Steel Troopers

Insane blends of the most powerful magics and cutting-edge technology, Steel Troopers, or STs, are expensive, powerful, and exceedingly dangerous. The smallest of them stands a full 12 feet tall, and the largest duo, owned by the city of Serenity Peaks, rise to a height of 60 feet. Steel Troopers are normally piloted by brave, capable individuals, although many of the wealthy own small models as symbols of their wealth.

Piloting an ST

To pilot an ST, you must have a number of ranks in Profession (ST Pilot) equal to the ST's level. Alternatively, Knowledge(Engineering) or Perform(Mecha Combat) may be used if the pilot has at least 4 more ranks in the skill than the ST's level. The ST blocks line of effect and line of sight for spells and other effects between its pilot and its exterior.

While piloting an ST, the character uses some stats from the ST, and some of their own.

ST Stats:

Str, Dex, Con, HP, HD, Skills (if possessed), Equipment

Pilot Stats

Int, Cha, Wis, BAB, Initiative, Feats, Skills (if not possessed by the ST)

Image result for steampunk mech

A Zerstorumwagen ST, outfitted with a stutter gun and rocket launcher. This pilot is a masterful gladiator. His audiences are typically entertained.

Constructing STs

Creating an ST is a costly and time consuming process. To create one, first decide on a level for the ST. Then, calculate the cost to build with the formula:

(Level^2)*1000 sy

This is the base price for the ST. Constructing the ST costs an amount equal to 75% of the base price. After this, decide on a base model (found at the bottom of this page). Note that some base models may have a minimum ST level. Next, determine the abilites and attributes of the ST using the Table: Steel Trooper, below. During this step, be sure to select equipment as appropriate for your Equipment Points. STs are normally built from iron and steel, but can be built from adamantine or mithril instead; however, this is obscenely expensive, and none but the wealthiest houses can afford such frivolity.

To actually build the ST, you must succeed at a Craft(Steel Trooper) or Profession(Engineer) check with a DC of 5*ST level (this makes it difficult to build powerful STs without a full workshop and workforce). On a success, you make 1000 sy of progress. On a failure, you make no progress. Failing by 10 or more results in a setback of 25% of current progress. Succeeding by at least 10 results in making an extra 1000 sy of progress. You must have at least 5 ranks in Knowledge or Profession (Engineering) and in Craft (Steel Trooper).

STs cannot be upgraded in the field, and must be taken into a workshop. The cost of upgrade is equal to the difference in base price between the initial level and the desired upgrade level. After that, follow the crafting rules above. Note that some equipment modifications (such as Size) can never be changed after  the ST is built. This is called out in the equipment description.

If an ST is damaged, it can be patched up via spells such as Mending, or by making the appropriate Craft/Profession check with a field repair kit. However, repairs with magic and field kits can only repair 50% of damage taken. As a result, if an ST takes damage in the field repeatedly, with field repairs between, its HP will gradually dwindle. For example, an ST with 100 HP takes 40 damage - 20 points can then be repaired, bringing it up to 80 HP. If it then suffers an additional 40 HP of damage, field repairs or magic can only bring it up to 60 HP. Repairing an ST in a workshop can fully restore its HP, as well as any attribute damage. Repairing HP damage costs 50 sy/HP and takes 1 day/20HP. Repairing ability damage or drain costs 200 sy/point and takes 1 day per point.

A destroyed ST can be rebuilt if brought back to a shop at a cost of one-fourth of its new construction price. Transporting it there is likely to be difficult and expensive, however. A greater make whole spell can revive a damaged ST with one hit point if gadget parts or construction materials worth one-fourth of its new construction price are provided as a material component.

STs are constructs with the ST subtype.

ST Statistics

ST Level

This is the Steel Trooper's level, which determines who can pilot the machine.

HD

This is the total number of 12-sided (d12) Hit Dice the ST possesses, each of which gains a Constitution modifier, as normal.

Fortitude/Reflex/Will

These are the ST’s base saving throw bonuses.

Skills

This lists the ST’s total skill ranks. An ST can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Steel Troopers can gain additional skill ranks by mounting the appropriate equipment. An ST cannot have more ranks in a skill than it has Hit Dice. ST skill ranks are set once chosen, although a mechanic can reallocate them at a cost of 100 sy per point. STs treat skills based on Cha, Wis, and Int as though they had a +3 in those attributes (even though they do not possess Cha, Wis, or Int scores).

ST Skills

The following skills are class skills for STs: Appraise (Cha), Disable Device (Dex), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the creator can choose 4 additional skills to be class skills for the ST. Note that STs with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Armor Bonus

The number noted here is the ST's base total armor bonus. A Steel Trooper cannot wear normal armor of any kind, only that gained through equipment.

High/Low Bonus

Each ST model has one attribute from Str, Dex, and Con, that is its primary focus. This attribute gains the high bonus, while the other two gain the low bonus.

Equipment Points

The value given in this column is the total number of points available for upgrading the ST. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Steel Trooper.

Max. Weapons

This indicates the maximum number of integrated weapons that the ST is allowed to possess at the given level. If the ST is at its maximum, it cannot gain equipment that grants additional weaponry. Weapons and shields made for an ST cost double the usual price to enchant.

Special

This includes a number of abilities gained by all STs as they increase in power. Each of these bonuses is described below.

Immunities (Ex)

STs are immune to poison, disease, paralysis, dazing, mind-affecting effects, dazzling, fatigue, exhaustion, and effects that grant Fortitude or Will saves, unless they affect objects. 

Darkvision (Ex)

The ST has darkvision out to a range of 120 feet.

Hardness (Ex)

STs have hardness based on the materials used in their construction. Iron and steel STs have hardness 5 (goes to 10 at 10th level), and adamantine STs have hardness 10 (goes to 20 at 10th level). 

Evasion/Stalwart (Ex)

The ST gains either Evasion or Stalwart at this level, as the Shugenja abilities.

Ability Score Increase (Ex)

The ST adds +1 to one of its ability scores.

Improved Evasion/Evasion (Ex)

If the ST has Evasion, it gains Improved Evasion as the shugenja ability. If not, it instead gains Evasion.

Steel Trooper Models

Each ST has one of several base models that determines its starting size, speed, AC, weapons, and ability scores.

Apparat Geist Model 1344

The Apparat Geist model is specialized in speed and magic capability.

Starting Statistics

Size Large; Speed 60 ft; AC +3 dodge bonus; Weapons Integrated Melee Weapon (not holstered), Integrated Ranged Weapon (one-handed, holstered); Min. Level 1; Ability Scores Str 12, Dex 16, Con 13; Primary Ability Score Dex

Extra Equipment

Tonelico Generator, Tonelico Amplifier, Boosted Charge, Boosters, Magic Attacks.

Eisen Panzer Mk VII

The Eisen Panzer is an almost indestructible colossus of steel, armed with high-caliber weapons.

Starting Statistics

Size: Huge; Speed 30 ft.; AC +5 armor; Weapons Integrated Heavy Weapon (any), Revolver Stake or Integrated Melee Weapon (any); Min. Level 6; Ability Scores Str 16, Dex 11, Con 16; Primary Ability Score Con

Extra Equipment

Damage Reduction, Improved Armor, Resistance (choice), -4 equipment points.

Nachtmorder 23.8/J

Designed for infiltration missions, the Nachtmorder is outfitted with equipment to bolster its stealth and awareness.

Starting Statistics

Size Large; Speed 40 ft.; AC +2 insight bonus; Weapons Integrated Ranged Weapon (holstered) or 2 x Integrated Melee Weapon (not holstered); Min. Level 1; Ability Scores Str 10, Dex 17, Con 12; Primary Ability Score Dex

Extra Equipment

Skilled(Stealth), Antireflective Camouflage, Sneakstrike (2), Slippery

Schildritter B-1

Designed to be tough and hard-to-kill in a small package, the Schildritter is well-protected and agile.

Starting Statistics

Size Large; Speed 40 ft.; AC +4 armor bonus; Weapons Integrated Melee Weapon (not holstered, shield) and Integrated Ranged Weapon (holstered); Min. Level 1; Ability Scores Str 10, Dex 15, Con 16; Primary Ability Score Con

Extra Equipment

Improved Armor, Arcane Reinforcement, Resistance (creator's choice), Slam

Schverkraftflieger Alpha

Outfitted with a myriad of boosters and little else, the Schverkraftflieger is capable of aerial combat out of the box.

Starting Statistics

Size Large; Speed 40 ft.; AC +2 dodge bonus; Weapons Integrated Ranged Weapon (not holstered), Eye Beam; Min. Level 5; Ability Scores Str 12, Dex 16, Con 11; Primary Ability Score Dex

Extra Equipment

Flight (Ex, Boosters)x2, Skilled (Fly), Resistance (Electricity)

Sturmdreist III

Built for up-close-and-personal combat, the Sturmdreist can close distances effectively and grapple with its foes.

Starting Statistics

Size Large; Speed 50 ft.; AC +3 armor; Weapons Integrated Ranged Weapon (not holstered), Integrated Melee Weapon (holstered); Min. Level 1; Ability Scores Str 16, Dex 10, Con 14; Primary Ability Score Str

Extra Equipment

Boosters x2, Boosted Charge, Sticky, Jet Magnums

Zerstorumwagen Type H-2

The Zerstorumwagen is the largest, most powerful of all the ST frames, outfitted with massive weapons and heavy armor.

Starting Statistics

Size: Huge; Speed 30 ft.; AC +5 armor; Weapons Integrated Heavy Weapon (any) x2, Integrated Melee Weapon (holstered); Min. Level 6; Ability Scores Str 19, Dex 9, Con 14, Primary Ability Score Str

Extra Equipment

Improved Armor, Personnel Carrier,-2 Equipment Points