Showing posts with label Unclassified. Show all posts
Showing posts with label Unclassified. Show all posts

Thursday, September 24, 2015

Chitauri—Cosmic Conquerers

The terrifying invading force utilized in the Avengers finally makes its way into Savage Worlds. At the moment, they are simply using specialized Pulse Weapons, which are effectively the weapons HYDRA uses in WWII, but without the overcharge capability.

Looking at these things, and the fact that there were like forty thousand of them, I'm not surprised that it took the Avengers everything they had to keep them out.


Name: Chitauri Footsoldier
Agility d6; Smarts d6; Spirit d6; Strength d12; Vigor d8
Pace 8; Parry 7; Charisma –4; Toughness 14 (6)
Hindrances: Bloodthirsty
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, Piloting d6, Shooting d8
Inventory: Body Armor (Armor +6), Claws (Str+d4, AP 2, +2 to Climbing rolls), Pulse Spear (melee: Str+d6, Reach 1, Parry +1, Heavy Weapon; ranged: 3d6, AP 4, 12/24/48), Pulse Rifle (3d6, AP 4, Heavy Weapon, Semi-Auto, 24/48/96), Pulse Grenade (3d10, AP 2, MBT).
Special Abilities:
  • Heavy-G Worlder: d8 running die and double jump distances.
  • Size +2: Chitauri stand more than 7' tall!
The chitauri are the invading force utilized by Thanos and Loki to retrieve the Cosmic Cube. They are large, strong, and brutally trained as a powerful and dominating army specifically designed to topple planets. Their weapons and armors are extremely advanced, and they are absolutely ruthless in their occupation.



Name: Chitauri Chariot
Acc/Top Speed: 30/100
Climb: 0
Toughness: 15/14/13 (6/5/4)
Crew: 1+3
Size: 3
Weapons: Small Pulse Cannon (3d10, AP 10, MBT, Heavy Weapon, Fixed)
Notes: Exposed Crew.

Most chitauri scouts and patrols ride on small chariot-like speeders. These chariots can reliably carry up to 4 occupants and are extremely quick, as well as possessing a powerful pulse cannon mounted on the front of the vehicle.


Name: Leviathan (Wild Card)
Agility d6; Smarts d4 (A); Spirit d6; Strength d12+12; Vigor d12
Pace —; Parry 5; Charisma –4; Toughness 32 (12)
Hindrances: Bloodthirsty
Skills: Fighting d6, Intimidation d12, Notice d6
Inventory: Invasion Armor (Armor +12, Heavy Armor, –6 to bypass)
Special Abilities:
  • Fear (–4): Anyone unfortunate enough to see these monstrosities must make a Fear check.
  • Flight: Pace 30, Climb –2.
  • Gargantuan: Leviathans are Huge, and thus suffer a +4 to attacks against them. Their attacks count as Heavy Weapons, and they add their Size to their Strength rolls.
  • Size +12: The leviathan is more than 80 feet long!
  • Teeth: Str+d10.
  • Troop Mounts: Leviathans are fitted to carry up to 24 chitauri soldiers in pods along their undersides.
While smaller squads of chitauri use the chariots, the real transports of these soldiers are the living behemoths known as leviathans. These enormous creatures double as siege weapons and powerful wrecking crews, barely acknowledging buildings as it flies above the streets.

These creatures were repelled with their command ship destroyed by the Avengers.
—DoctorBoson

Wednesday, September 2, 2015

Asgardians

Another series of Extras, since the main cast is out for the next few films. This covers your average unnamed Asgardians, as well as one of their most powerful guardians.


Name: Guardsmen
Race: Asgardian
Power Level: Four Color (45 PP)
Agility d8; Smarts d6; Spirit d6; Strength d12+5; Vigor d10
Pace 6; Parry 7; Charisma 0; Toughness 19 (6)
Hindrances: —
Edges: Combat Reflexes
Skills: Fighting d8, Intimidation d6, Notice d6, Piloting d6, Shooting d6
Inventory: Asgardian armor (Armor +6, –4 ballistic AP), asgardian spears (Str+d6+2, AP 4, Parry +1, Reach 1), asgardian swords (Str+d6+2, AP 4), asgardian shields (Parry +1, Armor +4 vs ranged)
Special Abilities:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +6 (9): Hardy. (Dense asgardian physiology.)
These asgardians are simply doing what they can to defend their home and king. They have advanced weapons, armor, and training, but ultimately they are simply Extras. When these brave forces fail, Odin may call out the bigger guns to deal with threats.


Name: The Destroyer (Wild Card)
Agility d4; Smarts d4 (A); Spirit d6; Strength d12+7; Vigor d12
Pace 8; Parry 6; Charisma 0; Toughness 25 (10)
Skills: Fighting d8, Intimidation d10, Notice d6, Shooting d8
Special Abilities:
  • Armor +10: Heavy Armor.
  • Attack, Melee: Str+d6, Heavy Weapon, Lethal.
  • Attack, Ranged: Range 12/24/48, Damage 5d10, RoF 1, SBT, Heavy Weapon, Lethal
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Fearless: The Destroyer is immune to Fear and Intimidation.
  • First Strike: May make a free attack against a single enemy that moves into melee range every round.
  • Large: Attackers add +2 to their attack rolls when attacking the Destroyer due to its large size.
  • Resistance: Immune to background effects of fire and adds +4 Toughness against fire attacks.
  • Size +5: The Destroyer is just over 20' tall.
  • Toughness +2: Hardened interior.
The Destroyer is an automated weapon used to guard the Weapons Vault of Asgard. It will only obey commands from the wielder of Gungnir, Odin's Spear, whether it is wielded by the All-Father or not. It is extremely strong and tough, and most notoriously known for the powerful beam cannon it fires out of its face, more powerful than almost anything we've seen to date.

Here's a little taste of Asgard while we wait for the bigger players to roll out. Hope you guys enjoy it.
—DoctorBoson

Wednesday, August 26, 2015

Hammer Industries

This is going to be a new format for me, as instead of putting numbers to a Wild Card, it's just a series of Extras. Hammer doesn't really deserve his own page, but with the Hammer Drones, it rounds out to a decently sized post.


Name: Justin Hammer (Wild Card)
Race: Human
Agility d6; Smarts d10; Spirit d8; Strength d4; Vigor d6
Pace 6; Parry 2; Charisma 2; Toughness 5
Hindrances: Arrogant, Bad Eyes (m), Ruthless (m)
Edges: Rich, Charismatic
Skills: Knowledge (Computers) d6, Knowledge (Engineering) d8, Notice d6, Persuasion d8, Repair d6, Streetwise d6, Taunt d6

Justin Hammer is the CEO of Hammer Industries, a weapons manufacturer and business rival of Tony Stark. He's extremely arrogant and self-centered, and is not above shady practices to put his company a step above the rest. Unfortunately for him, even this wasn't enough to compensate for his lackluster engineering skills, as much of his tech has a hard time competing with any of Tony's equivalents.

At the most recent Stark Expo, Hammer put on a presentation with his Hammer Drones, robotic suits originally meant to rival the Iron Man armor but were modified by Ivan Vanko so that he could sabotage the show and assassinate Stark. There were eight drones for each branch of the military, listed below:


Name: Army Drone
Agility d6; Smarts d6 (A); Spirit d6; Strength d12+2; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 12 (6)
Skills: Fighting d4, Notice d6, Piloting d6, Shooting d8
Inventory: 20mm Cannons (2d8, AP 2, 24/48/96, RoF 3, Auto, Heavy Weapon), 25mm Shoulder Cannon (3d8, AP 4, 25/50/100, RoF 3, Auto, Heavy Weapon), M32 Grenade Launcher (3d6, Medium Burst, 24/48/96).
Special Abilities:
  • Armor +6: Advanced armor composite. Negates 2 points of AP.
  • Ambidextrous: Ignore off-hand penalties.
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Fearless: Hammer drones are immune to Fear and Intimidation.
  • Flight: Pace 192, Climb 0. –4 to hit while flying.
  • Infrared: Hammer drones halve lighting penalties.
  • Low Light Vision: Drones ignore 2 points of Dim and Dark light penalties.
  • Size +1: Hammer drones stand nearly 7 feet tall.


Name: Navy Drone
Agility d6; Smarts d6 (A); Spirit d6; Strength d12+2; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 12 (6)
Skills: Fighting d4, Notice d6, Piloting d6, Shooting d8
Inventory: 20mm Cannons (2d8, AP 2, 24/48/96, RoF 3, Auto, Heavy Weapon), FIM-92 Missile Pods ×2 (4d8, AP 6, MBT, 24/48/96, 6 Shots)
Special Abilities:
  • Armor +6: Advanced armor composite. Negates 2 points of AP.
  • Ambidextrous: Ignore off-hand penalties.
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Fearless: Hammer drones are immune to Fear and Intimidation.
  • Flight: Pace 192, Climb 0. –4 to hit while flying.
  • Infrared: Hammer drones halve lighting penalties.
  • Low Light Vision: Drones ignore 2 points of Dim and Dark light penalties.
  • Size +1: Hammer drones stand nearly 7 feet tall.


Name: Air Force Drone
Agility d6; Smarts d6 (A); Spirit d6; Strength d12+2; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 12 (6)
Skills: Fighting d4, Notice d6, Piloting d6, Shooting d8
Inventory: 20mm Cannons (2d8, AP 2, 24/48/96, RoF 3, Auto, Heavy Weapon), Air-to-Air Missiles (4d6, AP 6, MBT, 24/48/96, 6 Shots).
Special Abilities:
  • Armor +6: Advanced armor composite. Negates 2 points of AP.
  • Ambidextrous: Ignore off-hand penalties.
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Fearless: Hammer drones are immune to Fear and Intimidation.
  • Flight: Mach 2, Climb 0. –8 to hit while flying.
  • Infrared: Hammer drones halve lighting penalties.
  • Low Light Vision: Drones ignore 2 points of Dim and Dark light penalties.
  • Size +1: Hammer drones stand nearly 7 feet tall.
  • Stealth Painting: –4 to be detected by radar.


Name: Marine Drone
Agility d6; Smarts d6 (A); Spirit d6; Strength d12+2; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 12 (6)
Skills: Fighting d4, Notice d6, Piloting d6, Shooting d8
Inventory: 20mm Cannons (2d8, AP 2, 24/48/96, RoF 3, Auto, Heavy Weapon), M32 Grenade Launcher (3d6, Medium Burst, 24/48/96), Electric Saw (Str+2d6, AP 2, Heavy Weapon).
Special Abilities:
  • Armor +6: Advanced armor composite. Negates 2 points of AP.
  • Ambidextrous: Ignore off-hand penalties.
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Electromagnetic Shielding: +6 Toughness against EMP weapons.
  • Fearless: Hammer drones are immune to Fear and Intimidation.
  • Flight: Pace 192, Climb 0. –4 to hit while flying.
  • Infrared: Hammer drones halve lighting penalties.
  • Low Light Vision: Drones ignore 2 points of Dim and Dark light penalties.
  • Size +1: Hammer drones stand nearly 7 feet tall.
Hammer Industries is not responsible for any injury or death that may occur due to faulty products.
—DoctorBoson