Editing Lancer: No Room for a Wallflower Crossbones
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'''GRIT''':2 | '''GRIT''':2 | ||
− | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': | + | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 |
'''HP''' 8 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5 | '''HP''' 8 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5 | ||
== Personal Profile == | == Personal Profile == | ||
− | + | LL3 <br> | |
− | HA Sherman | + | HA Sherman 2<br> |
IPS-N Kidd 1<br> | IPS-N Kidd 1<br> | ||
'''[ SKILL TRIGGERS ]'''<br> | '''[ SKILL TRIGGERS ]'''<br> | ||
− | Blow Something Up (+ | + | Blow Something Up (+4)<br> |
Get Somewhere Quickly (+6)<br> | Get Somewhere Quickly (+6)<br> | ||
Pull Rank (+2)<br> | Pull Rank (+2)<br> | ||
Spot (+2)<br> | Spot (+2)<br> | ||
STREETWISE: Gain +1 Accuracy on any check outside of mech combat for getting around Evergreen safely and securely.<br> | STREETWISE: Gain +1 Accuracy on any check outside of mech combat for getting around Evergreen safely and securely.<br> | ||
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'''[ TALENTS ]''' | '''[ TALENTS ]''' | ||
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'''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.<br> | '''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.<br> | ||
'''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.<br> | '''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.<br> | ||
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'''NUCLEAR CAVALIER''' <br> | '''NUCLEAR CAVALIER''' <br> | ||
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'''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.<br> | '''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.<br> | ||
'''III Here, Catch!:''' You’ve modified your mech to launch its superheated fuel rods at enemies. Gain the Fuel Rod Gun integrated weapon.<br> | '''III Here, Catch!:''' You’ve modified your mech to launch its superheated fuel rods at enemies. Gain the Fuel Rod Gun integrated weapon.<br> | ||
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'''SPACEBORN'''<br> | '''SPACEBORN'''<br> | ||
'''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. | '''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. | ||
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THERMITE CHARGE<br> | THERMITE CHARGE<br> | ||
STIMS<br> | STIMS<br> | ||
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== Mech Profile == | == Mech Profile == | ||
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'''[ Harrison Armory ]''' <br> | '''[ Harrison Armory ]''' <br> | ||
− | '''Hull''': | + | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 '''SIZE''':1 |
− | '''STRUCTURE''':4 '''HP''': | + | '''STRUCTURE''':4 '''HP''':14 '''ARMOR''':1 |
− | '''STRESS''': 4 '''HEAT''': | + | '''STRESS''': 4 '''HEAT''': 10 '''REPAIR''': 4 |
'''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7 | '''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7 | ||
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'''[ WEAPONS ]''' <br> | '''[ WEAPONS ]''' <br> | ||
− | ''' | + | '''SOL-PATTERN LASER RIFLE'''<br> |
− | + | Main Mount [Main Rifle]<br> | |
− | + | ''Auto-stabilizing Hardpoint:'' +1 Accuracy<br> | |
− | + | Range 8<br> | |
− | + | 1D6 Energy Damage + 1 Burn <br> | |
− | + | 1 Heat to Self<br> | |
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− | ''' | ||
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− | Range | ||
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'''BLACKSPOT TARGETING LASER'''<br> | '''BLACKSPOT TARGETING LASER'''<br> | ||
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On Crit target also receives Lock On.<br> | On Crit target also receives Lock On.<br> | ||
− | ''' | + | '''ANTDROMEDA-PATTERN HEAVY LASER RIFLE''' <br> |
− | Heavy Mount + | + | Heavy Mount [Heavy Rifle]<br> |
− | Range | + | Range 12<br> |
− | + | 2D6 Kinetic Damage + 3 Burn<br> | |
− | + | 3 Heat to Self<br> | |
− | On | + | |
+ | '''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> | ||
+ | '''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> | ||
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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> | 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> | Indestructible<br> | ||
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+ | '''REACTOR STABILIZER'''<br> | ||
+ | You may reroll overheating checks, but must keep the second result, even if it’s worse.<br> | ||
'''REDUNDANT SYSTEMS'''<br> | '''REDUNDANT SYSTEMS'''<br> | ||
Expend a charge to Stabilize as a quick action.<br> | Expend a charge to Stabilize as a quick action.<br> | ||
Limited 2<br> | Limited 2<br> | ||
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