Jerrik Halko (HOO-RAH!)

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Jerrik Halko (HOO-RAH!)

Postby Halko » Fri Sep 04, 2009 9:52 pm

Player Name: James
Hangouts: jmarlow3737

Character Name: Jerrik Halko
Call-sign: Backlash
Race: Arismal (Aliens Unlimited p.100-101)
Tier & Power Category: Tier 2
Rank: E-6, Staff Sergeant
Military Occupational Specialty: Fleet Infantry
Alignment: Scrupulous
XP Level: 9
XP Points: 88,700 [AUGUR 19OCT2018]
Next Level @ XP: 96,401 (use Alien table)
Disposition: Paternal, will help out those younger than him or new to the job. Protective of his squad, tends to put himself in harm's way because of his powers.
Politics: Unity Party
Insanity: None, as of yet.

ATTRIBUTES
I.Q.: 15
M.E.: 19
M.A.: 12
P.S.: 17
P.P.: 17
P.E.: 19
P.B.: 10
Speed: 21 [52.5' per action] (31 [77.5' per action] in Zero-G)

PHYSICAL DATA
P.P.E.: 11
H.P.: 52/52
S.D.C.: 80/80
Age: 22
Sex: Male
Height: 6'4”
Weight: 230 lbs.
Description: Tall with broad shoulders, he's a fighting man with a calculating look in his brown eyes and a crop of red-brown hair.

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sunglasses) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Perception: 64% (+3%)
Max. Carrying Weight: 340 lbs.
Max. Lifting Weight: 680 lbs.
Jump: 17 ft long / 8 ft high

Super Abilities
Major
Re-Channel and Expel Energy
-The ability to absorb any energy based attack and expel it at his attacker or another target at 2 times its original power.
-Range: Line of sight up to 100' per level
-Duration: Must be used as his next attack or it is lost.
-Attacks per Melee: Each blast counts as 1 attack
-Bonuses: Impervious to pure energy attacks. ½ damage from energy based magic & psionic attacks but can re-channel it at the same level of power.


Re-Channel Kinetic Energy
-The ability to absorb any physical/kinetic energy attack (including bullets, arrows, rail gun rounds, missiles, explosives, car crashes/impact, falls from great height, force bolts, punches, kicks and any type of impact from clubs and other blunt weapons) and expel that energy at his attacker or another target in the form of a punch, kick or force blast.
-The character is not knocked down or back by the impact or explosion.
-Range: Hand to hand combat or by touch or as a force blast in line of sight up to 100' per level
-Duration: Must be used within 2 melee rounds or it is lost
-Attacks per Melee: Each blast counts as 1 attack
-Bonuses: +2 to strike using the absorbed kinetic energy in a punch, kick or force blast. Impervious to all kinetic energy and physical attacks, including attacks via telekinesis and magic spells that deliver a punch-like impact.


Self Explosion
This power turns the character into a walking bomb of incredible power and able to blow himself up and take absolutely no damage from the experience! It is important to note that the character is completely unharmed by the use of this power (doesn't bleed from it, feel any pain, etc.) and recovers quickly and fully after each use of this bizarre ability.
1. Explode Self: The character's body seems to be atomized when he triggers the explosive reaction. In reality, his body is converted to energy that survives the explosion and reforms in 3D4 melee rounds.
Range: Self/touch.
Area of Effect: 20 feet (6.1 m) radius, plus an additional two feet (0.6 m) per level of experience. The character can reduce the blast radius to concentrate in on a smaller area as desired.
Duration: Instant.
Damage: 4D6x10 damage +5 points of damage per each level of experience at the center of the blast (10 foot/3.5 m radius), half that damage from shrapnel and explosive force to the remainder of the blast radius. Everything in the blast radius takes damage.
Attacks per Melee: Each use counts as three melee attacks/actions.
2. Explosive Touch: The super being can focus his explosive energy into his hand to explode a specific item such as a lock, tumbler, door, etc., rather than the larger radius effect. This is typically used for precision work.
Range: Self/touch.
Duration: Instant.
Damage: 2D6, 4D6 damage, 6D6 damage, 1D4x10 damage, 1D6x10 damage or 2D4x10 damage +2 points of damage per each level of experience. The character can pick the amount of damage inflicted and only the exact item touched explodes.
Note: For some reason, only 2D6,4D6 and 6D6 damage can be inflicted on an organic being or living creature by touch. The explosive touch exploding on armor does minimal (10%) damage to the character inside the armor. Likewise, the self-exploding super being can target a handheld weapon, backpack, jet pack, attached weapon or artificial limb, etc., worn/attached to an opponent's body, blowing it up, but doing minimal collateral damage (10%) to the person.
Attacks per Melee: 4D6 and 6D6 counts as one melee attack, greater damage counts as two melee attacks.
3. Explosive Punch or Kick: The character's punches and kicks explode on contact to inflict considerable damage with each impact.
Range: Touch.
Duration: Instant.
Damage: 6D6. P.S. damage bonuses do NOT apply.
Attacks per Melee: Each use counts as one melee attack/action.
Bonuses: Same as the character's usual bonuses to strike and disarm.
4. Explosive Leaps: The character can channel an explosive force through his feet sufficient to propel him into the air. This may be done from a standing still position or on the run.
Range: Self, the blast propels the character 25 feet (7.6 m) +5 feet (+1.5 m) per level of experience. The leap can be horizontal or vertical.
Duration: Instant
Damage: 2D6 damage to the ground/floor at the blast point.
Attacks per Melee: Counts as one melee attack/action.
5. Critical Mass Explosion: This is an extremely powerful explosion, the largest the character can create. After using this devastating explosion it takes 4D6 weeks for the character to reform his body, he permanently loses 1D6+3 Hit Points, one P.B. Attribute point, and has a 01-33% chance of permanently losing his Self-Explosion super ability.
Range: Self
Area of Effect: A total blast radius of 500 feet (152 m).
Duration: Instant.
Damage: Everything in the blast radius takes damage, with the greatest damage being at the epicenter.
The Critical Mass Explosion Does:
1D6x100 points of damage to the first 100 feet (30.5 m) at the center.
5D6x10 points of damage to the following 100 feet (30.5 m).
2D6x10 points of damage to the next 100 feet (30.5 m).
1D6x10 points of damage to the subsequent 100 feet (30.5 m).
4D6 points of damage to the final 100 feet (30.5 m).
Total Blast Radius: 500 feet (152 m).
Attacks per Melee: This Critical Mass Explosion requires one minute (4 melee rounds) of concentration to set up.
The Critical Mass Explosion must then be the first attack of the 5th melee round and completely destroys the character's body.
6. Other Abilities and Bonuses: Impervious to explosions and shrapnel (stings but takes no damage whatsoever).

Minor
Sticky Globs
Can fire sticky globs from his mouth that stick on contact. Each Sticky Glob is about the size of a softball or grapefruit and spreads out to cover a two foot (0.6 m) area on impact with the target. The sticky balls of super-adhesive will adhere firmly to anyone who is struck or who touches it after it has been expelled (except for the character who created it). Once stuck in a Sticky Glob, freeing the character requires a combined P.S. of 50 (and uses up two melee attacks/actions), or a Supernatural P.S. of 27 or greater to pull the victim free. Otherwise, the victim will have to wait until it dissolves naturally. Trying to shoot through the adhesive to free the victim will not work, and using fire, heat or energy attacks will also see half the damage inflicted to the glob also inflicted to the stuck victim!
-Range: 60 feet +10 feet/level; total: 140 feet
-Duration: 5 minutes/level; total: 45 minutes OR the creator can make the globs disappear at will by touching them.
-Dmg: None
-Attacks per Melee: Each sticky glob counts as 1 attack
-Bonuses: Any hand to hand combat and P.P. attribute bonuses apply to the firing of Sticky Globs, but such bonuses are half when shooting wild or when moving and shooting.


Bio-Aura
The Bio-Aura protects and affects the character's equipment and clothing from his other super abilities. Thus, if the character can Alter Physical Structure: Fire, his clothing, gun and gear will not be incinerated when he transforms. The armor's S.D.C, and A.R. remain unchanged, but the clothing or armor also takes on the same super-powered traits as the character, so if the character is impervious to fire and heat, the clothing or armor is too.

Simple weapons and tools also take on the traits of the character are affected and protected by the ability, but there is a limit to the amount of armor, weapons and equipment - restricting the character to just 100 pounds' (45 kg) worth of total clothing and gear. Complex weapons and equipment, like firearms, energy weapons, electronics and mechanical devices do NOT change with the super being, but neither are they harmed by a transformation.
Range: Self


M.O.S. Skills
Mechanics: Basic: 75% (+5%)
Forced March
Land Navigation 74% (+4%)
Pilot Robot: A.D.F. Power Armor 75% (+5%)
Robot Combat: Type III Exoskeletons
Sensory Equipment 75% (+5%)
Weapon Systems 85% (+5%)
Wilderness Survival 80% (+5%)
W.P. Handguns
W.P. Rifle
W.P. Energy Rifles

Other Skills
W.P. Heavy
W.P. Blunt
W.P. Submachine gun
Zero Gravity Combat: Elite
Boxing
Climbing 85% (+5%)
--Rappelling 75% (+5%)
Trap/Mine Detection 65% (+5%)
Camouflage 65% (+5%)
Prowl: 70% (+5%)
Find Contraband and Illegal Weapons 64% (+4%)

Secondary Skills
Depressurization Training
Athletics
Swimming 85% (+5%)
First Aid 80% (+5%)
Pilot: Automobile 74% (+2%)
Hand to Hand Combat: Expert
Computer Operation 65% (+5%) (Lvl 4)
Literacy: Imperial Trade Tongue (Les Iban) 55% (+5%) (Lvl 4)
Language: Pilian Tongue (Liloqua) 70% (+5%) (Lvl 7)
Physical Labor
Literacy: Pilian Tongue (Liloqua) 30% (+5%) (Lvl 1)
General Repair/Maintenance (Lvl 1)

Basic Skills
Language: Arismal: 105% (+5%)
Literacy: Arismal: 85% (+5%)
Language: Imperial Trade Tongue (Les Iban) 90% (+5%)
Mathematics: Basic: 90 (+5%)
Military Etiquette: 80% (+5%)
Radio: Basic: 100% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +2
Strike Bonus: +3
Parry Bonus: +7
Dodge Bonus: +7
Disarm Bonus: +2
HTH Damage Bonus: +2
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +2
Other: Automatic knockout on natural 20
Karate style Kick: 2d4
Snap kick: 1d6
Crescent kick: 2d4+2
Critical strike on unmodified roll 18,19,20
Body Flip/Throw
Paired Weapons

Zero-G Combat Data
Type: Elite
Number of Attacks: 8
Initiative Bonus: +3
Strike Bonus: +5
Parry Bonus: +9
Dodge Bonus: +8
Disarm Bonus: +4
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Pull a Punch: +4
Other: Automatic knockout on natural 20

Robot Combat: Type III Exoskeletons
Number of Attacks: 8
Initiative Bonus: +4
Strike Bonus: +5
Parry Bonus: +7
Dodge Bonus: +9
Disarm Bonus: +2
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +2

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Handguns: +1
W.P. Sub-Machine Gun: +1
W.P. Rifle: +1
W.P. Energy Rifles: +1
W.P. Heavy: +1
W.P. Blunt (+2 to Strike, +2 to Parry)
Paired Weapons (Per HtH:Expert)

Saving Throw Bonuses
Vulnerable to: Heat and cold based attacks, edged weapons (cutting & stabbing), gas attacks, poison, drugs, disease, psionics and magic.
Coma/Death: +18%
Toxins (15+): --
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +2
Psionics (15+): +2
Last edited by Halko on Tue Jul 24, 2018 9:05 pm, edited 37 times in total.
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Re: Jerrik Halko

Postby Halko » Tue Sep 08, 2009 9:40 pm

Background Story

Excerpt for the Bridge City Tribune society column;

The city was shocked today as it was announced that Jerrick Halko, son of the shipping magnate, Ruther Halko, has enlisted with the Arismal Defense Force.

It has been assumed for some time that the eldest child and only son of the influential shipping family would enter into the family business after university and would eventually become the successor to his father as the head of the company.

Tutored from their lovely hillside manor, Jerrick and his 3 younger sisters (Karla, Kimber and Tessika) have been a fixture in Bridge City society, appearing alongside their parents at all manner of social functions since before they could walk.

Jerrick has avoided the wild party lifestyle and the subsequent brushes with the law that have seemed to plague society teens. Though his public breakup with technology heiress Steffie Marglo did make society news headlines last year, as it interrupted a charity auction and benefit dinner for homeless children.

With this sudden change, it is unknown what will become of young Jerrick Halko. Will his father pull some strings and get him released from service? Will he be cut off from the family fortune? Will one of his sisters rise to take his place as heir to the shipping company?

Only time will tell.


Jerrick crumpled the newspaper and tossed it into the large stone hearth, where the fire quickly consumed it. He stood staring at the fire for a moment longer and when a blast of energy smacked him in the back of the head. He couldn't help but smile as he turned around to see his youngest sister, Tessika, sitting almost hidden in the depths of an oversized chair.

“What did you do that for?” he asked as he let the absorbed energy dissipate from his system.

Smiling back at him she shrugged and said, “Do what you have to do. Don't worry about me. The twins know I don't want to go into the family business, so they'll leave me alone.”

Jerrick shakes his head, “I just don't know. It seemed like the right choice. I'm just sick of dad bullying us into doing what he wants us to do. That Steffie girl. Dad would have had me marry her just to better the company, and she would have gone along with it so long as her check book stayed full.”

He walks over to the chair and squeezes in next to Tessika, “What's done is done. I don't think even dad could pull enough strings to get me out of the A.D.F. Once you sign those papers you belong to the military, and that's that. The recruiter made that perfectly clear. That's why I signed up though. If I had tried to do anything else but what he wanted me to do, he would have stepped in and taken it from me somehow. But this, this is mine. The first choice for the rest of my life”

Jerrick sprung up out of the chair and grinned, “Besides, I'm made for the military. Sure I don't have powers like yours, but being able to shrug off most forms of attack and fire it back at the enemy....” He lets it silence drag out, not meaning to have brought attention to the dangers involved in military life.

All to soon it was time for him to ship out and head off to basic training. The staff prepared a big breakfast the morning he was to leave. He knew it was his mother's doing. She was devoted to his father, but she had her ways to show her love for her children without raising his father's temper. When he got back to his room he found the door locked. His father's doing of course and now Jerrick knew, he was to be cut off from the family fortune. He looked down at his clothes and grinned, at least he had gotten dressed before he left his room. That's when he heard the snickers from down the hall, just before the twins ducked out of sight.

Tessika was waiting for him by the door. As they hugged good bye she pressed a family picture into his hand and whispered almost silently into his ear, “See you in four.” Jerrick knew what that meant, as soon as Tessika turned of age, she was joining up as well. Giving one last hug he said, “for mom” and then he was gone.

Time in the service passed quickly, routine did that. He had sent off several video mails to his family but received only the erratic reply back, all were text only messages from anonymous accounts, though they stated things like, “wishing you well” and “take care of yourself”. He knew they were from Tessika and smiled when he saw them.

After signing up for his second term, Jerrick was shipped off on a training mission and after four weeks of ground maneuvers planetside he was being billeted aboard one of the orbital habitats. His work rotation started right away and as such it was close to two days before he was able to check his messages. Scrolling through the listings, most was standard stuff and general reminders, except for the one labeled from 'Tessika Halko' and dated almost 4 weeks ago. He cracked a smile, amazed that she was able to send him the message and that dad didn't stop her. It was then that he saw that is was sent from an A.D.F. extension. Opening the video mail Tessika's smiling face appeared, she had grown quite a bit and her hair was cut short. But what really got his attention was her cadet uniform. Her image went on to say, “Not much time to talk” there was a line clearly visible behind her of others waiting to use the terminal, “Just wanted to let you know I was out of the house and enlisted same as you. Only have a few weeks left of training. Pretty sure their gonna put me on a ship. Bio-Energy Amplifiers were made for powers like mine.” She turns around as someone behind her speaks up, then faces back to the screen, “Gotta go. Love ya.”

Standing there stunned, it was then that he remembered her comment to him when he last saw her and realized what it meant.

Spirits up, Jerrick headed to the mess hall, grin plastered across his face.
Last edited by Halko on Wed Jul 11, 2018 5:47 pm, edited 2 times in total.
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Re: Jerrik Halko (needs approval)

Postby Halko » Thu Sep 10, 2009 11:20 am

Rating Badge
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Fleet Infantry
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1st SOG
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Silver Star




Carried In Hand

Worn on Person
VidComm Watch Deluxe (Range: typically around 2 miles, VHF 250mhz, includes satlink)

Working Uniform

A.D.F. Standard Armor (modified paint job with wolf insignia)

A.D.F. Combat Goggles (worn around neck when on-ship as per regulation)

A.D.F. Shipboard Tactical Rifle

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• Attachment: Energy Stun Baton
• Attachment: A.D.F. Slug-Thrower
• Attachment: Magazine, Slug-Thrower (8/8)
• Attachment: Magazine, Slug-Thrower (8/8)
• Attachment: Magazine, STAR (AP) (20/20)
• Attachment: Magazine, STAR (20/20)
• Attachment: Flashbang Grenade
• Attachment: Smoke Grenade (green)
• Attachment: Cobalt Grenade
• Attachment: Cobalt Grenade
• Attachment: Flashlight
• Attachment:

Duffel Bag
    • 100' Cable (2000 lb. capacity)
    • 80 rounds, (AP, STAR)
    • Food Ration Pack
    • Food Ration Pack
    Universal Energy to Matter Converter (Patron Item)
    • [1] B.D.U.'s: Pants (Navy Blue)/Shirts (Navy Blue)/T-shirt (White)/Field Jacket (Navy Blue)(HU2 pg 349)
    • [1] High Impact Polarized Goggles (GMG PG 189)
    • [1] Light Filtering Contacts



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Halko's Grifter Locker
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Galactic Standard Automatic Pistol
[1] GS Auto Pistol clips: 15/15

Galactic Standard Shotgun
[1] magazine, Galactic Standard Shotgun; 1 Hollow Point Slugs [+2d6]: 32/32

Satchel
[8] Flashbang Grenades

Satchel
[3] Flashbang Grenades
[2] Cobalt Grenades
[4] Smoke Grenades (green)
[3] Magazine, STAR (20/20)
[2] Magazine, Slug-Thrower (8/8)

A.D.F. Standard Issue Modular Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
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• Attachment:


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Grifter's Hold
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Halko's A.D.F. War Dog Power Armor


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Halko's Stiletto Locker
=======================

Ration Card: 6 alcohol rations
Credit Card: 0 credits
Premier DRO card -- Issued to Torren Odjuz

Satchel
20x Warm compress
20x Cold compress

[3] Set of Civilian Clothes (Jeans, T-shirt, Button up shirt, sneakers)
[2] Working Uniforms
[1] Dress Uniform
[2] Police Style Jumpsuit (Navy Blue) (HU2 pg 348)
[1] B.D.U.'s: Pants (Navy Blue)/Shirts (Navy Blue)/T-shirt (White)/Field Jacket (Navy Blue)(HU2 pg 349)

[1] Cheap Sunglasses (pairs)
[1] Wood Baton (club)
[1] Flash Drive (puzzle games, pics of Arismal sites, several books)
[1] Book (Arismal Classic Literature)

[1] Picture of Family
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Stiletto's Hanger/Cargo Bay
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Gear Stats

Light Filtering Contacts
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Automatically filters any harmful bursts of light across the spectrum. A nanite-based internal lens layer automatically polarizes and darkens the contacts whenever exposed to light in excess of 35 watts. Last a month or more with proper care.

A.D.F. Combat Goggles (worn around neck when on-ship as per regulation)
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A.R.: 15
S.D.C.: 25
Features: automatically filters any harmful bursts of light across the spectrum. A nanite-based internal lens layer automatically polarizes and darkens the lenses whenever exposed to light in excess of 35 watts. Can receive and display visual data on the inside of the light emitting polymer lenses.


Flashbang Grenade
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☞ Radius: 10' (double in darkness)
☞ Effect: Blinded for 1D4 melees (-8 to strike, parry, dodge, -1 to initiative and -1 APM)


Cobalt Grenade
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☞ Weight: 0.5 pounds
-- Damage: 3D6
-- Blast Radius: 15'


Smoke Grenade
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☞ Weight: 0.5 pounds
-- Area of Effect: 30' cubic volume in an enclosed space, 15' cubic volume in an open area with increased visibility to horizon
-- Duration: Dissipates in 5 minutes in an open space, 15 minutes in an enclosed space


Energy Stun Baton
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Dimensions: 3 lbs., 2.5' long
Damage: Special--Energy clubs either do 3D6+3 damage or stun damage, not both. Stun damage is 1D4 plus the victim must save vs. non-lethal poison. A failed roll means me character is stunned, loses initiative and is -5 to strike. parry, and dodge and skill performance is -10% for 1D6 melee rounds.

A.D.F. Slug-Thrower
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S.D.C.: 40
Weight: 5 lbs. (2.2 kg)
Cartridge: caseless 12.70 mm
Range: 100 feet (30.48 m)
Damage: 6D6 S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 8/8 round box magazine


A.D.F. Standard Armor (modified paint job with wolf insignia)
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A.R.: 16
S.D.C. by Location:
--Helmet: 100
--Arms: 100/100 Left 100/100 Right
--Legs: 150 each
--Main Body: 200/200
Weight: 14 lbs. (6.35 kg)
Modifiers: -5% to movement & physical skills
Features:
• Fully environmental
• HUD in helmet visor
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km).


A.D.F. Shipboard Tactical Rifle
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S.D.C.: 75
Weight: 12 lbs. (5.4 kg)
Cartridge: caseless 19mm
Range: 500 feet (152 m)
Damage: 1D8x10–slug or 6D6–buck S.D.C.
Rate of Fire: Equal to the player character's attacks per melee
Payload: 18/20 round box magazine


Galactic Standard Automatic Pistol
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• Range: 200'
• Damage: 5D6 per shot, double for short burst
• Rate of Fire: Single shot or short burst
• Payload: 15 round magazine
• Weight: 2.8 lbs.
• Modifiers: none


Galactic Standard Shotgun
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• Range:
• • Shot: 130'
• • Slug: 300'
• Damage:
• • Shot: 5D6 per blast, double for short bursts
• • Slug: 6D6+6 per blast, double for short bursts
• Rate of Fire: Single shot or short burst
• Payload: 32/32 round box magazine (8 short bursts, each uses four rounds): Slug
• Weight: 6 lbs.
• Modifiers: none


Universal Energy to Matter Converter (Patron Item)
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This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
  • Range: 5' or by direct application
  • Repair: The UEMC an restore the damage capacity (S.D.C. or M.D.C.) of an inanimate object lost by damage or decay by 10 points per charge used. Cannot restore more capacity than the item originally had. This can restore damage to body armor, make repairs to damaged vehicles, repair Mom's broken vase, and similar. Cannot restore a shattered item unless all the pieces are within a 5' radius.
  • Regeneration: For every charge used, the UEMC can restore 5 H.P. or S.D.C. Cannot restore more capacity than the character originally had. Double the cost for M.D.C. regeneration.
  • Duration: 1 charge per melee round max
  • Payload: 10 charges per E-clip; can only use standard E-clips
  • Weight: 2 lbs.


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
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Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
• Attachment:
• Attachment:
• Attachment:
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• Attachment:
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Halko's A.D.F. War Dog Power Armor
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Crew: 1 Pilot
A.R.: 15
S.D.C. By Location:
--* Hands (2) – 25 each
--Arms (2) – 100 each
--Legs (2) – 125 each
--* Head – 75
--**Jet Pack – 100
--*** Main Body – 450
* All targets marked with a single asterisk are small and difficult targets to hit and even a character making a called shot is -3 to strike
** Only visible from rear, destroying the Jet Pack renders the War Dog incapable of flight or maneuvering in space.
*** Depleting the S.D.C. of the main body will shut the power armor down completely, rendering it useless
Speed
Running: 50 mph (80 km) maximum, the act of running tires the user at 10% the usual fatigue rate. Leaping: The powerful legs can leap up to 12 feet (3.6 m) high or across unassisted by jet thrusters. Jump jets built into the back of the armor can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without actually attaining flight.
Flying: Flight is not possible without the detachable jet pack mounted on the back of the armor. With the pack, a maximum speed of 120 mph can be achieved, though attitude control over a ceiling of 2000 feet is difficult at best, nearly impossible in inclimate weather or harsh conditions. In space the maximum speed possible while still retaining attitude control is approximately 200 mph.
Underwater Capabilities: The War Dog is not designed for underwater combat, but is capable of functioning underwater and the jet leap system can propel the armor in short bursts at a speed of 30 mph (48 km). The power armor cannot swim or fly underwater, but it can walk or run on the floor of rivers, oceans and lakes at a maximum speed of 20 mph (32 km).
Maximum Ocean Depth: 600 feet (183 m).
Statistical Data
Height: 8 feet (2.1 m) from head to toe, 9 feet (2.4 m) including the detachable jet pack.
Width: 5 feet, 6 inches (1.7 m).
Length: 4 feet (1.2 m).
Weight: 650 lbs (293 kg).
Physical Strength: Equal to a robotic P.S. 30.
Cargo: Minimal storage space; just enough for a field survival pack and the pilot's sidearm and personal affects.
Power System: Micro-Fusion, 10 years of life.
Weapons
1. Dual Rail Guns (2, top weapon of both arms): These potent rail guns are considered the power armor suit's primary weapons. The devastating stopping power of a single rail gun is made even more lethally effective when a capable pilot is able to wield both rail guns simultaneously at the same target. Under such withering fire, even heavily armored Atorian combatants find themselves taking cover. A special slaving function allows the pilot to lock both arms together for a stable platform for dual firing. An action is required to activate it. Doing so allows the pilot to use both weapons with a single attack.
Primary Purpose: Assault/Anti-Personnel
Range: 1000 feet (304.8 m)
Damage: 2D4x10 per 10-round burst
Rate of Fire: Each burst counts as one melee attack, only capable of firing in 10-round bursts.
Payload: 1000 compressed nickel-ferrous slugs per internal drum; reloading requires 5 minutes time under ideal conditions.
2. Heavy Beam Lasers (2, bottom weapon of both arms): Used for destroying fortifications, doors, and large ships, these weapons pack quite a punch. The system that allows the left arm to be slaved to the right arm's movements was developed for this weapon, but canny pilots will use it for both weapon systems from time to time.
Primary Purpose: Assault/Anti-Fortification
Range: 2000 feet (609 m) (double in space)
Damage: 1D8x10+20 per blast
Rate of Fire: Each concentrated blast counts as two melee attacks, plus an action to slave the two weapons together,
Payload: Unlimited
Modifiers: -3 to Strike targets under ten feet (3 m) in size.
Hand to Hand Combat
No integral melee weapon systems.
Other Combat Info: Restrained Punch: 1D4+15, Full Strength Punch: 2D6+15, Power Punch: 4D6+15, Kick: 3D8+15, Leap Kick: 5D8+15, Body Block/Tackle/Ram—3D6 plus 50% chance of knocking comparable sized opponent off his feet. Victims knocked down lose initiative and 2 melee attacks/actions. Triple damage if performed at or near full running speed, but counts as four attacks.
Other Features
A. Optics: Polarized Color Vision, 3-D analysis, Passive Nightvision, Infrared, and Ultraviolet Light Range: 2000 feet (610 m)
B. Audio: Basic Listening equal to an Arismal and a narrow-band radio receiver enables the pilot to receive standard radio frequencies suitable for short range radio communication. 5 miles (8 km).
C. Micro-Radar: Can identify up to 25 and simultaneously track sixteen. Rate of travel, direction, and location are indicated. Range: One mile (1.6 km).
D. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.). It is tied to the targeting computer and micro-radar.
E. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +3 to strike when using integral ranged weapons. Does not apply to hand to hand combat. Range: 1600 feet (488 m)
F. Radio communication: Laser communication system with an effective range of about 300 miles (800 km) with retractable antenna (half without), as well as an short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
G. Complete environmental battle armor: Suitable for use in all hostile environments and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant internal shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
Bonuses: +3 to Initiative, +4 to Strike with Integral Weapons, +1 to Parry, +1 to Dodge
Last edited by Halko on Wed Jul 11, 2018 6:42 pm, edited 23 times in total.
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Halko
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