Comet Breaker

Construct Details

Model Type Dominion

-- Back to Top --

Construct Scores and Vitals

Characteristic Scores

Name Value Bonus Modifiers
Weapon Skill 30 3 Rora’s (min 30)
Ballistic Skill 30 3 Rora’s (min 30)
Strength 40 4 - (Default 30); +10 (Strength Boost L2)
Toughness 40 4 - (Default 30); +10 (Toughness Boost L2)
Agility 50 5 Rora’s (min 30); +10 (Agility Boost L2)
Intelligence 35 3 Rora’s
Perception 50 5 Rora’s (min 30); +10 (Phoenix Sensors)
Willpower 55 5 Rora’s+10
Fellowship 35 3 Rora’s
AT Field 90 9 Rora's+10 (min 40)

-- Back to Top --

Vitals

Body Part Hit Locations AP Wounds
Head 1 – 10 4 (2+2) 12 (TB+5+[4])
Right Arm 11 – 20 4 (2+2) 14 (TB+7+[4])
Left Arm 21 – 30 4 (2+2) 14 (TB+7+[4])
Torso 31 – 70 6 (4+2) 16 ({TB*2}+6+[4])
Right Leg 71 – 85 4 (2+2) 14 (TB+7+[4])
Left Leg 86 – 100 4 (2+2) 14 (TB+7+[4])

-- Back to Top --

Traits

Trait Subname Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Concept Model - Repairing this unit in the Construct Repair phase of the Cycle costs +1 RP.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Soulstone Circuits - You gain use of your AT Field in Strategic Scale when piloting this superheavy.
- -
- -
- -
- -

-- Back to Top --

Equipment

Universal Upgrades

Types Name Effect
Agility Boost Agility Boost L2 You improve your Construct's Agility by +5 (total +10)
Hardiness Hardiness L2 You improve your Construct's Wounds on all areas by +2 (total +4)
Strength Boost Strength Boost L2 You improve your Construct's Strength by +5 (total +10)
Toughness Boost Toughness Boost L2 You improve your Construct's Toughness by +5 (total +10)

-- Back to Top --

Standard Mechanical Upgrades

Name Effect
Active Camo You gain a +10 bonus to Stealth tests.
Armour Enhancement L2 You improve your Construct's AP on all areas by +1 (total +2)
Command Superlink Twice per battle, you can use this to gain Assistance from your captain on your next test. This ignores Range (the Captain doesn't need to be adjacent) but it doesn't ignore requirements for skill training in the assistant.
Ejector Failsafes You add a +20 bonus to all Ejection tests.
Shielded Cockpit You halve all damage from Cockpit Breaches.

-- Back to Top --

Equipped Modules

Slots Name Effect
Head Slot 1 Phoenix Sensors You increase your Construct's Perception by +10; it also comes with an integrated Markerlight, which can be used once per turn as a Free Action.
Torso Slot 1 Self Repair Module You gain the Rejuvenating (1) Quality.
Torso Slot 2 Stealth Suit You gain the Chameleon (2) and Shadowy Qualities.
Right Arm Slot 1 Magclaw The arm's hand is equipped with a magnetic claw, giving it a +10 stacking bonus to initiate Grapples or use Grapple actions on Machine enemies, and giving it automatic successes at climbing on magnetic surfaces.
Left Arm Slot 1 Netcannon You may use this once per battle as part of an attack on an enemy within 20m. The enemy takes a -20 penalty to evade the attack.
Legs Slot 1 Stealth Gravboots You gain the Light Quality.

-- Back to Top --

Purchased Modules

Name Type Effect
ECM Module (Head) Attacks against you do not benefit from the Guided Quality.
Self Repair Module Module (Torso) You gain the Rejuvenating (1) Quality.
Magclaw Module (Arm) The arm's hand is equipped with a magnetic claw, giving it a +10 stacking bonus to initiate Grapples or use Grapple actions on Machine enemies, and giving it automatic successes at climbing on magnetic surfaces.
Magclaw Module (Arm) The arm's hand is equipped with a magnetic claw, giving it a +10 stacking bonus to initiate Grapples or use Grapple actions on Machine enemies, and giving it automatic successes at climbing on magnetic surfaces.
Stealth Gravboots Module (Legs) You gain the Light Quality.
NanoAb Gel Module (Torso) Three times per battle, as a Free Action, you may use this module to add +2 AP to all areas (stacking) until the start of your next turn.
Netcannon Module (Arm) You may use this once per battle as part of an attack on an enemy within 20m. The enemy takes a -20 penalty to evade the attack.
Ablative Shell Module (Torso) You gain the Ablative (8) Quality.
Field Repair Suite Module (Torso) You can now use Tech Use tests to repair Machine Constructs within 1m as a Full Action, restoring 1 wound to a single location per 2 DoS.
Haze Launcher Module (Torso) You have an in-built Haze Grenade launcher that comes pre-loaded with two Haze Grenades, which can be fired as normal. Cannot be reloaded.
Loader Suite Module (Torso) As a Half Action, you can reduce the reload cost for all allied weapons within 1m by a Half Action for this round only.
Gunmount Arm Module (Arm) Before battle, select one Pistol or Basic ranged weapon (a Heavy one can also be taken if you have a Titan Frame equipped); it is integrated into the arm, allowing it to be wielded and fired one-handed without penalty. Its ammo clip also doubles and you gain a +10 bonus to BS tests with it (including Point Defense). The weapon cannot be dropped or disarmed, even willingly; also, the arm is unable to freely manipulate anything.
Lancemount Arm Module (Arm) Before battle, select one One-Handed Melee weapon (a Two-Handed one can also be taken if you have a Titan Frame equipped); it is integrated into the arm, allowing it to be wielded and fired one-handed without penalty. You gain a +10 bonus to WS tests with the weapon (including parry). The weapon cannot be dropped or disarmed, even willingly; also, the arm is unable to freely manipulate anything.
Simurgh Relay Module (Arm) Simurgh Analysis scans gain a +20 non-stacking bonus on any enemies within 20 squares of you. This takes up the arm's Cargo Dock.
Aqua Finjets Module (Legs) You gain an extra reaction per round when immersed in water.
Autobalancers Module (Legs) You gain a +10 bonus to Acrobatics tests, and once per battle, you may use this to automatically disengage as a Free Action.
PD Scanner Module (Head) Your first Point Defense reaction per round is free.
Phoenix Sensors Module (Head) You increase your Construct's Perception by +10; it also comes with an integrated Markerlight, which can be used once per turn as a Free Action.
Damaskite Weave Module (Torso) You gain the Durable (3) and Slippery Qualities.
Holofield Module (Torso) You can activate a Holofield three times per battle as a Free Action. Attacks against you take a -20 penalty until the start of your next turn.
Kinefield Module Module (Torso) You gain a Deflector with a strength of 40.
Stealth Suit Module (Torso) You gain the Chameleon (2) and Shadowy Qualities.
Disposable Launcher Module (Arm) The arm is equipped with a shoulder-mounted launcher, which contains a single Missile of your choice. Once fired, it cannot be reloaded. It also takes up the arm's Cargo Dock.
Entrenchers Module (Legs) You may use these to entrench into solid ground below you as a Full Action. Whilst entrenched you cannot take Move Actions, but you gain a +20 bonus to Toughness tests, may test Toughness to negate any attempt to forcibly negate you, and gain a +10 bonus to WS and BS tests.
Superburners Module (Legs) You may make Boosted Jumps. In any turn in which you do so, you take a -10 penalty to WS and BS tests until the start of your next turn.

-- Back to Top --

Weapons

Melee Weapons

Name Class Range Hits Damage Penetration Qualities
Shield One Handed 1 - 1d5 Impact 0 Shield (2); Defensive
Shield One Handed 1 - 1d5 Impact 0 Shield (2); Defensive

-- Back to Top --

Ranged Weapons

Name Class Range Hits Damage Penetration Qualities Clip Reload
Pulse Pistol Pistol 25 3 1d10+3 Energy 0 Balanced, Disrupt (1), Subdual 12 1 Half
Haze Grenade Grenade SB*3 1 - - Blast (5); Haze 1 1 Half
Haze Grenade Grenade SB*3 1 - - Blast (5); Haze 1 1 Half

-- Back to Top --

Upgrade History

Cycle Upgrade
0 ECM (Dominion’s free upgrade.)
0 Self Repair Module (Adept’s free value 3 upgrade.)
1, Session 1 Magclaw x 2, Stealth Gravboots (Value 1 acquisitions.)
2, Session 2 Active Camo (Value 2 acquisition [1/2], Mechanical.)
2, Session 2 Hardiness L1 (Value 2 acquisition [2/2], Universal.)
3, Session 3 NanoAb Gel (Value 3 acquisition [1/3].)
3, Session 3 Agility Boost L1 (Value 2 acquisition [2/3], Universal.)
3, Session 3 Armor Enhancement L1 (Value 2 acquisition [3/3], Mechanical.)
4, Session 4 Netcannon (Value 1 acquisition.)
4, Session 4 Strength Boost L1, Toughness Boost L1 (Value 2 temp. unlimited acquisitions, Universal.)
4, Session 4 Ablative Shell, Field Repair Suite, Haze Launcher, Loader Suite, Gunmount Arm, Lancemount Arm, Simurgh Relay, Aqua Finjets, Autobalancers (Value 2 temp. unlimited acquisitions.)
5, Session 5 [nothing]
6, Session 6 Agility Boost L2, Hardiness L2, Strength Boost L2, Toughness Boost L2 (Value 4 temp. unlimited acquisitions, Universal.)
6, Session 6 Armor Enhancement L2, Command Superlink, Ejector Failsafes, Shielded Cockpit (Value 4 temp. unlimited acquisitions, Mechanical.)
6, Session 6 PD Scanner, Phoenix Sensors, Damaskite Weave, Holofield, Kinefield Module, Stealth Suit, Disposable Launcher, Entrenchers, Superburners (Value 4 temp. unlimited acquisitions.)

-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License