
MECHA-RELATED FEATS
Mecha operators c an s elect feats that r elate specifically to operating mecha. These feats are all considered bonus feats for the Mecha Jockey advanced class. Whenever the Mecha Jockey is allowed to select a bonus feat, she can choose one of these.
Essential Mecha Feats
A character without the Mecha Operation feat and Mecha Weapon Proficiency feat suffers serious penalties while operating a mecha of any size. The penalties for not having these feats are summarized below:
Mecha Operation: A character without this feat takes a –4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, the character cannot run or charge.
Mecha Weapon Proficiency: A character without this feat takes a –4 penalty on attack rolls made while operating a mecha. Furthermore, the character cannot apply the various firearm feats (such as Advanced Firearms Proficiency, Dead Aim, Double Tap, Shot on the Run, and Strafe) to a mecha’s ranged weapons.
Mecha and Feats
If you have the Mecha Weapon Proficiency feat, any feats that apply to firearms (such as Double Tap and Strafe) also apply to relevant ranged mecha weapons.
Melee-oriented feats from the Brawl and Combat Martial Arts trees don’t apply if you’re operating a mecha, although a character with the Mecha Operation feat threatens all areas within reach of the mecha, and making a slam or other melee attack with a mecha doesn’t provoke an attack of opportunity.
Feats from the Defense Martial Arts tree f unction normally for characters in mecha.
ADVANCED MECHA OPERATION (general)
You have received advanced training or extensive practice in mecha movement.
Prerequisite: Mecha Operation.
Benefit: Choose a size of mecha (Large, Huge, Gargantuan, or Colossal). When you are operating a mecha of the chosen size, you gain a +1 dodge bonus to Defense. Furthermore, armor penalties for operating the mecha are 2 less than they would otherwise be (minimum penalty –0).
ANTIARMOR SABOTEUR(Expert)
You know how to exploit the weak spots of many Mecha designs, employing explosives and personal weapons at close range to hit tiny flaws and delicate electronics.
Prerequisite: Craft (demolitoins) 3+ ranks.
Benefit: When attacking a Mecha, you can ignore its hardness if you are within 12 meters of it. You cannot use this method yourself if you are in a Mecha because of the lack of precision controls.
CONTROL DISRUPTION ATTACK (general)
You are adept at channeling electricity into an enemy mecha control system.
Prerequisite: Base attack bonus 8+, Precise Shot.
If you threaten a critical hit with an electricity attack against another Mecha, you may automatically confirm the critical. If you do, the enemy Mecha is automatically stunned for 2d4 rounds.
HAIR TRIGGER (Expert)
You have developed a delicate sense of timing, and your area attacks hit your foes when they’re ill-prepared to defend against them.
Prerequisite: Base attack bonus +6.
Benefit: Whenever you make an attack from your mecha that requires enemies to make Reflex saving throws, the DC for such saves is increased by +2.
IMPROVED MANUEVERABILITY (general)
You exhibit an uncanny ability to make complex aerial maneuvers with a flying Mecha you’re piloting.
Benefit: When you pilot a flying Mecha, your maneuverability class is one category better than it would otherwise be. This benefit stacks with any similar benefits granted from Mecha components or class features.
Normal: A mecha maneuverability class depends on its thruster components
IMPROVED TRANSFORM (general)
You can rapidly transform your mecha shape to meet the changing needs of the battlefield.
Benefit: When you pilot a Mecha with the Basic Transform or Advanced Transform structural options, you can transform as a move action.
Normal: Transforming a Mecha into another configuration is ordinarily a full-round action
INDIRECT FIRE(general)
You can aim heavy weapons in high, arcing paths to hit foes you don’t have line of sight to, relying on sensor data, an observer, or guesswork.
Prerequisite: Base attack 4+.
Benefit: You can strike an opponent you don’t have line of sight to. It takes a full-round action to make an indirect fire attack. First, designate the 2-meter square you wish to attack, and then make a ranged attack roll with the following modifiers.
Condition
+0 Target acquired through sensor readings (Oracle or similar)
+2 Target square acquired from observer
+1 Per Successive shots cumulative (max +5)
+2 Observer is providing feedback per shot (max +10)
The above modifiers are the only ones that apply; other feats and components don’t provide attack roll modifiers during indirect fire, and your size and Dexterity don’t matter. Nor does the range increment. Because the weapon is being fired in a high, ballistic arc, it can shoot out to 20 range increments.
Even if your attack misses, it’ll land according to the scatter rules in the 2d10 Modern Role-playing Game.
If you hit a 2 meter square, you don’t necessarily hit a character in it. Characters have full concealment (and thus a 50j miss chance) from indirect fire that lands in their square. The most effective indirect fire weapons have area effects, and those strike everyone within the area normally.
You can’t use indirect fire with plasma or laser weapons, and indirect fire is ineffective if the target has cover above them (the attack strikes the cover instead).
LASER DAZZLE (warrior)
You can fire your laser weapons at enemy Mecha sensors, temporarily blinding its pilot.
Prerequisite: Base attack bonus 8+, Precise Shot.
Benefit: As a standard action, you can attempt to blind an enemy Mecha by making a single attack. The attack deals normal damage if successful, and your foe
Must succeed at a Reflex save (DC 15) or be blinded for 1 rounds.
MECHA CRUSH (warrior)
You can hurl your mecha’s body onto opponents to deal tremendous damage.
Prerequisite: Mecha Operation.
Mecha Size |
Damage |
Large |
+4 |
Huge |
+6 |
Gargantuan |
+8 |
Colossal |
+12 |
Benefit: As an attack action, you can maneuver your mecha to jump or fall onto opponents, using the mecha’s body to crush them. This attack is useful only against creatures at least two size categories smaller than your mecha. The base damage for a crush attack depends on your mecha’s size category, as given below. Add 1.5 times your mecha-modified Strength bonus to this base damage to determine the total damage for the attack.
A crush attack deals bludgeoning damage and affects as many creatures as can fit under your mecha’s body. Each creature in the affected area must succeed on a Reflex save (DC 10 + your mecha’s size modifier for grapple attacks). On a failure, the creature is pinned and automatically takes crush damage each round the pin is maintained.
Mecha Feint (Expert)
Prerequisites: Intelligence +1, trained in Bluff,
Mecha Operation
A pilot with Mecha Feint can make a Bluff check in combat as a move
action (instead of an attack action). He eeceives a +2 bonus on the Bluff
check made to feint in melee combat.
MECHA FLING (warrior)
You can pick up an opponent with your mecha and fling it.
Prerequisite: Mecha Operation, at least one free hand slot.
Benefit: Your mecha can make a grapple check at a –20 penalty against an opponent at least two size categories smaller than it. If the grapple succeeds, you can use an attack action to fling the held opponent on your next action. The range increment for the thrown foe is 10 feet, and the maximum range is 100 feet.
A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as though it had fallen half the distance thrown (rounded down), and you may apply your mecha-modified Strength bonus to the damage.
Your mecha may also fling your opponent at another mecha, vehicle, or creature. To do so, make an attack roll at a –4 penalty, with appropriate range penalties, against the target. If you hit, both the thrown creature and the target take the amount of damage that the thrown creature would have otherwise taken, as given above.
MECHA FOCUS (General)
Prerequisites: Mecha Operation
Choose one specific mecha. You gain a +1 bonus on Drive, Pilot, and Craft
(Mecha) checks with this mecha. The same bonus is applied to attack
rolls with the mecha’s ranged weapons. To designate a focus mecha, the
pilot must have operated it for at least one month. Minor changes and
upgrades to the mecha don’t affect familiarity, but if the pilot switches
to a mecha with a different size, different flight system, or more than
one new weapon, he must operate it for at least one month before he is
focused with it. A pilot can focus on only one mecha at a time.
MECHA OPERATION (general)
You know how to operate a mecha.
Benefit: You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with mecha controls. You can move normally in a mecha and generally perform any action as if you weren’t inside a mecha, subject to the obvious limitations of size. You threaten areas within your reach even if unarmed.
Normal: Characters without this feat take a –4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, they cannot run or charge.
MECHA Specialization (Warrior)
Prerequisites: Mecha Focus with chosen Mecha,
Mecha Operation
Choose one specific mecha for which you have already selected the
Mecha Focus feat. You gain a +2 bonus on Drive, Pilot, and Craft (Mecha)
checks with this mecha. The same bonus is applied to attack rolls with
the mecha’s ranged weapons. This bonus does not stack with Mecha
Focus bonuses. To designate a specialized mecha, the pilot must have
operated it for at least one month. Minor changes and upgrades to the
mecha don’t affect familiarity, but if the pilot switches to a mecha with
a different size, different flight system, or more than one new weapon,
he must operate it for at least one month before he is specialized in it.
A pilot can specialize in only one mecha at a time.
MECHA SWEEP (warrior)
You can use your mecha to wield improvised weapons and attack several spaces at once.
Prerequisite: Mecha Operation, Power Attack, two free hand slots.
Mecha Size |
Damage |
Large |
+2 |
Huge |
+3 |
Gargantuan |
+4 |
Colossal |
+6 |
Benefit: You can use your mecha’s great size and strength, along with your own knowledge of balance and leverage, to pick up a heavy object (such as a large tree or boulder) and attack an area as an attack action. The area affected is a half-circle with a radius equal to your mecha’s reach. This attack deals damage to all creatures two or more size categories smaller than your mecha within the area. The base damage dealt depends on your mecha’s size, as given below. Add 1.5 times your mecha’s Strength bonus to this base damage to determine the total damage for the attack.
Though it can deal significant damage, this form of attack is awkward and unbalancing. You take a –2 penalty to your mecha’s Defense and on Reflex saves until your next turn.
MECHA TACTICIAN (general)
You can coordinate the efforts of multiple Mecha to great effect in battle.
Benefit: As long as allied Mecha remain in tactical communication with you, they gain a +1 morale bonus on attacks and Will saves against fear. Other pilots in your mecha gain the same bonus. The effect lasts for 5 rounds, after your first attack action,
plus an additional round for each point of Charisma
bonus you have.
MECHA TRAMPLE (general)
Your mecha can knock down and crush opponents.
Prerequisite: Mecha Operation, base attack bonus +4.
Benefit: When you attempt to overrun an opponent while operating a mecha, the target may not choose to avoid your mecha. If your mecha knocks down the target, your mecha may make one free slam attack against the target, gaining a +4 bonus on the attack roll because the target is prone.
MECHA WEAPON BOOST (general)
By disabling safeguards and shunting auxiliary power into your weapons, you can attain greater destructive power at the cost of weapon accuracy.
Prerequisite: Base attack bonus +8, Repair 6 ranks.
Benefit: You can take a penalty of up to –5 on your attack roll. If you do, the mecha weapon of your choice deals +2 points of damage for each –1 penalty you took. The attack penalty persists until the beginning of your next turn, but the additional damage applies only to the next single attack you make.
MECHA WEAPON PROFICIENCY (general)
You know how to acquire targets and fire your mecha’s weapons using onboard computers and sensors.
Prerequisite: Mecha Operation.
Benefit: You no longer suffer the standard penalties on attack rolls while you’re in your mecha. You can use any feats that refer to firearms with your ranged mecha weapons.
Normal: Characters without this feat take a –4 penalty on attack rolls made while in a mecha cockpit. Furthermore, they cannot apply firearm feats to a mecha’s ranged weapons.
METABOT LEADER (general)
You are adept at coordinating the efforts of multiple copilots.
Prerequisite: Mecha Tactician.
Benefit: When you are the main pilot of a Mecha, copilots in the same Mecha gain a +1 circumstance bonus on attacks and checks.
STUN MECHA (expert)
By channeling electricity into an enemy mecha’s control system, you can temporarily short it out.
Prerequisite: Base attack bonus +8, Mecha Operation, Precise Shot.
Benefit: If you threaten a critical hit with an electricity attack against another mecha, you may automatically confirm the critical. In addition to suffering the effects of the critical hit, the mecha is automatically stunned for +2 rounds. The stunned mecha automatically drops what it is holding and can take no attack or move actions. While the mecha is stunned, apply a –2 penalty to the mecha operator’s Defense (even though the operator is not stunned).
THRUSTER BLAST (expert)
By directing your vectored thrusters all around your mecha, you can kick up a cloud of dust and debris that obscures the battlefield.
Prerequisite: Pilot 10 ranks, mecha flight system (either jetpack, thruster boots, or ramjet thruster boots).
Benefit: You can aim your thruster exhaust toward the ground to create a hemispherical cloud. If you are within 30 feet of the ground and there is loose debris or dust, you can create a cloud with a 50-foot radius centered directly below you. The generated winds snuff out small fires and give guided missiles attacking you a –4 penalty on their attack rolls. Creatures without eye protection caught within the debris cloud are blinded while inside it and for 1 round after emerging from it. The debris cloud grants anyone inside it one-half concealment (20j miss chance). Mecha with sensor systems ignore the concealment effects.
Because some mecha have vectored thrust systems, their flight path isn’t affected by the aim of the exhaust. They don’t have to hover or fly upward to create the cloud.
