Pilot level 15 Pilot: Nat Palm Mech: Shake'n'Bake Licenses: Manticore 3, Goblin 3, Minotaur 3, Genghis 3, Sherman 3 Talents: Hacker 3 Nuclear Cavalier 3 Technophile 3 Uncanny Reflexes 3 Vanguard 3 Grease Monkey 3 Kit: +32 HP, +3 Systems, +2 Engineering, +6 Aim, +11 Heat Capacity, +1 E-Defense, +1 Invasion, +1 size to Blasts, Cones and Lines, +5/5 EP IP Core: Minotaur Size 1 Hull: 10 - HP: 42/42 - Melee: 0 - Repair Rate: 11 Agility: 10 - Evasion: 10 - Speed: 5 Systems: 12+3 - E-Defense: 16 - Scan: +5 - Invasion: +6 - Lock On: +5 - Sensors: 15 Engineering: 11+3 - Heat Capacity: 0/25 - Repairs: 7 - Cooling Rate: 7 Aim: +6 Armor: +0 EP: 9/12 IP: 15/15 Weapons: Integrated Flamethrower: 3 EP, 2 IP. Heavy Energy CQB. Cone 7, 1d6 Energy Damage, 2d6 Heat damage. 2x Arc Projector. 6 EP, 2 IP. Main Energy CQBs. Cone 8, 2d6 Heat damage. 1d6 Heat (Self). Systems: HR OS-Rv57 System upgrade II: Unique, 1 IP. Gain an extra choice for invasions on Exposed targets: 2 Difficulty: Your target immediately makes a roll on the overheating chart, rolling twice and choosing the higher result. Your target counts as volatile until the end of its next turn. HR OS System Upgrade III: Unique, 2 IP. On an invasion attempt on an Exposed target, gain the following choices: 1 Difficulty: The target must pass an engineering skill check or be stunned. 2 Difficulty: The target takes an extra 2d6 heat damage Horus Invasion Rig: 1 IP. Unique. The Exposed condition you inflict lasts indefinitely, in addition invasions on non-exposed targets deals 1d6 Heat damage. Ram Drive: 1 IP, Unique. While you're overheating, your first energy weapon attack of the turn deals an additional 1d6+1 Heat damage. Minotaur Reactor Bootstrap v6.5: 1 IP. On a successful Invasion against an Exposed target, deal 1d6+3 Heat damage instead of just 1d6. Redundant Systems: 1 IP. Limited (4). Unique. You can Stabilize Systems as an EOR action. Reactor Stabilizer: Unique. 2 IP. The first overheating roll you make in a round, roll 2d20 and choose the lower result. Cancels Volatile for a normal roll. Explosive Vent: 2 IP. Unique. When you Stabilize Systems, you can explosively vent in a blast 2. Everyone must pass an agility check or take 1d6 energy and 1d6 heat. AIs: Agni: Limited (2). For 3 rounds, as an EOR, reduce your heat by cooling rate if moving, 2x if not. Make a blast 2 around self that forces an agility check, on failure targets take 2d6 heat damage, are pushed outside the blast and knocked prone. This area provides light cover for a round. Asura: Limited (2), 1d6 Heat damage per round for five rounds, gain an extra action per round.