Hydra Series Mechs

Medieval fantasy mechs powered by steam, magic, or the labor of a thousand slaves.

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Raptor
Deft-Handed Cutpurse
Posts: 278
Joined: Sun Apr 17, 2005 4:48 pm
Location: Wichita, KS

Hydra Series Mechs

Post by Raptor » Thu Feb 03, 2011 9:53 am

The Hydra series mechs were designed to face multiple smaller opponents (such as infantry & dire armor) or large monsters rather than other mechs their size, whose armor they often have trouble penetrating. The 5 headed version was the first designed, but the designers realized the design could be enlarged easily. While the Pyro variant was the original design, many builders replace the flame nozzles with other weapons due to availability & preference. Other variants include Cryo (frost launchers),Desert (sand blasters), Fog (steam breathers), Ripper (large buzzsaws), Snapping (2 med. Lobster claws ea.), Spitting (large steam gun or shredder), and Swamp (water cannons). Here are the stats for the original design.

Hydra, 5-Headed (pyro variant)
Colossal II Steam Mech


Size: Colossal II
Power Source: Steam
Payload Units: 38
Height: 45 ft.
Space/ Reach: 25 ft./25 ft.
Crew: 8 (weapons 10, see below)
Firing Ports: 8
Hit Dice: 144
Hit Points: 792
Critical Threshold: Yellow 396, Orange 198, Red 79
Base Initiative: -2
Speed: 40 ft.
Maneuverability: Average
AC: 2
Hardness: 16 (Steel. Colossal II, Armor Plating)
Base Melee Attack: +4
Base Ranged Attack: -2
Unarmed Damage: 3d6+12
Trample: largest Huge; safe Large; damage 5d6
Saves: Fort +0, Ref -4
Abilities: Str 34, Dex 6, Con -, Int -, Wis -, Cha -
Mechcraft DC: 42
Base Planning Time: 84 days
Base Cost: 5,725 gp
Total Cost: 18,718 gp
Labor Requirements: 7,860 man-hours
Construction Time: 96 days (10 avg. laborers plus 1 overseer)
Special: Armor plating, extra weapon mounts (6 PU), linked weapons (bites & flame nozzles), steady feet

Payload Usage
PU Use
8 Crew
30 Onboard Weaponry
38 Total

Onboard Weaponry
Location Arc of Fire Weapon (Damage, Range, Other PU Crew
Neck#1 180 forward Huge Mech Bite (2d6+12, melee, linked to flame nozzle) 4 1
Neck#1 180 forward Large Flame Nozzle (2d8 fire, 15 ft. cone) 2 1
Neck#2 180 forward Huge Mech Bite (2d6+12, melee, linked to flame nozzle) 4 1
Neck#2 180 forward Large Flame Nozzle (2d8 fire, 15 ft. cone) 2 1
Neck#3 180 left Huge Mech Bite (2d6+12, melee, linked to flame nozzle) 4 1
Neck#3 180 left Large Flame Nozzle (2d8 fire, 15 ft. cone) 2 1
Neck#4 180 right Huge Mech Bite (2d6+12, melee, linked to flame nozzle) 4 1
Neck#4 180 right Large Flame Nozzle (2d8 fire, 15 ft. cone) 2 1
Neck#5 180 rear Huge Mech Bite (2d6+12, melee, linked to flame nozzle) 4 1
Neck#5 180 rear Large Flame Nozzle (2d8 fire, 15 ft. cone) 2 1

Weapons Links mean that if it has not already been fired this round, a flame nozzle fires automatically if it's linked bite hits. If use in linked mode, each neck needs only 1 crew.

Raptor
Deft-Handed Cutpurse
Posts: 278
Joined: Sun Apr 17, 2005 4:48 pm
Location: Wichita, KS

Hydra, 6-Headed (cryo variant)

Post by Raptor » Sun Feb 13, 2011 11:30 am

Hydra, 6-Headed (cryo variant)
Colossal II Steam Mech

Size: Colossal II
Power Source: Steam
Payload Units: 44
Height: 45 ft.
Space/ Reach: 25 ft./25 ft.
Crew: 8 (weapons 12, see below)
Firing Ports: 8
Hit Dice: 144
Hit Points: 792
Critical Threshold: Yellow 396, Orange 198, Red 79
Base Initiative: -2
Speed: 40 ft.
Maneuverability: Average
AC: 2
Hardness: 16 (Steel. Colossal II, Armor Plating)
Base Melee Attack: +4
Base Ranged Attack: -2
Unarmed Damage: 3d6+12
Trample: largest Huge; safe Large; damage 5d6
Saves: Fort +0, Ref -4
Abilities: Str 34, Dex 6, Con -, Int -, Wis -, Cha -
Mechcraft DC: 42
Base Planning Time: 84 days
Base Cost: 5,725 gp
Total Cost: 25,986 gp
Labor Requirements: 7,860 man-hours
Construction Time: 96 days (10 avg. laborers plus 1 overseer)
Special: Armor plating, extra weapon mounts (12 PU), linked weapons (bites & flame nozzles), steady feet

Payload Usage
PU Use
8 Crew
36 Onboard Weaponry
44 Total

Onboard Weaponry
Location Arc of Fire Weapon (Damage, Range, Other PU Crew
Neck#1 150 forward Huge Mech Bite (2d6+12, melee, linked to frost launcher) 4 1
Neck#1 150 forward Large Frost Launcher (2d6 cold, 30 ft. cone, Ref save 15) 2 1
Neck#2 150 forward Huge Mech Bite (2d6+12, melee, linked to frost launcher) 4 1
Neck#2 150 forward Large Frost Launcher (2d6 cold, 30 ft. cone, Ref save 15) 2 1
Neck#3 150 left Huge Mech Bite (2d6+12, melee, linked to frost launcher) 4 1
Neck#3 150 left Large Frost Launcher (2d6 cold, 30 ft. cone, Ref save 15) 2 1
Neck#4 150 right Huge Mech Bite (2d6+12, melee, linked to frost launcher) 4 1
Neck#4 150 right Large Frost Launcher (2d6 cold, 30 ft. cone, Ref save 15) 2 1
Neck#5 150 rear Huge Mech Bite (2d6+12, melee, linked to frost launcher) 4 1
Neck#5 150 rear Large Frost Launcher (2d6 cold, 30 ft. cone, Ref save 15) 2 1
Neck#6 150 rear Huge Mech Bite (2d6+12, melee, linked to frost launcher) 4 1
Neck#6 150 rear Large Frost Launcher (2d6 cold, 30 ft. cone, Ref save 15) 2 1

Weapons Links mean if they have not already been fired this round, a frost launcher fires automatically if it's linked bite hits. If use in linked mode, each neck needs only 1 crew.

The Hydra series mechs were designed to face multiple smaller opponents (such as infantry & dire armor) or large monsters rather than other mechs their size, whose armor they often have trouble penetrating. The 5 headed version was the first designed, but the designers realized the design could be enlarged easily.

Raptor
Deft-Handed Cutpurse
Posts: 278
Joined: Sun Apr 17, 2005 4:48 pm
Location: Wichita, KS

Re: Hydra Series Mechs

Post by Raptor » Sat Jul 20, 2019 1:48 pm

Here's the 7-Headed Desert Hydra variant

Hydra, 7-Headed (desert variant)
Colossal III Steam Mech

Size: Colossal III
Power Source: Steam
Payload Units: 64
Height: 70 ft.
Space/ Reach: 35 ft./35 ft.
Crew: 16 (weapons 12, see below)
Firing Ports: 22
Hit Dice: 192
Hit Points: 1056
Critical Threshold: Yellow 528, Orange 264, Red 106
Base Initiative: -2
Speed: 50 ft.
Maneuverability: Poor
AC: 2
Hardness: 18 (Steel. Colossal III, Armor Plating)
Base Melee Attack: +4
Base Ranged Attack: -2
Unarmed Damage: 2d12+14
Trample: largest Gargantuan; safe Huge; damage 6d6
Saves: Fort +0, Ref -4
Abilities: Str 38, Dex 6, Con -, Int -, Wis -, Cha -
Mechcraft DC: 44
Base Planning Time: 90 days
Base Cost: 11,450 gp
Total Cost: 25,499 gp
Labor Requirements: 7,860 man-hours
Construction Time: 96 days (20 avg. laborers plus 2 overseers)
Special: Armor plating, linked weapons (bites & flame sandblasters), steady feet

Payload Usage
PU Use
16 Crew
42 Onboard Weaponry
6 open
64 Total

Onboard Weaponry
Location Arc of Fire Weapon (Damage, Range, Other PU Crew
Neck#1 180 forward Huge Mech Bite (2d6+14, melee, linked to sandblaster) 4 1
Neck#1 180 forward Large Sandblaster(1d10 piercing, 15 ft. cone, DC 15) 2 1
Neck#2 180 forward Huge Mech Bite (2d6+12, melee, linked to sandblaster) 4 1
Neck#2 180 forward Large Sandblaster(1d10 piercing, 15 ft. cone, DC 15) 2 1
Neck#3 180 left Huge Mech Bite (2d6+12, melee, linked to sandblaster) 4 1
Neck#3 180 left Large Sandblaster(1d10 piercing, 15 ft. cone, DC 15) 2 1
Neck#4 180 left Huge Mech Bite (2d6+12, melee, linked to sandblaster) 4 1
Neck#4 180 left Large Sandblaster(1d10 piercing, 15 ft. cone, DC 15) 2 1
Neck#5 180 right Huge Mech Bite (2d6+12, melee, linked to sandblaster) 4 1
Neck#5 180 right Large Sandblaster(1d10 piercing, 15 ft. cone, DC 15) 2 1
Neck#6 180 right Huge Mech Bite (2d6+12, melee, linked to sandblaster) 4 1
Neck#6 180 right Large Sandblaster(1d10 piercing, 15 ft. cone, DC 15) 2 1
Neck#7 180 rear Huge Mech Bite (2d6+12, melee, linked to sandblaster) 4 1
Neck#7 180 rear Large Sandblaster(1d10 piercing, 15 ft. cone, DC 15) 2 1

Weapons Links mean that if it has not already been fired this round, a flame nozzle fires automatically if it's linked bite hits. If use in linked mode, each neck needs only 1 crew.

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