manwad

writelord supreme

Cool RPG people:

@binary
@Scampir
@Jama


RULES

Arms Forts are Compartmentalized.

This means its HP is spread across multiple Compartments, henceforth Comps. If a Comp reaches 0 HP, it is destroyed and can no longer be used.

Some Arms Forts have a Vital Comps. If these are destroyed, the entire Arms Fort will be destroyed.
Some Arms Forts have Internal Comps. These cannot take Harm normally, instead taking Harm when other Comps are destroyed.

When players attack, in addition to needing to be in proper range, they must also target a specific Compartment.

LANDCRAB

TPS-S Spread Laser Turrets (8 HP)

SPREAD LASER
Mid/Far Range
Fire at Advantage 1.
Low Die Thermal Harm

  • 11+: Apply Heat 1.

When at half HP, deal Low Die Thermal Harm.

GRA-03 Missile Launchers (6 HP)
Missile arrays on turrets.

GUIDED MISSILES
Close/Mid Range
Low Die Explosive Harm
If target has Heat, fire at Heat Advantage

  • 11+: Mid Die Harm

Central Structure (7 HP, Vital )
If destroyed, LANDCRAB is destroyed.

Propulsion Armor (8 HP, Resist Thermal)

Takes Harm instead of Hover Propulsion.

Hover Propulsion (1 HP)

  • Allows LANDCRAB to Move.

EVASIVE MANEUVERS (1 Use)
Move twice.


could format this way better but, wanted to do some testing with mindstorm's amazing post on some tech called Nested Monster Hit Die which I think works fuckin' great for big stompy mechs.

and also HUNT I think but that's a post for another time huehuehuehuehue


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