A Jupiter

Construct Details

Model Type Peace Cannon DF-2 Jupiter

-- Back to Top --

Construct Scores and Vitals

Characteristic Scores

Name Value Bonus Modifiers
Weapon Skill 40 4 -
Ballistic Skill 50 5 -
Strength 40 4 -
Toughness 50 5 -
Agility 30 3 -
Intelligence 35 3 -
Perception 30 3 -
Willpower 30 3 -
Fellowship 40 4 -
AT Field 55 5 -

-- Back to Top --

Vitals

(Use this one for Superheavies and Evangelions.)
Body Part Hit Locations AP Wounds
Head 1 – 10 10 14
Right Arm 11 – 20 10 18
Left Arm 21 – 30 10 18
Torso 31 – 70 12 20
Right Leg 71 – 85 10 16
Left Leg 86 – 100 10 16

-- Back to Top --

Traits

Trait Subname Effect
All Terrain AB Can fly, hover, and go underwater as though it has the Flight, Hover, and Amphibious traits.
Old Faithful - Whenever the unit restores a wound, it restores one extra. Modules that reduce the unit’s Agility reduce it by 5 less than they would otherwise.
Machine - Does not suffer the effects of vacuum or extreme cold, does not need to breathe, and would be unaffected by mind-influencing mental attacks if it wasn’t, you know, being piloted by Liane.
- -
- -
- -
- -
- -

-- Back to Top --

Equipment

Universal Upgrades

Types Name Effect
Agility Boost Agility Boost L2 You improve your Construct's Agility by +5 (total +10)
Hardiness Hardiness L2 You improve your Construct's Wounds on all areas by +2 (total +4)
Strength Boost Strength Boost L2 You improve your Construct's Strength by +5 (total +10)
Toughness Boost Toughness Boost L2 You improve your Construct's Toughness by +5 (total +10)

-- Back to Top --

Standard Mechanical Upgrades

Name Effect
Armour Enhancement L2 You improve your Construct's AP on all areas by +1 (total +2)
Active Camo You gain a +10 bonus to Stealth tests.

-- Back to Top --

Equipped Modules

(Use this one for Superheavies and Evangelions.)
Slots Name Effect
Head Slot 1 PD Scanner Your first Point Defense reaction per round is free.
Torso Slot 1 Extra Armour You increase your AP on all areas by +2, but reduce your Agility by -10.
Torso Slot 2 Ablative Shell You gain the Ablative (8) Quality.
Right Arm Slot 1 Gunmount Arm Before battle, select one Pistol or Basic ranged weapon (a Heavy one can also be taken if you have a Titan Frame equipped); it is integrated into the arm, allowing it to be wielded and fired one-handed without penalty. Its ammo clip also doubles and you gain a +10 bonus to BS tests with it (including Point Defense). The weapon cannot be dropped or disarmed, even willingly; also, the arm is unable to freely manipulate anything.
Left Arm Slot 1 Recoil Vambrace Reduces the penalty for firing Basic weapons one-handed by 10.
Legs Slot 1 Autobalancers You gain a +10 bonus to Acrobatics tests, and once per battle, you may use this to automatically disengage as a Free Action.

-- Back to Top --

Purchased Modules

Name Type Effect
Haze Launcher Module (Torso) You have an in-built Haze Grenade launcher that comes pre-loaded with two Haze Grenades, which can be fired as normal. Cannot be reloaded.
Gunmount Arm Module (Arm) Before battle, select one Pistol or Basic ranged weapon (a Heavy one can also be taken if you have a Titan Frame equipped); it is integrated into the arm, allowing it to be wielded and fired one-handed without penalty. Its ammo clip also doubles and you gain a +10 bonus to BS tests with it (including Point Defense). The weapon cannot be dropped or disarmed, even willingly; also, the arm is unable to freely manipulate anything.
Extra Armour Module (Torso) You increase your AP on all areas by +2, but reduce your Agility by -10.
Ablative Shell Module (Torso) You gain the Ablative (8) Quality.
Ballistic Suite Module (Head) You increase your Construct's BS by +10.
ECM Module (Head) Attacks against you do not benefit from the Guided Quality.
Field Repair Suite Module (Torso) You can now use Tech Use tests to repair Machine Constructs within 1m as a Full Action, restoring 1 wound to a single location per 2 DoS.
Loader Suite Module (Torso) As a Half Action, you can reduce the reload cost for all allied weapons within 1m by a Half Action for this round only.
Magclaw Module (Arm) The arm's hand is equipped with a magnetic claw, giving it a +10 stacking bonus to initiate Grapples or use Grapple actions on Machine enemies, and giving it automatic successes at climbing on magnetic surfaces.
Netcannon Module (Arm) You may use this once per battle as part of an attack on an enemy within 20m. The enemy takes a -20 penalty to evade the attack.
Recoil Vambrace Module (Arm) Reduces the penalty for firing Basic weapons one-handed by 10.
Lancemount Arm Module (Arm) Before battle, select one One-Handed Melee weapon (a Two-Handed one can also be taken if you have a Titan Frame equipped); it is integrated into the arm, allowing it to be wielded and fired one-handed without penalty. You gain a +10 bonus to WS tests with the weapon (including parry). The weapon cannot be dropped or disarmed, even willingly; also, the arm is unable to freely manipulate anything.
Simurgh Relay Module (Arm) Simurgh Analysis scans gain a +20 non-stacking bonus on any enemies within 20 squares of you. This takes up the arm's Cargo Dock.
Aqua Finjets Module (Legs) You gain an extra reaction per round when immersed in water.
Autobalancers Module (Legs) You gain a +10 bonus to Acrobatics tests, and once per battle, you may use this to automatically disengage as a Free Action.
PD Scanner Module (Head) Your first Point Defense reaction per round is free.
Phoenix Sensors Module (Head) You increase your Construct's Perception by +10; it also comes with an integrated Markerlight, which can be used once per turn as a Free Action.
Damaskite Weave Module (Torso) You gain the Durable (3) and Slippery Qualities.
Holofield Module (Torso) You can activate a Holofield three times per battle as a Free Action. Attacks against you take a -20 penalty until the start of your next turn.
Kinefield Module Module (Torso) You gain a Deflector with a strength of 40.
Stealth Suit Module (Torso) You gain the Chameleon (2) and Shadowy Qualities.
Disposable Launcher Module (Arm) The arm is equipped with a shoulder-mounted launcher, which contains a single Missile of your choice. Once fired, it cannot be reloaded. It also takes up the arm's Cargo Dock.
Entrenchers Module (Legs) You may use these to entrench into solid ground below you as a Full Action. Whilst entrenched you cannot take Move Actions, but you gain a +20 bonus to Toughness tests, may test Toughness to negate any attempt to forcibly negate you, and gain a +10 bonus to WS and BS tests.
Superburners Module (Legs) You may make Boosted Jumps. In any turn in which you do so, you take a -10 penalty to WS and BS tests until the start of your next turn.

-- Back to Top --

Weapons

Melee Weapons

Name Class Range Hits Damage Penetration Qualities
Shield One Handed 1 - 1d5 Impact 0 Shield (2); Defensive
Prog Knife One Handed 1 +2 1d5+3 Rending 3 Balanced, Proven (3), Rapid, Tearing
Positron Sabre One Handed 1 - 1d10+4 Energy 5 Breaching, Balanced, Powerfield (25)

-- Back to Top --

Ranged Weapons

Name Class Range Hits Damage Penetration Qualities Clip Reload
Grenade Launcher Basic Launcher 60 1 As Grenade '' Indirect (3), as Grenade 6 1 Full
PD Gun Pistol 20 4 1d10 Impact 0 Defensive, Reliable 12 1 Half
Bolt Pistol Pistol 20 2 1d10+5 Explosive 5 Concussive, Tearing 6 1 Half

-- Back to Top --

Upgrade History

Cycle Upgrade
2 Ablative Shell
2 Armour Enhancement L1
4 Agility Boost L1
4 Hardiness L1
4 Strength Boost L1
4 Toughness Boost L1
4 Active Camo
6 All the value-4 upgrades

-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License