Biolance Mech Suits (v.1)

by TheTranMan

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Mech Suit Statblocks

Ability Scores

A Mech Suit has six ability scores and corresponding modifiers. Its size, weight, or machine augments determines its Strength. Dexterity represents its handling, maneuverability, or articulation / flexibility / delicate processes. A mech's Constitution reflects its durability, quality of construction, or makeup of materials. The mech shares its pilot's score in Intelligence, Wisdom, and Charisma.

The mech has 0 for its Intelligence, Wisdom, and Charisma Scores if it isn't being piloted. It automatically fails any ability check or saving throw that uses that score.

Armor Class

A Mech is typically made of various materials, and typically has an Armor Class due to equivalent to the material.

Hit Points

A Mech's hit points can be restored by making repairs to the mech (see "Repairs"). When a mech drops to 0 hit points, it ceases to function until its hit points are returned to about half its hit points maximum from repairs.

Damage Threshold

Mechs have bulk or armor that allows them to shrug off minor hits. A mech with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case, it takes damage as normal. Any damage that fails to meet or exceed the mech's damage threshold is considered superficial and doesn't reduce the mech's hit points.

Hit Point Pool

When a Pilot and its Mech suit engage in combat, their hit points can combine to form a Hit Point Pool. Effectively during combat, the Pilot and Mech are considered an individual creature.

Whenever the Mech (for this purposes will be referred as the Mech) takes damage from any source, the Mech only takes half the damage dealt to it (rounded up) and the Pilot takes the other half. If you would be knocked unconscious as a result of dropping to 0 hit points, any excess damage carries over to the Mech (and vice versa to the Pilot), and they would instead drop to 1 hit point instead, unless if the excess damage would also drop the other to 0 as well.

For example, if the Mech takes 20 damage while piloting, the Pilot has 10 HP left, and the Mech has 50, the Pilot would take 9 damage and the Mech would take 11. As soon as the Pilot drops to 0 hit points, they are knocked unconscious of course, and when the Mech drops to 0 hit points, it ceases to function as written from "Hit Points" in this section.

Hit Point Pool Q&A

How do some of these features function?


  • Resistance. Resistance is calculated individually for the Pilot or the Mech. Say a Tiefling Pilot has resistance and the Mech doesn't, if a Laser Attack deals 20 damage, the Pilot takes 5 and the Mech takes 10. They're combined pools unless in specific instances.
  • Hit Point Pool Calculation. The Hit Point Pool division of damage is calculated after the Threshold. If an attack doesn't bypass your Mech's Damage Threshold, it sure as hell wouldn't injure the pilot inside either.
  • Class or Racial Features. Barbarian's "Rage Resistance" is applied to both the Mech and the Barbarian Pilot (read further below in Class Retention). Rogue's "Uncanny Dodge" is applied to the Mech and Rogue Pilot. A Goliath's "Stone's Endurance" is applied to only the Goliath Pilot (which a pilot can apply to reduce their half of Mech & Pilot damage).

Pilot Station

A Mech Suit doesn't have actions of its own without a pilot (animated by magic, operated by a physical or digital creature). A Mech while piloted has Actions it is capable that appears in the Action Stations of a Mech Suit's stat block, which require an Action, Bonus Action, or Reaction to perform. A piloted Mech effectively acts and moves as part of your turn.

It takes a bonus action to turn the Mech Suit on or off.

Pilot

The Pilot has total cover against all outside effects as long as the Mech is above 0 hit points.

Visibility. The Mech's Pilot commonly has either an electronically-projected means of sensing and viewing its environment, and alternatively it has a protective glass window between the pilot's seat and outside of it. Otherwise the Mech's visibility is the same as any other creature, though a window might act as an arc of sight as opposed to full 360* visibility.

Assume the Mech and visiblity share the characteristics of its Pilot, aka a Mech would have Darkvision, or just as simply some form of light source can originate from it placed as an add-on. If a Mech's visibility components, such as its Optical Sensors are disabled or destroyed, the Pilot is unable to see outside the Mech without alternative options (magical, additional sensors, additional senses).

Class Retention. The Mech Suit benefits from any features of its Pilot's class or Feats, such as defensive capabilities like a Barbarian's "Rage" or a Abjuration Wizard's "Arcane Ward", or offensive features like a Rogue's "Sneak Attack" or a Paladin's "Smite". The Pilot also applies to the Proficiency Bonus used in the Mech's attacks or features that require a Saving Throw.

Feats from the pilot apply to the Mech Suit as well, such as Sharpshooter's ability to ignore the Long-Range penalty of its Ranged Weapons.

A Pilot can cast spells through the Mech Suit, even acting as its source of origin. Spells cast on the Mech Suit apply individually to the Mech or the Pilot (their choice if self-casting). A Pilot can willingly choose to allow a spell to target it through the Total Cover it has from piloting. The Mech Suit counts as a Construct for the purpose of most spells. Read "Mech Suit and Spell Interactions" at the end of this document for details.

A Druid is unable to be a Mech Pilot.

Opportunity Attacks. Mechs provide opportunity attacks as normal. Typically, when a mech provokes an opportunity attack, the attacker can target the mech, any creature riding or piloting it that doesn't have total cover and is within reach.

Mech Parts

The Mech is considered a creature (Construct) and a vehicle (Object). Specific parts of the Mech can be targeted for the purposes of disabling equipment or systems integral to the Mech's actions.

Atypically, a Part can only be targeted if a creature has the ability to target it, and commonly a Part can be disabled / destroyed from Critically Hitting the target.

If you'd like to remove the tactical elements of destroying Mech Parts, assign a random chance to disabling / mishap with a random system when the Mech drops to half its Hit Point Maximum.

Tactical Part Destruction

d6-??? Part Effect
1 Head Mech and Pilot become Blinded as long as the Head is disabled.
2 Chassis / Pilot Seat The Pilot becomes susceptible as its armor becomes sundered. It lowers its Total Cover to Three-Quarters Cover.
3 Right Arm Loses that Arm + the Action with equipped item.
4 Left Arm Loses that Arm + the Action with equipped item.
5 Right Leg Walking Speed reduced by half its Max Speed.
6 Left Leg Walking Speed reduced by half its Max Speed.
??? Add-On Part Part becomes disabled.

Critical / Random System Mishap

d??? Mishap Repair DC
1 Core Overheating. Arcane energy erupts from the engine and engulfs the mech. Any creature that starts its turn on or inside the mech takes 10 [[3d6]] fire, force, or lightning damage (whichever is appropriate for the mech's power source) until this mishap ends. 15 (DEX)
2 Crazed Automotor. The mech's hydraulics and piloting systems go haywire. It has disadvantage on Dexterity saving throws and moves randomly in a direction until this mishap ends. 15 (INT)
3 Hydraulic / Fuel Pressure Leak. The mech's speed decreases by 10 feet until this mishap ends. 15 (STR)
4 Weapon Malfunction. One of the mech's weapons (DM's choice) can't be used until this mishap ends. If the mech has no functioning weapons, no mishap occurs. 20 (INT)
5 Smoking Systems. Smoke fills the Mech's chassis and piloting seat. The Mech and Pilot becomes blinded until this mishap ends. 15 (DEX)
6 Sundered Armor. The mech's damage threshold is reduced by 10 until this mishap ends. 15 (STR)

Mishaps

Roll on the Mishap table when one of the following occurs to a Mech.

  • The Mech takes damage from a single source equal to or greater than its Mishap Threshold. Commonly a Mishap Threshold is tied to a Mech Part / Add-On, and applies to the overall Mech in general.
  • The Mech has taken enough damge to drop to half its Hit Point Maximum.

If a Mishap has a Repair DC, the mishap can be ended by making repairs to the mech (see "Repairs" below).

Repairs

When a Mech is damaged, suffers from a Mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meed the following criteria:

  • The creature can't be its active Pilot while making repairs.
  • The creature must be within reach of the damaged part in need of repair.
  • The creature must have the right tools for the job (Arcanist's Kit for any Magitech Parts, Machining Kit for Technological Parts, Smith's Tools for Armor Plating).

Before beginning repairs, a creature must decide whether the repairs are aimed at ending a Mishap, removing a level of exhaustion, or restoring the damaged mech's hit points. Each option is discussed below.

End a Mishap

A creature can use its action to make an ability check based on the nature of the mishap (see the Mishap's table), with disadvantage if the Mech is moving. The creature adds its proficiency bonus if it's proficient with the tool's used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can't be repaired.

Restore Hit Points

If the mech has taken damage and isn't totaled or disintegrated at 0 hit points, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The mech must be stationary, and the creature must have the spare parts to make necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Strength or Dexterity check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the mech regains 2d4 + 2 hit points. If the check fails, the mech regains no hit points, but the repair can be attempted again using the same replacement parts.

Crashing

When a mech crashes into something that could reasonably damage it, such as a building, another mech, or just any other vehicle of its size or bigger, the mech comes to a sudden stop and takes 1d6 bludgeoning damage for every 10 feet it moved since the start of its turn (maximum 20d6). Whatever the mech struck takes the same amount of damage. If this damage is less than the mech's damage threshold, the mech takes no damage from the crash.

--- Mech Suit Examples ---


Formula Skell

Huge Construct & Vehicle


  • Armor Class 20 (Plasteel)
  • Hit Points 100 (Damage Threshold 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 0 0 0

  • Damage Resistances Ballistic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious

Actions

Gauss Rifle (Left Arm). +7 to hit, range 120/480 ft., one target. Hit: 18 (3d8 + 5) Ballistic damage.

Plasteel Saber (Right Arm). +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) Slashing damage.

Cheapest Mech:

  • Huge Frame: 50,000c
  • Plasteel Armor: 4,000c
  • Gauss Rifle: 150c
  • Plasteel Saber: 50c

Unbreakable Adam Frame

Huge Construct & Vehicle


  • Armor Class 23 (Adamantine)
  • Hit Points 300 (Damage Threshold 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 25 (+7) 0 0 0

  • Damage Resistances Bludgeoning, Piercing, and Slashing from magical weapon attacks
  • Damage Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks not made with adamantine weapons
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious

Actions

Atomic Lascannon (Left Arm). +11 to hit, range 2000/6000 ft., one target. Hit: 91 (15d10 + 9) Fire damage.

Titan Hammer (Right Arm). +11 to hit, reach 10 ft. one target. Hit: (6d6 + 9) bludgeoning damage.

Expensive AF Mech:

  • Powerful Huge Frame: 1,000,000c
  • Adamantine Armor: 2,500,000c
  • Atomic Lascannon: 500,000c
  • Titan Hammer: 1,000c

TBD RULE

Crashing into Creatures

A mech can crash into a creature by entering its space. The creature can use its reaction to attempt to get out of the mech's way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the mech slams into the creature and deals 1d6 bludgeoning damage to the creature for every 10 feet the mech moved since the start of its turn (maximum 20d6).

 

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