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

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Re: The Forge 2E, Gundam: Earth Federation Vehicles

Postby HustlerOne » Mon Sep 12, 2011 11:31 am

The Earth Federation only had conventional vehicles at the start of the One Year war. So the Federation is limited just to the vehicles I just posted. The GM mobile suit isn't deployed by the Federation until six months after the war has started. That's halfway through the war.

The only saving grace the Federation had was its superior manufacturing capabilities that allowed for larger numbers. I really hate to be a Federation pilot at the early period of the war. Swarm tactics would be the only viable tactic against Zeon mobilesuits.

I should have the GM mech up in a little while. I also have a nice nasty surprise for federation pilots who
think they can win with just the GM mobilesuit alone. :twisted:
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Re: The Forge 2E, Gundam: Earth Federation Vehicles

Postby cbwjm » Mon Sep 12, 2011 1:14 pm

I'm liking the builds, I have practically no knowledge of Gundam at all, I've probably doubled what I know of the setting by reading the notes you've added to each build.
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Re: The Forge 2E, Gundam

Postby HustlerOne » Mon Sep 12, 2011 2:04 pm

Image

Image
Note: Size comparison of a standard mobile suit next to Big Zam Mobile Armor


Name: Big Zam Prototype Heavy Weapons Mobile Armor, Size: Awesome, Type: Giant Robt, Speed: 55ft

Abilities: STR: 85(+37), DEX: -6 (-2), Toughness: +16 (6 Impervious)/ +26 (16 Impervious) with

shields

Base Features: Armor 6 (Extras: 6 Impervious)(12), Environmental Seal 1(1), Ground Speed 3(3),

Flight System 3 (Limited to space only)(3), Shield Generator 10 (10 Impervious, Flaws: Limited to

energy weapons only)(10)

Complementary Features: Base Comms 10 (Extras:Area, Power Feats: selective, subtle)(22),

Base Sensors 5 (Extended radar 1, extended sight 3, radius[radar])(5),

Electromagnetic seal 1(1),

Extra seat 2(2),

Jamming (radar) 9(9),

Zero-G Thrusters (1)

Weapons Systems: Blast 18 ("Large Mega Particle Beam Cannon", Mounted, Energy , Extras: Line)(54),

Blast 12 ("Anti-Aircraft Mega Particle guns", Mounted, energy, Extras: Cluster)(48),

Blast 12 ("Air to air missiles", Mounted, piercing)(24),

Blast 10 ("105mm Vulcan guns", mounted, Ballistic, Extras: Autofire)(30),

Combat: Attack: 0 Grapple: +37, Damage: +37(claws), +18(Beam Cannon)

Drawbacks: Activation( Ten minutes to initialize Systems)(-3)

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

Disability (No arms)(-5)

Volatile (-3)

Size 61 + Abilities 31 + Base Features 29 + Complementary Features 8 + Weapons 156 - Drawbacks -15 = 270


Notes: The Big Zam is not a typical mobile suit. It is a Mobile armor which is a larger and more
powerful cousin. It's large size at over sixty meters tall allows for the installation of a Minovsky system.
This grants the Big Zam access to a I Field generator that makes it pretty much invulnerable to Beam weapons. The minovsky system also has enough power for a Beam cannon even more powerful than
the ones found on most battleships!

The big zam was deployed during the battle of Solomon to protect the zeon asteroid fortress from
approaching Federation forces. It managed to wipe out whole squadrons of mobile suits and warships before it could be stopped. Only one was ever constructed. Zeon was hoping to Mass produce it in order to turn the tide of the war back into their favor. The problem was that mobile armors were too large to mass produce.

The Big Zam has Mobile Armor characteristics of heavy firepower and toughness. It was never deployed on
the ground but a variant was in the works.
Last edited by HustlerOne on Mon Sep 12, 2011 2:45 pm, edited 1 time in total.
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Re: The Forge 2E, Gundam

Postby HustlerOne » Mon Sep 12, 2011 2:07 pm

Image

Name: GM General Purpose Mobile Suit, Size: Gargantuan, Type: Craft, Speed: 45ft

Abilities: STR: 60(+25), DEX: 15 (+2), Toughness: +11 (5 Impervious)

Base Features: Armor 5(Extras: 5 Impervious)(10), Environmental Seal 2(2), Ground Speed 4(4),

Flight System 9 (Limited to space only and changes to Jumprockets 9 in atmosphere)(9),

Precise Handling (1)

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

Base Sensors 3 (extended sight 2, infravision)(3),

Electromagnetic seal 1(1),

One Equipment Mount(Carries a Beam Saber) 1(1),

Jamming (radar) 6(6),

Zero-G Thrusters (1)

Weapons Systems: Blast 8 ("60mm Vulcan guns", Mounted, ballistic, Extras: Autofire)(24),

Blast 10 ("100mm Machine Gun", Handheld, Ballistic , Extras: Autofire)(18),

Corrosion 10 ("Beam Saber", Handheld, Energy)(18),

Deflect 10 ("Shield", Handheld, Deflects all ranged and melee attacks)(12)

Optional Weapons:

Blast 11 ("Beam Spray Gun", Handheld, Energy, Extras: Autofire)(21)

Blast 14 ("380mm HyperBazooka", Handheld, Explosive, Extras: Explosion)(27)

Combat: Attack: 0 Grapple: +25, Damage: +25(unarmed), +10(Machinegun)

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

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

Volatile (-3)

Size 37 + Abilities 31 + Base Features 26 + Complementary Features 5 + Weapons 72 - Drawbacks -6 = 165

Notes: The GM was the Federation's first mass produced suit. It would become the basis for all federation
mobile suits. It's introduction made the Zaku obsolete since the GM was superior in every way. It should be
noted that the Dom and the Z'Gok still had near parity. The GM's were crucial in helping the Federation
not only retaking earth but in taking the fight back into space as well. The GM would help overrun
the Zeon asteroid fortress of Solomon and A Baoa Qu effectively ending the One Year war.

The GM is basically a scaled down version of the protoype Gundam.



Image

GM Cannon

Add Blast 12 ("240mm Cannon", Mounted, Ballistic, Extras: Explosion)(36)

Cost (+36)

Note: The GM cannon was a variant that provided mid range fire support. It is a scaled down version
of the prototype Gun Cannon.



Image

GM Sniper

Add Blast 15 ("Long range Beam Rifle", Handheld, energy, PowerFeats: Improved critical 1, Improved range 1)(21)

Second beam saber,

Two equipment mounts.

Remove all weapons except beam saber.

Cost (-21)

Note: The GM sniper is a variant that provided long range precision fire. It is armed with a Beam rifle
with improved range.
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Re: The Forge 2E, Gundam

Postby HustlerOne » Mon Sep 12, 2011 2:36 pm

Well, I'm done with the gundam universe for now. There should be enough for a full campaign. The only thing missing is Char the legendary Ace pilot. I would like to build him since he would make a great villainous archetype. I'm just afraid that I won't do him justice.

I was wondering which builds people would want to see next. I can post some Warhammer 40k Ork builds that I promised a while back. I have the Gretchin, Squig, Nobz, and Squiggoth nearly finished. That or finish Robotech by posting the destroid mechs and warships of that universe. I also have a Aberrant/Trinity Varg mech build in the works. So which one should I post next? :?:

After that I may move on to third edition. Too bad it doesn't do mechs well yet.
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Re: The Forge 2E, Warhammer40k

Postby HustlerOne » Mon Sep 19, 2011 2:31 pm

Image

Name: Squig

Power Level 3

Abilities: Str 8(-1), Dex: 15(+2), Con 10(0), Int 2(-4), Wis 12(+1), Cha 5(-3)

Skills: Notice 4(+5), Survival 0(+1)

Feats: None

Powers: Protection 2(2),

Shrinking 8 (Flaws: Permanent, PowerFeats: Innate)(9),

Strike 1 ("Claws and Teeth")(1),

SuperSenses 2 (Scent, Track1)(2)

Combat: Attack: +4. Damage: -1(unarmed), +1(Claws,Teeth), Defense: +4, Initiative: +2

Saves: Toughness: +2, Fortitude: +2, Reflex: +2, Will: +1

Drawbacks: Disability (Has no arms, only two legs and a tail)(-4)

Abilities: 0, Skills: 1, Feats: 0, Powers: 14, Combat: 8, Saves: 2, Drawbacks: -4, Total: 21

Notes: The squig are small creatures the size of soccer balls employed by the Orks. It's more
like a large mouth full of teeth with legs. Some breeds can grow larger up to the size of titans.

There are a variety of breeds that serve different functions. Some examples are as a food source,
fuel, pets, and even as hair! :lol:

The version shown here is the attack hound used for tracking and hunting down prey. The attack
hound is a favorite pet useful in combat situations.



Image

Bomb Squig

Add 4 points of equipment feat. (+4)

Explosives: Blast 6 (Extras: Explosion, PowerFeats: Triggered)(19)

Notes: This squig has explosives strapped on. It is employed as a walking bomb and sent directly
towards the enemy. It can be devastating if detonated in a large crowd.
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Re: The Forge: Warhammer40k

Postby HustlerOne » Wed Sep 21, 2011 12:00 pm

Image

Name: Gretchin

Power Level 3

Abilities: Str 8(-1), Dex: 12(+1), Con 8(-1), Int 12(+1), Wis 10(0), Cha 8(-1)

Skills: Craft(Mechanical) 4(+5), Craft(Structural)4 (+5), Disable Device 2(+3),

Notice 4(+4), Search 4(+5), Sleight of hand 2(+3), Stealth 4(+5), Survival 4(+4)

Feats: Equipment 3, Sneak Attack 1

Powers: Shrinking 4 (Flaws: Permanent, PowerFeats: Innate)(5),

SuperSenses 2 (Darkvision)(2)

Equipment: Strike 2 ("Knife")(2) or

Blast 5 ("Blasta", Extras: Autofire)(15) or

Repair kit ("Mek's Tools")(1)


Combat: Attack: +4. Damage: -1(unarmed), +2(Knife), Defense: +3, Initiative: +1

Saves: Toughness: -1, Fortitude: -1, Reflex: +2, Will: -1

Drawbacks: None

Abilities: 2, Skills: 7, Feats: 4, Powers: 7, Combat: 10, Saves: 0, Drawbacks: 0, Total: 30

Notes: The Gretchin are the slaves of the Orks. They perform the menial, dangerous, and dirty
work that Orks consider beneath them. Such roles are mine clearing, building structures,
maintaining vehicles and weapons.

They also serve as scouts due to their small size and better senses. If they're lucky they
are allowed to fight. They are even more pathetic as infantry than even the imperial
guardsmen! The gretchin must fight in even bigger mobs than the guardsmen to make up
for their weakness.
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Re: The Forge: Warhammer40k

Postby HustlerOne » Wed Sep 21, 2011 12:05 pm

Image

Name: Nobz

Power Level 7

Abilities: Str 21(+5), Dex: 14(+2), Con 19(+4), Int 12(+1), Wis 12(+1), Cha 9(-1)

Skills: Handle Animal 2(+1), Intimidate 10(+9), Knowledge(Tactics) 6(+7), Notice 4(+5),

Ride 4(+6), Sense Motive 2(+3), Survival 4(+5)

Feats: All-out Attack, Benefit(rank) 4, Chokehold, Diehard, Endurance 1, Equipment 6,

Fast Overrun 1, Fearsome Presence 2, Stunning Attack

Powers: Growth 4 (Extras: Continuous, Flaws: Permanent, PowerFeats: Innate)(9)

Combat: Attack: +7. Damage: +5(unarmed), +4(BigShoota), Defense: +6, Initiative: +2

Saves: Toughness: +8, Fortitude: +4, Reflex: +2, Will: +1

Drawbacks: None

Equipment: Blast 6 ("Big Shoota", Extras: Autofire)(18ep),

Protection 4 ("Eavy Armor")(4ep),

Strike 4 ("Big Choppa")(4),

4 points for other equipment.

Abilities: 25, Skills: 8, Feats: 18, Powers: 9, Combat: 30, Saves: 0, Drawbacks: 0, Total: 90

Notes: Nobz is short for nobility. They are the ruling class of the Orks. Orks grow throughout
their life. When large enough they can start bossing around smaller and weaker orks. The Nobz
get better equipment just by taking stuff from lower ranking orks.

They are the elite lieutenants of the Orks. Which by the standards of other races are not that elite.
They make it up with larger numbers. They can be found leading small squads of Orkboyz.
Sometimes they are part of a squad of fellow Nobz.

They can also be seen riding and leading on top of a warmount such as a battlewagon or a
Squiggoth. Their leadership involves intimidating others by strangling them or knocking
them out cold for later punishment. :lol:
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Re: The Forge: Warhammer40k

Postby HustlerOne » Sun Sep 25, 2011 10:57 am

Image

Name: Stormboyz

Power Level 6

Abilities: Str 15(+2), Dex: 16(+3), Con 14(+2), Int 10(0), Wis 10(0), Cha 8(-1)

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

Pilot 4(+7), Profession(Soldier) 8(+8), Search 6(+6), Survival 4(+4)

Feats: All-out Attack, Assessment, Equipment 8, Track

Powers: Growth 2 (Extras: Continuous, Flaws: Permanent, PowerFeats: Innate)(7)

Combat: Attack: +5. Damage: +2(unarmed), +4(Slugga), Defense: +7, Initiative: +3

Saves: Toughness: +5, Fortitude: +4, Reflex: +6, Will: +2

Drawbacks: None

Equipment: Blast 4 ("Slugga")(8ep),

Blast 5 ("StikkBombz", Extras: Explosion)(15ep),

Flight 3 ("RokkitPack", Flaws: Uncontrolled)(3ep),

Protection 3 ("Flak Jacket")(3ep),

Strike 3 ("Choppa")(3ep),

1 point for other equipment.

Abilities: 11, Skills: 10, Feats: 11, Powers: 7, Combat: 24, Saves: 7, Drawbacks: 0, Total: 70

Notes: The Stormboyz are the jump infantry of the Orcs. They act as shocktroopers using their
Rokkitpacks to attack from unexpected directions. They can also act as pilots and scouts if
needed. They prefer to assess and find their opponents to better kill them.

They are composed of the youth of the Orcs. They are rebellious towards ork society. Strangely
enough they are the complete opposite of rebellious youth from other races. They actually respect
authority! They are the most disciplined and clean out of all of the ork forces.

It should be noted that the RokkitPack is uncontrolled. The GM or the roll of the dice gets to
decide if and how it works. Most of the time it works normally. However the RokkitPacks are
notoriously finicky. This means at best it might not activate.

At worst it works too well. It sends the Ork flying high and straight back onto the ground. If
a Ork is really unlucky. It might even explode! A flying burning Ork kamikaze bomb can still be a
fearsome weapon though!
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Re: The Forge [2E]:

Postby HustlerOne » Tue Oct 04, 2011 11:20 am

Yay! 3000 views! :D To celebrate I'll post the Ork Squiggoth. It will probably be my last 2E build for awhile.

I've decided to focus exclusively on my 3E builds from now on. I'll occasionally come back to my 2E builds.
At the very least I'll try to post some Mecha designs. Maybe someday I'll even try building a Space marine.
I really did enjoy M&M2E but I want to give 3E a try.

I hope everyone enjoyed my 2E builds.
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Re: The Forge [2E]: Warhammer40k, Orks

Postby HustlerOne » Tue Oct 04, 2011 11:24 am

Image

Name: Squiggoth

Power Level 14

Abilities: Str 40(+15), Dex: 8(-1), Con 30(+10), Int 2(-4), Wis 15(+2), Cha 6(-2)

Skills: Notice 8(+10), Survival 4(+6)

Feats: Endurance2, Equipment 13, Improved Overrun, Power Attack

Powers: Additional Limbs 1 ("Tail")(1),

Growth 12 (Extras: Continuous, Flaws: Permanent, PowerFeats: Innate)(25)

Protection 6 ("Scales")(6),

Strike 1 (Powerfeats: Mighty)(2),

Super Senses 2 (Scent, Track 1)(2),

Super Strength 1 (2)

Combat: Attack: +10. Damage: +15(unarmed), +16(Horn, Spiked Tail), Defense: +5, Initiative: -1

Saves: Toughness: +20, Fortitude: +18, Reflex: +3, Will: +9

Drawbacks: Disability (Has no Hands, -4)

Equipment: Blast 12 ("Supa Lobbas", Extras: Explosion, Powerfeats: Improved Range 4)(40ep),

Blast 6 ("Big Shoota", Extras: Autofire)(18ep),

Protection 4 ("Armored Howdah")(4ep),

3 points for other equipment.

Abilities: 5, Skills: 3, Feats: 17, Powers: 38, Combat: 42, Saves: 19, Drawbacks: -4, Total: 120

Notes: The Squiggoth is actually a grown up version of one certain squig breed. The one shown here
is a average size one. Most are smaller and a few are bigger. Just add or take away the growth power.
Squiggoth are used as food and as beasts of burden.

More primitive feral orks deploy them as war mounts since they do not have access to vehicles.

Orks do have Titan equivalents called Stompas. Squiggoths are however much cheaper. They are
nearly as strong and armored as a small Titan. In addition they can act as a weapons
platform by carrying heavy vehicular weapons on top of their armored howdahs. They can even carry a
small squad of Orks and act as a APC.

Nobz can be seen leading in the front on top of one. Being on top can provide a Nobz with a good
clear view of the battlefield. Particularly large squiggoth such as the one shown are coveted
prized warmounts by Nobz.
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Re: The Forge [2E]: Warhammer40k, Orks: Squiggoth Warbeast

Postby catsi563 » Tue Oct 04, 2011 11:59 am

SQUIGGY!!! *gets stomped flat*
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
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Re: The Forge [2E]: Warhammer40k, Orks: Squiggoth Warbeast

Postby HustlerOne » Tue Jan 24, 2012 1:36 pm

I just updated the links. They should look more presentable now. I'll probably post some Robotech Destroid mecha for Earth's Robotech Defense Force sometime in the future. That should give some adversaries for my Zentraedi Battlepod mecha. I just have to finish my Generator Rex builds first.
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Re: The Forge [2E]: Robotech Destroid series Mecha Coming soon!

Postby HustlerOne » Tue Mar 06, 2012 2:09 pm

I finally finished my Generator Rex builds. So I finally have time to work on some human mecha and vehicles for the Robotech setting. I might even post some small warships. This includes the giant transforming mecha warship SDF-1 Macross that the whole setting takes place on!
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Re: The Forge [2E]: Robotech: Destroid series Mecha

Postby HustlerOne » Wed Mar 07, 2012 12:47 pm

Image


Defender - AntiAircraft Destroid


Size Huge, STR 50(+20), DEX 13(+1), Toughness +12 (4 Impervious)


Base Systems: Advanced Onboard Computer System, Armor 10 (4 Impervious), Environmental Seal 1,

Ground Speed 4


Complementary Systems: Base Comms 8 (Radio, Area, Selective, Subtle), Base Sensors 11 (Detect

Motion 2, Detect Radiation 2, Extended radar 2, radius [radar], Infravision, lowlight, Tracking 1,

Ultravision), Ejector Seat, Electromagnetic Seal, Free-Bearing Hip Joint 1, IFF Transponder,

Profile Database, Recording Equipment


Weapons: Double Barreled Laser Cannons: Blast 10 (mounted, laser, Ex: Autofire, PF: Accurate,

Improved Range 3) 34pp


or Optional: Air Cooled Autocannons: Blast 8 (mounted, ballistic, Ex: Autofire, PF: Improved Range 3)

27pp


Drawbacks: Activation(5 minutes to initialize systems) -2pp

Control Requirements (Pilot requires Mecha Pilot Proficiency feat or suffer a -4 penalty to all rolls) -1pp

Disability (Has no Arms) -4pp


Size 25, Abilities 27, Base Features 20, Complementary Features 8, Weapons 34, Drawbacks -7, = 107 Total


Notes: The Defender is part of a series of Mecha called Destroids. The Destroids were conceived as a adjunct to the transformable Valkyrie Hybrid Jet Fighter Mecha. They were solely meant to destroy enemy mecha as their names suggest. They perform poorly in other roles other than firesupport. The Destroids were usually seen as redshirts in the series.

The Defender is a typical example of such a mech. Destroids are heavily armed and armored compared to Zentraedi Mecha. Unfortunately the Destroids were painfully slow. It didn't help either that the Zentraedi usually outnumbered them as well. The SDF-1 Macross had some on board as extra turrets and as anti-boarding marines.

Pilot safety was considered with the addition of a ejector seat. Most do not have hands since they were meant for support. Most Destroids can also swivel their chest much like a turret. The Destroids were much like walking tanks or mobile turrets.

The Defender's main role is that of anti-aircraft duties. It is one of the lightest and fastest of the Destroids. It is also one of the weakest since it only has one weapon system. Earlier models had autocannons instead of lasers. Earth was not yet advanced enough to produce energy weapons before the Zentraedi Invasion Fleet arrived.

The Defender also makes a appearance in Battletech. The battletech wargame "borrowed" some robotech mecha designs for it's own use. The Defender is named the rifleman in the Battletech game. It practically has the same stats as that of the autocannon model.
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