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    MECHA CREATION   


1.0 Roll 1d4 for Design Type:

Roll Design Type Mecha Mod. Power Battery Speed Die
1 Humanoid 4 10 d8 x6mph
2 Bestial 8 20 d10 x10mph
3 Vehicle 6 30 d20 x20mph
4 Geometric 2 25 d6 x5mph
-- Hybrid* 2 5 special*

A Gallactor Mecha

* This option is only available when the Transforming component (see Mecha Components below) is selected. The Hybrid speed is equal to half of the speed die for the originating design type (i.e. a Bestial/Hybrid mecha would have the speed dice of d10 (x10 mph) when in bestial mode and d5 (x10 mph) when in hybrid mode).

2.0 Choose/roll 1d10 for Size/Height:

Roll Mecha Mod. Height Mod. Power Battery Size Equivalent
1 2 2 10 14 ft. to 24 ft.
2 4 3 15 25 ft. to 34 ft.
3 6 4 20 35 ft. to 44 ft.
4 8 5 25 45 ft. to 54 ft.
5 10 6 30 55 ft. to 64 ft.
6 12 7 35 65 ft. to 74 ft.
7 14 8 40 75 ft. to 84 ft.
8 16 9 45 85 ft. to 94 ft.
9 18 10 50 95 ft. to 114 ft.
10 20 11 55 115 ft. +

3.0 Choose/roll 2d8 for Mass/Weight:
Roll Weight (Tons) Mecha Mod. Power Battery HP Range
2 1 - 10 2 10 40 - 400
3 11 - 20 3 15 440 - 800
4 21 - 30 4 20 840 - 1200
5 31 - 40 5 30 1240 - 1600
6 41 - 50 6 40 1640 - 2000
7 51 - 60 7 50 2040 - 2400
8 61 - 70 8 60 2440 - 2800
9 71 - 80 9 70 2840 - 3200
10 81 - 90 10 80 3240 - 3600
11 91 - 100 11 90 3640 - 4000
12 100 - 125 12 100 4040 - 5000
13 126 - 145 13 125 5040 - 5800
14 146 - 175 14 150 5840 - 7000
15 176 - 200 15 175 7040 - 8000
16 201+ 16 200 8040+
Battletech's BLR-1G Battlemaster

4.0 Choose/roll 1d4 for Interface Type: 5.0 Choose/roll 1d4 for Engine Type:

Roll Interface Type Mecha Mod. Power Battery
1 Manual Operations 2 5
2 Neural Interface 4 10
3 Empathic/Psionic 6 15
4 Telepresence 1 20

Roll Engine Type Mecha Mod. Power Battery
1 Fusion 8 100
2 Fission 4 125
3 Psionic 6 150
4 Energy Conversion 10 175

6.0 Choose/roll 2d8 for Weapons:

Roll Weapon Type Mecha Mod. Attacks As... Damage Blast Radius Range Power Cost/Use
? Small Laser 1 Light Control 2d10 -- 300" 3
? Medium Laser 2 Light Control 4d10 -- 800" 5
? Large Laser 4 Light Control 6d10 -- 1600" 8
? Gun Pod 5 Hand-to-Hand 5d10 -- 1500" 7
? Particle Projector Cannon 6 Magnetic Powers 4d20 -- 2000" 10
? Mega Particle Cannon 8 Magnetic Powers 1d100 -- 4000" 20
? Machine Gun 1 Hand-to-Hand 2d8 -- 300" 2
? Flame Thrower 2 Flame Powers 2d12 -- 150" 2
? Light Autocannon 2 Hand-to-Hand 3d10 -- 600" 3
? Medium Autocannon 4 Hand-to-Hand 4d10 -- 800" 4
? Heavy Autocannon 6 Hand-to-Hand 6d10 -- 1000" 6
? Beam Sabre 5 Force Field 8d8 -- NA 12
? Vibrablade 4 Vibratory Powers 6d8 -- NA 10
? Power Lance 5 Power Blast 6d20 -- 1200" 15
? Short Range Missiles See below Hand-to-Hand 4d10 8" 1200" See below
? Medium Range Missiles See below Hand-to-Hand 4d12 10" 1600" See below
? Long Range Missiles See below Hand-to-Hand 4d20 12" 2100" See below

Note: All missile launchers have a specific payload per attack. Once a hit is made, then the player rolls another die (corresponding to the payload) to determine how many of the missiles hit. i.e. If a missile launcher with payload of 4 hit a target, then the player would roll a d4 to see how many of those missiles actually hit. Once the number of missiles is known, then multiple that number against the missile's base damage to get the total damage (i.e. 3 SRMs hit out of a possible 4 - roll 4d10 for the base damage and then multiple that result by 3 for the total damage).

6.1 Short Range Missiles:

Roll Payload Mecha Mod. Power Cost
1 2 1 2
2 3 2 3
3 4 3 4
4 6 4 6
5 8 6 8
6 10 8 10

6.2 Medium Range Missiles:

Roll Payload Mecha Mod. Power Cost
1 2 1 2
2 4 3 4
3 6 4 6
4 8 6 8
5 10 8 10
6 12 10 12

6.3 Long Range Missiles:

Roll Payload Mecha Mod. Power Cost
1 4 3 4
2 6 4 6
3 8 6 8
4 10 8 10
5 12 10 12
6 20 16 20

Mechanica

7.0 Choose/roll for Mecha Components:

Roll Specialty Type Description
? Advanced Targeting Systems The mech has a +4 to hit bonus with all of its ranged weapons.
? Advanced Tracking Systems The mech's tracking systems can detect incoming attacks and compensate for their trajectories. The mech is at -4 to be hit from all ranged attacks.
? Armour ADR (1d100 +100) x the height multiplier.
? Battle Chassis The mech is especially constructed for physical combat. This provides a +4 to hit bonus and a -4 to be hit bonus.
? Battle Fists The mech's hands are well armoured and designed especially for physical unarmed combat. Roll 1d6; a roll of 1-2 grants a +5 Damage bonus; a roll of 3-4 grants a +10 Damage bonus; and a roll of 5-6 grants a +15 Damage bonus.
? Energy Shield ADR 2d100; Drains 15 Power/use (+25 Power Battery bonus)
? Energy Sword The mech can create a large energy sword that attacks as Light Coontrol, does .
? Flight Jets The mech can fly at a rate of d100 +100 mph at the cost of 1 Power/hour.
? Heat Sinks Heat sink radiators allow a mech to vent potentially dangerous excess heat energy. For each heat sink, the mech can recharge +1 Power per turn.
? Jump Jets Jump jets are installed in pairs. The jets grant the mech jumping capability of a distance of 5d10 x10 feet across and half that distance high. Each use of the jump jets drains 5 points of power. The Jump jets also provide a one time +5 Power Battery bonus (per pair).
? Life Support Life Support functions as the super-power of the same name.
? Refractal Armour The mech's refractal armour can bend laser attacks. It provides a constant Life Support defense vs. Light Control/Laser attacks.
? Super-efficient Energy Converter The mech can recharge Power at twice the normal rate per turn.
? Transforming Roll an additional time on the Mecha Design chart, and the mecha gains the Hybrid option. The Hybrid option is a half way stage between the mecha's two design types. i.e. a mecha with the Humanoid and Vehicle designs would have a Hybrid design that is half humanoid/half vehicle.