Ranged Threat: 13 (23)
Melee Threat: 12 (22)
Awareness: 18
Speed: 2
Retaliation (Ranged): Move to advantageous position, cast a spell.
Retaliation (Melee): Move out of melee range, cast a spell.
Strain: 5
Wounds: 3
Talents:
-Supreme 3
-Hover: The Mystech ignores difficult terrain and takes half damage from dangerous terrain
-Arcane Area Network: Whenever a machine ally of the Mystech within range 3 retaliates, it can use one of the Mystech’s spells instead of its normal retaliation. If it does so, it uses up that round’s usage of the spell.
-Spellcasting: The Mystech knows the following spells. Once it has cast one, it cannot cast it again until the beginning of the next round.
Energy Arrow: Deal d8 damage to retaliation target within range 2. This damage has the Shocking tag.
Energy barrier: The caster gains d3 armour
Galvanic blast: The caster deals d6 damage to everything within range 0. This damage has the Shocking tag.
Jump: The caster immediately moves to any spot within range 1, ignoring all intervening obstacles.
Leeching Grasp: The caster deals d4 damage to a retaliation target within Engaged or Intimate range, and gains that much Strain.
Lights out: During their next turn, the retaliation target can only see within range 0. They cannot use their Astute as part of any Aspect rolls.
Plasma Sheathe: The caster’s melee attacks gain the Energy tag.
Rust: Range 0. The retaliation target deals 1 less damage for the next d3 rounds. Multiple instances of Rust on the same target do not stack, merely extend the duration.