Astral Pirate Commando
Lvl 4 astral sea pirate - Ranged
M35
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Boost Jump.

Can replace Move 6 with Jump 8.

Shields*.

Replace Medium armor with 20 HP Shielding that recovers 5 HP at the beginning of each Turn it starts undamaged from the previous.

Choose one.
  • Grafted Rifle.

    (Range 12) 4d4+10.

  • Grafted Blade (2x)..
  • EMP Grenade.

    (Range 8, 2x2 Area) 3d4 Lightning. On Damage: Shuts down the regen of their Shields* for one extra Round.

*Shields. An armor feature that is part of my future Astral Space setting that I may eventually get to. Ignore this if using base Nimble.

remixed from Astral Pirate