The
vehicle rules are entirely appropriate for ground cars and other normal modes of transportation; however, even a clumsy
mecha is more maneuverable than a normal
vehicle.
On the ground,
mecha move as characters. They can
turn at any time, move in any direction, and stop on a dime. In the air, though, they are more limited.
Minimum Forward Speed: If a flying
mecha fails to maintain its
minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of
falling. If this distance brings it to the ground, it takes
falling damage. If the fall doesn't bring the
mecha to the ground, the operator must succeed at a Pilot check (DC 20) to recover. Otherwise, it falls another 300 feet. If it hits the ground, it takes
falling damage. Otherwise, it has another chance to recover on its next
turn.
Hover: The ability to stay in one place while airborne.
Reverse: A
mecha with good maneuverability uses up 5 feet of its
speed to start flying backward.
Turn: How much the flying
mecha can
turn after covering the stated distance.
Maximum Turn: How much the
mecha can
turn in any one space.
Up Angle: The angle at which the
mecha can ascend.
Up Speed: How fast the
mecha can ascend.
Down Angle: The angle at which the
mecha can descend.
Down Speed: A flying
mecha can descend at twice its normal flying
speed.
Between Down and Up: An average, poor, or clumsy
mecha must fly level for a minimum distance after descending and before ascending. Any flying
mecha can begin descending after an ascent without an intervening distance.
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