Drills
Drills are designed as an anti-mech unit. Their principal ability purpose is to break the defenses of an opponent. Every time they hit they reduce the physical damage reduction of their opponent for the the rest of the given round by a set amount (Physical Damage Reduction Damage for humans, Mech Physical Damage Reduction Damage for mechs). The physical damage reduction is restored at the beginning of the next round. If the wielder has the special ability of the "Techie" class "Mech Training", that skill is also added to the "Physical Damage Reduction Damage" and twice to the "Mech Physical Damage Reduction Damage".
[Physical Damage Reduction Damage] - This statistic is reduced from the target's "Physical Damage Reduction" talent for the duration of the current round. If the wielder is of the "Techie" class, then the ranks in their special ability "Mech Training" are also added to this statistic.
[Mech Physical Damage Reduction Damage] - While "Physical Damage Reduction Damage" works for humans, the effect is even stronger on mechs. This statistic is reduced from the target mech's "Physical Damage Reduction" talent for the duration of the current round. If the wielder is of the "Techie" class, then twice their ranks in their special ability "Mech Training" are also added to this statistic.
Table 6.3.1 - Drills:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Physical Damage Reduction Damage | Mech Physical Damage Reduction Damage |
Hand Drill | 2 | 1d6 | +0 | 0 | 1 |
Arm Drill | 5 | 2d6 | +1 | 1 | 1 |
Power Drill | 7 | 3d6 | +2 | 1 | 2 |
Grand Drill | 10 | 4d6 | +3 | 1 | 3 |
Star Drill | 15 | 6d6 | +4 | 2 | 5 |
Heavenly Drill | 20 | 8d6 | +6 | 2 | 7 |