Jab's Rifts Builds (Dragon & Splugorth Juicers! Burster! Mind Melter! Crazy!)

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Jabroniville
Posts: 7515
Joined: Fri Nov 04, 2016 8:05 pm

Mauler Pilot

Post by Jabroniville » Sun May 27, 2018 5:36 am

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COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Elite Soldiers
PL 10 (146)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- CS Soldier), Equipment 2 (CS Gear), Ranged Attack 3

Powers:
"Mauler Power Armor" (Flaws: Removable) [75]
Enhanced Strength 6 (12)
Protection 9 (Extras: Impervious 11) (20)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Speed 4 (30 mph) (4)
Movement 1 (Environmental Adaptation- Aquatic) (2)
"Back-Mounted Mini-Missile Launcher" Blast 10 (Feats: Ranged 3) (Extras: Area- 30ft. Burst) (33) -- (36)
  • AE: "Shoulder Plasma Ejectors" Blast 11 (Feats: Ranged 3) (Extras: Penetrating 6) (31)
  • AE: "Forearm Lasers" Blast 9 (18)
  • AE: "Forearm Vibro-Sabers" Penetrating on Strength-Damage 8 (8)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 1: Increased Mass (1)
Stealth -6 (-3)
-- (93 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Punch +5 (+8 Damage, DC 23)
Blasters +7 (+9-11 Ranged Damage, DC 24-26)
Missile Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+11 Armor), Fortitude +4, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 75 / Defenses: 13 (146)

-Drawn in the distinctive "rounded armor" style of Vince Martin, I would bet money this is a mere "Sketchpad Character". It's basically like a stronger SAMAS in flightless power armor. It's primary purposes are urban assault and deep-sea combat, but the description actually points out that it's too slow and ponderous for the former (it functions well as support, but is more like a tank than something that's more mobile). The CS Navy, on the other hand, just love its capabilities.

Image

COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Elite Soldiers
PL 10 (146)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- CS Soldier), Equipment 2 (CS Gear), Ranged Attack 3

Powers:
"Terror Trooper Power Armor" (Flaws: Removable) [76]
Enhanced Strength 6 (12)
Protection 10 (Extras: Impervious 11) (21)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Speed 5 (60 mph) (5)
"Mini-Missile Launchers" Blast 10 (Feats: Reach 3) (Extras: Area- 30ft. Burst) (33) -- (34)
  • AE: "Forearm Laser Blasters" Blast 10 (Feats: Accurate, Ranged 3) (24)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 1: Increased Mass (1)
"11 feet tall" Reach 1 (1)
Intimidation +4 (2)
Stealth -6 (-3)
-- (94 points)

"Missile Rifle/Particle Beam Cannon" (Easily Removable) [30]
Blast 13 (Feats: Ranged 3) (Extras: Penetrating 10, Multiattack) (49 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Punch +5 (+8 Damage, DC 23)
Particle Beam Cannon +7 (+13 Ranged Damage, DC 28)
Forearm Blasters +9 (+10 Ranged Damage, DC 25)
Missile Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+12 Armor), Fortitude +4, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 106 / Defenses: 13 (177)

-The Terror Trooper joins Special Forces troops in urban assault, and it's more or less a non-flying, more durable SAMAS.

Jabroniville
Posts: 7515
Joined: Fri Nov 04, 2016 8:05 pm

Glitter Boy Killer

Post by Jabroniville » Sun May 27, 2018 5:38 am

ImageImage

Developer 1: "We have weaponized skeletons, weaponized fingers, weaponized eyes... what else is there to weaponize?"
Developer 2: "Weaponized... weapons?"
Developer 1: "Weaponized weapons? How does THAT work? Claws and guns are ALREADY weapons- you can't weaponize them AGAIN."
Vince Martin: "Hold my beer."


COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Elite Soldiers
PL 11 (169)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- CS Soldier), Equipment 2 (CS Gear), Ranged Attack 5

Powers:
"Glitter Boy Killer Power Armor" (Flaws: Removable) [92]
Enhanced Strength 6 (12)
Protection 10 (Extras: Impervious 11) (21)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Speed 6 (120 mph) (6)
"Forearm Plasma Gun & Extra Weapon Arms" Blast 13 (Feats: Ranged 3) (Extras: Penetrating 10, Multiattack) (49) -- (51)
  • AE: "Mini-Missile Launchers" Blast 10 (Feats: Reach 3) (Extras: Area- 30ft. Burst) (33)
  • AE: "Forearm Vibro-Blades" Strength-Damage +4 (Feats: Improved Critical) (Extras: Multiattack 12) (17)
  • AE: "Forearm Laser Blasters" Blast 10 (Feats: Accurate, Ranged 3) (24)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 3: Increased Mass (3)
"14 feet tall" Reach 2 (2)
Intimidation +4 (2)
Stealth -6 (-3)
-- (115 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Punch +7 (+8 Damage, DC 23)
Vibro-Blades +7 (+12 Damage, DC 27)
Plasma Gun +9 (+13 Ranged Damage, DC 28)
Forearm Blasters +11 (+10 Ranged Damage, DC 25)
Missile Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+12 Armor), Fortitude +4, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 40 / Skills: 30--15 / Advantages: 9 / Powers: 92 / Defenses: 13 (169)

-Obviously, this distinctive, Vince Martin-drawn monstrosity was designed to kill Glitter Boys, mainly by targetting the Boom Gun from afar, then closing in and cutting it apart at close range. It's mainly noticeable for being the most insanely over-the-top "Bladez & Gunz Everywhere!" design in the entire Coalition War Campaign book. The thing is positively LUDICROUS in a beautiful and disgusting way. The thing has giant forearm blades, blades coming off of THOSE blades, spiked kneepads, missile launchers on the shoulders, shoulder pads MADE of missile launchers, and various other implements of doom sticking off of every part of the thing.

-The book makes a careful note that the things don't have real experience in the feild, with only a few battles to their names. Typically, they are to be deployed against Glitter Boys in pairs.
Last edited by Jabroniville on Sun May 27, 2018 6:10 am, edited 1 time in total.

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Batgirl III
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Location: Portland, Oregon

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Post by Batgirl III » Sun May 27, 2018 5:46 am

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Rocket-Propelled Chainsaws, coming just as soon as Palladium signs the advance check for my proposal for Rifts: Canada 3.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

MacynSnow
Posts: 1919
Joined: Tue Dec 20, 2016 2:56 pm

Presenting the XO of Weyland-Yutani ,Eduardo "The Montebank" Santiago!

Post by MacynSnow » Sun May 27, 2018 6:40 am

Eduardo "Montebank" Santiago(Clone of Desmond Bradford, Executive Officer of The Weyland-Yutani Corporation)
Image
in Samson Power Armour
Image
out of Samson Armour
Image
his "Borrowed" Death Wing Armour(non-cosmetically altered)
PL 10 159 points
Occ Notes: Level 12 Headhunter of Scrupulous Alignment

STR- 2 STA- 3 AGL- 4 FGT- 8 DEX- 5 INT- 3 AWE- 3 PRE- 4=64 points

Skills=60--30points
Athletics 4(+6), Expertise: Mercenary 8(+11), Expertise: Soldier 6(+9), Expertise: Intelligence Operations 6(+9),
Insight 4(+7), Intimidation 4(+8), Investigation 4(+7), Perception 4(+7), Technology 4(+7), Vehicals 2(+7),
Deception 5(+9/+14 with Attractive 2), Persuasion 5(+9/+14 with Attractive 2), Stealth 3(+7), Sleight of Hand 4(+9)

Advantages=27 points
Attractive (2), Daze(Deception), Diehard, Equipment 13(Gear), Facinate(Persuasion), Fearless, Great Endurance, Improved Aim, Improved Critical(Laser Rifle), Leadership, Ranged Attack 3, Tracking

Powers=28 points
"Low-End Cybernetics"
Senses 1(Infravision) {1}
"Radio Jack" Communication 2 (Radio) {8}

"Cybernetic Arm"
Strength Damage +3 (3)
"Fingerjack& E-Clip"(Features 2: Plug into Machines, Extra E-Clip for guns) {2}
"Knuckle Sawed-Off Shotgun" Blast 6 (Feat:Area) (13)--(14)

---AE:"Vibro Blade" Strength Damage +4 (Extras:Penetrating 6) (10)

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6(Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"NG-L5 Norther Gun Rifle(Condemnation)" Blast 10(Extra: Multiattack, Penetrating 5) {35}
"Laser Pistol(Accusation)" Blast 6 (12)
Knife +1 (Feats:Improved Critical) (2)
"Assorted Gear" Gas Masks, radios, etc. (4)

Offense:
Unarmed +8 (+2 Damage DC 17)
Cybernetic Arm +8 (+5 Damage DC 20)
Vibro Blade +8 (+9 Damage DC 24)
Accusation/Knuckle Sawed-off +8 (+6 Ranged Damage DC 21)
Condemnation +8 (+10 Ranged damage DC 25)
Initiative +4

Defenses
Dodge +9(DC 19), Parry +8 (DC 18), Toughness +3 (+9 Armor), Fortitude +5 , Will +6

Complications:
Motivation: Justice - Eduardo know's the world isn't going to help you unless you try to help yourself&others....
Quirk:Passionate - Maybe it was due to who his "Daddy" is,but Ed always "gave into his humors a little much".....
Arrogant - Maybe it's the Desmond genetics in him,but Eduardo always had an increadibly High Opinion of himself.He'd constantly try to make "Grand Entrances" and "Compelling Speeches"(re;Monologing).....
Enemy(Splurrgoths, Lone Star) - Weyland-Yutani tended to "butt their noses in where it didn't belong".The Group became notorious for fouling up Splurrgoth and CS Operation's in&around Texas and New Mexico(not to mention getting Shanghaied(?) into that mess in Africa).....
Rivalry(Colonel Buck "Ironsides" Murphy) - Buck and "The Montebank"(see below) Duelled when Brigadier Gen.Kalpov sent Buck's 93rd RPA Airborne after Weyland-Yutani for highjacking a CS Cargo train(We didn't actually do it,it was a bunch of King Macklin's Raiders but we got blamed for it when they found us with the Cargo).Eduardo donned a jury-rigged Death Wing and fought the Colonel to a draw.They've been "frienemies" ever since.....
Secret Identity(The Montebank) -After what happened with Buck(See Above), Eduardo kept the Death Wing Armour and paid some Operator's to make some "Cosmetic Adjustment's" to it.Instead of looking like it does in the books, his has the Apperance of an All-Black Figure with a Grinning Guy Fawkes mask with a very wide Crimson Red Hat&Cloak.....
Fame(As the Montebank only) - The Montebank became famous among D-Bee communities for Protecting them from Pecos Raiders,Coalition Soldiers, Splurrgoth Slavers, Monsters from the Rifts, you name it.It got so bad that he shot up to number 3 on the CS most wanted list....

Background:
I've got way to much history into this guy to write it all down,so here's the intresting bit's;
---Was a hidden Clone of Desmond Bradford,whom Dr.Santiago raised.
---Was taken in by a group of Headhunter's that worked out of Houstown,untill they ran afoul of the CS and Eduardo lost an Eye and Part of his arm in the process.
---healed back to health by a small D-Bee community,Eduardo helped them as much as he could throughout his carrer as repayment for their kindness .
---Joined up with the Party(a Half CS Dog Boy/Alien Wolf,a Thunder Lizard Hatchling, and a German Ley-line Walker modeled after Victor Buano's Character from Wild, Wild West) back in Houstown and took the job from the Lord Mayor to do a little cleaning in&around Dallas.

The rest of it you already know....
Last edited by MacynSnow on Sun May 27, 2018 10:16 pm, edited 11 times in total.

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Davies
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Location: Edmonton, AB

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Post by Davies » Sun May 27, 2018 6:50 am

MacynSnow wrote:
Sun May 27, 2018 6:40 am
Edit: Don't know if the pic'll work,but i can hope...
Nope.

MacynSnow
Posts: 1919
Joined: Tue Dec 20, 2016 2:56 pm

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Post by MacynSnow » Sun May 27, 2018 8:02 am

Davies wrote:
Sun May 27, 2018 6:50 am
MacynSnow wrote:
Sun May 27, 2018 6:40 am
Edit: Don't know if the pic'll work,but i can hope...
Nope.
How 'bout now?
Last edited by MacynSnow on Sun May 27, 2018 8:09 am, edited 1 time in total.

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Davies
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Location: Edmonton, AB

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Post by Davies » Sun May 27, 2018 8:07 am

MacynSnow wrote:
Sun May 27, 2018 8:02 am

Hoe 'bout now?
Yyyyep.

MacynSnow
Posts: 1919
Joined: Tue Dec 20, 2016 2:56 pm

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Post by MacynSnow » Sun May 27, 2018 8:11 am

Davies wrote:
Sun May 27, 2018 8:07 am
MacynSnow wrote:
Sun May 27, 2018 8:02 am

Hoe 'bout now?
Yyyyep.
Yahhh! *Does Tribal Happy Dance(That still looks like The Bicycle)* :D :D :D :D

Jabroniville
Posts: 7515
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Post by Jabroniville » Sun May 27, 2018 9:53 am

Neat character, and a good example of how good you can get with even a normal class like "Headhunter". You got all the way up to Level 12 with him? That's an impressively-long campaign- you must be pretty powerful with all the attacks you can get at that stage of the game.

I'm surprised he's not higher PL, though maybe that's just because I'm converting at a pretty high level- I'd expect an experienced Headhunter to be PL 11-12.

How long did you play that campaign for?

MacynSnow
Posts: 1919
Joined: Tue Dec 20, 2016 2:56 pm

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Post by MacynSnow » Sun May 27, 2018 7:36 pm

Jabroniville wrote:
Sun May 27, 2018 9:53 am
Neat character, and a good example of how good you can get with even a normal class like "Headhunter". You got all the way up to Level 12 with him? That's an impressively-long campaign- you must be pretty powerful with all the attacks you can get at that stage of the game.

I'm surprised he's not higher PL, though maybe that's just because I'm converting at a pretty high level- I'd expect an experienced Headhunter to be PL 11-12.

How long did you play that campaign for?
I played in it for about 4 years(my entire HS years,in fact).We started playing it after School the first day.Our GM's usual routine went like this:
--Two/Three hour Game session's on Monday to Thursday(we lost 2 day's in Sophomore year when he had to get a job).
--Friday,Saturday and Sunday was the Marathon Game(interspaced with Sleep,bathroom breaks and Food).This is where the Climax of his Stories would be at(this is also where i learned of the glory that is a suprisingly large rock :D) and where we'd get the meat of our Experience Points.
---He'd also run what he called "Holiday Games",special one-off's that'd net those that Participate a little extra "something"(It was different each time he did it.One Holiday it was a free Critical anytime the player chose to call it in,the next it was double the Parties Experience if we survived it.Do you have any idea what it's like to have to fight Demonic Firebreathing Reindeer pulling a Mountain Troll on a Heavily armed barge waving around a Railgun going "Ho-Ho-ho!" at the top of it's lungs?!) for the troubles and inconvenience.

As an aside: We also got involved in what was dubbed "The Churchill Tennessee War".We were part of a small community of tabletop gamers(there was us,(The Weyland-Yutani Corporation) and 2 other groups.One was a mostly Palladium Fantasy Crew called The Honorable Order of The GreyHawkes and a Warhammer40k/Heroes Unlimited group dubbed The Order) numbering around 13-14 people if you count the owner of the Hobby Store(Who worked as the ULTIMATE GM for the Groups).What started the whole mess was an off-color comment about one of the GreyHawkes members' sister-in-law(i think it was their 8th level Troglodyte Diabolist,but i can't be sure anymore) by The Order's 7th Level Robot Hero,This mess quickly escalated from words to (almost) physical blows,with both The Order and GreyHawkes coming to the Defense of their repective party members.The Hobby Store owner finally got involved when a fight between the 2 groups almost broke out in his store.
He pulled all 3 GM's into the backroom the next day with a plan to settle the dispute "Like true Men".Since we were all using the same system(and he happened to have the Rifts Conversion Book in the store that NONE of us could afford),he set-up a 3 way fight.The winning group would be dubbed "Ultimate Palladium Champions",get a nice shiny trophy(that was $2.00 at The Dollar Store next door) and one free store item for each person in the group(that was under $10.00,so no one got the Conversion Book,sadly).He held it on the first day of Summer Vacation,and TO THIS DAY i can't tell you who won that war.All i can recall is Eduardo getting the drop on an 8th Level HU Mage(named Manidor The Mystical) and a 7th Level Wolfen Thief(named Longtooth) and Opening up with a full salvo from my beloved Samson Armour(this was before i picked up my Death Wing as we were all roughly the same levels at 7-8th).....

As far as the Pl thing;I haven't been able to figure out how to stat up Samson and Death Wing Armour,so he would up losing a PL in translation.

Jabroniville
Posts: 7515
Joined: Fri Nov 04, 2016 8:05 pm

Skelebots

Post by Jabroniville » Mon May 28, 2018 1:01 am

ImageImageImage

SKELEBOTS
Role:
Robot Mooks
PL 8 (104)
STRENGTH
4 STAMINA -- AGILITY 1
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Perception 4 (+4)

Advantages:
Close Attack 2, Ranged Attack 4

Powers:
"Kill-O-Bots"
Immunity 30 (Fortitude Effects) [30]
Protection 10 (Extras: Impervious 5) [15]
Speed 5 (60 mph) [5]

"FASSAR-20 Robot Variable Laser Rifle" Blast 10 (20) -- [21]
AE: "Vibro-Blades" Strength-Damage +4 (Feats: Split) (Extras: Penetrating 4) (9)

Senses 5 (Infravision, UV Vision, "Radar"- Ranged Radius Radio Sense) [5]
Communication 2 (Radio) (Extras: Selective, Area) [12]

Equipment:

Offense:
Unarmed +7 (+4 Damage, DC 19)
Vibro-Blades +7 (+8 Damage, DC 23)
Laser Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +10 (+3 Impervious), Fortitude --, Will --

Complications: 
Disabled (Robots)- The Skelebots are only programmed with the bare minimum in speech requirements.

Total: Abilities: 4 / Skills: 4--2 / Advantages: 6 / Powers: 88 / Defenses: 4 (104)

-Iconic to the Coalition are the Skelebots- an army of soulless Robotic Mooks who do the bidding of their CS masters. Resembling large, evil-eyed, blocky skeletons, they were redesigned by Vince Martin with his classic "two-color" style, comlpete with eyeless faces, though the original version is more menacing. They are actually more dangerous than regular CS Grunts- the gear is largely the same, but the armor is tougher. 

Heavy Assault Robot: +1 Toughness
* These are tougher Skelebots, often used to deliver messages, "hell or high water".

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Hellion & Centaur Skelebots

Post by Jabroniville » Mon May 28, 2018 7:45 am

Image

HELLION SKELEBOT
Role:
Robot Mooks
PL 9 (127)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Perception 4 (+4)

Advantages:
Close Attack 2, Equipment 7 (CS Gear), Ranged Attack 4

Powers:
"Kill-O-Bots"
Immunity 30 (Fortitude Effects) [30]
Protection 9 (Extras: Impervious 5) [14]
Speed 5 (60 mph) [5]

Senses 5 (Infravision, UV Vision, "Radar"- Ranged Radius Radio Sense) [5]
Communication 2 (Radio) (Extras: Selective, Area) [12]

Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Four-Armed & Tailed" Extra Limbs 3 [3]

Equipment:
"Rail Gun" Blast 12 (Extras: Multiattack) (35)

Offense:
Unarmed +9 (+6 Damage, DC 21)
Rail Gun +6 (+12 Ranged Damage, DC 27)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11 (+3 Impervious), Fortitude --, Will --

Complications:
Disabled (Robots)- The Skelebots are only programmed with the bare minimum in speech requirements.

Total: Abilities: 10 / Skills: 4--2 / Advantages: 13 / Powers: 95 / Defenses: 7 (127)

-Another Vince Martin design, the Hellion is an enormous, twelve-foot monstrosity with four arms and a devil's tail, packing twice the MDC. Typically, it wields better weapons as well.

Image

CENTAUR SKELEBOT
Role:
Robot Mooks
PL 10 (157)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Perception 4 (+4)

Advantages:
Close Attack 2, Ranged Attack 4

Powers:
"Kill-O-Bots"
Immunity 30 (Fortitude Effects) [30]
Protection 9 (Extras: Impervious 5) [14]
Speed 6 (120 mph) [6]

Senses 5 (Infravision, UV Vision, "Radar"- Ranged Radius Radio Sense) [5]
Communication 2 (Radio) (Extras: Selective, Area) [12]

Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Triple-Barreled Forearm Ion Laser" Blast 12 (Feats: Ranged 2) (Extras: Multiattack) (38) -- [39]
  • AE: "Mini-Missile Cluster Launchers" Blast 10 (Feats: Ranged 2) (Extras: Area- 30ft. Burst) (32)
Offense:
Unarmed +9 (+6 Damage, DC 21)
Ion Laser +6 (+12 Ranged Damage, DC 27)
Cluster Launchers +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11 (+3 Impervious), Fortitude --, Will --

Complications:
Disabled (Robots)- The Skelebots are only programmed with the bare minimum in speech requirements.

Total: Abilities: 10 / Skills: 4--2 / Advantages: 6 / Powers: 132 / Defenses: 7 (157)

-One of the most obvious "Sketchpad Characters" in the entire game, really- this one is explicitly said to be "too inhuman" for Emperor Prosek, who doesn't want the people of his nation to get too used to things this alien in appearnance. The fluff actually calls out this as being the reason it will "not be approved" for further productions- a neat little bit that probably comes from Kevin Siembieda's own pen and misgivings about the design. Still, they gave the thing two pages. I find it an odd bit of "accidental realism" that the books have so many things blatantly worse or "non-approved" in design- real armed forces probably deal with shit gear all the friggin' time.

MacynSnow
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Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots, Skelebots)

Post by MacynSnow » Mon May 28, 2018 6:22 pm

I honestly think they overdid the Skelebots.The basic design and intention was fine,maybe upgrade the software & hardware with the times(typical Military Doctrine, "If it ain't broke,don't fix it.") don't go making look bipedal or demonic looking,as it kinda defeats the whole "Humanity First!" line... ;)

Aside: I even had Eduardo point this out during one of his many Duel's with Col.Murphy when they deployed both the newer models after us... :lol:

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catsi563
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Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots, Skelebots)

Post by catsi563 » Mon May 28, 2018 6:55 pm

To me the more demonic skeles represented the Coalitions loss of humanity as it became more and more like what it fought in that dichotomy that happens to some people that fight monsters too long. while some point this out they still get used same with the more monstrous designs of the GB killers, and the fact that they tested them in Quebec without telling the Quebecois government.
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MacynSnow
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Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots, Skelebots)

Post by MacynSnow » Mon May 28, 2018 7:07 pm

catsi563 wrote:
Mon May 28, 2018 6:55 pm
To me the more demonic skeles represented the Coalitions loss of humanity as it became more and more like what it fought in that dichotomy that happens to some people that fight monsters too long. while some point this out they still get used same with the more monstrous designs of the GB killers, and the fact that they tested them in Quebec without telling the Quebecois government.
I'm in total agreement with you on that,catsi.If you fight monster's long enough,you'll eventually become one yourself.
What makes the use of the more Monstrous design's so facinating(to me,at least) is WHERE and against WHOM it's being deployed against....

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