Mobile Armor: Behemoth - Rise of the Dawn
Mech Types and Modifications
There are 3 main types of Mech chassis in these rules: Type-1, Type-2, and Type-3.
Type-1 Mechs are the lightest and fastest Mechs with the highest Dexterity and are the weakest when it comes to Constitution and Strength. They count as Light armor for the purposes of spells and abilities that rely on armor proficiency.
Type-2 Mechs are not as strong as the Type-3’s or as fast as the Type-1’s but are a good all around Mech for a lot of functions. Their statistics are right in the middle of the other types and they are the most versatile chassis (also the most plentiful) available. They count as Medium armor for the purposes of spells and abilities that rely on armor proficiency.
Type-3 Mechs are the heaviest and slowest Mechs available, but also the strongest and toughest. They count as Heavy armor for the purposes of spells and abilities that rely on armor proficiency.
All Mechs have a primary material that makes up the majority of it’s components and determines what sort of damage a Mech is resistant to.
Material Type – Damage Resistant to
Metal – Fire
Stone – Lightning
Wood – Cold
Crystal – Radiant
Bone – Necrotic
Flesh – Thunder
By default all Mechs have 5 slots for modifications: Head, Chest, Left Arm, Right Arm, Legs.
None: This Mech has no head or a cosmetic head and has no extra rules or abilities.
Spell Focus: This Mech has a spell focus housed above it’s torso that can be used as an Arcane or Divine Focus as if it was being wielded by the Pilot. It can also be the target of spells that target an object such as Light or Silence that will move with the Mech.
Bite Attack: This Mech has a head that takes the form of a great beast that can make a Bite attack against an adjacent target as a bonus action that deals 1d12+(Mech’s Strength Bonus)
Palanquin / Platform: This Mech has a platform or chair on top of it that allows a creature to ride on top of it.
Chest Slot: (Note: Because the Chest Slot houses the cockpit, a Mech cannot function at all without at least the Standard Chassis. Otherwise it is basically just a pile of arms and legs.)
Standard Chassis: This is the standard Mech Chassis that comes with each Mech type. Unless otherwise stated all Mechs come equipped with their Standard Chassis.
Reinforced Cockpit: This Mech has a cockpit that has been reinforced with more armor or an enhanced roll cage that protects the pilot from external damage at the cost of some of the Mech’s maneuverability. The Mech gains +5 Damage Threshold, +10 Hitpoints and -5 ft from it’s base movement speed.
Open Cockpit: This Mech forgoes the protection of an armored cockpit to allow the pilot to see and hear what is going on outside the Mech better. This can be explained as replacing the armored plating with mesh or large vents that expose the pilot. A Mech with an open cockpit does not convey disadvantage to perception tests, lowers the Damage Threshold of the Mech by 5 and lowers the time needed to enter or leave the cockpit to half of a Movement action. (The same as standing up from prone)
Ejection System: This Mech’s cockpit is set up in such a way that allows the pilot to eject from the Mech and land safely a small distance away. As a reaction the pilot may activate the ejection system which removes the pilot from the Mech and lands them prone 15 ft away from the Mech in a direction of their choice.
None: This Mech has no legs and has the Immobile condition.
Bipedal / Digitigrade Legs: These are the standard legs that are on all standard Mech types. They move at the Mech’s base speed but allow for the Pilot to move the Mech 10 ft as a bonus action. There is no difference other than cosmetic between forward or rear facing joints.
Stabilized Legs / Quadruped / Tripod: This Mech’s legs are designed to be more stable than the other options and are usually equipped with 3 or more legs, the most common being 4. This Mech moves at the Mech’s base speed but gains advantage on any check to resist forced movement.
Treads: This Mech is equipped with treads that allow it to move over difficult terrain without issue at a cost of some speed. This Mech ignores difficult terrain but is at -5 ft from it’s base speed.
Equipment Sockets: This arm is built to have equipment attached to it semi-permanently. This arm can be equipped with any one-handed weapon or shield which function the same as their normal Mech-sized counterpart but cannot be dropped or disarmed. The equipment on this arm is considered part of the Integrated Equipment and follows that rule for the purposes of changing equipment. Any weapon attack made with a weapon in a socketed arm multiplies the strength or dexterity bonus of the mech by 1.5 (round up) for damage.
Dexterous Hands: This arm ends in a hand that can grasp equipment and manipulate objects. A single hand can equip one-handed weapon and shields, if both arms are equipped with Dexterous Hands the Mech may equip and use 2 handed weapons.
Cannon: This arm is made up of a short barreled cannon and a hopper that holds it’s ammunition. The standard cannon arm has a hopper that can hold 5 rounds of cannon ammunition. A cannon does 4d10 damage, has a range of 100/200 with a clip of 5 shots.