Mobile Armor: Behemoth - Rise of the Dawn
Mech Playtest Rules
- Mech: A mech is an armored vehicle that is vaguely humanoid in shape. A mech can be of any size category as they can be made to whatever size the pilot needs although the vast majority of the mechs in this document will be Huge size (Around 16 – 20 ft tall), enough for Medium sized creatures to pilot. Small creatures can pilot a mech designed for a Medium creature without penalty.
- Mech Damage Threshold: Also referred to as “MDT”. This is to represent the fact that Mechs are walking fortresses that protect the Pilot inside to an extent from external damage but there is still a possibility of the pilot being hurt by an especially hard hit or magical damage. When calculating damage against a Mech and pilot, first compare the damage amount (before any resistances, immunity or vulnerability is factored in) to the Mech’s MDT value . If the damage is over the MDT then the excess is dealt to the pilot. Then apply damage to the mech taking vulnerabilities and immunity into account.
Example 1: A Type-1 Mech with a MDT of 14 and vulnerability to fire is hit by a fireball and 24 damage is rolled. The pilot inside will take 10 damage (24-14 MDT) and the Mech will take 48 (24 fire damage x2 for vulnerability)
Example 2: A Type-2 Mech with a MDT of 16 is hit by a melee attack from a Hill Giant for 18 points of non-magical bludgeoning damage. The Pilot will take 2 damage (18-16 MDT) and the Mech will take 9 (18/2 due to Resistance)
Universal Mech Rules:
- Armored War Machine: A mech counts as the armor associated with it’s Type for the purposes of spellcasting and class abilities that are restricted by armor. (Type-1 = Light, Type-2 = Medium, Type-3 = Heavy)
- Vicarious Wielding: A pilot is considered to be “wielding” whatever equipment that the mech is equipped with and is always considered armed while piloting. Spells cast from the Mech use the Mech’s reach. A mech may be equipped with magic items, just like a character, with the same limitations to duplicating items and attunement. Any magic items that are equipped on a mech count towards the total number of magic items that the pilot is attuned to.
- Integrated Equipment: The mech’s modifications are built into the frame and cannot be disarmed or dropped. Replacing the modifications requires a Long Rest. Proficiency in “Pilot: Mech” reduces the time required to a Short Rest. It should go without saying that you must have the equipment you want to use on hand to equip it on the mech.
- Trained Pilot: If the pilot is proficient in “Pilot: Mech” they may add their proficiency bonus to attack rolls and saves made while piloting the mech. Additionally, the character may only benefit from proficiency bonus to attack rolls if they are also proficient in the weapon the mech is equipped with.
- Limited Visibility: Pilots are at disadvantage on Perception tests while piloting a mech due to the small viewing ports and loud machinery/magical hum/etc.
- We Fight As One: Mechs surround the entirety of their pilots and thus provide total cover from line of sight. Mechs and their pilots are considered one entity for the purposes of targeting. Line of sight is based off the Mech and not the pilot inside. See MDT Definition for rules on damaging Mechs and pilots.
- Obvious and Loud: Mechs are very large and very loud and thus are at disadvantage to all Stealth checks.
Interacting with mechs:
- A character that is adjacent to an unoccupied mech may attempt to enter the cockpit as a Full Round Action. No skill roll is required but the mech may have countermeasures in place to stop an unauthorized pilot from entering. (Such as locks or traps; more on this later)
- A character may leave a mech as a Full Round Action that results in the character standing adjacent to the mech in the square of their choice. If a character wishes to exit their mech and climb on top, they must succeed as a DC 5 Strength (Athletics) check or take falling damage from the top height of the mech.
Attacking a mech:
- When targeting a mech the pilot and mech are considered as one entity and cannot be singled out unless otherwise noted in the description of the mech as per the “We Fight As One” rule. The DM is the final arbitrator when it comes to a spell or effect being able to affect the pilot and not the mech or the other way around. See MDT definition for more rules on damaging a mech and pilot.
- A mech without a pilot is considered paralyzed and has no Intelligence, Wisdom, or Charisma ability scores.
Destroying a mech:
- If a mech is dropped to 0 hit points it is considered destroyed and must be repaired before it will function again (see below).
- A destroyed mech is considered paralyzed and the pilot cannot make the mech move or perform any actions with it. A pilot may exit the mech on their turn as a Full Round Action.
Repairing a Mech
- A Mech with at least 1 HP remaining can gain the benefit of a long rest and regain it’s hit points as long as at least 1 character spends their long rest repairing the Mech. The Character that spends their long rest performing the repair will only count as having taken a Short Rest.
- If a Character repairing a Mech has access to the Mending Cantrip (Or the Mech Jockey Feat) they may heal the mech and still gain the benefits of the Long Rest themselves.
- If a Mech is reduced to 0 hit points it will have to be repaired over the course of 2 Long Rests. with or without the Mending Cantrip.