Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

The Forge [3E] WH40k: Vanguard Drone Ship, Hormagaunt

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Wed Jun 20, 2012 11:18 am

Image


Maggie Weston - with PO-23 Field Repair E-Frame

PL: 8/10*

Abilities: Str: 3/13*, Sta: 2/6*, Agl: 2, Dex: 3, Fgt: 3, Int: 4, Awe: 4, Pre: 2


Powers: CyberJack Implant: Communications 1 (Radio, Flat: Subtle 1),

Comprehend 2 (Machines) (5)


PO-24 Field Repair E-Frame (97), Removable -25

Communicator: Communications 2 (Radio, Flat: Subtle 1) (9),

CyberJack: Feature 1 (Restricted to those with a CyberJack Implant)(1),

Right Arm - FlameThrower: Line Damage 6 (12),

Alternate Effects - Hand Missile: Burst Damage 6 (1),

Repair: Healing 6 (Extras: Objects Only) (1),

Weld: Weaken Toughness 6 (1),


Left Arm - Grappling Claw: Damage 10 (Flat: Penetrating 10) (20),

Heavy Musculature: Enhanced Strength 6 (12),

Large: Growth 4 (Flat: Innate, Flaw: Permanent) (9),

Life Support System: Immunity 10 (LifeSupport) (10),

Maglev AntiGravity VTO Leg Jets: Flight 8 (16),

Medium Armor: Protection 5 (Extras: 7 Impervious) (12),

Sensors: Senses 3 (Accurate, Extended 1, Radio [radar]) (3),

Top/Front - Tow Hook: Move Object 12 (Flaw: Limited to pulling only, Flat: Diminished Range) (11),

Alternate Effect: TriMissiles: Ranged Damage 10 (Extras: Burst 7, Flaw: Unreliable) (1),


Tracks: Speed 4 (4)


Optional Algernon Upgrade - Chain Lightning Cannon: Burst Damage 10 (Extras: Contagious,

Flat: Indirect 2 ) (+32)



Advantages: Benefit 1 (Member of Exofleet), Close Attack 5, Equipment 10,

Improvised Tools, Ranged Attack 4, Second Chance (Technology), Skill Mastery (Technology)


Equipment: Blaster Pistol: Ranged Damage 5 (10ep),

Space Suit: Immunity 10 (LifeSupport) (10ep)


Optional: 30 equipment points left over.

Varies on parameters of current mission.


Skills: Expertise: Science 8 (+12), Expertise: Technician 6 (+10), Insight 4 (+8),

Perception 4 (+8), Persuasion 4 (+6), Technology 10 (+14), Treatment 4 (+8), Vehicles 2 (+5)


Offense: Initiative: +2, Unarmed: +8 (Damage 3), Blaster Pistol: +7 (Damage 5 ),

Flame Thrower: - (Damage 6), Grappling Claw: +8 (Damage 10), Hand Missile: - (Damage 6),

TriMissiles: +7 (Damage 10), Weld: +8 (Damage 6),


Defense: Dodge: 9/7*, Parry: 11/9*, Fortitude: 8/12*, Toughness: 2/11*, Will: 8

* With E-Frame


Abilities: 46, Powers: 103, Advantages: 23, Skills: 21, Defense: 25 = Total: 218


Complications: Aloof: Maggie has a Cold and Shy personality.

Disability: E-Frame has only one hand.

Relationships: Has a flirtatious relationship with Alec Deleon.


Notes: The PO-23 Field Repair E-Frame is actually a civilian E-Frame modified for
military duty. Weapons and armor were added to the basic frame to make it combat worthy.
It's armor was decent but it's large size often made it a big target. It's weapons are
more like makeshift weapons bolted on. It's few weapons focused mostly in close combat.

The PO-23 Field Repair E-Frame did excel at what it was originally designed for. It was
vital in keeping other E-Frames operational. It could repair any E-Frame with it's welding
torch. The torch was also deadly up close and could slice through anything.

It was also used for battlefield salvage. It's Tow hook or Claw could carry anything.
It normally carried badly damaged E-Frames. However it could carry ammunition, supplies,
and building material.

This E-Frame was the preferred one by Maggie Weston. This E-Frame is the basis for all
other civilian E-Frames such as the Enforcer police E-Frame and the FireWarrior fire
fighting E-Frame.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad: Maggie Weston, Field Repair E-Frame

Postby Woodclaw » Wed Jun 20, 2012 1:39 pm

Great work. Maggie and Alec are probably the hardest member of Able Squd to stat.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2607
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: The Forge [3E] ExoSquad: Maggie Weston, Field Repair E-Frame

Postby HustlerOne » Thu Jun 21, 2012 12:37 pm

Woodclaw wrote:Great work. Maggie and Alec are probably the hardest member of Able Squd to stat.


Oh good, I wasn't sure if I did them right until now. It's been awhile since I watched the show. So thanks for the input. Actually they were the easiest to stat out. It was J.T Marsh and Phaeton that were the hardest to stat out.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Thu Jun 21, 2012 12:39 pm

Image
"Her family was the most important thing in Lieutenant Nara Burn's Life. Until the Neo-Sapiens came. "


Nara Burns - Recon Weapons Officer

PL: 8

Abilities: Str: 1, Sta: 2, Agl: 4, Dex: 4, Fgt: 3, Int: 1, Awe: 2, Pre: 2


Powers: CyberJack Implant: Communications 1 (Radio, Flat: Subtle 1),

Comprehend 2 (Machines) (5)


Optional Ketzer Upgrade - Telekinesis: Perception Move Object 5 (+15)


Advantages: Accurate Attack, Agile Feint, Animal Empathy, Attractive 1,

Benefit 1 (Member of Exofleet), Close Attack 2, Defensive Roll 3, Equipment 7,

Improved Disarm, Improved Initiative 1, Quickdraw, Ranged Attack 5,

Seize Initiative, Skill Mastery (Stealth)


Equipment: Blaster Pistol: Ranged Damage 5 (10ep),

Space Suit: Immunity 10 (LifeSupport) (10ep)


Optional: 20 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 6 (+10), Athletics 6 (+7), Deception 4 (+6),

Expertise: Recon Weapons Officer 6 (+7), Expertise: Tactics 4 (+5), Insight 6 (+8),

Perception 8 (+10), Sleight of Hand 6 (+10), Stealth 8 (+12), Technology 2 (+4),

Vehicles 4 (+8)


Offense: Initiative: +8, Unarmed: +5 (Damage 1), Blaster Pistol: +9 (Damage 5 ),


Defense: Dodge: 10, Parry: 7, Fortitude: 5, Toughness: 2/5**, Will: 9


Abilities: 38, Powers: 5, Advantages: 27, Skills: 30, Defense: 20 = Total: 120


Complications: Genetically Enhanced: Nara was experimented on and the full

side effects are unknown.

Relationships: Her brother James Burns who is the leader of the Venusian Resistance.

Her close friend Marsala.


Notes: Nara Burns was the scout of the team. She was the second youngest team member.
She was very agile and stealthy as befits her role in reconnaissance. She came from the
Terraformed Farming planet of Venus. She joined exofleet to see other places but sometimes
misses her loved ones back home.

Nara Burns was like the nice farm girl next door. She was pretty much the cute little girl
that everyone looked out for. Don't let her cute appearance fool you as she is quite brave.
She can be headstrong both while in combat and out.

Nara was later genetically enhanced by Doctor Ketzer. Doctor Ketzer injected her with a
unknown formula that caused her to possibly gain psychic powers. The most notable is her
newfound telekinetic powers. There are other powers like plant growth that can be simulated
with a powerstunt. It is unknown what sort of effect her mutations have on her.

Nara can be seen in her ultralight Recon E-Frame. She is often seen as much with Marsala as
a Co-pilot in the Rapid Assault Exo Walker. She might have had a unrequited love for Marsala
ever since he saved her life. They never really spoke about it as both knew the relationship
would have never worked out since both were from different worlds (literally).

Nara's stats can be used for scouts, snipers, and assassins.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Thu Jun 21, 2012 12:41 pm

Image


Nara Burns - with TB-024 Recon E-Frame

PL: 8/10*

Abilities: Str: 1/5*, Sta: 2, Agl: 4, Dex: 4, Fgt: 3, Int: 1, Awe: 2, Pre: 2


Powers: CyberJack Implant: Communications 1 (Radio, Flat: Subtle 1),

Comprehend 2 (Machines) (5)


Optional Upgrade - Telekinesis: Perception Move Object 5 (+15)


TB-024 Recon E-Frame (120), Removable -31

Right Arm - Armor Drilling Torpedo Cannon: Ranged Damage 10 (Flat: Penetrating 10) (30),

Communicator: Communications 4 (Radio, Flat: Subtle 1) (17),

CyberJack Socket: Feature 1 (Restricted to those with a CyberJack Implant) (1),

LifeSupport System: Immunity 10 (LifeSupport) (10),

Light Armor: Protection 4 (Extras: 6 Impervious) (10),

Light Musculature: Enhanced Strength 4 (8),

Maglev AntiGravity VTO Leg Jets: Flight 9 (18),

Left Arm - Powered Gripping Claw: Damage 8 (Flat: Penetrating 8 ) (16),

Sensors: Senses 6 (Accurate, Extended 3, Radio [radar], Infravision) (6),

Shoulder - Silent TwinWing Turbo Missiles: Ranged Damage 10 (Extras: Burst 7,

Flat: Penetrating 7, Subtle 1) (35)



Advantages: Accurate Attack, Agile Feint, Animal Empathy, Attractive 1,

Benefit 1 (Member of Exofleet), Close Attack 2, Defensive Roll 3, Equipment 7,

Improved Disarm, Improved Initiative 1, Quickdraw, Ranged Attack 5,

Seize Initiative, Skill Mastery (Stealth)


Equipment: Blaster Pistol: Ranged Damage 5 (10ep),

Space Suit: Immunity 10 (LifeSupport) (10ep)


Optional: 20 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 6 (+10), Athletics 6 (+7), Deception 4 (+6),

Expertise: Recon Weapons Officer 6 (+7), Expertise: Tactics 4 (+5), Insight 6 (+8),

Perception 8 (+10), Sleight of Hand 6 (+10), Stealth 8 (+12), Technology 2 (+4),

Vehicles 4 (+8)


Offense: Initiative: +8, Unarmed: +5 (Damage 1), Blaster Pistol: +9 (Damage 5 ),

Armor Drilling Torpedo Cannon: +9 (Damage 10), Powered Gripping Claw: +5 (Damage 8 ),

Silent TwinWing TurboMissiles: +9 (Damage 10)


Defense: Dodge: 10, Parry: 7, Fortitude: 5, Toughness: 2/5**/9*, Will: 9

* With E-Frame
** With Defensive Roll

Abilities: 38, Powers: 125, Advantages: 27, Skills: 30, Defense: 20 = Total: 240


Complications: Disability: E-Frame only has one hand.

Genetically Enhanced: Nara was experimented on and the full

side effects are unknown.

Relationships: Her brother James Burns who is the leader of the Venusian Resistance.

Her close friend Marsala.


Notes: The TB-024 Recon E-Frame was really a bigger version of the Ultralight
E-Frames in use by the Jumptroop infantry. It's armor and weaponry are light. It
is very fast due to being so light. There's really not much going for this suit.

It's one notable feature is it's small size. It is almost skin tight compared to the
other bulkier E-Frame models. This makes it ideal for tight places such as tunnels,
buildings and jungles. Only the Neosapien Stealth attack E-Frame was weaker.

It was never given a Algernon upgrade unlike the other E-Frames. This E-Frame can be
used to simulate Ultralight E-Frames. Just remove the onboard weaponry and replace it
with conventional infantry weapons.

Nara Burns can sometimes be seen wearing this suit. Even then she spent the other half
of her time riding an Exo-Walker.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Fri Jun 22, 2012 11:21 am

Image
"He's a slob with a titanium-steel stomach, but there's no one better to have at your side in a fire fight."


Wolf Bronski - Ground Assault Officer

PL: 8

Abilities: Str: 4, Sta: 4, Agl: 0, Dex: 4, Fgt: 5, Int: 0, Awe: 0, Pre: 3


Powers: CyberJack Implant: Communications 1 (Radio, Flat: Subtle 1),

Comprehend 2 (Machines) (5)


Advantages: All-out Attack, Benefit 1 (Member of Exofleet), Close Attack 2,

Equipment 10, Fast Grab, Improved Critical 2 (Energy Weapons), Improved Critical 2

(Missiles), Improved Grab, Interpose, Power Attack, Precise Attack 2 (Ranged, Cover,

Concealment), Skill Mastery 2 (Ranged Combat: Energy Weapons, Missiles), Takedown 2


Equipment: Blaster Pistol: Ranged Damage 5 (10ep),

Space Suit: Immunity 10 (LifeSupport) (10ep)


Optional: 30 equipment points left over.

Varies on parameters of current mission.


Skills: Athletics 8 (+12), Expertise: Ground Assault 8 (+8), Expertise: Tactics 6 (+6),

Intimidation 8 (+11), Ranged Combat: Energy Weapons 7 (+11), Ranged Combat: Missiles 5 (+9),

Vehicles 4 (+8)


Offense: Initiative: +0, Unarmed: +7 (Damage 4), Blaster Pistol: +11 (Damage 5 ),


Defense: Dodge: 8, Parry: 8, Fortitude: 9, Toughness: 4, Will: 7


Abilities: 40, Powers: 5, Advantages: 29, Skills: 23, Defense: 23 = Total: 120


Complications: Abrasive: Wolf is a grizzled Veteran that does not get along with others.

Relationships: Friend and Mentor to Kaz Takagi.


Notes: Wolf Bronski was considered the old man of the group. Even though Marsala was far older by at least fifty years! Wolf was the grizzled old veteran. He wasn't much of a people person.
However he was an expert gunner.

Wolf is a prodigy in all missile and energy weapons. He was also one of the toughest members even outside of his E-Frame. He looked out for some of the younger members of the squad. He grumbled alot but it was obvious that he and his Ground Assault E-Frame could take a hit that no one else could.

Wolf's style is less about precision and more about overwhelming firepower. He could saturate an area with as much ordinance as he could until his ammo would run dry. Normally he would fire in controlled bursts to conserve ammo. He could also be quite deadly up close as a bruiser.

Wolf's stats can be used for assault soldiers and heavy weapons specialists.
Last edited by HustlerOne on Wed Jan 09, 2013 1:12 pm, edited 2 times in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Fri Jun 22, 2012 11:26 am

Image


Wolf Bronski - with BD-100 Ground Assault E-Frame

PL: 8/10*

Abilities: Str: 4/12*, Sta: 4/6*, Agl: 0, Dex: 4, Fgt: 5, Int: 0, Awe: 0, Pre: 3


Powers: CyberJack Implant: Communications 1 (Radio, Flat: Subtle 1),

Comprehend 2 (Machines) (5)


BD-100 Ground Assault E-Frame (140), Removable -36

Bulky: Growth 2 (Flat: Innate, Flaw: Permanent) (5),

Communicator: Communications 3 (Radio, Flat: Subtle 1) (13),

CyberJack Socket: Feature 1 (Restricted to those with a CyberJack Implant) (1),

Heavy Armor: Protection 6 (Extras: 8 Impervious) (14),

Heavy Musculature: Enhanced Strength 6 (12),

Right Arm - Gatling Missile Lauchers: Ranged Damage 11 (Extras: Burst 8, MultiAttack,

Flat: Homing 6) (47),

Alternate Effect - Tracer Blasters: Ranged Damage 9 (Extras: Multiattack) (1),


Left Arm - Grappling Hook: Move Object 10 (Flaw: Limited to pulling only,

Flat: Diminished Range) (9),

Legs - Laser Side Shooter: Ranged Damage 7 (Extras: Multiattack, Flat: Accurate) (22),

Legs - Small Warhead Rockets: Ranged Damage 9 (Extras: Burst 6) (24),

LifeSupport System: Immunity 10 (LifeSupport) (10),

Maglev AntiGravity VTO LegJets: Flight 7 (14),

Sensors: Senses 4 (Accurate Extended 2 radio [radar]) (4)


Optional Algernon Upgrade - Multiple Warhead Plasma Grenade Launcher: Ranged Damage 8

(Extras: Burst 8, Flat: Improved Critical 1) (+25)



Advantages: All-out Attack, Benefit 1 (Member of Exofleet), Close Attack 2,

Equipment 10, Fast Grab, Improved Critical 2 (Energy Weapons), Improved Critical 2

(Missiles), Improved Grab, Interpose, Power Attack, Precise Attack 2 (Ranged, Cover,

Concealment), Skill Mastery 2 (Ranged Combat: Energy Weapons, Missiles), Takedown 2


Equipment: Blaster Pistol: Ranged Damage 5 (10ep),

Space Suit: Immunity 10 (LifeSupport) (10ep)


Optional: 30 equipment points left over.

Varies on parameters of current mission.


Skills: Athletics 8 (+12), Expertise: Ground Assault 8 (+8), Expertise: Tactics 6 (+6),

Intimidation 8 (+11), Ranged Combat: Energy Weapons 7 (+11), Ranged Combat: Missiles 5 (+9),

Vehicles 4 (+8)


Offense: Initiative: +0, Unarmed: +7 (Damage 4), Blaster Pistol: +11 (Damage 5 ),

Gatling Missile Launchers: +9 (Damage 11), Laser Side Shooters: +13 (Damage 7),

Powered Punch: +7 (Damage 12), Small Warhead Rockets: +11 (Damage 9),

Tracer Blasters: +11 (Damage 9)


Defense: Dodge: 8/7*, Parry: 8/7*, Fortitude: 9/11*, Toughness: 4/12*, Will: 7

* With E-Frame


Abilities: 40, Powers: 145, Advantages: 29, Skills: 23, Defense: 23 = Total: 260


Complications: Abrasive: Wolf is a grizzled Veteran that does not get along with others.

Disability: E-Frame has no hands.

Out of Ammo: This E-Frame is likely to run out of ammo at the worst times.

Relationships: Friend and Mentor to Kaz Takagi.


Notes: The BD-100 Ground Assault E-Frame was designed for ground combat. It is one of the
tougher and heavier suits in Exofleet's arsenal. It mounts an array of heavy weapons designed to
quickly overwhelm an enemy with firepower. It's weapons were designed to unleash it's firepower all
at once at multiple targets. It could take on a another E-Frame squad all by itself if needed.

It's heavy armor and greater musculature strength allows it to close in with the enemy if forced to.
All of this firepower and armor comes at a steep cost though. It is one of the slowest E-Frames. In
addition its ammo can be expended very quickly if the pilot is not careful enough. It takes a
veteran to make sure to fire in controlled bursts only when absolutely necessary.

A grappling hook was probably added to aid in mountain climbing due to the frame's low flight
speed. It could be used as a fail safe if the VTO leg jets become inoperative. It's also handy for carrying other E-Frames.

This is the E-Frame piloted by Wolf Bronki and other ground pounders like him.
Last edited by HustlerOne on Wed Jan 09, 2013 1:13 pm, edited 2 times in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad: Wolf Bronski, GroundAssault E-Frame

Postby Arkrite » Fri Jun 22, 2012 11:35 am

Good ol' Wolf Bronski.
Always kind of a surprise how tallented the guy was considering the front he put on for people.
Of course I always had a huge soft spot for the big lug.

Love the builds. Just wish I could get the second season of ExoSquad. I suspect I'm holding my breath on that one though.
User avatar
Arkrite
Cosmic Entity
Cosmic Entity
 
Posts: 9107
Joined: Thu Oct 19, 2006 5:02 pm
Location: The Frozen North

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Fri Jun 22, 2012 11:45 am

The Neosapiens and their tech are up next week. I have their E-Frames and vehicles done already. However I'm having trouble with the Neosapiens themselves. So I'm not sure if I did them correctly yet.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Fri Jun 22, 2012 1:15 pm

Image


Marsala - Neosapien Powerhouse


PL: 10 (both out and in his Rapid Assault Exo-Walker)


Stats: Marsala uses the same stats as that of Phaeton (Check his upcoming entry). Simply exchange the benefit advantages to equipment. Marsala and Phaeton were considered brood brothers. Both were pretty similar physically. In addition they were both good orators.


Complications: Oath: Marsala took an oath to serve Exofleet.

Prejudice: Marsala (as a Neosapien working for Exofleet) faces distrust from both humans and

Neosapiens (some consider him a race traitor) alike.

Relationships: His best friend J.T Marsh. His close friend Nara Burns. His "Brood" brother Phaeton.


Notes: Marsala deserves an honorable mention for being an important member in Able Squad.

Marsala was one of the few Neosapiens to join and be accepted by Exofleet. He was the powerhouse of the team. He brought in a outsider's perspective on humanity. He became best friends with J.T Marsh along the course of his service with Able Squad. Marsala sometimes faced discrimination from humans. Though Able Squad fully accepted him as a full member.

Marsala was similar to Phaeton in some respects. They both started out as slaves. Both fought to free their people from bondage. However both took different opposing paths. He was a lot like Professor Xavier believing that Neosapiens can get along with humanity. Marsala deeply cares about his own people but believes that enslaving their former masters makes them worst.

Marsala shares a special relationship with officer Nara Burns. They've saved each others lives on numerous occasions. Nara might have fallen in love with him. Though he never reciprocated due to difficulties the interracial relationship might face.

Marsala along with Nara Burns piloted the Rapid Assault Exo-Walker.
Last edited by HustlerOne on Wed Jan 09, 2013 1:13 pm, edited 2 times in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad

Postby Woodclaw » Sat Jun 23, 2012 12:59 am

HustlerOne wrote:Image
"He's a slob with a titanium-steel stomach, but there's no one better to have at your side in a fire fight."


Wolf Bronski - Ground Assault Officer

Notes: Wolf Bronski was considered the old man of the group. Even though Marsala was far older
by at least fifty years! Wolf was the grizzled old veteran. He wasn't much of a people person.
However he was an expert gunner.

Wolf is a prodigy in all missile and energy weapons. He was also one of the toughest members even outside
of his E-Frame. He looked out for some of the younger members of the squad. He grumbled alot but it
was obvious that he and his Ground Assault E-Frame could take a hit that no one else could.

Wolf's style is less about precision and more about overwhelming firepower. He would saturate an area
with as much ordinance as he could until his ammo would run dry. He could also be quite deadly up
close as a bruiser.

Wolf's stats can be used for assault soldiers and heavy weapons specialists.


Nice work. I'm very partial to Bronski, he was my favorite characte ron the show, but I have a couple of notes to point out. While Marsala was definitly older, Bronski was considered the veteran because he had the longest service record of the squad. SOmething that was also evident due to his quite ecletic piloting skills (over the course of the serie he piloted 4 different E-Frames, several spacecrafts and a train).
Also, despite the looks, his bio stated that thanks to his experience he was actually able to control burst firing weapons quite well. A necessity considereing that his E-Frame lacked any form of energy weapon, hence it was very prone of running out of ammo without an experienced pilot.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2607
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Mon Jun 25, 2012 11:53 am

Image


Name: Exo-Battleship Olympus Mons, Size: Awesome(5), Strength: 22(2), Speed: 6(6),

Defense: -2(8), Toughness: 20(5), Cost: 190

Note: Speed is flight limited to space only.


Features: (12) Communications, Computer, Defense System, Hangar, Holding Cells, Infirmary,

Living Space, Personnel, Power System, Security System 2, Workshop


Powers: Communicator: Communications 5 (Radio, Extras: Area, Selective, Flat: Subtle 1)(31),

Heavy Reinforced Armor: Impervious Toughness 20(20)

Sensors: Senses 5 (Accurate Extended 3 Radio [radar])(5)


Weapons: Heavy Fusion Torpedo Launchers: Ranged Damage 18 (Extras: Burst 15, Flat: Homing

8 )(59),

Heavy Laser Batteries: Ranged Damage 18 (Flat: Accurate)(37)


Notes: The Olympus Mons was the flagship of the Neosapien fleet. It shares much in common with a Exocarrier. However it's heavier armor and armament makes it more akin to a space battleship. It's closest equivalent in combat was Exofleet's flagship Resolute Two. It was from here that Phaeton oversaw the invasion of Earth, Mars, and Venus.

The Olympus Mons was named after the largest volcano on Mars. Like it's namesake it is as large and tough as a volcano. Unfortunately it also moves like one as well. Exofleet has no Exobattleship equivalent. It's possible that their are others in the Neosapien fleet. Each one commanding one of the three battlefleets protecting Earth, Mars, and Venus.
Last edited by HustlerOne on Wed Jan 09, 2013 1:14 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Tue Jun 26, 2012 11:02 am

Image


PL: 12

Name: AA-569 Amphibious Assault Exo-Walker, Size: Huge(2), Strength: 13(5), Speed: 6(12),

Defense: 6(10), Toughness: 13(4), Cost: 167

Note: Speed is Flight.


Features: (1) Security System 1


Powers: Amphibious: Swim 6 (Alternate movement of flight)(1)

Communicator: Communications 2 (Radio, Flat: Subtle 1)(9),

Detachable Floating Ray Drone: Remote Sensing 5 (Hearing and Visual) (15),

Sensors: Senses 4 (Accurate Extended 2 Radio [radar])(4)

Very Heavy Armor: Impervious Toughness 13(13)

Walker mode: Speed 4 (Alternate movement of flight) (1)


Weapons: Beta Laser: Ranged Damage 8 (Flat: Accurate, Extended Range, Penetrating 8 ) (26),

Alternate Effect - Alpha Laser: Ranged Damage 6 (Extras: MultiAttack, Flat: Accurate 2, Penetrating 6) (1),


Elbow Mounted Missile Launchers: Ranged Damage 11 (Extras: Burst 8, Homing 6) (36),

Alternate Effect - Hammerhead Missile Launchers: Ranged Damage 11 (Extras: Burst 8, Penetrating 6) (1),


Servo Synchronized Grab Claw: Damage 13 (Flat: Penetrating 13) (26)


Complications: Weakness - Hitting the Fusion pack's transformer in the back bypasses

impervious armor.


Notes: The AA-569 Amphibious Assault Exo-Walker was used as heavy support to the much lighter Neosapien Stealth Attack E-Frame. This huge Exowalker had more similarities to a walking tank than power armor. As its name suggests it is amphibious. It was well suited to the coastal, river, and swamp areas of earth. It is a two sitter but can be piloted by one pilot.

One common tactic was to lie in wait under the water. The pilot would use the Detachable Floating Ray Drone to scout out any potential targets above water. Once found the Exowalker would emerge from hiding and ambush the target. If forced to the pilot can retreat back into the water for safety. E-Frames are hard pressed to follow since they were never designed for underwater travel.

It is one of the toughest and best armed weapons platform in the neosapien arsenal. Thankfully the production run was limited due to the high cost of producing such a huge monster. Maybe less than ten to twenty percent of all neosapien forces were of this model. Another weakness was its slow speed on the ground and in the air. Although its speed underwater was pretty good.

Finally a little known weakness was the placement of its fusion pack. This exowalker's fusion pack was unarmored and exposed. It allowed Marsala in one instance to penetrate it's otherwise impenetrable armor by specifically targeting it's fusion pack.

The AA-569 Amphibious Assault Exo-Walker was notably piloted by General Shiva. Shiva was the commanding neosapien general in charge of the occupation of Earth.
Last edited by HustlerOne on Thu Jan 10, 2013 12:48 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad

Postby HustlerOne » Wed Jun 27, 2012 11:10 am

Image


NeoSapien Template


Abilities: Awe: -1


Powers: Adaptations: Immunity 4 (Mind Scanners, Sleep, Suffocation 1,

Flaw: Suffocation limited to Half Effect) (4),

Heightened Senses: Senses 2 (Extended Hearing, Extended Sight) (2),

Long Lived: Feature 1 (Longevity) (1),

Tall: Growth 2 (Flat: Innate, Flaw: Permanent) (5)


Advantages: Diehard, Eidetic Memory


Abilities: -2, Powers: 12, Advantages: 2 = Total: 12


Possible Complications: Automutation Syndrome: Neosapien bodies slowly break down if

exposed to a traumatic injury.

Infertile: The Neosapiens were deliberately made sterile to control their numbers.

Prejudice: Neosapiens are treated as a minority in human society.


Notes: This is a typical Neosapien Template to be added to any Supporting Archetypes such as
soldiers and scientists.

The Neopsapiens were artificially created to be slave labor on Mars. Their bodies were optimized to work under the harsh conditions of Mars. They are not born naturally but are instead created in vats cell by cell. They are physically superior to humans in almost every way. Which makes me wonder of the sanity of the humans who created them. Why make a race that's better than you?

The neosapiens are taller, stronger, and tougher than any human. They can breathe in the thin atmosphere of a Terraformed Mars. Their senses are sharper as well. The Neosapiens can live for a very long time. Marsala is actually at least fifty years old, maybe older! They have no need for sleep.

Neosapiens are also immune to mind scanners. Though they may still be vulnerable to psychic mind readers if they existed inthe setting. Nara Burns might possibly have such a power. Finally the Neosapiens are quite intelligent and can recall most facts.

Their only real weakness is their lack of creativity. The same skill they have at logical deduction makes them unoriginal.They also do not understand human emotions or at least their jokes very well.


Neosapien Sub races:

Later Phaeton would try to improve upon the Neosapien template with other "Breeds". They also have the standard Neosapien Template with a few differences. Some of these other sub races were:

The NeoMegas: They were smarter than even the normal neosapiens. They were even designed to think creatively as humans. However they were slightly weaker physically as a tradeoff. Though they were possibly as strong or at least stronger than most humans. Their biggest drawback ironically turned out to be their superior intellects.

Being so smart made them quite arrogant. They believed themselves to be superior (and therefore better rulers) than other Neosapiens including Phaeton himself. Their stats are probably +1 (maybe more) to Intelligence but have Growth 1. Their Awareness score is normal.

Neo Warriors: These were Neosapiens crossbred with animal traits. They would make perfect savage soldiers to supplement the Neosapien Armies. The Savage Archetype from the Gamemaster's guide is a good representation of them. Some of the animals used were Ant, Bat, Beetle, Crab, Falcons, Feline, Rhinos, Raptor, Scorpion, Spider, and possibly Octopus.

NeoLord: The NeoLords were created to be Supersoldiers. They were so fearsome that they could take on someone in a E-Frame. They were covered in bioarmor and had insectlike wings. They had claws that could pierce E-Frame Armor. They could make themselves invisible to infravision scanners. They were even taller than other Neosapiens at up to ten feet instead of the usual seven to nine feet. They also had no intellectual drawbacks like most NeoWarriors. You could use the Warrior Archetype from the Main book with some appropriate modifications.
Last edited by HustlerOne on Wed Jan 09, 2013 1:14 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] ExoSquad: Neosapien

Postby HustlerOne » Thu Jun 28, 2012 11:38 am

Image


NeoSapien E-Frame Soldier - with RA-643 Supersonic High Speed Stealth Attack E-Frame

PL: 5/9**

Abilities: Str: 1/3*/8**, Sta: 2/4*/8**, Agl: 1, Dex: 1, Fgt: 5, Int: 0, Awe: -1, Pre: 0


Powers: Adaptations: Immunity 4 (Mind Scanners, Sleep, Suffocation 1,

Flaw: Suffocation limited to Half Effect) (4),

CyberJack Implant: Communications 1 (Radio, Flat: Subtle 1),

Comprehend 2 (Machines) (5)

Heightened Senses: Senses 2 (Extended Hearing, Extended Sight) (2),

Long Lived: Feature 1 (Longevity) (1),

Tall: Growth 2 (Flat: Innate, Flaw: Permanent) (5)


RA-643 Supersonic High Speed Stealth Attack E-Frame (108), Removable -27

Communicator: Communications 2 (Radio, Flat: Subtle 1) (9),

Right Arm - Crushing Mace Missile: Ranged Damage 10 (Extras: Burst 7, Flat: Penetrating 7) (34),

Alternate Effects - Small Warhead Rocket: Ranged Damage 9 (Extras: Burst 6) (1),

Top/Front: Dual Shoulder Launched Fusion Missile Clusters: Ranged Damage 12 (Extras: Burst 10,

Multiattack, Flaw: Unreliable) (1),


Cyberjack Socket: Feature 1 (Restricted to those with a Cyberjack implant) (1),

Directional Leg Thrusters: Flight 11 (22),

LifeSupport System: Immunity 10 (LifeSupport) (10),

Left Arm - Powered Arm Rocket: Ranged Damage 9 (Extras: Burst 6, Penetrating 6) (30),

Alternate Effects - Light Blaster: Ranged Damage 5 (1),

Ultralight Blaster: Ranged Damage 3 (1),


Stealth: Concealment 1 (Radar, Flaw: Limited to Half Effect) (1),

Surface Scanning Spy Radar: Senses 7 (Accurate, Extended 3, Radio [radar], Detect Life 2) (7),

Tall: Growth 2 (Flat: Innate, Flaw: Permanent) (5)

Very Light Armor: Protection 2 (Extras: 4 Impervious) (6),

Very Light Musculature: Enhanced Strength 3 (6)



Advantages: Diehard, Eidetic Memory, Equipment 7, Ranged Attack 4


Equipment: Blaster Pistol: Ranged Damage 5 (10ep),

Space Suit: Immunity 10 (LifeSupport) (10ep)


Skills: Athletics 4 (+7), Expertise: Soldier 4 (+4), Expertise: Tactics 4 (+4),

Intimidation 2 (+2), Perception 2 (+1), Vehicles 2 (+3)


Offense: Initiative: +1, Unarmed: +5 (Damage 3), Blaster Pistol: +5 (Damage 5 ),

Crushing Mace Missile: +5 (Damage 10), Fusion Missile Clusters: +5 (Damage 12)

Light Blaster: +5 (Damage 5) Small Warhead Rocket: +5 (Damage 9)


Defense: Dodge: 5/4*/3**, Parry: 5/4*/3**, Fortitude: 5/7*/9**, Toughness: 4/8**, Will: 1

* With Growth
** With E-Frame


Abilities: 18, Powers: 125, Advantages: 13, Skills: 9, Defense: 8 = Total: 173


Complications: Disability - The E-Frame has no hands.


Notes: The RA-643 Supersonic High Speed Stealth Attack E-Frame was the most mass produced
E-Frame from either side. It comprised nearly eighty to ninety percent of all Neosapien E-Frames.
It's high production rate was possible due to the low amount of resources needed to build one.
The Stealth attack E-frame's lighter frame was easier to manufacture.

It is one of the fastest E-Frame on either side due to it's aerodynamic frame. It's angled features
allows for limited stealth. In addition it has advanced sensors to to pinpoint the location of life
(normally refugees and resistance fighters in hiding). All of these advantages are offset by its
comparative lack of armor and firepower.

It's well built to fight in the blitzkrieg style warfare that characterized the early part of the
war. However it's poor armor soon became a liability. Even members of the resistance were able to
take one down and even capture some for their own use. The Stealth Attack E-Frame was basically
used as cannon fodder.

This E-Frame was piloted by the common Neosapien soldier. The stats above are that of a normal soldier archetype with a Neosapien template. Although it can still be deadly in the hands of an experienced Ace pilot. Typhonus the Neosapien general and overseer of Mars oddly piloted one for someone with so high a rank. The power level goes up to PL: 11 when piloted by a Neosapien General.
Last edited by HustlerOne on Wed Jan 09, 2013 1:14 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 947
Joined: Wed Jan 06, 2010 1:39 pm

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 3 guests