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

Iron Kingdoms [Caine, Reaper by smashed247]

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

Postby Servitor_2152 » Mon Jun 11, 2007 10:42 am

Image

Man-O-War Shocktrooper (PL9/MR5/74PP)

Abilities (16): Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)

Combat (14): Atk +6, +8 (melee); Dam +10 (annihilator blade), +11 (shield cannon); Grapple +14; Def -1; Init +1

Saves (9): Tough +15 (+19 Shield Wall), Fort +8, Ref +3, Will +3

Skills (6): Climb 4 (+7), Intimidate 4 (+6), Knowledge (Tactics) 6 (+6), Notice 4 (+5), Profession (Soldier) 6 (+7)

Feats (5): Attack Focus (Melee) 2, Dodge Focus 1, Fearless, Teamwork 1

Powers (24):
Man-O-War Heavy Steam Armor: Device (hard to lose) 3 (Flaws: Distracting)
:arrow: Growth 4 (Extra: Duration [Sustained -> Continuous]; Flaws: Permanent; Power Feat: Innate)
:arrow: Protection 6 (mechanikal; Extras: Impervious 3)
:arrow: Drawback: Slow Movement 3 (base land speed 20ft)

Annihilator Blade: Device (easy to lose) 1
:arrow: Strike 3 (mechanikal, slashing; Power Feats: Extended Reach 1, Mighty)

War Shield: Device (easy to lose) 3
:arrow: Force Field 4 (mechanikal)
:arrow: Shield Wall: Force Field 4 (mechanikal; Flaw: Limited [must be adjacent to at least one other Man-O-War Shocktrooper])
:arrow: Shield Cannon: Blast 11 (ballistic; Flaws: Unreliable [5 uses]; Drawbacks: Reduced Range 2)

Abilities 16 + Combat 14 + Saves 9 + Skills 6 + Feats 5 + Powers 24 = 74

Tradeoffs: -1 Atk / +1 Save DC, -10 Def / +10 Tough

:arrow: Because of a shortage of warjack cortices, the Khadoran military focuses entirely on heavy warjacks and fields no light 'jacks at all. To make up for this, Khador equips veteran infantry with heavy Man-O-War steam armor and powerful mechanikal weaponry and sends them into battle against its foes. These elite troops, known as Shocktroopers, are among the most feared soldiers on the battlefield today.

:arrow: Shocktroopers aren't hard to hit, but they're rock-hard and immensely dangerous in combat. A unit of them (say, 3-5) is easily the match of a light warjack, and in large enough numbers they can even be a threat to heavy 'jacks -- to say nothing of the havoc they can wreak amongst ordinary troops.

:arrow: EDIT 8/22/07: The Shocktrooper now has Shield Wall, making him even more stupidly difficult to damage. To make up for this, the Shield Cannon is now the short-ranged gun o' doom it's meant to be.
Last edited by Servitor_2152 on Wed Aug 22, 2007 1:31 pm, edited 2 times in total.
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby Bravo » Mon Jun 11, 2007 12:39 pm

Alrighty then - Time to chime in on ya Servitor. I know next to nothing about the Iron Kingdoms BUT between your write ups and choice of pics I can so see using this whole thread as source material for an Earth invasion style story line only instead of Aliens and Spaceships - I envision Iron Kingdom forces and an army streaming into our reality through some rift in space/time !

Top notch stuff Servitor - Looking forward to seeing what else the IK and you have to offer!

Cheers
Bravo
Bravo

FELINE FURY: What's the point of having a name and a costume if you don't have an action figure?
User avatar
Bravo
Zealot
Zealot
 
Posts: 1178
Joined: Sat Nov 05, 2005 11:01 am
Location: Central Arkansas

Postby Servitor_2152 » Mon Jun 11, 2007 12:47 pm

Bravo wrote:Alrighty then - Time to chime in on ya Servitor. I know next to nothing about the Iron Kingdoms BUT between your write ups and choice of pics I can so see using this whole thread as source material for an Earth invasion style story line only instead of Aliens and Spaceships - I envision Iron Kingdom forces and an army streaming into our reality through some rift in space/time !

Top notch stuff Servitor - Looking forward to seeing what else the IK and you have to offer!

Cheers
Bravo


Magic steampunk mechs and nasty stompy beasts mounting an invasion of Earth? That'd be awesome! And just the sort of thing a bunch of the powers in Immoren would attempt. And it wouldn't necessarily have to be modern-day Earth, either -- I wonder how a bunch of Victorian- or Wild West-era supers would react to such a thing!

In other news, I had a bit of an epiphany last night, so the gobbers will have to wait for a bit.
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby Servitor_2152 » Mon Jun 11, 2007 1:25 pm

Image

Troll Axer (PL9/MR9/128PP)

Size (12): Large

Abilities (22): Str 22 (+6), Dex 16 (+3), Con 24 (+7), Int 6 (-2), Wis 6 (-2), Cha 8 (-1)

Combat (10): Atk +4; Dam +14 (greataxe), +9 (bite), +8 (claws); Grapple +15; Def +0 (-1 FF); Init +3

Saves (11): Tough +18, Fort +10, Ref +7, Will +2

Skills (2): Intimidate 0 (+8 ), Notice 4 (+2), Stealth 4 (+3)

Feats (6): Benefit (use Str instead of Cha for Intimidate), Dodge Focus 1, Endurance 1, Equipment 3

Powers (70):
Speed 1 (base land speed 40ft)
Protection 6
Super-Senses 3 (Darkvision, Acute scent)
Immunity 1 (Poison)

Immunity 40 (All lethal physical and energy damage; Flaws: Limited [lethal -> nonlethal], Limited [ineffective against fire and acid damage])

Regeneration 10 (Recover from Bruised and Staggered conditions at +1 once per round without rest; Limited [ineffective against fire and acid damage]; Power Feat: Regrowth)

Claws: Strike 2 (slashing; Extra: Autofire; Power Feat: Mighty)

Bite: Strike 3 (piercing; Power Feat: Mighty)

Fury: Variable Power 6 (multiple powers with the magic and Fury description; Flaws: Limited [must select powers from list below], Limited [must be within a warlock's Beast Control range to use powers]) (30pp)
:arrow: Boost (any trait) 4 (Extra: Action [Standard -> Free]; Flaws: Limited [fades completely after one round], Personal) (8pp)
:arrow: Extra Attack 1 (Extras: Action [Full -> Free], Unlimited [not required to attack with same weapon/power each time]) (9pp)
:arrow: Thresher: Strike 8 (slashing; Extra: Area [targeted burst] 2; Power Feat: Mighty) (11pp)
:arrow: Animus: Rush: Boost Speed 3 Linked to Boost Super-Movement (Sure-Footed) 4 (Extras: Action [Standard -> Free], Range [Touch -> Ranged]; Flaw: Limited [fades completely after one round]) (21pp)

Equipment:
Greataxe: Strike 8 (slashing; Power Feat: Mighty)
Troll Armor: Protection 5

Drawbacks (-5): Involuntary Transformation (berserk, Will save DC [5 x number of Fury powers used this turn] to resist; Very Common, Major)

Size 12 + Abilities 22 + Combat 10 + Saves 11 + Skills 2 + Feats 6 + Powers 70 + Drawbacks -5 = 128

Tradeoffs: Offensive PL 9, Defensive PL 9; -5 Atk / +5 Save DC, -9 Def / +9 Tough

:arrow: Axers are trolls that have been trained for war and equipped with giant greataxes and heavy body armor. In combat, they make use of their great strength and natural ferocity to reap foes like a farmer harvests wheat.

:arrow: The troll axer is an excellent example of how to convert beasts from their Monsternomicon versions to their HORDES incarnations. Aside from a lower Defense and a higher Toughness, this troll is identical to the one posted earlier -- until a warlock gets close. Then the troll's Fury array kicks into play and it becomes a true warbeast, able to take on opposing warjacks on equal footing. The axer is also an example of how warlocks and their warbeasts differ in MnM from their counterparts in HORDES: while HORDES warlocks actively siphon the Fury from their warbeasts to stop them from going berserk, in MnM the warbeast just gets angry, and the warlock has to hope it makes the Will save to not go insane the next turn. A berserk warbeast essentially flips out, charging the nearest character (friend or enemy!) and trying its hardest to beat the ever-lovin' crap out of it. The other half of the warlock/warbeast equation will be shown when I post my first warlock, who will most likely be Madrak Ironhide.

:arrow: In combat, the axer basically wades in and kills things, relying on its high Toughness and Regeneration to keep it in the fight. Woe betide any poor souls who try to mob it, as the axer's Thresher attack allows it to kill upwards of 30 (!!) Medium-sized opponents a turn.
Last edited by Servitor_2152 on Fri Jun 22, 2007 7:39 am, edited 2 times in total.
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby marcoasalazarm » Mon Jun 11, 2007 1:26 pm

I have a strange image of some guy like the Pastmaster rampaging thru a city with a lot of Warjacks...

Thanks, man. Warmachine is a miniatures series that I have always liked, but never had the resources to obtain. Now, the players are going to FEAR the 'Jacks...
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
marcoasalazarm
Hero
Hero
 
Posts: 1645
Joined: Fri May 07, 2004 4:19 pm
Location: San Jose, Costa Rica.

Postby Servitor_2152 » Mon Jun 11, 2007 2:34 pm

Image

Troll Impaler (PL7/MR9/131PP)

Size (12): Large

Abilities (22): Str 22 (+6), Dex 16 (+3), Con 24 (+7), Int 6 (-2), Wis 6 (-2), Cha 8 (-1)

Combat (10): Atk +4; Dam +10 (thrown spear, battle spear), +9 (bite), +8 (claws); Grapple +15; Def +2 (-1 FF); Init +3

Saves (11): Tough +13, Fort +10, Ref +7, Will +2

Skills (2): Intimidate 0 (+8 ), Notice 4 (+2), Stealth 4 (+3)

Feats (10): Benefit (use Str instead of Cha for Intimidate), Dodge Focus 3, Endurance 1, Equipment 4, Ranged Pin

Powers (70):
Speed 1 (base land speed 40ft)
Protection 6
Super-Senses 3 (Darkvision, Acute scent)
Immunity 1 (Poison)

Immunity 40 (All lethal physical and energy damage; Flaws: Limited [lethal -> nonlethal], Limited [ineffective against fire and acid damage])

Regeneration 10 (Recover from Bruised and Staggered conditions at +1 once per round without rest; Limited [ineffective against fire and acid damage]; Power Feat: Regrowth)

Claws: Strike 2 (slashing; Extra: Autofire; Power Feat: Mighty)

Bite: Strike 3 (piercing; Power Feat: Mighty)

Fury: Variable Power 6 (multiple powers with the magic and Fury description; Flaws: Limited [must select powers from list below], Limited [must be within a warlock's Beast Control range to use powers]) (30pp)
:arrow: Boost (any trait) 4 (Extra: Action [Standard -> Free]; Flaws: Limited [fades completely after one round], Personal) (8pp)
:arrow: Extra Attack 1 (Extras: Action [Full -> Free], Unlimited [not required to attack with same weapon/power each time]) (9pp)
:arrow: Animus: Far Shot: Boost Enhanced Feats 6 (Attack Focus [Ranged] 3 and Improved Range 3; Extras: Action [Standard -> Free], Range [Touch -> Ranged]; Flaw: Limited [fades completely after one round]) (18pp)

Equipment:
:arrow: Thrown Spear: Blast 4 (piercing; Power Feats: Mighty 6) Linked to Trip 6; Drawback: Reduced Range 1
:arrow: AP: Battle Spear: Strike 4 (piercing; Power Feats: Extended Reach 1, Mighty)

Drawbacks (-5): Involuntary Transformation (berserk, Will save DC [5 x number of Fury powers used this turn] to resist; Very Common, Major)

Size 12 + Abilities 22 + Combat 10 + Saves 11 + Skills 2 + Feats 10 + Powers 70 + Drawbacks -5 = 132

Tradeoffs: Offensive PL 7, Defensive PL 7.5; -3 Atk / +3 Save DC, -5.5 Def / +5.5 Tough

:arrow: Troll impalers are trained to hurl great warspears, each as thick as a man's thigh, at enemies over great distances. The mass of these projectiles coupled with the force imparted to them by the trolls' muscles allows them to knock foes flying, pinning them to trees, the ground, or even each other.

:arrow: Proof that points cost and threat level don't always go hand-in-hand, the impaler costs four power points more than the axer and is a full two power levels lower. However, what the impaler lacks in damage-dealing capacity and Toughness, it makes up for in versatility. Impalers can hurl their wooden missiles across the battlefield, doing as much damage as a Charger's cannon at range, with the added benefit of knocking foes over via Trip. With its Ranged Pin feat, the impaler can also stick enemies to the terrain, slowing them down as they attempt to pull free from the giant spear that's just impaled them. Impalers are no pushovers in melee, and they're just as hard to put down as any other troll, but they really have no business being in close combat -- that's what the axers are for, after all.
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby Servitor_2152 » Tue Jun 12, 2007 8:20 am

Servitor_2152 wrote:Image

Commander Coleman Stryker (PL15/225PP)

:arrow: EDIT 6/12/07: Tweaked Stryker's Focus array. I've split his own Extra Attacks up from those he gives to his 'jacks in order to allow Stryker to give everyone Extra Attacks while still keeping the cost of the power down; as a result, Stryker can now either make seven additional attacks himself or give five extra attacks to his 'jacks, assuming he does nothing else with his Focus.


Servitor_2152 wrote:Image

Captain Victoria Haley (PL14/210PP)

:arrow: EDIT 6/12/07: Updated Haley's Extra Attack power to keep it in line with Stryker's.


It slices! It dices! It makes Julienne fries! It's the new and improved warcaster, and it can be yours today for the low introductory price of just $39.95!
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby Servitor_2152 » Tue Jun 12, 2007 10:07 am

Image

Chief Madrak Ironhide (PL16/240PP)

Abilities (34): Str 20 (+5), Dex 10 (+0), Con 22 (+6), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)

Combat (28 ): Atk +14, +16 (Rathrok); Dam +12 (Rathrok), +6 (Stone Fall); Def +6 (+0 FF); Init +0

Saves (24): Tough +14, Fort +14, Ref +6, Will +12

Skills (12): Concentration 6 (+8 ), Craft (Mechanical) 2 (+3), Diplomacy 4 (+7), Handle Animal 4 (+7), Intimidate 8 (+11), Knowledge (History) 3 (+4), Knowledge (Tactics) 5 (+6), Knowledge (Theology & Philosophy) 2 (+3), Notice 4 (+6), Perform (Oratory) 2 (+5), Perform (Singing) 2 (+5), Sense Motive 4 (+6), Survival 4 (+6)

Feats (28 ): Attack Specialization (Rathrok) 1, Benefit (fighting space 10ft x 10ft), Benefit: Status (warchief of Thornwood Forest), Diehard, Equipment 3, Heroic Minions 18 (9 ranks of Heroic minions), Power Attack, Takedown Attack 2

Powers (114):
Immunity 1 (Poison)
Super-Senses 2 (Darkvision)

Enhanced Fortitude Save 2 (Flaw: Limited [only vs. disease])

Regeneration 5 (recover from Bruised and Unconscious once per round, Injured & Staggered once per twenty minutes, and Disabled once per five hours; Power Feat: Regrowth)

Regeneration 4 (recover from Injured & Staggered once per five minutes and Disabled once per twenty minutes; Flaw: Source [large amounts of food])

Impervious Toughness 2 (Flaw: Limited [effective vs. nonlethal damage only])

Beast Control: Communication 2 (mental; Extra: Area; Flaw: Limited [warbeasts only]; Power Feats: Rapid, Selective)

Enhanced Feat: Minions 11 (Extras: Heroic, Fanatical; Flaw: Limited [warbeasts only])

Fury: Variable Power 10 (multiple powers with the arcane, magic, and Fury description; Flaws: Limited [must select powers from list below or from friendly warbeasts' Animi], Limited [must have a conscious, friendly warbeast within Beast Control range to use powers]) (50pp)
:arrow: Boost (any trait) 4 (Extra: Action [Standard -> Free]; Flaws: Limited [fades completely after one round], Personal) (8pp)
:arrow: Extra Attack 1 (Extras: Action [Full -> Free], Unlimited [not required to attack with same weapon/power each time]) (9pp)
:arrow: Damage Transfer: Boost Enhanced Feat (Minions) 11 (add Sacrifice Extra; Extras: Action [Standard -> Reaction]; Flaws: Limited 2 [fades immediately after power is used], Personal; Drawback: Power Loss [Sacrificed warbeast must be inside Beast Control area; Uncommon, Minor, -1]) (10pp)
:arrow: Guided Hand: Boost Attack Focus (Melee) 3 (Extras: Action [Standard -> Free], Area [general burst], Range [Touch -> Ranged] Selective Attack; Flaw: Limited [fades completely after one round]; Power Feats: Area Progression 2) (17pp)
:arrow: Stone Fall: Blast 6 (bludgeoning; Extras: Action [Standard -> Free], Area [targeted burst] 4; Power Feats: Improved Critical 2) (30pp)
:arrow: Sure Foot: Boost Immunity (trip effects, knockback) 4 Linked to Boost Dodge Focus 2 (Extras: Action [Standard -> Free], Area [general burst], Range [Touch -> Ranged] Selective Attack; Flaws: Limited [fades completely after one round]) (30pp)

Crusher: Boost Takedown Attack 2 (arcane, magic; Extras: Action [standard -> free], Area [general burst], Selective Attack; Flaws: Limited [fades completely after one round], Tiring, Unreliable 2 [one use]; Power Feats: Area Progression 3)

Rathrok: Device (hard to lose) 6
:arrow: Blast 7 (magic, slashing; Extra: Fatality [damage may not be transferred on a critical hit]; Power Feats: Affects Insubstantial 2, Mighty 5, Improved Critical 1)
:arrow: AP: Strike 7 (magic, slashing; Extra: Fatality [damage may not be transferred on a critical hit]; Power Feats: Affects Insubstantial 2, Mighty, Improved Critical 1)

Talisman of Subdual: Device (easy to lose) 1
:arrow: Emotion Control 5 (magic; Extras: Area [general burst], Selective Attack; Flaws: One Emotion [calm], Range [Perception -> Touch])

Scroll of Grindar's Perseverance: Device (easy to lose) 1
:arrow: Force Field 15 (magic; Extras: Action [Free -> Reaction], Impervious, Duration [Sustained -> Independent]; Flaws: Limited 2 [fades immediately after power is used], Unreliable 2 [one use])

Equipment:
Talismans of Protection: Shield 6 (magic), Protection 8 (magic)

Complications: Enemy (Circle Orboros, Skorne, Legion of Everblight), Prejudice, Rivalry (Cygnar, Hoarluk Doomshaper), Responsibility (protect Trollbloods and their lands)

Abilities 34 + Combat 28 + Saves 24 + Skills 12 + Feats 28 + Powers 114 = 240

Tradeoffs: Offensive PL 18, Defensive PL 14; +2 Atk / -2 Dam, -4 Def / +4 Tough

:arrow: Madrak Ironhide is the de facto leader of the Thornwood Forest trollkin kriels (clans), and is an old friend of the Cygnaran ruler King Leto Raelthorne. A longtime rival of the ancient shaman Hoarluk Doomshaper, Madrak recently put joined forces with the elder trollkin to better stand against his people's myriad enemies.

:arrow: The warlock is the other half of the HORDES warbeast/warlock equation, and Madrak is a good example of how this relationship works. Like a warcaster, Madrak has a Variable Power array that vastly increases his abilities in combat; unlike a warcaster, Madrak actually draws his magical strength from the pent-up rage of his warbeasts, and requires at least one of them to be within range of his Beast Control power to use Fury. Of particular note is the Damage Transfer power. Under normal circumstances, Sacrifice is a power feat that allows you to redirect an attack to a minion by spending a hero point; by purchasing it as an Extra (at much greater cost), a warlock can do this trick without spending any hero points, though he does need to allocate points from the Fury array to do so. Of course, if a warlock actually succeeds in killing off all his warbeasts by redirecting damage to them, his magical abilities disappear, so it's a bit of a balancing act. Warlocks like Madrak don't get as many spells as their warcaster counterparts, but to make up for this, they can also spend Fury to cast the Animus of any nearby friendly warbeast, leaving those beasts free to wale on their opponents.

:arrow: Madrak is a pretty tough cookie. For one thing, he's a trollkin, with trollkin poison resistance, trollkin healing, and thick trollkin hide. Second, he has the Talisman of Subdual, which causes enemies to mellow out near him, potentially to the point that they stop attacking. Third, he has the Scroll of Grindar's Perseverance, which allows him to essentially ignore any one attack per session (and is NOT included in his PL calculation, in case you're wondering at all).

:arrow: Madrak is also a good scrapper, capable of dealing good damage with his magical axe Rathrok. This weapon automatically returns to Madrak's hand if he drops it, which not only makes him hard to disarm, but also lets him chuck the thing like Thor's Mjolnir and take out targets at a distance. Two things to note about Rathrok: first, unlike any other IK weapon I've statted thus far, is capable of damaging insubstantial beasties like Pistol Wraiths to full effect; and second, its Fatality ability can prevent an enemy warlock from transfering damage to one of his beasts, which can help end fights quickly. Unfortunately, Madrak's Ricochet trick from the tabletop game didn't carry over; if you want to hit multiple opponents with on a single throw, you'll have to spend the Fury to get extra attacks.

:arrow: Madrak's tabletop Feat, Crusher, translates here as a pulse of magical energy that gives all friendlies nearby Takedown Attack 2 for a single turn. It's not as out-and-out nasty as it is in the tabletop version (despite doing more or less the same thing), but if Madrak uses it on all his buddies just before getting into melee (and couples it with attack and damage boosts), he can turn his entire force into one giant minion blender.

:arrow: Because Madrak is such a powerful trollkin chief, he gets a rank of Benefit: Status to that effect, which essentially gives him access to all the pygmy troll and trollkin minions he could need; his levels in Heroic Minions are to represent an honor guard of more powerful and resilient subordinates. If need be, Madrak can shuffle his points around between his various Minion feats, allowing him to pick up a larger posse of bodyguards or an angry Dire Troll or two.

:arrow: EDIT 6/12/07: Wouldn't you know it, as soon as I got Madrak posted I realized two of his Boosts were Touch range when they were supposed to be Ranged. That's fixed now.
Last edited by Servitor_2152 on Tue Jun 26, 2007 7:53 am, edited 4 times in total.
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby Servitor_2152 » Tue Jun 12, 2007 10:12 am

Servitor_2152 wrote:Image

Commander Coleman Stryker (PL15/225PP)

:arrow: EDIT 6/12/07: Twice in one day! Stryker's sword Quicksilver becomes a little less nasty, meaning he actually hits (rather than exceeds) his offensive PL15 caps when boosting both attack and damage. This freed up three points, so Stryker gets Benefit: Status to represent his military rank, as well as the Accurate Attack and All-Out Attack feats.


Servitor_2152 wrote:Image

Captain Victoria Haley (PL14/210PP)

:arrow: EDIT 6/12/07: Again following Stryker's lead, Haley gets a point of Benefit: Status to represent her military rank. To make up for it, her attack bonus with magic spells drops by two. I'm tempted to bump Haley up a PL just so her points aren't so darn tight.


I'm getting a little burnt out on warcasters and warlocks at the moment. I have one more build I really want to get to, and then I'll be switching back over to simpler things for a while. Like Khador 'jacks. And gobbers. (Gobbers, I promise I'll get to you eventually! I swear!)
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby Bravo » Tue Jun 12, 2007 10:36 am

War casters and warlocks are cool - but you basic shock troops and even some more War machines would be spot on! Pretty much as much of an invasion force as you can offer would be ideal! Soldiers and Weapons of Mass Destruction all work for those of us with a mind on war :wink:

looking forward to more IK goodness!
Bravo

FELINE FURY: What's the point of having a name and a costume if you don't have an action figure?
User avatar
Bravo
Zealot
Zealot
 
Posts: 1178
Joined: Sat Nov 05, 2005 11:01 am
Location: Central Arkansas

Postby Servitor_2152 » Tue Jun 12, 2007 11:59 am

Bravo wrote:War casters and warlocks are cool - but you basic shock troops and even some more War machines would be spot on! Pretty much as much of an invasion force as you can offer would be ideal! Soldiers and Weapons of Mass Destruction all work for those of us with a mind on war :wink:

looking forward to more IK goodness!


You got it! I'll add the basic Cygnar and Khador footsloggers to my short list of builds. That should give you some more invasion fodder. But first . . . .
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby Servitor_2152 » Tue Jun 12, 2007 1:07 pm

Image

Master Tormentor Morghoul (PL15/225PP)

Abilities (34): Str 16 (+3), Dex 20 (+5), Con 14 (+2), Int 12 (+1), Wis 16 (+3), Cha 16 (+3)

Combat (26): Atk +13, +15 (melee); Dam +7 (rippers), +4 (Torment); Def +15 (+0 FF); Init +5

Saves (26): Tough +7 (+5 FF), Fort +8, Ref +15, Will +13

Skills (22): Acrobatics 8 (+13), Climb 4 (+7), Concentration 8 (+11), Craft (Mechanical) 4 (+5), Escape Artist 4 (+9), Intimidate 12 (+15), Knowledge (Life Sciences) 6 (+7), Knowledge (Tactics) 2 (+3), Medicine 8 (+11), Notice 4 (+7), Profession (Paingiver) 8 (+11), Search 4 (+5), Sense Motive 8 (+11), Stealth 8 (+13)

Feats (33): Accurate Attack, Acrobatic Bluff, All-Out Attack, Assessment, Attack Focus (Melee) 2, Benefit 1 (use Intimidate for Gather Information checks), Defensive Attack, Defensive Roll 2, Dodge Focus 8, Equipment 5, Evasion 1, Instant Up, Power Attack, Sneak Attack 3, Startle, Takedown Attack 1, Tough 1, Uncanny Dodge 2 (sight, hearing)

Powers (84):
Speed 1 (base land speed 35ft)

Perfect Balance: Immunity 5 (aided attacks, combined attacks, Acrobatic Bluff)

Beast Control: Communication 2 (mental; Extra: Area; Flaw: Limited [warbeasts only]; Power Feats: Rapid, Selective)

Enhanced Feat: Minions 10 (Extras: Heroic, Fanatical; Flaw: Limited [warbeasts only])

Fury: Variable Power 10 (multiple powers with the arcane, magic, and Fury description; Flaws: Limited [must select powers from list below or from friendly warbeasts' Animi], Limited [must have a conscious, friendly warbeast within Beast Control range to use powers]) (50pp)
:arrow: Boost (any trait) 4 (Extra: Action [Standard -> Free]; Flaws: Limited [fades completely after one round], Personal) (8pp)
:arrow: Extra Attack 1 (Extras: Action [Full -> Free], Unlimited [not required to attack with same weapon/power each time]) (9pp)
:arrow: Damage Transfer: Boost Enhanced Feat (Minions) 11 (add Sacrifice Extra; Extras: Action [Standard -> Reaction]; Flaws: Limited 2 [fades immediately after power is used], Personal; Drawback: Power Loss [Sacrificed warbeast must be inside Beast Control area; Uncommon, Minor, -1]) (10pp)
:arrow: Abuse: Boost Speed 6 Linked to Boost Strength 6 (Extras: Action [Standard -> Free], Range [Touch -> Perception]; Flaws: Limited [warbeasts inside Beast Control area only], Limited [fades completely after one round], Side Effect [Strike 12; Extra: No Saving Throw; always occurs]) (12pp)
:arrow: Torment: Blast 4 (pain; Action [Standard -> Free], Unlimited [damage cannot be transferred]; Power Feat: Incurable) (21pp)
:arrow: Unrelenting: Extra Attack 1 (Extras: Action [Full -> Reaction (to damage), Affects Others -> {Action [Standard -> Free], Range [Touch -> Ranged]}; Flaw: Limited [provides move action, not attack action]) (13pp)

Pain and Agony: Nullify 5 (all effects with the Fury descriptor; Extras: Action [Standard -> Free], Area [general burst], Duration [Instant -> Independent], Selective Attack; Flaws: Limited [warbeasts and damage transfer to warbeasts only], Limited [fades completely after one round], Range [Ranged -> Touch], Tiring, Unreliable 2 [one use])

Anatomic Precision: adds No Saving Throw Extra to Strength (Flaw: Limited [living targets only])

Equipment:
Rippers: Strike 4 (slashing, magic; Extras: Autofire, No Saving Throw [vs. living targets only]; Power Feat: Mighty)
Paingiver Armor: Shield 7 (magic), Protection 2

Complications: Enemy (Cygnar, Trollbloods), Obsession (causing pain), Prejudice, Reputation, Responsibility (Skorne invasion force)

Abilities 34 + Combat 26 + Saves 26 + Skills 22 + Feats 33 + Powers 84 = 225

Tradeoffs: +4 Atk / -4 Dam; +4 Def / -4 Tough

:arrow: Morghoul is infamous throughout the Skorne lands as the most skilled -- and most terrifying -- member of the Paingiver caste, and he has made a living hunting down the enemies of those in power and punishing them in all manner of hideous and painful ways. Currently, his sadistic talents are pledged in service of Vinter Raelthorne IV and the Skorne invasion force.

:arrow: Even without any warbeasts to back him up, Morghoul is a terrifying PL11 bogeyman (though if you use him as such, you'll want to ignore the extra damage from his Sneak Attack). Four words: No Saving Throw Strength. Because he can guarantee at least an Injured level with every hit against anyone who doesn't have Impervious 8 or higher, Morghoul can quickly wear down even the toughest opponents; this, combined with an Autofire melee weapon and enough tricks to catch most opponents flat-footed, makes Morghoul a truly frightening opponent in close combat. With warbeasts to back him up, he becomes even scarier; five additional melee attacks in a turn is enough to turn even the toughest opponent into a quivering mass of bloody meat. With a +15 dodge bonus, sight- and hearing-based Uncanny Dodge, a ridiculous Reflex save, and Evasion 2, Morghoul is also a tough target to land a blow on -- though, with a Toughness save of only +7, if you do manage to hit him, it will hurt. Because of his inhuman dexterity, Morghoul is also immune to Aid Another actions, attacks of opportunity, and flanking.

:arrow: As befitting a character with the title of Master Tormentor, all of Morghoul's spells revolve around pain. Abuse lets Morghoul ramp up the speed and strength of a warbeast in exchange for causing it damage; Torment lets him deal Incurable damage, which can help against pesky regenerators like trolls; and Unrelenting causes a damaged warbeast to surge forward in a rage. Morghoul's Feat, Pain and Agony, grants him total Fury superiority within a 25-foot radius, allowing him to run roughshod over the enemy's disadvantaged warbeasts or close in for a warlock assassination.

:arrow: EDIT 6/25/07: Major tweaks to Morghoul. To begin with, I changed his Rippers from a Device to a piece of Equipment; really, they're little more than a pair of taloned gloves, and not as important to Morghoul as Rathrok is to Madrak or Quicksilver is to Stryker. I also dropped the Shield bonus from Morghoul's Paingiver armor from +12 to +7, and shifted his overall Defense/Toughness tradeoff. With the extra points, I've beefed up Morghoul's feats considerably: he now has three ranks of Sneak Attack, a single rank of Takedown attack (because giving a guy with No Saving Throw Strength two ranks of Takedown Attack still strikes me as being the epitome of evil), the Accurate/All-Out/Defensive/Power Attack cap-shifting combo, and Assessment. I've also amped up Morghoul's Dodge Focus and given him Defensive Roll, allowing him to meet his new defensive caps despite the drop in protection from his armor. All told, Morghoul now relies less on his gear and is even scarier in melee.

:arrow: EDIT 8/5/07: Following his fight with Nightwing and Huntress, Morghoul gets a slight tweak, dropping Assessment and one rank of Evasion for Acrobatic Bluff and one rank of Speed.

:arrow: EDIT 11/3/07: Since MnM doesn't use Attacks of Opportunity by default, I've decided to update those builds that address them (Vlad and Morghoul). In Morghoul's case, his Immunities (now referred to by their HORDES name, Perfect Balance) get switched over to aided and combined attacks and the feat Acrobatic Bluff. Morghoul also gets that second rank of Takedown Attack, turning him into a goon-sweeper extraordinaire.
Last edited by Servitor_2152 on Sat Nov 03, 2007 8:00 am, edited 6 times in total.
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby Servitor_2152 » Tue Jun 12, 2007 2:39 pm

Image

Trencher (PL5/MR3/44PP)

Abilities (14): Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)

Combat (12): Atk +6, +8 (melee); Dam +6 (military rifle), +4 (bayonet); Def +2 (+0 FF); Init +2

Saves (6): Tough +6 (+2 unarmored), Fort +6, Ref +3, Will +2

Skills (4): Climb 4 (+6), Intimidate 2 (+2), Knowledge (Tactics) 4 (+4), Notice 2 (+3), Profession (Soldier) 4 (+5)

Feats (8 ): Attack Focus (Melee) 2, Dodge Focus 2, Equipment 3, Teamwork 1

Equipment:
Military Rifle: Blast 6 (ballistic; Flaw: Limited 2 [requires a standard action to reload between each shot]; Power Feat: Improved Range 1)
AP: Bayonet: Strike 2 (piercing; Power Feats: Extended Reach 1, Mighty)

Armored Greatcoat: Protection 4

Smoke Bombs: Obscure 2 (visual, smoke; Extra: Duration [Sustained -> Independent])

Shovel

Abilities 14 + Combat 12 + Saves 6 + Skills 4 + Feats 8 = 44

Tradeoffs: Offensive PL6, Defensive PL4; -2 Def / +2 Tough

:arrow: The basic infantry of Cygnar, Trenchers are the first line of defense against their nation's enemies. As the name implies, they are well-trained in the art of trench warfare, and most battles find them holed up in well-constructed earthworks, waiting to open fire on the enemy.

:arrow: The trencher is a slight variation on the Soldier archetype from the back of the MnM corebook, with higher Attack and damage values, a lower Defense, and a slightly better Toughness. Trenchers carry breech-loading Cygnar military rifles, which pack quite a wallop, but take a while to reload; as such, they're also well trained in the art of melee combat. In battle, trenchers will often set up firing relays where half the soldiers open fire while the other half reload. Trenchers also carry smoke bombs and shovels for digging earthworks, allowing them to set up their own cover and concealment no matter where they end up on the battlefield.
Last edited by Servitor_2152 on Thu Jul 05, 2007 8:19 am, edited 2 times in total.
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby catsi563 » Tue Jun 12, 2007 3:58 pm

YAY!! trenchers are the best troops in the game. just plain tough as nails. and with a nasty ability to work as a team to take down tough threats like cryxian jacks and thralls.

ps as a suggestion

cryx , mentites, and skorne and everblight = great invasion evil enemies (very little to redeem them)

khador = good invasion fodder with posbilites for alliances or diplomacy later

cygnar = great allies after possible misunderstandings cleared up

hmmm getting ideas for possible invasion mew self =^_^=
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
User avatar
catsi563
Overlord
Overlord
 
Posts: 4757
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon

Postby Servitor_2152 » Tue Jun 12, 2007 6:13 pm

Image

Trencher Chain Gunner (PL5/MR4/44PP)

Abilities (14): Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)

Combat (12): Atk +6, +8 (melee); Dam +6 (chaingun, military rifle), +4 (trench knife); Def +2 (+0 FF); Init +2

Saves (6): Tough +6 (+2 unarmored), Fort +6, Ref +3, Will +2

Skills (4): Climb 4 (+6), Intimidate 2 (+2), Knowledge (Tactics) 4 (+4), Notice 2 (+3), Profession (Soldier) 4 (+5)

Feats (8 ): Attack Focus (Melee) 2, Dodge Focus 2, Equipment 3, Teamwork 1

Powers (9):
Chain Gun: Device (easy to lose)
:arrow: Blast 6 (ballistic; Extra: Autofire; Flaw: Action [Standard -> Full]; Power Feats: Improved Critical 2, Improved Range 1)

Equipment:
Military Rifle: Blast 6 (ballistic; Flaw: Limited 2 [requires a standard action to reload between each shot; Power Feat: Improved Range 1)
AP: Trench Knife: Strike 2 (piercing; Power Feats: Improved Critical, Mighty)

Armored Greatcoat: Protection 4

Smoke Bombs: Obscure 2 (visual, smoke; Extra: Duration [Sustained -> Independent])

Shovel

Abilities 14 + Combat 12 + Saves 6 + Skills 4 + Feats 8 + Powers 9 = 53

Tradeoffs: Offensive PL6, Defensive PL4; -2 Def / +2 Tough

:arrow: Chain guns are one of the most recent innovations to hit the battlefield. Combining a sealed brass cartridge with a clockwork feed mechanism, the chain gun is able to lay down a blistering hail of firepower to cover the Cygnaran advance.

:arrow: Trencher chain gun teams give up a certain amount of maneuverability for sheer firepower. Unlike their rifle-wielding counterparts, chain gunners are able to send a constant stream of lead downrange without reloading; in addition, the weapon's rapid rate of fire allows it to both shred lightly-armored infantry and chew through 'jack armor with concentrated, sustained fire. Chain gun crews also carry the same shovels and smoke bombs as every other trencher, giving them the same defensive options.
Last edited by Servitor_2152 on Fri Aug 17, 2007 7:59 am, edited 2 times in total.
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Google [Bot] and 1 guest