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Mecha Attributes |
Added Sensors.
1 point per level
Most Mecha have a sensor range of ten miles
per level of O.B.R. with only a radar and simple image magnification. This
attribute allows the Mecha to add a specific types of sensors or add to
its sensor range. Specific sensors can include things like infra-red, life-detectors,
atmosphere, subspace radar, electronic detectors etc.
Level 1: Add ten miles to sensor range plus
one specific type of sensor.
Level 2: Add one hundred miles to sensor range
plus two specific sensor types.
Level 3: Add five hundred miles to sensor
range plus three specific sensor types.
Level 4: Add one thousand miles to sensor
range plus four specific sensor types
Level 5: Detect objects up to one light year
away. A full compliment of sensors.
Added Strength.
4 points per level
This attribute is used to add to the Mecha's
Body stat as outlined in the Mecha Stat rules.
Level 1: +1 to Body
Level 2: +2 to Body
Level 3: +3 to Body
Level 4: +4 to Body
Level 5: +5 to Body
A.I.
3 Points per Level
The Mecha is a sentient, self-aware system
that can reason, problem-solve and learn. At the most basic level it is
simply an intelligent computer, but at higher levels it can start to develope
a personality and communicate directly with the pilot (and others).
Any attacks that affect the Mind are now directed
against the Mecha, and not the pilot.
Level 1: Mind Stat equal to 2
Level 2: Mind Stat equal to 4
Level 3: Mind Stat equal to 6
Level 4: Mind Stat equal to 8
Level 5: Mind Stat equal to 10.
Autopilot.
1 point per level
This computer system allows the Mecha to move
even when unpiloted. It can be used if the pilot is wounded or as a "summoning
device" that allows the pilot to call the mecha to them.
While the unpiloted Mecha can't fight, it
can defend itself, though not as good as when there is someone in the driver's
seat.
Level 1: Mecha defense rating is -5 when unpiloted
Level 2: Mecha defense rating is -4 when unpiloted
Level 3: Mecha defense rating is -3 when unpiloted
Level 4: Mecha defense rating is -2 when unpiloted
Level 5: Mecha defense rating is -1 when unpiloted
Combat Value Bonus.
5 points per level.
This attribute adds to the total Combat Value
for the pilot while inside the Mecha. The initial bonus outlined in O.B.R
should be added in after.
The high point cost is to reflect that it
easier to train the pilot than refit the Mecha.
Level 1: Gives a bonus of +1 to the Mecha's
Total Combat Value.
Level 2: Bonus of +2 to CV
Level 3: Bonus of +3 to CV
Level 4: Bonus of +4 to CV
Level 5: Bonus of +5 to CV
Environmental systems.
2 points per level.
All Mecha can operate in earth's normal atmosphere
and most come with limited life support for the pilot allowing them to
function within smoke or mild toxins. For added protection from completely
different environments, such as radiation, acuum or underwater then this
attrinute must be taken.
Level 1: The Mecha is protected in one specific
environment.
Level 2: The Mecha is protected against two
specific environments.
Level 3: The Mecha is protected against three
specific environments
Level 4: The Mecha is protected against four
specific environments
Level 5: The Mecha is protected against every
environment it could possibly encounter.
Escape Pod.
by: Robert Bersch
1 point per level.
The mecha is equiped with an escape system
for the pilot in case the mecha is about to be destroyed. It allows the
pilot to flee the area of the mecha with whatever personal equipment he
may have on him at the time.
Level 1: Basic Escape Pod, Launches the pilot
2d6 x 20' feet away, landing him safely.
Level 2: As above, but launches the pilot
2d6 x 100'.
Level 3: As above with a self destruct of
the mecha available (pilot's choice at time of ejection) that does OBR
Level x 20pts damage to a 50' radius from mecha.
Level 4: As above but escape pod is a small
vehicle (car, motorcycle, plane, boat, whatever) that can join and unjoin
the mecha at pilot's option. The vehicle has 30 Armor points and can travel
at a top speed of 200mph.
Level 5: As above (level 4) bu escape pod
is actually a suit of powered armor (treat as OBR level 1 with 3 option
points).
Extra Attacks.
5 Points per level.
Some Mecha are specially designed for combat
and are programmed to enhance the pilot's ability to act and react in battle.
These extra actions per round are in addition to any the pilot may already
have. An action may be any significant act performed by the Mecha (such
as a complex acrobatics maneuver, retreat, pick up something etc) or an
extra attack and defense per round.
Level 1: 1 extra action per round
Level 2: 2 extra actions per round
Level 3: 3 extra actions per round
Level 4: 4 extra actions per round
Level 5: 5 extra actions per round
Extra Limbs.
1 point per level.
While extra legs are the most common, any
limbs may be attached to the Mecha. They can also include such things as
tails, tentacles,wheels and wings (useless without the Flight Attribute).
Level 1: 1 extra set of limbs
Level 2: 2 sets of extra limbs
Level 3: 3 sets of extra limbs.
Level 4: 4 sets of extra limbs. If arms they
offer +1 action per round. If legs then the provide the Speed Attribute
at level 1.
Level 5: 5 sets of extra limbs. If arms they
offer +2 actions per round. If legs then the provide the Speed Attribute
at level 2.
Fortified Armor.
2 points per level.
Strengthening the Mecha's armor to allow it
to withstand more damage. See Mecha Combat Rules for Mecha Armor Rules.
Level 1: Armor Points are increased by 20
points
Level 2: Armor Points are increased by 40
points
Level 3: Armor Points are increased by 60
points
Level 4: Armor Points are increased by 80
points
Level 5: Armor Points are increased by 100
points
Flight.
3 points per level
This allows the Mecha to obtain flight usually
through thrusters located in the legs, but sometimes through wings or transformation.
Level 1: The mecha can hover horizontaly but
not move vertically.
Level 2: The mecha can fly slowly up to 10
kph.
Level 3: The mecha can fly at speeds up to
300 kph
Level 4: The mecha can obtain Mach speeds.
May be able to reach earth escape velocity.
Level 5: The mecha can obain warp speeds
Ground Speed.
1 point per level
A normal Mecha can move at a maximum running
speed of about 50kph. This attribute allows the Mecha to obtain even faster
speeds. Mecha do not obtain combat bonuses with this attribute and since
all speeds are usually in reaction to other Mecha or vehicles, the initative
bonues remain the same as the character attribute. This stat covers ground
movement only. In other forms or while flying, the Mecha may obtain even
faster speeds.
Level 1: The Mecha can obtain speeds of up
to 100 kph
Level 2: The Mecha can obtain speeds of up
to 200 kph
Level 3: The Mecha can obtain speeds of up
to 400 kph. The Mecha gains +1 to initiative
Level 4: The Mecha can obtain speeds of up
to 600 kph. The Mecha gains +2 to initiative.
Level 5: The Mecha can obtain Mach speed,
breaking the sound barrier. The Mecha gains +3 to initiative.
Item of Power.
3 points per Level
An item that in some way enhances or serves
the mecha. It can be a weapon, tool or even a magical item. The specific
effects and function of the item is up to the GM. Suggested Items include
a sword, shield, booster jump unit, or a self repair kit.
Level 1: Item offers a small advantage to
the Mecha
Level 2: Item offers a moderate advantage
to the Mecha
Level 3: Item offers a good advantage to the
Mecha
Level 4: item offers a great advantage to
the Mecha
Level 5: Item offers an extremely powerful
advantage to the Mecha
Massive Damage.
3 points per level
The ability to inflict massive amounts of
damage upon a target. Unlike the character version of this Attribute which
reflects skill and the ability to exploit a weakness, the damage done by
the Mecha usually represents shear firepower. Reduce the point cost
of this attribute to 2 points per level if taken only on a specific weapon.
Level 1: Increase damage by 10 points
Level 2: Increase damage by 20 points
Level 3: Increase damage by 30 points
Level 4: Increase damage by 40 points
Level 5: Increase damage by 50 points.
More Weapons.
3 Points per level.
Adding additional weapons, or weapon systems
to the Mecha. This attribute may be taken more than once.
Level 1: A weapon that does 1-8 points of
damage
Level 2: A weapon that does 9-12 points of
damage
Level 3: A weapon that does 13-20 points of
damage
Level 4: A weapon that does 21-30 points of
damage
Level 5: A weapon that does 31-40 points of
damage.
Power Source.
2 Points per level.
Most Mecha are powered by an internal battery
that needs to be recharged after one full day of use.
Other systems can include nuclear, solar or
even magical.
Level 1: Internal battery will provide power
for up to a week of use.
Level 2: Internal battery can provide power
for up to a month of use
Level 3: Internal battery will provide power
for up to a year of use
Level 4: Internal battery will provide power
for up to 10 years of use
Level 5: Unlimited power source.
Psionic Battery.
by: Robert Bersch
1 Point per level
Enables Mecha to store Energy points to use
for the pilot's use at a later date. The pilot must charge the batteries
by putting energy points into them. Note that the pilot must have some
way of transfering their energy points into the Mecha (ie. Magic or Psionic
attribute. Possibely the Item of Power Attribute)
Level 1: The Mecha can store up to 10 energy
points.
Level 2: The Mecha can store up to 20 energy
points.
Level 3: The Mecha can store up to 50 energy
points.
Level 4: The Mecha can store up to 100 energy
points.
Level 5: The Mecha can store unlimited energy
points.
Reinforced Pilot Cockpit.
2 points per level
An extra layer of armor around the Mecha's
cockpit that protects the pilot in case the Mecha's primary armor is destroyed.
All armored cockpits are Type B armor, reducing
the potential damage to the pilot and only comes into play during Critical
Hits or when the outside armor is COMPLETELY destroyed.
Level 1: Reduce all damage by 4 points
Level 2: Reduce all damage by 8 points
Level 3: Reduce all damage by 12 points. Psychic
Pilots gain -1 to their Mind rolls to avoid falling unconscious.
Level 4: Reduce all damage by 16 points. Psychic
Pilots gain -2 to their Mind rolls to avoid falling unconscious.
Level 5: Reduce all damage by 20 points. Psychic
Pilots gain -3 to their Mind rolls to avoid falling unconscious.
Reload Weapons.
Special.
The player can choose a weapon with a limited
number of shots. (Ie, like a missile rack, or revolver) If she does so,
reduce the point cost of the weapon. The weapon requires one action to
reload provided the Mecha has more ammo.
Since Damage and Number of Shots before reloading
are two different Variables, the point cost must be done in two parts.
First, choose a Damage Level for the weapon. Then choose the Number of
Shots the weapon has before it needs to be reloaded, the less shots, the
more points are taken off the point cost total for the weapon.
Examples
- A Mecha revolver at 12 damage (6 points)
with 6 shots (-2 points) would cost 4 points.
- A missile rack at 22 damage (8 points) with
18 missiles (-1 point) would cost 7 points.
- A one shot laser cannon (-3 points) that
fires a 40 point burst (15 points) would cost 12 points
Damage Level.
3 points per level.
Level 1: Weapon does 1-10 damage
Level 2: Weapon does 11-20 damage
Level 3: Weapon does 21-30 damage
Level 4: Weapon does 21-40 damage
Level 5: Weapon does 41-50 damage
Number of Shots:
Level 1: 1-4 Shots. Reduce Damage point cost
by 3
Level 2: 6-12 Shots. Reduce Damage point cost
by 2
Level 3: 16-20 Shots. Reduce Damage point
cost by 1
Level 4: 24-30 Shots. Reduce Damage point
cost by 0
Level 5: 32-40 Shots. Add Damage point cost
by 1
Special Attack.
3 points per level.
In terms of Mecha, this usually means a special
weapon or function of a weapon system that can produce a super attack.
But it can also be something that covers specific damage effects, or any
thing the Player or Gm can think of.
If a Super attack is chosen, it is recommend
that its use be limited. Suggested methods for doing so are items that
require time to recharge, one shot items, attacks that damage the Mecha
itself or are indiscriminate about what they damage.
Level 1: +1 to Combat Value (only, no Defense
Value) plus a small attack effect
Level 2: +2 to Combat Value. plus a moderate
attack effect
Level 3: +3 to Combat Value, plus a large
attack effect
Level 4: +4 to Combat Value, plus a major
attack value
Level 5: +5 to Combat Value, plus a powerful
attack value.
Special Defense.
2 points per level
This Attribute functions exactly like the
character version The effect can be made to specifically protect the polite
(ie, the Mecha protects against Psionic attacks).
Transformable Mecha.
3 points per level.
The Mecha can change its form into something
else such as a car, plane, or even exotic things such as spaceships, part
of a larger robot or even an animal.
Size is not a limitation (a 500 foot robot
into a car) and neither is logic. If the player wishes to have their 100
foot tall mecha turn into the family dog and this is alright with the GM
then go for it.
Level 1: The Mecha can change shape slightly,
such as produce wheels, extra limbs, wings or transform into something
useless such as a foot (of a larger robot).
Level 2: The Mecha can transform into a simple
form such as a car or plane but cannot use any of its Mecha weapons or
abilities.
Level 3: The Mecha can transform into complex
shape such as a spaceship or animal, but cannot use any of its Mecha weapons
or abilities.
Level 4: The Mecha can transform into another
shape while still retaining all of its abilities and weapons.
Level 4: The Mecha can transform into a form
that gives it some sort of advantage or power.
Mecha Defects |
Chronic Malfunction
The Mecha has a reoccurring problem
that despite the effort of the repair crews will always comes back. Things
like a tendency to overheat, short out or stop moving under stress or certain
conditions.
1 BP Something that doesn't overtly effect
the Mecha like the communication radio tends to pick up local country and
western stations.
2 BP Something that can have a serious effect
on the Mecha or pilot like the leftleg has a tendency to seize up while
running.
Gun Arm
One or both of the Mecha's arms is converted
to a weapon platform by sacrificing the hands and some of the flexibility.
These types of limbs cannot pick anything up or use an independent weapon
like a sword or pistol.
1 BP One arm has been converted
2 BP Both arms have been converted
Limited Power Source
The Mecha doesn't rely on the standard
internal battery. Instead it relies on a limited power supply or even connected
to an external source. Other ideas include an alien energy that is difficult
to obtain or a magical effect that dissolves the Mecha after the spell
elapses.
1 BP The power source will only last for a
few hours or is moderately difficult to obtain.
2 BP The power source will only last for a
few minutes or is very difficult to obtain.
Non-Combat Model
The Mecha is primarily a labor or sport
mecha and is not designed for a combat role.
1 BP: Reduce the Combat Value by 1
2 BP: Reduce the Combat Value by 2
Psionic Link
The Mecha has some form of AI lurking inside
that requires a human to bond with it in order to be properly piloted.
Pilots of such Mechas feel pain when their Mecha is damaged and may develop
severe psychological problems or dependency on their Mecha. See "Pilot
Damage rules".
1 BP Anyone with the Psionic attribute (or
anyone the GM says) can pilot the Mecha
2 BP Only one specific person may pilot the
mecha.
Weak Armor
The Mecha armor is thin, doesn't cover
the entire internal structure or is riddled with weak spots.
1 BP Reduce the Mecha's armor points by 20
points
2 BP Reduce the Mecha's armor points by 40
points