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).3d4+2.
- •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