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Joker Quest: Squad Guide

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Feb 6th, 2014
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  1. a) PALLADIUM ROOK:
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  3. A skilled and lethal infighter, Rook's inherent viciousness is enhanced by the lethality of his multi-purpose Tachyon Zauber - A weapon that functions as both a sword and a blaster, with a ferocious cutting edge. In addition, Rook's armour sports autoreactive Shrike Blades, high-velocity projectiles that can be launched with a thought.
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  5. b) DISTORTION HAZE:
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  7. Lightly-armoured and seemingly unarmed, Haze's fragile appearance belies his sheer lethality. Encased in a pressure-locked sleeve, Distortion Haze has access to no less than three viral warheads: Upon detonation, the contagion begins to consume any synthetic/organic material within range, rapidly disintegrating it within the space of a few seconds.
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  9. While short-lived, the virus released is utterly inimical to Corrector and Player alike - Correctors literally dissolve, while Players are eaten away from within as the components of their armour decay. However, the virus is completely indiscriminate, and does not discriminate between friend or foe: More, as the rapid pace of decomposition is fuelled by the target's Essence, Haze has been unable to draw Essence from his targets.
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  11. Notably, Haze only has access to three warheads per transformation. While this usually suffices in a duel, he is unable to rearm himself until the next time he accesses the Red World.
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  13. c) VECTOR GEIST:
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  15. Armed with twin heat machetes - And now, a variety of Hellion weaponry - Vector Geist's main distinguishing feature are the vernier thrusters concealed within his armour, allowing him to fly short distances; Or, more commonly, to evade and reposition himself at high speeds. Already an expert marksman, Geist has become substantially more deadly with a full array of Hollow Sun firearms.
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  17. d) VERMILION RAY:
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  19. An atypical Player, Vermilion Ray resembles a heavily-armoured knight, with a distinctive locked-down faceplate. While seemingly unarmed, his gaze is his most potent asset: He constantly emits his namesake, when his faceplate's polarizing surface is deactivated, releasing blasts capable of incinerating Correctors and disintegrating Player armour. Notably, this blast has not recoil, and is entirely energy-based.
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  21. Vermilion Ray's massive energy capacity has made him the best choice to bear the squad's Solaris Array - His area of influence has a radius of roughly fifteen feet more than the average Player.
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  23. e) MERIDIAN HAND:
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  25. At first glance, Meridian Hand appears to be two Players, not one - Split right down the middle, and sewn back together by some savage surgery. Up close, however, his mismatched halves are part of a great whole. Meridian Hand's name comes from the scorching flames that constantly seethe from his right gauntlet, their intensity matched only by the frost that fumes from his left; A versatile Player, he's equally at home dealing alternating blows to his opponents, or unleashing blasts of heat or cold.
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  27. At present, he's armed with a pair of Pulse Carbines: He's been able to impart his elemental properties to his favoured weapons, unleashing a hail of fiery tracers and freezing rounds in rapid succession.
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  29. f) BRASS MANTICORE:
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  31. As solid as his namesake, Brass Manticore is a broad-shouldered, burly Player; His armour bristling with spikes, with a pair of powerful, knife-edged gliding wings adding to his imposing stature. Highly resistant to heat and physical impact, he has a distinctive cybernetic tail - One that functions as both a kinetic weapon and a spike launcher.
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  33. Armed with a Friction Axe, he's at his best in close combat.
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  35. g) BOMBARD VALKYRIE:
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  37. An atypical Player, Bombard Valkyrie is configured for long-range support - With twin missile racks and a cycling hand mortar, she's best at raining down devastation from a distance. Her wedge-shaped helm features sophisticated targeting sensors that rival yours, allowing for accuracy over great distances: Though her weapons tend to be indiscriminate, at best.
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  39. h) ECHO SABER:
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  41. Echo Saber is a swordsman par excellence - His favoured weapon vibrates at a frequency that shears matter apart, and is so perfectly balanced it almost swings itself. His distinctive armour of black and gold is masterfully designed to faciliate his motion and dexterity, which can be momentarily enhanced to further augment his natural abilities.
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  43. i) BLAST SCARAB:
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  45. Encrusted in shiny black armour, like a beetle given human form, Blast Scarab's substantial firepower is matched only by his unwieldiness: Capable of generating powerful concussive blasts, he's also slow and lumbering - But extremely well protected. As a Player, he's reminiscent of a walking tank: Clumsy but highly destructive, with a low rate of fire.
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  47. When he hits something, however, he makes each blow *count*.
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  49. j) SHELL BULLET
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  51. Taking his name from his unique gauntlet weapon, Shell Bullet's orange enamel armour matches his rather eclectic style: His integrated kinetic generator allows him to propel him forward at high speeds, or discharge a potent blast at range. However, he's extremely reliant on Meter, which hampers his effectiveness. He's armed with Hellion weaponry to compensate - And to increase his odds of survival, until he can unleash his best attacks.
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  53. k) NOVA DRAKE:
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  55. With rending claws and twin flame projectors, Nova Drake is a close-ranged combatant: What he can't incinerate with his flamethrowers, he'll rip apart with his talons. While nearly immune to fire, Nova Drake's primary weapons take a long time to cycle - He usually only manages a single high-intensity blast of flame before he wades in.
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  57. i) MAULER SLEDGE:
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  59. With his Accelerator Hammer, Sledge's furious but not particularly fast attacks are extremely hard to avoid: He's strong enough to heft a Fusion Beamer without substantial discomfort, but prefers to rely on his favoured weapon in most circumstances, given his unfamiliarity with Hellion firearms.
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