Difference between revisions of "Aberrant: Exile (Team Tactics)"

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=The Failbots=
 
=The Failbots=
 
==Big Daddy==
 
==Big Daddy==
The first and largest of the two classes of robot to be used in the distraction attack on the Grey Box. This is a spiderlike design built around a 30mm Rotary Cannon. That is it's primarily designed as a means of bringing this gun to bear. It is in many ways a chibified robotic VARG, sacrificing endurance, speed, armaments, and strength for size, armour and endurance. The only other weapon it has is a plasma blade, but due to the exigencies of the design this can only be turned on very briefly to cut openings in the walls.
+
The first and largest of the two classes of robot to be used in the distraction attack on the Grey Box. This is a spiderlike design built around a 60mm Grenade Launcher. That is it's primarily designed as a means of bringing this gun to bear. It is in many ways a chibified robotic VARG, sacrificing endurance, speed, armaments, and strength for size, armour and endurance. The only other weapon it has is a plasma blade, but due to the exigencies of the design this can only be turned on very briefly to cut openings in the walls.
  
 
One of the more interesting aspects of it is the way it uses diamondtine vacuum tubes, solid state lasers, and spinning diamondtine information disks to store data. Each Big Daddy has a built in inertial compass, giving it a rough feel for where it is inside the Grey Box. Should it be hit by cyberkinetics or electrokinetics the safeguards will briefly reset the computer brain and return it to the "factory settings" as it were. Once this is done the Big Daddy will use its inertial compass and its programmed knowledge of the station to regain its bearings and continue its plan.
 
One of the more interesting aspects of it is the way it uses diamondtine vacuum tubes, solid state lasers, and spinning diamondtine information disks to store data. Each Big Daddy has a built in inertial compass, giving it a rough feel for where it is inside the Grey Box. Should it be hit by cyberkinetics or electrokinetics the safeguards will briefly reset the computer brain and return it to the "factory settings" as it were. Once this is done the Big Daddy will use its inertial compass and its programmed knowledge of the station to regain its bearings and continue its plan.
  
* Big Daddy: Strength 10 [10], Max Speed 30 (~36 km/h), Soak 26B/22L, HLs -0 x 4/-1 x 4/-2 x 4/-4 x 2/-5 x 2/Disabled
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* Big Daddy: Strength 10 [10], Max Speed 30 (~36 km/h), Soak 15B/12L, HLs -0 x 3/-1 x 3/-2 x 3/-4 x 2/-5 x 2/Disabled
 
:All pertinent skills are at 5d due to excessive weight computer mass dedicated to counter-measures. The exception is navigation where it has a d8 skillset.
 
:All pertinent skills are at 5d due to excessive weight computer mass dedicated to counter-measures. The exception is navigation where it has a d8 skillset.
:30mm Rotary Cannon: Accuracy +1, Dmg 20L [12], Range 350, Rate 280/7, Magazine 1500, Burst (40), Exp(0.5)
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:'''Plasma Blade:''' Damage Str + 9L [5], Mass 190
:Plasma Blade: Damage Str + 9L [5], Mass 190
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:'''60mm Grenade Launcher:''' Accuracy +0, Dmg 10L [7] or as grenade, Range 100, Rate 15, Magazine 100, Exp(1)
 +
::Flechette/Buckshot: Dmg 12L, Rng 50, hits everything in an arc
 +
::HEAP: Dmg 12L [6], AP(3)
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::Incendiary: Dmg 12L, Area(6), Incendiary (successful attack sets target on fire, doing 7L/turn until put out)  
 +
::Chemical: Dmg None, Area(6), Gas Payload (choose any airborne toxin to deploy)
  
 
==Little Helper==
 
==Little Helper==
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Attacks:  
 
Attacks:  
 
::'''Light Coilgun (ClinTech M-60):''' Accuracy +1, Dmg 9L [5], Range 600, Rate 50/10, Magazine 100, Burst (5), AP (2), Mass 15, Min Str. 3
 
::'''Light Coilgun (ClinTech M-60):''' Accuracy +1, Dmg 9L [5], Range 600, Rate 50/10, Magazine 100, Burst (5), AP (2), Mass 15, Min Str. 3
 
==Suggestions==
 
1: pack them with explosives
 
2: make them yell THIS DEVICE IS FAIL DEADLY AND WILL EXPLODE IF DESTROYED constantly
 
  
 
=The Icebreaker=
 
=The Icebreaker=

Revision as of 12:54, 4 February 2011

Overview

This is where we write down the ideas we have for how the team should work together in case of a fight. The idea is not to create a step by step tactical manual, but rather to have some idea of how the team should work together as a team, rather than everyone fighting as individuals. E.g. who acts as each others wingmen, who is responsible for what, do we take prisoners, when do we retreat, and how do we preserve each others covert identities.

The Failbots

Big Daddy

The first and largest of the two classes of robot to be used in the distraction attack on the Grey Box. This is a spiderlike design built around a 60mm Grenade Launcher. That is it's primarily designed as a means of bringing this gun to bear. It is in many ways a chibified robotic VARG, sacrificing endurance, speed, armaments, and strength for size, armour and endurance. The only other weapon it has is a plasma blade, but due to the exigencies of the design this can only be turned on very briefly to cut openings in the walls.

One of the more interesting aspects of it is the way it uses diamondtine vacuum tubes, solid state lasers, and spinning diamondtine information disks to store data. Each Big Daddy has a built in inertial compass, giving it a rough feel for where it is inside the Grey Box. Should it be hit by cyberkinetics or electrokinetics the safeguards will briefly reset the computer brain and return it to the "factory settings" as it were. Once this is done the Big Daddy will use its inertial compass and its programmed knowledge of the station to regain its bearings and continue its plan.

  • Big Daddy: Strength 10 [10], Max Speed 30 (~36 km/h), Soak 15B/12L, HLs -0 x 3/-1 x 3/-2 x 3/-4 x 2/-5 x 2/Disabled
All pertinent skills are at 5d due to excessive weight computer mass dedicated to counter-measures. The exception is navigation where it has a d8 skillset.
Plasma Blade: Damage Str + 9L [5], Mass 190
60mm Grenade Launcher: Accuracy +0, Dmg 10L [7] or as grenade, Range 100, Rate 15, Magazine 100, Exp(1)
Flechette/Buckshot: Dmg 12L, Rng 50, hits everything in an arc
HEAP: Dmg 12L [6], AP(3)
Incendiary: Dmg 12L, Area(6), Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
Chemical: Dmg None, Area(6), Gas Payload (choose any airborne toxin to deploy)

Little Helper

These are very common robots jokingly referred to as failbots. Their main strength is numbers, being fairly simple to make means that there are a lot of them. They are also roughly spiderlike in shape, but with eight legs and the front four legs can also double as arms. In battle they used human weapons, primarily coilguns and grenades.

Physical Attributes: Strength 8, Dexterity 3, Stamina 3

Abilities: Brawl 3, Might 2, Athletics 3, Firearms 3, Heavy Weapons 3, Resistance 3, Endurance 3

Mental Attributes: Perception 3, Intelligence 1, Wits 1

Abilities: Awareness 3, Tactics 3 (Grey Box +3)

Social Attributes: None

Health Levels: -0 x 2/-1 x 3/-2 x 2/-4 x 1/Incapacitated
Soak: 8B/8L/0A:

Attacks:

Light Coilgun (ClinTech M-60): Accuracy +1, Dmg 9L [5], Range 600, Rate 50/10, Magazine 100, Burst (5), AP (2), Mass 15, Min Str. 3

The Icebreaker

The Icebreaker is a specialized Novatech device made for overcoming electronic security systems. It is capable of social-engineering, conventional hacking, and cyberkinesis. Before Alex began modifying it the Icebreaker started its life as a militarized Minicomp.

Militarized (Steinhardt M1-CC): A hardened and militarized version of your normal minicomp. Mass 2.5 kg, Soak 6B/6L, 5 HLs.

Storage 10, Speed +1, Failsafe 5d (M), Expansions 4
Hacking Kit: A universal interface plug is connected to the expansion port, along with some dedicated interface-spoofing software. This allows the computer to be interfaced with various systems, from card readers to alarm systems.
Custom Agent Software, which is basically a fairly moe maid that looks a lot like Alex, refers to Scarlet as Mistress. Has a slight tendency towards fanservice.
Performance 5 (4+1), Programs: Business 1, Intent 1, Linguistics 2, Mathematics 3, Research 1

After Alex began modifying it however he added the following items:

Quantum 4
Intelligence 5 (Analytic)
Manipulation 5 (Conniving)
Mega-Int 2 (Analyze Weakness; Hacking Prodigy)
Mega-Manipulation 2 (Trickster)
Cyberkinesis 3 (Alter Data; Control; Fool)
Abilities:
Computer 5
Intrusion 5
Subterfuge 2


Overall it is a very neat little package and it would have any hacker drooling.

Ninja Suit

The Ninja Suit is basically a stealth suit made to hide the presence of the operative wearing it. In order to avoid Aberscopes it provides both passive performance enhancement and mundane stealth in addition to Nova invisibility.

Field Suit: Soak 4B/6L, Penalty -0, Mass 9, Destruction 20
Ablative Coating: Negates the first two levels of post-soak damage from the first attack that successfully penetrates the armor itself.
Chameleon Polymer: Adds +1 difficulty to spot the user via visual and near-visual (IR/UV) scanning. If an enemy has no other sensory methods, this +1 difficulty also applies to any attacks made against the user.
Sensor Package: A collection of common sensors to help with detecting standard threats, such as sensors.

It also has the following Novatech enhancements:

Quantum 1
Enhancing Mega-Dexterity 2 (Catfooted)
Invisibility 2
+2 Intrusion

Overall something to warm the heart of any would-be terrorist.

Progressive Knife

The Progressive Knife is a Novatech interpretation of Trinity-era vibroblades, consisting of a series of tiles made of the same fantastic metamaterial that comprises Starlance's bones. Designed to cut through locks and saw through even hardened bulkheads, it generates intense vibrational waves many times more powerful than conventional Hardtech blades.

Don't botch.

Vibroknife: Damage Str + 7L [15], AP(4)
Non-Metallic: Does not trip metal detectors.
Concealable: Collapses into a more compact shape when not in use.

It also has the following Novatech enhancements.

Quantum 3 (15)
Mega Strength 3 [Shockwave] (6)
Might 4 (1)