Your Mech

Medieval fantasy mechs powered by steam, magic, or the labor of a thousand slaves.

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Reese
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Your Mech

Post by Reese »

post the stats (and concept art, if you have it) for your mech here

My mech

Knee Mech
(needs a better name)

Colossal
Steam Powered
PU: 24 (extra weapon mounts)
Height: 35'
Crew: 4 (weapons 6)
Firing ports: 19
Hit Dice: 48
Hit Points: 264
Critical Thresholds: green, yellow 132, orange 66, red 26
Base Initiative: -1
Speed: 60 (fast legs, armor plating)
Manuverability: Average
AC: 1
Hardness: 15 (steel armor, colossal size, armor plating)
Base Melee Attack: +4
Base Ranged Attack: -1
Unarmed Damage: 1d12+12
Trample: Largest Large; Safe Large; Damage 4d6
Saves: Fort 0, Ref -4, Will -
Abilities: Str 34, Dex 8, Con -, Int -, Wis -, Chr, -
Mech Craft DC: 41
Base Planning Time: 82
Base Cost: 7639
Total Cost: 15359
Construction time 95 days
(10 avg. laborors + 1 overseer)
Special:
Fast legs
Extra weapon mounts ( 4x2 )
Steady feet
Armor Plating

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on board weaponry:
weapons         size damage  crit      cost location             PU  crew
Buzzsaw         Huge 2d8     19-20/x3  2000 right knee            4     1
Buzzsaw         Huge 2d8     19-20/x3  2000 left knee             4     1
Blade, barbed   Huge 2d8+12  19-20/x3   360 right hand            4     1
Blade, barbed   Huge 2d8+12  19-20/x3   360 left hand             4     1
Steam Cannon    Huge 2d10    20/x3     3000 torso, forward 90°    4     2
                                                                 20     6
this mech is generally humanoud in appearance, it has a barbed blade in each hand and a buzz saw connected in the front of each knee joint.

crew consists of one pilot, two gunners and a cannon monkey

the pilot fires the steam cannon, and the cannon monkey re-loads it every round

the two gunners each control a buzzsaw and a barbed blade, tactics are for a gunner to snag an opponent with a barbed blade, then drag them onto a buzz saw in following rounds. unlike most mech weapons, the buzz saws are mounted such that they can only be used to attack adjacent enemies in front of the mech, and only one may be employed in any one turn, as one leg minimum is nessesary to support the mech.

alternately, a skilled pilot can control both barbed blades, and the remaining crew can aim and fire the steam cannon at any target within range in the front 90° of the mech and tend to any nessesary internal repairs
goodmangames
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Post by goodmangames »

That's vicious!

I like the term "cannon monkey." :)
Joseph Goodman
Goodman Games
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Ken Hart
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Post by Ken Hart »

If you're looking for a better name, how about:
The Downsizer (nah, too modern)
The Barber (as in "Theodoric of York, Medieval...")
or my favorite:
The Scrapper!

Considering the damage this mech can do up close, you could make sure the crew is armed with grappling hooks for quick boarding if you want to take prisoners.
Reese
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Post by Reese »

thanks :D

i figure the main focus for my design, as a mid-ranged mech, is to clear out the smaller enemy mechs (anti-infantry mechs, for instance) on the opposing side...

the saws on the knees (i'm sketching a rough exterior design) are mounted about 12 feet of the ground at the hub, and five feet in diameter (size extrapolated by looking at the buzzsaw blade size on the daughter mechs drawing) so they're just perfectly placed for cutting up huge to gargantuan mechs (large mechs i can just trample, thanks to steady feet :D )

the cannon can be removable for capture missions, but its main purpose is to disable as many enemy mechs as possible as quickly as possible

there's more info that i should ad to the description, but they depend on how i shape the upper part of the mech (only the basic outline of the body and the legs are done, so far)

--edit--

i wsa re-reading the description of the mech interiors...

the two knee mounted buzz saws would be under the control of the pilot, since the pilot controls the mech with two levers (one per leg) though i would still require the mech walker feat to attack with the buzz saws instead of having an enemy dragged onto them
(or maybe mech dancer, considering an attack with a knee would require precision movement of the mech in order to actually strike a target)
cssmythe3
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The Scourge!

Post by cssmythe3 »

Scourge
Size: Colossal
Power Source: Steam
Payload Units: 24, Extra Weap Mounts(8)
Height: 35ft.
Space/Reach: 15ft / 15ft
Crew: 4 (4 weapons)
Firing Ports 21
Hit Dice: 48
Hit Points: 264
Crit Thresholds: Grn, Yel 132, Org 66, Red 26
Base Initiative: -1
Speed: 50ft/rnd, 6mph
Maneuver: Average
AC: 2
Hardness: 13 (Steel)
Base Melee Attack: 2
Base Range Attack: -9
Unarmed Damage: 1d12+10
Trample: Max:Lrg, Safe:Med, Dam:4d6
Save: Fort 0, Ref -4, Will -
Abilities: Str 30, Dex8, Con -, Int -, Wis -, Cha -
Mechcraft DC: 39
Base Plan Time: 48 w/ Mechcraft 30
Base Cost: $2,862
Total Cost: $15,660
Labor Time: 3840 manhours
Construction Time: 48 days w/ 80 MH/day labor & overseers
Options: Extra Weap Mounts(8), GearWright Maint (crits 5% better)

Payload Usage:
4 Crew
18 Weaponry
1 Extra Ammo Storage
1 Small Coglayer Workarea

Steam Powers:2xoptical orbs (attached to signal flares, used to spot indirect fire!), imagemaker (used to view from flares), ranger (on steam cannon)

Weapons:
1xSignal Flare Med, Left Hand, 1d6/x2 ~ F, RangeInc 100, Crew 1
1xSteam Cannon Col, Right Shoulder, 4d10/x3 ~ P, RangeInc 900, Crew 3, Indirect Fire

Description: A self-spotting indirect fire artillery piece developed by the Order Involute - a militaristic branch of the Gearwright Guild. At least one of the crew has enough levels in coglayer to maintain the steam powers. Sometimes equiped with exploding shells - especially infantry.

The Steam Cannon size was selected as a compropise between range and wanting to ensure penatration of larger mech's armor.

-Chuck Smith
Reese
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Post by Reese »

I give you, the wolf pack :twisted:

The Bitch
Size: Colossal II
Power Source: Clockwork
Payload Units: 48 (extra weapon mounts)
Height: 25 feet
Space/Reach: 25x25/10 feet
Crew: 4 (weapons 6)
Firing ports: 31
HitDice: 96
Hitpoints: 528
Critical Thresholds: 264/132/53
Base initiative: +2
Speed: 90 feet
Maneuverability: good*
AC: 2
Hardness: 16 (steel, colossal II, armor plating)
Base Melee Attack: +4
Base Ranged Attack: +2
Unarmed Damage: 3d6+12
Trample: Largest Huge; Safe Large; Damage 5d8
Saves: Fort -4, Ref 0, Will --
Abilities: Str 34, Dex 14, Con --, Int --, Wis --, Chr --
Mechcraft: 54
Base Planing time: 108 days
Base Cost: 13849.6
Total cost: 24849.6
Labor Requirements: 15360 man hours
Construction Time: 192 days at 80 man hours per day (10 common laborers and 1 overseer)
Special:
Armor Plating (+2 hardness, -10ft speed)
Fast legs (+20ft speed)
Heavy Payload
Horizontal frame
* 1/2 reach, height
* +20ft speed
* free steady feet (+4 trip, +1 safe trample)
* 2x ground level riders
* no jump
* -4 climb
* maneuverability average for all turns, clearance
* -8 melee attacks with limbs + mech pilot check to maintain balance
* -2 ranged attacks from limbs

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PU usage:
 6 crew
 2 crew quarters
 6 pasenger space
 8 hangar space
10 cargo space (counts as 20; doubled by heavy Payload)
16 onboard Weaponry

48 Total

weapons         size       damage  crit      cost location             PU  crew 
Steam Canon     Huge       2d10    20/x3     3000 Torso, 90 deg. f      4     1
Steam Canon     Huge       2d10    20/x3     3000 Torso, 90 deg. b      4     1
Lobster Claw    Gargantuan 2d12    19-20/x2  2000 Head,  melee          8     2
This quadrepedal mech looks nothing so much as a pregnant wolf, and that's mostly by design. it's steel armor is crafted to look like a furred wolf, and firing ports are disguised all along both flanks. the Bitch can hold 20 PU worth of cargo and has room for 6 passengers (this is above and beyond the 6 crew members and 2 PU of crew quarters). It has a working jaw (Gargantual Lobster Claw) and a two huge cannon, pointing forwards and behind.

Pup
Size: Huge
Power Source: Clockwork
Payload Units: 7 (extra weapon mounts)
Height: 15 feet
Space/Reach: 5x5/5 feet
Crew: 1 (weapons 2)
Firing ports: 7
HitDice: 12
Hitpoints: 66
Critical Thresholds: 33/17/7
Base initiative: +4
Speed: 50 feet
Maneuverability: perfect*
AC: 8
Hardness: 12 (steel)
Base Melee Attack: +4
Base Ranged Attack: +4
Unarmed Damage: 1d8+6
Trample: Largest Small; Safe Medium; Damage 2d6
Saves: Fort -2, Ref +2, Will --
Abilities: Str 22, Dex 18, Con --, Int --, Wis --, Chr --
Mechcraft: 44
Base Planing time: 88 days
Base Cost: 1731.2
Total cost: 6301.2
Labor Requirements: 1920 man hours
Construction Time: 24 days at 80 manhours per day (10 common laborers and 1 overseer)
Special:
free steady feet (+4 trip, +1 safe trample size)
Fast legs (+10ft)
Steam powers; 4x folder

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PU usage:
 1 crew
 6 onboard Weaponry

 7 Total

right arm, melee, personal buzz saw
left arm,  melee, Huge Changler
weapons         size       damage  crit      cost location             PU  crew 
buzz saw        personal   1d10    19-20/x3   450 Right arm, Melee      4     1
Changler        Huge       1d10    x2         120 Left arm, Melee       4     1
These Huge mechs looke like hybrid form werewolves, being bipedal, but very wolf shaped. they ahve a changler for tripping thier targets and a buzz saw for tearing into the target once it's down, these mechs work best in packs. these mechs have the added feature of being able to fold up for storage or hiding,a nd rely on thier mother-mech for maintainence, charging, and repairs.

The Bitch and her Pups...

the main mech, the bitch, is a carier mech and APC; tactics are to avoid melee combat, and fire from range. Due to the low turning radius of the mech (due to the quadrapedal form) the forward and rear guns are manned by the same crew, firing forwards while advancing and rearwards while running to maintain range

inside the mech is enough hanger space for one Pup mech to be serviced and launched through a cargo door in the rear of the mech; the cargo door is the only opening on the mech larger than an arrow slit. the genious of this mech is in the storage area; a Pup mech would normally occupy 8 PU of ahnger space, however, the Pup mechs are designed to fuld themselves for storage, and this folding (combined with heavy cargo suspension) allow The Bitch to carry 6 Pup mechs at one time, 5 folded and one unfolded and ready to launch. it takes 1 round for a Pup mech to fold or unfold and one round for a pilot to board and launch or reclaim and disembark, so the fastest they can be launched or reclaimed is once every 2 rounds.

Typically, in combat, the bitch will give birth to it's load of Pups and follow behind as fire-support while the Pups close to trip and disable their opponents. If pressed to melee combat, the Bitch will use it's built in Lobster Claw to anchor an attacking Mech and then batter away at it with the forward facing Steam Cannon.
Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}
MagusRogue
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Post by MagusRogue »

hrm, wouldn't Mech Bite be appropriete for these as well? maybe include in a Special Quality that gives the mech the Trip ability of actual wolves?
AAAAAAAAANNNNNNNNNNDDDDDDDDDDD this rant's done.
Reese
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Post by Reese »

which book is mechbite in?

i ahve to say, about the only complaint for the books (aside from i want more of them ;) ) is taht a lot of mech special abilities are included in them but not listed in the table of contents

which means that the only way to find them is to search through for a mech that has the trait you want :(
Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}
MagusRogue
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Post by MagusRogue »

Mech Bite is a weapon in Mech Manual. Usually it's only for savage mechs, like orcish mechs, but it gives the mech a bite attack. spring-powered jaws. fun stuff.
AAAAAAAAANNNNNNNNNNDDDDDDDDDDD this rant's done.
Reese
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Post by Reese »

ah, found it, i see what you mean

no, it would be more appropriate to use the lobsterclaw, since the point of the bite os to hold the enemy that gets close enough while teh steam cannon fires point blank :twisted:
Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}
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