Hemisphere II Stats

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Charke
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Hemisphere II Stats

Post by Charke » Fri Aug 26, 2005 12:08 pm

Destiny of Steam and Steel
Hemisphere II

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Hemisphere II
Size: Colossal IV
Power Source: Steam Power
Payload Units: 128
Height: 90 Ft
Space/Reach: 45 ft./45 ft.
Crew: 1 pilot (weapons: 5)
Firing Ports: 51
Hit Dice: 192
Hit Points: 1056 (844-950 on average)
Critical Thresholds: Green, Yellow 475, Orange 211, Red 53
Base Initiative: +4
Speed: 80 ft.
Maneuverability: Poor
AC: 2
Hardness: 20
Base melee attack: +21 (Spatz and Crench) or +24 (Hammer)
Base ranged attack: +2 (Spatz and Crench) or +14/+9 (Hammer)
Unarmed damage: 5d6+16
Trample: largest Colossal; safe Huge; damage 7d6
Saves: Fort +0, Ref -4, Will —
Abilities: Str 42, Dex 4, Con —, Int —, Wis —, Cha —
Mechcraft DC: 55
Base Planning Time: 104 days days
Base Cost: 23, 723gp
Total Cost: 73,739
Labor Requirements: 30,720 man-hours
Construction Time: 90 days (37 laborers plus 5 overseers plus 2 experts)
Special: Gearwright maintenance, secure crew quarters, steam jets, artificial crew.

Payload Usage
PU Use
2 Living quarters
32 Crew
16 Artificial Crew (steam powers)
14 Steam Jets
64 Onboard weaponry
128 Total

Onboard Weapons
Location Arc of Fire Weapon (damage, range in ft., other) PU Crew
Right Arm 180° forward Colossal Steam Cannon (4d10/x3) 16 3
Left Arm 180° forward Colossal Steam Cannon (4d10/x3) 16 3
Head 180° forward Colossal Steam Breather (5d6/x2) 16 4
Left Torso 180° left Huge Steam Cannon (2d10/x2) 4 2
Left Torso 180° left Huge Steam Cannon (2d10/x2) 4 2
Right Torso 180° left Huge Steam Cannon (2d10/x2) 4 2
Right Torso 180° left Huge Steam Cannon (2d10/x2) 4 2
Total 64 18

Hemisphere II is a strange, misunderstood and feared mech. Its designer, Hammer, appeared in the Dwarven lands where he traded his impressive knowledge of mech design for the materials and resources to construct Hemisphere II. He was never happy with Hemisphere II, no matter how sophisticated the mech became. He stretched the resources and technical talent of Duerok assembling 32 of the most advanced automators and discriminators for the mech. Some of the designers and laborers fled when the mech began operating on its own. Other designers laughed, reminding everyone what the purpose of automators was, but it was a nervous laugh.

Hemisphere II has toured around much of highpoint visiting the flatlands, Edge, Stilt City and the Lilat and Hereal forests. Some say Hammer was collecting mech technology wherever he went, constantly upgrading his mech. Finally he vanished. Rumors abound of fleets of intelligent mechs poised to take over Highpoint and then the moon.
Special Rules

Hemisphere uses Gearwright maintenance, secure crew quarters, steam jets (see above) and artificial crew (listed below).

Artificial Crew: Hemisphere has 32 artificial crew members. Each is an automator or discriminator coupled with an animator. Each day that Hemisphere’s steam powers are not maintained, 3 of these artificial crew members fail and stop working.

Hemisphere operates normally with 18 or more artificial crew. This is enough to man all the weapons and maintain the steam engine. At 17 or fewer artificial crew, some of the weapon systems stop working. At 16 or fewer artificial crew the steam engine stops operating.

Hemisphere has enough room for a normal crew as well. These can supplement missing artificial crew members when needed.

Hammer - Pilot
Hammer is a high level ex-cleric/paladin. His relevant skills are listed below. (His complete stats are not included because the character needs editing.)
Dex 25 (+7)
Mech Attack Bonus: +8/+3
Mech Pilot: +7

Spatz and Crench SotoWrenchitTighterNutsandBoltsMechanicLord – Crew Members
Gnome Coglayer 5
NG Medium humanoid
Init +1
Languages Common, Dwarven, Gnome, Orc

AC 13, touch 12, flat-footed 12
hp 16 (5 HD)
Fort +1, Ref +2, Will +6

Speed 20 ft. (4 squares)
Melee: Cogling Steam breather
+3 (1d10/x2)
Base Atk +2; Grp: +2
Mech Base Atk +2
Atk Options None
Special Actions: None
Combat Gear: Leather armor
Spell-Like Abilities (CL 1st): 1/day speak with animals, dancing lights, ghost sound, prestidigitation.

Abilities Str 11, Dex 13, Con 10, Int 18, Wis 15, Cha 11
Sq Machine Empathy, Integrated Parts, 12 steam powers
Feats: Gearhead, Mechanized Combat Practice, Exotic Weapon Proficiency (steambreather), Mech Weapon Proficiency (steam cannon, steambreather)
Skills: Climb +4, Craft (mech) +12, Disable Device +12, Hide +5, Knowledge (mechs) +12, Knowledge (Religion) +12, Knowledge (steam engines) +12, Listen +12, Mech Pilot +9, Open Lock +9, Profession (engineer) +10, Survival +6, Swim +4
Possessions: Steam breather, a variety of mechanical tools.

Spatz and Crench are twin gnomes. They met Hammer when he used Hemisphere to save a village from lunar dragons and have worked for him ever since. They perform a great deal of the maintenance on Hemisphere.

Player Notes: Hemisphere has the 5 Gunner Chairs. One for each of the Colossal Steam Cannons, one for the short range Steam Breather and two chairs, which each man 2 long range huge steam cannons. You gain a +2 bonus to attacks made in these gunner chairs.

If at this time you want to change your character to take the Mechanized Combat Practice feat, I have no problems. It's well worth taking and gives you a role in any mech combat. Otherwise you use 1/2 your attack bonus and suffer a -4 non-proficiency penalty - I think. I'll have to double check that.

These stats were written for the Revised Mech Creation Rules, mostly to test that I had gotten them done correctly, but I will be using the mech in this game.

Mark Charke

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Charke
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Post by Charke » Thu Mar 09, 2006 2:39 am

Artificial Crew - Expanded Information
32 Automator or Discriminator + animators are used as Hemisphere's artificial crew (64 steam powers). Although they are called "crew" they are not humanoid. They are attachments grafted right onto the mech and could easily be mistaken as part of the mech - they are.

Crew Failure
Each day that Hemisphere’s steam powers are not maintained, 3 of these artificial crew members fail and stop working.

Spatz and Crentch are considered typical 5th-level coglayers able to maintain 12 steam powers each. Hemisphere requires 6 such coglayers (or 5 and 1 lower level one). Each day they do not maintain their steam powers 6 powers fail (one from each coglayer) which translates into 3 crew members.
Hemisphere operates normally with 18 or more artificial crew. This is enough to man all the weapons and maintain the steam engine. At 17 or fewer artificial crew, some of the weapon systems stop working. At 16 or fewer artificial crew the steam engine stops operating.
The number of crew required to maintain Hemisphere is based on the mech rules. That they are artificial does not affect the number of crew - it's just that some of them stop working if they are not maintained and this may affect the mech's performance.

Cockwork Artifical Crew
The ideal artificial crew is a small sized clockwork puppet with an animator and discriminator. These cost 2750gp each, instead of 370gp (automator + discriminator) or 750gp (animator + discriminator). Clockword crew are more expensive and are 3 steam powers each bu they can perform a much wider range of tasks.

Clockwork artificial crew can fight off invaders and perform all manor of minor tasks in-game.

Each gun on Hemisphere has an artificial crew. It can be targeted like a crew member (using the coglayer's attack bonus). If it is destroyed, the weapon stops working unless a living person takes over. Clockwork artificial crew can change stations.

Its hard to justify the cost of Clockwork artificial crew over the simpler artificial crew in certain areas of work. The solution is to include some of both.

Clockwork crew can be very much upgraded with extra abilities to make them "cooler" and more combat effective. This is their major advantage.

Mark Charke

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