Clockwork Battlesuit

A clockwork battlesuit is a clockwork device that a small or medium humanoid can use during combat. Using a battlesuit in combat requires a T#17 (Initiate) Operate Complex Clockwork check each round. Failure means nothing happens, the user's turn ends, and the user grants a +5 advantage bonus to attacks against him/herself until the beginning of their next turn; critical failure means that the user has broken the device and it must be repaired. Users inside the suit are offered quite a degree of protection, and with enough skill, can be deadly fighters.

Size: clockwork battlesuits come in two sizes, large and medium, and are used by humanoids one size smaller than the size of the suit. Large battlesuits will use larger weapons and therefore do more damage.

Attacks: The operator of a clockwork battlesuit can only make basic unarmed or armed attacks, using Operate Complex Clockwork checks in place of normal focus checks for the attack roll. A medium sized unarmed battlesuit does 1d6 damage; a large one does 1d8; an armed one does damage depending on the weapon being used. Martial feats and other fighting talents cannot normally be used while within a clockwork battlesuit. The fists of a clockwork battlesuit can be enchanted, but will only accept enchantments that would normally enchant gauntlets (not gloves).

Defenses: Use the operators Operate Complex Clockwork score average for Combat Defense. A clockwork battlesuit has a base DR equal to 4 plus the operators status in Operate Complex Clockwork. They can be equipped with shields, they can be made with higher degrees of base DR, as well as be made with higher quality materials such as steel or adamantine (which will give bonuses to DR and unarmed bonus damage). The battlesuit can be enchanted as if it were armor. The clockwork battlesuit is immune to any spell or effect targeting mental or physical defense.

Speed: 10 ft for 1 AP

Hit Points: The clockwork battlesuit has health points like a normal creature, but no stamina points. The clockwork battlesuit has 100 health points, and these can be upgraded. A clockwork battlesuit that has lost half its health points has been damaged to the point where it is more difficult to operate. The operator takes a -2 disadvantage penalty to all Operate Complex Clockwork checks in the damaged battlesuit. A clockwork battlesuit that has lost 75% of its health points is very damaged, and the disadvantage penalty increases to -5. Any clockwork battlesuit that has lost all its health points has taken too much damage and is inoperable, but not destroyed (-20 health will destroy it beyond repair). Spells, alchemical items, or other things that would normally restore stamina or health do not effect a clockwork battlesuit unless they specifically say otherwise. Create/Fix Clockwork can be used to repair damage to a clockwork battlesuit. After each hour of work, make a check, repairing 5 health damage per status of the check.

Other Defenses: The operator of a clockwork battlesuit cannot be the target of most spells and attacks and is unaffected by most spells and attacks since there is no line of effect or line of sight to the operator (he is fully enclosed in the suit), but the battlesuit itself can be targeted. Treat it as an attended object.

Energy Attacks: The clockwork battlesuit is immune to electricity, psionic, negative energy, and positive energy damage, though the damage from an electricity attack is transferred to the operator (he IS encased in a big metal suit). The battlesuit has energy resistance fire 10 and cold 10, it takes normal damage from acid and force attacks, and it takes 10 additional damage from sonic attacks.

Using spells, talents, or martial feats: A user of a clockwork battlesuit cannot use any spells or other abilities except those that target himself or the battlesuit since the operator doesn't have line of effect (but see Battlesuit Mage and Battlesuit Master talents).

Wind Time: 10 minutes

Run Time: 4 hours