TEXT: Another 13 
  mecha 
  devices
  Welcome back,mecha fans.In this lat-
  est release, a sequel to Future: 13
  Mecha Devices and Future: 13 More
  Mecha Devices, you’ll find another thirteen
  pieces of mecha equipment and weaponry to use
  on your own mecha designs. As with the other
  releases in this series the devices in this PDF must
  be approved by your gamemaster before they may
  be used in a game session.
  WHAT’S REQUIRED
  TO USE THIS PDF?
  In order to use Future: Another 13 Mecha
  Devices you will need the modern and future
  SRDs, available free online. This PDF also
  assumes that you own Ronin Arts’ previous
  mecha-related PDFs, Future: 13 Mecha
  Devices and Future: 13 More Mecha
  by philip Reed
  Copyright © 2005 Philip Reed.You may not distribute this document without permission of the publisher.Some portions
  of this document are presented as open game content,see the Open Game License at the end of this document for more
  information. Some artwork copyright Octavirate Entertainment,used with permission.
  Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy.For more information on Ronin
  Arts,and Ronin Arts’sister company,Studio Ronin,please visit www.roninarts.com and www.studioronin.com.
  
  Devices (but not the individual mecha PDFs or
  Future: Mecha Companions).No other Ronin Arts
  products are required to use this PDF.
  OPEN GAME CONTENT
  All of the text of this PDF is presented as open
  game content. While this means absolutely noth-
  ing to your campaign it does give other publishers
  permission to use this material as long as they fol-
  low the open game license (see the end of this
  PDF).
  ABOUT THE AUTHOR
  Philip Reed has been working professionally in
  the roleplaying game industry since 1995. In that
  time he has worked for such companies as West
  End Games, Privateer Press, and Steve Jackson
  Games.Today Philip spends his days at home run-
  ning Ronin Arts,writing and designing new games,
  and reading whatever books interest him at the
  time.To learn more about Philip Reed – and Ronin
  Arts – please visit www.philipjreed.com/php and
  www.roninarts.com. The approved Ronin Arts fan
  forum can be found at www.raforums.com.
  2
  I I I I I I I I I I I I I I I I I I I I I
  Superstructure
  I I I I I I I I I I I I I I I I I I I I I
  superstructure
  superstructure
  MOLECULARLY REINFORCED
  NEOVULCANIUM (PL 8) 
  Using advanced metallurgical and nanotech sci-
  ences,technicians during the Energy Age are capa-
  ble of reinforcing neovulcanium with hundreds of
  thousands of nanites,each grasping the very mole-
  cules around it and creating a stronger, more
  durable bond.
  Hardness: 35.
  Base Purchase DC Modifier: +4.
  AX-9 JAMMING SYSTEM (PL 7)
  This system covers the mecha’s body with hun-
  dreds of small transmitters,each one of which con-
  stantly projects an electronic signal specifically
  designed to foil sensor systems.A mecha equipped
  with an active AX-9 jammer is instantly spotted on
  sensor systems but the AX-9 makes correctly iden-
  tifying details about the mecha difficult – the sen-
  sor operator’s Computer Use check suffers a –10
  penalty due to the AX-9’s interference.
  Activating or deactivating the AX-9 requires an
  attack action but once activated the system
  requires so little power that it will remain opera-
  tional until the pilot shuts it off.
  A mecha equipped with an AX-9 jamming sys-
  tem has one less equipment slot.
  Equipment Slots: 1 (equivalent).
  Activation: Attack action,see text.
  Range: Personal.
  Target: You.
  defense systems
  defense systems
  
  Duration: Persistent,see text.
  Saving Throw: None.
  Purchase DC: 29..
  Restriction: Military (+3).
  EMERGENCY ARMOR FOAM SYSTEM
  (PL 7)
  This Gravity Age mecha device consists of
  dozens of small tanks,each packed with a thick liq-
  uid and connected to numerous nozzles that are
  scattered across the mecha’s body,that activate the
  instant the mecha suffers damage.Once activated,
  the system automatically sprays liquid into the
  damaged sections of the mecha and within sec-
  onds the liquid transforms into thick foam that
  hardens, patching the damaged sections of the
  mecha’s shell.
  The tanks of the emergency armor foam system
  are packed with a number of hit points worth of
  armor foam equal to one-half the mecha’s hit point
  total.
  Example: A Scourge (200 hit points), modified to
  carry an emergency armor foam system,would have
  100 hit points worth of armor foam packed into its
  tanks.
  Each time the mecha suffers damage the dam-
  age is first subtracted from the armor foam’s hit
  point supply – representing the system expending
  liquid to repair the damage – and once the armor
  foam system’s hit point supply is depleted the sys-
  tem will not function until recharged (purchase DC
  12 and requiring one hour to fill the tanks).
  A mecha equipped with an emergency armor
  foam system has two less equipment slots.
  Equipment Slots: 2 (equivalent).
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: See text.
  Saving Throw: None.
  Purchase DC: 28.
  Restriction: Military (+3).
  SOUND SUPPRESSOR (PL 7)
  This advanced system,similar to the Gravity Age
  sound suppressor that is used on some hand-held
  energy weapons, generates a field of sonic energy
  that cancels sound produced within the field,
  granting the mecha with a +10 equipment bonus
  to Move Silently checks.The system must be acti-
  vated and deactivated (requiring an attack action),
  but once activated it will remain functioning for no
  more than one minute, after which point the sys-
  tem automatically shuts down and cannot be used
  again for one hour (the amount of time the sound
  suppressor requires to fully recharge).
  A mecha equipped with a sound suppressor has
  one less equipment slot.
  Equipment Slots: 1 (equivalent).
  Activation: Attack action,see text.
  Range: Personal.
  Target: You.
  Duration: 1 minute,see text.
  Saving Throw: None.
  Purchase DC: 25 (medium, large, and huge
  mecha);30 (gargantuan and colossal mecha).
  Restriction: Military (+3).
  I I I I I I I I I I I I I I I I I I I I I
  3
  I I I I I I I I I I I I I I I I I I I I I
  DEFENSE SYSTEMS
  
  DARKPATH RECOILLESS
  RIFLE (PL 6)
  This Fusion Age design combines the devastat-
  ing firepower of the Warpath recoilless rifle, an
  Information Age weapon design, with advanced
  sound suppression gear.This powerful weapon is a
  favorite with stealth mecha pilots since it packs
  more of a punch than most silenced weapons –
  even lasers typically generate a distinctive searing
  sound as they fire, the laser’s energy burning the
  very air molecules.
  Correctly identifying the direction from which a
  Darkpath was fired requires a successful Listen
  check (DC 15).
  Each shell deals 10d6 points of damage,and the
  weapon’s magazine holds 20 shells. Since it is
  based on the same frame, the Darkpath and
  Warpath recoilless rifles can freely interchange
  ammunition and magazines.
  Note: All statistics not listed below are identi-
  cal to that of the Warpath recoilless rifle.
  Equipment Slots: 1 for rifle,must be hand (or
  arm if Large);1 for each 20-round magazine.
  Activation: Attack action.
  Range Increment: 40 feet.
  Target: Single target within 400 feet, or aut-
  ofire.
  Duration: Instantaneous.
  Saving Throw: None.
  Purchase DC: 23 for rifle and 20-round maga-
  zine,15 per additional magazine.
  Restriction: Military (+3).
  NS-541 NEURAL
  DISRUPTOR (PL 8)
  This advanced, illegal weapon projects a coni-
  cal-shaped beam of sound that is specifically
  designed to negatively impact the human brain.
  Based on earlier technology, the neural scrambler,
  the NS-541 was deemed too inhumane by the var-
  ious governments across the galaxy and the
  weapon never – publicly – went beyond the
  experimental stage. In truth, though, most covert
  mecha teams have at least one NS-541 in their pos-
  session.
  When fired, requiring an attack action, all
  human and humanoid characters within the
  weapon’s targeted area may not take any actions
  whatsoever, though they move at their normal
  speed under the command of another individual.
  When the affected characters are removed from
  the weapon’s area of effect, they have no knowl-
  edge of events that took place while they were
  restrained. The weapon’s beam persists as long as
  the trigger is held down; anyone firing an NS-541
  may take nothing beyond move actions or else the
  weapon’s beam ends and anyone in its path is free
  of the weapon’s effect.
  Characters with any sort of protection against
  sonic attacks may make a successful Fortitude save
  (DC 15) to resist the effects of the NS-541.
  Equipment Slots: 2.
  Activation: Attack action,see text.
  Damage: See text.
  Critical: –.
  Damage Type: Sonic.
  Range Increment: 90 feet.
  Area: Cone.
  Rate of Fire: Single.
  Duration: Instantaneous,see text.
  Saving Throw: See text.
  Size: Huge.
  Weight: 65 lb.
  Purchase DC: 40.
  Restriction: Illegal (+4).
  4
  I I I I I I I I I I I I I I I I I I I I I
  Weapons
  I I I I I I I I I I I I I I I I I I I I I
  weapons
  weapons
  
  MICROPHONE, DIRECTIONAL (PL 5)
  This simple device is a high-powered micro-
  phone attached to a short,movable boom that can
  be used to listen to far away conversations and
  sounds. Activating a directional microphone is an
  attack action, during which time the pilot retracts
  the mike from its special, protective housing, and
  aims it at a chosen target.For as long as the mike is
  active the mecha pilot gains an equipment bonus
  to Listen checks dependent upon the distance from
  the mike to the target, as shown on the following
  table:
  Distance to Target
  Listen Bonus
  0-75 ft.
  +20
  76-150 ft.
  +16
  151-200 ft.
  +12
  201-250 ft.
  +8
  251-275 ft.
  +6
  276-300 ft.
  +4
  301-325 ft.
  +2
  326+ ft.
  –
  If the mecha moves while the microphone is
  activated the Listen bonus is completely negated
  by the sound created by the mecha.
  Equipment Slots: 0.
  Activation: Attack action,see text.
  Range: 325 ft.
  Target: One 30-ft.square area.
  Duration: See text.
  Saving Throw: None.
  Purchase DC: 20.
  Restriction: Restricted (+2).
  SECURITY SYSTEM (PL 5)
  This simple mecha device consists of pressure-
  sensitive sensors, several concealed loudspeakers,
  and an electronic lock that seals the mecha’s hatch-
  es and maintenance ports.Within thirty seconds of
  being touched (or ten seconds if any of the hatches
  or ports are interfered with) the system emits a
  shrill alarm that persists until the system is
  switched off (a hand-held remote,small enough to
  slip into the pilot’s pocket,is included with the sys-
  tem). A successful Disable Device check (DC 30) is
  required to deactivate the system – before or after
  it has been set off.
  The mecha’s pilot must activate and deactivate
  the system using an attack action.
  Equipment Slots: 0.
  Activation: Attack action,see text.
  Range: Personal.
  Target: You.
  Duration: Persistent,see text.
  Saving Throw: None.
  Purchase DC: 13.
  Restriction: None.
  STARLIGHT VISION SYSTEM (PL 5)
  A starlight vision system equips the mecha’s
  cameras and viewport with a passive light gather-
  ing system virtually identical to that used in stan-
  dard night vision goggles, providing the mecha
  pilot – and all crew – with the ability to see 100 ft.
  in the darkness (also known as darkvision, see the
  Modern SRD). A starlight system requires some
  light to function,such as from the moon or stars of
  a night sky, and is worthless in total darkness. As
  with night vision goggles, the system is equipped
  with an infrared illuminator the provides enough
  light to grant the mecha’s pilot and crew with dark-
  vision out to 30 ft.
  I I I I I I I I I I I I I I I I I I I I I
  5
  I I I I I I I I I I I I I I I I I I I I I
  MISCELLANEOUS EQUIPMENT
  miscellaneous equipment
  miscellaneous equipment
  
  Equipment Slots: 0.
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 20.
  Restriction: None.
  VOICE AMPLIFICATION
  SYSTEM (PL 5)
  This device enables the mecha’s pilot to be heard
  over most exceedingly loud noises. Most often used
  on police and security mecha,the voice amplification
  system is especially effective during riot control situ-
  ations.This device grants the mecha pilot with a +2
  equipment bonus on Intimidate checks.
  Activating and deactivating the voice amplifica-
  tion system is a free action.
  Equipment Slots: 0.
  Activation: Free action.
  Range:400 ft.(+2 bonus up to 250 ft.,+1 bonus
  from 251 to 400 ft.).
  Target: All characters and creatures within
  range.
  Duration: See text.
  Saving Throw: None.
  Purchase DC: 15.
  Restriction: Licensed (+1).
  REVERSE-JOINT
  LEAPFROG LEGS (PL 6)
  More of a refit than a piece of equipment, the
  Leapfrog system replaces the mecha’s standard leg
  design with reverse-jointed legs that bend in the
  opposite direction, similar to the legs of a cat or a
  frog.These new legs grant the mecha with superior
  jumping capabilities, granting a +10 equipment
  bonus on Jump checks and doubling the mecha’s
  maximum Jump distance.
  Equipment Slots: 1,must be boots.
  Activation: None.
  Range: Personal.
  Target:You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 10 + one-quarter the mecha’s
  base purchase DC.
  Restriction: None.
  STRESS ANALYZER (PL 6)
  This small, electronic device scans characters
  within range,searching for  subtle variations in the
  characters’ voices and eyes so that the device’s
  operator can better tell when someone is lying.
  When activated the stress analyzer provides the
  mecha pilot with a +5 equipment bonus to Sense
  Motive checks. The stress analyzer is specifically
  designed for use with human characters; when
  used with a non-human, sentient character the
  bonus is reduced to +1. The mannerisms and
  behaviors of alien races can be programmed into
  the stress analyzer, allowing the system to grant
  the full +5 equipment bonus to non-humans.This
  upgrade has a purchase DC of 10 and requires five
  hours – for each race added to the system.
  Equipment Slots: 0.
  Activation: None.
  Range: 30 ft.
  Target: All characters within range.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 14.
  Restriction: Restricted (+2).
  6
  I I I I I I I I I I I I I I I I I I I I I
  Miscellaneous Equipment
  I I I I I I I I I I I I I I I I I I I I I
  QUADRUPEDAL AND SIX-
  LEGGED MECHA WITH REVERSE-
  JOINT LEGS
  The Leapfrog legs,as described,are specif-
  ically intended for two-legged mecha. A
  quadrupedal mecha equipped with the sys-
  tem is more expensive (purchase DC is 15 +
  one-quarter the mecha’s base purchase DC)
  and less effective (+5 equipment bonus to
  Jump checks; Jump distance is still doubled).
  A six-legged mecha may not be equipped
  with reverse-joint legs.
  
  BATTLE HARNESS (PL 7)
  In some extreme instances,mecha are assigned
  to extended duration combat missions, dropped
  into hostile territory with no chance of extraction
  or combat support for several days. In such cases
  the supplies a typical mecha is capable of carrying
  are insufficient for the expected needs;this is when
  a battle harness is frequently mounted on the
  mecha.
  A battle harness is similar to the type of harness
  infantry and Special Forces wear – a carefully
  designed piece of equipment that allows one so
  outfitted to comfortably carry an excessive amount
  of gear – but specifically designed for a mecha
  frame.A single battle harness allows the mecha to
  temporarily carry an extra number of equipment
  slots worth of mecha gear, exact number deter-
  mined by the mecha’s size.
  Mecha Size
  Battle Harness 
  Equipment Slots
  Medium
  2
  Large
  4
  Huge
  6
  Gargantuan
  8
  Colossal
  10
  Carried equipment may be any reasonable
  mecha device or weapon, though it is frequently
  limited to food and water for the mecha’s crew,
  emergency repair gear,and extra ammunition.The
  GM has final say in what can or cannot be carried in
  a battle harness. It is important to note, though,
  that equipment carried in a battle harness cannot
  be used until it is properly installed on the mecha.
  Equipment Slots: 0.
  Activation: None.
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 16.
  Restriction: None.
  I I I I I I I I I I I I I I I I I I I I I
  7
  I I I I I I I I I I I I I I I I I I I I I
  MISCELLANEOUS EQUIPMENT
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  Modern System Reference Document Copyright 2002-2004,Wizards of the Coast,Inc.;Authors Bill
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  Rodney Thompson,and JD Wiker,based on material by Jonathan Tweet,Monte Cook,Skip Williams,Richard
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  Future:Another 13 Mecha Devices,copyright 2005 Philip Reed.Published by Ronin Arts www.roni-
  narts.com.
  Future:13 More Mecha Devices,copyright 2005 Philip Reed.Published by Ronin Arts www.roni-
  narts.com.
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