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Lancer: No Room for a Wallflower Crossbones
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== Mech Profile == '''Shiny!''' '''[ Harrison Armory ]''' <br> '''Hull''': 2 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 '''SIZE''':1 '''STRUCTURE''':4 '''HP''':16 '''ARMOR''':1 '''STRESS''': 4 '''HEAT''': 11 '''REPAIR''': 4 '''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7 '''SPD''': 4 '''EVA''': 9 '''EDEF''': 8 '''SENS''': 10 '''SAVE''': 12 '''[ TRAITS ]''' <br> '''SUPERIOR REACTOR:''' The Sherman gains +1 accuracy on Engineering checks and saves.<br> '''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.<br> '''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.<br> '''[ CORE SYSTEM ]''' <br> '''ZONE-FOCUS MK IV SOLIDCORE'''<br> Protocol<br> 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.<br> '''[ WEAPONS ]''' <br> '''ZF4 SOLIDCORE'''<br> Integrated Mount [Main Cannon]<br> Line 4 per charge<br> 1d6 Energy damage per charge<br> Start with 1 charge, gain 1 each time you Stabilize<br> Ordnance<br> '''FUEL ROD GUN'''<br> Integrated Mount [Main CQB]<br> Range 3, Threat 3<br> 1d3+2 Energy damage<br> Limited 4<br> On attack clear 4 heat<br> '''BLACKSPOT TARGETING LASER'''<br> Flex Mount [Main Rifle]<br> Range 15<br> 1d3+1 Energy damage<br> On hit DRONE, SEEKING, and NEXUS weapons and systems gain +1 Accuracy to attack the target until the end of their next turn. <br> On Crit target also receives Lock On.<br> '''TACHYON LANCE'''<br> Heavy Mount + Auto-Stabilizing Hardpoints [Superheavy Cannon]<br> Range 20<br> 2d6 Energy damage + 8 Burn<br> Ordnance, Heat 4 (self)<br> On Attack: If you’re in the Danger Zone, create a cone 3 backblast of burning plasma in the opposite direction to the attack. Characters within the affected area must succeed on an Engineering save or take 4 burn and 2 heat. Until the start of your next turn, the affected area provides soft cover.<br> '''[ SYSTEMS ]''' <br> '''SPACEBORN EVA''' <br> 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.<br> Indestructible<br> '''REDUNDANT SYSTEMS'''<br> Expend a charge to Stabilize as a quick action.<br> Limited 2<br> '''ASURA NHP'''<br> Tonatiuh, or Tona for short<br> ASURA Protocol: 1/scene as a protocol, expend a charge to take two additional quick actions or one additional full action this turn. These actions must obey restrictions on duplicate actions.<br> Limited 2, Heat 3 (self)<br>
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