Fatman MS-08 Power Armor (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Author: Eiji-kun (talk)
Date Created: 8-25-15
Status: Complete
Editing: Clarity edits only please
Rate this article
Discuss this article

Fatman MS-08 Power Armor
Size/Type: Large Construct (Vehicle)
Hit Dice: 12d10+36 (102 hp)
Initiative: +4*
Speed: 30 ft
Armor Class: 25 (+12 armor, +4 dex, -1 size), touch 13, flat-footed 21
Base Attack/Grapple: +9*/+21*
Attack: Slam +16 melee (1d6+8, 20/x2) or Hardlight Longsword +16 melee (1d8+8, 19-20/x2) or Battle Rifle +12 ranged (1d10+4, 20/x3)
Full Attack: Two Slams +16 melee (1d6+8, 20/x2) and Hardlight Longsword +16/+11 melee (1d8+8, 19-20/x2) and Battle Rifle +12/+7 ranged (1d10+4, 20/x3)
Space/Reach: 10 ft/10 ft
Special Attacks: -
Special Qualities: Auto Assist, Closed System, Construct Traits, Darkvision 60 ft, Death Throes, DR 10/adamantine, Durable Construction, Hardpoints, Low-Light Vision, Reinforced Plating +3, Resist Cold/Fire 10, SR 22
Saves: Fort +7*, Ref +8*, Will +4*
Abilities: Str 27, Dex 19, Con -, Int -*, Wis -*, Cha -*
Skills: -*
Feats: -*
Environment: Any
Organization: Solitary, Pair, or Convoy (3-9)
Challenge Rating: 8, or as pilot +3 (whichever is higher)
Treasure: Standard
Alignment: Always True Neutral, or as pilot
Advancement: 13-24 HD (Large)
Level Adjustment:

  • As pilot, if better.

Lined up in formation were a series of heavy armor mechanized infantry. Their round bodies may look absurd, but few things were as protective and versatile as the "Fatman".

Developed by Zako Industrial Company specifically for military purposes, the MS-08 Power Armor, nicknamed the Fatman for its rotund appearance, filled in the role of heavy infantry, somewhere between the soldier on the battlefield and large tanks and equipment. Build for multirole deployment and rapid alterations to new tasks, it dominates the battlefields of certain advanced military forces.

The Fatman's body is dominated by a large round body which serves as the cockpit, its head a dome merged with the body and equipped with an intimidating swiveling mono-eye optic. From its shoulders project cylindrical pylons which hardpoints are attached to, allowing it to equip arms, build-in weaponry, or utility items such as jetpacks and storage containers. On its lower half, built into a swiveling hip base, leg units are typically attached with the default legs bearing soft hooves that conceal spherical rollers for high speed wheeled movement and rapid strafing capabilities.

The Fatman is designed for Medium sized creatures, though some have been retrofitted for small creatures, or even built in other sizes. Pilots sit in a small but protected padded chair within, and can pop off the domed helmet for direct visual feed in case of emergency. The Fatman has been known to have hosted many types of engines to power it during its many runs, but the latest model uses a 50 pack cluster of energy cells (for 1 hour of operation per cell) or fusion cells which run them effectively forever.


Combat abilities depend largely on both the skill and ability of the pilot, the equipment layout it has been given, and the nature of the mission. The above default Fatman has been equipped with two arms, a battle rifle, and a hardlight longsword as its default equipment.

Activating a Fatman requires a DC 20 Knowledge Xeno or Program check.

Auto Assist (Ex): The Fatman's computer systems are designed to assist the pilot during operation. As a free action once per round, the suit itself automatically aids another the pilot on whatever task they attempt, granting a +2 bonus. In addition, it allows them proficiency in all weapons and shields, even exotic ones. If the pilot is already proficient, they gain a +1 circumstance bonus on attack rolls. Lastly, the pilot may use their own Dexterity or Wisdom scores for the purpose of ranged attack and damage rolls (when applicable), or the Fatman's scores, whichever are better.

Closed System (Ex): As long as the suit is completely enclosed, line of effect to the pilot is broken (and vice versa). Those wearing the suit experience an 80% arcane spell failure, as there is not much room to move. Still, they can buff themselves and the Fatman they are wearing if they are able to cast. They can communicate with those on the outside via speakers, and radio.

The Fatman keeps the pilot in an enclosed system, providing the pilot with the benefits of endure elements and fresh air. It can refresh the air in the cockpit for up to 8 hours before needing to access external air sources, or 24 hours if no stressful actions are taken by the pilot.

Death Throes (Ex): As a standard action the Fatman can be set up to self destruct into a fireball (DC 19), destroying the suit utterly, with a delay of up to 5 minutes. The death throes effect also takes place as a non-action if the suit is destroyed (but see Durable Construction). A pilot in an exploding Fatman can attempt to escape the suit with a DC 19 Reflex save, allowing them to move up to their move speed out of their suit and take half damage. The save DC is Constitution based.

Durable Construction (Ex): The Fatman is a very durable beast. Though it is rendered inert at 0 hp and below, it is not destroyed until it reaches -10 minus its HD in damage (so -22 with the example Fatman). Inert Fatman units can still be repaired and brought back online. A Knowledge Xeno or Program check is required to bring the suit back into working order once it rises to positive hit points.

Hardpoints (Ex): The Fatman's shoulders are equipped with several hardpoints which arms, weapons, or even equipment such as jet packs, survival equipment, or even for mounting on another larger vehicle. A great variety of equipment modules and attachments for the standard Fatman are being produced, allowing the Fatman to be one of the most vesitile pieces of equipment on the battlefield. See the Customization section (below) for more information.

Reinforced Plating (Ex): The Fatman's military grade armor plating gives it many advantages. The Fatman's +3 reinforced plating bonus acts as a substitute Constitution modifier with respect to its hit points per HD, its Constitution-based special attack save DCs and its Fortitude saves.


Due to its standardized frame and ease of retrofitting, the Fatman has become highly sought after for its versatility. With a quick maintenance cycle, the suit may be equipped with different equipment, and even the bodywork that covers it can be replaced very quickly in case of damage or repurposing.

A Fatman has one Leg slot and six Hardpoints slots. Each custom component has an additional price over the base cost of the unit. Changing a hardpoint takes a DC 15 Craft or Knowledge Engineering or Xeno check, and 1d4 rounds. Disconnecting a hardpoint item (or attaching an inactivated hardpoint item) is a move action.


  • Aquatic Jets: The Fatman's legs are replaced by water jets which only function under or on the surface of the water, granting it a swim speed equal to twice its land speed. Its land speed is reduced to 5 ft.
Price Adjustment: +500 gp.
  • Hoverdisc: The Fatman's lower half is replaced with a flying saucer-esque floating platform which gives it flight, but is costly to maintain. It gains twice its land speed as a hover speed (perfect), and a fly speed equal to the same amount (perfect). It can hover with no problems, but each round of flight consumes 1 energy cell. Increase the CR by +1.
Price Adjustment: +2000 gp.
  • Roller Legs: The standard legs for the Fatman, they end in soft flexible hooves that conceal roller balls that act as omnidirectional wheels. In addition to its normal land speed it can enter (or exit) wheeled mode as a swift action. In wheeled mode it can move up to twice its normal movement speed, but has a average maneuverability as if it was a fly speed. On smooth, road-like surfaces the speed becomes triple normal movement speed.
Price Adjustment: +0 gp.
  • Space Jets: The Fatman's legs are replaced with a platform designed for short range movement in space. It gains a fly speed (perfect) equal to its land speed, and can multiply its speed almost indefinitely each round it travels in the same direction. This fly speed only functions in the void of space, in any significant gravity well or atmosphere the jets are only strong enough to produce a feather fall effect. The jets are efficient enough to not run out of fuel for a long time. Its land speed is reduced to 5 ft.
Price Adjustment: +1000 gp.
  • Tank Treads: Very stable compared to the roller legs, the tank treads are incapable of making jump checks and they have a land speed of 50 ft, with average maneuverability as if it were a fly speed. The Fatman gains a +8 stability bonus (as per the dwarf ability).
Price Adjustment: +500 gp.


  • Arms: The default and most common attachment, a hardpoint is occupied by a medium sized servo arm with all the manipulation of a normal arm. Though built to extend for its full 10 ft reach, it is small compared to the rest of the suit and carries and wields weapons and shields one size smaller (Medium). Though a suit can carry up to 6 arms, it can only make as many attacks as the pilot is capable of without taking penalties for multiweapon fighting.
Price Adjustment: +500 gp.
  • Auto Repair Unit: A dome shaped droid on its own, the auto-repair unit fixes damage on the go in the middle of combat. It grants the Fatman fast healing 4 for every unit installed. Auto repair units lay on the back and consume two hardpoints.
Price Adjustment: +3000 gp.
  • Booster Jets: The Fatman gains powerful jets which duplicate the effect of rocket boots, using its energy cells as F.U.E.L. In the case of fusion cells, it can use up to 10 effective points of F.U.E.L. with otherwise unlimited supply. Booster jets lay on the back and consume two hardpoints.
Price Adjustment: +1000 gp.
  • In-Built Weaponry: The Fatman is able to carry one-handed and light weapons of its size (Large) on a dedicated hardpoint, which renders it both immune to being disarmed but also unable to easily switch weapons without removing the hardpoint. Ranged weapons used like this have no penalty for firing one-handed (when applicable) and automatically reload themselves without need for extra hands. In addition if two hardpoints are used Large two-handed weapons or Huge one-handed weapons can be used without penalty, as well as Large sized (10x10) or less siege weapons, such as some ballista.
Price Adjustment: +300 gp plus weapon cost.
  • Jetpack: The Fatman is able to equip a jetpack, with no Profession check required to use and consuming energy cells in place of F.U.E.L. (or running without limit with fusion cells). It cannot be targeted as a seperate object to the Fatman. Jetpacks lay on the back and consume two hardpoints. Increase the CR by +1.
Price Adjustment: +3000 gp.
  • Radar Dish: The Fatman can acquire a radar dish which not only allows for long range radio signals to anyone on the planet (provided they have a radio), but also grants them immediate short term benefits. They have blindsense out to 120 ft and blindsight out to 30 ft. Radar dishes lay on the back and consume two hardpoints. Increase the CR by +1.
Price Adjustment: +4000 gp.
  • Rocket Pod: The Fatman can obtain a rocket pod which fires non-tracking explosives. Treat it as if the Fatman had fireball at will as an extraordinary ability, DC 10 + 1/2 HD + Dexterity or Wisdom modifier. However, it only has enough ammunition to fire 5 times before being empty. Increase the CR by +1.
Price Adjustment: +2000 gp.
  • Seeker Missile Pod: The Fatman can obtain a set of creature seeking micro-missiles. Treat it as if the Fatman had magic missile at will as an extraordinary ability, except the missiles deal bludgeoning, piercing, slashing, and fire damage equally (so you would need to be resistant to all of those damages for damage reduction or resistance to apply, take lowest). It only has enough ammunition to fire 10 times before being empty.
Price Adjustment: +2000 gp.
  • Shield Generator: The Fatman can generate a standard shield as a supernatural ability. It grants no deflection bonus, but may be enhanced as a ring of protection to add one. Shields fully recharge after being down for 1 minute. Shield generators lay on the back and consume two hardpoints. Increase the CR by +1.
Price Adjustment: +3000 gp.
  • Storage Unit: The Fatman benefits from a military backpack, which is armored to resist damage of its contents and automated to allow quick retrieval of items. Drawing or storing items from a storage unit is a free action at all times. Like the normal military backpack it increases AC by +1.
Price Adjustment: +750 gp.


Fatman MS-08 Power 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 2600 gp.

Assembling the body requires a DC 23 Craft (technology) check, a DC 23 Knowledge Engineering, or a DC 23 Knowledge Xeno check.

CL 10th; Craft Construct, lesser geas, secret chest; Price 16,000 gp plus cost of hardpoints; Cost 6,700 gp + 640 XP.

Back to Main Page3.5e HomebrewMonsters

Eiji-kun's Homebrew (5343 Articles)
AlignmentAlways True Neutral, or as pilot +
AuthorEiji-kun +
Challenge Rating8 + and as pilot +3 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
SubtypeVehicle +
TitleFatman MS-08 Power Armor +
TypeConstruct +