To build a handheld or
integrated weapon from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical
tool kit takes a -4 penalty on the
skill check. The character must also make a
Wealth check against the weapon's
purchase DC.
Table: Mecha Weapons
|
Weapon
|
Damage
|
Critical
|
Damage Type
|
Range Increment
|
Rate of Fire
|
Magazine
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Progress Level 5: Information Age
|
A3X Dragon flame thrower |
4d6 |
-
|
Fire |
- |
Single
|
20 int.
|
Large
|
75 lb.
|
21
|
Mil (+3)
|
M-9 Barrage chaingun |
5d6 |
20
|
Ballistic |
60 ft. |
S, A
|
Linked
|
Huge
|
100 lb.
|
21
|
Res (+2)
|
M-53 Firestar rocket launcher |
10d6 |
-
|
Fire |
- |
Single
|
6 int.
|
Huge
|
35 lb.
|
24
|
Mil (+3)
|
M-55 Crud rocket launcher |
10d6 |
-
|
Slashing |
- |
Single
|
6 int.
|
Huge
|
35 lb.
|
24
|
Mil (+3)
|
M-87 Talon missile launcher |
15d6 |
20
|
Ballistic/ Fire |
- |
Single
|
4 int.
|
Huge
|
20 lb.
|
23
|
Mil (+3)
|
PS-15 Panther claws |
Varies1 |
19-20
|
Slashing |
- |
-
|
-
|
Varies1
|
-
|
Varies1
|
-
|
Thunderbolt shock rod |
Varies1 |
20
|
Electricity/ Bludgeoning |
- |
-
|
-
|
Varies1
|
-
|
Varies1
|
-
|
Warpath recoilless rifle |
10d6 |
20
|
Ballistic |
40 ft. |
S, A
|
20 box
|
Huge
|
50 lb.
|
22
|
Mil (+3)
|
Progress Level 6: Fusion Age
|
Corona microwave beam |
5d6 |
20
|
Fire |
15 ft. |
Single
|
-
|
Large
|
15 lb.
|
19
|
Res (+2)
|
LK8 armor-piercing pike |
Varies1 |
3
|
Piercing |
- |
-
|
-
|
Varies1
|
-
|
Varies1
|
-
|
M-21 Comet autolaser |
8d6 |
20
|
Fire |
75 ft. |
S, A
|
-
|
Huge
|
40 lb.
|
22
|
Mil (+3)
|
M-70 EMP rocket launcher |
10d62 |
20
|
Electricity
|
- |
Single
|
6 int.
|
Huge
|
35 lb.
|
27
|
Mil (+3)
|
M-75 Cricket rocket launcher |
10d62 |
-
|
Sonic |
- |
Single
|
6 int.
|
Huge
|
35 lb.
|
25
|
Mil (+3)
|
NKP Puma pop-up turret |
8d6 |
20
|
Fire |
75 ft. |
Single
|
-
|
Large
|
20 lb.
|
23
|
Mil (+3)
|
T-95 Cavalcade chaingun |
7d6 |
20
|
Ballistic |
60 ft. |
S, A
|
Linked
|
Huge
|
80 lb.
|
21
|
Res (+2)
|
Typhoon 240 laser cannon |
10d6 |
20
|
Fire |
100 ft. |
Single
|
-
|
Huge
|
80 lb.
|
25
|
Mil (+3)
|
Progress Level 7: Gravity Age
|
Chrysanthemum laser array |
16d6 |
-
|
Fire |
- |
Single
|
1 int.
|
Huge
|
50 lb.
|
26
|
Mil (+3)
|
M-300 Rhino mass cannon |
8d12 |
20
|
Ballistic |
100 ft. |
Single
|
-
|
Huge
|
65 lb.
|
29
|
Mil (+3)
|
PS-25 Tiger claws |
Varies1 |
19-20
|
Slashing |
- |
-
|
-
|
Varies1
|
-
|
Varies1
|
-
|
Tsunami 480 plasma cannon |
12d6 |
See text
|
Fire |
See text |
Single
|
-
|
Huge
|
75 lb.
|
25
|
Mil (+3)
|
XJ-A Python electro-whip |
Varies1 |
20
|
Electricity
|
- |
-
|
-
|
Varies1
|
-
|
Varies1
|
-
|
Progress Level 8: Energy Age
|
Avenger electro-scimitar3 |
Varies1 |
18-20
|
Slashing/ Electricity |
- |
-
|
-
|
Varies1
|
-
|
Varies1
|
-
|
LT-5 Longshot mass driver |
15d6 |
20
|
Ballistic |
120 ft. |
Single
|
10 box
|
Huge
|
90 lb.
|
24
|
Mil (+3)
|
RP-91 Reaper laser scythe3 |
Varies1 |
4
|
Slashing/ Fire |
- |
-
|
-
|
Varies1
|
-
|
Varies1
|
-
|
1 See the weapon's description for details. |
2 See the weapon's description for collateral effects to crew and passengers. |
3 This mastercraft weapon grants a +1 bonus on attack rolls. |
A3X DRAGON FLAME-THROWER (PL 5)
Used primarily against soft, unarmored targets, the A3X Dragon flame-thrower sprays a 30-foot cone of burning liquid fuel. Anyone caught within the cone must succeed at a Reflex save (DC 13) or take 4d6 points of fire
damage. The flame-thrower carries enough fuel for 20 attacks; refueling the tank has a
purchase DC of 12.
Range Increment: Emanates from
mecha.
Saving Throw: Reflex half (DC 13).
M-9 BARRAGE CHAINGUN (PL 5)
Essentially a high-tech version of the medium machinegun, the M-9 Barrage has multiple barrels that fire large-caliber
ammunition, dealing 5d6 points of ballistic
damage on a successful hit. The base unit has enough room for four 50-round ammo belts. Each additional
equipment slot devoted to ammo storage has room for six more ammo belts. Each additional ammo belt has a
purchase DC of 8.
Equipment Slots: 1, must be hand (or arm if Large), arm, or shoulders.
Range Increment: 60 feet.
Target: Single
target within 600 feet, or autofire.
Restriction: Restricted (+2).
M-53 FIRESTAR ROCKET LAUNCHER (PL 5)
M-53 Firestar rocket launchers fire self-guided incendiary-tipped rockets at any point within
range. When the rocket reaches the designated
target point-which can be a point in mid-air-it explodes, dealing 10d6 points of fire
damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the
damage by half. The system carries six rockets.
Equipment Slots: 1 for launcher, must be hand (or arm if Large), arm, or shoulders; 1 for each six-rocket pack.
Area: 20-foot-radius burst.
Saving Throw: Reflex half (DC 17).
Purchase DC: 24 for rocket launcher and 6 rockets, 12 per additional 6-rocket pack.
M-55 CRUD ROCKET LAUNCHER (PL 5)
The M-55 Crud rocket launcher is similar to the M-53 Firestar rocket launcher. M-55 Crud shells release high-velocity shrapnel that deals 10d6 points of slashing
damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the
damage by half.
M-87 TALON MISSILE LAUNCHER (PL 5)
Equipment Slots: 1 for launcher, must be hand (or arm if Large), arm, or shoulders; 1 for each 4-missile battery.
Purchase DC: 23 for missile launcher and 4 missiles, 21 per additional 4-missile pack.
PS-15 PANTHER CLAWS (PL 5)
A
mecha equipped with these durable alloy claws can tear great rents in most metal plating. The claws can be extended or retracted as a free action.
The claws convert the
mecha's slam attack into a claw attack that deals slashing
damage. The amount of
damage is based on the
mecha's size: Large 2d6, Huge 2d8, Gargantuan 4d6, and Colossal 4d10. The claws have a critical threat
range of 19-20.
The claws are one size category smaller than the
mecha's size category.
Equipment Slots: 1, must be hand (or arm if Large).
Target: Single
target within reach.
THUNDERBOLT SHOCK ROD (PL 5)
The Thunderbolt shock rod is essentially a one-handed metal rod with an electrical current running through the end.
Damage is determined by the size of the
mecha wielding it: Large 6d6, Huge 8d6, Gargantuan 10d6, and Colossal 12d6. Half of the
damage is bludgeoning
damage, and half is
electricity damage.
The shock rod's size category is the same as the
mecha's size category.
Equipment Slots: 1, must be hand (or arm if Large).
Target: Single
target within reach.
WARPATH RECOILLESS RIFLE (PL 5)
The Warpath recoilless rifle is a rapid-fire cannon that fires shells that detonate on impact. Each shell deals 10d6 points of
damage, and the system's magazine holds 20 shells.
Equipment Slots: 1 for rifle, must be hand (or arm if Large); 1 for each 20-round magazine.
Range Increment: 40 feet.
Target: Single
target within 400 feet, or autofire.
Purchase DC : 22 for rifle and 20-round magazine, 15 per additional magazine.
CORONA MICROWAVE BEAM (PL 6)
The Corona microwave beam is the cheapest PL 6
mecha energy
weapon. It deals 5d6 points of fire
damage on a successful hit.
Range Increment: 15 feet.
Target: Single
target within 150 feet.
Restriction: Restricted (+2).
LK8 ARMOR-PIERCING PIKE (PL 6)
This massive carbon-alloy polearm deals piercing
damage based on the size of the
mecha wielding it: Large 2d10, Huge 4d10, Gargantuan 6d10, and Colossal 8d10. It deals triple
damage on a successful
critical hit. The
mecha applies one and one-half times its Strength bonus on
damage rolls when wielding the
weapon with both hands. The pike has an extra 5 feet of reach.
The
armor-piercing pike's size category is one greater than the
mecha's size category, up to a maximum size of Colossal.
Equipment Slots: 1, must be hand (or arm if Large).
Target: Single
target within reach.
M-21 COMET AUTOLASER (PL 6)
Consisting of a rotating ring of laser cannons, the M-21 Comet autolaser deals 8d6 points of fire
damage with a successful attack.
Equipment Slots: 2, including hand (or arm if Large), arm, or shoulders.
Range Increment: 75 feet.
Target: Single
target within 750 feet, or autofire.
M-70 EMP ROCKET LAUNCHER (PL 6)
The M-70 EMP rocket launcher is similar to the M-53 Firestar rocket launcher. An EMP shell releases an electromagnetic pulse that deals 10d6 points of
electricity damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the
damage by half.
If a
mecha takes any
damage from an EMP rocket, all crew and passengers aboard the damaged
mecha must succeed at a Fortitude save (DC 15) or be dazed for 1 round.
Purchase DC: 27 for rocket launcher and 6 rockets, 15 per additional 6-rocket pack.
M-75 CRICKET ROCKET LAUNCHER (PL 6)
The M-75 Cricket rocket launder is similar to the M-53 Firestar rocket launder. A Cricket shell releases a sonic pulse that deals 10d6 points of sonic
damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the
damage by half.
If a
mecha takes any
damage from a Cricket rocket, all crew and passengers aboard the damaged
mecha must succeed at a Fortitude save (DC 15) or be deafened for 1d6 rounds.
Purchase DC: 25 for rocket launcher and 6 rockets, 13 per additional 6-rocket pack.
NKP PUMA POP-UP TURRET (PL 6)
The NKP Puma pop-up turret is a miniature plasma cannon concealed under a breakaway hatch in a
mecha's hull. A triumph of miniaturization, it packs significant wallop in a small, versatile (it can be installed in any
equipment slot) package. It deals 8d6 points of fire
damage.
Range Increment: 75 feet.
Target: Single
target within 750 feet.
T-95 CAVALCADE CHAINGUN (PL 6)
More compact and powerful than the M-9 Barrage chaingun, the M- 95 Cavalcade has multiple barrels that fire large-caliber
ammunition, dealing 7d6 points of ballistic
damage on a successful hit. The base unit has enough room for four 50-round ammo belts. Each additional
equipment slot devoted to ammo storage has room for six more ammo belts. Each additional ammo belt has a
purchase DC of 10.
Equipment Slots: 1, must be hand (or arm if Large), arm, or shoulders.
Range Increment: 60 feet.
Target: Single
target within 600 feet, or autofire.
Purchase DC: 21 for
weapon, 10 for ammo belt.
Restriction: Restricted (+2).
TYPHOON 240 LASER CANNON (PL 6)
A reliable laser cannon, the Typhoon 240 deals 10d6 points of fire
damage with a successful attack.
Equipment Slots: 2, including hand (or arm if Large), arm, shoulders, or visor.
Range Increment: 100 feet.
Target: Single
target within 1,000 feet.
CHRYSANTHEMUM LASER ARRAY (PL 6)
A barrage of phosphorus lasers deals
massive damage to the
mecha's surroundings, making this a
weapon of last resort. Everything within 60 feet of the
mecha (but not the
mecha itself) takes 16d8 points of fire damage, after which the lasers burn themselves out. A successful Reflex save (DC 25) means the
target takes only half damage.
Once fired, the Chrysanthemum burst array becomes nonfunctional and must be replaced.
Area: 60-foot-radius burst centered on you.
Saving Throw: Reflex half (DC 25).
M-300 RHINO MASS CANNON (PL 7)
The M-300 Rhino mass cannon charges a small bit of matter with incredible gravitational energy, then hurls it at the
target, where its increased gravitational pull causes it to slam into the
target like a wrecking ball. The
weapon deals 8d12 points of ballistic
damage on a successful hit.
Equipment Slots: 2, including hand (or arm if Large), arm, or shoulders.
Range Increment: 100 feet.
Target: Single
target within 1,000 feet.
An improvement over the PS-15 Panther claws, PS-25 Tiger claws have monofilament edges that shear through
armor plating like knives through butter. They can be extended or retracted as a free action.
The claws convert the
mecha's slam attack into a claw attack that deals slashing
damage. The amount of
damage is based on the
mecha's size: Large 6d8, Huge 8d8, Gargantuan 10d8, and Colossal 12d8. The claws have a critical threat
range of 19-20.
The claws are one size category smaller than the
mecha's size category.
Equipment Slots: 1, must be hand (or arm if Large).
Target: Single
target within reach.
TSUNAMI 480 PLASMA CANNON (PL 7)
The Tsunami 280 plasma cannon has two aperture settings:
focused beam and wide-angle beam. The
mecha operator can switch between settings as a
move action. The
focused beam setting deals 12d6 points of fire
damage with a successful ranged attack, and it has a critical threat
range of 20. On the wide-angle setting, the
weapon automatically hits everything within a 60-foot cone for 12d6 points of fire
damage, but those in the
area can make a Reflex save (DC 19) to reduce the
damage by half.
Critical hits aren't possible on the wide-angle setting.
Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor.
Range Increment/Range: 150 feet (
focused beam), or 60 feet (wide-angle).
Target/Area: Single
target within 1,500 feet, or 60-foot cone.
Saving Throw: None or Reflex half (DC 19; see text).
XJ-A PYTHON ELECTRO-WHIP (PL 7)
The XJ-A Python is an electrified cable with embedded servomotors that wrap around the
target. The Python deals
electricity damage according to the
mecha's size: Large 2d10, Huge 4d10, Gargantuan 6d10, and Colossal 8d10. The Python has an extra 15 feet of reach.
When using the Python, you get a +2 equipment bonus on your opposed
attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
Because the electro-whip can wrap around an enemy's leg or other limb, you can make a
trip attack with it by succeeding at a melee
touch attack. If you are tripped during your own
trip attempt, you can drop or detach the Python electro-whip to avoid being tripped.
The electro-whip's size category is the same as the
mecha's size category.
Equipment Slots: 1, must be hand (or arm if Large).
Target: Single
target within reach.
Restriction: Restricted (+2).
AVENGER ELECTRO-SCIMITAR (PL 8)
The Avenger electro-scimitar is a lightweight and efficient one-handed
melee weapon. As a mastercraft item, it grants a +1 bonus on
attack rolls.
Damage for the energy scimitar is based on the size of the
mecha wielding it: Large 4d6, Huge 8d6, Gargantuan 12d6, and Colossal 16d6. The energy scimitar has a critical threat
range of 18-20. Half of the
damage the energy sword deals is slashing
damage, and the other half is
electricity damage.
The electro-scimitar's size category is the same as the
mecha's size category.
Equipment Slots: 1, must be hand (or arm if Large).
Target: Single
target within reach.
LT-5 LONGSHOT MASS DRIVER (PL 8)
Mass drivers fire hyper-accelerated spent-uranium slugs at the
target, dealing
damage strictly through the massive kinetic energy the round imparts to the
target. A mass driver round deals 15d6 points of ballistic
damage, and the system's magazine holds 10 rounds. Each 10-round magazine has a
purchase DC of 12.
Equipment Slots: 2 for
weapon, including hand (or arm if Large), arm, or shoulders; 1 for each 10-round ammo bay.
Range Increment: 120 feet.
Target: Single
target within 1,200 feet.
Purchase DC: 24 for drive and 10-round magazine, 12 per additional magazine.
RP-91 REAPER LASER SCYTHE (PL 8)
The RP-91 Reaper is a two-handed
melee weapon with a crystal carbon shaft housing laser and magnetic field generators. When activated by the
mecha operator, it suspends a laser beam within a razor-thin magnetic "envelope" shaped like a farmer's scythe. As a mastercraft item, it grants a +1 bonus on
attack rolls.
Damage with a successful melee attack depends on the size of the wielding
mecha: Large 4d10, Huge 6d10, Gargantuan 8d10, and Colossal 10d10. On a successful
critical hit, the
damage is quadrupled. Half of the
damage the energy sword deals is slashing
damage, and the other half is fire
damage. The
mecha applies one and one-half times its Strength bonus on
damage rolls when wielding the
weapon.
The laser scythe's size category is one size category larger than the
mecha's size category, up to a maximum size of Colossal.
Equipment Slots: 2, must be hand (or arm if Large).
Target: Single
target within reach.
Find topic in: Bullet Points, Future |
|
msrd wizards 3.5 srd roleplaying srd msrd Future modern Mecha MRD Future Future roleplaying msrd rpg roleplaying d20 3.5 rpg 3.5 Weapons Mecha srd srd Weapons srd MRD MRD srd MRD mrd mrd Mecha rpg rpg Weapons Mecha wizards 3.5 mrd srd MRD Mecha Future srd |