Raptor wrote:
These 2 mechs were made the rules for Necrotic Steel & Necrotic Engines from
Steam Warriors. These mechs are not pure necromantic mechs, but use negative energy to run an alternate version of the steam engine. I amgoing to post the Deathwalker firster even though it is the larger of the two, because I recently realized I had an error in the Death Knight (Huge mech), and I haven't fixed it yet. Here are the stats for the Death Walker.
Size: Colossal
Power Source: Necrotic engine
Payload Units: 24
Height: 35 ft.
Space/Reach: 15 ft. by 15 ft./ 15 ft.
Crew: 4 (weapons 5)
Firing Ports: 13
Hit Dice: 24
Hit Points: 132
Critical Thresholds: Green; Yellow 59; Orange 26; Red 7
Base Initiative: -1
Speed: 40 ft.
Maneuverability: Average
AC: 2
Hardness: 15 (Necrotic Steel, Armor Plating, Colossal)
Base Melee Attack: +4
Base Ranged Attack: -1
Unarmed Damage: 1d12+12
Trample: Largest large; Safe medium; Damage 4d6
Saves: Fort +2, Ref -2, Will -
Abilities: Str 34, Dex 8, Con -, Int -, Wis -, Cha -
Mechcraft DC: 41
Base Planning Time: 82 days
Base Cost: 8,447 gp
Total Cost: 46,600 gp
Labor Time: 5,120 man-hours
Construction Time: 48 days (10 avg. laborers + 5 undead laborers +1 overseer) plus magic item creation time
Special: Armor Plating, Extra Wpn Mounts (+8 PU), Gearwright Maintenance, Necrotic Engine, Necrotic Steel
Payload UsageCode:
PU Use
4 Crew
20 Onboard Weaponry
Onboard Weaponry - DeathwalkerCode:
Location Arc of Fire Weapon(dam, range, Other) PU Crew
Right Arm melee +1 Frost Gargantuan Steam Ripper (2d12+13(slash)+1d6 Cold or 8 1
2d8+13(Bldgn)+1d6 Cold/x4)
Torso 180 Forward Linked Large Shredder (1d8, 150) 2 1
Torso 180 Forward Linked Large Shredder (1d8, 150) 2 1
Left Arm 180 Forward +2 Chain Tentacle (2d8+2,100) 8 3
The big advantage of the necrotic engine is that its negative energy heals undead tissue it built into, Which the Necrotic Steel of which this mech is built counts as. It heals 24 hp (equal to HD) every day. It also does not need fuel to run, only water. The disadvantage is that the # of HD of the mech is limited by the amount of HD of undead that could be created by the Caster when casting
Animate Dead to create the engine. That is why this mech only has 24 HD, as this is the minimum for a mech of this size. A caster with a CL higher than 12 could produce a version with more HD. Also the Necrotic steel has special properties its self. In direct sunlight the mech strength is reduced to 30, while in natural darkness is raises to 36. This is a good mech for a Necromancer who has taken levels in the
Steam Mage prestige class.
Okay, I have to talk about this one...
For the record, what is considered natural darkness? Because the nights tend to be pretty bright, what with the giant moon hanging in the air and all.
I'm pretty disappointed with necrotic steel and its counterpart, actually. They're designed for steamborgs and constructs and mechs, but they've got a spectacular price while not providing correspondingly spectacular benefits, and you're not told about what happens if you make armor or weapons out of them.
Likewise, some of the technical details are questionable (It takes 6 months to grow the mold for organic steel? Really? But there's only 6 months in the year
anyway!)
Now, necrotic steel might be onto something if you could make a mech of it and then cover the mech in magical darkness so you can have the Str bonus even during the day. But as it stands, it's got more penalties than it does advantages, and I question the pricing. In fact, I have a lot of questions for any designers who see this.
-what is this 'terrible ritual' involved in making necrotic steel that makes it automatically Evil (TM)? Do I bleed a bunch of creatures dry and quench the properly-enchanted steel in the accumulated blood? I assume there's some sort of malicious sacrifice going on.
-what effects does it have if I make weapons and armor out of this stuff? If I had to ad hoc it, I'd say necrotic steel
wants to be a weapon, and gives some necromantic goodness to slashing/piercing weapons, while organic steel makes incredible armor--probably easier to wear, lighter, and very accomodating--possibly as accomodating as only a living creature can be.
-why are these substances so expensive? The bonuses they give aren't that spectacular. They're very cool materials, yes, but last time I checked, 'cool' didn't add onto the price tag, and there's not really much of a way to use them.