Here's my first model, the Battlelisk. The first Battlelisk was the brainchild of a kobold mage jockey from the Gelgaran Highlands trying to aid Zlaan and the chromatics in their patrols against the lunar dragons.
Power Source: Animated (dispel DC 26)
Payload Units: 10
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./ 10 ft.
Crew: 2 (weapons: 2)
Firing Ports: 10
Hit Dice: 24
Hit Points: 132
Critical Thresholds: NA
Base Initiative: +3
Speed: 40 ft.
Hardness: 8 (stone)
Base Melee Attack: +5
Base Ranged Attack: +3
Unarmed Damage: 1d10+5
Trample: Largest medium; Safe small; Damage 3d6
Saves: Fort +0, Ref +2, Will -
Abilities: Str 20, Dex 16, Con -, Int -, Wis -, Cha -
Mechcraft DC: 36
Base Planning Time: 72 days
Base Cost: 1280 gp
Final Cost: 58,571 gp (63,071 gp for the advanced model)
Labor Time: 2,176 man hours
Special: Incremental improvements (+2 Str, +8 HD, -10 speed), Relayed Weapons
New Special Trait: Relayed Weapons: Relayed weapons function similarly to linked weapons, but are more versatile. The two linked functions do not have to have identical targets and can be linked to accomplish more than one task in an order specified at creation. Separate controls also exist for activating the same functions without linking. Relayed weapons increases the cost of a mech by 10%, plus another 5% if more than two functions are linked (if a function is activated more than once, each activation counts as a separate function). In the case of the Battlelisk, activating the Soften Earth and Stone wand initiates two consecutive castings of Greater Mighty Wallop on the mech hammer.
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PU Use 2 Crew 8 Onboard Weaponry
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Location Arc of Fire Weapon(dam, range, Other) PU Crew Right Arm Melee Huge Mech Hammer (2d8+5/x3, 4 1 3d12+5/x3 with Greater Mighty Wallop active) Right Arm Melee Greater Mighty Wallop wand Head (mouth) 180 Huge Net Cannon (special, 180) 4 2 Head (eyes) 180 Earthbind wand (advanced model only) Left Arm 180 Soften Earth and Stone wand Left Arm 180 Desert Burial wand
In combat, the Battlelisk is a bit of a one-trick pony. But it's a very effective trick. It begins combat by firing the net cannon to ground the dragon. More advanced models link a wand of Earthbind (Draconimicon) to deliver this blow on two fronts. The kobold caution ethic encourages redundancy for this vital step. Next the Soften Earth and Stone wand is activated, triggering the wand of Greater Mighty Wallop (Races of the Dragon). Nothing particularly important appears to happen during this round, but it is vital set-up. Some pilots may fake damage during this round to lure the foe into false security, possibly linking a wand of Cold Smoke (2nd Age of Walkers) to the whole set-up. In the subsequent round, they activate the wand of Desert Burial (DR 331) and sink the dragon into the ground, rendering it helpless (the ground usually requires softening by Soften Earth and Stone first). The second casting of Greater Mighty Wallop occurs, and now the mech hammer deals damage as if two sizes larger. In the fourth state of this maneuver, the mech coup de graces the helpless dragon. Pilots have come to call this the Whack-A-Mole technique. Currently they are researching ways to limit the potential for the dragon escaping.
And there we are. The first mech from Project Basilisk. Sorry for the random spells from other sources. But it really helps. My second idea involves Stone Sphere (Spell Compendium) and Reduce Monster (I can't find it anywhere, but there's no reason reduce person can't be upgraded just like charm person). Stone sphere deals more damage to smaller foes, and it's earth-based, so it deals more to lunar creatures. It also provides some nice battlefield control against infantry.
EDIT: I had meant to mention this the first time: feel free to offer other good spells or ideas for Project Basilisk.