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WIP NAME TAnky mctanktank

Oct 23rd, 2017
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  1. Bonded
  2. I’ll Be Your Huckleberry (Rank I): Choose another pilot to be your bondmate. When you fight
  3. adjacent to that pilot’s mech, you gain +1 accuracy on all attack rolls
  4. Still Only Counts As One (Rank II): Your bond mate can take +1 accuracy on attack rolls against
  5. the first target you attacked this round
  6. Cover Me! (Rank III): You can take +1 accuracy on any target that attacked your bond mate this
  7. round or last. In addition, gain the following reaction:
  8. Intercede x1
  9. Trigger: Your bond mate is adjacent to you and takes damage from a source that isn’t in
  10. total cover from you
  11. Your mech takes the damage instead of your bond mate.
  12.  
  13. Tactician I
  14. Reach Out And Touch Someone (Rank I): Gain +1 Accuracy on melee or ranged attack rolls if
  15. at least one ally is in melee engagement to your target
  16. Fire From The Sun (Rank II): Gain +1 Accuracy on melee or ranged attack rolls if you are at a
  17. higher elevation than your target
  18. Corrective Fire (Rank III): Gain the following reaction
  19. Flank x1
  20. Trigger: A target not in cover from you is attacked by an allied mech
  21. Make a single ranged or melee attack roll with one weapon against the target with +1
  22. accuracy. On hit, deal damage
  23.  
  24.  
  25. Duelist
  26. Man-At-Arms (Rank I): If your mech attacks with only a single main or auxiliary melee weapon
  27. and no other melee weapons, gain +2 Accuracy on melee attacks
  28. Blademaster (Rank II): You can take 1 Difficulty on your next melee attack roll to gain one of the
  29. following benefits. You can choose multiple benefits, but gain an additional +1 Difficulty on the
  30. roll for each one chosen past the first.
  31. - Guard: Until the start of your next turn, the next melee attack against you is
  32. made with +1 Difficulty
  33. - Feint: Until the start of your next turn, your movement doesn’t provoke reactions
  34. from your target
  35. - Lunge: Your reach increases by 2
  36. - Trip: The target must succeed on an agility skill check or fall prone
  37. Flurry (Rank III): Once per round, on a melee attack roll of 20+ that beats the target’s evasion by
  38. at least 5, you immediately gain another action after this one. You can use this special action to
  39. make all regular actions except attack.
  40.  
  41. Skirmisher
  42. Open Sight Targeting (Rank I): When you take the boost action, before or after your move you
  43. can attack with one auxiliary weapon as a free action
  44.  
  45. IPS-N LANCASTER
  46. I. +4 hp, +1 hull. Cable Winch System, Emergency Cutter
  47. II. +4 hp, +1 aim, LANCASTER Mech Core, Ablative Shielding, Repair Drone Nexus
  48. III. +4 heat capacity, +1EP +1IP. Plasma Cutter, Networked Swarm Nexus
  49.  
  50. IPS-N RALEIGH
  51. I. +4 hp, +1 hull. Hand Cannon, Breaching Charges, Explosive Weapon Modification
  52. II. +4 hp, +1 aim. RALEIGH Mech Core, Impact Shielding, Bolt Thrower
  53.  
  54. HARRISON ARMORY BARBAROSSA
  55. I. +4 hp, +1 engineering, Siege Stabilizers, External Ammo Feed
  56. II. +2 hp, +1 aim, +2 heat capacity, BARBAROSSA mech core, Auto-Loader, Molded Armor
  57.  
  58. KIT +26 HP +2 Hull +1 engineering +3 aim, +2 heat capacity +1Ep +1IP
  59. IPS-N RALEIGH Core
  60. Size: 1
  61. Hull: 14
  62. Agility: 11
  63. Systems: 10
  64. Engineering: 11
  65. Armor: 0
  66. Aim: 3
  67. EP/IP: 10/7
  68.  
  69. HP=30
  70. repair rate=9
  71. Hull Mod +4
  72. Evasion=11
  73. Agility mod +1
  74. Speed=6
  75. E. defence=10
  76. Sensor range=10
  77. Systems mod +0
  78. Heat cap=13
  79. Engineering mod +1
  80. Cooling rate=6
  81. Repair cap=6
  82. Aim+3
  83.  
  84.  
  85. Ablative Shielding
  86. 1 EP, 2 IP
  87. System, Shield, Unique
  88. While this system is active, energy damage is reduced by half, and the other half goes to heat
  89. damage
  90. Activate or deactivate as an end of round action or a free action out of combat
  91.  
  92.  
  93. Impact Shielding
  94. 1 EP, 2 IP
  95. System, Unique
  96. While this system is active, all kinetic damage to your mech is reduced by half. The other half is
  97. converted into heat damage
  98. Activate or deactivate as an end of round action.
  99.  
  100. Molded Armor
  101. 1 EP, 2 IP
  102. System, Shield, Unique
  103. While this module is active, explosive damage from all of sources is reduced by half. The other
  104. half is converted into heat damage.
  105. Activate this system as an action, deactivate it as a free action
  106.  
  107. Repair Drone Nexus
  108. 1 EP 1 IP
  109. Smart Drone System
  110. Sensor Range
  111. When you use these drones as an action, choose one or two target mechs within your sensor
  112. range. They can spend up to 2 repairs to instantly heal.
  113.  
  114. Plasma Cutterx1
  115. 1 EP
  116. Auxiliary Melee
  117. Unique, AP
  118. 1d3 Energy Damage + 1d6 Heat Damage
  119. 1d6 heat (self)
  120.  
  121. Custom paint job
  122. Unique
  123. 1 EP
  124. The first time you would roll on the critical damage chart, your custom paint job is destroyed, and
  125. you may ignore that roll.
  126.  
  127.  
  128. Cable Winch System
  129. 1 EP
  130. System
  131. As an action, you can attach the cables to an adjacent mech. If the mech is shut down, stunned,
  132. or a willing target, this action is automatically successful, otherwise, make a melee attack vs.
  133. evasion attack. Once attached, the two mechs cannot move more than 5 range away from each
  134. other. One mech can tow the other, but is crippled while doing so, and must successfully pass a
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