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Surrealistik
2011-03-03, 01:38 PM
More to come:

Magitek Soldier (Minion), Level 6 Minion Artillery:
http://img.photobucket.com/albums/v309/Orangefinger/magitek-soldierminion.jpg

Tactics: Like most Artillery monster types, Magitek Soldiers will seek to keep their distance, and attack from opportune locations that provide cover or superior cover. They will also tend to gather in squads and focus on a limited set of targets, taking the utmost advantage of their Coordinated Assault trait. They will also use whatever damage type is most beneficial, and will immediately switch one out if they find it is resisted or otherwise ineffective. Magitek Soldiers will also exploit their Stealth skill whenever possible to gain combat advantage, or relocate into a more advantageous position unseen and unheard.


Magitek Commando, Level 7 Lurker:
http://img.photobucket.com/albums/v309/Orangefinger/magitek-commando2.jpg

Tactics: Magitek Commandos are the elite of the Magitek personnel, and are typically the best equipped infantry, featuring Darkvision granting Magitek Goggles and Magitek Cloaking Devices, as well as several specialized grenade-like weapons.

The Commandos use each piece of equipment, and their stealth skill to the greatest possible advantage, setting up ambushes, laying down cover for themselves or for allies, flushing out enemies from beyond cover, or evading detection until the most opportune moment. Magitek Commandos are patient and will maneuver, stealthfully or otherwise until they're in a tactically advantageous position, preferring to engage any opposition on favourable terms whenever possible, particularly from superior cover or total concealment. They always work together as part of a highly skilled squad, are no strangers to flanking, misdirection and teamwork, and will do the utmost to achieve combat advantage against their opponents, while exploiting their long range and Coordinated Assault as much as possible. As their Magitek Goggles grant them Darkvision, the Commandos will often try to lure their opponents into darkened environments whenever possible. Finally, they have no qualms about retreating in the face of overwhelming odds or superior opposition (preferably with their cloaking device, or a smoke bomb active); for them, discretion is the better part of valor.

Note that a Commando may only have some of this gear, and their equipment is generally mission appropriate/specific. This entry features a Commando armed to the teeth for war. In most cases however, Commandos can be expected to have their Magitek Rifle (with Bayonet), 3 Magitek Orbs, armor, Magitek Cloaking Device, 1 Smoke Bomb, 1 Flash Bomb, and 2 Magitek Grenades.



Magitek Armor, Level 7 Soldier:
http://img.photobucket.com/albums/v309/Orangefinger/magitek-magitekarmor2.jpg

Tactics: Magitek Armor by itself has no tactics being an inanimate construct. Its rider however, will take full advantage of its protective benefits, being a heavily armoured weapons platform. Though Alpha Strike is a powerful option, it will typically only be resorted to when the Magitek Armor is about to be destroyed, the destruction of most or all opposition is expected, or it would otherwise be left with ample opportunity to recharge, as use of this power prohibits access to most of its other abilities.


Magitek APC, Level 8 Soldier:
http://img.photobucket.com/albums/v309/Orangefinger/magitek-magitekapc2.jpg

Tactics: A Magitek APC by itself has no tactics being an inanimate construct. Its rider however, will take full advantage of its protective benefits. Though Alpha Strike is a powerful option, it will typically only be resorted to when the Magitek Armor is about to be destroyed, the destruction of most or all opposition is expected, or it would otherwise be left with ample opportunity to recharge, as use of this power prohibits access to most of its other abilities.

Magitek APCs require a crew of 2 to both pilot it, and man its weaponry. It often carries a full compliment of Magitek Soldiers to strategic/tactical locations. Upon arrival, the Soldiers will disembark after the APC deploys a smokescreen that provides them with concealment, using their Stealth skill to their utmost advantage. While awaiting deployment in the meanwhile, the Soldiers within will fire at enemies from the APC, exploiting the superior cover it provides.



Magitek Fighter, Level 8 Skirmisher:
http://img.photobucket.com/albums/v309/Orangefinger/magitek-magitekfighter2.jpg

Tactics: Magitek Fighters themselves have no tactics being inanimate constructs. Its rider however, will take full advantage of its mobility and protective benefits. As with Magitek Armor, Alpha Strike will typically only be resorted to in times of desperation, when it is expected to eliminate opposition, or when the Magitek Fighter seeks to do nothing but make a simple bombing run after which it flies away at full speed.

The incredible speed of Magitek Fighters combined with their long ranged weaponry make them daunting foes, but they are easy to hide from on the ground should they attempt to fully exploit the range of their weapons. Further limiting these constructs is a lack of air time, as their magical flight mechanisms consume power voraciously, reducing their operational flight time to about an hour. Each use of a Magitek power reduces this by a further minute, while their Alpha Strike reduces it by 5 minutes. This means they are often used in hit and run attacks rather than prolonged combats, and cannot travel for long distances.


Magitek Bomber, Level 9 Artillery:
http://img.photobucket.com/albums/v309/Orangefinger/magitek-magitekbomber2.jpg

Tactics: Magitek Bombers themselves have no tactics being inanimate constructs. Its rider however, will take full advantage of its mobility and protective benefits. As with Magitek Armor, Alpha Strike will typically only be resorted to in times of desperation, when it is expected to eliminate opposition, or when the Magitek Bomber seeks to do nothing but make a simple bombing run (a task it is generally assigned) after which it flies away at full speed.

The speed of Magitek Bombers combined with their long ranged weaponry make them daunting foes, but they are easy to hide from on the ground should they attempt to fully exploit the range of their weapons. Further limiting these constructs is a lack of air time, as their magical flight mechanisms consume power voraciously, reducing their operational flight time to about an hour. Each use of a non-Magitek Bomb Magitek power reduces this by a further minute, while their Alpha Strike reduces it by 5 minutes. This means they are often used in hit and run attacks rather than prolonged combats, and cannot travel for long distances. Due to their reduced speed, they have an even smaller effective range than Magitek Fighters.

Magitek Bombers are often escorted by Magitek Fighters for their bombing runs. Typically, they will do little more than discharge both bombs, and perhaps make an Alpha Strike before flying away at full throttle.

Mega Armour, Level 15 Solo Artillery (Stage 1)

Mega Armour - Level 15 Solo Artillery, Stage 1
Gargantuan natural animate (construct) - 3000 XP
HP & Defenses:
HP: 252; Bloodied: 126 - Initiative: +0 (as per the controlling creature)
AC: 29 Fortitude: 29 Reflex: 23 Will: XX (as per controlling creature)
Perception: +XX Darkvision, Blindsight 5
Speed: 6
Immune: disease, poison, sleep
Resist: 5 all
Vulnerability: 10 Lightning
Saving Throws: +5
Action Points: 2
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Traits:
Magitek Generator
At the end of each of its turns, the armour gains a charge counter. The armour starts combat with 3 charge counters.
Plodding
The armour cannot shift.
--------------------------------------------------------------------------
Standard Actions:
Melee Basic; Megaton Punch * At-Will
Attack: Melee 5 (one enemy); +16 vs. Reflex
Hit: 3d12 + 4 damage. The target is pushed 6 squares and knocked prone.

Blazing Salvo * At-Will
Effect: The armour makes up to 3 minor action attacks in any combination. After a creature is hit twice by attacks made through a use of this power, that creature is automatically missed by all other attacks made by that use of this power.

Missile Strike (fire, thunder) * 2/encounter
Attack: Area burst 3 within 50 squares (each creature in burst); +20 vs. Reflex
Hit: 3d12 + 4 fire and thunder damage. The target is pushed away from the origin square to a square outside of the burst, and is knocked prone and dazed (save ends). Targets within the origin square take maximum damage.
Miss: Half damage.
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Minor Actions:
Ranged Basic; Autocannon * At-Will
Attack: Area burst 1 or Wall 5 within 50 squares (each creature in the wall/burst); +20 vs. AC (determine cover as if a ranged attack)
Hit: 3d12 + 4 damage.

Plasmathrower (fire, lightning, zone) * At-Will
Attack: Close blast 5 (each creature in blast); +20 vs. Reflex (this attack ignores cover)
Effect: Charge X. This attack deals 3 * X extra damage. Increase the blast size by X. If X is 2 or greater, the target is dazed.
Hit: 1d12 + 5 fire and lightning damage. The target takes ongoing fire damage equal to half this amount. If the target already has ongoing fire damage, increase it by this amount instead.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the armour's next turn. Creatures that end their turns in the zone take 5 fire damage. Damage dealt by these zones stack with each other.

Force Wave (force) * At-Will
Attack: Close burst 3 (each creature in burst); +20 vs. Fortitude (this attack ignores cover)
Effect: Charge X. This attack deals 5 * X extra damage. Increase the burst size by X. If X is 2 or greater, the target is knocked prone on a hit.
Hit: 1d12 + 5 force damage. The target is pushed to a square outside of the burst.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of the armour's next turn. The zone is difficult terrain, and creatures within the zone have cover.

Magitek Ray (varies) * At-Will
Attack: Ranged 50 (one creature, and each creature and object providing cover to that creature); +20 vs. Fortitude (this attack ignores cover)
Effect: Charge X. The attack deals X * 6 extra damage, and pushes X extra squares. If X is 2 or greater, the attack becomes an area burst targeting all creatures in the burst with burst size X, and the target is knocked prone on a hit.
Hit: 3d12 + 4 fire, lightning, cold or force damage and the target is pushed 3 squares.
Miss: Half damage and the target is pushed 1 square.

Overcharge * At-Will (1/round)
Effect: The armour gains 3 charge counters.
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No Action:
Repair Field * At-Will (1/turn)
Effect: Charge X or the armour can take 20 damage any number of times. For each time it expends a charge counter or takes damage in this way, it ends an effect active on it.
--------------------------------------------------------------------------
Triggered Actions:
Magitek Barrier * Recharge 6+
Trigger: The armour takes damage.
Effect (No Action): Charge X. Reduce the triggering damage by 20 + X * 20. If this damage is reduced to 0 or less, the armour ignores all effects of that damage source that would be active on it.

Return Fire * At-Will
Trigger: The armour is hit by an attack
Effect (Immediate Reaction): The armour uses a minor action attack.

Auto-Destruct (fire, thunder, zone) * Encounter
Trigger: The armour is destroyed.
Attack (No Action): Close burst 10 (each creature in burst); +20 vs. Reflex
Hit: 5d12 + 6 fire and thunder damage and +1d12 extra damage for each charge counter on the armour (max +3d12). The target is dazed (save ends). Targets adjacent to the armour are stunned until the end of their next turn.
Miss: Half damage.
Effect: The target is pushed 10 squares, and knocked prone. Each PC in the encounter can spend a healing surge and regain an encounter power of their choice. The armour's space creates a zone that lasts until the end of the encounter. The zone is dimly lit and difficult terrain. Creatures that end their turns in this zone take 5 fire damage. The armor's controller appears in unoccupied squares in or adjacent to the armor's space with hit points equal to its bloodied value.
--------------------------------------------------------------------------
Skills & Attributes:
Skills: As per controller
Str: 30 (+17) - Dex: 8 (+6) - Wis: XX (+XX)
Con: 30 (+17) - Int: XX (+XX) - Cha: XX (+XX)
Alignment: Unaligned - Languages: None
Equipment: None

Tactics: If intelligently piloted, the armour will generally lead by immediately using both missile strikes with an action point, hitting as many targets as possible while still subjecting a PC to the origin square effect, following up with minor action attacks that utilize most or all of its charge counters.

On the second turn, the armour will expend its second action point to use two Blazing Salvo attacks consecutively, exhausting all of its charge counters and following up with as many minor action attacks as possible.

On the third and subsequent turns the armour may start using Overcharge to build up additional charge counters, working towards a powerful nova later in the fight.

If a PC tries to quickly take the armour down with a powerful nova of dailies, it will employ its Magitek Barrier ability to negate some or all of the damage.

If a PC attempts to disable the armour with controlling effects, it will apply Repair Field unless the effect doesn't warrant the loss of a charge counter or the damage.

Return Fire will be used whenever possible. The Armour will often attempt to use Repair Field to ensure Return Fire can be used.

Every turn after the first, the armour will use Blazing Salvo whenever possible, being sure to douse as many melee combatants as possible with Plasmathrower and Force Wave attacks, laying down overlapping zones to discourage them from advancing or remaining close. The armour will make every attempt to prevent opportunity attacks by forcing meleers away before using ranged and area bursts.

Finally, when about to die, the armour will try to charge up and maneuver itself to include as many PCs as possible in its Auto-Destruct burst area.

Reverent-One
2011-03-03, 08:28 PM
I definitely like them. just a couple minor issues I see.

The Soldiers do 6 damage with their main attack, which is pretty normal for a minion their level, except the Soldiers have a massive range, can attack 3 opponents at once, and they're boosting all their allies attacks on up to 3 PCs. Personally, I'd drop the base damage to 3 or 4.

For the armor, the block the next 15 damage they get being able to be used every turn strikes me as a little much. Also, how does using the Armor's attacks interact with abilities the creature inside has that are based on them attacking, like say the Soldier minions ability to boost their allies attacks?

Surrealistik
2011-03-03, 10:31 PM
I definitely like them. just a couple minor issues I see.

The Soldiers do 6 damage with their main attack, which is pretty normal for a minion their level, except the Soldiers have a massive range, can attack 3 opponents at once, and they're boosting all their allies attacks on up to 3 PCs. Personally, I'd drop the base damage to 3 or 4.

Agreed. Reduced the base damage to 4.


For the armor, the block the next 15 damage they get being able to be used every turn strikes me as a little much. Also, how does using the Armor's attacks interact with abilities the creature inside has that are based on them attacking, like say the Soldier minions ability to boost their allies attacks?

Changed the Magitek Barrier to a Recharge 4+ power. Furthermore, it cannot recharge when Alpha Strike is depleted.

Updated the Powered Armor/Vehicle traits to clarify rider interactions with the attacks of these mounts. They now explicitly use the greater of their attack bonus, or the rider's.


Added Magitek Fighter.

Shyftir
2011-03-03, 10:37 PM
Alpha Strike huh? Do I detect some BattleTech influence here?

Welknair
2011-03-04, 01:33 AM
...


...


...


...

Check the sig.

More seriously, how exactly are these things powered?

Surrealistik
2011-03-04, 10:48 AM
Alpha Strike huh? Do I detect some BattleTech influence here?

I personally drew it from general gaming terminology, but upon looking into it, I have no doubt that this was the original source.


More seriously, how exactly are these things powered?

Why magic of course. More specifically crystal batteries (because crystals are used to power all things magical!) of raw arcane energy that is converted into electrical current or discharged at enemies via a focusing aperture after being 'filtered' by the magitek weaponry into various elemental manifestations.

Surrealistik
2011-03-04, 01:16 PM
Added the Magitek APC and the Magitek Bomber.

Welknair
2011-03-04, 06:09 PM
But... but... I'm using crystal batteries! :smallsigh:

And again, more seriously, "Powered by magic" is quite vague. Is there just some aspect of it's design that allows for it to run indefinitely, or does it need to be charged somehow?

ninja_penguin
2011-03-04, 06:12 PM
It's magic, he doesn't have to explain anything.

How does an Eladrin Fey step? How does an Elf decide to re-roll?

It's best not to think too hard about these things. I'm a fan.

Lord Raziere
2011-03-04, 07:21 PM
I agree its best not to think too hard about how magic works.

I actually have, and I could actually explain it in a way that does make sense and is well thought out and such, but I choose not to, because then people would start complaining about how they want their magic undefined or something for some reason.

I can if you want me to though.

Welknair
2011-03-04, 07:57 PM
See, this is where I differ from most people. I finally got a copy of 3.5 Eberron and I was quite disappointing by their Magitech. They said the what, but not the how. Whereas my system goes into as far as calculating speed based on how many of a stackable spell you have and taking into account the weight of--

Sorry, I shouldn't be so nit-picky, and this isn't really the place for that discussion.

Looks nice.

Surrealistik
2011-03-04, 08:26 PM
But... but... I'm using crystal batteries! :smallsigh:

And again, more seriously, "Powered by magic" is quite vague. Is there just some aspect of it's design that allows for it to run indefinitely, or does it need to be charged somehow?

Yes, the crystal power sources, being batteries with limited charge are finite. This is a significant limitation that helps keep the fliers in check (which would otherwise kite the hell out of any party).

That said, I try to avoid being over-specific both to keep things simple, and to allow DMs to come up with their own mythologies/explanations/mechanics/backgrounds. What's important are the general premises and concepts.

Surrealistik
2011-03-06, 03:55 PM
Magitek Commando added (Level 7 Lurker).

Reverent-One
2011-03-07, 08:43 PM
The cloak doesn't drop if the commando attacks then?

And the more I look at the vehicles, the more their range bothers me. They're just out of line with 4e material. If they really need longer range than 20/40, 30/60 should be more than enough. Beyond that, the only thing more range adds to the monster is the ability to kite the PCs from even more ridiculous range.

Surrealistik
2011-03-08, 01:39 AM
The cloak doesn't drop if the commando attacks then?

And the more I look at the vehicles, the more their range bothers me. They're just out of line with 4e material. If they really need longer range than 20/40, 30/60 should be more than enough. Beyond that, the only thing more range adds to the monster is the ability to kite the PCs from even more ridiculous range.

No. Cloak doesn't drop; this is intentional. I'd be possibly willing to reduce the recharge roll if this is deemed too strong, but the idea is that they be able to consistently exploit the devices for CA attacks, and stealthy repositioning at the same time.


As for the vehicle range, yes, I acknowledge it's huge, but it's kept in line by their limited transit/operation times (fliers especially), and the fact that they're generally easy enough to hide from if they try to make full use of it. Cover/concealment also helps a great deal; in a featureless desert or plain, that range is both strong and applicable, in a wooded area, interior space or urban warfare, not so much. In practice, I rarely if ever see the likes of say Greatbows making full use of their range.

Fliers at higher altitudes in particular can get owned by someone sneaking up with a figurative bag of proning; low HP and the inability to act without a driver means gravity can prove a major ally in taking them out.

Nonetheless, I will make an addendum in the Tactics section to state that DMs should not hesitate to reduce their range if deemed appropriate.

Surrealistik
2011-12-23, 01:17 PM
Added the Mega Armour:


Mega Armour - Level 15 Solo Artillery, Stage 1
Gargantuan natural animate (construct) - 3000 XP
HP & Defenses:
HP: 252; Bloodied: 126 - Initiative: +0 (as per the controlling creature)
AC: 29 Fortitude: 29 Reflex: 23 Will: XX (as per controlling creature)
Perception: +XX Darkvision, Blindsight 5
Speed: 6
Immune: disease, poison, sleep
Resist: 5 all
Vulnerability: 10 Lightning
Saving Throws: +5
Action Points: 2
--------------------------------------------------------------------------
Traits:
Magitek Generator
At the end of each of its turns, the armour gains a charge counter. The armour starts combat with 3 charge counters.
Plodding
The armour cannot shift.
--------------------------------------------------------------------------
Standard Actions:
Melee Basic; Megaton Punch * At-Will
Attack: Melee 5 (one enemy); +16 vs. Reflex
Hit: 3d12 + 4 damage. The target is pushed 6 squares and knocked prone.

Blazing Salvo * At-Will
Effect: The armour makes up to 3 minor action attacks in any combination. After a creature is hit twice by attacks made through a use of this power, that creature is automatically missed by all other attacks made by that use of this power.

Missile Strike (fire, thunder) * 2/encounter
Attack: Area burst 3 within 50 squares (each creature in burst); +20 vs. Reflex
Hit: 3d12 + 4 fire and thunder damage. The target is pushed away from the origin square to a square outside of the burst, and is knocked prone and dazed (save ends). Targets within the origin square take maximum damage.
Miss: Half damage.
--------------------------------------------------------------------------
Minor Actions:
Ranged Basic; Autocannon * At-Will
Attack: Area burst 1 or Wall 5 within 50 squares (each creature in the wall/burst); +20 vs. AC (determine cover as if a ranged attack)
Hit: 3d12 + 4 damage.

Plasmathrower (fire, lightning, zone) * At-Will
Attack: Close blast 5 (each creature in blast); +20 vs. Reflex (this attack ignores cover)
Effect: Charge X. This attack deals 3 * X extra damage. Increase the blast size by X. If X is 2 or greater, the target is dazed.
Hit: 1d12 + 5 fire and lightning damage. The target takes ongoing fire damage equal to half this amount. If the target already has ongoing fire damage, increase it by this amount instead.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the armour's next turn. Creatures that end their turns in the zone take 5 fire damage. Damage dealt by these zones stack with each other.

Force Wave (force) * At-Will
Attack: Close burst 3 (each creature in burst); +20 vs. Fortitude (this attack ignores cover)
Effect: Charge X. This attack deals 5 * X extra damage. Increase the burst size by X. If X is 2 or greater, the target is knocked prone on a hit.
Hit: 1d12 + 5 force damage. The target is pushed to a square outside of the burst.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of the armour's next turn. The zone is difficult terrain, and creatures within the zone have cover.

Magitek Ray (varies) * At-Will
Attack: Ranged 50 (one creature, and each creature and object providing cover to that creature); +20 vs. Fortitude (this attack ignores cover)
Effect: Charge X. The attack deals X * 6 extra damage, and pushes X extra squares. If X is 2 or greater, the attack becomes an area burst targeting all creatures in the burst with burst size X, and the target is knocked prone on a hit.
Hit: 3d12 + 4 fire, lightning, cold or force damage and the target is pushed 3 squares.
Miss: Half damage and the target is pushed 1 square.

Overcharge * At-Will (1/round)
Effect: The armour gains 3 charge counters.
--------------------------------------------------------------------------
No Action:
Repair Field * At-Will (1/turn)
Effect: Charge X or the armour can take 20 damage any number of times. For each time it expends a charge counter or takes damage in this way, it ends an effect active on it.
--------------------------------------------------------------------------
Triggered Actions:
Magitek Barrier * Recharge 6+
Trigger: The armour takes damage.
Effect (No Action): Charge X. Reduce the triggering damage by 20 + X * 20. If this damage is reduced to 0 or less, the armour ignores all effects of that damage source that would be active on it.

Return Fire * At-Will
Trigger: The armour is hit by an attack
Effect (Immediate Reaction): The armour uses a minor action attack.

Auto-Destruct (fire, thunder, zone) * Encounter
Trigger: The armour is destroyed.
Attack (No Action): Close burst 10 (each creature in burst); +20 vs. Reflex
Hit: 5d12 + 6 fire and thunder damage and +1d12 extra damage for each charge counter on the armour (max +3d12). The target is dazed (save ends). Targets adjacent to the armour are stunned until the end of their next turn.
Miss: Half damage.
Effect: The target is pushed 10 squares, and knocked prone. Each PC in the encounter can spend a healing surge and regain an encounter power of their choice. The armour's space creates a zone that lasts until the end of the encounter. The zone is dimly lit and difficult terrain. Creatures that end their turns in this zone take 5 fire damage. The armor's controller appears in unoccupied squares in or adjacent to the armor's space with hit points equal to its bloodied value.
--------------------------------------------------------------------------
Skills & Attributes:
Skills: As per controller
Str: 30 (+17) - Dex: 8 (+6) - Wis: XX (+XX)
Con: 30 (+17) - Int: XX (+XX) - Cha: XX (+XX)
Alignment: Unaligned - Languages: None
Equipment: None

Tactics: If intelligently piloted, the armour will generally lead by immediately using both missile strikes with an action point, hitting as many targets as possible while still subjecting a PC to the origin square effect, following up with minor action attacks that utilize most or all of its charge counters.

On the second turn, the armour will expend its second action point to use two Blazing Salvo attacks consecutively, exhausting all of its charge counters and following up with as many minor action attacks as possible.

On the third and subsequent turns the armour may start using Overcharge to build up additional charge counters, working towards a powerful nova later in the fight.

If a PC tries to quickly take the armour down with a powerful nova of dailies, it will employ its Magitek Barrier ability to negate some or all of the damage.

If a PC attempts to disable the armour with controlling effects, it will apply Repair Field unless the effect doesn't warrant the loss of a charge counter or the damage.

Return Fire will be used whenever possible. The Armour will often attempt to use Repair Field to ensure Return Fire can be used.

Every turn after the first, the armour will use Blazing Salvo whenever possible, being sure to douse as many melee combatants as possible with Plasmathrower and Force Wave attacks, laying down overlapping zones to discourage them from advancing or remaining close. The armour will make every attempt to prevent opportunity attacks by forcing meleers away before using ranged and area bursts.

Finally, when about to die, the armour will try to charge up and maneuver itself to include as many PCs as possible in its Auto-Destruct burst area.


This solo worked really well as a 'final boss' in a one off L10 heroic module (and was a lot of fun to play as a DM). It should be noted that it is generally intended to be the first part of a two stage boss; the second part featuring the bloodied, but still living former controller of the armour. This second stage enemy can be whatever you like.

That said, it is easy enough to make this a stand alone solo; simply remove the Auto-Destruct power (or ignore the clause about the controller) and multiply its hit points by 2.