Lancer: No Room for a Wallflower Crossbones
Name: Jay Walker
Background: Anti(?)-Pirate Merc
Hull: 1 Agi: 2 Sys: 0 Eng: 2
HP 8 Armor 0 E-Def 10 Eva 10 Spd 5
HA Sherman 2
IPS-N Kidd 1
[ SKILL TRIGGERS ]
Blow Something Up (+4)
Get Somewhere Quickly (+6)
Pull Rank (+2)
STREETWISE: Gain +1 Accuracy on any check outside of mech combat for getting around Evergreen safely and securely.
[ TALENTS ]
I Stable, Steady: As a protocol, you may steady your aim. If you do, you become Immobilized until the start of your next turn but gain +1 Accuracy on all attacks you make with Rifles.
II Zero In: 1/round, while steadying your aim and making a ranged attack with a Rifle, you can attempt to hit a weak point: gain +1 Difficulty on the attack roll, and deal +1d6 bonus damage on a critical hit.
I Aggressive Heat Bleed: The first attack roll you make on your turn while in the Danger Zone deals +2 Heat on a hit.
II Fusion Hemorrhage: The first ranged or melee attack roll you make on your turn while in the Danger Zone deals Energy instead of Kinetic or Explosive and additionally deals +1d6 Energy bonus damage on a hit.
III Here, Catch!: You’ve modified your mech to launch its superheated fuel rods at enemies. Gain the Fuel Rod Gun integrated weapon.
I Home in the Void: All of your mechs that your build come with built-in EVA capabilities, meaning you suffer no penalties when operating underwater or in zero-g environments. As a quick action, you can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
[ GEAR ]
MOBILITY HARDSUIT: +0 HP, 0 Armor, Speed 5
MEDIUM SIGNATURE WEAPON: Range 5, 2 Kinetic Damage
LIGHT A/C: Threat 1, 1 Kinetic Damage, Can Fight as a Quick Action
[ Core Bonus ]
[ Harrison Armory ]
Hull: 1 Agi: 2 Sys: 0 Eng: 2 SIZE:1
STRUCTURE:4 HP:14 ARMOR:1
STRESS: 4 HEAT: 10 REPAIR: 4
ATK BONUS: +2 TECH ATK: -1 LTD BONUS: 1 SYSPOINTS: 7
SPD: 4 EVA: 9 EDEF: 8 SENS: 10 SAVE: 12
[ TRAITS ]
SUPERIOR REACTOR: The Sherman gains +1 accuracy on Engineering checks and saves.
MATHUR STOP: When the Sherman clears all heat, you may choose to receive heat equal to half its Heat Cap, putting it in the Danger Zone.
VENT HEAT: When you Stabilize the Sherman or it exceeds its Heat Cap, it benefits from soft cover until the start of your next turn.
[ CORE SYSTEM ]
ZONE-FOCUS MK IV SOLIDCORE
Your ZF4 SOLIDCORE immediately gains 3 Charges, to a maximum of 4; additionally, for the rest of this scene, Stabilize generates 2 Charges instead of 1, and all terrain, objects, and deployables take 10 AP energy damage per charge on hit.
[ WEAPONS ]
SOL-PATTERN LASER RIFLE
Main Mount [Main Rifle]
Auto-stabilizing Hardpoint: +1 Accuracy
1D6 Energy Damage + 1 Burn
1 Heat to Self
BLACKSPOT TARGETING LASER
Flex Mount [Main Rifle]
1d3+1 Energy damage
On hit DRONE, SEEKING, and NEXUS weapons and systems gain +1 Accuracy to attack the target until the end of their next turn.
On Crit target also receives Lock On.
STEELPUNCH HEAVY NEEDLEBEAM
Heavy Mount [Heavy Rifle]
4 AP Energy Damage
If the target has at least 1 armor, deal +1d6 bonus damage
Auto-Stabilizing Hardpoint: Attacks with this weapon have +1 accuracy.
FUEL ROD GUN
Integrated Mount [Main CQB]
Range 3, Threat 3
1d3+2 Energy damage
On attack clear 4 heat
Integrated Mount [Main Cannon]
Line 4 per charge
1d6 Energy damage per charge
Start with 1 charge, gain 1 each time you Stabilize
[ SYSTEMS ]
Quick Action: You can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
You may reroll overheating checks, but must keep the second result, even if it’s worse.
Expend a charge to Stabilize as a quick action.