Werehawk Posted June 20, 2018 Report Share Posted June 20, 2018 I have a character named Dauntless who is named after the famed WWII dive bomber. He wears a suit of armour in which his primary attack is to dive towards large targets or groups of agents releasing various explosive or other AOE radius attacks from high altitudes. How would this be built using 5th ed rules with a 60 point limit. I'm leaning towards using 6-8 charges tops with one 5-shot autofire to really make things messy. THANKS Quote Link to comment Share on other sites More sharing options...
Cassandra Posted June 20, 2018 Report Share Posted June 20, 2018 Flight 10", 8x NCM, No END Persistent (+1) 60 Points EB 8d6, Explosion (+1/2), Linked [Flight] (-1/2) 40 Points EB +4d6, Explosion (+1/2), Linked [EB] (-1/2) 20 Points The Persistent Flight means that is the character were stunned or knocked out Flight would still work ("Automatic Pilot") Quote Link to comment Share on other sites More sharing options...
BoloOfEarth Posted June 20, 2018 Report Share Posted June 20, 2018 Well, I'd have a 60-point Multipower, OAF (-1) [60 AP, 30 RP] with ultra slots for stuff like: Concussion Bomb: Energy Blast 6d6 (Physical), Penetrating (+1/2), Explosion (+1/2), 8 Charges (-1/2) [60 AP, 2 RP] Cluster Concussion Bombs: Energy Blast 5d6 (Physical), Penetrating (+1/2), Explosion (+1/2), Autofire (3 shots; +1/4), 15 Charges (-0) [56 AP, 3 RP] Note: He can use this a total of 5 times. Armor-Buster Bomb: Energy Blast 8d6 (Physical), Armor Piercing (+1/2), 8 Charges (-1/2) [60 AP, 2 RP] Frag Bomb: RKA 2-1/2 d6, Explosion (+1/2), 8 Charges (-1/2) [60 AP, 2 RP] Gas Bomb: Energy Blast 4d6, NND (LS: breathing; +1), Explosion (+1/2), Constant (+1/2), 8 Continuous Charges of 1 Turn Duration (-0) [60 AP, 3 RP] Smoke Bomb: Darkness to Sight Group 6" radius, 8 Continuing Charges of 1 Turn Duration (-0) [60 AP, 3 RP] In addition to his Flight, I'd have something like +2 Levels DCV, Linked to Flight (-1/2) [10 AP, 7 RP] and +3 levels DCV, Only in a Dive (-1) [15 AP, 7 RP], with "Dive" being considered as at least 3/4 of his Flight in a given Phase heading downward. So if he has 20" flight, in a half-move he uses 10", of which at least 8" is used to drop at least 16" in height, and he uses the other half Phase to drop bomb(s). I'd give him at least 2-4 Range Skill Levels with all Ranged attacks [6-12 RP]. (Since he's generally targeting a 3 DCV hex, he doesn't need all that many.) I'd also have some levels in Flight, so he can turn faster (or more appropriately, pull out of his dives faster). If going with Smoke Bombs, having Radar might be a good idea. Quote Link to comment Share on other sites More sharing options...
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