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Amaril
2013-07-31, 07:37 PM
Hey everybody :smallsmile: So, right now I'm working on a new system for a mecha RPG, and I could use some suggestions for additional parts that players could put on their mechs. In terms of style, I'm going for something reminiscent of Battletech and Mobile Suit Gundam in its various forms--the setting will have military mechs fighting each other, as opposed to something with kaiju or an equivalent, and the aesthetic I'm picturing is more Japanese than western mecha.

At this stage, I'm just coming up with concepts for parts without any rules to support them (I have a rule system in mind to use, but it's not important for this yet). I'm looking for any and all suggestions for cool types of parts that I could give players access to.

Here's what I have so far:

Projectile Weapons

Autocannon
One of the most common armaments used on mechs, the autocannon is a basic automatic projectile weapon. It is very versatile and useful in most engagements, though its range is shorter than that of some weapons.

Javelin Binary Cannon
A mid-range projectile weapon used on mechs of all sizes and types, the javelin fires single shells from two alternating barrels. Its rate-of-fire is lower than that of an autocannon, but it compensates with more range and stability.

Scatter Gun
The scatter gun is essentially a scaled-up version of human-sized shotguns designed to be used by mechs. It excels at short ranges, but its effectiveness drops dramatically with distance.

AP Rail Rifle
The armor-piercing rail rifle is a long-range precision weapon used by sniper mechs. Though cripplingly slow to fire and difficult to aim effectively at close range, in the hands of a skilled pilot it can easily neutralize unaware targets at incredible distances before they have the chance to react.

Gungnir Railgun
This heavy railgun is based on the same technology as the AP rail rifle, but scaled up and modified for use by heavy mechs as an artillery weapon. It sacrifices its smaller cousin’s compactness and light weight for a formidable upgrade in power—in the right circumstances, just one can decimate entire enemy units.

Energy Weapons

Laser Cannon
The most basic mech-scale laser weapon, this mid-range all-rounder fires a continual focused laser designed to cut through enemy mech armor. It offers improved stability and decreased weight over the autocannon, but is more expensive and difficult to maintain.

Apollo Rifle
The Apollo laser rifle is popularly regarded as the most effective mech-scale sniping weapon ever produced. Its low recoil and almost nonexistent deviation make it laughably easy to line up critical shots given time and positioning. However, like most energy weapons, its steep cost and high power requirements hamper its popularity.

Vulcan SA Plasmacaster
One of the first applications of plasma weaponry outside the lab, the Vulcan semi-auto plasmacaster fires magnetically-contained bubbles of superheated gas hot enough to melt through a mech’s armor plating. It offers good rate of fire and excellent damage, but is less accurate than many weapons, and uncommonly taxing on a mech’s power supply.

Flamethrower
Flamethrowers have existed as weapons since long before the first mechs were developed, and scaling them up was a simple step. They may be useless at long range, but in close combat a flamethrower can cook an enemy pilot inside their cockpit, and the psychological impact that the sight of a flamer-wielding mech has on enemy infantry cannot be overstated.

Nova Cannon
The pinnacle of energy-based artillery, the nova cannon is based on the same plasma technology as the smaller and lighter Vulcan plasmacaster. It fires magnetic bubbles containing large amounts of compressed plasma that collapse upon contact with a target, allowing the superheated payload within to violently expand and melt anything caught in the blast radius.

Explosive Weapons

SRM Launcher
Short-range missiles lack the precision targeting and tracking capabilities that make their long-range counterparts able to do their job, but they compensate by being able to fire more quickly and responsively, without needing time to lock onto a target like LRMs. They are deadly against mechs and other targets alike.

LRM Launcher
Long-range missiles are designed to lock onto a distant enemy target—usually a mech, vehicle or structure—and seek them out to deliver their explosive payload at minimal risk to the user. They are formidable in the hands of long-distance artillery mechs, but their slow targeting and loading makes them ineffective at short ranges.

HE Charge Launcher
Basically a larger version of the grenade launchers used by infantry, these short-range weapons fire high-explosive detonator charges that explode on contact with a target. They are slow to fire and difficult to aim effectively, but can quickly inflict massive damage on an enemy mech if used properly.

Mobility

Jump Jets
Jump jets are typically attached to a mech’s legs or back. As the name implies, they are designed to be activated when jumping to increase height and distance. However, they are not designed for prolonged activation, making them unusable for sustained flight or hovering. They can also be used for short-range mobility in zero-gravity environments.

Dash Jets
Dash jets are used to propel a mech forward when sprinting, allowing for drastically increased speed. They lack the power to lift a mech fully off the ground for use in flight. In zero-gravity combat, they are most commonly used to quickly approach enemy spacecraft for boarding operations.

Jet Pack
A jet pack consists of an array of thrusters attached to the back of a mech, with additional stabilizing and steering thrusters distributed at various points on the limbs. The most basic type of flight system available to a mech, jet packs allow for little more than hovering and clumsy maneuvering, with little room for fine control. In planetary engagements, they are most commonly used to access and attack elevated battlefield positions—in space, they are often equipped to mechs tasked with defending a particular ship or space station for local maneuvering.

Wings
The most advanced mobility system a mech pilot can ask for, full-scale wing systems offer the aerial speed, maneuverability and flexibility that jet packs do not. Though they require massive amounts of power grid support and essentially force a pilot to optimize their systems entirely around their inclusion, a mech equipped with functional wings is transformed from a land-bound vehicle into a multipurpose war machine capable of functioning equally well on land, in the air, or in space. Wing systems are rarely equipped to mechs outside of special fireteams designed specifically for air or space combat.

Defense

Ballistic Shield
Shields have been used by armies since the beginning of recorded history. The ballistic shield is little more than a large plate of the same materials used in mech armor, worn on the mech’s arm and used as additional protection from attacks. They may require almost no power to operate, but their weight and size can impair a pilot’s mobility if they’re not careful.

KI Field Projector
The Kinetic Interdiction field is one of history’s greatest advances in military technology, and mech pilots can make great use of them on the battlefield. A mech equipped with a KI field projector can activate its powerful shield to protect itself from enemy fire against which armor would be ineffective.

Local KI Bracer
A variant of the standard KI field projector, local KI bracers serve basically the same function as more primitive ballistic shields, projecting a localized KI field across a plane rather than enclosing the entire mech at once. They are much more maneuverable than ballistic shields and require less power than standard field projectors, but take more skill than standard projectors to be used effectively.

Deployable Cover Projector
Deployable cover projectors are essentially self-contained, battery-powered versions of the shields equipped to mechs. They can be placed by the user to generate a temporary KI field at a stationary location to be used as cover. They come in various shield sizes and shapes, including basic walls, rings, and domes.

Sensors

Optical Camera
The standard sensor systems that come pre-installed on every mech and cannot be removed. Optical cameras are mounted in the head of the mech, transmitting the view they receive to the viewscreens in the cockpit to show the pilot what their machine can see. They operate just like normal cameras, on the spectrum of visible light.

Night Vision Camera
Used as an alternative to standard vision for fighting at night or in dark spaces. Night vision allows mech pilots to see effectively in the dark, though they cannot see color while it is in use. Additionally, sudden changes in light, like explosions or the firing of most energy weapons, can overload night-vision sensors and temporarily blind the pilot until their systems adjust.

Motion Tracker
Motion trackers are used by mechs in all combat roles and situations. They detect nearby movement and show its direction and distance to the pilot. Stationary targets are invisible to motion trackers, but unlike radar, it is almost impossible to scramble.

Radar
The merits of radar versus motion tracking for mechs are a subject of much debate. Radar uses radio waves to detect a pilot’s surroundings and display them to the pilot in a similar format to a motion tracker. Unlike a motion tracker, radar can detect stationary targets. However, radar is also vulnerable to scrambling by enemy forces with the proper equipment, which can render it useless.

Utility

Repair Torch
A multipurpose repair tool that can be used to fix damaged mech armor and systems. Most fireteams have at least one member equipped with one on all missions.

Shield Boost Transmitter
Shield boost transmitters are a highly advanced technology that adds onto a KI field projector. A mech equipped with a boost transmitter and a shield of its own can transfer energy from its shield to that of an ally, bolstering a friendly target’s shields and allowing them to take more fire. These devices are a favorite of mech pilots in support roles.

Cyberwarfare Suite
Every mech relies heavily on computers to operate effectively. Targeting computers, navigation computers—name anything a mech can do, and chances are it owes this ability to a computer in some way. Like any computers, however, these can be sabotaged by someone with the proper skills and equipment, and mech pilots can use such skills to great effect in combat with a good cyberwarfare suite. When used properly, cyberwarfare equipment allows a pilot to wreak havoc on their enemy’s weapons, mobility, sensors, and countless other capabilities that are vital to battlefield success.


I have a couple other concepts floating around in my head that I haven't committed to the list yet, but they're not that important for this. Any ideas?

Prime32
2013-08-01, 10:54 AM
You want Gundam eh?

Melee Weapons
Beam Saber
A common backup weapon among high-end units, a beam saber is a shaft of contained plasma that can easily slice through unshielded units.

Vibroblade
The low-end alternative to the Beam Saber, a physical blade that vibrates at high speed to increase its damage.

High-Output Beam Saber (HOB Saber)
A larger, more powerful version of the Beam Saber, often mounted on a physical blade that serves as a generator.

Heat Whip
A superheated flexible rod that can wrap around enemy weapons or armor and melt through them.

Remote Weapons
Attack Bits
Small attack drones that the pilot can move in complex patterns to suppress enemies. Powerful but extremely difficult to use, requiring either a pilot with psychic powers or an on-board supercomputer.

Shield Bits
Identical to Attack Bits, but equipped with shield generators instead of weapons. More efficient than standard shields.

Cockpit
Motion Link System
A specially-designed cockpit and pilot suit which allow the mecha to follow its pilot's movements directly. Allows the mecha to benefit from its pilot's martial art skills.

Neural Link System
An experimental system that allows the pilot to control some of their mecha with their mind, increasing response time but possibly causing psychological trauma.

Core Module
This mecha's cockpit is a small, weak jet or mech in its own right, which ejects automatically if the main body is shot down. You can also choose to eject manually if you wish.

Utility
Psycho Response Frame
Telekinetically resonant material is incorporated into every aspect of the mecha's design. When calibrated to a psychic pilot, the mecha can grow in speed, power and durability according to the strength of their emotions.

Module System
This mecha consists of a basic frame, and a number of add-on modules with different capabilities. Only one such module may be attached at a time, but they may be connected and disconnected very quickly. Your carrier can launch new modules for you to dock with mid-battle, allowing you to change your abilities and regain some energy/hp.

Variable Frame
This mecha can perform a crude transformation into a second, specialised form, such as a jet or an artillery platform.

Amaril
2013-08-01, 11:09 AM
You want Gundam eh?

Melee Weapons
Beam Saber
A common backup weapon among high-end units, a beam saber is a shaft of contained plasma that can easily slice through unshielded units.

Vibroblade
The low-end alternative to the Beam Saber, a physical blade that vibrates at high speed to increase its damage.

High-Output Beam Saber (HOB Saber)
A larger, more powerful version of the Beam Saber, often mounted on a physical blade that serves as a generator.

Heat Whip
A superheated flexible rod that can wrap around enemy weapons or armor and melt through them.

Remote Weapons
Attack Bits
Small attack drones that the pilot can move in complex patterns to suppress enemies. Powerful but extremely difficult to use, requiring either a pilot with psychic powers or an on-board supercomputer.

Shield Bits
Identical to Attack Bits, but equipped with shield generators instead of weapons. More efficient than standard shields.

Cockpit
Motion Link System
A specially-designed cockpit and pilot suit which allow the mecha to follow its pilot's movements directly. Allows the mecha to benefit from its pilot's martial art skills.

Neural Link System
An experimental system that allows the pilot to control some of their mecha with their mind, increasing response time but possibly causing psychological trauma.

Core Module
This mecha's cockpit is a small, weak jet or mech in its own right, which ejects automatically if the main body is shot down. You can also choose to eject manually if you wish.

Utility
Psycho Response Frame
Telekinetically resonant material is incorporated into every aspect of the mecha's design. When calibrated to a psychic pilot, the mecha can grow in speed, power and durability according to the strength of their emotions.

Module System
This mecha consists of a basic frame, and a number of add-on modules with different capabilities. Only one such module may be attached at a time, but they may be connected and disconnected very quickly. Your carrier can launch new modules for you to dock with mid-battle, allowing you to change your abilities and regain some energy/hp.

Variable Frame
This mecha can perform a crude transformation into a second, specialised form, such as a jet or an artillery platform.

Great ideas, thanks :smallsmile: I'd been unsure how to approach the rules for melee weapons, whether I wanted to classify them by type of weapon, the technology they used, or both--I've also been debating about whether or not to have drone control systems.

I should clarify, though, that all mechs in this setting are controlled mentally--the pilot plugs into them via cybernetic implants and interfaces with their semi-self-aware central computer or "animus" to control their movements. That might make some of these ideas a little redundant, but the rest are cool (oh, also, no psychic powers--sorry).

BRC
2013-08-01, 11:32 AM
Cockpit
Escape System
The pilot can quickly and safely exit the mecha. This system automatically triggers in case of critical system failure, and includes basic small arms, wilderness survival gear, and a distress beacon.
Secure Cockpit
The cockpit is especially heavily armored and includes an independent power supply. This protects the pilot from damage even after a direct hit from mech-scale weaponery, and allows the use of some systems even after total system failure.
Remote Control Rig
Allows the pilot to control their mech from a remote, secure location. This decreases the Mech's response time and makes it vulnerable to electronic warfare attacks, such as jamming or hijacking the control signal. However, it allows a pilot to control the mech with no danger to themselves.
AI Delgate System
Basic Mech functionality (such as movement or aiming) can be seconded to a specialized AI, in which case that action uses the AI's stats instead of the Pilot's. Such systems are not affected by any changes in response time due to neural interface or a remote control rig.

Electronic Warfare
Silencer
Jams Communication systems, disrupting Remote Control Rigs, Remote Drones, Communication Systems, or Retargetable Missle Systems.
Snooper
Upgraded Silencer, allows you to listen in on secure enemy communications.
Trickster
Upgraded Snooper, allows you to communicate on secure enemy communication channels. Also allows you to alter enemy IFF readings, affecting autotargeted missles, drones, AI controlled Mechs, or enemies relying on sensor readings along.
Scrambler
Jams Scanner systems, disrupting Radar or Long Range Missle Systems.
Baffler
Upgrade of Scrambler, this not only scrambles scanners, but can produce false readings in such systems, allowing you to send false information to scanners, or retarget Long Range Missile Systems.
Hijack
May ovverride and seize control signals. May be used to take control of Remote Drones or Retargetable Missle Systems.
Mechjack
Upgraded version of Hijack. A Mechjack system contains increased bandwidth and a basic pilot AI allowing the system to seize control of any mech with a Remote Control Rig.

Prime32
2013-08-01, 02:27 PM
I've also been debating about whether or not to have drone control systems.An alternative to "can only be operated by psychics" is "can only be operated by geniuses" (e.g. the Shinkirou's Absolute Defense Barrier in Code Geass).

DragGon7601
2013-08-03, 01:17 AM
Have you tried looking at any of the books available for Mechs in DnD? I have a copy of D20 Mecha (http://www.nobleknight.com/ProductDetailSearch.asp_Q_ProductID_E_544392760_A_ InventoryID_E_2147513354), its a BESM d20 book but it would give you ideas for common/basic parts and maybe how to balance the parts. D20 Future Tech (http://www.nobleknight.com/ProductDetail.asp_Q_ProductID_E_2147359785_A_Inven toryID_E_0_A_ProductLineID_E_2137417473_A_Manufact urerID_E_209_A_CategoryID_E_0_A_GenreID_E_17) is meant to have some mecha info, haven't read it myself. Its a D20 modern book. I like the look of the class's in Farscape RPG (http://www.nobleknight.com/ProductDetail.asp_Q_ProductID_E_1185410174_A_Inven toryID_E_2147955420_A_ProductLineID_E_-1778851439_A_ManufacturerID_E_79_A_CategoryID_E_0_ A_GenreID_E_17) for a scifi campaign.

For an additional parts you may want to look at what powers them, each of the different gundam serries had a different power source. These power sources could regen 1 point of power every X rounds to be stored in a battery (another part) and then the other parts draw X power out of it depending on how powerful they are... Think of it like psionics, Generators make PP (some may be to big to go on the mech so you have to recharge on the ship), Battery's set your max PP and parts like beam sabers act like spells, spending it. Spend it to fast and you will be barely able to move, if at all.