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Jan 17th, 2018
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  1. REVENANT
  2. Weapon Skill 34
  3. Ballistic Skill 57
  4. Strength 53
  5. Toughness 50
  6. Agility 40
  7. Intelligence 23
  8. Perception 35
  9. Willpower 49
  10. Fellowship 01
  11.  
  12. Wounds 37
  13.  
  14. Traits: Unnatural Strength (3), Unnatural Toughness (4), From Beyond, Undying, Size (Hulking)
  15.  
  16. Talents: Sprint, Crushing Blow, Hammer Blow, Frenzy, Battle Rage, Furious Assault, Independent Targeting, Disturbing Voice, War Cry,
  17. Hatred (living beings)
  18.  
  19. Skills: Operate (Personal), Dodge +20, Intimidate, Athletics +10, Awareness
  20.  
  21. UNDEAD FURY: Driven by constant pain of its implants and brutish basic programming and relieved only by the suffering of the living, a Revenant is perpetually agitated into a frothing, screeching storm of violence and missiles. A Revenant is always in the state of Frenzy, as per talent, and can not snap out of it regardless of the amount of enemies in his vicinity for as long as he lives. Revenant's frenzy does not obstruct him from attacking his enemies in ranged combat as opposed to melee, and he can choose between prioritizing either the closest enemy or an enemy posing that had inflicted the greatest amount of damage on him.
  22.  
  23. UNSTABLE TECHNOLOGY: Harness that contains Revenant's jump pack and missile payload is powered by unreliable and volatile malatek energy matrix. Whenever a revenant suffers critical damage to his back, he must roll a d100 - on 93 and higher, the pack detonates, inflicting 5d10 damage with a penetration of 5 to everyone within 3d10 meters.
  24.  
  25. Armor: Revenant Harness (Body 7)
  26.  
  27. Weapons: Skeletal Claw (1d10+10 Pen 0)
  28. MIU-Linked Hunter-Killer Missile Array (S/-/4, 2d10+8 X Pen 5, Twin-Linked, Volatile)
  29. Dodge actions taken against hits from the hunter-killer missile array are done with a -20 penalty.
  30.  
  31. Gear: Revenant Jump Pack - as per Jump Pack, although the Flyer (12) trait can be sustained indefinitely.
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