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- Executioner III
- Martial Artist III
- Duelist III
- Lancer I
- Grease Monkey II
- Technophile I
- Skirmisher III
- Uncanny Reflexes II
- VLAD III
- I. +1 hull, +4 hp. Snub Barrel, Impaler
- II. +4 hp, +1 aim. VLAD Mech Core , Nail Gun, Over-Penetration Modification
- III. +4 hp, +1EP +1IP, Combat Drill, Shock Armor
- BLACKBEARD III
- I. +4 hp, +1 hull. Synthetic Muscle Netting, Nano-Carbon Sword
- II. +2 hp, +1 aim, +1 melee attack, BLACKBEARD Mech Chassis , Flechette Launcher, Assault Grapples
- III. +1 melee attack, +1EP +1IP. KALI class AI, Nano Carbon Axe
- RALEIGH III
- I. +4 hp, +1 hull. Hand Cannon, Breaching Charges, Explosive Weapon Modification
- II. +4 hp, +1 aim. RALEIGH Mech Core , Impact Shielding, Bolt Thrower
- III. +1 aim, +1EP +1IP. UNCLE class AI, Kinetic Hammer
- SHERMAN I
- I. +4 hp, +1 engineering, Redundant Systems, Laser
- Dusk Wing I
- I. +4 hp, +1 agility, Core Siphon, Overcharge Modification
- Mourning Cloak III
- I. +1 agility, +4 hp, Miniaturized Weapon Mod, Tactical Webbing, Fuel Injector
- II. +2 hp, +1 aim, +1 melee attack, MOURNING CLOAK mech core , Variable Knife, Agility Mods
- III. +1 evasion, +1EP +1IP, SS EX Slipstream Module, Variable Sword
- Tokugawa I
- I. +4 hp, +1 engineering, External batteries, Experimental heat sink
- IPS-N BLACKBEARD Core
- HP: 64
- Size: 2
- Hull: 16
- Melee Attack 1d20+9
- Agility: 14
- Evasion 15
- Systems: 8
- Engineering: 12
- Repairs 6
- Heat Capacity 12
- Cooling Rate 8
- Armor: 2
- Aim: 5
- EP/IP: 14/11
- Combat Drill (5 EP) - superheavy melee, reach+1, 3d6 kinetic, AP, unreliable
- Fire Pike x2 (4 EP, 2 IP) - main melee, reach+1, 3d6 explosive+1d6 kinetic, limited 2, thrown 10, becomes war pike when expended
- Nanocarbon Sword (3 EP) - 2d6 kinetic, reach+1, inaccurate, critically damaged targets are treated as vulnerable
- Explosive Weapon Modification (1 IP) - drill becomes blast 1 and gains explosive
- Shock Armor (1 EP, 1 IP) - +2 armor, all targets count as in at least light cover (doesn't apply to melee)
- Redundant Systems (1 IP) - lol
- Core Siphon (1 IP) - take +1/2 acc to first attack, +1/2 difficulty to subsequent
- Overcharge Mod (2 IP) - Drill does 1d6 extra damage
- UNCLE AI (free) - Drill attacks at EoR with +1 Difficulty
- Experimental Heat Sink (1 IP) - cooling rate is 3/4 engineering instead, if struck this explodes for 1d6 energy and heat to self
- Slipstream Module (3 IP) - nothing personnel kid
- Custom Paint Job (1 EP) - soak a crit roll
- Typical turn - Boost into range and then LANCER attack with +1 Accuracy, Duelist gives 1 difficulty (cancelled by acc) and +2 Reach. Executioner gives +1 Reach. Core Siphon gives +2 Acc
- 1d20+9 (2 acc) to hit one target within 5m with the Combat Drill and all targets within Blast 1 self as well. That deals 4d6 damage AP. On 20+ (probably common with +9 to hit and 2 acc), deal 1d6 to all within 5m. Then since this is the first attack of the turn, deal 1d6 to all within 5m. Crits gain +1d6 damage and I can Sever if I exceeded evasion by 5+.
- Total damage is 5d6 to 7d6 to main target and everyone within 1m, and 1d6 or 2d6 to all 2-5m away.
- UNCLE makes an attack at 1 difficulty at EoR. Redundant Systems (4 uses) repair the drill if it fails. If it fails on a round that I proc Duelist's Flurry, then I can just use the extra action to stabilize.
- Backup Weapons are the two Fire Pikes and the Nanocarbon Sword
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