The Zaku can only be activated when a Playable Character or Non-Playable Character chooses to pilot it. It doesn't cast any spells.
Action Name. Beam Axe
Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 50 (2d20 + 10) Piercing damage.
(If Equipped) Action Name. Beam Rifle
Action Ranged Attack. RangedWeapon Attack: +15 to hit, range 50/100 ft., 1 target. Hit: 110 (5d20 + 10) Laser damage.
(If Equipped) Action Name. Bazooka
Action Ranged Attack. RangedWeapon Attack: +15 to hit, range 50/100 ft., 3 target. Hit: 100 (5d20 + 0) Explosive damage.
Action Name. Head Vulcan
Action Ranged Attack. RangedWeapon Attack: +10 to hit, range 50/60 ft., 1 target. Hit: 50 (2d20 + 10) Piercing damage.
Action Name. Machine Gun
Action Ranged Attack. RangedWeapon Attack: +10 to hit, range 50/100 ft., 1 target. Hit: 50 (2d20 + 10) Piercing damage.
Block
If under gunfire (a.k.a: Machine Gun, Head Vulcan, etc.), the Zakus Shield will raise up. Roll higher than 15 on a d20 to successfully block half of the damage dealt.
Only special Zakus can use a special attack. This includes the Gouf, or the Dom. Others will be specified.
Legendary Action Name: Special Attack(Costs 1 Actions).
Action Ranged Attack. RangedWeapon Attack: +18 to hit, range 100/150 ft., 1 target. Hit: 150 (7d20 + 10) Miscellaneous damage.
Description
The Zaku is a large, war machine that is well equipped and destructive.
Lair and Lair Actions
The Zakus are deployed everywhere by ship, so they have no true lair.







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