This note is written in formal Ur-Quan, ordering the Androsynth Private DOS-1.0 to report to the upper facilities for guard duties. On pain of death he is to immediately report to his commanding officer and prepare for duty. When he has reported he is to dress for duty using the provided garments and join his fellow soldier upholding the peace here.
This glass vial contains barely readable instructions in the Androsynth language. It states that the contents will temporarily increase the healing ability of an Androsynth body, allowing it to recuperate from grievous wounds (+3 HP). The chemicals are tailored the Androsynth, but their benign nature means that they will have a small healing effect (+1HP) on other allied species. It seems probable that both Humans and Syreen will be able to utilise the full healing potential of this cocktail, whilst other carbon based allied species will receive a smaller healing bonus.
This sleek and light Androsynth upper body armour offers much better protection than your regular uniforms. Constructed from some sort of light polymers, it'll serve it's wearer well. The armour comes with adjustable straps, allowing to fit many different body types.
This grisly artefact was cut loose from a dead Androsynth soldier. It is unseeing stare is a reminder of how the Androsynth were always treated by their creators. Cruelly, as if their life had no worth. Even their dead bodies were not shown the basic decency of any dead human but rather discarded as broken tools. It seems history is ever repeating itself.
Androsynth Sergeants are soldiers who have shown that they have the ability to lead as well as follow. Well trained and deadly enemies, their main task is not to actively engage the enemy, but rather to motivate and coordinate Androsynth Privates and Soldiers. Adept at close combat and able to soak up damage, these leaders should be your first targets when encountering an Androsynth squad.
« Last Edit: March 08, 2009, 04:17:31 pm by Lukipela »
DOS 1.0 has been working hard within the Androsynth Guard, and it's finally paying off. He's been transferred from boring camp duty to semi-prestigious guard duty! As soon as he's gotten through this boring lecture he'll go gear up and join his fellow Privates as a proud member of the Androsynth Guard!
« Last Edit: March 08, 2009, 04:42:01 pm by Lukipela »
This unit is a true leader, able to inspire those under his command to perform much better than they would on their own. Any friendly unit within a 5x5 square centred on the leader gains +2 strikes and parries. If the unit is killed, every friendly unit within this area is shocked by the loss of their leader and sense of direction and loses 1 AP during the following turn.
The user lets loose an unnerving howl before charging their foe. The first time a foe is attacked in melee by the user, their number of parries for the turn is reduced by 1. The ability has no effect on subsequent turns.
Weapon: Saber « Reply #53 on: March 23, 2009, 04:03:39 pm »
Saber
STR 3 Strikes: 3
This finely crafted sword is the weapon of a gentleman. Sleek and slender, it can penetrate most armours, or failing that find that one unprotected spot. The unknown steel composite glints with a cold light, as if the weapon itself hungers for blood.
The Table Shield has been constructed out of an old fashioned sturdy wood desk. It is big enough to allow a person to cover behind it completely, thus giving them the benefit of added protection. Unfortunately, being made of wood the shield cannot take much damage, it splinters and disintegrates with time. In addition to this, the shield is heavy and clumsy. It cannot be used in conjecture with another melee weapon as it restricts the wielders mobility. Because of its cumbersome size changing between the Table Shield and another melee weapon is also harder than usual. Being completely covered behind the shield, the wielder also has limited visibility and finds it harder to move.
Effect: The Table shield allows it's carrier to roll 2 extra parry dice two times when wielded. These bonus rolls will be the first die rolled, and the shield will be destroyed after it has been subjected to four hits. In addition, while the shield is equipped the wearer suffers a -2 MOV penalty and cannot switch to another melee weapon without using 1 AP. Ranged attacks function normally from behind the shield.
« Last Edit: March 25, 2009, 08:16:10 pm by Lukipela »
The Ilwrath warrior belong to an elite class in the Ilwrath society. It has not only survived both birth and rigorous training, but also proven its mettle in fierce combat. This is something that does not come easily to Ilwrath, as most of them prefer to strike from the shadows and torment helpless victims. Warriors are more than prepared to bring anguish to their foes in the field, keeping a much cooler and collected head than most of their brethren. Ilwrath warriors are generally slightly larger than normal Ilwrath and their carapace is hardened by years of battle. Their muscle is the backbone of any Ilwrath force. While they are equipped with deadly ranged weapons, they much prefer the excitement of close combat. Unlike most of their brethren, the Warrior caries a a melee weapon into battle, and wields it with skill.
Weapon: Slayer « Reply #56 on: April 19, 2009, 01:16:57 pm »
Slayer
Range: squares STR: 3 Strikes:See image Ammo Plasma Charge 5 shots/clip Ammo Consumption: 1 charge per shot.
The Slayer look like a prop from a bad human horror movie. It is adorned with screaming skulls and broken bones, spiky protrusions extruding from the long pipe. Underneath this, it is the pinnacle of Ilwrath technology. Utilising a primitive plasma technology, this weapon packs a serious punch. Because of the primitive state of Ilwrath technology, the effect dissipates with range. The magnetic field keeping the plasma focused quickly untangles, allowing plasma to escape to the sides, spraying bystanders as well as intended target.
Range/Strikes:
« Last Edit: April 19, 2009, 01:20:12 pm by Lukipela »
The Bonecrusher is the favoured melee weapon of the Ilwrath Warrior. The weapon is essentially a long metal pole with a club-like implement attached at one end and a halberd like axe at the other. The Warrior will twirl this weapon around, and quickly strike out with either end. The favoured end is the club, as it often incapacitates an opponent quickly, whilst leaving him alive enough for the Warriors to amuse themselves later. The swift movements and long range of this melee weapon allows the Warrior to attack enemies from unexpected positions, easily defeating them before they have any chance to strike back.
« Last Edit: April 19, 2009, 04:38:15 pm by Lukipela »