Rauven

XV 13-3 Bishop

Feb 28th, 2020 (edited)
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  1. XV 13-3, Bishop-Class Suit:
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  3. The Only ARTS Variant that was designed to fly. Instead of Standard Anti-Gravatic Thrusters to launch sudden bursts of speed it has dedicated thrusters for Flight. Still capable of the ground Movement of the Land Variants this unit is designed to allow the Psyker to get above Ground forces and provide low Altitude Psyker Aerial support. As such it has the Lightest amount of armor on it but relies heavily on the Barrier system to protect the operator. In a foot race it's still slower than the Knight but as soon as the Operator takes flight it matches the pace of the Knight model in terms of flight speed.
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  5. Defensive System:
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  7. Psyker Barrier System, As this Variant is a Pskyer heavy system Majority of the Processing power is funneled to the Dampeners to maintain a Strong barrier and lower Psyker profile. The Barrier is considerably more durable compared to the Knights as the Bishop lacks the Armor of the Knight or the Rook.
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  9. Tactical mode:
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  11. This is the mode built into the battle suit where it increases the reactions of the user five-fold, essentially creating a form of 'bullet time' typically allowing the Operators a chance to eliminate everything but the hardiest of Targets or escape near-death situations. This is achieved by the suit's limiters being temporarily disabled to allow the user to move around faster making them harder to track by enemy sensors and guidance systems. Using this mode, unfortunately, causes the suit to build up heat and it can overheat if Tactical mode is used for too long. The speed enhancement varies if the Suit is currently flying or running on the ground. The Ground land speed enhancement is Three and half the Average running speed or roughly around 53 mph. But should the operator be flying the Suit will get four and half times speed enhancement of it's standard flight speed of 25 mph making it flit about at whopping 113 mph and only slightly slower than the Knight model.
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  13. Weapons:
  14. Rail Rifle
  15. Missile Pods
  16. Flamers
  17. Plasma Rifle or a Melee weapon if on the Ground.
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  19. Psyker Abilities:
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  21. Warp: Warp spawns a mass effect field that damages enemy targets and stops health regeneration. It deals double damage to barriers and armor and will detonate any Psyker powers affecting the target.
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  23. Stats:
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  25. Range: Line of Sight
  26. Recharge Speed: 8 sec
  27. Damage: 250
  28. Duration: 10 sec
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  30. Throw: Throw uses mass effect fields to hurl targets away, damaging them if they hit an object. It can now be precisely curved around objects and cover to hit its target.
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  32. Stats:
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  34. Range: Line of Sight
  35. Recharge Speed: 4 sec
  36. Force: 600 N
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  38. Singularity: Singularity launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space around it, creating a gravity well akin to a black hole. Enemies are drawn into the Singularity and held briefly helpless in orbit while protected enemies are held in place. The singularity will drain any shields, armor, or Psyker barriers of enemies over time. Any enemy wandering into the gravity well of a singularity after it has been created will also be pulled into orbit.
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  41. Stats:
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  43. Range: Line of Sight
  44. Recharge Speed: 4.50 sec
  45. Duration: 4 sec
  46. Radius: 1.5 m
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  48. Shock-wave: Blasts enemies with a line of Psyker infused Energy explosions that proceeds through walls and other solid objects.
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  50. Stats:
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  52. Range: 10 m
  53. Recharge: 8 sec
  54. Damage: 200
  55. Force: 600 N
  56. Radius: 2 m
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  58. Notes: When used, the power sends out a series of explosive Psyker impacts in front of the User ignoring any obstacles. It can be unleashed along the ground to launch all enemies in its path into the air or used against airborne targets.
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  60. It is worth noting that when Shock-wave hits a shielded target it will be stunned for a moment, losing a bit of shield depending on the User's Psyker power, but won't be thrown into the air. This can be useful in stopping advancing enemies and allowing the User to focus fire on this target with squad mates.
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  62. Pull: Pull generates a mass-lowering field, which levitates enemies into the air. While aloft, enemies will slowly drift towards the player, allowing any allies or the player to finish them off effortlessly
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  64. Stats:
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  66. Range: Line of Sight
  67. Recharge Speed: 4 sec
  68. Duration: 4.40 sec
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  70. Notes: Enemies hit by Pull will float towards user, stopping if they hit any obstacle. Pull will not inflict collision damage on enemies, they just hang in the air behind the obstacle. Be wary of a pulled enemy landing behind The User.
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  72. The target will be drawn in the direction Pull struck them, this allows The User to Pull enemies sideways or vertically if it is properly aimed around or over cover. If an enemy is crouching behind a barricade and The User aims Pull so it arcs over the barricade and hits the target from above, then the enemy will be pulled almost straight up, rather than directly towards the User.
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  74. Art Design:
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  76. https://i.pinimg.com/originals/b4/66/89/b466899cc804f6aed8d09319265c7443.jpg
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