Cutefinder/Mecha Rules

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What kind of advanced space-faring society would the Innsmouth's people be without giant robots? A lame one, that's what. And until I have a better idea of what to put here, that's the header you're getting.

This page is a draft and a work in progress. Information will change and update as it progresses.

Building Mecha[edit]

Building a mecha is a fairly strict process, but for now, let's go with the basics. Mecha are constructs with the Mecha subtype—they only have Strength and Dexterity scores, gain their maximum hit points for each hit die, and have a set of augments available in place of feats.

Step 1. Frame Type, Size and Attributes[edit]

The body of a mecha defines quite a lot about it—it defines how it's driven, what it can hold, and numerous other things. So far, there is only the Walker Frame, which is more or less straightforward. In addition to the frame type, you need to choose a size, which determines your mecha's starting attributes, bonus hit points and parts slots.

table of size attributes goes here

Walker Frame: This is a fairly standard unit, with the requisite two arms and legs. It has a base land speed of 30 feet, has no adjustments to its ability scores, and uses Ride as its piloting skill. Walkers are also the most common choice for rookie pilots since their motion is relatively intuitive, not requiring Mecha Proficiency to move about as a creature (see Piloting Mecha).

Step 2. HD, Frame and Armour[edit]

To start, a mecha has a number of hit dice; this affects its hit points and the number of augments it has, as well as being a factor in the mecha's price.

table or calculation of HD costs here

A mecha is also usually built of a certain frame material; this grants it a hardness score as appropriate, which reduces damage taken, and provides bonus hit points per hit die. This also affects the cost, as more valuable metals may be rarer.

table of frame materials goes here

Adamantine: Adamantine is a rare and valuable material—to have a mecha's frame made of it is almost unheard of. Mecha more often use the economical glaucite instead. Adamantine has hardness 20 and provides +10 bonus hit points per hit die. An adamantine-frame mecha's unarmed strike ignores hardness of less than 20. Cost: 2,500 gp × size modifier

Glaucite: A alloy of steel and adamantine used in older starship and vehicle construction, it remains a mainstay for its structural durability. Glaucite has hardness 15 and provides +5 bonus hit points per hit die. Cost: 1,000 gp × size modifier

Steel: Not commonly used except in the most rudimentary worker pods, steel has all the weight of glaucite and none of the benefits. Steel has hardness 10 and does not provide bonus hit points. Cost: 100 gp × size modifier

Likewise, most mecha have armour plating. This grants them an armour bonus to AC, along with some other effects. A mecha can be given heavier armour, granting half again its armour bonus to AC, but also increases its cost by 50% and reduces the mecha's speed by 1/3 as if it were at medium encumbrance.

Mecha armour is always masterwork, and can be made into magic armour by a spellcaster with both the Craft Arms & Armour and Construct Mecha feats.

table of armour materials here

Adamantine: Adamantine armour plating is costly, but it grants a great benefit to a mecha's defenses. In addition to granting an armour bonus of +8, adamantine armour provides DR 5/- adamantine to the mecha. This becomes DR 10/adamantine for heavier armour. Cost: whatever

Aluminium: For when you don't need actual combat protection, just protection from the elements. Aluminium armour grants an armour bonus of +2, but a mecha with aluminium armour treats its strength score as 2 higher for determining carrying capacity. Cost: cheap

Glaucite: A mainstay for combat mecha, glaucite armour grants an armour bonus of +5. Cost: eh

Step 3. Augments[edit]

I'll fill this out later.

Step 4. Parts[edit]

Derp.

table explaining parts list

Piloting Mecha[edit]

Mecha largely use the vehicle rules from Pathfinder RPG Ultimate Combat, with a few notable exceptions and elaborations. Firstly, as constructs, mecha behave rather differently from normal vehicles for a lot of behaviour.

AC: Mecha determine their AC as a creature, using their armour, shield, size, et al modifiers accordingly. The pilot determines the mecha's Dexterity bonus to AC by treating its ability score as 10 + their driving skill modifier, up to a maximum of the mecha's own dexterity score. Unlike a normal vehicle, mecha can be caught flat-footed.

Combat and Saving Throws: A mecha uses its pilot's base attack bonus and base save bonuses as its own. A mecha uses its own strength and dexterity scores for attack rolls, damage rolls, combat manoeuvre bonuses, combat manoeuvre defence, and reflex saves as appropriate.

Driving Checks & Actions: Mecha use different driving checks depending on their movement type, including the base movement type included with their frame. Additionally, they can be moved as creatures without making a driving check if the mecha's frame is a Walker type or the pilot has Mecha Proficiency. In such a case, a full-round action is needed to operate the mecha at its full capability; alternatively, by only using a move action, the mecha can still be operated, but it's treated as having the staggered condition for that round.

Threatening: Piloted mecha threaten an area around them as appropriate for the pilot if they have Mecha Proficiency.

Line of Sight and Cover: Mecha typically grant their pilots total cover, blocking line of sight and effect. Typically, a mecha's cockpit will provide displays to allow the pilot to see, but the indirect nature of these systems block gaze attacks. A spellcaster can only affect others outside of the mecha by channeling their magic through an ether amplifier.

Attacks Against Mecha: As constructs, mecha are not affected by normal targeting rules for vehicles. However, mecha can gain the broken condition when reduced to under half of their hit points, or wrecked if brought to below 0 hit points. A mecha is only destroyed when its negative hit points exceed its bonus hit points from size and frame material.

Repairing Mecha: Mecha can be repaired as if they were vehicles by making a Craft (mechanical) skill check with a DC of 10 + the mecha's hit dice, but the cost to make the repairs is equal to half of the base price of the mecha's frame material. For every 5 that the craft DC is beaten by, the mecha heals another 5 hit points in damage.

Mecha Feats[edit]

Construct Mecha[edit]

You have a talent for making mecha with only the most rudimentary of machine shop tools.

Prerequisites: Craft Technological Arms & Armour, Craft Technological Item

Benefit: You can create mecha without the need for a full assembly line. Creating a mecha takes 1 day for every 1,000 gp in its price. To create the mecha, you must have a character level or hit dice equal or greater than the mecha's and use up raw materials costing half of this total price, plus the complete parts to be installed in the mecha, which can be bought or crafted with Craft Technological Arms & Armour or Craft Technological Item as needed.

You can also modify a mecha if it is one that you could make. Modifying a mecha into another one costs the difference of their prices as adding new abilities to a magic item would.

Mecha Proficiency[edit]

You are capable of piloting mecha in all sorts of fashions.

Benefit: You can move any mecha you are piloting as if it were a creature with the appropriate movement type. You can use your combat feats when piloting a mecha; for feats with a limited range such as Point-Blank Shot, the range is multiplied by your mecha's size modifier.

Normal: You can only move a mecha with a walker frame as if it were a creature when using its land speed. All other mecha and movement types are treated as normal vehicles for movement.