Kit out your ultimate 10-man squad.

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Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

No mods, any book open to North America, nothing super rare.

Everything from the side arms and cybernetics to the body armor and explosive kits. All the tools and the breakdown of each squad member's purpose. Limit of 2 heavies (power armor trooper or cyborg soldier). Other than that, go nuts. You want an all magic group and 2 dragon hatchlings? Go for it. Just don't forget to show me their gear and their purpose in the group.

This game has a lot of gear...but does it really have what you need to get the job done?


(I'll post mine after I've had a chance to go through some books)
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by Nekira Sudacne »

question on cyborgs: Are OCC's that can receive cybernetic or bionic implants without becoming partial conversion cyborgs (like headhunters or master assassins) counted as heavies?
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

no. you can have a total cyber'd out guy, as long as he isn't partial or full conversion it doesn't matter.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by Nekira Sudacne »

last question: is this a human only group, or any limit on RCC's? Is any race that is MDC RCC? because otherwise I can pop out a list of demigods, all of whom are spellcasters in addition to OCC's, and then two godlings for the heavies.
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

If that's what you want to do, go for it. I'm not asking for the most broken thing, i'm asking "what is your squad", but the important part of it, what gear are you giving them? This would include spells, TW devices and every day things that help them do the job they're given in the unit.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by runebeo »

1) Shifter with a Rakshasa demon minion, demon raven familiar (magic travel/magic)
2) Psi-Ghost backpack full of time bombs, tracer beacons and tw sniper rifle (scout & sabotage)
3) Paratrooper with CS Wind Jammer Skycycle (air support)
4) Lanotaur Hunter with Phantom Wolf (scout/magic)
5)Titan Knight of White Rose with a warbird (air assault)
6) Glitter Boy with 2) k-9 robot dogs and an Arabian horse robot each with dual nosal blasters (heavy assault)
7) Techno Wizard with a tw Glitter Boy Invisibility superior & Globe of Silence. (Heavy stealth Assault)
8) mega Juicer on a Big Boss Assault Bike (Close Combat Specialist)
9) Sphynx (Air & Earth Warlock & Summoner) (All purpose magic user) demon hawk familiar, Major Air Elemental Minion
10) Cyber Knight (leader) Blue Boy power armor riding a Robot Warhorse
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Re: Kit out your ultimate 10-man squad.

Unread post by Lao Tzume »

1. Achilles Neo human rocking dual TK Psi swords. (the ones from SA2 I believe)
2. AWOL CS Military specialist with Bionic arm, eye and ear, HI-80 rifle, HtH Commando
3. Lord Magus that is a Werebear
4. An Apok rocking some sort of rune sword
5. Psi-Slinger from Psyscape
6. Human Mutant with Invulnerability, super ps, pp and Spd. that is a monk (probably not legal but we're having fun here.
7. A Crazy that later converts to/now is also a Juicer. (Also not legal but that is fun and terrifying)
8. Human mutant with Super PE, Super PS and alter form Plasma (It's from one of the Rifters)
9. A Naruni Repo-bot
10. An adult dragon because, dragons.
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Re: Kit out your ultimate 10-man squad.

Unread post by Glistam »

Alrik Vas wrote:No mods, any book open to North America, nothing super rare.

Everything from the side arms and cybernetics to the body armor and explosive kits. All the tools and the breakdown of each squad member's purpose. Limit of 2 heavies (power armor trooper or cyborg soldier). Other than that, go nuts. You want an all magic group and 2 dragon hatchlings? Go for it. Just don't forget to show me their gear and their purpose in the group.

This game has a lot of gear...but does it really have what you need to get the job done?


(I'll post mine after I've had a chance to go through some books)

What's the job? You'll want different gear for different jobs. When is it? Winter gear is different from summer gear. Where is it? Desert vs Jungle is also different. etc.
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

North America, job is hold a hill from light and heavy infantry as well as mechanized support. Missouri, near Kingsdale. December, night.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by dragonfett »

Any limit on the character levels?
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

Squad leader is 8, fire team leaders should be 4, everyone else 2nd.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by Riftmaker »

1 leader TW high level tolkean vet power armor junkie

2 shifter with a pact with an air elemental spent the coalition war summoning cannon fodder.

3 Northern gun born operator and pa pilot with a thing for robots. He keeps a squad of traix dyna bots around for extra fire power.

4 Atlantean line walker with a focus on combat magic, and a bracket made of vampire teeth of vampire teeth. His way of keeping score.

5 Were jaguar vampire hunter because that weird semi invulnerability can scare the hell out of people.

6 Undead slayer

7 A rare none a$$hole Brodkil with a good work ethic, and a hate for evil.

8 A priest of Thor because being about to use a hammer as a holy symbol against vampires is awesome.

9 A south america trained scholar that is amazed by all the false hoods spread around about life down there. I mean anti monsters, neo humans amiki stone men? Craziness and lies. . . .

10 A cyber knight with master psionic powers and a belt of coalition vibro knives HIS way of keeping score.
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Re: Kit out your ultimate 10-man squad.

Unread post by Slight001 »

Alrik Vas wrote:No mods, any book open to North America, nothing super rare.

Everything from the side arms and cybernetics to the body armor and explosive kits. All the tools and the breakdown of each squad member's purpose. Limit of 2 heavies (power armor trooper or cyborg soldier). Other than that, go nuts. You want an all magic group and 2 dragon hatchlings? Go for it. Just don't forget to show me their gear and their purpose in the group.
Alrik Vas wrote:Squad leader is 8, fire team leaders should be 4, everyone else 2nd.
Alrik Vas wrote:North America, job is hold a hill from light and heavy infantry as well as mechanized support. Missouri, near Kingsdale. December, night.


So... 10 bodies, 1 level 8, 1 level 4, and 8 level 2's?
By Cyborg Soldiers do you mean headhunters? or just combat cyborgs?
Also... what do you mean by super rare? Is custom created TW armor and bionics/cybernetics 'super' rare?
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

No mods (custom built or modifications). I would give the squad 2 fire teams, then the command element.

Lvl 8 leader and sidekick (sidekick would likely be a comms specialist)

Team 1 Leader and three troopers, primary assault group: probably 2 borgs or power armor troops, the other two heavy weapons specialists)

Team 2 leader and three troopers,the support arm: 2 specialists (magic users, psychics types or even someone with super powers if you're feeling super frisky) a combat medic and a scout (maybe wilderness type, or even a psi-stalker)

that's the basic breakdown i would give them, I'll get into specifics later.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Sorry, can't play this game. It wouldn't be my squad cuz they don't roll 'NA' only. :)
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

Hey, not fitting into a box is fine. Totally understand that one.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by guardiandashi »

to be honest most of the things that come to mind would either involve personal characters, and not "fit" plus require "broken" crossovers but I could do a half squad or so of personal chars as a "dream team"

1 Alecia DeVreis "Goddess of High Tech Warfare" Heavy weapon specialist, packing a variety of gear, "shemarian power armor, including old style 6000 shemarian railgun (the 10 mdc version) with access to a timberwolf class omnimech, rune katana, and lightsabre. and she has an adaptive 600mdc barrier shield grid
1A Megarea Old style monst rex mount, modified to look like a Bengal tiger, or a giant husky. upgraded plasma ejector shoulder mount, seriously upgraded sensor package (star trek runabout sensor array) and she also has an adaptive shield array 1200 mdc (she has more bulk so mounts a larger shield generator) Megarea has access to a Marauder class battlemech, and various other heavy platforms. (Megarea was modified with a "transferred intelligence AI package copied from alecia, although there were a few "bugs" for instance she developed kleptomaniac tendencies.

Karen Forest Walker inventor and heavy weapons specialist an "evolved" high tech AD&D green dragon she came from a world where the "dragons" gave up size to become smarter, and high tech. She was a battlemech R&D specialist, she was on the design team that managed to get several heavy weapons platforms into production including a 85 ton "grav tank" a LAM and several other mecha. she has a heavy long range particle beam rifle, and typically has: a 5 ton power armor suit, a 55 ton LAM, or a Low Pow class mech that transforms into a "grav Tank" a LGM

after that my group drops down abruptly.
Sarah, a "dog boy" wolf with SU ps, and PE, close combat specialist, and heavy weapons if allowed. 7 ft tall and ~44 supernatural ps.
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Well with received permission to be out of the box.

Saila- an alien from a race that has vastly superior nano tech

Sarkus- also an alien, a different species from the same planet as Sails.
Not are equipped with their nanite equipment. She is what Hagan based the Shemarrians off of and Sarkus is the Monst Rex. Their nanite arsenal gives them everything designed for a shemarrian or Monstrex in the shemarrian book or prior.

Doctor Boone Tobias- A CS Engineer in R&D who was assigned to determine what a series of parts were for. He ended up assembling an advanced Android at times it would be highly intelligent but cold like a robot and at others it would suddenly become melancholy, inquisitive and very human. When the change occurred he noticed its eyes would go from red to blue and the psi net would raid his lab. He began to think of her as his daughter and at some point realized he'd have to run. In his adventures he found/became/received(I use the randomer item list) a bio booster armor, became anime all things he touched... Except the Earth appeared anime, until released (random item). Finds out he's a nightbane that is like Abraxas from Tron: Evolution. He is also able to see people aggro and HP over their head (random item). Normally he wears a labciat and normal clothes and doesn't even carry a weapon.

G.A.B.R.I.E.L.L.A.- The android that doctor Boone built. Primarily designed on KOS-MOS from Xenosaga with elements from Major Motoko Kusinagi from Ghost in the Shell, Alitta from Battle Angle or Gunnm, Naomi Armitage from Armitage III and others I can't remember. All weapon systems built in and digitize from hammerspace.

If it hasn't been noticed yet, I really don't deal with weapons or armor much, normally roleplay everything. Oh I'll have the players tole a few times just for that feeling of randomness and the stress/exhilaration that comes from not knowing the outcome. The players are usually too engrossed to realize there was never a chance they were going to die. Occasionally u have however kills a PC to teach a lesson. But they somehow return.

Ashley Crain... Coming soon
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

Liking these dream ups, but the point of this was the gear itself, which for the most part, no one has addressed. :P
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

So this is my break down. It's a first draft, studying up has been a little tough and i think i'd like either all human or just crazy race diversity. :P

Gear Standard to the whole squad:

NG-45LP, x3 e-clips
MP-10 Caseless, x1 DU rounds, x2 silver (30 round mags)
1x Naruni Ripper knife, silver plated

1x HE grenade
1x Smoke/chaff grenade
1x Plasma grenade

NE-09-SP Survival Pack
Tactical Rig/Chest Rack, assault straps, pouches etc

NE-BA-40 Infantry Armor, stealth camo option, Multi Optics Helmet, integrated N-F50A force field


Leader (8th level Human, former CS Military Specialist, Minor Psionic: 6th Sense, Object Read), primary weapon NE-295, x3 120 round mags, x3 NE-GHE10 grenade magazines

Leader's cohort (level 2 CS ISS Spook) Field Radio with ECM suite, primary is CP-50 with x3 long clips and x3 micro fusion grenade reloads

Assault Leader (4th level Mega-Juicer), NE-700, 150 round drum, FIWS on left arm

Assaulters (3 Grackletooth level 2 Special Forces Merc) 2 equipped with Wilk's 457, x3 long e-clips, the last with WI-GL20 and 200 round belt

Support Leader (4th level Battle Magus) Primary: Wilk's 457 with x3 e-clips , wields a Battle Fury Blade, spells focus on buffing and debuffing (super human str/speed, armor spells, CoA, Befuddle etc)

Support 1 (Level 2 Merc Soldier Medic) Uses Q4-44 double barrel shotgun, x1 standard drum, x1 Fragmentation, 1x APRJ

Support 2 (Level 2 Mercenary Psi Stalker), armed with JA-12, x3 magazines and high explosive grenades, dual ripper vibro-swords with silver plating. 6th sense, Astral Projection, Presence Sense, Intuitive Combat

Support 3 (level 2 Merc Soldier RPA) Piloting M-PA12 Mecha Knight, integrated N-F50A, additional armament: CTT-M20 missile rifle, 1 magazine frag, 1 armor piercing.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

Forgot explosives. Gonna change one of the assaults to a combat engineer/EOD,.give him a bag of tricks I'll detail later.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by Mack »

So here's what I was thinking, though it needs some tweaks...

8th Level Chang-Ku Dragon Shifter - Great spell selection, unlimited shape-shifting, good MDC. Would sometimes wear TW armor.
2nd Level Robot OCC (SBr1) - tremendous skill selections, impervious to many magics, doesn't sleep. I'd 'build' him as an explorer, not a behemoth. Size/shape would be human so he can wear normal armor (this could even be TW armor if PPE storage is included). Not sure if I'd give him paired pistols or big particle beam rifle.

4th Level Cyber-Knight Master Psionic Partial Borg - anti-tech abilities, good psionic selections, good mechanical body.
2nd Level Psi-Tech - good psionics and technical abilities. I'd equip him in a TW version of an exoskeleton.
2nd Level Lord Magus - illusions! Equipped with TW armor.
2nd Level Were-Panther - nothing like a character who can catch missiles with his face. Minimal equipment.

4th Level Mind Melter - for more psychic power. Equipped with TW armor.
2nd Level Spirit Warrior (Spirit West) - can fly, turn invisible, is MDC, and would be equipped with some excellent fetishes
2nd Level Undead Slayer - for obvious reasons. Minimal equipment.
2nd Level Techno-Wizard - ok mage, good technical abilities. Equipped with TW version of an exoskeleton.

TW Armor, 4 functions:
- Invisibility (simple)
- Fly as the Eagle
- Armor Bizarre (stronger than Armor of Ithan, plus horror factor)
- Lightning Arc (surprisingly good offensive spell for low PPE)

Weapons would vary a bit, but since the scenario is holding a hill against attackers I assume we're dug in and not worried about mobility. Healthy use of WI-GL20 grenade launchers, particle beams, plus some 'creative' TW weapons (nothing too crazy, stuff like Carpet of Adhesion grenades). I'd lean on the Lord Magus to use illusions to confuse the enemy. The others would use their natural abilities (or the TW armor) to move around and behind the attackers to constantly undermine/sabotage/wreck their plans.
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

I like it.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Ashley Crane is a Nightspawn. She engineered a weapon that combines a heavy phase cannon. Micro missile launchers, the flying saw blade things and some of the triple beam guns from SA. The weapon is so heavy she added AG devices to make the weight manageable. She has it tied into a CCAF heavy EBA custom dual power pack.

In her morphus form she uses an Artifact weapon from nightspawn, a crystal sword from Island at the end of the world. A Greatest Rune weapon from PFRPG and a Dragon Slayer weapon from Gods and Dragons... Oh, cuz she's got four arms.
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Ashley Crane is a Nightspawn. She engineered a weapon that combines a heavy phase cannon. Micro missile launchers, the flying saw blade things and some of the triple beam guns from SA. The weapon is so heavy she added AG devices to make the weight manageable. She has it tied into a CCAF heavy EBA custom dual power pack.

In her morphus form she uses an Artifact weapon from nightspawn, a crystal sword from Island at the end of the world. A Greatest Rune weapon from PFRPG and a Dragon Slayer weapon from Gods and Dragons... Oh, cuz she's got four arms.

She runs a large Merc group based in an Astral Kingdom that uses Macross II equipment.
Last edited by Zer0 Kay on Thu Sep 11, 2014 11:16 am, edited 1 time in total.
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Maggy Ramerez is a BtS mage that carries a couple shotguns and wears custom biker leather that in a modern world would be bad ass but in Rifts just looks cool, she has a Hyabusa too so it isn't just cuz she likes wearing it. But her real weapon is a deck of playing cards.
No one expects the Spanish inquisition, or 52 cards to the face to be lethal.

The character started out as a mage I was playing as a PC. She ended up being one of Lillith's (an corrupted elder goddess in his game) three daughters. She had no clue apparently loosing her memory and most of her power. Her sisters on the other hand didn't know they were goddesses and believed they were demons. To make a long story short, she defeated her mother, converted her sisters... Who are still perverts and there are four goddesses working for a little Paranormal investigation company.

In Rifts she should still be able to summon the other three goddesses. As far as the biker leathers go, as ineffective as they are and unnecessary, since in Rifts she'd be MD, unlike her sisters, getting her clothes blown off pissed her off. Her new biker leathers are her polymorphed flesh. Yup, she's naked, but no one can tell. Strange, all that time spent trying to keep skin soft and unblemished before.
Last edited by Zer0 Kay on Thu Sep 11, 2014 11:29 am, edited 1 time in total.
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Darrian Ashoka a Nightspawn who has an insanity and doesn't think he's in control when he changes. He thinks he's death/Cernunnos or rather taken over by him. He was a DARPA engineer in the Nightspawn world messing with temporal energies, ended up in Chaos Earth, being put into cryo and thawed in Rifts. He is now the CEO of a small corporation that "develops" "new" technologies. The base they were in being for military R&D has a large nanno lathe. The company also runs a large Merc Army.
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
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Re: Kit out your ultimate 10-man squad.

Unread post by runebeo »

why was Darrian Ashoka cryo? Nighbanes can live for over thousands of years and build up even greater assets along the way. Stockpile Glitter boys & Archie tech.
I will be 125 living in Rio de Janeiro when the Great Cataclysm comes, I will not survive long but I will be cloned threw the Achilles project and my clones will be Achilles Neo-Humans that will start a new Jedi order in Psyscape. So You May Strike Me Down & I Will Become More Powerful Than You Can Possibly Imagine. Let the Clone Wars begin!
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

runebeo wrote:why was Darrian Ashoka cryo? Nighbanes can live for over thousands of years and build up even greater assets along the way. Stockpile Glitter boys & Archie tech.


Cuz he had his becoming in front of a bunch of NEMA scientists and soldiers who didn't have the equipment to deal with a possessed national security asset so they knocked death into a tube and froze him. The group doesn't have a single glitterboy in their inventory. He does travel around in a Behemoth Explorer modified with hover capabilities manufactured in chromium. Maintaining the same MDC and reducing weight. Painted so as not to reveal what it's made of, not too worried about the loss of laser resistance. He uses a smaller nano lathe on the Behemoth to produce parts to upgrade customer vehicles.
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
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Re: Kit out your ultimate 10-man squad.

Unread post by runebeo »

Sounds good :)
I will be 125 living in Rio de Janeiro when the Great Cataclysm comes, I will not survive long but I will be cloned threw the Achilles project and my clones will be Achilles Neo-Humans that will start a new Jedi order in Psyscape. So You May Strike Me Down & I Will Become More Powerful Than You Can Possibly Imagine. Let the Clone Wars begin!
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Re: Kit out your ultimate 10-man squad.

Unread post by thedrunk »

Alrik Vas wrote:No mods, any book open to North America, nothing super rare.

Everything from the side arms and cybernetics to the body armor and explosive kits. All the tools and the breakdown of each squad member's purpose. Limit of 2 heavies (power armor trooper or cyborg soldier). Other than that, go nuts. You want an all magic group and 2 dragon hatchlings? Go for it. Just don't forget to show me their gear and their purpose in the group.

This game has a lot of gear...but does it really have what you need to get the job done?


(I'll post mine after I've had a chance to go through some books)


Can O.C.C/R.C.C be used from rifters?
as long asthey are in N.America
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

This is Morganna

Hybrid Genesis
The Regis is the all mother of the Invid. No Invid has existed without her creating it none may evolve without her will. Even her estranged, seditious alter ego, the Regent can’t create or change only awaken and control that is why most of his army are inorganics. Her ability to manipulate matter is not just limited to the external she is also capable of focusing it inward, reconfiguring her own body at the atomic level. In the beginning she was not but energy and the flower of life called to her, pleaded with her for help. She found it on a planet being engulfed by The Shadow she embraced it and took it to another world. With the powers of the flower she became whole and with the powers she made a family. The flower called to her and gave her being, so it was that she cared for it, so it was that life began, so it was that the Invid and flower became one.
Eon passed and the flower that provided her and her children with life fell silent. Then he arrived, enigmatic, radiant, self aware, independent, unique and because of that priceless. Her children were… automated, the same, all did as they were made to do all both precious and not of any worth at the same time. She became intrigued by this creature, this man and as he studied the flower she came to know him. First, through telepathic contact, as she was shaped like her children and without mouth or ear could not communicate in his way. Time seemed to slow as her interest focused; she wanted to be like him. As she willed it so she became, tall, two long arms, two long legs a head with two eyes and eyelids to close, a nose to smell with, a mouth and lips to speak with and ears to hear with, supported above a neck all connected to a central trunk, most of it covered in clothes. Then, they spoke as he did by forming, sculpting words, communication started and she spoke with this man she picked up traits, habits and biological functions as the scientist described them. She became enamored with him, with his vast knowledge; surely he must be the highest form of evolution. For his secrets she would give up hers.
Time passed as she studied him and he studied the flower. She started to love, just as it happened. He informed her that his study was complete and he would have to depart for his home world with a sample of the flower; but dare not take her for others would surely wish to study her, and not all researchers cared about the life of their subjects. He promised that he’d return for her. Days passed, then light from the stars game down and burned her world, turning it to a charred shell. She escaped the attack with all her children and a few of the flowers. The love she once had for the traitorous man twisted into an all consuming hatred that caused her to black out.
Before her stood a hideous creature when she awoke, it was a warped amalgamation of her children and her obsession. His creation drew from her all the emotion that was twisted into his feral anger, leaving her a cold calculating intellect. Knowing his need for revenge she left a third of her children with him. This intellect devised that Zor must be a Child of The Shadows, for if she and the flower were one and The Shadow wanted to destroy the flower and Zor wanted to destroy the flower then The Shadow and Zor must be one and by association so must his race. The hunt began so she left to the stars. The Regent would wipe out the race that claimed the traitor, and to make sure no other could ever harm her again he would enslave all the other races in the galaxy. The Regis would hunt the betrayer down and retrieve the remaining flower of life and to ensure her survival she’d turn her children into warriors and arm them. She came to the Earth and found the flower and with it a race that looked like Zor. How pervasive was The Shadow? How could something so flawed be the highest evolutionary form? She needed to stop the shadow and remove herself from the flawed form she had. There was no use going backward and the highest form she knew was human. She would capture humanity to stop The Shadow’s tide and as the highest evolutionary step she would focus on them in her studies for her next form. Maybe from their shadow she could create light. So it was that the Invid occupied the Earth.
The Regis had hundreds of genesis pits across the globe. In these, she experimented on every life form in order to determine the highest form of evolutionary life. In order to manipulate them like she could manipulate herself and her children she would have to imbue them with her genetic essence. The unique requirements for the Regis’ experiments that allow her to manipulate their genetic makeup at will, carries over to the offspring of two experiments. So it was that she unwittingly created the genesis of a new species. This was the beginning of the Regis Hybrids.
To say a Regis Hybrid is part Invid is worse than saying they are part monkey, for the Regis’ precious children are farther below her on the evolutionary chain than primates are to man. Because of the prevalence of the Regis’ human test subjects there are many Hybrids. Every Hybrid carries some physical traits from the Regis, like a hairless or partial hairless body, long limbs, alien eyes, or extreme height. Some are gifted with a fraction of her psychic or physical powers. Few have been touched by her supernatural essence and the capability to alter themselves.
Banshee
Morganna Isolde Hallenoak is the daughter of Gary and Jennifer Hallenoak, two of the Invid Regis’ experiments. Morganna is one of the few. She is inhumanly tall and thin. She is capable of changing the traits of her hair, though involuntarily, often betraying her intention or mood, to her own chagrin. However, her greatest ability is her ability to drastically, horrifically alter her body into one of four forms, reconfiguring and growing her bone while stretching her flesh till it is almost transparent. Why would anyone endure this?
The four forms she can change into are a VF sized soldier type configuration equipped with medium and close range weapons, a form that acts like a hypersonic aerospace fighter, one that acts like a supersonic sub fighter and one that acts like a tank with shields that can fold in such a way as to produce a pseudo-form that is more aero dynamic but limits the use of weapons. She doesn’t need a veritech… she IS a veritech!

So she does it for power? No.

Her body is less sturdy than most mecha but is protected by a bio-forcefield created by her latent psychic energy. All of the weapons are also created from the same energy as is her propulsion.

So she does it to defend herself? No.

In order to change from human to any of these guises she enters a cocoon which resembles the surface of an Invid Hive that is protect by the same forcefield that normally protects her mecha body. Once inside she wills the change and she blacks out the next thing she knows she appears as Banshee. What she doesn’t know is that for about 15 seconds, that the transformation takes, her body is wracked with incredible pain as her body essentially tears itself apart, this is accompanied by what seems to be a haunting, inhuman wail of the universe that can be heard even in space, it is in actuality both a verbal and a psychic cry. Fortune has, however, granted her specific amnesia of these events. This howl is the reason she received her call sign, which has never made sense to her, she often feels her call sign should have been Succubus but you don’t get to choose, it’s given to you.

So she does it because she can’t remember that it hurts? No.

Most people assume the cocoon as well as the shriek is created by the mecha; in fact it is unintentionally made and sustained by her as the physical presence of her psychic powers and is the reason she demonstrates no psychic powers in human form. If destroyed the cocoon will simply vanish leaving nothing behind, when she needs it again, it will form around her. All of this is fueled off of bio-energy which she must replenish by consuming food or through intimate contact with another being. The second method of fueling she found out about when she was 17. After going out for a flight she was making out with her boyfriend when suddenly he went limp on top of her. She pushed him off and to her horror found that he was dead.

So she does it because it gives her the ability to redeem herself for the life she has taken? No.

Here is the reason. As a child she was sickly, weak and it seemed as if she was always in the hospital. She was an excellent swimmer, in the water gravity didn’t affect her that much so it was the only real exercise she liked and the only fun she ever got. Her first transformation happened on her 11th birthday during one of the rare times when she was healthy… enough, her father had taken her out on a little outing to show her the flight deck of the ADAPT station. She had always loved the fighters, how agile and graceful they were and the VHTs so strong and capable. With that thought she was suddenly enveloped in the cocoon. Her father fought to get her out but to no avail and when the screech happened all within the hanger ran from the site, fell to their knees uselessly clasping their ears or passed out from the psychic and sensory assault. When the cocoon finally disintegrated there was the fighter. She took off and was immediately in love with flying. She’d flown before, never as a pilot and certainly never as the aircraft but there is a great difference between being in a craft and being the craft and it was so exhilarating, so sensual. She was soon being chased by fighters and she wheeled and soared and swung herself around them in play as they tried to capture her. It made her strong and powerful and resilient but most of all it gave her freedom. She could do as she wanted and no one could do anything about it. She called out to her father and in his mind let him know that’ it’ was her and she was safe. Her father was under the assumption that she had been taken and now called back the fighters. When she finally returned to an empty hanger, then to her human form, she was changed. Her hair upon her head had grown but became unnaturally colored while every single follicle over the rest of her body would eventually shed its hair and never grow again. She was still thin but no longer sickly and after that day she grew rapidly. Shortly after the event she also learned that she retained the strength she displayed as the craft she became, when an alphas nose gear collapsed and threatened to crush a technician, the young man who would later become her boyfriend and then her victim.

She does it, because it grants her freedom!

Exactly… it has allowed her to escape her illness and her limitations, and in the end she hopes it allows her to redeem herself for the death she has caused but most of all it allows her to be herself.


Banshee
Model Type: MIH-19O (on her next birthday it will be 20)
Class: Veritech
Crew: None; She has an emergency transport compartment that she can use to transport 10 people; it is accessible in both fighter modes.
M.D.C. by Location:
Upper Arm (2) --- 95
Forearm (2) --- 58
Hand (2) --- 29
Leg (2) --- 120
Reinforced Pilot’s Compartment --- 95
Head/turret --- 48
Main Body --- 239
TK Field --- 807 (1,615 in tank mode)
Speed:
Flying:
Aerospacefighter: Mach 4 up to 10,185 feet, Mach 16 above 10,185 feet, doubles in space and can travel like the Regis’ energy form
Subfighter: Mach 1mph up to 1000 feet
Battloid: 690 mph up to 1600 feet
Tank: Flight not possible
Transport: Flight not possible
Ground:
Transport: 260 mph 5’ above ground
Battloid: 100 mph
Tank: 130 mph 5’ above ground
Fighter: 15 mph (taxi speed)
Sub-Fighter: Incapable of ground locomotion
Underwater:
Subfighter: mach 4; depth tolerance unlimited, under 600mph depth tolerance is 500 feet
Aerospacefighter: 50 mph; depth tolerance 500 feet
Transport: 30 mph; depth tolerance unlimited due to force field doubling
Tank: 15 mph; depth tolerance unlimited due to force field doubling
Battloid: swim 30 mph; depth tolerance 500 feet
Leaping:
Battloid: 10’ high and 50’ long
Transport: jet assisted boost 11’ high and 100’ long
Tank: jet assisted boost 8’ high and 75’ long
Subfighter: She can perform an unpowered leap out of the water traveling 1000’ in an arc with a 100’ apex or 1000’ straight up diving back into the water nose down.
Aerospacefighter: Uh… it flies! She is incapable of flying at speeds greater than 200 mph, lower than 28.9’ due to ground effect.
Statistical Data
Aerospace Fighter:
Height: 13.4
Width: 28.9
Length: 49.8
Wingspan: 51.7
Sub Fighter:
Height: 10.4
Width: 28.9
Length: 40.9
Wingspan: 38.0

Battloid:
Height: 44.4
Width: 28.9
Length: 13
Wingspan: 51.7
Tank/Transport:
Height: 10.8
Width: 28.9
Length: 24.9
Weight: 29.5 tons
Physical Strength: 50 Supernatural
Cargo: None unless it is strapped or fastened to the outside or held. The emergency transport compartment is only available in fighter modes.
Power System: Bio-Energy (after changing back Morgan eats… A lot! She can also absorb energy through intimate contact, but has absorbed too much in the past, killing the person, which is why she, almost fearfully, avoids intimate relationships)
Black Market Cost: It’s not mecha… it is people!!!!

Weapon Systems
1. PAC: The Particle Acceleration Cannon can only be used in tank form and is capable of firing in three modes. The standard mode causes massive damage at extreme ranges with a respectable rate of fire. The hyper mode or HPAC destroys anything in its path but has a reduced range and a reduced safe rate of fire. Finally the sweep mode or PAC90 has a 90 degree firing arc with the same range as the HPAC and firing rate of the PAC.
PAC/HPAC/PAC90
Primary Purpose: Anti-Armor/Ship/Fighter
Secondary Purpose: Assault/Siege/Defense
Weight: Weightless
Mega-Damage: 3d6x10/Annihilation of anything in a 175’ wide path in front of it/2d6x10 in a 90 degree arc
Rate of Fire: Equal to number of hand to hand attacks of the pilot/ can be fired twice in one round but the drain will force Morgan to change back to human encased in the cocoon, can be fired every other turn safely./ Equal to number of hand to hand attacks of the pilot once
Effective Range: 4 miles/2mile/2mile
Payload: Effectively unlimited
2. PFC (GBC): The Projected Force Cannon may only be used in subfighter configuration underwater it uses telekinesis to move water away from an area and replaces it so fast that it creates explosive damage. The Guided Beam Cannon may only be used in the aerospacefighter configuration it fires visible light beams which are then manipulated through a telekinetically created gravity field lens. The three affects by each are the same just the method of producing it is different. The standard mode fires two beams from near the nose of the craft this produces an accurate, moderately damaging weapon with a medium rate of fire. The CIDS mode creates a short range, moderately damaging omni-directional attack. The guided mode creates a highly accurate, controlled, variable damage, with a blast radius.
PFC (GBC)/Shock Wave (Burst)/Inversion (Convergent)
Primary Purpose: Dog-Armor /Defense /Anti-Fighter
Secondary Purpose: Assault/Anti-Personnel/Siege
Weight: Weightless
Mega-Damage: 1d6x10/2d6x10 to a 360 degree area/2d6x10 per beam to a 20’ radius
Rate of Fire: aimed or burst/wild/volleys of 1 to %x%+lvl (up to 1,015, roll % twice multiplying the result and adding her level)
Effective Range: 8000 feet/ 900 feet/ 4 miles
Payload: Effectively unlimited
Bonuses: +2/+0/+4
3. CFS: The Controlled Force System is the heart of all the other weapon systems. It is the offensive emanation of her telekinetic ability with the PAC it pushes electrons; the GBC pushes photons and the PFC pushes water molecules. When in Battloid form she bypasses pushing anything and simply uses the telekinetic force. The TK force causes enough friction in the air to make the effect glow. Several effects are performed strictly using the CFS’s TK force. They are Ranger, Rapid, Spread, Sword, Claw, Net, Shield and Spear effects.
Ranger/Rapid/Spread
Primary Purpose: Strategic/Assault/Tactical
Secondary Purpose: Defense
Weight: Weightless
Mega-Damage: 5d6x4/3d6/4d6 to all locations
Rate of Fire: Aimed/Single, Burst or Wild/Single
Maximum Effective Range: 4 miles/6000 feet/ 2000 feet
Payload: Effectively unlimited
Bonuses: +4/+0/+0
4. Hand to Hand Combat: The Banshee may engage in hand to hand combat.
Attacks per Melee:
Hand to Hand Damage: All combat moves performable by Morgan can be performed as the Banshee with an additional damage die due to the variable TK field. The following weapons can be manifested.
Sword: 3d6x10
Crush: If a successful grab roll is made and the grasp is maintained it causes an unblockable 4d6 per turn
Claws: 5d6 roll to attack twice
Spear: 1d6x10 a critical impales, the Banshee can manipulate the opponent (e.g. “Get over here!” – Scorpion)
Net: 1d6/turn, 1d6/action taken to break out of net, vs. P.S. 40
Shield: successful parry causes 1d6 to attacker

5. Other Abilities and Powers:
1. Teleport: 5,090 miles arrives tired and must rest for 1 minute can teleport a total 2,800’ without drain per turn.
2. Regenerate: Shield regenerates at 4d6x10 (x2 if in tank/transport modes)/ turn, all organic matter regenerates at a rate of 6d6x2 per turn. Entire body can be regenerated from the head in 24hours if placed inside an existing cocoon or in 1 year without a cocoon. Any Invid building with mass equivalent to her full body will suffice as a cocoon.
3. Pain: As a mecha she feels pain it is just so diminished that it effectively only equates to status readout (She knows where and how bad, but it doesn’t affect her anymore than a pilot noticing an engine out or bullet holes in a wing)
4. Cloaking: She can use her TK to bend all EM wavelengths around her making her invisible to most equipment including the Mk I Eyeball
5. Stealth: unless her passing disturbs the environment she is completely undetectable with the cloaking field on. (e.g. she still leaves foot prints, and kicks up dust. The most detectable is her fighter forms making the supercavication bubble and the super/hyper sonic shockwave, also some of the weapons are visible. )
6. Double Threat: when shot at by a weapon that uses an EM wavelength she can use the same power that allows her to cloak to harness it and redirect it (roll to attack, but due to attenuation the damage is halved. She can whirl the charge about her for 2 rounds before it becomes too attenuated to do damage, each round halves the damage if she is touched while she is “holding” the charge the assailant will automatically take the damage.
7. Recharge: Electric or ion attacks ripple across her shields and charge them with half of their damage (remaining damage is discarded), up to double the shield’s values; when overcharged, arcs ripple across the shield and will cause damage to any grappler for the difference (that’s 807 or 1,615 if in tank mode!)
8. Immune: With the same ability that she creates cloaking she makes herself invulnerable to lasers. Is she completely immune… no, plasma and KE attacks do full damage… to her shields first.
9. Decoys: She can deploy up to 6 holographic decoys that appear like her to all sensors.
10. Maneuver Pool: She is so agile that each game she may take from a pool of 100% to add to any piloting rolls.
11. Vehicle Pod: If her body does receive more damage than she can withstand her head unit will eject (e.g. teleport up to 5,090 miles away, possibly all the way to her desired destination), it is treated as a small fighter capable of atmospheric reentry and exit through the use of gravitics and slow descent or ascent. She has 400 SDC and a 100 MDC shield that regenerates fast enough to nullify the pressures of the deepest part of the ocean, full cloaking and can travel at 200mph with no max altitude, outside of a gravity field she can use her energy conversion space fold. Upon landing the ship will be enveloped in a cloaked cocoon where she will begin to regenerate. She cannot become human unless the mech is complete. Once regenerated in this method the cocoon will burst and she will be lying naked on barren ground as all the organic life in a 100’ radius will be slowly consumed over the week long regeneration process (it isn’t fast enough to kill animals larger than a beetle before they feel pain and try to leave the area).
12. Maneuver Pod: the emergency transport “pod” will eject like the head does and then fold back to a predetermined location where it will start emitting a distress call. The pod produces enough air to sustain 10 people for 7 days (cramped conditions, 1-4 can walk about comfortably, 5-7 can sit comfortably, 8-10 are almost stuck in the fetal position), the walls excrete a bitter sweet substance that can be drank and will fulfill the nutritional and hydration requirements for humans but most beings won’t know that they won’t have to eat and will think they still need food so will often choose to carve a piece of meat off the pod… don’t worry they won’t puncture the hull and it will regenerate but it is raw so there is a 10% chance they may get sick, the meat is sweet. If Morgan is confronted by anyone who has ridden in the transport hold while it’s still attached she’ll react as if terribly embarrassed and avoid the topic and person as long as they insist on conversing about it. If confronted on events by thankful survivors she’ll probably start by giving a horrified look, followed by placing her hand just under her bellybutton and finally ending with her loosing whatever food she did eat… “You drank… what?!? And you ate… BLARF.” and then get embarrassed, and avoid the topic and person, possibly FOREVER.
13. Advanced Sensor Suite: Through the use of several psychic powers Banshee has “sensors” equivalent to a
recon unit, plus some. Normal sensor range is 100 miles comm is interplanetary
1. Full EM spectrum (IR, UV, X-ray, microwave etc.)
2. Lifeform scanner
3. Sonar
4. Vibration Sensitive Movement Detectors
5. Termographic scanner
6. Spotting Radar (500 mile scan range)
14. Environmentally Safe: She’s not green, but she is capable of operating in the harshest of environments, extreme cold of the Arctic, the extreme heat and sand of the desert, any high pressure environment, underwater, in space, or re-entering the atmosphere, and she is hardened to EM attacks.
15. Gravitics: All non-ground, including hover, movement is done through the use of TK gravitics so she is capable of moving in any direction at any time, the control surfaces are there just to assist in the orientation of the body any thrusters for additional boost. Capable of stationary hover and VTOL.
16. Micromanipulators: She may manifest one 100 foot long tentacle that has 200 MDC with a tip ¼ the thickness of a human finger but 10 times as sensitive or up to 8 that are a fraction of the whole (i.e. 4 25’ long 50MDC tentacles).
17. One with your fighter: An ace pilot that is one with their fighter can perform amazing feats of aerobatics like Miria, Max or Rick, but when you really are your fighter… Banshee can dance through volleys of any size and then change form to shoot down any strays. In game mechanics she gets an auto dodge for volleys of any size avoiding dodge roll in excess of hit roll x lvl (nat. 20 = 100%) percent of the missiles and can then attempt to shoot the remainder down normally she can repeat this until either all missiles are gone or she misses the auto dodge and the strike roll (i.e. if the attacker fires a volley of 100 missiles, rolling a 12 x.5 because of her EW systems but gets +3 from the missiles and +1 from weapons systems for a total of 10 she rolls a 12 to dodge and has a +4 to auto dodge for a total of 16 so the difference is 6, 6x15=90%, 10 missiles are still approaching now she rolls to hit)
Dodge<100% Hit Chain Reaction Roll w/ Event
Yes Yes Yes -- No Damage
Yes Yes No -- Repeat
Yes No -- -- Repeat
No Yes Yes -- No Damage
No No -- Yes Take ½ damage
No No -- No Take full damage



Chariot System
When it first happened it was unknown to Morganna that her new boyfriend Apollo, who was remarkably immune to her curse and just happened to be everything that she was looking for in a man, was in fact Athena. Athena is a Neural Intelligence created by Halibard Kelty, a member of an ancient race known as the Tyberians. Ah… I digress; Months had passed since she had joined the Wraiths and after they had discovered Athena. Halibard reprogrammed Athena and shortly after that Athena removed herself from the acehole and disappeared. No one knew where she had gone. Then one day a new man appeared aboard ship and he and Morgan hit it off. She finally got up the courage and gave him a quick peck on the cheek… a smile, she kissed him… a devious grin, she kissed him longer… desire but most importantly nothing… her curse had no effect on him! So there were a couple days when Morgan couldn’t be found either. After that Apollo told her that he was going to have to leave for a while, she was upset but understanding. Apollo left and almost on queue Athena seemed to reappear and within a few days started to show. A pregnant robot? Once Apollo left every time Morgan went out Banshee would show up with metal armor, forearm blades, metal claws and talons, energy wings and a “skirt” that would break away in combat and act as remote drones. After the first time this happened Morgan went in to have her doctor, Halibard, check her. Scans showed a nanite shell around her brain which made sense because it is the only part that didn’t grow in the change to Banshee. The entrance to her womb was also found to be capped by a nanite shell and her womb filled with a dense nanite fluid. When observed during the transformation, timelapse photography shows her womb to be the source of the armor.
Chariot System
Model Type: APLOS
Class: Fast Pack
Crew: None
M.D.C. by Location:
Upper Arm (2) --- +69
Forearm (2) --- +42
Hand (2) --- +21
Leg (2) --- +88
Head/turret --- +35
Main Body --- +174
Reinforced Pilot’s Compartment --- 195


FAUST (5) --- Main Body --- 200
Engine --- 100
*Laser Nozzle (3) --- 30
*Ion Projector spike (4) --- 10
* items marked are small targets and require called shots with a -4 to strike
Statistical Data
FAUST:
Height: 3
Width: 5
Length: 24
Wingspan:12
Weight: +4.5 tons
Power System: Unknown
Black Market Cost: It’s not mecha… it's nanites!!!!

Weapon Systems
1. FAUST(5): The Fully Automated Unit/ Supplemental Targeting system isn't so much remote drones as they are non-connected extensions of the Chariot system. When combat mode is entered five of these detach from the body and orbit the Banshee always pointing in the direction of the target and just out of reach of the Banshee. Each Faust is equipped with two weapons the first is a set of three lasers that will always fire simultaneously at the target the Banshee is firing at. The second is a self defense system that will shock the hell out of anything. Any object that breaks the FAUST's orbit will cause all five of the FAUST to converge on the foreign object deploy their ion projection spikes and discharge into it. If a FAUST is taken more than a mile away from the Banshee it will disintegrate into individual nanites and travel back to the Chariot to be reintegrated. If somehow taken more than 2 miles away from the Banshee the nanite dust will self destruct causing no damage and producing only a bright flash, as each nanite shatters becoming useless dust.
Laser Nozzle
Primary Purpose: Anti-Armor/Ship
Secondary Purpose: Assault/Siege
Weight: whole FAUST is 2 tons
Mega-Damage: 3d6x10, 1d6x10 per laser nozzle, always fires all unless one or more are destroyed
Rate of Fire: Fires the first three times the pilot fires at whatever the pilot is targeting (that is 3d6x10x6 3 times per round [180-3,240 ])
Effective Range: 2 miles
Payload: Effectively unlimited
Ion Projector Spikes
Primary Purpose: Mecha/Fighter
Secondary Purpose: Defense
Weight: whole FAUST is 2 tons
Mega-Damage: 4d6, 1d6 per spike, always fires all 4 unless one or more are destroyed
Rate of Fire: Six attacks per melee if a target receives a critical hit (18+) it is impaled and pinned between the FAUST and will receive continual critical shocks 3 times a round, until the Banshee is able to move away (that is 4d6x6x2 3 times per round [48-864])
Effective Range: 2 FEET (as in 24 inches)
Payload: Effectively unlimited

2. Hand to Hand Combat: The Chariot System enables the Banshee to engage in actual hand to hand combat by strengthening the Banshee’s fragile skin and joints to withstand impacts.
Attacks per Melee:
Hand to Hand Damage: All combat moves performable by the Banshee are enhanced with an additional damage die due to reinforced systems, monomolecular edges and surfaces that become super dense on impact. The following weapons can also be modified.
Sword: 3d6x10 leaves nanites behind that continues to consume the armor 1d6MD for 1d10 turns
Claws: 5d6 roll to attack twice, on a critical injects nanites which do 1MD for 3 turns and a random critical effect
Spear: 1d6x10 a critical impales, the Banshee can manipulate the opponent (e.g. “Get over here!” – Scorpion) with a real spear in the field the spear does 1MD every turn it remains in the target, causes 1d6x10 when removed and a critical effect on entry and exit
Net: 1d6/turn, 1d6/action taken to break out of net, vs. P.S. 40 to break T.K. hold nanites will still remain on target and continue to restrain for 1d6-1 rounds after the T.K. hold has been broken
Shield: successful parry causes 1d6 to attacker, and may be changed to a grab.

3. Other Abilities and Powers:
1. Reknit Armor: The nanites can reknit the armor plating essentially regenerating at 4d6MDC/turn, nanites can manufacture a new suit of armor in 24 hours.

2. Advanced Sensor Suite: The Chariot also provides several integrated advanced Tyberian sensors. Normal sensor range is 100 miles.
1. Magnetometer for detecting masses of metal
2. Magnetic Anomaly Detector (EMP, Railgun, etc)
3. Energy scanner
4. Radiation scanner
5. Radio/Radar source tracker
6. Target Analyzer (all known vehicle intelligence)
7. Gravity Lens (acts like an invisible, intangible remote camera enabling her to view around corners up to her max range)
8. Magnetic Resonance Lens produces a full real time 3D image of an object. It is like you’re looking at a detailed blueprint but with everything put together, so you’ll have to manipulate the sensor a little to see specific details. For example if you use it on a veritech through the front you just have to get past the blast shield on the cockpit to see the pilot, but if you’re looking from the back you have to ‘push’ past the engine and the wings and the bottom of the cockpit to see the pilot.

3. Electronic Warfare Systems: Chariot can disrupt electronic detection systems from broadcasting (ECM), jamming (ECCM) or missiles targeting systems (MJ).
1. With her ECM she can produce a -30% penalty to a 175’ area up to 350’ away from her
2. With her ECCM she can break through jamming signals removing up to a -50% within a 175’ area
3. With her MJ she can cause any missile attack directed within a 175’ area around her to receive only ½ the roll before bonuses but will not affect critical hits (i.e. 18 = 9)
4. Nanite Replenishment: The nanites require raw materials so they consume her super dense bone when Morgan is changing back to human. Fortunately Morgan regenerates quickly but this has increased her metabolic rate even more. After transformation back Morgan will need to consume her body weight in food three times a day for two days. Morgan is also in crippling pain for the first 5 minutes after transformation, followed by a constant numb pain in her bones for the next hour. If for some reason she cannot eat the chariot will not engage.
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Here is what Morganna started

Galactic Alliance Sentinel-Invid Fleet Consists of:

The Galactic Alliance (GA) was formed just after the close of the Third Protoculture (PC) war and the dawn of the fourth PC war.

After the Regis left Earth to the Shadow (Haydon) and the Terran forces had their first victory a new threat appeared. The Terran victory wasn't real, the Haydonites were just regrouping for another attack and when they returned a mysterious fleet jumped in alongside them. The Haydonites immediately turned their guns on them and started firing. General knowledge of the mysterious fleet is only known to the RIF, a splinter group of the REF that separated to answer a distress call in another star system, as the Tyberians or The Ancients. So only a few of the returning RIF knew about them and fewer, if any, of the freedom fighters on Earth. Those ignorant to the new fleet's identity were grateful for the appearance of this new ally against the treacherous Haydonites. But the Tyberians did not fire back and soon the Haydonites stopped firing, after a long pause all the Haydonite and Tyberian ships jumped out of system.

Having found new insight into the Invid and their motives, the Regis Hybrid, Morganna petitioned the high command to be allowed to seek out the Regis to initiate diplomatic relationships. With Hallabard's backing she was permitted to separate from the Wraith squadron and was sent out as a diplomatic envoy to the Invid. She left in her enigmatic extra dimensional fighter Banshee. A year went by with no response from Morganna. The Haydonites and Tyberians returned as a joint force, while the UEEF fleet clung to survival against the combined forces, just managing to keep them away from the Earth.

The Terrans, lucky as normal, were augmented by the timely arrival of Sentinel forces, freed up from the recovery in their respective spheres of influence, and the Conservator fleet, the oppressed races the RIF assisted in the Tyber system. The combined REF/Sentinel/Conservator flotilla was able to push back the Haydonite/Tyberian forces to the Oort cloud. The two distinct fleets of the Haydonite/Tyberian forces returned months later, their technologies merged. Where the Terran fleet was able to just hold on previously the combined defenders were unable to counter the hybrid technologies of the Conglomerate.

It always seems as if the tide turns JUST as things seem the worst and this time it was no different. The defenders had lost more than 40% of their forces with minimal losses to the Conglomerate, ranking only in the teens. The Conglomerate was surrounding the Earth preparing for an obliteration attack. Then suddenly a couple thousand of their ships seemed to suffer catastrophic reactor failures, blistered and erupted in fireballs as their atmosphere escaped into space. Then thousands of organic ships seemed to coalesce from mist. Some releasing swarms of fighters that seemed to peel off leaving those ships looking like skeletal remains, others firing massive energy beams, some launching, near invisible, missile volleys, that would go right through the hull of their target and then detonate from the inside, and then the ones that seemed to appear right above the enemy ships that it would then slash with beams before it would disappear again just before the ship fell apart and exploded. Then, across the command channels came a familiar voice; "This is Ambassador Hallenoak, reporting… mission successful, do not fire on new arrivals… I've brought along some friends."

Having convinced the Regis that the taint of the shadow upon humanity is due to the same treachery that Haydon thrust upon the Invid eons ago, she reminded the Regis that she and the Invid are supposed to be the light to Haydon's shadow; the custodians of life in the cosmos. Morganna was also able to leverage her unique heritage, as the pinnacle of evolution that the Regis was looking for, which requires coexistence between the Invid and Terrans. Whether the Regis is actually the light of the cosmos or just as vain as humans is unknown, regardless, she chose to ally herself and her children with the Terrans and set to the task of providing Morganna with the means to produce a new fleet of warships, the like the Galaxy has never seen. Along with a large contingent of stage five and six Invid to crew the ships, she also agreed to later return to Earth. On her arrival, she wanted only her stage five and six to act as military personnel fighting for the alliance; she and her other children would remain on Earth with the agreement that in return for the production of Protoculture the alliance would defend them. Some of the Sentinel and Terran forces were appalled at this, having lost too much to the Invid. Some abandoned the fleets, others eventually came to terms with the situation and some rebelled and were quashed. But as the cycle goes, yet another PC war passes and another foe becomes an ally against an emergent foe, and so shall the cycle continue. The new GA was formed and several massive fleets would be produced to police the territory, waiting for the return of the Conglomerate, or whatever other foe would rear its ugly head.

X Fleet Personnel: The first Gallactic Alliance fleet is an unnumbered fleet and will keep the name X for the entire length of its service. Though all numbered fleets would have a balance of the various species with a slightly larger percentage of the species whose territory they are patrolling, The X Fleet is composed as follows.
Humans- comprise a meager 5% of any ship's crew
Invid- comprise about 80% of the crew 20% are stage three, 50% are stage five the remaining 10% are stage six
Other- sentinel species comprise the remaining 15%
Commander- Ambassador Morganna Isolde Hallenoak

Personal Armor:
Switch Blade Cyclones This is primarily used by the Human foot soldiers but some stage five and six pilots have also started using them. The VR-069 is from the same series of cyclones as the Super Cyclone that started with the Devastator project. The Devastator and Super were both equipped for extreme to medium range engagements. In order to grant the system with more flexible attack capabilities several modifications were made.
• The front cowl has been replaced with the cowl of the VR-041 including the integral GR-103, but the lights were replaced by the new sensor drum that the Super and the VM-9s share.
• The GR-97 has been removed and the H-260 moved to that side.
• The right side mount is equipped with a CADS-1.
• The leg shields have been replaced with GR-187s each containing 4 mini-missiles.
These modifications to the VR-06x frame grant the Switch Blade 20 mini missiles for extended range engagements, a railgun for long, a beam rifle for medium and a CADS-1 for close-in.

Other Invid that choose not to use Switch Blades use their Invid PA

Katar are just starting to come out they are like most of the other Alliance vehicles a combination of Invid and Human tech. The Katar is the hybrid version of the Switch Blade like the other hybrids it is capable of regenerating. The forearm guards are bulkier containing both a triple clawed biological version of a CADS and a plasma disk launcher. Munitions are bio equivalent and regrow in about 5 minutes per unit or 100 minutes for all. The skin of the Katar is a biological variable camouflage.

Mecha:
Razor Siege Inorganic are 2 MD & causes 1d4MD per turn until they are removed (most efficient way is area affect weapons). The Razors are 4' long & 1' wide they look like centipedes. They grip onto the hull with their multi-adhesive feet with a cutting beam that runs from head to tail. The plates on the back of each segment are highly reflective, only taking 10% of damage from laser attacks. They have a small highly unstable power supply which may explode on impact.
• Damage: 1d100*10=x x*1d10MD+1d4*(1000-x) for 1d10 rounds

Gladius Hover Tanks are Spartas Hover Tanks made by the Invid. They appear more organic and can heal; it also uses a biological variable camouflage and has a modular load out.
Heal: 1d10 MDC per turn
Camo: -5 perception
2 Hardpoints any weapon from the list can be installed
• Beam Cannon
• Auto Cannon
• Smooth Bore Cannon
• Synchro Cannon
• Annihilation Disk Launcher
• 10x5 (10 ports, 5 reloads) Mini-Missile Launcher
• 4x3 SRM Launcher
• 2x2 MRM Launcher
• 1x1 LRM Launcher
Invid Weapon Systems: Munitions are bio equivalents and regrow in 4 hours, to figure out how long it takes a single round to regrow divide 4 hours by the number of units (e.g. mini-missiles take 4.8 minutes per unit).

Fighters:
Shank Fighter Inorganic…
Sickle Fighters are Shadow Alphas made by the Invid. They appear more organic and can heal in addition to its other stealth capabilities it also uses a biological variable camouflage
Heal: 1d10 MDC per turn
Camo: 5 perception
Invid Weapon Systems: Instead of bullets the weapons uses annihilation disks (no change in damage just unlimited ammo) munitions are bio equivalents and regrow in 4 hours

Scythe Bombers are Shadow Betas made by the Invid. They appear more organic and can heal in addition to its other stealth capabilities it also uses a biological variable camouflage
Heal: 1d10 MDC per turn
Camo: 5 perception
Invid Weapon Systems: Instead of bullets the weapons use annihilation disks (no change in damage just unlimited ammo) munitions are bio equivalents and regrow in 4 hours

Dervish is the term used for the Sickle/Scythe combo it maintains the variable camouflage but the increased power capacity improves the healing capability.
Heal: 2d10 MDC per turn

Shuttle:
Stiletto- Is the GA's techno-organic version of the Horizont. The body is pretty much the same, the Legios hanger on the belly is replaced by a by a cylindrical hanger that mounts a Gladius on the top and bottom of the craft, that act as gun turrets. A Dervish is docked where it acts as the crafts control center. The ship has a chameleon skin making it difficult to spot. The major advance of the Stiletto isn't the techno-organic element but the flexibility that various pods allows it to have. There are three categories of pods cargo, weapon system and installation.
Stiletto Pods:
o Cargo: These are pods that can act as either transport container or hangers and are built to launch all docked units in a matter of seconds.
 Troop- Three Decks, side walls and floor open to allow switchblade equipped troops to air drop
 Gladius- Two Decks, launch to forward and rear of container
 Fighter- Two Decks, launch to the side, forward and rear of container
 Cargo- No permanent decks big open space
o Weapon Systems: Turns the Stiletto into something to be feared
 Anti-Ground (AG)- 2x Annihilation Disk Launchers (AD), 2 Constant Beam Lasers (BL), 1 Synchro Cannon (SC) and 2 Gatling Railguns (GR)
 Close-In Weapon System (CIWS)- 2x AD, 4x GR, 2x BL, 2x Pop-up Mini-Missile Launchers with 200 mini missiles each.
 MOAB- the entire container is dropped like a bomb containing the equivalent of 128 cruise missiles!
 Pin Point Barrier System (PPB)- Just like the SDF-1s system this allows for several controllers to parry attacks, each barrier is effectively invulnerable because it regenerates so quickly.
 Full Barrier System (FB)- protects the whole ship but soaks less damage and regenerates less than the PPB.
 Controlled Barrier System (CB)- There are few of these in existence. It can act as a FB but if trouble is focused on a single side it can basically double up one side of the field and have nothing on the other. There are 6 field emitters (top, bottom, left, right, forward and rear) that can be controlled. If used overlapping any three areas concentrated into one provide larger coverage than the PPB but effectively regenerates as fast. Up to two areas may maintain an invulnerable force field.
 Cruise Missile (CM)- containing 8 volleys of 4
 Reflex Cannon (RC)- The shell separates down two thirds of the length of the container
 Missile (LRM/MRM/SRM)- 160 variable launch tubes ( inside the container is a giant drum that allows the tubes to be fired out any side, except front and back) contain
• 320 LRM in tubes of 2
• 480 MRM in tubes of 3
• 640 SRM in tubes of 4
o Installation: These pods are built to allow for the rapid, self-erecting, deployment of a forward base
 Control Tower (CT)
 Radar Tower (Radar)
 Command, Control and Communications (C3)
 Security Control Point (CP)
 Force Field Generator (FF)- Like the Barrier Systems except it is more powerful and contained in two pods
 Cloaking Field Generator (CF)
 Wall
 Hanger- If placed in a semi permanent location the Cargo Pods act as hangars
 Fixed Weapon Systems:
• Missiles- the missiles when deployed as a fixed unit can only fire as vertical launch tubes
• Reflex Cannon- deploys a base that allows it to act as if it is mounted on a turret with 360 degree rotation and traverse from 9 degrees negative to 90 degrees up.
• CIWS- The shell is blown off with exploding bolts, allowing the CIWS full movement
o Space Fold Pod- This pod doesn't fit into any of the above categories, this unit allows the Horizont to perform short jumps or when doubled up standard jumps.
o Common Load Outs:
 Gunship- PPB or CB & AG
 Interceptor Mix- MRM & CIWS
 Anti-Ship Mix- CM & RC
 Troop Transport Mix- Troop Container & AG

Frigate:
Cutlass- The Cutlass class is a primarily a defensive asset.
• Standard Operating Procedure(s) (SOP)-
• 50 frigates are stationed on the far side of a systems sun awaiting the signal to jump in.
• A net of organic mines (1,000 in hold regenerate @ 1/hr) encircles a planet. The mines are invisible to sensors and difficult to see (10 % to spot). When the mines detect large heat sources, not in telepathic communication, they will move toward it and on contact they burst, lodging hundreds of fragments in the hull and cover the area in goo that quickly solidifies.
o The fragments are each beacon markers that transmit in random bursts using a phase encoded signal.
o The goo has multiple purposes.
 The hardened goo makes it harder to detect where the hull has been compromised, fooling sensors by sealing any holes, ensuring no environment is vented into space, and mimicking both the color and texture of the surface.
 It hardens and creates a shell to make removal of the fragments more difficult.
 It emits a telepathic signal so other mines don't target the ship.
 It acts as a kind of amplifier for the fragments by opening small sub space channels to contact awaiting Cutlass Frigates.
 Once all non-telepathic heat sources within 100 miles are "gone" the goo excites the fragments to transmit.
• Besides the store of mines the ship is only armed with 6 synchro cannons.
• The ship has twin jump engines constantly spooled up.
o When the ships receive the transmission their organic computers co-ordinate and assign targets. Then they all jump in right on top of their targets, fire their cannons to annihilate or cripple their targets (whichever is possible with a single volley) and then jump back.
• The Ship has sensor but no visual cloaking.

Cruiser:
Saber-
• Dimensional cloaking ship is out of phase with reality and cannot be detected or harmed. It is physically not there. While the ship is cloaked all sensors except visual are useless and even those are -40% to notice the ghostly image.
• Nuclear Phase Cruise Missiles: launched while phased and remains phased until it enters target and then detonates.
• Space Fold Cruise Missiles: When in range it folds taking part of the target with it.
• 1000's of AA PDLs are scattered across its surface w/a targeting system that keeps 10 PDLs focused per target regardless of location even with each ports ability to only direct rounds 45 degrees in any direction
• A visual sensor package that should be on an exploration vessel

Battlecruiser:
Claymore-
• Full sensor and visual cloaking
• CIWS are coilguns firing a steady stream of high density microbeads at relativistic velocities
• 4 Railcannons fire canisters that act as transports separating before impact, spreading 1000s of Razors over a ship's hull. The targeting system is incapable of locking onto anything smaller than a ship.
• Carries a single squadron of strike craft (6-fighters)

Battleship:
Zweihander-
• Surface littered with gravity lens lasers (GLL) over 1000 large aperture lasers each causes 1d6 x 10 and up to 1000 separate targets can be acquired or all lasers focused on a single target for 1d6 x 10,000 to a target as small as an alpha. Each aperture looks like a pock mark with a hole in the middle. The beams fire strait up from the surface and are retargeted 300' away.
• Carries
o 12x Stilleto Shuttles and an array of pods to assemble a base or support as an armed fleet
o 39x Assorted Installation Pods
o 12x each Weapon Pod
o 4x each Vehicle Transport Pod
o 16x Dervish
o 48x VHTs
o 240x Switchblades
• Plasma Lance: in the front of the ship is a large Invid eye. The is not the classic weakness and sensor of the Invid but a focus control lens for a massive plasma beam which can either form a 45 degree fan plane that can be used to sweep a 180 degree area in front of the ship or can be focused into the devastating lance.

Carrier:
Flamberge-
• Few Hundred GLLs 75% on the nose cone, the rest are back near the bridge and engines
• Super fold navigation
o Can actually stay stationary relative to real space while in foldspace
o Can create 1000 fighter sized portals to realspace launching fighters directly into realspace
• 144 Dervish Fighters Mounted in 12 arrays of two squadrons each
• 2400 Invid Shank Inorganics Mounted in 10 arrays of 10 pinions each pinion holding 24 fighters
• Shield: The body of the flamberge is very skeletal and lightly protected compared to other carriers. Instead it is protected by a powerful energy sheath like that formed around the CADS-1
• Ram Prow: not initially meant to do this, but with the field, it fast became a popular tactic. The field will stand up to 1,000,000 MD before it collapses, which has happened twice, fortunately it seems that what happens is the field collapses back to the flight crew quarters and the prow and the column supporting the shank pinions breaks off. Once a rather overzealous captain had suggested to Alliance Command that they should load the prow with nukes so that in the event the field did fail and the target wasn't destroyed they could nuke it from the inside, almost certainly destroying it while likely being protected by the field. A more traditional captain suggested loading the first quarter of pinions with Razors to "inject" into the enemy ship, reminiscent of the old Prometheus/Daedalus attack, putting some 6000 inroganics where it'll hurt the most.

Dreadnaught:
Halbard-
• 180 Dervish fighters in quick launch tubes
• 10,000 GLLs on primary hull only
• Carries
o 24x Stilleto Shuttles and an array of pods to assemble a base or support as an armed fleet
o 78x Assorted Installation Pods
o 24x each Weapon Pod
o 8x each Vehicle Transport Pod
o 32x Dervish
o 96x VHTs
o 480x Switchblades
• Annihilation Sphere Launcher: The ASL is fixed forward. It ejects a mass of fissionable material and compresses it using a gravitonic field then launches it with a gravity pulse, igniting it with a plasma cascade. This creates a small sun that expands as it travels to its full size as a red dwarf at 1132, 575 miles in diameter. The range is effectively unlimited. When it is created it is a quarter mile in diameter. At a mile out it has expanded to a half mile and by 5 miles it is 1.25 miles. It reaches its maximum size and continues its journey until it loses cohesion at some point and goes super nova becoming 100x its size before becoming inert gas. Like any other sun anything it touches is evaporated, MDC hulls only by direct contact. The sphere travels relatively slow all small agile spacecraft can move out of its way. Cruisers have a +4 to "dodge" and capital ships may roll to "dodge" but receive no bonuses.
• 8 turrets with 3x 4m cannons: They fire Armor Piercing Discarding Sabot or High Explosive Fragmentation Canisters
o All cannons may be moved individually from -9 degrees up to 90 degrees. All turrets can rotate 360 degrees but the first tier of turrets are limited by the hull.
o APDS do 1d6x 1000 and only have to do 1/2 damage to cause a breach
o HEFC do 1d6x 1000 to a 100' radius
• All 24 guns can be concentrated on a target to the front but only 18 to a side.
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
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Zer0 Kay
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

How'd that end up a double post? Weird.
Last edited by Zer0 Kay on Fri Sep 12, 2014 4:32 am, edited 1 time in total.
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
User avatar
Zer0 Kay
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Posts: 13732
Joined: Tue Jul 06, 2004 1:59 pm
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Some of it may seem OP but you haven't seen the villains she was fighting and it wasn't just the Haydon IV and the Haydonites.
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
User avatar
Zer0 Kay
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Posts: 13732
Joined: Tue Jul 06, 2004 1:59 pm
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Darrian's Back Story
As a child he was withdrawn avoiding human contact when possible. He seemed to be more interested in making… things. As he grew his knowledge grew as did the quality of his machines… now people knew what they were looking at, GENIUS. The child excelled at all things technical but trailed in all other subjects, barely passing High School he was actually picked up by the Nations top tech College on a Full ride scholarship. Again just barely receiving his BS. The government recognized his talents from the "product" he turned out so gave him a scholarship to allow him to take any classes he chose. He could have had a Doctorates in multiple fields but because other non-technical requirements were never completed his degree simply doesn't reflect the amount of knowledge held within his skull. After completing the majority of his classes (he still goes back for new classes or lectures… only if they include labs) the government picked him up and placed him in DARPA.

While at DARPA he discovered a new energy and developed a fixed weapon using it. The effects caused any thing struck by the energy to be annihilated, from tin can to tank nothing was left behind. While trying to discover the exact effects of the weapon they discovered two things first, the items didn't in fact become destroyed but rather were transported to a parallel dimension and second, transporting everything to the same location is messy. His curiosity got the best of him one night he aimed the "PDT" at another location and transported another D-sponder the visual showed that it indeed transported to a new location in approximately the same location in the other dimension. That night he decided to test it on a live subject so across the divide went bugs who arrived safely… minus the tin sudden death from shock of being d-ported and melded with a tin can (oopsey). Curiosity again took hold… he wanted to go. He decided to select a… uncluttered location as well as extend the duration of the beam so that he could get back through (since video from d-sponders had shown a blue portal on the other side). When he crossed over his morphous form was awakened. At first he didn't notice this looking about in astonishment it seemed to be an underground hanger full of vehicles… advanced vehicles his grin grew…(something strange). As he attempted to pass back through the portal he discovered that the portal was one way…then he discovered the arm of some monster was reaching for the portal. He swung and put up as good a defense as he could muster, then realized those hands, those arms were connected… TO HIM!!! He quickly inspected the rest of his body, only now o_O noticing the lack of a nose, or eyelids or… skin, he screamed, what he heard was a roar then he passed out.

When he awoke he found himself in pitch black save a small light in the distance. He crawled on the floor toward the light noticing on occasion that his hands felt… normal. There was also the familiar feel of his lab coat and the weight of it's pockets pulling in awkward directions. As he reached the light he depressed the button and was blinded by light and deafened by Klaxons. Within minutes there was yelling and he was forced back to the ground where he was restrained. He was taken to a prison cell by a couple goons in some sort of armor, kinda like the stuff he was developing back home. He was interrogate, not being a fan of pain, he blurted out EVERYTHING… except the part about the monster (which must have been a dream, no a nightmare). His new "friends" weren't sure what to do with him, was he crazy, was he telling the truth, was the truth crazy. They brought in specialists in psychology to determine his mental state, as well as those in areas he spoke of to determine if what he was saying was the truth. His hosts revealed themselves as NEMA a military organization that defends all of Northern America and Mexico (guess NAFTA went a little too far). After his knowledge was hesitantly confirmed (the "specialists" didn't like being out done, though they always commented on how his technical writing skills were abhorrent) NEMA offered him a "supervised" position in their version of DARPA. He was placed in an underground facility with no knowledge of it's location other than it was in the central United States. Kept under close scrutiny he wasn't able to do much aside from develop equipment they requested. His many halted attempts to redesign a PDT only produced a small handheld device that allowed him to detect the energy, which he called PDE. He developed several new systems that were just coming to fruition, now entering their field testing phase. Thanksgiving came and instead of a Turkey dinner he got a transfer, escorted in an armored vehicle in a windowless compartment with armed guards, to another facility somewhere on the East coast.

CRYOGENICS?!? What the hell did they transfer him here for? He specialized in machines not people. He found that he had been transferred to aid in the final design and manufacture development of the machine, not for bio-development which had already been completed. The first was received by Christmas, and the first subject was Bugs II who was revived 24hrs after he was put under, just to be put under again for a week, then a month. Each test was successful the only observed side effect was nausea and a form of shock. By the middle of the next year they had 100 cryotubes manufactured delivered and installed for further testing. The first test was to make sure they powered up. During power-up tests the system the engineers noticed there was an odd drain, it seemed that each cryotube drew more power than the previous in an exponential curve. They had to switch from a single reactor to bleeding energy from all reactors in parallel into a device which would amplify the power, remove any irregularities and could compensate for the power curve. A few days before Christmas he felt a sting on his right leg. He reached into his pocket to discover his, now sticky, PDE detector. Withdrawing it he found it bloody, its face plate shattered and meter pegged. What bothered him was it was still reading high, not to mention he noticed that his BoNeS were a bit dry… this morn…ing. He looked around and saw everyone looking at him, there faces contorted… in sheer terror, then the mirror where only death stared back, then darkness… followed by intense cold, followed by dreams… not dreams nightmares. Two worlds becoming one. The sun eaten by darkness then regurgitated into the light the worlds separate into recognizable spheres but remain touching. Something… no everything different a feeling more than physical evidence. Closer, closer the vision got he could see people now… no only some were people others were all sorts of beasts who walked with the people who didn't even notice them. Then there were the shadowless shadows, people made of shadows who didn't cast shadows of their own also walking among the people, unnoticed. Then a voice telling him you are the Slayer of Demons and Murderer of Angels. You are death, the horned god, Cernunnos.

SIDE NOTE: The cryotube he was placed in was locked (which consists of a code lock out as well as a physical panel lockout which covers the readout. Another side effect of cryo-sleep could be loss of short term memory which fills in, in reverse (e.g. they'd remember that they locked him in before they remembered why).
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
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Zer0 Kay
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

The custom Behemoth:
Kharon
Kharon is a modified Behemoth Explorer. On the outside it appears to be the standard explorer with a few defensive weapon systems and some storage boxes added. However, under the paint job is a highly reflective super dense metal… Chromium!? The modification was done in such a way that it severely reduces the total weight of the Kharon while also marginally increasing its structural integrity. Due to its reduced weight it is capable of traveling faster on land and has been modified with FLIGHT and aquatic capabilities. In order to fly the legs fold up so that the ducted thrusters on the backside point down while in this mode the arms are also folded up against the hull where they are locked to maintain stability until the legs extend. There are also several other thruster vents positioned across the hull to maintain stability and allow for reasonable agility in flight, you won’t see it banking and jinking, but it can still dodge in flight. A flying explorer may be odd or imaginative but all the jets also allow the behemoth to jump, and a hopping one is just too weird.

Primarily, the interior is unmodified from a standard Explorer except that the labs have been sacrificed for a larger rear hanger/mechanic bay. This unit is set up as a mobile vehicle repair/upgrade bay. A nano-lathe dominates the interior of the mechanic bay and another retractable arm is mounted in the ceiling to manipulate vehicles. Several additional weapon systems are concealed across the surface of the hull, including the storage boxes.
The interior is divided into four levels:
The upper most level is the observation/dining deck it has enough seating for 20 people and enough standing room for another 20. The observation dome has three entry points that are all locked with failsafe keypads, all the glass can be covered by automated armor plates when entering combat. To the rear is the top of the communication towers.
The second level includes the communications equipment in the upper rear half and the top of the rear hanger and the control room for the manipulator arm in the bottom half. The gun wells are located in the roof of this deck one to the rear between the sensor towers accessed from the comm equipment deck and two in the front behind the headlights accessed through the mech room. In the middle is a conference room which includes a large meeting table/mainframe computer and two private offices that are used for customer consultation and drafting. In front of the office space, between the arms’ drive motors but behind the cockpit is the galley. There is a small hanger on each side for personal craft. Toward the front are the cockpit and the beginning of the forward mechanical compartment.
The third level has the main portion of the rear hanger taking up half the length of the explorer plus the area between the legs’ drive motors, where access to the lower gun well can be found through a trap door in the floor. Beyond the forward bulkhead are the living quarters with a small dining area/lounge with a viewing area below the explorer and in front of that but above the viewport is the rest of the forward mechanical systems.
Finally the fourth level is a maze of conduit from where all electrical cables are routed and liquids are stored this starts shallow at the rear then starts to widen as it proceeds to the front. The cylinder for the lower gun well goes from deck two to this area where the retracted turret rests. The turret is accessible on this level… just inconvenient, access here is primarily meant for maintenance. The studious technician will climb down the gun well and then rotate the turret to exit on the maintenance level rather than entering through a maintenance hatch and crawling all the way to the turret. All the way at the front of the vehicle is another observation deck which is reached from a staircase on the third level. This viewing area is very small only about four feet from the rear wall to the glass but runs from one side of the explorer to the other. There are retractable bucket seats along the wall with tables that retract into the floor, but most guests stand in order to get the full view. Like all other windows there is an automated armored plate that can cover in combat.


Kharon
Model Type: Behemoth Explorer Robot EX-5K
Class: Mobile Command Center/Maintenance Vehicle
Crew: Three; one pilot, one copilot, one commo and can accommodate 15 to 40 passengers.
M.D.C. by Location:
Upper Arms/Shoulders (2) --- 150
Forearms (2) --- 250
Hands (2 large) --- 75
Hands (3 small, retractable) --- 38
Upper Legs (2) --- 120
*Lower Legs/Primary Thrusters (2) ---250
**Control Thrusters (11) --- 10
Side & Arm Searchlights (6) --- 6
Top Mounted Searchlights (2, Headlights) --- 13
***Sensor Towers (2) --- 38
Doors (per 3 foot section) --- 10
Pilots Compartment --- 250
Observation Deck --- 325
Lower Observation Deck --- 115
Force field --- 600 (regenerates 2d6 per melee)
****Main Body --- 625
* Destroying either one of these will cause the unit to be unable to walk and reduce its flight ceiling to 2’ and speed by 50%
** Destroying one of these will make the behemoth difficult to fly or pilot in/on the water -5% per unit. Note: The vents are small and difficult to hit only a called shot can strike even then, the attacker is -2 to hit.
*** Destroying the sensor towers in the rear reduces sensor range and capabilities by half. The pilot is now restricted to visual sensors. Note: The tower is a small and difficult target requiring a called shot at -1 to strike.
**** Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless.
Speed
Running: 60 mph
Leaping: with the assistance of all the jets the Kharon can leap 30 feet high and 41 feet long
Flying: In transport mode the Kharon can fly at a Top speed of 200 mph but cruising speed is considered 100mph
Maximum Altitude: 100 feet
Water: 20 mph
Underwater: all the control thrusters create a cavity in the water allowing the Kharon to perform like an "unsuper" super cavicating vehicle, this allows the Kharon to travel through the water at 100 mph
Maximum Depth: 1 mile
Statistical Data
Height: 60 feet
Width: 20 feet
Length: 82 feet
Weight: 800 tons fully loaded, but with empty hanger bay.
Physical Strength: 45 robotic
Cargo: rear hanger; 24’ wide x 30’ long x 12’ tall
hanger/boarding compartment; 24’ wide x 6’ long x 9’ tall on each side
standard cargo capacity; of 200 tons
maximum cargo capacity; of 1,163 tons possible but reduces ground speed to 40 mph and eliminates flight and water surface travel capabilities
Power System: TW/Nuclear; The TW power system has an average life of 1 year before requiring a PPE recharge of 1 million PPE, which commonly requires sitting on a layline for a few hours. The secondary generator is a small fission power plant that is meant to provide constant power for all the weapon systems it can be used as the primary power in an emergency but can only be used for a constant 24 hours before it blows out and has to be replaced. The fission generator can be used indefinitely if used 3 hours at a time with an hour long charge periods between.
Black Market Cost: This unit is a one of a kind specialized vehicle and as such is either going to fetch somewhere near 400 million credits or more likely, if captured intact, scrapped for its armor and tech for somewhere in the neighborhood of a billion credits. Of more value would be the knowledge of where the unit came from.

Weapon Systems
1. RG-14 Boomguns (2): Concealed behind an armored door in the center of each of the big claw hands is a boomgun. When the claws on the hand full retract the gun’s barrel protrudes from the center of the claw. Due to the Kharon’s great weight it is unnecessary for it to use stabilizers or thrusters to fire the guns. Power is drawn from the Kharon’s secondary power generator.
Primary Purpose: Assault and Anti-Armor
Secondary Purpose: Anti-Aircraft
Weight: 1 ton
Mega-Damage: 3d6x10 per round
Effects of Sonic Boom: The Kharon is insulated from the shockwaves of the Boomgun; however, everybody within 200 feet will be temporarily deafened. Characters without any type of head/ear protection will be temporarily deafened for 2d4 minutes and are -8 on initiative and -3 to parry and dodge. Characters that are in protective body or power armor will have some protection but are still temporarily deafened for 1d4 minutes; same penalties apply. Each sonic boom adds to the duration of the deafness. The sonic boom will also affect the physical surroundings by shaking buildings and shattering S.D.C. windows within 300 feet of the boom.
Rate of Fire: Equal to number of hand to hand attacks of the pilot
Maximum Effective Range: 11,000 feet
Payload: 100 round drums in each arm, reloaded from a central feeder located in the main body that extracts from ammo drums. Normally 10 are carried
2. CIDS (6): These Close-In Defense Systems are automated 30 mm chainguns firing proximity fused fragmentation rounds. They are each guided by integral radar/lidar/sonar sensors mounted on top of each unit. Each unit is fed rounds from a 2000 round drum mounted in the turret right behind the cannon. The units can rotate 360°, aim straight up (90°) and tilt down to 20° but are limited through software so as not to damage the Kharon (including weapon projections, but not antennas), without removing a mechanical safety. As long as they are on they will constantly fire at anything in there line of sight that is flying toward the Kharon. They are mounted on the corners of the rear platform, above each headlight and along the center line at the front and back of the observation deck. These units have an internal power supply that will last an hour after it is moved from its ‘home’, charging, position where it draws power from the Kharon’s secondary “weapon” power generator.
Primary Purpose: Anti-Missile
Secondary Purpose: Defense
Weight: 2 tons
Mega-Damage: 2d6x10 per 20 rounds with a 20’ area of effect
Rate of Fire: Standard
Effective Range: 3000 feet
Payload: 2000 rounds the drums weigh 1 ton and must be manually switched out, taking about 5 minutes
3. Hex NG-E15 (1): To defend the underbelly from attacks there is a retractable turret equipped with six NG-E15s mounted on the center of the hull between the legs. The turret is capable of 360° rotation and 90° traverse to shoot directly below it. Software programming also restricts controls so that it can’t aim at the vehicle without removing a mechanical safety. It is controlled by a gunner sitting in a gun well located above the turrets drive motor. The ball turret can be manually retracted but when not in use it will automatically retract and will not extend if the Kharon is on its belly. Power is drawn from the Kharon’s secondary power generator.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Weight: 1 ton
Mega-Damage: 3d8x20
Rate of Fire: Equal to number of hand to hand attacks of the gunner
Effective Range: 1600 feet
Payload: Effectively unlimited
Penalty to Strike: -1 to strike


4. Quad NE-99 (3): Three turrets are mounted on the top of the Kharon and act as anti-aircraft turrets. These have 360° rotation and 180° traverse to aid in rapid target acquisition like the other turret mounted weapons it is mechanically limited from damaging the Kharon. One is behind each headlamp and another is located between the sensor towers. Each one is controlled by a gunner. The gunner sits in a chair which is then pulled forward, by the turrets drive motor, at the same time the transparent clamshell of the ball closes around the chair. The outer hatch slides opened and the pod is drawn up through the hole barrels first to be locked into place by the drive motor’s collar. Each has four Naruni Rapid-Fire Assault Lasers. Power is drawn from the Kharon’s secondary power generator.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault
Weight: 1 ton
Mega-Damage: 4d20x10 at a single target or 2d6x10 at 2d6+2 targets
Rate of Fire: Each shot counts as 3 melee attacks
Effective Range: 4000 feet
Payload: Effectively unlimited
5. Gills (2): Along either side of the cockpit there are two panels that ‘pop-out’ like backwards gills. Each panel hides two Wilk’s 1000 Pulse Laser Cannon Nodes (W1K4) and six tube Naruni Micro-Missile launchers (NMML). The W1K4 nodes redirect the beam of W1K4’s into small ball turrets which use the targeting sensors to locate the point to focus all four beams on. The nodes are effectively fixed forward but can fire on any target the pilot can see through the view port.
Primary Purpose: Defense
Secondary Purpose: Assault
Weight: 1000 pounds
Mega-Damage: 1) W1K4: 3d8x20. 2) NMML: xxxx
Rate of Fire: 1) WIK4: Equal to number of hand to hand attacks of the pilot or co-pilot. 2) NMML: volleys of 2, 4, 6 or 12.
Effective Range: 1) WIK4: 3000 feet. 2) NMML: xxxx
Payload: 1) WIK4: Effectively unlimited. 2) NMML: 12 per launcher for a total of 24 and can be reloaded from the inside by magazine taking a turn.
6. Murmurs (MRMS) (20): The Modular Rack Missile System has several configurations. Each of the boxes can be removed and replaced with another unit containing a different mix of missiles. The boxes adhere to the hull with an electrically controlled molecular bond and remote launched. There are no cables passing between the MRMS and the Kharon. The boxes may be dropped from the hull and will always land tubes up. If ejected in the water they are buoyant and will float just below the surface of the water. The range on launch and control commands is 1 mile, but each of the boxes also act as a repeater allowing for an array of missiles to be stretched 21 miles long, an issue with the repeaters and parsing the commands causes a second delay per mile (so if a command was given to launch the box at the 21st mile it would take 21 seconds before it fired.) A small patch has been applied for simultaneous launch of all boxes, where each repeat adds a bit to the launch code. When the final box in the launch string is reached it starts a timer with 1 second per bit and sends a confirmation signal back after removing a bit from the code. On the return the next box in line sets its timer 1 second shorter than the first box (because the bit was already removed} and so on and so forth until it reaches the first box where the timer is set to zero at which time all boxes should launch (so in a 21 mile line it takes 21 seconds out and 20 seconds back to the first box so it would take 41 seconds to simultaneously launch a 21 mile line.
Primary Purpose: Varies on pack; Anti-personnel to Anti-ship
Secondary Purpose: Booby-trap
Weight: 1 ton per box (20 tons)
Mega0Damage: Varies per missile
Rate of Fire: Launch volleys of 1 to all (with micro-missiles it would total 12,000 missiles!)
Effective Range: Varies per missile
Payload:
1) Micro-Missiles: Not commonly used due to short range and slow speed. The single shot launch tubes are out the top, bottom and to the sides 600 per box!
2) Mini-Missiles: Not commonly used due to short range and lack of guidance. The single shot launch tubes are to the sides. There are a total 300 missiles.
3) Short Range Missiles: The single shot launch tubes are on the top and the sides, all launch upwards. There are 30 missiles per box.
4) Medium Range Missiles: The single shot launch tubes are on the top and the sides, all launch upwards. There are 9 missiles per box.
5) Long Range Missiles: The single shot launch tubes are out the top, launch upwards. There are 3 missiles per box.

7. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. See Power Armor Combat Training in the Robot Combat section. Because of the reduced weight granted by the supplemented chromium armor the Kharon is more nimble gaining a +1 to strike and parry however the reduced mass also reduces damage which is supplemented by a vibrofield.
Large Arms/Claws: 4d6 punch and tear/pry, 2d6 crush
Retractable Arms: 1d4, 2d20 laser blade stabs, 3d20x2 spinning laser blade slash
Stomp: 2d6
Body Block: 2d4 w/70% of knock down

8. Sensor System of Note: As a Behemoth the Kharon has some of the best sensory systems available in a robot.
1) Thermo-Imager: A special optical heat sensor that allows the infrared radiation of warm objects to be converted into a visible image. Enables the pilot to see in the dark, in shadows, and through smoke. Range: 2000 feet
2) Infrared (IR) Optics: The IR system enables the pilot to see in the dark and to see other IR beams. Note: Smoke impairs the IR beam, making it impossible to see.
3) Ultraviolet (UV) Optics: The UV system enables the pilot to see into the UV spectrum of light and is mostly used to detect the light beams of UV detection systems.
4) Multi-spectrum Searchlights: The two front headlights also have two additional elements that allow them to function as IR or UV searchlights. The lights can be used to scan an area at night using the invisible light to avoid detection. Range: 500 feet
5) Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 100.
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
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Zer0 Kay
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Posts: 13732
Joined: Tue Jul 06, 2004 1:59 pm
Location: Snoqualmie, WA

Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Darrian's Company Org Chart

Parent organization (“CEO”)-> Northern Eagle Martial Aggregate (NEMA) Knee Mah


Company ("Grand Marshal")-> Silver Eagle Mercenary Corps (SEMC) Sem Corps This would be our combat arm that goes out and performs the jobs and would coordinate protection for our transport and medical staff
Division ("General")-> Aeroforce (Air)
Division ("Centurion")-> Terralegion (Land)
Division ("Admiral")-> Hydrocorps (Sea Surface)
Division ("Commander")-> Aquaforce (Sub-Aquatic)
Division ("Commandant")-> Amphihost (Cross-Over)
Division ("Prime-arch")-> Etherhorde (Space)
Division ("Arch-magus")-> Mysticlegion (Uh… Magic)
Division ("Ascendant")-> Psicorps (Uh… Psionics)


Company (“President”) -> Northern Eagle Arms Development Services (NEADS) Needs
Division ("EVP")-> Northern Eagle Research and Development (strangely enough this makes the acronym NERD) Nerd
Sub Division ("SVP")-> Medical
Section (“VP”)-> Cybernetics
Section (“VP”)-> Magical Healing
Section (“VP”)-> Normal Healing
Section (“VP”)-> Combat Doctors/Medics
Sub Division ("SVP") -> Engineering
Section (“VP”)-> Vehicles
Section (“VP”)-> Weapons
Section (“VP”)-> Armor
Section (“VP”)-> Equipment
Section (“VP”)-> Materiel
Section (“VP”)-> Construction

Division ("EVP")-> Northern Manufacturing and Erection (NME) The common joke in the company is that those in this division are NEMA’s greatest Enemy. ‘N’ ‘M’ ‘E’

Division ("EVP")-> Northern Eagle Transportation (NET) Net
Sub Division ("SVP")-> Cargo Transport
Sub Division ("SVP")-> Military Transport
Sub Division ("SVP")-> Medical Transport
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
User avatar
Zer0 Kay
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Posts: 13732
Joined: Tue Jul 06, 2004 1:59 pm
Location: Snoqualmie, WA

Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Ashley Cranes "gun":
AC-4 MPWS (Multi Purpose Weapon System)

After her travels through Phase World & South America, Ashley decided to make a single formidable weapon system out of the weaponry she found or bought. The PH-400 was the most challenging. It took her over four years and eighteen units to figure out how much of it she could strip and still have a functioning unit. The Tri-Beam, Micro-Missiles and Death Disks were easier to deal with because of their "more" conventional designs. To counter the severe weight of the weapon four contra-grav disks were added, while these are on the weapon is extremely light and easy to maneuver.

All of the weapons are stripped to their functional parts and placed in a new MDC casing. This was done with extreme care, to keep them in their original configurations, so as not to alter their original effects. This causes the casing to be of a triangular shape.

The targeting system is a Multi-Optic sensor w/ laser targeting and range finder. The data from the sensor suite is displayed on a HUD in a battle helmet. Through the helmet one can select which weapon(s) fire(s) as well as which person or people to fire at.

Everything is powered by a double power pack (two C.A.F. battle armor power cells)on the rear of the body armor. An internal clip feeds the micro-missiles. There are extra disks in each silo.

A voice and retinal scan in the helmet toggle its safety. The ammo compartment is accessed through a panel that is opened by entering a five digit code. The code is entered into a ten digit, twelve button, keypad that scans each button for finger prints and heat signatures as they are depressed.

There is a firing order. This is done to ensure the weapon doesn't knock its own projectiles out of the air. First the tri-beam cannon fires. Then the death disk and micro-missiles are fired, followed by a phase sphere. The weapon's target-solution computer fires the phase cannon so it will place the projectiles out of phase as they hit the target. While out of phase the death disks each, stay close to and, hit the target three times. They then fly out of the phase bubble, just as the micro-missiles detonate at point blank range.




AC-4 MPWS (Multi-Purpose Weapon System)

Weight: 94 lbs. (4 lbs with AG pods on)
M.D. - Tri-Beam: 1D4 X 10 + 10 X 2 to most materials
Death Disks: 5D6
Micro-Missiles: 6D6
Phase: 4D6-w/i 10' radius 6D6 to 10' or larger beings and force fields.
Rate of Fire- Tri-Beam: burst firing only
Death Disks: 3 in S&D mode or = single shot
Micro-Missiles: 1 at a time or volleys of 2 or 3
Phase: single shot
Maximum Effective Range- Tri-Beam: 3000'
Death Disks: 500'
Micro-Missiles: 2 miles
Phase: 1600'
Payload- Tri-Beam: 200
Death Disks: 3 + 6 extra (2/ea. launcher)
Micro-Missiles: 20
Phase: 600
Cost: one of a kind (cost millions to develop)
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
User avatar
Zer0 Kay
Megaversal® Ambassador
Posts: 13732
Joined: Tue Jul 06, 2004 1:59 pm
Location: Snoqualmie, WA

Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Saila and Sarkus
More than One Way to Hack a Computer
A few years ago Hagan, before he became A.R.C.H.I.E.’s idea man, was traversing the wilderness; every moment of his life filled with fear, then he happened upon a woman sitting near a camp fire with her beast lying near her. From the side of her headdress arose two antennas. The shaggy beast laying beside her turned its snout to the forest in Hagan’s direction, dust kicked up as a paw moved to lift the massive body from the ground. She reached over and pat the beasts nose and said something to it, either too quiet or in a language he didn’t understand… yet. Her beast settled back down, she slid her half naked body up next to it and drew some sort of scaled hide blanket over her. The beast reached over and dragged its saddle, and the blanket connected to it, under its chin. Her antenna flicked the air as her friend sniffed. Then they seemed to go to sleep. Hagan cold, alone and scared, snuck into the camp as he neared them he realized how tall she was and how massive the beast as he neared the fire. As he closed the distance the beast suddenly moved with a grunt. Hagan jumped out of the clearing back into the woods heart racing. The beast was now on its side, all of its legs out in one direction. The woman had slid off onto the dirt. She slid over to a paw and the beast drew her toward it. She smacked its side and said something in a chastising tone, it simply smirked. They went back to sleep. Hagan needed warmth, he knew he was on the verge of hypothermia and would die unless he got some… guess he should have learned how to make a fire. He scooted close to the fire and as he watched for any sign of movement he fell asleep.
In the morning he awoke to a lot of hot air moving over him and the sound of a very large beast sniffing very close to him. The feminine voice from last night was close and loud enough for him to hear yet he could not understand. He laid there motionless, hardly even breathing. The sniffing stopped and a very close and inhumanly deep and guttural voice responded to the female… IT spoke!? She grunted, and then it did as its feet shuffled away from him. He cracked his eyes to try to see what was going on and as he looked up out of the corner of his eye he got a view he’d never forget, and one few men see. As he looked up she stepped over him, and his eyes grew wide. Hagan knows what her species wears under their loincloths or skirts. If asked he remains silent but gets that whimsical look, when you recall a fond memory, with a big cheesy grin. The moment was a flash, though the whole thing plays in slow motion in his head, as she stepped over and walked toward their gear. His moment of erotic fantasy was also short lived as he felt thuds coming closer from behind him. Then a claw passed through his hair before hitting the ground, then big eyes, then darkness, and as he got snorted on a little monster boogey hit him in the face. Then the worst image he’d ever see, the beast was bearing its fangs in a snarl inches from his face. He squeezed his eyes shut as the rest of the beast passed over him. He cracked his eyes again just in time to see the beast’s tail come down and slap him. His face was stinging but he knew that a beast of that size could have caused much more damage. He watched it walk over to the woman and as she was putting, what he thought was a blanket, on as a cape connecting it to the chest plate and pauldron she had been wearing all night. It snickered as it spoke to her and as she spun around to look at Hagan he got another glance as her fast movement caused her apparently heavy loincloth to skew to one side… the carpet matched the drapes. Her cape billowed out but then began to stick to her from top to bottom increasing mass and rigidity over vital or non-flexible parts and separating into cable like mail over a body suit at the joints and other flexible parts. Hagan could see her cheeks were flush, he hoped in embarrassment as her face did not seem to display any anger, but then she started stepping toward him. His eyes popped open and he tried getting to his feet, only successful in pushing himself across the ground. She quickly reached him and put her hand out. Hagan flinched and closed his eyes expecting his life to end. Nothing happened; he heard the beast laugh and he opened his eyes. She was still standing there her hand outstretched, her face still flush, but her beautiful blue eyes were smiling and she wore a sheepish grin on her perfect face. He put his hand in hers and she helped him up. Then she looked at him put her hand together in front of her face, which now seemed to have a pleading look upon it, then she said something in her language. She realized he couldn’t understand so she stood there for a minute thinking; all the while Hagan studied her face and her green hair. After a couple seconds she did the pleading hands again followed by the talking hand, the quieting finger on the talking hand, pointing at him, then both of her eyes then down. Hagan figured out that she didn’t want him to talk about his religious experience, when he said it the right way she nodded… apparently her translator worked. The woman went on with her business, she threw the saddle and blanket onto her beast picked up two staff looking weapons that had triggers and collapsed on their own when she went to place them on her back. Two other staff weapons she picked up collapsed into something like a knife these she stuck into concealed sheaths on her thighs and finally she picked up two different rifles that she put into sheaths on the beasts saddle, that weren't there just a minute ago. She looked at Hagan and said something and then motioned to him. Hagan asked if she wanted him to come with her and she nodded her head. She flung herself up onto the saddle and offered her hand. Hagan took it and almost pulled his arm out of joint as she jerked him off his feet.
A few days had passed as Hagan traveled with the woman his translator finally picked up her language. He learned that her name was Saila and the beast was her friend and pack mate Sarkus who spoke the same language. She never again assumed the minimal armor mode, probably too embarrassed, he did however notice that she was getting uncomfortable in the full armor after about the second day. He learned about their culture and was starting to grow bored of her near continual talking when he was rolling his eyes and just happened to notice a guy in a tree dressed in CS armor. He yelled and with a single move she knocked him to the ground on the opposite side of Sarkus from the scout and leapt toward the Deadboy. Sarkus spun to face that direction and in that instant went from some near cuddly mutant wolf grizzly cross to a titanic armored dreadnaught armed and armored to the teeth, well… except for the teeth. Sarkus fired some shots that seemed to be aimed at Saila which she deftly avoided as if it was planned; the shots hit the tree, shattering the trunk. As the tree fell with the soldier in it Saila, still flying through the air, pulled one of the knives which immediately extended to the length of a halberd, and spun it. She landed on the same branch as the trooper, the first strike hit him square in the helmet and cut into it, he was surely a goner but as she spun around for a second strike the helmet fell from his head in two parts and she struck him with the blunt end with a crack he was most certainly dead before he hit the ground she landed over him a foot on each side of his torso. The tree was still falling and her last slash with the halberd sliced it in two pieces which fell on either side of them. Sarkus now looking as he did before the battle came over, took a deep breath, and exhaled on the unconscious human. The human shook his head like he smelled something foul and immediately came to consciousness. Saila asked him if there were any others and the man unable to understand and realizing she was that much more alien scowled at her and told her that if she did not release him the others would surely descend on her and slaughter her and her entire family… apparently the wrong thing to say to her as the knife she held extended into a spear burying its blade in his throat, likely severing his spine. As she turned her armor seemed to stiffen and the cable mail flattened out into plate her head crest rose and separated as another antenna came out, the three were busy flicking the air to find the "others." After a couple minutes passed her armor reverted to the previous mode as they began to remount Sarkus her antenna shot straight up into the air moments before a far off crash could be heard. Sarkus spun around knocking Hagan off the trail and into the forest. As Hagan watched all the plates of Saila’s head dress stood on end and two extra antennas slid out, the cable mail went flat again and the dense armored portions seemed to grow. A pack of some sort extruded from the suits back and blades seemed to sprout from everywhere. As he looked on her image seemed to blur as if he was looking at her across hot desert sand… the suit was producing massive amounts of heat. Out of the forest crashed the large skull headed mass of a UAR-1 Robot which immediately launched missiles. Sarkus, armored up again, fired a spray of laser beams into the volley detonating several causing a chain reaction that destroyed the rest. The giant robot started firing its cannon and Saila nimbly dodged the first shot almost purposefully into the next shot which hit her and sent her spinning into the air. Fragments of her armor flew off in all directions and her bare shoulder could be seen. Sarkus leapt behind her and jumped into the air side swiping her mid air, Saila’s feet hit Sarkus’ side stopping her spin and giving her a springboard. Her armor looked like it was regenerating, her shoulder now hidden under the material. She leapt off Sarkus’ side and landed on the UAR-1’s shoulder. The UAR-1 immediately started swatting itself in an attempt to dismount her. Her armor, fully regrown, new blades popped out. She dodged the clumsy strikes and stabbed a morph blade spear into each eye, which she then used to perform amazing acrobatic feats. The secondary sensor tower allowed the pilot to continue attacks, though they were even more clumsy and hardly had to be dodged. As she flipped and danced around the UAR’s head she ripped blades from her armor and buried them deep into the hoses in the neck, then she pulled both of the staff cannons off her back and fired one against the side of the head which caused it to rip free of the body, the other she shot down the neck of the robot directly into the cockpit. The UAR stumbled with smoke billowing out of its neck she flipped off, landing a few feet in front of it, facing it on a knee and a fist; both the staffs had been replaced on her back sometime during the flip. As she rose, a volley of missiles fired straight up from her pack. The UAR-1 collapsed to its knees almost on top of her but then fell backwards and at that moment the volley she released a moment earlier landed on target, pummeling the chest. She turned toward the forest, and Hagan saw her face… at least her eyes as her mouth was covered in a predatory looking mask, but her eyes were full of rage. Hagan ran into the woods and never saw either of them again.
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
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Zer0 Kay
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Re: Kit out your ultimate 10-man squad.

Unread post by Zer0 Kay »

Hmm, should have edited those better. But it's late, I'm tired and it can still be read... red... whatever. :) Night all.
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
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Re: Kit out your ultimate 10-man squad.

Unread post by Kagashi »

Vernulian squad

Notes:
All listed below are Vernulian Race
All Vernulian weaponry uses telekinesis to pull the internal triggers of the weapons (so VC-27 is based on a C-27, but with internal triggers)
All have 2 cybernetic implants: Advanced Hearing and sensor multi-optic eye

-(Commander) Paratrooper OCC: military energy field generator collar, VC-14 laser rifle and grenade launcher, VC-18 laser pistol, 2 x vibro swords
-(Augmentation Support/Repair) RCGS Scientist turned Techno Wizard OCC: with basic buffing spells like Chameleon, Armor of Ithan, Impervious to Energy, Invisibility: Simple, superhuman speed, superhuman strength, and superhuman agility. Military energy field generator collar, VC-14 laser rifle and grenade launcher, VC-18 laser pistol, 2 x vibro swords
-(Close Air Support-Heavy Hitter) Paratrooper in Vernulian Serpent Power Armor, VC-140 Rail Gun, mini missile launchers, 2 x vibro swords
-(Close Air Support-Heavy Hitter) Vernulian Full Conversion Combat Cyborg with Jet Pack: VC-40 Rail Gun, VC-27 Plasma Cannon, 2 x vibro swords
-(Close Combat) Gunslinger: military energy field generator collar, 4 x VC-18 laser pistols, 2 x vibro swords
-(Close Combat) Gunslinger: military energy field generator collar, 4 x VC-18 laser pistols, 2 x vibro swords
-(Repair/modification) Operator: military energy field generator collar, VC-14 laser rifle and grenade launcher, VC-18 laser pistol, 2 x vibro swords
-(Recon) Wilderness Scout: military energy field generator collar, VC-14 laser rifle and grenade launcher, VC-18 laser pistol, 2 x vibro swords
-(Sniper) Paratrooper OCC: military energy field generator collar, VC-12 laser rifle and grenade launcher, VC-18 laser pistol, 2 x vibro swords
-(Spotter) Paratrooper OCC: military energy field generator collar, VC-12 laser rifle and grenade launcher, VC-18 laser pistol, 2 x vibro swords

Id give them C-5 pump pistols as back ups over the C-18s, but they are supposed to have the equivalent of 102 PA CS gear, which the C-5 didnt come out till 105 PA.
I want to see from Palladium:
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

Not familiar with this race.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

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Re: Kit out your ultimate 10-man squad.

Unread post by Kagashi »

Vampire Kingdoms or D-Bees of North America
I want to see from Palladium:
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
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Re: Kit out your ultimate 10-man squad.

Unread post by Kagashi »

Bottom line, think CS D-Bees, but with minior MDC, psionics, auto dodge, and +3 attacks per melee
I want to see from Palladium:
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
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slade the sniper
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Re: Kit out your ultimate 10-man squad.

Unread post by slade the sniper »

Alrik Vas wrote:Squad leader is 8, fire team leaders should be 4, everyone else 2nd.


Interesting you give the squad leader 8 levels...I would normally go for 6th level, but if they are that kitted up, 8th level seems fair.

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Re: Kit out your ultimate 10-man squad.

Unread post by kaid »

Kagashi wrote:Vampire Kingdoms or D-Bees of North America



Big alien snaketopuses I always was a big fan of them. Only downside of the race is they are so very non human body style its a real pita to reequip them if their gear breaks.
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Re: Kit out your ultimate 10-man squad.

Unread post by Kagashi »

kaid wrote:
Kagashi wrote:Vampire Kingdoms or D-Bees of North America



Big alien snaketopuses I always was a big fan of them. Only downside of the race is they are so very non human body style its a real pita to reequip them if their gear breaks.


Yeah, luckily their force fields are the main protection and they can be repaired. Thats why I put an operator and a techno wizard in the group. Plus, if need be, they can still use human equipment just fine. Which honestly, the more recent stuff is a few years more advanced anyway and would be an upgrade.
I want to see from Palladium:
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
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Alrik Vas
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Re: Kit out your ultimate 10-man squad.

Unread post by Alrik Vas »

Ah, going for a odd option. I like thinking outside the box like that. Too many character types in rifts are more human than human.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Kit out your ultimate 10-man squad.

Unread post by 13eowulf »

From everything I have read Rifts NA is kind of an all-stop-shop where everything from anywhere can appear.... so:

Malvoren with comm skills focus (e-war) piloting an Wild Weasal - Comms & Ewar
Star Elf Warlock Marine Magic Specialist piloting Warlock Marine Power Armour - Heavy
Dragon Juicer - Juicer Assassin, using twin FWIS, Jump Boots, & a TX-500 with enchanted Ammunition - CQB & Espionage, 2nd in command
Demigod Shifter with Deathwalker powers - Leader & Force Multiplier
Nightbane Sorceror, uses natural abilities - Magic Support
Gromek Gun Brother, uses natural abilities - Aerial Support
Talus Techno-Wizard, using TW armour & Weapons - Mechanical/Engineering support
Elf Ancient Weapons Master (Ranged Specialty), using a Pinaak Longbow and an assortment of arrows - Sniper
Mutant Capuchin Monkey (Psi Focus, Orbital Escapee) - Psi Support, Intelligence Gathering
Ixion Cyber-Horseman Natural Genius, uses Bionics - Science & Medical specialist

Where applicable Gladiator EBA and/or Naruni Force Field.
Oderint Dum Metuant.
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