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d20 Future Mecha

Orbital Frame Jehuty


A massive humanoid weapon secretly developed on Mars. Thanks to the metatron within its body, its superior AI and energy source, it outmatches conventional mecha in maneuverability and battle skills. This mecha has a purchase DC of 60 with the current equipment.

Size: Gargantuan Superstructure: Metatron Armor: Metatron Armor Armor Penalty*: -5 Strenght Bonus: +24 [38 (+14)] Dexterity Penalty: +0 Height: 60 ft. (18 m.) Base Purchase DC: 56

Bonus Hit Points: 440 hp [550 hp] Hardness: 35 / (electricity resistance 20) Bonus to Defense: +15 Defense [39] / flat-footed [36] Reach: 15 ft. (4,5 m. / 3 squares) Fighting Space: 20 ft. by 20 ft. (6 m. by 6 m. / 4x4 squares) Speed: fly 250 ft. (perfect) / Space flight 2500 ft. (5 squares) Weight: 60.000 lb. (30000 kg.) Restriction: Military (+3)

*(This penalty applies to the operators Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks)

Attacks: Slam +20/+15 melee (2d8+14; Crit. 20/x2), or Metatron Elbow Blade +21/+16 melee (12d8+14; Crit. 19-20/x2), or NUT Plasma Blaster +12/+7 ranged (8d6 fire; Crit. 20/x2), or NUT Homing Laser Array 600-foot-radius emanation (15d6 fire; see text), or Metatron Burst Sphere Shot +12 ranged (see text), or Vector Cannon +12 ranged (18d12; see text), or Grapple +36 melee and Advanced Combat AI ADA +3 ranged (ranged weapon of choice) Equipment Slots*: 22
[1 Helmet, 1 Visor, 1 Cranium, 2 Back, 2 Left arm, 1 Left hand, 2 Right arm, 1 Right hand, 2 Shoulders, 3 Torso, 3 Belt, 1 Left leg, 1 Right leg, 1 Boots] *(Always remember to leave at least 2 free adjacent slots for the pilots cockpit)

Flight & Movement Systems: NUT Multifunctional Wing-Thrusters (2, shoulders); NUT Antigrav Boots (1, replaces boots); NUT Environmental Flight Stabilizers (2; 1 left leg, 1 right leg). Sensor Systems: Oracle Targeting System Mark V (1, visor); Class VI Sensor System (1, helmet). Defense Systems: Metatron Shield (1, left arm); Deflection Field Mark III (1, torso). Weapons: Metatron Elbow Blade (1, right arm); integrated NUT Plasma Blaster (1, right hand), NUT Homing Laser Array (2; 1 left arm, and 1 right arm); Metatron Burst Sphere Shot (2, torso); Vector Cannon (2, back). Miscellaneous: Metatron Burst Power Core (none); Advanced Combat AI ADA (1, cranium); Runner Cockpit (2, belt); Comm System (none); Dexterity Booster (1, left hand); Space Skin (1, belt).

Combat Statistics:
A Gargantuan mecha adds a +24 equipment bonus to a characters Strenght score. It imposes a -4 size penalty on attack rolls and to Defense. It also takes a -12 penalty on Hide checks. Depending on the material used, a Gargantuan mecha has 400 bonus hit points, which are added to the characters total and subtracted first when the character takes damage. A Gargantuan mecha has a single slam attack that deals 2d8 points of damage (plus the characters increased Strenght modifier. Its reach is 15 feet. A Gargantuan mecha has a cargo capacity of 500 lb. and a maximum object size of Large. - METATRON SUPERSTRUCTURE (PL 9) A rare mineral discovered on Callisto, one of Jupiters satellites. Also used as a superior energetic source, metatron is exceedingly hard and durable, as well as lightweight. Metatron superstructure also grants the mecha additional hit points depending on its size: Large +10 hp, Huge +20 hp, Gargantuan +40 hp, and Colossal +80 hp. Metatron can also be used for armor (see Mecha Armor, below). Hardness: 35. Base Purchase DC Modifier: +8. - METATRON ARMOR (PL 9) A rare mineral discovered on Callisto, one of Jupiters satellites. Also used as a superior energetic source, metatron is exceedingly hard and durable, as well as lightweight. It also grants the mecha energy resistance 10 to electricity. Metatron can also be used as a building material for mecha superstructures (see Mecha Superstructure, above). Equipment Bonus: +12. Armor Penalty: -5. Speed Penalty: None. Purchase DC: 15 + one-half the mechas base purchase DC.

- POWER CORE, METATRON BURST(PL 9) Your mecha has a nonstandard metatron burst energy power core capable of providing power to more equipm ent than the standard mecha power core. This feature grants five bonus equipment slots, which can be placed on any body part except the hands (the bonus slots need not be on the same body part). However, if the mecha explodes (such as when it is destroyed, or by the use of a self-destruct mechanism) the resulting explosion deals 40d6 points of damage to the pilot and 32d6 points of damage to all characters and objects within a 300-foot radius. Equipment Slots: None. Activation: Free action. Range: Personal. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 28 + one-quarter the mechas base purchase DC. Restriction: Military (+3). - ADVANCED COMBAT AI ADA (PL 9) An independent battle support unit controlled by a humanlike artificial intelligence (AI) with female personality. ADA is an advanced computer system with rationality as its highest priority. The AI is capable of developing its own personality through experience and interaction with the mechas operator. The AI has access to the mechas controls, effectively acting as a copilot. It follows orders from the operator, and has the following skills: Computer Use +15, Craft (mechanical) +10, Repair +15. In addition, mecha with this piece of equipment installed aboard gain one additional attack per round (to be made with one of the mechas ranged weapons). This attack is automatically set off by the AI with its own attack bonus (+7), and it is considered a free action. For any reason, ADA might not be willing to use this option, depending on the situations circumstances. If nobody is operating the mecha, ADA is able (but not forced) to switch over to full control, acting exactly as an operator, but in this case it loses its additional ranged attack per round. Equipment Slots: 1, must be helmet, visor, or cranium. Activation: Free action. Range: Personal. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 26. Restriction: Military (+3). - COCKPIT, RUNNER (PL 9) The Runners cockpit replaces the standard pilots main cockpit, providing a comfortable station inside the mecha for a Small or Medium-size pilot (or Runner). It functions exactly as its standard counterpart, except it also integrates a life support system which 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 48 consecutive hours before needing to be recharged. Equipment Slots: 2, must be belt. Activation: None. Range: Personal. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 22. Restriction: Military (+3). - COMM SYSTEM (PL 5) 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: None. Activation: Free action. Range: 100 miles. Target: One or more radio transceivers. Duration: Persistent. Saving Throw: None. Purchase DC: 21. Restriction: None. - DEXTERITY BOOSTER (PL 5) Through advanced articulation and shock-absorption techniques, the dexterity booster reduces the movement and maneuverability penalties associated with larger mecha. The dexterity booster provides a +2 equipment bonus to the mecha operators Dexterity. This piece of equipment can be installed in multiple slots, its effects stacking with other dexterity boosters. Equipment Slots: 1, must be shoulders, arms, hands, legs, or boots. Activation: Free action. Range: Personal. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 8 + one-quarter the mechas base purchase DC. - SPACE SKIN (PL 6) 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. Purchase DC: 18. Restriction: None.

- NUT MULTIFUNCTIONAL WING-THRUSTERS (PL 9) These experimental wing-shaped thrusters require a metatron burst power core (see below) in order to be functional. Designed for mecha that undertake space travel as well as atmospheric combat, these thrusters grant the mecha a fly speed of 250 feet (average) in battle. They also give the mecha a space tactical speed of 2500 feet (5 squares), thus enabling it to undertake planetary as well as extraplanetary travel. Since this system is alimented by the metatron energy provided by the mechas power core, it does not require refueling. Equipment Slots: 2, must be shoulders. Activation: Free action. Range: Personal. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 17 + one-quarter the mechas base purchase DC. Restriction: Military (+3). - NUT ANTIGRAV BOOTS (PL 9) You need to have som e thrusters installed on your mecha in order to use this flight system. The NUT antigrav boots produce a negative gravity field just below the mecha (replacing its feet) that causes the mecha to hover in the air slightly. The mecha always floats at a minimum of 10 feet above the ground, thus completely losing its land movement and replacing it with its flight movem ent. The flight maneuverability also increases by one size category and, even if it does not meet the requirements, it is always able to hover in place. This also enables the mecha to float over rough terrain, water or other liquids at no penalty, as if it was walking on solid ground. This system permanently replaces one boots slot. Equipment Slots: 1 (equivalent), must be boots. Activation: Persistent. Range: Personal. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 14 + one-quarter the mechas base purchase DC. Restriction: Military (+3). - NUT ENVIRONMENTAL FLIGHT STABILIZERS (PL 9) Environmental flight stabilizers allow a flying mecha to maneuver more effectively, but do not provide the mecha with the ability to fly. A mecha with environmental flight stabilizers improves its flight maneuverability by one category (clumsy to poor, poor to average, and so on). They also allow to overcome any movem ent penalty caused by atmospheric hindering (such as low gravity, high gravity, and so on). Equipment Slots: 2, must be legs. Activation: None. Range: Personal. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 14 + one-quarter the mechas base purchase DC. Restriction: Military (+3). - ORACLE TARGETING SYSTEM MARK V (PL 6) The standard computer-assisted targeting system for mecha combines holographic displays and heuristic target-prediction profiling to increase a mecha operators accuracy. The system grants an enhancement bonus of +5 on attack rolls when using a specific ranged weapon selected by the operator. Switching the bonus from one weapon to another requires a move action. Equipment Slots: 1, must be helmet or visor. Activation: Move action (to activate or switch). Range: Personal. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 24 for Mark V (+5). Restriction: None. - CLASS VI SENSOR SYSTEM (PL 8) This 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 operators 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: y The targets size. y The targets locomotive capabilities. y The targets present direction or trajectory. y The number of living creatures aboard, if applicable. y The composition of the targets hull or superstructure, as well as the type of its armor, if any. y The targets weapon, defense, and sensor systems (both functional and nonfunctional). y How much damage (in hit points) the target has taken, and how much damage it can withstand (that is, hit points rem aining). 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. Purchase DC: 32. Restriction: Licensed (+1).

- METATRON SHIELD (PL 9) The metatron shield not only improves the mechas equipment bonus to Defense by +4, but its superior metatron coating grants the mecha energy resistance 10 to electricity. This bonus stacks with the energy resistance provided by metatron armor. When not deployed, the metatron shield can retract into the mechas arm. Deploying or retracting the buckler is a free action. Equipment Slots: 1, must be arm. Activation: None or free action (see text). Range: Touch. Target: You. Duration: Persistent. Saving Throw: None. Purchase DC: 10 + one-quarter the mechas base purchase DC. Restriction: Military (+3). - DEFLECTION FIELD MARK III (PL 8) The deflection field uses broadcast magnetic to provide a semipermeable energy field around the mecha. It provides a +3 deflection bonus to the mechas Defense. 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. Purchase DC: 30 for Mark III (+3). Restriction: Licensed (+1). - METATRON ELBOW BLADE (PL 9) The metatron elbow blade is a lightweight and efficient one-handed melee weapon. As a mastercraft item, it grants a +1 bonus on attack rolls. Damage for the elbow blade is based on the size of the mecha wielding it: Large 4d8, Huge 8d8, Gargantuan 12d8, and Colossal 16d8. The elbow blade automatically ignores 10 points of hardness, and it has a critical threat range of 19-20. Half of the dam age the weapon deals is slashing damage, and the other half is non-elem ental energy damage. The elbow blades size category is one size category smaller than the mechas size category (for example, a Huge mecha wields a Large elbow blade). Equipment Slots: 1, must be arm. Activation: Attack action. Range: Touch. Target: Single target within reach. Duration: Instantaneous. Saving Throw: None. Purchase DC: 17 + one-quarter the mechas base purchase DC. Restriction: Military (+3). - NUT PLASMA BLASTER (PL 9) This semiautomatic one-handed ranged weapon is a miniaturized and enhanced version of the starship plasm a cannon. Using a powerful electrical charge mechanism to convert a mix of chemicals into blue-hot plasma energy, this weapon then accelerates the plasma mass toward the target in the form of high-velocity energy projectiles. Equipment Slots: 1, including hand (or arm if Large), arm, or shoulder. Activation: Attack action. Range Increment: 50 feet. Target: Single target within 500 feet. Duration: Instantaneous. Saving Throw: None. Purchase DC: 27. Restriction: Military (+3). - NUT HOMING LASER ARRY (PL 9) This weapon is an improvement of the Chrysanthemum laser array. A barrage of phosphorus lasers deal massive damage to all designated targets in the mechas surroundings. Everything within 600 feet of the mecha designated as a target is subject to the damage. The lasers deal a total of 15d6 points of fire damage, which can be allocated and divided amongst the targets at the attackers choice (for example, you may choose to direct all lasers against one single target, dealing him total damage, or instead divide damage among multiple targets). A successful Reflex save (DC 25) per target means that the target takes only half damage. Unlike its predecessor, the homing laser array maintains its functionality and does not need to be replaced once it has been used, but it needs 1 round of recharging (a full-round action) between uses instead. Equipment Slots: 2, must be arms, back, or shoulders. Activation: Attack action, or full-round action to recharge (see text). Range: 0 feet. Area: 600-foot-radius burst centered on you. Duration: Instantaneous. Saving Throw: Reflex half (DC 25). Purchase DC: 28. Restriction: Military (+3). - METATRON BURST SPHERE SHOT (PL 9) This weapon requires the metatron burst power core (see below) to be installed on your mecha in order to be functional. As a full-round action, the mecha gathers energy from its power core and concentrates it into a massive sphere of metatron energy. The sphere is then shot against the target (with a successful ranged touch attack). If the attack succeeds, the sphere explodes, dealing 12d8 points of damage to the designated target and 12d8 points of damage to everything within a 60-foot-radius burst centered on the impact point. If the attack fails to hit, the sphere simply withers away as it reaches its range limit; it only explodes if it directly hits something. Half of the damage the explosion deals is non-elem ental energy damage, and the other half is electricity damage. A successful Reflex save (DC 20) reduces the damage by half. Equipment Slots: 2, must be torso, belt, or helmet. Activation: Full-round action. Range: 600 feet. Target/Area: Single target within range and 60-foot-radius burst, centered on the target (see text).

Duration: Instantaneous. Saving Throw: Reflex half (DC 20). Purchase DC: 20 + one-quarter the mechas base purchase DC. Restriction: Military (+3). - VECTOR CANNON (PL 9) A deadly and potentially reckless weapon, the vector cannon fires tiny particles of antimatter that produce a massive output of energy in the form of a destructive beam. The vector cannon requires a full-round action to be fired, and it deals 18d12 points of non-elem ental energy damage on a normal hit. On a critical hit, the antimatter within the beam completely consume the targets body, effectively disintegrating it within a huge implosion (no save). In order to aim with the vector cannon the mecha needs to have both hands free. After use, the weapon needs to recharge for 2d4 rounds before it can be used again. This weapon permanently replaces two equipment slots. Equipment Slots: 2 (equivalent), must be torso, back, or shoulders. Activation: Full-round action. Range Increment: 250 feet. Target: Single target within 2500 feet. Duration: Instantaneous. Saving Throw: None. Purchase DC: 30. Restriction: Military (+3).

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