Difference between revisions of "Lancer: No Room for a Wallflower Crossbones"

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(Mech Profile)
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THERMITE CHARGE<br>
 
THERMITE CHARGE<br>
 
STIMS<br>
 
STIMS<br>
 +
 +
'''[ Core Bonus ]'''
 +
AUTO-STABILIZING HARDPOINT
  
 
== Mech Profile ==
 
== Mech Profile ==
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4 AP Energy Damage<br>
 
4 AP Energy Damage<br>
 
If the target has at least 1 armor, deal +1d6 bonus damage<br>
 
If the target has at least 1 armor, deal +1d6 bonus damage<br>
 +
Auto-Stabilizing Hardpoint: Attacks with this weapon have +1 accuracy.
  
 
'''FUEL ROD GUN'''<br>
 
'''FUEL ROD GUN'''<br>

Revision as of 15:39, 20 May 2022

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Jaywalker.jpg

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

[ Core Bonus ] AUTO-STABILIZING HARDPOINT

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


[ 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
Protocol
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
Range 8
1D6 Energy Damage + 1 Burn
1 Heat to Self

BLACKSPOT TARGETING LASER
Flex Mount [Main Rifle]
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.

STEELPUNCH HEAVY NEEDLEBEAM
Heavy Mount [Heavy Rifle]
Range 15
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
Limited 4
On attack clear 4 heat

ZF4 SOLIDCORE
Integrated Mount [Main Cannon]
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
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