[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[HoE] Automation galore



Please tell me if you understand these things and if they are good or not.  
if something is hard to understand please tell me so i can correct it be fore 
i throw this on a soon to be home page.  anyway...here you go.
______________________________________________________________________
Here is the latest info on Throckmorton and the newest and deadliest 
automation that keep rolling of the factory lines.  So here you go more 
automations than you can shake a rocketlauncher at.  

H.M.S.B. (High Mobility Scout Biker)

    This little dandy is the newest scout the Combine has produced.  These 
usually patrol areas between "liberated" towns.  They also are used as 
advanced scouts for large black hat squads, but mostly for automation 
formations, or just patrol areas.  These automations drive custom-made 
motorcycle that can only be driven by them.  These cycles are known to be 
able to go just as fast as raptors.
    When on the motorcycle the automation looks streamlined, and perfectly 
fitted, but if they get off the bike they look comical.  Like all issued 
Combine equipment, the bike and weapons the automation carries is 
booby-trapped.

Profile: Motorcycle     
 Dur.      Pass.     Pace     MPG     Size     AV     Top Speed     
 15\3           1         480        N\A      +1         2       200 M.P.H

Special Abilities
Drag: On the back of the bike a chain is attached.  The biker uses the chain 
as a lasso to snag a person and drag behind the bike.  A person being dragged 
take 1d6 massive damage for every 10 mph the bike is going.  Additional 
damage modifiers for road conditions is up to the marshal as well as how a 
person can free himself.
Off Road Capable
Interface:  The bike is interfaced with the scout giving it a +4 to all 
driving rolls. 


Profile: Biker
Corporeal: D: 2d8, N: 3d12, S: 4d8, Q: 2d12, V: 4d12+2
Drivin' 5d12, Fightin': Lasso 4d12, Shootin': Rifle, SMG, 5d8, Sneak: 3d12
Mental:  C: 2d10, K: 2d6, M: 2d6, Sm: 2d6, Sp: 2d6
Trackin': 3d10
Pace: 12
Size: 5
Wind: N\A
Terror 5 (0 off bike, looks to funny)
Special Abilities:
Armor: 1
Fearless
Targeting Computer: Cancels 6 points of negatives to all shootn' and fightn' 
roll. See cyborg source book.
Self-Destruct: 5d8 burst 3yd
Radio and data imaging 100-mile radius this Automation can transmit whatever 
it sees to any handheld Combine video image receiver that is issued to red 
hats. 
Equipment:
                  Ammo             Shots    Speed    ROF   Range    Damage
H.I. Sniper Rifle   12mm caseless      8           1           1         30   
       4d10 AP2
    16x scope, silencer, laser sight
H.I. Blazer, 2 magazines, 2 H.I. Sniper Rifle magazines, a pair of zoom in 
binoculars with thermal imaging included.


H.A.A (Heavy Assault Automation)
    
             This is one of the Combines news models used for high residence 
combat.  Since this model is so heavy that manufacturing it with legs would 
be impractical.  Instead, where the legs should be is a pair of triangular 
shaped tank treads.( if 5 wound are done to a leg a tread is destroyed, and 
the entire model can't move.)  In the middle torso is a device that allows 
that automation to turn it upper body 360 degrees.  There are a pair of arms, 
but mounted on the shoulders is mounted a pair of Heavy Plasma Cannons.
    The H.A.A. will usually fire at a target and close the distance.  If a 
target gets within 5 yard of the machine, the H.A.A will not fire at it since 
it is within the minimum safe distance of the dual rifles.  When this happens 
it will move into close combat and use its fists against the target.  The 
H.A.A has one main weakness.  The model was made after the last war and its 
wiring makes it more vulnerable to EMP.  Check out EMP devices at the bottom 
of the document.  

Profile
Corporeal: D: 3d10, N: 4d8, S: 4d12+4, Q: 2d12+4, V: 3d10
Shootin': rifle 5d10, Fightin': Brawlin' 4d8, sneak: 2d8
Mental:  C: 2d12+2(6), K: 3d6, M: 2d8, Sm: 2d8, Sp: 2d6 
Tarckin': 4d12+2, Overawe: 2d8, Scoungin':4d8
Pace 12
Size  8
Wind N\A
Terror 9
Special Abilities
Armor: 8
Damage: Spiked fist (Str+2d6)
Motion Sensors: When object is moving the HAA gets +6 to cognition rolls
Dual Fire: The HAA can fire both rifles in one action.
High Power Engine: Increases pace by 4
Radio: 100-mile radius
Fearless
Self-Destruct: 8d20 Burst radius 5
Self Repair: On a 5 scrougin' roll the HAA finds enough junk to put into the 
SRU the fix one wound +1 per raise
Equipment:
        Ammo      Shots     Speed     ROF     Range     Damage
Plasma Rifle   Energy      N\A        1             1           20            
 5d8+ special
 Special: Permanently lowers armor value of a location hit by 1. 
Example:  Jack is facing a HAA and is wearing a Battle Infantry suit.  He is 
shot in the gut and the leg.  Luckily he lives but the area covering his guts 
armor value drops from 2 to 1, and he has lost the armor protecting his legs. 
 


H.M.H.P.A (High Mobility Heavy Portal Automation)

    This is the last model designed before Earth went to hell in a hand 
basket.  Luckily for humanity only 90 of these were produced before 
Throckmorton found the automated factories.  Also this design was lost so he 
cant make anymore at the moment, but the program was lost and not deleted so 
he might find it at any time.
    The metal used in this design was the strongest in its class, but was 
half as heavy of the next lightest.  The property of the metal make its armor 
a deep blue combined with the way the armor is shaped makes it look 
beautiful.  The right arm end in the barrel of a M-320 LAPAT.  The most 
distinct feature of this automation is that it has a pair a jet wings.  The 
unit can use them to hover in the middle of the air, or to fly.
    Three of these units are connected by a mental link.  No matter the 
formation not one of the units connected to it is further away than 4 rounds. 
 The zomibefid brains are fitter with a sprit fetter and it always has enough 
energy to fly, but while flying it may only fire the Anti Personnel function 
of the M-320 LAPAT.  When it lands it my use the Anti Tank function.  The 
tactic the squad uses is when they spot any target of opportunity while on 
patrol they will fire as they land then always switch to Anti Tank mode even 
if it is just a person.  Hey overkill was in their job description. 

Profile:
Corporal: D: 2d12, N: 4d12+4, S: 3d10, Q: 4d10, V: 4d12+4
Shootin': rifle: 7d12, Dodge: 3d12+4, Flyin': Jetpack: 8d12+4
Mental: C: 3d10, K: 3d8, M: 2d6, Sm: 2d8, Sp: 2d6
Trackin: 3d10, Area Knowledge: Colorado: 5d8
Size: 7 
Pace: 16 (280 when flying)
Wind: N\A
Terror: 9 
Special Abilities. 
Armor: 5
Auto Targeter: +4 to all shootin' rolls
Targeting Computer: Cancels 6 points of negatives to all shootin' and 
fightin' rolls. See cyborg source book
Special Arm: Can burst fire with no recoil modifiers.
Clock of Evil: -4. When in flying these are hard to hit.  When on the ground 
Clock of evil dose not apply.    
Self-Detonate: 8d20 burst radios 5
Anti person/ Anti Tank       Ammo     Shot   Speed     ROF     Range     
Damage
Weapon M-320 LAPAT     Laser        N\A      1            6/1    50/50    3d8 
AP:2/4d12 AP:6