I always planned to include mecha in future 'tech-oriented' Black Tokyo releases, and they fit well with my other campaign worlds. In the Battlechangers: Ironworks PDF, I'm going to stat up 3 distinct mecha designs, based on what I feel are the three most iconic robots in anime and gaming, and expect more when Battlechangers: Multiverse hits.
I doubt these three mecha designs will be illustrated in Ironworks, but I should be able to get comissioned art for at least some of them by the time Multiverse goes to press. That's a pretty unfortunate cost saving measure, but you probably already know how these mechs look anyway.
Take a look at how I built Veritech "Valkaryie" homage robot called the Cloudfire using the Battlechangers ruleset below.
CHRIS
Transforming
Mecha: Battlechangers as Vehicles
By hacking
the Battelchanger race creation system somewhat, players and gamemasters can
create piloted, transformable mecha rather than self aware alien robots. This
section gives some basic rules of thumb for building Transforming Mecha.
·
Transforming Mecha are treated as Constructs of
the appropriate size. Transforming Mecha gain the Battlechanger and Meca
subtypes.
·
You spend Shannix as normal for a Battlechanger
of the Mecha’s size to customize the Transforming Mecha. The Transforming Mecha
gains an alt-mode (s) as normal, which usually must be a Vehicular alt-mode,
though mechanical Primitive modes are possible with game master approval.
·
Transforming Mecha are typically mindless (but
see the Mecha subtype). They might gain bonus feats by spending Shannix.
·
If the Transforming Mecha is treated as
equipment, pricing and rarity are at the GM’s discresion, but usually these are
extremely expensive, multi-million dollar hardware, equivalent in price to any
other military vehicle and just as hard to acquire.
·
If the Transforming Mecha is intended as an
opponent, assign ability scores and additional abilities as desired, keeping
the monster creation guidelines in The
Bestiary in mind. Usually these enemy Transforming Mecha are assigned a BAB
appropriate to their challenge rating and ability scores representing an
average, undistinguished pilot, with a 10 in all attributes save DEX, which is
15. The GM should modify as necessary to produce elite Mecha pilot opponents.
·
While piloting the Transforming Mecha, the pilot
has total cover and cannot typically be targeted by physical affects, but
remains vulnerable to magic and psionics. When the Transforming Mecha is
reduced to 0 HP it is disabled and non-functional. When reduced to -20 HP or
fewer, it explodes, inflicting 5d6 fire + 1d6 fire damage per Mecha Hit Dice (REF
DC 20 half).
·
The Transforming Mecha’s pilot is considered to
be wearing Heavy Armor for the purpose of arcane spellcasting failure.
New Subtypes
Battlechanger
Monstrous
Humanoids with the Battlechanger subtype are powerful alien mechanoids able to
alter their form into vehicles, tools and other useful shapes.
Mecha
Constructs
with the Mecha subtype are vehicles designed to operate under the direct
control of an intelligent pilot. Mecha have the following qualities.
·
Though the Mecha’s type is Construct, it is
vulnerable to mind-influencing effects through its pilot. This weakness does
not apply if the Construct is unmanned. Location:
Weaknesses Format: Intelligent Pilot
·
Piloted
(EX) Some of the Mecha’s qualities, marked with an asterisk in the
statblock, are replaced by the Mecha’s pilot if they are greater. The following
qualities are replaced by the pilot’s when the Mecha is in action: alignment,
languages, REF and WILL Saves, base attack bonus
(which may modify CMB and CMD), DEX, INT,
WIS and CHA scores.
Location: Special Qualities Format: Piloted
Mecha, Cloudfire – CR 10
Huge N* Construct
(Battlechanger, Mecha)
XP 9,600
Init +2 Senses
Darkvision 500 ft, lowlight vision, perceive unencrypted
radio/television/wifi signals, Perception +0
Languages pilot’s
languages*
Defense
AC 22 Touch
10 Flatfooted 20 (-2 size, +2 DEX, +12 natural)
HP 13d10 + 40
hp (112 HP)
FORT +4 REF
+6* WILL +4*
Immune Construct
Immunities
Weaknesses Cybernetic
Security Risk -1, Intelligent Pilot
Offense
Spd 40 ft
Flight ft (average) alt-mode only
Melee +13/+8/+3
slam (2d8+2 bludgeoning, 20/x2)
Reach 15 ft
Ranged +15/+10/+5
Military Plasma Rifle of Distance (2d12 fire, 19-20/x2, 60 ft range increment,
semi auto, 12 cell)
or +14/+9/+4 High UV Laser Pistol (2d8 fire, 20/x3, 30 ft range
increment, single shot, infinite ammo)
Special Attacks Mini-Missile Flurry (4x/day)
Special Qualities Piloted, No Breath, Starflight, Unhealing
Statistics
Str 15 Dex
15* Con - Int 10* Wis
10* Cha 10*
Base Atk +13
CMB +17 CMD 19
Feats Ground
Walk Mode, Mini-Missile Flurry
Skills Fly +4
Gear 6x spare
cells for the Military Plasma Rifle (hip carry)
Cybernetics
Headware – Onboard Computer
Shannix Budget
Damage Reduction
(1), Efficient Systems (1), Feat Programming (Ground Walk Mode, Mini-Missile
Flurry) (total 4) Special Weapon (+2 Military
Plasma Rifle of Distance) (3), Special Weapon (+1 High UV Laser Pistol of Infinite Ammo) (2)
Ecology
Environment any
land or air
Organization serves
as a vehicle for a Medium pilot
Treasure none
Special Abilities
Fuelon Reserve (EX)
The Cloudfire
has 8 points in its Fuelon reserve. It can expend a point of Fuelon to achieve
a number of results, described fully in Battlechangers:
Ironworks.
Ground Walk Mode (EX)
The Cloudfire can assume a hybrid
robot/aircraft form. In this form, it can use all vehicle mode weapons, as well
as carry and manipulate objects.
Massive Strength (EX)
The Cloudfire’s pneumatics and artificial
musculature allows it to haul enormous weights, out of proportion to her size. Its
lifting, carrying and dragging limits are 100 times greater than a humanoid
creature of its size. Its maximum load is 20,000 lbs.
Mini-Missile
Flurry (EX)
As a full-round action, the Cloudfire Mecha
can unleash a flurry of mini-missiles against all targets within 500 ft who do
not have total cover. The Cloudfire may target up to 6 individual opponents,
inflicting 10d8 damage, half of which is ballistic, half of which is fire.
Targets may attempt a DC 18 REF
Save for half damage. The Cloudmaster can use a mini-missile flurry four times
per day.
Alt-Mode
The Cloudfire’s alt-mode is a futuristic warplane, extensively modified
from the F-15 design legacy. Fast, sleek and powerful, the Cloudfire’s purpose
as a finely tuned instrument of war is clear. External weapons and armor, as
well as drop off fuel pods and exo-atmospheric boosters give the Cloudfire even
more threatening lines. The Cloudfire Mecha can change from alt-mode to robot
mode as a move equivalent action that never provokes attacks of opportunity.
Classification Huge Sky Fighter
Armor Class 24
Damage Reduction 5/-
Spd Fly 1,000
ft (average)
Maximum Load 20,000
lbs
The
Cloudfire can carry a single passenger, aside from the pilot in the
instructor’s seat.
Nature
The Cloudfire
Mecha is a standard by which transformable mil-spec vehicles are judged. Fast
and sleek, in its robot configuration, this mecha is a capable giant,
dominating the battlefield with heavy firepower and great dexterity. Cloudfire
Mecha serve as close-in air support, strafing ground vehicles and infantry with
their integral energy weapons, using the mini-missiles slung beside the cockpit
either as anti-personnel or anti-armor weapons, depending on the mission.
The Cloudfire’s
cockpit becomes an armor clad control pod within the robot’s chest, as
reinforced plating slides into place to protect the bullet proof polymer. The
robot has slender, humanoid proportions, with its wings partially retracting
into the spinal plating, while the underslung missile pods move to become part
of the shoulder plating.
Cloudfire Mecha are painted in
squadron colors, often with impressive nose art or tail-fin deco identifying
the best pilots and most legendary machines. Most are painted in a smoke grey
with golden trim and canopy, for best concealment among the clouds.
Variant
Transforming Mecha: Apache Hunter
The Apache
Hunter is a helicopter-based iteration of the Cloudfire Mecha, transforming
from a robot mode similar to the Cloudfire’s into a helicopter gunship. Apache
Hunters are usually a matte black with smoked canopy and dark navy trim, tuned
for night operations. The mecha’s four bladed rotors fold and partially
retract, becoming a back-pack like unit. The Apache Hunter is taller and
thinner than a Cloudfire Mecha, with more spindly proportions. Unlike the Cloudfire,
an Apache Hunter carries only a single ranged weapon, a powerful anti-tank
chaingun.
Use the Cloudfire
Mecha stat-block with the following changes.
Special Qualities Remove
Spaceflight
Ranged
+16/+11/+6 Flaming
M-60 Machine Gun (2d8 ballistic + 1d6 fire, 20/x2, 100 ft range increment, full
auto, infinite ammo)
Shannix Budget
·
Replace
Damage Reduction (1) with Racer (1)
·
Replace
both Special Weapons with Special Weapon (+3
Flaming M-60 Machinegun of Infinite
Ammo) (5)
Feats Add
Hover (alt-mode only)
Alt-Mode
The Apache Hunter’s alt-mode is a futuristic ground attack helicoptor, resembling
a more advanced Apache bristling with missile pods and carrying a single
chaingun firing depleted uranium rounds from a gimbaled mount slung beneath the
cockpit. The Apache Hunter can change from alt-mode to robot mode as a move
equivalent action that never provokes attacks of opportunity.
Classification Huge Sky Fighter
Armor Class 24
Spd Fly 1,250
ft (good)
Maximum Load 20,000
lbs
The Apache
Hunter can carry a single passenger, aside from the pilot in the instructor’s
seat.