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MR Crowley

This document provides stats and abilities for a mech called the Enkidu. 1) The Enkidu has above average armor, evasion and hit points. It can enter a state of primal fury in the danger zone, where it gains the ability to immobilize enemies with its plasma talons. 2) While in the danger zone, the Enkidu loses ranged attacks but gains increased speed. It can also use its plasma talons as a special reaction attack against any enemy that enters its threat range. 3) One of the Enkidu's core abilities allows it to perform a bifurcate action in the danger zone, splitting its attacks between multiple targets.

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Allan Andrade
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0% found this document useful (0 votes)
106 views4 pages

MR Crowley

This document provides stats and abilities for a mech called the Enkidu. 1) The Enkidu has above average armor, evasion and hit points. It can enter a state of primal fury in the danger zone, where it gains the ability to immobilize enemies with its plasma talons. 2) While in the danger zone, the Enkidu loses ranged attacks but gains increased speed. It can also use its plasma talons as a special reaction attack against any enemy that enters its threat range. 3) One of the Enkidu's core abilities allows it to perform a bifurcate action in the danger zone, splitting its attacks between multiple targets.

Uploaded by

Allan Andrade
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT

CACHORRO LOUCO
Ferian, LL 6
Super Soldier
󰋙 /12
󰒙   󰁘
1 8 8
HULL AGI
4
SYS
+3 ENG
SKILL TRIGGERS

+6 Apply Fists to Faces +6 Get Somewhere Quickly +2 Spot


󰋙 󰋙 󰋙 󰋙
2 4 0 2

+6 Survive
LICENSES
 HA Tokugawa III  SSC Atlas III
TA L E N T S
ACE

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.

 When you Boost while flying, you may move an additional 1d6 spaces, but take heat equal to half that amount.
As a quick action on your turn, you may spin up your thrusters. If you end your turn flying, you may nominate a character
 within a Range equal to your Speed and within line of sight, and gain the Supersonic Reaction.
NUCLEAR CAVALIER

 The first attack roll you make on your turn while in the Danger Zone deals +2 Heat on a hit.
The first ranged or melee attack roll you make on your turn while in the Danger Zone deals Energy instead of Kinetic or
 Explosive and additionally deals +1d6 Energy bonus damage on a hit.
 You’ve modified your mech to launch its superheated fuel rods at enemies. Gain the Fuel Rod Gun integrated weapon.
DUELIST

 Gain +1 Accuracy on the first melee attack you make with a Main Melee weapon on your turn.
1/round, when you hit with a Main Melee weapon, you gain 1 Blademaster Die – a d6 – up to a maximum of 3 Blademaster
Die. They last until expended or the current scene ends. You can expend Blademaster Dice 1-for-1 for the following:
Parry: As a reaction when you’re hit by a melee attack, you gain Resistance to all damage, heat, and burn dealt by the
attack.
Deflect: As a reaction when you’re hit by a ranged attack, you may roll any number of Blademaster Dice, expending
 them: if you roll a 5+ on any of these dice, you gain Resistance to all damage, heat, and burn dealt by the attack.
Feint: As a free action, choose an adjacent character: when moving, you ignore engagement and don’t provoke
reactions from your target until the start of your next turn.
Trip: As a quick action, choose an adjacent character: they must pass an Agility save or fall Prone. Whatever the result,
you may freely pass through their space until the end of your current turn, although you can’t end your turn in their
space.
1/round, when you hit with a melee attack on your turn, you may spend a Blademaster Die to immediately Grapple or Ram
 your target as a free action after the attack has been resolved.
CORE BONUSES
SUPERIOR BY DESIGN

You gain Immunity to Impaired and gain +2 Heat Cap.


ALL-THEATER MOVEMENT SUITE

You may choose to count any and all of your movement as flying; however, you take 1 Heat at the end of each of your turns in
which you fly this way.
PILOT LOADOUT
ASSAULT HARDSUIT / / A R M O R LIGHT SIGNATURE / / W E A P O N LIGHT A/C / / W E A P O N

+1 Armor / E-Def: 8 / Evasion: 8 Range 3 | 1 Variable Damage Threat 1 | 1 Kinetic Damage


HP Bonus: +3 / Speed: 4 When a signature weapon is acquired,
choose its damage type – Explosive,
Energy, or Kinetic.

ANTIPHOTON VISOR / / G E A R FRAG GRENADES / / G E A R OMNIHOOK / / G E A R

Designed to protect the wearer’s eyes Expend a charge for the following A portable – if bulky – omninet terminal
from intense bursts of light, antiphoton effect: that allows for communication, data
visors are commonly found among Frag Grenade (Grenade, Range transfer, and limited hot-spotting.
breach teams and solar-forward 5, Blast 1): Affected characters Omnihooks are extremely valuable,
operators. They are effective against must succeed on an Agility save or although most mech squads have at
flash weapons, intense UV light, and take 2 Explosive damage. least one. Tuning an omnihook
incidental charges from energy requires a high level of skill, so they
weapons. are usually mounted or carried by
designated operators.
HA ENKIDU OVERCHARGE
MR CROWLEY +1󰈸 +1d3󰈸 +1d6󰈸 +1d6+4󰈸
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y

󰋙 󰋙 󰋙 󰋙 
2
STRUCTURE
4 0
HP
2 󰂎/1
STRESS
/6
H E AT

 󰋙  󰈸
ARMOR

/4 /17 󰒘1 /4 /12

ATK TECH ATK SAVE SPEED E-DEF EVASION SENSORS LTD SYS
+3 -2 13 5 8 12 5 +1
FRAME TRAITS
PRIMAL FURY ALL FOURS BRUTE STRENGTH BLOODSENSE

When the Enkidu ends While it’s in the The Enkidu gets +1 The Enkidu always
its turn in the DANGER DANGER ZONE, the accuracy on hull checks knows if characters are
ZONE, it rears up, Enkidu can’t make and saves. at or under half of their
extends its PLASMA ranged or tech attacks maximum HP, but not the
TALONS (see below), but has 6 base SPEED. exact number.
and enters a state of
primal fury with the
following effects:

On hit, characters
struck by the
Enkidu’s PLASMA
TALONS
immediately become
IMMOBILIZED until
the end of their next
turn.
As a special
reaction, the Enkidu
must use its
PLASMA TALONS to
attack any character
(hostile or allied)
that enters, exits or
moves more than 1
space within its
THREAT. This
special reaction can
be used once a turn,
any number of times
a round, and doesn’t
count against the
maximum number of
reactions a turn, so
the Enkidu can take
other reactions
normally.
This state ends at the
start of the Enkidu’s turn,
or if the Enkidu exits the
DANGER ZONE.

CORE SYSTEM
LIMIT RESTRICTION ZERO
For the rest of the scene, the Enkidu gains the Bifurcate action, which can only be used in the DANGER ZONE

PRIMARY / / L O A D O U T
FLEX MOUNT
SSC MAIN MELEE
Terashima Blade
Threat 1 |1d6 Kinetic Damage

Threat 1 |1d6+3 Kinetic Damage

Threat 1 |1d6 Kinetic Damage

TStorm Stance Reaction (Reaction)


RIGGER
After hitting with this weapon while in Storm Stance.
EFFECT
You may immediately deal 2 kinetic to all other characters adjacent to you and your target.

Threat 1 |1d6 Kinetic Damage

Threat 2 |1d6 Kinetic Damage


Inaccurate
Reliable 2 Armor-Piercing
Knockback
Reaction
(AP)
2

FLEX MOUNT
GMS MAIN MELEE
Charged Blade
Threat 1 |1d3+3 Energy Damage Armor-Piercing (AP)

INTEGRATED MOUNT
Plasma Talons AUXILIARY MELEE

Threat 3 |1d3+2 Energy Damage Armor-Piercing (AP) Danger Zone Reliable 2

INTEGRATED MOUNT
Fuel Rod Gun MAIN CQB
󰋙󰋙󰋙󰋙
Range 3 Threat 3 |1d3+2 Energy Damage
Limited 4 Unique

SYSTEMS

LUCIFER-Class NHP HA AI
󰋙󰋙󰋙
Your mech gains the AI tag and the LUCIFER Protocol.
LUCIFER Protocol (Protocol)
EFFECT
Expend a charge to give your next ranged or melee attack this turn bonus damage on hit equal to your current heat after
activating this protocol, as long as the weapon deals any energy.
AI Unique Limited 3 Heat 1d3+3 (Self) Protocol

Jäger Kunst II S S C SYSTEM


󰋙󰋙󰋙󰋙
Fatal Clash (Reaction)
TRIGGER
You take damage from or deal damage with a melee attack
EFFECT
After damage has been resolved, you and your target each roll a contested Hull or Agility check (each party choosing which
to roll). The loser is knocked Prone, takes 1d6 kinetic damage, and is knocked back 3 spaces in a direction chosen by the
winner. The winner may then move 3 spaces in any direction, ignoring engagement and not provoking reactions. The loser
may immediately take 2 AP kinetic damage to force the contest to be rerolled. This damage cannot be prevented or reduced
in any way.
If the result is a tie, the contest immediately ends. Otherwise, the contest continues until one character loses without forcing
a re-roll or would take structure damage, in which case they immediately lose.
Limited 4 Unique Reaction

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