Forgemaster Of Colossi

nk
Model Type Feranea

-- Back to Top --

Construct Scores and Vitals

Characteristic Scores

Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 50 5 -
Strength 35 3 -
Toughness 35 3 -
Agility 40 4 -
Intelligence 60 6 -
Perception 45 4 -
Willpower 30 3 -
Fellowship 30 3 -
AT Field 70 7 -

-- Back to Top --

Vitals

(Use this one for Superheavies and Evangelions.)
Body Part Hit Locations AP Wounds
Head 1 – 10 3 10
Right Arm 11 – 20 3 12
Left Arm 21 – 30 3 12
Torso 31 – 70 5 14
Right Leg 71 – 85 3 12
Left Leg 86 – 100 3 12

-- Back to Top --

(Use this one for Starships.)
Body Part Hit Locations AP Wounds
Bridge 1 – 10 ##
Hull 11 – 20 darkred|##
Primary Weapons 21 – 30 ##
Standard Weapons 31 – 70 darkred|##
Propulsion 71 – 85 ##darkred|##

-- Back to Top --

Traits

Trait Subname Effect
All Terrain 3 You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Mechadendrites - The Field Repair Suite and Loader Suite modules increase their ranges by 4m.
Multiple Arms 1 This creature has multiple arms, with X representing each extra pair of arms (ie. 2 = 3 pairs of arms total). When making the Multiple Attack action, it may make one extra offhand attack per X, and adds X to its maximum hits when using the Flurry action.
Repair Harness - The unit comes permanently installed with a Field Repair Suite Module, which may not be removed, and does not take up a Module slot.
- -
- -
- -

-- Back to Top --

Equipment

Universal Upgrades

Types Name Effect
Agility Boost Agility Boost L1 You improve your Construct's Agility by +5.
Hardiness Hardiness L1 You improve your Construct's Wounds on all areas by +2.
Strength Boost Strength Boost L1 You improve your Construct's Strength by +5.
Toughness Boost Toughness Boost L1 You improve your Construct's Toughness by +5.

-- Back to Top --

Standard Mechanical Upgrades

Name Effect
Armour Enhancement L1 You improve your Construct's AP on all areas by +1.
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 Ballistic Suite You increase your Construct's BS by +10.
Torso Slot 1 Loader Suite As a Half Action, you can reduce the reload cost for all allied weapons within 1m by a Half Action for this round only.
Torso Slot 2 Ablative Shell You gain the Ablative (8) Quality.
Right Arm Slot 1 Simurgh Relay 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.
Left 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.
Legs Slot 1 Stealth Gravboots You gain the Light Quality.

-- Back to Top --

(Use this one for Starships.)
Slots Name Effect

-- Back to Top --

Purchased Modules

Name Type Effect
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.
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.
Ballistic Suite Module (Head) You increase your Construct's BS by +10.
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.
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.
Stealth Gravboots Module (Legs) You gain the Light Quality.
Ablative Shell Module (Torso) You gain the Ablative (8) Quality.
Ammo Backpack Module (Torso) At the start of each battle, select one ranged weapon. You now triple its clip, but the weapon can no longer be reloaded during battle.

-- Back to Top --

Weapons

Melee Weapons

Name Class Range Hits Damage Penetration Qualities
Prog Knife One Handed 1 +2 1d5+3 Rending 3 Balanced, Proven (3), Rapid, Tearing

-- Back to Top --

Ranged Weapons

Name Class Range Hits Damage Penetration Qualities Clip Reload Value Notes
Rail Battlerifle Basic 80 3 1d10+4 Impact 2 Accurate, Reliable, Snapshot 12 1 Full
Grenade Launcher Basic Launcher 60 1 As Grenade '' Indirect (3), as Grenade 6 1 Full

-- Back to Top --

Upgrade History

Cycle Upgrade

-- Back to Top --

Loadout

Slots Name
Right Dendrite Gunmount: Grenade Launcher (Frag Grenade Clip Loaded)
Left Dendrite Gunmount: Crystal Disruptor Gun + Progknife Bayonet
Right Arm Gunmount: Rail Battlerifle
Right Dock EMP Grenade Clip
Left Arm Gunmount: Grenade Launcher (EMP Grenade Ciip Loaded) + Progknife Bayonet
Left Dock Crack Grenade Clip

-- Back to Top --

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