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M2-ARCHER Pregen - Fari
M2-ARCHER Pregen - Fari
M2-ARCHER Pregen - Fari
Frame Information
M2-ARCHER
A range-focused spotter/sniper
2 Drive
Medium Build
Before rolling Drops, regain 1
built from the M1-SOLDIER. It’s Vigor and Tension.
had its defensive and full auto
capabilites removed in favor of
1 Speed
Long-Range Optics
superior sensors and optics. When you have no enemies in
3 Control
Close or Near range, you can
make Far Attacks and System
uses at an even farther range (3
hexes when using a grid). Attacks
have -1 die and Systems have -1
Harm when used at this extended
range.
Vigor
1 Superstructure
6 + Drive.
-2 Max Vigor. Drive rolls have -1 die.
2
Start every combat at max Vigor.
Leg
Tension
Move/Sprint require a Speed roll. Other Speed rolls have -1 die.
3
3 + Speed.
Sensor
Start every combat at max - 3 Tension.
Attack and Control rolls have -1 die.
Ammo
4 Arm
4 + Control.
5 Shoulder
One Modular System now requires a Control roll to use.
6 Core
Integral System now requires a Drive roll to use.
2 Revolver (Backup)
If toggled, requires a Drive roll to use.
Modular Systems
Toggle if backup is being used instead.
Ace Information
Name Notes
Chayton Put anything else about your Ace/Frame here!
Callsign
Ambush
0 Current Materials
Frame
M2-Archer
Reference
Reference Terms/Tags
Rolling Close
Roll the appropriate number of d6's and take the A few steps away at most. In the same hex.
highest. (If you would roll 0 or less, roll two and
take the lowest.)
Near
A short distance away. One hex away.
• 1-2: Failure with a consequence (No, and...)
Far
• 3-4: Success with a consequence (Yes, but...)
Beyond Near but within range. Two hexes away.
Burst
+1 Harm when you roll a 6.
Energy
Attributes This ignores armor.
Roll your Attributes to determine your approach to a
task.
Hot
Gain 1 Tension the first time per round you take out
• Roll Drive for direct or forceful action.
an enemy.
Notes
Other Notes
Put other notes here!
You get two actions per turn before spending
Tension. You can spend those Actions to do the
following:
Resources
You may spend 1 Tension on your turn to reroll an
Attack or gain another Action. Tension can be
restored at the end of the GM Turn.