Colossal +++
(-8 attack/ac; -16 hide; +16 vs bull rush, grapple, overrun, and trip)Hit Points: 299 / 299
(+20 HP and Fast Healing 10 from Neo Skills)DR: 17/-; Hardness: 15 (Hardness from Neo Skill) (DR: 19/- after module)
Energy Resistance: 52 vs Cold, Acid, Fire, Electricity, Sonic
(+10 from Neo Skill)Speed: 75 mu (100 mu after module), Good maneuverability (Can hover) (Helmsman increased maneuverability from Clumsy to Good)
Flight consumes 1 energy for each 5 mu moved. A mecha reduced to 0 energy falls or is rendered immobile if in space.Can teleport 40 mu as a move action (Module)
Armor Class: 33 (+6 Dex, +5 armor, +10 Natural Armor, -8 size, +4 dodge from accessory, +3 dodge from accessory, +3 dodge from module), touch 18, flat-footed 17
25% miss chance (Module)
Saves: Fort +4, Ref +4, Will +8
(Added to pilot saves)Weapons: Weapon | Range | Attack Bonus | Damage (type) | Ammo | Energy Cost | Critical | Special |
Anti-Air Guns | 10 mu | +21 | 13d6(P) | 20 | - | x2 | Defensive |
Missile Battery (x2) | 100 mu | +19 | 13d8(B) | 10 | - | x3 | Twin-linked, Pinning, Disarming |
Main Beam Cannon | 200 mu | +17 | 13d12(S) | - | 15 | 19-20x2 | Area, Heavy, Power, Rending, Pushing, Downfall |
Energy Taker (IV) | 75 mu | +19 | 2d6(B/S/P) | 2 | - | x2 | Defensive, See Description |
(Weapon attack Bonus is added to normal attack bonus; Add Dex to damage rolls for ranged and finesse weapons, twice for heavy weapons)Reloading weapon ammo is a full-round actionSpecial Ability DescriptionsNotes: Ranged attacks don't provoke AoOs
Ranged attacks can flank within 30 ft/mu or 1 ranged increment (whichever is higher)
+1 to hit and damage when opponent is within 30 ft/mu
Add Cha mod to damage vs flanked enemies.
Add Cha mod to resist disarm, bull rush, sunder, trip, feint, and grapple attempts
Arsenal/Hardpoints Arsenal IV (Mark of the Hero counts as 1 tier lower)
Arsenal Space: 4; Hardpoints: 2
ArsenalEnergy Taker (IV): (4) Fortitude save or lose 6d12 energy, your mecha recovers the same amount of energy. Half effect if save made. (DC =18+1/2 HD+Dex mod)
AccessoriesBio sensor (IV):+4 Dodge Bonus to AC.
Mark of the Hero (V): +3 Dodge bonus to AC, +3 Armor, +3 DR, + 3 insight to all attack rolls, +4 to Will saves, spirits cost 20% less to activate.
Super Robot Upgrades 5 points
Cyber Circuit: (1) Any modules attached to yourself will benefit the super robot while you pilot it.
Great One (Great Targeting): (4) Gain +4 to all attack rolls plus ignores size penalties to attack rolls. DR is halved. Gains an extra +4 attack if colossal.
Special:Amphibious: All battleships can act underwater without problems, but they still use their flight speed with Clumsy maneuverability.
E-Field: All attacks against a Battleship deal only ¾ damage before applying DR, rounded down, but the battleship loses 7 energy
(reduced by 3 from Chief Engineer) every time it is hit. Once per round, the captain can turn off or on this ability as a free action. The E-Field also automatically turns off if the Battleship's energy drops below 10.
Mecha Transport: A battleship can load and carry one mecha of its own size, or two mechas of one size category smaller, or four mechas of two size categories smaller, and so on. Entering or exiting a battleship is a move action on the part of the mecha. The battleship can prevent any unfriendlies from entering.
Mobile Base: A Battleship is assumed to have all the necessities to support a group of mechas and his pilots for at least 1 month in comfortable conditions, including repair and medic bays, food and ammo storage, holding and sleep cells, and at least one cafeteria and one entertainment room.
Cumbersome: A Battleship has no limbs capable of fine manipulation. It cannot make attacks of opportunity, initiate grapples or trip (may still bull-rush), but others can initiate trips and/or grapples against it (if a battleship succeeds on a defensive grapple check, it cannot choose to maintain it and the grapple ends). Opponents adjacent to a battleship count it as flat-footed and automatically confirm any threatened critical hits against it.
Cruising Speed: Battleships are expected to travel great distances. As a full-round action they can activate Cruising Speed, upon which their movement speeds are tripled and they don't use up any energy for moving, but cannot perform any other actions but basic movement. Exiting Cruising Speed is a free action.
Down with the Ship: Battleships have no escape pods for the pilot by default due to their nature.
Lights: All mechas are equipped with either a searchlight that can provide clear illumination in a 60-mu cone and shadowy illumination in a 120-mu cone or large lamps that provide clear illumination in a 30-mu radius and provide shadowy illumination in a 60-foot radius. Activating or shutting down said lanterns is a swift action.