Difference between revisions of "Lancer: No Room for a Wallflower Crossbones"
SageGenesis (talk | contribs) (→Personal Profile) |
SageGenesis (talk | contribs) |
||
Line 7: | Line 7: | ||
'''Background''': Anti(?)-Pirate Merc | '''Background''': Anti(?)-Pirate Merc | ||
− | '''GRIT''': | + | '''GRIT''':2 |
− | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': | + | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 |
− | '''HP''' | + | '''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> | ||
Line 29: | Line 29: | ||
'''CRACK SHOT'''<br> | '''CRACK SHOT'''<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> | '''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> | ||
'''NUCLEAR CAVALIER''' <br> | '''NUCLEAR CAVALIER''' <br> | ||
Line 48: | Line 49: | ||
== Mech Profile == | == Mech Profile == | ||
− | ''' | + | '''Shiny!''' |
− | '''[ | + | '''[ Harrison Armory ]''' <br> |
− | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': | + | '''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''': + | + | '''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7 |
− | '''SPD''': | + | '''SPD''': 4 '''EVA''': 9 '''EDEF''': 8 '''SENS''': 10 '''SAVE''': 12 |
'''[ WEAPONS ]''' <br> | '''[ WEAPONS ]''' <br> | ||
− | Main Mount [Main Rifle] | + | Main Mount [Main Rifle]'''SOL-PATTERN LASER RIFLE'''<br> |
− | + | ''Auto-stabilizing Hardpoint:'' +1 Accuracy<br> | |
− | + | Range 8<br> | |
− | + | 1D6 Energy Damage + 1 Burn <br> | |
+ | 1 Heat to Self<br> | ||
+ | Flex Mount [Main Rifle]: '''BLACKSPOT TARGETING LASER''' | ||
+ | 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> | ||
+ | |||
+ | Heavy Mount [Heavy Rifle]: '''ANTDROMEDA-PATTERN HEAVY LASER RIFLE''' | ||
+ | Range 12<br> | ||
+ | 2D6 Kinetic Damage + 3 Burn<br> | ||
+ | 3 Heat to Self<br> | ||
+ | |||
+ | Integrated Mount [Main CQB]: '''FUEL ROD GUN''' | ||
+ | Range 3, Threat 3<br> | ||
+ | 1d3+2 Energy damage<br> | ||
+ | Limited 4<br> | ||
+ | On attack clear 4 heat<br> | ||
+ | |||
+ | Integrated Mount [Main Cannon]: '''ZF4 SOLIDCORE''' | ||
+ | Line 4 per charge<br> | ||
+ | 1d6 Energy damage per charge<br> | ||
+ | Start with 1 charge, gain 1 each time you Stabilize<br> | ||
+ | Ordnance<br> | ||
'''[ SYSTEMS ]''' <br> | '''[ SYSTEMS ]''' <br> | ||
− | SPACEBORN EVA, | + | '''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> | ||
+ | |||
+ | '''REACTOR STABILIZER<'''br> | ||
+ | You may reroll overheating checks, but must keep the second result, even if it’s worse.<br> | ||
+ | |||
+ | '''REDUNDANT SYSTEMS'''<br> | ||
+ | Expend a charge to Stabilize as a quick action.<br> | ||
+ | Limited 2<br> |
Revision as of 09:24, 27 March 2022
Return to Lancer: No Room for a Wallflower main page
Callsign: Crossbones
Name: Jay Walker
Background: Anti(?)-Pirate Merc
GRIT:2
Hull: 1 Agi: 2 Sys: 0 Eng: 2
HP 8 Armor 0 E-Def 10 Eva 10 Spd 5
Personal Profile
LL3
HA Sherman 2
IPS-N Kidd 1
[ SKILL TRIGGERS ]
Blow Something Up (+4)
Get Somewhere Quickly (+6)
Pull Rank (+2)
Spot (+2)
STREETWISE: Gain +1 Accuracy on any check outside of mech combat for getting around Evergreen safely and securely.
[ TALENTS ]
CRACK SHOT
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.
NUCLEAR CAVALIER
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.
SPACEBORN
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
MAG-CLAMPS
THERMITE CHARGE
STIMS
Mech Profile
Shiny!
[ 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
[ WEAPONS ]
Main Mount [Main Rifle]SOL-PATTERN LASER RIFLE
Auto-stabilizing Hardpoint: +1 Accuracy
Range 8
1D6 Energy Damage + 1 Burn
1 Heat to Self
Flex Mount [Main Rifle]: BLACKSPOT TARGETING LASER
Range 15
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.
Heavy Mount [Heavy Rifle]: ANTDROMEDA-PATTERN HEAVY LASER RIFLE
Range 12
2D6 Kinetic Damage + 3 Burn
3 Heat to Self
Integrated Mount [Main CQB]: FUEL ROD GUN
Range 3, Threat 3
1d3+2 Energy damage
Limited 4
On attack clear 4 heat
Integrated Mount [Main Cannon]: ZF4 SOLIDCORE
Line 4 per charge
1d6 Energy damage per charge
Start with 1 charge, gain 1 each time you Stabilize
Ordnance
[ SYSTEMS ]
SPACEBORN EVA
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.
Indestructible
REACTOR STABILIZER<br>
You may reroll overheating checks, but must keep the second result, even if it’s worse.
REDUNDANT SYSTEMS
Expend a charge to Stabilize as a quick action.
Limited 2