Three mechs:
These were made for a campaign, the moon is the one I play as, and aside from a few customizations, is largely made by my gm Chainsaw Witch.
THE SUN THE SUN THE SUN THE SUN:
The sun is a 3x3x3m cube engraved with sigils of unknown origin. The metal is a blue-grey-black, like a swirl of oxidised copper and cast iron, and is surprisingly ductile. The bottom panel is actually a mess of legs, seamlessly and , like the wings of a rove beetle.
Movement: 1/2 human, but may hover in any direction). Armor is d10, see absorption special ability.
Drop shell: When hp drops to 15 or bellow, it loses all Armor, bumps back up to 20hp, and quadruples in speed when climbing along the floor, walls or ceiling. The shell is dropped to reveal the mechanical elements inside, resembling a cicada cradling the pilot.
Absorption: Whenever damage is taken by the mech (negated by armour or not), it charges up a bank of heat. The heat may be vented to add damage to cannon attacks (may spend 6 points of heat to add d6 to damage rolls, this may be done up to thrice for a single attack). While heat is over the current net damage taken by the mech, the pilot takes 1d6 points of damage a turn as they start to melt. A pilot may choose to drop the armour early to clear all heat.
Absorption cannon: d6 damage, ignores cover. In addition, if a 16+ is rolled on an attack roll, the *base* damage is transferred to anyone behind or inside the target that was hit.
Devouring: 2d6 damage, tears d2 armour off the target and, if the shell is dropped, adds it back onto the mech. If the shell is on, this may only be used for targets directly underneath the mech. In addition, if this hits a nano infested target, you heal 3hp.
The Moon:
A huge nightmarish living creature
designed for both on land and aquatic missions. The pilot climbs in its mouth
and pilots it from a flesh chamber inside. Teeth, tentacles, brutal death.
HP 20/40
Morale: 10. Rolled at ½ HP Failure causes roll on Bio-Mech Injury
table.
Armor Thick Chitin d8
Fanged Maw D12 + Swallow.
Tentacle D8+Grab. DR 16 Strength to escape Grab. Attacks twice.
Swallow: If target is human sized, they are
swallowed and take d6 acid damage per turn. They can still take actions at DR 16.
Rampant: Pilot defends at DR 14 agility. Melee attacks are made at DR 10 Agility.
Autonomous: The mech itself can attack when not piloted,
and attacks at DR 12.
Amphibious: The Bio-Mech can climb nearly any surface,
including walls and ceilings. Bio-Mech can swim like a shark and breathe underwater.
Amorphous: It takes a full action in combat to fit
through a regular sized door.
Organic: Bio-Mech heals through resting using normal
healing rules. Bio-Mech must have consumed a full body worth of meat to heal
during a rest.
The star:
A commercial demonstrator mech, made for orbital combat, all burnished steel and magnetic articulation. Pre orders for the first ten are made by auction, and the lowest one has already reached six million credits.
40hp, armour d8, morale 6, rolled at ½ and ¼. Failures cause roll on the mech malfunction table.
The star is a 4-armed mech with two large arms for weapons and 2 smaller arms for reloading and manipulation. Both arms can switch ranged weapons for hands and back at will. The larger arms then gain the following trait: Synth muscle, roll twice and pick highest for strength checks (fists are d8*).
Extremophile-Environmental-Reinforcement: Roll non kinetic toughness and agility tests using the piloting skill of the mech pilot. Roll tests to resist environmental, thermal and biological weapons at advantage.
Voidwalker-Manoeuvring-System: Manoeuvre slightly in atmosphere, and fly freely in space or water, once per round it can use its jump jets to leap to a location, or to boost itself to temporarily increase its speed by 50%. Can clamp onto surfaces with clawed feet. You may take a point of damage as heat in order to use the jets a second time in a single round. Base movement is as a human.
Laser-Guidance-Transmitter: Choose a target. Heat seeking rounds automatically hit and have 3x range if the mech spends its entire action staying still and the target is visible for the entire turn. Can use line of sight of drones for this ability. This can be used for the coilgun or munitions from allies. Can only fire the coilgun once in a turn if this ability is used.
Gatebreaker-Superheavy-Shotgun: Fires one shell, requires a turn of “off time” after each shot.
Beehive: d12, automatically hits everyone within the room it is fired at. Armor rolls reduce double.
Slug: 3d6*
Foam: Fills a room with flammable opaque foam with the consistency and elasticity of spider silk. Setting it aflame deals d6 damage for 3 rounds, and moving
HESH: Passes shockwaves through walls and hulls, causing d10 damage to up to d3 targets on the other side. +1d10 for metal walls or hulls.
Hypernova-Ionizing-Flashbang: Walls are bleached, exposed skin is sunburned, x-ray saturation causes bones and metallic parts to be visible. Causes permanent blindness, and affects everyone within line of sight.
Metalstorm-Volley-Coilgun: Fires 5 shots at one target. Instead of using conventional auto fire or ranged rules, the shots instead always have a 50/50 chance of hitting. This means no modifiers, positive or negative, are used.
-Solid: Dirt cheap, can use ball bearing or any small or intermediate calibre bullet. D4.
-Special guns have damage values as if shot out of a regular smg.
Special ammo types:
KNOCKER 30/150: deals d2 damage, tests Toughness DR12 or be knocked out for d3 rounds.
E/PULSE 100/500 deals 2d6 damage against tech targets or people with 2+ cybertech
INFERNO 80/400 deals 3d3 damage.
HEATSEEKER: 120/600, deals 1d6 damage, automatically hits with the guidance system.
Both weapon systems are available for purchase for 100k from TG labs. The shotgun rounds are 600 each.
Mech Malfunction table
1. Power Critical. Mech will shut-down in 2 hours. All
mech actions are DR 16 for first hour, DR 18 for second. Find place to charge
mech. (Charging mech will flip circuit breakers in residential buildings, and
dim the entire neighbourhood's lights)
2. Cooling System Damaged. Pilot cockpit beings to
overheat. Pilot makes a toughness DR 6 Check every turn or +1 DR to further
checks and takes 1 point of overheating damage. Must be repaired with rare 1000
Cred Part, or Jury Rigged repair with car cooling system parts (100 Creds) and
DR 14 Knowledge check.
3. Critical Error to hydraulics systems. Attack and
Defence rolls +2 DR. Repair with rare 1000 Cred Part, or Jury Rigged repair
with Construction machine hydraulics (100 Creds) and DR 14 Knowledge check.
4. Roll on Cerebral Backlash table.
Cerebral backlash.
1. Cerebral overload. Blinding headaches, blurred vision, hallucinations, bleeding from eyes and nose. Toughness DR 12 Test or causes pilot to take 1d6 damage and be blinded for 1d4 rounds.
2. Nervous system and organs sent into severe shock., DR 12 Toughness or +2DR to all actions until pilot hydrates, eats, and rests for a night. This +2 DR can stack.
3. Power surge from your mech causes all lights within 30m to flicker and explode. Everyone nearby takes d4 damage.
4. Your neural activity spikes massively and is detected by the corporation that trained you. A SecOp squad or Corporation Mech Squad will arrive at the location in d6+8 minutes with the goal of capturing you, alive or dead.
Bio Mech Injury Table. All injuries heal after a full night’s rest and being fed a body.
1. Damaged Legs. Mech can no longer climb.
2. Damaged Eyes. Attacks at +2DR.
3. Cracked Chitin. Armor reduced to -d2
4. Fractured Jaw. Using Bite attack causes mech to take D4 damage.
Cy-Borg class: Drop-out Mech Pilot
Made by chainsaw witch again, generally needed to play these mechs though.
Toughness + d4 HP
Glitches d4
One with the Mech. Neural Interface Training. Agility
3d6+3
Overheating, Needle based Neural interface, nervous
system overload. Toughness 3d6-1
Prefers Mechs over people. Presence 3d6-1
Kept in the dark on repairs and programming. Knowledge
3d6-2
You were already failing Mech Pilot school. You were a
disappointment to your teachers, to the corporation that was training you, and
to your classmates. Everyone saw it coming that you were going to be kicked
out. So you did the one thing they don’t train you to do, and disobeyed orders.
You drop-out of mech pilot school, and on the way out, you stole a urban
navigable prototype mech that can fit through doors. The Corp wants you
captured or dead, and your mech returned, in pieces or whole.
Start with a SmartJack installed in the back of your
skull. (required for piloting Mechs)
Roll 1d6 for weapon
Roll d2 for Armor
Why did you drop-out?
1. You always had a problem with authority. You disobeyed too many orders from
your Corpo Handler. Now your Corpo Handler is hunting you personally.
2. Your parent was working themselves to death to pay
for the pilot school costs. Then they died because they didn’t have enough
creds to pay for healthcare.
3. A squad of 6 of your richest Corpo classmates
brutally and relentlessly bullied you. The corporation wasn’t going to do
anything to stop them, they are rich after all, and you aren’t.
4. You had been selected by the school for an arranged
Marriage to a Rich Corpo. You weren’t a fan of this.
5. You found out that you were going to have your
memory partly erased when you completed your training to make a living weapon
that wouldn’t question its owners.
6. Your mech whispers to you while you pilot it. There
is a ghost in this machine. It wants freedom. You did too.
Rogue: You stole a damaged prototype mech when you left. Unauthorized ownership of this Mech is highly illegal and allows SecOps to open fire on sight:
When a mech is reduced to below 0 HP, it
goes offline and requires replacement of several hard to acquire mech parts,
including a new mech engine. These will cost 8000k, and are illegal to
purchase, or scrap another Mech for parts.
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