Pastebin launched a little side project called HostCabi.net, check it out ;-)Don't like ads? PRO users don't see any ads ;-)
Guest

Faust International

By: BorisIvanov on Feb 17th, 2014  |  syntax: None  |  size: 4.23 KB  |  hits: 44  |  expires: Never
download  |  raw  |  embed  |  report abuse  |  print
Text below is selected. Please press Ctrl+C to copy to your clipboard. (⌘+C on Mac)
  1. Faust International Battlemechs.
  2.  
  3. Type 01A - Knight: A large, heavily armored, bipedal, juggernaut. When observing the Knight, aside from its armor is its shield. Permanently mounted to its left arm, The Greatshield when idle covers a good portion of the Knight's frame, and needs only to be moved ever so slightly to protect an area from incoming fire, can also be used offensively, as a means to knock adjacent enemy units off balance.
  4. Size: Medium
  5. Damage: 60
  6. Mounting Points: Right shoulder, Left shoulder, Back.
  7. Wielding Points: Right hand.
  8. Weight Points: 7
  9. Bonus: The Greatshield: In combat, should an opponent fire at the front or left sides of the Knight, damage is reduced by determination of a 10 sided die. Subtract the rolled number from the damage dealt by the opponent.
  10.  
  11. Type 01B - Gladiator: Utilizes the same base frame as the Knight. The Gladiator features reduced armor to allow for a wider array of weaponry and enhanced speed capabilities. Another key difference can be noted is that the Gladiator may utilize both arms for weapon customization, and lacks The Greatshield.
  12. Size: Medium
  13. Damage: 50
  14. Mounting Points: Left shoulder, Right shoulder, Back.
  15. Wielding Points: Left hand, Right Hand.
  16. Wielding Points: 12
  17. Bonus: TRIDENT Protocol:
  18.  
  19.  
  20. Faust Int'l Weapons
  21.  
  22. [FI] Mechangewer- For use with Type 01X models.
  23. Standard, large calibur, auto cannon. Nicknamed "Pounder" due to its slow rate of fire and the low noise produced when shot.
  24. Location: Hand
  25. Rules: 2d3, 1 is a miss, 2-3 deals 5 damage.
  26. Ammunition: 12
  27. Ammunition Type: Bullet, Armor Piercing.
  28. Weight Points: 4
  29.  
  30. [FI] Crossbow SRM Pack - For use with Type 01X models.
  31. A trio of small missiles mounted in a low-profile launcher. When triggered, all three missiles are fired at once. One time use.
  32. Location: Shoulder
  33. Rules: 1d4, 1's are a miss, 2 deals 2 damage, 3 deals 2, 4 deals 5, multiply damage by 3.
  34. Ammunition: 3
  35. Ammunition Type: Missile, Explosive
  36. Weight: 2
  37.  
  38. [FI] Streuengewehr- A recoilless shotgun developed for Anti-Mech, and Close Quarters Combat. Fires an inescapable wall of lead, ineffective at long ranges.
  39. Rules: 1d10, 1-5 are misses, 6-7 deals 8 damage, 8-9 deals 10 damage, 10 deals 15 damage. At close range, user gains a +3 bonus. At medium and long ranges the user suffers -3 and -5 respectively.
  40. Location: Hand
  41. Ammunition: 5
  42. Ammunition Type: Shell
  43. Weight: 4
  44.  
  45. [FI] Spike LANCE - For use with Type 01A models only
  46. The Spike Lance is a large, hand mounted, pneumatic spike used to pierce, knock-over, and violently incapacitate enemy mechs or tanks. This melee weapon stores vast amounts of energy over time, which can be applied to the large Spike stored within the weapon. As energy builds back up, the Spike retracts back into its sheath.
  47. Rules: 1d10, 1-5 are misses. 6-7 deals 5 damage, 8-9 deals 8 damage, 10 impales the target and deals 10 damage. Requires 1 turn to recharge.
  48. Location: Hand
  49. Ammunition: N/A
  50. Ammunition Type: N/A
  51. Weight: 4
  52.  
  53. [FI] The Greatshield - For use with 01A models only
  54. Rules: See Knight bonus.
  55. Location: Hand
  56. Ammunition: N/A
  57. Ammunition type: N/A
  58. Weight: N/A
  59. Bonus: Shield Bash: 1d10, Melee only 1-4 miss, 5-7 deals 5 damage, 8-9 deals 6 damage, 10 deals 8 damage.
  60.  
  61.  
  62. [FI] Javelin LRM Missiles - For use with Type 01B model only.
  63. A trio of large missiles mounted in a low-profile launcher. Can be fired all at once or one at a time.
  64. Rules: xd4, X = 1-3. 1's are misses, 3-4 deals 5 damage multiplied by the number of dice rolled.
  65. Location: Shoulder
  66. Ammunition: 3
  67. Ammunition: Explosive, Missile.
  68. Weight: 3
  69.  
  70. [FI] Spike TRIDENT - For use with Type 01B model only
  71. A larger, Heavier version of the Spike LANCE. Features three smaller spikes, that combined deliver a more devastating blow then it's cousin.
  72. Location: Hand
  73. Rules: 3d10, 2-5 are misses. 6-7 deals 5 damage, 8-9 deals 8 damage, 10 impales the target and deals 10 damage. Multiply damage for each successful hit, 1 is a critfail and negates all successful roles. Requires 1 turn to recharge.
  74. Ammunition: N/A
  75. Ammunition Type: N/A
  76. Weight: 6
  77.  
  78. Items
  79.  
  80. Ammo Can/Belt Package-
  81. Adds an auxiliary ammo storage to your mech, connecting the Canister to your weapon through an ammo chute. Increases Bullet capacity by 12, Increases Shell capacity by 5.
  82. Location: Back
  83. Weight: 2