Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
4 | 4 | 20 | 25 | 3 | 3 | 1 | 1 |
d20 +28 to Attack Body Defense | +38 to Damage
- Basic Attack
- This is Bandit Technical's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 16 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Bandit Technical's Combat Maneuvers.
- Flak Attack
- You fire a barrage of flak at your enemy.
- 7d12 Damage (46) Target: AOE (3x3) Range: 16 Spaces Duration: Instant
d20 +28 to Attack Body Defense | +38 to Damage
- Dump In The Nitro
- You hit the switch and dump in some nitro into the engine boosting your Speed significantly!
- Speed +6 Target: Creature (1) Range: Self Duration: 2 Rounds
- Rocket Assisted Ramming
- You fire up the rocket boosters and try to ram into your target causing serious damage and knocking them all over the place.
- Speed +5 Target: Creature (1) Range: Self Duration: Instant
- 14d12 Damage (91) Target: AOE (2x2) Range: 1 Space Duration: Instant
- Move Enemy 5 Target: Creature (1) Range: Self Duration: Instant
- Rocket Swarm
- You point the large pod of rockets in the direction of your enemies and smash the launch button! This sends a swarm of rockets their direction.
- 9d12 Damage (59) Target: AOE (4x4) Range: 15 Spaces Duration: Instant
- Battle Strategy
- It does whatever the driver wants it to do. Usually tries to run down enemies or get other vehicles to stop. Then it's passengers can jump out and do whatever they were intending to do.
- Death Throes
- When it hits 0 HP the engine and gas tanks explode causing damage to everyone riding in it. The damage will be the same amount that took out the vehicle. A Moderate Reaction can be allowed to let passengers leap to safety just in the nick of time. Use this rules of PCs but for NPCs you should just let them burn!
- Many Modifications
- This is just one iteration of a technical. They come in all colors and can have any number of abilities. These are so heavily modified that they can have all manner of unique and special abilities.
- Passengers
- There is a spot for 1 driver, 1 gunner in the swivel turret on top, 4 in the bed of the technical and 4 hanging off the sides. Depending on the modifications or things that the technical may be hauling this number of passengers/riders may go down.
NPC Auto Assigned Bonuses
Bandit Technical's Equipped Items
Bandit Technical's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Flak Attack
- You fire a barrage of flak at your enemy.
- 3d12 Damage Target: AOE (3x3) Range: 8 Spaces Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 4d10 Damage Target: Creature (1) Range: 8 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 5 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Dump In The Nitro
- You hit the switch and dump in some nitro into the engine boosting your Speed significantly!
- Speed +6 Target: Creature (1) Range: Self Duration: 2 Rounds
- Rocket Assisted Ramming
- You fire up the rocket boosters and try to ram into your target causing serious damage and knocking them all over the place.
- Speed +5 Target: Creature (1) Range: Self Duration: Instant
- 10d12 Damage Target: AOE (2x2) Range: 1 Space Duration: Instant
- Move Enemy 5 Target: Creature (1) Range: Self Duration: Instant
- Rocket Swarm
- You point the large pod of rockets in the direction of your enemies and smash the launch button! This sends a swarm of rockets their direction.
- 5d12 Damage Target: AOE (4x4) Range: 7 Spaces Duration: Instant
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 8 Spaces.
- Greater Speed
- 'Increase Speed by 4.
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