Proto Machina

Sheets for the Silver Class: Tier 3 enemies will be kept here.
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Proto Machina

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Post by Tony »

Name Proto Machina


Reward:
18 XP (1st run)
Limited Edition 1/100th Model Proto Machina model (120,000 credits) (2nd run)
Mako Tank: An enhanced vehicle battery that uses mako to provide charge for high yield weaponry. Carries a minor risk of mako poisoning. This must be researched before it can be used. (Extreme Challenge)

Description:The considerably larger Proto Machina is a weapon constructed jointly by Shin-ra Incorporated and Kiara Industries as an anti-Eden platform. Approximately the size of an entire military installation complete with airfield, it takes on a more beetle like shape with six legs and a flat back, complete with the Sister Ray mounted to it's forward frame. Disabling the vehicle by conventional force is next to impossible, and will require the destruction of hard points along it's frame. Targetting multiple points is not permitted, as they are literally an entire field apart. It is a turn to switch areas. Destroying any 3 of these will successfully disable the Machina.

Weapon of Choice: Various


Central Ventilation Structure
HP: 200,000
MP: 0
Physical Soak: 20000
Mental Soak: 30000

RA-DOME Sensor Array
HP: 150,000
MP: 0
Physical Soak: 15000
Mental Soak: 20000

Leg Actuator Control System (Internal Structure)
HP: 150,000
MP: 0
Physical Soak: 10000
Mental Soak: 20000

Main Reactor (Internal Structure)
HP: 400,000
MP: 0
Physical Soak: 5000
Mental Soak: 7000

Dodge Roll: 1d20+5

Attack Behavior:

**SPECIAL: Each 'field' maintains it's status individually, including the number of monsters deployed. Switching fields requires a new initiative to be rolled, as soldiers do not follow from point to point. The overwhelming forces onboard make it a race to finish the fight before the entire brunt of the Shin-Ra army is upon you.**

Near Central Ventilation Structure

1, 2, 3: Artillery Barrage - Reaction DC 200 to avoid 1d5 cluster bomb strikes of 10,000 x 1d5 damage each.
4, 5: Solid State Cannons - The heavy weapon emplacements fire shells towards the party, 1d180+85, 15,000 x 1d2 damage.
6, 7: Summon 1d4 Defense Emplacements (Requires Main Reactor)
8: Summon 1d8 Defense Emplacements (Requires Main Reactor)
9: Sensor Sweep (requires RA-DOME): Doubles the accuracy and damage of defense emplacements and onboard weapons for 1 round

Near RA-DOME

1, 2, 3: Artillery Barrage - Reaction DC 200 to avoid 1d5 cluster bomb strikes of 10,000 x 1d5 damage each.
4, 5: Summon 1d2 Defense Emplacements (Requires Main Reactor, Otherwise summon 1d2 SOLDIER instead)
6: Sensor Sweep (requires RA-DOME): Doubles the accuracy and damage of defense emplacements and onboard weapons for 1 round

Near Leg Actuator

1: Summon 1d6 Shin-Ra SOLDIER units
2: Summon 1d6 FOX-HOUND soldiers
3: Summon 1d3 Defense Emplacements (requires main reactor. Otherwise, summon 1d3 Shin-Ra SOLDIER)
4: Sensor Sweep (requires RA-DOME): Doubles the accuracy and damage of defense emplacements and onboard weapons for 1 round

Near Reactor Core

1, 2, 3, 4, 5: Reactor Beam: The main reactor unleashes a defensive beam of energy that deals 20,000 damage and causes chronic radiation. 1d220+105
6, 7: Summon 1d3 Shin-Ra Soldiers
8, 9: Summon 1d3 FOX-HOUND Soldiers
10: Radiation Vent: Health Check - DC 80 to avoid Acute Radiation
11: Sensor Sweep (requires RA-DOME): Doubles the accuracy and damage of defense emplacements and onboard weapons for 1 round.
Tony
Aide-de-Camp
Posts: 800
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Re: Proto Machina

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Post by Hal_Emmerich »

Name
Shin-Ra Soldier
Description: A simple Shin-Ra Soldier with blue body armor equipped with a basic rifle.

Weapon of Choice: FN Herstal SCAR-H (7000 damage), Loaded with AP Ammo

HP: 14,000
MP: 0
Physical Soak: 2500
Mental Soak: 1000

Dodge Roll: 1d150+70

**SPECIAL: Shinra Soldiers gain a +5 for every additional soldier on the field**

Attack Behavior (1d6):
1, 2, 3: Assault Rifle (1d150+70)
4: Frag Grenade (See Item)
5: Fira: 1d140+65, 8000 damage
6: Thundara: 1d140+65, 8000 damage
6: Call for Backup (Calls in a second unit)
Hal_Emmerich
Master of Games
Posts: 342
Joined: October 9th, 2008, 4:50 am

Re: Proto Machina

Quote

Post by Hal_Emmerich »

Name
FOX-HOUND Genome Infantry
Description: An elite FOX-HOUND infantry unit with an improved rifle and additional weapons support, wearing urban camo.

Weapon of Choice: FAMAS G1 (9000 damage), Loaded with AP Ammo

HP: 18,000
MP: 0
Physical Soak: 4000
Mental Soak: 3000

Dodge Roll: 1d170+80

**SPECIAL: FOX-HOUND soldiers gain a +5 for every additional soldier on the field**

Attack Behavior (1d6):
1, 2, 3: Assault Rifle (1d180+85)
4: Frag Grenade (See Item)
5: Stinger Missile: 1d180+85, 20,000 damage
6: Stinger Missile Lock On: (Adds +50 to the next Stinger Missile attack)
6: Call for Backup (Calls in a second unit)
Hal_Emmerich
Master of Games
Posts: 342
Joined: October 9th, 2008, 4:50 am

Re: Proto Machina

Quote

Post by Hal_Emmerich »

Name
Defense Emplacement

Description: A rotary turret mounted in an armored plate casing that is activated and deployed on demand. These fearsome turrets are powerful, but are disabled when the main reactor goes offline.

Weapon of Choice: FAMAS G1 (9000 damage), Loaded with AP Ammo

HP: 20,000
MP: 0
Physical Soak: 5000
Mental Soak: 5000

Dodge Roll: 1d100+45

Attack Behavior (1d6):

**SPECIAL: Defense Emplacements act twice on their turns**
1, 2: Chain Cannons: 1d220+105, 8000 + Moderate Suppressing Fire
3, 4: Missile Rack: 1d200+95 1d4 micro missiles dealing 4000 damage unsoakable a piece as well as 20% armor damage.
Hal_Emmerich
Master of Games
Posts: 342
Joined: October 9th, 2008, 4:50 am

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