d20 Ronin Arts Future Mecha 3 - The Praetorian Guard.pdf

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Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
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INTRODUCTION
INTRODUCTION
F UTURE : D ATASTREAM
As of the time of publication, Ronin Arts’ Future:
Datastream subscription service is running, intro-
ducing new material for futuristic campaigns five
times each week. For more information on the
Future: Datastream, including subscription infor-
mation, please visit the official forums at
www.d20projects.com.
Future: Mecha 3 – The Praetorian Guard is
the latest release in Ronin Arts’ series of mecha PDFs
for use with the official future SRD. As with Ronin
Arts’ Future: Starship series, each release in this
series presents a single design that’s ready to be
dropped into almost any campaign. Common fea-
tures that are planned for all of the releases in this
series include:
New mecha devices that help to give the new
mecha a distinctive style. With your GM’s per-
mission these new devices may also be used
when creating completely new mecha
designs.
For even more mecha devices don’t miss
Ronin Arts’ Future: 13 Mecha Devices and
Future: 13 More Mecha Devices .
Information on the mecha including game
statistics and one or more variants.
O PEN G AME C ONTENT
All of the text of this PDF is presented as open
game content. While this means absolutely nothing
to your campaign it does give other publishers per-
mission to use this material as long as they follow
the open game license (see the end of this PDF).
A BOUT THE A UTHOR
Philip Reed has been working professionally in
the roleplaying game industry since 1995. In that
time he has worked for such companies as West End
Games, Privateer Press, and Steve Jackson Games.
Today Philip spends his days at home running Ronin
Arts, writing and designing new games, and reading
whatever books interest him at the time. To learn
more about Philip Reed – and Ronin Arts – please
visit www.philipjreed.com/php and www.roni-
narts.com.
A notable NPC known for piloting the mecha
design detailed inside.
A recognition page designed to be printed
out and handed to the players when they first
encounter a new mecha on the battlefield.
W HAT S R EQUIRED TO U SE THIS
PDF?
In order to use Future: Mecha 2 – The
Praetorian Guard you will need the D20 Modern
roleplaying game, published by Wizards of the Coast,
Inc., and the official future supplement, also pub-
lished by Wizards of the Coast, Inc.. You can find both
at your favorite local game store or online at any
number of roleplaying game vendors. No other
Ronin Arts products are required to use this book.
A BOUT THE A RTIST
Bradley K. McDevitt is a sixteen year veteran of
the gaming industry, and has worked for more com-
panies than he can remember, though he vaguely
recalls working for TSR, FASA, PEG, AEG, and did a
stint as a staff artist for GDW. His resume includes far
too many acronyms. He lives in Bowling Green, Ohio
with his wife, Jessie, and may be reached at
Artmann100@Yahoo.com. His website is at
www.bradleykmcdevitt.com.
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NEW MECHA DEVICES
NEW MECHA DEVICES
The Praetorian Guard incorporates a number of new
mecha devices, each one of which is completely detailed
below.
ber of radiating spike-like components that appear, at first
glance, as merely decorative elements of the mecha’s design.
When activated, though, the Razorwing Defensive Array proj-
ects an intense gravity field that envelops the mecha in a pro-
tective field that provides a +3 deflection bonus to the
mecha’s Defense.
Unfortunately, the device greatly drains the mecha’s
power; as long as the Razorwing Defensive Array is activated
the mecha suffers a –5 ft. penalty on speed and all sensor sys-
tems – including targeting systems – shutdown and are
unavailable. Activating or deactivating the system requires a
move action.
Equipment Slots: 1, must be back.
Activation: Move action or none (see text).
Range: Personal.
Target: You.
Duration: Persistent, see text.
Purchase DC: 28.
Restriction: Military (+3).
N EW S ENSOR E QUIPMENT
AGILE DAGGER COMPUTER SYSTEM (PL 6)
This Fusion Age computer system hardwires advanced
skill knowledge and abilities into a mecha’s frame, granting
the mecha’s pilot with access to skills and abilities the pilot
may not already possess. Each Agile Dagger system grants
the pilot the following capabilities:
+2 equipment bonus to Drive and Pilot checks.
+4 equipment bonus to Balance, Climb, Jump, and
Tumble checks.
Access to the Mecha Crush, Mecha Fling, and Mecha
Trample feats.
Equipment Slots: 2.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Purchase DC: 35.
Restriction: Military (+3).
N EW M ISCELLANEOUS E QUIPMENT
WEAPON STORAGE COMPARTMENT (PL 6)
This internal storage area – which must be mounted on
the same arm/hand that carries the mecha’s handheld
weapon – includes dozens of robotic arms that snatch the
mecha’s handheld weapon whenever it is dropped. The arms
then retract, pulling the weapon into a sealed storage com-
partment. Retrieving the weapon from the storage compart-
ment is a move action.
If the mecha drops the handheld weapon involuntarily
(disarmed in combat, for example), there is a 50% chance
that the robotic arms will grab the weapon before it hits the
ground. If the arms fail to catch the weapon it must be
retrieved normally.
Equipment Slots:
OVERLORD BATTLE COMPUTER (PL 7)
This device melds the Agile Dagger Computer System and
the Oracle Targeting System (see the future SRD) into a single
component. The system grants a +5 enhancement bonus to
attack rolls and all of the benefits of the Agile Dagger (see
above).
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Purchase DC: 42.
Restriction: Military (+3).
As many as the handheld weapon
would normally require
Activation: Move action or none (see text).
Range: Personal.
Target: You.
Duration: Persistent, see text.
Purchase DC: 22.
Restriction: Licensed (+1).
N EW D EFENSE S YSTEM
RAZORWING DEFENSIVE ARRAY (PL 7)
This back-mounted defensive system consists of a num-
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INFORMATION
PG4 PRAETORIAN GUARD
Primarily used by police and security forces, the
Praetorian Guard mecha is based on a fairly stan-
dard, humanoid body configuration. As one of the
first mecha designs to incorporate the Razorwing
Defensive Array, the Praetorian Guard’s distinctive
visual appearance is forever linked with the
Razorwing – a
DC 25 Knowledge (technology) check is required to
correctly identify a non-Praetorian Guard mecha
equipped with the Razorwing Defensive Array.
Unfortunately, the Praetorian Guard is of ques-
tionable use as a battlefield mecha – far more
resources were spent on the mecha’s defensive capa-
bilities than on offense. In the Energy Age the
Praetorian Master (see below) becomes an effective
battlefield combatant but even then there are far
superior battlefield mecha for the same cost.
P RAETORIAN G UARD (PL 7)
A Praetorian Guard installed with the standard
equipment package (see below) has a base purchase
DC of 49.
Size: Huge.
Bonus Hit Points: 300.
Superstructure: Neutronite.
Hardness: 25.
Armor: Neovulcanium.
Bonus to Defense: +10.
Armor Penalty: -10.
Reach: 10 ft.
Strength Bonus: +16.
Dexterity Penalty: –.
Speed: 35 ft., fly 150 ft. (poor).
Base Purchase DC: 48.
Standard Equipment Package: Pilot’s cockpit
(torso and helmet), thruster boots (boots), Overlord
Battle Computer (visor), Class V sensor system (belt),
Razorwing Defensive Array (back), Light Fortification
(1 slot equivalent), Typhoon 240 Laser Cannon
(handheld, no slots), Weapon Storage Compartment
(left arm and left hand), Structural Enhancement (2
slot equivalents), comm. system (no slots).
P RAETORIAN G UARD V ARIANTS
Since the basic Praetorian Guard mecha design is
a fairly standard mecha frame without any unusual
features or modifications it should come as no sur-
prise that several variants are in widespread use. Two
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INFORMATION
of the most common variants are the Samurai and
the (Energy Age) PG8c Praetorian Master.
hands for LT-5s), Structural Enhancement (1 slot
equivalent), comm. system.
SAMURAI (PL 7)
A Samurai installed with the standard equipment
package (see below) has a base purchase DC of 49.
Size: Huge.
Bonus Hit Points: 250.
Superstructure: Neutronite.
Hardness: 25.
Armor: Crystal Carbon.
Bonus to Defense: +10.
Armor Penalty: -8.
Reach: 10 ft.
Strength Bonus: +16.
Dexterity Penalty: –.
Speed: 40 ft., fly 150 ft. (poor).
Base Purchase DC: 48.
W EASEL ,S AMURAI P ILOT
Almost seven feet tall, thin, and shaggy, Weasel is
a dirty, disgusting man that prefers to spend most of
his time in the seat of his Samurai or in dark, shady
bars and taverns. Kicked out of his parents’ house
before he was 12, Weasel – if he has any other name
he hasn’t told anyone – has spent the last 15 years
living in the gray areas of society. As a thief, thug,
enforcer, and gladiator Weasel has seen pretty much
every side of the criminal underworld of the Gravity
Age.
These days Weasel makes his living as a mecha
gladiator on Circuuss Major, an outer system world
best known as a place for illegal transactions, violent
death sports, and as a place that the law prefers to
avoid. Weasel’s Samurai was stolen three years ago
when Weasel found himself alone with a novice
mecha pilot in a dark alley. Painted black and gold,
Weasel’s Samurai has seen better days; the paint
barely conceals the dents and scratches that cover
the mecha. The damage the mecha has sustained
has reduced its hardness to 8 and hit points to 178 –
the best the machine can ever be repaired to.
Weasel prefers to take on inexperienced mecha
jockeys and runs at the first sign of a real fight with
experienced warriors.
Standard Equipment Package: Pilot’s cockpit
(torso and helmet), thruster boots (boots), Oracle
Targeting System (visor), Barricade Tactical Shield
(left arm), Light Fortification (1 slot equivalent),
Razorwing Defensive Array (back), PS-25 Tiger Claws
(right hand), Corona Microwave Beam (right arm),
Structural Enhancement (1 slot equivalent), comm.
system (no slots).
PG8C PRAETORIAN MASTER (PL 8)
A Samurai installed with the standard equipment
package (see below) has a base purchase DC of 45.
Size: Huge.
Bonus Hit Points: 200.
Superstructure: Megatanium.
Hardness: 30.
Armor: Megatanium.
Bonus to Defense: +12.
Armor Penalty: -10.
Reach: 10 ft.
Strength Bonus: +16.
Dexterity Penalty: –.
Speed: 30 ft., fly 200 ft. (poor).
Base Purchase DC: 44.
Weasel ( Tough Hero 3/Fast Hero 2): CR 5;
Medium-size human; HD 3d10+3 plus 2d8+2 plus 6;
HP 37; Mas 12; Init +1; Spd 20 ft; Defense 19, touch
17, flatfooted 18 (+0 size, +1 Dex, +6 class, +2
equipment); BAB +3; Grap +3; Atk +3 melee (2d8,
Concussion Rod), or +4 ranged (2d10, Plasma Pistol);
FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL None; SV Fort +3, Ref
+4, Will +3; AP 2; Rep +1; Str 10, Dex 12, Con 12, Int
11, Wis 14, Cha 13.
Occupation: Outcast (Hide)
Skills:
Balance +1,
Drive +11,
Hide +7,
Intimidate +3,
Knowledge (Streetwise) +2,
Pilot
+3, Survival +7
Feats:
Action Boost,
Combat Reflexes,
Mecha
Operation,
Point Blank Shot,
Toughness,
Vehicle
Expert
Talents ( Tough Hero): Robust, Second Wind
Talents (Fast Hero): Evasion
Possessions: Medium Combat Suit, Concussion
Rod, Plasma Pistol; Wealth +6.
Standard Equipment Package: Pilot’s cockpit
(torso and helmet), ramjet thruster boots (boots),
Overlord Battle Computer (visor), Cloaking Screen
(belt), Razorwing Defensive Array (back), two LT-5
Longshot Mass Drivers (both handheld, no slots), two
Weapon Storage Compartment (both arms and
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