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Custom Mech Rules
Custom Mech Rules
Man Powered Crew HD, Fort STR, DEX, Ref, Spd, Maneuver
Maneuverability
Good: Large/ Huge
Average: Gargantuan/ Colossal/ Colossal II
Poor: Colossal III/ Colossal IV/ Colossal V
Clumsy: City-Mech A/ City-Mech B/ City-Mech C/ City-Mech D/ City-Mech E/ City-Mech F
+1 Mod: Clockwork, Animated
+0 Mod: Steam
-1 Mod: Man Powered, Undead
Clearance = How High mech can step.
Perfect Good Average Poor Clumsy
Trip +4 +0 +0 -4 -8
Climb Yes -4 No No No
Jump Yes -4 -8 No No
Hardness 1 3 5 6 8 10 12 15 20
Mixing Materials.
%X +%Y = Hardness, ex 50%10 + 50% 20 = 15 Hardness
Improving Mech
Can Increase Any Attribute by +1 Mech Size or -1 Mech Size, except Hardness(Material + Size),
Firing Ports(Size), and Crew(Power Source).
Special Improvements:
Armor Plating: +2 Hardness, -10ft Speed, City Mech-B+ -20ft, +20% Base Cost
Combat Spikes: +1d6 dmg unarmed combat. +10% Base Cost
Extra Weapon Mount: +2 PU/ +10% Base Cost. Max +50% Base PU
Fast Legs: +10ft Speed, +20ft Colossal Size+, +5% Base Cost, Speed Demon Stacks
Gearwright Maintenance: 5% critical threshold reduction. +20% Base Cost, +1% yearly
Maintenance
Hangars/ Mech Fleet: Can Store smaller mechs inside. Mech = 2x Base PU. +5% Base Cost
Heavy Payload: Carry 2x PU, cargo only, +50% Base Cost, Stacks with Weapon Mounts
Linked Weapons: 2 Weapons fire same time, aim at same target
Magical Effects: To affect mech, 2x caster size can’t, need multicast. 2x Huge, 4x Gargantuan,
etc… Spells simultaneously + Combine Spell or consecutively
Secure Crew Quarters: Door, 10 Hardness, 60 HP, DC 28 Break, Lock from inside, 1 PU + 500
gp, +1 PU + 100 gp per medium crew member to secure. Can have multiple doors
Steady Feet: +4 Bonus Trip, Safe Trample Size +1, +15% Base Cost
Steam Powers: Can add Steam Powers on Steam + Clockwork Mechs, need to stack for size.
Mech Pricing
Craft Magical Mech or Craft Powered Mech
Skill Craft(Mechcraft)
Planning Time: 2x DC Mechcraft in days, can be reduced by ranks in Craft(Mechcraft)
Designer spends time only, 8+ hrs a day to oversee mech construction
Planning Time must be spent once, either to make or review blueprints.
Labor Time/ Material Cost/ DC: Depends on Size/ Power Source, pg 87/88 Table
Material Cost is only Materials not transportation etc…
Base Material multiple Cost by 10 for Iron to build mech, 9x Cost for Clockwork 1lb iron = 1 sp
Steel = 1.25 sp Iron. Mithral = 20 x 1.25 (2.5 gp/ lb). Admantine = 50 x 1.25 (6.25 gp/ lb)
Large 1 Day
Huge 2 Days
Gargantuan 3 Days
Colossal 4 Days
Colossal II 5 Days
Animated
Creator Requires Craft Wondrous Item. If Built in Magic Items need relevant craft feat.
Geas/Quest + Polymorph Any Object + Limited Wish/ Wish(City Sized)
Magic Immunity: +30,000 gp, +2x Ritual time, can’t have inbuilt magic items
Undead
Creator Requires Craft Wondrous Item. If Build in Magic Items need relevant craft feat.
Animate Dead + Animate Objects + Bane + Geas/ Quest + Resurrection
Final Check
Mech Craft Check must be made when everything is completed.
Fail by 5 or less = Inoperable +20% Cost + 1 month Later Check to repair
Fail by 6+ = Fails, Spend ⅓ Labor time to recover material resources
Take 10/20 but 10x 20x Labor Cost
Others:
Cog Layer: +CL to Craft
Gearwright: Take 30 on skill check, 30x time
Apprentice(Craftsman): +2 Competence Craft, -10% Material Cost
Exceptional Artisan: -25% Time to produce
Extraordinary Artisan: -25% Base Price
Magical Artisan: x75% Base Price
Skill Focus: +3, Ask for Pathfinder bonus +3 -> +6 at 10+ Ranks in Skill
Masterwork Tools: +2 Circumstance
Knowledge(Steam Engines): +2 Synergy if 5 Ranks
Engine Insight: +4 Synergy from Knowledge Steam Engines, +4)(+1 Per 5 Ranks Knowledge
Steam Engine) .requires Gear Stride + Skill Focus(Knowledge Steam Engine)
Magic Item: +10/ +20/ +30 Competence = 10,000 gp/ 40,000 gp/ 90,000 gp, Ask for Sacred/
Profane Bonus/ Insight Bonus/ Luck Bonus/ Morale Bonus
Modifying Mechs
Can Add new Trait or Change Attribute Similar to Above Method.
If removing Trait or Weapon Cost ⅓ Labor Cost.