Spelljammer Mecha

Post/Author/DateTimePost
#1

zombiegleemax

Dec 11, 2003 17:30:31
Does anyone have any experience or ideas on putting mecha of any kind in a SJ campaign, whether as a device for PCs or just something to add flavor to the campaign?

In my ever-mutating SJ-like campaign, which I hopefully will run someday, I'm looking at having Elves and Drow use biological mecha -- somewhat like the Spirit Warriors from the 2E rules. Humans, Dwarves, and Gnomes would use magic-mechanical mecha somewhat like constructs. Sort of like the Steamjacks in the Iron Kingdoms setting. Goblins, Orcs and such would just use Ogre mercenaries as an equivalent.

Since mecha would tend to unbalance most combat situations and do make for a difficult plot device, I'd shy away from allowing PCs to use them, unless it was going to be a mecha-based campaign, where all the PCs are mecha pilots/drivers/symbiotes -- probably in a military unit of some kind.
#2

Dragonhelm

Dec 11, 2003 17:43:29
Nifty idea.

Now, would you want to use tech for your mecha, or would you stick more with straight fantasy? How would that affect the existing ships in the Spelljammer setting? Would they transform into "robots"?
#3

ranger_reg

Dec 11, 2003 18:03:58
Honestly, I don't know. Do you have the d20 Mecha Deluxe Compendium? I know it has Golemsuits and the likes for fantasy setting. Then d20 Mecha (by Guardians of Order) offered an Escaflowne-clone of a mecha that transform from a big bot to a big dragon (and vice versa).
#4

zombiegleemax

Dec 11, 2003 18:32:59
I'd planned on adapting the rules for mechas from the Mecha Crusade minigame in Polyhedron 154. Maybe mix it up with some of the rules on Constructs. I'll check out the D20 Mecha Deluxe Compendium and D20 Mecha.

For the Drow and Elven mechas, they'd be more of a host in a symbiotic relationship with their pilots. When not "merged" with the pilot they basically just hibernate -- maybe chew and swallow mush that their handlers push into their "mouths". As far as the biological stock for them I'm thinking some kind of giant insectoid makes the most sense. Maybe not very original (given Spirit Warriors), but what else?

For the Human/Dwarf/Gnome mecha I'm thinking something along the lines of a steam-powered Construct. The steam engine provides the power and the pilot directs its motion with levers and such. It's all unexplainable gnomish technology :D

Steam engines do open up a whole new can of worms as far as the tech level for the campaign, and their affect on ships. I had wanted to do something with ships different from helms anyway. But it's fantasy, so it's not like it has to make total sense.

I had no plans for transforming mecha. I just never did like that whole genre.
#5

old_sage

Dec 12, 2003 1:14:41
An interesting idea.

Tell me, have you looked into the dwarven Juggernauts of the Mindshadows campaign setting?. They may be an interesting alternative.
#6

ranger_reg

Dec 12, 2003 2:02:30
Originally posted by smillan

I'd planned on adapting the rules for mechas from the Mecha Crusade minigame in Polyhedron 154. Maybe mix it up with some of the rules on Constructs. I'll check out the D20 Mecha Deluxe Compendium and D20 Mecha.

If you're currently tight on money, then I suggest you download the free Mecha d20 System Reference Document.

www.guardiansorder.com/d20/srd
#7

zombiegleemax

Dec 12, 2003 11:10:49
I haven't heard of Mindshadows, but I'll track it down.

I'll also check out that SRD you posted the link for, Ranger REG.

Thanks for the suggestions.
#8

zombiegleemax

May 01, 2004 13:37:31
for your magic-tech engines you could use a battery for them and every once and awhile you would have to recharge the spell count. for the bio-mechanical that brings out a whole side to explain if you ever read any of the MTG books they out in the Thran they had a 9 sphere plane that on one of the sheres living machines that evolved, mutate, grew, breed, and died. They elves (all types) found a way to copy this tech and are able to meld with the bio-mech. they would feed it normal food to refuel. Just to make this a little complicated you have different cells, cell for what type of food they eat, what creature they take after, how they mature and breed, and how they mutate(what modifications affect them and what dont.). eating cells are carnivore, herbivore, omnivore, thaumnivore(magic eater), necrovore(eat compost and dead things). creature cells are very simple choose a creature(normal an animal). For breeding they can be monosexual(egg layers),bisexual(us). How they grow is how they gain hit die. There are many mutatiions and i am only going to list a few.(mutations are passed on by birth and radition) scaley skin(natural armor), eyes on stalks(360 degree vision), etc. At birth a bio mech has 2 random (roll on talbe created by DM) mutations, a radiation count of one. magic can be considered rad. and increases the mutation count by 1*spell level when the spell affects them. When the bio mech gives birth the new borns have half the total number of mutation count and have a mutation count equal to half of mutations have a starting(both ruonded down).
#9

zombiegleemax

May 01, 2004 16:51:21
Thanks Jeweler. Sounds cool. What are the MTG books? I'm not familiar with that.
#10

zombiegleemax

May 01, 2004 21:55:42
where do you think the people for MTG get the creatures and stuff from. The books are a good thing to read because they spark ideas and thoughts.
#11

romulus_lonewolf

Aug 09, 2004 11:41:08
I recommend Bastion Press' Doom Striders. It's a pretty good Mecha sourcebook focused on D&D.
#12

zombiegleemax

Aug 24, 2004 7:55:02
hey guys i dont no if u abandoned this place but, there is a d20 mech book out, Dragon Mech. Cool mechs.
just thought i would tell u.