View Full Version : Metal Gear in D&D

2008-12-19, 09:49 PM
Has anyone here incorporated a Metal Gear into a 3.X game? If so, how did you do it? I'm thinking an appropriately-sized construct or animated object, perhaps made of mithral for greater maneuverability. For conventional weapons, equip it with Staves of Power and extradimensional space for storing an effectively limitless supply of crossbow (or ballista) bolts. For its world-threatening weapon, it could fire a Sphere of Annihilation (stealth, naturally, so undetectable by divination) at any point its controller could scry.

Any thoughts on how to go about actually making it? What items or materials to use? How to make it swim and/or fly? Maybe make the weapons more effective? It would be a weapon for the Big Bad of the campaign, so money's no object.

For reference, Metal Gear D was 8.5 meters tall, or 27.88 feet, putting it in the Huge size category. I think that's large enough to be threatening, and small enough to be practical. It would also mean that the animating caster would not be so powerful as to make a Metal Gear redundant.

2008-12-19, 09:52 PM
Just have it be a artificer who got ahold of a staff of body outside body, and gave it the presist metamagic grip.
They have 24 hour clones that can burn off their XP at no cost to him allowing this to be done without crazy high amounts of casterisms. then have the staff be burned out or with very little charges for balance.:smallwink:

2008-12-19, 10:40 PM
It has been done before, here (http://forums.gleemax.com/wotc_archive/index.php/t-336514.html).

Thanks to the d20 Future SRD’s Mecha rules (http://www.wizards.com/d20/files/msrd/FutureMecha.rtf), Dr. Hal “Wannabe” Emmerich, and Director “I got screwed over” Granin
Metal Gear REX (PL 6)

Size: Huge (-2 Size) (15 x 15)
Bonus Hit Points: 200
Superstructure: *NEW* Ferrous Titanium Alloy (Hardness 25, Purchase DC +4, Speed -20’)
Hardness: 25 (It’ll stop most infantry-carried rockets, but not state of the art anti-tank cannon.)
Armor: Alumisteel
Bonus to Defense: +5
Armor Penalty: -6
Reach: 10 feet
Strength Bonus: +16
Dexterity Penalty: --
Speed: 15 feet
Base Purchase DC: 44
Special Attack: Slam 2d6 (useable against infantry as a foot stomp)

Equipment: Cockpit (Head and Visor,) Class I Sensor (Left Hand,) M-53 Firestar Missile Launcher (Shoulder,) M-53 Firestar Missile Reload (Back,) Typhoon 240 Laser Cannon (Torso and Belt,) M9 Barrage Chaingun (Left Arm*,) Comm System (No Slots,) Railgun Warhead Targeting and Launch System (Right Hand, Right Arm)

*This isn’t really where it is, just the last slot I have left. Also, is there any benefit to be had from having two of these?
This is a fairly low-powered interpretation. You’ll probably want to increase its size to Gargantuan, and use the extra equipment slots for ammunition. Also feel free to change the type of rocket launcher, and change the chaingun to a 30mm cannon. Or two.

2008-12-19, 11:32 PM
This is a job for... Dragonmech!

2008-12-20, 09:06 AM
Thanks, Seraph - that's just the kind of thing I was looking for.

And Waspinator, you've just given me an idea for an ULTIMATE SHOWDOWN: Metal Gear REX vs. Escaflowne.

2008-12-20, 09:13 AM
You people aren't going to let me stop pimping these (http://www.giantitp.com/forums/showthread.php?t=39518) darn (http://www.giantitp.com/forums/showthread.php?t=39617) things (http://www.giantitp.com/forums/showthread.php?t=77721), are you? Not that I mind. (And yeah, they're more Gundam/DM insanity than Metal Gear).

Gist of the mechanical solutions there is that they're basically really superpowered armor that also has its own HP and makes the wearer count as Huge size. They work a lot like less in-depth and more fantasy versions of the d20 Mecha rules, really.

I'd normally throw in a bit about it being silly (but fun) to do giant robots in a D&D milieu instead of a dedicated system, but frankly, I don't like dedicated systems for mecha very much.