Advertisement
castfromhp

B O O M D R I L L level 15

Oct 29th, 2017
171
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.31 KB | None | 0 0
  1. Executioner III
  2. Martial Artist III
  3. Duelist III
  4. Lancer I
  5. Grease Monkey II
  6. Technophile I
  7. Skirmisher III
  8. Uncanny Reflexes II
  9.  
  10. VLAD III
  11.  
  12. I. +1 hull, +4 hp. Snub Barrel, Impaler
  13. II. +4 hp, +1 aim. VLAD Mech Core , Nail Gun, Over-Penetration Modification
  14. III. +4 hp, +1EP +1IP, Combat Drill, Shock Armor
  15.  
  16. BLACKBEARD III
  17.  
  18. I. +4 hp, +1 hull. Synthetic Muscle Netting, Nano-Carbon Sword
  19. II. +2 hp, +1 aim, +1 melee attack, BLACKBEARD Mech Chassis , Flechette Launcher, Assault Grapples
  20. III. +1 melee attack, +1EP +1IP. KALI class AI, Nano Carbon Axe
  21.  
  22. RALEIGH III
  23.  
  24. I. +4 hp, +1 hull. Hand Cannon, Breaching Charges, Explosive Weapon Modification
  25. II. +4 hp, +1 aim. RALEIGH Mech Core , Impact Shielding, Bolt Thrower
  26. III. +1 aim, +1EP +1IP. UNCLE class AI, Kinetic Hammer
  27.  
  28. SHERMAN I
  29.  
  30. I. +4 hp, +1 engineering, Redundant Systems, Laser
  31.  
  32. Dusk Wing I
  33.  
  34. I. +4 hp, +1 agility, Core Siphon, Overcharge Modification
  35.  
  36. Mourning Cloak III
  37.  
  38. I. +1 agility, +4 hp, Miniaturized Weapon Mod, Tactical Webbing, Fuel Injector
  39. II. +2 hp, +1 aim, +1 melee attack, MOURNING CLOAK mech core , Variable Knife, Agility Mods
  40. III. +1 evasion, +1EP +1IP, SS EX Slipstream Module, Variable Sword
  41.  
  42. Tokugawa I
  43.  
  44. I. +4 hp, +1 engineering, External batteries, Experimental heat sink
  45.  
  46. IPS-N BLACKBEARD Core
  47. HP: 64
  48. Size: 2
  49. Hull: 16
  50. Melee Attack 1d20+9
  51. Agility: 14
  52. Evasion 15
  53. Systems: 8
  54. Engineering: 12
  55. Repairs 6
  56. Heat Capacity 12
  57. Cooling Rate 8
  58. Armor: 2
  59. Aim: 5
  60. EP/IP: 14/11
  61.  
  62. Combat Drill (5 EP) - superheavy melee, reach+1, 3d6 kinetic, AP, unreliable
  63. Fire Pike x2 (4 EP, 2 IP) - main melee, reach+1, 3d6 explosive+1d6 kinetic, limited 2, thrown 10, becomes war pike when expended
  64. Nanocarbon Sword (3 EP) - 2d6 kinetic, reach+1, inaccurate, critically damaged targets are treated as vulnerable
  65. Explosive Weapon Modification (1 IP) - drill becomes blast 1 and gains explosive
  66. Shock Armor (1 EP, 1 IP) - +2 armor, all targets count as in at least light cover (doesn't apply to melee)
  67. Redundant Systems (1 IP) - lol
  68. Core Siphon (1 IP) - take +1/2 acc to first attack, +1/2 difficulty to subsequent
  69. Overcharge Mod (2 IP) - Drill does 1d6 extra damage
  70. UNCLE AI (free) - Drill attacks at EoR with +1 Difficulty
  71. Experimental Heat Sink (1 IP) - cooling rate is 3/4 engineering instead, if struck this explodes for 1d6 energy and heat to self
  72. Slipstream Module (3 IP) - nothing personnel kid
  73. Custom Paint Job (1 EP) - soak a crit roll
  74.  
  75. 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
  76.  
  77. 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+.
  78.  
  79. Total damage is 5d6 to 7d6 to main target and everyone within 1m, and 1d6 or 2d6 to all 2-5m away.
  80.  
  81. 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.
  82.  
  83. Backup Weapons are the two Fire Pikes and the Nanocarbon Sword
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement