Mech Workshop
Size rules switch only within ±2 ft of an average (Medium 7.5, Large 12.5, Huge 16.5, Gargantuan 22 ft).
Lowering CON, STR or DEX, or shrinking the frame, automatically lowers anything over its limit and refunds the RP.
- Extraneous
- Extraneous
- Ambulatory
- Ambulatory
A Mech needs at least 2 Ambulatory limbs (a pair) to have a Walking Speed. Versatile: a limb that is both Ambulatory and Extraneous, or a mobility limb that can also hold Modules. Costs 5 RP plus half that pair's speed price (Ambulatory/Extraneous 5, Swim/Climb 7, Fly 10, Burrow 15).
Medium Stock Mech (HR0)
Medium · HR0 · StockTotal RP 0 / 12 (Frame 0 · Equipped Modules 0)
Hover or tap a highlighted section for its Armor Class and Hit Points.
Multiattack. 1 Rend attack.
Rend. +2 to hit, reach 5 ft., 2d6 +0 Bludgeoning.
Str +2, Dex +2, Con +2
Weapon Save DC 10 (Finesse 10)
Core Link DC 10
- AC 19, 15 HP
- AC 19, 7 HP
- AC 19, 7 HP
- AC 19, 7 HP
- AC 19, 7 HP
Stat block
Medium Stock Mech (HR0)
Medium Mech (Power Armor), Stock chassis, Hazard Rating 0
Armor Class 14
Hit Points 30
Speed 30 ft.
Reach 5 ft.
STR 10 (+0) DEX 10 (+0) CON 10 (+0)
Saving Throws Str +2, Dex +2, Con +2
Weapon Save DC 10 (Finesse 10)
Core Link DC 10 (Core Link weapons, riders and Modules)
Damage Reduction 0 (not applied to the Cockpit or to Temporary Hit Points)
Damage Immunities Poison, Psychic
Condition Immunities Poisoned, Unconscious, Incapacitated, Stunned, Paralyzed, Petrified
Power Core 12 PCC
Drain 1 PCC/h
Module Slots 3
Maximum Pilot Size Medium
Multiattack. The Mech makes 1 Rend attack.
Rend. Melee Attack Roll: +2, reach 5 ft. Hit: 2d6 +0 Bludgeoning damage.
Targetable Points
Cockpit. AC 19, 15 Hit Points.
Left Arm. AC 19, 7 Hit Points.
Right Arm. AC 19, 7 Hit Points.
Left Leg. AC 19, 7 Hit Points.
Right Leg. AC 19, 7 Hit Points.