Microlite 20 Mecha Revised: Creative Commons Noncommercial Sharealike 3.0 Unported License
Microlite 20 Mecha Revised: Creative Commons Noncommercial Sharealike 3.0 Unported License
This is an adaptation of the Microlite 20 Purest reactor, nanotech energy generators, gasoline
Essence rules for the creation of mecha. A engine, magical sphere of force, etc. Each
mecha is a giant robot or mechanized suit of power core provides 10 Power Points for the
armor used for heavy industrial work, or more mecha to use in a battle, or about 10 minutes
often, combat, like a massive tank with arms (outside combat) before it is fully drained.
and legs, though your mecha may instead have Power cores can be combined (a mecha with 3
wheels, skis or some other mode of transport. power cores has 30 Power Points per turn). Some
These rules will enable you to create any kind of equipment calls for the mecha to spend Power
mecha, from a personal battle suit to a team of Points, though movement and basic controls
robots that combine together to form a super- (lifting, connecting to an outside computer,
robot, strong enough to destroy a planet. etc.) do not require Power Points.
You'll need Purest Essence for rules on how to A power core will recharge 1 Power Point per
play and other rules not listed here. Non-mecha minute outside combat, and must be recovered
creatures, like humans, animals and monsters, in combat (see below). If a mecha ends its turn
are called “ordinary characters” in these rules. with 0 (zero) Power Points or less, there is
potential that the power core or cores may melt
down or even explode. Roll 1d10: on a result of
Piloted Or Independent? 1, the power core is unstable. The pilot and
No matter what kind of mecha you create, the anyone else inside the mecha must leave
first decision you'll have to make is: who's immediately, before the power core is
controlling the mecha? destroyed, causing damage equal to Size Grade
d12 to all targets in a circle Size Grade x 10 feet
A piloted mecha is one that has a human (or (or 2 spaces) around the mecha. For example, a
alien, elf, or some other creature) inside it. In a Size Grade III mecha that is destroyed causes
battle suit, the mecha is wrapped head-to-toe 3d12 damage in a 30 foot (6 spaces) radius.
around the human's body. In a larger mecha, a
human sits in a cockpit in its torso or head,
directing the mecha's movements and weapons Stats And Level
from that central point. Mecha have three stats, similar to ordinary
characters. Roll 4d6, drop lowest die. Total
An independent mecha is actually a robot itself, remaining 3 dice and allocate to one of the
with a computer brain controlling its thoughts stats. Repeat for remaining stats. Alternately,
and actions. It's even possible for a smaller assign the stat scores 16, 13 and 11 in any order.
mecha to pilot another mecha. After each major adventure, or when the game
master chooses, each mecha gains a Level.
Choose piloted or independent when creating Every three levels (Level 3, 6, 9, etc.), add +1
your mecha character. A pilot's statistics do not to one of the mecha's stats in the form of
affect the mecha's attacks and other actions. upgrades. All mecha begin at Level 1.
Operating Systems (OS) Each Size Grade (below) lists the number of
Where standard characters have skills, mecha slots the mecha will hold, and each item of
have operating systems. There are four. equipment and armament lists the number of
slots it requires to be installed. Any slots not
Combat: The offensive and defensive filled go unused. If a mecha picks up a new
capabilities of the mecha. Half this value item, it must clear one or more slots before it
(round up) is the mecha’s attack bonus (see can be used by the mecha.
below). This is the equivalent of an ordinary
character's combat abilities — melee/hand- The mecha's cockpit, power core or cores and
to-hand, missile/ranged and basic mechanical and electronic elements do not
magic/supernatural (if possible). take up slots. Each item of equipment or
armament can only be purchased once.
Engineering: How well-maintained the mecha is
kept by its mechanic and/or pit crew. A well-
engineered and maintained mecha can often Size Grade
push beyond its initial design performance Size Grade I: These mecha are common as
controls. This is the equivalent of an industrial loaders, urban infantry, starship
ordinary character's Physical skill. boarding actions and for police and military
“power armor.” Not much larger than a standard
Sensors: How well the mecha can process the human, Size Grade I is the equivalent of a
information on its surrounding environment, medium or large size ordinary character.
as well as how to avoid or disarm other
sensor systems. This is the equivalent of an An attack by a Size Grade I mecha on an
ordinary character's Subterfuge skill. ordinary character causes the listed amount
of damage (a Size Grade I mecha's machine
guns cause 1d6 damage to a human). amount of damage (a Size Grade III mecha's
machine guns cause 10d6 damage to a
An attack by an ordinary character on a Size human).
Grade I mecha causes at most ½ the listed
amount of damage (round down — a human An attack by an ordinary character on a Size
firing a 2d6 machine gun causes 1d6 damage Grade III mecha cannot cause any damage at
to a Size Grade I mecha). all, no matter what the weapon's normal
damage (a human firing a 2d6 machine gun
Power Cores: 1 (10 Power Points) causes no damage to a Size Grade III mecha).
Slots Available: 5
Stat Score: +2 Pilot or Cortex Power Cores: 3 (30 Power Points)
Slots Available: 15
Stat Score: +2 Chassis
Size Grade II: Designed as the standard
battlefield model, Size Grade II mecha are a
good balance between production cost and Configuration
effectiveness in the various theaters of war. A mecha's configuration is its primary purpose in
Most shape-changing mecha, ones that can and out of combat. Each provides a bonus to one
switch between a humanoid and vehicle, animal operating system and some other special ability.
or object form, are also this size. Size Grade II is While Size Grade is equivalent to an ordinary
the equivalent of a huge or gargantuan size character's race, Configuration is equivalent to
ordinary character. an ordinary character's class.
An attack by a Size Grade II mecha on an Assault: Designed with weapons and armor for
ordinary character causes 5 times the listed heavy combat use. Nicknamed the “soldier bot.”
amount of damage (a Size Grade II mecha's Operating System: +3 Combat
machine guns cause 5d6 damage to a Special Ability: +1 free slot, which must be
human). used for an armament (not non-combat
equipment).
An attack by an ordinary character on a Size
Grade II mecha causes at most 1d3 points of Industrial: Used for heavy lifting and carrying,
damage, no matter what the weapon's in construction, terrain modification, etc.
normal damage (a human firing a 2d6 Nicknamed the “salaryman bot.”
machine gun causes 1d3 points of damage to Operating System: +3 Engineering
a Size Grade II mecha). Special Ability: +1 free slot, which must be
used for an item of non-combat equipment
Power Cores: 2 (20 Power Points) (not armament).
Slots Available: 10
Stat Score: +2 Handling Infiltrator: Used for reconnaissance. Often
slightly smaller than similar mecha, these have
sound and video dampeners to keep them
Size Grade III: These massive machines of war concealed and protected from bigger, tougher
are seen sparingly on the battlefield, typically mecha. Nicknamed the “scout bot.”
used as mobile artillery. They are more Operating System: +3 Sensors
commonly used in space combat campaigns Special Ability: +2 to Armor Class. Add
against starships or other mecha. Combiners, another +1 to Armor Class after three Levels
shape-changing mecha that can connect (Level 3, 6, 9, etc.).
together to form a larger mecha, are this size.
Size Grade III is the equivalent of a gargantuan Support: Used as the standard service and
or colossal size ordinary character. repair model. Nicknamed the “scientist bot.”
Operating System: +3 Interface
An attack by a Size Grade III mecha on an Special Ability: Each turn this mecha is in
ordinary character causes 10 times the listed melee/hand-to-hand distance with another
mecha, it can repair +2d6 hit points to that difficulty determined by the game master (often
mecha (or to itself). It requires 1 Power 10 or 15).
Point each time.
If a mecha does not move, attack or take any
other action on its turn in combat, it will
Combat Data recover 1d6 Power Points.
Armor Class: 10 + Handling stat bonus +
Infiltrator special ability + any armor armament.
Hit Points: Chassis stat score + 5 (for Size Grade Non-Combat Equipment
I) or +10 (for Size Grade II) or +20 (for Size Additional Cockpit: This can be used as a
Grade III). Add +2 hit points each time the separate gunner's control, engineering
character gains a Level. If a mecha's hit points station, or for a passenger. Each turn, add
fall to 0 (zero), damage is removed from Power +1d6 to one roll your mecha makes. You
Points (see above). A mecha can not be restored must decide which roll you will use this
to more than its initial hit points. bonus for before you roll any dice. Slots
used: 2, Power Points used: none
Initiative: 1d20 + Handling stat bonus. Additional Power Core: +10 power points. Slots
used: 2, Power Points used: none
On its turn, a mecha can move once and take
Advanced Comm Center: Used in tactical
other actions, including attacks, using
relays, scientific analysis and jamming
equipment, and attempting other rolls using
enemy communication systems. +3 Interface
operating systems. Each action, except for that
when applied. Slots used: 1, Power Points
first move, “costs” a certain number of Power
used: 1 per turn this bonus is applied
Points. A mecha can keep acting until it ends its
turn or runs out of Power Points. Advanced Diagnostics: If a mecha does not
move, attack or take any other action on its
Moving additional times in a turn uses 2 Power turn in combat, it will recover 1d12 Power
Points per time after the first. A Size Grade I Points, instead of the regular 1d6. Slots
mecha normally moves 30 feet (6 spaces on a used: 1, Power Points used: none
standard battle map) per turn. A Size Grade II or Advanced Sensor Array: +3 Sensors when
III mecha normally moves 60 feet (12 spaces) applied. Slots used: 1, Power Points used: 1
per turn. per turn this bonus is applied
Afterburner: This oversized engine doubles the
Attacks are: 1d20 + ½ Combat Operating System range of a jump pack and the speed of
(round up) rank vs Armor Class. This works even thrusters (one afterburner will apply to
if a mecha is facing an ordinary character — it's either or both items). Slots used: 1, Power
the damage that is affected (see Size Grade, Points used: 2 Power Points per turn along
above). Power Points for the attack (listed by with jump pack, 1 Power Point per turn
the armament) are spent before the attack is along with thrusters.
rolled. A mecha can make multiple attacks in a Anti-Gravity Functionality: A series of
single turn, but each must use a different stabilizers and small maneuvering thrusters
armament. All attacks have a bonus equal to ½ that enable a mecha to function in space. It
Combat Operating System, whether it is using a operates at the same speed and with the
fist, a gun, or any other weapon, since they all same operating system capability as it does
rely on the mecha’s design and functionality. on land. Slots used: 1, Power Points used: 1
per turn
To perform another action, determine which
stat and operating system will best fit the Back-Up Systems: These redundant coolant and
action. Spend 1 Power Point (or more, if the alarms help prevent a core breach. If you
game master decides the action is especially are rolling to see if a power core is unstable,
complex or demands a lot of energy), then roll roll 1d20 instead of 1d10. Slots used: 1,
1d20 + Stat Bonus + Operating System rank vs a Power Points used: none
Gestalt Formatting: As its entire turn, a mecha place instantaneously. In its alternate form,
can combine with other mecha to form part the mecha has all the capabilities of that
of a larger mecha, called a combiner (one vehicle, creature or object, and can still
Size Grade larger than itself — Size Grade III communicate in spoken language. +5 Sensors
mecha cannot select this item). When to appear as a “normal” vehicle, animal or
combined, the mecha uses the best stat and object when in that form. Slots used: 1,
operating system numbers of its individual Power Points used: 2 per shape-change (from
mecha for each dice roll. The players of mecha to other form or the reverse).
each mecha in the combined mecha must Structural Enhancement: The mecha is built to
decide which of them will control the absorb additional damage, providing +5
combiner mecha while together. Slots used: initial hit points. Slots used: 1, Power Points
1, Power Points used: 5 per combination used: none
action (coming together or separating).
Thermoptic Camouflage: Light refraction and
Jump Pack: This system allows the mecha to camouflage paint enable a mecha to blend in
make short rocket-assisted jumps of up to 1 with its surroundings. +10 Sensors, but only
kilometer (10 spaces in one turn). Size Grade to avoid detection. Slots used: 1, Power
III mecha cannot use this item. Slots used: 2, Points used: 1 per turn
Power Points used: 2 per turn
Thrusters: These rocket engines enable a mecha
Life Support System: The mecha is sealed and to fly through the air as fast as it can walk.
treated for aquatic or off-world operations. Terrain will not affect the mecha's
Slots used: 1, Power Points used: none movement. It can still attack and be
Lifters: Special lifting arms or crane with winch. attacked by other mecha, but only with
+2 to Chassis stat score. Slots used: 2, Power ranged weapons. Slots used: 2, Power Points
Points used: none used: 3 to launch, +1 point per turn to
Nanorepair Unit: The mecha can repair 3 hit remain in the air until the next turn.
points to itself, and can still take other Wings: +5 to Combat, Engineering and Sensors,
actions on this turn. Slots used: 1, Power but only when in flight. Thrusters are
Points used: 3 per turn required to actually begin and end flight.
Neural Link: A direct link to the pilot's brain Slots used: 2, Power Points used: none
increases reaction time. This item can only
be used by piloted mecha. +2 to Pilot stat Armaments
score. Slots used: 1, Power Points used: none Armor, Light Mecha: +2 Armor Class. A mecha
Remote: A small vehicle often used by the can have only one type of armor (and a
mecha to silently observe or move into shield). Slots used: 2, Power Points used:
dangerous situations. The remote can hold a none
small amount of material (it is not big Armor, Medium Mecha: +4 Armor Class. A
enough to hold another mecha or an ordinary mecha can have only one type of armor (and
character). The remote cannot make a shield). Slots used: 4, Power Points used:
attacks, but uses the mecha’s AC if it is none
attacked. The mecha controls its remote. It Armor, Heavy Mecha: +8 Armor Class. A mecha
can take one action per turn, in addition to can have only one type of armor (and a
the mecha’s actions. Slots used: 2, Power shield). Slots used: 8, Power Points used:
Points used: 1 to launch the remote none
Reserve Power Supply: A small generator holds Tactical Shield: +1 Armor Class. Slots used: 1,
reserve energy, providing the mecha with +5 Power Points used: none
Power Points. Slots used: 1, Power Points
used: none
Gladiator Enhancement: The mecha has
Shape-Changing Matrix: Allows a mecha to
specialized combat ability when fighting
engage a physical transformation, changing
face to face. +1 to hit with a melee/hand-
it into a vehicle, robotic animal or object
to-hand attack per Power Point spent. Slots
form and back. The shape-change takes
used: 1, Power Points used: 1 to 5 per turn Slots used: 3, Power Points used: 7 per
this bonus is applied attack.
Ion Cannon: No damage to hit points, but the Punch or Crush (landing on another mecha):
enemy suffers a -1d6 penalty to all rolls on Size Grade I: 1d6, Size Grade II: 2d6, Size
its next turn. Slots used: 2, Power Points Grade III: 3d6 damage. Slots used: none,
used: 5 per attack. Power Points used: 4 per attack. This
Laser Blaster: 3d6 damage. Slots used: 2, Power weapon can be used in melee/hand-to-hand
Points used: 6 per attack. combat only.
Machine Guns: 1d6 damage. Slots used: 1, Targeting System: The mecha has specialized
Power Points used: 4 per attack. combat ability with long-range attacks. +1 to
hit with a missile/ranged attack per Power
Mass Cannon: 2d12 damage. Slots used: 2,
Point spent. Slots used: 1, Power Points
Power Points used: 6 per attack.
used: 1 to 5 per turn this bonus is applied
Mecha-Sized Hand Weapon: Size Grade I: 1d8,
Recoilless Rifle: 2d10 damage. Slots used: 2,
Size Grade II: 2d8, Size Grade III: 3d8
Power Points used: 5 per attack.
damage. Slots used: none, Power Points
used: 4 per attack. This weapon can be used Rocket Launcher: 1d8 damage. Slots used: 1,
in melee/hand-to-hand combat only. Choose Power Points used: 5 per attack.
a specific weapon, like axe, sword or club. Shockwave Pulse Emitter: 2d8 damage. Slots
Missile Pods: 1d20 damage. Slots used: 2, Power used: 3, Power Points used: 7 per attack. It
Points used: 8 per attack. Fires a barrage of fires an electromagnetic pulse that fries
20 small missiles. The die roll indicates how electrical systems, sparks flammable
many hit their mark. materials, and sends targets flying an
additional 10 feet (2 spaces) per point of
Plasma Cannon or Rail Gun: 2d10+5 damage.
damage suffered.
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