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FEMTO Mecha Splat v0.3

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Mar 8th, 2014
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  1. v.03 New additions: Standard Weapons, Re-named ID codes, Tallhorse Cannon, Anti-Mecha weaponry.
  2.  
  3. How To Build:
  4. 1. Select a unit to start with and build off of. Depending on setting or situation, your selection may be limited.
  5. 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.
  6. 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 3 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.
  7.  
  8.  
  9. Units
  10.  
  11. Name- Description of unit
  12. Damage: How much damage a unit can take before being destroyed.
  13. Size: The size class of a unit (Small, Medium, Large, Extra Large, Giant)
  14. 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.
  15. 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.
  16. Weight points: How much weight the unit can handle.
  17. Bonus: Any Skills or Modifiers a unit gives in or out of battle.
  18. Standard Weapons: Any weapons that come pre-mounted on the unit. These cannot be removed, unless stated so.
  19.  
  20. 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.
  21. Damage: 40
  22. Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip, Back
  23. Wielding points: Left Hand, Right Hand
  24. Weight points: 10
  25. 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.
  26. Standard Weapons: N/A
  27.  
  28. 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.
  29. Damage: 50
  30. Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip, Back
  31. Wielding points: Left Hand, Right Hand
  32. Weight Points: 15
  33. 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.
  34. Commander: A unit that performs an action that you tell them to in-character gains a +1 on successful rolls.
  35. Standard Weapons: N/A
  36.  
  37. 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.
  38. Damage:35
  39. Mounting Points: Left Hip, Right Hip, Back
  40. Wielding Points: Left Hand, Right Hand
  41. Weight Points: 8
  42. 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.
  43. Standard Weapons: 2x HK02C Shoulder Cannon
  44.  
  45.  
  46.  
  47.  
  48. Arms and Equipment
  49.  
  50. Name- Description of item
  51. Rules: How the item is used
  52. Location: Where the item can be wielded/mounted/used
  53. Ammunition: How many times a weapon may be used.
  54. Weapon Category: Categories and descriptors that the weapon and ammunition fit into.
  55. Size: Size class of a weapon, and what size class unit can use it.
  56. Weight Points: How much the item weighs
  57. Mounting points: Where equipment can be mounted on the item
  58. Bonus: Any skills or modifiers added by using the weapon.
  59.  
  60. 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.
  61. Location: Wielding- Hand, Mounting- Shoulder
  62. 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.
  63. Ammunition: 15
  64. Weapon Category: Firing/Bullet/Small Caliber/Single-Action/Semi-Automatic/Automatic/One-Handed
  65. Size: Small
  66. Weight Points: 3
  67. Bonus: Ammo Mod- When wielding an HK01 Machine Rifle, you may freely choose how many bullets you fire at once. 1 Skill Point
  68. 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
  69. One Shot- When firing this weapon once, roll 1d10+5. 2 Skill Points
  70. 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.
  71.  
  72. HK02 Shoulder Cannon- A shoulder mounted cannon for intended use by the Tallhorse unit. It swivels up and down, and has a down-feeding magazine that allows a full 90-degree turn.
  73. Location: Mounting- Shoulder
  74. 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.
  75. Ammo: 6
  76. Weapon Category: Firing/Bullet/Armor Piercing/Medium Caliber/Single-Action/Shoulder-Mounted
  77. Size: Small
  78. Weight Points: 5
  79. Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise. Free
  80. Extended Magazine: Adds 6 to the amount of total Ammo for this weapon.
  81. 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
  82.  
  83. 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.
  84. Location: Mounting- Shoulder
  85. 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.
  86. Ammo: 6
  87. Weapon Category: Firing/Bullet/Armor Piercing/Medium Caliber/Single-Action/Shoulder-Mounted
  88. Size: Small
  89. Weight Points: N/A
  90. Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise. Free
  91. Extended Magazine: Adds 6 to the amount of total Ammo for this weapon.
  92. 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
  93.  
  94.  
  95. HK03 Shoulder Missiles- A rectangular-shaped missile launcher for intended use by the Tallhorse unit. It uses a computer targeting system to ensure the missiles hit the target.
  96. Location: Shoulder
  97. 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.
  98. Ammunition: 6
  99. Weapon Category: Firing/Laser Sight/Missile/Explosive/Selective Firing/Shoulder-Mounted
  100. Size: Small
  101. Weight Points: 5
  102. 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
  103. Pro Targeting Computer: When wielding an HK03 Missile Launcher, add +2 to the lock on roll. 2 Skill Points
  104.  
  105. 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.
  106. Location: Mounted- Hip, Wielding- Hand
  107. 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.
  108. Ammunition: 6
  109. Weapon Category: Firing/Bullet/Small Caliber/Single Action/One-handed/Dual Wield
  110. Size: Small
  111. Weight Points: 1
  112. Bonus: Seven Shooter: This weapon now holds 7 ammo. 1 Skill Point
  113. Iron Sight Specialist: When wielding (a) HK04 High Magnum(s), add +2 before the +5. 2 Skill Points.
  114.  
  115. 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.
  116. Location: Hip
  117. 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.
  118. Ammunition: 1
  119. Weapon Category: Firing/Explosive/Single Action
  120. Size: Small
  121. Weight Points: 1
  122. Bonus: Explosive Bolts: After this weapon has been fired, you may eject it from the mounting point. Free
  123. Emergency Action: When wielding an HK05 Hip Banger, add +2 to the roll before the +10. 1 Skill Points.
  124.  
  125. 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.
  126. Location: Hand
  127. 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.
  128. Ammunition: N/A
  129. Weapon Category: Melee/Pointed/Permanent Wield
  130.  
  131. 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-
  132.  
  133. Small Heat Weapon: A weapon that only needs one hand to wield, and may be dual-wielded. Knives, hatchets, short-swords, brass knuckles, etc.
  134. Location: Mounted- Hip/Shoulder, Wielded- Hand
  135. Rules: When Single Wielding, roll 1d10+3. When Dual Wielding, roll 2d10+3.
  136. Ammunition: N/A
  137. Weapon Category: Melee/Dual Wield/Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed, Throwing
  138. Size: Equal to that of the unit it is made for.
  139. Weight Points: 1
  140. 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
  141. Tactical Weaponry: When attacking and Single Wielding, roll 1d10+5. 1 Skill Point.
  142. 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
  143.  
  144. 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.
  145. Location: Mounted- Hip/Shoulder, Wielded- Hand/s
  146. Rules: When wielding One-Handed, Roll 1d10+5. When wielding Two-Handed, roll 1d0+6.
  147. Ammunition: N/A
  148. Weapon Category: Melee/One-Handed/Two-Handed/Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed
  149. Size: Equal to that of the unit it is made for
  150. Weight Points: 3
  151. Bonus: Sword Master: When wielding a weapon that could be described as a sword, add +2 to the attack roll. 1 Skill Point
  152.  
  153. Great Heat Weapon: A weapon that requires two hands to wield. Zweihanders, Greataxes, Double-Headed Axe, Warhammer, Halberd, etc.
  154. Location: Mounted- Shoulder, Wielded- Hands
  155. Rules: When wielding this weapon, both hands must be unoccupied. Roll 1d10+10 to attack.
  156. Ammunition: N/a
  157. Weapon Category: Melee/Two-Handed/ Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed
  158. Size: Equal to that of the unit it is made for.
  159. Weight Points: 5
  160. Bonus: Sword Master: When wielding a weapon that could be described as a sword, add +2 to the attack roll. 1 Skill Point.
  161. Cleave: Attacks multiple enemies at once. The DC is raised by how many enemies the attack is being used on at once.
  162.  
  163. Equipment
  164.  
  165. Extra Ammo- A holster able to carry extra ammunition for any weapon with the Small Arm Weapon Category.
  166. Location: Hip
  167. Rules: When a weapon with the Small Caliber Weapon Category runs out of Ammunition, you may refill it once.
  168. Ammunition: 1
  169. Weapon Category: Small Caliber/Support
  170. Size: Small
  171. Weight Points: 1
  172.  
  173. Weapon Rack- A rack that allows you to store two Small or Large Heat Weapons in the same location.
  174. Location: Shoulder.
  175. Rules: Two Heat Weapons, Large or Small, may be stored in the same location/
  176. Ammunition: N/A
  177. Weapon Category: Support
  178. Size: Small
  179. Weight Points: 1
  180.  
  181. Belt Feeder- A shoulder-mounted drum of ammunition for the HK01 Machine Rifle that extends the amount of ammunition for the weapon.
  182. Location: Shoulder
  183. 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).
  184. Ammunition: 1
  185. Weapon Category: Small Caliber/Support
  186. Size: Small
  187. Weight Points: 6
  188.  
  189.  
  190. Other Skills:
  191.  
  192. 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
  193.  
  194. Patch Kit: When on an operation, you may heal 10 points of damage on a single target, limit 3 before returning. 2 Skill Points
  195.  
  196.  
  197. Anti-Mecha Weaponry
  198.  
  199. 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.
  200.  
  201. 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.
  202. Location:Storage-Back, Wielding-Hooves/Paws
  203. 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.
  204. Ammunition: 5
  205. Weapon Category: Firing/Bullet/Large Caliber/Two-Handed/Anti-Mecha
  206. Size: Small
  207. Weight Points: N/A
  208. Skills: Quick Scope: When rolling for Aiming and Damage in the same turn, add a -2 modifier to the Aiming roll. 1 Skill Point.
  209.  
  210. 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.
  211. Location: Storage-Back, Wielding-Hooves/Paws
  212. Rules: Roll 1d10. A successful roll disables a mounted or wielded weapon, and prevents the target from switching out with other weapons.
  213. Ammunition:N/A, recharges over 2 turns.
  214. Weapon Category: Firing/Energy/Electric/Two-Handed/Anti-Mecha
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