Telok
The eggnog is one third rum.
- Joined
- Jun 20, 2022
- Messages
- 959
- Reaction score
- 2,653
March 11:
Continuing to rebuild our Lancer peeps at first level then skip them straight to level 4 using the current rules rather than whatever playtest I first found that called itself "current"....
Doing Bob, the melee bruiser. He's still a melee bruiser but weirdly fast & mobile now. Hit points & defenses went down a lot though, but then everyone's did.
Continuing to rebuild our Lancer peeps at first level then skip them straight to level 4 using the current rules rather than whatever playtest I first found that called itself "current"....
Doing Bob, the melee bruiser. He's still a melee bruiser but weirdly fast & mobile now. Hit points & defenses went down a lot though, but then everyone's did.
Name: Bob, level 4 (well "license level" 3), "grit" +2 (hp for person & mech, mech physical attack rolls, & mech system points)
Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply ALSO +number on triggers):
The Pirate became a Outlaw with +2 for show off and +6s for K.O., charm, survive
Traits went away (we no longer have personality tags) and we have HP & combat stats now. HP 6+(1/2 level), size 0.5, evasion 10, e-def 10, speed 4, and gear might actually matter so... one armor, two weapons, three misc. And since non-mech gear & those stats never change we've stopped caring about it.
Talents (do yo mecha shizz):
Brutal 2: on nat20 deal max damage. on crit add 1 knockback.
Executioner 3: 1/round with heavy+ melee free action half damage attack against different target. first heavy+ melee crit of the round you do 3 dmg to any/all within reach other than the crit victim. if melee misses reroll the attack 1/round vs other target
Hunter 1: 1/round before attack with auxiliary melee fly 3 towards the target ignoring engagement and no reactions.
Licenses & Bonuses:
L: Raleigh 3
B: +2 agility, +2 hull, +1 eng, integrated aux weapon use as 1/round free action
Mech stats:
size 1, armor 1, sensor range 10, save TN 12, attack +2
RALEIGH
hull: hp 18, repair cap 6, mod +2
agl: evade 10, speed 5, mod +2
sys: e-def 7, tech attack -1, SP 7, mod +0
eng: heat 6, bonus limited +0, mod +0
toys: end of turn if haven't attacked or forced saves then reload all weapons. may make ranged attacks even if jammed (jammed is BAD). 1/mission core power protocol (start of turn free action toggle) at end of turn if not fired mjolnir gun adds 2 charges to max 6 & next shot does 4 damage per charge & if 4+ charges is AP & target armor shredded to EONT. (why is that all by 2s and multiplication? seems excessively complicated for 8/16/24 damage + shred if 16/24)
modules: uncle AI[3sp](shoots gun 1/round free at -2d6), personalization[1sp](+2hp), breaching charges[2sp](limited4 grenade4 blast1 agility for half 1d6e & obj/terrain auto-damage 10e AP or mine(place quick & arms at end of the round) blast1 quick detonate agility for half 2d6e AP & obj/terrain auto-damage 30e AP), one open SP for EVA/paintjob/manipulators
mounts: integrated=mjolnir main CQB range5 threat3 & free shot on reloading for 4k, heavy=hammer heavy melee reach1 for 2d6+2k & reliable4, integrated=aux melee knife reach1 1/round free attack for overkill(dmg die roll 1s =+1heat dmg) 1d3+1e aux/aux= 2x hand cannons aux CQB range5 threat3 loading for 1d6 reliable1, flex(main)= main launcher loading ordinance(shoot before moves) range10 UNCLE at -2d6w for 1d6+1 blast2
function: If target is within 13 then can skirmish hammer, else if within 8 barrage hammer +knife +CQB, else can throw 2-4 ranged attacks within 10. This one changed a fair bit, the single big melee hit is still there but mobility went way up and hit points went down a fair bit. Four main options identified for combat:
1) fire uncle launcher(r10 d20-(2d6w)) +move(5) +overcharge(heat 1/d3/d6) +2x hand cannons(r5) +stabilize(reloads & clears heat) +free mjolinir shot +if range 3- knife(hunter move 3 into melee)
2) move(5) +boost(5) +knife(hunter move 3 then r1) +skirmish hammer
3) move(5) +knife(hunter move 3 then r1) +barrage hammer & mjolnir/hand cannons
4) +uncle launcher(r10 d20-(2d6w)) +move(5) +knife(hunter move 3 then r1) +overcharge(heat 1/d3/d6) +skirmish hammer +stabilize(reloads & clears heat) +mjolnir(r5)
Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply ALSO +number on triggers):
The Pirate became a Outlaw with +2 for show off and +6s for K.O., charm, survive
Traits went away (we no longer have personality tags) and we have HP & combat stats now. HP 6+(1/2 level), size 0.5, evasion 10, e-def 10, speed 4, and gear might actually matter so... one armor, two weapons, three misc. And since non-mech gear & those stats never change we've stopped caring about it.
Talents (do yo mecha shizz):
Brutal 2: on nat20 deal max damage. on crit add 1 knockback.
Executioner 3: 1/round with heavy+ melee free action half damage attack against different target. first heavy+ melee crit of the round you do 3 dmg to any/all within reach other than the crit victim. if melee misses reroll the attack 1/round vs other target
Hunter 1: 1/round before attack with auxiliary melee fly 3 towards the target ignoring engagement and no reactions.
Licenses & Bonuses:
L: Raleigh 3
B: +2 agility, +2 hull, +1 eng, integrated aux weapon use as 1/round free action
Mech stats:
size 1, armor 1, sensor range 10, save TN 12, attack +2
RALEIGH
hull: hp 18, repair cap 6, mod +2
agl: evade 10, speed 5, mod +2
sys: e-def 7, tech attack -1, SP 7, mod +0
eng: heat 6, bonus limited +0, mod +0
toys: end of turn if haven't attacked or forced saves then reload all weapons. may make ranged attacks even if jammed (jammed is BAD). 1/mission core power protocol (start of turn free action toggle) at end of turn if not fired mjolnir gun adds 2 charges to max 6 & next shot does 4 damage per charge & if 4+ charges is AP & target armor shredded to EONT. (why is that all by 2s and multiplication? seems excessively complicated for 8/16/24 damage + shred if 16/24)
modules: uncle AI[3sp](shoots gun 1/round free at -2d6), personalization[1sp](+2hp), breaching charges[2sp](limited4 grenade4 blast1 agility for half 1d6e & obj/terrain auto-damage 10e AP or mine(place quick & arms at end of the round) blast1 quick detonate agility for half 2d6e AP & obj/terrain auto-damage 30e AP), one open SP for EVA/paintjob/manipulators
mounts: integrated=mjolnir main CQB range5 threat3 & free shot on reloading for 4k, heavy=hammer heavy melee reach1 for 2d6+2k & reliable4, integrated=aux melee knife reach1 1/round free attack for overkill(dmg die roll 1s =+1heat dmg) 1d3+1e aux/aux= 2x hand cannons aux CQB range5 threat3 loading for 1d6 reliable1, flex(main)= main launcher loading ordinance(shoot before moves) range10 UNCLE at -2d6w for 1d6+1 blast2
function: If target is within 13 then can skirmish hammer, else if within 8 barrage hammer +knife +CQB, else can throw 2-4 ranged attacks within 10. This one changed a fair bit, the single big melee hit is still there but mobility went way up and hit points went down a fair bit. Four main options identified for combat:
1) fire uncle launcher(r10 d20-(2d6w)) +move(5) +overcharge(heat 1/d3/d6) +2x hand cannons(r5) +stabilize(reloads & clears heat) +free mjolinir shot +if range 3- knife(hunter move 3 into melee)
2) move(5) +boost(5) +knife(hunter move 3 then r1) +skirmish hammer
3) move(5) +knife(hunter move 3 then r1) +barrage hammer & mjolnir/hand cannons
4) +uncle launcher(r10 d20-(2d6w)) +move(5) +knife(hunter move 3 then r1) +overcharge(heat 1/d3/d6) +skirmish hammer +stabilize(reloads & clears heat) +mjolnir(r5)