Justin's Behemoth of the Line

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Behemoth

CASTE Soldier

BODY 12 (How strong & resistant to damage your character is)
REF 6 (Reflexes)
INT 4 (Intelligence)
MA 8 (Movement Allowance--how fast your character is)
CL 10 (Cool; sort of a measure of your character's bravery & composure)
REF/CL 8 (This is a derived stat to determine ranged accuracy in a fight)
REF/MA 7 (This is a derived stat to derermine hand-to-hand ability)
BTM 6 (Body Type Modifier; this reduces damage dealt by each attack in combat)
ATTACK 14 (This is the base ranged attack roll for this character)
EVADE 10 (This is the base dodge roll for this character)
SUPRS 20 (This is the base suppression roll for this character)

ARMOR
Head 15
Torso 15
Arms 12
Legs 12

PERKS

  • Small Unit Tactics
  • Nerves of Steel/2
  • Toughness
  • Combat Sense/2
  • Blood Call (All enemies within 8" make a suppression check. Target # is Behemoth's Intimidation roll. Any target that fails gains 1 suppression/point they missed the roll by)

SKILLS
4 Awareness
6 Rifle
3 Dodge/Cover
4 Athletics
6 Intimidate

SPECIAL GEAR
Plasma Rifle (WA 0/+3, 6d6 DMG, 3/18 ROF/MAG, Rng 100)
Stun Grenade (AoE, 2d6 Stun, bypasses armor)

NOTES
Behemoths are the heavy infantry of the Collective. They are heavily mind-controlled, and also act as security units to keep the Grays in line. In combat, they tend to show no fear, and often rush into battle, taking little heed of cover. They are incredibly tough, and will wade through small arms fire like it is nothing. They can use their Blood Call ability to terrify any enemies nearby. They are often used as shock troops to draw fire and break enemy lines.