DivineDragoonKain

what did I DO

Oct 23rd, 2017
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  1. Kit: +2 Hull, +1 Agility, +1 Systems, +1 Engineering, +36 HP, +6 Heat Capacity, +5 EP/IP, +3 Speed, +5 Aim, +1 Melee, +1d6 kinetic damage to unarmed attacks
  2.  
  3. Licenses:
  4. VLAD 3
  5. TIKTOK 3
  6. LION 3
  7. DUSK WING 3?
  8. PEGASUS 3?
  9.  
  10. Talents:
  11. Executioner 3
  12. Lancer 3
  13. Scrapper 3 (Removed optics, reactor shielding :V +4 EP, +5 IP)
  14. Nuclear Cavalier 3
  15. Combined Arms 3
  16. Tactician 3
  17.  
  18. Mech: Goober Lagging
  19.  
  20. Size 2
  21.  
  22. Hull: 12+2
  23. - HP: 50
  24. - Repair Rate: 13
  25. - Melee: +5
  26. Agility: 10+1
  27. - Speed 6+3
  28. - Evasion 11
  29. Systems: 11+1
  30. - E-Defense 12
  31. - Sensors 12
  32. - Invasion +2
  33. - Scan +2
  34. - Lock On +2
  35. Engineering: 10+1
  36. - Heat: 0/17
  37. - Cooling: 6
  38. - Repair: 6/6
  39.  
  40. Armor: 2
  41. Aim: +5
  42.  
  43. EP: 8/19
  44. IP: 17/17
  45.  
  46. Weapons:
  47.  
  48. Giga Drill: 5 EP. Superheavy Melee, Reach+1 and 4d6 Kinetic damage. Unreliable, AP.
  49. Goober Lagging Sunshades (Integrated Impaler): 2 EP, 2 IP. 1d3 heat damage (self). Line 10, 1d6 Kinetic damage, the final target of this attack must pass agility or be immobilized.
  50.  
  51. Armor:
  52.  
  53. Shock Armor: 1 EP, 1 IP. +2 Armor, but all targets count as in light cover if they're not in better cover. (Note: Melee ignores cover)
  54.  
  55. Systems:
  56.  
  57. Core Siphon: 1 IP. At the beginning of your turn, you may grant your first attack roll 1 or 2 Accuracy, but take that amount of difficulty on further attacks that round.
  58. Overcharge Mod: 2 IP. One weapon does +1d6 extra damage, but gains Unreliable. (JOKE'S ON YOU IT'S ALREADY UNRELIABLE)
  59. Aim Assist Module: 2 IP. When locked onto a target, your first successful weapon attack deals +1d6 damage.
  60. Hotblood: 2 EP, 3 IP. HOTBLOOD PROTOCOL
  61. Spiral Energizer. 3 IP. When firing a weapon that deals Energy damage, you must choose to take either 1d3 heat and add +2 to that weapon's damage roll, or take 1d6 heat and add +3 to that weapon's damage roll.
  62. Adaptive Weaponry. 2 IP. Apply to one weapon, as a free action, one of its damage types changes to Energy.
  63. Hover EX: FREE. When you move or boost, you can fly with Hover.
  64. Vocal Control Module: 3 IP. Limited 3. Choose one weapon, as an interaction, attack with this weapon as a Primary Attack.
  65.  
  66. Attack breakdown:
  67.  
  68. At base, the drill attacks with 2 accuracy and deals 4d6 armor piercing kinetic damage. When it deals Energy damage, it gains +2 or +3 to the damage roll. When it's the first successful attack it deals +2d6 energy damage if it's an Energy attack and you're overheating, and +1d6 if it's on a locked on target. You also deal +1d6 heat damage when overheating. When Hotblood is active, your first successful attack deals +1d6 damage. On your first successful attack, all targets in range of your melee weapon take 1d6 damage of your weapon type. When attacking with no other melee weapons (and there are none), you can make a second attack against a target in reach when you hit with the first one. On 20+, all targets in range take another 1d6 of the weapon type, which is also armor piercing.
  69.  
  70. When boosting, make a single free melee attack with +1 accuracy. Gain +1 accuracy if a target is in melee engagement with a foe or if you have higher elevation (stacks). You may attack as a reaction when an allied mech hits a target, make this attack with +1 accuracy.
  71.  
  72. Ranged and Melee attacks give +1 accuracy to each other, you ignore light cover for melee engagement.
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