Lancer: No Room for a Wallflower Crossbones: Difference between revisions
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'''GRIT''':0 | '''GRIT''':0 | ||
'''Hull''': 1 '''Agi''': | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 0 | ||
'''HP''' 6 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5 | '''HP''' 6 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5 | ||
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'''[ SKILL TRIGGERS ]'''<br> | '''[ SKILL TRIGGERS ]'''<br> | ||
Blow Something Up (+2)<br> | Blow Something Up (+2)<br> | ||
Get Somewhere Quickly (+ | Get Somewhere Quickly (+4)<br> | ||
Pull Rank (+2)<br> | Pull Rank (+2)<br> | ||
Spot (+2)<br> | Spot (+2)<br> | ||
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'''[ TALENTS ]''' | '''[ TALENTS ]''' | ||
'''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> | ||
'''NUCLEAR CAVALIER''' <br> | |||
'''I Aggressive Heat Bleed:''' The first attack roll you make on your turn while in the Danger Zone deals +2 Heat 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. | |||
'''SPACEBORN'''<br> | '''SPACEBORN'''<br> | ||
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'''[ GMS EVEREST ]''' <br> | '''[ GMS EVEREST ]''' <br> | ||
'''Hull''': 1 '''Agi''': | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 0 '''SIZE''':1 | ||
'''STRUCTURE''':4 '''HP''': | '''STRUCTURE''':4 '''HP''':15 '''ARMOR''':0 | ||
'''STRESS''': 4 '''HEAT''': 4 '''REPAIR''': 5 | '''STRESS''': 4 '''HEAT''': 4 '''REPAIR''': 5 | ||
'''ATK BONUS''': + | '''ATK BONUS''': +1 '''TECH ATK''': +0 '''LTD BONUS''': 0 '''SYSPOINTS''': 6 | ||
'''SPD''': | '''SPD''': 5 '''EVA''': 10 '''EDEF''': 8 '''SENS''': 10 '''SAVE''': 10 | ||
'''[ WEAPONS ]''' <br> | '''[ WEAPONS ]''' <br> | ||
Main Mount [Main Rifle]: '''ASSAULT RIFLE''': Range 10, 1D6 Kinetic Damage, Reliable 2 <br> | Main Mount [Main Rifle]: '''ASSAULT RIFLE''': Range 10, 1D6 Kinetic Damage, Reliable 2 <br> | ||
Flex Mount [Main | Flex Mount [Main Rifle]: '''SOL-PATTERN LASER RIFLE''': Range 8, 1D6 Energy Damage + 1 Burn, 1 Heat to Self <br> | ||
Heavy Mount [Heavy Rifle]: '''ANTI-MATERIEL RIFLE''': Range 20, 2D6 Kinetic Damage, Accurate, Armor Piercing, Loading, Ordnance<br> | Heavy Mount [Heavy Rifle]: '''ANTI-MATERIEL RIFLE''': Range 20, 2D6 Kinetic Damage, Accurate, Armor Piercing, Loading, Ordnance<br> | ||
'''[ SYSTEMS ]''' <br> | '''[ SYSTEMS ]''' <br> | ||
SPACEBORN EVA, PERSONALIZATIONS, PATTERN-A DEPLOYABLE COVER | SPACEBORN EVA, PERSONALIZATIONS, PATTERN-A DEPLOYABLE COVER, CUSTOM PAINT JOB, Reactor Stabilizer |
Revision as of 15:26, 19 September 2021
Return to Lancer: No Room for a Wallflower main page
Callsign: Crossbones
Name: Jay Walker
Background: Anti(?)-Pirate Merc
GRIT:0
Hull: 1 Agi: 2 Sys: 0 Eng: 0
HP 6 Armor 0 E-Def 10 Eva 10 Spd 5
Personal Profile
LL0
[ SKILL TRIGGERS ]
Blow Something Up (+2)
Get Somewhere Quickly (+4)
Pull Rank (+2)
Spot (+2)
[ 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.
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.
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
OCCUPATIONAL HAZARD
[ GMS EVEREST ]
Hull: 1 Agi: 2 Sys: 0 Eng: 0 SIZE:1
STRUCTURE:4 HP:15 ARMOR:0
STRESS: 4 HEAT: 4 REPAIR: 5
ATK BONUS: +1 TECH ATK: +0 LTD BONUS: 0 SYSPOINTS: 6
SPD: 5 EVA: 10 EDEF: 8 SENS: 10 SAVE: 10
[ WEAPONS ]
Main Mount [Main Rifle]: ASSAULT RIFLE: Range 10, 1D6 Kinetic Damage, Reliable 2
Flex Mount [Main Rifle]: SOL-PATTERN LASER RIFLE: Range 8, 1D6 Energy Damage + 1 Burn, 1 Heat to Self
Heavy Mount [Heavy Rifle]: ANTI-MATERIEL RIFLE: Range 20, 2D6 Kinetic Damage, Accurate, Armor Piercing, Loading, Ordnance
[ SYSTEMS ]
SPACEBORN EVA, PERSONALIZATIONS, PATTERN-A DEPLOYABLE COVER, CUSTOM PAINT JOB, Reactor Stabilizer