Sandwitches

Robojock

Feb 7th, 2011
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  1. Robojock
  2.  
  3. Evas are all fine and good, but they can be pretty picky about their pilots. And they are made out of goddamn aliens. Sometimes, you want something a bit more home grown: a good old fashioned robot made with tried and tested human technology.
  4. The Robojock is designed to be a generic non-Eva mecha pilot, designed to be widely and easily usable with a variety of non-Evangelion mecha (be that mech the T-RIDEN-T, a pilotable Jet Alone variant, a Jet Together, or some unique mech of the GMs own design). However, without the sheer power of AT Fields, anything the Robojock pilots will inherently be more vulnerable than an Evangelion to a variety of attacks. Thankfully, the Robohock combined expert skill with equipment loadouts incompatible with an Evangelion to rise and meet this challenge.
  5. High level Robojocks may specialize in melee combat, ranged combat, or tactical assistance.
  6.  
  7. Characteristic Growth
  8. WS Med
  9. BS Med
  10. Strength Med
  11. Toughness Med
  12. Agility Fast
  13. Intelligence Fast
  14. Perception Med
  15. Willpower Med
  16. Fellowship Med
  17. SR N/A
  18.  
  19. Starting Skills: Speak Language (English), Literacy, Pilot(mech)
  20.  
  21. Starting Talents: Skill Proficiency (Twice), Melee Weapon Training (General), Basic Weapon Training (General), Structure Upgrade, Structural Upgrade OR Weapon Upgrade, Unique Construction* or Mass Produced*, Mechanical*, Gifted (WS) OR Gifted (BS)
  22.  
  23. Starting Gear: Nerv ID
  24.  
  25.  
  26.  
  27. Rank 1 (0-999)
  28. Advance Scale Cost Type Prerequisites
  29. Awareness E/P 100 S ---
  30. Skill Proficiency* E/P 100 T ---
  31. Melee Weapon Training (Progressive) E 100 T ---
  32. Pistol Weapon Training (General) E 100 T ---
  33. Power: Atomic E 100 T ---
  34. Hotblooded E/P 100 T ---
  35. Structural Upgrade* -- 100 T ---
  36. Weapon Upgrade* -- 100 T ---
  37. Sound Constitution P 50 T ---
  38.  
  39.  
  40. Rank 2 (1000-1999)
  41. Advance Scale Cost Type Prerequisites
  42. Dodge E/P 100 S ---
  43. Skill Proficiency* E/P 100 T ---
  44. Skill Training E/P 100 T Skill Proficiency
  45. Heavy Weapon Training (General) E 200 T T-RIDEN-T
  46. Power: N2 E 100 T Research Tier 2
  47. Lead by Example E 200 T Hotblooded
  48. Modular Design* E 200 T ---
  49. Integrated Weapon (arm) E 200 T Modular Design
  50. Jaded E 100 T Hotblooded
  51. Furious Assault E 100 T WS 35
  52. Foresight E 200 T Int 30
  53. Computer Assistance E 100 T Foresight
  54. Hardwired Power E 200 T Power(Atomic or N2)
  55. Hydraulic Support E 400 T ---
  56. Structural Upgrade* -- 100 T ---
  57. Weapon Upgrade* -- 100 T ---
  58. Sound Constitution P 50 T ---
  59.  
  60.  
  61. Rank 3A(melee) (2000-3999)
  62. Advance Scale Cost Type Prerequisites
  63. Awareness +10 E/P 100 S Awareness
  64. Skill Proficiency* E/P 100 T ---
  65. Skill Training* E/P 100 T Skill Proficiency
  66. Skill Mastery* E/P 100 T Skill Training
  67. Pistol Weapon Training (Maser) E 100 T ---
  68. Pistol Weapon Training (HE Bolt) E 100 T ---
  69. Swift Attack E/P 200 T ---
  70. Two-Weapon Wielder (melee) E 200 T WS 35
  71. Gunslinger E 100 T BS 40
  72. Radiation Relays E 200 T Power:N2
  73. Crushing Blow E 100 T ---
  74. Reinforced Structure E 400 T ---
  75. Structural Upgrade* -- 100 T ---
  76. Weapon Upgrade* -- 100 T ---
  77. Sound Constitution P 50 T ---
  78.  
  79.  
  80.  
  81. Rank 3B(Ranged) (2000-3999)
  82. Advance Scale Cost Type Prerequisites
  83. Awareness +10 E/P 100 S Awareness
  84. Skill Proficiency* E/P 100 T ---
  85. Skill Training* E/P 100 T Skill Proficiency
  86. Skill Mastery* E/P 100 T Skill Training
  87. Basic Weapon Training (Maser) E 100 T ---
  88. Heavy Weapon Training (Maser) E 200 T T-RIDEN-T
  89. Basic Weapon Training (HE Bolt) E 100 T ---
  90. Basic Weapon Training (Positron) E 100 T ---
  91. Deadeye Shot E/P 100 T BS 30
  92. Bulging Biceps E 100 T ---
  93. Integrated Weapon (Arm) E 200 T Modular Design
  94. Reinforced Structure E 400 T ---
  95. Structural Upgrade* -- 100 T ---
  96. Weapon Upgrade* -- 100 T ---
  97. Sound Constitution P 50 T ---
  98.  
  99. Rank 3C(Tactical) (2000-3999)
  100. Advance Scale Cost Type Prerequisites
  101. Awareness +10 E/P 100 S Awareness
  102. Command E/P 100 S ---
  103. Skill Proficiency* E/P 100 T ---
  104. Skill Training* E/P 100 T Skill Proficiency
  105. Skill Mastery* E/P 100 T Skill Training
  106. Pistol Weapon Training (Maser) E 100 T ---
  107. Pistol Weapon Training (HE Bolt) E 100 T ---
  108. Basic Weapon Training (Maser) E 100 T ---
  109. Basic Weapon Training (Positron) E 100 T ---
  110. Basic Weapon Training (HE Bolt) E 100 T ---
  111. Obscuring Barrage E 200 T BS 35
  112. Maser Overheat E 200 T BS 35
  113. Integrated Weapon (Arm) E 200 T Modular Design
  114. Tactical Vent E 100 T Power: N2
  115. Insanely Faithful E 100 T ---
  116. Reinforced Structure E 400 T ---
  117. Structural Upgrade* -- 100 T ---
  118. Weapon Upgrade* -- 100 T ---
  119. Sound Constitution P 50 T ---
  120.  
  121.  
  122.  
  123.  
  124. Rank 4A(melee) (4000-6999)
  125. Advance Scale Cost Type Prerequisites
  126. Dodge +10 E/P 100 S Dodge
  127. Skill Proficiency* E/P 100 T ---
  128. Skill Training* E/P 100 T Skill Proficiency
  129. Skill Mastery* E/P 100 T Skill Training
  130. Basic Weapon Training (Maser) E 100 T ---
  131. Basic Weapon Training (Positron) E 100 T ---
  132. Basic Weapon Training (HE Bolt) E 100 T ---
  133. Stockpile E 200 T Mass Produced
  134. Performance Tweak E 200 T Unique Construction
  135. Integrated Weapon (Arm) E 200 T Modular Design
  136. Hip Shooting E/P 100 T ---
  137. Quark Dump E 200 T Radiation Relays
  138. Hydraulic Support E 400 T ---
  139. Structural Upgrade* -- 100 T ---
  140. Weapon Upgrade* -- 100 T ---
  141. Sound Constitution P 50 T ---
  142.  
  143. Rank 4B(Ranged) (4000-6999)
  144. Advance Scale Cost Type Prerequisites
  145. Awareness +20 E/P 100 S Awareness +10
  146. Skill Proficiency* E/P 100 T ---
  147. Skill Training* E/P 100 T Skill Proficiency
  148. Skill Mastery* E/P 100 T Skill Training
  149. Heavy Weapon Training (General) E 200 T ---
  150. Heavy Weapon Training (Maser) E 200 T T-RIDEN-T
  151. Pistol Weapon Training (Maser) E 100 T ---
  152. Pistol Weapon Training (HE Bolt) E 100 T ---
  153. Stockpile E 200 T Mass Produced
  154. Performance Tweak E 200 T Unique Construction
  155. Crack Shot E/P 100 T BS 40
  156. Marksman E/P 100 T BS 35
  157. Integrated Weapon (Body) E 200 T Modular Design
  158. Independent Targeting E 100 T BS 40
  159. Structural Upgrade* -- 100 T ---
  160. Weapon Upgrade* -- 100 T ---
  161. Sound Constitution P 50 T ---
  162.  
  163. Rank 4C(Tactical) (4000-6999)
  164. Advance Scale Cost Type Prerequisites
  165. Dodge +10 E/P 100 S ---
  166. Skill Proficiency* E/P 100 T ---
  167. Skill Training* E/P 100 T Skill Proficiency
  168. Skill Mastery* E/P 100 T Skill Training
  169. Stockpile E 200 T Mass Produced
  170. Performance Tweak E 200 T Unique Construction
  171. Shell Shock E 200 T ---
  172. Positron Burrow E 200 T ---
  173. Sensor Rig E 200 T Computer Assistance
  174. Integrated Weapon (Body) E 200 T Modular Design
  175. Deadeye Shot E/P 100 T BS 30
  176. Talented(Command) E/P 100 T Command
  177. Hydraulic Support E 400 T ---
  178. Structural Upgrade* -- 100 T ---
  179. Weapon Upgrade* -- 100 T ---
  180. Sound Constitution P 50 T ---
  181.  
  182. Rank 5A(melee) (7000-9999)
  183. Advance Scale Cost Type Prerequisites
  184. Awareness +20 E/P 100 S Awareness +10
  185. Skill Proficiency* E/P 100 T ---
  186. Skill Training* E/P 100 T Skill Proficiency
  187. Skill Mastery* E/P 100 T Skill Training
  188. Refractive Armor E 200 T ---
  189. EM Shielding E 200 T ---
  190. Sterilization E 200 T Power:Atomic or Power:N2
  191. Double Team E/P 100 T ---
  192. Sure Strike E/P 100 T ---
  193. Indomitable E/P 100 T Hotblooded
  194. Structural Upgrade* -- 100 T ---
  195. Weapon Upgrade* -- 100 T ---
  196. Sound Constitution P 50 T ---
  197.  
  198. Rank 5B(Ranged) (7000-9999)
  199. Advance Scale Cost Type Prerequisites
  200. Dodge +10 E/P 100 S ---
  201. Skill Proficiency* E/P 100 T ---
  202. Skill Training* E/P 100 T Skill Proficiency
  203. Skill Mastery* E/P 100 T Skill Training
  204. Heavy Weapon Training (Positron) E 200 T ---
  205. Heavy Weapon Training (Bolter) E 200 T ---
  206. Refractive Armor E 200 T ---
  207. EM Shielding E 200 T ---
  208. Sterilization E 200 T Power:Atomic or Power:N2
  209. Mighty Shot E 100 T BS 40
  210. Move and Shoot E 100 T BS 35
  211. Antibarrage E 200 T BS 40
  212. Custom FCS E 200 T Computer Assistance
  213. Structural Upgrade* -- 100 T ---
  214. Weapon Upgrade* -- 100 T ---
  215. Sound Constitution P 50 T ---
  216.  
  217.  
  218. Rank 5C(Tactical) (7000-9999)
  219. Advance Scale Cost Type Prerequisites
  220. Awareness +20 E/P 100 S Awareness +10
  221. Skill Proficiency* E/P 100 T ---
  222. Skill Training* E/P 100 T Skill Proficiency
  223. Skill Mastery* E/P 100 T Skill Training
  224. Refractive Armor E 200 T ---
  225. EM Shielding E 200 T ---
  226. Sterilization E 200 T Power:Atomic or Power:N2
  227. Spotter E 200 T Per 40
  228. Swift Attack E 100 T ---
  229. Antibarrage E 200 T BS 40
  230. Tactical Broadcast E 100 T Sensor Rig
  231. Hard Target E 100 T Ag 35
  232. Fearless E/P 200 T WP 35
  233. Iron Discipline E 100 T Lead By Example
  234. Structural Upgrade* -- 100 T ---
  235. Weapon Upgrade* -- 100 T ---
  236. Sound Constitution P 50 T ---
  237.  
  238. Rank 6A(melee) (10000-12000)
  239. Advance Scale Cost Type Prerequisites
  240. Dodge +20 E/P 100 S Dodge +10
  241. Skill Proficiency* E/P 100 T ---
  242. Skill Training* E/P 100 T Skill Proficiency
  243. Skill Mastery* E/P 100 T Skill Training
  244. Lightening Attack E/P 100 T Swift Attack
  245. Counter Attack E/P 100 T WS 40
  246. Combat Master E/P 100 T WS 40
  247. Suck On This E 200 T Integrated Weapon(Arm)
  248. Reinforced Structure E 400 T ---
  249. Structural Upgrade* -- 100 T ---
  250. Weapon Upgrade* -- 100 T ---
  251. Sound Constitution P 50 T ---
  252.  
  253. Rank 6B(Ranged) (10000-12000)
  254. Advance Scale Cost Type Prerequisites
  255. Skill Proficiency* E/P 100 T ---
  256. Skill Training* E/P 100 T Skill Proficiency
  257. Skill Mastery* E/P 100 T Skill Training
  258. Sharpshooter E/P 100 T Deadeye Shot
  259. Scoot and Shoot E 200 T Move and Shoot
  260. Alpha Strike E 200 T ---
  261. Redundant System E 200 T T-RIDEN-T
  262. Reinforced Structure E 400 T ---
  263. Structural Upgrade* -- 100 T ---
  264. Weapon Upgrade* -- 100 T ---
  265. Sound Constitution P 50 T ---
  266.  
  267. Rank 6C(Tactical) (10000-12000)
  268. Advance Scale Cost Type Prerequisites
  269. Skill Proficiency* E/P 100 T ---
  270. Skill Training* E/P 100 T Skill Proficiency
  271. Skill Mastery* E/P 100 T Skill Training
  272. Double Team E/P 200 T ---
  273. Precision Targeting E 100 T Computer Assistance
  274. Colossus of Victory E 200 T Tactical Broadcast
  275. Reinforced Structure E 400 T ---
  276. Structural Upgrade* -- 100 T ---
  277. Weapon Upgrade* -- 100 T ---
  278. Sound Constitution P 50 T ---
  279.  
  280.  
  281.  
  282. Unique Construction: Your machine is a prototype model, custom made for you, or for some other reason was built with its own special modifications or quirks of construction. Choose one ability from the following list:
  283. Melee-tuned: + 5 WS in your mech
  284. Advanced HUD: + 5 BS in your mech
  285. Sensitive Controls: + 5 Ag in your mech
  286. Aerodynamic (T-RIDEN-T only): When flying, increase your AB by 1 for all purposes.
  287. Personality OS (Jet Alone only): When in your mech, you make reroll one failed Int- based skill per session.
  288.  
  289. Mass Produced: Your machine is not one of a kind, and finding replacement parts for it can be done with relative ease. The first limb that the mech loses does not count towards collateral for the purposes of determining surplus.
  290.  
  291. Mechanical: You pilot a mech rather than an Eva, and the function very differently. In addition to the obvious, such as lacking biological functions or an AT Field, the mech pilot never suffers from Feedback. In addition, unless otherwise stated in the entry of the mech he is piloting, any limb of his mech reduced to 0 wounds immediately ceases to function, and if it would have taken critical damage it is instead destroyed completely.
  292. Regardless of what is stated in your mech’s usual entry, your mech begins play powered by a larger version of the Evangelions internal batter, and has 10 rounds of power when disconnected from an umbilical.
  293.  
  294. Reinforced Structure: Your mech is outfitted with advanced armor plates and honeycombed with structural supports, increasing its TB by 1.
  295.  
  296. Hydraulic Support: Your mech is outfitted with high pressure hydraulic pistons, capable of exerting enormous force. Increase your mechs Strength by 10.
  297.  
  298.  
  299. Power:
  300. Atomic: Your machine runs on atomic power, for good or for ill. Your mech can run for 150days continuously, and as such is never at any real risk of running sort on power. However, should your mech be defeated by the destruction of its body, you must roll a d10. On a roll of 9, the atomic reactor has been breached, and 2d10+5 collateral damage results as the surrounding area becomes irradiated. Thankfully, the cockpit is specifically designed to withstand such radiation, and the pilot is not any more or less likely to be killed by such a breach.
  301.  
  302. N2: Your machine has effectively infinite power with its N2 reactor, however it is constantly in need of water to use as both coolant and fuel for this reaction. Your mech may store enough water to run for 48 hours before it begins to overheat. Once it has begun to overheat, it takes 1 damage that ignores armor and toughness to the body every round until the mech shuts down or it is destroyed. Your mech is additionally equipped with a water retrieval system, be it an additional hose trailing off of the back of your mech or water pumps located in the feet. In either case, standing in water of sufficient depth for 10 minutes will refill your internal reserves, and you may take other actions as you choose at this time so long as you remain in the water for the full 10 minutes.
  303. Should your mech be reduced to 0 or fewer wounds on the body, roll a d10. On a roll of 9, the reactor is breached and a massive explosion ensues, dealing 1d10+5 to everything within 20 dm and being treated as a large area attack for the purposes of collateral. If the Robojock has not safely ejected before this time, he must burn fate to survive.
  304. If the mech is reduced to 0 or fewer wounds on the body by damage resulting from overheating, the above d10 roll is automatically assumed to roll a 9.
  305.  
  306.  
  307. Lead By Example: You lack the protection of an AT Field, and everyone knows it. Where you show courage, inspiration follows. Whenever you make a charge attack against an enemy, all allies gain a +10 bonus to their own charge attacks that round as well.
  308.  
  309. Computer Assistance: Using your mechs onboard AI, you can analyze data far faster than normal. It takes 1d5 rounds for Foresight rather than the usual 10 minutes.
  310.  
  311. Modular Design: Unlike an Evangelion, mechs do not need expansive systems of muscles to properly move a limb, allowing more efficient use of internal space so long as structural integerity is not compromised. One limb of the pilots choice now contains a cache equivalent to a wing dock for all intents and purposes.
  312.  
  313. Integrated Weapon
  314. (arm): You may choose an arm and build a small ranged weapon into it at no cost to its functionality. To do this, you must sacrifice a pistol class weapon that you have already purchased. Its range is reduced by 10 dm and its ammo capacity is a third of what it would be normally.
  315. (body): You may choose to build a ranged weapon into your mechs body at no cost to its functionality. To do this, you must sacrifice a basic class weapon that you have already purchased. Its range is reduced by half and its ammo capacity is doubled.
  316.  
  317. Hardwired Power: You may link your integrated weapons with your primary power supply, which is much greater than that of an Eva. If you have Power (Atomic), you have unlimited ammunition or any integrated weapon that deals Energy damage. If you have Power (N2), you may sacrifice a single round of power to instantly refill the ammunition of a single energy based integrated weapon.
  318.  
  319. Stockpile: Your mech, as a mass production model, has entire factories dedicated to producting compatible parts. From this point forward, always treat ‘Facilitate Upgrades’ as being in effect when purchasing Structural Upgrade Points. This does not stack with the actual Facilitate Upgrades in any way.
  320. Refractive Armor: Your armor is coated with a dense compressed crystalline layer that reflects and distorts heat passing through it, effectively dissipating much of the energy from an attack. While originally developed for use on the Evangelions, initial tests showed that the crystal layer had a tendency to overheat after its intended use and burn the flesh beneath it. This problem does not exist in non-organic mechs, and has now been cleared for your use. Energy attacks against you are considered to have a Penetration of half their normal amount.
  321.  
  322. Radiation Relays: Your mech is laced with a series of relays designed to shunt the exotic radiation away from the core and either store or release it safely. Your mech may run for an additional 2 rounds before it begins to overheat, and may make use of Radweapons.
  323.  
  324. Quark Dump: With a series of installed capacitors and projectors, your mech may store up the quark soup put out by its N2 reactor and then flood the surrounding area with it. Storing up the necessary amount of quark soup takes a dedicated half action of increasing and carefully maintaining your reactors output. Once prepared in this manner, you may purge the radiation and irradiate the area, reducing the ATS of all nearby AT Fields by 1d5+1 for 1 round. Unfortunately, the EMP put out by this effect scrambles the mechs systems, turning this simple press of a button into a full action as key systems must reboot afterwards.
  325.  
  326. EM Shielding: Your mech’s cockpit and primary systems are layered with dampeners and absorbers, making electrical and radiological interference all but impossible. Your mech becomes immune to the ‘Shocking’ weapon quality and will never be blinded or deafened by the ‘EM Blast’ special angel attack. In addition, your mech may never stunned by an energy-based attack, and Quark Dump may be triggered as a half action rather than a full action when all other conditions are met as normal.
  327.  
  328. Sterilization: When fighting clever angels, one of the Eva’s greatest weaknesses can be that it is a living thing that can be corrupted and controlled. Mechs lack this, and are as such less appetizing to certain encroachers. They can be made to be even less appetizing…
  329. Should an Angel attempts to subvert the mech through a melee attack that causes Ego Barrier damage, the afflicted limb is immediately flooded with deadly radiation by automater systems, culling the infectious matter and halving the amount of ego barrier damage taken. Even if the pilot should be removed from play due to loss of Ego Barrier, the mech may not be raised under the Angel’s control afterward.
  330.  
  331. Suck On This: Upon successfully striking an opponent in melee, the pilot may spend a fate point to trigger the firing of the integrated weapon built into that arm at the same time. The damage from the melee weapon and the integrated weapon are added together, and the attack uses the highest penetration of the two.
  332. If the melee attack is a Righteous Fury, the damage from the integrated weapon may be used instead of an extra d10 of damage without spending a fate point.
  333.  
  334. Antibarrage: When using the Defensive Stance option, your mech may be set for your onboard AI to target hostile enemy attacks. Should an enemy fire a physical ranged attack (but not a ranged AT Power or an attack that deals energy damage) you may expend a reaction action to fire a ranged weapon of your choice in turn at a -20 penalty. On a success, you negate a single successful shot made by the enemy, whether it was aimed or you or otherwise. If the ranged weapon that you fire is a Maser of any kind, the penalty to your BS is a -10 instead of a -20.
  335.  
  336. Tactical Vent: By intentionally overboiling your coolant water as a half action, you can generate an immense cloud of steam that counts as a smoke grenade deployed at your position. This depletes your water supplies, however, and you lose 10 hours of safe operating time as a result.
  337.  
  338. Sensor Rig: Your mech is bristling with extra sensory equipment wired into your onboard AI. Even when deployed away from the base of operations, your OD may roll on the Magi Supercomputer table.
  339.  
  340. Tactical Broadcast: Whenever the robojock uses a Markerlight, all allied units within 30 dm benefit from it.
  341.  
  342. Redundant System: Heavy weapons built into your T-RIDEN-T have backup firing mechanisms and capacitors ready to switch over immediately after a shot is fired. This removes the need for cool down times in between shots, but increases overall system complexity. Replace the ‘Recharge’ trait with the ‘Unreliable’ trait for all integrated Heavy Weapons.
  343.  
  344. Colossus of Victory: With an onboard computer equivalent to a single Magi and bristling with sensors, the amount of combat data generated by your mech is incredible. By spending a fate point, the pilot may devote his mechs entire computational power to targeting assistance for those around him. All allies within 20 dm gain a +20 to BS for 1 round, and all VTOL, Tanks and Turrets within that range may fire at the same enemy and add their damage together to be treated as a single attack.
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