Wolfclan CW-2945 Warmech (3.5e Monster)
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|Wolfclan CW-2945 Warmech|
|Size/Type:||Gargantuan Construct (Vehicle)|
|Hit Dice:||21d10+102 (217 hp)|
|Armor Class:||28 (+11 armor, +11 deflection, -4 size), touch 17, flat-footed 17|
|Attack:||Laser +11 ranged touch (28d6, 20/x2) or Vulcans +11 ranged (4d6, 20/x2) or Stomp +21 melee (6d6+15, 20/x2)|
|Full Attack:||Laser +11 ranged touch (28d6, 20/x2) or Vulcans +11/+6/+1 ranged (4d6, 20/x2) and Stomp +21 melee (6d6+15, 20/x2)|
|Space/Reach:||20 ft/20 ft|
|Special Attacks:||Lasers, Missile Battery, Stomp, Vulcans|
|Special Qualities:||Cockpit, Construct Traits, Death Throes, Deflector, Hardness 10, Reinforced Plating +2, Siege Weapon|
|Saves:||Fort +9, Ref +7, Will +7 (or as pilot)|
|Abilities:||Str 30, Dex 10, Con -, Int -*, Wis -*, Cha -*|
|Organization:||Solitary, or Squad (2-5)|
|Challenge Rating:||14, or as pilot +3 (whichever is higher)|
|Alignment:||Always True Neutral, or as Pilot|
This chicken-walker style mech is dominated by two powerful legs supporting an almost plane-like cockpit. The body is wreathed in a pair of arms tipped with powerful lasers, and rocket pods for shoulder pads.
On the wartorn plains of a distant land, powerful war machines go toe to toe with each other in combat. One of the most common and most famous examples of this is the Wolfclan CW-2945, the AK-47 of mecha in its versatility, durability, and ability to be produced in enough numbers. It is powered by a nuclear core, and filled to the brim with weapons.
A Wolfclan stands 40 ft tall, and weights 75 tons. When it moves, the ground shakes.
The wolfclan has weapons for all ranges and all situations. At long range, its lasers prove potent and accurate. In mid-range and for swarm encounters its missiles come into play. Short range encounters must deal with the vulcans, and its powerful stomping melee attacks.
Cockpit (Ex): As a vehicle the Wolfclan has a cockpit space for one pilot. While inside the pilot benefits from total cover. The warmech requires a DC 15 Knowledge Xeno or Pilot check to activate, and while active it adopts the pilot's mental ability scores, BAB, skills, and saving throws (if higher). It also uses the pilot's Dexterity score for the purpose of ranged attacks, but not saves or AC.
The cockpit is protective, but if the Wolfclan falls in battle it may be a death trap. The pilot may attempt a DC 30 Knowledge Xeno or Pilot check to eject the cockpit as an immediate action, placing them right outside of the Goliath's death throes (see below) with only 4d6 nonlethal falling damage. Failing this check exposes the Goliath to the death throes with no save.
Death Throes (Ex): If the Wolfclan falls in battle and takes at least 50 points of damage beyond 0 hp, its reactor explodes dealing 20d6 damage to all creatures in a 30 ft radius burst, with a DC 22 Reflex save for half. Death throes can also be activated as a standard action, with up to a 1 minute delay. This destroys the Wolfclan. If enough damage is dealt to bring it to -100 hp in one blow, it is destroyed before it can explode. The save DC is Constitution based.
Deflector (Ex): Half of the Wolfclan's armor bonus is a deflection bonus.
Hardness (Ex): The Wolfclan has hardness 10, halving all damage except for acid and force damage which deal full damage before hardness. However, siege weapons always deal full damage before hardness.
Lasers (Ex): The Wolfclan has a pair of extremely powerful long range lasers which it uses to take out long range targets. While it can be used at short range, its long wind-up time and single-target nature generally makes missiles a superior option. As a 1 round action, it fires a ray with a range of 4000 ft as a ranged touch attack. The Wolfclan may move up to their movement speed as part of this action. It is identical to disintegrate with caster level 14th (28d6 damage). They may split the focused beams up against two targets within a 4000 ft cone, but each beam deals half damage (but still 5d6 on a successful save). The DC is 16 + the pilot's Dexterity modifier. This weapon can only be fired once every 1d4 rounds.
When within 100 ft, the lasers are more difficult to track targets. They take a -4 penalty to attack. They cannot strike targets within 10 ft. Firing this weapon in melee does not provoke attacks of opportunity.
Missile Battery (Ex): The Wolfclan has a rocket pod which duplicates rain of fireballs up to 4/day and counts as a siege weapon. The caster level is 14th. The saving throw is (DC 17 + the pilot's Dexterity modifier). Firing this weapon in melee does not provoke attacks of opportunity.
Siege Weapon (Ex): The Wolfclan counts as a siege weapon. All its attacks are considered siege weapons, and itself is considered a fortification, taking no damage from non-siege projectiles and half damage from non-siege melee attacks.
Stomp (Ex): The Wolfclan has stomp as a natural weapon, which deals 6d6 plus Strength and a half. The stomp strikes all creatures in a 10 ft square within its reach, and counts as an area effect for the purpose of dealing with swarms. Those attacked must make a DC 22 Reflex save or also fall prone. On a critical hit, there is no save. The save DC is Constitution based.
Vulcans (Ex): The cockpit of the Wolfclan holds two powerful vulcan cannons which fire bullets at high speed. As an attack action it can deal 4d6 magical piercing damage as a ranged attack with a range increment of 60 ft. Firing this weapon in melee does not provoke attacks of opportunity.
|Alignment||Always True Neutral, or as Pilot +|
|Challenge Rating||14 + and as pilot +3 +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Title||Wolfclan CW-2945 Warmech +|