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  1. - Top - End - #31
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    MindFlayer

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Spoiler: Onagar Dunecrawler
    Show
    Onagar Dunecrawler
    Huge Land vehicle
    Squares 10 (25 ft. by 25 ft.; 15 ft. high)

    DEFENSE

    AC 8; Hardness 10
    hp 150
    Base Save +1

    OFFENSE

    Maximum Speed 30 ft.; Acceleration 15 ft.
    Weapons One Cognis Heavy Stubber (___) and
    Eradication Beamer (___)OR
    Icarus Array: Daedelus Missile Launcher (___), Gatling Rocket Launcher (___), Twin Icarus Autocanon (___) OR
    Neutron Laser (___) OR
    Twin Heavy Phosphor Blaster (___)
    Attack Vicious Trample: 6D6
    CMB +2; CMD 12

    DRIVE

    Propulsion Ion engine (1 square of electrical engine; hardness 8, hp 40; difficult device); engine typically located in the rear squares of the Dune Crawler
    Driving Check Knowledge (engineering)
    Forward Facing the vehicle’s forward
    Driving Device Operated primarily by integrated brain; back up manual steering wheel and two levers
    Driving Space a single 5-ft.-by-5-ft. square that contains the steering wheel and two levers that serve as the Onagar Dunecrawler's driving device; the steering wheel and levers are located in the middle of the tank, in front of the engine
    Crew 3 (Two gunners, one brain)

    LOAD

    Decks 1 The decks all have small armored slits serving as windows (treat as arrow slits) that provide improved cover to the crew within.

    Passengers 1 (tight squeeze with a full crew)

    Special Qualities

    Ignore Difficult Terrain: Onagar Dunwalker's ignore all difficult terrain due to their dexterous mechanical legs. It can move normally on inclines but cannot climb verically.

    Vicious Trample (Ex) An Onagar dunecrawler’s powerful metal legs deal 6d6 points of damage on a successful trample.

    Intergrated Driving brain: The brains of fallen Skitarii need not go to waste simply because their cybernatic bodies have been slain. Preserved in reinforced glass vessels, bathed in nutrient fluids, and wired to strange energies and bizarre technologies, these organs are given new life, as their mental talents are preserved and tapped to independently control Onagar Dunecrawlers.

    Explosive: When a Onagar Dunecrawler reaches zero hitpoints, it has a 40% chance of exploding, and a 20% chance of a violent explosion. The explosion engulfs the Onagar Dunecrawler and leaves nothing to recover. A regular explosion deals deals 3D6 (Ref for 1/2 dmg) to all creatures within 5 ft, and a violent explosion deals 3D10 for all creatures within 10 ft.


    How is this for the Dunecrawler?? Ill figure out the weapons next.
    Last edited by Hazeeb; 2017-12-14 at 03:28 AM.

  2. - Top - End - #32
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Well, here's my take on the Skitarius vehicles...

    Onager Dunecrawler
    Huge Land vehicle [Adeptus Mechanicus]
    Squares 16 (20 ft. by 20 ft.; 20 feet high)

    DEFENSE

    AC 18 touch 10 FF 18 (-2 size, +8 armour, +2 deflect); Hardness 10
    hp 220 (110)
    Base Save +3
    Special Creatures inside an onager dunecrawler gain either total cover (if in the driver cabin or the gunner's cabin) or improved cover (in the top hatch).

    OFFENSE

    Maximum Speed 30 ft.; Acceleration 30 ft.
    Attack (Gunner): Eradication Beamer (6d10) or Neutron Laser ranged touch (30d6) and Cognis Heavy Stubber (3d6), or 2 heavy phosphor blasters (6d6) or Dædalus Missile Launcher ranged touch (4d10) and Gatling Rocket Launcher (6d6) and 2 Icarus Autocannons (4d10)
    Attack (Top hatch): Cognis Heavy Stubber (3d6)
    Attack (Driver): 2 Claws (6d6)
    CMB +2; CMD 12

    DRIVE

    Propulsion alchemical (1 square of alchemical engine; hardness 8, hp 40)
    Driving Check Knowledge (engineering) or Profession (driver)
    Forward Facing the vehicle's forward
    Driving Device computer array
    Driving Space a single 5-ft.-by-5-ft. square that contains the driving device

    LOAD

    Crew 3 (Gunner, driver, top hatch gunner)
    Passgeners 0 (Though one medium creature can stand on each of the two free spaces on top of the dunecrawler and one can hang off the ladder on its side)

    SPECIAL

    Weapons
    The onager dunecrawler's driver can operate its claws and still move it. The claws are not really designed for combat, so you take a -4 penalty on attack rolls with the claws.

    The onager dunecrawler's primary weapon is either an eradication beamer, or a neutron laser and cognis heavy stubber, or two heavy phosphor blasters, or a dædalus missile launcher, gatling rocket launcher and two icarus autocannons. In the case that there are two or more weapons, they can be fired together at no penalty.

    The onager either has a cognis heavy stubber on top, which can be operated from the top hatch, or it doesn't.

    The cognis heavy stubber, eradication beamer, and heavy phosphor blaster have a range increment of 50 feet; the rest of the weapons have an increment of 60 feet.

    An eradication beamer fires twice if it's not within the first range increment. If it is, it does double damage and makes ranged touch attacks. Each damage die rolled in an attack with a neutron laser is treated as a 3 if it is less than 3. Phosphor blasters ignore cover but not line of effect. Dædalus missiles, gatling rockets and Icarus autocannons get a +4 bonus to attack rolls against flying creatures and a -4 penalty against other creatures. Gatling rockets fire three times.

    Emanatus Force Field
    This force field is responsible for the deflection bonus to armour class. Opponents must re-roll successful attack rolls against a dunecrawler if it is within 30 feet of another onager dunecrawler, unless the original attack roll was a critical threat.

    Smoke Launchers or Broad-Spectrum Data-Tether
    An onager dunecrawler may carry one or the other of these. Smoke launchers allow the gunner to grant the dunecrawler concealment as a full-round action for one round, but they take long enough to reload that it cannot reasonably be done in combat (so they can be fired once per combat, usually). A broad-spectrum data-tether gives the dunecrawler and other [Adeptus Mechanicus] creatures and vehicles within 15 feet of the dunecrawler a +3 bonus to will saves.

    Explodes!
    When the dunecrawler is destroyed, roll a d6. If the result is 6, the dunecrawler explodes, dealing 3d6 fire, 3d6 slashing and 3d6 force damage to each creature within 15 feet (reflex half). The crew get no reflex save to reduce the damage; a creature standing on top of the dunecrawler or hanging off the ladder does.




    I think that an ironstrider should really be a mount, rather than a vehicle.

    Ironstrider, CR 4, XP 1,200
    Large Cyberbeast Construct 6
    TN Large Construct (Ironstrider) [Adeptus Mechanicus]
    Init -1, Senses Darkvision 60 feet, low-light vision, class I sensor suite, perception -2
    DEFENCE
    AC 13, touch 9, FF 13 (armour +4, size -1, dex -1, deflect +1)
    HP 6d10+26 (59 hp)
    Fort immune, Ref +1, Will +2
    Defensive Abilities Plascrete Armour, Immune Construct traits, mindless
    OFFENCE
    Speed 50 feet
    Melee Desperate Kicking +12/+7 (6d6)
    Special Attacks None
    STATISTICS
    Str 22 Dex 8 Con - Int - Wis 10 Cha 1
    Base Atk +6 CMB +16 CMD 25
    Feats RunB
    Skills None
    Languages None
    SQ Large Cyberbeast Traits, Legs, Broad-Spectrum Data-Tether, Explodes!

    Class I Sensor Suite
    A creature with a class I sensor suite gets a -4 penalty on Craft checks to repair and on Disable Device and Forgery checks and a -2 penalty on all other skill checks. The sensor suite includes auditory and visual sensors

    Plascrete Armour
    A robot with plascrete armour has hardness 4, even though it's a creature, not an object.

    Large Cyberbeast Traits
    A large cyberbeast has extra hit points equal to 20 + 1 per hit die, and base ability scores of 22/8/-/-/10/1. They are mindless.

    Legs
    A robot with legs is bipedal, walking on two legs as well as a human.

    Broad-Spectrum Data-Tether
    A broad-spectrum data-tether gives the ironstrider and other [Adeptus Mechanicus] creatures and vehicles within 15 feet of the dunecrawler a +3 bonus to will saves.

    Explodes!
    When the ironstrider is destroyed, roll a d6. If the result is a 6, the ironstrider explodes, dealing 1d6 fire, 1d6 slashing and 1d6 force damage to every creature within 15 feet (reflex DC 15 half). The rider is still entitled to this reflex save.




    Sydonian Ballistarius CR 4, XP 1,200
    Skitarius Trench Fighter 3
    LN Medium Humanoid (Half-Construct, Human, Skitarius) [Adeptus Mechanicus]
    Init +2, Senses perception +6**
    DEFENCE
    AC 17, touch 13, FF 17 (+4 armour, +2 dex, +1 deflect)
    HP 3d10+6 (22 hp)
    Fort +5, Ref +4, Will +1
    Defensive Abilities Bravery +1, Half-Construct Traits
    OFFENCE
    Speed 30 feet
    Melee Unarmed Strike +4 (1d3+1)
    Ranged Two Cognis Autocannons +4/+4 (4d10+3) or Two Cognis Lascannons +4 (20d6+3)
    Special Attacks -
    STATISTICS
    Str 12 Dex 17 Con 14 Int 13 Wis 10 Cha 8
    Base Atk +3 CMB +6 CMD 18
    Feats Heroic Surge*, Oathbound*, Point Blank ShotB, Two-Weapon FightingB
    Skills Climb +5, Craft (Mechanical) +5 (+7 metal or stone), Knowledge (Engineering) +5, Perception +6**, Ride +9, Survival +4
    Languages Low Gothic, High Gothic
    SQ Master Tinker, Trench Warfare

    Bravery
    A sydonian gets a +1 bonus to fear-related will saves, for all that that's worth.

    Weapons
    The range increment of either weapon is 60 feet. Both of them are too heavy for the ballistarius to fire them without the ironstrider, unless he sets them up as a full-round action somewhere new. Cognis weapons are great for firing from the back of the ironstrider though: the penalty for doing so if the ironstrider moves is halved.

    Heroic Surge
    Once per day, a sydonian ballistarius can take an extra move or standard action in his turn.

    Oathbound
    A sydonian's aid another attempts in favour of another creature allied to the Imperium of Man (Such as the Adepta Sororitas, Adeptus Arbites, Adeptus Astartes, Adeptus Astra Militarium, Adeptus Astra Telepathica, Adeptus Custodes, Adeptus Mechanicus, Divisio Investigates (Sisters of Silence), Questors Imperialis (Imperial Knights), Officio Assassinorum, Ordo Hereticus, Ordo Malleus, Ordo Sicarius and Ordo Xenos) grant a +3 bonus instead of a +2. The balistarius gets a +1 bonus to attack rolls against creatures who do not have this allegiance.

    Master Tinker
    Skitarii have racial proficiency in any weapon they crafted personally (as well as the skill bonuses listed above).

    Trench Warfare
    A sydonian ballistarius trains specifically to use the type of ranged weapon he's equipped with, which is responsible for the +3 damage bonus (the damage bonus is dexterity-based). He also gets an additional +2 bonus to AC from cover, in addition to the normal AC bonus of that cover.




    Sydonian Dragoon CR 3, XP 800
    Skitarius Dragoon 3
    LN Medium Humanoid (Half-Construct, Human, Skitarius) [Adeptus Mechanicus]
    Init +2, Senses perception +6**
    DEFENCE
    AC 17, touch 13, FF 17 (+4 armour, +2 dex, +1 deflect)
    HP 3d10+3 (19 hp)
    Fort +5, Ref +3, Will +0
    Defensive Abilities Bravery +1, Incense Cloud, Half-Construct Traits
    OFFENCE
    Speed 30 feet
    Melee Taser Lance +6 (6d10+4 *4)
    Ranged Radium Jezzail +5 (4d6 *3) or Phosphor Serpenta +5 (2d12)
    Special Attacks -
    STATISTICS
    Str 17 Dex 14 Con 12 Int 13 Wis 10 Cha 8
    Base Atk +3 CMB +6 CMD 18
    Feats Heroic Surge*, (Mounted ArcheryB OR Ride-by AttackB) Mounted CombatB, Oathbound*, Skill Focus (Ride)B
    Skills Climb +7, Craft (Mechanical) +5 (+7 metal or stone), Knowledge (Engineering) +6, Perception +6**, Ride +9, Survival +5
    Languages Low Gothic, High Gothic
    SQ Master Tinker, Armour Training

    Bravery
    A sydonian gets a +1 bonus to fear-related will saves, for all that that's worth.

    Incense Cloud
    A sydonian dragoon and his mount have concealment against ranged attacks.

    Weapons
    A sydonian dragoon either carries a taser lance (in which case they take the ride-by attack feat) or a radium jezzail (in which case they take the mounted archery feat). The taser lance follows all the rules for lances except as noted above, while the radium jezzail has a range increment of 40 feet. Some sydonian dragoons also carry phosphor serpentae, which have a range increment of 20 feet and ignore cover (though they still need line of effect to the target).

    Heroic Surge
    Once per day, a sydonian dragoon can take an extra move or standard action in his turn.

    Oathbound
    A sydonian's aid another attempts in favour of another creature allied to the Imperium of Man (Such as the Adepta Sororitas, Adeptus Arbites, Adeptus Astartes, Adeptus Astra Militarium, Adeptus Astra Telepathica, Adeptus Custodes, Adeptus Mechanicus, Divisio Investigates (Sisters of Silence), Questors Imperialis (Imperial Knights), Officio Assassinorum, Ordo Hereticus, Ordo Malleus, Ordo Sicarius and Ordo Xenos) grant a +3 bonus instead of a +2. The dragoon gets a +1 bonus to attack rolls against creatures who do not have this allegiance.

    Master Tinker
    Skitarii have racial proficiency in any weapon they crafted personally (as well as the skill bonuses listed above).
    Last edited by Jormengand; 2018-01-16 at 07:16 AM.

  3. - Top - End - #33
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    MindFlayer

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Well I like yours better I have to say.

    Spoiler: Krios Battle Tank
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    The Krios Pattern tank does not use layers of physical armour plating for protection and instead relies on a series of interlocking defensive energy fields, lending it a deceptively skeletal appearance. The Krios and its variants also make use of a galvanic traction drive that allows the vehicle to traverse dangerous terrain with relative ease. The most important feature of the Krios Pattern Battle Tank is its extremely potent on-board fusion reactor. This powerful reactor not only powers the vehicle's protective energy fields but its powerful directed energy weapon systems as well.

    The Krios Battle Tank is armed with a hull-mounted, forwards-firing Lightning Cannon. The Lightning Cannon uses the Krios' powerful on-board reactor's vast capacity to create a laser-guided electromagnetic beam. The weapon is capable of vaporising flesh and rupturing heavy armour with sustained blasts. While the Lightning Cannon has a relatively short range, its advantage over conventional ballistic weapons is that its reactor-fed firepower has the capacity to fire at full effect for extended periods, far eclipsing the amount of solid shells that other vehicles would ever be able to carry. The Krios Battle Tank can be outfitted with several upgrades and attachments, including Extra Armour Plating, Smoke Launchers, an Anbaric Claw, and up to two Volkite Sentinels.

    Spoiler: Triaros APC
    Show

    The Triaros was designed for use in hostile environments, incorporating multiple galvanic traction drives for increased maneuverability in rough terrain. The Triaros' capacious storage bay can be hermetically sealed if needed, which allows the vehicle to be used in toxic environments and even in hard vacuum and on the surfaces of lifeless worlds. The internal bay is outfitted with numerous specialized couplings for the recharging and cold-sleep of various Skitarii forces. The vehicle is capable of transporting up to twenty Tech-medium sized creatures. The vehicle's defenses are comprised not only of thick brutish armour, but layered techno-cant warding and interlocking energy shields, particularly around its seemingly-exposed control dais, as well as its independently animated weapon Servitors. The Triaros' chassis design and powerful on-board reactor system is very similar to that of the Krios Battle Tank.

    Spoiler: Termite
    Show



    Launched from a mobile surface transporter, the Termite is used to transport troops through the earth, safely hidden from incoming enemy fire. In addition to providing greater protection for its passengers, the Termite's tunnelling ability means they are often used for launching surprise attacks, appearing behind enemy lines and causing chaos amongst their unsuspecting foes. The Termite has a transport capacity of ten [medium] individuals and is often armed with heavy weapons such as Lascannon and Heavy Bolters which it can fire as it breaches the surface. Once a Termite has surfaced and dispatched its payload it is essentially immobolised. The Termite's surface transport vehicle is un-armed.

    Spoiler: Mole
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    Same as termite except it holds 20 M soldiers.

    Spoiler: Hellborer
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    Same as Termite except holding 30 medium sized soldiers.


    Spoiler: Galvanic servohauler
    Show
    Galvanic servohauler]

    Galvanic Servohaulers are a type of construction and logistical vehicle used by the Adeptus Mechanicus


    These are next! Lets hold off on the Knight and Reaver till last.

    I've already had the bad realization that the Dark Mechanicum may exist in this world as well due to a dedicated diabolic enemy. I'll need to start brainstorming those forces as well for needed forces.
    Last edited by Hazeeb; 2017-12-15 at 04:53 AM.

  4. - Top - End - #34
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Honestly, I'm going to have a bad time trying to stat forge world models that I'm not familiar with and don't have the stats for either, notwithstanding the fact that I don't like going nearer the Pathfinder vehicle rules than I have to (although Tarantulas can probably just be 1HD constructs with the relevant weaponry). This kind of stuff is above my pay grade (yes I know pretty much everything is technically above my pay grade but you know what I mean).

    As for dark mechanicum, they can probably just use the same stuff as standard AdMech. Swap the [Adeptus Mechanicus] descriptor for [Dark Mechanicum] each time it appears (including in the text) and swap the [Astra Militarium] keyword in the techpriest for the [Traitor Guard] keyword (if you're using the Vanus Assassin too, swap [Officio Assassinorum] for [Renegade Assassin]), and swap the Oathbound feat for:

    Mark of Chaos (Su)
    The forces of chaos have access to a mark of chaos in place of one of their feats. Choose below which chaos god or gods the bearer of the mark worships:

    Mark of Chaos Undivided: The forces of chaos undivided get a +1 bonus to initiative checks, a +1 bonus to damage rolls, DR 1/- and the ability to re-roll failed saving throw results of 1.
    Mark of Khorne: The forces of Khorne get a +2 bonus to damage rolls and a +4 bonus to saving throws against spells and psychic powers.
    Mark of Malice: At the start of each of a follower of Malice's turns, each enemy within 30 feet loses 1 hit point and the follower of Malice gains 1 hit point for each hit point lost in this way.
    Mark of Nurgle: The followers of Nurgle are immune to poison and disease and have DR 2/-.
    Mark of Slaanesh: The followers of Slaanesh get a +2 bonus to initiative checks and a 10 foot bonus to movement speed.
    Mark of the Gods of Spikes: The followers of Ans'l, Mo'rcck and Phraz-Etar deal 1d6 points of damage to each creature who attacks them with a melee weapon.
    Mark of Tzeentch: The followers of Tzeentch re-roll failed saving throw results of 1, 2, or 3 and get a +1 bonus to their caster level if any.
    Last edited by Jormengand; 2017-12-16 at 11:15 PM.

  5. - Top - End - #35
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    MindFlayer

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    That's fair. I'll do some brainstorming and look around for similar vehicles AND get into the vehicle stat blocks. If you can refine them for me it would be a great help.

  6. - Top - End - #36
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    I hear that knights are in order. For renegade knights, again you can give them a mark of chaos and swap [Questor Imperialis] for [Questor Traitoris] each time it appears. For renegade titans, change adeptus mechanicus for dark mechanicum and Collegia Titanica for Chaos Titan Legions

    Princeps CR See Text, XP See Text
    Human Princeps 16
    LN Medium Humanoid (Human) [Adeptus Mechanicus, Collegia Titanica] OR [Questor Imperialis]
    Init +6, Senses perception +24
    DEFENCE
    AC 12, touch 12, FF 10 (+2 dex)
    HP 16d10+16 (104 hp)
    Fort +11, Ref +7, Will +15
    Defensive Abilities
    OFFENCE
    Speed 30 feet
    Melee Laspistol +18/+13/+8/+3 (2d6)
    Ranged Laspistol +18/+13/+8/+3 (2d6)
    Special Attacks None
    STATISTICS
    Str 10 Dex 14 Con 12 Int 14 Wis 20 Cha 8
    Base Atk +16 CMB +16, CMD 28
    Feats Big Game Hunter, CleaveB, Death or Glory, Drive-By Attack*, Great CleaveB, Heroic Surge*, Improved Initiative, Oathbound*, Opening Volley, Power Attack, Tank ShockB
    Skills Craft (Mechanical) +21, Diplomacy +18, Knowledge (Nobility) +21, Perception +24, Profession (Pilot) +24
    Languages Low Gothic, High Gothic, Lingua Technis
    SQ Human traits, Vehicular Combat +4, Rallying Presence, Champion, Unshakable

    Challenge Rating
    A princeps is never seen without a Knight or Titan unless caught off-guard. This is a very unusal circumstance and in this case you should think about what the appropriate experience reward is rather than assigning it off a table. In the case of a Knight or Titan, the princeps' CR is included in the vehicle's.

    Princeps
    This class is a modified version of Adamant Entertainment's knight designed to allow the princeps to use a titan or knight suit instead of a traditional mount.

    Drive-By Attack
    The princeps can attack with a vehicle's weapons at any point during that vehicle's movement.

    Heroic Surge
    Up to four times per day, but no more than once per round, a princeps can take an additional move or standard action.

    Oathbound
    The princeps' aid another attempts in favour of another creature allied to the Imperium of Man (Such as the Adepta Sororitas, Adeptus Arbites, Adeptus Astartes, Adeptus Astra Militarium, Adeptus Astra Telepathica, Adeptus Custodes, Adeptus Mechanicus, Divisio Investigates (Sisters of Silence), Questors Imperialis (Imperial Knights), Officio Assassinorum, Ordo Hereticus, Ordo Malleus, Ordo Sicarius and Ordo Xenos) grant a +3 bonus instead of a +2. The princeps gets a +1 bonus to attack rolls against creatures who do not have this allegiance.

    Tank Shock
    This feat is a variant feat of trample designed for use with vehicles.

    A princeps who uses a vehicle to overrun an enemy cannot be avoided. In addition, the vehicle can make one attack with its locomotion if that locomotion is also a weapon - this usually means a stomp, kick or track attack - against any target knocked down in this way.

    Vehicular Combat
    The princeps gets a +4 bonus to attack rolls and armour class while operating a vehicle.

    Rallying Presence
    Creatures within 10 feet of the princeps' vehicle get a +3 morale bonus on saves against fear spells and effects, for all that's worth.

    Champion
    The princeps can grant up to half the AC bonus granted by vehicular combat to an ally within the princeps' threatened area, usually the vehicle the princeps is piloting.

    Unshakable
    A princeps cannot be shaken.




    Questor Imperialis, CR Varies, XP Varies
    Gargantuan Land vehicle [Questor Imperialis]
    Squares 25 (25 ft. by 25 ft.; 30 feet high)

    DEFENSE

    AC 23, touch 15, FF 18 (-4 size, +12 armour, +2 deflect, +5 wis); Hardness 20
    hp 570 (285)
    Base Save +6
    Special The pilot of a knight has total cover.
    OFFENSE

    Maximum Speed 60 ft.; Acceleration 60 ft.
    Attack (Melee weapons): Reaper Chainsword touch +25/+20/+15/+10 (30d6+5) or Thunderstrike Gauntlet touch +21/+16/+11/+6 (40d6+5) or Titanic Feet +25/+25/+25/+20/+20/+20/+15/+15/+15/+10/+10/+10 (3d20+5)
    Attack (Primary Ranged Weapons): Avenger Gatling Gun +25/+25/+25/+20/+20/+20/+15/+15/+15/+10/+10/+10 (3d12) and/or Rapid-Fire Battle Cannon ranged splash +25/+20/+15/+10 (3d20) and/or Thermal Cannon +25 ranged splash/ranged touch (15d6)
    Attack (Secondary Weapons): Heavy Stubber +25/+20/+15/+10 (2d8) and/or Meltagun +25 ranged touch (2d20) and/or heavy flamer DC 20 (6d6)
    Attack (Carapace Weapons): Two Icarus Autocannons +25/+20/+15/+10 (4d10) or Ironstorm Missile Pod +25/+25/+20/+20/+15/+15/+10/+10 (3d8) or Stormspear Rocket Pod +25/+20/+15/+10 (3d20)
    CMB +25; CMD 40

    DRIVE

    Propulsion Alchemical (8 squares of alchemical engine; hardness 8, hp 40)
    Driving Check Profession (driver)
    Forward Facing The knight's forward
    Driving Device Throne Mechanicum
    Driving Space A single 5-ft.-by-5-ft. square that is the Throne Mechanicum

    LOAD

    Crew 1 (Pilot)
    Passengers 0 (However, a knight's foot takes up 5 squares in a plus-shaped pattern; the four outer squares can be stood on by anyone who is so bold or so foolish but they must hold on with at least one hand and require a DC 15 reflex save to avoid being thrown outwards one square if the knight stomps. Further, two creatures can stay on each shoulder in relative comfort, but must take a reflex save of fall off if the knight makes a melee weapon attack with that arm. No matter how many attacks are made, only one save is needed per round.)

    SPECIAL

    Knight Variants
    A Knight Errant (CR 23) wields a reaper chainsword or thunderstrike gauntlet, a thermal cannon and a heavy stubber or melta gun. A Knight Paladin (CR 24) uses the same except that it has an extra heavy stubber and uses a rapid-fire battle cannon instead of a thermal cannon. A Knight Warden (CR 25) is like the Errant except that it has an avenger gatling gun and a heavy flamer but not a thermal cannon. A Knight Gallant (CR 21) has a reaper chainsword and a thunderstrike gauntlet as well as a heavy stubber or melta gun. A Knight Crusader (CR 27) has an avenger gatling gun, a heavy stubber or meltagun, and either a thermal cannon or a rapid-fire battle cannon and heavy stubber. All knights can use their titanic feet to attack as well, and can add two icarus autocannons, a stormspear rocket pod or ironstorm missile pod to their weaponry.

    Weaponry
    The range increments are 100 feet for the ironstorm rocket pod and rapid-fire battle cannon, 60 feet for the stormspear rocket pod and Icarus autocannon, 50 for the avenger gatling cannon, heavy stubber and thermal cannon, and 20 for the meltagun. The heavy flamer spits out a cone of fire in a 60 foot cone.

    The avenger gatling cannon and titanic feet have triple the normal attacks and the ironstorm missile pod has double; this is listed above. If a creature is within the first range increment of a meltagun or thermal cannon, roll damage twice and take the higher result. An icarus autocannon gets a +4 bonus to attack rolls against flying enemies and a -4 penalty otherwise.

    A thermal cannon and rapid-fire battle cannon work a little like standard ranged splash weapons, except that the target, if struck, takes full damage, but so does everyone else within 20 feet unless they pass a reflex save (DC 20) for half damage. If you miss with one of these weapons, resolve the miss like a ranged splash attack, and then work out who is within 20 feet of the resulting location. Everyone, even creatures in that square, are entitled to a reflex save.

    A thunderstrike gauntlet has a -4 penalty to attack rolls as shown above. It can also be used to grapple a creature or vehicle as though the knight had improved grab, though it can attempt a grapple against even huge or gargantuan creatures or vehicles. If the grab is successful, the target takes thunderstrike gauntlet damage immediately and each round until they escape. If a large, huge or gargantuan creature or vehicle is slain in this way, the knight can immediately throw it as a free action, with a range increment of 10 feet and a damage die of 2d6 if large, 4d6 if huge and 6d6 if gargantuan.

    Throne Mechanicum
    The throne mechanicum allows the princeps to use his own base attack bonus and wisdom modifier in place of a base attack bonus and strength or dexterity modifier that the knight might have for determining its attack rolls, damage rolls, armour class, combat maneuver bonus and combat maneuver defence. Futher, if the knight charges, it can make an attack with all its ranged weapons before resolving the charge; if it makes a full attack, it can attack with any number of secondary and carapace weapons and either a melee weapon or any number of ranged primary weapons.

    The challenge rating, armour class, attacks, combat maneuver bonus and combat maneuver defence given above assume that the creature in the throne mechanicum is indeed a princeps.

    Ion Shield
    The knight's deflection bonus to AC becomes +4 against shooting attacks.

    Explodes!!!
    When a knight is destroyed, roll a d6. If the result is a 6, the knight explodes, dealing 6d6 slashing, 6d6 fire and 6d6 force damage to each creature within 30 feet (reflex DC 25 half). The princeps gets no save against this, but creatures on the feet or back of the knight do.

    Superheavy Walker
    Only an idiot or another creature of similar stature would stand in the way of a knight. It can run straight over large or smaller creatures as part of its movement, though they are assumed to be able to get out of the way of its feet if it's not actually using the overrun action or kicking them. Further, it doesn't provoke attacks of opportunity for shooting in close combat, nor for leaving a large or smaller creature's threatened square.
    Last edited by Jormengand; 2018-01-16 at 07:16 AM.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Niiiiiiiice. This is the perfect reason the dragons of my world lost so heavily in their war with the Mechanicum. I think I may just stick with these knights and hold off on the larger reavers and such.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Is a lot of firepower and hp sufficient for being cr 27?
    I mean in practice tons of firepower and hp is only going to allow the vehicle to kill stuff that is vulnerable to damage.
    While a gibbering orb(cr27) have not just high firepower: it also got to inflict a whole lot of conditions and to disjunct its targets and to cast spells of creatures it killed.
    Last edited by noob; 2017-12-21 at 03:16 AM.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Quote Originally Posted by noob View Post
    Is a lot of firepower and hp sufficient for being cr 27?
    I mean in practice tons of firepower and hp is only going to allow the vehicle to kill stuff that is vulnerable to damage.
    While a gibbering orb(cr27) have not just high firepower: it also got to inflict a whole lot of conditions and to disjunct its targets and to cast spells of creatures it killed.
    It depends.

    It's very difficult to balance "This thing will kill you if you're not immune to damage" with "This thing has no real options apart from damage." It's also, incidentally, really difficult to balance special weapon guardsmen or skitarii or such, because you have to reconcile "This thing is a low-level human and dies like a low-level human" with "This thing has a weapon designed to punch through tanks."

    That said, the knight has a few tricks up its sleeve - for a start, it's immune to practically everything. It's not even a construct, it's an object. You can't, for example, fire magic missiles at it if you wanted to, because those only target creatures, not objects. You want to target it with control construct? No dice. You can, if you figure out its deal, use teleport object, but really, who learns or prepares that without a specific target in mind to use it on?

    Plus, if someone's pulling out the kind of magical nonsense that can stop a knight, you could always throw the Divisio Investigates or even Clade Culexus at them and see how they like it when the magic comes off.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Quote Originally Posted by Jormengand View Post
    It depends.

    It's very difficult to balance "This thing will kill you if you're not immune to damage" with "This thing has no real options apart from damage." It's also, incidentally, really difficult to balance special weapon guardsmen or skitarii or such, because you have to reconcile "This thing is a low-level human and dies like a low-level human" with "This thing has a weapon designed to punch through tanks."

    That said, the knight has a few tricks up its sleeve - for a start, it's immune to practically everything. It's not even a construct, it's an object. You can't, for example, fire magic missiles at it if you wanted to, because those only target creatures, not objects. You want to target it with control construct? No dice. You can, if you figure out its deal, use teleport object, but really, who learns or prepares that without a specific target in mind to use it on?

    Plus, if someone's pulling out the kind of magical nonsense that can stop a knight, you could always throw the Divisio Investigates or even Clade Culexus at them and see how they like it when the magic comes off.
    Being an object makes it very vulnerable to stuff like cone of disintegrate(which I believe you can access through shapechange shenanigans and which is "totally different from disintegrate") since it will use the fort save of the princeps(which is not very high(only +11))
    Last edited by noob; 2017-12-21 at 04:28 AM.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Quote Originally Posted by noob View Post
    Being an object makes it very vulnerable to stuff like cone of disintegrate(which I believe you can access through shapechange shenanigans and which is "totally different from disintegrate") since it will use the fort save of the princeps(which is not very high(only +11))
    The only "Cone of disintegrate" I can find is the third-party Breath of Oblivion, which has the disadvantage that you have to put yourself within 30 feet of a 30-foot-tall abomination made of adamantine and pain. It uses its or the princeps' fortitude save, whichever is better (and the princeps' drive check can increase the knight's saves), and if you want to disintegrate more than one of its arms, you're going to have to get all up in its threatened area and cast the spell, which is a great way to get a reaper chainsword to the face (or at least kicked three times if it's a crusader).

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Quote Originally Posted by Jormengand View Post
    The only "Cone of disintegrate" I can find is the third-party Breath of Oblivion, which has the disadvantage that you have to put yourself within 30 feet of a 30-foot-tall abomination made of adamantine and pain. It uses its or the princeps' fortitude save, whichever is better (and the princeps' drive check can increase the knight's saves), and if you want to disintegrate more than one of its arms, you're going to have to get all up in its threatened area and cast the spell, which is a great way to get a reaper chainsword to the face (or at least kicked three times if it's a crusader).
    https://youtu.be/-8wDQMD7FNU

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    For when a Knight positively, definitely won't cut it:

    Warhound Scout Titan, CR 30, XP 9,830,400
    Colossal Land vehicle [Adeptus Mechanicus, Titan Legions]
    Squares 56 (35 ft. by 40 ft.; 45 feet high)

    DEFENSE

    AC 29, touch 13, FF 24 (-8 size, +16 armour, +6 deflect, +5 wis); Hardness 20
    hp 1000 (500)
    Base Save +8
    Special The crew of a warhound have total cover.

    OFFENSE

    Maximum Speed 60 ft.; Acceleration 60 ft.
    Attack (Melee weapon): Titanic Feet +25/+25/+25/+20/+20/+20/+15/+15/+15/+10/+10/+10 (5d20+5)
    Attack (Ranged Weapons): Dual turbo-laser destructor +25/+20/+15/+10 ranged touch (30d6 and Destroyer DC 35) and/or plasma blastgun ranged splash/touch +25/+20/+15/+10 (10d6) or ranged splash/touch +25 (30d6) or inferno gun DC 35 (2d20) or vulcan mega-bolter ranged touch +25/+25/+25/+25/+25/+20/+20/+20/+20/+20/+15/+15/+15/+15/+15/+10/+10/+10/+10/+10 (6d6)
    CMB: +29; CMD 44

    DRIVE

    Propulsion Alchemical (8 squares of alchemical engine; hardness 8, hp 40)
    Driving Check Profession (driver)
    Forward Facing The titan's forward
    Driving Device Mind Impulse Unit or electronic controls
    Driving Space A single 5-ft.-by-5-ft. square that contains the Mind Impulse Unit, and a pair of 5-ft.-by-5-ft. squares containing driving controls and weapon controls.

    LOAD

    Crew 3 (Princeps and two moderati. However, the moderati are there as backups and are not needed for the titan to function.)
    Passengers One techpriest enginseer, who repairs the titan from within. (However, a titan's foot takes up 3 squares in a claw-shaped pattern; the square on each of the three claws can be stood on by anyone who is so bold or so foolish but they must hold on with at least one hand and require a DC 20 reflex save to avoid being thrown outwards one square if the titan stomps. No matter how many attacks are made, only one save is needed per round. The titan's flat back allows two creatures to stand on each shoulder, six to stand on the middle of its back, four to stand in its cowl, and one can even stand on its head but must hold on with one hand in combat.)

    Weapons
    The warhound titan has any two of the listed ranged weapons (including duplicates) and also attacks with its titanic feet.

    The range increment of the dual turbo-laser destructor is 120 feet, and for the plasma blastgun and vulcan mega-bolter it is 100 feet.

    The titanic feet can be used to attack three times for each attack that they would normally get, and the vulcan mega-bolter five times. This is included in the profile given above.

    A creature or object struck by a dual turbo-laser destructor must take a DC 35 fortitude save. Failure indicates that they are destroyed utterly if they are large or smaller (this isn't a death effect so much as a "Reduced to a fine mist" effect), or take true damage equal to half of their remaining hit points if huge, a quarter if gargantuan or an eighth if colossal (before resolving damage from the weapon itself). True damage cannot be prevented, resisted or mitigated by any means. For example, an undamaged warhound titan struck by a dual turbo-laser destructor that fails the fortitude save takes 125 points of true damage, bypassing hardness, resistances, and any other clever way it can think of to reduce the damage. It then takes 30d6 points of regular damage.

    The plasma blastgun can either be fired four times, dealing 10d6 points of damage over a 35-ft-radius area, or fired once, dealing 30d6 points of damage over a 50-ft-radius area. Either way, treat it as a ranged splash weapon attack to see if it hits, ignoring armour and shield bonuses to armour class. Each creature in the area takes the whole damage but unless struck directly they can take a reflex save for half damage (DC 35)

    The inferno gun produces a 60-ft cone of flame which damages anything in the area (Reflex DC 35 half), but the cone needn't originate from the Warhound: it can originate from anywhere within 100 feet that the Warhound has line of effect to.

    Mind Impluse Unit
    The mind impulse unit allows the princeps to use his own base attack bonus and wisdom modifier in place of a base attack bonus and strength or dexterity modifier that the knight might have for determining its attack rolls, damage rolls, armour class, combat maneuver bonus and combat maneuver defence. Futher, if the titan charges, it can make an attack with all its ranged weapons before resolving the charge; if it makes a full attack, it can attack with any number of secondary and carapace weapons (though the warhound has none) and either a melee weapon or any number of ranged primary weapons.

    The challenge rating, armour class, attacks, combat maneuver bonus and combat maneuver defence given above assume that the creature using the mind impulse unit is indeed a princeps.

    If the princeps is somehow knocked out, the two sets of electronic controls can be used for driving the warhound and attacking with its feet, or using its weapons. The moderati are considered to have a profession (driver) check of +9; they can't use their base attack bonus or wisdom modifier for the knight's attacks and must rely on their driving skills.

    Explodes!!!!!
    When a warhound titan is destroyed, roll a d6. If the result is a 5 or a 6, the titan explodes, dealing 10d6 slashing, 10d6 fire and 10d6 force damage to each creature within 30 feet (reflex DC 30 half). The princeps and moderati get no save against this, but creatures on the feet or back of the titan do.

    Superheavy Walker
    Only an idiot or another creature of similar stature would stand in the way of a titan. It can run straight over huge or smaller creatures as part of its movement, though they are assumed to be able to get out of the way of its feet if it's not actually using the overrun action or kicking them. Further, it doesn't provoke attacks of opportunity for shooting in close combat, nor for leaving a large or smaller creature's threatened square.
    Last edited by Jormengand; 2018-01-03 at 10:34 PM.

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    THIS is a very good reason why the dragons suffered such a massive defeat in their war against the Mechanicus. This is such a powerful tool that I believe it would DEFINITELY have seen use back in the age where the precursors were fighting The Old Ones.

    Well done!

    Now I actually have to do my part and get those other vehicles partially statted. Then you can rip them up and make 'em better! XD
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    For when you really need to get rid of something:

    Reaver Battle Titan, CR 35, XP 52,428,800
    Colossal Land vehicle [Adeptus Mechanicus, Titan Legions]
    Squares 120 (50 ft. by 60 ft.; 75 feet high)

    DEFENSE

    AC 41, touch 25, FF 36 (-8 size, +16 armour, +12 deflect, +5 wis); Hardness 20
    hp 3000 (1500)
    Base Save +12
    Special The crew of a reaver have total cover.

    OFFENSE

    Maximum Speed 40 ft.; Acceleration 40 ft.
    Attack (Melee weapons): Titanic feet +30/+30/+30/+25/+25/+25/+20/+20/+20/+15/+15/+15 (6d20+5) or titan-grade power fist melee touch +30/+25/+20/+15 (40d6+5 and Destroyer DC 40)
    Attack (Ranged Arm Weapons): Gatling Blaster ranged splash +30/+30/+25/+25/+20/+20/+15/+15 (3d20) or melta cannon +30 ranged splash (2d%) or volcano cannon +30 ranged splash (2d% and Destroyer DC 40) or laser blaster ranged splash +30/+25/+20/+15 (30d6 and Destroyer DC 40)
    Attack (Carapace Weapons): Dual turbo-laser destructor +30/+25/+20/+15 ranged touch (30d6 and Destroyer DC 40) or plasma blastgun ranged splash/touch +30/+25/+20/+15 (10d6) or ranged splash/touch +30 (30d6) or inferno gun DC 40 (2d20) or vulcan mega-bolter ranged touch +30/+30/+30/+30/+30/+25/+25/+25/+25/+25/+20/+20/+20/+20/+20/+15/+15/+15/+15/+15 (6d6) or apocalypse missile launcher ranged splash +30/+30/+25/+25/+20/+20/+15/+15 or vortex missile +30 ranged splash (Destroyer automatic)
    CMB: +34; CMD 49

    DRIVE

    Propulsion Alchemical (12 squares of alchemical engine; hardness 12, hp 120)
    Driving Check Profession (driver)
    Forward Facing The titan's forward
    Driving Device Mind Impulse Unit or electronic controls
    Driving Space A single 5-ft.-by-5-ft. square that contains the Mind Impulse Unit, and a pair of 5-ft.-by-5-ft. squares containing driving controls and weapon controls.

    LOAD

    Crew 3 (Princeps and two moderati. However, the moderati are there as backups and are not needed for the titan to function.)
    Passengers One techpriest enginseer, who repairs the titan from within. (A Reaver titan is slanted, and the only spaces in which a creature can safely stay on top of the titan are prone directly under the carapace weapon on each side. Two creatures can do this safely if the weapon is a missile launcher or mega-bolter, but if it is some kind of energy weapon the weapon gets so hot that they take 2d6 points of damage each round in which the weapon fires.)

    Weapons
    The reaver has titanic feet, one carapace weapon and two other weapons.

    The weapons appearing on the warhound titan work exactly the same as on the warhound except that the save DCs are higher (see Battle Titan).

    The range increments are 100 feet for the gatling blaster and melta cannon, 120 for the laser blaster, 200 for the volcano cannon, 400 for the apocalypse missile launcher and 550 for the vortex missile launcher.

    Every single ranged weapon the reaver has that the warhound doesn't is a blast weapon like the plasma blastgun. The radius is 25 feet for the gatling blaster and laser blaster, 35 for the apocalypse missile launcher and volcano cannon, and 50 feet for the melta cannon and vortex missile. The DC for half damage is 40.

    The titan-grade power fist, volcano cannon and laser blaster destroy enemies just like the dual turbo-laser destructor. The vortex missile launcher destroys them automatically, without recourse or saves (though big enough creatures and objects are still not destroyed outright).

    The melta cannon does double damage against objects, and double damage against anything struck directly, therefore triple damage against objects struck directly (see the general multiplication rules).

    Battle Titan
    Any titan larger than a warhound has systems to ensure that the princeps' human fallibility is not responsible for a failure in combat. The titan gets a bonus to attack rolls, CMB and CMD, and the DCs of save DCs against flame, splash and destroyer attacks. For a reaver, the bonus is +5.

    Mind Impluse Unit
    The mind impulse unit allows the princeps to use his own base attack bonus and wisdom modifier in place of a base attack bonus and strength or dexterity modifier that the titan might have for determining its attack rolls, damage rolls, armour class, combat maneuver bonus and combat maneuver defence. Futher, if the titan charges, it can make an attack with all its ranged weapons before resolving the charge; if it makes a full attack, it can attack with any number of secondary and carapace weapons (though the warhound has none) and either a melee weapon or any number of ranged primary weapons.

    The challenge rating, armour class, attacks, combat maneuver bonus and combat maneuver defence given above assume that the creature using the mind impulse unit is indeed a princeps.

    If the princeps is somehow knocked out, the two sets of electronic controls can be used for driving the warhound and attacking with its feet, or using its weapons. The moderati are considered to have a profession (driver) check of +9; they can't use their base attack bonus or wisdom modifier for the knight's attacks and must rely on their driving skills.

    Explodes!!!!!!!
    When a reaver titan is destroyed, roll a d6. If the result is a 5 or a 6, the titan explodes, dealing 12d6 slashing, 12d6 fire and 12d6 force damage to each creature within 60 feet and destroying them as a destroyer weapon does (reflex DC 35 half, fortitude DC 35 vs Destroyer). The princeps and moderati get no save against this, but creatures on the feet or back of the titan do.

    Superheavy Walker
    Only an idiot or another creature of similar stature would stand in the way of a titan. It can run straight over huge or smaller creatures as part of its movement, though they are assumed to be able to get out of the way of its feet if it's not actually using the overrun action or kicking them. Further, it doesn't provoke attacks of opportunity for shooting in close combat, nor for leaving a large or smaller creature's threatened square.




    For when the emperor of mankind is not happy:

    Warlord Battle Titan, CR 40, XP 314,572,800
    Colossal Land vehicle [Adeptus Mechanicus, Titan Legions]
    Squares 168 (60 ft. by 70 ft.; 105 feet high)

    DEFENSE

    AC 47, touch 27, FF 42 (-8 size, +30 armour, +20 deflect, +5 wis); Hardness 30
    hp 4500 (2250)
    Base Save +15
    Special The crew of a warlord have total cover.

    OFFENSE

    Maximum Speed 40 ft.; Acceleration 40 ft.
    Attack (Melee weapons): Titanic feet +35/+35/+35/+30/+30/+30/+25/+25/+25/+20/+20/+20 (6d20+5) or arioch power claw melee touch +35/+30/+25/+20 (40d6+5 and Destroyer DC 40)
    Attack (Ranged Arm Weapons): Gatling blaster ranged splash +35/+35/+30/+30/+25/+25/+20/+20 (3d20) or melta cannon +35 ranged splash (2d%) or volcano cannon +35 ranged splash (2d% and Destroyer DC 45) or laser blaster ranged splash +35/+30/+25/+20 (30d6 and Destroyer DC 45) or plasma destructor ranged splash/touch +35/+35/+30/+30/+25/+25/+20/+20 (10d6) or ranged splash/touch +35/+30 (30d6) or quake cannon ranged splash +35/+30 (20d6)
    Attack (Carapace Weapons): Dual turbo-laser destructor +35/+30/+25/+20 ranged touch (30d6 and Destroyer DC 45) or plasma blastgun ranged splash/touch +35/+30/+25/+20 (10d6) or ranged splash/touch +35 (30d6) or inferno gun DC 45 (2d20) or vulcan mega-bolter ranged touch +35/+35/+35/+35/+35/+30/+30/+30/+30/+30/+25/+25/+25/+25/+25/+20/+20/+20/+20/+20/ (6d6) or apocalypse missile launcher ranged splash +35/+35/+30/+30/+25/+25/+20/+20 (2d20) or vortex missile +35 ranged splash (Destroyer automatic)
    CMB: +39; CMD 54

    DRIVE

    Propulsion Alchemical (20 squares of alchemical engine; hardness 15, hp 200)
    Driving Check Profession (driver)
    Forward Facing The titan's forward
    Driving Device Mind Impulse Unit or electronic controls
    Driving Space A single 5-ft.-by-5-ft. square that contains the Mind Impulse Unit, and a pair of 5-ft.-by-5-ft. squares containing driving controls and weapon controls.

    LOAD

    Crew 3 (Princeps and two moderati. However, the moderati are there as backups and are not needed for the titan to function.)
    Passengers One techpriest enginseer, who repairs the titan from within. (However, the warlord has 100 spaces on its back which are safe to stand on, at least as much as any location is safe in combat.)

    Weapons
    A warlord has titanic feet, two carapace weapons and two other weapons. The plasma destructor is just like a plasma blastgun except that it fires faster. The quake cannon has a range increment of 400 feet and after resolving its splash attack like any other titan splash weapon damages anything within 50 feet. Other weapons do exactly the same thing they did on the reaver except as noted above.

    Battle Titan
    Any titan larger than a warhound has systems to ensure that the princeps' human fallibility is not responsible for a failure in combat. The titan gets a bonus to attack rolls, CMB and CMD, and the DCs of save DCs against flame, splash and destroyer attacks. For a warlord, the bonus is +10.

    Mind Impluse Unit
    The mind impulse unit allows the princeps to use his own base attack bonus and wisdom modifier in place of a base attack bonus and strength or dexterity modifier that the titan might have for determining its attack rolls, damage rolls, armour class, combat maneuver bonus and combat maneuver defence. Futher, if the titan charges, it can make an attack with all its ranged weapons before resolving the charge; if it makes a full attack, it can attack with any number of secondary and carapace weapons (though the warhound has none) and either a melee weapon or any number of ranged primary weapons.

    The challenge rating, armour class, attacks, combat maneuver bonus and combat maneuver defence given above assume that the creature using the mind impulse unit is indeed a princeps.

    If the princeps is somehow knocked out, the two sets of electronic controls can be used for driving the warhound and attacking with its feet, or using its weapons. The moderati are considered to have a profession (driver) check of +9; they can't use their base attack bonus or wisdom modifier for the knight's attacks and must rely on their driving skills.

    Explodes!!!!!!!!!!
    When a warlord titan is destroyed, roll a d6. If the result is a 5 or a 6, the titan explodes, dealing 15d6 slashing, 15d6 fire and 15d6 force damage to each creature within 120 feet and destroying them as a destroyer weapon does (reflex DC 40 half, fortitude DC 40 vs Destroyer). The princeps and moderati get no save against this, but creatures on the feet or back of the titan do.

    Superheavy Walker
    Only an idiot or another creature of similar stature would stand in the way of a titan. It can run straight over huge or smaller creatures as part of its movement, though they are assumed to be able to get out of the way of its feet if it's not actually using the overrun action or kicking them. Further, it doesn't provoke attacks of opportunity for shooting in close combat, nor for leaving a large or smaller creature's threatened square.




    For when no-one should be happy any more:

    Emperor Battle Titan, CR 50, XP 10,066,329,600
    Colossal Land vehicle [Adeptus Mechanicus, Titan Legions]
    Squares 480 (100 ft. by 120 ft.; 250 feet high)

    DEFENSE

    AC 92, touch 42, FF 87 (-8 size, +50 armour, +35 deflect, +5 wis); Hardness 40
    hp 20,000 (10,000)
    Base Save +21
    Special The crew and passengers of an emperor have total cover.

    OFFENSE

    Maximum Speed 40 ft.; Acceleration 40 ft.
    Attack (Stomp): Cathedral +45/+40/+35/+30 (3d%+5)
    Attack (Arm Weapons): Plasma annihilator ranged splash/touch +45/+45/+45/+45/+40/+40/+40/+40/+35/+35/+35/+35/+30/+30/+30/+30 (10d6) or ranged splash/touch +45/+40/+35/+30 (30d6) or hellstorm cannon ranged splash/touch +45/+45/+40/+40/+35/+35/+30/+30 (20d6) or vengeance cannon ranged splash/touch +45/+45/+40/+40/+35/+35/+30/+30 or doomstrike missile launcher +45/+45/+45/+40/+40/+40/+35/+35/+35/+30/+30/+30 (20d6)
    Attack (Carapace Weapons): Gatling blaster ranged splash +45/+45/+40/+40/+35/+35/+30/+30 (3d20) or melta cannon +45 ranged splash (2d%) or volcano cannon +45 ranged splash (2d% and Destroyer DC 55) or laser blaster ranged splash +45/+40/+35/+30 (30d6 and Destroyer DC 55) or plasma destructor ranged splash/touch +45/+45/+40/+40/+35/+35/+30/+30 (10d6) or ranged splash/touch +45/+40 (30d6) or quake cannon ranged splash +45/+40 (20d6) or inferno gun DC 55 (2d20) or vulcan mega-bolter ranged touch +45/+45/+45/+45/+45/+40/+40/+40/+40/+40/+35/+35/+35/+35/+35/+30/+30/+30/+30/+30/ (6d6) or apocalypse missile launcher ranged splash +45/+45/+40/+40/+35/+35/+30/+30 (2d20) or vortex missile +45 ranged splash (Destroyer automatic)
    CMB: +49; CMD 64

    DRIVE

    Propulsion Alchemical (40 squares of alchemical engine; hardness 20, hp 400)
    Driving Check Profession (driver)
    Forward Facing The titan's forward
    Driving Device Mind Impulse Unit or electronic controls
    Driving Space A single 5-ft.-by-5-ft. square that contains the Mind Impulse Unit, and a pair of 5-ft.-by-5-ft. squares containing driving controls and weapon controls.

    LOAD

    Crew 3 (Princeps and two moderati. However, the moderati are there as backups and are not needed for the titan to function.)
    Passengers One techpriest enginseer, who repairs the titan from within. The emperor's feet are massive cathedrals to the god-emperor of mankind which hold up to 52 creatures in each; they share just three fire points to fire out of per foot: one forwards, one backwards, and one outwards. (The emperor's back houses another cathedral, and while this one is brimming with weapons there are plenty of places to hang on).

    Weapons
    The emperor has two arm weapons and six carapace weapons. It can absolutely take 6 vortex missiles. The emperor titan has no real close combat weapons, but that's cold comfort to anyone stomped underfoot by its massive cathedral-feet. They are so large that they strike a 25-foot area: the emperor makes an attack roll and each creature with the same or lower AC is struck (the rest presumably dodge out of the foot's way just in time, or are protected by powerful magics or a suit of terminator armour).

    All of the emperor titan's carapace weapons work like the warlord weapons except as noted above. The plasma annihilator is just a further faster-firing plasma destructor. The rest are blast weapons in the same way: the hellstorm cannon's range increment is 120 feet, the vengeance cannon's is 400 feet and the doomstrike missile launcher's is 750 feet, while their areas of effect are all 35 feet.

    Battle Titan
    Any titan larger than a warhound has systems to ensure that the princeps' human fallibility is not responsible for a failure in combat. The titan gets a bonus to attack rolls, CMB and CMD, and the DCs of save DCs against flame, splash and destroyer attacks. For an emperor, the bonus is +20.

    Mind Impluse Unit
    The mind impulse unit allows the princeps to use his own base attack bonus and wisdom modifier in place of a base attack bonus and strength or dexterity modifier that the titan might have for determining its attack rolls, damage rolls, armour class, combat maneuver bonus and combat maneuver defence. Futher, if the titan charges, it can make an attack with all its ranged weapons before resolving the charge; if it makes a full attack, it can attack with any number of secondary and carapace weapons (though the warhound has none) and either a melee weapon or any number of ranged primary weapons.

    The challenge rating, armour class, attacks, combat maneuver bonus and combat maneuver defence given above assume that the creature using the mind impulse unit is indeed a princeps.

    If the princeps is somehow knocked out, the two sets of electronic controls can be used for driving the warhound and attacking with its feet, or using its weapons. The moderati are considered to have a profession (driver) check of +9; they can't use their base attack bonus or wisdom modifier for the knight's attacks and must rely on their driving skills.

    EXPLODES!!!!!!!!!!!!!!!
    When an emperor titan is destroyed, roll a d6. If the result is a 5 or a 6, the titan explodes, dealing 25d6 slashing, 25d6 fire and 25d6 force damage to each creature within 240 feet and destroying them as a destroyer weapon does (reflex DC 50 half, fortitude DC 50 vs Destroyer). The princeps and moderati get no save against this, but creatures on the feet or back of the titan do.

    Superheavy Walker
    Only an idiot or another creature of similar stature would stand in the way of a titan. It can run straight over huge or smaller creatures as part of its movement, though they are assumed to be able to get out of the way of its feet if it's not actually using the overrun action or kicking them. Further, it doesn't provoke attacks of opportunity for shooting in close combat, nor for leaving a large or smaller creature's threatened square.
    Last edited by Jormengand; 2018-01-05 at 04:17 AM.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    *snickers*

    No wonder Warhammer 40K is so blithe about wasting life by the millions. Those stats are nuts.
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Launched from a mobile surface transporter the Termite is used to transport troops through the earth, safely hidden from incoming enemy fire. In addition to providing greater protection for its passengers, the Termite's tunneling ability means they are often used for launching surprise attacks, appearing behind enemy lines and causing chaos amongst their unsuspecting foes. The Termite has a transport capacity of around ten individuals and is often armed with 2 Heavy Bolters which it can fire as it breaches the surface. Once a Termite has surfaced and dispatched its payload it is essentially immobilized. The Termite's surface transport vehicle is un-armed.

    Termite
    Huge Vehicle
    Size: 12 squares, plus 4 squares for breaching drill
    Special rules/Notes: This requires a surface based transport vehicle platform to launch from.

    DEFENSE:
    AC: 3; Hardness: 10
    HP: 200
    Base Save: +3

    OFFENSE:
    Maximum Speed: 0 above land movement, burrow 60' ; Acceleration: 10'
    Weapons: Two Automated, Mounted Heavy Bolters +4/+4 (2d10)
    CMB: +4 (size); CMD: 14
    Ramming Damage: 10d10

    STATISTICS:
    Propulsion: Technological
    Driving Check: DC 15
    Steering: Profession (Pilot) or Knowledge (engineering) at +10 to the DC
    Forward Facing: Engine Front
    Driving Device: Control panel (break DC 18)
    Driving Space: 1 square around the Control panel
    Means of Propulsion: Phase Field Generator
    Crew: 1 pilot
    Decks: 1
    Cargo: 5,500 lbs, 10 passengers

    Special:

    Breaching drill: The massive rotating drillhead is tipped with adamantine and used to tunnel through difficult stone and harder material barriers. A creature caught in the path of this special tool takes ramming damage (reflex DC 15 1/2 dmg).

    Phase-field generator: This technology mimics the the movements of a caterpillar but instead of extending its metal body back and forth, the phase generator pushes the earth around it with its technological field. This allows it to drag the bulk of its mass through the tunnel created by the breaching drill.

    Explodes!: When the Termite is destroyed, roll a d6. If the result is 6, the termite explodes, dealing 3d6 fire, 3d6 slashing and 3d6 force damage to each creature within 15 feet (reflex half). The crew and passengers get no reflex save to reduce the damage; a creature standing next to the termite does.

    OKAY! I finally got a sit down and looked about the net for useful rules. This is my draft for the Termite, smallest of the underground troop transports of the Mechanicum. Tear it apart and work your magic! I'm sure I butchered a lot of it so change whatever doesn't work.
    Last edited by Hazeeb; 2018-01-15 at 05:21 AM.
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    "The crew get no reflex save to reduce the damage; a creature standing next or within to the mole does not."

    That's kinda confusing wording.

    "is often armed with heavy weapons such as 1 Lascannons and 2 Heavy Bolters which it can fire as it breaches the surface"
    "Laspistol +3 (2d6)"

    ???

    I can't think of anything else obvious that's a problem though.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Good catch. Fixed those items.
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Quote Originally Posted by Jormengand View Post
    Two Cognis Lascannons +4/+4 (20d6+3)

    Trench Warfare
    A sydonian ballistarius trains specifically to use the type of ranged weapon he's equipped with, which is responsible for the +3 damage bonus (the damage bonus is dexterity-based). He also gets an additional +2 bonus to AC from cover, in addition to the normal AC bonus of that cover.
    Quote Originally Posted by Hazeeb View Post
    Lascannon +3 (2d6)
    I think you're maybe missing a 0 somewhere.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Probably right. I'll adjust that. However, these don't have the same room to maneuver as an open air turret. They are tucked away and pop out when the termite breaches. Should they be less powerful versions?

    I removed the Lascanons entirely. The transport should not be more powerful than its payload. Just two heavy bolters is enough IMO.
    Last edited by Hazeeb; 2018-01-15 at 05:21 AM.
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    So as far as I know the concept of the Emperor Battle Titan if that you do not survive if you get within its range?
    How is it meaningfully different from the lower lever titans?
    Also the titans go all rocket tag on each other I mean: initiative is that makes one titan or another win.(unless it is very very different cr titans but for example the reaver and the emperor kills each other with ease(vortex missiles))

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Destroyer weapons including vortex missiles aren't enough to destroy very big creatures or objects outright.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    So did this meet the quality mark? If it did then I can work on the next two sizes larger pretty easily but I figure you'd have a lot more corrections. I wrote it out as a rough draft to make things easier to rip apart.
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    I generally recommend giving any weapon that's essentially a machinegun - like a heavy bolter or heavy stubber - multiple shots - I'm not sure if the +4/+4 is meant to be per heavy bolter but I've written the attack routine for the pair where there are two weapons of the same type.

    Otherwise it looks fine, yeah.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    So with the way its written currently it would be four attacks in a round, 2 per weapon. Do i need to write it out as +4/+4/+4/+4 ?
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Quote Originally Posted by Hazeeb View Post
    So with the way its written currently it would be four attacks in a round, 2 per weapon. Do i need to write it out as +4/+4/+4/+4 ?
    I wasn't sure, but it seems you've written it out correctly (for example, see the horse's hooves are +0, not +0/+0). I'll go back and change the ones where I've made mistakes.

    So your way is correct, sorry.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Pshhhh! Are you kidding? If anything I'm learning how to do this just by seeing your work.
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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Quote Originally Posted by Hazeeb View Post
    Pshhhh! Are you kidding? If anything I'm learning how to do this just by seeing your work.


    Then again, maybe it's not surprising that I'm good at doing my job (well, "Job"), but thanks. I appreciate your faith in my abilities.

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    Default Re: Homebrew / stat help: Help me stat the Skitarii from Warhammer 40K, more to come.

    Larger than the Termite but smaller then a Hellbore, the Mole is used to transport troops through the earth, safely hidden from incoming enemy fire. In addition to providing greater protection for its passengers, the Mole's tunneling ability means they are often used for launching surprise attacks, appearing behind enemy lines and causing chaos amongst their unsuspecting foes. The Mole has a transport capacity of around twenty individuals and can be configured to take larger sized creatures and some specialized equipment as well. The Mole is often armed with Heavy Bolters which it can fire as it breaches the surface. Once a Mole has surfaced and dispatched its payload it is essentially immobilized. The Mole's surface transport vehicle is un-armed.

    Mole
    Gargantuan Vehicle
    Size: 22 squares long X 2 squares wide X 3 squares tall, plus 4x2x2 squares for breaching drill
    Special rules/Notes: This requires a surface based transport vehicle platform to launch from.

    DEFENSE:
    AC: 5; Hardness: 10
    HP: 350
    Base Save: +5

    OFFENSE:
    Maximum Speed: 0 above land movement, burrow 60' ; Acceleration: 10'
    Weapons: Three Mounted Heavy Bolters +4/+4/+4 (2d10)
    CMB: +4 (size); CMD: 14
    Ramming Damage: 15d10

    STATISTICS:
    Propulsion: Technological
    Driving Check: DC 15
    Steering: Profession (Pilot) or Knowledge (engineering) at +12 to the DC
    Forward Facing: Engine Front
    Driving Device: Control panel (break DC 18)
    Driving Space: 1 square around the Control panel
    Means of Propulsion: Phase Field Generator
    Crew: 1 pilot
    Decks: 1
    Cargo: 10,500 lbs, 20 passengers

    Special:

    Breaching drill: The massive rotating drillhead is tipped with adamantine and used to tunnel through difficult stone and harder material barriers. A creature caught in the path of this special tool takes ramming damage (reflex DC 15 1/2 dmg).

    Phase-field generator: This technology mimics the the movements of a caterpillar but instead of extending its metal body back and forth, the phase generator pushes the earth around it with its technological field. This allows it to drag the bulk of its mass through the tunnel created by the breaching drill.

    Explodes!: When the Mole is destroyed, roll a d6. If the result is 6, the Mole explodes, dealing 5d6 fire, 5d6 slashing and 5d6 force damage to each creature within 15 feet (reflex half). The crew and passengers get no reflex save to reduce the damage; a creature standing next to the termite does.




    Largest of the tunneling vehicles, the Hellbore accomplished the same task as its smaller brethren. The Hellbore has a transport capacity of around thirty to forty individuals and can transport the largest specialized troops and equipment, and can be further modified by removing the ceiling of its second deck for even larger transport needs. Unlike the Termite and Mole, the Hellbore is armed with two Cognis Lascannons for protection. From time to time the Hellbore's powerful drill is used as an above ground breaching device against fortified positions. Such a task is often effective but puts the crew in danger as it is very easy to attack and damage. Once a Hellbore has surfaced and dispatched its payload it is essentially immobilized. The Hellbore's surface transport vehicle is un-armed.

    Hellbore
    Gargantuan Vehicle
    Size: 22 squares long X 4 squares wide X 4 squares tall, plus 6x4x4 squares for breaching drill
    Special rules/Notes: This requires a surface based transport vehicle platform to launch from.

    DEFENSE:
    AC: 6; Hardness: 10
    HP: 500
    Base Save: +5

    OFFENSE:
    Maximum Speed: 0 above land movement, burrow 60' ; Acceleration: 10'
    Weapons: Two Cognis Lascannons +4/+4 (20d6)
    CMB: +4 (size); CMD: 14
    Ramming Damage: 20d10

    STATISTICS:
    Propulsion: Technological
    Driving Check: DC 15
    Steering: Profession (Pilot) or Knowledge (engineering) at +12 to the DC
    Forward Facing: Engine Front
    Driving Device: Control panel (break DC 18)
    Driving Space: 2 square around the Control panel
    Means of Propulsion: Phase Field Generator
    Crew: 2 pilot
    Decks: 2
    Cargo: 20,500 lbs, 30 passengers

    Special:

    Breaching drill: The massive rotating drillhead is tipped with adamantine and used to tunnel through difficult stone and harder material barriers. A creature caught in the path of this special tool takes ramming damage (reflex DC 15 1/2 dmg).

    Phase-field generator: This technology mimics the the movements of a caterpillar but instead of extending its metal body back and forth, the phase generator pushes the earth around it with its technological field. This allows it to drag the bulk of its mass through the tunnel created by the breaching drill.

    Explodes!: When the Hellbore is destroyed, roll a d6. If the result is 6, the Hellbore explodes, dealing 8d6 fire, 8d6 slashing and 8d6 force damage to each creature within 15 feet (reflex half). The crew and passengers get no reflex save to reduce the damage; a creature standing next to the Hellbore does.

    This felt like a pretty easy upgrade but I'm iffy on the size differences between the three vehicles.
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