Bến Hải Lính
Bến Hải Lính
Lính
Striker
Fluff
CORE STATS CORE SYSTEM
Size: 3
Armor: 2
Save Target: 10
Sensors: 10
Monster and Machine
HULL SYSTEMS fluff
HP: 6 E-Defense: 8
Monstrous Jaws
Repair Cap: 4 Tech Attack: 0
Heavy Melee
AGILITY SP: 6
[2 Threat] [1d6+4 Kinetic]
Evasion: 8 ENGINEERING
Speed: 4 Heat Cap: 6 Effect: If the target is destroyed from this weapon
or the target is a wreckage, the Thú may consume
TRAITS it, the wreckage is removed from the game and
your next melee attack deals 1d6 bonus damage,
in addition you receive an overshield equal to your
Infantry Drones
2+grit.
Other characters can freely move through and end
their turn in spaces occupied by the Linh, and as
Gadara-class NHP
long as the Linh occupies at least 2 spaces it can
end its turn overlapping obstruction, cover, or other Your mech gains the AI tag and the FLIGHT AND
characters. As its size doesn’t reflect its mass, the FIGHT reaction.
Linh cannot Grapple or Ram.
Kinetic Converter
1 SP, Unique
Gain the Activate Kinetic Converter reaction.
Conflict forces change, growth, adaptation, evolution, or forces death. - Bến Hải’s HD47
Royal Carrier’s Galilee class NHP.
Biochitin Claws
Main Melee, AP
[2 Threat] [1d3+2 Kinetic]
On Critical Hit: Target must make a HULL save or be knocked Prone
Seemingly derived from crustacean shell materials has been bioengineered through a forced
evolution cloning program which has artificially evolved this vat grown chitin’s
properties to rival modern metals.
Photosensitive Camouflage
1 SP, Unique
Whenever you end your turn in soft cover, hard cover, or adjacent to a piece of terrain of your mech’s size or
larger; you count as invisible the next time you’re attacked.
Every living being fights for survival, some receive a more dangerous gift from mother
nature,deception, whether to blend into your environment or stand out with a smile.
Vicious Tendencies
2 SP, Unique
While you’re grappled with a target:
● The target receives a +1 difficulty on attacks against you.
● Ranged attacks against the target receive +1 Accuracy.
Let nature take its course, and your tools will strike at the right moment - Bruce Lee
Fight or Flight
3 SP, Unique
At the beginning of your turn, if your HP is at or below half your total HP, you gain the Fight protocol and Flight
protocol until the start of your next turn, but may only activate one of these protocols per round.
Time... is an essential requirement for effective research. An investigator may be given a
palace to live in, a perfect laboratory to work in, he may be surrounded by all the
conveniences money can provide; but if his time is taken from him he will remain sterile.
- Walter Bradford Cannon
Fight
Protocol
Your first melee attack deals +3 bonus damage and is made at +1 difficulty until the start of your next turn.
Flight
Protocol
Melee attacks against you gain +1 Difficulty, and any soft cover you receive is treated as hard cover until the
start of your next turn.
Savage Weapons
2 SP, Unique, Quick Action, Limited 1
You choose a target within range 5, you fly into a free space adjacent to the target. Then they must make a
HULL save or become Jammed until the end of their next turn. A target who has been Jammed by this effect
cannot be targeted again by this system for the rest of the scene.
RIP AND TEAR
● Swarm
● Change formations from siege and trebuchet to tank
● Size 3, but counts as size ½ for grappling, ramming, carrying. Cannot be rammed or grappled but
instead takes 1d6 AP kinetic
● Ignores engagement and can move through characters larger than it and end it’s turn in it.
● No cover
● Rocket Jumping
● Banner Effect
● Jockeying
● Mod that lets you attack 2 characters, halving damage but effects and bonus damage only applies
to first target.
● Resistant to explosive
● Rocket Launcher that deals blast 1 centered on yourself and lets you fly 3 spaces.
● Can prone to become invisible
● Also missiles for support
● Deploys an artillery drone, adjacent characters can attack with it as a part of a skirmish/barrage.
● Grants Reliable equal to weapon’s minimum damage, including bonus damage dice
● Tracker: You can lock-on onto hidden targets or targets in the sensor but not LoS. You can attack
hidden targets as if they were invisible if they’re locked on this way but don't reveal hidden even
if it normally does.
● When an enemy has lock-on you may choose to take 4 on all accuracy die.
● Different Arrows
● Moves in a straight line
● Moves after being attacked
● Zipline Arrow
● Pinning Arrow
● Mod limited that loads rounds
○ Slow
○ Cone
○ Push self
○ Blast
○ Enemy does less damage
○ Smoke line
○ Fire line
● Crits with rifle refunds loading
● Interrupt shot, reaction to shoot an enemy, they gain +2 diff
● On Hit: Implant an EMP causing 3 AP energy at the end of each turn. Can be removed if the
target or adjacent ally removes it as a quick action. A character can only be affected by this effect
once.