Battleborn #42 is a double whammy like Shayne and Aurux. Here is Payload and Seeker, a Thrall and a highly sophisticated military A.I.
Name: Payload and Seeker. Payload is a Thrall like Attikus, however, Payload is as dumb and stupid as any Thrall in the Jennerit Imperium. Payload worked alongside Attikus and was chosen by the Jennerit slave drivers to join the military peons as a beast of burden. In joining this part of the Jennerit, Payload was classified as a Siege Beast, a Thrall outfitted with heavy weaponry and expected to serve as a deterrent against enemy fortified positions. The only downside was Payload had no idea how to even fire a weapon so the Jennerit weapon engineers placed an advanced weapon systems A.I. in his onboard weapon systems. The A.I. is called Seeker and does the job of performing advanced weapon calculations and subroutines while Payload provides the platform for the weapons to fire. In an attempt to free Payload from the Jennerit A.I. Attikus tried to rip Seeker’s A.I. core from Payload’s body. The resulting action caused Seeker and Payload to be permanently connected to one another, but now the A.I. could properly control Payload’s body and perform the actions he was originally programmed to do.
Role: Attacker/Pusher/Disruptor
Weapons: Tidal Force Rocket Launcher. Fitted to Payload’s back is a rocket launcher capable of launching massive barrages of mini rockets at a target area or into the air. However, whenever the rocket launcher is fired Payload has stay in one place. Each mini rocket deals 8 damage and a maximum of 50 can be fired before they need to be reloaded. Reloads take a maximum of 6 seconds before completion. Payload also has a secondary melee punch combo.
Ability 1: Ammo Constructor: Refills a portion of Payload’s rocket ammo over the course of 5 seconds. 3 rockets added per second.
Ability 2: Boosters: Seeker activates Payload’s rocket thrusters, causing Payload to jump out of the way of danger. Costs 10 rockets to do so.
Ultimate: Full Assault: Seeker fires all of his rockets at once in an area around him, dealing 13 damage per rocket.
Talent: Brain Dead Epiphany: Sometimes while Payload is holding still, he will have an epiphany and do one of two things: (1) eat a rock and restore 80 health or (2) fiddle with the rocket pack and increase the next rocket reload speed by 1 second. Only activates when Seeker is firing rockets at enemies and is limited to two activations per rocket barrage.
Augmentation Paths: A.I. Mastermind and Idiot Rocketeer
A.I. Mastermind Level 1: Ammo Constructor refills more rockets per activation. +2 rockets per second.
Level 2: Reduces the rocket cost of Boosters. -3 rocket cost.
Level 3: Increase the reload speed granted by Brain Dead Epiphany by an additional second.
Level 4: Increase number of rockets in Seeker’s clip. +20 rockets.
Level 5: Seeker can now fire while moving.
Level 6: Reduce Ammo Constructor’s cooldown time. -20% cooldown time.
Level 7: Every twenty rockets in a volley leave behind a patch of napalm in the area which deals 40 damage per second for 5 seconds.
Level 8: Each rocket which hits an enemy steals 3 life from enemies and transfers it to Payload. +3 life steal per rocket hit.
Level 9: Boosters can now be used twice in a row before going on cooldown.
Level 10: Full Assault refills half of Seeker’s ammo clip upon its conclusion. +30% chance.
Idiot Rocketeer Level 1: Brain Dead Epiphany has a chance to activate a third time during a rocket volley. 20% chance.
Level 2: After Booster’s activation, Payload’s movement speed is increased by 30% for 4 seconds.
Level 3: Increase the amount of health restored from Brain Dead Epiphany. +100% health restored.
Level 4: For every rocket fired, there is a chance that a rocket won’t consume ammunition. 20% chance per rocket fired.
Level 5: Boosters fires off 10 free rockets dealing 22 damage per rocket to surrounding enemies.
Level 6: At the end of Ammo Constructor, Seeker’s shields immediately start recharging.
Level 7: Payload’s secondary melee punch combo knocks enemies back.
Level 8: Payload’s secondary melee combo ends with a ground pound.
Level 9: Every time Brain Dead Epiphany activates, it takes 3 seconds off of all ability cooldowns.
Level 10: Activating Full Assault causes Payload to fire a much larger missile upon its conclusion which deals 350 damage across a large area.