Elite Machine Pilot

This unit is still in testing. It should not be used in official games. NPS

Elite Machine Pilot
38 Points
Living, Character
HP = 10
Movement = 8"
Dodge Bonus = +2
Armor Type = Light

Machinist's Tools
Type = Bludgeon
Range = melee
Hit Bonus = +1
Damage = 1D6

Special Abilities
Board = In place of moving, the Pilot may board an allied mechanical unit in melee range with at least 40 Max HP. While boarded, place the pilot on the targeted unit; the pilot may not move, attack or be attacked but grants the boarded unit +2"of movement and +1 to the unit's Hit Bonus (example Hit Bonus = +1 become +2). The pilot may unboard if the unit has not moved, being placed in melee range of the unit it is leaving. The Pilot may not move or attack the turn he unboards. If the unit is destroyed while being Piloted, the Pilot takes 2d6 damage, and is no longer considered boarded(may be attacked, and can attack/move again).

Repair = In place of attacking, the Pilot can repair damage, healing 2d6 HP to a mechanical unit in melee range. The pilot may use this ability while boarded in place of the boarded unit's attack.

Individuals that show highly promising affinity for the machines of Nadare undergo rigorous training programs to prepare them for situations involving warmachines or anything else mechanical; their knowledge combines combat tactics with mechanical prowess, making any machine under their direction much more deadly. These pilots are in increasingly high demand due to the advancing progress with the Dynasty's warmachines. Many times a pilot will help to lead decisive maneuvers where the normally clunky machines would be more of a hinderance than a tactical weapon.

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