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Skyfire Legion MechsTaking cues from their traditional pairings, most Skyfire Legion mechs have been designed to have enough room for a ryphorian and a dragonkin ally. These mechs generally emulate dragons in both their appearance and functionality, unsurprising considering the mercenary group once took their name from the dragons they fought. The Skyfire Legion favors centaur-like quadrupedal mechs with a combination of destructive close-range weapons and elemental area weapons, such as thundergauntlets, flamethrowers, frostspears, and plasma swords. They value mechs with enough room in the cockpit or cargo hold that allows them to easily deploy their larger dragonkin allies for combat when necessary. The most common of the Legion’s mechs is the Skyfire Quickwing, a mobile and versatile combat machine capable of flight. Possessing reinforced armor plating and light shielding, Quickwings are typically deployed in squadrons of four to six for short range reconnaissance and skirmishing. Some pilots outfit their Quickwings with more powerful energy cores and lighter weaponry, using them as mid-range scouting units that make up what they lack in stealth with flight and ferocity. The Skyfire Legion doesn’t limit themselves to short-range skirmishers. The Skyfire Wyrm is a powerful combat juggernaut designed to look like a true dragon, with a powerful quadrupedal chassis equipped with flight and destructive claws designed to shear through armored plating; it has powerful weaponry integrated into the main chassis—typically missile batteries, rocket launchers, or sonic shotguns. “Release the hatchlings” is common Legion jargon for opening the hatch on a Wyrm to release dragonkin-ryphorian pairs who can provide tactical support while the Wyrm handles airborne combatants. Source Tech Revolution pg. 123 Colossal leviathan Operators 2–6; PP 2 (7/turn, max 15) Speed 20 ft., fly 40 ft. (average); Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light visionDefenseHP 122; SP 27; Hardness 8 EAC 30; KAC 33 Fort +12; Ref +13 Immunities construct immunitiesOffenseMelee plasma sword (upper limb—7d10+20 E&F; critical severe wound) Ranged rocket launcher (frame—7d10+12 F&P explode [10 ft.]) Space 30 ft.; Reach 30 ft. Strength +8SystemsPower Core mk 3 eternal; Lower Limbs quadruped; Upper Limbs powerful arms (+1 melee, +0 ranged); Auxiliary emp cannon, entry hatch, haste circuit, plow plating Source Tech Revolution pg. 123 Huge skyspy Operators 1–2; PP 2 (3/turn, max 8) Speed 40 ft., fly 90 ft. (average); Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light visionDefenseHP 24; SP 9; Hardness 1 EAC 20; KAC 20 Fort +3; Ref +6 Immunities construct immunitiesOffenseMelee buzzblade (upper limb—1d8+4 S; bleed 1d4) or spear (upper limb—1d8+4 P or S) Ranged sonic shotgun (frame—1d8+2 So; critical knockdown) Space 15 ft.; Reach 15 ft. (20 ft. with spear) Strength +2SystemsPower Core mk 3 dynamo; Lower Limbs agile biped; Upper Limbs precision arms (+1 melee, +2 ranged); Auxiliary autotarget, entry hatch, hast circuit; Upgrades enhanced shields, fleet
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