Vous êtes sur la page 1sur 16

Ancient Mecha: Progress Level 0 to 4

PL 0: Stone Age PL 1: Bronze Age PL 4: Industrial Age PL 2: Iron Age PL 3: Age of Reason Mecha of earlier periods are designed utilizing the highest form of technology available in that time period. Stone Age Mechas are made of wood and are driven by "muscle power". All "Torso Slots" and lower "slots" are filled by the laboring beast that powers the mecha. Large mecha can utilize a draft horse. Huge mecha use an elephant. Mecha of greater size depend upon dinosaurs, giants, or mythical beasts. Stone Age mecha have no mechanical weapons at all and rely on oversized melee weapons and thrown weapons. Bronze Age and Iron Age mecha use the elements to power them. Power sources could be a waterwheel, a windmill, a hot springs, or some gravity driven device. The "Back" slot space is always sacrificed to the power mechanism of the mecha. Bronze Age mecha can be deprived of their power source by changes in the weather. These mecha use catapults, arbalests, and battering rams as weapons. Age of Reason mecha are driven by either clockwork or steam works. A clockwork mecha can remain active no longer than 8 hours before it needs rewinding (six minutes per hour). A steam work mecha generates great clouds of smoke as it burns wood or coal to heat a boiler. It can remain active so long as it has a sufficient fuel. A steam work mecha can stay active for 6 hours plus 6 hours for each slot it devotes to fuel storage. Weapons for these mechas are limited to Flintlocks and Cannons (D20 Past).

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Industrial Age mecha use combustion engines to power their mechas. These mechas lack the electronic systems common to PL 5 mecha. All mecha built before PL 5 require crews to reload their weapons.

Mecha Size and Attributes


Available mecha sizes are unchanged from the d20 Future. Mecha made in the past has the same number of slots, attributes, and slam damage as given in d20 Future.

Mecha Superstructure
Wood (PL 0) Wood is easy to prepare and fashion into any shape. Unfortunately, it offers little protection and is vulnerable to combustion. Hardness: 0, Base Purchase DC Modifier: -20 Bronze (PL 1) Bronze is softer than iron, but is easier to shape in primitive forges. A bronze mecha often resembles an animal or deity. Hardness: 5, Base Purchase DC Modifier: -10 Cast Iron (PL 2) A cast iron superstructure is created piece by piece by hammer and anvil. Cast iron is heavier than bronze, but more brittle than steel. Hardness: 6, Base Purchase DC Modifier: -8 Steel (PL 3) Steel is made when iron is combined with carbon under high heat. Hardness: 8, Base Purchase DC Modifier: -6 Titanium (PL 4) Titanium is steel combined with trace elements the reinforce it. Hardness: 9, Base Purchase DC Modifier: -5

Mecha Armor
Wood Armor (PL 0) Wood armor is hard wood planking fastened together by pegs and rope. Equipment Bonus: +2, Speed Penalty: -10ft, Armor Penalty: -10, Purchase DC: 2+ 50% Mecha Base Purchase DC Bronze Armor (PL 1)

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Bronze armor is softer than iron, but more flexible. Bronze armor is often highly polished and decorated. Equipment Bonus: +2, Speed Penalty: -10ft, Armor Penalty: -6, Purchase DC: 3+ 50% Mecha Base Purchase DC Cast Iron Armor (PL 2) Cast Iron is usually completely black in color and very rough. It is often called Boiler Plate armor in later ages. Equipment Bonus: +6, Speed Penalty: -20ft, Armor Penalty: 8, Purchase DC: 4+ 50% Mecha Base Purchase DC Steel Plate Armor (PL 3) Steel Plate is made of many square sheets of metal riveted together. It can be polished to mirror sheen. Equipment Bonus: +4, Speed Penalty: -10ft, Armor Penalty: -6, Purchase DC: 6+ 50% Mecha Base Purchase DC Titanium Armor (PL 4) Titanium is reinforced steel and is usually painted to resist rusting and provide camouflage. Equipment Bonus: +5, Speed Penalty: -10ft, Armor Penalty: -6, Purchase DC: 9+ 50% Mecha Base Purchase DC Battleship Plate (PL 4) This armor is made from multiple layers of reinforced steel usually used in the construction of battleship hulls. Equipment Bonus: +8, Speed Penalty: -20ft, Armor Penalty: -10, Purchase DC: 10+ 50% Mecha Base Purchase DC

Mecha Equipment
Mecha from the PL 0 to 4 have the most primitive forms of sensors, defense systems, and communications. Weapon systems require a crew to reload and maintain. Flight Systems do not exist for mecha from these ages.

Sensors
Telescopic Crosshairs (PL 4): Grants a +2 bonus to spot checks, and reduces the range penalties of any ranged attack by the mecha by 2. Slot: 1 (Head or Shoulders), Activation: Free Action, Range: LOS, Purchase DC: 15.

Defensive Systems
Hide Covered (PL 0): Help to reduce the chance that a wooden mecha will catch on fire

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

(Reduce chance by half). Slot: None, Activation: Free Action, Range: Touch, Purchase DC (By Size): Large: 12, Huge: 16, Colossal: 20, Gargantuan: 20 Metal Shield (PL 1): The mecha carries a metal shield in one hand slot. This shield adds to the armor equipment bonus of the mecha if it is "readied". Slot: One per size over mecha size greater than medium (hand or arm), Activation: Move Action, Range: Touch, Saving Throw: None, Hardness: 8 bronze or 10 iron, HP: 100 per size over medium. Purchase DC: 5+ One quarter the base cost of the mecha.. Spiked Armor (PL 2): Metal spikes dot the outside of the mecha. On a "Large" mecha these spike inflict 1d8 piercing damage. Scale up damage for larger mecha. These spikes damage any creature successfully grappled by the mecha. Slot: None, Activation: Free Action, Range: Touch, Saving Throw: None, Purchase DC: 3+ One quarter the base cost of the mecha. Smoke Cloud (PL 3): The mecha can emit a cloud of smoke that blocks normal vision. On the round when it is released, the smoke cloud fills the mecha's space. On the following round, it fills all squares within 10 feet of the mecha, and on the third round it fills all squares within 15 feet of the mecha. The smoke obscures all sight, including the dark vision ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker cant use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke is available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices. Slot: 1, Activation: Standard Action, Range: Up to a 15ft radius, Duration: 10 rounds, Saving Throw: None, Purchase DC: 20. Suicide Charge (PL 4): Several pounds of dynamite are secured in various locations in the mechas cockpit. These explosives can be detonated by the pilot to commit suicide or used as a trap against thieves. Concussion Damage: 1d6x10, Spot DC: 25, Disable Device DC: 25, Never Miss (Onset Delay: 5 rounds, Bypass (Open Lock DC: 30), Trap CR: 7. Slot: None, Activation: Free Action, Range: Touch, Target: Cockpit, Duration: Onset Delay (5 rounds), Saving Throw: None, Purchase DC: 30, Restriction: Licensed (+1)

Communication Systems
Battle Drum (PL 0): The battle drum can be used to communicate across the battle field at a range of 500ft. The drum requires a Perform Check to accurately play (10+1 per word in message). The battle drum requires a Listen Check to accurately hear (10 +1 per word in message +1 per 100ft from drummer). Drum codes are considered their own language (Speak Language: Drum Code). Slots: 1 (head usually), Activation: Standard Action, Range: 500ft for messages, Purchase DC: 5 Brass Bugle (PL 1): Similar to the drum, a bugle can communicate messages and transmit farther. The brass bugle can be herd accurately up to 1000ft away. All the same skill DCs apply. Slots: 1 (head usually), Activation: Standard Action, Range: 500ft for messages, Purchase DC: 8. Semaphore (PL 2): A pair of immense mechanical flags can be manipulated by the pilot

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

or crew of the mecha to communicate with others by visual code range is rarely greater than half a mile (3000ft max). The also can denote the rank and unit of the mecha. Slot: 2 (head or shoulders), Activation: Standard Action, Range: 3000ft, Purchase DC: 10

Fireworks Cannon (PL 3): The mecha can fire a series of colored flares into the sky. These flares can be used to determine the relative position of a force and give battle signals. The communication range of a fireworks cannon is up to two miles (12000ft). Slot: 1(head or shoulders), Activation: Standard Action, Payload: 15 flares, Range: 12,000ft, Purchase DC: 15. Wireless Telegraph (PL 4): Messages can be relayed between units by a simple carrier wave. Both units must be familiar with the message code (i.e. Speak Language: Morris Code) or the message must be decrypted (Decipher Script DC: 20+). The range of communication is 10 miles (30 miles at sea). A wire telegraph includes a transmitter, a receiver, and a radio tower. Slot: 2 (head or shoulders), Activation: Standard Action, Range: 10 miles, Purchase DC: 20 (The wireless telegraph is discarded after radio is introduced).

Mecha Weapons
Stone Age Mecha Weapons Mecha in the Stone Age (PL 0) lack any of the mechanized weapons of later mecha.

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Mecha Archaic Melee Weapons (PL 0): Melee weapon can be crafted for creatures larger than human size. Mecha weapons have a +10 equipment bonus to resist disarming because of the vice-like grip of a mecha. The weapon is carried in a scabbard until needed. As the mechas size increases the damage increases one step. Here are three basic melee weapons: the axe, the sword, the pick, and the hammer. Slot: One per size larger than medium,. Hardness: Stone (5), Bronze (8), Iron (10), HP: 50 per size step greater than medium. Purchase DC: 4 +One quarter the base cost of the mecha. Mecha Size: Large (L), Huge (H), Colossal (C), Gargantuan (G) Mecha Axe: Dam: 2d6 (L), 3d6 (H), 4d6 (C), 6d6 (G); Crit: x3, Type: Slashing Mecha Lance: Dam: 2d6 (L), 3d6 (H), 4d6 (C), 6d6 (G); Crit: x3, Charge: Double damage to targets of a charge. Awkward: Cant attack adjacent opponents with the mecha lance. The mecha lance is used one-handed. Type: Piercing, Mecha Pick: Dam: 1d8 (L), 2d6 (H), 3d6 (C), 4d6 (G); Crit.: x4, Type: Piercing Mecha Sword: Dam: 2d6 (L), 3d6 (H), 4d6 (C), 6d6 (G); Crit: 19-20/x2, Type: Slashing Mecha War Hammer: Dam: 2d6 (L), 3d6 (H), 4d6 (C), 6d6 (G); Crit: x3, Type: Bludgeoning Mecha Archaic Ranged Weapons (PL 0): Stone Age mechas can be equipped with bows, slings, or javelins. A bow or sling is permanently attached to a mechas arm and prevents that arm from using melee weapons (other than slams). Mecha Javelins leave the hands free for other uses. Ammunition stored on the mecha takes up one slot per 10 shots. Javelins are stored until needed in a rack that carries four mecha javelins (javelins can be recovered after thrown). Weapon damage increases proportionally to weapon size. Slot: 1 per size greater than medium, Ammunition requires 1 slot per 10 shots. , Hardness: 5, HP: 100 per size step greater than medium. Purchase DC: 4+ One quarter the base cost of the mecha (Mecha Sling and Bow ammunition: 6). Mecha Sling: RI: 35ft (L), 50ft (H), 75ft (C), 110ft (G) Dam: 1d6 (L), 1d8 (H), 2d6 (C), 3d6 (G); Crit.: x2, Type: Bludgeoning Mecha Bow: RI: 75ft (L), 110ft (H), 165ft (C), 240ft (G); Dam: 2d6 (L), 3d6 (H), 4d6 (C), 6d6 (G); Crit: x3, Type: Piercing Mecha Javelin: RI: 45ft (L), 60ft (H), 90ft (C), 120ft (G), Dam: 1d8 (L), 2d6 (H), 3d6 (C), 4d6 (G); Crit.: x2, Type: Piercing Boulder Hurler (PL: 0): This Stone Age has oversized hands shaped like scoops for hurling boulders at enemies without inflicting any attack bonus penalty. Usually a hurled boulder is an improvised weapon. A mecha can only hurl boulders of smaller size than the mecha. A mecha with this piece of equipment can not use any other hand based weapon system, but inflicts slam damage as if it were one size larger (1d8 to 2d6, 2d6 to 2d8, 2d8 to 4d6, 4d6 to 6d6). Slots: 2 (one for each hand), Range: Varies, Activation: Full Round Action, Duration: Instant, Purchase Cost: 8 + one quarter the base cost of the mecha.

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Large Boulder: RI: 30ft, Damage: 5d6, CRIT: x2, Type: Bludgeoning Huge Boulder: RI: 65ft, Damage: 8d6, CRIT: x2, Type: Bludgeoning Gargantuan Boulder: RI: 120ft, Damage: 12d6, CRIT: x2, Type: Bludgeoning

Firing Platform (PL: 0): A firing platform provides a single soldier with 9/10 cover while he uses a range weapon against foes within range and within a 180* arc. Slot: 1 (anywhere), Duration: Constant, Purchase Cost: 5 Bronze Age Mecha Weapons: Mecha in the Bronze Age use siege weaponry. The mecha pilot aims and fires the siege weapon, but every siege weapon has a crew requirement to reload it. With a full crew, the weapon can fire once per round (each crew member expends a full-round action to reload the weapon between shots). With a single crew member, the weapon will take multiple rounds to reload. With no crew the siege engine can not be reloaded. The weapon crews of a bronze mecha require one slot for each member of the crew, but they are not as well protected as the pilot. The weapon crew receive 50% cover from the mecha in addition to any armor they may be wearing. Operating a siege weapon proficiently requires the Siege Weaponry exotic weapon feat. A pilot can act as one of a weapon crew if he takes no other action in that round. The massive advantage of siege engines built into mecha is that they can be quickly repositioned and moved in the battlefield. Ballista, Light (PL 1): A ballista is like an oversized crossbow. It makes direct fire attacks. A light ballista requires an attack roll using the crew chiefs AB and any range modifiers. The weapon carries 10 shots. An additional slot is required to store additional

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

ammunition (10 per slot). Slots: 1 for ballista, 2 for crew, Activation: Attack Action, Reloading: 2 full round actions, RI: 30ft, Target: Single target within 300ft, RoF: One attack per round, Saving Throw: None, Damage (Piercing): 3d6 (19-20), Hardness: 5, Hit Points: 25, Weight: 400lbs. Purchase DC: 10 Ballista, Heavy (PL 1): A heavy ballista is a Huge version of a light ballista. Slots: 3 for heavy ballista, 4 for crew. Activation: Attack Action, Reloading: 4 full round actions, RI: 45ft, Target: Single target within 450ft, ROF: One attack per round, Saving Throw: None, Damage (Piercing): 5d6 (19-20), Hardness: 5, Hit Points: 675, Weight: 2000lbs., Purchase DC: 14. Battering Ram (PL 1): A battering ram is a heavy wooden log capped with bronze or iron and suspended by ropes or chains from the mechas superstructure. It usually replaces the arm of a mecha, but can be built into the chest cavity or the . In addition to the mechas Strength modifier, the entire crew of the battering ram can add their STR modifiers as well. A battering ram must be mounted on a mecha of at least Huge size or larger. Unlike other siege engines no crew is required to use the weapon. Slots: 3 for ram, up to 10 for crew, Activation: Full Round Attack, RI: None, Target: Single target, Saving Throw: None, Damage (bludgeoning): 3d8 (x2), Hardness: 5 (9 for bronze, 10 for iron), Hit Points: 1350, Weight: 3000lbs, Purchase DC: 10 (15 for bronze, 18 for iron) Catapults: Catapults do not use the normal rules for ranged attacks. They are not LineOf-Sight (LOS) weapons and can ignore non-vertical barriers. To aim a catapult, the catapult crew or mecha pilot must make a DC 15 Profession (Siege Engineer) skill check as a full round action. Each member of a crew can take a full round action so that one person can be aiming the catapult while the rest reload it. If the chief succeeds at his skill check, he can roll a 1d20 plus his BAB plus his INT modifier minus any RI penalties and -4 if he does not have EWP: Siege Weaponry to hit his target square (AC: 10). A catapult requires a vertical clearance of at least half the distance to fire. Firing at a target the catapult crew can not see inflicts a -6 AB penalty to the attack roll. If the shot hits the target square any object in the square will suffer damage unless it succeeds at a reflex save (DC equal to attack roll). If the shot misses the target square it will strike a random square 3 squares distance per range increment from the target square in a random cardinal direction (Roll 1d8: 1 is N, 2 is NE, 3 is E, 4 is SE, 5 is S, 6 is SW, 7 is W, 8 is NW). Mangonel, Light (PL 1): A mangonel is a catapult that uses torsion to throw rocks. Reloading a light mangonel requires TWO full actions (a crew of two can reload it in one round). A mecha mangonel carries its ammunition internally. 10 stone rounds are carried by all mangonels and it cost an additional slot to carry 10 more rounds. Slots: 2 for mangonel, 2 for crew (slots must be in upper body), Activation: Attack Action, Reloading: 2 full round actions, RI: 50ft, Minimum Range: 25ft, Target: Single square up to 250ft away, RoF: One attack per round, Saving Throw: Reflex DC= Attack roll, Damage (bludgeoning): 4d6(x2), Hardness: 5, Hit Points: 400, Weight: 2000lbs, Purchase DC: 15. Magonel, Heavy (PL 1): A heavy magonel requires FOUR full actions to reload. A mecha must be at least HUGE size to carry a heavy magonel. Slots: 3 for mangonel, 4 for crew, 1 for 10 additional rounds, Activation: Attack Action, Reloading: 4 full round actions, RI: 80ft, Minimum Range: 40ft, Target: Single square up to 400ft away, RoF: One attack per round, Saving Throw: Reflex DC= Attack roll, Damage (bludgeoning):

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

6d6(x2), Hardness: 5, Hit Points: 1300, Weight: 3000lbs, Purchase DC: 18 Trebuchet, Light (PL 1): A trebuchet is a catapult that uses a counter weight to throw rocks. Reloading a light trebuchet requires SIX full round actions. A mecha trebuchet carries 10 stone rounds internally. Each additional ten rounds carried requires an additional two equipment slots. Only a gargantuan or larger mecha can mount a light trebuchet. Slots: 4 for trebuchet, 6 for crew, 2 for each additional 10 shots; Activation: Attack Action, Reloading: 6 full round actions, RI: 90ft, Minimum Range: 45ft, Target: Single square up to 450ft away, RoF: One attack per round, Saving Throw: Reflex DC=Attack Roll, Damage(bludgeoning):10d6(x2), Hardness: 5, HP: 3,200, Weight: 4 tons, Purchase DC: 20. Trebuchet, Heavy (PL 1): A heavy trebuchet requires EIGHT full round actions to reload. A mecha must be colossal in size to mount a heavy trebuchet. Slots: 5 for trebuchet, 8 for crew, 2 for each additional 10 shots; Activation: Attack Action, Reloading: 8 full round actions, RI: 100ft, Minimum Range: 50ft, Target: Single square up to 500ft away, ROF: One attack per round, Saving Throw: Reflex DC=Attack Roll, Damage(bludgeoning): 14d6(x2), Hardness: 5, HP: 7500, Weight: 10 tons, Purchase DC: 22. Siege Tower (PL 1): More than just a firing platform, a siege tower can be used to deliver a large force to the top of enemy battlements. A 30ft siege tower is built into the frame of the mecha. It has nine levels that hold nine medium creature. The bottom level provides total cover. The second and third level provides 9/10 cover and passagers can shoot any range weapons they possess through arrow slits in the towers walls. One wall on the third level of the tower is actually a 15ft by 15ft drawbridge that can be lowered when the mecha is standing near battlements. It takes one round for three soldiers to move up one level in the tower. Mecha must be at least gargantuan in size to house siege towers. Muscle driven mecha can use creatures on the bottom level of the tower as a power source. Slots: 5 (feet & legs) +5 (back & torso) +5 (head & shoulders) for a total of 15 slots; Hardness: Same as the mecha, HP: If the mecha is destroyed so is the tower, Weight: 5 tons, Purchase DC: One half the base cost of the mecha.

Iron Age Weaponry (PL 2): Mecha in the Iron Age use advanced siege engines. In addition, they can use weapons and shields forged from iron ore. All the rules that apply to Bronze Age siege engines also apply in the Iron Age. Scorpion, Light (PL 2): The scorpion is catapult that uses an intricate set of pulleys to increase its power beyond the older mangonel. A scorpion requires 2 full rounds to reload and can be mounted in a LARGE mecha. Slots: 2 (head, shoulders, or arms), 2 for crew, 1 for 10 additional rounds, Activation: Attack Action, Reloading: 2 full round actions, RI: 70ft, Minimum Range: 35ft, Target: Single square up to 350ft away, ROF: One attack per round, Saving Throw: DC= Attack roll, Damage (bludgeoning): 6d6(x2), Hardness: 5, Hit Points: 400, Weight: 2000lbs, Purchase DC: 23

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Scorpion, Heavy (PL 2): The heavy scorpion requires 4 full rounds to reload and can be mounted in a HUGE mecha. Slots: 3 (head, shoulders, or arms), 4 for crew, 1 for 10 additional rounds, Activation: Attack Action, Reloading: 4 full round actions, RI: 80ft, Minimum Range: 40ft, Target: Single square up to 400ft away, ROF: One attack per round, Saving Throw: Reflex DC= Attack roll, Damage (bludgeoning): 9d6(x2), Hardness: 5, Hit Points: 1000, Weight: 3000lbs, Purchase DC: 25 Volley Arbalest, Light (PL 2): The volley arbalest is a enormous crossbow that fires a volley of crossbow bolts rather than a single large bolt like the ballista. When firing the volley arbalest, the mecha pilot rolls 1d20 + BAB + her INT modifier. This is the Reflex DC for the targets of the weapon to negate arbalest damage. Slots: 1 for arbalest, 2 for crew, 1 for 10 additional volleys, Activation: Attack Action, Reloading: 2 full round actions, RI: 100ft, Target: All creatures within 15ft of the target square, Saving Throw: Reflex DC=Attack Roll, ROF: S, Damage (piercing): 1d10(19-20/x2) to each victim, Hardness: 5, HP: 50, Purchase DC: 15. Volley Arbalest, Heavy (PL 2): The heavy arbalest requires 4 full round actions to reload and cant be mounted on a LARGE mecha. Slots: 2 for arbalest, 4 for crew, 1 for 10 additional volleys, Activation: Attack Action, Reloading: 2 full round actions, RI: 120ft, Target: All creatures within 20ft of the target square, Saving Throw: Reflex DC=Attack Roll, ROF: S, Damage (piercing): 2d8 (19-20/x2) to each victim, Hardness: 5, HP: 67, Purchase DC: 17.

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Catapult Shot (PL 2): These metal balls can replace the standard stone ball to increase the area affected by a catapult attack. Catapult shot inflicts half standard damage to a larger area. Mongonel and Scorpion Shots damage all objects adjacent to the target square. Trebuchet Shot damages all objects within 2 squares of the target square. Slots: Same as ordinary catapult ammo, Purchase DC: 10 for 10 rounds of catapult shot. Fire Pot (PL 2): A fire pot is a round fired by a catapult that explodes when it hits its target square. The fire pot inflicts the FULL standard damage of the catapult as fire damage to a larger area. Mongonel and Scorpion Fire Pots damage all objects adjacent to the target square. A Trebuchet Fire Pot damages all objects within 2 squares of the target square. Slots: 1 for 10 fire pots, Purchase DC: 20 per 10 fire pots Plague Pot (PL 2): A plague pot is filled with filth and rotten meat. When thrown by a catapult it explodes on impact blasting all within a 15ft radius of the targeted square with infectious muck. Everyone within a 15ft radius must make a Reflex Save (DC=Attack Roll) or suffer 1d6 points of piercing damage. Any creature that suffers damage must make a Fortitude Save (DC= 11) or contract Filth Fever.
Filth feverbite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Slots: 1 slot for 10 plague pots, Purchase DC: 22.

Age of Reason Weaponry (PL 3) Weaponry in the Age of Reason incorporates black powder weapons and early scientific discoveries. Many mecha of this age mount muzzle loading cannons. Just like siege engines, these cannons must have a crew to reload and clean them between each shot. Cannon (PL3): Cannons are cast of bronze and must be loaded between each shot. First one of the cannon loaders swabs out the cannon to cool it and prevent it from jamming. Second, a pre-measured load of gun powder it shoved into the cannon followed by the cannon ball. The cannon ball is rammed it to assure a tight fit between ball and powder, then a lit fuse is thrust into the touch-hole to ignite the powder and the cannon is fired. Rather than iron cannon balls, cannons can fire chain shot or grape shot. See D20 Past for details. Cannons can be fired as LOS weapons (Standard Ranged Attack Roll) or as indirect weapons (Attack Roll: 1d20+ BAB+ INT Modifier, Ignore any vertical cover, Roll for scatter if shot misses). Scatter: If the shot misses the target square it will strike a random square 3 squares distance per range increment from the target square in a random cardinal direction (Roll 1d8: 1 is N, 2 is NE, 3 is E, 4 is SE, 5 is S, 6 is SW, 7 is W, 8 is NW). All mecha cannons hold 10 shots internally. The given size of each cannon indicates the minimum size of mecha needed to mount the cannon in an equipment slot.

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Large Mecha Cannon (6 lb shot): A large mecha cannon needs only a single loader to fire once per round. Slots: 1 for cannon, 2 for crew, 1 for 10 additional shots. Activation: Attack Action, Reload: 2 full round action, Damage (Ballistic): 2d12(x2), RI: 30ft, Target: Single up to 300ft away, Hardness: 8, HP: 100, Purchase DC: 26 Huge Mecha Cannon (12 lb shot): A huge mecha cannon needs two loaders to fire once per round. Slots: 2 for cannon, 3 for crew, 2 for 10 additional shots, Activation: Attack Action, Reload: 3 full round actions, Damage (Ballistic): 4d12(x2), RI: 60ft, Target: Single target up to 600ft away, Hardness: 8, HP: 400, Purchase DC: 30 Gargantuan Mecha Cannon (18 lb shot): A gargantuan mecha cannon needs four loaders to fire once per round. Slots: 3 for cannon, 4 for crew, 2 for 10 additional shots, Activation: Attack Action, Reload: 4 full round actions, Damage (ballistic): 5d12(x2), RI: 90ft, Target: Single target up to 900ft away, Hardness: 8, HP: 1000, Purchase DC: 32 Colossal Mecha Cannon (32 lb shot): A colossal mecha cannon needs six loaders to fire once per round. Slots: 4 for cannon, 6 for loader crew, 3 for 10 additional cannon balls, Activation: Attack Action, Reload: 6 full round actions, Damage (ballistic): 8d12(x2), RI: 125ft, Hardness: 8, HP: 2000, Purchase DC: 34

Harpoon Cannon (PL 3): A harpoon cannon launches a metal barbed spear attached to a rope line. This weapon is often used for fishing, but it can also be used for grappling over walls. Slots: 1 for cannon, 1 for crew, 1 for 1 additional harpoon. Activation: Attack Action, Reload: 1 full round action, Damage (Piercing): 3d8(x2), RI: 20ft, Target: Single up to 200ft away, Removing the Harpoon: Requires full round action to roll a successful STR check (DC: 20) and inflicts 3d8 damage. A minor one minute surgical operation and a successful Heal skill check (DC: 20) will remove the harpoon with out damage. Hardness: 8, HP: 100, Purchase DC: 26 Hawk-Man Launcher (PL 3): This device is very similar to a ballista, but is designed to launch a manned glider into the air. This device can be used as an ejector seat by the pilot or as a way to quickly launch aerial scouts above the battlefield. A hawk man launcher is equipped with one collapsed glider. Additional gliders will take up one slot each. It can also be used to launch people without gliders into the air. Hawk Glider: Hawk Gliders rely on high altitude or thermal updrafts to stay in the air. Large Vehicle, Speed: Fly 30ft (poor), Hardness: 5, HP: 20, AC: Pilots AC 6, Ram Damage: 2d6(x2), Purchase Cost: 16 per glider

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Launcher: Slots: 1 for launcher, Activation: Attack Action, Reloading: 2 full round actions, RI: 30ft, Target: Launch glider 300ft straight up, ROF: One attack per round, Saving Throw: None, Ram Damage (Bludgeoning): 2d6(x2), Hardness: 5, Hit Points: 25, Weight: 400lbs. Purchase DC: 20. Volley Gun (PL 3): The volley gun is basically a bank of at least five flintlock muskets that fire all together in a massed volley. This weapon is best used to mow down enemy infantry. A volley gun is incredibly slow to reload since each barrel must be loaded individually. The volley gun can make one Burst Fire attack by firing at least FIVE flintlocks at once. This weapon can not be used again until it is reloaded. Slots: 1 per FIVE muskets, Activation: Attack Action, Reloading: 2 full round actions per musket, RI: 30ft, ROF: A, Saving Throw: None, Damage (Ballistic): 2d8(x2), Hardness: 8, Hit Points: 25 per barrel, Weight: 400lbs. Purchase DC: 20 per five flintlock muskets.

Industrial Age Weaponry (PL 4): Industrial Age weaponry covers all weapons made in the 19th and 20th century. The main mecha weapon is breach loading artillery. Artillery requires less loading crew than cannons and are less likely to jam or misfire due to smokeless gunpowder. Machine-guns are also created starting with the hand cranked Gattling Gun up to the M2HB air-cooled heavy machine gun. Listing all possible weapons would be too long so I will post just a few below. Mecha Artillery (PL 4): Mecha artillery carry 10 rounds in an internal magazine. They require only half the crew needed for Mecha cannons and reload more quickly. They are also harder since they are made of iron rather than bronze. Large Mecha Artillery (6 lb shell): A large mecha artillery needs only a single loader to fire once per round. Slots: 1 for Artillery, 1 for crew, 1 for 10 additional shots. Activation: Attack Action, Reload: 1 full round action, Damage (Ballistic): 2d12(x2), RI: 40ft, Target: Single up to 400ft away, Hardness: 10, HP: 100, Purchase DC: 30 Huge Mecha Artillery (12 lb shell): A huge mecha artillery needs two loaders to fire once per round. Slots: 2 for Artillery, 2 for crew, 2 for 10 additional shots, Activation: Attack Action, Reload: 2 full round actions, Damage (Ballistic): 4d12(x2), RI: 70ft, Target: Single target up to 700ft away, Hardness: 10, HP: 400, Purchase DC: 34 Gargantuan Mecha Artillery (18 lb shell): A gargantuan mecha artillery needs four loaders to fire once per round. Slots: 3 for Artillery, 3 for crew, 2 for 10 additional shots, Activation: Attack Action, Reload: 3 full round actions, Damage (ballistic): 5d12(x2), RI: 100ft, Target: Single target up to 1000ft away, Hardness: 10, HP: 1000, Purchase DC: 38

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Colossal Mecha Artillery (32 lb shell): A colossal mecha artillery needs six loaders to fire once per round. Slots: 4 for Artillery, 4 for loader crew, 3 for 10 additional artillery shells, Activation: Attack Action, Reload: 4 full round actions, Damage (ballistic): 8d12(x2), RI: 140ft, Target: One up to 1400ft away, Hardness: 10, HP: 2000, Purchase DC: 40 Gattling Gun (PL 4): The gattling gun was created early in the Industrial Age (1862). It is air cooled and requires the shooter to turn a crank to fire the multiple barrels of this gun. A gattling gun holds box of 40 bullets. A mecha crew member must reload this box if it is depleted by the mecha pilot. Slots: 1, Activation: Attack Action, Payload: 40 round box, Reloading: 1 full round action, RI: 100ft, ROF: A, Saving Throw: None, Damage (Ballistic): 2d10(x2), Hardness: 10, Hit Points: 50, Weight: 400lbs. Purchase DC: 26

Mecha Flamethrower (PL 4): A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d8 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save. A flamethrowers tank has hardness 10 and 25 hit points. When worn, the mechas tank has a Defense equal to 9 + the wearers Dexterity modifier + the wearers class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the mecha (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage). Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area. A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13. Slots: 1, Activation: Attack Action, Payload: 10 shots per tank, Reloading: 1 full round action, RI: 100ft, ROF: S, Saving Throw: 15 DC Reflex, Damage (Fire): 3d8(x2), Hardness: 10, Hit Points: 50, Weight: 200lbs. Purchase DC: 26 All text in this document is designated open game content as stated in the OGL 1.0a.
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

PDF Created with deskPDF PDF Writer - Trial :: http://www.docudesk.com

Vous aimerez peut-être aussi