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== What About the Mechs? == Ah, yes, the mechs. Mechs in this setting are slow, clunky, and not all that agile (except for a few kinds, more on those later) think [[Titan (Warhammer 40,000)|Titans]] rather then [[Adeptus_Evangelion|Evas]]. They also take a ridiculous amount of time to build- since everything must be hand-made, larger mechs can take hundreds of thousands of man hours to complete. Mechs are sorted by size (traditional D&D size categories, but a few added to go up to "City-Mech") and power source. Power sources are as follows: *Steam. The easiest to make, and the most prevalent. Slower, but quite a bit more durable, and one of the more affordable options. A decent all-round or starting mech. *Spring/Clockwork. A step up from steam- faster, quieter, requires less fuel, and incredibly rare and difficult to make. Critical hits on them are especially devastating; expect total loss of power for weeks if a cannonball so much as grazes your mech's torso. They're also more agile, but still really clunky and awkward, so make of that what you will. *Manpower (though typically slaves in larger mechs): Usually used by more primitive tribes (and Orcs) because they don't have anything else. Fairly slow, but affordable, if nothing else. *Magic: These "mechs" are actually golems animated by lots of magic. Sleek, fast, immune to crits, and cost more than a diamond-encrusted Tarrasque. Only the Elves make these, and they require high-level mages to even begin to make. Once the creation is done though, they require less crew, have more living/shipping space, and are far more dangerous than their non-magical brethren. *Zombies!: It was only a matter of time before some necromancer decided to be REALLY evil and build a giant mech out of dead things. This mech is relatively inexpensive (the only materials you need are bodies- sometimes a LOT of them) and requires precisely one crew member to function- the necromancer who made it. Zombie mechs are similar to Magic mechs in that they require a high-level spellcaster to make, are immune to crits, and are actually golems; however, they are slow, so their main purpose is a transporter for massive zombie armies. Mech combat is done using hardness of material instead of AC, because mechs have ACs of somewhere around 5. Mechs get special weapons, some of which are just giant versions of normal weapons (giant chainsword anybody?) and some of which are awesome (like a giant cannon built to kill city-mechs). Sometimes critical hits are scored on mechs and a table must be rolled on to determine the extent of the damage. Sometimes a weapon is lost; sometimes an entire mech shuts down; sometimes your cupholder breaks. It varies. Without critical hits, however, mechs are nigh invulnerable as hardness, object damage resistances/immunities, and a literal boatload of HP means that the usual D&D methods of killing things have little hope of stopping them.
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