Mechagenesis: Robot Roll-Call

Mechanized Mayhem

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Mechagenesis: Robot Roll-Call

Postby EricaTrue20 » Thu Nov 20, 2008 2:51 pm

Post your mechagens here, good 'bots and bad!
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GHOST

Postby EricaTrue20 » Thu Nov 20, 2008 2:52 pm

Ghost
Function: Spy.
Quote: Now you see me, now you don’t… now you die.
Description: Ghost is a specialist in subterfuge, and is not fond of combat. As a spy, she feels that if you’re involved in a fight, you’ve failed as a spy. Unfortunately, the state of warfare that now exists on Earth since the arrival of the Legion frequently pushes her into unavoidable combat situations. She tackles the obstacles stoically, however, knowing from the loss of the Alliance foothold on Artifex that the cost of inaction will be devastating to Earth. She prefers to fight on paved ground, since natural surfaces often give away her position with clouds of dust and foot impressions. Such terrain is not something to which she is accustomed, since there’s nothing like it on Artifex.
Abilities: Ghost can angle small crystals embedded in her metallic skin to warp light in such a way as to become invisible. This gives her an excellent tactical advantage in combat, but also enhances her abilities as a spy. She tends to remain in alt form, invisibly zipping around a battle zone to go where she feels she is most needed at a given moment. In primary form she wields a blaster rifle.

Quantum Reserves (Conviction): OOO
Role:
Large mechagen Expert 1
Speed: 40 ft.
Abilities: Str +1, Dex +3, Con +3, Int +2, Wis +2, Cha +0
Skills: Acrobatics 4 (+7), Bluff 4 (+4), Computers (+6), Disguise 4 (+6), Drive 4 (+11), Intimidate 4 (+4), Jump 4 (+5), Knowledge (streetwise) 4 (+6), Notice 4 (+6), Search 4 (+6), Stealth 4 (+6)
Bonus Feat: Firearms Training
Favored Feats: Attack Specialization, Greater Attack Specialization
Feats: Quick Draw, Skill Focus (Stealth), Vehicular Combat 2
Upgrades: Increased Acceleration, Increased Vehicle Form Speed 2, Special Power Focus
Power: Int, effective total level 2, rank 5, fatigue save 11, power bonus +10; Light Shaping (invisibility only)
Traits: Built-In Radio, Damage Reduction (4/quantum energy), Energy Resistance 4, Imbued Attacks, Living Machine, Morph
Combat: Attack +2 (?1 size, +3 Dex), Damage +2 (unarmed) or +6 (blaster rifle), Defense Dodge/Parry +2/+0 (?1 size, +3 Dex/+1 Str), Initiative +3
Saving Throws: Toughness +9/+5 (+2 size, +3 Con, +4 DR/ER), Fortitude +3 (+3 Con), Reflex +5 (+2 base, +3 Dex), Will +2 (+2 Wis)
Virtue: Loyal; Vice: Vindictive

Gear
Blaster Rifle: Base damage +3 +1 size +2 extra = +6; Extra Damage +2 (2), Increased Range +100 ft. (2), Longarm (+1); Cost 4.

Alt Form: Sports Car
Character Scale Speed: 245 squares per round.
Surface Scale Speed: 49 squares per round.
Air Scale Speed: 4.9 squares per round.
MPH: 245 mph.
Maneuverability: Good, +4 bonus on Drive checks.
Acceleration: 52.5/10.5/1.05.

Priorities
1 – Alt Form; Sports Car.
2 – Gear; 4 points.
3 –Special Power, level +0; Light Shaping (invisibility only, +1 priority boost)
4 – Upgrades; 4.
5 – Abilities; 8 points.
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RUNDOWN

Postby EricaTrue20 » Thu Nov 20, 2008 2:52 pm

Rundown
Function: Fugitive Pursuit.
Quote: You can’t run from the inevitable.
Description: Rundown is a loose cannon in the Legion ranks, dangerous to Alliance ‘bots and sometimes even his own team. He is, however, extremely good at what he does — chasing down and ruthlessly destroying Alliance ‘bots — so Centurion keeps him around. He cleverly adopted the alt form of a police cruiser, allowing him to move at high speeds through human communities without drawing the wrong kind of attention.
Abilities: In primary form Rundown wields a powerful quantum energy autoblaster carbine. Despite his speed, accuracy, and lethality, his primary weakness is his singular weapon. It is powerful, certainly, but if removed from him he is left defenseless. In alt form he can reach top speeds of 245 miles per hour, and is agile enough to swerve in and out of traffic with ease. In either form, he can manipulate the sequence of flashing lights on his police light bar to mesmerize an opponent.

Quantum Reserves (Conviction): OOO
Role:
Large mechagen Warrior 1
Speed: 40 ft.
Abilities: Str +3, Dex +3, Con +2, Int +1, Wis +1, Cha +0
Skills: Acrobatics 4 (+7), Drive 4 (+15), Intimidate 4 (+4), Jump 4 (+7), Notice 4 (+5), Search 4 (+5)
Bonus Feat: Firearms Training
Favored Feats: Elusive Target, Sneak Attack
Feats: Attack Focus (blaster rifle) Point Blank Shot, Vehicular Combat 2
Upgrades: High Performance, Increased Acceleration, Increased Maneuverability, Increased Vehicle Form Speed 2
Power: Int, effective total level 1, rank 4, fatigue save 11, save Difficulty 12; Suggestion
Traits: Built-In Radio, Damage Reduction (4/quantum energy), Energy Resistance 4, Imbued Attacks, Living Machine, Morph
Combat: Attack +3 (?1 size, +1 base, +3 Dex) (+4 with autoblaster carbine), Damage +4 (unarmed) or +7 (autoblaster carbine), Defense Dodge/Parry +3/+3 (?1 size, +1 base, +3 Dex/+3 Str), Initiative +3
Saving Throws: Toughness +8/+4 (+2 size, +2 Con, +4 DR/ER), Fortitude +4 (+2 base, +2 Con), Reflex +3 (+3 Dex), Will +1 (+1 Wis)
Virtue: Determined; Vice: Rash

Gear
Autoblaster Carbine: Base damage +3 +3 extra +1 size = +7; Autofire (2), Extra Damage +3 (3), Increased Range +50 ft. (1), Longarm (+1); Cost 6.

Alt Form: Sports Car
Character Scale Speed: 245 squares per round.
Surface Scale Speed: 49 squares per round.
Air Scale Speed: 4.9 squares per round.
MPH: 245 mph.
Maneuverability: Perfect, +8 bonus on Drive checks.
Acceleration: 52.5/10.5/1.05.

Priorities
1 – Alt Form; Sports Car.
2 – Gear; 6 points.
3 – Special Power, level +0; Suggestion.
4 – Ability scores; 7 points.
5 – Upgrades; 5.
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BACKLASH

Postby EricaTrue20 » Thu Nov 20, 2008 2:53 pm

Image

Backlash
Function: Brute.
Quote: Sting! Sting! STING!
Description: Backlash is all brawn and very little brain. He is mindless aggression in a metallic shell. Other Legion mechagens think his core processor must have been damaged or installed incorrectly, because even amongst their ranks he is known for his ferocity and cruelty. In battle, all his fellow Legion ‘bots can do is point him in a direction and say, “Kill!” Backlash is all too happy to oblige.
Abilities: Backlash rarely assumes his vehicle alt form unless ordered by his superiors. He prefers his primary form and scorpion alt form, since they are built for combat. In primary form he carries a quantum energy-enhanced heavy mace formed from his hoe. In scorpion form, he is armed with powerful claws and a stinging tail that can puncture mechagen armor to deliver a caustic chemical that corrodes a mechagen’s internal structures.

Quantum Reserves (Conviction): OOO
Role:
Huge mechagen Warrior 1
Speed: 50 ft.
Abilities: Str +4, Dex +2, Con +7, Int ?2, Wis ?1, Cha +3
Skills: Climb 4 (+8 ), Drive 4 (+14), Intimidate 4 (+7)
Bonus Feat: Armored
Favored Feats: Critical Strike, Sneak Attack
Feats: Rage 3 (+4 bonus), Weapon Training
Upgrades: Armored 2, Damage Boost (Claw), Damage Boost (Sting)
Traits: Built-In Radio, Damage Reduction (4/quantum energy), Energy Resistance 4, Imbued Attacks, Living Machine, Morph
Combat: Attack +1 (?2 size, +1 base, +2 Dex), Damage +6 (unarmed) or +10 (quantum energy heavy mace, crit 20/+1 roll), Defense Dodge/Parry +1/+3 (?2 size, +1 base, +2 Dex/+4 Str), Initiative +2
Saving Throws: Toughness +20/+14 (+4 size, +7 Con, +3 Armored, +6 DR/ER), Fortitude +9 (+2 base, +7 Con), Reflex +2 (+2 Dex), Will ?1 (?1 Wis)
Virtue: Brave; Vice: Ferocious

Backlash (Scorpion Form)
Quantum Reserves (Conviction): OOO
Role:
Huge mechagen Warrior 1
Speed: 50 ft.
Abilities: Str +6, Dex +0, Con +3, Int ?2, Wis ?1, Cha +3
Skills: Climb 4 (+10), Drive 0 (+12), Intimidate 4 (+7)
Bonus Feats: Armored, Double Strike, Improved Grab
Feats: Rage 3 (+4 bonus), Weapon Training
Upgrades: Armored 2, Damage Boost (Claw), Damage Boost (Sting)
Traits: Built-In Radio, Constrict, Damage Reduction (4/quantum energy), Darkvision 60 ft., Energy Resistance 4, Imbued Attacks, Living Machine, Morph, Poison (Fort save 13, damage 2 Con)
Combat: Attack ?1 (?2 size, +1 base), Damage +10 (claws or grapple) or +9 (sting plus poison), Defense Dodge/Parry ?1/+5 (?2 size, +1 base, +0 Dex/+6 Str), Initiative +0
Saving Throws: Toughness +14/+10 (+4 size, +3 Con, +3 Armored, +4 DR/ER), Fortitude +5 (+2 base, +3 Con), Reflex +0, Will ?1 (?1 Wis)
Virtue: Brave; Vice: Ferocious

Gear
Quantum Mace: Martial melee weapon (heavy mace), base damage +3 +1 extra +2 size = +6 damage, crit 20/+1 roll; Extra Damage +1 (1); Cost 2 (free).
Puncture-Proof Tires: +2 bonus to Drive checks to avoid nails, caltrops or similar puncture hazards; Cost 2.

Alt Form: Construction vehicle (Backhoe)
Character Scale Speed: 25 squares.
Surface Scale Speed: 5 squares.
Air Scale Speed: .5 squares.
MPH: 25 mph.
Maneuverability: Perfect, +8 bonus on Drive checks.
Acceleration: 12.5/2.5/.25.

Priorities (Total to 15 Variant)
1 – Gear; 2 gear points.
3 – Alt Form; Construction Vehicle.
3 – Alt Form; Huge Scorpion.
4 – Ability Scores; 7 points;
4 – Upgrades; 4.
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POWERCLAW

Postby EricaTrue20 » Thu Nov 20, 2008 2:54 pm

Powerclaw
Function: Hunter
Quote: Cross me and I will stalk you to the end of the universe.
Description: Powerclaw is a vindictive ‘bot, never forgiving or forgetting any offense. Even other Legion ‘bots find her difficult to work with at times, being on the receiving end of her claws with every off-hand remark or perceived insult. Powerclaw doesn’t mind working alone, and in fact prefers it to being teamed up with crude, clumsy ‘bots to whom the concept of stealth is completely foreign. Her involvement with the Legion is strictly personal; she has no loyalty to Centurion and joined his forces on Earth simply for the hunting opportunities. She won’t turn on Centurion or the Legion mechagens, but she does sometimes stalk Spartan Drones for fun when there aren’t any humans or Alliance ‘bots around.
Abilities: In primary form Powerclaw retains access to her tiger form’s claws, and she prefers to use them instead of her autoblaster pistol. She prefers to fight up close and personal; she reserves her pistol for when her opponents turn and run, and even then she only shoots to disable so she can move in for the kill. She is a fierce fighter, striking from ambush whenever possible. Her tactics vary little from this standard when she is in tiger form.

Quantum Reserves (Conviction): OOO
Role:
Large mechagen Expert 1
Speed: 50 ft.
Abilities: Str +3, Dex +2, Con +3, Int +0, Wis +2, Cha +1
Skills: Acrobatics 4 (+6), Climb 4 (+7), Escape Artist 4 (+6), Intimidate 4 (+5), Jump 4 (+7), Notice 4 (+6), Stealth 4 (+6), Search 4 (+4), Survival 4 (+6)
Bonus Feat: Firearms Training
Favored Feats: Cleave, Great Cleave
Feats: Acrobatic Bluff, Challenge (Fast Task: Acrobatic Bluff), Sneak Attack, Track
Upgrades: Improved Primary Form Speed
Power: Int, effective total level 2, rank 5, fatigue save 11, power bonus +5; Enhance Senses
Traits: Built-In Radio, Damage Reduction (4/quantum energy), Energy Resistance 4, Imbued Attacks, Living Machine, Morph
Combat: Attack +1 (?1 size, +2 Dex), Damage +4 (unarmed) or +4 (claw, crit 19-20/+1 roll) or +5 (autoblaster pistol), Defense Dodge/Parry +1/+2 (?1 size, +2 Dex/+3 Str), Initiative +2
Saving Throws: Toughness +9/+5 (+2 size, +3 Con, +4 DR/ER), Fortitude +3 (+3 Con), Reflex +4 (+2 base, +2 Dex), Will +2 (+2 Wis)
Virtue: Honest; Vice: Vindictive

Gear
Autoblaster Pistol: Base damage +3 +1 size +1 extra = +5; Autofire (2), Extra Damage +1 (1); Cost 4.
Claws (2): As knives; Integrated (1), Cost 2 each.

Priorities
1 – Upgrades; 1.
2 – Alt Form; Tiger.
3 – Gear; 8 points.
4 – Special Power, level +1; Enhance Senses.
5 – Abilities; 8 points.

Powerclaw (Tiger Form)
Role:
Large mechagen Expert 1
Speed: 50 ft.
Abilities: Str +6, Dex +2, Con +3, Int +0, Wis +2, Cha +1
Skills: Acrobatics 4 (+10), Climb 4 (+10), Escape Artist 4 (+6), Intimidate 4 (+5), Jump 4 (+10), Notice 4 (+6), Stealth 4 (+6/+10), Search 4 (+4), Survival 4 (+6)
Bonus Feats: Firearms Training, Improved Grab, Night Vision (i.e. Low-Light Sensors)
Feats: Acrobatic Bluff, Challenge (Fast Task: Acrobatic Bluff), Sneak Attack, Track
Upgrades: Improved Primary Form Speed
Traits: Pounce, Rake, Scent
Power: Int, effective total level 2, rank 5, fatigue save 11, power bonus +5; Enhance Senses
Traits: Built-In Radio, Damage Reduction (4/quantum energy), Energy Resistance 4, Imbued Attacks, Living Machine, Morph
Combat: Attack +1 (?1 size, +2 Dex), Damage +9 (claws) or +10 (bite) or +6 (rake), Defense Dodge/Parry +1/+5 (?1 size, +2 Dex/+6 Str), Initiative +2
Saving Throws: Toughness +9/+5 (+2 size, +3 Con, +4 DR/ER), Fortitude +3 (+3 Con), Reflex +4 (+2 base, +2 Dex), Will +2 (+2 Wis)
Virtue: Honest; Vice: Vindictive
Pounce: If Powerclaw charges a foe in tiger form, she can attack a single target with both her claws and her bite in a single round.
Skills: In tiger form Powerclaw has a +4 bonus on Acrobatics and Stealth checks. *In areas of tall grass or heavy undergrowth, the Stealth bonus improves to +8.
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Re: Mechagenesis: Robot Roll-Call

Postby EricaTrue20 » Tue Jan 13, 2009 9:54 am

Bladespinner
Function: Martial Artist.
Quote: Know your enemy. I am your enemy. Know your doom. I am your doom.
Description: Bladespinner was once an Alliance mechagen. Back on Artifex, she was involved in one of the last battles led by Celerion before the Alliance fled to Earth. After her unit was hit by a devastating strafing run from a Legion aerial assault force, the other Alliance ‘bots thought she had been destroyed. She actually survived the attack, although badly damaged, and her paralyzed body was brought back to the Legion base as a p.o.w. The Legion techs rebuilt her, reprogrammed her, and forced her into their ranks as an enemy of the Alliance. Now on Earth, she carries out her mission without fail. At first, her former friends didn’t recognize her, thanks to the re-build and her new earthly alt form. She didn’t let them live in ignorance for long, however, reminding them of how she was left behind, betrayed, and helped only by those she once thought were enemies. The Alliance mechagens who knew Bladespinner on Artifex are convinced that they can someday turn her back to their side.
Abilities: Bladespinner is an expert in hand-to-hand combat. In her primary form, her rear wheels relocate to her ankles, and can be activated to allow her to “skate” around a level battlefield. This provides her with an excellent tactical advantage against ground-bound opponents. Her alt form’s hubcaps have “spinners” which, in her primary form, can be used as deadly razor-sharp thrown weapons similar to the earthly weapon called a chakram. She is also armed with a quantum blaster carbine for long-range combat.

Quantum Reserves (Conviction): OOO
Role:
Large mechagen Warrior 1
Speed: 40 ft.
Abilities: Str +2, Dex +3, Con +2, Int +1, Wis +2, Cha +1
Skills: Acrobatics 4 (+7), Drive 4 (+11), Intimidate 4 (+5), Jump 4 (+6), Notice 4 (+6), Stealth 4 (+3)
Bonus Feat: Exotic Weapon Proficiency (Chakram)
Favored Feats: Acrobatic Defense, Sneak Attack
Feats: Attack Focus (Chakram), Firearms Training, Flurry of Blows, Vehicular Combat
Upgrades: Damage Boost (unarmed), Foot Wheels, Quick Morph, Special Power Focus
Power: Int, effective total level 1, rank 4, fatigue save 11, power check bonus +5; Combat Sense +8
Traits: Built-In Radio, Damage Reduction (4/quantum energy), Energy Resistance 4, Imbued Attacks, Living Machine, Morph
Combat: Attack +3 (-1 size, +1 base, +3 Dex) (+4 with chakram), Damage +3 (unarmed) or +5 (chakram crit +2 rolls) or +5 (blaster carbine), Defense Dodge/Parry +3/+2 (-1 size, +1 base, +3 Dex/+2 Str), Initiative +3
Saving Throws: Toughness +8/+4 (+2 size, +2 Con, +4 DR/ER), Fortitude +4 (+2 base, +2 Con), Reflex +3 (+3 Dex), Will +2 (+2 Wis)
Virtue: Determined; Vice: Merciless

Gear
Chakram (4): Base damage +2 +1 size = +3; Cost 4 (1 each).
Blaster Carbine: Base damage +3 +1 size +1 extra = +5; Extra Damage +1 (1), Increased Range +50 ft. (1), Longarm (+1); Cost 2.

Alt Form: Sports Car
Character Scale Speed: 175 squares per round.
Surface Scale Speed: 35 squares per round.
Air Scale Speed: 3.5 squares per round.
MPH: 175 mph.
Maneuverability: Good, +4 bonus on Drive checks.
Acceleration: 35/7/.7.

Priorities
1 – Alt Form; Sports Car.
2 – Gear; 6 points.
3 – Special Power, level +0; Combat Sense.
4 – Upgrades; 4.
5 – Ability scores; 8 points.
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Re: Mechagenesis: Robot Roll-Call

Postby The Bane » Tue Jan 13, 2009 7:57 pm

Dispensor
Image
(Mountain Dew Robot artwork by Ben Procter, from Ben's online portfolio. {{fairuse}})

Dispensor
Function: Infiltration, Observation and Recon.
Quote: Do the Dew, Caffeine is good for you.
Description: Dispensor is not your A-Typical Alliance Mechagen. Though he fights on the side of the Alliance; his main concern, unlike the other Alliance Mechagens, is not the protection of humanity. His focus is the complete and total destruction of the Legion, and he believes if a few innocent bystanders fall in this pursuit, it is the cost of fighting a war. His half hazard opinion of the human not being the priority has caused some animosity between himself and his fellow Alliance Mechagen, but when it comes to his Intelligence Reports, none doubt his findings. His astute observations, tactical sense, and military planning has allowed Celerion to change the tides in many a conflict by acting on Dispensor's 'boots on the ground' reporting.
Abilities: In Primary Form, Dispensor wields a worthy quantum energy accelerated grenade launcher that he shapes from one of his four arms. He attempts to utilize this from the rear, where he can assist with continual updates to Celerion as events unfold. He has a secondary means of engagement, his talon sharp claws which he utilizes with great ability, as he scurries over downed opponents shredding them in a Coup de Grace fashion. Despite his lack of speed in his Alt Form, Dispensor is an asset in any fight.

Quantum Reserves (Conviction): OOO
Role: Large Mechagen Expert 1
Speed: 50 ft.
Abilities: [6] Str +2 (+2 base), Dex +2 (-1 base), Con +2 (+2 base), Int +2, Wis +1, Cha +0
Skills: [8] Acrobatics 4 (+6 dex), Climb 4 (+6 dex), Computers 4 (+6 int), Craft - Mechanical 4 (+6 int), Disquise 4 (+6 int), Gather Information 4 (+4 cha), Notice 4 (+5 wis), Stealth 4 (+6 dex)
Bonus Feat: Firearms Training
Favored Feats: [2] Grappling Finesse (w), Seize Initiative (w)
Feats: [4] Additional Upgrade, Attack Focus (grenade launcher), Canny Dodge, Uncanny Dodge (wis)
Upgrades: [5] Damage Boost (Claws), Quick Morph, Deceptive, Grappler, Improved Primary Form Speed, Sensors
Power: Pain (Mechagen), Int, Effective Total Level 0, Power Rank 3, Save Difficulty 10, Power Bonus +5, Total Save Difficulty 12, Fatigue Save 11
Traits: Built-In Radio, Damage Reduction (4/quantum energy), Energy Resistance 4, Imbued Attacks, Living Machine, Morph
Combat: Attack: +1 (-1 size, +0 base, +2 Dex); +2 (Grenade Launcher), +1 (Claws), +6/+10 (Grapple; +4 size, +2 Str / +4 vs Larger Mechagens), Damage: +4 (Unarmed; +1, Dam Boost, +1 size, +2 Str), or +4 (Grenade Launcher*), Defense: Dodge/Parry +4/+2 (-1 size, +1 base, +2 canny dodge, +2 Dex/+2 Str), Initiative: +6 (+2 Dex, +4 Improved Initiative)
Saving Throws: Toughness +8/+4 (+2 size, +2 Con, +4 DR/ER), Fortitude +2 (+2 con), Reflex +4 (+2 base, +2 dex), Will +1 (+1 wis)
Virtue/Vice: Determined / Rash

Gear: [12]
Rotary Soda Can Grenade Launcher * : [Cost 7, Dam +4, Type - Quantum, Crit 19-20/+2, Rng 100', Area 40'] - Slug Thrower (-1), Extra Crit (+1), Increased Crit (+1), Extra Damage (+1), Types of Rounds; Explosive - Area Effect 40' (+4), Crystallizer - Fort vs DC14 / 2rds (-1), Armor Piercing 1 (+1)
Quantum Sensors: [Cost 5, Blindsight 100', Know Condition 100']

Alt Form: Mountain Dew Vending Machine (Object/Device)
Character Scale Speed: N/A
Surface Scale Speed: N/A
Air Scale Speed: N/A
MPH: N/A
Maneuverability: N/A
Acceleration: N/A

Priorities
1 - Alt Form, Object (Medium Device)
2 - Special Power, Level -1
3 - Ability Scores; 6pts
4 - Gear; 12pts
5 - Upgrades; 5pts
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Re: Mechagenesis: Robot Roll-Call

Postby Shaki » Sat Jan 17, 2009 8:14 pm

I'll throw in a little tinkering of mine. I've worked on this for the past couple days. I modified some of the stats in order to make this character work the way I wanted. The A-10 isn't as fast as other jet fighters, but can pull tight turns easily as it is designed for close ground support. So, I chopped the jet fighters speed in half, making it ~550mph, which is roughly the top speed of an A-10. I also upped the maneuverability to good. Other than that, I think I've got everything by the book.
Edit: Fixed my attack bonus math and added a skill I missed.

Blitz
Function: Ground support and Heavy Assault
Quote: Bring the rain!
Description: Blitz isn't known for his subtlety. He is loud and crass on a social level and would be difficult to miss on the battlefield. His tactics are well laid but straight forward, not involving much finesse, if any at all. He constantly tinkers with new weapon designs and modifications for his main gun “Sasha.”Blitz joined the Alliance wanting to fight the good fight, looking to end the genocide of Centurions Legion. He is known for getting in over his head and staying there, not wanting to listen to his allies cries to pull out of lost battle.
Abilities: Blitz's cannon fires compressed quantum energy flechettes calibrated for maximum armor penetration. Unfortunately much of Blitz's combat ability is in his canon. He has a minor armament of melee weapons and his nanomechs are constantly working to upgrade but his current ability is primarily that of ranged support.
Quantum Reserves (Conviction): OOO
Role: Gargantuan Level 1 Mechagen Warrior
Speed: 50ft.
Abilities: [7] Str +4, Dex +4, Con +6, Int +1, Wis +1, Cha +0
Skills: [6] Acrobatics +8 (4), Craft (Mechagen Tech) +5 (4), Disguise (Mechagen) +4 (4) Intimidate +4 (4), Notice +5 (4), Pilot +6 (4),
Bonus Feat: Attack Focus (Sasha)
Favored Feats: Evasion and Improved Evasion
Feats: [4] Additional Upgrade (2), Firearms Training, Move by Action
Upgrades: [2] Armored (3), Primary Form Flight,
Power: Int, effective total level -2, Rank 1, Fatigue Save N/A, Power Bonus +1; Natural Weapon Growth
Traits: Built-In Radio, Damage Reduction (4/quantum energy), Energy Resistance 4, Imbued Attacks, Living Machine, Morph
Combat: Attack +2 (+3 with Sasha), Damage +10 (Sasha), Defense Dodge/Parry +2/- (-3 size, +1 Base,+4 Dex), Initiative +4
Saving Throws: Toughness +19/15 (+6 Size, +6 Con +3 Armor, +4 DR/ER), Fortitude +8 (+2 Base, +6 Con), Reflex +4 (+0 Base, +4 Dex), Will +1 (+0 Base, +1 Wis)
Virtue/Vice: Daring/Stubborn
Gear: [16] Quantum Energy 30mm Gau-8 “Sasha”: Base Damage +3 +3 size +4 extra = +10; Armor Piercing 5 (5), Autofire (2), Extra Critical (1 Additional Roll) (1), Extra Damage +4 (4), Increase Range +100ft. (2), Integrated (Arm) (1), Linked (1).

Alt Form
: A-10 Thunderbolt II (Jet Fighter)*
Character Scale Speed: 550
Surface Scale Speed: 110
Air Scale Speed: 11
MPH: 550
Maneuverability: Good (+4)
Acceleration: 125/25/2.5

Priorities
1 - Special Power (Level - 2)
2 - Upgrades (2)
3 - Alt form, Jet Fighter*
4 - Ability points (7 points)
5 - Gear (16 points)
Last edited by Shaki on Sun Jan 18, 2009 2:27 am, edited 3 times in total.
Shaki
 
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Re: Mechagenesis: Robot Roll-Call

Postby EricaTrue20 » Sat Jan 17, 2009 9:27 pm

Looks great! The only thing I can see right off is this:

Shaki wrote:Combat: Attack +5 (+6 with Sasha)


The size penalty applies to the attack bonus as well, so this should be:

Combat: Attack +2 (+3 with Sasha)

Still, with a +10 damage bonus and autofire, anything he hits will likely not be there for a second pass. :lol:
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Re: Mechagenesis: Robot Roll-Call

Postby Shaki » Sat Jan 17, 2009 9:33 pm

EricaTrue20 wrote:Looks great! The only thing I can see right off is this:

Shaki wrote:Combat: Attack +5 (+6 with Sasha)


The size penalty applies to the attack bonus as well, so this should be:

Combat: Attack +2 (+3 with Sasha)

Still, with a +10 damage bonus and autofire, anything he hits will likely not be there for a second pass. :lol:


D'oh! Forgot to apply the penalty, fixed the stat block.
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