136 - Sentinels (Mark X)
Posted: Mon Feb 20, 2017 4:28 am
We've got more Sentinels for our Marvel Aisle!
I wonder if it would get through bag check at the airport?
SENTINELS (MARK X - SUITCASE SENTINEL)
PL7
OPL: 7; DPL: 7; HP: 0
ABILITIES: STRENGTH 8, STAMINA -5, AGILITY 0, DEXTERITY 2, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE -2
SKILLS: Athletics (+8), Close Combat [Unarmed] 3 (+7), Deception (-2), Expertise [Mutants] 8 (+10), Insight 8 (+10) [Assessment], Intimidation (-2), Perception 4 (+6), Persuasion (-2), Ranged Combat [Weapon Array] 5 (+7), Stealth (+0)
ADVANTAGES: Assessment, Favored Foe (Mutants), Teamwork
POWERS:
Collapsible: Feature 1 (Can fold up be stored in suitcase when not activated, requires standard action to activate when collapsed); 1 pt
Robot Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Protection 1, Impervious Protection 8; 57 pts
Mutant Sensors: Senses 4 (Detect Mutants [Ranged, Extended, Accurate]); 4 pts
Boot Rockets: Flight 5 (60 mph/900 fpr); 10 pts
Weapon Array: 15 pt Array; 18 pts
Capture Cables: Ranged Cumulative Affliction 5 (Resisted by Dodge, Overcome by Strength/Damage, 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Flaw: Limited to two Degrees); 15 pts
Plasma Blast: Ranged Plasma Energy Damage 7; 14 pts
Stun Beam: Ranged Affliction 7 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Disintegration Beam: Ranged Weaken 7 (Flaw: Limited to objects only); 1 pt
EQUIPMENT:
NONE
OFFENSE:
Initiative +0
Close Attack +4
Unarmed +7 [Unarmed +7]
Ranged Attack +2
Weapon Array +7 [Plasma Blast +7; Stun Blast Affliction +7; Disintegration Beam Weaken +7; Capture Cable Affliction +5]
DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +9 (+4 Impervious), Fortitude Immune, Will +2
COMPLICATIONS:
Responsibility: Capture, kill or scare the hell of mutants.
Vulnerable: Sentinels are vulnerable to magnetic effects and electrical effects, taking an extra degree of failure against them.
Abilities 20 + Skills 14 (28 ranks) + Advantages 3 + Powers 100 + Defenses 4 = 141 / 141
Build Comments: The Mark X Sentinel, developed by the second (?) most recent version of the Hellfire Club (coming soon, I love those brats). Your standard suitcase model Sentinel for the business focused mutant hater on the go!
I wonder if it would get through bag check at the airport?
SENTINELS (MARK X - SUITCASE SENTINEL)
PL7
OPL: 7; DPL: 7; HP: 0
ABILITIES: STRENGTH 8, STAMINA -5, AGILITY 0, DEXTERITY 2, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE -2
SKILLS: Athletics (+8), Close Combat [Unarmed] 3 (+7), Deception (-2), Expertise [Mutants] 8 (+10), Insight 8 (+10) [Assessment], Intimidation (-2), Perception 4 (+6), Persuasion (-2), Ranged Combat [Weapon Array] 5 (+7), Stealth (+0)
ADVANTAGES: Assessment, Favored Foe (Mutants), Teamwork
POWERS:
Collapsible: Feature 1 (Can fold up be stored in suitcase when not activated, requires standard action to activate when collapsed); 1 pt
Robot Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Protection 1, Impervious Protection 8; 57 pts
Mutant Sensors: Senses 4 (Detect Mutants [Ranged, Extended, Accurate]); 4 pts
Boot Rockets: Flight 5 (60 mph/900 fpr); 10 pts
Weapon Array: 15 pt Array; 18 pts
Capture Cables: Ranged Cumulative Affliction 5 (Resisted by Dodge, Overcome by Strength/Damage, 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Flaw: Limited to two Degrees); 15 pts
Plasma Blast: Ranged Plasma Energy Damage 7; 14 pts
Stun Beam: Ranged Affliction 7 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Disintegration Beam: Ranged Weaken 7 (Flaw: Limited to objects only); 1 pt
EQUIPMENT:
NONE
OFFENSE:
Initiative +0
Close Attack +4
Unarmed +7 [Unarmed +7]
Ranged Attack +2
Weapon Array +7 [Plasma Blast +7; Stun Blast Affliction +7; Disintegration Beam Weaken +7; Capture Cable Affliction +5]
DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +9 (+4 Impervious), Fortitude Immune, Will +2
COMPLICATIONS:
Responsibility: Capture, kill or scare the hell of mutants.
Vulnerable: Sentinels are vulnerable to magnetic effects and electrical effects, taking an extra degree of failure against them.
Abilities 20 + Skills 14 (28 ranks) + Advantages 3 + Powers 100 + Defenses 4 = 141 / 141
Build Comments: The Mark X Sentinel, developed by the second (?) most recent version of the Hellfire Club (coming soon, I love those brats). Your standard suitcase model Sentinel for the business focused mutant hater on the go!
SENTINEL (MARK X) MASS COMBAT
CORPS (20,000-50,000): ATTACK 22, DAMAGE 22, DEFENSE -2, TOUGHNESS 23, INITIATIVE 0, MORALE 0
DIVISION (9,000-15,000): ATTACK 21, DAMAGE 21, DEFENSE -2, TOUGHNESS 22, INITIATIVE 0, MORALE 0
BRIGADE (6,000-8,000): ATTACK 20, DAMAGE 20, DEFENSE -2, TOUGHNESS 21, INITIATIVE 0, MORALE 0
REGIMENT 1 (3,000-4,000): ATTACK 19, DAMAGE 19, DEFENSE -2, TOUGHNESS 20, INITIATIVE 0, MORALE 0
REGIMENT 2 (1,250-2,750): ATTACK 18, DAMAGE 18, DEFENSE -2, TOUGHNESS 19, INITIATIVE 0, MORALE 0
BATALLION 1 (500-1,000): ATTACK 17, DAMAGE 17, DEFENSE -2, TOUGHNESS 18, INITIATIVE 0, MORALE 0
BATALLION 2 (150-450): ATTACK 16, DAMAGE 16, DEFENSE -2, TOUGHNESS 17, INITIATIVE 0, MORALE 0
COMPANY 1 (140): ATTACK 15, DAMAGE 15, DEFENSE -2, TOUGHNESS 16, INITIATIVE 0, MORALE 0
COMPANY 2 (55-125): ATTACK 14, DAMAGE 14, DEFENSE -2, TOUGHNESS 15, INITIATIVE 0, MORALE 0
PLATOON 1 (30-50): ATTACK 13, DAMAGE 13, DEFENSE -2, TOUGHNESS 14, INITIATIVE 0, MORALE 0
PLATOON 2 (15-40): ATTACK 12, DAMAGE 12, DEFENSE -2, TOUGHNESS 13, INITIATIVE 0, MORALE 0
SQUAD (8-10): ATTACK 11, DAMAGE 11, DEFENSE -2, TOUGHNESS 12, INITIATIVE 0, MORALE 0
SQUAD (4-6): ATTACK 10, DAMAGE 10, DEFENSE -2, TOUGHNESS 11, INITIATIVE 0, MORALE 0
BASE (2-3): ATTACK 8, DAMAGE 8, DEFENSE -2, TOUGHNESS 9, INITIATIVE 0, MORALE 0