SWEEPER OCC
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SWEEPER OCC
Sweeper
Sweepers are the demolitions experts of the Resistance. Their main responsibility is to disarm bombs and land mines planted by the Machine and rival Great Houses, but their training also makes them expert saboteurs. They wear an experimental suit of Host Armor called Shellback Armor that gives them the tools to disarm or detonate nearly any type of explosive device, plus some of the thickest armor in the Resistance in case things go wrong. Sweepers are among the handful of people that know how to disarm Bio-Tech explosives, and they are the only humans (other than Technojackers) capable of dismantling bombs that use metallic components.
For decades, the task of sniffing out bombs and land mines was the responsibility of Packmasters and the Gorehounds under their command. While they were very effective at finding explosive devices, there was little they could do to actually disarm them. Conventional bombs set by rival Great Houses could be disarmed, but the majority of explosive devices were placed by the Machine’s forces and it was nearly impossible for a human to safely touch them. These devices were primarily composed of metal, and the Nanoplague made most attempts to disarm them suicide. Really all Packmasters could do was mark them for other troops to avoid, or detonate them with Chigs and Squigs (which was not very helpful when they were trying to maintain a low profile).
This all changed with the creation of the Sweepers. Their Shellback Armor gave them the tools to safely disarm any of the Machine’s devices (in spite of the Nanoplague) and the protection to survive nearly any sized blast in case the pilot failed. The armor has dozens of eight-foot long retractable tentacles that the pilot uses to operate on explosive devices from a relatively safe distance. Plus as an extra precaution, the suit is able to create a containment field around the device by covering it in experimental Bio-Tech insects known as Impact Beetles. Sweepers are trained to work quickly in order to prevent a Nanoplague Response, but if it does happen, the tentacles are designed to take the brunt of the damage. The excessive amount of limbs allows the pilot to continue working even as the Nanoplague tears tentacle after tentacle apart. If all else fails and a device proves too difficult to disarm, Sweepers are also equipped with multiple types of explosive chemicals and Bio-Tech devices that they can use to detonate the bomb. Sweepers are also trained how to use their explosive payloads for maximum effect against the Machine’s robot minions and installations.
Since members of the Resistance knew very little about the Machine’s technology, the first batch of Sweepers we actually trained by Technojackers. Fortunately, since few humans could safely handle N.E.X.U.S. manufactured explosives, the Machine did not bother creating complicated devices, so it did not take long to educate the first Sweepers how to properly disarm them. Once they mastered this skill, their training quickly switched to understanding how to best utilize their explosive payloads against the Machine. The Sweepers have worked out better than anyone could have imagined. Their presence in the field has prevented hundreds of Splicers from falling victim to explosive booby traps, and their demolitions skills have allowed the Resistance to reap incredible destruction upon the Machine.
Alignment: Any, but typically good or selfish.
Attribute Requirements: I.Q. and M.E.: 14 or higher.
Attribute Bonuses: +1D4 to I.Q., +2 to M.E., +1D6 to P.S., +1 to P.P, and +1D6 to P.E.
O.C.C. Bonuses: +4 to roll with impact, +2 to save vs. insanity, and +5 to save vs. horror factor.
Base S.D.C.: 30, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Programs: Basic Military (+10%), Saboteur (+20%), Guerilla Warfare (+20%), and Technical (+15%) or Construction (+15%).
Special Skills:
Disarm Bio-Tech Explosives: Sweepers have been trained how to disarm Bio-Tech explosives like Migs and Trench Foot Mines. Usually, once these devices have been set, even touching them will trigger the explosive. Shellback Armor is equipped with a special Bio-Toxin that is capable of paralyzing small Bio-Tech devices for 2D6 melee rounds. This gives the Sweeper enough time to surgically severe any of the devices triggering mechanisms. The skill roll determines if the Sweeper successful cuts all triggers. On a failed roll, at least one trigger remains and the device immediately detonates once the effects of the Bio-Toxin wear off. Base Skill: 60%+3% per level of experience.
Disarm Metallic Explosives: The Nanobot Plague makes touching metallic objects a dangerous and often deadly affair. Sweepers, however, are trained on how to disarm bombs that use metal components. Shellback Armor is designed to take the brunt of the damage from a Nanoplague Response, but sometimes despite their best efforts, the Nanobots actually trigger the device. Sweepers are trained how to prevent this from happening, but it is by no means one hundred percent. On a successful skill roll, the device is successfully disarmed. On a failed roll, a Nanoplague Response is triggered. Roll on the standard Nanoplague Response Table to see the effects, plus roll to see if the device itself is accidentally triggered (01-30% chance). Base Skill: 40%+3% per level of experience.
Elective Skills: Trap and Mine Construction (+20%) and select six Elective Skills from the following list at first level, plus one additional at levels 2, 4, 6, 8, 10, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Espionage: Any
Medical: First Aid only.
Military: Any (+10%)
Physical: Any
Rogue: Any
Science: Any (+10%)
Technical: Any (+20%)
Transportation: Any
Wilderness Survival: Any (+5%)
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Shellback Host Armor: Sweepers receive an experimental Host Armor design known as Shellback Armor. The Sweeper is genetically bonded to one specific Shellback Armor.
Step One: See the specific details on Shellback Armor below.
Step Two: Determining Metabolism. Shellback Armor is always a Lithovore.
Step Three: Available Bio-Energy points for the Sweeper is M.E. attribute number, +P.E. attribute number, +1D4x10+20 points, plus an additional 20 points for the Lithovore metabolism. Each level of advancement, starting with level two, the Sweeper gets an additional 5D4 Bio-E to add to the capabilities of his current Shellback Armor. These Bio-E points can be spent as soon as they are acquired or saved and combined with points from subsequent levels of experience.
If the Sweeper’s Shellback Armor is destroyed, another will be bonded to him, but it will only have the most basic Bio-Enhancements. Further augmentation will only occur with each additional level of experience or as a reward for impeccable service.
Step Four: Biological Enhancements and Weapon Systems. Selections can be made from any of the categories, but most Sweepers focus on Biological Defenses in order to give themselves better protection in the field and the unique Bio-Enhancements that are only available to Shellback Armor.
Standard Equipment: Military fatigues, a suit of non-organic body armor for back up or disguise, dress clothing, survival knife, utility belt, first aid kit, 2 Slap Patches, Face Wrap, tinted goggles, hatchet for cutting wood, one light Bio-Weapon and one heavy Bio-Weapon of choice and one weapon for each W.P. with appropriate ammunition for heavy combat, a good Mega-Horse for transportation, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items.
Handheld Weapon Bio-Enhancements: Sweepers receive 5D4 Bio-E at level one plus 5 Bio-E at each additional level of experience starting at level 2. Bio-E can be distributed between all the weapons in the character’s personal armory or applied to one favorite item.
Money: Has 1D6x100 credits in precious metals, relics or trade items, as well as 6D6x10 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: You are a walking explosives factory with the knowledge and skill to make the most of it. You can bring down nearly any obstacle, structure, or opponent with a few cleverly placed charges. Your skills at finding and disarming explosives make you a hero among your fellow soldiers, and they make sure to return the favor by watching your back in the field.
The Downside: You are a walking explosives factory, which does have its drawbacks in the middle of a war zone. When allowed to operate in peace, the bombs you place can inflict unimaginable devastation upon the Machine, but it is rare that any human can find a moment of peace in the field. Your thick armor does protect you somewhat from the Machine’s fury, but it also makes you a slow and easy target to hit. You may have the tools to disarm metallic bombs, but the Nanoplague makes your success rate far from perfect. You know how to work around these Nanobots, but no one knows how to completely stop them. You have taken more than your fair share of explosive blasts at point blank range, and it is always in the back of you mind that your Shellback Armor might not survive the next one.
Shellback Armor
Shellback Armor is a specialized suit of Host Armor specifically designed for demolitions and demolitions disposal. It gets its name from the thick turtle shell mounted on the back of the armor. This shell does provide the pilot with additional protection, but its main purpose is to shield the nearly one hundred pounds of explosive chemicals and Bio-Tech organisms that the suit continuously produces. The original intent of these explosives was to detonate bombs and mines when all attempts at disarmament failed, but Resistance leaders realized that the sheer amount of destructive power these suits carried made Sweepers ideal saboteurs and demolitionists as well.
The suit combines some of the latest breakthroughs in Bio-Technology with the thickest armor ever produced for a suit of Host Armor. This bulky armor allows the pilot to work around the problems posed by the Nanobot Plague while disarming bombs using metallic components, and the strength to survive nearly any sized blast in case he fails.
Mounted on each forearm of the suit are over a dozen eight foot long retractable tentacles that the Pilot uses to work on explosive devices from a relatively safe distance. Each tentacle is as articulate as the pilot’s own fingers and many of them are tipped with useful tools that make the pilot’s job even easier. The reason for the excessive number of tentacles is to give the pilot back up limbs to work with as the Nanoplague destroys them. As long as the Nanoplague does not actually trigger the device, a Pilot can continue to work uninterrupted as the Nanobots tear through tentacle after tentacle. Once the job is done, the incredible regenerative powers of these limbs quickly restore any damage done.
Before starting work on any explosive device, the pilot first covers it with strange Bio-Tech Insects known as Impact Beetles in order to create a containment field. This is a safety measure meant to absorb the bulk of the blast in case of failure. Each bug is capable of generating a small Bio-Force Field, and when they combine their strength, they can create a force field strong enough to contain almost any sized blast. The energy field hovers a few inches over the device, so even if the explosion completely destroys the containment field, the power of the blast is greatly diminished (the remaining M.D. that pierces the field is halved, as is the blast radius). Shellback Armor is the only other suit of armor capable of growing Bio-Tech Insects. These Impact Beetles are slightly different than the ones generated by Hive Armor. They are unable to propel themselves at sonic speeds and the force fields they create are much smaller in size (although much more powerful). They may not be as versatile, but they are perfectly suited for the task of demolitions disposal.
Shellback Armor offers some of the best protection in the Resistance, but this increased shielding does come at the cost of decreased speed and mobility. They can run at a decent speed for their size, but the thick armor makes them somewhat ponderous and cumbersome in battle. This usually is not much of an issue since Sweepers rarely engage in frontline combat. Their role is to clear the field of enemy explosives or cover it with their own traps.
Class: Host Armor
Crew: One Sweeper
M.D.C. by Location:
Arms (2): 3D6x10+20 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2); both arms have the same M.D.C.
Hands (2): 2D6x10+20 M.D.C., +15 additional M.D.C. at levels five, ten, and fifteen; both hands have the same M.D.C.
Retractable Tentacles (28): 70 M.D.C. each, +5 additional M.D.C. at levels five, ten, and fifteen
Legs (2): 4D6x10+20 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2); both legs have the same M.D.C.
Feet (2): 2D6x10+30 M.D.C., +20 additional M.D.C. at levels five, ten, and fifteen; both feet have the same M.D.C.
Head: 2D6x10+20 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2)
Main Body: 8D6x10+150 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2)
Turtle Shell: 6D6x10+250 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2), if the M.D.C. of the shell is depleted to zero, then there is a 70% chance that the explosive payload will detonate, inflicting 6D6x10 M.D. to the main body of the armor and half damage to everything within a 40-foot radius. Note: The turtle shell can only be targeted with a called shot. However, it is a large target, so there are no penalties to strike.
Speed:
Running: 4D6+20 mph (32 to 64 km). The act of running does tire out the pilot, but at only 10% of the normal fatigue rate.
Leaping: Only 10 feet (3 m) high or 15 feet (4.5 m) across.
Digging: 20 mph (32 km) through sand or dirt, but one quarter as fast through rock or concrete. Digging tires out its pilot, but at half the usual fatigue rate. To dig down enough to adequately hide from enemies on the surface takes 3D6 minutes.
Swimming: 10 mph (8 km); swimming tires the pilot but at 10% the usual rate.
Underwater Depth: Shellback Armor can withstand pressure up to 1000 feet (305 m) down.
Statistical Data:
Height: Approximately 2-3 feet (0.6 to 0.9 m) is added to the height of the pilot.
Width: About 4 to 5 feet (1.2 to 1.5 m), based on the size of the pilot.
Length: About 3 to 4 feet (0.9 to 1.2 m), based on the size of the pilot.
Weight: Adds about 500 to 700 pounds (225 to 315 kg) to the weight of the pilot.
Cargo: Contained within the turtle shell on the suit’s back is about 100 pounds (45 kg) of explosive chemicals and Bio-Tech Organisms.
Physical Strength: 4D6+15 – Splicer P.S. is equal to Robotic Strength.
Production Cycle: Six month gestation, plus 6 months growth time.
Operational Lifetime: 2D10+50 year life span.
Trade Value: None, because each Shellback Armor is bonded to a specific pilot and will not function for any other person.
Bio-Regeneration: 2D6 M.D.C. per hour for the main body and 1D4 M.D.C. per hour for all other locations except the retractable tentacles which regenerate at a rate of 1D6 M.D.C. per melee round. Only the tentacles can be regrown once severed, all other locations require at least one point of M.D.C. in order to regenerate. However, an Engineer can generate and attach a replacement limb with minimal difficulty.
Horror Factor: 7 for humans and other intelligent life forms; none against the machines.
Senses and Features:
Advanced Sight: About equal to that of an eagle, able to recognize a face or read a small sign up to a mile away, passive nightvision (light amplification, range: 200 feet), polarization (to prevent blinding and reduce glare).
Sound Amplifying Hearing: Able to hear a whisper 300 feet away.
Enhanced Sense of Taste and Smell: Track by smell is possible at 50%+4% per level of experience, special bonus of +10% when attempting to detect or track explosive chemicals. The character can also recognize the distinct scents and smells of individuals and can detect when people experience extremes of emotions at 60%+2% per level of experience. Enhanced sense of taste gives the Sweeper the ability to recognize the exact components in anything the armor tastes at a skill of 50%+4% per level of experience, special bonus of +10% when tasting explosive chemicals.
Can accurately sense magnetic north at all times.
Project the pilot’s voice at up to 80 decibels.
The armor is shielded from damage from high intensity sounds, radiation, and normal heat, fire, and cold.
Shellback Armor purifies the air before it is passed on to the pilot, removing all toxins, poisons, and impurities.
Built-in gills to allow the pilot to breathe underwater for an unlimited amount of time.
Bio-Comm
Shellback Armor has instinct driven reflexes that are roughly the equivalent of a biological combat computer. These instinctual drives assess threats, plot available targets and route the relevant data directly to the pilot’s mind as sort of enhanced reflex action. The armor is able to simultaneously track up to 18 targets and to identify as many as 4000 enemy images and sounds (bonuses are included below).
Instinctive Skills: Dowsing 60%, Excavation/Mining 50%, Land Navigation 80%, and Masonry 60%.
Seismic Sense: Able to detect miniscule vibrations in the ground, feeling earthquakes, thunder, explosions, and even the approach of heavy vehicles, robots, troop movement, and stampeding animals up to 12 miles away.
Reinforced Exoskeleton.
Resistance to Physical Attacks: A layer of heavy tissue filled with impact resistant fluid cushions Shellback Armor from blunt attacks, falls, and explosive concussions (all inflict half damage).
Emergency Explosive Payload Dump: If the turtle shell is ever breeched, the explosive chemicals and Bio-Tech creatures within become completely exposed to enemy fire. At this point it takes very little to set off a devastating chain reaction within the armor. The armor is capable of quickly expunging all explosive chemicals in an emergency with a simply mental command from the pilot. The turtle shell actually rips itself open and spits the entire payload in one massive glob about 10 feet (3 m) away. It is not quite far enough away to protect the armor in case this explosive glob is detonated, but it does give the pilot a small head start. Even the slightest spark will ignite this high-explosive concoction, so it is best to take cover. Detonating this explosive glob inflicts 4D6x10 to a 40-foot (6.1 m) area. The pilot can perform an emergency payload dump at any time, but most will wait until the last possible second since it has pretty rough on the armor. The Shellback Armor is incapable of generating any new explosives for 36 hours while the turtle shell recovers from this incredibly damaging maneuver.
Feeding: Lithovore, the suit eats 60 to 90 pounds (13.5 to 27 kg) of minerals (stones, rocks, dirt, clay, etc.) a day.
Sleep Requirements: Shellback Armor requires 3D4 hours of sleep/rest/inactivity per day, during the day or night hours.
Combat Bonuses: +1 to strike, +5 to parry (mainly due to the retractable tentacles), -1 to dodge, +3 to entangle, +1 to disarm, and +4 to roll with punch.
Demolitions Tools and Weapon Systems:
1. Retractable Tentacles (28): A ring of fourteen small holes runs around each wrist of the armor. The pilot can extend an eight-foot long tentacle from each one of these holes. Each tentacle is incredibly articulate and when multiple tentacles are used together, it feels as natural to the pilot as using his own hands. Several of the tentacles on each arm are tipped with different tools to better help the pilot perform his duties. In order to safely work from a distance, one tentacle on each wrist has a standard eye mounted on the tip. Most Sweepers enhance these eyes with Macrovision, but in the beginning they are just regular human eyes. Another pair of tentacles (one on each arm) is tipped with tiny bone spikes. They are shaped like a screwdriver head and can be used like a chisel to pry open bomb casings, or they can actually be used as screwdrivers. Another set of tentacles are tipped with razor sharp scalpels to allow the Sweeper to disarm Bio-Tech explosives, and a final set of tentacles are equipped with tiny pincers that can be used as tweezers for delicate procedures. The rest of the tentacles act as disposable fingers that can be torn apart be the Nanobot Plague and quickly replaced. They are designed to automatically detach if they are ever exposed to anything that would threaten the armor (like the Nanoplague Response that creates a metallic poison). Each Tentacle regenerates at a rate of 1D6 M.D. per melee round, and severed tentacles will completely regenerate within 1D4 hours.
Primary Purpose: Demolitions Disposal.
Secondary Purpose: Defense.
Mega-Damage: Only the scalpels are capable of inflicting any damage, and each one only inflicts a measly 1 M.D.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: 8 feet (2.4 m).
2. Mini-Hive: Within the armor’s turtle shell is a miniature hive that is capable of generating special Bio-Tech insects known as Impact Beetles. These powerful insects are used to create a containment field around explosive devices before the Sweeper begins working. Each bug is capable of generating a small four inch by four inch Bio-Force Field, and when dozens of these bugs combine their strength by overlapping their force fields, they can contain nearly any sized blast. The energy field hovers a few inches over the device, so even if the explosion completely punches through the containment field, the power of the blast is greatly diminished (the remaining M.D. that pierces the field is halved, as is the blast radius). The insects sit on the device and project their force fields over their heads. This means they actually sit inside the containment field, so if the bomb detonates they are all instantly destroyed. However, the field actually remains a few milliseconds after their bugs’ demise, which is more than enough time to absorb the brunt of the explosion.
The Sweeper decides how many Impact Beetles to use for the containment field and then releases them through a small opening in the turtle shell by a simple metal command. The armor transmits a mental image of the target to the insects, and once released, they speed directly to the target and activate their force fields as soon as they land. They can maintain their force fields for 4D6+10 minutes before they run out of energy and die. Even if the Sweeper finishes working before this time elapses, the Sweeper has no way to deactivate the bugs or recollect them. Note: Individual Impact Beetles will automatically shift or deactivate their force fields as necessary to allow the Shellback Armor’s tentacles access through the containment field. These small openings do not reduce the overall protection of the field.
Primary Purpose: Demolitions Containment.
Secondary Purpose: Defense.
M.D.C. of the Force Field: Each insect can create a tiny four inch by four inch force field with 10 M.D.C. Multiple insects can combine their strength for a more powerful containment field. Every Impact Beetle adds 10 M.D.C. to the force field.
Duration: The force field can be maintained for 4D6+10 minutes before the insect runs out of energy and dies.
Rate of Fire: Requires one melee attack to release the Impact Beetles.
Effective Range: Typically 10 feet (3 m), but Sweepers can direct the insects to a target up to 50 feet (15.2 m) away.
Payload: 10 Impact Beetles. One spent insect is regrown every 4D6 minutes. The maximum payload of Impact Beetles can be increased at a cost of 5 Bio-E for each insect up to a maximum of 30 Impact Beetles.
3. Squig Generator: Shellback Armor is capable of growing the organic blasting caps known as Squigs within its enormous turtle shell. While not very powerful on their own, these detonators are the primary component of nearly every explosive device the Sweepers create. They are generated and stored within the turtle shell. When the pilot needs one, a simple mental command causes the suit to squeeze one Squig through the suit’s internal ductwork where it emerges in the armor’s palm. The pilot can determine which hand the Squig will appear in.
Primary Purpose: Demolitions.
Secondary Purpose: Demolitions Disposal.
Mega-Damage: 1D4 M.D.
Rate of Fire: Requires one melee action to summon a Squig.
Payload: 24 Squigs. Shellback Armor can create one Squig every 12 hours to replace spent detonators. The maximum payload of Squigs can be increased at a cost of 5 Bio-E for every 2 Squigs up to a maximum of 40 Squigs.
4. Tech Paralyzer Bio-Toxin: Mounted on the right forearm is a small tube that is capable of spraying a special Bio-Toxin known as Tech Paralyzer up to 10 feet (3 m) away. It is a diluted version of the same poison used by the Butchers. It was designed to only affect small Bio-Tech devices like Migs and Trench Foot Mines, but it can also be used to incapacitate Bio-Tech pistols, small melee weapons, and other small Bio-Tech devices (larger devices are completely unaffected no matter how many doses they are sprayed with). Any device sprayed with the chemical must make a roll to save vs. non-lethal poison of 16 or higher or else by completely paralyzed for 2D6 melee rounds. Sweepers are very adept at spotting the signs of a successfully paralyzed device, so they know when it is safe to operate.
Primary Purpose: Demolitions Disposal.
Secondary Purpose: Defense.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: 10 feet (3 m).
Payload: 5 doses of Bio-Toxin. Spent blasts are regenerated 24 hours after they are used. The maximum payload of doses can be increased at a cost of 5 Bio-E per dose up to a maximum of 20 doses.
Bio-Enhancements Only Available to Shellback Armor:
1. Primer Cord Generator: The left forearm of the armor can be equipped with a hollow tube capable of creating a special explosive rope known as primer cord. It is composed of a high-explosive chemical wrapped in an outer casing of Mega-Damage silk. It is processed within the armor’s turtle shell and then squeezed through the forearm tube like toothpaste. It is completely dry by the time it is expelled from the armor. The Sweeper can choose what length he wants the suit to produce. No matter how long the primer cord is, the entire length detonates almost instantly. It is primarily used as a detonator to link multiple charges together across a distance, but it also packs pretty impressive destructive power when wrapped around an object. Sweepers routinely wrap primer cord around multiple support beams in order to collapse buildings and other structures. The Mega-Damage silk surrounding the primer cord protects it from premature detonation and makes it difficult to cut, but it can still be detonated with a Squig. Every one foot length of cord has 1D4 M.D.C. Spent primer cord is regenerated within the turtle shell at a rate of 10 feet (3 m) every 12 hours.
Primary Purpose: Demolitions
Secondary Purpose: Assault
Mega-Damage: 1D6 M.D. per five feet of primer cord, but the damage is drastically increased when wrapped around on object. If this case, damage is 1D6 M.D. for every foot of primer cord wrapped around the object.
Rate of Fire: Requires one melee action to create 10 feet (3 m) of primer cord, so creating 40 feet of cord would require 4 melee actions.
Bio-E Cost: 10 Bio-E for every 10 feet (3 m) of primer cord up to a maximum payload of 100 feet.
2. Mig Generator: Shellback Armor can have up to two Mig Generators mounted on the underside of the turtle shell, just behind the hips. The Sweeper just reaches back and plucks them off. These Migs are somewhat different than the standard versions. They are not self sustaining, so once they are removed from the armor, they will dry up and die within 48 hours if not used. It takes 24 hours to grow a new Mig once one is removed.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Mega-Damage: 1D8x10 M.D., to a 12-foot (3.6 m) radius.
Rate of Fire: Requires one melee action to remove a Mig from the armor.
Bio-E Cost: 20 Bio-E per Mig Generator, up to a maximum of 2.
3. Agitation Mine Generator: The turtle shell can be Bio-Enhanced to create small baseball sized explosives known as Agitation Mines. The tiny mines are designed to detonate if they are disturbed in any way. Even the vibrations from heavy robots traveling too close to the mines can set them off. They are grown within the turtle shell and released through a small opening behind the left or right shoulder (pilot’s choice). Each mine looks like a lumpy ball of mottled brown and tan colored flesh (to better help them blend in with the environment). To activate the mine, the wielder first squeezes a small nerve cluster on top of the mine. He then has four seconds to place the mine before it becomes active. Once activated, the slightest touch will detonate the mine. Even the Sweeper that created the mine cannot touch it without setting it off. These mines are surprisingly powerful on their own, but they are primarily used as detonators to set off larger traps. Sweepers love to use agitation mines in combination with primer cord wrapped around support beams to drop thousands of tons of debris on top of the enemy. This is a great way to immobilize dangerous threats like Assault Slayers.
Primary Purpose: Demolitions.
Secondary Purpose: Assault.
Mega-Damage: 4D8 M.D., to an 6-foot (1.8 m) radius.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: Can be thrown up to 200 feet (6.1 m).
Bio-E Cost: 8 Bio-E for every Agitation Mine up to a maximum of 20 mines.
4. High Explosive Putty Generator: Shellback Armor can be Bio-Enhanced to create a special high explosive putty. It has the consistency of clay, and can be hand molded into any shape the pilot desires. It is generally used to create shaped-charges capable of punching through heavy armor. The putty is rather durable and will not explode if exposed to normal S.D.C. fire, explosives, or electricity. It can only be detonated by Mega-Damage fire, energy blasts, or explosives (like Squigs). The putty is generated and stored within the turtle shell. When the pilot needs some, a simple mental command causes the suit to squeeze one pound of putty through the suit’s internal ductwork where it emerges in the armor’s palm. The pilot can determine which hand the putty will appear in. Spent putty regenerates at a rate of 1 pound every 12 hours.
Primary Purpose: Demolitions.
Secondary Purpose: Assault.
Mega-Damage: 1D6x10 M.D., to a 10-foot (3 m) radius. If the pilot takes the time to mold the putty into a shaped charge (which takes 2 melee actions), the damage from the charge is increased 50 percent. However, this does decrease the blast radius by 50 percent.
Rate of Fire: Requires one melee action to summon one pound of putty.
Bio-E Cost: 15 Bio-E for every pound of putty up to a maximum of 20 pounds (9 kg).
Created and Written By Slappy
Sweepers are the demolitions experts of the Resistance. Their main responsibility is to disarm bombs and land mines planted by the Machine and rival Great Houses, but their training also makes them expert saboteurs. They wear an experimental suit of Host Armor called Shellback Armor that gives them the tools to disarm or detonate nearly any type of explosive device, plus some of the thickest armor in the Resistance in case things go wrong. Sweepers are among the handful of people that know how to disarm Bio-Tech explosives, and they are the only humans (other than Technojackers) capable of dismantling bombs that use metallic components.
For decades, the task of sniffing out bombs and land mines was the responsibility of Packmasters and the Gorehounds under their command. While they were very effective at finding explosive devices, there was little they could do to actually disarm them. Conventional bombs set by rival Great Houses could be disarmed, but the majority of explosive devices were placed by the Machine’s forces and it was nearly impossible for a human to safely touch them. These devices were primarily composed of metal, and the Nanoplague made most attempts to disarm them suicide. Really all Packmasters could do was mark them for other troops to avoid, or detonate them with Chigs and Squigs (which was not very helpful when they were trying to maintain a low profile).
This all changed with the creation of the Sweepers. Their Shellback Armor gave them the tools to safely disarm any of the Machine’s devices (in spite of the Nanoplague) and the protection to survive nearly any sized blast in case the pilot failed. The armor has dozens of eight-foot long retractable tentacles that the pilot uses to operate on explosive devices from a relatively safe distance. Plus as an extra precaution, the suit is able to create a containment field around the device by covering it in experimental Bio-Tech insects known as Impact Beetles. Sweepers are trained to work quickly in order to prevent a Nanoplague Response, but if it does happen, the tentacles are designed to take the brunt of the damage. The excessive amount of limbs allows the pilot to continue working even as the Nanoplague tears tentacle after tentacle apart. If all else fails and a device proves too difficult to disarm, Sweepers are also equipped with multiple types of explosive chemicals and Bio-Tech devices that they can use to detonate the bomb. Sweepers are also trained how to use their explosive payloads for maximum effect against the Machine’s robot minions and installations.
Since members of the Resistance knew very little about the Machine’s technology, the first batch of Sweepers we actually trained by Technojackers. Fortunately, since few humans could safely handle N.E.X.U.S. manufactured explosives, the Machine did not bother creating complicated devices, so it did not take long to educate the first Sweepers how to properly disarm them. Once they mastered this skill, their training quickly switched to understanding how to best utilize their explosive payloads against the Machine. The Sweepers have worked out better than anyone could have imagined. Their presence in the field has prevented hundreds of Splicers from falling victim to explosive booby traps, and their demolitions skills have allowed the Resistance to reap incredible destruction upon the Machine.
Alignment: Any, but typically good or selfish.
Attribute Requirements: I.Q. and M.E.: 14 or higher.
Attribute Bonuses: +1D4 to I.Q., +2 to M.E., +1D6 to P.S., +1 to P.P, and +1D6 to P.E.
O.C.C. Bonuses: +4 to roll with impact, +2 to save vs. insanity, and +5 to save vs. horror factor.
Base S.D.C.: 30, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Programs: Basic Military (+10%), Saboteur (+20%), Guerilla Warfare (+20%), and Technical (+15%) or Construction (+15%).
Special Skills:
Disarm Bio-Tech Explosives: Sweepers have been trained how to disarm Bio-Tech explosives like Migs and Trench Foot Mines. Usually, once these devices have been set, even touching them will trigger the explosive. Shellback Armor is equipped with a special Bio-Toxin that is capable of paralyzing small Bio-Tech devices for 2D6 melee rounds. This gives the Sweeper enough time to surgically severe any of the devices triggering mechanisms. The skill roll determines if the Sweeper successful cuts all triggers. On a failed roll, at least one trigger remains and the device immediately detonates once the effects of the Bio-Toxin wear off. Base Skill: 60%+3% per level of experience.
Disarm Metallic Explosives: The Nanobot Plague makes touching metallic objects a dangerous and often deadly affair. Sweepers, however, are trained on how to disarm bombs that use metal components. Shellback Armor is designed to take the brunt of the damage from a Nanoplague Response, but sometimes despite their best efforts, the Nanobots actually trigger the device. Sweepers are trained how to prevent this from happening, but it is by no means one hundred percent. On a successful skill roll, the device is successfully disarmed. On a failed roll, a Nanoplague Response is triggered. Roll on the standard Nanoplague Response Table to see the effects, plus roll to see if the device itself is accidentally triggered (01-30% chance). Base Skill: 40%+3% per level of experience.
Elective Skills: Trap and Mine Construction (+20%) and select six Elective Skills from the following list at first level, plus one additional at levels 2, 4, 6, 8, 10, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Espionage: Any
Medical: First Aid only.
Military: Any (+10%)
Physical: Any
Rogue: Any
Science: Any (+10%)
Technical: Any (+20%)
Transportation: Any
Wilderness Survival: Any (+5%)
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Shellback Host Armor: Sweepers receive an experimental Host Armor design known as Shellback Armor. The Sweeper is genetically bonded to one specific Shellback Armor.
Step One: See the specific details on Shellback Armor below.
Step Two: Determining Metabolism. Shellback Armor is always a Lithovore.
Step Three: Available Bio-Energy points for the Sweeper is M.E. attribute number, +P.E. attribute number, +1D4x10+20 points, plus an additional 20 points for the Lithovore metabolism. Each level of advancement, starting with level two, the Sweeper gets an additional 5D4 Bio-E to add to the capabilities of his current Shellback Armor. These Bio-E points can be spent as soon as they are acquired or saved and combined with points from subsequent levels of experience.
If the Sweeper’s Shellback Armor is destroyed, another will be bonded to him, but it will only have the most basic Bio-Enhancements. Further augmentation will only occur with each additional level of experience or as a reward for impeccable service.
Step Four: Biological Enhancements and Weapon Systems. Selections can be made from any of the categories, but most Sweepers focus on Biological Defenses in order to give themselves better protection in the field and the unique Bio-Enhancements that are only available to Shellback Armor.
Standard Equipment: Military fatigues, a suit of non-organic body armor for back up or disguise, dress clothing, survival knife, utility belt, first aid kit, 2 Slap Patches, Face Wrap, tinted goggles, hatchet for cutting wood, one light Bio-Weapon and one heavy Bio-Weapon of choice and one weapon for each W.P. with appropriate ammunition for heavy combat, a good Mega-Horse for transportation, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items.
Handheld Weapon Bio-Enhancements: Sweepers receive 5D4 Bio-E at level one plus 5 Bio-E at each additional level of experience starting at level 2. Bio-E can be distributed between all the weapons in the character’s personal armory or applied to one favorite item.
Money: Has 1D6x100 credits in precious metals, relics or trade items, as well as 6D6x10 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: You are a walking explosives factory with the knowledge and skill to make the most of it. You can bring down nearly any obstacle, structure, or opponent with a few cleverly placed charges. Your skills at finding and disarming explosives make you a hero among your fellow soldiers, and they make sure to return the favor by watching your back in the field.
The Downside: You are a walking explosives factory, which does have its drawbacks in the middle of a war zone. When allowed to operate in peace, the bombs you place can inflict unimaginable devastation upon the Machine, but it is rare that any human can find a moment of peace in the field. Your thick armor does protect you somewhat from the Machine’s fury, but it also makes you a slow and easy target to hit. You may have the tools to disarm metallic bombs, but the Nanoplague makes your success rate far from perfect. You know how to work around these Nanobots, but no one knows how to completely stop them. You have taken more than your fair share of explosive blasts at point blank range, and it is always in the back of you mind that your Shellback Armor might not survive the next one.
Shellback Armor
Shellback Armor is a specialized suit of Host Armor specifically designed for demolitions and demolitions disposal. It gets its name from the thick turtle shell mounted on the back of the armor. This shell does provide the pilot with additional protection, but its main purpose is to shield the nearly one hundred pounds of explosive chemicals and Bio-Tech organisms that the suit continuously produces. The original intent of these explosives was to detonate bombs and mines when all attempts at disarmament failed, but Resistance leaders realized that the sheer amount of destructive power these suits carried made Sweepers ideal saboteurs and demolitionists as well.
The suit combines some of the latest breakthroughs in Bio-Technology with the thickest armor ever produced for a suit of Host Armor. This bulky armor allows the pilot to work around the problems posed by the Nanobot Plague while disarming bombs using metallic components, and the strength to survive nearly any sized blast in case he fails.
Mounted on each forearm of the suit are over a dozen eight foot long retractable tentacles that the Pilot uses to work on explosive devices from a relatively safe distance. Each tentacle is as articulate as the pilot’s own fingers and many of them are tipped with useful tools that make the pilot’s job even easier. The reason for the excessive number of tentacles is to give the pilot back up limbs to work with as the Nanoplague destroys them. As long as the Nanoplague does not actually trigger the device, a Pilot can continue to work uninterrupted as the Nanobots tear through tentacle after tentacle. Once the job is done, the incredible regenerative powers of these limbs quickly restore any damage done.
Before starting work on any explosive device, the pilot first covers it with strange Bio-Tech Insects known as Impact Beetles in order to create a containment field. This is a safety measure meant to absorb the bulk of the blast in case of failure. Each bug is capable of generating a small Bio-Force Field, and when they combine their strength, they can create a force field strong enough to contain almost any sized blast. The energy field hovers a few inches over the device, so even if the explosion completely destroys the containment field, the power of the blast is greatly diminished (the remaining M.D. that pierces the field is halved, as is the blast radius). Shellback Armor is the only other suit of armor capable of growing Bio-Tech Insects. These Impact Beetles are slightly different than the ones generated by Hive Armor. They are unable to propel themselves at sonic speeds and the force fields they create are much smaller in size (although much more powerful). They may not be as versatile, but they are perfectly suited for the task of demolitions disposal.
Shellback Armor offers some of the best protection in the Resistance, but this increased shielding does come at the cost of decreased speed and mobility. They can run at a decent speed for their size, but the thick armor makes them somewhat ponderous and cumbersome in battle. This usually is not much of an issue since Sweepers rarely engage in frontline combat. Their role is to clear the field of enemy explosives or cover it with their own traps.
Class: Host Armor
Crew: One Sweeper
M.D.C. by Location:
Arms (2): 3D6x10+20 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2); both arms have the same M.D.C.
Hands (2): 2D6x10+20 M.D.C., +15 additional M.D.C. at levels five, ten, and fifteen; both hands have the same M.D.C.
Retractable Tentacles (28): 70 M.D.C. each, +5 additional M.D.C. at levels five, ten, and fifteen
Legs (2): 4D6x10+20 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2); both legs have the same M.D.C.
Feet (2): 2D6x10+30 M.D.C., +20 additional M.D.C. at levels five, ten, and fifteen; both feet have the same M.D.C.
Head: 2D6x10+20 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2)
Main Body: 8D6x10+150 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2)
Turtle Shell: 6D6x10+250 M.D.C., +10 additional M.D.C. per level of experience (starting at level 2), if the M.D.C. of the shell is depleted to zero, then there is a 70% chance that the explosive payload will detonate, inflicting 6D6x10 M.D. to the main body of the armor and half damage to everything within a 40-foot radius. Note: The turtle shell can only be targeted with a called shot. However, it is a large target, so there are no penalties to strike.
Speed:
Running: 4D6+20 mph (32 to 64 km). The act of running does tire out the pilot, but at only 10% of the normal fatigue rate.
Leaping: Only 10 feet (3 m) high or 15 feet (4.5 m) across.
Digging: 20 mph (32 km) through sand or dirt, but one quarter as fast through rock or concrete. Digging tires out its pilot, but at half the usual fatigue rate. To dig down enough to adequately hide from enemies on the surface takes 3D6 minutes.
Swimming: 10 mph (8 km); swimming tires the pilot but at 10% the usual rate.
Underwater Depth: Shellback Armor can withstand pressure up to 1000 feet (305 m) down.
Statistical Data:
Height: Approximately 2-3 feet (0.6 to 0.9 m) is added to the height of the pilot.
Width: About 4 to 5 feet (1.2 to 1.5 m), based on the size of the pilot.
Length: About 3 to 4 feet (0.9 to 1.2 m), based on the size of the pilot.
Weight: Adds about 500 to 700 pounds (225 to 315 kg) to the weight of the pilot.
Cargo: Contained within the turtle shell on the suit’s back is about 100 pounds (45 kg) of explosive chemicals and Bio-Tech Organisms.
Physical Strength: 4D6+15 – Splicer P.S. is equal to Robotic Strength.
Production Cycle: Six month gestation, plus 6 months growth time.
Operational Lifetime: 2D10+50 year life span.
Trade Value: None, because each Shellback Armor is bonded to a specific pilot and will not function for any other person.
Bio-Regeneration: 2D6 M.D.C. per hour for the main body and 1D4 M.D.C. per hour for all other locations except the retractable tentacles which regenerate at a rate of 1D6 M.D.C. per melee round. Only the tentacles can be regrown once severed, all other locations require at least one point of M.D.C. in order to regenerate. However, an Engineer can generate and attach a replacement limb with minimal difficulty.
Horror Factor: 7 for humans and other intelligent life forms; none against the machines.
Senses and Features:
Advanced Sight: About equal to that of an eagle, able to recognize a face or read a small sign up to a mile away, passive nightvision (light amplification, range: 200 feet), polarization (to prevent blinding and reduce glare).
Sound Amplifying Hearing: Able to hear a whisper 300 feet away.
Enhanced Sense of Taste and Smell: Track by smell is possible at 50%+4% per level of experience, special bonus of +10% when attempting to detect or track explosive chemicals. The character can also recognize the distinct scents and smells of individuals and can detect when people experience extremes of emotions at 60%+2% per level of experience. Enhanced sense of taste gives the Sweeper the ability to recognize the exact components in anything the armor tastes at a skill of 50%+4% per level of experience, special bonus of +10% when tasting explosive chemicals.
Can accurately sense magnetic north at all times.
Project the pilot’s voice at up to 80 decibels.
The armor is shielded from damage from high intensity sounds, radiation, and normal heat, fire, and cold.
Shellback Armor purifies the air before it is passed on to the pilot, removing all toxins, poisons, and impurities.
Built-in gills to allow the pilot to breathe underwater for an unlimited amount of time.
Bio-Comm
Shellback Armor has instinct driven reflexes that are roughly the equivalent of a biological combat computer. These instinctual drives assess threats, plot available targets and route the relevant data directly to the pilot’s mind as sort of enhanced reflex action. The armor is able to simultaneously track up to 18 targets and to identify as many as 4000 enemy images and sounds (bonuses are included below).
Instinctive Skills: Dowsing 60%, Excavation/Mining 50%, Land Navigation 80%, and Masonry 60%.
Seismic Sense: Able to detect miniscule vibrations in the ground, feeling earthquakes, thunder, explosions, and even the approach of heavy vehicles, robots, troop movement, and stampeding animals up to 12 miles away.
Reinforced Exoskeleton.
Resistance to Physical Attacks: A layer of heavy tissue filled with impact resistant fluid cushions Shellback Armor from blunt attacks, falls, and explosive concussions (all inflict half damage).
Emergency Explosive Payload Dump: If the turtle shell is ever breeched, the explosive chemicals and Bio-Tech creatures within become completely exposed to enemy fire. At this point it takes very little to set off a devastating chain reaction within the armor. The armor is capable of quickly expunging all explosive chemicals in an emergency with a simply mental command from the pilot. The turtle shell actually rips itself open and spits the entire payload in one massive glob about 10 feet (3 m) away. It is not quite far enough away to protect the armor in case this explosive glob is detonated, but it does give the pilot a small head start. Even the slightest spark will ignite this high-explosive concoction, so it is best to take cover. Detonating this explosive glob inflicts 4D6x10 to a 40-foot (6.1 m) area. The pilot can perform an emergency payload dump at any time, but most will wait until the last possible second since it has pretty rough on the armor. The Shellback Armor is incapable of generating any new explosives for 36 hours while the turtle shell recovers from this incredibly damaging maneuver.
Feeding: Lithovore, the suit eats 60 to 90 pounds (13.5 to 27 kg) of minerals (stones, rocks, dirt, clay, etc.) a day.
Sleep Requirements: Shellback Armor requires 3D4 hours of sleep/rest/inactivity per day, during the day or night hours.
Combat Bonuses: +1 to strike, +5 to parry (mainly due to the retractable tentacles), -1 to dodge, +3 to entangle, +1 to disarm, and +4 to roll with punch.
Demolitions Tools and Weapon Systems:
1. Retractable Tentacles (28): A ring of fourteen small holes runs around each wrist of the armor. The pilot can extend an eight-foot long tentacle from each one of these holes. Each tentacle is incredibly articulate and when multiple tentacles are used together, it feels as natural to the pilot as using his own hands. Several of the tentacles on each arm are tipped with different tools to better help the pilot perform his duties. In order to safely work from a distance, one tentacle on each wrist has a standard eye mounted on the tip. Most Sweepers enhance these eyes with Macrovision, but in the beginning they are just regular human eyes. Another pair of tentacles (one on each arm) is tipped with tiny bone spikes. They are shaped like a screwdriver head and can be used like a chisel to pry open bomb casings, or they can actually be used as screwdrivers. Another set of tentacles are tipped with razor sharp scalpels to allow the Sweeper to disarm Bio-Tech explosives, and a final set of tentacles are equipped with tiny pincers that can be used as tweezers for delicate procedures. The rest of the tentacles act as disposable fingers that can be torn apart be the Nanobot Plague and quickly replaced. They are designed to automatically detach if they are ever exposed to anything that would threaten the armor (like the Nanoplague Response that creates a metallic poison). Each Tentacle regenerates at a rate of 1D6 M.D. per melee round, and severed tentacles will completely regenerate within 1D4 hours.
Primary Purpose: Demolitions Disposal.
Secondary Purpose: Defense.
Mega-Damage: Only the scalpels are capable of inflicting any damage, and each one only inflicts a measly 1 M.D.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: 8 feet (2.4 m).
2. Mini-Hive: Within the armor’s turtle shell is a miniature hive that is capable of generating special Bio-Tech insects known as Impact Beetles. These powerful insects are used to create a containment field around explosive devices before the Sweeper begins working. Each bug is capable of generating a small four inch by four inch Bio-Force Field, and when dozens of these bugs combine their strength by overlapping their force fields, they can contain nearly any sized blast. The energy field hovers a few inches over the device, so even if the explosion completely punches through the containment field, the power of the blast is greatly diminished (the remaining M.D. that pierces the field is halved, as is the blast radius). The insects sit on the device and project their force fields over their heads. This means they actually sit inside the containment field, so if the bomb detonates they are all instantly destroyed. However, the field actually remains a few milliseconds after their bugs’ demise, which is more than enough time to absorb the brunt of the explosion.
The Sweeper decides how many Impact Beetles to use for the containment field and then releases them through a small opening in the turtle shell by a simple metal command. The armor transmits a mental image of the target to the insects, and once released, they speed directly to the target and activate their force fields as soon as they land. They can maintain their force fields for 4D6+10 minutes before they run out of energy and die. Even if the Sweeper finishes working before this time elapses, the Sweeper has no way to deactivate the bugs or recollect them. Note: Individual Impact Beetles will automatically shift or deactivate their force fields as necessary to allow the Shellback Armor’s tentacles access through the containment field. These small openings do not reduce the overall protection of the field.
Primary Purpose: Demolitions Containment.
Secondary Purpose: Defense.
M.D.C. of the Force Field: Each insect can create a tiny four inch by four inch force field with 10 M.D.C. Multiple insects can combine their strength for a more powerful containment field. Every Impact Beetle adds 10 M.D.C. to the force field.
Duration: The force field can be maintained for 4D6+10 minutes before the insect runs out of energy and dies.
Rate of Fire: Requires one melee attack to release the Impact Beetles.
Effective Range: Typically 10 feet (3 m), but Sweepers can direct the insects to a target up to 50 feet (15.2 m) away.
Payload: 10 Impact Beetles. One spent insect is regrown every 4D6 minutes. The maximum payload of Impact Beetles can be increased at a cost of 5 Bio-E for each insect up to a maximum of 30 Impact Beetles.
3. Squig Generator: Shellback Armor is capable of growing the organic blasting caps known as Squigs within its enormous turtle shell. While not very powerful on their own, these detonators are the primary component of nearly every explosive device the Sweepers create. They are generated and stored within the turtle shell. When the pilot needs one, a simple mental command causes the suit to squeeze one Squig through the suit’s internal ductwork where it emerges in the armor’s palm. The pilot can determine which hand the Squig will appear in.
Primary Purpose: Demolitions.
Secondary Purpose: Demolitions Disposal.
Mega-Damage: 1D4 M.D.
Rate of Fire: Requires one melee action to summon a Squig.
Payload: 24 Squigs. Shellback Armor can create one Squig every 12 hours to replace spent detonators. The maximum payload of Squigs can be increased at a cost of 5 Bio-E for every 2 Squigs up to a maximum of 40 Squigs.
4. Tech Paralyzer Bio-Toxin: Mounted on the right forearm is a small tube that is capable of spraying a special Bio-Toxin known as Tech Paralyzer up to 10 feet (3 m) away. It is a diluted version of the same poison used by the Butchers. It was designed to only affect small Bio-Tech devices like Migs and Trench Foot Mines, but it can also be used to incapacitate Bio-Tech pistols, small melee weapons, and other small Bio-Tech devices (larger devices are completely unaffected no matter how many doses they are sprayed with). Any device sprayed with the chemical must make a roll to save vs. non-lethal poison of 16 or higher or else by completely paralyzed for 2D6 melee rounds. Sweepers are very adept at spotting the signs of a successfully paralyzed device, so they know when it is safe to operate.
Primary Purpose: Demolitions Disposal.
Secondary Purpose: Defense.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: 10 feet (3 m).
Payload: 5 doses of Bio-Toxin. Spent blasts are regenerated 24 hours after they are used. The maximum payload of doses can be increased at a cost of 5 Bio-E per dose up to a maximum of 20 doses.
Bio-Enhancements Only Available to Shellback Armor:
1. Primer Cord Generator: The left forearm of the armor can be equipped with a hollow tube capable of creating a special explosive rope known as primer cord. It is composed of a high-explosive chemical wrapped in an outer casing of Mega-Damage silk. It is processed within the armor’s turtle shell and then squeezed through the forearm tube like toothpaste. It is completely dry by the time it is expelled from the armor. The Sweeper can choose what length he wants the suit to produce. No matter how long the primer cord is, the entire length detonates almost instantly. It is primarily used as a detonator to link multiple charges together across a distance, but it also packs pretty impressive destructive power when wrapped around an object. Sweepers routinely wrap primer cord around multiple support beams in order to collapse buildings and other structures. The Mega-Damage silk surrounding the primer cord protects it from premature detonation and makes it difficult to cut, but it can still be detonated with a Squig. Every one foot length of cord has 1D4 M.D.C. Spent primer cord is regenerated within the turtle shell at a rate of 10 feet (3 m) every 12 hours.
Primary Purpose: Demolitions
Secondary Purpose: Assault
Mega-Damage: 1D6 M.D. per five feet of primer cord, but the damage is drastically increased when wrapped around on object. If this case, damage is 1D6 M.D. for every foot of primer cord wrapped around the object.
Rate of Fire: Requires one melee action to create 10 feet (3 m) of primer cord, so creating 40 feet of cord would require 4 melee actions.
Bio-E Cost: 10 Bio-E for every 10 feet (3 m) of primer cord up to a maximum payload of 100 feet.
2. Mig Generator: Shellback Armor can have up to two Mig Generators mounted on the underside of the turtle shell, just behind the hips. The Sweeper just reaches back and plucks them off. These Migs are somewhat different than the standard versions. They are not self sustaining, so once they are removed from the armor, they will dry up and die within 48 hours if not used. It takes 24 hours to grow a new Mig once one is removed.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Mega-Damage: 1D8x10 M.D., to a 12-foot (3.6 m) radius.
Rate of Fire: Requires one melee action to remove a Mig from the armor.
Bio-E Cost: 20 Bio-E per Mig Generator, up to a maximum of 2.
3. Agitation Mine Generator: The turtle shell can be Bio-Enhanced to create small baseball sized explosives known as Agitation Mines. The tiny mines are designed to detonate if they are disturbed in any way. Even the vibrations from heavy robots traveling too close to the mines can set them off. They are grown within the turtle shell and released through a small opening behind the left or right shoulder (pilot’s choice). Each mine looks like a lumpy ball of mottled brown and tan colored flesh (to better help them blend in with the environment). To activate the mine, the wielder first squeezes a small nerve cluster on top of the mine. He then has four seconds to place the mine before it becomes active. Once activated, the slightest touch will detonate the mine. Even the Sweeper that created the mine cannot touch it without setting it off. These mines are surprisingly powerful on their own, but they are primarily used as detonators to set off larger traps. Sweepers love to use agitation mines in combination with primer cord wrapped around support beams to drop thousands of tons of debris on top of the enemy. This is a great way to immobilize dangerous threats like Assault Slayers.
Primary Purpose: Demolitions.
Secondary Purpose: Assault.
Mega-Damage: 4D8 M.D., to an 6-foot (1.8 m) radius.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: Can be thrown up to 200 feet (6.1 m).
Bio-E Cost: 8 Bio-E for every Agitation Mine up to a maximum of 20 mines.
4. High Explosive Putty Generator: Shellback Armor can be Bio-Enhanced to create a special high explosive putty. It has the consistency of clay, and can be hand molded into any shape the pilot desires. It is generally used to create shaped-charges capable of punching through heavy armor. The putty is rather durable and will not explode if exposed to normal S.D.C. fire, explosives, or electricity. It can only be detonated by Mega-Damage fire, energy blasts, or explosives (like Squigs). The putty is generated and stored within the turtle shell. When the pilot needs some, a simple mental command causes the suit to squeeze one pound of putty through the suit’s internal ductwork where it emerges in the armor’s palm. The pilot can determine which hand the putty will appear in. Spent putty regenerates at a rate of 1 pound every 12 hours.
Primary Purpose: Demolitions.
Secondary Purpose: Assault.
Mega-Damage: 1D6x10 M.D., to a 10-foot (3 m) radius. If the pilot takes the time to mold the putty into a shaped charge (which takes 2 melee actions), the damage from the charge is increased 50 percent. However, this does decrease the blast radius by 50 percent.
Rate of Fire: Requires one melee action to summon one pound of putty.
Bio-E Cost: 15 Bio-E for every pound of putty up to a maximum of 20 pounds (9 kg).
Created and Written By Slappy
- Snake Eyes
- Hero
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- krispy
- Hero
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Re: SWEEPER OCC
Most Impressive Mate!!!
I love the concept and the role that they play
I love the concept and the role that they play
connecting the dots
- BookWyrm
- Champion
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Re: SWEEPER OCC
Bravo, Slappy & Premier! Another Winnah!
"Yes, I know I'm going to hell; I'm bringing marshmallows."
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
- say652
- Palladin
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Re: SWEEPER OCC
Could an sdc version be created using the Eugenics power catergory?
Is it acceptable to use these host armors as a Version of the Power Category??
I love these Splicer creations and frequently use them as villians in my HU2 game.
Is it acceptable to use these host armors as a Version of the Power Category??
I love these Splicer creations and frequently use them as villians in my HU2 game.
Re: SWEEPER OCC
Very cool, but where's the artwork?
Great job guys. I am very impressed with all the new stuff you all have been posting!
Great job guys. I am very impressed with all the new stuff you all have been posting!
Re: SWEEPER OCC
Okay where do I sign up to become a bombardier turtle of death.
- The Reaper Man
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Re: SWEEPER OCC
"Well it was a shell of a good hit"
"Knock knock your about to get shell shocked"
Sorry couldn't help myself
In all seriousness this is awesome. I seriously see one of these with Organic Thrusters and being air inserted or underwater operations.
Would these guys be Splicers version of BUD/S training?
"Knock knock your about to get shell shocked"
Sorry couldn't help myself
In all seriousness this is awesome. I seriously see one of these with Organic Thrusters and being air inserted or underwater operations.
Would these guys be Splicers version of BUD/S training?
As the great Premier decreed, "Go out among the unknowing and spread the word. THE SPLICE MUST FLOW"
If I've posted it by all means use it just tell everyone "yeah this was made by that guy who wrote that one thing" or something like that.
If I've posted it by all means use it just tell everyone "yeah this was made by that guy who wrote that one thing" or something like that.
- The Galactus Kid
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- Comment: THE SPLICE MUST FLOW!!!
- Location: Working on getting Splicers more support!!!
- Contact:
Re: SWEEPER OCC
Pretty excellent. The starting attribute bonuses seem to be a little much, but other than that, it looks good. I would probably add some bonuses to the Disarm metalic explosives if the armor has Acid Bloodlood or a Spore Discharger.
Ziggurat the Eternal wrote:I'm not sure if its possible, but if it isn't, then possible will just have to get over it.
Ninjabunny wrote:You are playing to have fun and be a part of a story,no one is aiming to "beat" the GM, nor should any GM be looking to beat his players.
Marrowlight wrote: The Shameless Plug would be a good new account name for you.
ALAshbaugh wrote:Because DINOSAURS.
Re: SWEEPER OCC
Question on this, came up when I was looking at this in the Rifter. What is the recharge time on Agitation Mines?
Re: SWEEPER OCC
The Reaper Man wrote:"Well it was a shell of a good hit"
"Knock knock your about to get shell shocked"
Sorry couldn't help myself
In all seriousness this is awesome. I seriously see one of these with Organic Thrusters and being air inserted or underwater operations.
Would these guys be Splicers version of BUD/S training?
Well their job is pretty deadly and they are not very fast compared to some so being on the strong side makes sense. Something packing that much explosive material is not something you want blowing up prematurely.
- darkguyver
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Re: SWEEPER OCC
darkguyver wrote:Is there art work for these
Yes if you pick up the latest rifter with legion part 2 it has a print write up and art for sweepers.
Re: SWEEPER OCC
What experience table does this O.C.C. use?
- Malleustein
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Re: SWEEPER OCC
martand wrote:What experience table does this O.C.C. use?
I'm repeating this question. It doesn't seem to be in The Rifter article. Nor can I spot any for the Deliveryman or Bombardier come to think of it.
EDIT: Looking either further back, were experience tables provided for the Metamorph or Swarm Lord?
"The Point is Good Deeds Were Done and We Were Nearby!"
Re: SWEEPER OCC
Malleustein wrote:martand wrote:What experience table does this O.C.C. use?
I'm repeating this question. It doesn't seem to be in The Rifter article. Nor can I spot any for the Deliveryman or Bombardier come to think of it.
EDIT: Looking either further back, were experience tables provided for the Metamorph or Swarm Lord?
I have spoken with Premier on this.........he is tracking down the information for you all.
But until something changes - Metamorphs are a form of Biotic and therefore use their xp table.
- Premier
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Re: SWEEPER OCC
Malleustein wrote:martand wrote:What experience table does this O.C.C. use?
I'm repeating this question. It doesn't seem to be in The Rifter article. Nor can I spot any for the Deliveryman or Bombardier come to think of it.
EDIT: Looking either further back, were experience tables provided for the Metamorph or Swarm Lord?
Sorry for the delay Spliceheads, vetted with Slappy.
Missing Experience Tables are as follows:
Bombardier is the same as Packmaster
Deliveryman is the same as Skinjob
Metamorph is still a Biotic, thus they utilize the same XP Table.
Swarmlord is the same as Scarecrow.
Sweeper is the same as Roughneck
see Splicers® RPG, page 183
- Malleustein
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Re: SWEEPER OCC
Premier wrote:Sorry for the delay Spliceheads, vetted with Slappy.
Missing Experience Tables are as follows:
Bombardier is the same as Packmaster
Deliveryman is the same as Skinjob
Metamorph is still a Biotic, thus they utilize the same XP Table.
Swarmlord is the same as Scarecrow.
Sweeper is the same as Roughneck
see Splicers® RPG, page 183
Wonderful! Thanks. That helps me complete my quick sheets for O.C.C.s.
"The Point is Good Deeds Were Done and We Were Nearby!"