Power Cores (60). Every hour of downtime or light activity the Jaeger takes depletes 1 power core from the battery of the Jaeger. Every turn in combat or of heavy activity depletes a full power core. When the Jaeger has 0 power cores remaining the Jaeger falls Unconscious and cannot regain function until it is recharged.
Nuclear Reactor. The Jaeger recharges itself 1 power core every minute while it is active.
Neural Handshake. The Jaegers Intelligence, Wisdom, and Charisma is equal to that of the pilots with the highest score and can use their ability scores and skills for all related checks and saving throws. While the Jaeger is without any Pilot the Jaeger is considered condition Unconscious.
Mighty Size. The Jaeger's Strength is a 30 but for all ability checks, attack rolls, and saving throws can be treated as 36 (+13).
Crushing Steps. The Jaeger can move through the space of any huge or smaller creature. When it does, the creature must succeed on a DC 23 Dexterity saving throw or take 44 (8d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 33 (6d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Multiattack. The Black Maria can make two weapon attacks.
Greatsword. Melee Weapon Attack: +18 to hit, reach 30 ft., 1 target. Hit: 65 (8d12 + 13) slashing damage. On a roll of 18-20 the attack also severs part of the target.
Kunai. Melee or Ranged Weapon Attack: +18 to hit, reach 15 ft. or thrown range 120/600 ft., 1 target. Hit: 49 (8d8 + 13) piercing damage. The attack scores a critical hit on a roll of 18-20.
Radiation Energy Cannon (# power cores). Ranged Weapon Attack: +8 to hit, range 150/600 ft., 1 target. Hit: 11 (2d10) radiant damage per power core used.
Unarmed Attack. Melee Weapon Attack: +18 to hit, reach 10 ft., 1 target. Hit: 33 (8d4 + 13) bludgeoning damage and the target must make a DC 23 Strength saving throw or be pushed back 30ft or knocked prone.
Overclock (5 times/activation). The Nuclear Reactor begins to overproduce, granting you 5 Power Cores.
Volatile Overclock. Once all your uses of Overclock are expended you can use this ability in its place to regain 5 power cores, but additionally reduces your max HP by 28 (5d10) until the Jaeger is properly repaired.
Energy Shielding (5 Power Cores). The Jaeger becomes invulnerable to all damage but lightning until the start of its next turn.
Electromagnets. The Black Maria can use its electro magnets to call one of its weapons back to its hand from up to 100ft away or a Huge or smaller metal object.
Emergency Ejection. When the Jaeger is under 50hp its pilot can use its reaction to eject the pilot into an unoccupied space within 10ft of itself.
Energy Deflection (1 Power Core). When an attack hits you with damage besides lightning you can use a reaction to instead take no damage.
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