Battle Tech Conversions


Conversions


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

My level 16 Pathfinder game is about to assault a battle tech fortress. They don't realize this at once. Some plane hopping and time shifting has occurred. Anyway, I built some mechs as constructs and figured I would share. These are fairly quick and dirty, and probably slightly tougher than the listed CR so they will be reasonable threats to my over-equipped group.
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Firefly:

Firefly CR 13
N Large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +21
Defense
AC 33, touch 11, flat 26 (+2 Dex, +32 nat, -1 size)
hp 138 (18d10+30)
Fort +6, Ref +8, Will +6
DR 10/adamantine; Immune construct traits
Offense
Speed 45 ft.
Melee 2 slams +25 (2d10+12/19–20)
Ranged 1 medium linked lasers +19 touch (12d8 fire/19–20) and 1 LRM-5 (5ft radius, 5d6 bludgeoning damage DC 22 Reflex for ½ damage)
Space 10 ft.; Reach 10 ft.
Statistics
Str 26, Dex 15, Con —, Int —, Wis 11, Cha 1
Base Atk +18; CMB +27; CMD 39
Special Abilities
Mobile Platform (Ex) May fire all ranged attacks as a standard action that does not provoke an attack of opportunity.
Anti-Missile System (Ex) Immune to normal ranged weapons.
Jump Jets (Ex) May leap 45ft as part of a move every other round.

Mad Dog:

Mad Dog CR 16
N Huge construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +24
Defense
AC 36, touch 9, flat 35 (+1 Dex, +37 nat, -2 size)
hp 166 (21d10+40)
Fort +7, Ref +8, Will +7
DR 15/adamantine; Immune construct traits
Offense
Speed 30 ft.
Melee 2 slams +31 (2d10+18/19–20)
Ranged 1 large linked pulse lasers +20 touch (12d10 fire/19–20x3) and 1 medium linked pulse lasers +15 touch (8d10 fire/19–20x3) and 1 linked LRM-20 (40ft radius 20d6 bludgeoning DC 24 Reflex save for ½ damage)
Space 15 ft.; Reach 15 ft.
Statistics
Str 34, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +21; CMB +35; CMD 46
Special Abilities
Mobile Platform (Ex) May fire all ranged attacks as a standard action that does not provoke an attack of opportunity.

Atlas:

Atlas CR 20
N Gargantuan construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +34
Defense
AC 41, touch 6, flat-footed 41 (+45 natural, -4 size)
hp 246 (31d10+60)
Fort +10, Ref +10, Will +10
DR 20/adamantine; Immune construct traits
Offense
Speed 15 ft.
Melee 2 slams +43 (2d10+24/19–20)
Ranged 1 autocannon-20 +32 (10d12/x3) and 1 medium linked lasers +27 touch (16d8 fire/19–20) and 1 LRM-20 (20ft radius 20d6 bludgeoning DC 27 Reflex save for ½ damage) 1 SRM-6 (5ft radius 6d6 bludgeoning DC 20 Reflex save for ½ damage)
Space 20 ft.; Reach 20 ft.
Statistics
Str 42, Dex 11, Con —, Int —, Wis 11, Cha 1
Base Atk +31; CMB +51; CMD 61
Special Abilities
Mobile Platform (Ex) May fire all ranged attacks as a standard action that does not provoke an attack of opportunity.

Grand Lodge

Goodman Games (along with White Wolf/Sword & Sorcery Studios) made a 3.5 campaign setting called Dragonmech...

Available HERE...

The rules use steam to power the mechs, but with a little work, that could be altered to more suit any needs you may have...

Grand Lodge

deinol wrote:
My level 16 Pathfinder game is about to assault a battle tech fortress. They don't realize this at once. Some plane hopping and time shifting has occurred. Anyway, I built some mechs as constructs and figured I would share. These are fairly quick and dirty, and probably slightly tougher than the listed CR so they will be reasonable threats to my over-equipped group

Kudos for thinking outside the box - thats waaaaaaay outside the box for me. My money is on the Battlemechs unless the Mage carries the majority of the wieght of winning this one.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
Helaman wrote:

Kudos for thinking outside the box - thats waaaaaaay outside the box for me. My money is on the Battlemechs unless the Mage carries the majority of the wieght of winning this one.

I don't know, everyone in the group has 30 fire resist from rings. The rogue has a vorpal blade and boots of hellstep (dimension door as a swift action). Our archivist carries a staff of the cardinal (divine version of the staff of the archmage). Our fighter simply has two +5 scimitars (improved critical, staggering critical). Lastly the binder (secrets of pact magic) can do all sorts of strange things. Although constructs are immune to many of his standard attacks.

I've seen them take out Geryon in his lair with 2 pit fiends, I have trouble throwing anything challenging against them. ;)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Does the party have a chance of recognizing that the Mech's are piloted? Just thinking the average Mechwarrior has crappy Will saves.

Edit, just realized they'd not have line of effect to the pilots.

For real fun... use Stackpole rules ;-)


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Stackpole rules?


Long ago I was in a campaign where D&D characters went to the BattleTech universe via gates. There were a few Drow on one planet, but generally very few D&D NPCs. Magic was almost unheard of and we were highly sought after as shock troops.

We were playing 2.0 rules IIRC. Protection from Normal Missiles scrolls were awesome vs. machine gun fire, SRM, and LRM. hehe

We ruled that magic vs. mechs was done 1 point damage per hit die of damage e.g., 10th level wizard's fireball did 10 points mech damage using the normal tables.

I wouldn't have thought of using construct rules; good idea on your part, but we used the BattleTech rules more than D&D rules in that campaign.


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+1 for using rules of Battletech.-

Btw, i loved a mad dog with PPC + flamers rather than lasers and machineguns xD

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

deinol wrote:
Stackpole rules?

sorry, didnt' see this.

Stackpole rules = Mechs can explode violently when the engine takes enough damage to destroy it. Named after Mike Stackpole, since it happens in his fiction.

a lot.

RPG Superstar 2010 Top 32

1 person marked this as a favorite.

Drool, mechs...Good job on the stats.

Matthew Morris wrote:

Stackpole rules = Mechs can explode violently when the engine takes enough damage to destroy it. Named after Mike Stackpole, since it happens in his fiction.

a lot.

Happens alot to his x-wings and any other ship like thing he writes about as well.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

I was going with classic load outs so I went with what I found on a battletech wiki. Since I knew my group was largely resistant to fire I made groups of lasers into single attacks for concentrated linked fire.

I've never actually read any Battletech novels, so I've never read anything from Stackpole. I actually don't have any Battletech books, I mostly played a lot of Mechwarrior on the computer. Loved Mechwarrior Mercenaries.

Ran this a couple weeks ago. They were down their binder, so it was an extra tough fight. Every PC was dead at some point during this, or the follow up ambush by the Night Harrows (Rival Guide). The cleric was the first to drop to some concentrated Atlas fire. I was actually worried it was too much for them, but the rogue vorpaled the Atlas which helped even things out.

Still, it was a close battle and well fought.

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