castfromhp

B O O M D R I L L level 15

Oct 29th, 2017
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  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
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