Aberrant: Exile (Team Tactics)

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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.

Alex's Minime

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.

Attributes (7NP)

Strength 1; Dexterity 5; Stamina 2; Perception 5; Intelligence 5; Wits 5

Abilities (5 NP)

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

Other

Initiative: +8
Movement: walk 4m, run 7m, sprint 15m
Quantum Energy: 45 (45)
Quantum: ●●●●●
Soak:

Natural 2B/1L
Second Skin 4+1B / 4+1L

Health Levels

[ ]: Hurt, -1
[ ]: Wounded, -2
[ ]: Crippled, -4
[ ]: Incapacitated
Dead

Powers (15NP)

Mega-Dexterity ● (Catfooted)
Catfooted adds 1 success to any contested Stealth roll, and all attempts to track the Nova's footprints without superhuman senses automatically fail as long as the Nova does not botch her stealth roll. This costs 1 Quantum and lasts for a scene.
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
Forcefield ●
Adds 9 temporary health levels that generate at 1 level for each turn.

Tactics

Overall the Minime is envisioned as an expendable distraction, something that will hopefully gain the team a few more valuable minutes. It has a general toolbox of tactics and the intelligence to put them together in interesting ways to fit the situation at hand.

Its bag of tricks includes, but is not limited to:

  • Creating a larger robot body that it can ride inside of and if need be slough off during an emergency.
  • Burrow through walls, either directly by making holes and passageways, or, if the walls are hardened, by creating explosive charges or plasma torch robots that cut through them.
  • Burrowing into a hardened shell and extending tentacle like cables all over the place to take over nearby computers and electronics.
  • Creating smaller robots to act as distractions while it carries out its task.
  • Analysing enemy movements and acting to cause maximum disruption and distraction to them.