- 10 HD
- Armor as Plate (16)
- Morale of X (Never Flees)
- Always fails Initiative
- Save or Die if you are in front of it as it moves or pushed underneath it
- Speed of a Zombie (Or one square/zone per round)
- Requires a round to rotate it 90 degree
- Is Giant and a Construct/Structure. Takes one or zero damage from regular attacks or spells, receives half damage from fire, sound, or giant weapons/attacks.
- Three Attacks as Crossbow (1d8 w/ +2 to Hit vs Armor) to anyone who gets close, attacks every other round. Cannot shoot at those within touching distance of the base.
- Cannot be stopped or moved off course. Crushes through bodies or wood barricades without slowing down, slows to half speed in mud or over earthworks, cannot destroy stone fortifications on its own but can break open a defended wall in three rounds.
- Alignment of Neutral Evil (or None)
Engine's Siege-Weapon - Roll d12
[1] Catapult (Boulder at 2d10 that deal 50% to adjacent targets) Moves to effective angles.
[2] Ballista (Deals 3d10 with +2 To Hit Fliers) Meant to take down dragons and griffons.
[3] Great Horn (Besieging units have +1 Morale) Blown to rally their forces.
[4] Hooks (Increased speed, moves while besieging) Grapple hooks pull down walls, topple towers.
[5] Flamethrower (As Dragon breath weapon, Resistant to Fire) All consuming flame.
[6] Explosion (-2 HD and AC) If it reaches your walls, don't expect anything left after the boom.
[7] Sorcery (Casts one powerful Spell) Magic to blow down walls or crush spirits.
[8] Weapon Platform (Crossbows attack every Round) Provides covering fire.
[9] Cloud Ladders (Creates advantageous terrain) Creates and supports long platforms and scaffolds over enemy fortifications, towers, and other siege weapons. Catwalks of warfare.
[10] Blade Launcher (Cone of 1d8+1 spinning blades; large enough to hit a formation of troops) Launches powerful blades meant to slice thru entire enemy units. Antipersonnel weapon.
[11] Trench (Leaves behind difficult terrain where it moves) No
weapon; meant to undermine and sap enemy fortifications and turns up the
soil, leaving a trench for soldiers to move up.
[12] Battering Ram (Breaks open gates in two rounds) Roll a Random Animal to determine the ram head design. Motifs of this animal are in the engine's armor plates or troops.
Engine's Devious Construction - Roll d8
[1] Stonework (+1 AC) Like a fortification that moves.
[2] Towering (+1 HD, increased range of all abilities) Skyscraper of death.
[3] Jettied (Units at the base are pelted with 1d6 dropped stones) Wider towards the top.
[4] Grisly Trophies (Enemy morale checks at -1) Break the defender's will to fight.
[5] Trojan (Additional elite soldiers inside) Shaped like a statue or monument.
[6] Mechanical Joint (Can rotate unrestricted) Entire top can twist or pivot. Greater mobility at the cost of an obvious weakpoint- a magic sword stuck in the gear will stop it.
[7] Booster (Can move at running speed for one round) Sudden blast of fire from the back or the crack of a whip and it moves with feral speed. Tramples foes like a frightened beast.
[8] Giant Creature Bones (Animals must make morale check to approach) Its grinding gears sound vaguely like screams.
Engine's Driver - Roll d8
[1] Magic (Gets +1 saves or resistance to spells) Propelled forward by an unseen enchantment.
[2] Beasts (Alignment to Neutral) Beasts walk in a circle endlessly to power the grindstone.
[3] Clockwork (Continues to move one round after destruction) Great flywheels keep pace.
[4] Monster (Troll or Giant within) If you slay the monster the engine will no longer move.
[5] Great Bellows (Puts out fires or blasts away arrows once per round) Great air-sacs within push it along as its bellows is pumped. Piercing weapons can puncture the bags and leave it breathless.
[6] Wheels (Saves to get out of the way at -2) Giant crushing wheels, but cutting the rope axle will stop the siege engine from turning again.
[7] Many-Feet (Behemoth now has Morale) Slaves or soldiers push it along the ground. Caltrops placed in front of the machine will slow it for a round, but not stop it.
[8] Strandbeest (-2 to HD, no fire resistance, moves over obstacles at normal speed) Powered by the wind and air. No easy way to stop it, but it is a fragile and delicate thing.
Engine's Occupants - Roll d10
[1] Mercenaries (Extra Crossbow attack and all Crossbows attack at +2) Colorful banners
[2] Undead (Behemoth can be Turned to stop it for one round) Tireless operators.
[3] Animals (Deafens, you have -2 to Hit when near) Howling and snarling in chains.
[4] Gelatinous Cube (Surprise attack) Trapped stair drops it on your head.
[5] Unseen Servants (Disadvantage to Hit) Too dark inside? Or are they simply not there?
[6] Weakened Soldiers (-1 HD & Morale, +50% numbers) Injured and sick stored here, like a mobile infirmary doubling as guards for the war machine.
[7] Sneaky (-2 to Hit with ranged weapons from outside the Engine) Come out from hidden flaps and within the wheelwell; pitch black within the bowels of the engine. Maybe goblins.
[8] Wild (Crossbows replaced with Blowdarts 1d4 save or be paralyzed) Have no idea how the great machine works; they may worship it as a primal thing of destruction and power. Probably goblins.
[9] Wizard (2+1 HD Wizard & Servant) The Sorcerer
responsible for the machine. Helped out by his short and deformed, but
unnaturally strong henchmen who can only say its own name.
[10] Living Machine (Reflect attacks at 50% damage taken
from within) Seems empty until a support splinters towards you, walls
buckle back at the intruders, bags of sand raise and swing as though a
kraken's tentacles trying to force you out. It's alive!

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