New Advantages - Engineer (Torchlight) - Part 2
Part 2!
Spider Mines [15]
You can build a trio of Spider Mines that charge nearby foes and explode. Make an attack with the following stats: 15 skill, range 10, RoF 3, and Recoil 1. They deal 2d6 explosive damage with 2d6 shrapnel. They move 5 yards per round, with a max range of 50 yards. This attack ignores cover as the spider mines can just climb over it!
If attacked while on the way to a target, they are destroyed and explode with any damage, as if the had reached the target.
The Spider Mines don't work underwater, and they must cross solid ground, they cannot jump over gaps.
Once you use the Spider Mines, you must build more. It takes 3 seconds to build each Spider Mine, and you can only store 3 at a time. You must have a toolkit or be at an appropriate facility to rebuild the Spider Mines.
Innate Attack Crushing 3d6 [10]; Explosion (+50%); Accurate 2 (+10%); Fragmentation 2d6 (+30%); Homing (+50%); Overhead (+30%); Limited Uses 1, slow reload (-35%); Gadget Limitation: can be stolen (-30%); Reduced Range, 1/10, -30%; Requires Toolkit (-10%); Nuisance Effect: Doesn't work underwater (-5%); Nuisance Effect: Crawls on ground (-5%); Nuisance Effect: destructible (-5%)
50+10+30+50+30-35-30-30-10-5-5-5=50
10*1.50=15
Shock Grenade [20]
You throw a grenade that explodes with lightning and stuns all creatures in 4 yards. Throw a grenade with Acc 3, Range 10, that deals 2d6 burn damage to all in the area, who also must make a HT roll, at -1 per 2 points of penetrating damage or be stunned. Once you throw the grenade, you must build more. It takes 3 seconds to build a Shock Grenade. You must have a toolkit or be at an appropriate facility to rebuild the Shock Grenade. The Shock Grenade doesn't work underwater.
Innate Attack Burn 2d6 [10]; Area of Effect 4yards (+100%); Side Effect: Stun (+50%); Fast Reload 1 (-20%); Range 10 yards (-15%); Requires Toolkit (-10%); Nuisance Effect: Doesn't work underwater (-5%);
100+50-20-15-10-5=100
10*2=20
Healbot [40/16/8]
The healbot is a tiny bot that is able to heal its allies with a healing pulse. Once every 3 seconds, it can unleash a healing pulse in an 4 yards area around itself that heals 4HP to all allies in the area.
The values are for a 62 points delver, a 125 points delver, and for a 250 points delver.
Ally: 100% [5]; 50% [2]; or Ally 25% [1], Constantly (x4); Minion (+0% due to reprogrammable); Summonable (+100%);
Healbot: 62 points
Attribute Modifiers: ST-3 [-30]; DX +1 [20]; IQ-4 [-80].
Secondary Characteristic Modifiers: SM-1; Will+4 [20]; Per+4 [20].
Attacks: Area Heal [59]
Healing [30]; AoE 4y (+100%), Selective Area (+20%); Emanation (-20%); Limited Use: Fast Reload (-20%;) Cannot restore crippled limbs (-10%); Reduced FP Cost 2 (+20%); Injuries Only (-20%); Capped, 2 FP (-25%); Cosmic, No cumulative penalty, +50%;
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Unaging [15]; Unfazeable [15];
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Electrical [-20]; Mute [-25]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
Gunbot [40/16/8]
The gunbot is a tiny bot that has gun.
The values are for a 62 points delver, a 125 points delver, and for a 250 points delver.
Ally: 100% [5]; 50% [2]; or Ally 25% [1], Constantly (x4); Minion (+0% due to reprogrammable); Summonable (+100%);
Gunbot: 62 points
Attribute Modifiers: DX +1 [20]; IQ-4 [-80].
Secondary Characteristic Modifiers: SM-1; Will+4 [20]; Per+4 [20].
Attacks: Gun [21]: 2d6; Acc 6; Range 50/100; RoF 15; Shots 30; Recoil 1. The gun takes 3 seconds to reload.
Innate Attack; Piercing 2d6 [10]; RoF 10; Acc +3 (15%); Limited Ammo 2 Fast Reload (-15%); Increased half range x5 (+10%); Increased RoF 15 (+100%);
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Unaging [15]; Unfazeable [15];
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Electrical [-20]; Mute [-25]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Wealth (Dead Broke) [-25].
Skills: Innate Attack at DX+3 [8] (14);
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
SledgeBot [40/16]
The Sledgebot is a big bot that smashes people with a big hammer hand.
The values are for 125 points delver or a 250 points delver.
Ally: Ally 100% [5] or 50% [2], Constantly (x4); Minion (+0% due to reprogrammable); Summonable (+100%);
Sledgebot: 125 points
Attribute Modifiers: ST +9 [90-20% size=72]; DX +1 [20]; IQ-4 [-80].
Secondary Characteristic Modifiers: SM+2; Will+4 [20]; Per+4 [20].
Attacks: Natural Attack: Big Hammer Hand [12]: Swing +2/die; Reach 1,2; Unbalanced;
Natural Attack Blunt [5]; Reach 1,2 (+50%); +4 damage (+120%); Swing (+20%); Two-Handed (-30%); Unbalanced (-30%);
50+120+20-30-30=130 5*2.3=11.5
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Unaging [15]; Unfazeable [15];
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Electrical [-20]; Mute [-25]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Wealth (Dead Broke) [-25].
Skills: Axe/Mace at DX+2 [8] (13);
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
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