Roleplaying Previews
Mecha SRD Extreme
An 9-paged Mecha SRD Extreme preview can be downloaded at the end of this page. The following text and illustrations are only a small example.
Extreme Feats
Battlefield Tactics
You’re combat experience and natural
abilities allow you to direct combat operations
while in the middle of battle.
Prerequisites: Leadership, Int 13+.
Benefit: When in combat, anyone
within communications range who is in
the same combat gains a +1 unnamed
bonus to all attack rolls. As long as one
person in combat with you remains
unflanked no one in combat with you can
be flanked.
Cold Start (Mecha Type)

You’re skilled at starting your mecha
quickly when you need to.
Prerequisite: (Mecha) Operation.
Benefit:If your mecha has the defect
“start-up time” (see p. 47) you reduce the
start-up time by 1/2.
Special: This feat may be taken multiple
times, once for each type of (Mecha)
Operation.
Electronic Warfare Mastery
Prerequisite: Int 14+; Electronic
Warfare.
Benefit: The character gains a +2
competence bonus on Computer Use
checks with mecha sensors (such as
radar).
Special: If the character takes a full
action to monitor a sensor, he or she gets
a +4 bonus on Computer Use checks
with it.
Elite (Mecha) Operation
This is several different Feats, sometimes
known as Elite Aircraft Operation,
Elite Spacecraft Operation, Elite Surface
Vehicle Operation, etc. The character is an
elite pilot of the chosen mecha type.
Prerequisite: (Mecha) Operation.
Benefit: The character gains a +2
competence bonus on Drive or Pilot
checks or attack rolls made when operating
a craft of the selected class.
Special: The character can gain this
Feat multiple times. Each time the character
takes the Feat, the character selects a
different class of mecha.
Grizzled Veteran
You’ve spent years piloting mecha in
combat operations.
Prerequisite: Age 35+.
Benefit: You gain a +2 unnamed bonus
on all skill checks and attack rolls when
piloting a mecha.
Special: This feat may be taken twice;
the second time must be no less than 5
years game time after the feat is first
taken. The bonus is +4.
Improved Giant Robot Dodge
Prerequisite: Giant Robot Dodge.
Benefit: The dodge bonus is increased
to +3.
Improved Vehicle Dodge
Prerequisite: Vehicle Dodge.
Benefit: The dodge bonus is increased
to +3.
Energy-Absorbing Alien
Large Aberration
Hit Dice: 6d8 (27 hp)
Initiative: 0
Speed: 5 ft., fly 10 ft. (poor)
Armor Class: 12 (+2 natural)
Attacks: 3 tentacles, 1 bite
Damage: 1d6 tentacles, 1d4 bite
Face/Reach:5 ft./10 ft.
Special Attacks: Energy Drain
Special Qualities: Blindsight, Flight, Hive Mind
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 15, Dex 11, Con 20, Int 13, Wis 11, Cha 8
Skills: Intimidate +8, Listen +2, Search +4
Feats: Iron Will, Power Attack
Climate/Terrain: Any land
Organization: Team (2-4) or platoon (12-24)
Challenge Rating: 5
Treasure: None
Alignment: Neutral Evil
Advancement: 7-12 HD (large), 13-18 HD (huge)
One cold winter night, a meteor
crashed to the Earth, Over the next few
days dark, twisted creatures emerged from
the crater. Within a matter of weeks these
terrible, octopus-like invaders had seized
hundreds of miles of territory. Thousands
were killed in these first few weeks.
Now it’s time to fight back.
Combat
These aliens attack in groups, tearing
at mecha or people with their tentacles and
biting when possible. These creatures are
drawn to energy sources and must consume
at least one large-size source of
power each week or else they die.
While their bites cannot hurt mecha,
their tentacles can.
Energy Drain (Su): By plunging their
tentacles into a power source, these creatures
can drain it completely. For every
round a tentacle remains in contact with an
energy source the creature drains one day
of power. To get to the source the creature
must either decrease the hit points of the
target by 50% or score a critical on the target.
Blindsight (Su): The large, black eyes
of these creatures are completely worthless.
These twisted aliens “see” much like
bats. Using this ability is a free action and
gives them the ability to “see” in a 360º
arc.
Flight (Ex): These bizarre aliens fly
by inflating their bodies with a natural gas
created within themselves. They appear to
levitate and may hover in a single position
if desired.
Hive Mind (Ex): All aliens within 20
miles of each other share a constant link. If
one creature in the group is not flat-footed
than none of them are. They cannot be
flanked unless they are all flanked.
Use in Campaigns
DMs could design a complete campaign
around these strange creatures or use them as
a change of pace. The invading alien is a
common element in many sci-fi stories and
mecha are no stranger to battling creatures
from the stars.
The CR of these monsters could make it
difficult for low-level characters to deal with
them. Luckily, the army is usually close
behind.
Note: Much of this work is based on
Possessors: Children of the Outer Gods by
Philip Reed and Christopher Shy. Possessors
can be found at www.rpgnow.com. There’s
a very good chance that these creatures are
an advanced form of possessor that, through
exposure to technology, lost their dominating
powers and gaining energy absorbing ones.
An idea from Possessors that would
work well in a mecha campaign is the creatures’
queen, an alien monster that orbits the
Earth. The chance to fly into space and blast
the queen should not be overlooked.