Grimorium Verum

Neutral Wissenschaft Warrior/Mystic — Lv. 55+ (large base)

At 4 | Dm 8 | Df 7 | Ar 6 | LP 35 | Re 10 | Mo 6/10 | AP Varies/4

Innate Abilities: Damage Resistance, Immunity (Poison).
Armor Piercing: Any hand-to-hand Attack made by Grimorium ignores 2 points of the defender's Armor.

oo+ — Exodia Cannon (Magic, Ranged Attack)
Distance (8 inches). For each additional Action Point spent, Exodia Cannon attack gets 4 inches of additional Distance and +2 Damage.

ooo — Magus Burst (Magic, Charge)
If this Charge hits its target, Grimorium makes a new Attack on every Unit (except the Charge target) within 2 inches of itself. Each new Attack must be rolled separately as a normal Hand-to-hand Attack (they don't get any of the Charge bonus).

ooo — Veritas (Magic, Attack)
Veritas affects all enemy Units within 2 inches of Grimorium.


Pilots

Gear: A Gear cannot have Advantage cards associated and you must select a Pilot for it. The cost of the Pilot is added to the Gear's Level. The Pilot selected for a Gear determines the number of Actions Points it will recover per Turn and may give additional abilities.
Unique Pilot: The same Pilot cannot be selected more than once in the same party, regardless of the Gear he is in.
Technomagical Powered Armor: You can take any number of Grimorium Gears in your party, as long as you follow the Unique Pilot rule.

Reist Ebersbacher — Lv. +25
Recharge: ooo
Innate Abilities: Initiative.
As Pilot: Grimorium obtains +1 Attack, +1 Defense, +2 Resistance and Critical Mastery.
Leader: Grimorium becomes a Leader.

Frederick Mausser — Lv. +15
Recharge: ooo
Marksmanship: Grimorium obtains +1 Attack to its Ranged Attacks.
Aim Shot: If Grimorium doesn't use any Movement during its activation, it gets +1 Attack to its Ranged Attacks that Turn. This bonus stacks with Marksmanship.

Steiner Wenzel — Lv. +5
Recharge: oo
Repairs: Grimorium may spend 1 Action Point each Turn during its Activation to recover 5 Life Points.
Additional Armor: Grimorium gets +1 Armor.