Name |
Damage |
Reach |
Range Inc |
Mass |
Damage Type |
Specials |
Cost |
Grapplers |
1d4 |
|
2m |
3 |
Piercing |
Graspers |
$1,000 |
Ram |
1d6 |
Close |
|
- |
Bludgeoning |
Ram | |
Spinning Blades |
1d12 |
Standard |
|
8 |
Slashing | ||
Ram Plate |
+2 |
Close |
|
6 |
Bludgeoning |
Ram |
Grapplers: Grapplers fire sharp, spring-loaded grappling hooks on sturdy steel cables. They can fire out to 4 range increments, giving them a maximum range of 16m. Grapplers have a wide variety of uses „ towing, rappelling, and grabbing hold of enemies are some examples. To grab a target, you must first hit it with an attack roll, then can immediately make a free Wrestle check to grab them, as with the Hold use. If you succeed, the target is latched for the rest of the round to the cable. You can make another Wrestle check every round as a 0SA to continue to keep them held. When they are held, they can move, but they must stay within a distance of you equal to the amount of cable you let out. You can attempt to pull them in closer, which requires a successful opposed Strength check. Add three times your scale as a bonus to the Strength checks. Similarly, the grappled target can attempt to pull you along with it with a successful opposed strength check, also modified by scale as before. Success in either case means that you pull them one square of your scale towards you for every point by which you won. Scaled up, grapplers increase in range but also in the length of cable carried. Extra cable can be added at $100 and 1kg per 10m. This does not increase the range the grapplers can shoot.
Ram: This is the damage the vehicle does when it is the smaller object in a collision. Add 3 x the scale in damage, and +1 for every 10 squares you moved.
Spinning Blades:
Ram Plate:
When you are in a collision, you do +2 damage and take 2 less if you
have a ram plate.
Phlebotinum:
Mobius Drive
Inversion Drive