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d20 Modern System Reference Document | |||
d20 FUTUREMECHA - FLIGHT, SENSOR, DEFENSE AND MISCELLANEOUS SYSTEMSMECHA FLIGHT SYSTEMSAll mecha are equipped with legs that allow them to walk and run. A mecha’s size determines its base speed, as noted in Table: Mecha Sizes. This section describes various optional flight systems. To build a flight system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the flight system’s purchase DC. AFTERBURNER SYSTEM (PL 6)The afterburner system dumps a shot of raw fuel into the mecha’s thruster system, giving the mecha a temporary speed boost. The mecha’s fly speed is doubled for 1 round. The afterburner system is good for only one use; additional activations require additional afterburner systems. Equipment Slots: 1, must be torso, back, or leg Activation: Free action Range: Personal Target: You Duration: 1 round Saving Throw: None Purchase DC: 8 + one-quarter the mecha’s base purchase DC Restriction: None JETPACK (PL 6)A jetpack combines vectored thrust with simple avionics, granting the mecha a fly speed of 100 feet (clumsy). The jetpack carries enough fuel for the mecha to travel a total of 1,000 feet; refueling has a purchase DC of 16. Equipment Slots: 1, must be back or boots; or 2, must be left leg and right leg Activation: Free action Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 10 + one-quarter the mecha’s base purchase DC Restriction: None JET-ASSIST WINGS (PL 7)Jet-assist wings allow a flying mecha to maneuver more effectively, but do not provide the mecha with the ability to fly. A mecha with jet-assist wings improves its flight maneuverability by one category (clumsy to poor, poor to average, and so on). Equipment Slots: 1, must be back or shoulders (Large or Huge); 2, must be back or shoulders (Gargantuan or Colossal). Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 5 + one-quarter the mecha’s purchase DC Restriction: None THRUSTER BOOTS (PL 7)Thruster boots combine powerful fusion thrusters to give the mecha a fly speed of 150 feet (poor). Equipment Slots: 1, must be boots Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 10 + one-quarter the mecha’s purchase DC. Restriction: None RAMJET THRUSTER BOOTS (PL 8)The best thruster system available uses ramjet technology to improve the performance of the PL 7 thruster boots, granting the mecha a fly speed of 200 feet (poor). Equipment Slots: 1, must be boots Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 10 + one-quarter the mecha’s purchase DC Restriction: None MECHA SENSOR SYSTEMSSensor systems make it easier for mecha operators to perceive their surroundings; however, not all mecha are equipped with sensors (or even require them). In such cases, mecha operators must rely on their own acute vision and hearing. A mecha equipped with sensors conducts passive scans of the surrounding area constantly, without the operator’s attention. A passive scan extends in all directions at once, providing the operator with data on surrounding terrain, obstacles, and the location of other creatures, vehicles, and mecha within several miles of the mecha’s position. A sensor system can also be used to conduct an active scan of a single target. With a successful Computer Use check (DC 15) and a move action, a mecha’s operator can use the onboard sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine specific information about that target, as specified in the sensor system’s description. To build a sensor system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC. CLASS I SENSOR SYSTEM (PL 6)This sensor system includes air/space radar that allows a mecha operator to scan the basic topography of the surrounding area and pick out targets well enough to aim weapons at them. A Class I sensor system grants a +2 equipment bonus on the operator’s 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:
Equipment Slots: 1 Activation: Move action (active scan mode only) Range: 1-mile-radius emanation centered on your mecha Target: 1 nonliving target (active scan only). Duration: Persistent (passive scan mode) or 1 round (active scan mode) Saving Throw: None Purchase DC: 18 Restriction: None CLASS II SENSOR SYSTEM (PL 6)This sensor system includes an electromagnetic (EM) detector array that localizes electromagnetic emissions, and an infrared detector that tracks targets by their heat signatures. It also incorporates a high-resolution video system that differentiates targets by their visual profile. The hi-res video system incorporates a zoom feature, allowing close inspection of distant targets. A Class II sensor system grants a +2 equipment bonus on the operator’s 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:
Equipment Slots: 1 Activation: Move action (active scan mode only) Range: 1-mile-radius emanation centered on your mecha Target: 1 nonliving target (active scan only) Duration: Persistent (passive scan mode) or 1 round (active scan mode) Saving Throw: None Purchase DC: 21 Restriction: None CLASS III SENSOR SYSTEM (PL 6)This system combines the features of the Class II sensor system with an advanced night-vision unit. The mecha operator gains darkvision to a range of 90 feet. A Class III sensor system also grants a +2 equipment bonus on the operator’s 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:
Equipment Slots: 1 Activation: Move action (active scan mode only) Range: 1-mile-radius emanation centered on your mecha Target: 1 nonliving target (active scan only) Duration: Persistent (passive scan mode) or 1 round (active scan mode) Saving Throw: None Purchase DC: 25 Restriction: Licensed (+1) ENIGMA SENSOR SUITE (PL 6)Using a combination of thermal imaging, X-rays, and vibration sensors, the Enigma sensor suite enables the operator to effectively see through solid objects. Fine details can’t be detected, but a mecha using the Enigma suite could tell, for example, that three Medium-size humanoids were crouched behind a closed door, or that an escape tunnel runs from one building to another. A mecha with the Enigma suite reduces the effects of concealment by two grades. Thus, an object with total concealment (50% miss chance) would have three-quarters concealment (30% miss chance) instead. Equipment Slots: 1 Activation: None Range: 150 feet Area: Cone-shaped emanation Duration: 1 round Saving Throw: None Purchase DC: 29 Restriction: None ORACLE TARGETING SYSTEM (PL 6)The standard computer-assisted targeting system for mecha combines holographic displays and heuristic target-prediction profiling to increase a mecha operator’s accuracy. The system grants an enhancement bonus on attack rolls (+1 to +5) when using a specific ranged weapon selected by the operator. Switching the bonus from one weapon to another requires a move action. The Oracle system has five different categories (denoted Mark I through Mark V). The purchase DC varies depending on the enhancement bonus conferred. 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: 16 for Mark I (+1), 18 for Mark II (+2), 20 for Mark III (+3), 22 for Mark IV (+4), 24 for Mark V (+5) Restriction: None CLASS IV SENSOR SYSTEM (PL 7)This system includes electromagnetic (EM), infrared detector, hi-res video, and nightvision sensors similar to those found on the Class II and Class III systems. It also incorporates a ladar system that uses low-powered laser beams to quickly locate and identify difficult terrain, distant obstacles, and targets. The mecha operator gains darkvision to a range of 120 feet. A Class IV sensor system also grants a +4 equipment bonus on the operator’s 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:
Equipment Slots: 1 Activation: Move action (active scan mode only) Range: 10-mile-radius emanation centered on your mecha Target: 1 nonliving target (active scan only) Duration: Persistent (passive scan mode) or 1 round (active scan mode) Saving Throw: None Purchase DC: 27 Restriction: Licensed (+1) CLASS V SENSOR SYSTEM (PL 7)This system improves upon earlier sensor systems by replacing the air/space radar with powerful multiband radar that quickly and effortlessly identifies and tracks mecha, creatures, and vehicles. It also combines the electromagnetic, infrared, and video scanners into a single, more powerful array. The Class V sensor system also extends the mecha’s nightvision capability. The mecha operator gains darkvision to a range of 180 feet. A Class V sensor system also grants a +6 equipment bonus on the operator’s 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:
Equipment Slots: 1 Activation: Move action (active scan mode only) Range: 10-mile-radius emanation centered on your mecha Target: 1 nonliving target (active scan only) Duration: Persistent (passive scan mode) or 1 round (active scan mode) Saving Throw: None Purchase DC: 30 Restriction: Licensed (+1) CLASS VI SENSOR SYSTEM (PL 8)This sensor 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 operator’s 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:
Equipment Slots: 1 Activation: Move action (active scan mode only) Range: 100-mile-radius emanation centered on your mecha Target: 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) MECHA DEFENSE SYSTEMSDefense systems include energy shields, life support systems, and other equipment intended to protect the mecha and its operator from harm. To build a defense system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the defense system’s purchase DC. BULWARK TACTICAL SHIELD (PL 5)The Bulwark tactical shield—a high-tech version of the shields carried by knights of old—is worn on one of the mecha’s arms. It improves the mecha’s equipment bonus to Defense by +4. Equipment Slots: 1, must be arm Activation: None Range: Touch Target: You Duration: Persistent Saving Throw: None Purchase DC: 5 + one-quarter the mecha’s base purchase DC Restriction: None BASTION TACTICAL SHIELD (PL 6)The Bastion tactical shield improves upon the Bulwark tactical shield (see above). It improves the mecha’s equipment bonus to Defense by +6. When not deployed, the Bastion tactical shield can retract into the mecha’s arm. Deploying or retracting the shield is a move action. Equipment Slots: 1, must be arm Activation: None or move action (see text) Range: Touch Target: You Duration: Persistent Saving Throw: None Purchase DC: 5 + one-quarter the mecha’s base purchase DC Restriction: None LX-10 ANTISHOCK ARRAY (PL 6)The LX-10 antishock array grounds the mecha and protects it against electrical attacks. The mecha gains electricity resistance 10. Equipment Slots: 1 Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 21 Restriction: None BARRICADE TACTICAL SHIELD (PL 7)A larger version of the Bastion tactical shield, the Barricade shield not only improves the mecha’s equipment bonus to Defense by +8, but its superior ceramic coating grants the mecha fire resistance 10. When not deployed, the Barricade tactical shield can retract into the mecha’s arm. Deploying or retracting the shield is a move action. Equipment Slots: 1, must be arm Activation: None or move action (see text) Range: Touch Target: You Duration: Persistent Saving Throw: None Purchase DC: 8 + one-quarter the mecha’s base purchase DC Restriction: None DELPHI DEFENSE SUITE (PL 7)he Delphi defense suite consists of a heuristic collision avoidance system, enhanced crew restraints, and a series of adrenal and nonadrenal autoinjectors for the mecha operator. The Delphi defense suite grants the operator a resistance bonus on all saving throws for 1 minute: +1 for the Mark I version and up to +5 for the Mark V version. Equipment Slots: 1 (Mark I and Mark II versions), 2 (Mark III, Mark IV, and Mark V versions) Activation: Attack action Range: Personal Target: You Duration: 1 minute Saving Throw: None Purchase DC: 21 for Mark I (+1), 23 for Mark II (+2), 25 for Mark III (+3), 27 for Mark IV (+4), 29 for Mark V (+5) Restriction: None LIGHT FORTIFICATION (PL 7)The mecha’s structural integrity is reinforced so it can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits. Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check. Light fortification takes the place of one of the mecha’s equipment slots. Equipment Slots: 1 (equivalent) Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 10 + one-half the mecha’s base purchase DC Restriction: Licensed (+1) LX-20 ANTISHOCK ARRAY (PL 7)Similar to the LX-10 antishock array, the LX-20 antishock array grants the mecha electricity resistance 20. In addition, it insulates and protects the crew from the collateral dazing effect of an electromagnetic pulse, such as the type caused by an M-70 EMP rocket launcher (page 163). CLOAKING SCREEN (PL 8)The cloaking screen warps light and energy around the mecha, rendering it invisible to visual and electronic sensors. A cloaked mecha has total concealment. To attack a cloaked mecha, an attacker must guess in which square the mecha currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses. A cloaked mecha gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving. Pinpointing the location of a cloaked mecha that isn’t attempting to hide requires a Spot check against DC 40 if immobile or DC 20 if moving (as if the mecha operator had rolled a 0 on the Hide check). Equipment Slots: 1 Activation: Attack or move action Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 20 + one-quarter the mecha’s base purchase DC Restriction: Military (+3) DEFLECTION FIELD (PL 8)The deflection field uses broadcast magnetics to provide a semipermeable energy field around the mecha. It provides a +1 to +5 deflection bonus to the mecha’s Defense. The purchase DC of the system is based on the type of field (denoted Mark I through Mark V). 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: 24 for Mark I (+1), 27 for Mark II (+2), 30 for Mark III (+3), 33 for Mark IV (+4), 36 for Mark V (+5) Restriction: Licensed (+1) MEDIUM FORTIFICATION (PL 8)Similar to the light fortification system, the medium fortification system converts 75% of all critical hits into regular hits. Medium fortification takes the place of two of the mecha’s equipment slots. Equipment Slots: 2 (equivalent) HEAVY FORTIFICATION (PL 9)Similar to the light fortification system, the heavy fortification system converts all critical hits into regular hits. Heavy fortification takes the place of three of the mecha’s equipment slots. Equipment Slots: 3 (equivalent) MISCELLANEOUS EQUIPMENTThis section describes various other pieces of mecha equipment that don’t fall neatly under the other categories, including a variety of electrical systems. Building a system from scratch requires a character to make a Wealth check against the system’s purchase DC, invest time in its assembly, and succeed at a Craft (electrical), Craft (mechanical), or Craft (structural) check (DC 30)—whichever seems most appropriate given the type of equipment. See the Craft skill description for further guidance. A character without the appropriate electrical or mechanical tool kit takes a –4 penalty on the skill check. COCKPIT, COPILOT (PL 5)This extra cockpit provides a comfortable station inside the mecha for a Small or Medium-size copilot. A copilot has the ability to fire the mecha’s ranged weapons, perform active scans using the mecha’s sensor systems, or aid the pilot’s attacks and skill checks (using the aid another action). Melee combat, defense, and movement remain under the control of the mecha’s operator in the main cockpit. A copilot doesn’t grant the mecha additional attacks in a round, and only one character may fire each ranged weapon each round. The mecha operator or copilot can transfer weapon control as a free action. As a move action, the mecha’s operator can lock out one or more copilot cockpits, shutting off the cameras, locking the hatches, and so on. It takes a successful Computer Use check (DC 25 if the operator is disabled, 35 if the operator is still active) to switch overall control of the mecha to a copilot cockpit. Equipment Slots: 3, must be torso or back Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 20 Restriction: None COCKPIT, PASSENGER (PL 5)This extra cockpit merely provides a comfortable place inside the mecha for a Small or Medium-size passenger to sit. The passenger can’t do anything other than observe the surroundings (seeing exactly what the mecha’s operator sees), communicate privately with the operator and publicly over open frequencies, and leave the cockpit as a full-round action. As a move action, the operator can prevent any of the above by shutting off the cameras, locking the hatch, and so on. Equipment Slots: 2, must be torso or back Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 20 Restriction: None 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: 0 Activation: Free action Range: 100 miles Target: One or more radio transceivers Duration: Persistent Saving Throw: None Purchase DC: 21 Restriction: None LIFE SUPPORT SYSTEM (PL 5)The mecha’s life support system 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 24 hours. A mecha equipped with a life support system has one less equipment slot. Equipment Slots: 1 (equivalent) Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 14 Restriction: None HV-5 HAVEN ESCAPE POD (PL 6)The HV-5 Haven escape pod jettisons the cockpit and the mecha operator from the rest of the mecha (typically because the mecha is about to be destroyed). The operator can activate it as a move action and move normally at the Haven’s fly speed. The Haven can also be activated as a free action, in which case it flies under the operator’s direction up to its fly speed, but can move no farther that round. The Haven escape pod has a fly speed of 90 feet (clumsy), 50 hit points, hardness 10, and a Defense of 18. Three rounds after it jettisons from the mecha, it runs out of fuel, landing or crashing as appropriate. Equipment Slots: 1, must be torso Activation: Free action or move action (see text) Range: Personal Target: You Duration: 3 rounds Saving Throw: None Purchase DC: 15 + one-quarter the mecha’s base purchase DC Restriction: None 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 STEALTH SUITE (PL 6)Based on high-tech low observables technology, this combination of sound baffles, heat dispersers, and nonreflective paint combines to give the mecha a +10 bonus on Hide and Move Silently checks. Cost and the size penalty combine to make this structural option impractical on all but the smallest mecha. Equipment Slots: 1 Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 10 + one-quarter the mecha’s base purchase DC Restriction: Licensed (+1) ADVANCED DIAGNOSTICS (PL 7)Multiple redundant systems coupled with the ability to detect and correct minor system faults allow the mecha to repair moderate damage. Advanced diagnostics restores 1d10 points of damage per hour, during which time the mecha cannot move or attack. Only the mecha’s bonus hit points are repaired, not damage to the mecha’s operator. Equipment Slots: 1 Activation: Move action Range: Personal Target: You Duration: 1 round Saving Throw: None Purchase DC: 15 + one-quarter the mecha’s base purchase DC Restriction: None STRUCTURAL ENHANCEMENT (PL 7)Significant advances in engineering inspire a series of modifications to the mecha’s superstructure, granting it an additional 50 hit points. A mecha can undergo structural enhancement multiple times, gaining 50 additional hit points each time, but it can never have more than twice its starting hit points (as noted in Table: Mecha Sizes). A character may structurally enhance a mecha with a successful Craft (structural) check (DC 30) after devoting an amount of time that varies depending on the mecha’s size: Large 30 hours, Huge 60 hours, Gargantuan 120 hours, Colossal 240 hours. A character attempting the procedure without a mechanical tool kit takes a –4 penalty on the skill check. Each time a mecha is structurally enhanced, it loses one equipment slot. Equipment Slots: 1 (equivalent) Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 15 + one-half the mecha’s base purchase DC Restriction: None ZERO-G STABILIZER (PL 7)A zero-G stabilizer allows the mecha and its operator to function normally in low-gravity and zero-gravity environments, as though the operator has the Zero-G Training feat (see page 15). Equipment Slots: 1 Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 15 Restriction: None CRACKERJACK NEURAL LINK (PL 8)This unit links the operator’s brain directly to the mecha, making it feel less like a machine and more like an extension of the operator’s body. While driving or piloting the mecha, the operator gains a +2 bonus on initiative checks. In addition, the operator can use any of his nonmecha-specific feats while operating a mecha. (This ability does not grant the operator any new feats.) Equipment Slots: 1, must be helmet or cranium Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 15 + one-quarter the mecha’s base purchase DC Restriction: Restricted (+2) NANOREPAIR UNIT (PL 8)State-of-the-art nanites swarm over the surface of the mecha at the first indication of damage. The mecha automatically heals 5 points of damage per round. The nanorepair unit ceases to function if the mecha loses all its hit points. Equipment Slots: 1 Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 15 + one-quarter the mecha’s base purchase DC Restriction: Restricted (+2) Questions? Comments? Boredome? Spot a typoe or a broken link? If you have any of these, feel free to send me an e-mail message at: spike_fightwicky@yahoo.ca |