Mekka

Originating from the ancient city of Tinkertown and considered the apex of gnomecraft, the Mekka are mechanized vehicles invented by Tinkertown’s legendary artificers and fast spread throughout the multiverse for their ingenuity and flexible use in place of traditional mounts or drawn vehicles. Mekka are magically powered, using a special engine designed on the concept of “what if we could make a box full of infinite explosions” to power the vehicle and propel it forward. It should go without saying that Mekka are loud, and without extra measures taken to silence that, should not be considered stealthy in any way, shape, or form. A creature can typically hear Mekka coming from a few miles away.   Mekka have adapted and changed from simple “ride armors” to all manner of clockwork marvels, assisting in various tasks from warfare to industrialism.   If a Mekka is knocked prone, it can’t right itself and is incapacitated until pulled upright. This may take one or more creatures to achieve, depending on the size of the vehicle and any cargo it’s carrying.   All Mekka are immune to fire, poison, and psychic damage, and are additionally immune to the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, and unconscious conditions. A Mekka’s speed is not affected by rocky terrain.   The below list is for price referencing only. Mekka are not available for purchase (except for special deals that may or may not appear in the the bazaar) and must instead be crafted with the help of one or more workshops.  

Mekka (100,000 GP)

What started it all. The original Mekka is a mechanized suit intended to support industrial operations, designed for use by Medium or smaller creatures. Mekka are particularly invaluable as support vehicles, as they allow creatures that need to breathe the ability to do so in airless or toxic environments where other vehicles cannot safely or effectively fit or reach.   A Mekka has one vehicle station, which can be used to fit a single siege weapon, hull option, or miscellaneous option.   The suit has the following properties:  
  • A Small or Tiny creature is considered Medium while wearing the suit.
  • A creature wearing this suit wears it like a suit of armor. Heavy armor cannot be worn beneath the suit. It takes one minute to don and doff a Power Loader, or half as much time if you have another creature helping you.
  • The suit has an AC of 18, immunity to critical hits, a damage threshold of 5, and 100 hit points. It additionally functions as a fish suit, permitting its wearer to breathe comfortably in airless or toxic environments.
  • If the armor’s wearer would be targeted by an attack or effect that deals damage, the armor is targeted instead. If the armor’s hit points are reduced to 0, it is critically damaged and ceases to function until repaired back to its maximum hit points.
  • While worn, the armor doubles its wearer’s carrying capacity, as well as the maximum weight it can push, drag, or lift. However, the wearer suffers a -5 penalty to Dexterity checks and saving throws.
 

Industrial Rig (40,000 GP)

An armored vehicle roughly the size of a bus, designed to assist in all sorts of industrial tasks, such as drilling and refining, salvage, or bulk transport.   An industrial rig is a huge vehicle, has an armor class of 20, 150 hit points, and a damage threshold of 20. It can support a crew of as many as eight creatures and carry up to 20 tons of cargo. The rig has a travel speed of 50 ft (5 miles per hour), and ignores difficult terrain.   The rig has six vehicle stations. It comes standard with a loading crane (this does not count against its available vehicle stations).  

Grinder (30,000 GP)

What was originally designed to be a mining and demolition aid was later discovered to be a particularly effective siege breaker. This bulky, armored vehicle rumbles loudly through the environment as it crushes obstacles and enemies in its path alike.   A grinder is a gargantuan vehicle, has an armor class of 18, 200 hit points, and a damage threshold of 10. It can support a crew of as many as eight creatures and carry up to 1 ton. The grinder has a travel speed of 60 ft (6 miles per hour).   The grinder has two vehicle stations. It also comes standard with the following vehicle stations, which do not count against its available vehicle stations:  
  • Grinder (Requires 1 crew). A modified drill platform placed on the front of the Siege Grinder. As an action on the crew member’s turn, the grinder deals 25 (6d6+4) slashing damage to any creature, object, or structure adjacent to and in front of the Grinder. If this reduces the target to 0 hit points, it is pulled into the grinder and crushed. A creature can attempt to make a Dexterity saving throw (DC 15) to avoid this damage, moving into a space adjacent to (but no longer in front of) the Grinder.
  • Gearworks. This gearworks only works with the Grinder’s onboard Grinder. Anything crushed by the grinder is passed to the onboard Refinery.
  • Refinery. A specialized refinery capable of processing organic matter and primordial essence in addition to ores and minerals. Only refines materials consumed by the Grinder and loaded by the Gear Loader.
  • Wrecking Ball. A modified loading crane used for demolitions. +9 to hit, reach 15 feet, one target. Deals 40 (8d8+4) bludgeoning damage on a hit, or twice as much if the target is an object or a structure.
 

War Buggy (25,000 GP)

A wagon-sized vehicle that handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward.   A war buggy is a huge vehicle, has an armor class of 20 (18 while motionless), 60 hit points, and a damage threshold of 10. It can fit a crew of four and carry up to half a ton. The war buggy has a travel speed of 100 ft (10 miles per hour).   The war buggy has one vehicle station, which is limited to siege weapons. It additionally has the following features:  
  • Raking Scythes. When the war buggy moves within 5 feet of a creature that isn’t prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10+2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 18 Dexterity saving throw. A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw.
  • Juke. If the war buggy is able to move, the driver can use its reaction to grant the war buggy advantage on a Dexterity saving throw.
 

Stunt Rider (15,000 GP)

A two-wheeled machine that handles like a motorcycle, which makes sense, because just about the whole thing is an arcane engine on wheels. These things are designed for crossing great distances at high speeds, and little else (other than doing sick tricks).   A stunt rider is a Large vehicle, has an armor class of 24 (16 while motionless), 30 hit points, and a damage threshold of 5. It can fit a single Medium or smaller rider and carry no more than the rider’s weight plus 100 pounds of cargo. The stunt rider has a travel speed of 120 ft (12 miles per hour).   Stunt riders lack vehicle stations, but they have the following traits:  
  • Jump. If the stunt rider moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, raving, or other gap. Each foot it clears on the jump costs a foot of movement.
  • Stunt. On its turn, the driver of the stunt rider can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the stunt rider must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the bike’s Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can’t attempt another stunt until the start of its next turn. If the check fails by 5 or more, the stunt rider and its driver all immediately fall prone as the bike wipes out and comes to a dead stop.
  • Juke. If the stunt rider is able to move, the driver can use its reaction to grant the war buggy advantage on a Dexterity saving throw.

Comments

Please Login in order to comment!