Imperial Armiger Knight (5e Equipment)
From D&D Wiki
Cost: 750,000 pp
Hello there today I'll be introducing to you the imperial knight which is a giant fraggin robot that one can pilot sort like a mech suit but the difference between a normal mech and a Knight is that a knight house's an A.I. that grows a personality with each passing pilot and the pilots are usually born of nobility whom have their head so far up their keester that they still believe that even space bugs deserve an honorable death. That being said the armiger is the baby of the knight family this first variant we will show you is the Warglaive which it's main role is rapid CQC assault maneuvers, that being said most pattern's of knights have interchangeable weapons specific to their pattern (fancy word for variant), Now here's a list of feature's and weapons
Hit Points. 800
Damage Threshold 25
Crew and Passengers. 1 driver
Standard Options You can only equip 2 options and 1 tertiary mounted gun
Thermal Spear: Ranged Weapon Attack: +8 to hit, range 100/300 ft., one target. Hit: 35 (10d6) fire/piercing damage. The Thermal Spear has the burst fire and reload (25 shots) properties, and it deals double damage against objects and structures.
Reaper Chain-Cleaver: Melee Weapon Attack: +8 to hit, range 20ft., one target. Hit: 55 (10d10) Slashing damage. A giant Chainsaw deals double damage against objects and structures.
Heavy Stubber: Ranged Weapon Attack: +8 to hit, range 130/390ft, one target, Hit 36 (6d6) Piercing damage. The Heavy Stubber has the burst fire, Short burst (6), and reload (1000), Properties
Melta-gun Ranged Weapon Attack: +8 to hit, range 100/300 ft. one target. Hit 120 (20d12) Fire damage, The Melta-gun has the reload (12) property