Mech Pilot

A duragar mech pilot

With the advancement of exo-skeletons and other war equipment, experimental Enigmatic single pilot mechs have been the latest development in war. Not only in the deep reaches of space do these Mech Pilot enjoy superiority, but also more often on ground level.

Mech Pilots are tanks that use their knowledge and instincts on how much their suit can take to increase their efficiency. They are skilled mechanics as well, which is required to repair their suit.

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Discuss with your Game Master if any mech suit upgrades could be applied during the campaign.

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## Features

### Mech Training

You gain proficiency in *pistols*, A*eronautic Vehicles, Tinkering* and one armor type of choice: *light or medium*.

Additionally you gain the following ability:

> ***Emergency Repairs*** (3AP) - Once per sleep rest, using a tinkerer's tool kit, you can touch a dead mechanical creature or a destroyed vehicle and bring it back into a somewhat functioning state. It regains hit points equal to 1d4 + Wisdom modifier. The target must have all its vital parts still attached.
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### Mech Suit

You have gained the honor to receive an experimental mech suit. You gain the following ability:

> ***Mech Suit*** - You receive one of the following mech suits, which you can pick, however you must be proficient in the armor type:
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> 1. Light Armor: 1AP to enter/exit. AC: 14, HP: 10, base speed: 40ft, STR: 12, DEX: 18.
> 2. Medium Armor: 3AP to enter/exit. AC: 15, HP: 12, base speed: 30ft, STR: 16, DEX: 16
> 3. Heavy Armor: 4AP to enter/exit. AC: 16, HP: 14, base speed: 20ft, STR 18, DEX 12.
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> Using the mech suit has the following rules:
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> * The mech suit counts as a vehicle and has the tag 'Mechanical'.
> * It has its own AC and HP, when you wear the suit, you gain full cover from all effects and the suit will take all the enters and effects you normally would.
> * And condition applied to the suit also applies to you when you are inside. Remember that mechanical creatures are stunned while EMP'ed.
> * At each level up, you can decide if you would like to use the STR and DEX of the suit or whether you will stick to your own abilities while inside.
> * The mech suit is bound to you biometrically and other creatures cannot use this to them it would become a piece of armor in which they are not proficient.
> * When the mech suit is destroyed while you are inside, you must exit before able to use any other actions. You fall prone when you do so.
> * During a sleep rest you can repair your mech suit for 1 C per 1 HP missing.
> * If your suit is destroyed, you rebuild it for 100C on a sleep rest or you can spent 1 week on intense repair in order to repair it for free.
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### Mech Modifications

You have barely received the base model, with your mechanics skill you can sure upgrade it. You gain the two following abilities:

> ***Modifications*** - You can spend Modification Points to get a number of modifications to your mech. You cannot pick a modification twice, and you may only swap at each level up:
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> * ***Thrusters*** (2 Modification Points) - You can consume 1 battery to give the mech 20ft flying speed and 30ft swimming speed for 1 hour.
> * ***Attached Weapon*** (2 Modification Points) - You select a weapon in which you are proficient and attach it to the mech. The weapon is hidden, until you start attacking with it, after which it is hidden again. The mech can automatically reload this weapon for you at the end of your turn, but the mech can only hold 2 ammo clips.
> * ***Air Tank*** (1 Modification Point) - You make the mech air tight and add an air tank, allowing you to survive underwater and in space for 24 hours.
> * ***Transformation*** (2 Modification Points) - While not in the mech suit, you can use an item interact to transform it into a civilian vehicle of choice, you can also turn it back. This process transformation takes 1 minute.
> * ***Defensive Matrix*** (2 Modification Points) - Once per sleep rest you can spend 2AP create a defensive matrix in a 15ft cone until the start of your next turn. All creature inside gain invulnerability to all damage.
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### Mech AI

Artificial intelligence can maintain your mech suit for you while you are not present. So handy. You gain the following ability:

> ***Mech AI*** - Your mech gains 10 on Intelligence, Wisdom, Charisma and Constitution as well. While you are not in our mech, it gains the tag 'Humanoid' and gains your proficiency. It becomes animated and starts following you and your orders.
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### Overcharge

You are willing to push the boundaries of your Mech, even if that means compromising your own safety. You gain the following ability:

> ***Overcharge*** (reaction) - When your mech is taking damage, you can use this reaction to Engicmatically redirect the damage the mech would take to you instead and also reduce this damage by 1d4.
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                          ~ DikkBott 乁( ◔ ౪◔)「

### Emergency Bail-out

Desperate times, desperate measures. You gain the following ability:

> ***Emergency Bail-out*** (reaction) - Even if the suit is afflicted with EMP, you can Enigmatically launch yourself out of the mech suit and at an unoccupied space within 20ft. When you do this, you can also choose to activate the following:
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> * ***Self-Destruct*** - After launching yourself, the mech detonates in a forceful explosion. All creatures within 15ft radius sphere of the suit must make a Dexterity Saving Throw to your Mechanical Save DC or take 2d12 force damage. If they succeed they take half damage. The Mech is destroyed and beyond immediate repair.
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