D20 MECHA SRD PDF

Bashura d20 Resources — HTML reference documentation for d20 Open Content Some mecha have windows or open cockpits, leaving the pilot visible and subject to targeting. From Wikipedia, the free encyclopedia. Mecha In Outer Space. Not being able to swim may constitute a complication in some circumstances.

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Additional Weapon Affinity: The mech gains Weapon Affinity with an additional weapon type of your choice melee, ranged, heavy. This enhancement can be taken up to two times, selecting a different weapon type each time.

Additional Weapon Slot: The mech gains an additional weapon slot. This enhancement can be taken multiple times.

The mech must be at least 7th level to take this enhancement. This enhancement can be taken multiple times but must apply to a different weapon each time. The mech must be at least 13th level to take this enhancement. Advanced Targeting Upgrade: The mech is treated as though its pilot has Greater Weapon Focus with one weapon it took the Targeting Upgrade enhancement for.

The mech must be at least 9th level to take this enhancement. Arcforged Armor: The mech increases its hardness by 5. Arms: The mech gains a pair of fully integrated mechanical arms which allow it to wield an appropriately sized weapon without slotting it first. While wielding a weapon in such a manner, the mech is treated as having two fewer weapon slots minimum 0 ; any weapons currently occupying slots that would be made unavailable cannot be used while the weapon is in hand.

Cerebral Reinforcement: The mech extends the following construct features to its pilot while they operate it: Immunity to all mind-affecting effects charms, compulsions, morale effects, patterns and phantasms. The mech must be at least 15th level to select this option. Hover Stabilizers: Mechs with this ability gain slow fall, as the monk ability, except they do not need an adjacent surface to activate it. The mech must be a quadruped with the Powered Servomotors enhancement to choose this enhancement.

Intelligent Vessel: The mech is able to be controlled by AIs in a manner similar to a robot, gaining the aggregate template when it is so controlled even though it is not a robot. The Mech does not, however, gain the benefits of any feats that the AI possesses. The mech starts out controlled by a base AI with 10 in all of its mental ability scores and the ability to speak one language the pilot is capable of speaking.

Manual Loader: An allied character in an adjacent or shared square can reload your heavy weapons for you as a standard action , or firearm weapons for you as a move action. Modified Aerodynamics: Mechs with this enhancement can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall.

When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 10 feet it falls. The mech must be a biped with the Powered Servomotors enhancement to choose this enhancement. Munitions Upgrade: The mech is treated as though its pilot has Weapon Specialization with one weapon from a category it has Weapon Affinity with.

This Enhancement can be taken multiple times but must apply to a different weapon each time. The mech must be at least 5th level to take this enhancement. Nautical Superiority: The mech gains a swim speed equal to base land or fly speed chosen when this upgrade is selected. The mech can remain submerged for 1 hour per Hit Die before its air filters start to fail and the pilot has to make Constitution checks to hold their breath or begin drowning. A mech must be at least 5th level to take this enhancement.

Powered Servomotors: The mech is capable of fantastic feats of agility. In addition, they are always considered to have a running start when jumping.

Shielded Cockpit: The mech extends the following construct features to its pilot while he operates it: Immunity to bleed , disease , death effects, necromancy effects, paralysis , poison , sleep effects, and stunning.

The mech must be at least 13th level to select this option. Size Increase: The mech increases by one size category, gaining the bonuses and penalties listed in the Size Increase racial ability.

The mech must be at least 7th level to select this option. Special: This mech enhancement may be taken one additional time by a mech of at least 17th level.

Sticky Treads: The mech gains a climb speed equal to half its movement speed. Superior Arcforged Armor: The mech increases its hardness by 5. This stacks with the increase granted by the Advanced Armor Plating enhancement. The mech must have the Advanced Armor Plating enhancement and must be at least 13th level to take this enhancement. The mech must have the Advanced Armor Plating enhancement and must be at least 11th level to take this enhancement.

Targeting Upgrade: The mech is treated as though its pilot has Weapon Focus with one weapon from a category it has Weapon Affinity with. Thrusters: The mech increases their current fly speed by 10 feet and increase their maneuverability by one step. If the mech did not have a fly speed before taking this upgrade, it now has a maneuverability of clumsy. Each time it takes this enhancement, improve its fly speed by an additional 10 feet and its maneuverability by one step.

This enhancement can be taken up to three times. Weapons Upgrade: The mech can treat the damage dice of weapons from a category with which it has Weapon Affinity as though they were one size category larger. The mech can take this upgrade multiple times, but it cannot apply to a given weapon category more than once. Non-Companion Mechs and Vehicles The rules presented for companion vehicles and mechs can also be used to generate vehicles and mechs for general use in your campaign world.

A character with the Craft Companion Vehicle feat and access to a garage or production lab can craft any of the vehicles detailed earlier. Use the mech advancement table when determining the abilities of the crafted vehicle; a character cannot craft a vehicle in this manner whose required pilot level exceeds his total character level A character with the Craft Mech feat and access to a garage or military lab can craft any of the mech types detailed earlier.

Use the mech advancement table when determining the abilities of the crafted mech; a character cannot craft a mech in this manner whose required pilot level exceeds his total character level Patreon Supporters.

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D20 MECHA SRD PDF

Additional Weapon Affinity: The mech gains Weapon Affinity with an additional weapon type of your choice melee, ranged, heavy. This enhancement can be taken up to two times, selecting a different weapon type each time. Additional Weapon Slot: The mech gains an additional weapon slot. This enhancement can be taken multiple times. The mech must be at least 7th level to take this enhancement. This enhancement can be taken multiple times but must apply to a different weapon each time. The mech must be at least 13th level to take this enhancement.

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Mech Rules

Gardagore The game uses the d20 System and Dungeons and Dragons 3. Huge Mecha — Common weapons on the futuristic battlefield, Huge mecha offer a solid balance between cost, agility, and sheer bulk. If one creature in the group is not flat-footed d none of them are. Gamemasters tend to shun these classes because they involve spellcasting, as seen in Urban Arcana. Thunderball Rally was the second mini-game in a brief series of previews for d20 Modern that appeared in the early issues of the erd and last edition of Polyhedron Magazinewhich was on the flipside of Dungeon Magazine. This article has multiple issues.

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