01 - Voice of Hope CS S&D Force

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Ndreare
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01 - Voice of Hope CS S&D Force

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LIEUTENANT BROCK
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Driving d4, Fighting d10, Intimidation d6, Knowledge (Computers) d4, Notice d6, Piloting d10, Repair d4, Shooting d10, Survival d4
Cha: 0; Pace: 10; Parry: 7; Toughness: 22 (10) +4 versus Arcane
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Ace, Arcane Resistance (improved) +4/-4, Elan, Combat Ace, Frenzy, Great Luck, Level Headed, Luck, Power Armor Jock, Rock and Roll!, Steady Hands
Gear:
  • C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2)
  • Vibro-Knife (Str+d6, AP 4, Mega Damage)
  • PA-09A SUPER SAMAS
    Often called the “Grinning Demon,” thanks to the shape of the skeleton jaw motif, the Super SAMAS is a significant upgrade to the original SAMAS power armor. It’s intended for multi-profile missions, including establishing low to mid altitude air superiority. Though many pilots are happy flying into battle with only the standard weapons, more than a few will carry the CTT-P40 Particle Beam Cannon (found on page 9) as well. (Unavailable for purchase)
    PA-09A Super SAMAS: Size 3, +12 M.D.C. Armor, +3 Toughness, Strength d12+5, Pace 7
    Notes: Flight System (Pace 30, Climb 2)
    Weapons:
    • CTT-P40 Particle Beam Cannon (handheld)
      • 30/60/120, 3d8+5 Mega Damage, RoF1, AP 6, Shots 40
    • 2 × Grenade Launchers (forearm mounted) 60/120/240
      • Armor Piercing 3d8 MD, RoF 1, AP 8 Notes: Mega Damage, SBT
      • Fragmentation 3d6 MD, RoF 1, AP 0 Notes: Mega Damage, LBT
      • High Explosive 5/10/20 3d8 MD, RoF 1, AP 0 Notes: Mega Damage, MBT
      • Plasma 3d10 RoF 1, AP *Special, Notes: Mega Damage, SBT
    • 2 × dual-linked Plasma and Laser Weapon System
      • Dual Linked Plasma system
        • 30/60/120, 3d10+3 Mega Damage, rof 1, Shots 42
      • Dual Linked Light Laser System
        • 30/60/120, 3d8 Mega Damage, RoF 1, AP 4
    • 2 ×Vibro-Blades (forearm-mounted)
      • d12+d10+5, AP 4, Mega Damage)


4 X COALITION SAMAS PILOT
SAMAS stands for Strategic Armor Military Assault Suit, and it’s one of the core weapon and armor systems in the Coalition military arsenal. It’s a one-man high-speed assault vehicle configured as a formidable suit of battle armor. Pilots are one-part fighter jock, one-part heavy assault soldier, and they’re among the most iconic and dangerous elements of the Coalition military.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Driving d4, Fighting d8, Intimidation d6, Knowledge (Computers) d4, Notice d6, Piloting d8, Repair d4, Shooting d10, Survival d4
Cha: 0; Pace: 10; Parry: 6; Toughness: 17 (10)
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Ace, Combat Ace, Power Armor Jock, Rock and Roll!
Gear:
  • C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2)
  • Vibro-Knife (Str+d6, AP 4, Mega Damage)
  • PA-06A COALITION SAMAS
    The SAMAS is classified as Power Armor, but with the flight systems (max altitude 500 feet), any serious high-speed or tricky maneuvers still require a Piloting check. With the recent spate of upgrades, a few of these have found their way into the Black Market. Even for the prices they go for, they get snatched up fast. (1.6 million credits)
    PA-06A Coalition SAMAS: Size 2, + 10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 10 (Run d8).
    Notes: Flight System (Pace 25, Climb 2)
    Weapons:
    • Light Rail Gun (handheld)
      • 100/200/400 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher
      • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
4 X COALITION SKY-CYCLE PILOT
One of the key components of the Coalition military’s air force, the one-man AFC-023 Sky Cycle is an adrenaline junkie’s dream and a safety officer’s nightmare. As dangerous as it is, the CS has no shortage of volunteers for the duty. Sky Cycle Pilots are brash, daring, and willing to do whatever the mission calls for. There are few vehicles in the air capable of challenging them, but other flying dangers (such as dragons) often spell instant doom for an unlucky squadron.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Driving d6, Fighting d6, Intimidation d6, Knowledge (Computers) d4, Knowledge (Navigation) d6, Notice d6, Piloting d8, Repair d4, Shooting d8, Survival d4
Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (6)
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Ace, Combat Ace
Gear:
  • CA-2 Light Body Armor (+6 Armor, Full Environmental)
  • C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2)
  • Vibro-Knife (Str+d6, AP 4, Mega Damage)
  • AFC-023 COALITION SKY CYCLE
    A longtime mainstay of the Coalition military, a small number of 023s recently came onto the Black Market as newer vehicles slowly replaced them. Fantastic speed and maneuverability make them highly desirable and hard to find, even for the cost. (2 million credits)
    AFC-023 Coalition Sky Cycle: Size 2, Acc/TS 30/190, Toughness 16 (6), Crew 1
    Notes: Exposed Crew, Handling 2, Sensor Suite, VTOL, M.D.C. Armor
    Weapons:
    • 2 ×Dual Linked Mini-Missile Launchers
      • 100/200/400, 5d6 Mega Damage, Small Blast Template, RoF 1, AP 6, Shots 12
    • Heavy Laser
      • 150/300/600, 4d10 Mega Damage, RoF 1, AP 15
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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