![]() ![]() This effect never causes a weapon that normally targets KAC to target EAC." If the weapon already deals two types of damage, replace one of them with the chosen energy damage. Until the end of the mech’s turn, half of the damage dealt by this weapon is replaced with damage of the chosen type. As part of a standard action or full action used to make one or more attacks with one of the mech’s melee weapons, the mech charges the weapon with the chosen energy the energy selected must be a type of energy damage the weapon does not currently deal. You take a –4 penalty to these attacks."Īccurate Strikes (1 PP) "For 1 round, the mech treats all of its operators as though they each had a number of Piloting ranks equal to their respective levels for the purpose of calculating the mech’s attack bonuses."Įnergize Weapon (2 PP) "Choose one of the weapon core’s two types of energy. Skills +21 or +14+ Athleticsĭual Strike (1 PP) "When making a full attack with two different weapons mounted on your arms, you attack twice with one of those weapons and once with the other weapon. Ranged left arm plasma rifle +11+ (10d10 E&F, critical wound), or right arm plasma rifle +11+ (10d10 E&F, critical wound), or rocket launcher +11+ (10d10 F&P) Init +3+ Senses darkvision 120', blindsense (vibration) 30' Perception +ĭefensive Abilities fast healing (shields only) 15, hardness 9 The 75 ton (Tier 15) Marauder Heavy Mech, a ranged combat mech that can use dual strikes to lay down a hail of devastating blasts: The mech must either land at the end of this movement, expend additional PP to perform additional power jumps before the end of its turn, or fall."įrame: Legionnaire Lower Limbs: Agile Biped Upper Limbs: Powerful Arms Power Core: Dynamo Mk 4 Weapons: Alloyed Sword (upper limbs), Laser Rifle (frame), Rocket Launcher (frame) Auxiliary Slots: Ammo Reserve, Thrusters Upgrades: Rapid Reflexes Power Jump (2 PP) "The mech can activate the thrusters as part of a move action, granting it a fly speed of 60 feet (average maneuverability) with a maximum height of 30 feet. The mech can end the siege configuration as a full action." The rocket launcher’s range increases to 500 feet, its explode property’s radius increases to 20 feet, and it deals medium damage for a weapon of its level. While so configured, the mech can’t fly, and its other movement speeds are reduced to 10 feet. Siege Mode (3 PP) "As a full action, the mech reconfigures its body and ordinance into a siege configuration, providing the stability and power necessary to bombard distant targets. Ranged laser rifle +9+ (4d8 F, critical burn), or rocket launcher +9+ (5d8 F&P) Init +1+ Senses darkvision 120', blindsense (vibration) 30' Perception +ĭefensive Abilities fast healing (shields only) 9, hardness 5 The 45 ton (Tier 9) Hatchetman Medium Mech, a mech built for both ranged and melee combat: ![]() ![]() +5 bonus to Computers when using Scan action, +2 bonus to Perception checksįrame: Phantom Lower Limbs: Fast Biped Upper Limbs: Precision Arms Power Core: Dynamo Mk 4 Weapons: Laser Rifle (frame), Gatling Gun (upper limb) Auxiliary Slots: Ammo Reserve, Cloaker, Haste Circuit, Reconnaissance Array Upgrades: Fleet (x2), Rapid Reflexes.Has the ability to make Stealth checks.This auxiliary system can be used more than once per turn." Speed Surge (2 PP) "Each time this ability is activated, the mech increases the number of times it can use an action to move by 1, exceeding the normal limit of two movements per turn. The effect ends if the mech makes an attack or performs other harmful actions." The effect lasts for 1 round, though the mech can extend the duration each round by expending 1 PP. If the mech begins combat while this ability is active, it begins the encounter with 1 less PP (minimum 1)."Ĭloak (4 PP) "As a standard action, the mech fades from view as per invisibility. ![]() Skills +11 or +9+ Athletics +7 or +5+ Stealthįade (0 PP) "As a full action, the mech initiates active camouflage, granting it concealment until it makes an attack or performs other harmful actions, at which point the effect ends. Ranged laser rifle +9+ (2d8 F, critical burn), or gatling gun +9+ (2d10 P) Init Senses darkvision 120', blindsense (vibration) 30' Perception +2+ĭefensive Abilities fast healing (shields only) 4, hardness 2 ![]()
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