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- Bonded
- I’ll Be Your Huckleberry (Rank I): Choose another pilot to be your bondmate. When you fight
- adjacent to that pilot’s mech, you gain +1 accuracy on all attack rolls
- Still Only Counts As One (Rank II): Your bond mate can take +1 accuracy on attack rolls against
- the first target you attacked this round
- Cover Me! (Rank III): You can take +1 accuracy on any target that attacked your bond mate this
- round or last. In addition, gain the following reaction:
- Intercede x1
- Trigger: Your bond mate is adjacent to you and takes damage from a source that isn’t in
- total cover from you
- Your mech takes the damage instead of your bond mate.
- Tactician I
- Reach Out And Touch Someone (Rank I): Gain +1 Accuracy on melee or ranged attack rolls if
- at least one ally is in melee engagement to your target
- Fire From The Sun (Rank II): Gain +1 Accuracy on melee or ranged attack rolls if you are at a
- higher elevation than your target
- Corrective Fire (Rank III): Gain the following reaction
- Flank x1
- Trigger: A target not in cover from you is attacked by an allied mech
- Make a single ranged or melee attack roll with one weapon against the target with +1
- accuracy. On hit, deal damage
- Duelist
- Man-At-Arms (Rank I): If your mech attacks with only a single main or auxiliary melee weapon
- and no other melee weapons, gain +2 Accuracy on melee attacks
- Blademaster (Rank II): You can take 1 Difficulty on your next melee attack roll to gain one of the
- following benefits. You can choose multiple benefits, but gain an additional +1 Difficulty on the
- roll for each one chosen past the first.
- - Guard: Until the start of your next turn, the next melee attack against you is
- made with +1 Difficulty
- - Feint: Until the start of your next turn, your movement doesn’t provoke reactions
- from your target
- - Lunge: Your reach increases by 2
- - Trip: The target must succeed on an agility skill check or fall prone
- Flurry (Rank III): Once per round, on a melee attack roll of 20+ that beats the target’s evasion by
- at least 5, you immediately gain another action after this one. You can use this special action to
- make all regular actions except attack.
- Skirmisher
- Open Sight Targeting (Rank I): When you take the boost action, before or after your move you
- can attack with one auxiliary weapon as a free action
- IPS-N LANCASTER
- I. +4 hp, +1 hull. Cable Winch System, Emergency Cutter
- II. +4 hp, +1 aim, LANCASTER Mech Core, Ablative Shielding, Repair Drone Nexus
- III. +4 heat capacity, +1EP +1IP. Plasma Cutter, Networked Swarm Nexus
- IPS-N RALEIGH
- I. +4 hp, +1 hull. Hand Cannon, Breaching Charges, Explosive Weapon Modification
- II. +4 hp, +1 aim. RALEIGH Mech Core, Impact Shielding, Bolt Thrower
- HARRISON ARMORY BARBAROSSA
- I. +4 hp, +1 engineering, Siege Stabilizers, External Ammo Feed
- II. +2 hp, +1 aim, +2 heat capacity, BARBAROSSA mech core, Auto-Loader, Molded Armor
- KIT +26 HP +2 Hull +1 engineering +3 aim, +2 heat capacity +1Ep +1IP
- IPS-N RALEIGH Core
- Size: 1
- Hull: 14
- Agility: 11
- Systems: 10
- Engineering: 11
- Armor: 0
- Aim: 3
- EP/IP: 10/7
- HP=30
- repair rate=9
- Hull Mod +4
- Evasion=11
- Agility mod +1
- Speed=6
- E. defence=10
- Sensor range=10
- Systems mod +0
- Heat cap=13
- Engineering mod +1
- Cooling rate=6
- Repair cap=6
- Aim+3
- Ablative Shielding
- 1 EP, 2 IP
- System, Shield, Unique
- While this system is active, energy damage is reduced by half, and the other half goes to heat
- damage
- Activate or deactivate as an end of round action or a free action out of combat
- Impact Shielding
- 1 EP, 2 IP
- System, Unique
- While this system is active, all kinetic damage to your mech is reduced by half. The other half is
- converted into heat damage
- Activate or deactivate as an end of round action.
- Molded Armor
- 1 EP, 2 IP
- System, Shield, Unique
- While this module is active, explosive damage from all of sources is reduced by half. The other
- half is converted into heat damage.
- Activate this system as an action, deactivate it as a free action
- Repair Drone Nexus
- 1 EP 1 IP
- Smart Drone System
- Sensor Range
- When you use these drones as an action, choose one or two target mechs within your sensor
- range. They can spend up to 2 repairs to instantly heal.
- Plasma Cutterx1
- 1 EP
- Auxiliary Melee
- Unique, AP
- 1d3 Energy Damage + 1d6 Heat Damage
- 1d6 heat (self)
- Custom paint job
- Unique
- 1 EP
- The first time you would roll on the critical damage chart, your custom paint job is destroyed, and
- you may ignore that roll.
- Cable Winch System
- 1 EP
- System
- As an action, you can attach the cables to an adjacent mech. If the mech is shut down, stunned,
- or a willing target, this action is automatically successful, otherwise, make a melee attack vs.
- evasion attack. Once attached, the two mechs cannot move more than 5 range away from each
- other. One mech can tow the other, but is crippled while doing so, and must successfully pass a
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