For Monstery Monday - Exotic
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Everything it sees and hears is relayed back to its controller.
- •Emergency Protocol.2 Lightning damage x [1d4].
(Range 4). On damage: Dazed and Slowed.
- •Camouflage Cloak.
Hide (Spot DC 15) even if directly observed.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Rapid Fire.2 damage x [2d8].
(Range 6)
- •Burst Fire.2 damage x [1d8].
(Range 10)
- •Lightning Rod.1d8 Lightning.
On damage: Dazed.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Snipe (1 use).50.
(Range 24). Roll 1d4 to check for Hit, Miss, or Crit. Disadvantage at Range 9 or less.
- •Reload.
Regain use of Snipe.
- •Camouflage Cloak.
Hide (Spot DC 13) even if directly observed.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Burst Fire.5 damage x [1d4].
(Range 12)
- •Manual Fire.4 damage.
(Range 16). Roll 1d4 to check for Hit, Miss, or Crit.
- •Deploy Turret (1 use).
Summon a within Reach 1.
- •Repair.
Repair a Sentry Turret for 1d4 HP.
When including the Sentry Turret, the Engineer is considered Lvl 8.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Burst Fire.4 damage x [1d4].
(Range 12)
- •Manual Fire.4 damage.
(Range 16). Roll 1d4 to check for Hit, Miss, or Crit.
- •Lightning Rod.2d4 Lightning.
On damage: Dazed.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
- Rapid Fire.4 damage x [1d8].
(Range 10)
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Rapid Fire.3 damage x [2d6].
(Range 8)
- •Burst Fire.3 damage x [1d6].
(Range 12)
- •Lightning Rod.2d6 Lightning.
On damage: Dazed.
- •Grenade Shot (1 use).
(Range 6, 3x3 Area) DC13 DEX save or 6d6. Area is Obscured until the Captain's next Turn.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Melee Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Drow Deathblade.2d4+30
- •Shadow Blast (2x).1d4+10.
(Range 4)
- •Camouflage Cloak.
Hide (Spot DC 13) even if directly observed.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Arm Cannon.4 damage x [1d10].
(Range 6).
- •Lightning Rod.2d10 Lightning.
On damage: Dazed.
- •Repelling Shockwave.
(Reach 2, AoE) DC14 STR save or 1d10 Thunder. On damage: Knockback to Reach 4.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Arm Cannon.50 damage.
(Range 10). Roll 1d20 to check for Hit, Miss, or Crit. Misses on 5 or less.
- •Crushing Blow.2d20+20 (Vicious).
DC14 DEX save or Grappled, then 2d20v+20, damage only on save. Auto Crits on Hit vs Grappled targets.
- •Mana Cannon (1 use).
(Range 8, 2x2 Area) DC14 DEX save or 4d20. On damage: Knockback 2.
Abort! Abort! When Crit while Bloodied, the Golem malfunctions and all Creatures in Reach 4 need to make a DC15 DEX save or take 2d20, half on save. It also ejects the pilot, summoning 1 from the wreckage.
Damage.
- Burst Fire. 4 Ammo, 2[1d4d] (Range 6)
- Manual Fire. 1 Ammo, 2 (roll 1d4 to check for Hit, Miss, or Crit) (Range 9)
Properties. Light, Reload: 1 Action, Ranged
Ammo (Magazine Capacity). 20
Inventory Size. 1/2 Slot
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
Damage.
- Burst Fire. 4 Ammo, 4[1d4d] (Range 8)
- Manual Fire. 1 Ammo, 4 (roll 1d4 to check for Hit, Miss, or Crit) (Range 12)
Properties. 2-handed, Reload: 1 Action, Ranged
Ammo (Magazine). 16
Inventory Size. 1 Slot
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Predator Heavy Pistol from Mass Effect. --
Damage.
- Rapid Fire. 2 Ammo, 2[2d8d2] (Reach 3)
- Burst Fire. 1 Ammo, 2[1d8d] (Range 5)
Properties. 2-handed, Reload: 1 Action, Ranged
Ammo (Magazine Capacity). 4
Inventory Size. 1 Slot
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Shuriken SMG from Mass Effect. --
Damage.
- Blast Fire. 1 Ammo, (Cone 3) DC10+STR or 4[1d10], half on save. Damage is evenly split among targets prior to save.
Properties. 2-handed, Reload: 2 Actions, Ranged (Req. 2 STR)
Ammo (Magazine). 5
Inventory Size. 2 Slots
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Katana Shotgun from Mass Effect. --
Damage.
- Rapid Fire. 2 Ammo, 2[2d6d2] (Reach 5)
- Burst Fire. 1 Ammo, 2[1d6d] (Range 7)
Properties. 2-handed, Reload: 1 Action, Ranged (Req. STR 2)
Ammo (Magazine). 6
Inventory Size. 2 Slots
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Avenger Assault Rifle from Mass Effect. --
Damage.
- Manual Fire. 1 Ammo, 50 (roll 1d4 to check for Hit, Miss, or Crit) (Range 8-Range 16)
Properties. 2-handed, Reload: 2 Actions, Ranged, Unwieldy (Disadvantage up to starting Range) (Req. STR 3)
Ammo (Magazine). 1
Inventory Size. 2 Slots
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Mantis Sniper Rifle from Mass Effect. --