DEFCON steadies his mech before unleashing a hail of missiles and explosive shells. With his ammo tubes dry he moves forward, taking cover behind Halitrephes. Mechanics
Full Action: Barrage
Howitzer: targeting M41 (should hit Demolisher A while avoiding 47-STATC if I'm right) [1d20-1]=14-1=13 vs Evasion = hit? for [2d6]=6 explosive damage
Rocket Propelled Grenade: targeting M41 (should hit Demolisher A while avoiding 47-STATC if I'm right): [1d20]=2 vs Evasion = Miss.
Heavy Mount
-Howitzer - (20) (2D6, Explosive) (Blast 2, Arcing, Inaccurate, Loading, Ordnance)
Abilities
-Particularize- When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either result.
-Rapid Burst Jump Jet System- You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.
Per Turn -Seismic Deluge - (1/Turn) When you successfully attack with a Launcher and consume Lock On, you may also knock your target Prone. -Armament - (1/Turn) When you attack with a MAIN ranged weapon, you may expend one charge to apply one of the following effects to your attack:
THUMPER: The attack gains KNOCKBACK 1 and deals Explosive damage.
SHOCK: The attack deals Energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP Energy Damage, whether the result is a hit or miss.
MAG: The attack gains ARCING and deals Kinetic damage.
Limited Use -Pattern-B Hex Charges - (3/3 Uses Remaining) (Range 5, Blast 1, Agility Save for 1D6 Explosive or half on success ) (Quick Action, Unique, Grenade, Mine) -Pattern-A Smoke Charges - (3/3 Uses Remaining) (Range 5, Blast 2, Soft Cover until EONT) (Quick Action, Unique, Grenade, Mine)
Once Per Scene -Initiative - [ ] 1/scene the Everest may take any quick action as a free action.
Core Powers -Power Up For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Limited
-Frag Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
-Thermite Charge 1/1 Uses Left (Mine, Burst 1, Engineering save for 3 Energy AP, auto hit objects for 10 AP) (Quick Action)
Once the rest of her team moves into view, Rhiannon sees her time to shine. Coming in from behind, she finds a distant, lone target and locks on, firing her powerful rifle directly at the unsuspecting foe.
Mechanics
Standard Move: Move to S41
Full Action: Barrage with Cyclone Pulse Rifle on Assault A
Attack: [1d20]=14+[1d6]=6 = 20 = hit
Damage: [6d6k3+3]=14+3=17 kinetic damage
Weapons Main Mount
- Assault Rifle - Range 10 | 1d6 Kinetic Damage | Reliable 2 | Unmodded
Heavy Mount + Flex Mount Bracing
- Cyclone Pulse Rifle - Range 15 | 3d6+3 Kinetic Damage | Accurate, Reloading, Reliable 5 | Unmodded
Abilities Per Turn
- N/A
Limited Use
- N/A
Once Per Scene
- Initiative [_] - may take any quick action as a free action
Core Powers
- Power Up - For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action. Permanent Effects
REPLACEABLE PARTS
While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.
INFILTRATOR Rank I - Prowl
During your turn, gain the following benefits:
* Entering line of sight of hostile characters or moving from cover does not stop you from being Hidden.
* You can pass freely through – but not end your turn in – enemy spaces.
* You can Hide even in plain sight of enemies.
These effects immediately end when your turn ends (so you lose Hidden if you’re still in line of sight or out of cover at that time).
SKIRMISHER Rank I - Integrated Chaff Launchers
At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save.
ACE Rank I - Acrobatics
While flying, you get the following benefits:
* You make all Agility checks and saves with +1 Accuracy.
* Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction.
TYPE-I FLIGHT SYSTEM
You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.
EVA MODULE
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not Slowed.
STABLE STRUCTURE
You gain +1 Accuracy on saves to avoid Prone or Knockback.
Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+2), Read a Situation (+2), Survive (+2)
Weapons
- Medium A/C - Range 1 | 2 Kinetic Damage
- Light A/C - Range 1 | 1 Kinetic Damage | Sidearm
Combat Usables
Limited
- N/A
Once Per Scene
- N/A Permanent Effects
ANTIPHOTON VISOR
Designed to protect the wearer’s eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.
SOUND SYSTEM
Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.
SMART SCOPE
A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.
<Beware, Echo-3. They are performing a pincer strike,> he transmits over the comms. Time to cut off one head of this snake.
Full-throttle ahead, Deliverance launches deeper into the fray, headed for the sole reinforcement to their north. She reaches out with one mighty, mechanized gauntlet, grabbing the incoming assault mech by its head and raising it meters off the cave-floor. Then, she winds back, the servos cranking to the tightest their specifications allow — then one notch tighter — and lances the miner's mech directly in its face. Mechanics
Move Move to O35.
Quick Move to K35.
Quick Grapple on Assault F. Hits 11 vs Evasion. I now have +1� on melee attacks against Assault F while grappling. Grapple: [1d20]=11
Hammer [1d20+1]=17+1=18-[1d6]=1 17 vs. 47-STATC, hits. 5 AP Explosive damage to 47-STATC, requesting HULL Save against Save Target 10 to avoid being knocked Prone. (10 damage, reduced to 5 due to Thin Atmosphere environment.
// End of Activation //
Battle.PNG
Activations Left
47-STATC
Halitrephes
Horizon Tempest
Nautilus
Titania
Assault C
Assault D
Assault E
// Player Turn! //
You do not have the required permissions to view the files attached to this post.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Saving throw: [1d20]=7 Fail.
Prone, take 5 damage.
Use move action to Stand.
Quick action boost, move to: R42, eating an Overwatch.
Skirmish @ Demolisher A.
Attack: [1d20]=5 Miss.
Combat Sheet
Phoenix
47 Shot to Align the Cause
Male Human Licence Level 0
Age: 22
Height: 6'2"
Weight: 165
Special Actions
-Crack Shot - At the start of my turn I may Steady my Aim, and become Immobilized until SONT but I gain +1 Accuracy on all Rifle attacks.
Once Per Scene
-Initiative- [ ]
-Replaceable Parts - [ ]
-Power Up - [x]
<Tubes are dry, reloading> DEFCON reports, as he activates the Horizon Tempest's autoloaders. As the mech's missiles and guns are reloaded, he moves past MEDUSA in Halitrephes, taking cover behind the larger rocks in the cavern. With sensors showing one of the enemy mechs on the other side of the rocks, he lines up one of Tempest's grenade launchers and slings a grenade in their direction.
Mechanics
Full Action: Stabilize - reload all weapons
Move to R34
Initiative 1/scene the Everest may take any quick action as a free action.
Free Action: Pattern-B Hex Charges - Frag Grenade to T28
Assault C must make an Agility save, 1 explosive damage on fail, half (1 or 0?) on pass.
Heavy Mount
-Howitzer - (20) (2D6, Explosive) (Blast 2, Arcing, Inaccurate, Loading, Ordnance)
Abilities
-Particularize- When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either result.
-Rapid Burst Jump Jet System- You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.
Per Turn -Seismic Deluge - (1/Turn) When you successfully attack with a Launcher and consume Lock On, you may also knock your target Prone. -Armament - (1/Turn) When you attack with a MAIN ranged weapon, you may expend one charge to apply one of the following effects to your attack:
THUMPER: The attack gains KNOCKBACK 1 and deals Explosive damage.
SHOCK: The attack deals Energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP Energy Damage, whether the result is a hit or miss.
MAG: The attack gains ARCING and deals Kinetic damage.
Limited Use -Pattern-B Hex Charges - (2/3 Uses Remaining) (Range 5, Blast 1, Agility Save for 1D6 Explosive or half on success ) (Quick Action, Unique, Grenade, Mine) -Pattern-A Smoke Charges - (3/3 Uses Remaining) (Range 5, Blast 2, Soft Cover until EONT) (Quick Action, Unique, Grenade, Mine)
Once Per Scene -Initiative - [X] 1/scene the Everest may take any quick action as a free action.
Core Powers -Power Up For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Limited
-Frag Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
-Thermite Charge 1/1 Uses Left (Mine, Burst 1, Engineering save for 3 Energy AP, auto hit objects for 10 AP) (Quick Action)
The grenade seems to harmlessly deflect off of the Assault Mech, not having nearly as much explosive power as it should (1 damage, reduced to 0 from Armor).
// Activating Assault D //
Mechanics
Move and Boost: P24
Quick Action: Skirmish with Drill Bit Rifle
Rifle: [1d20+1]=13+1=14-[1d6]=4 10 vs. Evasion against Halitrephes. 6 (reduced to 5) Kinetic damage to Halitrephes.
// End of Activation //
Battle.PNG
Status.PNG
Halitrephes
Nautilus
Titania
Assault E
// Player Turn! //
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Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Ezra sighs deeply as his hail remains unanswered. "Well, fine then. If it is blood they want, blood they shall have."
<Returning fire.> He says over the comms, his voice a few degrees colder.
Halitrephes brings its Heavy Machine Gun to bear, and fires at the closest exposed hostile, the heavy rounds and needles from its nexii tearing through its armor. Mechanics
Barrage with Flex Mount and Heavy Mount, Targeting Assault D
Flex Mount
Light Nexus 1: [1d20]=8 8 VS E-Def, [1d3]=2 2 Kinetic
Light Nexus 2: [1d20]=16 16 VS E-Def, [1d3]=1 1 Kinetic
Main Mount
-Hunter-Killer Nexus Main Nexus - (Range - 10) (1d6 Kinetic) (Smart) (Mods)
Flex Mount
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
Heavy Mount
-Heavy Machine Gun Heavy Cannon - (Range - 8) (2d6+4 Kinetic) (Inaccurate) (Mods)
Abilities
Per Turn -Spaceborn Eva - (Unlimited)
--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. -Ten Thousand Teeth - (1/Turn)
--When you perform a critical hit with a Nexus weapon, your target must pass a System save or become Impaired and Slowed until the end of their next turn. -Project Type-3 Shield - (Unlimited) -- Protocol, Heat 1 (Self)
--Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 Difficulty until the start of your next turn. -Ability Name -
Limited Use
-Deploy Jericho Cover - (1/1 Uses Remaining) -- Quick Action
--Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections. -Ability Name - (X/X Uses Remaining)
Once Per Scene -Heroism - [ ]
--1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn. -Custom Paint Job - [ ]
--1/Full Repair, roll 1d6 when taking structure damage. On a 6, return to 1 HP and ignore the damage - the hit simply "scratched the paint" -Ability Name - [ ]
Core Powers -Rallying Cry -
--[Raise the Banner] You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Limited
-Corrective - 1/1 Uses Left
--Spend a charge to apply to Down-and-Out pilots, immediately bringing them back to consciousness at 1 HP.
-Gear 2 X/X Uses Left
Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
Last edited by greysigil on Mon Nov 13, 2023 9:12 pm, edited 2 times in total.
The Assault attempts to brace against the incoming spread of bullets but the onslaught is too much for the mech to handle as it deactivates in a series of whirring noises.
// Activating Assault E //
< Shit, they got Panner! Make sure they don't see the light of day ever again! >
Quick Action: Use heavy machine gun vs. Demolisher:
Quick Action: Use heavy machine gun vs. Demolisher: (if Demolisher is destroyed by first attack, move and attack Assault F) [1d20]=20[1d20]=20 [2d6+4]=9+4=13[1d6]=2[1d6]=4 for 13 damage [2d6+4]=9+4=13 [1d6]=5[1d6]=5 For 14 damage
Move Action: Move to O41
Take 1 heat
Last edited by BartNL on Wed Nov 22, 2023 10:44 am, edited 1 time in total.
Nautilus lays down a barrage of fire into the demolisher. It attempts to block some of it with its massive hammer, but the hammer is knocked from its hands before the demolisher slumps over, having multiple holes punched through it.
// Titania turn! //
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Weapons Main Mount
- Assault Rifle - Range 10 | 1d6 Kinetic Damage | Reliable 2 | Unmodded
Heavy Mount + Flex Mount Bracing
- Cyclone Pulse Rifle - Range 15 | 3d6+3 Kinetic Damage | Accurate, Reloading, Reliable 5 | Unmodded
Abilities Per Turn
- N/A
Limited Use
- N/A
Once Per Scene
- Initiative [_] - may take any quick action as a free action
Core Powers
- Power Up - For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action. Permanent Effects
REPLACEABLE PARTS
While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.
INFILTRATOR Rank I - Prowl
During your turn, gain the following benefits:
* Entering line of sight of hostile characters or moving from cover does not stop you from being Hidden.
* You can pass freely through – but not end your turn in – enemy spaces.
* You can Hide even in plain sight of enemies.
These effects immediately end when your turn ends (so you lose Hidden if you’re still in line of sight or out of cover at that time).
SKIRMISHER Rank I - Integrated Chaff Launchers
At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save.
ACE Rank I - Acrobatics
While flying, you get the following benefits:
* You make all Agility checks and saves with +1 Accuracy.
* Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction.
TYPE-I FLIGHT SYSTEM
You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.
EVA MODULE
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not Slowed.
STABLE STRUCTURE
You gain +1 Accuracy on saves to avoid Prone or Knockback.
Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+2), Read a Situation (+2), Survive (+2)
Weapons
- Medium A/C - Range 1 | 2 Kinetic Damage
- Light A/C - Range 1 | 1 Kinetic Damage | Sidearm
Combat Usables
Limited
- N/A
Once Per Scene
- N/A Permanent Effects
ANTIPHOTON VISOR
Designed to protect the wearer’s eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.
SOUND SYSTEM
Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.
SMART SCOPE
A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.
DEFCON, with his mech reloaded, unleashes a another torrent of explosives at the opposing mechs, obliterating one of them as the explosions rock the cavern.
Mechanics
Start in R34 as per the move in my last post.
Full Action: Barrage
Howitzer: targeting Assault E
Missile Rack: targeting O23 or Assault C if Assault E is dead
18-3=15 vs Assault E Evasion = hit for 3 explosive damage.
or
18 vs Assault C Evasion = hit for 3 explosive damage.
Missile Rack: targeting O23 or Assault C if E dead
16-4=12 vs Assault E Evasion = hit for 3 explosive damage.
or
16 vs Assault C Evasion = hit for 3 explosive damage.
Heavy Mount
-Howitzer - (20) (2D6, Explosive) (Blast 2, Arcing, Inaccurate, Loading, Ordnance)
Abilities
-Particularize- When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either result.
-Rapid Burst Jump Jet System- You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.
Per Turn -Seismic Deluge - (1/Turn) When you successfully attack with a Launcher and consume Lock On, you may also knock your target Prone. -Armament - (1/Turn) When you attack with a MAIN ranged weapon, you may expend one charge to apply one of the following effects to your attack:
THUMPER: The attack gains KNOCKBACK 1 and deals Explosive damage.
SHOCK: The attack deals Energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP Energy Damage, whether the result is a hit or miss.
MAG: The attack gains ARCING and deals Kinetic damage.
Limited Use -Pattern-B Hex Charges - (2/3 Uses Remaining) (Range 5, Blast 1, Agility Save for 1D6 Explosive or half on success ) (Quick Action, Unique, Grenade, Mine) -Pattern-A Smoke Charges - (3/3 Uses Remaining) (Range 5, Blast 2, Soft Cover until EONT) (Quick Action, Unique, Grenade, Mine)
Once Per Scene -Initiative - [X] 1/scene the Everest may take any quick action as a free action.
Core Powers -Power Up For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Limited
-Frag Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
-Thermite Charge 1/1 Uses Left (Mine, Burst 1, Engineering save for 3 Energy AP, auto hit objects for 10 AP) (Quick Action)
Main Mount
-Hunter-Killer Nexus Main Nexus - (Range - 10) (1d6 Kinetic) (Smart) (Mods)
Flex Mount
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
Heavy Mount
-Heavy Machine Gun Heavy Cannon - (Range - 8) (2d6+4 Kinetic) (Inaccurate) (Mods)
Abilities
Per Turn -Spaceborn Eva - (Unlimited)
--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. -Ten Thousand Teeth - (1/Turn)
--When you perform a critical hit with a Nexus weapon, your target must pass a System save or become Impaired and Slowed until the end of their next turn. -Project Type-3 Shield - (Unlimited) -- Protocol, Heat 1 (Self)
--Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 Difficulty until the start of your next turn. -Ability Name -
Limited Use
-Deploy Jericho Cover - (1/1 Uses Remaining) -- Quick Action
--Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections. -Ability Name - (X/X Uses Remaining)
Once Per Scene -Heroism - [ ]
--1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn. -Custom Paint Job - [ ]
--1/Full Repair, roll 1d6 when taking structure damage. On a 6, return to 1 HP and ignore the damage - the hit simply "scratched the paint" -Ability Name - [ ]
Core Powers -Rallying Cry -
--[Raise the Banner] You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Limited
-Corrective - 1/1 Uses Left
--Spend a charge to apply to Down-and-Out pilots, immediately bringing them back to consciousness at 1 HP.
-Gear 2 X/X Uses Left
Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
Phoenix dashes around the battlefield, moving with a graceful elegance, and as he gets to where he needs to be, he spins and aims at the last remaining hostile. "You are not worthy as my opponent." He says, blasting it with his energy rifle. Mechanics
Move action: Move to O35 (Free boost from core or w/e).
Standard Action: Attack vs Assault C
To Hit vs EVA: [1d20]=13
Damage vs Assault C: [1d3+2]=3+2=5 (AP damage)
Combat Sheet
Phoenix
47 Shot to Align the Cause
Male Human Licence Level 0
Age: 22
Height: 6'2"
Weight: 165
Special Actions
-Crack Shot - At the start of my turn I may Steady my Aim, and become Immobilized until SONT but I gain +1 Accuracy on all Rifle attacks.
Once Per Scene
-Initiative- [ ]
-Replaceable Parts - [ ]
-Power Up - [x]
Attempting to repeat her earlier success, Eydis maneuvers past Halitrephes and once more lines up her sights, this time at the last remaining of the enemy mechs. Unfortunately, her confidence since the last shot causes her to rush, and her shot goes wide.
Mechanics
Standard Move: Move to R36
Full Action: Barrage with Cyclone Pulse Rifle on Assault C
Attack: [1d20]=2+[1d6]=5 = miss
Weapons Main Mount
- Assault Rifle - Range 10 | 1d6 Kinetic Damage | Reliable 2 | Unmodded
Heavy Mount + Flex Mount Bracing
- Cyclone Pulse Rifle - Range 15 | 3d6+3 Kinetic Damage | Accurate, Reloading, Reliable 5 | Unmodded
Abilities Per Turn
- N/A
Limited Use
- N/A
Once Per Scene
- Initiative [_] - may take any quick action as a free action
Core Powers
- Power Up - For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action. Permanent Effects
REPLACEABLE PARTS
While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.
INFILTRATOR Rank I - Prowl
During your turn, gain the following benefits:
* Entering line of sight of hostile characters or moving from cover does not stop you from being Hidden.
* You can pass freely through – but not end your turn in – enemy spaces.
* You can Hide even in plain sight of enemies.
These effects immediately end when your turn ends (so you lose Hidden if you’re still in line of sight or out of cover at that time).
SKIRMISHER Rank I - Integrated Chaff Launchers
At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save.
ACE Rank I - Acrobatics
While flying, you get the following benefits:
* You make all Agility checks and saves with +1 Accuracy.
* Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction.
TYPE-I FLIGHT SYSTEM
You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.
EVA MODULE
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not Slowed.
STABLE STRUCTURE
You gain +1 Accuracy on saves to avoid Prone or Knockback.
Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+2), Read a Situation (+2), Survive (+2)
Weapons
- Medium A/C - Range 1 | 2 Kinetic Damage
- Light A/C - Range 1 | 1 Kinetic Damage | Sidearm
Combat Usables
Limited
- N/A
Once Per Scene
- N/A Permanent Effects
ANTIPHOTON VISOR
Designed to protect the wearer’s eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.
SOUND SYSTEM
Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.
SMART SCOPE
A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.
Move to R40
Full Action: Barrage Heavy Machine gun & PROTOTYPE WEAPON I
Heavy Machine gun
Prototype weapon 1 vs Assault C [1d20]=1[1d6+2]=4+2=6 3/5 charges remaining. Critical miss
Heavy machine gun vs Assault C [1d20-1]=6-1=5[2d6+4]=6+4=10 Probably also miss at 5, otherwise 10 dmg.
Ezra grits his teeth and pushes HALITREPHES forward, taking a controlling position directly in the path of escape for this last miner. He makes it a point to aim to disable the mech, not kill the pilot, before firing its Heavy Machine Gun and Hunter-Killer Nexus. All this bloodshed better be worth it. Mechanics
Full action: Barrage with HMG and Hunter-Killer Nexus
Main Mount
-Hunter-Killer Nexus Main Nexus - (Range - 10) (1d6 Kinetic) (Smart) (Mods)
Flex Mount
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
Heavy Mount
-Heavy Machine Gun Heavy Cannon - (Range - 8) (2d6+4 Kinetic) (Inaccurate) (Mods)
Abilities
Per Turn -Spaceborn Eva - (Unlimited)
--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. -Ten Thousand Teeth - (1/Turn)
--When you perform a critical hit with a Nexus weapon, your target must pass a System save or become Impaired and Slowed until the end of their next turn. -Project Type-3 Shield - (Unlimited) -- Protocol, Heat 1 (Self)
--Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 Difficulty until the start of your next turn. -Ability Name -
Limited Use
-Deploy Jericho Cover - (1/1 Uses Remaining) -- Quick Action
--Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections. -Ability Name - (X/X Uses Remaining)
Once Per Scene -Heroism - [ ]
--1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn. -Custom Paint Job - [ ]
--1/Full Repair, roll 1d6 when taking structure damage. On a 6, return to 1 HP and ignore the damage - the hit simply "scratched the paint" -Ability Name - [ ]
Core Powers -Rallying Cry -
--[Raise the Banner] You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Limited
-Corrective - 1/1 Uses Left
--Spend a charge to apply to Down-and-Out pilots, immediately bringing them back to consciousness at 1 HP.
-Gear 2 X/X Uses Left
Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
<Ah, the silence of victory,> Antayes sighs over comms, positioning Deliverance closer to the others. <Hold on there, Medusa, you appear to have missed one.>
He hefts a heavy partisan over the mech's shoulder, sauntering toward the final unconscious miner-pilot with a calm sense of malice.
<All of this, when they could have just talked,> Eydis says, rolling her eyes behind her helmet at the sight of the destroyed mechs before them. <We should check the cockpits for survivors, I guess. Maybe they will be more open to conversation now that their defenses are gone.>What could have compelled them to rebel when they knew a force would be sent to put them in check? It's not like mining rigs are built for real combat. She makes her way next to Demolisher A after speaking, aiming to check for a surviving pilot.
<Well fought Echo-3> Yuri says over the radio as the cavern falls silent. He initiates the Horizon Tempest's reload protocol regardless - not wanting to be caught with empty missile racks if any more enemies lurk deeper in the mine.
<Agreed. Let's make sure we're done here, but I think we can chalk this up as mission accomplished> DEFCON says in reply to Eydis.
<Deliverance, stand down! I don't think that was a mistake, and if so, it might yet prove valuable.>Nemo loudly calls over the coms; while still calm, Nemo does not sound nearly as reserved as usual.
Antayes' brow furrows as Nemo's command rings out. These cretins expended two chances to walk in the light, and yet Echo-3 seeks to give them a third? He scoffs. Too forgiving of a society and the rule of law crumbles to dust.
He steadies his emotion, knowing it is unbefitting for an officer — now lancer — of his station. <Very well, you shall have your prize.>
Deliverance's partisan lances out, breaking through the ruined mech's frontal compartments. NO-SANCUTARY tears his mech's weapon away with a portion of twisted steel and servos with it, leaving the unconscious pilot exposed.
Now that the cockpit is exposed, inside is a roughly early 20s male; long brown hair, scruff on the face, wearing a miner's jumpsuit. Tattered gloves cover his hands. The force of the last impact has left him bleeding from the mouth, with indications of bruised ribs and a broken nose.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
<Hey, what the fuck, guy?> Eydis asks, as his battered body comes into view on her screen. Flying closer, she shakes her head in the cockpit seeing his sorry state. <Why'd you come right out the gates attacking us? We came here to talk to you, now your friends are all dead.>
Following orders to the death, Antayes notes to himself. It would be an admirable stance, were it toward anything remotely worthy. Instead, these striking miners are clearly spoiled radicals, motivated solely by greed and self-interest.
<Our job was to get them back to work or get rid of the problem. Let's wrap this up> Yuri says to the rest of the squad as she continues to provide overwatch while the others interrogate the surviving miner.
<I have only two questions. First: what is this that you are mining? And second: who offered to buy it for more than you were originally contracted for?> Ezra broadcasts, HALITREPHES standing stock still.
"No one in particular. At least as far as we were concerned, this was all the boss' idea. As for the crystals themselves? Well, your precious academy should know about it."
For those looking at the rebel...
He shifts a bit in the cockpit, as the pool of blood under him fills a bit more.
"Rubian. The life crystal. A cleaner alternative to gas energy."
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
<Thieves and radicals,> NO-SANCTUARY transmits to Echo-3. As I suspected.<Only a fool dies with his plunder still in-hand. Had they anything between their ears other than rot, they would have surrendered upon our approach and lived another day.>
Turning on his radio outbound, he speaks to the surviving miner, his voice more grave and respectful than before. <Would you prefer a swift end to your suffering?>
Eydis rolls her eyes as the plot - as mundane as it is - is revealed. So they decided to fight a lancer corps for a few extra creds for their hard work? Who thought that was a good idea? And how did they convince so many laborers to go along with it? They could still be alive and getting an honest wage, and instead their bodies and mechs decorate the floor. Idiots.
<Not the first time I've seen something like this, and I doubt it'll be the last> Yuri replies to Antayes over the radio, making no move to intervene in the Celestin's proposed mercy killing. <The world is full of people desperate enough to put it all on the line for a few credits>
Ezra shakes his head in his cockpit. <I had meant more in a "what is this shit to you all, personally" way, but you seem to have answered that too. A shame, really, I wish it had not come to this. Any last words, a last plea to your case? Can't guarantee it'll do you any good, but it's worth asking anyways.>
<Well, let's head back topside and report in> Yuri says beginning to move the Horizon Tempest away from the dead miner and back towards the elevator. <A successful first mission for Echo-3!> He says with a smile.