Beast Parts

Frames

Unit AU

Head ⬜⬜⬜ | ⬜⬜⬜
Body ⬜⬜⬜ | ⬜⬜⬜
Legs ⬜⬜⬜ | ⬜⬜⬜

Look: Lean, Aquatic, Scaled
Power - Snake Phasing: Once per battle, you and your allies ignore shields for a round. In weakened form, only you ignore shields.

Unit AG

Head ⬜⬜⬜ | ⬜⬜⬜
Body ⬜⬜⬜ | ⬜⬜⬜
Legs ⬜⬜⬜ | ⬜⬜⬜

Look: Winged, Proud, Energized
Power - Thruster Flight: Before or after attacking, you may move to an adjacent zone. In weakened form, you may still move, but if you do so you have Disadvantage on your attack.

Unit VE

Head ⬜⬜⬜ | ⬜⬜⬜
Body ⬜⬜ | ⬜⬜⬜⬜
Legs ⬜⬜⬜⬜ | ⬜⬜

Look: Colossal, Heroic, Terrifying
Power - Brute Might: When you hit and damage an enemy, you can move them into an adjacent zone. In weakened form, this only functions if you score a critical strike.

Unit XI

Head ⬜⬜⬜⬜ | ⬜⬜⬜
Body ⬜⬜ | ⬜⬜
Legs ⬜⬜⬜ | ⬜⬜⬜⬜

Look: Numinous, Unearthly, Diaphanous
Power - Subspace Messenger: Once per battle, reboot your allies shields. In weakened form, reboot only other allies' shields.

Unit YG

Head ⬜⬜⬜ | ⬜⬜⬜
Body ⬜ | ⬜⬜⬜⬜⬜
Legs ⬜⬜⬜ | ⬜⬜⬜

Look: Bladed, Heaving, Surging
Power - Rust Banquet: After you score a critical strike, recover all damage to a part. In weakened form, recover 1 damage to your body.

Weapons

Ripper Claws

⬜⬜ | ⬜⬜⬜⬜
Strike Zone: Near
+Wild vs. -Cool.
2 damage to a target. If it dealt non-shiedl damage, score additional points equal to the total damage to this part, afterwards.

0-Point Flamethrower "Heat Fane"

⬜ | ⬜⬜⬜⬜
Strike Zone: Near
+Wild vs. -Smart

Strikes a target.

On a hit, if a part is more damaged than the others, deal 1 damage to every part that isn't the most damaged. Otherwise, deal 1 damage.
On a critical strike, deal 1 damage to every part.

Superscatter Missiles "Deathblossom-Type"

⬜ | ⬜
+Wild vs. -Tricky
Strike Zone: Near.

2 damage to all other combatants in the zone.

Phase Sword "Angolmois Enforcer"

⬜⬜⬜ | ⬜⬜
Strike Zone: Near
+Cool vs. -Cool.
3 damage to a target.

N4 Coilgun

⬜⬜ | ⬜⬜
Strike Zone: Far
+Cool vs. -Tricky

2 Damage to a target.

Beam Emitter "Arcturus Smile"

⬜ | ⬜⬜
Strike Zone: Far
+Cool vs. -Wild

2 damage to the defender, 1 damage to another target.

Phase Daggers

⬜⬜ | ⬜⬜
Strike Zone: Near
+Tricky vs. -Smart

2 damage to a target. On a Critical Strike, teleport to any zone.

Beast Chain

⬜⬜ | ⬜⬜
Strike Zone: Near
+Tricky vs. -Wild

2 damage to a target. On a hit or critical strike, Defender's next attack is disadvantaged. On a critical strike, your next defense is advantaged.

Lockdown Spikes

⬜⬜ | ⬜⬜
Strike Zone: Far.
+Tricky vs. -Cool

1 damage to a target, ignoring shields on a critical strike. If damage is dealt to a non-shield part, it's Frozen: Until the end of the target's next action, that part is considered Broken.

Impact Stake

⬜⬜⬜⬜⬜ | ⬜
Strike Zone: Near
+Tough vs. -Tricky

2 damage to the defender. If damage is dealt to a non-shield part, inflict another 2 damage.

Massive Blade

⬜⬜⬜ | ⬜⬜⬜
Strike Zone: Near
+Tough vs. -Cool

3 damage to the defender, ignoring shields.

Megatower Shield

⬜⬜⬜⬜ | ⬜⬜⬜⬜
Strike Zone: Near
+Tough vs. -Tough

1 damage to the defender. On a hit or critical strike, your defenses are advantaged until the end of your next turn.

Portable Launcher

⬜ | ⬜⬜
Strike Zone: Very Far
+Smart vs. -Wild

2 damage to a target. On a critical strike, also deal 1 damage to all other enemies in that zone.

Jam Wave

⬜ | ⬜⬜⬜
Strike Zone: Far
+Smart vs. -Cool

1 damage to all targets in the zone. Until the end of your next turn, their defenses are Disadvantaged.

Flock Guns

⬜⬜⬜ | ⬜
+Smart vs. -Tough
Strike Zone: Far

2 damage to a target. Deploy the Flock to that zone (and not wherever it was before). Enemies in that zone have their attacks disadvantaged.

Shields

Rapid-Flux Shield "Comitas"

⬜⬜
Reboots when the Risk die reaches 1, 2, 3 and 4.

Thavic Weave "Disciplina"

⬜⬜ ⬜⬜ ⬜
Reboots when the Risk die reaches 6.

Ripple-Wave Shield "Dignitas"

⬜⬜ ⬜
Reboots when the Risk die reaches 3 and 6.

Sub-Parts

Not for chargen!!

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