.
Shoulders: 1 slot.
Torso: 1 slot.
Belt: 1 slot.
Boots: 1 slot.

Mecha Identification: Your trained eye can now pick out mecha easily to by visual alone (Never mind the aided systems you've been using all this time to avoid blasting your buddies), You can make a Knowledge: Mechanations check to determine the type of mecha, the class, apparent loadout, and what side its on. If you beat what ever imposed DC the DM throws at you by 10 or more, you gain a +5 to Attack and Damage rolls as you notice/remember weak points in the particular model.

Mecha Warefare: Your knowledge of Mecha is great, you know the general construction of mecha enough that you always retain a +2 bonus for attack and damage against mecha. and a +2 competency bonus to AC against attacks from enemy mecha.

License *3: gain license for a type 3 mecha and equipment.
GARGANTUAN MECHA Type 3
Combat Statistics: A Gargantuan mecha adds a +24 equipment bonus to a character’s Strength score and a –2 penalty to Dexterity. It imposes a –4 size penalty on attack rolls and to Defense. Depending on the material used, a Gargantuan mecha has 400 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –12 penalty on Hide checks. A Gargantuan mecha has a single slam attack that deals 3d8 points of damage (plus the character’s increased Strength modifier). Its reach is 15 feet.
MetaCredit cost: 25
Equipment Slots: A Gargantuan mecha has 17 equipment slots available. These slots are located as follows.
Helmet: 1 slot.
Visor: 1 slot.
Cranium: 1 slot.
Back: 2 slots.
Left arm: 1 slot.
Left hand: 1 slot.
Right arm: 1 slot.
Right hand: 1 slot.
Shoulders: 2 slots.
Torso: 2 slots.
Belt: 1 slot.
Left leg: 1 slot.
Right leg: 1 slot.
Boots: 1 slot.

Ace Pilot: Your one heck'uva pilot. You gain a +4 to all mecha related rolls. +10ft speed in mecha. and you tend to inspire motivation among your lessers granting a Moral bonus of +4 to saves, +2 to AC and attacks when ever your in the same battle as them.

License *4: gain license for a type 4 mecha and equipment.
GARGANTUAN MECHA Type 4
Combat Statistics: A Gargantuan mecha adds a +24 equipment bonus to a character’s Strength score and a –2 penalty to Dexterity. It imposes a –4 size penalty on attack rolls and to Defense. Depending on the material used, a Gargantuan mecha has 400 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –12 penalty on Hide checks. A Gargantuan mecha has a single slam attack that deals 4d6 points of damage (plus the character’s increased Strength modifier). Its reach is 15 feet.
MetaCredit cost: 30
Equipment Slots: A Gargantuan type 4 mecha has 18 equipment slots available. These slots are located as follows.
Helmet: 2 slots.
Visor: 1 slot.
Cranium: 1 slot.
Back: 2 slots.
Left arm: 1 slot.
Left hand: 1 slot.
Right arm: 1 slot.
Right hand: 1 slot.
Shoulders: 2 slots.
Torso: 2 slots.
Belt: 1 slot.
Left leg: 1 slot.
Right leg: 1 slot.
Boots: 1 slot.


Feared Pilot: As Ace Pilot, but +5 to all rolls, +25ft speed, and Moral bonuses increase to +5, and +3. In addition, your names well known by now and those who see your awesome might ridding forward against them make a will save DC= 10 + Charisma modifier +1 for every two mecha you defeated in this battle.
On a fail they're frightened unless they have at least half your HD and are in a Mecha as well (If not, they need to at least match your HD), in which case they're shaken.
On a success, they're shaken, unless they have at least half your HD and are in a Mecha as well (If not, they need to at least match your HD), in which case they take no effect.

License *5: gain license for a type 5 mecha and equipment.
COLOSSAL MECHA Type five
Combat Statistics: A Colossal mecha adds a +32 equipment bonus to a character’s Strength score and a –4 penalty to Dexterity. It imposes a –8 size penalty on attack rolls and to Defense. Depending on the material used, a Colossal mecha has 800 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –16 penalty on Hide checks. A Colossal mecha has a single slam attack that deals 4d8 points of damage (plus the character’s increased Strength modifier). Its reach is 15 feet.
MetaCredit cost: 35
Equipment Slots: A Colossal mecha has 25 equipment slots available. These slots are located as follows.
Helmet: 2 slots.
Visor: 1 slot.
Cranium: 1 slot.
Back: 2 slots.
Left arm: 2 slots.
Left hand: 1 slot.
Right arm: 2 slots.
Right hand: 1 slot.
Shoulders: 2 slots.
Torso: 4 slots.
Belt: 2 slots.
Left leg: 2 slots.
Right leg: 2 slots.
Boots: 1 slot.

Cipherthe3vil
2011-07-03, 12:09 PM
MECHA SUPERSTRUCTURE
A mecha’s superstructure—its exoskeleton, interior braces, and other structural parts—can be made from any sufficiently advanced metal alloy. Whatever its composition, a mecha’s superstructure has a hardness that reduces the damage the mecha takes from weapons and collisions.
To build a mecha superstructure from scratch, a character must succeed at a Craft (mechanical) check (DC 30) and a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the mecha’s size: Large 150 hours, Huge 300 hours, Gargantuan 600 hours, Colossal 1,200 hours. A character without a mechanical tool kit takes a –4 penalty on both skill checks. The character must also pay for parts, which when making the items yourselves, it costs half as much MetaCredits as displayed (Minimum 0).
Different types of superstructure materials are presented below and summarized in Table: Superstructure Materials.
Hardness: The amount of damage the material absorbs from a weapon hit or collision.
Base MetaCredit Modifier: The modifier applied to the mecha’s base MetaCredit cost of the Mecha.

Table 2=
Superstructure Materials ------------------------MetaCredit cost after mods
{table=header]Superstructure Material|Hardness|Type 1|Type 2| Type 3|Type 4|Type 5
Alumisteel| 10 | 10 | 15 | 20 | 25 | 30 |
Duralloy| 15 | 15 | 20 | 25 | 30 | 35
Vanadium| 20 | 20 | 25 | 30 | 35 | 40
Neovulcanium (Requires License *2)| 20 | 25 | 30 | 35 | 40 | 45
Neutronite (Requires License *3)| 25 | 30 | 35 | 40 | 45 | 50
Megatanium (Requires License *4)| 30 | 35 | 40 | 45 | 50 | 55
[/table]

ALUMISTEEL
This easy-to-acquire alloy is lightweight and reasonably strong. Alumisteel can also be used for armor (see Mecha Armor, below).
Hardness: 10.
MetaCredit cost Modifier: –5

DURALLOY
Duralloy is harder, heavier, and more durable than alumisteel. It can also be used to fashion armor (see Mecha Armor, below).
Hardness: 15.
MetaCredit cost Modifier: None (Stock)

VANADIUM
Vanadium alloy absorbs a respectable amount of damage and is easy to mold.
Hardness: 20.
MetaCredit cost Modifier: +5.

NEOVULCANIUM
Similar to duralloy, neovulcanium uses plasma-forging techniques to create an alloy of unparalleled resilience. Neovulcanium can also be used for armor (see Mecha Armor, below).
Hardness: 20.
MetaCredic cost modifier: +10

NEUTRONITE
Neutronite is a tough steel alloy into which a weave of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing approximately five times more than a similar volume of lead.
Hardness: 25.
MetaCredit cost modifier: +15.

MEGATANIUM
Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium is exceedingly hard and durable. Megatanium can also be used for armor (see Mecha Armor, below).
Hardness: 30.
MetaCredit cost modifier: +20

-------------------------------------------------------------------------------------


MECHA ARMOR
Armor can be welded or otherwise fixed securely to a mecha’s superstructure, providing an armor bonus to the mecha’s AC. Mecha armor does not impose a maximum Dexterity bonus upon the mecha operator (as worn armor does) and does not require a special proficiency feat to use.
Installing armor on a mecha requires a Craft (mechanical) check (DC 20). The check is made after investing an amount of time determined by the mecha’s size: Large 3 hours, Huge 6 hours, Gargantuan 12 hours, and Colossal 24 hours. Armor can be removed in half the time with a successful Repair check (DC 20).
Different types of mecha armor are presented below, along with the following statistics:
Armor Bonus: The armor bonus that the armor provides to the operator’s AC.
Armor Penalty: Mecha armor applies this penalty on its operator’s Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.
Speed Penalty: The amount by which the armor reduces the mecha’s base speed.
MetaCredits: The cost of the armor.

ALUMISTEEL ARMOR
This easy-to-acquire alloy is lightweight and reasonably strong. Alumisteel can also be used as a building material for mecha superstructures (see Mecha Superstructure, above).
Armor Bonus: +5.
Armor Penalty: –6.
Speed Penalty: –5 feet.
MetaCredits: 10 + one-half the mecha’s base cost

DURAPLASTIC ARMOR
Duraplastic armor is made of advanced plastic polymers, such as carbon fiber and high-grade fiberglass. Although relatively cheap and light, it doesn’t offer tremendous protection.
Armor Bonus: +3.
Armor Penalty: –4.
Speed Penalty: None.
MetaCredits: 5 + one-half the mecha’s base cost.

DURALLOY ARMOR
Duralloy is harder, heavier, and more durable than alumisteel. It can also be used as a building material for mecha superstructures (see Mecha Superstructure, above).
Armor Bonus: +8.
Armor Penalty: –8.
Speed Penalty: –10 feet.
MetaCredits: 10 + one-half the mecha’s base cost.

RESILIUM ARMOR
Requires License *2
Resilium is a more malleable alloy than duralloy, although not as strong.
Armor Bonus: +6.
Armor Penalty: –5.
Speed Penalty: None.
MetaCredits: 5 + one-half the mecha’s base cost.

CRYSTAL CARBON ARMOR
Requires License *3
Grown in orbital laboratories, crystal carbon is a composite fiber material that narrowly outperforms neovulcanium (see below) on the battlefield.
Armor Bonus: +10.
Armor Penalty: –8.
Speed Penalty: None.
MetaCredits: 15 + one-half the mecha’s base cost

NEOVULCANIUM ARMOR
Requires License *3
Similar to duralloy, neovulcanium uses plasma-forging techniques to create an alloy of surprising resilience. It is also used as a building material for mecha superstructures (see Mecha Superstructure, above).
Armor Bonus: +10.
Armor Penalty: –10.
Speed Penalty: –5 feet.
MetaCredits: 10 + one-half the mecha’s base cost

MEGATANIUM ARMOR
Requires License *4
Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium is exceedingly hard and durable. It can also be used as a building material for mecha superstructures (see Mecha Superstructure, above).
Equipment Bonus: +12.
Armor Penalty: –10.
Speed Penalty: –10 feet.
MetaCredits: 10 + one-half the mecha’s base cost

REACTIVE ARMOR
Requires License *5
Consisting of layers of insulating gel or compressed gas between cerametal sheets, reactive armor provides the same protection as crystal carbon armor but is considerably cheaper and easier to produce.
Armor Bonus: +8.
Armor Penalty: –5.
Speed Penalty: None.
MetaCredits: 5 + one-half the mecha’s base cost

--------------------------------------------------------------------------------------------


Misc Equipment
This section describes various other pieces of mecha equipment that don’t fall neatly under the other categories, including a variety of electrical systems.
Building a system from scratch requires a character to spend half the needed MetaCredits, invest time in its assembly, and succeed at a Craft (electrical), Craft (mechanical), or Craft (structural) check (DC 30)—whichever seems most appropriate given the type of equipment. See the Craft skill description for further guidance. A character without the appropriate electrical or mechanical tool kit takes a –4 penalty on the skill check.

COCKPIT, COPILOT
This extra cockpit provides a comfortable station inside the mecha for a Small or Medium-size copilot. A copilot has the ability to fire the mecha’s ranged weapons, perform active scans using the mecha’s sensor systems, or aid the pilot’s attacks and skill checks (using the aid another action). Melee combat, defense, and movement remain under the control of the mecha’s operator in the main cockpit. A copilot doesn’t grant the mecha additional attacks in a round, and only one character may fire each ranged weapon each round. The mecha operator or copilot can transfer weapon control as a free action.
As a move action, the mecha’s operator can lock out one or more copilot cockpits, shutting off the cameras, locking the hatches, and so on.
It takes a successful Computer Use check (DC 25 if the operator is disabled, 35 if the operator is still active) to switch overall control of the mecha to a copilot cockpit.
Equipment Slots: 3, must be torso or back.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 5

COCKPIT, PASSENGER
This extra cockpit merely provides a comfortable place inside the mecha for a Small or Medium-size passenger to sit. The passenger can’t do anything other than observe the surroundings (seeing exactly what the mecha’s operator sees), communicate privately with the operator and publicly over open frequencies, and leave the cockpit as a full-round action. As a move action, the operator can prevent any of the above by shutting off the cameras, locking the hatch, and so on.
Equipment Slots: 2, must be torso or back.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 2

COMM SYSTEM
The mecha is equipped with a radio transceiver that can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode. It can handle up to ten simultaneous two-way conversations.
Equipment Slots: 0.
Activation: Free action.
Range: 100 miles.
Target: One or more radio transceivers.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 5

LIFE SUPPORT SYSTEM
The mecha’s life support system provides a closed environment, allowing the mecha operator to ignore the effects of inhaled poisons and immersion in water. The onboard air supply lasts for 24 hours. A mecha equipped with a life support system has one less equipment slot.
Equipment Slots: 1 (equivalent).
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 5

HV-5 HAVEN ESCAPE POD
The HV-5 Haven escape pod jettisons the cockpit and the mecha operator from the rest of the mecha (typically because the mecha is about to be destroyed). The operator can activate it as a move action and move normally at the Haven’s fly speed. The Haven can also be activated as a free action, in which case it flies under the operator’s direction up to its fly speed, but can move no farther that round. The Pilot can make a Reflex save DC = 15 if destroyed (0- -19), or 20 if overkilled (-20+) to eject and avoid mecha death.
The Haven escape pod has a fly speed of 90 feet (clumsy), 50 hit points, hardness 10, and a Defense of 18. Three rounds after it jettisons from the mecha, it runs out of fuel, landing or crashing as appropriate.
Equipment Slots: 1, must be torso. Overlaps with Cockpit.
Activation: Free action or move action (see text).
Range: Personal.
Target: You.
Duration: 3 rounds.
Saving Throw: Reflex.
MetaCredits: 5 one-quarter the mecha’s base cost.

SPACE SKIN
Space skin colloquially refers to a series of environmental stabilizers that allow the mecha operator (and other living creatures aboard the mecha) to ignore the effects of vacuum, thus enabling the mecha to operate in space.
A mecha equipped with space skin has one less equipment slot.
Equipment Slots: 1 (equivalent).
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 5
Restriction: Requires License *2

STEALTH SUITE
Based on high-tech low observables technology, this combination of sound baffles, heat dispersers, and nonreflective paint combines to give the mecha a +10 bonus on Hide and Move Silently checks. Cost and the size penalty combine to make this structural option impractical on all but the smallest mecha.
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits 10 + one-quarter the mecha’s base cost.
Restriction: License *2

ADVANCED DIAGNOSTICS
Multiple redundant systems coupled with the ability to detect and correct minor system faults allow the mecha to repair moderate damage. Advanced diagnostics restores 1d10 points of damage per hour, during which time the mecha cannot move or attack. Only the mecha’s bonus hit points are repaired, not damage to the mecha’s operator.
Equipment Slots: 1.
Activation: Move action.
Range: Personal.
Target: You.
Duration: 1 round.
Saving Throw: None.
MetaCredits: 10 + one-quarter the mecha’s base cost
Restriction: License *3

STRUCTURAL ENHANCEMENT
Significant advances in engineering inspire a series of modifications to the mecha’s superstructure, granting it an additional 50 hit points. A mecha can undergo structural enhancement multiple times, gaining 50 additional hit points each time, but it can never have more than twice its starting hit points.
A character may structurally enhance a mecha with a successful Craft (structural) check (DC 30) after devoting an amount of time that varies depending on the mecha’s size: Large 30 hours, Huge 60 hours, Gargantuan 120 hours, Colossal 240 hours. A character attempting the procedure without a mechanical tool kit takes a –4 penalty on the skill check.
Each time a mecha is structurally enhanced, it loses one equipment slot.
Equipment Slots: 1 (equivalent).
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 5 + one-half the mecha’s base cost
Restriction: License *3

ZERO-G STABILIZER
A zero-G stabilizer allows the mecha and its operator to function normally in low-gravity and zero-gravity environments, as though the operator has the Zero-G Training feat.
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 15
Restriction: License *4

CRACKERJACK NEURAL LINK
This unit links the operator’s brain directly to the mecha, making it feel less like a machine and more like an extension of the operator’s body. While driving or piloting the mecha, the operator gains a +2 bonus on initiative checks. In addition, the operator can use any of his nonmecha-specific feats while operating a mecha. (This ability does not grant the operator any new feats.)
Equipment Slots: 1, must be helmet or cranium.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 10 + one-quarter the mecha’s base purchase DC.
Restriction: License *4.

NANOREPAIR UNIT
State-of-the-art nanites swarm over the surface of the mecha at the first indication of damage. The mecha automatically heals 5 points of damage per round. The nanorepair unit ceases to function if the mecha loses all its hit points.
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 15 + one-quarter the mecha’s base purchase DC.
Restriction: License *5.

-------------------------------------------------------------------------------------


MECHA FLIGHT SYSTEMS
All mecha are equipped with legs that allow them to walk and run. A mecha’s size determines its base speed. This section describes various optional flight systems. To build a flight system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also pay half the MetaCredit cost.

AFTERBURNER SYSTEM
The afterburner system dumps a shot of raw fuel into the mecha’s thruster system, giving the mecha a temporary speed boost. The mecha’s fly speed is doubled for 1 round. The afterburner system is good for only one use; additional activations require additional afterburner systems.
Equipment Slots: 1, must be torso, back, or leg.
Activation: Free action.
Range: Personal.
Target: You.
Duration: 1 round.
Saving Throw: None.
MetaCredits: 3 + one-quarter the mecha’s base cost.

JETPACK
A jetpack combines vectored thrust with simple avionics, granting the mecha a fly speed of 100 feet (clumsy). The jetpack carries enough fuel for the mecha to travel a total of 1,000 feet; refueling has a cost of 2 MetaCredits or 20pp/200gp.
Equipment Slots: 1, must be back or boots; or 2, must be left leg and right leg.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 4 + one-quarter the mecha’s base cost.

JET-ASSIST WINGS (PL 7)
Jet-assist wings allow a flying mecha to maneuver more effectively, but do not provide the mecha with the ability to fly. A mecha with jet-assist wings improves its flight maneuverability by one category (clumsy to poor, poor to average, and so on).
Equipment Slots: 1, must be back or shoulders (Large or Huge); 2, must be back or shoulders (Gargantuan or Colossal).
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 2 + one-quarter the mecha’s base cost.

THRUSTER BOOTS Requires license *2
Thruster boots combine powerful fusion thrusters to give the mecha a fly speed of 150 feet (poor).
Equipment Slots: 1, must be boots.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 6 + one-quarter the mecha’s base cost.

RAMJET THRUSTER BOOTS Requires License *3
The best thruster system available uses ramjet technology to improve the performance of the thruster boots, granting the mecha a fly speed of 200 feet (poor).
Equipment Slots: 1, must be boots.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 8 + one-quarter the mecha’s base cost.

GravTech Requires license *4
GravTech manipulators coat the mecha in a layer of personal gravity. Increasing maneuverability by 3 steps and increasing fly speed by 100feet. or gives 150ft fly speed with good maneuverability.
Equipment Slots: 1
Activation: Free action (turn on/off)
Range: Personal.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 15.

Gravity generation unit. Requires license *5
The ultimate flight system. The GGU generates its own field of gravity far more perfectly then the GravTech. It increases maneuverability to Perfect, and gives a fly speed of 400ft, or increases by 200ft and changes to perfect.
Equipment Slots: 2
Activation: Free action (turn on/off)
Range: Personal.
Duration: Persistent
Saving Throw: None.
MetaCredits: 20

Cipherthe3vil
2011-07-03, 12:20 PM
WEAPONRY
Mecha use both melee and ranged weapons to dispatch foes. In addition, a weapon can either be handheld or integrated into the mecha’s superstructure; each version has its benefits.
Handheld Weapons: A handheld weapon does not cost an equipment slot. However, a mecha with a handheld weapon can be disarmed.
Integrated Weapons: An integrated weapon takes up one or more of the mecha’s equipment slots, but the mecha cannot be disarmed of the weapon. The table below summarizes each weapon’s statistics.
To build a handheld or integrated weapon from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must pay half the MetaCredit cost (for parts).
License *1
{table=header]Weapon|Damage|Critical|Damage Type|Range|Rate of Fire|Magazine|Size|Weight|MetaCredits
A3X Dragon flame thrower|4d6|20|fire|30ft|Single|20|Large|75lb|5
M-9 Barrage chaingun|5d6|20|ballistic|60ft|S,A|Linked|Huge|100 lb|7
M-53 Firestar rocket launcher|10d6|20|fire|200ft|Single|6|Huge|35lb|10
M-55 Crud rocket launcher|10d6|20|slashing|200ft|single|6|Huge|35lb |10
M-87 Talon missile launcher|15d6|20|ballistic/fire|2,000ft|single|4|Huge|20lb|15
PS-15 Panther claws|varies|19-20|slashing|touch|-|-|varies|-|varies
Thunderbolt shock rod|varies|20|electric/bludgeoning|touch|-|-|varies|-|varies
Warpath recoilless rifle|10d6|20|ballistic|40ft|S,A|20 box|Huge|50lb|8
[/table]
License *2
{table=header]Weapon|Damage|Critical|Damage Type|Range|Rate of Fire|Magazine|Size|Weight|MetaCredits
Corona microwave beam|5d6|20|fire|15ft|single|-|Large|15lb|4
LK8 armor-piercing pike|varies|19-20|Piercing|-|-|-|Varies|-|Varies
M-21 Comet autolaser|8d6|20|fire|75ft|S,A|-|huge|40lb|7
M-70 EMP rocket launcher |10d6|20|electricity|-|single|6|huge|35lb|14
M-75 Cricket rocket launcher|10d6|20|sonic|-|single|6|huge|35lb|10
NKP Puma pop-up turret|8d6|20|fire|75ft|single|-|large|20lb|6
T-95 Cavalcade chaingun|7d6|20|ballistic|60ft|S,A|linked|huge|80l b|7
Typhoon 240 laser cannon|10d6|20|fire|100ft|single|-|huge|80lb|10
[/table]
License *3
{table=header]Weapon|Damage|Critical|Damage Type|Range|Rate of Fire|Magazine|Size|Weight|MetaCredits[/table]
License *4
{table=header]Weapon|Damage|Critical|Damage Type|Range|Rate of Fire|Magazine|Size|Weight|MetaCredits[/table]

License *1
A3X DRAGON FLAME-THROWER
Used primarily against soft, unarmored targets, the A3X Dragon flame-thrower sprays a 30-foot cone of burning liquid fuel. Anyone caught within the cone must succeed at a Reflex save (DC 13) or take 4d6 points of fire damage. The flame-thrower carries enough fuel for 20 attacks; refueling the tank has a purchase DC of 12.
Equipment Slots: 1.
Activation: Attack action.
Range Increment: Emanates from mecha.
Area: 30-foot cone.
Duration: Instantaneous.
Saving Throw: Reflex half (DC 13).
MetaCredits: 5

M-9 BARRAGE CHAINGUN
Essentially a high-tech version of the medium machinegun, the M-9 Barrage has multiple barrels that fire large-caliber ammunition, dealing 5d6 points of ballistic damage on a successful hit. The base unit has enough room for four 50-round ammo belts. Each additional equipment slot devoted to ammo storage has room for six more ammo belts. Each additional ammo belt has a purchase DC of 8.
Equipment Slots: 1, must be hand (or arm if Large), arm, or shoulders.
Activation: Attack action.
Range Increment: 60 feet.
Target: Single target within 600 feet, or autofire.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 7

M-53 FIRESTAR ROCKET LAUNCHER
M-53 Firestar rocket launchers fire self-guided incendiary-tipped rockets at any point within range. When the rocket reaches the designated target point—which can be a point in mid-air—it explodes, dealing 10d6 points of fire damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the damage by half. The system carries six rockets.
Equipment Slots: 1 for launcher, must be hand (or arm if Large), arm, or shoulders; 1 for each six-rocket pack.
Activation: Attack action.
Range: 200 feet.
Area: 20-foot-radius burst.
Duration: Instantaneous.
Saving Throw: Reflex half (DC 17).
MetaCredits: 10 for rocket launcher and 6 rockets, 5 per additional 6-rocket pack.

M-55 CRUD ROCKET LAUNCHER
The M-55 Crud rocket launcher is similar to the M-53 Firestar rocket launcher. M-55 Crud shells release high-velocity shrapnel that deals 10d6 points of slashing damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the damage by half.

M-87 TALON MISSILE LAUNCHER
The most common missile launcher installed on mecha, the M-87 Talon deals 15d6 points of damage to its target; half of the damage is ballistic damage, and half of the damage is fire damage. The missile’s guidance system negates the normal penalty for range increments.
Equipment Slots: 1 for launcher, must be hand (or arm if Large), arm, or shoulders; 1 for each 4-missile battery.
Activation: Attack action.
Range: 2,000 feet.
Target: Single target.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 15 for missile launcher and 4 missiles, 10 per additional 4-missile pack.

PS-15 PANTHER CLAWS
A mecha equipped with these durable alloy claws can tear great rents in most metal plating. The claws can be extended or retracted as a free action.
The claws convert the mecha’s slam attack into a claw attack that deals slashing damage. The amount of damage is based on the mecha’s size: Large 2d6, Huge 2d10, Gargantuan 4d8, and Colossal 4d10. The claws have a critical threat range of 19–20.
The claws are one size category smaller than the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 1 + one-tenth the mecha’s base purchase DC.

THUNDERBOLT SHOCK ROD
The Thunderbolt shock rod is essentially a one-handed metal rod with an electrical current running through the end. Damage is determined by the size of the mecha wielding it: Large 6d6, Huge 8d6, Gargantuan 10d6, and Colossal 12d6. Half of the damage is bludgeoning damage, and half is electricity damage.
The shock rod’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 4 + one-tenth the mecha’s base purchase DC.

WARPATH RECOILLESS RIFLE
The Warpath recoilless rifle is a rapid-fire cannon that fires shells that detonate on impact. Each shell deals 10d6 points of damage, and the system’s magazine holds 20 shells.
Equipment Slots: 1 for rifle, must be hand (or arm if Large); 1 for each 20-round magazine.
Activation: Attack action.
Range Increment: 40 feet.
Target: Single target within 400 feet, or autofire.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 8 for rifle and 20-round magazine, 4 per additional magazine.

License *2
CORONA MICROWAVE BEAM
The Corona microwave beam is the cheapest PL 6 mecha energy weapon. It deals 5d6 points of fire damage on a successful hit.
Equipment Slots: 1.
Activation: Attack action.
Range Increment: 15 feet.
Target: Single target within 150 feet.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 4

LK8 ARMOR-PIERCING PIKE
This massive carbon-alloy polearm deals piercing damage based on the size of the mecha wielding it: Large 2d10, Huge 4d10, Gargantuan 6d10, and Colossal 8d10. It deals triple damage on a successful critical hit. The mecha applies one and one-half times its Strength bonus on damage rolls when wielding the weapon with both hands. The pike has an extra 5 feet of reach.
The armor-piercing pike’s size category is one greater than the mecha’s size category, up to a maximum size of Colossal.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 4+one tenth mecha base cost

M-21 COMET AUTOLASER
Consisting of a rotating ring of laser cannons, the M-21 Comet autolaser deals 8d6 points of fire damage with a successful attack.
Equipment Slots: 2, including hand (or arm if Large), arm, or shoulders.
Activation: Attack action.
Range Increment: 75 feet.
Target: Single target within 750 feet, or autofire.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 7

M-70 EMP ROCKET LAUNCHER
The M-70 EMP rocket launcher is similar to the M-53 Firestar rocket launcher. An EMP shell releases an electromagnetic pulse that deals 10d6 points of electricity damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the damage by half.
If a mecha takes any damage from an EMP rocket, all crew and passengers aboard the damaged mecha must succeed at a Fortitude save (DC 15) or be dazed for 1 round.
MetaCredits: 14

M-75 CRICKET ROCKET LAUNCHER
The M-75 Cricket rocket launder is similar to the M-53 Firestar rocket launder. A Cricket shell releases a sonic pulse that deals 10d6 points of sonic damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the damage by half.
If a mecha takes any damage from a Cricket rocket, all crew and passengers aboard the damaged mecha must succeed at a Fortitude save (DC 15) or be deafened for 1d6 rounds.
MetaCredits: 10

NKP PUMA POP-UP TURRET
The NKP Puma pop-up turret is a miniature plasma cannon concealed under a breakaway hatch in a mecha’s hull. A triumph of miniaturization, it packs significant wallop in a small, versatile (it can be installed in any equipment slot) package. It deals 8d6 points of fire damage.
Equipment Slots: 1.
Activation: Attack action.
Range Increment: 75 feet.
Target: Single target within 750 feet.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 6

T-95 CAVALCADE CHAINGUN
More compact and powerful than the M-9 Barrage chaingun, the M- 95 Cavalcade has multiple barrels that fire large-caliber ammunition, dealing 7d6 points of ballistic damage on a successful hit. The base unit has enough room for four 50-round ammo belts. Each additional equipment slot devoted to ammo storage has room for six more ammo belts. Each additional ammo belt has a purchase DC of 10.
Equipment Slots: 1, must be hand (or arm if Large), arm, or shoulders.
Activation: Attack action.
Range Increment: 60 feet.
Target: Single target within 600 feet, or autofire.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 7

TYPHOON 240 LASER CANNON
A reliable laser cannon, the Typhoon 240 deals 10d6 points of fire damage with a successful attack.
Equipment Slots: 2, including hand (or arm if Large), arm, shoulders, or visor.
Activation: Attack action.
Range Increment: 100 feet.
Target: Single target within 1,000 feet.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: 10


License *3 (under work)
CHRYSANTHEMUM LASER ARRAY
A barrage of phosphorus lasers deals massive damage to the mecha’s surroundings, making this a weapon of last resort. Everything within 60 feet of the mecha (but not the mecha itself) takes 16d8 points of fire damage, after which the lasers burn themselves out. A successful Reflex save (DC 25) means the target takes only half damage.
Once fired, the Chrysanthemum burst array becomes nonfunctional and must be replaced.
Equipment Slots: 1.
Activation: Attack action.
Range: 0 feet.
Area: 60-foot-radius burst centered on you.
Duration: Instantaneous.
Saving Throw: Reflex half (DC 25).
MetaCredits: (under work)

M-300 RHINO MASS CANNON
The M-300 Rhino mass cannon charges a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball. The weapon deals 8d12 points of ballistic damage on a successful hit.
Equipment Slots: 2, including hand (or arm if Large), arm, or shoulders.
Activation: Attack action.
Range Increment: 100 feet.
Target: Single target within 1,000 feet.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: (under work)

PS-25 TIGER CLAWS
An improvement over the PS-15 Panther claws, PS-25 Tiger claws have monofilament edges that shear through armor plating like knives through butter. They can be extended or retracted as a free action.
The claws convert the mecha’s slam attack into a claw attack that deals slashing damage. The amount of damage is based on the mecha’s size: Large 6d8, Huge 8d8, Gargantuan 10d8, and Colossal 12d8. The claws have a critical threat range of 19–20.
The claws are one size category smaller than the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: (under work)

TSUNAMI 480 PLASMA CANNON
The Tsunami 280 plasma cannon has two aperture settings: focused beam and wide-angle beam. The mecha operator can switch between settings as a move action. The focused beam setting deals 12d6 points of fire damage with a successful ranged attack, and it has a critical threat range of 20. On the wide-angle setting, the weapon automatically hits everything within a 60-foot cone for 12d6 points of fire damage, but those in the area can make a Reflex save (DC 19) to reduce the damage by half. Critical hits aren’t possible on the wide-angle setting.
Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor.
Activation: Attack action.
Range Increment/Range: 150 feet (focused beam), or 60 feet (wide-angle).
Target/Area: Single target within 1,500 feet, or 60-foot cone.
Duration: Instantaneous.
Saving Throw: None or Reflex half (DC 19; see text).
MetaCredits: (under work)

XJ-A PYTHON ELECTRO-WHIP
The XJ-A Python is an electrified cable with embedded servomotors that wrap around the target. The Python deals electricity damage according to the mecha’s size: Large 2d10, Huge 4d10, Gargantuan 6d10, and Colossal 8d10. The Python has an extra 15 feet of reach.
When using the Python, you get a +2 equipment bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
Because the electro-whip can wrap around an enemy’s leg or other limb, you can make a trip attack with it by succeeding at a melee touch attack. If you are tripped during your own trip attempt, you can drop or detach the Python electro-whip to avoid being tripped.
The electro-whip’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: (under work)

License *4 (under work)
AVENGER ELECTRO-SCIMITAR (PL 8)
The Avenger electro-scimitar is a lightweight and efficient one-handed melee weapon. As a mastercraft item, it grants a +1 bonus on attack rolls.
Damage for the energy scimitar is based on the size of the mecha wielding it: Large 4d6, Huge 8d6, Gargantuan 12d6, and Colossal 16d6. The energy scimitar has a critical threat range of 18–20. Half of the damage the energy sword deals is slashing damage, and the other half is electricity damage.
The electro-scimitar’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: (under work)

LT-5 LONGSHOT MASS DRIVER
Mass drivers fire hyper-accelerated spent-uranium slugs at the target, dealing damage strictly through the massive kinetic energy the round imparts to the target. A mass driver round deals 15d6 points of ballistic damage, and the system’s magazine holds 10 rounds. Each 10-round magazine has a purchase DC of 12.
Equipment Slots: 2 for weapon, including hand (or arm if Large), arm, or shoulders; 1 for each 10-round ammo bay.
Activation: Attack action.
Range Increment: 120 feet.
Target: Single target within 1,200 feet.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: (under work)

RP-91 REAPER LASER SCYTHE
The RP-91 Reaper is a two-handed melee weapon with a crystal carbon shaft housing laser and magnetic field generators. When activated by the mecha operator, it suspends a laser beam within a razor-thin magnetic “envelope” shaped like a farmer’s scythe. As a mastercraft item, it grants a +1 bonus on attack rolls.
Damage with a successful melee attack depends on the size of the wielding mecha: Large 4d10, Huge 6d10, Gargantuan 8d10, and Colossal 10d10. On a successful critical hit, the damage is quadrupled. Half of the damage the energy sword deals is slashing damage, and the other half is fire damage. The mecha applies one and one-half times its Strength bonus on damage rolls when wielding the weapon.
The laser scythe’s size category is one size category larger than the mecha’s size category, up to a maximum size of Colossal.
Equipment Slots: 2, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
MetaCredits: (under work)


--------------------------------------------------------------------------------------



MECHA DEFENSE SYSTEMS
Defense systems include energy shields, life support systems, and other equipment intended to protect the mecha and its operator from harm.
To build a defense system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also pay half the MetaCredit cost.

BULWARK TACTICAL SHIELD
The Bulwark tactical shield—a high-tech version of the shields carried by knights of old—is worn on one of the mecha’s arms. It improves the mecha’s equipment bonus to Defense by +4.
Equipment Slots: 1, must be arm.
Activation: None.
Range: Touch.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: one-quarter the mecha’s base cost.

BASTION TACTICAL SHIELD requires license *2
The Bastion tactical shield improves upon the Bulwark tactical shield (see above). It improves the mecha’s equipment bonus to Defense by +6.
When not deployed, the Bastion tactical shield can retract into the mecha’s arm. Deploying or retracting the shield is a move action.
Equipment Slots: 1, must be arm.
Activation: None or move action (see text).
Range: Touch.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 5 + one-quarter the mecha’s base cost.

LX-10 ANTISHOCK ARRAY
The LX-10 antishock array grounds the mecha and protects it against electrical attacks. The mecha gains electricity resistance 10.
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 5

BARRICADE TACTICAL SHIELD requires license *4
A larger version of the Bastion tactical shield, the Barricade shield not only improves the mecha’s equipment bonus to Defense by +8, but its superior ceramic coating grants the mecha fire resistance 10.
When not deployed, the Barricade tactical shield can retract into the mecha’s arm. Deploying or retracting the shield is a move action.
Equipment Slots: 1, must be arm.
Activation: None or move action (see text).
Range: Touch.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 8 + one-quarter the mecha’s base purchase DC.

DELPHI DEFENSE SUITE
The Delphi defense suite consists of a heuristic collision avoidance system, enhanced crew restraints, and a series of adrenal and nonadrenal autoinjectors for the mecha operator. The Delphi defense suite grants the operator a resistance bonus on all saving throws for 1 minute: +1 for the Mark I version and up to +5 for the Mark V version.
Equipment Slots: 1 (Mark I and Mark II versions), 2 (Mark III, Mark IV, and Mark V versions).
Activation: Attack action.
Range: Personal.
Target: You.
Duration: 1 minute.
Saving Throw: None.
Purchase DC: 4 for Mark I (+1), 6 for Mark II (+2), 8 for Mark III (+3, requires license *2), 10 for Mark IV (+4, requires license *3), 12 for Mark V (+5, requires license *4).
Restriction: None.

LIGHT FORTIFICATION
The mecha’s structural integrity is reinforced so it can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check. Light fortification takes the place of one of the mecha’s equipment slots.
Equipment Slots: 1 (equivalent).
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 5 + one-half the mecha’s base cost.

LX-20 ANTISHOCK ARRAY requires License *2
Similar to the LX-10 antishock array, the LX-20 antishock array grants the mecha electricity resistance 20. In addition, it insulates and protects the crew from the collateral dazing effect of an electromagnetic pulse, such as the type caused by an M-70 EMP rocket launcher.

CLOAKING SCREEN Requires License *3
The cloaking screen warps light and energy around the mecha, rendering it invisible to visual and electronic sensors.
A cloaked mecha has total concealment. To attack a cloaked mecha, an attacker must guess in which square the mecha currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses. A cloaked mecha gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving. Pinpointing the location of a cloaked mecha that isn’t attempting to hide requires a Spot check against DC 40 if immobile or DC 20 if moving (as if the mecha operator had rolled a 0 on the Hide check).
Equipment Slots: 1.
Activation: Attack or move action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 10 + one-quarter the mecha’s base cost.

DEFLECTION FIELDRequires License *3
The deflection field uses broadcast magnetics to provide a semipermeable energy field around the mecha. It provides a +1 to +5 deflection bonus to the mecha’s Defense. The cost of the system is based on the type of field (denoted Mark I through Mark V).
The operator can activate or deactivate the deflection field once per round as a free action.
Equipment Slots: 1.
Activation: None or free action (see text).
Range: Touch.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 5 for Mark I (+1), 7 for Mark II (+2), 10 for Mark III (+3), 13 for Mark IV (+4), 15 for Mark V (+5).
Restriction: Licensed (+1).

MEDIUM FORTIFICATION Requires License *3
Similar to the light fortification system, the medium fortification system converts 75% of all critical hits into regular hits.
Medium fortification takes the place of two of the mecha’s equipment slots.
Equipment Slots: 2 (equivalent).

HEAVY FORTIFICATION Requires License *4
Similar to the light fortification system, the heavy fortification system converts all critical hits into regular hits.
Heavy fortification takes the place of three of the mecha’s equipment slots.
Equipment Slots: 3 (equivalent).


----------------------------------------------------------------------------------


MECHA SENSOR SYSTEMS
Sensor systems make it easier for mecha operators to perceive their surroundings; however, not all mecha are equipped with sensors (or even require them). In such cases, mecha operators must rely on their own acute vision and hearing.
A mecha equipped with sensors conducts passive scans of the surrounding area constantly, without the operator’s attention. A passive scan extends in all directions at once, providing the operator with data on surrounding terrain, obstacles, and the location of other creatures, vehicles, and mecha within several miles of the mecha’s position.
A sensor system can also be used to conduct an active scan of a single target. With a successful Computer Use check (DC 15) and a move action, a mecha’s operator can use the onboard sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine specific information about that target, as specified in the sensor system’s description.
To build a sensor system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also pay half the MetaCredit cost.

CLASS I SENSOR SYSTEM
This sensor system includes air/space radar that allows a mecha operator to scan the basic topography of the surrounding area and pick out targets well enough to aim weapons at them. A Class I sensor system grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
Equipment Slots: 1.
Activation: Move action (active scan mode only).
Range: 1-mile-radius emanation centered on your mecha.
Area: 1 nonliving target (active scan only).
Duration: Persistent (passive scan mode) or 1 round (active scan mode).
Saving Throw: None.
MetaCredits: 3

CLASS II SENSOR SYSTEM
This sensor system includes an electromagnetic (EM) detector array that localizes electromagnetic emissions, and an infrared detector that tracks targets by their heat signatures. It also incorporates a high-resolution video system that differentiates targets by their visual profile. The hi-res video system incorporates a zoom feature, allowing close inspection of distant targets. A Class II sensor system grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon systems (functional and nonfunctional).
Equipment Slots: 1.
Activation: Move action (active scan mode only).
Range: 1-mile-radius emanation centered on your mecha.
Area: 1 nonliving target (active scan only).
Duration: Persistent (passive scan mode) or 1 round (active scan mode).
Saving Throw: None.
MetaCredits: 8

CLASS III SENSOR SYSTEM
This system combines the features of the Class II sensor system with an advanced night-vision unit.
The mecha operator gains darkvision to a range of 90 feet. A Class III sensor system also grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon systems (functional and nonfunctional).
Equipment Slots: 1.
Activation: Move action (active scan mode only).
Range: 1-mile-radius emanation centered on your mecha.
Area: 1 nonliving target (active scan only).
Duration: Persistent (passive scan mode) or 1 round (active scan mode).
Saving Throw: None.
MetaCredits: 12

ENIGMA SENSOR SUITE Requires license *3
Using a combination of thermal imaging, X-rays, and vibration sensors, the Enigma sensor suite enables the operator to effectively see through solid objects. Fine details can’t be detected, but a mecha using the Enigma suite could tell, for example, that three Medium-size humanoids were crouched behind a closed door, or that an escape tunnel runs from one building to another.
A mecha with the Enigma suite reduces the effects of concealment by two grades. Thus, an object with total concealment (50% miss chance) would have three-quarters concealment (30% miss chance) instead.
Equipment Slots: 1.
Activation: None.
Range: 150 feet.
Area: Cone-shaped emanation.
Duration: 1 round.
Saving Throw: None.
MetaCredits: 15

ORACLE TARGETING SYSTEM
The standard computer-assisted targeting system for mecha combines holographic displays and heuristic target-prediction profiling to increase a mecha operator’s accuracy. The system grants an enhancement bonus on attack rolls (+1 to +5) when using a specific ranged weapon selected by the operator. Switching the bonus from one weapon to another requires a move action.
The Oracle system has five different categories (denoted Mark I through Mark V). The purchase DC varies depending on the enhancement bonus conferred.
Equipment Slots: 1, must be helmet or visor.
Activation: Move action (to activate or switch).
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
MetaCredits: 16 for Mark I (+1), 18 for Mark II (+2 requires license *2), 20 for Mark III (+3, requires license*3), 22 for Mark IV (+4, requires license *4), 24 for Mark V (+5, requires license *5).

CLASS IV SENSOR SYSTEM requires license *2
This system includes electromagnetic (EM), infrared detector, hi-res video, and nightvision sensors similar to those found on the Class II and Class III systems. It also incorporates a ladar system that uses low-powered laser beams to quickly locate and identify difficult terrain, distant obstacles, and targets.
The mecha operator gains darkvision to a range of 120 feet. A Class IV sensor system also grants a +4 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon systems (both functional and nonfunctional).
• How much damage (in hit points) the target has taken.
Equipment Slots: 1.
Activation: Move action (active scan mode only).
Range: 10-mile-radius emanation centered on your mecha.
Area: 1 nonliving target (active scan only).
Duration: Persistent (passive scan mode) or 1 round (active scan mode).
Saving Throw: None.
MetaCredits: 14

CLASS V SENSOR SYSTEM requires license *3
This system improves upon earlier sensor systems by replacing the air/space radar with powerful multiband radar that quickly and effortlessly identifies and tracks mecha, creatures, and vehicles. It also combines the electromagnetic, infrared, and video scanners into a single, more powerful array. The Class V sensor system also extends the mecha’s nightvision capability.
The mecha operator gains darkvision to a range of 180 feet. A Class V sensor system also grants a +6 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon, defense, and sensor systems (both functional and nonfunctional).
• How much damage (in hit points) the target has taken.
Equipment Slots: 1.
Activation: Move action (active scan mode only).
Range: 10-mile-radius emanation centered on your mecha.
Area: 1 nonliving target (active scan only).
Duration: Persistent (passive scan mode) or 1 round (active scan mode).
Saving Throw: None.
MetaCredits: 16

CLASS VI SENSOR SYSTEM requires license *4
This sensor system resembles the Class V sensor array, except that it replaces the multiband radar unit with multiphase radar capable of penetrating nearly any obstacle or barrier.
The mecha operator gains darkvision to a range of 180 feet. A Class VI sensor system also grants a +8 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon, defense, and sensor systems (both functional and nonfunctional).
• How much damage (in hit points) the target has taken, and how much damage it can withstand (that is, hit points remaining).
Equipment Slots: 1.
Activation: Move action (active scan mode only).
Range: 100-mile-radius emanation centered on your mecha.
Area: 1 nonliving target (active scan only).
Duration: Persistent (passive scan mode) or 1 round (active scan mode).
Saving Throw: None.
MetaCredits: 20

Lappy9000
2011-07-03, 12:46 PM
This is a very strange class.

Aside from the d10 hit dice, good BAB and 2 good saves, you really don't get much of anything for the first 3 levels. I'm all up to discourage super dipping, but someone playing this from level 1 will have a boring few levels.

Is this meant to be used in a heavily modified 3.5? Something like that probably should be mentioned beforehand. I'm just gonna assume that to avoid lots of questions about the skills.

I know I'm in early, so I'm guessing parts go into equipment slots for increased versatility? Well that's needed, 'cause even with the upgraded Mechas, the class still doesn't get much.

The way you've written the class ability descriptions is...flat out jarring, to be honest. Unless this class is intended for a less serious variety of campaign, in which case it's probably not so distracting. There are a lot of typos regardless.

Cipherthe3vil
2011-07-03, 12:54 PM
MECHA CARGO CAPACITY
Although they are not built to haul cargo, mecha superstructures have a limited amount of storage space. Table: Mecha Cargo Capacity lists the maximum weight in additional cargo (not including crew, weapons, or other integrated equipment) a mecha can transport in its internal storage compartments, as well as the maximum size of an object that will fit inside one of these internal compartments.

{table=header]Mecha Size|Cargo Capacity|Maximum Object Size
Colossal|1,250lb|Huge
Gargantuan|500lb|Large
Huge|250lb|Medium
Large|50lb|Small[/table]

---------------------------------------------------------------------------------

MOVEMENT AND COMBAT
Combat between mecha is conducted much as it is between characters. Characters operating mecha are simply much larger and stronger than they would otherwise be, and they can wield truly frightening weapons. However, they still obey the essential rules of movement and combat. They still threaten squares within their reach, take move actions and attack actions, duck behind cover to gain a bonus to Defense, and so forth. In some respects, however, mecha movement and combat differs from character movement and combat. The following sections describe specific situations that arise when mecha maneuver and clash on the battlefield.

COCKPIT ACCESS
It takes a full-round action to climb into a mecha’s cockpit and a move action to activate its various systems so it can move and fight. It takes a full-round action to get out of a mecha unless an HV-5 Haven escape pod or similarly expeditious device is used (see Misc Equipment).

DRIVING, PILOTING, AND MOVEMENT
Mecha operators use the Mecha Piloting skill to operate their mecha in most situations. Some Mecha may be more unique and function just like a normal vehicle and require Drive or Pilot generic skills when functioning in they're respective elements.
In general, mecha operators don’t need to make checks to steer their mecha around the battlefield. However, these skills may come into play in combat under the following circumstances:
• When trying to move past a foe without provoking an attack of opportunity, a mecha operator can make a check (as appropriate) instead of a Tumble check.
• A mecha operator can oppose a trip attempt with a Mecha Piloting skill.
• A successful Pilot or Mecha Pilot check can pull a mecha out of a stall (see Flying Mecha, below).
• A character in a copilot cockpit can use the aid another action, making Mecha Piloting, Drive or Pilot checks (as appropriate) to aid the same checks of the mecha’s operator.

FLYING MECHA
The vehicle rules are entirely appropriate for ground cars and other normal modes of transportation; however, even a clumsy mecha is more maneuverable than a normal vehicle.
On the ground, mecha move as characters. They can turn at any time, move in any direction, and stop on a dime. In the air, though, they are more limited.
Most flying mecha have to slow down to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying mecha has a maneuverability rating, as shown on Table: Flight Maneuverability. A mecha’s flight systems determine its maneuverability.
Minimum Forward Speed: If a flying mecha fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the mecha to the ground, the operator must succeed at a Mecha Piloting (or Pilot) check (DC 20) to recover. Otherwise, it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.
Hover: The ability to stay in one place while airborne.
Fly Backward: The ability to fly backward.
Reverse: A mecha with good maneuverability uses up 5 feet of its speed to start flying backward.
Turn: How much the flying mecha can turn after covering the stated distance.
Turn in Place: A mecha with good or average maneuverability can “spend” some of its speed to turn in place.
Maximum Turn: How much the mecha can turn in any one space.
Up Angle: The angle at which the mecha can ascend.
Up Speed: How fast the mecha can ascend.
Down Angle: The angle at which the mecha can descend.
Down Speed: A flying mecha can descend at twice its normal flying speed.
Between Down and Up: An average, poor, or clumsy mecha must fly level for a minimum distance after descending and before ascending. Any flying mecha can begin descending after an ascent without an intervening distance.

{table=header]Maneuver|Perfect|Good|Average|Poor|Clumsy
Minimum Forward Speed| None | None | Half | Half | Half|
Hover| Yes | Yes | No | No | No
Fly Backward| Yes | Yes | No | No | No
Reverse| Free | -5ft | No | No | No
Turn| Any | 90˚/5 ft. | 45˚/5 ft. | 45˚/5 ft. | 45˚/10 ft.
Turn In Place| Any| 90˚/5 ft. | 45˚/5 ft. | No | No
Maximum Turn| Any | Any | 90˚ | 45˚ | 45˚
Up Angle| Any | Any | 60˚ | 45˚ | 45˚
Up Speed| Full | Half | Half | Half| Half
Down Angle| Any | Any | Any | 45˚ | 45˚
Down Speed| Full | Half | Half | Half| Half|
Between Up and Down| 0ft | 0ft | 5ft | 10ft | 20ft[/table]

MECHA IN OUTER SPACE
Only a mecha equipped with space skin (see Misc Equipment) can operate in outer space. However, the mecha’s operator takes a –4 penalty on all attack rolls and skill checks unless she has the Zero-G Training feat or has equipped her mecha with a zero-g stabilizer.
In outer space, mecha fly just like they do in the atmosphere, with three exceptions. First, all flying mecha improve by one maneuverability category (clumsy becomes poor, poor becomes average, average becomes good, and so on). Second, all mecha can ascend and descend regardless of the limitations on Table: Flight Maneuverability, and their speed is unchanged if they do so. Finally, all mecha can hover in space and need not maintain a minimum forward speed.

MECHA CRITICAL HITS
Whenever you confirm a critical hit against a mecha, you may choose to roll percentile dice and consult Table: Mecha Critical Hits instead of dealing the normal critical hit damage for the attack. However, you must accept the results of the roll, even if those results are less than desirable.
{table=header] d% | Roll Effect(s)
01–15 |Normal damage, crew dazed
16–35 |Normal critical hit, crew dazed
36–45 |Normal critical hit, mecha knocked prone
46–50 |Severe critical hit, crew dazed, mecha stunned
51–55 |Severe critical hit, mecha knocked prone
56–60 |Crew hit (normal damage)
61–70 |Normal damage, equipment damaged
71–80 |Normal damage, equipment destroyed
81–90 |Normal critical hit, slot damaged
91–100 |Normal critical hit, slot destroyed[/table]
Normal Damage: The attack deals normal damage (do not apply critical hit multipliers).
Crew Dazed: Each crewmember aboard the mecha, including its operator, must succeed on a Fortitude save (DC 15) or be dazed for 1 round. Unable to act, a dazed character can take no actions, but still retains his or her full Defense.
Normal Critical Hit: Roll critical hit damage normally.
Mecha Knocked Prone: The force of the attack knocks the mecha prone. All crewmembers and passengers aboard take 1d6 points of bludgeoning damage as they are knocked about their cockpits. A prone mecha takes a –4 penalty on melee attack rolls and can’t use thrown ranged weapons. The mecha gains a +4 bonus to Defense against ranged attacks, but takes a –4 penalty to Defense against melee attacks.
Standing up from prone is a move action that provokes attacks of opportunity.
Mecha Stunned: The mecha automatically drops what it is holding and can take no attack or move actions for 1 round. While the mecha is stunned, apply a –2 penalty to the mecha operator’s Defense (even though the operator is not stunned).
Severe Critical Hit: Roll critical hit damage using a x5 multiplier instead of the weapon’s normal multiplier.
Crew Hit: The attack bypasses the mecha’s armor and superstructure. Apply normal damage to one crewmember or passenger (determined randomly), ignoring the mecha’s bonus hit points.
Equipment Damaged: One piece of equipment (attacker’s choice) is damaged and ceases to function until repaired. It can be a flight system, sensor system, defense system, weapon (handheld or integrated), or miscellaneous system. Repairing a damaged system requires 1 hour of work and a successful Repair check (DC 20).
Equipment Destroyed: One piece of equipment (attacker’s choice) is destroyed and ceases to function. It can be a flight system, sensor system, defense system, weapon (handheld or integrated), or miscellaneous system. A destroyed system cannot be repaired, only replaced.
Slot Damaged: One of the mecha’s equipment slots (attacker’s choice) is damaged. Any piece of equipment wholly or partially installed in that slot will not function until the slot is repaired. Repairing a damaged equipment slot requires 1 hour of work and a successful Repair check (DC 25).
Slot Destroyed: One of the mecha’s equipment slots (attacker’s choice) is destroyed, along with any piece of equipment wholly or partially installed in it. Rebuilding a destroyed equipment slot requires 12 hours of work and a successful Craft (mechanical) check (DC 30).

RANGED ATTACKS AND ATTACKS OF OPPORTUNITY
Mecha only provoke attacks of opportunity from creatures of their own size or larger (including other mecha) when they fire a ranged weapon in a threatened area.

STOWING HAND SLOT EQUIPMENT
Any piece of mecha equipment integrated into a mecha’s hand slot—and only the hand slot—can be stowed magnetically against the mecha or in a storage compartment as a move action. This frees up the hand to perform more delicate manipulation (such as opening a door or pressing a button) or grabbing another piece of mecha equipment.
A mecha may have more pieces of equipment for its hand slots than it has hand slots available; it just can’t use them all at once.

--------------------------------------------------------------------------------------------------------

Essential Mecha Feats
A character without the Mecha Operation feat and Mecha Weapon Proficiency feat suffers serious penalties while operating a mecha of any size. The penalties for not having these feats are summarized below:
Mecha Operation: A character without this feat takes a –4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Mecha Pilot, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, the character cannot run or charge.
Mecha Weapon Proficiency: A character without this feat takes a –4 penalty on attack rolls made while operating a mecha. Furthermore, the character cannot apply the various firearm feats (such as Advanced Firearms Proficiency, Dead Aim, Double Tap, Shot on the Run, and Strafe) to a mecha’s ranged weapons.

Mecha and Feats
If you have the Mecha Weapon Proficiency feat, any feats that apply to firearms (such as Double Tap and Strafe) also apply to relevant ranged mecha weapons.
Melee-oriented feats from the Brawl and Combat Martial Arts trees don’t apply if you’re operating a mecha, although a character with the Mecha Operation feat threatens all areas within reach of the mecha, and making a slam or other melee attack with a mecha doesn’t provoke an attack of opportunity.

ADVANCED MECHA OPERATION
You have received advanced training or extensive practice in mecha movement.
Prerequisite: Mecha Operation.
Benefit: Choose a size of mecha (Large, Huge, Gargantuan, or Colossal). When you are operating a mecha of the chosen size, you gain a +1 dodge bonus to Defense. Furthermore, armor penalties for operating the mecha are 2 less than they would otherwise be (minimum penalty –0).

HAIR TRIGGER
You have developed a delicate sense of timing, and your area attacks hit your foes when they’re ill-prepared to defend against them.
Prerequisite: Base attack bonus +6.
Benefit: Whenever you make an attack from your mecha that requires enemies to make Reflex saving throws, the DC for such saves is increased by +2.

MECHA FLING
You can pick up an opponent with your mecha and fling it.
Prerequisite: Mecha Operation, at least one free hand slot.
Benefit: Your mecha can make a grapple check at a –20 penalty against an opponent at least two size categories smaller than it. If the grapple succeeds, you can use an attack action to fling the held opponent on your next action. The range increment for the thrown foe is 10 feet, and the maximum range is 100 feet.
A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as though it had fallen half the distance thrown (rounded down), and you may apply your mecha-modified Strength bonus to the damage.
Your mecha may also fling your opponent at another mecha, vehicle, or creature. To do so, make an attack roll at a –4 penalty, with appropriate range penalties, against the target. If you hit, both the thrown creature and the target take the amount of damage that the thrown creature would have otherwise taken, as given above.

MECHA OPERATION
You know how to operate a mecha.
Benefit: You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with mecha controls. You can move normally in a mecha and generally perform any action as if you weren’t inside a mecha, subject to the obvious limitations of size. You threaten areas within your reach even if unarmed.
Normal: Characters without this feat take a –4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, they cannot run or charge.

MECHA TRAMPLE
Your mecha can knock down and crush opponents.
Prerequisite: Mecha Operation, base attack bonus +4.
Benefit: When you attempt to overrun an opponent while operating a mecha, the target may not choose to avoid your mecha. If your mecha knocks down the target, your mecha may make one free slam attack against the target, gaining a +4 bonus on the attack roll because the target is prone.

MECHA WEAPON BOOST
By disabling safeguards and shunting auxiliary power into your weapons, you can attain greater destructive power at the cost of weapon accuracy.
Prerequisite: Base attack bonus +8, Repair 6 ranks.
Benefit: You can take a penalty of up to –5 on your attack roll. If you do, the mecha weapon of your choice deals +1d6 points of damage for each –1 penalty you took. The attack penalty persists until the beginning of your next turn, but the additional damage applies only to the next single attack you make.

MECHA WEAPON PROFICIENCY
You know how to acquire targets and fire your mecha’s weapons using onboard computers and sensors.
Prerequisite: Mecha Operation.
Benefit: You no longer suffer the standard penalties on attack rolls while you’re in your mecha. You can use any feats that refer to firearms with your ranged mecha weapons.
Normal: Characters without this feat take a –4 penalty on attack rolls made while in a mecha cockpit. Furthermore, they cannot apply firearm feats to a mecha’s ranged weapons.

STUN MECHA
By channeling electricity into an enemy mecha’s control system, you can temporarily short it out.
Prerequisite: Base attack bonus +8, Mecha Operation, Precise Shot.
Benefit: If you threaten a critical hit with an electricity attack against another mecha, you may automatically confirm the critical. In addition to suffering the effects of the critical hit, the mecha is automatically stunned for 2d4 rounds. The stunned mecha automatically drops what it is holding and can take no attack or move actions. While the mecha is stunned, apply a –2 penalty to the mecha operator’s Defense (even though the operator is not stunned).

THRUSTER BLAST
By directing your vectored thrusters all around your mecha, you can kick up a cloud of dust and debris that obscures the battlefield.
Prerequisite: Pilot 10 ranks, mecha flight system (either jetpack, thruster boots, or ramjet thruster boots).
Benefit: You can aim your thruster exhaust toward the ground to create a hemispherical cloud. If you are within 30 feet of the ground and there is loose debris or dust, you can create a cloud with a 50-foot radius centered directly below you. The generated winds snuff out small fires and give guided missiles attacking you a –4 penalty on their attack rolls. Creatures without eye protection caught within the debris cloud are blinded while inside it and for 1 round after emerging from it. The debris cloud grants anyone inside it one-half concealment (20% miss chance). Mecha with sensor systems ignore the concealment effects.
Because some mecha have vectored thrust systems, their flight path isn’t affected by the aim of the exhaust. They don’t have to hover or fly upward to create the cloud.

Lappy9000
2011-07-03, 01:04 PM
of course there's strange skills. What? you wanna pilot mecha using "Ride" or "Handle Animal" psh.Profession (Pilot).

Cipherthe3vil
2011-07-03, 01:23 PM
Profession (Pilot).

Mecha Piloting =/= generic piloting.

Yes, you use the equipment slots on the mecha to house special features for the Mecha. They do not count as your own, naturally. so you can still wear that +2 Cool Shades of Lady Attracting if you so wish.

Cipherthe3vil
2011-07-03, 04:25 PM
There. I believe I'm done now. well... I gotta finish the Weapon tables and prices....

Cipherthe3vil
2011-07-03, 08:40 PM
No one cares for the Mecha, eh?

Cipherthe3vil
2011-07-04, 12:53 AM
fix'd a few errors, added the *2 weapons.

Gralamin
2011-07-04, 01:01 AM
I'm... a bit confused. Is this supposed to be for 3.5... or D20 modern? D20 Modern already has a lot you could jump start off of... But I'm not sure how this work in 3.5. I'll work out my confusion and post some more comments.

Cipherthe3vil
2011-07-04, 01:03 AM
What is there to be confused about.
There are a few new skills, big woop. :smallsigh:

Gralamin
2011-07-04, 01:07 AM
What is there to be confused about.
There are a few new skills, big woop. :smallsigh:

I never mentioned the skills.

In fact a lot of this looks like copy and paste from D20 future SRD document. Which is fine, but leaves a lot of questions. For instance: What happens if I cast "Cloudkill" on a mecha? Does it get in and kill the pilot? Does it just flat out prevent it? What about fireball? Or any other save or X effect? What if I cast sleep? An Illusion spell? What if I polymorph any Object the mecha while you are in it?

Cipherthe3vil
2011-07-04, 01:35 AM
I never mentioned the skills.

In fact a lot of this looks like copy and paste from D20 future SRD document. Which is fine, but leaves a lot of questions. For instance: What happens if I cast "Cloudkill" on a mecha? Does it get in and kill the pilot? Does it just flat out prevent it? What about fireball? Or any other save or X effect? What if I cast sleep? An Illusion spell? What if I polymorph any Object the mecha while you are in it?

No, but thats all I see thats too different from standard.

Thats because most of it is, with small changes. d20 modern is similar, but seems quite different from 3.5, enough so I had to translate some things. Besides that all this is really for is the 3.5 class, Mecha Pilot.

Mecha should be treated as Constructs, not objects, ( or if you don't then: A Mecha is thousands on thousands of parts and mechanics, not a single object.) Thereby immune to fortitude. And by that level assuming you can polymorph a Gargantuan giant robot in the first place.

Do you have Line of sight, or line of effect? Can you even see the Pilot? Do you even know where she's located within the mecha?

Cloudkill is a vapor, or poisonous smoke. So it has a potential to leak through if it stayed stationary on a vent or otherwise crack/slit/ect. again, thats if it could leak through. And many mecha are sealed against such things.

Fireball effects the Mecha normally of course, thats why its a HP system and not some impenetrable walking shield: So that it can take damage.

Illusions Wouldn't work unless they can effect electronic equipment, which could in such a campaign be a sub-school. Otherwise most mecha see through screens, sensors, and displays. Not windows and so the Pilot doesn't physically/directly/personally see anything.

Deth Muncher
2011-07-04, 01:43 AM
Now, I but briefly skimmed your class, and I'll go back after posting this, but I highly suggest you go take a look at Goodman Games' "Dragonmech" setting, since they've already got mech rules. I'm not saying yours are bad or wrong, but when making prestige classes, especially ones this intense, it's good to look at all available source material.

Lappy9000
2011-07-04, 02:09 AM
No, but thats all I see thats too different from standard.

Thats because most of it is, with small changes. d20 modern is similar, but seems quite different from 3.5, enough so I had to translate some things. Besides that all this is really for is the 3.5 class, Mecha Pilot.

Mecha should be treated as Constructs, not objects, ( or if you don't then: A Mecha is thousands on thousands of parts and mechanics, not a single object.) Thereby immune to fortitude. And by that level assuming you can polymorph a Gargantuan giant robot in the first place.

Do you have Line of sight, or line of effect? Can you even see the Pilot? Do you even know where she's located within the mecha?

Cloudkill is a vapor, or poisonous smoke. So it has a potential to leak through if it stayed stationary on a vent or otherwise crack/slit/ect. again, thats if it could leak through. And many mecha are sealed against such things.

Fireball effects the Mecha normally of course, thats why its a HP system and not some impenetrable walking shield: So that it can take damage.

Illusions Wouldn't work unless they can effect electronic equipment, which could in such a campaign be a sub-school. Otherwise most mecha see through screens, sensors, and displays. Not windows and so the Pilot doesn't physically/directly/personally see anything.You see, now that sort of material needs to be explained in the class description.

Like Mecha Maneuvering for example gives a +4 bonus on Combat Maneuvers. So, Pathfinder?

The new skills don't seem to benefit this class in any mechanical way, as far as I can tell.

Feared Pilot and Mech Warfare add a lot of untyped bonuses, which stack with all other bonuses, if if I recall correctly. Intentional?

And I think a 4th level Mecha Pilot can exchange all of their MC for 8,000,000 gp? Except for the part about being on a "tight leash" from the "feds" there's nothing really preventing this (except for the DM, of course. In which case you should add in a section of how to handle all that MC).

All I'm saying is that this class needs to be tied together better. It looks rather thrown together at the moment. But it has potential, and that's what we're here to help towards :smallsmile:

Cipherthe3vil
2011-07-04, 02:14 AM
Now, I but briefly skimmed your class, and I'll go back after posting this, but I highly suggest you go take a look at Goodman Games' "Dragonmech" setting, since they've already got mech rules. I'm not saying yours are bad or wrong, but when making prestige classes, especially ones this intense, it's good to look at all available source material.
reading now, interesting book so far, thanks.

You see, now that sort of material needs to be explained in the class description.

Like Mecha Maneuvering for example gives a +4 bonus on Combat Maneuvers. So, Pathfinder?

Disarm, trip, sunder, ect. I'm pretty sure you don't need pathfinder to pull one off -_-


The new skills don't seem to benefit this class in any mechanical way, as far as I can tell.

Situations, Repair, competency. just like any other skill.


Feared Pilot and Mech Warfare add a lot of untyped bonuses, which stack with all other bonuses, if if I recall correctly. Intentional?

And I think a 4th level Mecha Pilot can exchange all of their MC for 8,000,000 gp? Except for the part about being on a "tight leash" from the "feds" there's nothing really preventing this (except for the DM, of course. In which case you should add in a section of how to handle all that MC).

It was said that its for Mecha purchases

Oh. I never submitted thist edit. mybad, it was still up in a tab.

MC ("MetaCredits"): So you have your license and base mech. Woopty~do. But what about its Frame? Its armor? What about its loadout? Thats where the MetaCredits come in. Essentially its a Grant from the higher-ups letting you purchase necessary items. One MetaCredit is the equivalent of a couple hundred thousand bucks, so don't waist them. I wouldn't try thieving them away either, your on a tight leash with these Shines and they can only be used for the Mecha. You don't want the feds knocking your door in do you? Each time you get a new License your also given a bonus to your total MC allowance as Listed on the table, the number shown is Total. 1 MC = 100,000gp, You can exchange 1000pp for 1 MC out of your own pocket money if you can/wish, But MetaCredits are non refundable, and are only capable of use in the Mecha Market through the government or what ever organization covers it for you.

Cipherthe3vil
2011-07-05, 01:36 PM
Looks like this is destined to the "failed" section of my sig.

fixed a few errors with the misc items.


...
Failed section it is.