They often operated from the decks of Venator-class galactic destroyers. For this reason, they were liked by their pilots and were a demanding opponent. Fighters The ARC-170 was characterized by very strong armament, a large flight range, as well as high resistance to damage. Machines of this type were used on a large scale by the Republic Fleet during the Clone Wars to carry out such tasks as raids on enemy territories, reconnaissance missions and air combat. Their main armament consists of four laser cannons and a single proton torpedo launcher with 6 torpedoes in reserve! The manufacturers of machines of this type are plants: Incom Corporation and Subpro Corporation. Fighters of the type ARC-170 have a hyperdrive class 1.5. 22.6 m wide, and their total height is approx. It is assumed that fighters of this type are approx. In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.The ARC-170 starfighter (also known as Aggresive ReConnaisance-170 starfighter or Advanced Recon Fighter) is a heavy space fighter and reconnaissance vehicle from the Star Wars universe. Anything you can do from one echo's position can be done from the other's instead. If you try to create a third echo, the previous two echoes are destroyed. Legion of OneĪt 18th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. You regain all expended uses when you finish a long rest. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points. Reclaim Potentialīy 15th level, you've learned to absorb the fleeting magic of your echo. Once you use this feature, you can't use it again until you finish a short or long rest. The attack roll that triggered the reaction is instead made against your echo. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). During this time, you are deafened and blinded. As an action, you can see through your echo's eyes and hear through its ears. Starting at 7th level, you can temporarily transfer your consciousness to your echo. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
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