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- Pilot level 15
- Pilot: Nat Palm
- Mech: Shake'n'Bake
- Licenses:
- Manticore 3, Goblin 3, Minotaur 3, Genghis 3, Sherman 3
- Talents:
- Hacker 3
- Nuclear Cavalier 3
- Technophile 3
- Uncanny Reflexes 3
- Vanguard 3
- Grease Monkey 3
- Kit: +32 HP, +3 Systems, +2 Engineering, +6 Aim, +11 Heat Capacity, +1 E-Defense, +1 Invasion, +1 size to Blasts, Cones and Lines, +5/5 EP IP
- Core: Minotaur
- Size 1
- Hull: 10
- - HP: 42/42
- - Melee: 0
- - Repair Rate: 11
- Agility: 10
- - Evasion: 10
- - Speed: 5
- Systems: 12+3
- - E-Defense: 16
- - Scan: +5
- - Invasion: +6
- - Lock On: +5
- - Sensors: 15
- Engineering: 11+3
- - Heat Capacity: 0/25
- - Repairs: 7
- - Cooling Rate: 7
- Aim: +6
- Armor: +0
- EP: 9/12
- IP: 15/15
- Weapons:
- Integrated Flamethrower: 3 EP, 2 IP. Heavy Energy CQB. Cone 7, 1d6 Energy Damage, 2d6 Heat damage.
- 2x Arc Projector. 6 EP, 2 IP. Main Energy CQBs. Cone 8, 2d6 Heat damage. 1d6 Heat (Self).
- Systems:
- HR OS-Rv57 System upgrade II: Unique, 1 IP. Gain an extra choice for invasions on Exposed targets: 2 Difficulty: Your target immediately makes a roll on the overheating chart, rolling twice and choosing the higher result. Your target counts as volatile until the end of its next turn.
- HR OS System Upgrade III: Unique, 2 IP. On an invasion attempt on an Exposed target, gain the following choices: 1 Difficulty: The target must pass an engineering skill check or be stunned. 2 Difficulty: The target takes an extra 2d6 heat damage
- Horus Invasion Rig: 1 IP. Unique. The Exposed condition you inflict lasts indefinitely, in addition invasions on non-exposed targets deals 1d6 Heat damage.
- Ram Drive: 1 IP, Unique. While you're overheating, your first energy weapon attack of the turn deals an additional 1d6+1 Heat damage.
- Minotaur Reactor Bootstrap v6.5: 1 IP. On a successful Invasion against an Exposed target, deal 1d6+3 Heat damage instead of just 1d6.
- Redundant Systems: 1 IP. Limited (4). Unique. You can Stabilize Systems as an EOR action.
- Reactor Stabilizer: Unique. 2 IP. The first overheating roll you make in a round, roll 2d20 and choose the lower result. Cancels Volatile for a normal roll.
- Explosive Vent: 2 IP. Unique. When you Stabilize Systems, you can explosively vent in a blast 2. Everyone must pass an agility check or take 1d6 energy and 1d6 heat.
- AIs:
- Agni: Limited (2). For 3 rounds, as an EOR, reduce your heat by cooling rate if moving, 2x if not. Make a blast 2 around self that forces an agility check, on failure targets take 2d6 heat damage, are pushed outside the blast and knocked prone. This area provides light cover for a round.
- Asura: Limited (2), 1d6 Heat damage per round for five rounds, gain an extra action per round.
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