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FEMTO Mecha Splat v0.4

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Mar 12th, 2014
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  1. v0.4 New Additions: Iron Steed, Repeating Rocket Launcher, Vulcan, Long-Range Rifle, Bazooka, Twin Cannons, Horse Fangs, players now start with 4 Piloting Skill Points
  2. v0.3 New additions: Standard Weapons, Re-named ID codes, Tallhorse Cannon, Anti-Mecha weaponry.
  3.  
  4. How To Build:
  5. 1. Select a unit to start with and build off of. Depending on setting or situation, your selection may be limited.
  6. 2. Refer to the weapons and equipment section following the unit section. Select which weapons and equipment that you would like your unit to have. The weapon and/or equipment's total Weight Points may not exceed the Weight Points of the unit.
  7. 3. Most weapons have Piloting Skills related to them, which you may purchase for however many Piloting Skill Points they cost. Currently, all players start with 4 Piloting Skill Points. They may increase over time due to rule changes, or the GM may grant the players more Piloting Skill Points based on in-game experience. Piloting Skills are not permanent, and may be switched out before the start of a new session. Additional Piloting Skills have their own section that you can choose them from.
  8.  
  9.  
  10. Units
  11.  
  12. Name- Description of unit
  13. Damage: How much damage a unit can take before being destroyed.
  14. Size: The size class of a unit (Small, Medium, Large, Extra Large, Giant)
  15. Mounting points: Points on the unit's body to which weapons can be mounted. If a mounting point is unoccupied, then wielded weaponry may be kept there when not in use.
  16. Wielding points: Areas where manipulators and such can hold weapons. These are different from mounting points in that mounting points are unable to switch out weaponry while on an operation or away from the garage, while wielding points can switch out weapons.
  17. Weight points: How much weight the unit can handle.
  18. Bonus: Any Skills or Modifiers a unit gives in or out of battle.
  19. Standard Weapons: Any weapons that come pre-mounted on the unit. These cannot be removed, unless stated so.
  20.  
  21. HKAT-01 Tallhorse: A bipedal, two-armed, single-pilot robot. It stands at four meters tall. It has a small tread system and motor at its feet, and can turn on a dime thanks to them, as well as travel faster than its working legs can carry it. It is capable of jumping 18 meters thanks to its back-mounted jump jets. It is available to all pilots as a base mecha.
  22. Damage: 40
  23. Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip
  24. Wielding points: Left Hand, Right Hand
  25. Weight points: 10
  26. Bonus: Strength in Numbers: Any unit sharing this skill performing the same action as you gains +X on successful rolls where X is the number of units performing the action, as do you.
  27. Standard Weapons: N/A
  28.  
  29. HKAT-01K Tallhorse Pro: An enhanced version of the Tallhorse, reserved for squad leaders. It has both extra armor and an improved inner frame so that it is capable of moving just as well as a regular Tallhorse, even with more weight on it.
  30. Damage: 50
  31. Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip
  32. Wielding points: Left Hand, Right Hand
  33. Weight Points: 15
  34. Bonus: Strength in Numbers: Any unit sharing this skill performing the same action as you gains +X on successful rolls where X is the number of units performing the action, as do you.
  35. Commander: A unit that performs an action that you tell them to in-character gains a +1 on successful rolls.
  36. Standard Weapons: N/A
  37.  
  38. HKAT-01C Tallhorse Cannon: A variant of the regular Tallhorse with two shoulder-mounted cannons and two spikes mounted to the sides of the bottom leg halves for firing stability. Do to the nature of the added weight form the cannons, some armor has been removed to that the inner frame does not collapse from the strain.
  39. Damage:35
  40. Mounting Points: Left Hip, Right Hip
  41. Wielding Points: Left Hand, Right Hand
  42. Weight Points: 8
  43. Bonus: Strength in Numbers: Any unit sharing this skill performing the same action as you gains +X on successful rolls where X is the number of units performing the action, as do you.
  44. Standard Weapons: 2x HK02C Shoulder Cannon
  45.  
  46. HKAT-02 Iron Steed: What would logically be the first step actually came second, as the Iron Steed followed the more experimental Tallhorse. This unit is actually a quadripedal equine unit, and something more natural for the majority of the consumers of the Highlander-Krush Company. It features a stronger inner frame than the Tallhorse, while having an equal amount of armor, allowing it to easily keep up with its older brother. At 6 meters tall, it's more comparable to an exoskeleton, as the interior has a control scheme made just for pony-shaped races.
  47. Damage: 40
  48. Mounting Points: Back, Left Flank, Right Flank, Mouth
  49. Wielding Points: N/A
  50. Weight Points: 12
  51.  
  52.  
  53.  
  54.  
  55. Arms and Equipment
  56.  
  57. Name- Description of item
  58. Rules: How the item is used
  59. Location: Where the item can be wielded/mounted/used
  60. Ammunition: How many times a weapon may be used.
  61. Weapon Category: Categories and descriptors that the weapon and ammunition fit into.
  62. Size: Size class of a weapon, and what size class unit can use it.
  63. Weight Points: How much the item weighs
  64. Mounting points: Where equipment can be mounted on the item
  65. Bonus: Any skills or modifiers added by using the weapon.
  66.  
  67. HK01 Machine Rifle- A weapon produced by the Highlander-Krush company, this is a standard, handy, reliable assault rifle for intended use by the Tallhorse unit.
  68. Location: Wielding- Hand, Mounting- Shoulder
  69. Rules: Roll Xd2+2, where X is the number of bullets fired. This weapon can fire in single shot, 3-shot, and full spray mode. A 1 is a miss, and a 2 deals 2 damage by default. Rolling a 1 is not considered a critical fail.
  70. Ammunition: 15
  71. Weapon Category: Firing/Bullet/Small Caliber/Single-Action/Semi-Automatic/Automatic/One-Handed
  72. Size: Small
  73. Weight Points: 3
  74. Bonus: Ammo Mod- When wielding an HK01 Machine Rifle, you may freely choose how many bullets you fire at once. 1 Skill Point
  75. Bayonet- Mounts a bayonet on the underside of the barrel, allowing you to attack in melee range without switching the weapon out. When attacking with the bayonet, roll 1d10+3. Add 'Melee' to this weapon's Weapon Category. 1 Skill Point, 1 Weight Point
  76. One Shot- When firing this weapon once, roll 1d10+5. 2 Skill Points
  77. Laser Sight: Attaches a laser sight on the side of the barrel. When attacking with this Weapon, you now roll Xd3+2, where 1 is a fail and 2/3 are a success. Add 'Laser Sight' to this weapon's Weapon Category. 2 Skill Points.
  78.  
  79. HK02 Shoulder Cannon- A shoulder mounted cannon for intended use by Highlander-Krush units. It swivels up and down, and has a down-feeding magazine that allows a full 90-degree turn.
  80. Location: Mounting- Shoulder
  81. Rules: Roll 1d10+8 to determine hit and damage. Only add the +8 if the roll is a success. Rolling a 1 is not considered a critical fail. This weapon cannot be used in the same round as another weapon.
  82. Ammo: 6
  83. Weapon Category: Firing/Bullet/Armor Piercing/Medium Caliber/Single-Action/Shoulder-Mounted
  84. Size: Small
  85. Weight Points: 5
  86. Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise. Free
  87. Extended Magazine: Adds 6 to the amount of total Ammo for this weapon.
  88. Rifled Barrel: When firing this weapon, change the roll to 1d10+12. Only add the +12 if the roll is a success. 2 Skill Points
  89.  
  90. HK02C Shoulder Cannon- A variant of the HK02 Shoulder Cannon that comes pre-mounted on the HKAT-01C Tallhorse Cannon. It is slightly less powerful than a stander HK02, but is capable of firing both shoulder cannons simultaneously.
  91. Location: Mounting- Shoulder
  92. Rules: Roll 1d10+6 to determine hit and damage. Only add the +8 if the roll is a success. Rolling a 1 is not considered a critical fail. This weapon cannot be used in the same round as another weapon.
  93. Ammo: 6
  94. Weapon Category: Firing/Bullet/Armor Piercing/Medium Caliber/Single-Action/Shoulder-Mounted
  95. Size: Small
  96. Weight Points: N/A
  97. Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise. Free
  98. Extended Magazine: Adds 6 to the amount of total Ammo for this weapon.
  99. Rifled Barrel: When firing this weapon, change the roll to 1d10+12. Only add the +12 if the roll is a success. 2 Skill Points
  100.  
  101.  
  102. HK03 Shoulder Missiles- A rectangular-shaped missile launcher for intended use by Highlander-Krush units. It uses a computer targeting system to ensure the missiles hit the target.
  103. Location: Shoulder
  104. Rules: Roll 1d10 to lock on, then Xd10 to determine damage, where X is the number of missiles fired. The lock on roll and damage roll may be done on separate rounds. A 1 is not considered a critical fail.
  105. Ammunition: 6
  106. Weapon Category: Firing/Laser Sight/Missile/Explosive/Selective Firing/Shoulder-Mounted
  107. Size: Small
  108. Weight Points: 5
  109. Bonus: High Explosives: Add +1 to the damage roll. In the event of 1s on the damage roll, take 2 damage for each 1. 1 Skill Point
  110. Pro Targeting Computer: When wielding an HK03 Missile Launcher, add +2 to the lock on roll. 2 Skill Points
  111.  
  112. HK04 High Magnum- A revolver-type gun for the Tallhorse unit. It has a satisfying sound when it fires, and can be mounted in a hip-holster for when it's not being used.
  113. Location: Mounted- Hip, Wielding- Hand
  114. Rules: Roll 1d10+5 to determine hit and damage. Add the +5 only if the roll is a success. A 1 is not considered a critical fail.
  115. Ammunition: 6
  116. Weapon Category: Firing/Bullet/Small Caliber/Single Action/One-handed/Dual Wield
  117. Size: Small
  118. Weight Points: 1
  119. Bonus: Seven Shooter: This weapon now holds 7 ammo. 1 Skill Point
  120. Iron Sight Specialist: When wielding (a) HK04 High Magnum(s), add +2 before the +5. 2 Skill Points.
  121.  
  122. HK05 Hip Banger- A small grenade launcher intended for the Tallhorse unit. An emergency weapon, meant to be used quick and easily by having it be hip mounted.
  123. Location: Hip
  124. Rules: Roll 1d10+10 to determine hit and damage. All rolls are considered a success, but on rolls 3 or lower, the unit using the weapon takes damage equal to the target. This weapon cannot be used at the same time as any other weapon.
  125. Ammunition: 1
  126. Weapon Category: Firing/Explosive/Single Action
  127. Size: Small
  128. Weight Points: 1
  129. Bonus: Explosive Bolts: After this weapon has been fired, you may eject it from the mounting point. Free
  130. Emergency Action: When wielding an HK05 Hip Banger, add +2 to the roll before the +10. 1 Skill Points.
  131.  
  132. HK06 Drill Arm- A modified Tallhorse Arm that has a drill mounted on the forearm, and is reinforced to be able to handle the drill.
  133. Location: Hand
  134. Rules: Roll 1d10+5 to determine initial damage, then roll 5d2 to determine continued damage. Rolling a 1 stops the damage chain, and every 2 rolled before then deals 2 damage. With this weapon equipped, the Hand that it occupies is unable to wield any other weapon.
  135. Ammunition: N/A
  136. Weapon Category: Melee/Pointed/Permanent Wield
  137.  
  138. HK07 Repeating Rocket Launcher- A cylindrical mounted rocket launcher that fires a barrage of light rockets. It's notable for how much of the inexpensive ammunition it can store at once.
  139. Location: Shoulder
  140. Rules: Roll Xd10, where X is the number of rockets fired. All successful rolls do 5 damage. This weapon crits at 9+, at which point it does 8 damage.
  141. Ammunition: 12
  142. Weapon Category: Firing/Rocket/Explosive/Selective Firing/Shoulder-Mounted
  143. Size: Small
  144. Weight Points: 4
  145. Bonus: High Explosives: Add +1 to the damage roll. In the event of 1s on the damage roll, take 2 damage for each 1. 1 Skill Point
  146.  
  147. HK08 Vulcan- A small, rapid-fire gun that does minimal to moderate damage, but has a great amount of ammunition and is light-weight.
  148. Location: Hip, Flank
  149. Rules: Roll 10d10, expending ten bullets each time fired. When an enemy is in close range, a successful roll does 2 damage each, 5 when rolling a 10. When an enemy is at a long range, a successful roll does 1 damage each, 3 when rolling a 10. This weapon is ineffective against long-range targets.
  150. Ammunition: 40
  151. Weapon Category: Firing/Bullet/Small Caliber/Semi-Automatic
  152. Size: Small
  153. Weight Points: 3
  154. Bonus: Extended Vulcan Magazine: With this skill, this weapon's ammunition goes to 60, including Extra Ammo.
  155.  
  156. HK09 Long-Range Rifle- A heavy, long-range gun for heavy damage that keeps the unit at a safe distance from the enemy.
  157. Location: Mounted-Shoulder/Back, Wielded- Hand/Back
  158. Rules: Roll 1d10 to determine what you must roll for a successful attack. You may re-roll once per turn if unsatisfied with your current roll. Next, roll 1d10+10 for your attack roll. On a critical roll, the total damage is doubled. You may roll to aim and fire in the same round.
  159. Ammunition: 3
  160. Weapon Category: Firing/Bullet/Large Caliber/Armor Piercing/Single Action
  161. Size: Small
  162. Weight Points: 5
  163. Bonus: Quick Scope: When rolling to aim and fire in the same round, add a -2 modifier to the aiming roll. 2 Skill Points.
  164.  
  165. HK10 Bazooka- A heavy, mid-range gun that launches non-guided missiles.
  166. Location: Mounted- Shoulder/Back, Wielded- Hand/Back
  167. Rules: Roll 1d10 to determine what you must roll for a successful attack. You may re-roll once per turn if unsatisfied with your current roll. Next, roll 1d10+10 for your attack roll.
  168. Ammunition: 5
  169. Weapon Category: Firing/Missile/Explosive/Single Action
  170. Size: Small
  171. Weight Points: 4
  172. Bonus: Firebomb: A successful attack lights the enemy on fire, doing 2 damage per round. 2 Skill Points.
  173.  
  174. HK11 Twin Cannons- A set of cannons made for the Iron Steed, mounted on the back and capable of 360 degrees of rotation and 120 degrees of swivel, thanks to the side-mounted ammo feeds.
  175. Location: Back
  176. Rules: Roll 2d10+5. On critical rolls, the modifier becomes +10.
  177. Ammunition: 6
  178. Weapon Category: Firing/Bullet/Small Caliber/Single Action/Back Mounted
  179. Size: Small
  180. Weight Points: 6
  181. Bonus: Extended Magazine: Increases the ammunition to 10. 1 Skill Point
  182. Successive Success: Add a +1 modifier for every successful successive roll when using this weapon. Does not carry over if you use a different weapon, then switch back to this one.
  183.  
  184. HK12 Horse Fangs- A weapon made especially for the Iron Steed, since it is incapable of wielding heat weapons. This mouth-mounted, double-sided knife is made for close-quarters combat, and sticks out either side of the Iron Steed's mouth.
  185. Location: Mouth
  186. Rules: Roll 1d10+3.
  187. Ammunition: N/A
  188. Weapon Category: Melee/Edged
  189. Size: Small
  190. Weight Points: 1
  191. Bonus: Long Fangs: When rolling, the roll becomes 1d10+1+3. 1 Skill Point
  192. Side-to-Side Slash: Roll 2d10+3. Only count the second roll if the first one is successful. 2 Skill Points.
  193.  
  194. Heat Weapon: A mecha-sized weapon, usually custom made, that has a generator on it that heats up an edge, or the entire striking portion of the weapon. Heat Weapons are sorted into the following-
  195.  
  196. Small Heat Weapon: A weapon that only needs one hand to wield, and may be dual-wielded. Knives, hatchets, short-swords, brass knuckles, etc.
  197. Location: Mounted- Hip/Shoulder, Wielded- Hand
  198. Rules: When Single Wielding, roll 1d10+3. When Dual Wielding, roll 2d10+3.
  199. Ammunition: N/A
  200. Weapon Category: Melee/Dual Wield/Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed, Throwing
  201. Size: Equal to that of the unit it is made for.
  202. Weight Points: 1
  203. Bonus: Throw: If the weapon has the 'Throwing' Weapon Category, it may be thrown by rolling 1d10+4. If the roll is successful, the weapon is embedded in the target, and may not be retrieved until the target is dead/destroyed/unmoving. If the roll is a failure, the weapon may be retrieved. Free
  204. Tactical Weaponry: When attacking and Single Wielding, roll 1d10+5. 1 Skill Point.
  205. Back-strike: Roll 2d10. The first roll determines if you are able to move behind the enemy, and succeeds on a 7. The second die determines the damage, and the result will be doubled to determine damage. 2 Skill Points
  206.  
  207. Large Heat Weapon: A weapon that requires one hand to be held, and may be wielded with two hands. Swords, sabers, rods, staves, axes, etc.
  208. Location: Mounted- Hip/Shoulder, Wielded- Hand/s
  209. Rules: When wielding One-Handed, Roll 1d10+5. When wielding Two-Handed, roll 1d0+6.
  210. Ammunition: N/A
  211. Weapon Category: Melee/One-Handed/Two-Handed/Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed
  212. Size: Equal to that of the unit it is made for
  213. Weight Points: 3
  214. Bonus: Sword Master: When wielding a weapon that could be described as a sword, add +2 to the attack roll. 1 Skill Point
  215.  
  216. Great Heat Weapon: A weapon that requires two hands to wield. Zweihanders, Greataxes, Double-Headed Axe, Warhammer, Halberd, etc.
  217. Location: Mounted- Shoulder, Wielded- Hands
  218. Rules: When wielding this weapon, both hands must be unoccupied. Roll 1d10+10 to attack.
  219. Ammunition: N/a
  220. Weapon Category: Melee/Two-Handed/ Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed
  221. Size: Equal to that of the unit it is made for.
  222. Weight Points: 5
  223. Bonus: Sword Master: When wielding a weapon that could be described as a sword, add +2 to the attack roll. 1 Skill Point.
  224. Cleave: Attacks multiple enemies at once. The DC is raised by how many enemies the attack is being used on at once.
  225.  
  226. Equipment
  227.  
  228. Extra Ammo- A holster able to carry extra ammunition for any weapon with the Small Arm Weapon Category.
  229. Location: Hip
  230. Rules: When a weapon with the Small Caliber Weapon Category runs out of Ammunition, you may refill it once.
  231. Ammunition: 1
  232. Weapon Category: Small Caliber/Support
  233. Size: Small
  234. Weight Points: 1
  235.  
  236. Weapon Rack- A rack that allows you to store two Small or Large Heat Weapons in the same location.
  237. Location: Shoulder.
  238. Rules: Two Heat Weapons, Large or Small, may be stored in the same location/
  239. Ammunition: N/A
  240. Weapon Category: Support
  241. Size: Small
  242. Weight Points: 1
  243.  
  244. Belt Feeder- A shoulder-mounted drum of ammunition for the HK01 Machine Rifle that extends the amount of ammunition for the weapon.
  245. Location: Shoulder
  246. Rules: When wielding an HK01 Machine Rifle, this item extends the ammunition from 12 to 30. This weapon cannot be refilled with Extra Ammo, but two of them may be used(i.e. one Belt Feeder runs out of ammo, the second Belt Feeder can be used).
  247. Ammunition: 1
  248. Weapon Category: Small Caliber/Support
  249. Size: Small
  250. Weight Points: 6
  251.  
  252.  
  253. Other Skills:
  254.  
  255. Field Repairs: When on an operation, you are able to freely recover up to 15 points of damage. You may spend the points however you like. 1 Skill point
  256.  
  257. Patch Kit: When on an operation, you may heal 10 points of damage on a single target, limit 3 before returning. 2 Skill Points
  258.  
  259.  
  260. Anti-Mecha Weaponry
  261.  
  262. The following weapons are usable for characters outside of piloting, in the event that they are to combat enemy mecha without access to their own units. Only one weapon can be on a character's person at once, and they must spend a turn preparing to use them.
  263.  
  264. SG-01 Anti-Tank Rifle: A rifle put together by the Sunshine-Greens corporation. A large rifle that comes with a folding shoulder stock and a bipod stand with a rubber grip for those with hands. Capable of being used while moving or stationary.
  265. Location:Storage-Back, Wielding-Hooves/Paws
  266. Rules: Roll 2d10s. The first d10 determines how well your character aims, and is the lowest number your character must roll for a success. Base damage is 5, and every subsequent number higher adds +1 damage each, and +2 for each subsequent number over five (e.g. With an aiming roll of 4, 5= 6 damage, 7= 8 damage, 9= 11 damage, 10= 13 damage) If not satisfied with the initial aiming roll, you may reroll next round, or until satisfied.
  267. Ammunition: 5
  268. Weapon Category: Firing/Bullet/Large Caliber/Two-Handed/Anti-Mecha
  269. Size: Small
  270. Weight Points: N/A
  271. Skills: Quick Scope: When rolling for Aiming and Damage in the same turn, add a -2 modifier to the Aiming roll. 1 Skill Point.
  272.  
  273. MAS-ER01: The Millions-Ace-Sidewinder company brings you the Electric Rifle model 01, a folding gun that fires a bolt of lightning from the end that can disable and weaken an enemy unit, making the MAS-ER01 a key tool in anti-mecha combat.
  274. Location: Storage-Back, Wielding-Hooves/Paws
  275. Rules: Roll 1d10. A successful roll disables a mounted or wielded weapon, and prevents the target from switching out with other weapons.
  276. Ammunition:N/A, recharges over 2 turns.
  277. Weapon Category: Firing/Energy/Electric/Two-Handed/Anti-Mecha
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