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<br>
 
<br>
 
Base Systems:<br>
 
Base Systems:<br>
''Bridgelayer''<br>
+
Bridgelayer<br>
 
System, Full Action, Limited (1)<br>
 
System, Full Action, Limited (1)<br>
 
As a Full Action, the Bridgelayer can deploy a piece of unfolding bridge terrain from itself. The bridge is 3 squares wide by 6 squares long, and is laid down on top of existing terrain. One of the narrow ends must be placed adjacent to the Bridgelayer. Units on the bridge ignore any difficult or dangerous terrain and any altered elevation in the spaces it now covers, granting safe passage over broken ground, rivers and chasms, and so forth. It can be tilted up or down, reaching a height or depth of up to 6 squares from the starting elevation of the Bridgelayer, so it might grant access for ground units to the top of a large building or bottom of a ravine. The Bridgelayer can retrieve the bridge as a Full Action. Each space of the bridge has 20 HP and armour 3.<br>
 
As a Full Action, the Bridgelayer can deploy a piece of unfolding bridge terrain from itself. The bridge is 3 squares wide by 6 squares long, and is laid down on top of existing terrain. One of the narrow ends must be placed adjacent to the Bridgelayer. Units on the bridge ignore any difficult or dangerous terrain and any altered elevation in the spaces it now covers, granting safe passage over broken ground, rivers and chasms, and so forth. It can be tilted up or down, reaching a height or depth of up to 6 squares from the starting elevation of the Bridgelayer, so it might grant access for ground units to the top of a large building or bottom of a ravine. The Bridgelayer can retrieve the bridge as a Full Action. Each space of the bridge has 20 HP and armour 3.<br>
 
<br>
 
<br>
''Excavator''<br>
+
Excavator<br>
 
System, Quick Action<br>
 
System, Quick Action<br>
 
The Bridgelayer may create a contiguous area of up to 3 spaces of difficult terrain, at least one of which must be adjacent to the Bridgelayer. It may also either excavate up to 3 spaces of trench adjacent to itself, which offer soft cover to units entirely within them, or create 3 squares of size 1 10 HP cover adjacent to itself. The squares chosen do not need to be free; the Bridgelayer deals 10 AP kinetic damage to any objects or terrain in those spaces, while units must pass an Agility save or be knocked prone into an adjacent space, and take 4/5/6 AP kinetic damage.<br>
 
The Bridgelayer may create a contiguous area of up to 3 spaces of difficult terrain, at least one of which must be adjacent to the Bridgelayer. It may also either excavate up to 3 spaces of trench adjacent to itself, which offer soft cover to units entirely within them, or create 3 squares of size 1 10 HP cover adjacent to itself. The squares chosen do not need to be free; the Bridgelayer deals 10 AP kinetic damage to any objects or terrain in those spaces, while units must pass an Agility save or be knocked prone into an adjacent space, and take 4/5/6 AP kinetic damage.<br>
 
<br>
 
<br>
''Guardian''<br>
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Guardian<br>
 
Trait<br>
 
Trait<br>
 
Adjacent allies can use the Bridgelayer for hard cover.<br>
 
Adjacent allies can use the Bridgelayer for hard cover.<br>
 
<br>
 
<br>
''Heavy Frame''<br>
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Heavy Frame<br>
 
Trait<br>
 
Trait<br>
 
The Bridgelayer cannot be knocked back, prone, pushed, or pulled by any actor smaller than itself.<br>
 
The Bridgelayer cannot be knocked back, prone, pushed, or pulled by any actor smaller than itself.<br>
 
<br>
 
<br>
''Implacable''<br>
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Implacable<br>
 
Trait<br>
 
Trait<br>
 
The Bridgelayer ignores difficult terrain.<br>
 
The Bridgelayer ignores difficult terrain.<br>
 
<br>
 
<br>
''Bulldozer''<br>
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Bulldozer<br>
 
Trait<br>
 
Trait<br>
 
When the Bridgelayer finishes its movement or a boost, it may deal 30 AP kinetic damage to any number of adjacent objects or pieces of terrain. Any adjacent enemies must also succeed at an Agility save or be knocked back 3 spaces and knocked prone.<br>
 
When the Bridgelayer finishes its movement or a boost, it may deal 30 AP kinetic damage to any number of adjacent objects or pieces of terrain. Any adjacent enemies must also succeed at an Agility save or be knocked back 3 spaces and knocked prone.<br>
 
<br>
 
<br>
''Crane Claw''<br>
+
Crane Claw<br>
 
Heavy Melee<br>
 
Heavy Melee<br>
 
Threat 3<br>
 
Threat 3<br>
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Size: 3<br>
 
Size: 3<br>
 
<br>
 
<br>
''Soldiers''<br>
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Soldiers<br>
 
Trait<br>
 
Trait<br>
 
The Squad acts as one character, but it represents a group of soldiers acting together. When the Squad takes a certain amount of damage, it results in the narrative death of one or more of those soldiers. Eventually, this reduces the number of attacks the Squad can make each turn, as listed in the relevant weapon profiles. By default, the Squad is made up of 10 members, each with 1 HP.<br>
 
The Squad acts as one character, but it represents a group of soldiers acting together. When the Squad takes a certain amount of damage, it results in the narrative death of one or more of those soldiers. Eventually, this reduces the number of attacks the Squad can make each turn, as listed in the relevant weapon profiles. By default, the Squad is made up of 10 members, each with 1 HP.<br>
 
<br>
 
<br>
''Strength in Numbers''<br>
+
Strength in Numbers<br>
 
Trait<br>
 
Trait<br>
 
The Squad has RESISTANCE to all damage from attacks that aren’t area , and is IMMUNE to GRAPPLE, RAM, KNOCKBACK, and STUNNED.<br>
 
The Squad has RESISTANCE to all damage from attacks that aren’t area , and is IMMUNE to GRAPPLE, RAM, KNOCKBACK, and STUNNED.<br>
 
<br>
 
<br>
''Spread Out''<br>
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Spread Out<br>
 
Trait<br>
 
Trait<br>
 
Instead of tracking the position of individual soldiers, the Squad’s members are assumed to move freely within the space it occupies. Other characters can freely move through and end their turn in spaces occupied by the Squad, and as long as the Squad occupies at least 2 free spaces it can end its turn overlapping obstructions, cover, or other characters.<br>
 
Instead of tracking the position of individual soldiers, the Squad’s members are assumed to move freely within the space it occupies. Other characters can freely move through and end their turn in spaces occupied by the Squad, and as long as the Squad occupies at least 2 free spaces it can end its turn overlapping obstructions, cover, or other characters.<br>
 
<br>
 
<br>
''Undersize''<br>
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Undersize<br>
 
Trait<br>
 
Trait<br>
 
Individual soldiers can easily duck behind cover, but the sheer force of mech-scale weapons limits how effectively they can be shielded. The squad always has soft cover, even in the open, but can’t benefit from hard cover.<br>
 
Individual soldiers can easily duck behind cover, but the sheer force of mech-scale weapons limits how effectively they can be shielded. The squad always has soft cover, even in the open, but can’t benefit from hard cover.<br>
 
<br>
 
<br>
''Pulse Rifles''<br>
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Pulse Rifles<br>
 
Main Rifle<br>
 
Main Rifle<br>
 
Ranged 10<br>
 
Ranged 10<br>
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This weapon can make two attacks at a time; if the Squad loses more than half its HP, it can only make one attack at a time.<br>
 
This weapon can make two attacks at a time; if the Squad loses more than half its HP, it can only make one attack at a time.<br>
 
<br>
 
<br>
''Laser Cannon''<br>
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Laser Cannon<br>
 
Heavy Cannon<br>
 
Heavy Cannon<br>
 
Ranged 20<br>
 
Ranged 20<br>
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5 AP Energy Damage<br>
 
5 AP Energy Damage<br>
 
<br>
 
<br>
''Duck and Cover''<br>
+
Duck and Cover<br>
 
Reaction, Trait<br>
 
Reaction, Trait<br>
 
Trigger: The Squad is hit by an attack.<br>
 
Trigger: The Squad is hit by an attack.<br>
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Size: 1<br>
 
Size: 1<br>
 
<br>
 
<br>
''Smart Rifle''<br>
+
Smart Rifle<br>
 
Main Rifle<br>
 
Main Rifle<br>
 
Smart<br>
 
Smart<br>
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4 kinetic damage<br>
 
4 kinetic damage<br>
 
<br>
 
<br>
''Lightning Rod''<br>
+
Lightning Rod<br>
 
System, Reaction<br>
 
System, Reaction<br>
 
Once per round as a reaction when an enemy targets an ally’s e-defense within the Relay’s Sensor range with a Quick Tech or Full Tech action, the Relay becomes the target instead. The Relay cannot use this system if it is Jammed.<br>
 
Once per round as a reaction when an enemy targets an ally’s e-defense within the Relay’s Sensor range with a Quick Tech or Full Tech action, the Relay becomes the target instead. The Relay cannot use this system if it is Jammed.<br>
 
<br>
 
<br>
''Tech Node''<br>
+
Tech Node<br>
 
Trait<br>
 
Trait<br>
 
As long as the Relay is not engaged or Jammed, any ally within their sensor range of the Relay may choose targets for their Quick Tech and Full Tech actions using the area of the Relay’s sensor range instead of their own.<br>
 
As long as the Relay is not engaged or Jammed, any ally within their sensor range of the Relay may choose targets for their Quick Tech and Full Tech actions using the area of the Relay’s sensor range instead of their own.<br>
 
<br>
 
<br>
''Signal Boost''<br>
+
Signal Boost<br>
 
System<br>
 
System<br>
 
As long as the Relay is not Jammed, allies within range 5 of the Relay are immune to the Jammed Condition and enemy Quick Tech and Full Tech actions targeting their e-defence suffer 1 Difficulty.<br>
 
As long as the Relay is not Jammed, allies within range 5 of the Relay are immune to the Jammed Condition and enemy Quick Tech and Full Tech actions targeting their e-defence suffer 1 Difficulty.<br>
 
<br>
 
<br>
''Parallel OS''<br>
+
Parallel OS<br>
 
System, Protocol, 2 heat (self)<br>
 
System, Protocol, 2 heat (self)<br>
 
At the beginning of its turn, the Relay may choose a single Quick Tech action that an ally within its Sensor range possesses. Until the end of its turn, the Relay can use this Quick Tech action as if it possessed the system itself.<br>
 
At the beginning of its turn, the Relay may choose a single Quick Tech action that an ally within its Sensor range possesses. Until the end of its turn, the Relay can use this Quick Tech action as if it possessed the system itself.<br>

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