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2010

S.H.P.C
Tom C. Jr.

[ SUPER ROBOT WARS D20]


A comprehensive guide to running & playing a tabletop role-playing adventure featuring Japanese style giant robots.

Inspired by Banpresto co.'s Super Robot Teisen franchise.

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Contents
A word from the Author........................Pg.2
Credits....................................................Pg.2
Chapter I: Preparing For Adventure......Pg.3
What will I need?.........................Pg.3
Building an Adventure.................Pg.3
Chapter II: Definitions...........................Pg. 6
Chapter III: Getting Started...................Pg.8
Chapter IV: Races...................................Pg.10
Humans........................................Pg.10
Balmarians...................................Pg.12
Deckhadarian...............................Pg.13
AI..................................................Pg.14
Cyborgs........................................Pg.15
Chapter V: Classes..................................Pg.16
Soldier..........................................Pg.16
Mercenary....................................Pg.18
Engineer.......................................Pg.19
Field Medic..................................Pg.21
Scientist.......................................Pg.22
Chapter VI: Constructing your Mech.....Pg.24
Super Robots...............................Pg.24
Real Robots.................................Pg.25
Hybrids........................................Pg.25
Transposers.................................Pg. 26
Fighters........................................Pg.26
Attack Properties.........................Pg.30
Chapter VII: Building Attacks.................Pg.31
Attack Types................................Pg.32
WP Costs......................................Pg.37
Additional Functions....................Pg.37
Chapter VIII: Feats & Seishin.................Pg.43
Feats............................................Pg.43
Seishin..........................................Pg.45
Seishin by Class............................Pg.47
Chapter IX: Mechanics & Gameplay......Pg.49
Filling in the Spaces.....................Pg.49
Flow of Mech Combat.................Pg.50
Chapter X: Final Notes............................Pg.52
Extra: Defense of Archis.........................Pg.53

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A word from the author
Few things have ignited our imaginations and pushed the limits of our dreams
as much as Japanese giant robots. I remember my days as a child watching shows like Power Rangers
and VR Troopers thinking they were very American shows, but I learned that by either influence or direct
import, these shows were very much rooted in Japanese pop culture. It was not until years later, during
my teens that I discovered shows like Gundam, Evangelion and the Big-O which sparked a whole series
of new passions, ideas and dreams in my heart and mind. Then, sometime early in the new millennium, I
was introduced to Super Robot Wars by a co-worker of mine when I was employed at the Path Mark
grocery store in Jersey City, NJ. That was, by far, the turning point that would make me realize just how
much I loved the idea of massive mechanized defenders of the peace.
It is with these inspirations that I now offer to take you , the reader; through the
same course of awe inspiring feats of mechanized bravery that I enjoyed for so long. In this guide, you
will find an easy to play, yet incredibly detailed system for tabletop role playing that allows you and your
friends to either create your own, or re-create some of the famous giant robots seen in anime,
videogames and other media.
Thank you, and enjoy~
Thomas L. Claridge Jr._____________________________________________________________________________________
Credits
Executive Designer
Thomas L. Claridge Jr.
Co-Designer
Robert J. Walsh
Combat Algorithm Design
Nick Baird
Executive Consultant
Joseph Wilson
Q/A Testers
Thomas L. Claridge Jr., Robert J. Walsh, Richard A. Stewart, Amy Sala, Gino Cogliati
Super Robot Teisen Original Concept
Banpresto Co.
d20 Tabletop RPG System Original Concept
Gary Gygax, Dave Arneson
Original Art / Cover Art
Branden Caspers / Banpresto Co.

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I. Preparing for Adventure


"He who fails to plan, plans to fail"

Before any great journey into the unknown, it's a good idea to prepare yourself for anything and
everything that could come your way. This section well help you do just that.
What will I need?
Wondering what you'll need in order to play SRWd20 without a hitch? Well look no further. The
following checklist will ensure your survival! (Or prolong it at any rate...)
Required Items

A note book: What's an adventure without any documentation? Ideal for DM's who
wish to pre-plan their adventures for their players, but also useful to players who want
to keep notes. It can also be used for making maps, drawing grids if you're too cheap to
buy graph paper... any number of things! Blank pages are your friend.
Pencils: I prefer these over pens personally. What else will you use to write? The blood
of your enemies?!
Calculator: This guide requires math with some large numbers and multiplication by
decimals to work certain things out properly. Sure you COULD do it in your head, but I
bet your players would start to get grumpy if a single round of combat took forty-five
minutes...
A copy of this guide: If you DIDN'T have one, and still somehow have gotten this far,
you're Batman. At any rate, all the rules to play by this system are in this book and...it's
free. Go get a copy.
Players: I suppose you COULD play with yourself, but you may go blind.
Dice: At least two, twenty-sided dice per player, two six-sided, two eight, a ten, a
percentile a four and a twelve. Lots of stores have them for sale for cheapo prices. Or
you could just ask your buddy Rich. He's got a bag big enough to clog Hoover Dam with.
An Adventure: This COULD have gone in the recommended list seeing as there have
been times where my friends and I would just do mock up battles gladiator style... but I
suppose the point of this guide is to promote actual role-playing so, whip up a world and
get ready.
Recommended Items

A Grid: This game, like most tabletop RPG's, features combat on grid-based maps. This
gives you a visual idea of your surroundings and the terrain involved during battle.
Figurines: Or any kind of representation for yourself on the aforementioned grid.
Obviously it would be difficult, BUT not impossible to get some custom made figures
that match your robots description but...my friends and I use extra dice personally.
An Artist: Every friend groups got one. It's of course, not necessary but, it may be nice
to have someone who can draw your character or their mech for visual reference.
Right?

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Snacks: An adventure, or 'campaign' can go on forever. They're normally divided up into


sessions which can last hours. If you're afraid you may pass out and knock your little
diabetic head on something, grab a soda and some corn chips.
A basement: To bury the bodies of those aforementioned comatose friends of yours.
But not really... Any place will do. A library, friends dining room. More or less, a place to
play that won't get the police called on you.

If you have all, or at least most of the items mentioned above, you'll be ready to explode your way into
sci-fi fantasy soon enough! But before you begin, one of the required items I noted has to be dealt with.
Building an Adventure
So you've got your friends together, all your materials are lined up nicely and Rob finally got out
of the shower. You're just about ready to start, and you, as the DM, open your mouth to say the first
lines to the opening of your campaign when you suddenly realize...you have no campaign. Well, you
might as well sign that organ donor card now, because odds are you won't be leaving that room alive.
To prevent your untimely demise, this section will guide you through the necessary steps to create an
adventure. As a bonus, at the end of this book; you'll find a pre-made, ready to play adventure that I
smashed together using the mecha series I've been working on for a while entitled: Metal-Messiah.
Sure, you can use it but- nothing beats a home brewed cup of win. So let's get started.
The Basics
What does an adventure consist of? Many parts to be honest, but usually the Earth or 'insert
custom planet here' is in some great peril and your players have to save it. Generally, there is some sort
of struggle that you guide your players through as they use their wits and prowess to overcome
whatever you throw at them. But how do you start? What would be a good adventure to begin with?
And furthermore, what KIND of campaign do you want to run? Well, since I just LOVE check lists, I'll
provide some basic info with one, that you could use to help kick start that atrophied brain of yours.
Setting
With this system in particular, it's a good idea to make things set in either a modern, or futuristic world.
With that in mind, here are a few basic settings you could work with.

Home world entering space age: This is more or less the setting I used for MetalMessiah. The planet Earth is finally perfecting space travel when 'something' goes
horribly wrong.
Post Apocalyptic: Yay, thousands of nuclear war heads turned everything into a barren
waste land over night. And you without your sun block...tut tut. Anyway, the colonial
pockets of humanity left are either violent, violated or vigilantes. Perhaps your players
are a police force stepping in to bring order. Or maybe the order that already exists is
corrupt, and your players wish to rush mankind back to a golden age. Who knows?
Space, the final frontier: Unlike the first setting I listed, perhaps humanity is already far
advanced and space travel is used as recreation. Colonies popping up all over the place.
Maybe your players are mercenaries from Mars, or a band of Jupiter Ring bandits hired
by the military for...something.

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You get the point. Your setting should be the backdrop in which your adventure takes place. It also
serves as a form of 'template' for the kind of character your players are going to be portraying AND what
style mecha they'll be wanting to utilize the most.
The Struggle
So you've got yourself a setting. Great, but what exactly is it that you'd like to have accomplished here?
Some of the settings I provided offered hints, and yours may as well, but without a solid direction for
yourself; you can't expect your players to be engaged for very long. Here are a couple of ideas to get
your fluids flowing.

Alien Invaders: A classic really. Aliens stop by to say howdy, some hic fires off a round
from ole' Betsy, and you've got an interstellar war on your hands. Are your players the
heroes of planet Earth that arrive just in time to free mankind from the brink of
servitude or destruction? Or are they the commanding officers of the alien hoard?
Evil Corporation: Someone foreclosed on granny Smiths farm! Fired up, your players
jump into their mecha to teach those bankers a lesson! Or... maybe they're the muscle
that smashed granny's dog, ole' Jasper, when serving her the papers...
Civil War: Marie Antoinette and the French people didn't really see eye to eye,
especially while her head was rolling about the without a body. Power to the people,
your players are at the forefront of the rebel campaign against the snarling jaws of
oppression. Or perhaps they want to keep their subjects in line and need to break some
eggs in the process.

Whatever the case may be, there has to be some sort of struggle for your players to overcome.
Whatever side they are on should only matter from a role play perspective. Conflict is Conflict.
Fleshing out the realm
You've gotten your setting done, and designated what your players are fighting for. But this is really only
half of the adventure. The rest is exploration, and allowing your players some freedom to travel through
the universe you've created for them. Within your setting, you'll need to supply locations. Be it an office
building where they find out the truth about their employers accounts, or a military base where they
discover a secret weapon, players need locations to visit and explore. Not all of them have to be a part
of the main story either. I for one, often offer my players a vast amount of land to explore, and ampoule
time to do so. Of course, I don't plan every detail for what's going to happen in every single location, but
when the time comes, I add lib and some of the best moments are when the least expected happens.
Campaign Type
So you've got the main points of your story worked out, figured out the setting, why your characters are
fighting and you even threw in some completely pointless locales to create a feeling of freedom and
open-endedness. Wonderful, now is the time to decide what kind of campaign you're going to run. "But
Tom, isn't there only ONE kind of campaign..?" Well, no. (I bet you expected some kind of snooty remark
or something eh?)
Campaigns can be played numerous ways, and really it depends solely on the group. Below will be yet
another check list, this one will have the various different kinds of campaign types, and to whom they're
best suited for.

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Full Campaign: This is your run of the mill, most often found campaign. It starts when
your players gather, gets the pause button hit when everyone goes home, and restarts
again once everyone is back together.
Episodic Campaign: These are one of my favorite type of campaigns. They run like a TV
show would, and have a clear beginning and end to each session, that follows a single
story but can branch off to different plots that eventually tie together as a whole. I like
this especially for a series that involves mecha. The last time I ran a campaign involving
robots, (While I didn't have this fancy fleshed out system we've got here...) I introduced
a main story to everyone, and what we would do is complete 'sagas' so to speak. The
first saga would be based solely around the main plot of the story, but the next would
then feature one of the player characters and their story as the focus point. Then, we
would alternate back to main plot, and then focus on another player character. What
this did, was allow for a lengthy campaign, but also aid character development. To top it
off, for any of you who have actually played the Super Robot Teisen series, you'd
instantly see why this campaign type is most attractive, since the series followed a main
plot while still following the original story of each of your collected allies.
Mini Campaign: This campaign type is more focused on individuals who enjoy a good
story and dynamic game play, but do not have the luxury of time. If a group is unable to
keep a controlled frequency of when they play, they can choose to do mini campaigns,
where relatively short- complete scenarios can be started and finished in a single sitting,
which they would then move on to a new one when they could meet again. Often times,
people that use this campaign type often carry their characters over to the new
adventures and almost make it as if they were experiencing something new every time.

I'm sure you could think of more, but these three campaign types are the ones which I'm most familiar
and comfortable with. Try each one out, see what fits best for your custom adventure and go from
there.
Putting it all Together
So, you've gotten your adventure compiled, you have your players and you're ready to start.
Before you embark on your travels into the unknown, I have a few final words of advice for you. Keep it
simple, keep it interesting and if you're ever in doubt with a ruling on how something works, make it up.
These rules aren't here to stifle your creativity, they're here to empower it. Use them as guidelines to
beat back the boring, dull processes of making everything from scratch. If you see something you don't
understand, or think could have been done better, DO IT YOUR WAY! The DM is never wrong, because it
is his/her world the players are in.

II. Definitions
"Motor cut. Forced landing. Hit cow. Cow died. Scared me."
~ Dean Smith, in telegraph to his chief

Within this guide, there are several things that may prove to be a bit much to understand fully. Of
course, I could be completely wrong, but rather than not be careful, I'll cover my bases. Below will be a
series of definitions for terms and objects we use in this system. Most of them are common to Tabletop
RPG's but, bear with me. Sure YOU may be an experienced gamer, but Billy, down the street is just
starting out. So; do it for Billy!

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d20: A system of Table Top Role Playing Games that primarily use a twenty sided dice to deal with most
things involving player and non-player statistics.
Role Playing Game: A game in which you play the role of your character in a world set before you by a
DM.
DM: Dungeon Master. Synonyms include: Game Master, Admin, Overlord, God and "that ass hole still
hasn't given me those items he promised from last game...". He/she is the one who controls everything
in the campaign setting that is not you. They are also responsible for controlling the flow of information
and the story's plot.
Campaign: The single, or series of sessions involving the story of the DM, and the players characters.
Player Characters: That's you buster.
NPC: Non Player Character, everyone in the campaign that is not controlled directly by a player.
Mech: Sometimes referred to as Mecha, or Giant Robots, these are often large suits of power armor
that are either piloted or controlled by AI, and used for a variety of tasks from combat to construction.
Ranging anywhere from 10 to 100+ meters, and made out of pure awesome.
Super Robot Teisen: A tactical role-playing video game series spanning most gaming consoles from the
Nintendo Gameboy to mobile phones. Designed by Banpresto Co. of Japan. Original release: April 20th,
1991. Each game in the series features many robots and characters from famous mecha anime except
for the OG (Original Generations) installments of the series which features the Banpresto original
creations.
PP: Personal Points used to purchase Seishin & Mech oriented feats.
Seishin & SP: A form of inner focus allowing pilots to call upon their will power to enhance their combat
abilities. SP, or Seishin Points are used in the casting of these Seishin.
AP & WP: Attribute points are used to enhance and purchase abilities of a pilots mecha. Weapon Points
are used in the creation of mech attacks.
HP: A mechs total damage threshold. If a mech reaches 0 HP, it is considered disabled, if it falls to a
value below 0 totaling their max HP, the mech is destroyed.
EN: Energy, required to utilize some attacks. Energy is also spent at a rate of 1 per square moved if the
mech is flying, and recovers at a rate of 10 per turn.
Armor: Used to reduce damage dealt to mech. To do so; multiply total current armor value by -0.6 and
add weapon damage. The result is the amount of damage dealt.
Mobility: Number of squares a mech can move on the field during their turn.

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Sensitivity: A representation of a mechs ability to detect things around it with sensors. It is used
as a modifier for accuracy in combat.
Reaction Time: A representation of a mechs ability to react to a pilots commands. It is used as a
modifier for evasion in combat.
Perception: This statistic is a direct representation of your characters ability to perceive all around
them. Thus, their wisdom modifier IS their Perception.
Reflexes: This statistic is a direct representation of your characters ability to react to sudden
events, and is directly their entire Dexterity modifier.

III. Getting Started


You may have a fresh start any moment you choose, for this thing that we call 'failure' is not the falling down, but
the staying down.

Now that we've gotten the basics of creating your adventure and preparing in real life, for the fantasy
journey ahead. It's time to focus on the individual components of creating your presence in this
adventure. Who are you? Why do YOU personally take place in the series of events that have been laid
before you? Why do you pilot the mech you do? How did you get it? What kind of mech is it? What
powers it? What sort of weaponry does that beast of a machine have? All of these questions, and more
will easily be answered by the time you're finished with the next few chapters of this guide. But what's
the first step in creating your identity, and what steps will follow the first? This section is all about that.
Below I've laid out the flow of character creation, and included some commentary, if you will, for each
step. I hope it helps.
Step 1, rolling your stats: Before anything else is determined, you must first roll your pilots base
attributes. To do so, roll 3 six-sided dice and tally the results together seven times. Re-roll all 1's and
then after the 7th roll, drop your single lowest roll and replace it with whatever the 7th rolls values
were. Then plug these into your character sheet beside the statistics you desire. (STR, VIT, DEX, INT, WIS,
CHA only. Perception & Reflexes are worked in later)
Step 2, choosing your race: What are you exactly? This step identifies you by your background and
history. Are you an Earth born human? Perhaps you at some time, and maybe altered yourself with
mechanical parts to become a cyborg. Whatever you decide, choose carefully. Each of the selectable
races in this game have their own unique strengths and weaknesses in certain areas, and may be a
deciding factor in the ultimate development of your character.
Step 3, choosing your class: What do you do? Obviously you'll pilot some kind of mech; that's what this
system is all about, but what were you before a pilot? The different classes listed in this guide are each
geared to perform specific tasks better than others, and so, are an important part to deciding who you
are in the world before you.
Step 4, constructing your mech: My favorite part personally. This is the step where you get to
determine your robotic identity. The thing about Japanese style giant robots is that they aren't just a
tool used as a means to complete a goal. They quickly become part of their pilots personality and convey

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these quirks readily. Make no mistake, creating your mech will be one of THE most important parts of
this system, and require you to spend some time thinking carefully over not only your mechs statistics,
or what type it is, but what it looks like, how it works and other such things. These more cosmetic
decisions will help shape who and what you want to be in the world.
Step 5, building your attacks: So you've got a mech, awesome. What can it do? Is it a physical beast that
uses martial arts? Or maybe it's a gunslinger that has a variety of firearms at its disposal. Regardless of
what you decide, make sure you understand that the attacks your mech possesses are a direct
interpretation of how your mech works. Use the notes you made when creating your mech to choose
what attacks would make most sense. Perhaps your mech fires a beam of energy made of the raw
power in which the mech itself runs off of. Maybe your mech can perform magic or other such
supernatural abilities based off of its arcane origin. The point behind creating attacks yourself, instead of
me just handing you a bunch and saying "Use these" is that the attacks themselves are as much a part as
your mechs personality as the mech is of yours.
Step 6, Selecting feats and allocating skill points: This is the second to last step. Excited yet? Here's
where you pick some of the final bits and pieces that round your character out. What skills does your
character possess? Is he/she good with diplomacy? Can your character figure his/her way around
security devices with ease? Can they pilot anything they come across with ease? Feats and skills will
further identify your characters personality, as well as allow you to perform actions in the world that
have real substance and meaning.
Step 7, equipping yourself: Aside from creating attacks, you may decide to supplement your arsenal
with some of our pre-constructed weapons. These can be purchased, traded with friends and upgraded
and serve as a means of filling in empty spaces between your first created attacks, and when you're able
to create more in the future. Aside from your mechs attacks, not all combat will come in the form of
giant robots assaulting your base. There will be times where you need to defend yourself when your
trusty metal beast is not available to you. Various weapons and equipment for both you and your mech
will be selected during this step. Choose wisely, because a thoughtful purchase could save your life.
With these seven steps out of the way, you're just about ready to start kicking some serious butt. But
first, take a quick glance at all of the information you've gathered while creating your identity. Are you
happy with it? Is there enough here to explain who and what you are? If you feel that you're lacking
emphasis on what you were trying to go for so far, flesh some things out. Give your character a
biography, a history. Give them some quirks or habits that may make them more fun or memorable. The
best way to play a role playing game is YOUR way.
But enough talking about the process of generating your in-game persona. Let's get down to business!
A note on pilots attributes
Much like standard d20 systems, pilots use the six basic attributes of STR, VIT (or con), DEX, INT, WIS and
CHA. But you may notice that we reference 'Perception' And 'Reflexes' constantly. These two statistics
are extra modifiers this system adds to the mix. 'Reflexes' should not be confused with the 'Reflex'
saving throw, as these are two different, albeit similar stats. The reflex saving throw is still used as a part
of non-mecha conflict and serves the same purpose it always has, while Reflexes serve as a modifier for
evasion during mech based combat. Later, in a section labeled "Flow of Combat", the rules for
determining Reflex, and exactly how it is used will be covered.

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IV. Races
"The value of identity, of course, is that so often with it comes purpose."
~Richard R. Grant

In the universe that is SRWd20, you'll be playing one of five currently available races. Each has their own
unique strengths and weaknesses in certain areas, and if played properly, will gear any player towards
victory.
Choosing a race
Selecting a race that's right for you is all about weighing certain factors. Each race may come with
varying abilities on a statistical basis, but more than that; they all represent a general demeanor and
way of life that becomes a pivotal part in a characters personal story. Choosing a race that best suits
you, over one with better stats for you, is highly recommended because what they may lack in the area
of numbers, they can more than make up for with quick thinking and proper role playing on the players
part.
Available Races
Below is a list of currently available races, and game play related information about each.

-Human
Individually we are a drop, together we are an ocean."
~Ryunosuke Satoro

Frailty of body does not always mean weak of heart. Humans prove this point true with every passing
day. Though there may be spots in their history in which they were torn by conflict with one another,
never has a race banded more tightly together when situations were globally dire. These enigmatic yet
personable people strive hard to hold onto what accomplishments they have made throughout history
and seldom falter in the face of a threat.
Personality: Humans are the most adaptable and ambitious people amongst the races. Their
desires for personal gain and longing for freedom often cause them to get into disputes with those of
more controlling, or subtle natures. They are all quite diverse in tastes, morals, customs and habits.
Other races tend to consider them to be generally disrespectful and often crude, but those that come to
know them personally would consider them stalwart allies.
Physical Description: Humans typically stand from 5 feet to a bit over 6 feet tall and weigh from
125 to 250 pounds, with men being noticeably taller and heavier than women. Their nature of
exploration and conquest has lead to them being more physically diverse than many of the other races
with skin shades ranging from nearly black to very pale. Their hair, from black to blond (usually straight,
kinked or curly.) and facial hair (for men) from sparse to thick.
Relations: Just as readily as they mix with one another, humans mix with members of other
races. They appear to get along well with all of them as a whole, save to say the Aero-Gaters whom in
recent history were a direct threat to their entire species survival. But in more modern days, the
animosity has died down between the two races and with new treaties signed, they are beginning to
learn to live with one another.
Language: Unlike the other races, humans speak a variety of languages based upon their
individual cultural locations. However, in the times of space travel and contact with alien species, they

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have developed a language that can be used to communicate universally. This; Galactic Basic serves as a
form of communication for most, if not all inter-stellar travelers.
Adventures: Humans are the most audacious, daring and ambitious people. Humans can gain
glory in the eyes of their fellows by amassing power, wealth and fame. Humans, more than other
people, champion causes rather than territories or groups.
Human Racial Traits

Medium: As a medium sized creature, humans have no special bonuses nor penalties because of
their size.
Speed: Human base land speed is 30ft.
Feats: Humans gain 1 extra feet at 1st level, because humans are quick to master specialized
tasks and are varied in their talents.
Skills: Humans gain 4 extra skill points at 1st level, and 1 extra skill point every additional level
because they are versatile and capable.
Automatic Language: Galactic Basic, English, one language based on their heritage, and one
extra Earth culture based language.
Mecha Bonus: +250 HP bonus upon creation due to the humans ability to jury rig anything.
Attack Creation Bonus: +5 WP bonus per level. Humans are well known for pushing the limits of
their machines.
Statistic Bonuses: +1 to will saves, +1 to Charisma,
______________________________________________________________________________

-Balmarian (Aero-Gaters)
"Terrifying are the weaknesses of power."
~Greek Proverb

During the great war of Aero-Gaters, the Blamarian empire fell thanks to the efforts of an elite group of
human pilots known as the Alpha Numbers. Since its fall, some ten years ago, the people of planet
Balmar have been learning to rebuild their lives after the oppressive rule of their former lords. All does
not go well for them however, as tensions between them and the humans are still high, albeit relaxed.
Personality: Balmarians tend to be quick thinking and soft spoken which generally keeps them
out of most trouble, however their arrogant and omnipotent natures often land them in situations of
conflict with some of the other races. Most of them are well cultured and have a habit of treating those
without elegance with a cold shoulder or a glib insult.
Physical Description: Balmarians typically stand from 5 and a half feet to well over 6. And weight
between 140 to 265 pounds. Men and women do not often differ in height very much, though the men
are more physically built, and tend to be heavier. They are mostly fair in skin, though some are known to
have tanned or olive skin colors, their hair can be found in common colors of brown and blond, though
shades of blue, green and red are not uncommon. Facial hair, to the Balmarians is a sign of experience
and leadership, and only those of high brass ever grow out beards or a mustache.
Relations: Since the fall of their oppressive rulers, the Balmarians have been learning to cope
with their former enemies, the humans. Some however, find it much easier to do so than others. The
other races seem to get along fine with the Balmarians though.
Language: Balmarians quickly learned the humans Galactic Basic during their invasion during the
great war, but prefer to speak their own tongue when dealing with matters of family or business.

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Adventures: Having lived under an oppressive arm most of their lives, Balmarians who enter the
galaxy on their own, today; are anxious to prove themselves as individuals more so than a single unit of
like minded thinkers. They are content to achieve their 'success' in the form of personal deeds and often
self-serving actions.
Balmarian Racial Traits

Medium: As a medium sized creature, Balmarians have no special bonuses nor penalties
because of their size.
Speed: Balmarian base land speed is 30ft.
Automatic Language: Galactic Basic, Balmarian.
Mecha Bonus: +5 WP, +1 RT
Statistic Bonuses: +1 to Dexterity, +1 Wisdom, -2 Charisma
______________________________________________________________________________

-Deckhadarian
"I cannot imagine a God who rewards and punishes the objects of his creation and is but a reflection of human
frailty."
~Albert Einstein

Long before the war with Balmar, humanity faced its first threat from the heavens. The Deckhadar
would descend upon them in hopes of saving the Earth from its masters. It is said that the Deckhadar
planted the seeds for human creation and evolution in order to observe the effects of this for their own
research, but when they returned after a long period, to observe their experiment, what they witnessed
was a crime against their culture. Humanity, their pet project; sucking the planet dry of all its natural
resources. They felt that it was their duty then to cleans the world of the mistake they had made,
henceforth becoming mankind's first contact with extraterrestrial life.
Personality: Holding nature and life above all, second only to knowledge, the Deckhadar are a
very calm and generally peace loving race. Their pursuit of knowledge and protectiveness over nature
often makes them come across as zealous and overbearing, though they are very capable of showing
compassion unless the situation is considered dire or critical in their eyes.
Physical Description: The Deckhadar typically stand from 6 feet to an astonishing 7 and a half
feet tall but are very lanky and weight between 120 to 200 pounds. Men and women do not vary in
height very much, and neither are very muscular outwardly. Their skin types vary from a dark to light
tan, but never go to the extreme either way. Hair color for the Deckhadar can vary considerably, even
more so than the Balmarians with colors from silver to black and any concievable combination in
between. Facial hair is worn by most of the older men, which is to say with their lifespan as it is, that a
65 year old man would only have a faint dusting of a beard.
Relations: During their first invasion of Earth, they were thwarted due to the humans ingenuity,
which forced humanity to design the first models of mecha they use today. Their second encounter with
mankind left an even greater dent in Deckhadarian culture when an experimental mecha design of their
own was stolen by the humans and used during the final battle on the Deckhadarian home world. After
their defeat, the Deckhadar surrendered unconditionally and vowed not to peruse in the destruction of
humanity. Though they feel grudges are below them, the Deckhadar will never truly forget their mistake
and this shows even today with high tensions among them and humans. They generally fair well with
the other races, and find the Balmarians especially interesting.

P a g e | 13
Language: Having to adapt to the humans Galactic Basic during the second half of their invasion
of Earth, the Deckhadar have become well versed with it over the years. They use their own language
now only during casual conversation and culture driven rituals & celebrations.
Adventures: The pursuit of knowledge sends many young Deckhadarian men and women out
into the galaxy. Though not normally on their agenda at first, they often find themselves advocating the
sanctity and preservation of nature as if they were prophets of some kind. Their idea of great success
and treasure is finding ancient texts and ruins of civilizations long passed.
Deckhadarian Racial Traits

Medium: As medium sized creatures, the Deckhadar have no special bonuses nor penalties
because of their size.
Speed: Deckhadarian base speed is 30ft.
Automatic Language: Galactic Basic, Deckhadarian, Commune with Nature
Mecha Bonus: +10 WP, +5 AP.
Statistic Bonuses: +1 Intelligence, +1 Wisdom, -2 Strength

-AI (Artificial Intelligence)


"I visualize a time when we will be to robots what dogs are to humans, and I'm rooting for the machines."
~Claude Shannon

As much a marvel of ingenuity as a mystery, AI is considered one of the greatest achievements of the
modern age. Who created the first AI however, is debatable, as each of the other sentient races have
themselves to thank for the technology. The AI themselves however believe that such trivial topics of
conversation are far from important.
Personality: By far the most diverse possible personalities in the universe, AI originates off of
programming from their creators, but learns on their own through a series of personal engagements and
experience. It is because of this that AI has not been able to be classified as a single general personality,
but much like the humans, is dependent on whomever the AI is exposed to most.
Physical Description: Much like their personality, AI is incredibly diverse on what sort of
appearance they have. One thing is for certain though, they almost always resemble mecha themselves.
Large, and unable to fit into the confines most humanoid creatures dwell within, they are forced to stay
in either their own custom housings or roam free.
Relations: Most AI do what they are told, but the sentient variety that appears more and more
commonly throughout the galaxy has no ill will toward any particular race. They adapt and learn as they
go, but it is up to the individual to decide whom they like or dislike.
Language: Depending on the original programmer of the AI, they could have a variety of
languages built into their prime functions. It is for certain however, that they can communicate in,
interpret and translate machine code without flaw.
Adventures: Most AI tend to be split into two groups. Those who wish to travel and learn more
about the universe, and those who tend to stay with their creators. However, some AI experience
feelings and urges much like the other sentient races, and are not uncommonly found on personal
journeys.

P a g e | 14
AI Racial Traits

Size: AI can be anywhere between 10 meters and 100+ meters depending on the chassis they
were installed into. DM's advise.
Speed: DM's advise.
Automatic Languages: Machine Language. (The ability to speak in 0's and 1's, allowing them to
communicate with any machine.)
Mecha Aptitude Bonuses: +2 sensitivity, +2 RT
Statistic Aptitude Bonuses: +1 Wisdom, +1 Intelligence, -2 Dexterity
Alternate Statistics: AI are not bound by the same laws of life that their fleshy counterparts are.
They can naturally live forever, and have no use for the 'HP' or 'Vitality' statistic. They also do
not require the use of 'Fortitude' saves yet somehow are completely able to use Seishin and SP.
Their 'health' is their mecha type's HP, and when they are destroyed by having their HP reach a
negative balance of their current maximum HP, they are forever gone, unless a copy of their
firmware had been saved elsewhere.

A note on AI
Incase the idea isn't clear already, AI- ARE in fact their mecha. The idea behind this concept, being
Transformers and similar style robots that are not piloted, but are driven by sentient programming.

-Cyborg
"Death--the last sleep? No, it is the final awakening."
-Walter Scott

Serious injury, the desire to be more powerful or just a government agencies science project. Cyborgs
are the cross between man and machine and branch out through all forms of sentient life
Personality: People who decide to become Cyborgs via necessity or narcissism hail from all walks
of life, and generally retain the personality of their former full biotic selves. When creating a cyborg, it is
key to choose from which of the three primary sentient races your character originates, and base your
personality from there.
Physical Description: With today's technology, cyborgs are able to blend into society with little
to no problems what so ever. Artificial skin grafts and major steps forward in medical science allow
doctors and professors to mimic the original structure of anyone and allow their former likeness to
cover their technological secret. However, some Cyborgs choose to show off their differences, and
depending on the cybernetic implants used, such as enhanced optics; few cyborgs have a choice in the
matter.
Relations: Because they are able to blend in well with society, most cyborgs have few problems
with the general public. Of course there are some puritan extremists that believe man and machine
should remain two separate entities and might then give cyborgs a hard time.
Adventures: Most cyborgs obtain their implants out of necessity to repair or replace damaged
tissue from an accident, or an injury sustained during combat. Others choose to upgrade themselves in
order to obtain a state of physical prowess that would allow them to do extraordinary things. Whichever
the case though, it is likely that they intend to put themselves in harm's way.

P a g e | 15
Cyborg Racial Traits

Size: Cyborgs tend to retain their original size of medium, and so do not have any special
bonuses or penalties.
Speed: A cyborgs base land speed is 40ft.
Automatic Language: Whichever languages appear on their origin races description.
Mecha Aptitude Bonuses: +300 HP, +25 EN.
Statistic Aptitude Bonuses: +1 Perception, +1 Reflexes, -1 Vitality.
_____________________________________________________________________________________
Experience, Pilot Feats & Statistic increase chart
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

XP
Feat
0
1
1,000
3,000
1
6,000
10,000
1
15,000
21,000
1
28,000
36,000
1
45,000

Stat+

Level
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

XP
Feat
55,000 1
66,000
78,000 1
91,000
105,000 1
120,000
136,000 1
153,000
171,000 1
190,000

Stat+
1

V. Classes
Oh, you hate your job? Why didn't you say so? There's a support group for that. It's called EVERYBODY, and they
meet at the bar.
-Drew Carey

Like any other game, your character has to have some kind of job. What is it that they do? Well, the
following is a list and full game play information regarding all of the classes currently available in
SRWd20.

-Soldier
Well trained members of a fighting force are often proudly given this title. They serve at the forefront of
conflict as well as peace resolution, and have done so for centuries. In modern days, they can be found
everywhere, and are the backbone of any civilized society.
Adventures: Soldiers would not say that they 'adventure' but follow orders, though children who
dream of becoming soldiers know better. Few organized militia's get to do as much travelling to exotic
locations as a government sanctioned soldier, and they are most often found in the heat of conflict,
going wherever they must for the glory of their home lands.
Characteristics: This can vary depending on whom the soldier serves, but one thing is always a
common factor, discipline. Each and every soldier has their own reasons why they fight, but they all
share a common goal of defending their homes from unknown evils.
Alignment: Any. Soldiers can be as diverse in their morals and beliefs as they'd like, so long as
they do what they are told.

P a g e | 16
Background: Most often, those who become soldiers are either born into a family who's
patriarchs are well decorated officers. Sometimes though, those who just desire to make more of
themselves than what they are now, drives them into this career path. Less common, but still a potential
occurrence, are those who are drafted into military service.
Races: You can find soldiers of all kinds in the galaxy, though due to their size and lack of
personal experience when freshly constructed, AI do not usually make the greatest soldiers.
Other Classes: Generally, soldiers get along with anyone who doesn't get in their way, but they
have a specific disliking for Mercenaries whom they feel are free agents who fight for money instead of
things that more important.
Role: A soldiers role is as one might expect. Front line defenders and fighters.
Game Rule Information
Abilities: Dexterity and Wisdom are what a soldier relies most upon whether they are fighting in our of
their mecha.
Alignment: Any
Hit Die: d8
Seishin Die: d10
PP / Lv.: 20
Class Skills
The Soldiers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy
(Cha), First Aid (Wis), Knowledge (military & governments) (Int), Profession (Wis), Sense Motive (Wis)
and Pilot (Super Robots, Real Robots).
Skill Points at 1st Level: (2 + Int modifier) 4.
Skill Points at Each Additional Level: 2 + Int modifier.

P a g e | 17
The Soldier
Level
Base Attack Bonus
Fort
Ref
Will Seishin Level
1st
+1
+2
+0
+0
1
2nd
+2
+2
+0
+0
3rd
+3
+3
+1
+1
4th
+4
+4
+1
+1
5th
+5
+4
+1
+1
2
6th
+6/+1
+5
+2
+2
7th
+7/+2
+5
+2
+2
8th
+8/+3
+6
+2
+2
9th
+9/+4
+6
+3
+3
10th
+10/+5
+7
+3
+3
11th
+11/+6/+1
+7
+3
+3
12th
+12/+7/+2
+8
+4
+4
3
13th
+13/+8/+3
+8
+4
+4
14th
+14/+9/+4
+9
+4
+4
15th
+15/+10/+5
+9
+5
+5
16th
+16/+11/+6/+1
+10
+5
+5
17th
+17/+12/+7/+2
+10
+5
+5
18th
+18/+13/+8/+3
+11
+6
+6
19th
+19/+14/+9/+4
+11
+6
+6
20th
+20/+15/+10/+5
+12
+6
+6
____________________________________________________________________________________

-Mercenary
The universe holds untold wealth in the form of information and valuable commodities, spread across
the void of space. It awaits those who would cast away all sense of rules and fight solely for their own
benefit. Where most others would turn away from such a fate, the mercenary stands ready to claim it all
for themselves.
Adventures: The mercenary is a hired strong arm and would be available for just about any job
thrown their way. If the price is right, the job is never too small for them.
Characteristics: More often than not, Mercenaries are rough, gruff and take crap from very few
sources. The clich, often stereotypical idea that they're all dim witted grunts mostly comes from the
fact that any civilian with a fire arm may try and call themselves a mercenary, but those who truly are
what others pretend to be, can be found anywhere in the universe.
Alignment: Mercenaries normally look out for one thing and one thing only. Themselves. Where
it may be true that bands of mercenaries stick together and form friendships, it is more common to see
them alone, and taking every measure possible to see to it that THEIR interests are kept in mind.
Because of this, most- if not all mercenaries are chaotic neutral and fight only for themselves. Though it
isn't uncommon to find ones with strict morale codes of honor.
Background: Mercenaries come from all walks of life but most often come from poor regions of
space where money has been hard to come by in most legal ways. Though many of them act as if they
are soldiers of fortune, it is clear that they lack the same regimented training that a government
sanctioned soldier receives.
Races: Wherever there is riches to be claimed, a Mercenary is not far behind. This is true with
most all races. Humans and cyborgs however, are more likely to take this position in life.

P a g e | 18
Other Classes: If the price is right, a mercenary will work with anyone. And though they may not
have any personal grudges against any particular group of people, soldiers seem to think of mercenaries
as dishonorable and all-together worthless. Because of this, tensions between the two is often high.
Role: Mercenaries cover a variety of roles on and off the battle field. They can be effectively
implemented as front line troops, but are just as useful as rear-guard.
Game Rule Information
Abilities: Strength and Intelligence are what a mercenary relies most upon whether they are fighting in
or out of their mecha. Strength is used mostly during their physical pursuits of wealth, but also serves as
a keen way to gain information with Intimidation. A high intelligence allows them to cover a broad range
of skill sets, making them suitable for any situation.
Alignment: Most often Chaotic Neutral.
Hit Die: d10
Seishin Die: d6
PP / Lv.: 20
Class Skills
The Mercenaries class skills (and the key ability for each skill) are Intimidate (Str), Craft (Int), Explosives
Handling (Dex), First Aid (Wis), Knowledge (military & weapons) (Int), Profession (Wis), Search (Wis) and
Pilot (Real Robots, Transposers).
Skill Points at 1st Level: (4 + Int modifier) 4.
Skill Points at Each Additional Level: 4 + Int modifier.
The Mercenary
Level
Base Attack Bonus
Fort
Ref
Will Seishin Level
1st
+1
+2
+0
+0
1
2nd
+2
+2
+0
+0
3rd
+3
+3
+1
+1
4th
+4
+4
+1
+1
5th
+5
+4
+1
+1
2
6th
+6/+1
+5
+2
+2
7th
+7/+2
+5
+2
+2
8th
+8/+3
+6
+2
+2
9th
+9/+4
+6
+3
+3
10th
+10/+5
+7
+3
+3
11th
+11/+6/+1
+7
+3
+3
12th
+12/+7/+2
+8
+4
+4
3
13th
+13/+8/+3
+8
+4
+4
14th
+14/+9/+4
+9
+4
+4
15th
+15/+10/+5
+9
+5
+5
16th
+16/+11/+6/+1
+10
+5
+5
17th
+17/+12/+7/+2
+10
+5
+5
18th
+18/+13/+8/+3
+11
+6
+6
19th
+19/+14/+9/+4
+11
+6
+6
20th
+20/+15/+10/+5
+12
+6
+6
_________________________________________________________________________________

P a g e | 19

-Engineer
Since the dawn of the industrial age, these men and women have served in factories and workshops
around the globe. With the dawn of Mobile Frames, or Mecha on the fields of battle, they're services
have been even more important. Under the gruff exterior of these brilliant masters of mechanics
though, lies an incredibly skilled individual which covers MANY fields of expertise.
Adventures: Engineers go wherever they are needed, and as such can be found undertaking
numerous tasks for their contract employers.
Characteristics: The characteristics of engineers vary depending on where they're found, but
one thing they all have in common is the desire to seek out and repair a variety of machinery. Things
that interest an engineer most however, is the supposed 'impossible to fix' machines that they just ache
to test their skill on.
Alignment: As many engineers would say, wrenches have no morals, but their wielders most
certainly do. An engineer of any alignment can be found most anywhere.
Background: Children who have an interest in machines and electronics often bloom into
engineers, but more often than not, they are the product of family tradition, or necessity depending on
where they were brought up.
Races: In modern times, engineers of all races can be found everywhere. Each major player in
the interstellar community relies on them to keep the military and medical equipment fine tuned and
ready to roll at a moment's notice.
Other Classes: Engineers never find it very hard to get along with others, however they have a
particular distrust in soldiers who treat their mecha and other equipment like tools. They more so prefer
mercenaries who rely on their machines since more aren't always so readily available.
Role: Engineers are most often found on the back ends of the battlefield making emergency
repairs to damaged equipment, but reports of enraged engineers climbing into empty units to take
vengeance on the destruction of their pet projects have been growing rapidly in recent years.
Game Rule Information
Abilities: Strength and Intelligence are what engineers value most. Giving them the ability to repair most
anything while toting around large amounts of equipment wherever they go.
Alignment: Any
Hit Die: d8
Seishin Die: d6
PP / Lv.: 20
Class Skills
The Engineers class skills (and the key ability for each skill) are Repair (Int), Craft (Int), Explosives
Handling (Dex), Knowledge (machines, weapons & electronics) (Int), Profession (Wis), Search (Wis) and
Pilot (All).
Skill Points at 1st Level: (8 + Int modifier) 4.
Skill Points at Each Additional Level: 8 + Int modifier.

P a g e | 20
The Engineer
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Base Attack Bonus


+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref
+2
+2
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Seishin Level
1

-Field Medic
Wherever there are injured, both physically and spiritually. A field medic is never far behind to tend to
the wounds of their allies, and enemies alike. For there is only one flag in the eyes of a doctor, the red
cross.
Adventures: Medics go wherever they're needed, and it isn't odd to find them travelling space
alone or in groups of fellows, searching for injured across the galaxy. Medicine is more than a job for
them, but a calling.
Characteristics: Field medics vary in their characteristics, but most all of them tend to be mild
mannered and good natured.
Alignment: Any-good. The pursuit of a healthy populace and fully repaired, therefore- less
dangerous to pilot mecha is most important to them, and they really go the extra mile for complete
strangers.
Background: No one really knows where the drive to help people in the way that medics do,
comes from. Most would say it was decent parenting, others would say on the flip side; that the medics
themselves endured or witnessed much physical or emotional pain in their lives and just wish that none
others have to deal with that.
Races: Medics come in all shapes and sizes, but as a rule of thumb, AI tries to stay away from
small, hard to handle sharp implements when working for their more fleshy friends...
Other Classes: Medics try their best to keep out of the personal business of others, and so get
along with the various classes well. They have a keen respect though for scientists who's work in their
fields may be used for the medics own purposes. They DO however have issues with mercenaries who
would much rather slit a man's throat then let their enemies be healed.

P a g e | 21
Role: On the front lines of battle, medics can be found having little other choice than to be right
beside their brothers in arms, ready to aid them at a moment's notice.
Game Rule Information
Abilities: Intelligence and Dexterity are most important for a medic. This gives them the ability to tend to
the sick and disabled, as well as use their equipment for emergency repairs on mecha.
Alignment: Any good.
Hit Die: d8
Seishin Die: d10
PP / Lv.: 20
Class Skills
The Field Medics class skills (and the key ability for each skill) are Repair (Int), First Aid (Wis), Craft (Int),
Knowledge (medicine, machines, alien biology) (Int), Profession (Wis), Search (Wis) and Pilot (Fighters,
Hybrids).
Skill Points at 1st Level: (2 + Int modifier) 4.
Skill Points at Each Additional Level: 2 + Int modifier.
The Field Medic
Level
Base Attack Bonus
Fort
Ref
Will Seishin Level
1st
+0
+2
+0
+2
1
2nd
+1
+2
+0
+2
3rd
+2
+3
+1
+3
4th
+3
+4
+1
+4
5th
+3
+4
+1
+4
2
6th
+4
+5
+2
+5
7th
+5
+5
+2
+5
8th
+6/+1
+6
+2
+6
9th
+6/+1
+6
+3
+6
10th
+7/+2
+7
+3
+7
11th
+8/+3
+7
+3
+7
12th
+9/+4
+8
+4
+8
3
13th
+9/+4
+8
+4
+8
14th
+10/+5
+9
+4
+9
15th
+11/+6/+1
+10
+5
+9
16th
+12/+7/+1
+10
+5
+10
17th
+12/+7/+2
+10
+5
+10
18th
+13/+8/+3
+11
+6
+11
19th
+14/+9/+4
+11
+6
+11
20th
+15/+10/+5
+12
+6
+12
_____________________________________________________________________________________

P a g e | 22

-Scientist
The pursuit of answers through any means necessary. A scientist is ultimate seeker of knowledge. Be it
for the bettering of mankind, or their own purposes, they will do whatever it takes. Even at the risk of
their own lives.
Adventures: Scientists strive to find the answers to the questions their experiments lead them
to. And though most work for government agencies, a fair amount of privately funded scientific minds
can be found scouring the universe in search for the ultimate 'something'.
Characteristics: Be it stuffy, misunderstood, gentle or soft spoken, a scientist can harbor a
variety of characteristics that set them apart from one another, as well as ANY other.
Alignment: Any. Scientists can have a variety of different moral codes, but few would argue that
science has its own virtues, and has little to do with the plights of others.
Background: Though some scientists follow in the footsteps of members of their family, most
are spawned from the necessity to understand new and unexplored concepts of the nature of life,
machines and energy. This drive can turn even the dimmest of observers into scientists.
Races: Most scientists today are either Human, Balmarian or Deckhadarian. This of course opens
the door to a variety of cyborgs taking their roles in the scientific community as well.
Other Classes: Scientists will get along with anyone so long as they keep themselves out of their
ways. Scientists often refuse to allow people to pry or impede their research for any reasons, and would
rather die than have their research exploited for purposes it was not originally intended.
Role: Though it may not be expected of them, scientists can often be found on the front lines of
battle today. The reason behind this being that to test their machines and custom built systems, there is
no one better fit, than themselves...

Game Rule Information


Abilities: Intelligence and Wisdom are most important for a Scientist. This allows them to flawlessly
complete any task before them, so long as it doesn't involve brute strength.
Alignment: Any.
Hit Die: d6
Seishin Die: d12
PP / Lv.: 20
Class Skills
The Scientist class skills (and the key ability for each skill) are Repair (Int), First Aid (Wis), Craft (Int),
Knowledge (Any) (Int), Profession (Wis), Search (Wis), Pilot (All) & Decipher (Script, Machine Code, etc.)
(Int)
Skill Points at 1st Level: (6 + Int modifier) 4.
Skill Points at Each Additional Level: 6 + Int modifier.

P a g e | 23
The Scientist
Level
Base Attack Bonus
Fort
Ref
Will Seishin Level
1st
+0
+0
+2
+2
1
2nd
+1
+0
+2
+2
3rd
+1
+1
+3
+3
4th
+2
+1
+4
+4
2
5th
+2
+1
+4
+4
6th
+3
+2
+5
+5
7th
+3
+2
+5
+5
8th
+4
+2
+6
+6
9th
+4
+3
+6
+6
10th
+5
+3
+7
+7
3
11th
+5
+3
+7
+7
12th
+6/+1
+4
+8
+8
13th
+6/+1
+4
+8
+8
14th
+7/+2
+4
+9
+9
15th
+7/+2
+5
+9
+9
16th
+8/+3
+5
+10
+10
17th
+8/+3
+5
+10
+10
18th
+9/+4
+6
+11
+11
19th
+9/+4
+6
+11
+11
20th
+10/+5
+6
+12
+12
_____________________________________________________________________________________

VI. Constructing your Mech


"Industry, thrift and self-control are not sought because they create wealth, but because they create character."
~Calvin Coolidge

In this section, you will learn how to create your mecha using the AP (or Attribute Points) system. With
it, you will be able to select options for your mech as well as increase their base attributes. But note that
some of these options can only be purchased during creation, and will be noted so.

Mecha Types
In SRWd20, there are five different types of mech to choose from. Each one represents a unique style of
combat and utility. Below will be a list and full description of each type, their base statistics and their
statistic aptitude codes. Read these carefully before selecting one to ensure that you pick the right type
for you.

P a g e | 24

-Super Robots
Heavy armored, hard hitting defenders of justice. Never has a robot type been synonymous with
heroism more than the Super Robot. Of course they have also been used as instruments of terror and
the stuff of nightmares for some people, but in the right hands, these powerful; almost arcane tools can
be the very salvation of life itself. Rooted most definitely in science fiction, these robots are easily
discernable by their completely unexplainable methods of operation.
Average Height: 18 ~ 100+ Meters
Average Weight: 20 ~ 800+ Tons
Starting AP: 50
AP / Lv.: 15
HP: 5800
(Aptitude Grade: S)
EN: 170
(Aptitude Grade: B)
Armor: 1400
(Aptitude Grade: S)
Mobility: 4
(Aptitude Grade: C)
Sensitivity: -2
(Aptitude Grade: F)
Reaction Time: -3
(Aptitude Grade: F)
_____________________________________________________________________________________

-Real Robots
Nimble and eagle-eyed , these robots are more commonly found in the service of military and
mercenary strike groups. Rooted as closely to science fact as possible for a giant robot, these mecha are
clearly discernable by their use of conventional weapons and generally simplistic methods of operation.
Average Height: 10 ~ 25 Meters
Average Weight: 10 ~ 28 Tons
Starting AP: 50
AP / Lv.: 15
HP: 3500
(Aptitude Grade: C)
EN: 260
(Aptitude Grade: A)
Armor: 600
(Aptitude Grade: C)
Mobility: 6
(Aptitude Grade: B)
Sensitivity: +2
(Aptitude Grade: B)
Reaction Time: +2
(Aptitude Grade: B)
_____________________________________________________________________________________

P a g e | 25

-Hybrids
Faster than a super robot, stronger than a real robot. These mechanical marvels blur the line that
separates these two giants and combines the best of both worlds to deliver a well balanced, good
functioning combat machine.
Average Height: 15 ~ 30 Meters
Average Weight: 10 ~ 30 Tons
Starting AP: 50
AP / Lv.: 15
HP: 4500
(Aptitude Grade: A)
EN: 195
(Aptitude Grade: A)
Armor: 900
(Aptitude Grade: A)
Mobility: 5
(Aptitude Grade: B)
Sensitivity: +1
(Aptitude Grade: B)
Reaction Time: +1
(Aptitude Grade B)
------------------------------------------------------------------------------------------------------------------------------------------

-Transposers
These transforming robots serve as a base of military necessity & utility. Their ability to change forms
(most commonly that of Mecha to Fighter) allows them to enter combat and mobile modes with ease
and supports decent functionality on both fronts.
Average Height: 12 ~ 25 Meters
Average Weight: 20 ~ 30 Tons
Starting AP: 50
AP / Lv.: 15
HP: 3800
(Aptitude Grade: C)
EN: 350
(Aptitude Grade: S)
Armor: 550
(Aptitude Grade: C)
Mobility: 5 (Mech) 6 (Vehicle) (Aptitude Grade: A)
Sensitivity: 0
(Aptitude Grade: C)
Reaction Time: +2
(Aptitude Grade: B)
_____________________________________________________________________________________

-Fighters
Not exceptionally strong in most cases, but very nimble and dependable when put under the gun in
terms of utility. Fighters are the fastest, dexterous form of mechanized combat around.
Average Height: 10 ~ 15 Meters (In length)
Average Weight: 9 ~ 13 Tons
Starting AP: 50
AP / Lv.: 15
HP: 2500
(Aptitude Grade: F)
EN: 350
(Aptitude Grade: S)
Armor: 275
(Aptitude Grade: F)
Mobility: 7
(Aptitude Grade: S)
Sensitivity: +3
(Aptitude Grade: A)
Reaction Time: +3
(Aptitude Grade: S)

P a g e | 26
_____________________________________________________________________________________
Mecha Customization & Options
Once players choose their mech type, they may then spend their AP to apply upgrades to their mechs
statistics as well as purchase various options to round out the desired design concept they were looking
for.
Understanding Aptitudes
In order to upgrade your mechs attributes, you must spend AP. The cost of upgrading varies depending
on the mecha types aptitude grade for each corresponding attribute. The table below demonstrates the
varying grades and their direct affect on AP costs.
Grade
S
A
B
C
F

AP Cost
2
3
4
5
6

Frequency
Incline per upgrade
Incline per upgrade
Incline per upgrade
Incline per upgrade
Incline per upgrade

What this means, is that the cost per upgrade starts out with 1, and then increases exponentially for
each upgrade in that attribute, by the AP cost dictated in the Aptitude chart. For example, a super
robots HP Aptitude Grade is S. This means, the cost for upgrades will be an initial 1, then go up by 2 for
every sequential upgrade. Ultimately, the costs for the super robot to continually upgrade their HP
would look like this: 1 / 3 / 5 / 7/ 9/ 11/ 13/ 15/ 17/ 19
To make things easier, I've included the chart below, which details the point cost variance for each
aptitude grade.
Grade
S
A
B
C
F

AP Cost Incline
1 /3 / 5 / 7 / 9 / 11/ 13/ 15/ 17/ 19
1 / 4/ 7/ 10/ 13/ 16/ 19/ 22/ 25/ 28
1 / 5 / 9 / 13 / 17/ 21/ 25/ 29/ 33/ 37
1 /6 /11 /16 /21 /27 /33 /40 /46 /52
1 / 7/ 13/ 19/ 25/ 31/ 37/ 43/ 49/ 55

Upgrading Your Mecha


On the SRWd20 Character Sheet, when I release it, you may notice that beside each mech attribute is a
box that looks like the one below:

This is your mechs Attribute Upgrade Bar, or AUB. It is used to track how many upgrades you have
purchased for each of your mechs attributes. Each attribute may be upgrade a max of ten times, except
for mobility, which can be upgraded five times. To signify this, simply use your pencil to shade in one of
the ten individual boxes in the AUB for the attribute you've purchased upgrades for.

P a g e | 27
A note to the DM
Attribute upgrades are not things you can simply acquire on the fly, and because of this, it should be
noted that players can only obtain upgrades while at a mecha garage, laboratory or military facility that
is equipped to house, repair and perform maintenance of mechs.
The worth of Upgrades
So your players have decided to upgrade the attributes of their mech. How much does each shaded box
of the AUB account for? What does an upgrade actually DO for the mech? Well, below is a table that
lists the mecha attributes, and the values each upgrade offers.
Attribute
HP
EN
Armor
Mobility
Sensitivity
Reaction Time

Upgrade Value / AP Spent


+750 per upgrade
+15 per upgrade
+75 per upgrade
+1 per upgrade
+1 per upgrade
+1 per upgrade

Purchasable Options
Along with the attribute upgrades we just covered, players will be able to spend their AP on options that
enhance the functionality of their mech. These should be read carefully to make sure they are
understood, as once they are purchased, they cannot be removed, and after initial creation, many of the
options are no longer acquirable at all.
I'll start by listing & describing each of the options available, and then include a chart that identifies the
AP cost for each particular option.
Flight: Your mech is able to fly through the air, enabling them to cross easily over any terrain. EN is spent
to do this at a rate of 1 EN per space moved while in flight. Flight is a 'toggle' option, in that it can be
turned on and off at will.
Note: Fighters, and Transposers with an air travelling vehicle do NOT need to acquire this option. It is
given to them by default.
Beam Coat: Your mech emits a variety of high and low frequency energy shields that completely nullify
the effects of most beam weapons. Beam coats however, can be penetrated by certain attacks designed
to do so. Attacks that DO get shielded by a beam coat, reduce the defenders EN by 1 for every 100
points of base damage the attack had. (Rounded down)
Force Shield: Your mech emits a variety of high and low frequency energy shields that reduce the effects
of conventional, concussive and melee weapons by 50%. Force Shields however, can be penetrated by
certain attacks designed to do so. Like the beam coat, the defender reduces their EN by 1 for every 100
points of base damage the attack had (rounded down).
Stress Response: Your mech is specially built to attune its systems with the emotional state of its pilot.
Therefore, when suffering from extreme stress (as to be determined by the DM), a gauge inside of the
mech fills, and when it reaches its maximum capacity, your mech unleashes its true potential in the form
of no more than 2 bonus attacks granted by the DM. It should be noted that these two attacks are
designed to be very powerful. The DM should allot a set of Weapon Points to the pilot that chooses this

P a g e | 28
option, specifically for the creation of these two Stress Response related attacks. The effects of Stress
Response end if the pilot is knocked unconscious, their mech is disabled or destroyed, or at the end of
the current encounter.
Note: This feature can only be acquired during initial mech creation
Adrenalin: Your mech is equipped with certain sensors that react to the pilots emotional condition
much like Stress Response except, instead of stress, the data these sensors acquire is based on the
pilots current level of morale. When a pilot reaches a level of morale equal to or greater than 25, the
Adrenalin option self activates and allows the pilot to strike with deadly precision and accepts the pilots
commands faster. This makes the next attack landed upon a target, an instant critical strike. On top of
this, it also makes it so the pilot evades the next attack directed at him/her. Once the effects of
Adrenalin activate, they enter a 'cool down' period of 5 rounds, allowing the pilot to continue as normal,
however, after every subsequent 5 rounds since Adrenalin was activated, its effects return for another
round. This cycle repeats itself until the pilot is knocked unconscious, their mech is disabled or
destroyed, or the current encounter has ended.
Note: This feature can only be acquired during initial mech creation.
Nano-Sewing: Your mech has had an emergency repair system installed into its firmware that allows the
pilot to instantly restore damage to an ally's mech in the form of nanobot fibers that are sprayed onto
damaged locations on the target mechs chassis. This option can be used on allies ONLY and comes with
no cost. The effective range of the spray is immediate, and can be applied only to allies in adjacent
squares to the user. This function can be used in tandem with a move and attack / attack action. The
amount of damage restored to allies is 500 per rank of Repair skill the pilot possesses, to a minimum of
500.
Note: This feature can only be acquired during initial mech creation.
Energy Transfer: Your mech has had an alternate, backup energy source installed into its chassis that
allows the pilot to completely restore an allies EN reserves. Much like Nano-Sewing, this can only be
used on allies, and only those adjacent to the user. Unlike Nano-Sewing however, the use of this option
requires a full round of actions and cannot be used if the pilot has moved or taken an attack action
during their round.
Note: This feature can only be acquired during initial mech creation.
Using your imagination
These purchasable options are named and 'work' on a base mechanic I've come up with. But use exactly
what they're called, and exactly HOW they work as a guideline only; be creative! Examples of such
features can be found throughout the Super Robot Teisen game series and have a variety of names and
lore on how they are actually performed. For instance, the 'Mazin Power' buff that Mazinger-Z, Great
Mazinger & Mazinkaiser acquire is a form of the Adrenalin option. Space Runaway Ideon and the all
powerful 'Ide Gauge' is a prime example of the Stress Response option. Use your imagination to create
and fine tune the details of how your mech operates, and I can guarantee you'll better enjoy your
experience using this system.

P a g e | 29
Option
Flight
Beam Coat
Force Shield
Stress Response
Adrenalin
Nano-Sewing
Energy Transfer

AP Cost
3
30
30
25
20
10
10

Attack Property & Terrain Affinity


Once you've figured out all of the previous options and attribute upgrades you want for your mech.
There are two final things you have to watch out for. Attack Properties & Terrain Affinity. These two
factors will be explained below.
Attack Properties
Like any good RPG, SRWd20 has a system of strengths & weaknesses based on the properties of the
weapons in your arsenal. Unlike most RPG's however, SRWd20 does not use elemental properties like
Fire and Ice, but instead use the following attributes, and their definitions.
Note: Beside each attack property is an icon that will be used throughout this chapter. Learn the icons
and you'll be able to easily navigate this chapter and its components.
Melee:

- Direct physical contact or use of tangible weapons.

Energy Melee:

- Direct physical contact with the use of energy blades.

Conventional:

- Bullets, cannon balls and similar munitions.

Concussive:

- Missiles, rockets, torpedoes and bombs.

Beam:

- Beam rifles and chest cannons.

Special:
- Everything else. Flame throwers, Magic, Etc.
_____________________________________________________________________________________
Attack properties are used on an Aptitude Grade system, much like that of your mechs attributes. The
following table defines the aptitude grades and their effects in combat.
Grade
S
A
B
C
D
E
F

Effect
+50%
+25%
+10%
0%
-10%
-25%
-50%

The values on the left represent your mechs aptitude grade when dealing with each of the attack
properties. The values on the right represent the amount of extra damage endured, or resisted.

P a g e | 30
For example: If a mech has an aptitude of S vs. Energy Melee attacks, the mech will resist 50% of the
damage dealt to it from Energy Melee sources. However, in hindsight, if the same mech has an F in
Concussive weapons, it will sustain 50% more damage from Concussive sources.
All mecha start out with an aptitude grade of C in each of the attack properties. If you decide to do so,
you may spend 5 AP to adjust the aptitude of a property of your choice by a single grade. However, it
should be noted that along with the initial 5 AP cost, the work done on your mechs chassis reduces the
aptitude of another attack property by a single grade. Players must choose which of the attack
properties they are reducing in order to upgrade a separate one.
Terrain Affinity
A mechs personal terrain affinity is important when deciding on the design your mech incorporates.
These options are completely free of any AP cost and are more for Role-Playing cosmetic value and
actual functionality than anything else.
Does your mech have a sealed, pressurized cockpit and circuitry system? Does it have glass windows or
holes in it from which water can get through? These things are important to document when designing
your mech because some instances of battle during a campaign may have you venturing into space, or
undersea.

VII. Building your Attacks


I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and
stones.
~Albert Einstein

Congratulations, you now have a giant robot of your very own. Too bad it can't do a damned thing yet.
But that's what this section is all about. In this section, you will learn how to customize your mechs
attack list by using a point system similar to AP. For weapons, WP (or weapon points) are consumed on
the various aspects of initial creation of attacks ranging from base damage to extra options which can be
applied.
Step by Step
To successfully build your attacks, it is suggested that you follow this series of steps which is designed to
allow creation from the ground up.
Step 1: Select Attack Type
Step 2: Select Attack Property
Step 3: Fill in basic attributes
Step 4: Select Additional Functionality
Step 5: Spend Additional WP to customize basic attribute values
Step 6: Blow some shit up
Step 7: Repeat as desired
_____________________________________________________________________________________
Starting WP & WP per Lv.
Starting WP for all mech types is 50, and players obtain 15 WP per mecha level.

P a g e | 31
Attack Type
Whereas attack properties are used to determine the kind of damage delivered, attack type is what we
use to generally cover the delivery system of those damage types. These are to be used as guidelines for
players to design their attack list from, and should be read carefully so that players may weigh between
the basic attributes of each type, and the Role Playing functionality of their mecha design.
Melee Attack
Defined as a punch, kick, sword, spear, staff etc. or any combination of these.
Cost: 1 WP
Base Range: 1 ~ 1
Max Range: 1 ~ 1
Base Accuracy Mod: +2
Base Ammunition Capacity: N/A (Depends on attack, DM Advise)
Maximum Ammunition Capacity: N/A (Depends on attack, DM Advise)
Base Terrain Affinities
LA: B
SE: B
AI: B
SP: B
_____________________________________________________________________________________
Ranged Melee
Defined as a flying kick, grapple, tackle etc. or any combination of these.
Cost: 2 WP
Base Range: 1~4
Maximum Range: 1~6
Base Accuracy Mod: +1
Base Ammunition Capacity: N/A (Depends on attack, DM Advise)
Max Ammunition Capacity: N/A (Depends on attack, DM Advise)
Base Terrain Affinities
LA: B
SE: C
AI: A
SP: B
_____________________________________________________________________________________
Firearm
Defined as a handgun, machinegun, shotgun, etc. or any combination of these.
Cost: 2 WP
Base Range: 1~6
Maximum Range: 1~8
Base Accuracy Mod: +2
Base Ammunition Capacity: 5
Max Ammunition Capacity: 50
Base Terrain Affinities
LA: B
SE: D
AI: A
SP: A
_____________________________________________________________________________________

P a g e | 32
Longshot
Defined as a rifle, etc.
Cost: 3 WP
Base Range: 1~7
Maximum Range: 1~12
Base Accuracy Mod: +3
Base Ammunition Capacity: 2
Max Ammunition Capacity: 25
Base Terrain Affinities
LA: B
SE: C
AI: B
SP: B
_____________________________________________________________________________________
Cannon
Defined as a beam cannon, bazooka, etc. or any combination of these.
Cost: 3 WP
Base Range: 2~4
Maximum Range: 2~10
Base Accuracy Mod: -2
Base Ammunition Capacity: 2
Max Ammunition Capacity: 15
Base Terrain Affinities
LA: A
SE: C
AI: B
SP: A
_____________________________________________________________________________________
Concussive Projectile
Defined as a missile, grenade, etc. or any combination of these.
Cost: 2 WP
Base Range: 1~4
Maximum Range: 1~6
Base Accuracy Mod: 0
Base Ammunition Capacity: 5
Max Ammunition Capacity: 10
Base Terrain Affinities
LA: B
SE: C
AI: A
SP: A
_____________________________________________________________________________________

P a g e | 33
Throwing Weapon
Defined as a throwing axe, boomerang, tomahawk, etc. or any combination of these.
Cost: 2 WP
Base Range: 1~2
Maximum Range: 1~5
Base Accuracy Mod: -1
Base Ammunition Capacity: 5
Max Ammunition Capacity: 15
Base Terrain Affinities
LA: B
SE: D
AI: A
SP: B
_____________________________________________________________________________________
MAP Attack
Defined as anything that has an area of effect.
Cost: X WP
Base Range: N/A (DM Advise)
Maximum Range: N/A (DM Advise)
Base Accuracy Mod: -3
Base Ammunition Capacity: N/A (DM Advise)
Max Ammunition Capacity: N/A (DM Advise)
Base Terrain Affinities
LA: N/A
SE: N/A
AI: N/A
SP: N/A
_____________________________________________________________________________________
On MAP Attacks
DM's advise in the creation of MAP attacks. Allow your players to draw a diagram of how they'd like
their MAP attack to function on the field, and charge 2WP per square. Allow your player to describe
what the MAP attack would physically do, and use that to determine the kind of terrain effectiveness it
would have. DM's should also advise on ammunition capacities of MAP attacks.
On Melee Ammunition
In some cases, the end of a melee attack may include something like the firing of a close range spike or
something. The reference and idea behind this come from Kyosuke Nambu's mech, the Alteisen from
Super Robot Teisen Impact & Original Generations. DM's, allow your players to describe the direct
nature of their melee attack, and use the description to determine whether or not ammunition or any
other expendable object is used, then use that information to base a reasonable default & maximum
capacity for that ammunition.
On Terrain Affinities
Some attacks, due to their nature, will operate better under certain atmospheric conditions than others.
Because of this, I have implemented the use of the Aptitude Grade system for Attack Properties in a
form of Terrain operation affinities. Players must reference the same table used for Damage Properties
found on Pg. 30 of this guide and apply it to the terrain type their target is located at the time of attack.

P a g e | 34
For example: your mech has a Melee Attack. The base terrain affinity for melee attacks are B's for each
type of terrain. The terrain types are: LA: Land, SE: Sea, AI: Air & SP: Space. Your mechs target happens
to currently be in the sea, or some other water source at the moment. Using the Terrain Affinities
system, you must apply an additional 10% to the damage dealt to your target.
Attack Property
Now that you've selected the type of attack you'd like to create, reference the information on Pg. 30 of
this guide to determine the damage property you would like your attack to have. It's important to make
sure you try and stick with an overall theme for your mech, but anything you decide is fine.
Basic Attributes
Along with the base range, accuracy modifier, ammunition and terrain affinity of your attack, there are
also other attributes which must be addressed. The full list of basic attributes, their definitions and the
WP cost required to upgrade them can be found below.
Base Damage
Every attack is meant to do one thing. Beat the crap out of whoever gets in your way. The base damage
of an attack is the single, solid amount of damage you deal to your targets before any modifications are
applied. Every attack immediately gets a base damage of 100 to begin with.
Range
The range of your attack. Attack ranges are often displayed as such: 1~4 for example. This means that
the closest your target can be from you is 1 square, and the farthest your target can be from you is 4
squares. When dealing with ranges on a grid of squares, is it important to note that the ranges are in
ANY direction from the center point, which is the attack.
Accuracy Mod
The base modifier for your attacks accuracy. It is factored in to attacking a target, and has its
effectiveness tied directly to the range from your target. This means that you acquire the complete
bonus of your accuracy mod, when attacking your target at the closest possible distance allowed by your
attack, but degrades by -1 for every square away from you, your target is to a minimum of 0 (if your
attack's accuracy mod is already 0, or in a negative range, simply apply that value) . For example, if your
attack had an accuracy mod of +2, and your attacks range was 1~4. That means if your target was one
square away from you, you would acquire the full +2 accuracy bonus. But if your target was 2 squares
away, your accuracy mod would fall to a +1, and eventually to a 0 the further from you, your target
moves. Accuracy mod can be upgraded to a max of +10 per attack.
EN Cost
The amount of energy that is consumed by an attack. Some attacks require the expenditure of EN in
order to use them. These attacks are any that use the Beam & Special attack property only. The base
cost for an attack is 1 EN per 100 base damage it has, and 1 EN for every square of max range it has. For
example, if an attack does 8000 points of base damage, and has a max range of 6, it will cost 86 energy
to perform this attack.

P a g e | 35
Morale Requirement
Some attacks are just too powerful to use at any given moment. Because of this, stronger attacks have a
Morale Requirement attached to them. Only attacks of or over 5000 damage, and finishers, have morale
requirements. At this point, the morale requirements for the attack is 1 for every 125 base damage the
attack does rounded up.
Critical Range
This stat is used to determine the critical hit range of your rolls when using this attack. The base Critical
Range for every attack is 20, and has a minimum possible value of 15.
Ammunition Capacity
The amount of charges, or ammo cartridges your mech can carry at any given time. In order to use an
attack that requires ammunition, you must expend 1 charge of the current ammo capacity the attack
currently has. At the end of a combat engagement, when HP and EN are restored to full, your Ammo
capacity is returned to its previous maximum as well.
Terrain Affinity
This stat, as described before, is your attacks ability to function under certain atmospheric conditions.
Players may raise the effectiveness of their attacks by +1, individually but can NOT do so with ANY attack
that uses the Beam or Energy Melee attack property.
Terrain Affinity & Beam Weapons
All beam weapons, because of their nature; function poorly while under water. Because of this, even if
your attack is a Melee, or Fire arm; if it uses the 'Energy Melee' or 'Beam' property type, its terrain
effectiveness for Sea is an F.
Terrain Affinity & Concussive Projectiles
Because of their nature, missiles and the such will not function completely well under water, however; a
special exception is noted here for torpedoes. If a player's mech has an attack that specifically utilizes
torpedoes instead of regular missiles, they may change their terrain effectiveness for Sea from C to B.
However, this then requires the attack to be used against enemies in water ONLY, and cannot be used as
a missile against a target in any other terrain type.
Terrain Affinity & Flight
If a player's mech does not have the ability to fly, it is unable to perform melee, or ranged melee attacks
on targets in the air unless their attack utilizes a ranged grapple which can be purchased using WP
during attack creation.
_____________________________________________________________________________________

P a g e | 36
WP costs & Upgrades
The table below describes the cost in WP and the acquired value for upgrading an attacks attributes
during the attack creation step.
Attribute
WP cost
Base Damage
1
Max Range
1
Accuracy Mod
2
EN Cost
5
Morale Requirement
5
Critical Range
5
Terrain Affinity
3
Ammo Capacity
1

Acquired Upgrade Value


+125
+1
+1 (To a max of +10)
-5
-2
-1 (To a minimum of 15)
+1
+1

Additional Functionality
Now that you've got the basics of your first attack selected, it's time to think of applying some additional
functionality to it. Below is a list and description of each available option, and the WP required to apply
it to your weapon.
Move & Attack
Generally, every round you are allowed to either move, or attack. This function allows you to use the
attack it has been applied to, after a move action on the same round instead of having to wait for the
next round to attack.
Ranged Grapple
This option can be applied to Melee & Ranged Melee attack types ONLY, and offers your land locked
mech the ability to perform these attack types on targets in the air.
Pierce Beam Coat
This nasty little function can be applied to any of your attacks that use the Beam or Energy Melee attack
property, and allows them to punch right through targets utilizing beam coats. Targets damaged in this
way must still spend EN requirements of Beam Coat.
Pierce Beam Coat on Crit.
This applies the same functionality as the previous option, but only does so on successful critical strikes.
Targets damaged in this way must still spend EN requirements of Beam Coat.

Pierce Force Shield


This equally deadly little function can be applied to ALL other attacks that do not fall under the Beam or
Energy Melee attack properties and allows your attacks to negate the effects of a targets force shield
entirely. Targets damaged in this way must still spend EN requirements of Force Shield.
Pierce Force Shield on Crit.
Like the aformentioned 'on Crit.' option, this applies the same functionality as Pierce Force Shield
except it only does so on successful critical strikes. Targets damaged in this way must still spend EN
requirements of Force Shield.

P a g e | 37
Ignore Seishin: Flash
This awesome little addition calibrates your mechs targeting systems and allows any attack it is applied
to, to ignore a targets use of the Seishin Flash
Function
Move & Attack
Ranged Grapple
Pierce Beam Coat
Pierce BC on Crit.
Pierce Force Shield
Pierce FS on Crit.
Ignore Flash

WP Cost
3
2
10
5
7
3
20

Fleshing out your Attack


Now that the attack itself is constructed, it's time to spend some WP on upgrading it. Try not to be
stingy when designing attacks, the weaker they remain after character creation, the harder it will be to
power them up later.
After your attacks are created, you can upgrade it using AP at a later time, but it should be noted that
upgrading an attack in this way raises the damage of the attack ONLY and can only be applied ten times.
So make sure you're happy with your attacks base statistics before you move on to creating a new
attack, or starting your adventure.
Attacks & the Future
So you've spent all of your current WP and realized that you've only got two or three half-decent moves.
I bet that at this point, you're feeling awfully cheated, but worry not! Any time in the future, where your
character has some down time between missions, they may spend time familiarizing themselves with
their mech even further, and devising new techniques to use in combat. What this means, is that any
time you're able to, you can use newly acquired WP to create new techniques. WP acquired in this way
can NOT be used on previously created attacks however.
Basic Attacks
A long time ago, before the SRWd20 system became what you see today, the first base runs with a test
mech system were being played in my cousins kitchen. Back then, one of our players, John Mackcomplained that he had his set of attacks, but wasn't able to simply punch or kick anything. His mech
had arms and legs, and yet was unable to do these simple actions by themselves. After some initial
arguing, I realized that he was right. It was silly to expect players to create separate attacks for basic
attacks like that. The result of this realization was a gift to you players. Below is a list of basic attacks
that every mech type is given for free. These cannot be upgraded using WP at all, and thusly, can only be
upgraded using AP after starting your adventure.

P a g e | 38
Basic Attacks for All (Except for Fighters and Transposers in vehicle form)
Punch
Attack Property:
Base Damage: 400
Range: 1
Accuracy Mod: 0
EN Cost: 0
Ammunition: 0
Morale Requirement: 0
Terrain Affinity
LA: C
SE: C
AI: C
SP: C
_____________________________________________________________________________________
Kick
Attack Property:
Base Damage: 500
Range: 1
Accuracy Mod: 0
EN Cost: 0
Ammunition: 0
Morale Requirement: 0
Terrain Affinity
LA: C
SE: C
AI: C
SP: C
_____________________________________________________________________________________

P a g e | 39
Basic Attacks (For Transposers in vehicle mode & Fighters)
20mm Light Machinegun
Attack Property:
Base Damage: 400
Range: 1~4
Accuracy Mod: 0
EN Cost: 0
Ammunition: 5/5
Morale Requirement: 0
Terrain Affinity
LA: C
SE: C
AI: C
SP: C
_____________________________________________________________________________________
Ram
Attack Property:
Base Damage: 500
Range: 1~4
Accuracy Mod: 0
EN Cost: 0
Ammunition: 0
Morale Requirement: 0
Terrain Affinity
LA: C
SE: C
AI: C
SP: C
_____________________________________________________________________________________
Grappling & Tripping
Just in case any of you have friends like my buddy Steve, this section is just for you. He's the kind of
person that would ask why I have no rules for grappling or tripping mechs, and so... This is placed here
to ensure my general sanity. If it proves to be useful for you as well, that's just as good!
For Grapples with another mech, roll an attack against target, defender rolls on defense. If defender
fails, it is confined to its square until able to free itself. To free itself, on its turn it rolls another defense,
attacker attempts to continue its hold with another attack roll. Grapple continues until defender breaks
free, or is released.
For tripping, the same as above applies, except if the defender fails, it falls to the ground, taking a -2 to
all rolls it makes and must then use its next rounds actions to stand. Fighters and transposed vehicles
cannot be tripped.

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Purchasing Weapons
In addition to creating your mechs own attacks, you may choose to purchase the variety of weapons
found throughout the galaxy. To do so, visit a shop on your adventures, or try your local military facility
as they're always willing to part with some of their extra weapons if the credits are right.
Just in case you were interested in taking this route, I've placed a section further on in this guide that
contains a list of pre-constructed weapons I've thrown together for you, as well as a base amount of
credits it costs.
A note to DMs: Use this list if you want to make these weapons available to your players, or you
can use it as a guideline in constructing some custom weapons that you can feature in your campaigns
shops.
Applied Bonuses
Lastly, each mech type offers additional and unique bonuses during attack creation. These bonuses are
as follows:
Super Robots
+250 Base Damage
Real Robots
+2 Accuracy Modifier
Hybrids
+ 125 Base Damage, +1 Accuracy Modifier
Transposers
+2 Ammo Capacity
Fighters
-5% EN cost
These bonuses are applied to each attack created by pilots who's mechs are of the aformentioned types.
________________________________________________________________________________
Finishers
Every pilot reaches a point in their lives, where in combat, the next action they do can be the deciding
factor. A matter of life and death, resting on their shoulders. In these instances, when they must act fast,
and hard, we have Finishers. These attacks are the pilots trump card. Their ultimate, signature move.
DM's, during the initial construction of mechs and attacks, issue your players a separate set of WP for
them to spend on their finisher attack solely. This number can be as big or small as you allow, and by all
rights SHOULD be powerful. The rules on finishers however, are as such.
Players can NOT ever use their finisher, until the DM signifies a section in the story where they unlock it.
Once the attack is unlocked via campaign event, players are then allowed to use their special any time
they are able to.

P a g e | 41
Mecha XP & Levels
At this point, everything involving the base statistics of your mech, and what is generally needed for you
to begin playing, has been covered. So I thought now would be a good time to include the mecha XP &
levels chart. To you veteran tabletop RPG players out there, yes. You DO actually have to keep track of
two different sets of experience. Not too much for you to handle I hope~
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

XP
0
500
1,250
2,250
3,500
5,000
6,750
8,750
10,950
13,350
15,950
18,750
21,750
24,950
28,350
31,950
35,750
39,750
43,950
48,350
52,950
57,750
62,750
67,850
73,050

Level
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50

XP
78,350
83,750
89,250
94,850
100,550
106,350
112,250
118,250
124,350
130,550
136,850
143,250
149,750
156,350
163,050
169,850
176,750
183,750
190,850
198,050
205,350
212,750
220,250
227,850
235,550

The benefits & Reasoning behind Levels


So, as I stated before, some of you veteran Tabletop guys may be wondering why I included two
separate sets of levels. I decided to split up the way players acquired points, and below is the exact
method I've used to do so.
On Pilot Levels
Every time your pilot ascends in level, they acquire the following benefits: A boost to their Maximum
HP, A boost to their Maximum SP, Everything listed in their class level chart, anything listed in the
pilot experience chart, +20 PP.
On Level Types
Every time your mech ascends in level, they acquire the following benefits: +15 WP, +15 AP.

P a g e | 42
I know I covered this information before, but I just want to be as clear as possible about the different
points and why they're split between two different levels. One is for your personal improvements, the
other is for that of your mech.

VIII. Feats & Seishin


Skill and confidence are an unconquered army.
~George Herbert

Now that we've covered the basics of creation, we're going to delve into world of feats & Seishin. Feats
are split into two categories which are described below.
Pilot Feats: These are feats that affect your pilot while adventuring outside of the safety of your
mechanized war machine.
Mecha Feats: These are feats that affect your performance while inside of your mech.
Pilot feats are just about anything found in the Dungeons & Dragons 3.5 Players hand book. If you don't
have a copy of this, find it online or guy buy it. I can't help you out much more than that. I HAVE
however, included a few custom feats for your pilot.
Pilot Feats
Spirit Regen
You automatically recover 2 Spirit Points per round. This may be taken multiple times. It's effects stack.
Rouse Spirit
This feat gives your pilot a permanent +5 to their SP.
Cross Training
This feat allows you to purchase a single level 1 Seishin from any class other than your own. This feat
may be taken multiple times. (Prerequisite: Must be able to use level 1 Seishin.)
Cross Training +
This feat allows you to purchase a single level 2 Seishin from any class other than your own. This feat
may be taken multiple times. (Prerequisite: Must have taken Cross Training at least once for each CrossClass Seishin you wish to purchase. Must be able to use level 2 Seishin.)
Cross Training ++
This feat allows you to purchase a single level 3 Seishin from any class other than your own. This feat
may be taken multiple times. (Prerequisite Must have taken Cross Training+ at least once for each
Cross-Class Seishin you wish to purchase. Must be able to use level 3 Seishin.)
Meditate
This feat reduces the SP cost of Seishin by 25%

P a g e | 43
Mecha Feats
I've designed a few feats that can be taken to enhance the performance of your mech in various ways.
The feats currently available are as follows.
Concussive Force
This nasty little feat makes all of your attacks deal 0.2% of their total damage to target mechs pilot in the
form of non-lethal damage.
Lethal Focus
This truly devastating feat makes all of your attacks deal 0.2% of their total damage to target mechs pilot
in the form of lethal damage. (Prerequisite: Concussive Force)
Familiarization
This feat makes your pilot more familiar with their mech and how it operates, granting them an addition
+15 WP, this feat may be taken multiple times.
Calm Mind
This feat reduces the morale cost of all attacks by -30 (Prerequisite: Wisdom of no lower than 12)
Offensive Support
When an adjacent ally attacks, you may, as an immediate action, attack the same target with an attack
that can reach your the ally's target from your position, but you only deal half damage. You can't use this
ability with, or to support a MAP weapon. You may only use this ability once per round, and only if you
have not taken a move or attack action this round.
Defensive Support
When an adjacent ally is attacked, you may as an immediate action put yourself between your ally and
the attack, taking only half the total damage that would have otherwise been delivered to your ally. This
cannot be used to defend against MAP attacks. This can only be used if you have not taken a move or
attack action this round. After aiding an ally in this way, user of this feat returns to their previous
position on the map.
Leadership
Allies within a 1 square radius of you gain a +1 Command bonus to attack rolls and defense rolls. This
feat may be taken multiple times. Each time it is taken the radius increases by an extra 1 square and the
bonus to attack rolls and AC increases by an extra +1. This feat may be taken up to a maximum of five
times.
Prevail
If your mecha is below half HP you gain +1 to attack rolls and defense rolls. If your mecha is below 1/4
HP you gain an extra +1 to both rolls. This feat may be taken multiple times, each extra time increases
the applied bonus by +1. This feat may be taken up to a maximum of five times.
Lady -Luck
You may re-roll natural 1s.
Psych Up
If your morale is at equal to or greater than 35, your attacks do 2.5x their normal damage.

P a g e | 44

Other Differences in Feat Types


Besides the obvious differences of pilot and mecha feats, another key difference is how they are
acquired. PP, or Personal Points are used to purchase mecha feats, where as pilot feats are obtainable
only through the normal methods of acquiring feats. (IE. racial feat bonuses, feats gained every odd
level, etc.). There are, however, a few exceptions to this rule, as some pilot feats may be purchased
using PP. Those are listed in the coming table.
The PP cost for each feat is listed in the table below.
Feat
Concussive Force
Lethal Focus
Familiarization
Calm Mind
Offensive Support
Defensive Support
Leadership
Prevail
Lady-Luck
Psyche Up
Cross Training
Cross Training+
Cross Training++

PP Cost
5
10
3
20
5
5
5
10
20
30
5
5
5

Seishin
These abilities are used as free actions, and can be activated at any point during your turn in a round. No
Seishin, however, can be stacked. Its affects are immediate, can be used only once a round and have an
SP cost related to each one.
The Seishin are divided into categories for each of the pilot classes, and are then divided by 'Seishin
Level' which is an indicator on when they can be acquired. To obtain a Seishin, one must have the
appropriate Seishin Level available to them, and then spend the PP required to learn the Seishin. Seishin
cannot be learned cross-class unless you've taken the feat which allows you to do so.
Complete Seishin List
Beside each Seishin name is a number in parenthesis. This is the cost required to use the Seishin in SP.
Accelerate (5)
Your movement speed increases by 15 ft. for one round. (In Mecha: Your mobility increases by 3 for one
round.)
Bonds (30)
Restores 50% to all allies HP.
Cheer(10)
Same as Lock-On, but affects an ally.

P a g e | 45

Courage(25)
Adds the effects of Accelerate, Lock-On & Hot Blood on self only.
Direct Hit(25)
Your next attack ignores Beam Coat's, Force Shields & Enemies with Defensive Support.
Disturbance(15)
Reduces all enemies accuracy by 1/2 for one round.
Enable(20)
Same as Zeal, but affects an ally.
Encourage(12)
Boosts targets morale by +5.
Faith(18)
As Trust except the recovery is 100%.
Flash(9)
The next attack that would be dealt to you automatically misses.
Focus(12)
You gain +6 to Perception and Reflexes as well as a +6 bonus on all Fort, Will & Reflex saves for one
round.
Fury(15)
Your next attack deals 2.5x damage. This multiplier takes effect after final damage is calculated. Self
Only.
Guts(14)
You focus internally, healing yourself completely. (In Mech: Your internal focus restores your mechs HP
entirely)
Hero(50)
Adds the effects of Accelerate, Lock-On, Invincible, Rage, Focus, and Direct Hit on self only.
Hot Blood(10)
Your next attack deals 2x damage. This multiplier takes effect after final damage is calculated.
Intuition(20)
Applies the affects of Flash & Lock-On on self only.
Invincible(14)
The next source of damage you incur will be reduced to 1. (For Mecha: The next source of damage you
incur will be reduced to 10)
Iron Wall(12)The next source of damage you incur is reduced by 1/4.

P a g e | 46
Lock-On(9)
Your next attack cannot miss.
Mercy(5)
Leaves an enemy with 1 HP if it were to be destroyed otherwise. (In Mecha: Leaves an enemy with 10
HP if it were to be destroyed otherwise.)
Morale(25)
Ensure the next attack of an ally to be a critical hit. Cannot stack with Hot Blood, Fury or Rage.
Rage(20)
Your next attack deals 3x damage. This multiplier takes effect after final damage is calculated. Self Only.
Refresh(8)
You focus internally, healing yourself for Xd6 HP where X is your pilots level. (In Mecha: Your internal
focus recovers damage to your mech in the form of 100 HP times your repair skill.
Resupply(15)
Fully restores target allies EN.
Scan(3)
Displays entire array of single targets stats.
Snipe(10)
The range of all your ranged and thrown weapons is increased by 50%. (In Mecha: The range of all nonmelee and non-MAP attacks increases by 2)
Trust(9)
You shout encouragement to an ally, or yourself, healing them for Xd6 HP, where X is your pilots level.
(In Mecha: your shout affects allies only, and heals for 100 HP times your repair skill.)
Vigor(30)
Adds +30 morale to self only.
Zeal(40)
After you finish your turn, you may take another.
Seishin By Class
Soldier Seishin
Level 1
Accelerate, Focus, Encourage, Snipe, Mercy
Level 2
Lock-On, Hot Blood, Flash, Iron Wall, Invincible, Guts
Level 3
Fury, Intuition, Vigor, Zeal, Hero.
_____________________________________________________________________________________

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Mercenary Seishin
Level 1
Focus, Encourage, Focus, Snipe
Level 2
Lock-On, Hot Blood, Flash, Guts, Refresh, Courage
Level 3
Rage, Enable, Guts, Direct Hit
_____________________________________________________________________________________
Engineer
Level 1
Accelerate, Lock-On, Scan
Level 2
Snipe, Resupply, Cheer, Disturbance, Hot Blood
Level 3
Courage, Iron Wall, Invincible
_____________________________________________________________________________________
Field Medic
Level 1
Trust, Scan, Mercy, Accelerate, Focus
Level 2
Flash, Morale, Intuition, Enable, Faith
Level 3
Cheer, Bonds, Zeal
_____________________________________________________________________________________
Scientist
Level 1
Scan, Iron Wall, Refresh, Lock-On
Level 2
Flash, Resupply, Encourage, Guts, Snipe
Level 3
Courage, Invincible, Zeal, Direct Hit
_________________________________________________________________________________

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IX. Mechanics & Gameplay


Rules are not necessarily sacred, principles are.
~Franklin D. Roosevelt

So now that you've more or less built yourself, your mech and its attacks up. It's time we cover the
actual mechanics of gameplay.
Filling in those spaces
First and foremost, we fill in those empty spaces lingering on your character sheet. Forgive me if any of
the following information was covered before. I want to ensure that there is no confusion or second
guesses with any of the rules on the numbers.
Determining Pilot HP
So you've got your pilots stats, but no HP. So you think you're immortal? Well think again buddy. To
determine your HP, simply take the highest value of your selected classes HD or Hit-Dice and add your
vitality modifier to it. That number is your current HP. Every level, you then roll your Hit-Dice and add
your vitality modifier to it, which gets added to your previous max HP.
Determining SP
As you've noticed, each class has an SD or Seishin Dice to go along with their HD. This is used in a similar
manner to determining HP. Simply use the highest value of your selected classes SD, and add your
characters entire Will saving throw bonus to it. That is your characters current max SP. Every level, you
then roll your Seishin Dice and add your Will save to the value you rolled, which gets added to your
previous max SP.
Determining Perception
In order to determine your perception, simply use your Wisdom Modifier.
Determining Reflexes
In order to determine your reflexes, simply use your Dexterity Modifier.
A note on Perception & Reflexes
These two modifiers are to be used during In-Mech combat only, and serve as bonuses applied to
certain checks your DM will call upon you for.
Morale
As you may have noticed from the section on building your mechs attacks, that an attribute called
Morale is referenced several times. It serves as an indication of how fired up your pilot is during mech
based combat, and is required to trigger several things. How players gain morale is listed in the chart
below
Starting Morale
Each pilot at the beginning of a combat encounter starts with a base morale of 10. DM's should note
that giving specific players extra morale if an event during combat directly involves them, is not only
acceptable, but encouraged.

P a g e | 49
Minimum Damage
Some of you may notice while using our damage calculation, that the final damages of some attacks may
end up being 0 or below. In this case, it should be noted that the minimum damage that can be
physically done to a mech is 10. If your damage totals come below that, simply default to 10 damage.
Combat Encounter Action
Morale Gained
Player or ally destroys enemy unit.
All allies +5 morale.
Player or ally is disabled/destroyed.
All allies +10 morale.
Player or ally deals critical damage.
Player/Ally +5 morale.
Player or ally receives critical damage.
Player/Ally +5 morale.
_____________________________________________________________________________________
Flow of Mech Combat
Now that we've covered every base statistically, how does it all fit together? Below I'll list the entire
series of methods used to implement the attributes and statistics in this system during combat.
Steps during your round
Pre-Action
Before you decide to act at all, now is the only time in which you can use Seishin during your turn. If you
choose to do so, select the Seishin you wish to employ, activate it, reduce your current SP total, and
proceed to step 1.
Step 1 Move or Attack?
Decide whether you're going to move or attack, or both if you can. It should be noted that if you decide
to attack, you can NOT move afterwards. The attack feature that allows you to do both is ONLY applied
if you move FIRST. If you've decided to move, do so. If you decided to attack as well, reference Step 2.
Step 2 Deciding on a target
So you've decided to attack. You must now select a valid target. A valid target is anything within the
range of ANY of your currently useable attacks at the moment. Make sure you keep in mind whether or
not your target is flying, and whether or not you can hit it with any of your attacks if it is. If you can
attack, follow on to step 3.
Step 3 Selecting an attack
So you've selected your target. Now you must select which of your attacks you're going to use on it.
Double check to make sure you have an attack you can use currently. Check for your attacks range,
ammo capacity, energy costs and morale requirements. If everything is acceptable, proceed to step 4.
Step 4 Attempting to land a hit / Dealing with enemy counters
You've selected your attack, and battle begins. As the attacker, you roll a 1d20 and to it, add your mechs
Sensitivity Attribute, YOUR Perception stat & your weapons accuracy modifier. The total after these
calculations, is your Attack Roll. Your target now defends if it is able to. If your Attack Roll is higher than
your targets Defense Roll, you landed a hit! If this is the case, proceed to step 5, otherwise prepare for
your enemies counter attack. If your target has an attack that they are able to launch at you, they will do
so unless they've chosen to defend, or make an evade attempt (these will be covered in the next
section). If your opponent has decided to strike back, this is called a counter. Your target selects an
available attack, and makes an attack against you. Roll Defense (This will be covered in the next section).

P a g e | 50

Step 5 Dealing Damage


So you've managed to land your hit. Now you deal damage. To do so, look at your selected attacks 'Base
Damage' and 'Terrain Affinity' and give this information to your DM. He/She will then take your targets
Armor Value, multiply it by -0.6, and add your base damage to it. The DM will THEN add or subtract
damage based on your attacks terrain affinity, and your targets resistance aptitude to the attack
property your attack employed, as well as any additional damage added or subtracted by Seishin or
Feats. The final value after all of these calculations are processed, is the damage dealt to your opponent.
Generally, the DM will keep this information private, but there are no rules regarding whether or not
they share this information with you. However, they can NOT share with you, how much HP your target
has remaining. After damage has been dealt successfully, move on to step 6.
Step 6 Aftermath
Once damage has been dealt, your round is over, and your DM continues with the initiative roster.
Steps during enemy round
Pre-Action
Your foes are able to employ Seishin too, this is the step in which they will do so.
Step 1
Your foes will move or attack.
Step 2
Your foes have decided to attack, and have chosen YOU as their target!
Step 3
Your foes have selected an attack, and are prepared to launch their assault on you. This is when your
DM will ask you if you would like to Counter, Defend or attempt to Evade. The explanations of these are
below:
Counter: Allows player to select an attack from their attack list to strike back at an enemy who is
targeting them. This option is only selectable if the player has an attack that can be used on the
individual who is targeting them. The same rules apply for Step 3 of player combat steps when
determining whether you are able to counter or not.
Defend: Player takes a defense pose, attack is guaranteed to hit, but the damage delivered in
this way is reduced by 50%. Players do NOT make a Defense Roll, NOR are they able to counter if this
option is selected.
Evade: Player makes an attempt to evade the incoming attack. If players decide on this option,
they add a bonus to their mechs Reaction Time AND their Reflexes by an additional amount of 50%
each, on top of the first values from those two attributes. Choosing this option disables the ability to
counter during this combat phase.
Step 4
If your foe successfully lands an attack against you, your DM informs you of whether or not it was a
critical strike, then informs you of the base damage of the attack, so that you may then take your mechs

P a g e | 51
armor value, multiply it by -0.6, then add the base damage value of your foes attack and apply any
increases or decreases from terrain affinity, attack property aptitude, feats or Seishin that apply.

Step 5
Once damage is dealt to you, or you evade the enemies attack, their round ends and your DM continues
with the initiative roster.

With the information you've gathered to this point, you are now able to create your character, construct
a mech, give it customized attacks, use feats & cast Seishin effectively.

X. Final Notes
"We shot ten minutes of the movie, and now we're looking for completion funds."
~Ed Wood

The final section of this guide is dedicated to seeing to it that you're ALSO well equipped for adventures
outside of your mech. Let's face it, those monstrous machines of mayhem can't fit into EVERY building...
(Or can they..?) At any rate, there will be times when you are unable to pilot your mech, and yet; still
face danger around every corner. In situations like this, it's best to stay well equipped. The problem here
however, is that I don't feel like writing out an entire list of equipment you can purchase for your
characters, and so I've decided to point you in the direction of a SINGLE resource that can cover all of
this for you.
Go find yourself a copy of d20 Modern's players hand book. Use the information within to gear up for
non-mech combat with anything from Weapons to Armor & other such goodies. Just check with your
DM to make sure that he/she agrees with your equipment selection before you go on a shopping spree.
This isn't the last you've heard of me!
It's true, while this system is fairly solid as it is, I've decided to work on a few packets of supplemental
information that will be coming in the near future. Things to look out for include a new series of Feats
for both your pilot & your mech, A selection of neat plug-ins you can equip your mech with to raise their
attributes even further, a guide that covers steps bonus attribute gains after your mechs attributes are
completely maxed out, a complete set of rules on powering up your current attacks with AP, a bestiary
chock full of custom enemies as well as some SRWd20 interpretations of villainous characters from
some of the popular anime series featured in Super Robot Wars, and MORE! Look for the SRWd20 Core
Rules Second Edition. It's my next project, and will satiate your hunger to destroy as much metal as you
can imagine!
_____________________________________________________________________________________

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Legalities
It may be obvious to you and your buddies, but this section is a necessity. Super Robot Teisen, Dungeons
& Dragons and any other reference material I've used throughout this guide is 100% owned by the
original copyright holders of these resources.
I do NOT charge for this guide, if you paid for it, go hire a hit man to take care of the asshole who made
you give up your cash.
If you have any questions or comments on the system, feel free to email me at
tom.c.jr@sagahorizon.com and while you're at it, visit our website at: www.sagahorizon.com
Thank you all for reading, and I hope you enjoy using this system as much as my friends and I did making
it.
_____________________________________________________________________________________

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Extra. Defense of Archis


"The question of whether or not we are alone in the universe would be answered..."
~Narration from: Metal-Messiah

As promised, I've included a small adventure for you and your friends to test the SRWd20 system with.
The battle of Archis, also known as the battle of revelation, would be the turning point in human history,
for it is this very battle in which mankind learned for the very first time, that they were not alone in the
universe.
Gather your friends, your tools, your snacks and your imagination. For the destiny of humanity
lies in your hands.

__________________________________________________________
Defense of Archis
History
Construction of the behemoth space station, Archis began in SC(Solar Century)964, and was completed
in SC986, ten years before the invasion of the Deckhadar took place. Originally meant to spearhead the
Populous Project, a multinational joint effort terraforming project on mars, Archis was forced to
become a factory who's primary objective was to support the Earths war effort against the Deckhadar.
One of the many things that the Archis was responsible for was producing the Earths very first Mobile
Frame unit, the Aesir, as well as single handedly holding off a small battalion of Deckhadarian Mobile
Frames for over three and a half hours without any assistance from the Federation fleet.
Setting
October 14th, SC996. The UESFA (United Earth Sphere Federal Alliance) has received their first signal
from the depths of space. The message was not a greeting, nor was it a call for help. Instead; it was an
ultimatum.
The message reads: "People of Earth. For too long have we unknowingly sat by and allowed you to
destroy the purity of your home. Regrettably, there is no other option that we can fathom, than your
species complete and utter annihilation. We implore you to understand that this is for the greater good
of your world. Please, do not resist. Allow your cleansing to be peaceful, and with as little pain as
possible."
The mood on Archis immediately changed from the calm, productive workhorse it was, to panic and
disarray. Initially, the message was considered a hoax and those with authority assured the civilians and
staff that there was nothing to worry about. Soon however, their attempts at keeping the peace would
be proven folly.
Two days after the message arrived, Archis command deck sensors detected a massive energy anomaly
coming from behind Mars. Upon further analysis, the origin of this energy source arrived from the same
area of space the message had. The crew knew now, what was to happen soon.

P a g e | 54
Two days to Prepare
DM's, your players are the only individuals on the Archis that have any experience piloting Mobile
Frames.
Their units for this mission, are UESFA Aesir class Real Robots.
UESFA Aesir
HP: 4000
EN: 300
Armor: 750
Mobility: 6
Sensitivity: +3
Reaction Time: +3
Attack Property Aptitudes: All C
Flight: Yes
Nano-Sew: On one only
Energy Transfer: On one only
_____________________________________________________________________________________
Weapons equipped on players' Aesir Units
40mm Machine Gun
Base Damage: 725
Range: 1~5
Base Accuracy: +2 (Real Robot Bonus: +2) = +4
Base Ammunition: 10/10
Base Terrain Affinities
LA: B
SE: D
AI: A
SP: A
Has move & attack: Yes
60mm Bazooka
Base Damage: 1000
Range: 2~6
Base Accuracy: -2 (Real Robot Bonus: +2) = +2
Base Ammunition: 3/3
Base Terrain Affinities
LA: A
SE: C
AI: B
SP: A
Has move & attack: No

P a g e | 55
MK-1 Photon Saber
Base Damage: 1250
Range: 1
Base Accuracy: +2 (Real Robot Bonus: +2) = +4
Base Ammunition: N/A
Base Terrain Affinities
LA: B
SE: B
AI: B
SP: B
Has move & attack: Yes
_____________________________________________________________________________________
I will not give specifications or a layout for Archis. I will leave the creation of this to your imagination. I
WILL note that there are a variety of facilities on the station that can server your players well. Issue
them funds, and allow them take this time to purchase any items they feel are necessary, then allow
them the remainder of the time to do as they please.
When everyone is settled and comfortable to continue, do so.
The battle begins
Two days have passed, the commanding officers on the Archis are well aware that no help can come
from Earth for at least another four hours. It is up to the heroic Mobile Frame pilots to stand up for
humanity in their most dire time of need.
The battle field
The field of battle is the space around Archis. DM's should use a grid as large or small as they want to
signify the combat encounter area. DM's should also signify a location on the grid where the Archis
actually is. The reasoning for this, is that any allied pilot who positions themselves on a square adjacent
to the Archis gains a +10% Accuracy and Evasion modifier to their attack & defense rolls. Players on
these squares also receive +10% HP and EN recovery every time their round comes. The Archis also
needs to be signified because it CAN be attacked. The following is the Archis' attributes.
UEFSS (United Earth Federation Space Station) Archis
HP: 10,000
EN: 150
Armor: 1500
Mobility: N/A
Sensitivity: N/A
Reaction Time: N/A
Attack Property Aptitudes: All C
The Archis is unable to Attack, Defend, Counter or attempt to Evade.
_____________________________________________________________________________________

P a g e | 56
Enemy Units
Biliban Scout x4, MurutoZ9 x3, Battleship Henguril
Biliban Scout
HP: 1500
EN: 300
Armor: 150
Mobility: 7
Sensitivity: +3
Reaction Time: +3
Attack Property Aptitudes: All C
Flight: Yes
Nano-Sew: No
Energy Transfer: No
_____________________________________________________________________________________
Weapons on Biliban
6000GJ Pulser
Base Damage: 225
Range: 1~6
Base Accuracy: +2
Base Ammunition: N/A
Base Terrain Affinities
LA: B
SE: D
AI: A
SP: A
Has move & attack: Yes
_____________________________________________________________________________________
MurutoZ9
HP: 3500
EN: 250
Armor: 400
Mobility: 5
Sensitivity: +1
Reaction Time: +1
Attack Property Aptitudes: All C
Flight: Yes
Nano-Sew: No
Energy Transfer: No

P a g e | 57
Weapons on MurutoZ9
8000TJ MAG Cannon
Base Damage: 500 (Hybrid Bonus +250) = 750
Range: 2~6
Base Accuracy: -2 (Hybrid Bonus + 1) = -1
Base Ammunition: 10/10
Base Terrain Affinities
LA: A
SE: C
AI: B
SP: A
Has move & attack: Yes
_____________________________________________________________________________________
GAIA FRX Plasma Knife
Base Damage: 600 (Hybrid Bonus +250) = 850
Range: 1
Base Accuracy: +2 (Hybrid Bonus: +1) = +3
Base Ammunition: N/A
Base Terrain Affinities
LA: B
SE: B
AI: B
SP: B
Has move & attack: Yes
_____________________________________________________________________________________

P a g e | 58
Battleship Henguril
HP: 8000
EN: 300
Armor: 800
Mobility: 5
Sensitivity: +1
Reaction Time: -2
Attack Property Aptitudes:
:A
:C
:A
:D
:C
:F
Flight: Yes
Nano-Sew: No
Energy Transfer: No
_____________________________________________________________________________________
Weapons on Battleship Henguril
10000TJ GAIUS Buster
Base Damage: 1000
Range: 3~10
Base Accuracy: -4
Base Ammunition: 10/10
Base Terrain Affinities
LA: A
SE: C
AI: B
SP: A
Has move & attack: No
_____________________________________________________________________________________
Biliban Swarm
Base Damage: 750
Range: 1~5
Base Accuracy: +2
Base Ammunition: 4/4
Base Terrain Affinities

P a g e | 59
LA: A
SE: C
AI: B
SP: A
Has move & attack: Yes
_____________________________________________________________________________________
GAIUS Buster Full Discharge (MAP)
Base Damage: 1500
Range: Refer to Diagram Below
Base Accuracy: -4
Base Ammunition: 1/1
Base Terrain Affinities
LA: A
SE: C
AI: B
SP: A
Has move & attack: No
MAP Will harm Allies: Yes
Gaius Buster Full Discharge MAP range diagram

Image downloaded from: community.wizards.com

_____________________________________________________________________________________
Scenario Victory Conditions
1.) Players disable or destroy Battleship Henguril
Scenario Defeat Conditions
1.) All players are disabled or destroyed
2.) Space Station Archis is destroyed

P a g e | 60
After the Battle
Congratulations, you've managed to hold off the first onslaught of the Deckhadar. Moments after the
Battleship Henguril is vaporized in a brilliant display of light and color, reinforcements from the UESFA
arrive to help you clean up the mess.
Remember, it was your efforts today that paved the way for the survival of humanity. In a few short
months, Archis will be responsible for the creation of the greatest UESFA Battleship to ever protect
Earth. Freya...the Metal-Messiah.
_____________________________________________________________________________________
I hope you've enjoyed this little adventure, it is my wish to know that with playing this basic setup,
you've not only learned a bit more about how the SRWd20 system is played, but you also realized just
how much fun it is to blow the every living crap out of giant robots, WITH giant robots.
Happy Gaming!~
"Gatsu! Gatsu! Gettah-Gatsu!"
~Getter Robo Main theme
Lyrics : Kiyoshi Nagai
Music : Shunsuke Kikuchi
Vocal : Isao Sasaki

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