MEC Suit (5e Equipment)
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|Rarity||Armor Class (AC)||Strength||Stealth||Weight|
|Unique||14 + Dexterity modifier||—||Disadvantage||1,000 lb.|
Mechanized Exoskeletal Cybersuits, or MECs, are powerful battlesuits that mount an array of useful weaponry and support equipment. Each MEC can be customized to fit specific tactical approaches. This armor can only be used by constructs that are able to interface with the armor and make it a part of their body. While wearing this armor, you are counted as a Large creature and your Strength score increases to 20 if it is not there already. If that construct has unarmored defense, that AC takes the place of this armor's AC. Each higher version of the MEC Suit can be upgraded from the lower version of it for 500 gold pieces. As for weaponry, it is as follows:
MEC-1 Warden. This armor is the simplest of the 3, and costs 1,000 gold pieces to make. This version of the armor only has one weapon on the arm, one the following:
Kinetic Strike Module. This weapon launches the armor ahead 10 feet to its target and slams its fist into the target. The target takes 3d12 bludgeoning damage. Once used, the suit cannot use this ability again until the bearer completes a long rest.
Flamethrower. This weapon throws fire out to 30 feet. Anything in that range takes 1d12 fire damage. Once used, the suit cannot use this ability again until the bearer completes a long rest.
MEC-2 Sentinel. This armor is the second in the series of armors, with the weapon on the arm that was chosen and a utility on the back. This armor also costs 500 more gold pieces to make.
Grenade Launcher. The grenade launcher throws grenades (DMG pg. 268) out to a maximum range of 60 feet.
Restorative Mist. A mist is sprayed out in a cylinder centered on the MEC Suit that is 30 feet high and 10 feet wide that heals all allies in that radius of 1d8 hit points.
MEC-3 Paladin. The last armor in the series is always the most expensive. The Paladin armor costs 2000 gold pieces to build and has one more weapon on it than the Sentinel armor, chosen from the following:
Proximity Mines. The MEC Suit is equipped with 3 proximity mines. Each proximity mine deals 1d10 fire damage in a 10 feet sphere, triggered when an enemy walks within 10 feet of the mine or if there is an explosion in that radius. Allies of the bearer of the MEC Suit do not trigger the mine.
Electro Pulse. The MEC Suit sends out a blast of electricity in a 20 foot sphere. All living creatures in that radius takes 1d10 lightning damage, and any robotic enemies become paralyzed for 2 turns.