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Heavy Conductor Clanbk

Adversary overview

Black heavy plate. Consortium markings etched into the chest. One arm ends in a cannon fitted with a Cell intake valve. It does not look at you. It is looking at the Cells.

Stat block

Tier
2
Type
Bruiser
Difficulty
15
HP
5
Stress
6
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
16
Major Damage — Mark 2 HP Major
Mark 2 HP
30
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Arm Cannon
Range: Far
Damage: 2d10+4
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Ramp Up
    fear 1

    You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.

Actions

  • Cell Draw
    fear 1

    While within Close range of at least one filled or filling Cell spend 1 fear to charge the Clank's Arm Cannon and make an attack. It deals an additional 2d10 damage and its attack modifier increases to +10.

  • Suppressing Fire
    stress 3

    The Clank lays down a sustained burst across a Close arc. All targets in range must make an Agility (15) roll or mark 2 HP and become Vulnerable until they take an action.

Reactions

  • Directive

    When a player takes an action that would directly damage, disable, or interact with conductor machinery, the Clank immediately makes a standard attack against that player as a reaction.

Motives & tactics

Hold Ground Protect the Cells Eliminate Interference

Experiences

  • Consortium Protocols +3
  • Hold Ground +3

Heavy Conductor Clanbk

Tier 2 bruiser

Black heavy plate. Consortium markings etched into the chest. One arm ends in a cannon fitted with a Cell intake valve. It does not look at you. It is looking at the Cells.

Motives & Tactics: Hold Ground, Protect the Cells, Eliminate Interference

Difficulty: 15 | Thresholds: 16/30 | HP: 5 | Stress: 6

ATK: +3 | Arm Cannon: Far | 2d10+4 Physical

Experience: Consortium Protocols +3, Hold Ground +3

HP:

STRESS:

Features

Ramp Up - Passive: You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.
Cell Draw - Action: While within Close range of at least one filled or filling Cell spend 1 fear to charge the Clank's Arm Cannon and make an attack. It deals an additional 2d10 damage and its attack modifier increases to +10.
Suppressing Fire - Action: The Clank lays down a sustained burst across a Close arc. All targets in range must make an Agility (15) roll or mark 2 HP and become Vulnerable until they take an action.
Directive - Reaction: When a player takes an action that would directly damage, disable, or interact with conductor machinery, the Clank immediately makes a standard attack against that player as a reaction.

Discussion

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