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Tag: Swords and Wixardry (Page 16 of 20)

Making Lorica Yours

Here's the posts about Lorica for Swords & Wizardry so far:

Combat Sequence

Building Mecha

So far, things are a bit bland. The only thing customized at this point are the names of the various mecha that I've generated stats for. Before moving on to critical hits, conducting battles, character classes and the Weird, here's some ways to making these mech rules your own.

1. Personalize the Weapon Names

The d20 Future Mecha file available from WOTC provides weapons with evocative names like the M87 Talon Missile Launcher or the Thunderbolt Shock Rod. Here's some random ways to come up with names:

Add a random letter and then d%

Pick a destructive name:

01 - abrogator
02 - annihilator
03 - crusher
04 - decimater
05 - demolisher
06 - eraser
07 - exterminator
08 - liquidator
09 - obliterater
10 - razer or razor

Synonyms for slug throwers:

01 - Mass Cannon
02 - Mass Driver
03 - Chaingun
04 - Railgun
05 - Coilgun
06 - Fountain
07 - Kinetic Energy Penetrator (or KEP)
08 - Gauss Rifle

Synonyms for Lasers

01 - Microwave Beam
02 - Particle Cannon
03 - Laser Cannon
04 - Energy Cannon
05 - Plasma Cannon
06 - Lightning Gun

Names for Missile Systems

01 - Starburst
02 - Kamikaze
03 - Bloomers
04 - Striker

Use old gun names

01 - arquebus
02 - hackbut
03 - blunderbuss
04 - musketoon
05 - ballista
06 - fire lance

2. Add your various factions/aliens

Standard mecha games have various houses, each with a particular style of battle and specialized mecha. If you make various houses, they could be limited to certain sets of light, medium and heavy mecha.

Aliens are bound to have a different physiology - at the very least, the size of the pilot compartment could be different. Other variations could include requiring two of each weapon (these aliens use two pilots with mirrored controls) or having mecha that are not bipedal.

3. Provide different vendors

Two or more companies make an ol' reliable 100mm slug thrower, but which one is better? One vendor could make a 100mm model that is 10% lighter (weighs only 35 tons instead of 38), 10% cheaper (156,000 credits), 10% more/less damage (3d10+2 or 3d10-2) or a combination of these.

Another way to add vendors is to limit availability of the top-of-the-line 10% better equipment.

Of course the Loanzas from the Delta Sector gets pummeled. They use Nago-Kishi M-35 Razers! Everyone knows equipment from NK sucks. Good thing we got Kingston Railguns.

4. Add specialized systems

Someone is bound to invent better computer AI to punch lasers through shields. This could be equipment that provides a bonus to hit mecha with shields.

Introduce melee weapons (my favorite is a urumi that features whips similar to ones used by Red Omega from the comics).

Have a defensive system that dissipates laser damage (Anti-laser fog) in the same manner as Sandcasters mitigate missile damage.

5. Give slug throwers specialized ammunition

Why obliterate an opponent when you can send an EMP round to completely disable them? Makes salvage of a defeated mech that much more profitable.

That's just a few ideas, I'm sure that you can come up with more.

Building Mecha

Previously, the rules for the combat sequence were posted, along with four mecha as examples. Now it's time to look at creating your own. I've made over 40 so far, but I would love to see what others makes out of it.

A bit of notice: the rules and names of things are intentionally bland. After the rules, I'll talk a bit about implementing these rules in a game along with a few more examples in another post.

Along every step of the creation process, you will need to keep track of the cost, the weight and the energy usage of components. Cost is measured in credits (Kr) and weight is measured in tons (t). Energy usage is not measured in any standard units, they are only important during mecha creation. If the DM chooses, he or she could use gigawatts.

The first step in mecha creation is to determine its overall body size. Essentially, pick the number of structural points your mech will have. Each structural point will weigh 1 ton and cost 50 credits. After determining structual points, you must purchase at least one pilot's compartment. Each compartment consumes 3 power, weighs 3 tons and costs 300 Credits.

The next step will be to choose an engine. Each engine is rated by its energy output. The energy generated is used to power weapons and movement of the mech. Choose an engine and note its costs. Here is the table of available engines below:

engines

In general, the more powerful the engine, the more massive and more expensive it will be. This is usually the most expensive part of a mech.

The third part is purchasing energy shields.

shields

Again, the more AC Bonus desired, the more power and money required.

The next step is choosing your armaments. As I said earlier, these descriptions are pretty bland. Damage done is measured in terms of Structural Points

Weapons come in five categories: Slug Throwers, Recoilless Guns, Missile Systems and Lasers are the four offensive weapon systems. SAMD's are defensive weapons designed to knock down/avoid damage from missiles.

Mass Driver Cannons aka Slug Throwers

Slug throwers are a class of weapon that hurl a solid object at a target. Usually, the slug is taken from depleted uranium or other super-dense material. The main advantage of slug throwers is that slugs are not easily deflected by shielding. The main drawbacks of slug throwers are their huge power consumption, mass and cost. Still, most mecha have at least one, however small. A slug thrower weapon has 10 rounds of ammo included in its mass when purchased.

MDC

Recoilless Guns

Like slug throwers, recoilless guns hurl a solid object at a target. However, due to its construction, it is a much lighter weapon. Unlike conventional slug throwers, it allows some of the propellant force to escape from the back of the gun. Recoilless guns are also much lighter than slug throwers. The trade-off  however, is that they do not have the range or damage capacity of slug throwers. A recoilless gun has 10 rounds of ammo included in its mass when purchased.

recoilless

Missile Launchers

Missile Launchers hurl multiple projectiles at a target. Due to their guidance systems, they usually make erratic flight paths to avoid anti-missile defense systems. The result of a successful strike with missiles are several simultaneous hits at different places on a target. The number in parenthesis next to a missile indicates the amount of ammunition included in the missile launcher. For example LR(6) is a Long Range Missile Launcher that can fire six times before running out of ammo.

missiles

Lasers

Lasers are energy weapons designed to strip away layers of metal on a target. Lasers can be diffused by shielding, but recent advances in technology still make them potent threats on the battlefield. Lasers are relatively inexpensive and powerful weapons that have the longest range of any weapon to date. A laser can be fired as long as the mech has enough power to fire it.

lasers

Sandcaster Anti-Missile Defense System

Sandcasters represent the cutting-edge in missile defense, despite having a basis in ancient weapons. When missiles are detected, the sandcaster hurls a lot of material designed to explode and/or misdirect missiles to prevent them from striking a mech. Each SAMD is rated for the amount of missile damage it prevents.

SAMD

After assembling all the parts, total the power consumption and subtract it from the Engine Rating. Write down this number, which I'll call the Excess Energy. Total the mass of every part of the mech. Divide the Excess Energy by the Total Mass of the mech to determine the Base Movement Rate. All results are rounded down. No mecha can have a Base Movement Rate above 12.

Finally, come up with a name for your new class of mecha.

Creating a Mech

Walking through the process, let's create a mech:

1. Purchase Structural Points: Lighter Mecha have 40 to 60 structural points. Medium mecha have between 60 and 80 structural points. Anything over 80 is considered to be a heavy or assault mech. Let's create a mech with 75 Structural Points.

Structural Points: 75 Weight: 75 tons Cost: 4,750 Credits
Pilot Compartment: 1 Weight 3 tons Power Usage: 3 Cost: 300 Credits

2. Select an Engine: Based on the weapons chosen, the engine may change. For now we'll choose a pretty big engine to power the mech, an engine with a 2000 rating.

Engine Rating: 2000 Weight: 45 tons Cost: 1,000,000 Credits

3. Select Shields: Medium Mecha see a lot of combat. Good shielding is important.

Armor Class Bonus: 8 Weight: 2 tons Power Usage: 45 Cost: 40,000 Credits

4. Pick some weapons. Most mecha have a mixture of weapon systems. A slug thrower or recoilless gun, lasers, missiles and a SAMD. Sometimes, though, different mecha switch out more missiles for slug throwers.

Weapon: M-Class VIII Laser Weight: 9 tons Power Usage: 24 Cost: 179,000 Credits
Weapon: Long Range Missiles(3) Weight: 16 tons Power Usage: 2 Cost: 40,000 Credits
Weapon: Long Range Missiles(3) Weight: 16 tons Power Usage: 2 Cost: 40,000 Credits
Weapon: Short Range Missiles(2) Weight: 25 tons Power Usage: 3 Cost: 50,000 Credits
Weapon: Short Range Missiles(2) Weight: 25 tons Power Usage: 3 Cost: 50,000 Credits
Weapon: SAMD-4  Weight: 16 tons Power Usage: 16 Cost: 52,000 Credits

This mech has incredible firepower at short range and is capable of delivering some damage at a distance. The lack of a slug thrower may be considered a weakness, but don't tell the mech pilot that!

5. Do some Math: The total power usage of all the parts of the mech is 115.

The engine rating is 2000. 2000 - 115 provides an Excess Energy of 1885. The total mass of the mech is 232 tons. Dividing 1885 by 232 produces 8.125 which is rounded down to 8.

6.  Name the mech: I'll call it Karich

Statistics for the Mech

Name: Karich SP 75; AC 1[18]; Atk Laser (4d10), 2 LR Missile Launchers (1d10 * 4 , 3 shots each), 2 SR Missile Lauchers (1d20 * 6 , 2 shots each); Move 8; Save Per Pilot; Cost: 1,455,050 Credits; Special: 60 points Missile defense

 Gee, Thanks for the Math

I get it, there's a bit to track with this system. To help with Mech Creation, the following link is a LibreOffice spreadsheet that will help you create mecha easily and produce statblocks.

Lorica Stats Mecha Creation

Enjoy!

Some Unique Magic Swords

and a staff or two.

As I am making my way through all the posts offered during the S&W Appreciation Day, this little booklet struck me almost immediately. This is one of those utilities that triggers something in my brain that says, this is EXACTLY what I want to do in my game.

I want every sword and magic item to be  unique because it makes a game setting more evocative. Then I sit down and attempt to do that and I think, just randomize the list in the S&W Complete book and be done with it. (I tried that, and it doesn't map to a randomizer in a spreadsheet very well at all.)

So when I happened upon this system that works for swords, staves, and frankly, just about any other magic item except potions, I immediately set to work on creating some swords.

Goldcloud

AL:INT: 7 EGO: 4
Languages: Telepathic with wielder

+1 wooden blade forged by visitors from the future with a grip made of stone, +2 vs. sea creatures

Silence in 10' radius when sword is drawn from its scabbard.

Its name is revealed only when it is immersed in sea water for 1 round.

Varinius

AL: N INT: 10 EGO: 11
Languages: Common, Giantish, Forgotten Language

+2 steel blade forged by a mad wizard with a grip made of copper.

Disable robot types for d6 turns (save allowed).
Emits light on demand per the Light spell

Its name (which means "versatile") is inscribed on the blade in a long forgotten language.

Gwrtheyrn

AL: L INT: 11 EGO: 3
Languages: Common, Giantish, Goblin

+2 steel blade forged by ancient aliens with a grip made of wood, +3 vs. dragons

When placed on the ground for one turn, it will point to the nearest dungeon exit
Sword can be set against a charge to deal damage like a pike
The wielder is immune to paralysis and petrification
The sword can Read Magic per the spell

Its name (which means "supreme king") is lost to mortal men.

If you want a good name generator that provides the meanings of names, go to Behind the Name Random Renamer. The site also has an anagram generator that could be useful as well.

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