Mobile Suit. The Kampfer requires a pilot to function properly. Without a pilot, the Kampfer suffers from the effects of being Prone and Petrified. When a pilot enters the cockpit, they must succeed on a DC 11 Intelligence check to operate the machine. On a success, the Kampfer then substitutes the pilot's Intelligence, Wisdom, and Charisma scores for its own and the pilot has full control of its actions.
Assault Type. The Kampfer has advantage on Dexterity and Constitution saving throws while in combat. In addition to this, if the Kampfer makes attacks on more than one creature in its turn, it has advantage on one of the attack rolls. The Kampfer can also take the Dash or Disengage actions as a bonus action. If it does not disengage within ten turns of the start of the combat, the Kampfer has Disadvantage on all rolls and enemy mobile suits have Advantage while attacking it.
Barrage. The Kampfer can drop the weapon it is currently wielding and switch to another as its free item interaction during its turn. It costs a full action, however, to pick the weapon that has been dropped back up.
Multiattack. The Kampfer makes two attacks.
Nuclear Reactor. When it reaches zero hit points, the Kampfer's reactor explodes. All creatures within a 100-foot radius must make DC 15 Dexterity saving throws or take 26 (5d8+4) Force damage (half damage on a success). Meanwhile, the pilot must make a DC 15 Constitution saving throw or take 59 (10d10+4) Force damage (half damage on a success).
Beam Saber. Melee Weapon Attack: +17 to hit, range 40 ft., 1 target. Hit: 63 (9d12 + 5) Radiant/Force damage.
60mm Vulcan Guns. Ranged Weapon Attack: +7 to hit, range 10/100, 1 target. Hit: 30 (6d8 + 3) Piercing damage.
ZUX-197 Jagdgewehr 192mm Shotgun. Ranged Weapon Attack: +7 to hit, range 10/100, 1 target. Hit: 30 (6d8 + 3) Piercing damage.
H&L-GB03K/360mm Giant Bazooka II. Ranged Weapon Attack: +17 to hit, range 60/400 ft., 1 target. Hit: 77 (7d20 + 4) Force damage.
Sturm Faust. Ranged Weapon Attack: +5 to hit, range 50/200 ft., 1 target. Hit: 62 (9d12 + 4) Force damage.
Chain Mine. Melee weapon attack: range 70 ft., 1 target. The target must make a DC 16 Dexterity saving throw or be Grappled. They then immediately take 16d12 Force damage, and the Grappling effect ends. If it is still alive, the enemy can use its Reaction to make an attack on the Kampfer using only built-in weapons (usually Vulcan Guns or Beam Sabers).
Heat Hawk. Melee Weapon Attack: +17 to hit, range 50 ft., 1 target. Hit: 40 (8d8 + 10) Slashing damage.
Eject. The pilot of the Kampfer can use its reaction to eject from the Kampfer's cockpit. This counts as the pilot disengaging; the pilot cannot be hit by opportunity attacks.
Description
The MS-18E Kampfer is a prototype assault unit used by the Principality of Zeon very late into the One Year War. The "E" in its designation stands for "einhauen", a German word meaning "One Strike". This described the Kampfer well; it used its incredible performance to strike quickly, deal massive amounts of damage, and then make a fast escape. However, the Kampfer's high performance came with the cost of limited operational time.
This particular unit has been equipped with two five-shot 360mm bazookas, a pair of 192mm Jagdgewehr shotguns, two Sturm Fausts, a Heat Hawk, a Chain Mine, and a built-in pair of beam sabers.
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