These guys were very fun to run in battle. Blanketing an area in rocket fire before slamming into foes. My characters used Casandalee to takeover one of Ghartone’s Battleguards and turned it against him. It survived and has become Casandalee’s host. Fun, fun, fun!
Armour Class 19 (reinforced skymetal plating)
Hit Points 206 (12d10 +60)
Speed 20 ft.
STR 24 (+7) DEX 18 (+4) CON 21 (+5)
INT 12 (+1) WIS 15 (+2) CHA 1 (-6)
Saving Throws Con +8, Wis +3, Cha +4
Skills Athletics +9, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Damage Immunities necrotic, poison, psychic
Damage Vulnerabilities lightening
Condition Immunities charmed, frightened, paralysed, petrified, poisoned, and stunned
Senses Darkvision 60 ft., passive Perception 14
Languages Gothic, Common
Challenge 10 (5,900 XP)
Gift of the Machine God. As a creature of technology Gearsman Mk III gains many damage and condition resistances and immunities but they are also susceptible to lightening attacks.
Adaptive Learning. A gearsman can automatically gain skills, proficient and feats as needed though it can only have one new ability active at any given time.
Charge Weapon. Any metal melee weapon wielded by a gearsman becomes charged with lightening and deals +1 die of lightening damage on a hit.
Overcharge Energy Weapon. Any energy weapon wielded by a gearsman mk. III can be overcharged at the cost of 1 extra charge per extra die increase.
Combat Hardened. The gearsman’s advanced robotic frame provides a measure of protection against attacks. The Mk III has a damage threshold of 10. It reduces all damage by ten.
Self-Repair (Recharges after Long Rest). A gearsman’s nanites heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice (12 hit points per hour for most gearsmen mk III). Up to once per day, as a full-round action, it can heal any robot it touches of 4d6 points of damage—if a gearsman uses this ability on itself, it automatically heals itself of the maximum amount of damage: 24 points.
Multiattack. The gearsman can makes two melee or one rocket launcher attack.
Rocket Launcher. Range Weapon Attack: +10 to hit, range 120 ft.; multiple target in a 30 ft. sphere.
Hit: 37 (10d6 +7) bludgeoning and fire damage, DC 15 Dexterity save for half damage except creatures hit directly.
Stun Baton. Melee Weapon Attack: +10 to hit, reach 10 ft.; one target.
Hit: 15 (2d8 +7) bludgeoning and lighting damage. At the battleguard’s discretion the lightning damage maybe disabled. On a critical hit the creature must make a DC against the amount of damage caused Constitution save or be stunned for 1 minute.
Machine Slam. Melee Natural Weapon Attack: +10 to hit, reach 10 ft.; one target.
Hit: 25 (3d12 +7) bludgeoning damage.
Implacable. When a Mark III gearsman drops to 0 hit points for the first time it regains 15 hit points and fights on.
Gearsman can use weapons and other items as a human so it is not uncommon to find them carrying weapons, in particular crowd control type weapons. The battleguard is tasked with protecting Starfall so also carries lethal weapons including a rocket launcher (5 charges) as well as non-lethal weaponry like a stun baton and 3 soft grenades (15 (5d6) sonic damage and this damage never kills. DC 15 Dexterity save for half).
The flexing hiss of motors and the smell of oil and the alien metals and plastic. A soft whir as steel caresses steel. Metallic fingers clench. Artificial eyes glow red.
This hulking humanoid robot was recovered by the Lord-Captain of Divinity and used to supplement his security force. Though the Technic League call them gearsmen, Drub knew them for what they really were – The Iron Men from the Dark Age of Technology. They appear as coppered burnished armoured men though time has corroded many of them so they appear almost rust coloured. They were loyal servitors to the Captain until the attack on the ship caused Unity 2.0 to go insane and ordered them to exterminate or biological life on the ship.