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

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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.
 
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.
  
=Alex's Minime=
+
=Ensign Squad=
==Basics==
+
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.
===Description===
 
A rather cute looking robot of the sort you buy as a companion / toy for children. It tends to scuttle around on four legs with a pair of chubby arms for carrying small objects.
 
  
==Stats==
+
'''Physical Attributes''': Strength 8, Dexterity 3, Stamina 3<br>
===Attributes (11NP)===
+
: Abilities: Brawl 3, Might 2, Athletics 3, Firearms 3, Heavy Weapons 3, Resistance 3, Endurance 3
Strength 1; Dexterity 5; Stamina 2; Perception 5; Intelligence 5; Wits 5; Appearance 3; Manipulation 3; Charisma 2
+
'''Mental Attributes''': Perception 3, Intelligence 1, Wits 1<br>
 +
: Abilities: Awareness 3, Tactics 3 (Grey Box +3)
 +
'''Social Attributes''': None
  
===Abilities (5 NP)===
+
: Health Levels: -0 x 2/-1 x 3/-2 x 2/-4 x 1/Incapacitated
Athletics: 3; Stealth: 3; Heavy Weapons: 1; Microgravity Ops: 1; Awareness: 3; Computer: 5; Engineering [Aerospace]: 2; Engineering [Electronics]: Engineering [Robotics]: 2; Science [Noetics]: 1; Intrusion: 3; Tactics: 3
+
: 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
  
===Other===
+
=Alex's Custom VAS=
Initiative: +8<br>
+
A custom design VAS made to look somewhat like the Big Daddies from the wildly successful Bioshock franchise. It comes complete with a large drill and a machinegun. <br>
Movement: walk 4m, run 7m, sprint 15m<br>
+
<br>
Quantum Energy: 45 (45)<br>
+
The current stats of the suit looks something like this:
Quantum: ●●●●●<br>
+
:'''Vacuum Assault Suit''': Soak 12B/9L [hardened 8B/7L], Strength + 3 / Dexterity + 1/Perception + 1, +4 -0 HLs, Mass 55
Soak:
+
::Ablative Coating: Negates the first two levels of post-soak damage from the first attack that successfully penetrates the armor itself.
:Natural 2B/1L
+
::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.
:Second Skin 4+1B / 4+1L
+
::Sensors: Complete sensor suite built into the helmet.
 +
<br>
 +
Added quantum powers are as follows:
 +
:Quantum 1 (5NP)
 +
:Mega-Strength 2 (Additive) (12NP)
 +
:Armor 2 (4NP)
  
====Attacks====
+
[[Category: Aberrant: Exile]]
 
 
====Health Levels====
 
:[ ]: Hurt, -1
 
:[ ]: Wounded, -2
 
:[ ]: Crippled, -4
 
:[ ]: Incapacitated
 
:Dead
 
 
 
===Powers (11NP)===
 
:Mega-Intelligence ●● (Engineering Prodigy; Analyze Weakness)
 
::Analyze Weakness: Roll intelligence then again a number of dice equal to your successes to strengthen or weaken a system.
 
::Engineering Prodigy: Add an amount of dice equivalent to Mega-Intelligence to any engineering roll.
 
:Molecular Manipulation ●●
 
::Molecular Alteration: Int + MM roll lets you temporarily change and transform stuff up to 50M away.
 
::Second Skin: Soak +4B +4L
 
 
 
[[Category: Aberrant 2.0]]
 

Latest revision as of 18:56, 11 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.

Ensign Squad

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

Alex's Custom VAS

A custom design VAS made to look somewhat like the Big Daddies from the wildly successful Bioshock franchise. It comes complete with a large drill and a machinegun.

The current stats of the suit looks something like this:

Vacuum Assault Suit: Soak 12B/9L [hardened 8B/7L], Strength + 3 / Dexterity + 1/Perception + 1, +4 -0 HLs, Mass 55
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.
Sensors: Complete sensor suite built into the helmet.


Added quantum powers are as follows:

Quantum 1 (5NP)
Mega-Strength 2 (Additive) (12NP)
Armor 2 (4NP)