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Lynkor Source Mechageddon! pg. 143 Huge skirmisher Operators 1-2; PP 6 (1/turn, max 13) Speed 80 ft.; Senses blindsense (vibration) 30 ft., darkvision 120 ft.; low-light visionDefenseHP 38; SP 9; Hardness 1 EAC 22; KAC 24 Fort +6; Ref +7 Immunities construct immunitiesOffenseMelee swordwhip (upper limb—2d6+3 S) Ranged flamethrower (upper limb—2d8 +3 F; critical burn 1d8) or missile battery (frame—2d6 F&P) Space 15 ft.; Reach 15 ft. Strength +4SystemsPower Core mk 2 eternal (aeon); Lower Limbs quadruped; Upper Limbs precision arms; Auxiliary haste circuit, thrusters; Upgrades fleet, rapid reflexes Source Mechageddon! pg. 143 Huge skirmisher Operators 1-2; PP 6 (1/turn, max 13) Speed 70 ft.; Senses blindsense (vibration) 30 ft., darkvision 120 ft.; low-light visionDefenseHP 38; SP 9; Hardness 1 EAC 19; KAC 22 Fort +6; Ref +6 Immunities construct immunitiesOffenseMelee adamantine claws (lower limbs— 2d6+7 S; penetrating; critical bleed 1d6) Space 15 ft.; Reach 15 ft. Strength +4SystemsPower Core mk 2 eternal (see mission pod for core template); Lower Limbs quadruped; Upper Limbs (see mission pod); Auxiliary thrustersSource Mechageddon! pg. 143 Huge skirmisher Operators 1-2; PP 6 (1/turn, max 13) Speed 70 ft.; Senses blindsense (vibration) 30 ft., darkvision 120 ft.; low-light visionDefenseHP 46; SP 9; Hardness 1 EAC 20; KAC 25 Fort +7; Ref +6 Immunities construct immunitiesOffenseMelee adamantine claws (lower limbs—2d6+8 S; penetrating; critical bleed 1d6) or spiked shield (upper limb—2d6+8 B or P; critical bleed 1d6) Ranged sonic shotgun (frame—2d6+3 So; blast; penetrating; critical knockdown) Space 15 ft.; Reach 15 ft. Strength +5SystemsPower Core mk 2 eternal (scrapper); Lower Limbs quadruped; Upper Limbs powerful arms (+1 melee); Auxiliary plasma-shock circuits, thrusters; Upgrades reinforced frame, unbreakable armorSource Mechageddon! pg. 143 Huge skirmisher Operators 1-2; PP 6 (1/turn, max 13) Speed 80 ft.; Senses blindsense (vibration) 30 ft., darkvision 120 ft.; low-light visionDefenseHP 49; SP 9; Hardness 1 EAC 22; KAC 24 Fort +6; Ref +7 Immunities construct immunitiesOffenseMelee adamantine claws (lower limbs— 2d6+7 S; penetrating; critical bleed 1d6) Ranged rocket launcher (frame—2d8+3 F&P; explode [10 ft.]; unwieldy) or rotary cannon (frame—2d8+3 P) Space 15 ft.; Reach 15 ft. Strength +4SystemsPower Core mk 2 eternal (aeon); Lower Limbs quadruped; Upper Limbs tough arms; Auxiliary thrusters, weapon core (cold, fire); Upgrades fleet, rapid reflexes, reinforced frameSource Mechageddon! pg. 143 Huge skirmisher Operators 1-2; PP 6 (1/turn, max 13) Speed 70 ft.; Senses blindsense (vibration) 30 ft., darkvision 120 ft.; low-light visionDefenseHP 38; SP 10; Hardness 1 EAC 20; KAC 23 Fort +6; Ref +6 Immunities construct immunitiesOffenseMelee adamantine claws (lower limbs— 2d6+7 S; penetrating; critical bleed 1d6) Ranged laser rifle (frame—2d6+3 F; critical burn 1d6) or missile battery (frame—2d4+3 F & P) or technosling (upper limb—2d6 B or P; critical knockdown) Space 15 ft.; Reach 15 ft. Strength +4SystemsPower Core mk 2 eternal (scrapper); Lower Limbs quadruped; Upper Limbs precision arms (+1 ranged); Auxiliary autotarget, thrusters; Upgrades enhanced shields, reinforced frameSource Mechageddon! pg. 144 Gargantuan legionnaire Operators 2-6; PP 2 (3/turn, max 10) Speed 70 ft.; Senses blindsense (vibration) 30 ft., darkvision 120 ft.; low-light visionDefenseHP 69; SP 13; Hardness 3 EAC 23; KAC 26 Fort +8; Ref +8 Immunities construct immunitiesOffenseMelee adamantine claws +10 (lower limbs—3d6+11 S; penetrating; critical bleed 1d6) Ranged laser rifle (frame—3d6+5 F; critical burn 1d6) or missile battery (frame—3d4+5 F & P) or rotary cannon (upper limb—3d8+5 P) Space 30 ft.; Reach 30 ft. Strength +6SystemsPower Core mk 4 dynamo (battle); Lower Limbs quadruped; Upper Limbs assault (+1 melee); Auxiliary ammo reserves, autotarget, thrusters, weapon core (fire, sonic); Upgrades rapid reflexes, reinforced frame, unbreakable armor
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