DivineDragoonKain

Dee Leet / Scrappa

Oct 26th, 2017
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  1. Level 15
  2.  
  3. Pilot: Dee Leet
  4. Mech: Scrappa
  5.  
  6. Scrapper 3 (Removed comms, life support, optics, reactor shielding. 4 EP/8 IP. Can't communicate, can't scan, can't function in hostile environments, takes 1 heat damage when receiving damage, permanently volatile and vulnerable)
  7. Uncanny Reflexes 3
  8. Leader 3
  9. Veteran 3
  10. Drone Commander 3
  11. Technophile 3
  12.  
  13. Licenses:
  14.  
  15. Saladin 3
  16. Hydra 3
  17. Pegasus 3
  18. Balor 3
  19. Lancaster 3
  20.  
  21. Kit: +34 HP, +1 Hull, +3 Systems, +1 Engineering, +6 Heat Capacity, +6 Aim, +1 E-Defense, +1 Armor, +1 Speed, +1 Melee, +1 Accuracy to Lock On, +5 EP/IP
  22.  
  23. Core: Pegasus
  24.  
  25. Hull: 9+1
  26. - HP: 46/46
  27. - Melee: +1
  28. - Repair Rate: 12
  29. Agility: 12
  30. - Speed: 7
  31. - Evasion: 12
  32. Systems: 12+3
  33. - E-Defense: 16
  34. - Sensors: 15
  35. - Invasion: +5
  36. - Scan: NaN
  37. - Lock On: +5 (+2 Accuracy)
  38. Engineering: 10+1
  39. - Heat: 0/17
  40. - Repairs: 6
  41. - Cooling Rate: 6
  42.  
  43. EP: 20/20
  44. IP: 25/25
  45.  
  46. Weapons:
  47. Integrated Autogun. 1 EP, 2 IP. Aux CQB. Range 15, 2d6+1d3 Kinetic AP damage. Focus, Smart.
  48. 3x GMS Howitzer: (Holstered) 12 EP. Range 20 Indirect, blast 2 2d6 explosive damage. Ordinance, Loading. Pure Orochi cheese as a one round salvo of cover ignoring damage.
  49.  
  50. Structure Mods:
  51.  
  52. NO ARMS - Gain +3 EP/IP but you're a minmaxing turd.
  53.  
  54. Systems:
  55.  
  56. Hunter Lock: 2 IP. You make Lock On attempts with +1 Accuracy. In addition, lock on won't break unless the target goes into total cover and makes an agility check.
  57. Aim Assist Module: 2 IP. While locked onto a target, your first successful weapon attack deals +1d6 damage.
  58. Support Shield: 1 EP, 3 IP. Action to activate. 1d6+3 heat damage to self. Blast 3 on user, all ranged weapon attacks made on you or targets in blast are made with +1 difficulty for 3 rounds. You don't suffer this penalty.
  59. Hardlight Defense System: 3 IP. Action to activate. 1d6 Heat (self). Generates blast 3 on self. All damage in the zone deals half damage, half to heat.
  60. Warp Shield: 3 IP. The first attack against you each round is +1 difficulty.
  61. Personalizations: 1 EP. +2 HP. Used entirely to cheese out the rounding up for Repairs.
  62. Custom Paint Job: 1 EP. Ignore the first critical damage roll you take in battle. Destroy this system.
  63. Manipulators: 1 EP. Because for some reason you ripped out your communications systems and your life support, but you care about being able to push keypads while staying in your mech.
  64.  
  65. Offensive Drones:
  66.  
  67. Swarm Drone Nexus - 1 EP, 2 IP. End of Round, requires Lock On. As an End of Round action: deal 1d6 kinetic AP damage to a target. If damaged, the target becomes Vulnerable until the end of its next turn.
  68. Ghoul Drone x2: 1 EP, 4 IP (One's free, thanks Scrapper). EOR, Requires Lock On. Deal 2d6 explosive damage to a target.
  69.  
  70. Support Drones:
  71.  
  72. Repair Drone Nexus - 1 EP, 1 IP. As an action, select one or two target mechs in sensor range. They can spend up to 2 repairs to heal.
  73. Networked Swarm Nexus - 1 IP. End of round: Choose a target mech. As an end of round action, take 1d3 heat damage and that mech can spend a repair to heal.
  74.  
  75. AI:
  76.  
  77. VISHNU. Free. Makes a zone that fucks up your enemy's aim.
  78. OROCHI: Also free. Used to expend HP to cheese inaccurate extra damage with the howitzers.
  79.  
  80. Ammo:
  81.  
  82. Nanite Ammo. 2 IP. Applied to Autogun. That weapon gains the Focus and Smart properties.
  83.  
  84. Summary:
  85.  
  86. At 46 HP, no armor, no life support, and a myriad of other problems, it's a wonder Dee actually got this far. But she did, somehow, and now she's doing everything she can to make sure the mission runs smoothly for everyone else. So what can the Scrappa do?
  87.  
  88. Actions:
  89.  
  90. 1. Make one or two allied mechs spend up to two Repairs, healing 25% or 50% of their HP.
  91. 2. Activate the Orochi protocol to detach 1-3 howizters, which can attack immediately, but are Impaired. The howizters are Loading weapons, so they have to be reloaded between shots, but a lucky burst could be fairly significant. In my opinion, Orochi is kind of weak normally and probably requires a high level build focused entirely around it.
  92. 3. Lock on! Lock on is a crucial part of the Scrappa's damage, and she makes Lock On checks at +5 and adds the higher of 2d6.
  93. 4. Activate a Saladin shield. One takes 1d6+3 heat damage to self and makes a +1 Difficulty field in blast 3 on self. The other does 1d6 Heat damage to self and makes half of all incoming damage in blast 3 do heat damage instead. Both last 3 rounds after activation.
  94.  
  95. What can Overcharge do for Scrappa?
  96. Any of the above except Lock On.
  97.  
  98. End of Round Actions:
  99.  
  100. 1. Fire the autogun as a +6 (+1 Accuracy) attack dealing 2d6+1d3 AP damage to a Locked on target, ignoring line of sight and cover.
  101. 2. Spread out two packets of 2d6 AP damage and one instance of 1d6 AP damage, of any type (energy, kinetic, explosive) among locked on targets. The 1d6 damage inflicts Vulnerable on a target until the end of their next turn. That means Scrappa won't ever be taking advantage of this itself without lucky howitzer fire (or depending on if the autogun goes after drones?), but allies will have a field day.
  102. 3. Take 1d3 heat damage and target an allied mech to spend a Repair. This continues until stopped as an End of Round Action.
  103.  
  104. What can Dee do?
  105.  
  106. Reactions from Uncanny Reflexes help exchange damage for heat. Drone Commander gives damage flexibility and armor piercing, and a last resort attack. Leader can be used to give squad bonuses, but only in shouting range because someone got cheeky and took out the communications console. Still, they're likely to be in range just to benefit from those sweet Saladin shields. If Dee ever gets kicked out of her mech, she can jockey an enemy mech with a reasonable chance of survivability, and then maybe even salvage the Scrappa for the modded autogun. Does that even work? Good question!
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