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Shipbreakers - Baserunner

humon Sep '15  /  edited Oct '15
Post your baserunner ideas freely!

The Baserunner is played by the GM, though it uses a simple logic: forward forward forward! situation seems bad and dangerous? stop and plan!

The team may give orders or suggestions to the Baserunner

Mods:
The Baserunner will be equipped with different tools, total of 5, max 2 weaponry

-AA mod
a turret that rolls 4 dice against air units

-Anti-tank turret
a turret that rolls 8 dice every other turn against ground units

-Low caliber turret
a turret that rolls 4 dice every turn against ground units

-Experimentary Low caliber turret
a turret that rolls 2 dice every turn twice (basically double the chance for skull and moon)

-Armour plating
1 star rolls cant damage the Baserunner

-AA rocket batteries
rolls 8 stars against air units every other turn

-Drone repair system
each turn the Baserunner rolls 3 star to repair itself or the nearby vehicles

-Jamming system
each turn the Baserunner can attempt to jam an enemy weapon or equipment with a dice

-Extra armour plating
+3 max hp

-Cloak field generator
the Baserunner becomes immune to scouting, and have the range of enemies decreased by 2 against it

-Advanced terrain manouverability
gets +1 agility (1,333 tiles/turn)

-Advanced spy system
can roll each turn 5 dice in order to scout

-Shield field generator
the Baserunner rolls 5 dice to create a temporary shield around it each turn, the shield guards units on adjacent tiles aswell

-Long-barrel upgrade
the Baserunner has +2 range for all land-to-land weapon

-Probe repair systems
the Baserunner rolls 1 dice to recreate a drone

-Probe stocks
the Baserunner autocreates a probe, this trait can only be used once

-Orbital comms system
the Baserunner rolls a star to attempt to get a mini orbital strike on an enemy, if success, the Baserunner rolls 10 dice (can only target land units)

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