Power Mechs
Power mechs are immune to poison, psychic, and necrotic damage and are immune to the
poison effect. However if the pilot is able to be targeted by attacks that do these types of
damage they can be dealt directly to the pilot.
-Mech skeletons(Skells)-
Mech skeletons(Skell for short) are the frames to which upgrades can be applied.
-Mech Stats-
All mechs have an Intelligence and Charisma of 1 and a Wisdom of 10. Strength, Dexterity, and
constitution are determined by Skell type to create. Mech armor class is equal to
12+Constitution+(Mech or pilot dexterity,whichever is higher)
Mech suits grant the pilot total cover, however the glass at the front of the cockpit is clear and
can be broken if it takes a quarter of the max hp of the mech.
Mech HP=Tech level*CON*10 cannot be less than 30.
Mech speed= dex*5+20(min 15)
-Power-
Mech power sources in my world are from crystals known as gaea crystals condensed and
stored as batteries. A single mech battery has enough power for a half hour and costs about 25
gp. Most mechs have two battery slots though some have more.batteries tend to be on the back
of the mech and individually have 20 hp. And remember if your mech battery dies it's difficult to
carry meaning you can't go back where you came from.
Optional- recharging batteries.
If you are proficient in mechs you can expend a level 2 spell slot or higher over a short or long
rest to recharge a battery.(the spell slot is expended after the short rest warlocks still lose the
spell slot like everyone else.)
-Mech Skeleton examples-
Name-size HP- weight Stats Tech level Tech slots Mech pieces
Lifter-large 30- 500 1 3
STR-20 Torso,2-Arms
CON-10 ,2-legs,cockpi
Dex-12 t-open
X2B-large 60- 700 STR-16 2 6 Torso, Head,
CON-16 3 2-Arms,
R35-huge 120- DEX-16 4 2-legs.
A5Z-huge 200 STR-16 9 Torso, Head,
CON-18 2-Arms,
DEX-12 2-legs.
STR-18 12 Torso,
CON-20 Head-fused,
DEX-18 2-Arms,
2-legs.
-Making checks-
Checks in mechs can be done in two ways pilot checks and mech checks. These still use the
standard abbreviations. However before a check it will Have a P or M. P for Pilot and M for
mech. As such MDex would be mech dexterity And PInt would be Pilot intelligence.
-Upgrades-
-Technology levels-
.all mechs have a Technology-Level this Technology-Level effects what types of upgrades can
be applied. Tech-levels range from 1-4. You can equip any upgrades to your mech as long as its
tech level is equal to or higher than the upgrades level.
Much tech levels effect size. Tech level 1 mechs are usually large. Tech level 2 can be large or
huge. Anything larger than tech level 2 is huge or larger.
Tech levels 1-2 tend to be relatively simple while 3-4 are much more complicated. Tech level 4
machines are very expensive and tend to be owned only by the richest.
-Technology slots-
Technology slots affect how many technologies may be equipped. To apply an upgrade you
must have enough slots to accommodate it. An upgrade can require multiple slots. Tech slots on
a mech are equal to tech level*3
-Adding tech-
To add a piece of tech you must expend time equal to (2*slots*level) hours as well as have the
gold to add it plus you must have achieved any other prerequisites.
-Removing tech-
Removing a piece of tech costs half as much time and money as adding it.
-Mech pieces-
Finally certain upgrades are limited as to where where you can equip them. Different body parts
may have upgrade limitations
-Limbs-
Limbs have 3 categories arms, legs, and general. An upgrade can specify arm or leg however
generaal limbs may equip arm and leg upgrades At maximum you can apply two upgrades to
each limb. Limbs may be used as a 2D6+Str bludgeoning weapon.
‘
-Torso-
The body of the mech, The torso can hold a number of upgrades equal to the tech level. The
toro is likely where the controllers compartment is.
-Head-
The head of the mech, often where important sensory parts are held. Some mechs do not have
heads while others are merged with the body this will be marked as (head-fused).mech heads
can hold 1 upgrade.
Some mechs have an open cockpit instead of a head. In this case the pilot sits in the open at
the top of the much where the head would be.
-Mech upgrade table-
Name - cost Level-Slots Description:Note unless stated otherwise each
upgrade can only be applied once.
Advanced 1-1 The mech has a bonus on all checks related to
Sensors(head) - 50 gp wisdom equal to its tech level.
per level
The constitution booster increases your constitution
Constitution booster. - 1-1 bonus by the tech level but takes up as many slots as
25 gp per level equal to the tech level.
Dexterity booster. - 25 1-1 The dexterity booster increases your dexterity bonus
gp per level by the tech level but takes up as many slots as equal
to the tech level.
Strength booster. - 25 1-1
gp per level The strength booster increases your strength bonus
by the tech level but takes up as many slots as equal
Hovering(torso) - 100 1-2 to the tech level.
gp
Your mech can hover five feet above the ground.
Resistance - 75 gp 1-2 While hovering the mechs speed is equal to (move
speed+5) but you use double energy.
Powersync - 75 gp per 2-1
level Choose acid, cold, fire, force, lightning, radiant, or
thunder damage. The mech is now resistant to this.
Flying(torso) - 150 gp 2-2
Power usage is decreased, battery time is increased
Armor plating - 100 gp 2-2 by 15 minutes per battery. The effect is increased by
+75 per extra level. another 15 minutes for each level above 2nd. The
amount of slots is increased to 2 at level 4.
Integrated 2-2
weapon(Limb/Torso) - The mech gains 30 flying speed. While flying the
150 gp +200 gp per mech uses double energy.(note if the hovering module
level is equipped hovering speed is added to flying speed)
Targeting computer. 2-3 The mech gains a damage threshold of ten.this
damage threshold increases by five for each tech level
Environmental sealing 3-1 past two.
500 gp -
The mech can fire a force cannon that deals
1d10+dex force damage.If used as a third level tech
this becomes 3d10 and if used at 4th level it becomes
3d12.The range on this cannon is 20/120. Firing the
cannon is a single action and Uses PInt.
All checks that require Pint can use Mdex instead.
Slots are decreased to two at levels 3&4.
As a bonus action on your turn you can
environmentally seal your mech, giving you an air
supply for up to 30 minutes and making it so that you
Elemental(weapon) 3-1 cannot be affected by inhaled or contact poisons and
700 gp - effects like the cloudkill spell. You can use a bonus
action on subsequent turns to end this effect. You can
Focus - 250 gp - and a 3-1 use up this air supply all at once or in several shorter
magical focus. increments, each one using a minimum of 1 minute
from the duration. If you use up all your air and keep
Protective 3-1 your mech sealed, or are underwater when this
casing(torso)-350 gp happens, you begin to suffocate as normal. Your mech
regains 1 minute of air for every minute that you are
Mech weapon- 800 gp 3-2 not submerged and the mech is not sealed.The slots
this takes up are increased by 1 when used as a 4th
Gatling(weapon)- 650 3-2 level tech. If used as a 4th level tech the sealing lasts
gp an extra half hour.
Psychic 3-2 Your mech weapon deals 5d4 additional elemental
damage. This damage type is chosen from
shielding(head)- 500 gp fire,cold,lightning, poison, acid, or radiant. At tech
level 4 the damage changes to 5d6.
Rocket(weapon) - 1000 3-3
gp You incorporate a spellcasting focus into the much
allowing you to cast spells that would originate from
you outside the mech. When used as a level 4 tech it
turns into biological connection.
Grants a +5 bonus to AC when enemies target your
batteries. And increases battery hp by 20. The hp
increases by 20 again at level 4.
You equip your mech with a weapon that deals 4d6
damage of bludgeoning piercing or slashing. This
weapon can be upgraded. This becomes 6d6 at level
4. Upgrades to this weapon are marked(weapon), a
single weapon can be upgraded only once.
After using the mech weapon you may use you’re
bonus action to fire a Gatling cannon. All creatures
within a 40 foot cone must succeed on a DC 15
dexterity check or take 4d4 damage. At tech level 4,
The d4’s become d6’s.
Protects the pilot from psychic damage. Pilots are
immune to psychic damage while in the mech.
After using the mech weapon you may use you’re
bonus action to fire a rocket cannon. This rocket can
land anywhere within 100 feet and deals 3d10
damage to any creatures within 19 feet that fail on a
DC 16 dex save. They take half danGe k. A failed
Shield(arm) -1100 3-3 save. Tech level 4 rockets deal 6d10 damage but take
an extra slot.
Magical sight.(head) - 3-3
950 The shield grants a +3 bonus to AC. The shield can
use your reaction to impose disadvantage on a single
Biological connection- 4-2 enemy attack. The shield becomes a +5 bonus when
1500 the tech level is 4.
Force cannon(Arm/or 4-3 Remove the porthole on your mech, replacing it with a
Integrated weapon) - small crystal screen connected to a magical crystal on
2050 gp the head which allows you to see in greater detail gain
a +1 bonus to perception and +1 to Armor class. The
Magic Missile launcher 4-4 magic also grants your mech 60 feet of darkvision.
- (torso) - 3050 gp However falling under the effects of a dispel magic
spell leaves you blind.
Blaster jets - (torso) - 4-4
3050 gp Biologic connection grants all the abilities of focus and
magic sight, but also grants you the ability to use any
of your own abilities(E.G. Barbarian rage, second
wind,Wild shape{for this flavour the animals as looking
mechanical}) with the mech. You basically become the
mech because of this only the best of both come
through. While in the mech all stats are equal to the
higher of you or the mech’s. However once installing
biologic connection a mech can only be piloted by a
single user.
The mech gains a force cannon which fires in a 120
by five foot line. All creatures within the line must
succeed on a dex save equal to the 10+PINT or take
10d8+(mech dexterity) damage. The cannon is fired
as a special action and can only be recharged on a
5-6 on a 1d6 roll.
Fire 6 bolts as a special action, that lock onto a target,
each bolt deals 2d6 force damage. The target must
succeed on dexterity check equal to 10 plus Pint. If
they succeed on this save they must make the save
again once per turn for thirty seconds. If they fail a
save 1d6 of the bolts impact, for the sake of a damage
threshold the bolts count as a single attack. This
continues until all bolts impact or until thirty seconds
pass.
Gives the mech a flying speed of 80 feet. +3 bonus to
AC while flying. Charge attack, when you take the
dash action you may choose to charge the enemy, if
you do so you must make a to hit roll with
disadvantage but mech dexterity and pilot intelligence
to the roll.. The damage dealt to the opponent is equal
to your movement speed(dashing)*1d4 bludgeoning
damage however you take ¼ of the damage dealt by
the attack to your own mech. This damage is cut in
half if your mech has armor plating or a shield.
-Pilots-
Mech pilots must be at least 1 size smaller than the mech itself. A mech pilot must be proficient
in mech usage to use a mech. If the pilot is not proficient the difficulty class of any checks in the
mech are raised by 1 and every turn in combat the pilot must succeed on an intelligence check
DC 15.
-Mech pilot feat-
In addition to having pilots in the world a character may take the mech pilot feat(if feats are
available) Characters with this feat increase one stat by 1 to a maximum of 20. And gain
proficiency with mechs.
-Mech cost.
To determine the cost of a mech each part of it costs a certain amount of gold. The gold cost
multiplied by the tech level gives the actual cost of that part. Any health on a mech can be
determined by size. Anything that is the size of large must have less than 90 health points.
Huge mechs can have up to 250. Anything larger than huge uses up double the power and can
have any amount of health. To determine the gold cost of health you take the health multiply it
by the mech level and multiply it by 20. For example a tech level 4 250 health mech would have
a health cost of 8,000 gp.
Limbs-1500 gp per limb
Torso-4000 gp
Head-500 gp
Tech slot-150 gp
With all this a 250 HP huge tech level 4 humanoid mech with 16 tech slots would cost.
8000+6000(4)+16000+2000+600(16)=57,600 gp.
And a 30 HP tech level 1 humanoid mech with 1 slot would cost.
600+1500(4)+4000+500+150=9,450
-Mech Weapons-
Mechs can carry weapons and other objects with their arms which have hands. THis means that
you can have a weapon outside of the integrated ones for fluidity. Any weapons wielded by a
mech deal damage equal to that same weapon in human form multiplied by (tech level)*2. And
cost GP equal to that same weapon in human form multiplied by (tech level)*2. Rules affecting
mounted weapons are not affected by mechs not having mounts.
-Building a mech-
Building a mech falls under the downtime rules of artisans craft, however, you may have up to
50 people working on building an individual mech at once. Also the pricing system of the mechs
i've described is the retail price. The cost of building a mech is actually 3 quarters of the retail
price. This means the 57,600 gp mech is actually built at a cost of 43,200
-Mech types-
This section is the general rundown of mech types in my world, this is designed as a guide and
can be renamed to your decision. (Note: this only reflects how people refer to the mechs of the
world most mech frames are able to fit these roles with the correct upgrades though some do
better than others.
-Lancers-
Front line Combatants, lancers are a perfect mix of attack and defense allowing for mobility,
power, and protection all in one package.
-Cyphers-
Also known as zeros, Cypher mechs are quiet, low armor, but high attack power. Typically
lacking in the range department but they make up for that in the overwhelming melee power and
stealth granted by light armor and powerful strikes.
-Guardians-
Heavy defenders, Guardian mechs focus their attention on being in the enemy's face, taking
hits, and blocking them with their heavy armor. GUardian mechs are always protecting the
lighter units and granting them attack openings.
-SpellJammers-
Spell Jammers use modified mechs which allow them to cast spells using their mechs as a foci.
These mechs are unique and may sometimes fill in another roll of a different class on the
battlefield.
-Strikers-
And finally striker mechs. THese mechs focus on high ranged damage output, not very
defensive these mechs rely heavily on the guardians and lancers to protect them, But in return
they unleash powerful volleys of long ranged attacks, sometimes even ending a fight before it
begins.
-Sources of inspiration-
https://www.reddit.com/r/dndnext/comments/3shx87/5e_mech_suit_game_mechanics_help_nee
ded/
http://worldbuilderblog.me/2014/06/19/lets-talk-about-mechs-baby/
The power armor section- http://homebrewery.naturalcrit.com/share/Bkclf0Mvx
Also some inspiration was taken from xenoblade chronicles X mech systems.