d20 Devil's Workshop Polymecha - Weapons of Mecha Destruction 2.pdf

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LPJ9934 WEAPONS OF MECHA DESTRUCTION 2
Requires the use of the d20 Future™ Roleplaying Game, published by Wizards of the Coast, Inc.
Written By: Louis Porter Jr.
This sourcebook PDF is an additional continuation of the first
Weapons of Mecha Destruction. We have added all kinds of
new Mecha Body Sizes, Mecha weapons and all kind of new
and interesting things that can be used in your local neighbor-
hood game.
MECHA BODY SIZE
Animal Templated Mecha (PL 7)
These types of Mecha have been built based and templated on
the specific body type of a particular animal type. Many of
these body types are used for specific needs or other issues that
may be pertinent at the time.
Hawk: Hawk templated mecha are based on the shape of a
hawk. While these types of mecha are normally built for huge
or large sized mecha, they more than make up for it is speed and
reaction, while the Gargantuan and Colossal sizes are revered as
being “terrors in the air. Hawk templated mecha are rarely seen
in PL 7 societies, but are seen more often in PL8 but still not
that often. Hawk templated mecha are commonly in use at outer
space environments due to their control similarity to spacecraft.
All Hawk templated mecha are equipped with PS-15 Panther
Claws.
Hawk templated have 10 equipment slots available for Huge and
Large sizes and 21 equipment slots available for Gargantuan and
Colossal sizes. These slots are located as follows for Huge and
Large sizes: Head: 2 slot, Back: 2 slots, Left wing: 2 slot, Right
wing: 2 slot and Torso: 2 slots; These slots are located as follows
for Gargantuan and Colossal sizes: Head: 2 slot, Cranium: 1
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Weapons of Mecha Destruction 2
slot, Back: 4 slots, Belt: 2 slots, Left wing: 3 slot, Left
leg: 1 slot, Right wing: 3 slot, Right leg: 1 slot, and
Torso: 4 slots.
for Gargantuan and Colossal sizes: Head: 2 slot, Back:
4 slots, Left Leg Group: 2 slot, Left Pincer Claw: 2
slot, Right Leg Group: 2 slot, Right Pincer Claw: 2
slot, Tail: 2 slots and Torso: 4 slots;
MECHA WEAPONS
Armor Defeating Weapon Systems
(PL 6)
This weapon system has come into play more and
more often in recent years. The basic nature of this
weapon system makes it quite valuable and wanted
by many. All weapons on a mecha equipped with this
weapon system when attacking will reduce their target
mecha’s hardness by 20 points.
Lion: Lion templated mecha are based on the shape
of a lions and other four-legged predators. This type
of mecha has come to see more use with military
sources as additional support for ground troops. Lion
template mecha are commonly seen in PL 7 societies,
but are standard issue is militaries in PL8. All Lion
templated mecha are equipped with PS-15 Panther
Claws and XM-3 Sabertooth Fangs.
MECHA SUPERSTRUCTURE
Next Generation Construction (PL 7)
This mecha is on the cutting edge of technology in
direct comparison to other mecha of a similar model
and make. Normally these mecha have been just
finished prototype construction and are the first active
types off the assembly line. In gaming terms, all
mecha with Next Generation Construction will have
its hardness increased by 10 points.
Equipment Slots: None
Activation: Per Weapon
Range: Per Weapon
Target: Per Weapon
Duration: Persistent
Saving Throw: None
Purchase DC: 30
Restriction: Mil ( +3 )
Lion templated mecha have 9 equipment slots avail-
able for Huge and Large sizes and have 21 equipment
slots available for Gargantuan and Colossal sizes.
These slots are located as follows for Huge and Large
sizes: Head: 1 slot, Back: 2 slots, Front Left leg: 1
slot, Front Right Leg: 1 slot, Rear Left Leg: 1 slot,
Rear Right Leg: 1 slot and Torso: 2 slots; These slots
are located as follows for Gargantuan and Colossal
sizes: Head: 2 slots, Back: 4 slots, Belt: 2 slots, Front
Left leg: 2 slots, Front Right Leg: 2 slots, Rear Left
Leg: 2 slots, Rear Right Leg: 2 slots, Tail: 1 slot and
Torso: 4 slots.
Hardness: +5
Base Purchase DC Modifier: +10
MECHA DEFENSE SYSTEMS
Enveloping Weapon Systems (PL 7)
All beam weapons that hit will envelop the target in
a the same energy as the beam weapon. The energy
enveloping of the target mecha does massive damage
to that mecha. In gaming terms, a target hit by a beam
weapon with an enveloping weapon system will cause
all damage from beam weapons to be doubled.
Hologenerators (PL 8)
Mecha with this system are able to generate a holo-
gram of their mecha that will appear with 100 feet of
itself. The holographic mecha will give off false read-
ings to sensor suite as if it is real mecha and the real
mecha will increase the effects of concealment by two
grades. Thus, an object with three-quarters conceal-
ment ( 30% miss chance ) would have total concealment
( 50% miss chance ) instead.
Scorpion: Scorpion templated mecha are based on
the shape of a scorpion and other multi-legged preda-
tors. This type of mecha has come to see more use
with military sources as additional ground troops.
Scorpion template mecha are commonly seen in PL 7
societies and are usually found in areas that are desert
environment. All Scorpion templated mecha are
equipped with SM Scorpion Pincer Claws.
Equipment Slots: 2 ( Large or Huge ); 3 ( Gargantuan
or Colossal )
Activation: Per Weapon
Range: Per Weapon
Target: Per Weapon
Duration: Persistent
Saving Throw: None
Purchase DC: 30
Restriction: Mil ( +3 )
Equipment Slots: 1
Activation: Attack Action
Range: 100 ft.
Target: Personal
Duration: Persistent
Saving Throw: None
Purchase DC: 30
Restriction: Mil ( +3 )
Scorpion templated mecha have 10 equipment slots
available for Huge and Large sizes and have 20 equip-
ment slots available for Gargantuan and Colossal
sizes. These slots are located as follows for Huge
and Large sizes: Head: 1 slot, Back: 2 slots, Left Leg
Group: 1 slot, Left Pincer Claw: 1 slot, Right Leg
Group: 1 slot, Right Pincer Claw: 1 slot, Tail: 1 slots
and Torso: 2 slots; These slots are located as follows
Page 2
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Weapons of Mecha Destruction 2
amount of damage is based on the mecha’s size: Large
2d8, Huge 3d8, Gargantuan 4d8, and Colossal 5d8+2.
The pincer claws have a critical threat range of 20.
The pincer claws are one size category smaller than
the mecha’s size category.
MECHA
MISCELLANEOUS SYSTEMS
MIRV Missile System (PL 6)
A multiple independently targetable re-entry vehicle,
or MIRV, missile system is one of a collection of
small missile that are launched together using the
MIRV system with the effect of having multiple
missiles attacking on target. In gaming term Mecha
that are equipped with this missile system will gain an
additional 50% damage to a target.
Exo-Mecha Support Harness (PL 6)
Increases Equipment Space by +5 for Large and Huge
Mecha; and +10 for Gargantuan and Colossal Mecha
Equipment Slots: 1 must be hand ( Large or Huge ); 2,
must be hand and arm ( Gargantuan or Colossal )
Activation: Attack action
Range: Touch
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 15 + one-quarter the mecha’s base
purchase DC.
Restriction: None
Equipment Slots: None
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 18 + one-quarter the mecha’s base
purchase DC.
Restriction: None
Equipment Slots: None
Activation: Attack action
Range: Per missile type
Target: Per missile type
Duration: Per missile type
Saving Throw: Per missile type
Purchase DC: 25 + one-quarter the mecha’s base
purchase DC
Restriction: Mil ( +3 )
XM-3 Sabertooth Fangs (PL 7)
A mecha equipped with these reinforced alloy fangs
and teeth can rend and crush most armor plating with
child like ease. The fangs claws convert the mecha’s
slam attack into a bite attack that deals slashing
damage. The amount of damage is based on the
mecha’s size: Large 2d8+1, Huge 3d8+2, Gargantuan
4d8+3, and Colossal 5d8+4. The fangs have a critical
threat range of 19–20. The claws are one size category
smaller than the mecha’s size category.
Gestalt Configuration (PL 7)
This system makes it possible for two or more mecha
to join together to create one much larger united
mecha of either Gargantuan or Colossal size. This
system is quite useful in making several less powered
mecha that may not be able to handle a situation
one-on-one operate together as a singularly powerful
mecha that is more powerful as a whole then its part.
Overloaded Missile System (PL 6)
All missiles on this mecha have been rewired to
produce a monstrously more powerful explosive
effect upon detonation. Missiles with the overload
missile system will cause all damage from missile to
be doubled.
Equipment Slots: 2 ( Large or Huge ); 3 ( Gargantuan
or Colossal )
Activation: Per Weapon
Range: Per Weapon
Target: Per Weapon
Duration: Persistent
Saving Throw: None
Purchase DC: 30
Restriction: Mil ( +3 )
Gestalt configuration mecha with equal slots totaling
12 to 22 are considered to be Gargantuan sized;
Gestalt configuration mecha with equal slots totaling
23 and more are considered to be Colossal sized. Only
mecha with the same gestalt configuration can from
a united mecha. To form with more than one Gestalt
Configuration, a mecha must purchase one Gestalt
configuration for each united mecha.
Equipment Slots: 1, must be Head
Activation: Attack action
Range: Touch
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 15 + one-quarter the mecha’s base
purchase DC.
Restriction: None
Equipment Slots: 3 equipment slots, only for Large
and Huge Mecha
Activation: Full action
Range: Touch
Target: Per Mecha
Duration: Instantaneous
SM Scorpion Pincer Claws (PL 7)
A mecha equipped with this weapon has had the hands
replace with oversized pincer claws similar to a scor-
pion’s. These claws are quite powerful and can easily
rend and tear the strongest of metals or material. The
Page 3
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Weapons of Mecha Destruction 2
Saving Throw: None
Purchase DC: 15 + one-quarter the mecha’s base
purchase DC.
Restriction: Res (+2)
All text on all pages is Open Game
Content as defined by the Open Gaming
License. See page 5 for more information.
Vehicle Transformation Configura-
tion (PL 7)
This type of mecha was created to have a dual
purpose of being not only a mecha but also that of
some type of vehicle. This vehicle can be anything
from a small car to a tractor-trailer to a jet. When the
mecha is in its vehicle transformed configuration the
mecha will act just like the vehicle it is templated like.
For example, if the vehicle transformation configura-
tion is of jet airplane then the mecha will perform
just like a jet, including flying, but still has all of the
equipment that it possessed in its mecha form. The
transformation from mecha to vehicle or vice versa
will take a Full action.
Equipment Slots: 4 equipment slots, only for Large
and Huge Mecha
Activation: Full action
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 20 + one-quarter the mecha’s base
purchase DC.
Restriction: Res (+2)
Size
Equipment
Hit
Size
Mod.
Slots
Points
Colossal
–8
Per each Mecha Per each Mecha
Gargantuan –4
Per each Mecha Per each Mecha
Base
Fighting
Size
Speed
Space
Reach
Colossal
50 ft.
30 ft. by 30 ft.
20 ft.
Gargantuan 40 ft.
20 ft. by 20 ft.
20 ft.
Page 4
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