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The Forge [2E]: Robotech: Monster - Artillery Destroid Mecha

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Re: The Forge 2E: Halo

Postby HustlerOne » Thu Sep 01, 2011 12:23 pm

Image

Name: Cyclops Exoskeleton, Size: Large, Type: Mobile Suit, Speed: 35ft

Abilities: STR: 30(+10), DEX: 10(0), Toughness: +8 (+3 Impervious)

Base Features: Armor 6(Extras: 3 Impervious)(9), Environmental Seal 1,

Ground Speed 1(1), Precise Handling 1(1)

Complementary Features: Base Comms 4(Extras:Area, Power Feats: selective, subtle)(10),

Base Sensors 2 ( extended radar 1, radius[radar])(2),

Environmental Optimization (Urban)(1)

Weapons Systems: Strike 3 ("JackHammer/Piledriver", mounted, bludgeoning ,Powerfeats: Mighty)(4),

Healing 5 ("Repair Kit", mounted, - , Flaws: Objects only)(5)

Combat: Attack: 0 Grapple: +10, Damage: +10(unarmed), +13(Piledriver)

Drawbacks: Activation( One minute to initialize Systems(-1)

Control Requirements(Pilot requires mecha pilot proficiency feat or suffer -4 penalty to all rolls)(-1)

Damage Feedback(Pilot is damaged when mecha is disabled, DC 10+Damage)(-2)

Size 13 + Abilities 12 + Base Features 12 + Complementary Features 3 + Weapons 9 - Drawbacks 4 =

45 Mecha Points

Notes: This exoskeleton is basically a small mecha. It's original purpose was that of a engineering unit.
It's supposed to clear obstacles and demolish structures. It can also repair vehicles and buildings.
The desperation of the war with the covenant forced the Cyclops into frontline combat duty.
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Re: The Forge 2E: Star Wars, More Walkers and Vehicles

Postby catsi563 » Thu Sep 01, 2011 12:24 pm

Name: Scorpion Main Battle Tank, Strength: 60(6), Speed: 3(3), Defense: 8,

Toughness: 12(3), Size: Huge(2), EP/PP Cost: 82/17, Features: None

Weapons: Blast 10 ("90mm High Velocity Cannon", Extras: Explosive)(30),

Blast 6 ("Medium Machine Gun", Extras: Autofire)(18),

Powers: Communications 5 (Area, Selective, Subtle 1)(12),

Impervious Toughness 6(6),

Super Senses 2 ( Extended radar 1, radius[radar])(2)

Notes: This is the Main Battle Tank used by the USNC.


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Re: The Forge 2E, Halo: Combat Evolved, UNSC vehicles and mecha

Postby HustlerOne » Thu Sep 01, 2011 12:32 pm

I just posted the vehicles used by the humans in Halo:Combat Evolved. They were relatively easy to convert since they have modern day analogues. I also added a vehicle and mech from halo wars to complement the UNSC side.

I'll post the covenant vehicles soon. I'll even include the Giant Scarab mech.

On a side note I added the accurate power feats to all laser weapons for my zentraedi mecha. It really helps to differentiate laser weapons from ballistic ones.
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Re: The Forge 2E, Halo: Combat Evolved, UNSC vehicles and mecha

Postby cbwjm » Thu Sep 01, 2011 1:25 pm

Halo, Nice. Now if only I had an xbox to be able to play the last couple of games :(

Will you be doing some basic troopers? I figure the standard soldier fits for the basic unit with only Master Chief (and the others like him, not sure what they are called collectively) being really different.
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Re: The Forge 2E, Halo: Combat Evolved, UNSC vehicles and mecha

Postby HustlerOne » Thu Sep 01, 2011 3:28 pm

cbwjm wrote:Halo, Nice. Now if only I had an xbox to be able to play the last couple of games :(

Will you be doing some basic troopers? I figure the standard soldier fits for the basic unit with only Master Chief (and the others like him, not sure what they are called collectively) being really different.


I'm sorry. I won't be doing the infantry anytime soon. I think others on the board have some of the covenant infantry and master chief already built. The Master Chief and others like him are called Spartans.

I should have the Covenant up soon. I just need to figure out a good flaw for the plasma weapons. I can't decide if they should all overheat or do less damage to infantry. I forget what they're like in gameplay.
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Re: The Forge 2E, Halo: Combat Evolved

Postby HustlerOne » Thu Sep 01, 2011 3:57 pm

Covenant Vehicles



Image

Name: Ghost Type 32 Rapid Assault Vehicle, Strength: 20(0), Speed: 3(3), Defense: 8,

Toughness: 8(1), Size: Large(1), EP/PP Cost: 55/11, Features: Nitro Injectors 1(1),

Weapons: Blast 10 ("Plasma Cannons", Extras: Autofire, Penetrating, Flaws: Limited)(30),

Powers: Communications 6 (Area, Selective, Subtle1)(14),

Super Movement 1 (WaterWalking)(2),

Super Senses 3 (Extended radar 2, radius[radar])(3)

Notes: The Ghost is similar to a motorcycle.



Image

Name: Banshee Type 26 Ground Support Aircraft, Strength: 35(1), Speed: 4(8), Defense: 8,

Toughness: 10(1), Size: Huge(2), EP/PP Cost: 86/17, Features: None

Weapons: Blast 10 ("Plasmacannons", Extras: Autofire, Penetrating, Flaws: Limited)(30),

Blast 10 ("Fuel Rod Cannon", Extras: Explosion)(30)

Powers: Communications 5(radio, Extras: Area, PowerFeats: Selective, Subtle)(12),

Super Senses 2 (Extended radar1, radius[radar])(2)

Note: Speed is Flight

Notes: This Covenant VTOL is a one person transport used for ground support.



Image

Name: Wraith Type 26 Assault Gun Carriage, Strength: 55(5), Speed: 3(3), Defense: 8,

Toughness: 12(3), Size: Huge(2), EP/PP Cost: 97/19, Features: NitroInjectors 1(1)

Weapons: Blast 10 ("Plasma Mortar", Extras: Explosive, Penetrating, Power Feats: Indirect,

Flaws: Limited)(31),

Blast 10 ("PlasmaCannons", Extras: Autofire, Penetrating, Flaws: Limited)(30),

Powers: Communications 5 (Area, Selective, Subtle 1)(12),

Impervious Toughness 6(6),

Super Movement 1 (WaterWalking)(2),

Super Senses 2 ( Extended radar 1, radius[radar])(2)

Notes: This is the Main Battle Tank used by the Covenant.


Image

Name: Spirit Type 25 TroopCarrier, Strength: 70(4), Speed: 7(14), Defense: 2, Toughness: 13(0),

Size: Colossal(4), EP/PP Cost: 92/18, Features: None

Weapons: Blast 12("Heavy Plasma AutoCannon" Extras: Autofire, Penetrating, Flaws: Limited)(36)

Powers: Communications 10 (radio, Extras: Area, Power Feats: Selective, Subtle)(22),

Immunity 9(Life Support)(9),

Super Senses 3 (extended radar, radius[radar])(3)

Note: Speed is Flight

Notes: This dropship is fully capable both in a planetary atmosphere and space. It can
transport up to 30 passengers and two vehicles.
Last edited by HustlerOne on Thu Sep 01, 2011 4:22 pm, edited 2 times in total.
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Re: The Forge 2E, Halo: Combat Evolved

Postby HustlerOne » Thu Sep 01, 2011 4:03 pm

Image



Name: Scarab Type 17 Ultraheavy Assault Platform, Size: Awesome, Type: Spider, Speed: 55ft

Abilities: STR: 90(+40), DEX: 5(-3), Toughness: +20 (+10 Impervious)

Base Features: Armor 10(Extras: 10 Impervious)(20), Ground Speed 2(2),

Complementary Features: All Terrain 1 (Rough Terrain- Cliffs)(1),

Base Comms 5(Extras:Area, Power Feats: selective, subtle)(12),

Base Sensors 2 ( extended radar 1, radius[radar])(2),

Passenger Quarters(1)

Weapons Systems: Blast 15 ("Plasma Beam Cannon", mounted, plasma , Extras: Line, penetrating, Flaw: Limited)(45),

Blast 10 ("Anti-Aircraft Plasma Turret", mounted, Plasma, Extras: Autofire, Penetrating, Flaws: Limited)(30)

Combat: Attack: 0 Grapple: +40, Damage: +40(unarmed), +15(Plasma Beam Cannon)

Drawbacks: Activation( Five minutes to initialize Systems(-2),

Control Requirements(Pilot requires mecha pilot proficiency feat or suffer -4 penalty to all rolls)(-1),

Disability (Has no hands)(-4),

Weak Point (Central Core, Ignores Armor and Impervious Toughness)(-1)

Size 61 + Abilities 35 + Base Features 22 + Complementary Features 4 + Weapons 75 - Drawbacks -8 =

189 Mecha Points

Notes: This giant walker is a mobile fortress on legs. It is used to destroy emplacements, fortresses,
support covenant ground forces.

One of the few ways to defeat it other than heavy firepower is to board it. A intruder must destroy the
scarab's central core from within. This is easier said than done since the Scarab carries a untold number of
Covenant infantry within itself.
Last edited by HustlerOne on Sat Sep 10, 2011 10:07 am, edited 1 time in total.
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Re: The Forge 2E, Halo: Combat Evolved, CovenantVehicles, Scarab

Postby HustlerOne » Thu Sep 01, 2011 4:19 pm

The Covenant are now up. :mrgreen: Covenant vehicles are more expensive than human ones. In return they get good firepower from their plasma cannons. They also get a better top speed with their boost ability.

The Plasma Cannons can easily penetrate shields and armor. However they do less damage to infantry. They do only half the damage to Infantry. That or they overheat. They shutdown for one turn to cool off if used on autofire for two turns consecutively. Pick either one as a flaw. I really can't remember what the difference was between ballistic and plasma weapons were.

If you don't know what the nitro injectors feature are. Then just use boost(speed)1 power.
The same goes for jumping jacks feature for the warthog. Just use the leaping 1 power.

Hopefully I captured the Halo vehicles and Mecha correctly. Tell me if I got anything wrong since I don't play
Halo much. Well enjoy the Halo builds! :D
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Re: The Forge 2E, Warhammer40k

Postby HustlerOne » Mon Sep 05, 2011 11:01 am

It looks like I forgot to add the size combat modifiers for some of my builds. I just applied the changes to any build that has the growth and shrinking power.

I just played the space marine game demo. It was awesome taking on ork hordes. :mrgreen: It was so good I decided to do some more builds for the Orks. I'm going to try to build some of the enemies shown in the demo such as the gretchin, squigs, and the Nobz.

I also have some Starshiptroopers vehicles done. I'm currently working on the Marauder Mech. That should provide some opponents to my Arachnid builds. I'll have them posted soon.
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Re: The Forge 2E, Starshiptroopers

Postby HustlerOne » Mon Sep 05, 2011 12:04 pm

Federation Fleet Vehicles

Image

Name: Tac Fighter, Strength: 45(5), Speed: 6(12), Defense: 9,

Toughness: 7(0) Size: Large(1), EP/PP Cost: 154/31, Features: Navigation System 1 (1),

Weapons: Blast 6 ("Light Rotary Cannon" Extras: Autofire)(18),

Blast 12 (" Heat Missiles", Extras: Explosion, Penetrating)(48),

Blast 11 ("FireStryke Missiles", Extras: Explosion, PowerFeats: Homing)(34)

Powers: Communications 10 (Area, Selective, Subtle1)(22),

Immunity 9 (Life Support)(9),

Super Senses 4 (Extended radar 3, radius[radar])(4)

Note: Speed is Flight

Optional Weapons: Blast 12 ("Bombs", Extras: Explosion)(36)

Notes: This is the fighter used by the Fleet of the United Citizen Federation. Used mostly as a bomber since
the Arachnids have no true fighter. Pilots still need to beware of low flying Hoppers.



Image

Name: Viking Landing Boat, Strength: 65(5), Speed: 4(8), Defense: 6,

Toughness: 12(1), Size: Gargantuan(3), EP/PP Cost: 75/15, Features: Navigation System 1 (1)

Weapons: Blast 8("Autocannons", Extras: Autofire)(24),

Powers: Communications 10 (radio, Extras: Area, Power Feats: Selective, Subtle)(22),

Immunity 9 (Life Support)(9),

Super Senses 2 (extended radar, radius[radar])(2)

Note: Speed is Flight


Notes: This transport is used by the fleet of the United Citizen federation. Used to transport infantry into
and out of hostile dropzones. Can carry 40 passengers.
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Re: The Forge 2E, Starshiptroopers

Postby HustlerOne » Mon Sep 05, 2011 12:23 pm

The vehicles of the United Citizen Federation are now here. They're actually quite inferior compared to other Sci fi or even modern vehicles. That's not much of a problem since the federation only fights the "primitive" Arachnids.

The Arachnids can't take on Federation Mechs and vehicles one on one. Thankfully for them they usually outnumber their human counterparts two to one! The Arachnids fight a war of Attrition. The Federation is probably more suited to a blitzkrieg style.

It should be noted that these vehicles and the marauder mech applies mostly to the animated series, films and rpg versions. I don't know much about the book version.

I should have the Marauder mech up soon.
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Re: The Forge 2E, Starshiptroopers

Postby HustlerOne » Mon Sep 05, 2011 12:44 pm

Image
Note: Film version pic

Name: Marauder Assault Armor, Size: Large, Type: Mobile Suit, Speed: 35ft

Abilities: STR: 40(+15), DEX: 10(0), Toughness: +10 ( 8 Impervious),

Base Features: Armor 8 (8 Impervious)(16), Environmental Seal 2(2), Ground Speed 3(3),

Jump Rockets 1 (1)

Complementary Features: Base Comms 5 (Extras: Area, Power Feats: Selective, Subtle)(12),

Base Sensors 6 (Detect Life 2, Direction Sense, extended radar2, radius[radar]),

Neural Interface 1 (2)

Weapons Systems: Blast 6 ("Light Rotary Cannon", mounted, ballistic, Extras: Autofire)(18),

Blast 5 ("Ultra-lightweight Howitzer", mounted, explosive, powerfeats: Indirect)(11),

Blast 6 ("Flamethrower", mounted, fire, Extras: Line)(18)

Combat: Attack: 0 Grapple: +15, Damage: +15(unarmed) +6 ("Light Rotary Cannon")

Drawbacks: Activation( One Minute to initialize Systems)(-1),

Control Requirements (pilot requires mecha proficiency feat or suffer a - 4 penalty to all rolls)(-1),

Disability(Has no hands)(-4),

Limited Power Source(8 Hours only)(-2)

Size 13 + Abilities 22 + Base Features 22 + Complementary Features 4 + Weapons 47 - Drawbacks -8 =

100 Mecha Points

Notes: This exoskeleton is used by the mobile infantry of the United Citizens Federation. It is really more of
a mech. Used mostly in assaults or in dire situations.



Image
Note: TV version pic

M8 Marauder "Ape" Assault Armor

Add Blast 10 ("Missile Launcher", Mounted, Explosive, Extras: Explosion)(+30)

Remove Disability (No hands)(+4)

Notes: The TV version adds a missile launcher and has manipulators.
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Re: The Forge 2E, Starshiptroopers: Marauder Assault Armor

Postby marcoasalazarm » Tue Sep 06, 2011 5:21 pm

Well... those write-ups are pretty cool, actually. All of them. Incredibly useful, too.

One thing to consider, though, is that the now (quite regrettably) defunct Mongoose Publishing SST line (and the CG cartoon) added some additional vehicles and other stuff.

Such as, for example, the 'Chickenhawk' mecha (which is purely fire support), the standard Ape suits, a standarized power armor (which is more of an Advanced Warfighter rig than Iron Man stuff, but it's still pretty useful. The SST RPG even went into an attempt at fusioning the book, cartoon and movie versions by making the movie an 'accelerated training' Trooper (esentially an in-verse 'Red Shirt' that got an advantage of having lots more dakka on his side), the CG version the more standard (for them) 'Cap Trooper' and then the book-style power armor given to the elite), a combat robot (the C.H.A.S.), armed jet skis, 'Skinny' troopers and so on.

Dunno. I understand that many folks, when they hear 'Starship Troopers', think solely of Verhoeven's movie. So it's an obstacle, right there.

As for the WH40K vehicles, there's a few additional things that could be added. For example, the Super-Heavy battletanks (like the Baneblade), some other soldier types (well, stormtroopers and the Kasrkin are elite and have extra gear and such).
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.
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Re: The Forge 2E, Starshiptroopers: Marauder Assault Armor

Postby HustlerOne » Wed Sep 07, 2011 1:05 pm

marcoasalazarm wrote:Well... those write-ups are pretty cool, actually. All of them. Incredibly useful, too.


Thanks for the compliment. My Maruader build takes into account both the TV and Film versions. Just add the Missile launcher for the "Ape" CGI version. You may also want to remove the no hands disability. I'll add a pic of the Ape version when I can.

I actually converted my starshiptroopers builds using the rpg as a guide. I may just have to build the "chickenhawk" marauder and the Chas robot just to round out the mobile infantry. Maybe even add in the skinny raiders from the core rulebook. That could take a while.

I actually prefer the roughneck chronicles myself than the movie. Though mongoose publishing did a good job integrating all versions into one cohesive whole.

I have some more Ork infantry done as well. Namely the ones from the Spacemarine game demo. I'll post them up next. I just have to work on the elephant like squiggoth first.
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Re: The Forge 2E, Cthulutech

Postby HustlerOne » Wed Sep 07, 2011 1:42 pm

Image

Name: NEG soldier

Power Level 6

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

Skills: Acrobatics 4(+5), Knowledge(Tactics) 4(+4), Languages(Pick One) 1, Medicine 2(+2),

Profession(Soldier) 4(+4), Stealth 4(+5)

Feats: Benefit(rank) 2, Equipment 6

Powers: -

Combat: Attack: +5. Damage: +1 (unarmed), +5 (Assault Rifle), Defense: +5, Initiative: +1

Saves: Toughness: +7, Fortitude: +4, Reflex: +2, Will: +2

Drawbacks: None

Equipment: Blast 5 ("AR-25" Assault Rifle, Extras: autofire)(15ep), Commlink(1ep),

Blast 3 ("CS-40 Defender" pistol)(6),

Protection 5 ("Heavy SpectraShield Combat Armor")(5)

3 points for other equipment

Abilities: 12, Skills: 5, Feats: 8, Powers: 0, Combat: 20, Saves: 3, Drawbacks: 0, Total: 48

Notes: This is the basic soldier of the New Earth Government of humanity. They fight a losing battle
against numerous monsters such as the Rapine Storm, Dhohanoids, Deep ones, and the Migou.
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