Take-over. If the pilots are dead or otherwise inable to pilot the walker. Anyone can pilot it as long as they speak dwarvish.
Walker pilot: The warforged walker can only move and use the stomp action, when there's a pilot present. The pilot is incapasitated while using the warforged walker. The pilot has high cover.
Walker Gunner. The warforged walker can only use it's ranged attacks, when there's a gunner present. The Gunner is incapasitated while using the warforged walker. The gunner has half cover.
Multi attack: The warforged walker makes up to 2 attacks per turn, tho only 2 defferent attacks.
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (3d6 + 3) bludgeoning damage.
Automated crossbow. RangedWeapon Attack: +3 to hit, range 60/150 ft., 3 target. Hit: 5 (1d4+ 3) piercing damage.
Frost gun. When attacked the warforged walker has an automatic response mechanism. It casts ray of frost at the attacker. Spell dc is 12 dex save. On a failed save take 1d8 frost damage and -10 ft movement speed on the following turn. on a succesful one avoid the attack.
Description
This warforged walker is a tank for the warforged, which they can use to cut through enemy infantry. It's made of metal giving it it's many resistances and high AC. The walker itself isn't sentient. It's a big mech of 15ft high. Between it's two 10ft legs, which can be climbed with a succesfull dc 17 acrobathics check, hangs a mounted wand gun. This wand can cast exclisively ray of frost, with a dc 12 dex save and can be loted after the fight if not destroyed. On top the gunner uses a top mounted automatic crossbow, which can be looted if not destroyed during the fight. The crossbow sacrifises damage for rapid fire and can fire 3 bolts per turn before needing a reload.
The idea is based of the star-wars imperial walkers.
Previous Versions
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4/27/2021 6:20:15 PM
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Coming Soon
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