Mecha Rules


Homebrew and House Rules


I'm working on a set of Mecha Rules for use with Pathfinder and the Modern Path rules. I'm thinking the rules for mechs will be based on the vehicle rules from Ultimate Combat, but there are probably other alternatives, some of which may be better. Suggestions and assistance would be apperciate. If I can get a set of rules I'm sufficiently happy with I might actually publish them.

I'm thinking that there will be a Mecha Pilot class, actually a variant of the Modern Hero class from the Modern Path. It will have it's own unique archetypes to represent various types of mecha pilots. all Mecha Pilots will get a class Feature that gives them ranks in the piloting skill, except maybe a few (Some mechs like the Mobile Fighters from Mobile Fighter G Gundam aren't actually piloted, instead they duplicate the pilot's motions, then again maybe Domon and his fellow Gundam Fighters are actually better represented by the martial artist archetype). For the Real Robot side of things we've probably got a "Mecha Prodigy" archetype for guys like Amuro Ray and Kamille Bidan, and probably another for trained soldier pilots like most of the bad guy characters and many of the good guy characters in real robot series, to name a few Char Aznable "the Red Comet"/Quattro Bajeena, Slugger Law, from the Mobile Suit Gundam series and Roy Fokker from Macross. For super robot pilots we have a Super Robot Hero archetype, and possibly a number of variants based on the Five Man Band, i.e. the Lancer (or maybe this would just be the Hero with atittude), the Smart Guy (basically a Mecha Pilot version of the engineer archetype), the Big Guy (good at having his mech take large amounts of damage, basically a "tank") and the "Chick" (aka the Heart, not necessarilly female, good at supporting teammates, may even have an ability that "heals" allies mechs). All of the Super Robot archetypes would be able to use abilities called "Spirits" similar to a Gunslinger's Deeds but costing Action Points. This represemts a super robot pilot's ability to make the impossible possible by shear force of will, Getter Rays; Spiral Energy; Guts and Hardwork; Passion; etc. A campaign including Super Robots would definetly include Action Points as a matter of genre simulation.

As for the actual matter of the stats for the robots, there definetly should be a system for building you're own robots. This probably varies by the type of robot you're building. If you're building a real robot you'd probably have to figure out what knd of armor you'd want, which effects you're mechs speed, heavier armors can be compensated for by adding additional verniers and motors, which require a stronger reactor... etc. There'd be a variety of interrelated factors that you'd have to consider. Super Robots wouldd probably not have to pay as much attention to that. They'd have whatever capabilities the player desires within the parameters of the campaign's power level, explained by whatever super science technobabble is applicable in the campaign world. Yet there is sometimes overlap between super robots and real robots, so whatever system is used should probably handle both in different, but not entirely incompatable ways. Also I'd really like to be able to have both Reals and Supers in the same campaign, mostly because I'd like to run a Super Robot Wars like crossover campaign.

Comments, suggestions, constructive criticism, assistance in writing some of my ideas out, etc. are appreciated


There's a mechish vehicle in Ultimate Combat, On page 183, I guess you could use that as a base, and maybe rule up an upgrade system like the Summoner Evolutions. Other then that I'm not sure I can offer up any good advice. Still, I look forward to seeing where this goes!


That is a possible idea. Use a similar set of rules to the Eidolon, with "base chassis" instead of base forms, and with "parts" or "components" or something instead of evolutions. It might be tricky though, since if you choose say, "Chobam Armor" it'd increase you're mechs durability, but It'd also speed you're mech down. It'd be tricky to price that, I think.


Something to consider... Is the power of a mech tied the level of a character? In mecha shows you often have situations where you have a rookie pilot piloting a very powerful robot. Perhaps a robot has it's own level and the pilot it's own level. Then you can set an overall level for the campaign and the players can split that between the mech's level and they're own. The mech probably has it's own targeting systems which would add to the pilot's attack bonus, otherwise you could run into a problem where the rookie pilot wouldn't be able to hit anything. Furthermore, an ace pilot could add "effective hp" or something of the sort, so his customized (red, three times faster than normal) mook mech doesn't get instantly destroyed if the rookie's super powerful mech gets a crit with it's superior weapons. Basically it might be a good idea to treat the mech as an extension of the character to some degree.


The Clockworker might be useful to you. If you extract the servitor rules and use them to build your mecha, then apply the piloting rules therein, you could have something very close to what you want.

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