TEXT: The Modern Dispatch
  Mecha�Defects�and�Quirks
  Page 1
  Content�Manager:�
  phil�reed,�chris�davis
  Layout:�
  Chris�Davis
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  #64
  Mecha Defects and Quirks
  by Phil Reed
  This Modern Dispatch issue presents options 
  for mecha created using the rules in the 
  Future SRD. These rules are completely 
  optional and must be approved by the 
  campaign’s GM before they 
  can be used. The defects 
  and quirks detailed in this 
  PDF should be used as a 
  springboard for the creation 
  of new defects and quirks.
  Open Game 
  Content
  All of the text in 
  this PDF, with the 
  exception of the 
  product identity, is 
  presented as open 
  game content. While 
  this means absolutely 
  nothing to your campaign it does 
  give other publishers permission to 
  use this material as long as they 
  follow 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 Atlas Games, Privateer 
  
  The Modern Dispatch
  Mecha�Defects�and�Quirks
  Page 2
  Press, and Scrye magazine. Today Philip spends 
  his days at home running Ronin Arts, writing and 
  designing new games, and watching DVDs. To learn 
  more about Philip Reed – and Ronin Arts – please 
  visit www.roninarts.com and  www.philipjreed.com.
  Defects
  Defects represent design ﬂaws that all mecha in a 
  series possess. By selecting defects a mecha designer 
  burdens his new design with a defect – usually minor 
  but sometimes substantially dangerous – that is off-
  set by a modiﬁcation to some other aspect of the 
  mecha (such as a decrease in the mecha’s purchase 
  DC or possibly an extra equipment slot or two).
  A mecha design may have no more than three total 
  defects unless the GM speciﬁcally gives permission 
  for a mecha design to include a larger number of 
  defects. This is not recommended, though it could 
  prove entertaining for a unique mecha design that’s 
  intended more as campaign ﬂavor than actual combat 
  action.
  [Direction]-Optimised Armor
  Drawback: The equipment bonus to Defense 
  granted by the mecha’s armor protects against attacks 
  from one direction (usually front-optimised) only. 
  Attacks from other directions (for example, the side, 
  rear, top, and bottom) have an equipment bonus to 
  Defense equal to one-half the armor’s listed value 
  (round down).
  Beneﬁt: The armor’s purchase DC is reduced by 
  one-quarter (round down). Additionally, the armor’s 
  effective progress level – for purposes of cost – is 
  reduced by one. (Example: Duralloy Armor, typically 
  PL 6, is treated as PL 5 for purposes of cost if this 
  defect is applied to the mecha.)
  Flammable
  Drawback: The mecha is constructed of wood 
  or similar ﬂammable material. All ﬁre attacks 
  against the mecha inﬂict double damage and the 
  critical threat range of ﬁre weapons is increased by 
  2 when used against a ﬂammable mecha. (Example: 
  A Corona Microwave Beam ﬁred at a ﬂammable 
  weapon inﬂicts 10d6 damage and threatens a critical 
  on a roll of 18-20.)
  Beneﬁt: The armor’s purchase DC is reduced by 
  one-half (round down).
  Glass Canopy
  Drawback: The mecha has a large canopy that 
  does not protect against attacks aimed through it. 
  This may not be taken in conjunction with the Open 
  Defect. By taking a –6 penalty on an attack roll an 
  attacker may target the mecha’s canopy, ignoring the 
  mecha’s hardness and hit points and applying damage 
  directly to the mecha’s pilot on a successful attack.
  Beneﬁt: The mecha’s base purchase DC is reduced 
  by 2.
  Hangar Queen
  Drawback: The mecha requires extra careful 
  maintenance to work properly and spends much 
  of its time in a garage, shop, port, etc. undergoing 
  repairs. For every hour the mecha was used, it should 
  be given at least an hour of maintenance. If the 
  mecha does not get this maintenance time the pilot 
  suffers a –1 penalty to all skill, attack, and damage 
  rolls for each hour of maintenance the mecha is 
  deﬁcient. (Example: A mecha with this defect that 
  was run for eight hours but only received one hour of 
  maintenance imposes a –7 penalty to its pilot.) This 
  penalty is negated once the maintenance time and 
  operation time balance out.
  Beneﬁt: The mecha is well known and grants 
  anyone that pilots it a +4 equipment bonus to 
  Reputation. Additionally, all of this hangar time has 
  enabled the techs to customize the mecha, adding 1 
  equipment slot to the mecha’s torso.
  High Ground Pressure
  Drawback: The contact area of the mecha’s legs 
  (or wheels or tracks if equipped with the necessary 
  equipment) is slight compared to the mecha’s weight. 
  Consequently, the mecha tends to sink into the 
  ground. The mecha will bog down in any swamp, 
  deep snow, or mud (no movement). It moves at one-
  half speed (round down) when crossing sand, light 
  snow, or soggy ground. 
  Beneﬁt: The mecha’s base purchase DC is reduced 
  by 2. 
  Naked Operator
  Drawback: The mecha’s pilot must be naked 
  in order to operate the mecha. This Defect occurs 
  surprisingly often in anime. The naked pilot is 
  usually ﬂoating in some sort of neural-interface tank, 
  often with strategically placed electrodes or tubes 
  connecting them to the mecha’s life system. The 
  disadvantage of this, aside from embarrassment, is 
  the time it takes to get dressed before exiting the 
  mecha.
  Beneﬁt: Because the system adapts so perfectly 
  to the human operator, the mecha’s pilot gains a +2 
  equipment bonus on all Drive, Pilot, and movement-
  related skill checks.
  Noisy or Very Noisy
  Drawback: The mecha is noisier than an ordinary 
  person. A noisy mecha is also detected more easily 
  by sonar or Listen checks. A noisy mecha can never 
  attempt to Move Silently.
  “Noisy” means the mecha is as noisy as an 
  ordinary automotive engine. Opponents gain a +10 
  circumstance bonus on Listen checks to notice it
  
  The Modern Dispatch
  Mecha�Defects�and�Quirks
  Page 3
  “Very Noisy” means the mecha is as noisy as an 
  aircraft engine. Opponents gain a +20 circumstance 
  bonus on Listen checks to notice it.
  Beneﬁt: The mecha’s noise grants the pilot a +1 
  equipment bonus to Intimidate checks (+2 for a 
  very noisy mecha). Additionally, the lack of sound 
  dampening equipment reduces the mecha’s base 
  purchase DC by 1 (by 2 for a very noisy mecha). The 
  loss of sound dampening increases the mecha’s total 
  number of equipment slots by 1 (2 for a very noisy 
  mecha); this bonus slot can be in any location on the 
  mecha of the designer’s choosing.
  Open
  Drawback: The mecha’s does not adequately 
  protect the crew or passengers, only the mecha itself; 
  the mecha provides one-half cover to crew and 
  passengers, or no cover if the mecha is the same size 
  or smaller than the rider.
  Beneﬁt: The mecha’s base purchase DC is reduced 
  by 2. By removing protective coverings the mecha’s 
  number of torso equipment slots increases by 1.
  Poor Visibility
  Drawback: The mecha’s pilot has very poor 
  visibility, due to small or no windows and a lack of 
  compensating sensors, or other problems. The only 
  way to get unrestricted vision is to actually stick 
  one’s head out a hatch or window (leaving one with 
  only half cover, as per the Open defect). Otherwise, 
  attempts to spot something visually from inside are at 
  -2 if looking directly forward and -4 if looking in any 
  other direction.
  Beneﬁt: The mecha’s base purchase DC is reduced 
  by 2.
  Reduced Endurance
  Drawback: The default assumption is a mecha 
  has an indeﬁnite range — it can operate for months 
  at a time, like a sailing ship or nuclear submarine, 
  provided supplies of food and water are available. 
  If the mecha must refuel or recharge before then 
  (something that should take at least half an hour of 
  effort) it has Reduced Endurance. A mecha with this 
  drawback must be refueled once every week in order 
  to remain operational.
  Beneﬁt: The mecha’s base purchase DC is reduced 
  by 2.
  Service Crew
  Drawback: The mecha is complex enough that 
  it requires a crew of engineers to perform regular 
  maintenance. Service crew are in addition to any 
  Operators (pilot, commander, equipment operators, or 
  gunners). The mecha must have sufﬁcient passenger 
  occupancy to carry that many crew. If a mecha loses 
  service crew it will not stop functioning (provided 
  there is someone to pilot it), but it will not run 
  smoothly.
  For each 25% a mecha is undercrewed (round up), 
  the GM can impose a -2 penalty on all Skill checks 
  the pilot or crew make when operating the mecha. A 
  short, overworked crew is also more likely to make 
  mistakes, leading to equipment breakdowns.
  A mecha with this defect requires a number of service 
  crew members based on its size.
  Size
  Number of Service Crew Required
  Medium
  *
  Large
  *
  Huge
  1
  Gargantuan
  2
  Colossal
  4
  * A mecha of this size cannot have this defect.
  Beneﬁt: Due to the mecha’s advanced, complex 
  design all sensor checks (Computer Use, see the 
  future SRD) are made at a +4 equipment bonus.
   
  Start-Up Time
  Drawback: If the mecha is shut down, a character 
  cannot just climb into it and blast off cold – the 
  power plant requires 4d4+5 rounds to warm up. Start-
  Up Time should only be taken for mecha that have 
  Reduced Endurance 
  Beneﬁt: The mecha’s base purchase DC is reduced 
  by 2.
  Volatile
  Drawback: Fuel, a boiler, or ammunition may 
  explode if the mecha is disabled or destroyed. Any 
  time the mecha suffers damage there is a percentage 
  chance (equal to the amount of damage suffered) that 
  the attack scored a volatile hit, igniting an explosion 
  deep within the mecha’s body. This explosion inﬂicts 
  a number of d6 of damage equal to the mecha’s 
  hardness to the mecha, any characters or creatures 
  within the mecha, and all objects and characters 
  within a number of feet of the mecha equal to 2x its 
  reach.
  Beneﬁt: The mecha’s base purchase DC is reduced 
  by 4. Additionally, the mecha has one additional 
  equipment slot in each arm (a total of +2 equipment 
  slots).
  Weak Point
  Drawback: Due to a ﬂaw in the design, there 
  is a weak point in the mecha. If an attacker knows 
  where it is (this requires a successful; Knowledge 
  (technology) check (DC 15 + the mecha’s PL) an 
  attack to that point is much more likely to cripple or 
  destroy the mecha. A strike against the weak point 
  ignores the mecha’s hardness and inﬂicts 50% more 
  damage (round up).
  Beneﬁt: The mecha gains one additional 
  equipment slot (torso).
  
  The Modern Dispatch
  Mecha�Defects�and�Quirks
  Page 4
  Quirks
  While defects are shared amongst all mecha of a 
  particular design quirks are unique to each individual 
  mecha, the result of customization. A mecha may 
  possess both quirks and defects, though contradictory 
  elements may never be combined in the same design.
  A mecha can possess any number of quirks, though 
  it is suggested that a single mecha have no more than 
  two quirks.
  Black Market Tech
  The mecha uses a surprising number of 
  components that were purchased on the black market, 
  making the entire design illegal. The mecha’s pilot 
  frequently ﬁnds himself working to hide the fact that 
  a signiﬁcant number of systems onboard the mecha 
  are both illegal to possess and stolen.
  Disadvantage: In addition to the legal troubles 
  that could impact the pilot if the illegal gear were 
  discovered the systems are prone to failure. At the 
  beginning of each mission a random system onboard 
  the mecha sparks and sputters, dropping to 50% 
  efﬁciency until repaired. Repairing an affected 
  system requires twelve hours and a DC 25 Repair 
  check.
  Beneﬁt: When initially purchased by the player the 
  purchase DC of any components of a PL one higher 
  than the campaign’s current PL are not increased (see 
  Progress Levels in the futuristic SRD).
  Dents and Bruises
  While many mecha are kept in pristine condition, 
  constantly repaired after each battle, this particular 
  mecha is covered in dents, scratches, dings, and all of 
  its paint and insignia is ﬂaking off.
  Disadvantage: Well, this is certainly a most 
  unimpressive looking machine. A character suffers a 
  –2 to Reputation while piloting this mecha. Repairing 
  the mecha’s appearance requires 80 hours of work, 
  ten DC 20 Repair checks, and has a purchase DC of 
  one-half the mecha’s original purchase DC.
  Beneﬁt: Looks can be deceiving. While the 
  mecha’s previous owners have never taken the time 
  to maintain the machine’s appearance they’ve sunk 
  a lot of time and credits into the mecha itself. The 
  mecha gains a +5 ft. bonus to speed. If its appearance 
  is repaired the mecha retains this beneﬁt.
  Electrical Short
  A side-effect of too many patched systems, the 
  mecha’s electrical system frequently shorts out 
  – especially at the most inopportune of moments.
  Disadvantage: Once per hour there is a 5% chance 
  that the mecha’s electrical system will fail, shutting 
  down a vital piece of equipment. If this happens a 
  random sensor, weapon, or electronic-based defense 
  or miscellaneous system fails to operate for 2d4+1 
  hours. A successful Repair check (DC 20), requiring 
  one hour of time, will correct the problem. Otherwise 
  the pilot will just have to wait for the system to 
  correct itself.
  Beneﬁt: The mecha gains a single bonus 
  equipment slot that must be used for any electronic-
  based system. The GM’s word is ﬁnal in the event of 
  disputes regarding what is and is not allowed in this 
  bonus slot.
  Limp
  One of the mecha’s legs has a bad rotator, giving the 
  machine a distinctive, hindered stride.
  Disadvantage: The mecha’s base speed is reduced 
  by 5 ft.
  Beneﬁt: The mecha’s base purchase DC is reduced 
  by 2.
  No Cargo Space
  The mecha has been rebuilt so many times, by so 
  many people, that all of its cargo space is devoted to 
  important systems.
  Disadvantage: While the title may be misleading, 
  it’s not completely inaccurate. The mecha’s cargo 
  capacity (see the future SRD) is equal to a design two 
  size levels smaller than the mecha’s actual size. If this 
  takes the mecha to a size smaller than large is has no 
  cargo space.
  Beneﬁt: The mecha gains two additional 
  (equivalent) equipment slots.
  Structural Flaws
  After years of combat the mecha’s structure is ﬂawed, 
  suffering from thousands of cracks and fractures. 
  Disadvantage: The mecha’s hardness is reduced 
  by 50%. Repairing this damage is impossible – the 
  very frame of the mecha is damaged.
  Beneﬁt: The mecha’s combat computers, as old as 
  the mecha itself, have been updated by each pilot that 
  has ever owned it and today these computers grant 
  the pilot a +2 circumstance bonus to initiative and 
  attack rolls.
  Temperamental Engine Core
  The mecha’s engine core, having been cobbled 
  together from stolen and cast-off military hardware, 
  sometimes gives out – especially when pushed to its 
  operational limits. The problem is untraceable and 
  permanent – the only way to repair the problem is to 
  completely replace the engine with an off-the-shelf 
  system.
  Disadvantage: Once per turn, if the mecha is 
  moving more than one-half its maximum speed, roll 
  1d20. If the result is equal to or less than the number 
  of squares moved that round + the number of rounds 
  
  The Modern Dispatch
  Mecha�Defects�and�Quirks
  Page 5
  the mecha has been moving, the engine fails and the 
  mecha is immobilized. Repairing the engine core 
  requires a DC 25 Repair check and takes 1d4+1 
  minutes. Reduce the Repair DC by 5 for each failed 
  attempt at restarting the mecha’s engine.
  Beneﬁt: Increase the mecha’s speed by 10 ft..
  Underpowered Engine Core
  The mecha’s engine core, old and abused, no longer 
  performs at its original speciﬁcations, leaving the 
  mecha much slower than it should be.
  Disadvantage: The mecha’s base speed is 
  permanently reduced by 50% (round down). 
  Completely replacing the engine core requires 40 
  hours of work, 10 successful DC 20 Repair checks, 
  and a full repair bay or garage. The replacement 
  engine core has a purchase DC equal to one-half the 
  mecha’s base purchase DC.
  Beneﬁt: Though the mecha’s engine core is old and 
  rundown, at some point in the past one of the mecha’s 
  owners rerouted to the power supplies, bleeding a 
  signiﬁcant portion of the engine’s power into the 
  mecha’s energy-based weapon systems. All such 
  weapons, like a microwave beam or laser, inﬂicts 
  +25% damage (round up) with each shot. If the 
  mecha’s engine core is replaced this beneﬁt is lost.
  Unfortunate Weapon Failure
  The mecha’s weapon systems have been 
  scrounged from military wreckage and each 
  one has been overcharged with blackmarket 
  components. Sometimes these second-hand, heavily-
  modiﬁed systems do not function according to the 
  manufacturer’s speciﬁcations.
  Disadvantage: Each time a weapon onboard the 
  mecha is ﬁred there is a 5% chance that the weapon 
  will overload and shutdown, leaving the weapon 
  worthless until repaired. A DC 20 Repair check 
  – requiring one hour of work – is required to ﬁx an 
  overloaded weapon system. Additionally, each time 
  a weapon is successfully ﬁred roll a six-sided die 
  – on an even roll reduce the attack’s damage by the 
  amount rolled and on an odd roll increase the attack’s 
  damage by the amount rolled.
  Advantage: A mecha with this quirk carries an 
  additional number of equipment slots, the exact 
  number determined by the mecha’s size. Consult the 
  following chart for speciﬁcs.
  Size
  Number of Bonus Equipment Slots
  Medium
  1
  Large
  2
  Huge
  3
  Gargantuan
  5
  Colossal
  7
  These bonus equipment slots can only be used for 
  weapon systems.
  Artwork from Image Portfolio © Louis Porter,,Jr.
  Design.All Rights Reserved.Used under license.
  
  The Modern Dispatch
  Mecha�Defects�and�Quirks
  Page 6
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  Modern Dispatch #64 2005, Ronin Arts; Author Phil Reed
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