Mecha and equipment: Difference between revisions
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:Reaction System (Smarts): How responsive the units controls are | :Reaction System (Smarts): How responsive the units controls are | ||
:Melee (Power): How good at hitting and smashing up close the unit is | :Melee (Power): How good at hitting and smashing up close the unit is | ||
:Persona (Charisma:) how cool your mecha looks | |||
==Asuras== | ==Asuras== | ||
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==Devas and Asuras weapons== | ==Devas and Asuras weapons== | ||
Devas and Asuras scale versions of all normal weapons exist. They have similar stats but do Asuras or Devas level damage (or in the case of anti-armour weapons Devas or Starship level damage). However, due to the additional size and power built into a Asuras or Devas, they can also carry various other devices not available to infantry. | Devas and Asuras scale versions of all normal weapons exist. They have similar stats but do Asuras or Devas level damage (or in the case of anti-armour weapons Devas or Starship level damage). However, due to the additional size and power built into a Asuras or Devas, they can also carry various other devices not available to infantry. Most can carry up to two weapons, one melee and one ranged. | ||
'''WISP system'''<br> | '''WISP system'''<br> | ||
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==Devas and Asuras Traits== | ==Devas and Asuras Traits== | ||
Most Devas and Asuras only have one to two traits, but some (such as those bought with exotic equipment) have up to four. No unit may have more than one type however. | |||
'''Additional hard point''' <br> | |||
Your suit can carry an additional weapon | |||
'''Anti-aircraft tracking'''<br> | |||
You can track aircraft and helicopters better, negating any penalties to attack them. | |||
'''Antimissile System''' <br> | |||
Your mecha is fitted with an experimental antimissile device. When you come under a missile or rocket based attack, roll Wits + reactions and reduce the successes by that number. | |||
'''Awesome Looking'''<br> | |||
Your mecha is awesome looking can reroll any failed Persona checks. | |||
'''Close Combat Type''' <br> | |||
You gain an additional melee weapon hard point and may act three times per round in melee combat. | |||
'''Command Type'''<br> | |||
Gain +1 Armour, +1 Persona and +2 electronics | |||
'''Custom'''<br> | |||
Gain +2 Mecha build points | |||
'''Engineering Type''' <br> | |||
Gain +2 armour, and all the tools you need to efficently use the Combat engineering skill in your mecha | |||
'''Explosive Reactive Armour <br> | |||
Gain +4 armour on the first 4 hits to your suit. | |||
'''Heavy Weapons Type'''<br> | |||
You have two additional ranged weapons hard points, double ammo and may fire up to 2 weapons per turn. However your suit is heavier than usual, -1 to move | |||
'''Improved Jump Jets''' <br> | |||
Gain a reroll to any maneuver that uses them. | |||
'''Improved Sensors''' <br> | |||
you have extremely good sensors. gaining a reroll on any attempt to use them. | |||
'''Improved Force Field''' <br> | |||
Most mecha have a force field. Yours is double the usual strength. | |||
'''Land Spinners''' <br> | |||
Your Mecha is much faster than usual, gaining a reroll on any roll to move quickly or cross distance. | |||
'''Low Maintenance''' <br> | |||
Anyone working on your mecha gains +2 to their intelligence for the purpose of maintaining or fixing it. | |||
'''Marine Type''' <br> | |||
Allows free movement in water without penalty, and a reroll on any action while underwater. | |||
'''Stealth Coating''' <br> | |||
All enemies are at minus 2 to locate you. | |||
'''Sniper Type'''<br> | |||
Removes all penalties for range and gains +2 on coordination/grace rolls for shooting. | |||
'''Surveillance Type''' <br> | |||
Your unit is designed as a scout. Gain the effects of improved sensors and stealth and +1 to Move. | |||
=Links= | =Links= |
Revision as of 12:46, 2 January 2012
Equipment
You can have most things from a standard SF RPG equipment table. Ask the GM if you have a question.
Weapons
Melee weapons
Melee weapons come in a general series of classes. Each adds damage to an melee attack at the cost of slower initiative. Melee classes are general due to the number of different designs that exist in the galaxy.
Short Sword
-1 Init/+1 Damage
Long Sword
-2 Init/+3 Damage
Two Handed Sword
-4 Init/+5 damage
Axe
-3 Init/+4 damage
Spear
-3 Init/+3 damage
+1 effective strength
Long Reach
Mace/Warhammer
-4 Init/+4 damage
-1 to armour
Giant Mace
-6 Init/+6 Damage
-2 Armour
Glaive
-3 Init/+4 Damage
+1 Effective Strength
Ranged Weapons
Kinetic Pistol
Basic pistols, still in wide use by people who don't want to lug around long arms. Guns tend to work on a variety of principles, some use chemicals, some use electromagnetic propulsion.
- Damage +4
- Easy to Conceal
- One Handed
- Options
- Explosive rounds x2 damage
- AP Rounds -2 armour
- Guided Rounds +2 to hit
- Poision Rounds 1 additional damage per turn
- Anti shield rounds x2 damage to shields.
Kinetic Sub Machine Gun
A bigger, faster firing pistol
- Damage +5
- -1 Init
- Easy to Conceal
- Options
- Explosive rounds x2 damage
- AP Rounds -2 armour
- Guided Rounds +2 to hit
- Poision Rounds 1 additional damage per turn
- Anti shield rounds x2 damage to shields.
Kinetic Rifle
A basic Rifle, including an electro-optic scope, internal guidance system and so on. Most work on a combination of electromagnetic and chemical force.
- Damage +6
- -2 Init
- Options
- Explosive rounds x2 damage
- AP Rounds -3 armour
- Guided Rounds +2 to hit
- Poision Rounds 1 additional damage per turn
- Anti shield rounds x2 damage to shields.
Ship Gun
A big hefty shotgun type weapon, used in close spaces like ships and stuff..
- Damage +8
- -1 Init
- Short ranged
- Options
- Explosive rounds x2 damage
- AP Rounds -3 armour
- Guided Rounds +2 to hit
- Poision Rounds 1 additional damage per turn
- Sleep Gas Rounds: Non Lethal
- Anti shield rounds x2 damage to shields.
Light Machine Gun
A faster firing kinetic weapon. Often multibarrelled
- Damage +6
- attacks 2 targets per round
- -4 Init
- Options
- Explosive rounds x2 damage
- AP Rounds -3 armour
- Guided Rounds +2 to hit
- Poision Rounds 1 additional damage per turn
- Anti shield rounds x2 damage to shields.
Precision Rifle
A highly accurate rifle, used for sniping and hunting
- Damage +8
- Long Range
- +2 Accuracy
- -3 Init
- Bulky
- Options
- Explosive rounds x2 damage
- AP Rounds -3 armour
- Guided Rounds +2 to hit
- Poision Rounds 1 additional damage per turn
- Anti shield rounds x2 damage to shields.
Anti-Material Rifle
A really big Precision Rifle.
- Damage +12
- Long Range
- Move or Fire
- -5 Init
- Accuracy +2
- Very Bulky
- Options
- Explosive rounds x2 damage
- AP Rounds -6 armour
- Guided Rounds +2 to hit
- Poision Rounds 1 additional damage per turn
- Anti shield rounds x2 damage to shields.
Seeker Launcher
A modern version of a grenade launcher, used mostly for room to room combat or to flush enemy from their positions
- Damage +10
- Guided +6
- Bulky
- -2 Init
- Options
- Armour Piercing Explosive -2 Armour x2 damage
- Thermobaric Rounds Ignore Cover
- Fragmentation Rounds x3 Damage
- Gas Rounds: nonlethal boarding rounds
- Anti shield rounds x2 damage to shields.
Particle Beam
Used by elite troops such as Unity Rapid Intervention Group soldiers, Particle Beams are expensive and somewhat fragile but offer excellent stopping power for their size and are highly accurate. They are often used as sniper weapons as the particle bolt does not require a the target to be lead.
- Damage +9
- -2 Init
- Accuracy +2
- Long Ranged
- No Options
- Double Damage to shields
Plasma Gun
A specialist short ranged weapon used primarily by RIG intervention troops. The Plasma Gun is short ranged but incredibly powerful at those ranges.
- Damage +13
- -1 Init
- Short Range
- No Options
- Double Damage to Shields.
Mingun
A very bulky heavy mulch-barrelled cannon. Often used by special forces dolls or power armour troops who cannot call on heavier firepower. Miniguns require large ammo packs, and do comparatively little damage but offer an unparalleled rate of fire
- +4 Damage
- -5 Int
- Bulky
- Attacks up to 6 targets per round
- Options
- Explosive rounds x2 damage
- AP Rounds -3 armour
- Guided Rounds +2 to hit
- Poision Rounds 1 additional damage per turn
- Anti shield rounds x2 damage to shields.
Arm Multi gun
A huge heavy short ranged slug thrower like a grenade launcher mounted on a subjects forearm. Fires several ammo types.
- +8 damage
- Short Range
Anti-Armour Weapons
Human scale anti-armour weapons are also available. Using one allows a human to make normal attacks against a Devas or Asuras. However, it doesn't make them any more capable of surviving the counter fire.
General Purpose Launcher
General Purpose launchers are one of the main weapons of the Unity's army, especially mechanized troops or those in powered armour who do not mind the weapons heavy weight. The GP Launcher can be used to engage multiple different types of target including low flying aircraft and helicopters, enemy tanks and Devas, and lighter Asuras.
- Damage by Round
- -5 Init
- Very Bulky
- +2 Acuracy
- Long Range
- Round Types
- Anti-Infantry Submunition: Burst, +10 damage
- Anti-Aircraft: +6 accuracy +6 Asuras Scale damage, Cannot hit infantry.
- Anti-Asuras: +3 accuracy +10 Asuras scale damage. Cannot hit infantry
- Anti-Tank/Anti-Devas: +5 Devas scale damage. Cannot hit lighter targets
APEX Seeker
A specialist seeker designed to harm enemy Asuras Does +5 Asuras scale damage with normal Seeker stats. It cannot hit infantry.
Armour
Shock Layer
An easily concealed layer, won't even show up on a scan or a when frisked.
- Armour Value 2
- Completely concealable
Concealed Armour
Armour that looks like normal clothing
- Armour Value 3
- Completely concealable
Light Combat Armour
Light combat armour, normal duty wear for most troops
- Armour Value 4
Heavy Combat Armour
Front Line Infantry dress
- Armour Value 6
- -1 on all grace rolls except shooting
Assault Armour
Powered Smart Armour, used by vanguard units.
- Armour Value 8
- -2 on all grace rolls except shooting
- Bulky
Boarding Shell
A giant suit of powered combat armour
- Armour Value 10
- -3 on all grace rolls except shooting
- Bulky
Armour Options
Various different options can be built into armour, enhancing its abilities. They are often used by elite troops or in special situations. All armour options are Expensive.
Armour Lightening
Armour Lightening reduce the armour's bulk via use of improved materials, and by reducing the thickness of armour in some facings. It's often used by combat androids and special operatives
- removes one point of grace roll penality for the armour
- -1 armour on one side (usually the front) -2 on the other.
Anti-Beam Armour
Anti-Beam armour is made of a super conductive material which rapidly disperses beams used against it. For some reason it appears to be Latex
- -1 armour value
- x2 armour against beam weapons
Mobility assist
A set of small jets is mounted in the armour, allowing for incredible feats of agility. Modern versions are often reactionless, employing similar technology to force shields.
- +2 specialization on all athletic rolls
Force Shields
Light Force Shield Standard Force Shield
- Armour Value 1
- Shield points 10
- Regeneration 2 per round
Heavy Force Shield
Large force shield mounted on Assault Armour or Boarding Shell
- Armour Value 3
- Shield points 20
- Regeneration 4 per round
Drones
Rather than mount a weapon in the hands of a human, it is popular to mount them on expendable machines and let them do the fighting. Drones are commanded with Smarts. Roll smarts rather than grace for their attacks.
Recon Drones
You can buy small recon drones capable of autonomous action, but unarmed.
Mosquito Gun
A floating gun platform with space for one weapon
- 10 HP
- Armour Value 4
- Shield Armour 1
- Shield points 10
- Regeneration 2
- Flying
Spider Drone
A large spider platform with space for three weapons, generally used as a squad's heavy weapons specialist
- 20 HP
- Armour Value 8
- Shield Armour 1
- Shield points 10
- Regeneration 2
Tactical Doll
A humanoid combat platform, designed to completely replace human infantry.
- 15 HP
- Armour Value 6
- Shield Armour 1
- Shield points 10
- Regeneration 2
- Hands
Bit Systems
Weapon Bits
Shield Bits
Flight Bits
Devas and Asuras
Humanoid combat systems are an extensive part of the modern battlefield. One reason for this is that they are very simple to control, requiring only basic orientation to use.
All mecha have stats like a human, which add to the stats of their pilots as indicated.
Stats
- Movement (Grace): How good a moving, speed and agility the unit is
- Gunnery (Perception): How accurate the unit's weapons are
- ECM (Knowledge): The units electronic battle qualities
- Reaction System (Smarts): How responsive the units controls are
- Melee (Power): How good at hitting and smashing up close the unit is
- Persona (Charisma:) how cool your mecha looks
Asuras
Asuras are small armours ranging from half a ton to four tons in weight. They are often used by rapid response teams, SWAT units and in ship to ship boarding actions. While not as powerful as a Devas, they are extremely agile, and small enough to fit into most areas.
Devas
Devas are larger devices weighing up to one hundred tons. They are heavily shielded and armoured, capable of absorbing large amounts of punishment, they are fast and very agile for their size, though not compared to the smaller Asuras. Devas often make up the first wave of an orbital drop, or clash around the edges of a capital ship duel, before closing to deliver overwhelming fire to enemy battleships and carriers.
Devas and Asuras weapons
Devas and Asuras scale versions of all normal weapons exist. They have similar stats but do Asuras or Devas level damage (or in the case of anti-armour weapons Devas or Starship level damage). However, due to the additional size and power built into a Asuras or Devas, they can also carry various other devices not available to infantry. Most can carry up to two weapons, one melee and one ranged.
WISP system
Vector Beams
Shear Beams
Super Beam Rifle
Cluster Missiles
Devas and Asuras Traits
Most Devas and Asuras only have one to two traits, but some (such as those bought with exotic equipment) have up to four. No unit may have more than one type however.
Additional hard point
Your suit can carry an additional weapon
Anti-aircraft tracking
You can track aircraft and helicopters better, negating any penalties to attack them.
Antimissile System
Your mecha is fitted with an experimental antimissile device. When you come under a missile or rocket based attack, roll Wits + reactions and reduce the successes by that number.
Awesome Looking
Your mecha is awesome looking can reroll any failed Persona checks.
Close Combat Type
You gain an additional melee weapon hard point and may act three times per round in melee combat.
Command Type
Gain +1 Armour, +1 Persona and +2 electronics
Custom
Gain +2 Mecha build points
Engineering Type
Gain +2 armour, and all the tools you need to efficently use the Combat engineering skill in your mecha
Explosive Reactive Armour
Gain +4 armour on the first 4 hits to your suit.
Heavy Weapons Type
You have two additional ranged weapons hard points, double ammo and may fire up to 2 weapons per turn. However your suit is heavier than usual, -1 to move
Improved Jump Jets
Gain a reroll to any maneuver that uses them.
Improved Sensors
you have extremely good sensors. gaining a reroll on any attempt to use them.
Improved Force Field
Most mecha have a force field. Yours is double the usual strength.
Land Spinners
Your Mecha is much faster than usual, gaining a reroll on any roll to move quickly or cross distance.
Low Maintenance
Anyone working on your mecha gains +2 to their intelligence for the purpose of maintaining or fixing it.
Marine Type
Allows free movement in water without penalty, and a reroll on any action while underwater.
Stealth Coating
All enemies are at minus 2 to locate you.
Sniper Type
Removes all penalties for range and gains +2 on coordination/grace rolls for shooting.
Surveillance Type
Your unit is designed as a scout. Gain the effects of improved sensors and stealth and +1 to Move.