Mechs

Act as Golems with People in the inside. The position of the characters determines what they can do on their turns.

Pilot – The Pilot is the main controller of the mech. Mechs move from a series of manipulated leavers so it takes Standard actions to move a mech rather than move actions. This may be improved to a move action with the proper feat.

Move

Standard Action

The pilot moves the mech its movement rate

Trample

Standard Action

This causes Damage as per the mech description.

Weaponry

Varies

As per description.


Co - Pilot
– Some Mechs are too big for just one pilot to control. To work at full capacity, a pilot needs co-pilots.  The Co-pilots don’t get to take any actions but help the pilot. If they are not present the pilot loses one move action for each required co-pilot not present. So if two co-pilots are missing then the pilot misses two move actions worth of movement which counts as both the standard and move actions.

Commander – The commander usually sits in the same area as the gunners and pilots. The commander can use his or her powers (ie commander’s strike) to help others operate the controls. Ie A pilot with a commander can make a commanders strike with the robot’s melee weapon. The commander is usually a warlord or leader of some sort.

Laborer – Laborers are needed to keep the mechs going. If it is a large steam mech, the laborers fuel the fires. In man powered mechs, the laborers provide the muscle to keep the unit going. If you are missing laborers, then the top speed of the mech is reduced. If there are no laborers, then the mech can’t move or make attacks aside from separately mounted weapons. Reduce speed of mech by proportion of laborers needed. Ie if you need 6 laborers and have a top speed of 10, your top speed is 5 if you have just 3 laborers.

Gunner – The gunners can attack with the weapons of the mech as per description. Only one operator can fire each system a round.

Lookout – Some Mechs have look out areas where the person can see all around the mech. Unless otherwise noted, these areas are unprotected; however, these areas also have the ability to fire at anyone trying to climb the mech. Some mechs have protected passenger areas that fill the same role.

Passengers – Some Mechs come with room for Passengers. These people are usually fully protected in the Mech while their windows are hatched down. There is usually one window hatch per Passenger and Sentry so those on board can fire out at approaching enemies.

Sentries – Larger Mechs have guards onboard to fend off anyone that tries to board the mech.

 

Protection Inside a Mech

 

Those inside a mech receive a certain amount of protection from the unit. Unless otherwise noted, a perception check has to be made to target an individual on a mech. Pilots, Co-Pilots and Gunners all receive superior cover (-5 to attacks). Laborers, Sentries, Commanders and Passengers cannot be targeted unless they open a window near them so they can attack out from the mech. There is usually one window hatch per Passenger and Sentry so those on board can fire out at approaching enemies. Those attacking from a mech can be targeted, but they are considered to have superior cover (-5 to attacks targeting them). Lookouts usually have no cover. These rules apply to personal ranged weapons. Mech, Melee and Siege weapons are another story and covered below.

 

Mechs, Melee and Siege Weapons can also target crew, but they suffer more limitations. Any siege or mech weapon that targets crew has to first make the perception check followed by the normal cover penalty. The cover penalty is to take into account the aimed shot with a large weapon. If the weapon hits the mech, then adjust the total damage by the mech and split the remaining damage evenly between the crew affected and the mech. Critical hits made when targeting crew do not count on the Mech Critical Damage table.

 

 

Riding a Mech

 

You don’t need to be inside a mech to be riding it. You can climb a mech and hold onto it if you wish. To ride a mech you need to make an acrobatics check (DC 15) every round that you are on the mech. If you fail, you fall taking damage appropriate to whatever height you fell from. This check difficulty is increased by 5 if the outside of the mech has been covered in lubricant to deter boarders. The difficulty is reduced by 5 if hand holds have been fashioned to the mech specifically for riders to hold onto.

 

Mechs and Siege Weapons can also target crew, but they suffer more limitations. Any siege or mech weapon that targets crew has to first make the perception check followed by the normal cover penalty. The cover penalty is to take into account the aimed shot with a large weapon. If the weapon hits the target inside the mech, then adjust the total damage for the mech and split the remaining damage evenly between the crew member affected and the mech. Critical hits made when targeting crew do not count on the Mech Critical Damage table.

 

Boarding a Mech

 

One very effective way to stop a mech is to take out its crew. Personal arms only go so far. You can board a mech and make the fight personal. You can enter a Mech in several ways.

1.       Through an open passage such as an open top, glass cockpit area, or other easily passed openings.

2.       By dealing enough damage to the mech that holes appear in the armor. Except with specialized weapons designed to tear holes, most attacks do not leave entry points large enough for a human. A mighty steam cannon hit might leave a hole only one foot across, just wide enough for the cannonball! A single attack that deals at least 20 points of damage after reductions creates a hole big enough for Medium creatures to pass (though it may be 20 feet from the ground!). Additionally, a mech reduced to its orange critical threshold has been damaged enough that the “Swiss cheese effect” allows boarders to find at least 1d4 holes suitable for entry.

3.       By entering through a mech’s portholes. Anyone who manages to climb onto a mech can try to enter through a porthole. A mech that is downed is particularly vulnerable to such boarding actions, whether it was tripped or voluntarily sat down. Portholes are invariably locked. They have a break DC of 28 Strength check, the same hardness as the mech’s armor, and 30 hit points. With most normal-sized portholes, up to four Medium creatures can cooperate in trying to pry it open. This uses the rules for cooperative combined skill attempts, as outlined in the PHB: For each additional participant who passes a Strength check (DC 10), the “team leader” adds +2 to his check. Additionally, using a crowbar adds +2 to the Strength check of anyone doing so (which adds only +2 to the team leader’s net roll but makes it easier for the others to pass their Strength checks). Remember to force the participants to make an acrobatics check while they climb around the outside of a mech.

4.       PCs can also squeeze through the firing portals when they are open with a DC 20 Thievery Check.

5.       Most times you will have to climb onboard a mech to get to a good vantage point to get into it. This can be deadly so see rules for riding a mech for details on this.

 

Battling on board a mech.

 

Once the PCs are on the mech, there is two ways to determine combat. The first is common with very large mechs. There will be a map and the encounter will be played out as a dungeon. The second way is abstract and more common with smaller mechs. The confines of a mech are very cramped so the following considerations take place in boarding battles without maps.

1.       Combats are one on one.

2.       There cannot be more people on board than the total cargo or crew / passenger capacity +1

3.       There is no flanking.

4.       Ranged weapons cannot fire inside mech except at point blank and there is no firing into the melee of others.

5.       Area of effect effects are determined by the DM.

6.       Some Mechs have secure crew areas that require breaking into.

7.       DM determines order of battles on the mech. The targets will usually go least important to the operation of the mech to the most important. Ie Sentries, passengers, lookout, laborers, commander, gunners and then pilot.

 

Tripping and Downing a Mech

 

Many Mechs and even some characters have the ability to trip mechs. A trip mech is easier to board because there is no climbing involved. When a Mech is too large for a character or mech to trip, then a group of people can attempt to pull the mech down to the ground. One of the most shocking defeats the Stenian Confederacy ever faced was when a horde of orc rabble unexpectedly pulled down an Early-model Juggernaut mech, pried open its portholes, and slaughtered the unprepared crew inside. It was after this that Juggernauts were equipped with flame nozzles. Infantry can pull down mechs using these

rules

• Pulling down a mech requires an old-school trip check.

• Attackers who can stand adjacent to the mech (diagonals included) may try to pull it down with their bare hands (generally by rocking it back and forth). This is a standard action; if the mech moves, the attackers will probably have to follow it to make their attempt. Attackers in such a position are generally vulnerable to trampling. For example, a Juggernaut has a face of 10 ft. by 10 ft., allowing 12 Medium (5-ft. face) attackers to reach it — all of whom could be trampled on the Juggernaut’s action.

• Attackers unable to stand adjacent to the mech may use ropes or chains with grappling hooks. They must all be pulling in the same direction or their efforts cancel each other out, but their labor can still be combined with the rocking of creatures adjacent to the mech. Latching on a grappling hook requires a ranged attack vs Reflex. Thereafter the creature may pull, joining in the combined skill attempt. The mech may jerk the rope or chain out of the puller’s hands by succeeding in an opposed Strength check

and simply walking away. (For this check, use a modifier for each participant’s size as well as the Strength modifier: +1 for Large, +2 for Huge, +4 for Gargantuan, etc.)

• The attackers make their trip check as a cooperative combined skill attempt, as outlined in the PHB. The strongest attacker is the “team leader.” The other attackers make Strength checks against DC 10. For each that succeeds, the team leader receives a +2 to his roll.

• The mech makes its check using its Strength bonus, plus the usual +4 size bonus for each size larger than Medium that it is. Additionally, the mech applies any bonuses to trip checks due to its maneuverability and construction.

• If the horde succeeds in its combined trip check against the mech, the mech is toppled. It is now downed, as described above.

 

Downed mechs are considered prone and cannot attack until they are up righted again. Portals and hatches become easier to break into too as no mech riding checks are needed to be made. 

 

Repairing a Mech

 

The best way to repair a mech is to take it to a specialist that can do it for you.


Weapon Proficiency (Specific type of Mech)
Prerequisite: Previous experience using the mech you are proficient in.
Benefit: You gain the proficiency bonuses to hit when using the onboard controls of the mech for weaponry as stated in descriptions.


STEAM-POWERED MECHS CRITICAL HITS

Roll by Threshold (d%) Critical Hit      

Green

Yellow

Orange

Red

 

01-25

01-10

 

 

Component damage. Attack causes extra critical damage but nothing more.

26-40

11-25

 

 

Pressure leak. Mech loses 2 Str and 1 unit of speed each round until leak is repaired.

41-55

26-40

01-15

 

Steam pipe damage. Mech is frozen in place for one round until back-up pipes take over. It loses its next round worth of action. This applies to all onboard weapons and equipment powered by the main steam engine.

56-75

41-55

16-25

 

Arm relay damage. Determine arm randomly. That arm is frozen in place until damage is repaired. Weapons on that arm cannot be used.

76-95

56-70

26-35

 

One leg is damaged. Speed is halved; maneuverability drops by one category.

96-98

71-80

36-45

01-10

Gyroscope damage. Pilot must make a Dex Check (DC 20) with every move or fall over. Mech suffers a –4 penalty to trip checks.

99-00

81-85

46-65

11-30

Boiler damage. Mech loses power for 1d4 rounds. It can take no actions during that time.

 

86-95

66-73

31-50

Out of control. The pilots lose control. For the next 1d4 rounds, determine the mech’s movement and attacks randomly.

 

96-98

76-85

51-70

Secondary boiler explosion. A secondary boiler explodes, dealing an additional 3d6 points of damage to the mech. Back-up boilers make up for the power loss.

 

99-00

86-95

71-85

Steam leak. The entire mech is suddenly flooded with waves of scalding steam. All creatures on board have a 50% chance of taking 1d6 points of steam damage each round. Reroll the 50% chance each round. This continues until the leak is repaired.

 

 

96-98

86-95

Controls damaged. The mech’s control room is damaged. The mech cannot be controlled until the damage is repaired. It cannot walk, use weapons, or do anything else.

 

 

99-00

96-00

Main boiler explosion. The mech’s main boiler explodes. It suffers 10d6 points of damage. All creatures on board the mech suffer 1d10 points of damage from flames and steam. The mech loses all power until the main boiler is repaired. Continuing fires deal an additional 10 points of damage (no resistance) to the mech per round until a saving throw (DC 10) is made.

 

 


MAN-POWERED MECHS CRITICAL HITS

Roll by Threshold (d%) Critical Hit      

Green

Yellow

Orange

Red

 

01-25

01-10

 

 

Component damage. Attack causes extra critical damage but nothing more.

26-40

11-25

 

 

Broken Cogwheel. Mech loses 2 Str and 1 unit of speed each round until cogwheel is repaired.

41-55

26-40

01-15

 

Impact in rowing pits. The laborers are knocked out of their seats by the impact. Mech is frozen in place until they can get reorganized and start rowing again. It loses power and cannot take any actions for the next 1d3 rounds.

56-75

41-55

16-25

 

Hull breach. The attack goes clear through the hull and impacts in the rowing pits. The mech itself does not take damage, but the damage is instead divided between 1d6 randomly determined laborers. Deduct resistance as usual.

76-95

56-70

26-35

 

Arm relay damage. Determine arm randomly. That arm is frozen in place until damage is repaired. Weapons on that arm cannot be used.

96-98

71-80

36-45

01-10

Leg relay damage. Determine leg randomly. That leg is frozen in place until damage is repaired. Weapons on that leg cannot be used. Mech cannot walk and suffers a –4 penalty to trip checks.

99-00

81-85

46-65

11-30

Main cogwheel damage. Mech loses power for 1d4 rounds. It can take no actions during that time.

 

86-95

66-73

31-50

Out of control. The pilots lose control. For the next 1d4 rounds, determine the mech’s movement and attacks randomly.

 

96-98

76-85

51-70

Powertrain misaligned. The power output of the laborers is halved. Halve the mech’s Strength, Dexterity, and speed until the damage is fixed.

 

99-00

86-95

71-85

Controls damaged. The mech’s control room is damaged. The mech cannot be controlled until the damage is repaired. It cannot walk, use weapons, or do anything else.

 

 

96-98

86-95

Powertrain destroyed. No matter how hard the laborers work, their manpower isn’t properly distributed throughout the mech’s gears. The mech is completely immobilized until repaired. Repairs take five times the normal amount of time.

 

 

99-00

96-00

Gear scaffolding destroyed. The scaffolding that supports the huge cogwheels that transfer power throughout the mech collapses. Gears come crashing down in all directions. This causes 6d6 points of damage to the mech and another 1d6+3 points of damage each to 2d10 randomly determined crew members. Repairs take ten times the normal amount of time.

 


Taking Down a Mech

There are a few different ways to take down a mech. The most obvious is to beat it with weapons until it stops moving. Other ways include tripping the mech, pulling it down with ropes and boarding the mech. For building

 

Attacks of Opportunity

Attacks of opportunity between mechs are generally resolved normally, with a few important exceptions.

• A mech firing a ranged mech weapon into melee does not provoke an attack of opportunity.

• A mech may not take attacks of opportunity against creatures boarding it or attacking it. The mech does not have the agility to strike targets on itself (and even if it did, it would risk damage to itself), nor can it react quickly enough.

• A mech’s unarmed attacks do not provoke attacks of opportunity.

 

It is possible to target a specific component of a mech — its steam cannon, left arm, right knee, cockpit. In general, a Perception check is necessary to pick out a human-sized creature on a large moving object like a mech. Targeting larger elements is easier. Any major component of a mech (equal to twice the size of a human or larger) can be targeted with a called shot. Smaller components require a Perception check (DC 10–15, depending on size) in order to pick them out of the whirling morass of potential targets.

 

Called shots are automatically full-round actions. By pausing to aim its next shot carefully, the attacker provokes an attack of opportunity. Finally, a –4 penalty applies to the attack roll. If the attack hits, the GM resolves the effects. Generally an attack upon a weapon may cause damage to the weapon, an attack

on an arm may damage the arm, and so on. Called shots against the boiler have no additional

effect on most mechs, since it is one of the best-armored parts of the mech. The most effective target for called shots is the cockpit or gunner’s ports. In this case the attacking mech specifically tries to damage the mech’s interior so that it can hit crew inside. If a called shot against a crew area succeeds, defend with their reflex defense. This determines their ability to dodge the mech’s weapon as it tries to fillet them.

 

Those who fail split the mech’s damage roll with the mech. Half damage from the attack is divided equally between all affected crew members, with the rest going to the mech. The damage is reduced by the Mech’s reduction unless it is from small personal arms fire.

 

 

Flanigan Warrior Walker
Huge Wooden Mech (Picture at Dragonmech Page 80)
Total Cost: 1200GP             Construction Time: 8 Days
Power Source: Manpower
Height: 15 ft.  Space/Reach: 2*2/1 (10 ft. by 10 ft./5 ft.)
Capacity: 3; Crew: 3 (1 pilot, 2 laborers).
Riders: 1 (1 rider at ground level holding onto the walker’s leg).

Base Initiative: pilot’s initiative
Hit Points: 100  Yellow: 50 Orange: 25  Red: 10
AC 10; Fortitude 15, Reflex 8, Will -
Resist all but fire 5; Vulnerability to fire 5
Immune to Healing, Poison, Psychic Damage and Necrotic Damage.
Can’t Shift. Immune to Knocked Prone by anything Small or smaller.
Speed: 6, Poor Maneuverability. 2 standard actions to get up from prone. Must move 2 spaces to turn 45 degrees. Can’t move backwards

Melee – Sword Attack (Standard; at-will) * Weapon [prof +3: Warrior Walker]
Pilot Dexterity +1 vs. AC, 2d6+2 damage

Melee – Trample (Standard; at-will) * Weapon [prof +2: Warrior Walker]
The Mech may walk through the spaces of Small or Smaller creatures. All creatures walked on suffer an attack from the mech; however, each target gets an attack of opportunity against the mech before they take damage.  This attack knocks the defenders prone.
Pilot Dexterity vs. Reflex, 2d6 damage

Ranged – Big Crossbow (Standard; at-will) * Weapon [prof +2: Warrior Walker]
Ranged 15/30; Pilot Dexterity vs. AC, 1d10 damage (+ Dexterity Modifier), Load Minor. 
Ammunition Capacity: 5 shots,
Ammunition: ~1GP a shot (Big Crossbow Bolts)

Str  14 (+2)

Dex  10

Wis  -

Con  -

Int  -

Cha  -

 

The Warrior Walker houses two laborers that provide power to the mech through hand and foot cycling and room for one pilot. The pilot controls all of the mech’s weaponry and the mech’s movement. This unit is built to give an edge in infantry combat. It is not intended to go against other mechs or Lunar Dragons.


 

Flanigan Totem Mech
Gargantuan Wooden Mech (Picture at Dragonmech Page 122)
Total Cost: 2000GP             Construction Time: 12 Days
Power Source: Manpower
Height: 25 ft.  Space/Reach: 3 by 3 / 2 (15 ft. by 15 ft./10 ft).
Capacity: 6; Crew: 5 (1 pilot and 4 laborers). Passenger: 1.
Riders: 4 total (2 at ground level (on the legs) and 2 on the top of the Mech).
360 degree ranged weapon station available for passenger.
Catapult takes 2 crew so Mech has to stop for laborers to fire it.

Base Initiative: -1 adjusted to pilot’s initiative
Hit Points: 200  Yellow: 100 Orange: 50  Red: 20
AC 8; Fortitude 20, Reflex 6, Will -
Resist all but fire 5; Vulnerability to fire 5
Immune to Healing, Poison, Psychic Damage and Necrotic Damage
Can’t Shift. Immune to Knocked Prone by anything Medium or smaller.
Speed: 6, Poor Maneuverability. 4 standard actions to get up from prone. Must move 2 spaces to turn 45 degrees. Can’t move backwards

Melee – Kick / Ram (Standard; at-will) * Weapon [prof +2: Warrior Walker] – Pilot Attack
Pilot Dexterity -1 vs. AC, 1d10+5 damage

Melee – Trample (Standard; at-will) * Weapon [prof +2: Warrior Walker] – Pilot Attack
The Totem may walk through the spaces of Medium or smaller creatures. All creatures walked on suffer an attack from the mech; however, each target gets an attack of opportunity against the mech before they take damage.  This attack knocks the defenders prone.
Pilot Dexterity -1 vs. Reflex, 3d6 damage

Large Catapult, Prof: +1, Dam: 3d6, Rng: 30/60, Cost: 550gp, Group: Artillery, Properties: Inaccurate, Load 1 Standard, High Critical, Minimum Range 15 (Intelligence modifies attack roll and damage)
Ammunition Capacity: 20 shots. Ammunition: ~3GP a shot (Big Stones)

Str  18 (+4)

Dex  8 (-1)

Wis  -

Con  -

Int  -

Cha  -


Totem is a man powered mech popular to Nomadic and Tribal Humans because of how easy it is to use. 4 workers row oars in an armored compartment to power the unit. The pilot rides in the front and controls the movement of the mech. At the top there is a 360 degrees fire port where the passenger can shoot a ranged weapon at targets. The catapult is partly in the rowing area so the rowing crew doubles as crew for the weapon and there for have to stop the unit from moving when they go to make a ranged attack. Unlike the picture, all of the crew areas are covered.

 

 

Defender  (aka Tindertwig)
Large Wooden Mech (Picture at Mech Manual Page 21)
Total Cost: 2500GP             Construction Time: 10 Days
Power Source: Steam power
Height: 15 ft.  Space/Reach: 2*2/1 (10 ft. by 10 ft./5 ft.)
Capacity: 1; Crew:1 (1 pilot).
Riders: 1 (1 rider at ground level holding onto the walker’s leg).

Base Initiative: pilot’s initiative
Hit Points: 100  Yellow: 50 Orange: 25  Red: 10
AC 10; Fortitude 15, Reflex 10, Will -
Resist all but fire 5; Vulnerability to fire 5
Immune to Healing, Poison, Psychic Damage and Necrotic Damage.
Can’t Shift. Immune to Knocked Prone by anything Small or smaller.
Speed: 8, Great Maneuverability. Moves comparable to human once PC has Mech Pilot skill.

Melee – Large Mace (Standard; at-will) * Weapon [prof +2: Defender]
Pilot Dexterity +3 vs. AC, 1d12+5 damage

Melee – Trample (Standard; at-will) * Weapon [prof +2: Defender]
The Mech may walk through the spaces of Small or Smaller creatures. All creatures walked on suffer an attack from the mech; however, each target gets an attack of opportunity against the mech before they take damage.  This attack knocks the defenders prone.
Pilot Dexterity vs. Reflex, 2d6 damage

Str  20 (+5)

Dex  10

Wis  -

Con  -

Int  -

Cha  -

 

The Defender is a cheaply made wooden mech commonly employed by the Legion. Others make them too as their plans are fairly available to all.

 

 

MagWagon (Freight Model) Mech
Colossal Stone Mech (Picture at Shardsfall Page 58)
Total Cost: 9500GP             Construction Time: 16 Days
Power Source: Steam
Height: 35 ft.  Space/Reach: 3 by 3 / 3 (15 ft. by 15 ft./15 ft).
Capacity: 12; Crew: 4 (1 pilot, 1 laborer and 2 Gunners). Passenger: Up to 8.
Riders: 12 total (4 at ground level (on the legs) and 8 on the top of the Mech).
4 firing ports to left and four ports to right for passengers

Base Initiative: -1 adjusted to pilot’s initiative
Hit Points: 400  Yellow: 200 Orange: 100  Red: 40
AC 3; Fortitude 20, Reflex 3, Will
Resist all 9 (stone)
Immune to Healing, Poison, Psychic Damage and Necrotic Damage
Can’t Shift. Immune to Knocked Prone by anything Large or smaller.
Speed: 10, Average Maneuverability. 4 Standard actions to get up from prone. Must move 1 space to turn 45 degrees.

Melee – Kick / Punch (Standard; at-will) * Weapon [prof +2: MagWagon] – Pilot Attack
Pilot Dexterity +2 vs. AC, 1d12+10 damage

Melee – Trample (Standard; at-will) * Weapon [prof +2: MagWagon] – Pilot Attack
The Totem may walk through the spaces of Large or smaller creatures. All creatures walked on suffer an attack from the mech; however, each target gets an attack of opportunity against the mech before they take damage.  This attack knocks the defenders prone.
Pilot Dexterity -1 vs. Reflex, 4d6 damage

Medium Hand Medium Steam Cannon (Standard; at-will) * Weapon [Prof: +2: MagWagon]
Dam: 4d10 + Intelligence, Rng: 90/180, Group: Artillery, Properties: Armor Piercing, Load 4 Move, High Critical, Can fire once every other round. This weapon uses the same ammo as its black powdered cousin, but requires no gun powder to fire. (12 lbs ball)
Pilot or Gunner Intelligence -1 vs. AC.
Ammunition Capacity: 40 shots stored in arm. Mechanical loading through controllers plus one crew member loading in the actual arm. Shots cost same as Cannons but require no gunpowder

Str  30 (+10)

Dex  8 (-1)

Wis  -

Con  -

Int  -

Cha  -



The Magwagon is an old mech model. It was originally built as a stopgap solution. The Stenians needed to develop a mech fleet quickly to extend their influence, so they constructed large, intimidating mechs with readily available materials. The Magwagon, with its stone armor and impressive physique, was one such creation. As more advanced mechs were later built, many Magwagons were retrofitted to freight duty. The above profile is for a Magwagon freighter, which resembles an awkward dump truck on legs.

The pilot rides in the head, which has room for two Medium creatures (Pilot and primary gunner). The boiler and coal dump are located in the huge cargo hold, which can be used for passengers or loads of even the heaviest metals. The left arm holds the mech’s only weapon, a Medium Steam Cannon.

The cargo hold can carry up to 16,000 pounds of heavy payload or give space for 8 passengers.

 

 

 

Talon Mech
Colossal Iron Mech (Picture at DragonMech Page 121)
Total Cost: 13000GP           Construction Time: 16 Days
Power Source: Steam
Height: 35 ft.  Space/Reach: 3 by 6 / 3 (15 ft. by 15 ft./15 ft).
Capacity: 34; Crew: 5 (1 pilot, 2 Weapons Operators, 1 Commander and 1 Laborer). Passengers: Up to 12.  Sleeping Quarters: 17
Riders: 16 total (4 at ground level (on the legs) and 12 on the top of the Mech).
4 firing ports to left, 4 ports to right,  2 Ports at the rear and 2 to the front for passengers.

Base Initiative: -1 adjusted to pilot’s initiative
Hit Points: 1200  Yellow: 600 Orange: 300  Red: 120
AC 3; Fortitude 22, Reflex 3, Will
Resist all 11 (Colossal, Iron)
Immune to Healing, Poison, Psychic Damage and Necrotic Damage
Can’t Shift. Immune to Knocked Prone by anything Large or smaller.
Speed: 10, Average Maneuverability. 4 Standard actions to get up from prone. Must move 1 space to turn 45 degrees.

Melee – Kick (Standard; at-will) * Weapon [prof +2: Talon] – Pilot Attack
Pilot Dexterity +2 vs. AC, 1d12+10 damage

Melee – Trample (Standard; at-will) * Weapon [prof +2: Talon] – Pilot Attack
The Totem may walk through the spaces of Large or smaller creatures. All creatures walked on suffer an attack from the mech; however, each target gets an attack of opportunity against the mech before they take damage.  This attack knocks the defenders prone.
Pilot Dexterity -1 vs. Reflex, 4d6 damage

Huge Buzzsaw Arms * 2 (Standard; at-will) * Weapon [prof +3: Talon] – Pilot Attack
Operator Dexterity +2 vs. Reflex, 4d8 damage (ignores Hardness), High Critical
Each operator works with one saw independent of the other.

Str  30 (+10)

Dex  8 (-1)

Wis  -

Con  -

Int  -

Cha  -



The talon is a specialized transport mech built to fend for itself. It was developed by a group of independent dwarven mech operators whose back-road trade routes were profitable but extremely dangerous. Prior to the talon, most mechs were built for either combat or transport, not both. The talon combines those functions. It is expensive for its size, but that’s okay — the traders can afford it. A talon is built for transporting goods or passengers (whichever currently pays the best), and includes sleeping space for passengers. Along with the crew, up to four passengers can sleep comfortably, or up to 12 uncomfortably. When the mech has no passengers, the sleeping area is put to use ferrying goods. The talon tries to stay away from combat but is equipped with the most effective bang-for-the-buck if fighting is unavoidable. A pilot will generally run from ranged weapons, if the terrain permits a favorable escape, or run toward the target if he has no escape route, hoping to close for use of the buzzsaws. Talons rarely face organized mech opposition, so they don’t have to worry about long-range firefights against disciplined enemies. Their combats usually involve solitary or paired rust riders or Irontooth clansmen, or whatever monsters inhabit the terrain they travel through.

 

 

 

Rexwood Gun Walker
Large Steam Mech
Total Cost: 5000GP             Construction Time: 10 Days
Power Source: Steam power
Height: 11 ft.  Space/Reach: 2*2/1 (10 ft. by 10 ft./5 ft.)
Capacity: 1; Crew:1 (1 pilot).
Riders: 1 (1 rider at ground level holding onto the walker’s leg).

Base Initiative: pilot’s initiative
Hit Points: 200  Yellow: 100 Orange: 50  Red: 20
AC 9; Fortitude 16, Reflex 9, Will -
Resist all 10
Immune to Healing, Poison, Psychic Damage and Necrotic Damage.
Can’t Shift. Immune to Knocked Prone by anything Small or smaller.
Speed: 8, Great Maneuverability. Moves comparable to human once PC has Mech Pilot skill.

Melee – Ram (Standard; at-will) * Weapon [prof +2: Defender]
Pilot Dexterity +1 vs. AC, 1d10+4 damage

Light Steam Cannon (Standard; at-will) * Weapon [prof +2: Cannons]
Gunner Intelligence vs. AC,
3d10 + Int damage, Rng: 100 / 200,
Properties: Armor Piercing, Load 3 Move, High Critical, Can fire once every other round. This weapon uses the same ammo as its black powdered cousin, but requires no gun powder to fire. (8 lbs ball)
Ammo Capacity, 10 Shots.

Str  18 (+4)

Dex  10

Wis  -

Con  -

Int  -

Cha  -

 

Rexwood is a mech designer that sells mechs to the general public. The Rexwood Gun Walker is a mass produced light mech toted as a mobile gun platform. No Militaries are known to use this model, but it is becoming popular with traders. The pilot has to load and fire the cannon on their own so there is a few rounds between cannon fire.

 


 

The Iron Giant
Colossal  4 Iron Mech
Total Cost: ???              Construction Time: ???
Power Source: Steam Power
Height: 120 ft.  Space/Reach: 12 by 12 / 6
Capacity: 64 Crew: 32 (10 Gunners on shoulders for the two guns, 1 Pilot, 3 co-pilots, 1 Commander, 1 Lookout, 6 Laborers for the coal fires, 4 cooks, 6 Sentries).  Sleeping Quarters for the same, so you could have 32 people sleeping while the others operate the giant if people are willing to share sleeping beds, and they can change shifts at night.
Riders: 60 total (15 at ground level (the legs) and 45 on the top of the Mech).

Base Initiative: pilot’s initiative – 10
Hit Points: 2400  Yellow: 1200 Orange: 600  Red: 240
AC 2; Fortitude 30, Reflex 2, Will -
Resist all but Electricity / Lightning 18; Vulnerability to Electricity / Lightning 5
Immune to Healing, Poison, Psychic Damage and Necrotic Damage
Can’t Slide. Immune to Knocked Prone by anything Colossal 2 or smaller. 
Speed: 10, Very Clumsy Maneuverability. Must move 5 spaces to turn 45 degrees. Can’t move backwards. Cannot right itself back up after falling.

Melee – Kick / Ram (Standard; at-will) * Weapon [prof +2: Iron Giant] – Pilot
Pilot Dexterity vs. AC, 3d12+16 damage

Melee – Trample (Standard; at-will) * Weapon [prof +2: Iron Giant] – Pilot
The Mech may walk through the spaces of Gargantuan or Smaller creatures. All creatures walked on suffer an attack from the mech; however, each target gets an attack of opportunity against the mech before they take damage.  This attack knocks the defenders prone.
Pilot Dexterity -3 vs. Reflex, 7d6 damage

2 Heavy Cannons – Gargantuan (16lb Ball), Prof: +3, Dam: 4d10 + Intelligence, Rng: 130/260, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, High Critical, Requires Cooling (Intelligence modifies attack roll and damage) – Gunners on shoulders of Giant
Gunner Intelligence vs. AC. (-3 while mech is moving)
Ammunition Capacity:  200 Shots total with GunPowder

Str  42 (+16)

Dex  4 (-3)

Wis  -

Con  -

Int  -

Cha  -

 

The Iron Giant is a dwarf relic from the first age of walkers. 16 of these units laid waste to the Elf Empire long ago and have been written in the history books as “Titans of Steel.”


 

Early Juggernaut
Gargantuan Iron Mech (Picture on page 111 of Dragon Mech)
Total Cost: 8000GP             Construction Time: 24 Days
Power Source: Steam Power
Height: 25 ft.  Space/Reach: 3*3 / 2 (15 ft. by 15 ft./10 ft.)
Capacity: 5; Crew: 5 (Pilot, laborer for coal fire,  and 3 Weapons Controllers [2 for Cannon and one for Axe]).
Riders: 4 total (2 at ground level (on the legs) and 2 on the top of the Mech).

Base Initiative: pilot’s initiative – 1
Hit Points: 300  Yellow: 150 Orange: 75  Red: 30
AC 5; Fortitude 20, Reflex 4, Will -
Resist all but Electricity / Lightning 10; Vulnerability to Electricity / Lightning 5
Immune to Healing, Poison, Psychic Damage and Necrotic Damage
Push, Pulls and Slides do not affect the mech. Immune to Knocked Prone by anything Medium or smaller.
Speed: 8, Average Maneuverability. 3 Standard actions to get up from prone. Must move 1 space to turn 45 degrees.

Right Hand Melee – Huge Axe (Standard; at-will) * Weapon [prof +2: Juggernaut] –
Axe Gunner Dexterity +3 vs. AC, 2d8+7 damage

Melee – Trample (Standard; at-will) * Weapon [prof +2: Juggernaut]
The Mech may walk through the spaces of Medium or Smaller creatures. All creatures walked on suffer an attack from the mech; however, each target gets an attack of opportunity against the mech before they take damage.  This attack knocks the defenders prone.
Pilot Dexterity -1 vs. Reflex, 3d6 damage

Left Hand Light Cannon (Standard; at-will) * Weapon [Prof: +3: Juggernaut]
Dam: 2d10 + Intelligence, Rng: 75/ 150, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, High Critical, Requires Cooling.  – Large (8lb Ball).) Controls to reload the gun are on the Weapon Controller Consoles. (Intelligence modifies attack roll and damage)
Pilot or Gunner Intelligence -1 vs. AC.
Ammunition Capacity: 20 shots with GunPowder stored in arm. Mechanical loading through controllers.

Str  26 (+7)

Dex  8 (-1)

Wis  -

Con  -

Int  -

Cha  -

 

This is a Relic of one of the first Generation Juggernauts. Today, this is the main mech of the Stenian Fleet and often deployed to lead the way whether or not a mech is required.

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