Buster MW-10 Ride Armor (3.5e Monster)
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|Buster MW-10 Ride Armor|
|Size/Type:||Large Construct (Bot, Vehicle)|
|Hit Dice:||4d10+30 (52 hp)|
|Armor Class:||17 (+8 natural, -1 size), touch 9, flat-footed 17|
|Attack:||Slam +7 melee (1d6+5, 20/x2)|
|Full Attack:||Two Slams +7 melee (1d6+5, 20/x2)|
|Space/Reach:||10 ft/5 ft|
|Special Qualities:||Bot Traits, Cockpit, Construct Traits, Darkvision 60 ft, DR 3/adamantine, Limb Augments, Low-Light Vision, Programming, System Augments|
|Saves:||Fort +1, Ref +1, Will +1|
|Abilities:||Str 20, Dex 10, Con -, Int -, Wis 10, Cha 1|
|Alignment:||Always True Neutral|
|Advancement:||5-8 HD (Large)|
This walking mecha has no head, instead bearing an open-air seat to control. The stubby arms are easily replaced with all sorts of add-ons.
An early product of the mad scientist Bianca, the Buster MW-10 Ride Armor turned out to be more than an amusing side project and ended up being a functional exoskeleton for construction, or riding mount for fun and profit in hazardous situations. It is effectively a humanoid walker with no head, and its torso carved out for seating and controls. It has a pair of stubby humanoid arms and can be outfitted with various augmentations. Many come with creature comforts one might expect from an open-top convertible car.
Ride armors have the carrying capacity of a quadruped of their size. They do not speak, and are piloted by people. Most come with a pair of headlights (treat as a hooden latern with unlimited fuel, as long as the machine is powered on).
Carrying Capacity: A light load for the ride armor is up to 400 pounds; a medium load, 401–800 pounds; and a heavy load, 801–1200 pounds. The ride armor can drag 6,000 pounds.
Without a pilot, ride armor is little more than a helpless vehicle. Its still in battle entirely depends on the user. Ride armor usually requires fuel, with some being run on gasoline or electricity and other more futuristic models running on fusion or even magic. It has about the same maintenance requirements of a car.
Piloting requires constant focus, thus the ride armor can take no actions on its own without the piloting expending their standard and move actions to do the same. In this respect they are inferior to proper mounts, offering no advantage in action economy and instead simply providing minor protection, slam attacks, and larger size. Ride armor can be enhanced or modified as if it were heavy armor, though it does not require heavy armor proficiency and any changes to AC apply to the ride armor, not the user.
Cockpit: The ride armor is an open-air cockpit, and thus the user is exposed just as much as they would be riding a horse. They may use Ride checks, treating it as a mount, but never need ride checks to control the ride armor itself. When piloted, ride armor uses its own saves and skill ranks or that of the user, whichever is larger. It also uses the Dexterity of its user for ranged attack rolls, if higher. Most ride armors require a key, a power button, or other identifying function or tool to start and stop.
Limb Augments: By default the ride armor comes with two stubby but effective arms that can deliver slam attacks. Due to their short range it is treated as a Large (long) creature. It can wield Large weapons, or make two slam attacks. These arms can be removed by optional arm attachments at cost, as seen below. Attaching or removing the arms takes 10 minutes with the proper tools or assistance, or 1 hour without.
Energy Beams: This replaces the arms with a pair of Large laser guns, and grants the rider the proficiency to use them, and the effect of Two-Weapon Fighting, but only with these laser guns. They are enhanced as normal. Additional cost +11,000 gp.
Fan Blowers: This replaces the arms with a pair of giant air blowing devices like leaf blowers. They generate a 10 ft wide version of gust of wind. The saving throw is based on the user's Dexterity modifier + 12. It can also bull rush creatures up to 30 ft away without provoking attacks of opportunity, and without needing to move with the creature. It gains a +4 bonus on this check, and may use either its Strength modifier or the user's Dexterity modifier. They are quite noisy. Additional cost +5000 gp.
Jet Nacelles: This replaces the arms with a pair of jet engines that allow both hovering (as if perfect maneuverability) and flight. The ride armor grants a fly speed of 60 ft (average). It can use the effect of both burning hands and gust bellow at will, CL 5th, by directing its engine blast offensively. The saving throws are based off the rider's Dexterity modifier + DC 11. They are quite noisy. Additional cost +16,000 gp.
Missile Batteries: This replaces the arms with boxy missile batteries. They are effectively extraordinary wands of magic missile with the pair having a total 50 charges, and dealing simultaneous bludgeoning, piercing, slashing, and fire damage instead of force damage. Additional cost equal to cost of equivalent wand of magic missiles at equivalent caster level.
Spike Fists: This replaces the arms with spiked boxy fists. The arms can no longer hold objects, but now deal damage a size larger and deal piercing damage. In addition it can stick to walls easily, granting a climb speed of 20 ft. If charging, it deals double damage as if charging with a lance. Additional cost +3300 gp.
Water Jets: This replaces the arms with a pair of water props for underwater adventurers. The ride armor grants a swim speed of 60 ft, though without the force cockpit augment the user is exposed to the elements. It has no attacks, but is surprisingly quiet while in use. Additional cost +2700 gp.
Programming: The ride armor is incapable of most functions without a pilot. It possesses the following programs on its own: Calculate, Identify Creature, and Identify Object. While piloted it can perform any action the user is capable of performing, using the users actions to do so.
System Augments: By default the ride armor does not come with any system augments, but it may obtain some at cost. Attaching or removing the augments takes 10 minutes with the proper tools or assistance, or 1 hour without. It can one of each augment, as long as the augments do not interfere with each other.
Autopilot: The ride armor gains dim awareness, gaining the communication, reposition, and self-preservation programs. It is capable of repositioning on its own, allowing the user to conserve their move actions (though they must still expend actions for abilities other than movement). Additional cost +7500 gp.
Backpack: The ride armor gains a back cart capable to storing items as a pack saddle. Alternatively it can be used to hold a second rider. Additional cost +300 gp.
Dash Wheels: The ride armor gains wheels, giving it a +10 bonus on its land speed. It can enter vehicle mode as a move action, allowing it to travel like a Thrun-2014 Autonomous Car with a movement speed of 90 ft (average) and the Wheeled Vehicles ability. If it has the Autopilot system augment it can be given a long distance destination and drive there. Additional cost +2000 gp.
Force Cockpit: The ride armor gains a cockpit made out of energy, protecting its users as long as the energy holds. This grants the user a shield with hardness 1 and 15 hp. [Light] effects pass right through it. It recovers all of its hit points after being undamaged for 1 minute. While the shield holds it is airtight, with recycled air within, protecting the user from harmful gases, being underwater, or in a vacuum. Additional cost +4500 gp.
Stability Jacks: The ride armor can stab pitons into the ground to increase stability as a move action. While extended the ride armor cannot move, but gains a +20 stability bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If climbing, it can let go with its hands and remain in place on the wall. Additional cost +1500 gp.
Super Change: The ride armor gains a supernatural crystal on its chest which stores additional limbs (see limb augments) and can switch them out as a 1 round action that does not provoke attacks of opportunities. During the transformation, you are treated as taking total defense from the protective energies around you. You can store up to four different spare limb types within the crystal, though you still need to buy the limbs. Transforming is a supernatural ability, and crafting this requires Craft Wondrous Item. Additional cost +6000 gp.
Super Jump: The ride armor can both make and survive great jumps. It is always treated as having a running start with jump checks, and gains a +8 bonus on all jump checks. It also automatically halves all fall damage and ignores the first 20 ft of a fall. If it makes a jump check as a 1 round action that provokes attacks of opportunity, its bonus to jump checks rises to +30. Additional cost +2500 gp.
Buster MW-10 Ride Armors are build out of a composite of many different metals, plastics, and alloys which must be processed in a factory. In addition its computer core requires special components and programming. The cost of the base material components are worth 800 gp.