DivineDragoonKain

theoretical level 15

Jul 12th, 2018
83
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.33 KB | None | 0 0
  1. Scarlet 15 theoretical
  2.  
  3. Scrapper I - Scrounger: While in base, you can, with a little work, install a jury-rigged weapon systemon your mech from spare parts. It has the following profile (you can make some choices about it when you install it). Roll the Limited property when you acquire it. You can change the profile of this weapon each time you return to base.
  4.  
  5. Pangalactic Eardrum Blaster (Illegally Modified Output)
  6. Main Cannon
  7. Limited (8), Unreliable
  8. Range 8, Cone 6, Line 10 (2 wide), or Blast 3
  9. 1d6 Energy
  10.  
  11. Scrapper II - Unsactioned Weight Reduction: Removing reactor shielding. Your scrapper weapon can fire as a cone 5 weapon, a line 10 weapon, or a blast 2 weapon (choose when you fire). However, if you make a critical check, your mech also immediately makes an overheating check.
  12.  
  13. Gunslinger I-III for hand cannon build??
  14.  
  15. Grease Monkey I
  16.  
  17. Leader I-III
  18.  
  19. Nuclear Cavalier I-III
  20.  
  21. Siege Specialist I - Shaped Charges: Your blast weapons gain +1 blast, your cone weapons gain cone (+1), and your line weapons become 2 spaces wide.
  22.  
  23. Siege Specialist II - Extra fire modes for cannons and launchers. +1 Difficulty past the first type used per weapon.
  24.  
  25. Siege Specialist III - Self Propelled Apocalypse. A deployable siege mode.
  26.  
  27. Technophile I - Any AI core installed on your mech is no longer hostile to you when unshackled and may even be friendly (though still controlled by the GM) and costs 1 SP to install. Dummy plugs installed in your mech cost 0 points to install.
  28.  
  29. Veteran I - Not Dead Yet: Gain one more Pilot Trait: Veteran. In addition, when your pilot hard suit is reduced to 0, instead of dying you can strip off your suit as a reaction to continue on foot as a pilot (evasion 8, speed 5, targeting +0, size 1/2). You follow the same rules as other pilots, so any hit from a mech weapon will kill you, you do limited damage to mechs, you make pilot skill checks, and you die or are out of the mission once you disable all your traits.
  30.  
  31. Veteran II
  32.  
  33.  
  34. Mech: "Ruby Weapon"
  35. Shell: Barbarossa
  36. Shell bonuses: HP +10, Agility -2, Engineering +1
  37. Core Bonuses: +6 Hull, +6 Agility, +3 Engineering, +45 HP, +1 Heat Capacity, +5 Range on Heavy and Superheavy ranged weapons, +1 Armor, +8 HP, Max Speed while Crippled is 6
  38.  
  39. Size: 4
  40.  
  41. Hull: +6
  42. HP: 107 or 111
  43. Resilience: 6
  44.  
  45. Agility: +4
  46. Evasion: 12
  47. Speed: 9
  48.  
  49. Systems: 0
  50. Sensor: 8
  51. E-Defense: 8
  52.  
  53. Engineering: +4
  54. Heat: 11
  55. Repair Cap: 10
  56. Repair Rate: 26 or 27
  57. Armor: 4
  58.  
  59. Targeting: +6
  60.  
  61. SINGLE TARGET FUN TIMES
  62.  
  63. Flexible Mount - 2x Hand Cannon Loading Range 15 1d6+2
  64. Core Mount x3 6x Hand Cannon or 3x Heavy Laser (Focus, Heat 2 (self), Range 15 2d6 energy damage)
  65. Heavy Mount - IPS-N Assault Cannon 1 heat (self), Unreliable, Range 15 2d6+4 Kinetic
  66. Apocalypse Rail - IPS-N Leviathan Assault Cannon (Superheavy Cannon, 1 Heat, AP, Range 15, 1d6 if you fire in wuss mode, 4d6+4 kinetic in spin up)
  67. Scrapper - You know this one
  68.  
  69. OR AOE DAMAGE SHENANIGANS
  70.  
  71. Flexible Mount - High Arc Mortar (1d6)
  72. Core Mount x3 - THREE HOWITZERS?? (1d6+3) You know, I don't think I've grabbed a lot of AOE weapons.
  73. Heavy Mount - ANOTHER HOWITZER
  74. Apocalypse Rail - Siege Cannon (4 heat(self), Indirect, Ordinance, Loading. Range 30, Blast 4, 3d6+3)
  75. Scrapper - You know this one
  76.  
  77. OR A KINETIC HAMMER IN ONE CORE SLOT
  78.  
  79. SP: 10/10
  80.  
  81. IPS-N "BARRIER" Assault Shield (3 SP). Unique, Reaction. Gain a reaction: When taking damage from one source, hull check to gain Resistance to that damage.
  82.  
  83. IPS-N "BASTION" Siege Scales (2 SP). - Unique, Protocol. Free action to activate or deactivate at start of turn - cannot move or boost, but count as light cover (count as IN light cover??) even out in the open and gain resistance to blast, line and cone attacks.
  84.  
  85. Redundant Systems Upgrade (2 SP). Limited (3). Unique. Activate this module to make a Stabilize Systems check as an End of Round action.
  86.  
  87. ASURA-class AI: 'Ruby Wrath' (1 SP). AI System, Unique. Your mech gains the AI property. It can take actions and move on its own prerogative when notpiloted, using its stats. It is obedient to you alone. You can determine the general disposition andpersonality of your AI. In addition, you gain the ASURA protocol.
  88.  
  89. Options:
  90.  
  91. Interdictor Field (2 SP protocol, cannot move or boost but blast 2 on self is difficult and dangerous terrain for hostiles only) OR Personalizations + Mesmer Mine or Breaching Charge or whatever.
Add Comment
Please, Sign In to add comment