Stun Gun. Ranged Weapon Attack [Recharge 2]: +4 to hit, range 300/25 ft., 1 target. Hit: f22 (8d4 + 8) lightning damage plus 100 electric discharge. 3 uses in 4 turns causes a recharge.
Stun Needle. Ranged Weapon Attack [Recharge 4]: +4 to hit, range 600/75., 1 target. Hit: 20 (2d20 + 0) piercing damage plus 10 (1d20) lightning damage plus 150 electric discharge.
Plasma Missiles. Ranged Weapon Attack [Recharge 2]: +3 to hit, range 1000/50., Multiple targets. Hit: 25 (2d20 + 5) lightning damage.
Laser Lance. Melee Weapon Attack [Recharge 3]: +5 to hit, range 200/150., 1 target. Hit: 35 (2d20 + 15) piercing damage.
Boost Kick. Melee Weapon Attack: +4 to hit, range 200., 1 target. Hit: 20 (1d20 + 10) bludgeoning damage.
Quick Boost. Snail quickly boosts to any direction 150 ft. (Pretty much the same as the dash action).
Description
In command of the Arquebus Corporation on Rubicon, V.II Snail is a cold, calculating, ruthless man. Second to none, despite his rank, he leads the Vespers with Laser Lance in hand, believing all are beneath him.
Lair and Lair Actions
Lair Actions
On initiative count 1 (losing initiative ties), G1 Michigan takes a lair action to cause one of the following effects; G1 can’t use the same effect two rounds in a row:
- Michigan can summon 3 basic MTs.
- Michigan can summon 1 drone of any weapon pick.
Regional Effects
The region containing the commander of the Redguns is riddled with:
- Extra MTs of Balam loyalty.
- Increased destruction by said MTs.
If G1 Michigan dies, these effects fade over the course of #d# days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/2/2024 11:13:49 PM
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1
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1
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Coming Soon
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5/18/2025 3:19:08 PM
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4
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1
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Coming Soon
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