LONGINUS
Masses 18t
Top speed (Terran environ): 90 mph
Top speed (Lunar environ): 74 mph
Jetpack Thrust/Weight: 2.1
Jetpack max deltaV: 1350 m/s
Armament:
Lance of Longinus (4x melee damage multiplier)
Canister Rifle (3x shots multiplier) (Fragmentation: +1 to hit within 100m) (50m midrange)
->Can switch to slugs: adds (+2 small blast) (500m midrange) (lose Fragmentation bonus)
Pulsed Particle Rifle (3x damage multiplier) (150m midrange)
Can remove governors (+2 to all melee/ground movement, take 1 guaranteed damage per turn) (AP: 3)
Stats:
Strength : 40 (can boost energy weapon damage)
Dexterity : 10
Speed : 41/50
Reflex : 20
Constitution : 8
Endurance : 10
Vehicle: Constitution does not protect against stat loss. It decays by 1 for every 5 HP damage missing.
Heavy Armor: Cannot be pinned by infantry.
HP: 50/50 (Armor: 4)
KORVAC
Masses 22t
Top speed (Terran environ): 70 mph
Top speed (Lunar environ): 62 mph
Jetpack Thrust/Weight: 5.1
Jetpack max deltaV: 450 m/s
Armament:
Rear-mount Claw Arm (2x to ALL melee attacks, +10 to utility use)
Grapple Cannon (100m range) (x3 effect multiplier)
Heavy Autocannon (2x damage multiplier) (400m midrange) (AP: 2)
->Gimbal mount: x2 pilot Dexterity multiplier
x2 Autocannon Turret (400m midrange) (AP: 1)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Longshot Laser Turret (10km midrange)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Stats:
Strength : 33/40 (can boost energy weapon damage)
Dexterity : 10
Speed : 47/50
Reflex : 20
Constitution : 9
Endurance : 10
Vehicle: Constitution does not protect against stat loss. It decays by 1 for every 5 HP damage missing.
Heavy Armor: Cannot be pinned by infantry.
HP: 43/50 (Armor: 4)
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Equipped:
Pilot Suit
->Helps simulate the mech's stance, allowing the pilot to compensate
->+2 rolls to mech actions
Light Machine Gun (500m)
->Always passes Initiative rolls if you throw more dice than your target
Pistol (10m)
->Can be used to fire ranged attacks at close range
->+1 roll count against unarmored targets (hollow-point ammunition)
Inventory:
4 Grenades (+4 Small Blast consumable)
Reenter the ship, if anyone tries to talk to me hand motion to them that the suits mic isn't working, try to avoid getting tangled up in talks (spend 6 ref to do so) and explore the enemy ship in search of armories, engine rooms or cargo bays, also note any sort of diversion opportunities like fire alarm sort of things.
Rai re-enters the ship with a heavily-dimmed visor (-1 to all rolls involving sight) and enters the armory (which is right outside the airlock). He finds that the ship is almost empty, wave for waving technicians and the control bridge, whose door is closed. (Rai can't tell if it's locked without testing it and potentially attracting attention)
What his obsession with engine rooms is, no-one could tell. Nobody wants to be in the same room as a nuclear death pit.
There
is an
Antimatter Storage room though. Looks like having the whole storage system under pressure lets them perform maintenance more easily.
There's also a hangar room in the back, notably empty of its contents. It contains explosive weapons, piles of ammo, and oversized guns. Hmm.
It's a rather simple ship, really. There's also an algae farm and an internal airlock leading to a pressurized cargo bay. He'll have to explore the cargo bay to find out what's inside.
Strength: 3 - 2
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17/20
Criticals:
Broken rib (-2 to effective strength)
Equipped:
Pistol (10m)
->Can be used to fire ranged attacks at close range
Submachinegun (4/4) (50m)
->+1 to ALL ranged attacks
->Can be used to fire ranged attacks at close range
Inventory:
Unmarked Vial x2
Ryker, who is off in the side lines, wonders what the F*** is happening when just amoment ago he was potentialy being threatened and then another person just came crashing through the wall and questions some of his life choices. then he goes towards the two strangers facing off and gets their attention: Hey wait! don't any of you shoot, Please? the two strangers take notice of Ryker. "okay" Ryker starts, "What the hell is going on, Who are you people,Where am I, and What are the marines doing here?" he asks in a frustrated tone hoping for a proper response from the two strangers.
The two men continue to do battle. Riker nearly screams as he expects a torrent of blood from the armored guy's side, but it seems his armor is holding up quite well...
It will take a dramatic intervention to make these two stop, it seems. Neither is willing to let up.
Strength : 9
Dexterity : 3
Speed : 5
Reflex : 4
Con : 8
Endurance : 6
HP: 20
Equipped:
Rail Pistol (5/5) (20m)
->Can spend charge to boost an attack
->Requires an electricity source to recharge
Inventory:
Space Tool
->Acts as a light, screwdriver, drill, and soldering iron
"Come on then! Come an' get me!"
If he gets close, use 4 strength to knock the drill out of his hands, and 4 strength to attempt to break the digitron via snapping it in half with my hands.
Eddie's assailant lunges at him with The Amazing Digitron™, (5 => 1) [7 => 4] while Eddie turns, deftly moving his body out of the way and grabbing the metal arm in order to ruin Abelard's balance.
The metal arm detaches in safety mode to prevent Abelard from getting grabbed. He'll have to spend an action to put it back on.
Abelard then rushes forward, with Eddie preparing a counterattack [Abelard scores 7, 7 => 3]. However he is soon overtaken by the overpowering viridian robed figure, who swings the drill with such tremendous force that the whirling death rips a gaping hole in his flak armor.
[Recovery: 10-7 => 0]
[Recovery: 10-7 => 0]
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 11 (Armor: 1)
Equipped:
Flaksuit (8 durability)
->+1 to Armor
->Durability decreases by 1 each time your armor fails to protect you from damage
Navy PDW (4/4) (25m)
->Shoots electrocuting flechettes
->Roll a d6 + target's constitution - your constitution. Enemy is stunned for turns equal to (Damage Dealt - Result)
Grenade Projector (6/6) (x2 damage) (Manual Reload) (100m)
->Large blast: +4 to direct impact, +2 within 5m, +0 within 10m
->Scatters: For the first 3 dice rolled: if you roll a [1], it scatters 5% of the distance to the target, and if you roll two [1]'s, it scatters 10%.
Inventory:
Demo charge x2 (x2 damage)
->Single use: +5 to +1 bonus damage from 1m to 10m distance
->If all dice fail, the detonator was a dud and the charge doesn't go off
Detonator x4
->Can be set for timed, impact, or remote detonation
"Machines take you, menace!"
Rush at hime and spend 6 Str and 1 Dex to 'drill' some advice into him, whil spending 2 Str and Dex on my Digitron to keep him in place. (8 Str and 3 Dex in all) with my megadrill, while frenzying.
(See above for a more dramatic representation)
[5 => 1] Abelard tries to immobilize Eddie to negate his ability to spend speed. His opponent counter-grapples and rips off his digitron, though it actually just detached itself and can be recovered in a single turn if you choose not to attack.
[17 => 7] Abelard drills some sense into the opposition. His damage is reduced by 3, and the target's armor absorbs 1.
Strength : 6
Dexterity : 5
Speed : 4
Reflex : 10
Con : 5
Endurance : 6
HP: 20
Criticals:
Digitron detatched
Equipped:
Digitron
->Strength: 2
->Dexterity: 2
->Regenerates 1 of each stat per hour
Megadrill
->Two-handed
->ALL melee attacks pierce 2 armor
->You have the option to use Frenzy: x2 rolls for every stat point consumed, but you cannot boost your dodge or parry
Inventory:
Jetpack Suit (Costs +1 extra agility to use)
Bio-analyzer (Tracks a database of DNA sequences, using gathered pollen and spores)