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- Minion of the Machine
- AP 9 parts: 10
- Machine Heart +1 AP
- Machine Mind +2 AP
- Circuitry [None]
- Circuitry [None]
- Heavy Machine Gun [Action/3/1-2] Ranged Attack 2 + Area
- Focused Fire [Action/4/0-1] Ranged Attack 2 + Chain 2
- Scope [Check/0/Self] Support 2, only usable on shooting or blast attacks
- Built to Destroy [Auto/None/Self] +1 To Attack Checks
- Long Legs [Auto/None/Self] +1 to the value of Move Maneuvers used by you
- Bone
- Flying Machine
- AP 10 Parts: 9
- Machine Heart +1 AP
- Machine Mind +2 AP
- Tail +1 AP
- Junk [None]
- Spine [Action/1/Self] One Maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.)
- Stacks if used repeatedly. Discount may be divided totally arbitrarily.
- Harpoon Gun [Action/3/1] Shooting Attack 2. After this attack deals, you may spend 1 AP to draw the target to you at action timing.
- Wings [Action/2/Self] Move 1-2
- Claws [Action/2/0] Unarmed Attack 2
- Nasty Bite [Action/3/0] Unarmed Attack 1 + Dismember + Chain 1
- The Collector
- AP: 10 Parts: 10
- Machine Heart +1 AP
- Machine Mind +2 AP
- Tail +1 AP
- Junk [None]
- Transfix [Check/2/0-1] Hinder 2, gain a +1 to the next attack check against the target of this maneuver
- Slither [Action/2/Self] Move 1
- Hindering String [Rapid/1/0-1] Hinder Move 1
- Cutting Limb [Action/2/0] Melee Attack 1 + Dismember
- Binding String [Action/4/0] The targeted doll cannot declare any move maneuvers for the rest of the round. This can only be used once per round.
- Grappler Arms [Action/3/0] Unarmed Attack 3, if this attack hits, the enemy is grappled. While grappled, the enemy has a -2 to all attack checks unless it is a melee or unarmed attack directed at you. If either target is moved, both move together unless you choose to move away. This ends if you grapple another target, willingly move away from the target, or this part is broken.
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