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View Full Version : D&D 5e/Next The Mega Mecha Tarrasque Force (5e meets WH40k)



PhoenixPhyre
2021-07-18, 09:39 PM
For a level 20 one-shot I'm running with 8 (!) players, I decided to pit them against a force from a different realm.

Setup
A group of orks on WAAAGH! fell through a hole in the Warp (darn weirdboyz), ending up on a nameless 5e D&D world. Looking around, they figured there was lots of new things to fight, so they were happy. Especially once they met, fought with, and then befriended a tarrasque.

They've strapped various forms of dakka-generation to it, along with a shield generator. They've also tamed some gargantuan bulettes, using them to pull War Wag'nz. And now they're rampaging through the cities and nations of the plains.

The party, made up of the world's heroes, is hastily assembled to defend one of the largest cities, Nonamia.

Note: This is intended to be quite a silly one-shot, with lots of shenanigans on all sides. Rule of Coolest is very much in effect.


Take one Tarrasque. Add the following things, along with max HP. Physical size: at least 100' long by 40-50' wide and tall. Note: use facing rules; the tarrasque can rotate on its turn, but the turrets et all have their own initiative and can only rotate.

Side turrets x2, one on each side. Each has a 180' solid-angle firing arc. Each one has a Gaze of Mork in it. These are altered cannons, crewed by grots/goblins. The armor protects the gunners, so you have to destroy the turret itself. The damage is the same average as a cannon, but a much wider spread for lore-ish reasons
* AC 19
* 75 HP
* All creatures on a 10' wide, 200' long line must make a DC 14 Dexterity saving throw, taking 42 (4d20) lightning damage on a failure or half as much on a success. Targets whose saving throws are under 5 are stunned until the end of their next turn; targets whose saving throw total is above 20 take no damage.

Belly-mounted Traktor Kannon. Can only fire on targets in a 120' cone directed toward the front of the tarrasque.
* AC 19
* 75 HP
* Up to 3 targets within range must make DC 19 STR saves. On a failed save, they take 22 (4d10) force damage are thrown 20' in a random direction and knocked prone. On a success, they take half damage and are not moved.

AA turrets, top mounted, facing fore and aft w/ 180 firing arcs. Cannot target creatures on the ground within 50' of the tarrasque.
* AC 15
* 50 HP
* Ranged weapon attack, one target, range 120/480, +6 ATK. Hit: 5d10 piercing damage. Counts as magic.

Shield emitter. Located on top, between the AA turrets
* AC 20
* 25 HP
* Projects a shield over the tarrasque (but not the turrets). While active, the tarrasque is immune to all damage. Does not take a turn.



Six Greater Draft Bulettes, each one gargantuan and with max HP, but no burrow speed. Each one has a mounted gun, crewed by a grot (goblin), mounted on its head. The gun is a ballista (DMG), except that it can fire every turn. Acts on the bulette's turn (adding to its multiattack).

Each one pulls a War Wag'n, which is a 15x20 vehicle. Four of them are Armored Wag'nz (AC 20, 100 HP), carrying 12 Orcs armed with heavy crossbows (which in this case are finesse to allow STR) + greataxes. The Armored Wag'nz don't have any actions unless they stop and let the orcs out. Two are Gunz Wag'nz (AC 15, 75 HP) carrying the same sort of turret as the tarrasque's AA turrets, although without the targeting restrictions. They act on the Bulette's turn.

One Iron Golem (stock), carrying a weirdboy, who is a mage except with only three abilities:
* Green Lightning (as lightning bolt)
* Da Jump (teleport one unit[1] up to 120 feet)
* Slamz (lightning bolt in punch form, except force damage).