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Expanding the War Machine


JmOz

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Re: Expanding the War Machine

 

Honestly' date=' while it is comic-cool, having a team full of people whose call signs all sound similar is really a horrible idea. "Did Warbird just tell Warwhoop to lay down cover fire?"[/quote']

 

If we were talking about real life, I'd absolutely agree with you. But of all the disbelief one has to suspend to appreciate superhero comics, IMO that one isn't very challenging. ;)

 

Unless you add a telepath/Mind Link specialist called Warroom' date=' who can let the team communicate and develop tactics without audible signals.[/quote']

 

I created a similar character concept for another team, and "Warroom" is an excellent name suggestion. He wouldn't necessarily even have to be on the battlefield, but safe back on the Warlord's Flying Fortress.

 

OTOH if one wanted to give the current War Machine members some Experience, that would be an appropriate and very useful capacity to add to their existing telepath, Warmonger.

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Re: Expanding the War Machine

 

I created a similar character concept for another team, and "Warroom" is an excellent name suggestion. He wouldn't necessarily even have to be on the battlefield, but safe back on the Warlord's Flying Fortress.

 

At which point he wouldn't even have to be a mentalist - I'm getting a vibe from DC Comics' Oracle (Barbara Gordon nee Batgirl).

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Re: Expanding the War Machine

 

If we were talking about real life, I'd absolutely agree with you. But of all the disbelief one has to suspend to appreciate superhero comics, IMO that one isn't very challenging. ;)

 

I created a similar character concept for another team, and "Warroom" is an excellent name suggestion. He wouldn't necessarily even have to be on the battlefield, but safe back on the Warlord's Flying Fortress.

 

OTOH if one wanted to give the current War Machine members some Experience, that would be an appropriate and very useful capacity to add to their existing telepath, Warmonger.

 

It was partially setting up my own character suggestion and also riffing off an old idea where I gave Le Sone Hearing Images and he caused a fustercluck on the battlefield suppressing and modifying people's speech.

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Re: Expanding the War Machine

 

Having thought about the whole topic further, here's my take.

 

The Warlord occupies a distinct niche in the CU. Specifically, he is at the top of the heap in the Military/Mercenary/Terrorist World, exempting the more powerful nation-states. His position is established by the technology that he has at his disposal, as well as the effective use of it in the pursuit of his goals. (The question of the logistics of his operations is a whole 'nother issue, but the CU seems to sidestep the issue of logistics except in a few cases.) The specifics of the technology that he uses puts him squarely in the intersection of the M/M/T and Superhuman Worlds.

 

The source of his powers, and of most of his his followers' powers, is the technology derived from the downed Hzeel craft (and dead pilot) that he discovered. Thus, with the exceptions of Warmonger (mutant mentalist) and Warpath (super-skilled archer), his forces are essentially supertech-powered, whether hardtech or biotech.

 

I would generally stick with that theme, with perhaps a maximum of one more follower with non-supertech powers. Battlesuits and biotech implants would be the main source of powers for any new members.

 

Oh, and all the folks who "stole" Warlord's tech, who are hunted (or Hunted) by him as a result? Makes for a neat story to tell at the bar between missions, doesn't it...

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Re: Expanding the War Machine

 

I have been thinking about Warlock some, what I have come up with is a technomage, hired to help out vs magical enemies. I am thinking about some visuals already, I am also thinking the tech will be the main thing with his/her magic being focused on interfearing other's magic

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Re: Expanding the War Machine

 

Oh, and all the folks who "stole" Warlord's tech, who are hunted (or Hunted) by him as a result? Makes for a neat story to tell at the bar between missions, doesn't it...

 

"Me? Oh, I stole my supersuit from the Warlord. He's come after me a couple of times and -- hey, what are you guys doing?!"

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  • 1 month later...

Re: Expanding the War Machine

 

So here is the first character of the updated Warmachine.

 

The Beta squad will be a group of lesser members, built on or around 300 points (To go against 400 point characters) Admitingly I might decide to update them to 400...

 

Warzone was a soldier for the warlord. She volunteered to take part in a field test of a new weapon, testing of the WARZONE armor was a success, but the Warlord decided that it was to expensive and not offencive enough in combat to warent mass production. However with the cost of the prototype, and the training already done he has promoted WARZONE to the Beta War Machine.

 

Warzone

 

 

VAL CHA Cost Roll Notes

15 STR 5 12- HTH Damage 3d6 END [1]

18 DEX 16 13-

18 CON 8 13-

13 INT 3 12- PER Roll 12-

13 EGO 3 12-

15 PRE 5 12- PRE Attack: 3d6

8 OCV 25

7 DCV 20

3 OMCV 0

3 DMCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

5 PD 3 5/20 PD (0/15 rPD)

5 ED 3 5/20 ED (0/15 rED)

5 REC 1

30 END 2

12 BODY 2

30 STUN 5

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

FLIGHT 30m/120m

 

 

 

 

Characteristics Total: 131

 

Cost Powers

Warzone Armor, all slots OIF (-1/2) - END=

22 1) Resistant Protection (15 PD/15 ED) (45 Active Points); Ablative BODY Only (-1/2), OIF (-1/2) - END=0

5 2) Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) (7 Active Points); OIF (-1/2) - END=0

23 3) Flight 30m, x4 Noncombat (35 Active Points); OIF (-1/2), 1 Continuing Fuel Charge lasting 1 Hour (-0) - END=[1 cc]

5 4) High Range Radio Perception (Radio Group) (12 Active Points); No Direction (-1/2), Sense Affected As Sight, Radio, Hearing [very common Sense] (-1/2), OIF (-1/2) - END=0

3 5) Nightvision (5 Active Points); OIF (-1/2) - END=0

3 6) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

50 Warzone Armor Weapons: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) - END=

5f 1) Zone Efffect Ray: Sight, Hearing, Mental, Radio, Smell/Taste and Touch Groups Flash 10d6, Attack Versus Alternate Defense (ED; All Or Nothing; +0) (75 Active Points); OIF (-1/2), 16 Charges (-0) - END=[16]

5f 2) Blaster Cannon: Blast 10d6, Autofire (3 shots; +1/4) (75 Active Points); OIF (-1/2), 32 Charges (+1/4) - END=[32]

4f 3) Blades: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (67 Active Points); OIF (-1/2) - END=0

 

Powers Total: 125

 

 

Cost Skills

12 +4 with a small group of attacks

3 Breakfall 13-

3 Paramedics 12-

3 Shadowing 12-

3 Stealth 13-

3 Teamwork 13-

 

Skills Total: 27

 

 

 

Value Complications

20 Social Complication: Subject to Orders Very Frequently, Major

20 Hunted: Law enforcment Infrequently (Mo Pow; NCI; Harshly Punish)

10 Hunted: Infrequently (Mo Pow; NCI; Watching)

 

Complications Points: 50

 

Base Points: 200

Experience: 0

Experience Unspent: 0

Total Character Cost: 283

 

Personality: She is confident, but not overly so. She follows orders but has very little in inititve on her own. She tends to try to "zone" an opponent allowing a teammate (Warhammer normaly) to finigh them off.

 

I am having a small problem with the Zone ray, I know I want it to be a NND, not sure vs what. Or it might just work against MD,

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Re: Expanding the War Machine

 

Not going to post the character sheets but here is a REAL quick description of the Beta Squad

 

Warzone: Flash based character

Warhammer: Carries a big hammer

Wardog: A Cyborg Dog

War tech: VPP based gadgeteer can kitbash things together if given a chance

War Axe: has a high tech axe as part of his armor

Warblade: Player wants a lightsaber, here is her chance to get one (She will have to pay points still), if she can defeat her

Wartossed: Grenades

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