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Steps1000

Heat Cannonade

Jul 17th, 2019
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  1. Background: Scientist
  2. Trigger: Investigate, Invent or Create, Get a Hold of Something, Blow Something Up
  3. size 1/2, 6 HP, 10 e-defense, 10 evasion, and 4 speed
  4.  
  5. -----------
  6. Talents
  7. ---------------
  8. Engineer
  9. Prototype (Rank I)
  10. On a full repair, you can, with some trial and error, install a prototype weapon system on your mech. It has the following profile -- the specifics you may choose upon installation. Roll the Limited property each full repair. You can change the profile of this weapon each time you full repair.
  11.  
  12. Prototype Weapon
  13. Main (Choose 1; Melee, Rifle, Cannon, Launcher, Nexus, CQB)
  14. Limited (1d6+2), Overkill
  15. Threat 1 (melee) or range 10 (ranged)
  16. 1d6+2 kinetic, explosive, or energy damage
  17. This weapon does not take a mount to add to your mech, and counts as an integrated mount
  18.  
  19. Nuclear Cavalier
  20. Aggressive Heat Bleed (Rank I): When you’re in the danger zone, your first attack roll that hits on your turn deals +2 heat
  21.  
  22. Siege Specialist
  23. Jackhammer (Rank I): If your mech has a cannon weapon, as a quick action, you can target a size 1 section of any object (cover, deployable, building, or piece of terrain or scenery) in range. You deal 10 AP damage to that section (typically destroying it, most size 1 sections of objects have 10 HP). Any characters adjacent to the object are knocked back 2 spaces directly away from it and take 2 kinetic damage
  24.  
  25. Hull: 0
  26. Agility: 0
  27. Systems: 0
  28. Engineering: 2 (+1 heat cap/point, +1 to all limited gear every 2 points)
  29.  
  30. Sidearm: Energy Pistol (energy damage)
  31. Mobility Hardsuit
  32. Gear: Corrective, Patch, Dataplate
  33.  
  34. ---------
  35. MECH
  36. ------------
  37. GMS EVEREST
  38.  
  39. HP: 10+2
  40. EV: 8
  41. AR: 0
  42. E-Def: 8
  43. Speed: 4
  44. Size: 1
  45. Heat Cap: 6+2
  46. Repair Cap: 5
  47. Sensors: 10
  48. Tech and Save: +0/10
  49.  
  50. Flex: Missile Rack and Missile Rack (Launcher, Loading. 10, blast 1. 1d3+1 explosive)
  51. Main: Mortar (Main Cannon, Arcing Inaccurate. 15, Blast 1. 1d6+1 explosive)
  52. Heavy: Thermal Lance (Heavy Cannon, 2 Heat(self), LINE 10. 1d6+3 energy)
  53. PROTOTYPE: Zeus Cannon (Cannon, energy, overkill, range 10, 1d6+2 energy)
  54.  
  55. System(6)
  56. Personalization (free from GM)
  57. GMS - Shield(Type 1) (2)
  58. GMS Pattern-A “Jericho” Deployable Cover (2)
  59. Tokugawa I - External Batteries (2)
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