
Battletank: the Sixth is a potential recruit for the mercenary squad.
Backstory[edit | edit source]
Things went off the rails after you volunteered for a secretive project at Rook Tech. Before you could be inducted, the project imploded and you were an inconvenient loose thread to be clipped.
+4 Reaction, +4 Strength, +2 Tech, +25 Hit Points, +0.2 Action Points and +10% Cyberweapon Accuracy
Source[edit | edit source]
This Warmachine can be recruited after the Project 'Battletank' Implants power play. The name is randomly generated.
Starting Attributes[edit | edit source]
These Attributes come from the character Backstory and may be modified by the Starting Traits.
- Reaction: 4
- Strength: 4
- Will: 0
- Tech: 2
Starting Traits[edit | edit source]
The Warmachine will start with the following Traits:
- Cyber Adept 1: +2 Will, +2% Built-in Armor and Reduce Cybernetic Surgery Stress and Recovery time by 33% (round down)
In addition, Warmachine will start with one of the following Traits, generated randomly:
- Bull-Built 1: +2 Strength and +30 Hit Points
- Muzzle-Face 1: +1 Strength, +3% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and +1 Move Detection Radius
- Marksman 1: +1 Will, +3% Long Range Accuracy (Sniper/Railgun) and -1% Evasion
Tags[edit | edit source]
The Warmachine will start with the following Tags:
- Faction Barred: Due to bad blood and history, you are incapable of executing Legwork inside Rook Technologies without drawing the wrong kind of attention.
- Faction Exiled: Left Rook Technologies and burned all the bridges and is unwilling to join any job working for Rook Technologies.
- Megacorp Protocols: Well-informed and practiced at the rules and channels used for megacorporate security and military operations.
- Hates Traitors: Does not make any attempt to hide it, has great contempt and hatred for those who turn against their own.
- Experimental Procedures: You have been involved in experimental, and perhaps shadowy or unethical, medical procedures.
In addition, when they are recruited, they will gain the following Tag:
- Like Family: Considers the Cyber Knight to be like family.
Starting Cybernetic[edit | edit source]
The Warmachine will start with the following Cybernetics:
- Delta Wire 1: grants Warmachine class, +3 Will, +3% Move Speed, +3% Mitigated Move Speed Penalty, +1 Initiative
- Hand Blades 2: Attack an enemy within 2m with your Hand Blades 2 at base 65% Accuracy, causing 150 Kinetic Damage for 1 AP. Critical Hits cause +150% Critical Dmg instead of +50%. Attacks are guaranteed to at least score a Glancing Hit.
- Brightshot Optic 2: Attack an enemy within 12m with your Brightshot Optic 2 at base 65% Accuracy, causing 110 Pure Damage for 2 AP. Critical Hits against a Surprised target cause additional +100% Critical Dmg. Attacks are guaranteed to at least score a Glancing Hit and debuff enemy with -20% Evasion for remainder of the turn but reduce HP by 20. Can attack with final 1 AP.
- Metal Scream Pulse Generator: Discharge Pulse Generator to strike all enemies within 10m, canceling enemy Overwatch, causing 250 Kinetic Dmg and immediately shreds 2 armor. Immediately reduce HP by 50 on use. Does not trigger Overwatch.
Starting Appearance[edit | edit source]
To return Battletank the Sixth to her default appearance, copy this text to the clipboard and select "import" from her appearance tab:
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