I'd like to present the Blitzkrieg (yes it was built in Germany)
Blitzkrieg PL 7
Size: Gargantuan (Siege) Bonus HP: 400
Super Structure: Cerametal Hardness: 30
Armor: Nano fluidic Defense: +10
Armor Penalty: -6 Reach: 15 feet
Strength Bonus:+24 Dexterity Penilty:-2
Spd: 60ft, Fly; 100ft(Clumsy) Purchase DC:63 ($351,920,240.00 if you want to know)
Equipment Package: Comm System(no slot), Cockpit(Torsox2), Treads(replace leg and Boot slots, 4 Tread slots), Jetpack(Backx2), Class V Sensor Array(Helmet)Enigma Sensor suite(Cranium), Oracle Mk V targeting system(Visor), LX-20 Anti-Shock array(Belt), M-53 Fire star Rocket launcher(Shoulders), M-55 Crudd Rocket Launcher(Shoulders), T-95 Cavalcade Chain gun w/500 Rounds of ammo(left hand, left arm), M-75 Cricket Rocket Launcher(Left arm), P-7 Rail gun w/12 bolts(Right hand [replacement], Right arm), Warpath Recoilless Rifle w/ 20 rounds(Right arm), A3x Dragon Flame Thrower(Tread), PNK Puma Pop-up Turret(Tread), Advanced Diagnostic(Tread), Light Fortification(Tread).
The Blitzkrieg (Lightning war) is a heavy weapons platform designed to serve on the battle field in a similar role to tanks, while the Jetpack was added to allow the Blitzkrieg to rise above the battle field and rain destruction on opposing forces and engage low flying aircraft.
My attempt to convert the antimatter rifle from the dm's guide to modern.
PL7.
Name*Anti Matter Rifle. Damage6d8.Crit:20x2. Damage type: Energy. Range Increment:120ft. Rate of Fire: Single. Weight:10lb. Size: Large. Purchase dc:23. Restriction: Restricted(+2)
Antimatter power cell Purchase dc 8 Weight 1lb
*requires the Personal firearms Proficiency feat to use without penalty
Antimatter rifles are heavy weapons employed to destroy light vehicles
and eliminate heavy infantry units. This weapon uses a special power cell that is depleted after 2 shots.
Cause really the deep space thrusters from future tech sucked
The Mecha Induction Engine(PL7)
Like the Deep space thrusters these engines are mostly intended for mecha that spend a lot of time in space, though they function in an atmosphere. In space they provide a tactical speed of 2,000ft (4 squares), in an atmosphere they provide a fly speed of 500ft with average maneuverability. Do to the massive power requirements of this engine the mecha must have non-standard power core, while the slots it occupies do not have to come from the core it must be present. While the engine it self requires no fuel, it does require a special fuse/converter to keep it running. this fused must be replaced after every 5 space flights or after every 10 adventures. The engine comes in to versions the standard and the long range. The long range does every thing that the standard does plus grants 5x speed of light travel, light speed travel requires a specialized fuse that must be replaced after each ftl trip, however the trip does not count against the life of the standard fuses.
Slots: 4 must be legs back or belt.
Activation: Free Action
Range: Personal
Target: You
Duration: Personal
Saving Throw: None
Purchase DC: Standard; 15+1/2 Base Mecha purchase dc. Long Range; 20+1/2 Mecha Purchase dc. Standard fuse: 17 per pack of 6. FTL fuses: 20 per pack of 2.
from a vampire Apocalypse thread
Here is the Decimator(PL6)
XM-1 Decimator CR13. Huge Construct. HD:15d10+40. HP:123.Mas-. Init:-2.speed:35ft. Defense:11, Touch 6, FF 6(-2size, -2Dex, +5 equipment). BaB:+7. Grapl:+23. Atk:+13melee(1d8+8 Claw). Full Attack: +11melee( 4 claws 1d8+8), and +8melee( 2 hands 1d6+4 nonlethal) and +8melee (2 special use grippers1d6+4 nonlethal) or +3ranged (2 Stake cannons 2d8) and 2 Flame throwers(No Attack 3d6). FS:15ftx15ft. R10ft.SQ:Acid/Cold/Electrical/Fire Resistance 10, Construct Traits, Dark vision 60ft. AL: NDA. SV: Fort+5, Ref+3, Will+6. AP 0. Rep+0. Str28, Dex7, Con-, Int8, Wis12, Cha5.
Skills:Craft(Structural)(Stakes)+4, Listen+6, Navigate+11, Read/Write(English), Speak(English), Spot+6.
Feats:Advanced Firearms Proficiency, Burst Fire, Exotic Firearms
Equipment: 2 Stake cannons(See below), Compressor(See below), 2 Flame throwers.
Proficiency(Cannons), Personal Firearms Proficiency.
Purchase DC: 43($1,371,980) Restriction: Mil+3.
Frame: Biodroid.
Locomotion:Legs(6).
Manipulators:8(4claws, 2hands, 2Special use Grippers[stake making])
Armor: Alumisteel.
Sensors: Class III array.
Skill Software: Craft(structural) Progit(5 ranks), Listen Progit(5ranks), Language Chip(English), Spot Progit(5 ranks)
Feat Software: Advanced Firearms Proficiency progit, Burst fire Progit, Exotic Firearms Proficiency(cannons), Personal Firearms Progit.
Accessories: Survivor Array, 4 Weapon mounts.
The XM-1 is widely considered a failed project, only 12 were ever built with 4 confirmed rogues (XM-1's that no longer follow there old programing), rogues have AL:None but, are otherwise identical to the other XM-1's, with one of those rogues developing a distinct personality (See below), and 3 others missing and presumed rogue. XM-1's resemble giant mutant crab aliens bristling with weapons. Each XM-1 is self sufficient enough maintain it's own recharge cycle, refuel it's own flame throwers, and make its own stakes for re arming the stake cannons.
Stake Cannon: A specialized Revolver cannon with a rate of fire around 650 rounds a minute. It relies on a special compressed air tank. The tank holds enough air for 1,000 shots and can hook up 2 cannons, after firing 1,000 rounds it must recharge, a process that takes 2 hours.
Stake Cannon (Cannon): Dmg 2d8 Dmg type Piercing. Crit: 20. Range Increment 200ft. RoF: S,A. Magazine; 500(int), Size; huge. wgt;90lb. Purchase DC: 23. Res: Mil+3.
Compressor: Size:huge, Weight;50lb, Purchase DC;40 Res; none.
Zeke: While Zeke used to be like all the other XM-1's, he has developed a sort of conscious. It happened when after pursuing a pack of Vampires across the boarder into Mexico, he caught up with and killed the vampires but, was then racked with guilt upon learning that they were protecting a village. Sense then he has been protecting the village. Zeke has an AL: of Village but, is otherwise identical to his brothers.