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View Full Version : Stat's for a battlemech?



Jaklefire
2011-07-08, 02:08 PM
Alright so my PC's have encountered a evil watchmaker who spent years living in a forest creating a huge mechanical suit of armor, anyone want to make any stat's for it? I was thinking of placing the CR of about 6 because they're all around 4th level and this is a big fight.

Moriato
2011-07-08, 02:15 PM
Have you considered just using an Animated Object (http://www.d20srd.org/srd/monsters/animatedObject.htm)?

A huge one is CR5, Gargantuan is CR7. They don't have any ranged attacks usually but if you want it to have a cannon or laser or some such thing it's easy enough to just give it one.

Ksheep
2011-07-08, 02:17 PM
One thought is possibly the Clockwork Armor from the Clockwork Wonders series of articles a few years back on the Wizards blog. Link here: http://www.wizards.com/default.asp?x=dnd%2Fcw%2F20070212a

It's more of a power-suit than a battlemech, but you should be able to use this as a springboard. However, it may be TOO powerful, since it is technically a CL11 "magic" item. Still, shouldn't be too difficult to lessen the power (set AC from +8 to +6 or +4, lower strength and dex bonuses from +4 to +2, etc).

dgnslyr
2011-07-08, 02:19 PM
Does this look like it could work? (http://www.giantitp.com/forums/showthread.php?t=105858)

Ravens_cry
2011-07-08, 02:19 PM
D20 Future (http://www.wizards.com/default.asp?x=d20/article/msrd) has statistics for mecha. Scroll down the page for the RTF document link. There is also a clockwork suit of armour, literally (http://www.wizards.com/default.asp?x=dnd/cw/20070212a), though it may be a bit paltry for your needs.

If neither fits for needs, consider modifying golem statistics and fluff it so the watchmaker rides inside.

Lord Ruby34
2011-07-08, 02:21 PM
Just a heads up, your PC's will try to take this thing without damaging it. This goes double if you have a gnome or artificer in the party. And if you have a gnomish artificer in the party... Run Away, and don't look back.

No, not even then.

Jaklefire
2011-07-08, 02:47 PM
Thanks i think i'll adapt the clockwork armor, hopefully this will be an epic enough fight to keep them talking haha.

ShneekeyTheLost
2011-07-08, 09:07 PM
Alright so my PC's have encountered a evil watchmaker who spent years living in a forest creating a huge mechanical suit of armor, anyone want to make any stat's for it? I was thinking of placing the CR of about 6 because they're all around 4th level and this is a big fight.

A battlemech is a 100 ton walking platform of death which is enough to take on just about anything short of an optimized batman wizard... it's machine guns (the smallest weapons they field) are doing some 10d6 in an area effect (spray and pray). You don't want to know what happens when the gauss gun or the Particle Projectile Cannon comes into play...

it is significantly more than merely CR 6. Even a scout mech is close to CR 15.

A Flesh Golem (http://www.d20srd.org/srd/monsters/golem.htm#fleshGolem) on the other hand, is CR 7, so right about where you want it to be.

HappyBlanket
2011-07-08, 10:04 PM
Thanks i think i'll adapt the clockwork armor, hopefully this will be an epic enough fight to keep them talking haha.

I feel you aren't really considering the very real possibility of dealing with your Player walking around with Clockwork Armor on. Your players aren't going to see "dangerous enemy equipment," they're going to see "sweet loot with too much bbeg inside it."

Ksheep
2011-07-09, 01:02 AM
I feel you aren't really considering the very real possibility of dealing with your Player walking around with Clockwork Armor on. Your players aren't going to see "dangerous enemy equipment," they're going to see "sweet loot with too much bbeg inside it."

Well, they have to get the BBEG OUT first… and it's a sensitive piece of equipment. A couple hits in the wrong areas and it might start doing a jig involuntarily. They'd then have to find some way to fix it, which is a DC 30 disable device, according to the article. Chances are, they'd just break it MORE while trying to fix it.

dgnslyr
2011-07-09, 01:06 AM
Well, if this inventor is insane enough to build one of these things, he'd probably be the type to install a self-destruct switch, yes?

Ravens_cry
2011-07-09, 07:39 AM
Well, if this inventor is insane enough to build one of these things, he'd probably be the type to install a self-destruct switch, yes?

Maybe he does and that and/or battle damage breaks it enough so that it gives a more reasonable bonus for the level, and over time with them repairing it, possibly a few quests to find the right parts and/or someone who can make them, it can get to full capacity.

excruciarch
2011-07-09, 08:18 AM
It's like a construct that moves due to some kind of mechanism? Why not grant it stats of an appropriate golem?
PS
If the material is not the same- just give it more/less DR and AC.

gbprime
2011-07-09, 11:37 AM
A battlemech is a 100 ton walking platform of death which is enough to take on just about anything short of an optimized batman wizard... it's machine guns (the smallest weapons they field) are doing some 10d6 in an area effect (spray and pray). You don't want to know what happens when the gauss gun or the Particle Projectile Cannon comes into play...

it is significantly more than merely CR 6. Even a scout mech is close to CR 15.

CR 15 at least. A little 35 tonner like this one is death incarnate to infantry.

http://farm1.static.flickr.com/142/332401714_2fdfb00666_z.jpg

IMO, go with a downsized golem instead.