Thursday, May 1, 2025

Marineris Honeymoon: Mechs

 

From Treelancer


What was: 

Invented one hundred and fifty years ago, the greatest and most enduring paradigm produced by the dominion, that union between what came before, and what ought to be. They are the symbols of the alliance between the two foremost species in the nine rivers, half human, half vermin. Since, they have permeated every single facet of society. The first to adopt the mecha after the dominion were the nobles, fearing the fading importance of knights and of the military elite, they sought relevance and power within the steel citadels of mechanical self perfection. 

In the end, they too were absorbed by the instruments of statehood. They retain some freedom, and the lances of the old order still ride out for their own goals, fighting for the convictions and honor of their own family. 

In truth, they are but another branch, a cog in the machine that is monopolised violence. 

Many have walked the road since, but last, and most notable among these are the new aristocracy of the corporations. They share the same language as the kings and bastards of old, teams are called lances, bespoke heraldry made for each company, pilots cultivating personal legends. Things end as they began, and most corporations consider maintaining a company of mechs to be a requirement to be taken seriously. They act as symbols for their masters, upholding their virtues and image. They are not just for show of course, they are leverage, and a source of revenue. Many a favor or negotiation is settled by a lance of mechs.

Of course, outposts suffer frequent attacks, and nothing inspires more confidence than fielded tonnage. In this way, a mech is collateral, a loan from a bank with a few lances is ironclad. 


Who you are: 

Of course, bringing a mech to a regular game will (a light mech is probably fine) liquefy most encounters. Due to this, it is expected that most mech play will happen in dedicated mech games.
Working for big corporations and states and being part of a chain of command sucks, as such, here are a few options outside of the purview. 


Most likely, you are a Coterie: A band sent by a house, sanctioned cult, academy, company branch or religious order on a war pilgrimage throughout the rural areas of the world. A coterie is a special legal status, like temporary marriage, and must be composed of 2-20 individuals. They are usually established to fulfill a perceived duty and responsibility of a church or minor societal power to its people in the far reaches of civilization, those too distant to be held under the umbrella of control, like mother hen looking for a lost chick in the rain.

In other words, it is part regular maintenance, part propaganda, part excising a wound of its rot by blade and flame. 


Coteries are anticipated to be mostly out of contact with their leadership for weeks, months or even years at time, and so have the much desired freedom that players crave. In addition, since they often don't serve a specific organisation, but instead can be more accurately described as serving the concept of the organisation, or even the ideology they represent, there is an underlying current of tension and camaraderie with other Coteries they may interact with. They also have absolutely terrible wages.  


It is generally expected that a coterie have at least 2 strongly held convictions or opinions. Players who are part of a coterie should all agree on a few common ones. This, alongside their willingness to work for little or no pay, is what differentiates them from mercenaries. 

Speaking of which: 


Second, you may be independent mercenaries: There is little to say here that has not already been said. You may be deserters coming to a new land to sell their services and escape their masters, or locals forced to convert civilian mechs to military ends to make ends meet or protect their community. 


Third, you may be bastards: Social mobility in the nine rivers is not great in noble houses, this is because due to the invention of age reversal implants, it is possible for the same leader to stay in power for centuries. This does increase stability and reduce the amount of succession crises, but does lead to an increase in violence from gangs of frustrated noble children. Due to this, it is in style for most children to be trained in battle and sent to foreign lands to plunder their own inheritance. Even better if they settle down and establish new branches of the house 

It is the tendency of smaller noble houses to house most of their members in a single building in their base of power (similar to some wealthy families in India and China). These houses will have thousands of people, their own facilities such as private schools, and are usually built in a square shape with a large courtyard in the middle. It is assumed all the characters are siblings of cousins within a generation of each other, all sent off to foreign lands to represent, loot and conquer for your family.


Campaign objectives: It is not often that a campaign has an intended end, but really many ought to. Here are a few examples.

-Coterie/bastards: Contest: You have an improbably well equipped and successful rival group, you must find a way to accomplish more mighty deeds then they have, or ruin their reputation while improving yours. Set a time limit of a week, a month, or a year. They have a head start. 

-Bastards: Become landed: To do this you must first liberate a legally unclaimed piece of land. Thankfully due to the great dying, there are actually several morally acceptable ways of doing this. Next, you must demonstrate real control over it for a long term, and renovate or build a castle on that land.
Then you must gather signatures of confidence from the nearest [party size] (or just decide) lords of the neighbouring lands. Should you end up being incompetent or untrustworthy, all who have signed in confidence with you shall be punished in accordance with what seems reasonable given the context (but always will be punished, it is guaranteed). Once you have done this, you can apply to own that land. 

-Any: Pilgrimage: You live far far from the great city of Medina, and must venture to it to be baptised once more, and to consult and study there for a few years. Once you have done this, you will be a proven adult, and be eligible to inherit from and represent your family. It is expected you meet with any significant figures on the road, and gather news of what has transpired in the years since, and deliver favors to the distant branches of allies, and grow and learn the virtues of knighthood. 


Mech structure and morphology:

The term mecha is somewhat of a misnomer, in their nature, they are biomecha, a four layered matryoshka of flesh and steel. 


First a nucleus, or singularity of mind and soul forms the core to a mecha, the unity of pilot and mech. This is what distinguishes it from the common machine, foundational, but replaceable. 


Second is the citadel, or skeleton. It is the structure upon which the flesh is hanged, and the vessel for the singularity. In a traditional mech, it is a metal skeleton, either carved to share the shape of an organic skeleton, or, as was popular in early days, the literal mineralized bones of a giant beast. In larger mechs, such as the ships of the land and sea and sky, (these will get their own post) the skeleton is actually the inner hull, with entrances which allow the arms of the ship to operate the engine rooms and feed off of the stored supplies of the ship. 


The third is the flesh itself, what becomes the husk. This flesh is pre grown to specification with the frame, and is a singular organism. Specific organs are manufactured to the purpose of the mech, and implanted inside. Growing involves the lobotomization of hogs and oxen, which are then stitched together to allow the half-vermin that will become the mech to bind with the nerves and grow familiar with the muscle. Since the vermin develops in a host without a proper central nervous system, it essentially has a “delayed puberty” until it fuses with the pilot, allowing a dependency to form. 

The muscles and skin are then removed, and grafted live onto the frame. The other organs are left, as the final mech does not have a respiratory or digestive system. Oxygen processing is done through a fan attached to the citadel, digestion is performed by the hyphae. Circulation is handled by the movement of the muscles. As such, only destroying the citadel can “kill a mech”, meaning most mechs are disabled by dismemberment instead of outright destruction. 


Onto that is grafted the armor, which in the case of standard mechs resembles plate armor, and in the case of ships, is a series of plates affixed to tendons, which may be shifted around for repair and for insertion of new mechanisms, or refueling/carcass consumption. 


Rules: 

Fueling: A mech requires HD+STR rations and litres of water every day. Usually this is done through their higher dimensional storage, with a vegetable oil suspension filled with various micronutrients. Protein is often sourced from their foes. 

Mechs are all anthrovores, in fact the process of piloting the mech requires partial digestion of the pilot and their soul. They are also prolific omnivores, and can metabolise most ingested toxins with little issue. So long as it is not cursed or cancerous, it should be safe to eat. 


Repair: The organic components of a mech will repair themselves at a rate of 1hp/minute, consuming a ration for each hp healed. Organic weapons fuse with the mech, so inherit their regenerative capabilities. Firearms will need to be repaired conventionally, and limbs will need replacement bones. 

From Treelancer, save for the skeleton, which is too crude, the basic structure is quite similar. 


Arms and Armor: Standard issue armor is as non-upscaled-plate. Its weight is baked in already. If you use custom armor, it must be upscaled, and weighs one less slot. See the upscaling and firearm rules Hereyou can also upscale regular weapons like poleaxes. 


Cost and weight of frame: 

Light: 2+[number of filled medium slots] tons, 10 000s

Medium: 5+[number of filled medium slots] tons, 25 000s

Large: 10+[number of filled medium slots] tons, 100 000s. 


Mech psychology and maintenance: Mechs have the intelligence and temperament of a dog. Even when trained, they have severe separation anxiety, if they cannot smell their pilot, they will rapidly become agitated and attempt to escape and track them down. Some outposts will have chained, reinforced room somewhere to temporarily store mechs, but leaving a sobbing, screeching, struggling mech grinding and chewing metal on metal itself until it bleeds for hours on end is considered very impolite, and can lead to your mech developing claustrophobia and even stronger separation anxiety. 


Once bound to a pilot, a mech can only be piloted by that pilot, if someone else attempts to pilot it, the mech will lash out at them. Should the attempt succeed anyways, the usurping pilot will be devoured, and a “reforged mech husk” is born, see below. 


When a mech dies, the pilot will suffer withdrawal for 1d20 days, during this time they gain double exhaustion from all sources. 


Due to the impracticality of replacing an existing mech, you may want to change your base frame or mobility type. This takes a week and the cost of the whole transfer costs: (Cost of new frame-cost of old frame)+(HD of new framex500s). The process involves removing the external components, peeling off the organic part from the old frame, growing or cutting it to the right size, and then reinstalling it on a new frame. 


Aside from that, switching equipment takes a second, armor an hour, and implants a day. It can be done by yourself and therefore costs nothing. 


hunchback (battletech) drawn by alexander_iglesias

By Alexander Iglesias, mechs can appear almost entirely mechanical until damaged. However this image is not perfectly representative, as the graveyard of stars is harsh to electronics. 


Name: Empty stat block

Description: | Write your mech stats here, use a separate sheet for equipment. 

STR: | HD: | AC: | AP: |  

Keywords: 

Mobility: 

Resistances/weaknesses: 

Actions/abilities:

Slots: 


1: Light mech template. 

STR: 6 | HD: 6 | AC: Plate | AP: 3 |  

Keywords: Large (2x2), souled

Mobility: Walk/swim 9m/30ft, jump/climb 3m/10ft 

Abilities/actions:

-Sacrifice: Sacrifice an arm (1 medium active), leg or 1 ap to reduce an attack to 12 damage 

-Punch/Kick (1ap): acc6, 1m, 8 bludgeoning, close combat, multiattack 1.

Slots: 10 small active slots. 2 medium storage, encumbrance and body slots. 


2: Medium mech template: 

STR: 8 | HD: 8 | AC: Plate | AP: 3 |  

Keywords: Large (3x3x3), souled.

Mobility: Walk/swim 6m/20ft, jump/climb 3m/10ft. 

Abilities/Actions: 

-Sacrifice: Sacrifice an arm (1 medium active), leg or 1 ap to reduce an attack to 12 damage 

-Punch/Kick (1ap): acc6, 1m, 10 bludgeoning, close combat, multiattack 1.

Slots: 2 medium active, 4 medium storage, encumbrance and body slots. 


3: Heavy mech template

STR: 10 | HD: 12 | AC: Plate | AP: 3 |  

Keywords: Huge (4x4x4), souled. 

Mobility: Walk/swim 6m/20ft, jump/climb 1m/3ft. 

Actions/abilities:

-Sacrifice: Sacrifice an arm (1 medium active), leg or 1 ap to reduce an attack to 12 damage 

-Punch/Kick (2ap): acc6, 1m, 12 bludgeoning, close combat.

Equipment: 4 medium active, 6 medium storage, encumbrance and body slots. 


Mobility variants: Mutually incompatible. 

Δ Arachnid (light only): Cannot sacrifice legs, lose jump and gain spiderclimb. 

Δ Reverse jointed: Halve body slots, lose all encumbrance slots. Triple jump height, +3 kick damage, and +3m movement. 

Δ Quadrupedal: Lose the ability to jump and climb, double storage slots. 

Δ Hexapodal: Double length, HD and base frame cost, double resistance from the front. Triple number of storage slots. 

If on completely flat land, or if both sides are 1m or closer to flat walls, it has rollers which let it move at double speed in a straight line. 

Δ Extra Large (heavy only): Increase size by one to (5x5x5), add 10 HD. 

Add 2 of every type of slot. Double base frame cost. 


Frame variants: Each is a delta, you can take multiple (if they are compatible).

Δ Bassani Ideal: +2 movement speed, can easily reach any point in their body. +400s and -2 encumbrance slots. Only usable on bipedal mechs with human hands. 

Δ Integrated weapons: Double size of active slots, active slots cannot swap weaponry or be used for labor. Lose climb speed. You may choose to only have some active slots be integrated, but you still lose the ability to climb. 

If all your slots are integrated, halve strength when grappling or making unarmed attacks. 

Δ Military grade: +2 tonnage. Double base frame cost, gain +2 hp per hd (can't go over max hd roll). 

Incompatible with the “civilian dela”. 

Δ Civilian: Armor becomes as chain. Halve base ration or water cost.   

Δ Dragonbone: Multiply base frame cost by 10. Become immune to fall damage and gain resistance x0.5 to bludgeoning. 


Note: A medium storage slot can fit a human or ten small slots (essentially regular equipment slots), encumbrance slots work the same, but encumber you if you have any filled. The Firearm+Scaling rules are required for this post. You can also use this one but its not needed implant rules.


Note: Yes this uses ap, (that's why the gun post uses ap), given how easy it is to use, it should not cause problems. All the players are intended to be mech pilots, and they can face enemies which don't use ap without issue (though you will have to throw a lot at them, this is not a problem, I know from a two year long, still active campaign, that fighting non-mech enemies is a ton of fun). 


Note: All mechs can crouch to turn their height into a square (otherwise they are twice as tall as they are wide), bipedal mechs without integrated weapons can go prone to cut their height in four. 



Class: Mech pilot: 

A: Pilot, Storage

B: Boasts

C: Knight

D: One mind


Storage: Gain 1 large (8 cubic meters) extradimensional storage slot that can be used to store homogeneous substances. Deposition and retrieval of 1L into any empty vessel you are touching costs 1ap. Can store multiple substances without worrying about them mixing. 


Pilot: Add +[templates] when performing techniques, precise maneuvers, modifications and repairs. Piloting a mech without this template is impossible. Only a human may be a pilot, in accordance with the pact between the emperor and the vermin. 


Boasts: You can get a point of fame by making a boast, each must be more impressive and audacious. On a failed boast, you replace all your fame with infamy. You can use fame to reroll a social check or critical failure. Infamy does the opposite (dm controls). You may only have one pending boast.


Knight: Other warriors gain +[fame] to reaction rolls when encountering you. If you have never broken your word, everyone knows this, if you have, everyone knows this too. 

You may be called to aid those in peril or to march in the name of god or country. Should you answer this call twice, you gain the ability to put out a similar, but lesser call, once. 


One mind: You are able to share more than simple sight and sound, but thoughts, emotions, words, damage, touch and smell. Your mech may keep watch while you sleep (like a dolphin), and you grow immune to blindness and deafness. You may gain a point of exhaustion in order to turn a failure into a critical success (ignoring infamy) while piloting your mech. 


Mechanized heavy infantry by Mike Franchira.  


Mech lineages of the divine flesh. 


Δ Iron angel: Find a source of unrotted divine flesh, atleast (Mech HD) tons. Any of the major powers will perform the operation as payment, no questions asked. 

-You are now a person, and gain sentience! You gain a tenth of the memories of your pilot, and three memories each from a hundred people you have never met, and will never meet. 

-Your ap is set to 4, and you gain the “souled” keyword, the mech gains a soul slot. Your pilot gain the benefits of the mech soul slot if within a km. In addition, you are immune to being broken, and gain some level of independence from your pilot. You must still have a pilot to operate at full functionality.

-All your encumbrance slots are converted into conventional equipment slots. 

-Gain an additional movement action as a free action every turn. 

-Round up all movement speeds 6m to 6m, and add 6m to all others. 

-Gain a thaumic reactor. It can store 6 thaums, and regenerates every night, you may expand this capacity by implanting yourself with additional organs of divine flesh.
-You can spend one to gain a fly speed of 12m for an hour (this can be taken multiple times), or to restore 1d12 hp. You can spend 3 to ignore a hit. 

-Gain 3 additional medium body slots. Your regeneration now extends to worn equipment, so long as you have the right raw materials. 

-You no longer need to eat or drink, you may see perfectly through illusions and can never be blinded. 


Raphael Lacoste. 


Broken mechs:

A mech becomes broken when two conditions are met

1: The mech is reduced to 0 hp 

2: The pilot is removed from the mech, (often it will need to be cut out, as the mech will refuse to let itself become “broken”).

It can also happen if one of the following conditions are met: 

1: The pilot does not enter the mech for a year and a day. 

2: The pilot bonds to another mech. 

The following events will then transpire: 


1: The mech will break down, becoming fully unusable and effectively immobile.


2: Men and vermin accompanied by strange mechs overgrown with black mycelium will come to capture the mech, they will come with official documentation from the local government organization. They will kill the mech as a last resort, but will kill any other being without much deliberation, should they be in their right within the law of the dominion. 


3a: If after a week has passed, the black mold legion has not taken the mech away (this will only occur in extreme circumstances), the organic part of the mech will detach themselves from the rest mech as a singular organism. They will then become a “broken” mech husk (see below for stats). 


3b: They will still become broken if they are taken away, the entry for this is “Bound mech husk”. 


4: You can buy your husk back by finding a magic item, demon, lasgun or other extremely valuable item and writing a letter in silver using 100 grams of silver ink imploring for its return, the emperor will then decide if they like you enough to accept, either way they will take the 100 grams of silver as payment for its time.

If the emperor accepts, they will rebind the husk to you, implant a prisoner with mech implants, and then feed it to the bound husk.

A member of the mold legion will then show up, claiming the item you have offered as payment.

A few days later a larger team will come to deliver your husk to you. 


5: Congratulations! You now have a “Bound reforged mech husk” bound to and infatuated with you. A creature bound to you can be committed to harm or not harm any creature you wish, they can also be told to go or not go to specific places. The rest of the problems are up to you.


IMPORTANT: If you ever fuse to another mech or bind another husk, the binding will break on all your husks, and your husk(s) will try to cause as much harm to you and then each other, and then commit suicide. Mechs are famously jealous creatures


“It is not the natural state of human life specifically to be short, but of life in general. We get the barest glimpse at the whole picture.

It is a terrific glimpse, for I am terrified. It is an awful picture, for I am filled with awe.  

There is little comfort in eternal life. The whole picture is very much like its fragments. 

Despite this, it is better to be the observer than the painter, and better to be the painter than the ink.

Why then, was I made as a brush?”

-Unknown author: Torn upon two walls in the deep atrament 6 km beneath the surface. The two messages are identical, and were found three hundred leagues apart. 


Mech Husk

Description: | If not yet reforged, will seek out the pilot, and consume it. They always know the location of their pilot. Mech husks suffer sporadic, but unending, itching, burning pain. As well as psychosis and insomnia. It is in their nature to form packs, though reforged members often pity and resent their kind, so groups not bound are usually short lived. 

STR: 6 | HD: x | AC: Unarmored | AP: 4 |  

Keywords: Amorphous(immune to critical), large (2x2), spider climb, anthrovore. 

Mobility: 18m/60ft walk/swim, jump 6m/20ft.  

Resistances/weaknesses: Bludgeoning/piercing/toxic x0.5

Actions/abilities:

-Consume: x is equal to the original hd of the mech, it can consume other mechs or vermin to add half of their hd to x.

-Rip and tear: 1m, acc6, x slashing, close combat, multiattack 2. 

F: Unarmored targets. 

F: Non sentient targets. 

-Spores (2ap): Emits 12 smoke centered on itself. Mech husks can create smaller husks through these spores, but these will grow up as exact genetic duplicates, and grow infertile within a few generations. Usually these are cannibalized by the parent. 

Loot/Equipment: Will have whatever organs it had in “life”. The flesh is usually inedible by the time the husk is brought low. 


Variants: 

Δ Bound: The rituals are unknown, but give your husk to the black mold legion, and they will manage. Details of bound mech behavior above. Most have armor as chain. 

-Gain attack: Live gun colony (2ap): 60m/200ft, d4 piercing up to HD targets. 

Δ Reforged: They must consume a pilot, any pilot. Usually this will be their original, due to psychological factors, and because they always know the location of their pilot. 

Gain the intelligence of a 12 year old human, the keywords “souled” and “tough”, and an understanding of what they have done. Lose The Pain and all that comes from it. 


Hundreds of thousands of these lie beneath the sewers and tunnels of Tsenkutli. They are what become of old and broken mechs after they are taken away by the black mold legion. They often cry when left alone, sobbing at the pain that comes with separation from their pilots. 

Regardless, their function is essential, the black gate must not fall, and these, alongside the apocalypse feasters, serve as the mainstay of atramental defense. 

Violence between pack mates, as well as escape attempts are kept to a minimum by their bindings.


This art was actually made for one of my characters by the excellent @liliathum. For once it is nice to not have any compromise between what I imagine within my mind and what I can convey. This is the cannon appearance of the bound mech husks. Both mechs are part of the tarot mech series, the top one is the moon mech, the bottom obviously the hermit. 


A few examples on how to build your mech:

This has been a lot, so let's go with a few concrete examples. I will be taking a “concept first” mech design, where I take art or an idea for a mech, and work backwards to build it in this system. 

I think each mech deserves its own “page”, so here they are. 


The scion: 

This is our budget design, and very similar to how I imagine the most common combat mech to be. 


Step 1: First we determine the size and type: The general method I use for the size is to go based on active slots (ie: based on what it is holding). But you can also just go on vibes/actual scale.

Its equipment indicates it's probably a medium mech since it's wielding a two handed, mech scale weapon. Looking at the other images at the start of the post, we see it's actually around 4m tall and 2m wide, which are typical light mech dimensions. To remedy this, we can actually give it an upscaled one handed weapon. 


Step 2: The second step, equipment, is simple on this one.

This is a partisan, so we will upscale a spear: (1d6, 2m), to (2d6 6m/20ft). 


Steel scion

STR: 6 | HD: 6 | AC: Plate | AP: 3 |  

Keywords: Large (2x2), souled

Mobility: Walk/swim 9m/30ft, jump/climb 3m/10ft 

Abilities/actions:

-Sacrifice: Sacrifice an arm (1 medium active), leg or 1 ap to reduce an attack to 12 damage 

-Punch/Kick (1ap): acc6, 1m, 8 bludgeoning, close combat, multiattack 1.

-Partisan: acc6, 2d6+6 piercing, 6m/20ft. 

Slots: 10 small active slots. 2 medium storage, encumbrance and body slots. 



The Night Patrol

Chebbi

Step 1: This is obviously a hexapodal light mech. It looks like it has integrated weapons, but we don't actually need that for the equipment we want, so we can give it hands (it has little nubs anyways).


Step 2:  


STR: 6 | HD: 6 | AC: Plate | AP: 3 |  

Keywords: Large (2x2), Souled, spider climb. 

Mobility: Walk/swim 9m/30ft. 

Abilities/actions:

-Sacrifice: Sacrifice an arm (1 medium active), leg or 1 ap to reduce an attack to 12 damage 

-Punch/Kick (1ap): acc6, 1m, 8 bludgeoning, close combat, multiattack 1.

Autocannon: acc3, 10 piercing, 120m Multiattack 2, Full-Length, Anti-Material. 

F: Flying targets 

F: When within 6m

Slots: 10 small active slots. 2 medium storage, encumbrance and body slots. 



The Caliban

This is obviously a light mech, we can give it the “additional arms” body slot upgrade in order to hold an upscaled double barreled breech loading rifle. 

We will then upscale the rifle, and give it birdshot, allowing it to not damage the ship when cleaning out the crew, as is its role. 

It's actually small enough that I would recommend just making this bio armor and giving it a buckshot anti tank rifle, but the people have spoken, and I have not made the bio armor post yet.  


IPS-Northstar “Caliban” 

STR: 6 | HD: 6 | AC: Plate | AP: 3 |  

Keywords: Large (2x2), souled.

Mobility: Walk/swim 9m/30ft, jump/climb 3m/10ft 

Abilities/actions:

-Sacrifice: Sacrifice an arm (1 medium active), leg or 1 ap to reduce an attack to 12 damage 

-Punch/Kick (1ap): acc6, 1m, 8 bludgeoning, close combat, multiattack 1.

-Breech loading rifle: Acc4, reload 2, 4 shots before reloading.

Birdshot: 12x1 piercing, 180m, Impale (cannot regenerate). 

Standard: 12 piercing, 900m 

Slots: 10 small active slots, 1 medium active slot, 2 medium storage, encumbrance and body slots. 



The Barrikada

By: Marcin Tomalak, this one never actually had a name


Step 1: Picking a mech type and frame, this a bipedal, military mech with integrated weapons. This is either a medium or a heavy mech, it could go either way, in this case a medium mech is more than sufficient for our purposes. 


Step 2: Next we look at its equipment, we will be sticking with standard armor in this case, though this is quite the well built mech so you could argue otherwise. 

Weaponry wise, this has 8 barrels, and each weapon is quite short. There is only one weapon which works with: the breech loading shotgun. 

Since we don't have a good accuracy value to double, we can turn it into a pair of double barreled shotguns (2 slots each), and then upscale the capacity of the shotguns, giving us 2 quad barreled shotguns.This lets us make 2 shotgun attacks every turn (basically dual wielding them) for 4 turns before needing to reload. 

We can also add a pair of autoloaders for 20 000s, which will add the versatility of grenades and the range of a powder charge. It does however drive up the cost to 200s per shot (or 600s for the thermobaric grenades). We have 4 free body slots, so let's put the two autoloaders there, which leaves some room for future growth if needed. 


Barrikada direct fire artillery mech

STR: 8 | HD: 8 | AC: Plate | AP: 3 |  

Keywords: Large (3x3x3), Souled, integrated weapons. Tough 2 (+2 hp/HD). 

Mobility: Walk/swim 6m/20ft, jump/climb 3m/10ft. 

Abilities/Actions: 

-Sacrifice: Sacrifice an arm (1 medium active), leg or 1 ap to reduce an attack to 12 damage 

-Punch/Kick (1ap): acc4, 1m, 6 bludgeoning, close combat, multiattack 1.

-2 Shotguns: Reload 2, 4 shots before reloading. 

-Shot: acc1, 6x6 piercing, Impale, 450m. 

F: When within 6m

-Thermobaric grenade: 1200 meters, 4d6 fire/force, 6m/20ft radius.

Slots: 4 medium active, 4 medium storage, encumbrance and body slots. 



The monarch

From: Respawn entertainment


I feel like the gun it has is actually a submachine gun so we will go with that, this is a titular medium mech, pure and simple. 

I've decided to lay off the missiles for now, however I will release missile rules in the thread weapons post, so you can use the 4 body slots to make an integrated missile rack. 

Since we want to use the titanfall ability, we will be giving it a dragonbone skeleton. This does make it around as expensive as the urbanmech below, so do be warned about that. It's not worth it unless you want to be dropping from orbit (buy an airship or something). 


Monarch

STR: 8 | HD: 8 | AC: Plate | AP: 3 |  

Keywords: Large (3x3x3), souled.

Mobility: Walk/swim 6m/20ft, jump/climb 3m/10ft. 

Resistances/weaknesses: Fallingx0, bludgeoning x0.5. 

Abilities/Actions: 

-Sacrifice: Sacrifice an arm (1 medium active), leg or 1 ap to reduce an attack to 12 damage 

-Punch/Kick (1ap): acc6, 1m, 10 bludgeoning, close combat, multiattack 1.

-Submachine gun: Acc2, x4 shots, Multiattack 2, 2 medium slots, 6 piercing, 180m. 

Slots: 2 medium active, 4 medium storage, encumbrance and body slots. 



OUR MIGHTY LORD UM-R60L

Odanan


The urbanmech is actually massive, we will be using extra large and integrated weapons, allowing us to get our first double upscaled weapon (good lord). We will also be using an upscaled battle rifle as an ac2 replacement since we are keeping it low tech for now. Regardless, this thing will eat a beholder for breakfast, and using it against a bandit is a matter to cause one weep and lament.

It's not tabletop accurate, but if you give this thing some frag ammo, it can clear buildings in a single shot. 


UM-R60L

STR: 10 | HD: 22 | AC: Plate | AP: 3 |  

Keywords: Huge (5x5x5), souled, integrated weapons, military. 

Mobility: Walk/swim 6m/20ft, jump 1m/3ft. 

Actions/abilities:

-Sacrifice: Sacrifice an arm (1 medium active), leg or 1 ap to reduce an attack to 12 damage 

-Punch/Kick (2ap): acc5, 1m, 7 bludgeoning, close combat.

-Ac20 (slug): acc4, 40 piercing, anti material, reload 1, 1080m range. 

F: When within 6m

-Battle rifle: acc3, 12 piercing, multiattack 2, 900m. 

Equipment: 24 medium active, 8 medium storage, encumbrance and body slots. 



Eva 01, by r u i. These last few are a bit large, but as they say, “Multum possibile est per diabolum in machina”. The landship posts will also include rules for nuclear powered superheavy mechs. 


Nightstar by John Villalon. 



3 comments:

  1. Thank you to Antitime and Vulvania for the help with this post.

    ReplyDelete

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