Post by Lord Protector on Apr 9, 2021 13:57:11 GMT
MAIN SECTION
Unit Info
Type: Human Mercenary Arblaster | Level: 5 (5 pts)
Species: Human (Warrior Training) | Faction: Independent (Humans)
Size: Normal (1 hex)
Total Point Cost: 30 pts (3,000 credits)
Saving Throws
General: v11 Morale: 8
Core Statistics
Hit Points: 40 | Armor Class: 13 | Attack Bonus: 5 | Movement: 10
Skills
Skill Bonus: +2
Proficient In: Shoot, Fix, Notice, Heal, Stab, Sneak
Foci
Warrior Training (0 pts)
Gain Attack Bonus equal to level divided by half, rounded up.
Gunslinger Level 2 (2 pts)
Level 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll. Level 2: Once per round, you can cause your enemy (or yourself) to reroll a dice roll related to your ranged weapon's special effect. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.
Die Hard Level 1 (1 pts)
Level 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon. Level 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma.
EQUIPMENT
Equipment List
1: Duramesh Gambeson, Half to all physical incoming damage | 9 pts
1: Crossblaster, Plasma, Elegant | 7 pts
1: Human Warhawk, Throwable, Light, Elegant, Silent | 3 pts
1: Durasteel Pavis, Tech | 2 pts
1: Computerized Scope, Weapon Mod (Crossblaster) | 1 pts
Weapons
Name: Crossblaster | Plasma, Elegant | 7 pts | AB: 8 | Damage: 3d4+4 Energy | Range: 30/60
Plasma: Able to overcharge shots for additional +2 damage, each time this is done roll a 1d20, on a 1 the weapon overheats. If it overheats roll a 1d100, at a 1 the weapons explodes in 1 hex range dealing 2d6 energy damage, half damage if succeed an evasion check, on 9-10 the weapon melts, becoming unusable, on a 100 nothing happens, the rest of results it becomes unusable for a turn.
Elegant: Gives a +1 bonus to hit
Name: Human Warhawk | Throwable, Light, Elegant, Silent | 3 pts | AB: 7 | Damage: 1d8+1 Physical | Range: Melee
Elegant: Gives a +1 bonus to hit
Throwable: The weapon can be thrown in 10/20 range, if failed the weapon is lost, if succeeded it can be retrieved from the body of its target, once the target is dead
Light: Does not give penalty for dual wielding in the off-hand
Silent: Attacks with this weapon maintain the unit cloaked and do not require a Sneak check to stay hidden
Armor
Name: Duramesh Gambeson | Half to all physical incoming damage | 9 pts | AC: 13
Miscellaneous Equipment
Durasteel Pavis
Grants a +2 AC bonus while carried, must be held in one hand; can be deployed (Main Action/Ability Phase) to act as heavy cover for unit it shares a hex with. Moving the pavis costs no action but reduces the movement range by half.
Computerized Scope (Crossblaster)
Plus 1 to AB while wielding this weapon
ADDENDUM
Unit Description
Descendants of the human expedition often turn to life as mercenaries and bounty hunters to carve out a living in the war-torn galaxy, traveling across planets to profit from various local conflicts. This particular mercenary is trained in the use of a crossblaster and a durasteel pavis, combining the two to rain withering volleys upon their enemies from behind lines of quickly deployed field fortifications.