Bolters are the long-range weapon class of the CyberEvolved. They can generate flexible hexite “chainwires” which they launch from the base of their palms at tremendous speed. It can even bend and change direction mid-course. Then the Bolter can pour a staggering jolt of current direct from their charge storage cells down the wire and into the target. Bolters can also pass this charge directly into any conductive materials they can get a grip on.

Bolter Powers

Regeneration Power Regeneration Level 1 Cost 3
Nanotech-enhanced healing capabilities.
Make a natural healing roll once per day.
Recovery (+1): Halve recovery time for Fatigue.

Switchable Power Set: Charge Attack

Cost: 14

Bolt Throwing Power Ranged Attack Level 3 Cost 14 (2/level)
Throw a controlled, bendable hexite chainwire.
Use Athletics (throwing) skill; Up to 4d6 damage; Range 24/48/96
Range (+2)
Rate of Fire (+3): May throw one extra bolt each action.
Redirection (+1): Ignore 2 points of cover penalties.
Switchable (+2): Melee Attack
Contact Charge Power Melee Attack Level 5 Cost 9 (2/level)
Contact charge attack.
Up to 5d6 damage.
Limitation (-1): Cannot add Strength to damage.
Switchable (+0): Ranged Attack
Reflex Boost Power Super Agility Level 1 Cost 1
Hardwired nervous system.
Agility +1 step.
Requires Activation (-1)


Tags: changed +cybergenus:bolter

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