CLASS. Military.
Armour Plating 30 (10)
Resistances: nonmagical piercing damage
Fuel Tank. Small
Engine Type. Average (7 days per)
Module Slots. 4/4
+5 Bonus Movement
+1 module slot.
Bipedal Mobility. Stomp
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UPGRADE MODULES
n/a
Special Trait Name. Enter the description for your special trait.
Plasma Launcher. Ranged Bombardment: RoF 1, Hit: 6d6 [Fire] damage.
Range (40-240) / (241-500) / (501-1mi)
Radius 15ft / 30ft / 60ft
Energy | 3 slots | Properties: Artillery, Plasma
Chain Gun. Ranged Weapon Attack: +4 to hit, range 60 / 120, Hit: 3d4+3 [piercing]
Reload(3), Twin Shot, Arm Mount
Military Manipulator. Melee Weapon Attack: 22 str (+6), +6 to hit, reach 5 ft., Hit: 1d10+4 [bludgeoning] damage.
Kite Shield. Melee Weapon Attack: () to hit, reach 5 ft., Hit: 1d8 [bludgeoning]
+2 AC
Titan Broadsword. Melee Weapon Attack: () to hit, reach 5 ft., Hit: 1d10+4 [Slashing]
Light, Versatile (1d12+4)
Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: (1d10 / 2d10 / 3d10) bludgeoning.
This weapon's damage increases by 1d10 for each size category (Light / Medium / Heavy)
TRAMPLE - On successful hit of a prone target, deal an additional 2d10 bludgeoning.
Chassis resistance. When the ATUM takes damage, the pilot can use their reaction to reduce the damage dealt by 1d6
Description
Arm Mount. Must be mounted on a manipulator arm. Still require an action to fire but the manipulator can also carry a weapon or be used as normal when an arm mount is equipped.
Plasma. Before firing roll 1d20. Increase overheat threshold by 1 each time you fire. On vent reset the overheat counter to 1.
Overheat. On a 1 it overheats and cannot be used until you spend an action to vent the excess heat. In addition you take the attack's damage (or half if this is a hardpoint)
Extreme Damage. On a 20 instead the attack ignores resistance to fire damage and deals an additional die of damage to the target.
Twin Shot. If you have 2 weapons equipped with this rule, they can be fired simultaneously as part of the same action. Make one attack roll for both modules. On hit take the combined damage and add your str or dex modifier to the total. This expends ammunition from both hardpoints that the same time. You can also reload both as part of the same reload action.
Reload (X). Must be reloaded after making (x) attacks. Takes an action.
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