Bombardier O.C.C.
Posted: Thu Jun 15, 2006 12:59 am
Bombardier O.C.C.
The Mantis Support Cannons were first created to guard the entrance ways to the Underground Havens, but many Warlords quickly realized that these massive walking guns could also be utilized as mobile artillery pieces in the field. The problem was that these simple minded creatures had a tendency to unload their entire payload at the first robot they saw unless properly supervised. Since they were technically War Mounts, the job of leading them into battle first fell to the Outriders. Unfortunately, the Outriders deemed this as a less than glorious assignment for two major reasons. First of all, these warriors were used to fighting up close and personal with the Machine, and Mantis Cannons typically provided artillery support from a distance. The Outriders saw escort duty as a complete waste of their fighting skills, training, and courage. Second, the Mantis Cannons were not built to support the weight of a rider, so the Outriders had to escort them on foot, which is a place where they feel very uncomfortable. Their power comes from the War Mounts they ride, and these stripped down Mounts did not provide them with the sheer level of power they had grown accustomed to. Sure they could obliterate a Battle Track in a few shots, but that’s about all they could do. They did not possess the strength, speed, and versatility of other War Mounts. Mantis Cannon escort duty was seen as a punishment and an insult. Great Houses across the planet quickly created a new division of Splicers known as Bombardiers to relieve the Outriders of this burden and restore moral within their ranks.
These Splicers act as the eyes, ears, and brains of the Fire Team mobile artillery units. Each unit is issued as few as one or as many as five Mantis Support Cannons. The firepower possessed by one of these larger teams is incredible, but it takes a veteran Bombardier to keep this many cannons focused and on task. Mantis Cannons are incredibly simple minded, and they need continuous and often very literal commands in order to use them effectively. This requires a great deal of concentration and multi-tasking skills on the part of the Bombardier. Not only do they need to issue commands to their Mantis Cannons, but they also need to communicate with other Splicer teams to determine bombardment coordinates, act as spotters for other possible targets of opportunity, and cover the backs of the Mantis Cannons from any encircling enemies. They need to know everything that is going on around them at all times. Their heavy Chitinous armor is enhanced with an extra pair of eyes in the back of the head to give them a full view of their surroundings, plus most Bombardiers will further enhance their armor with radar, eye stalks, motion sensors, and any other enhancements that can help them keep constant track of everything around them.
Mantis Cannons assigned to Fire Teams are enhanced with a special Bio-Comm (in addition to the standard Bio-Comm) that allows them to track and target the transmissions given off by Squealers. Splicers can use these experimental devices to mark targets for bombardment. Once a Squealer is activated, all Mantis Cannons within a 10-mile radius are able to track this transmission to its source and can accurately target it even without line of sight. This allows them to fire over obstacles or from a concealed position without ever seeing the target. It helps the Fire Teams maintain a low profile in the field, plus not having to rely on line or sight gives them a much greater field of fire. Mantis Cannons have an innate desire to obliterate these Squealers once they hear the signal, but they will not fire until commanded to do so by their Bombardier.
Commanding their Mantis Cannons in the heat of battle may be nerve-wracking, but it is not half as bad as leading them into and out of the combat zone. The Machine owns the surface and her minions are everywhere. The ten-foot long Mantis Cannons were definitely not built for stealth, and trying to marshal several of them across the surface without being detected often seems like an impossible task. Most Bombardiers enhance their cannons with Chameleon Skin or Stealth Fields to make their job a little easier, but leading these lumbering behemoths through the field still requires a great deal of patience and skill. The Outriders may have considered this duty an insult, but the Resistance does not. Only the best candidates from Roughneck boot camp are chosen to become Bombardiers. It requires a keen tactical mind to lead these beasts into battle, and the sheer level of firepower at their command cannot be entrusted to just anyone.
Alignment: Any, but typically good or selfish.
Attribute Requirements: I.Q.: 14, M.E.: 13, and P.S.: 14 or higher.
Attribute Bonuses: +1 to I.Q., +2 to M.E., +1D6 to P.S., +1D6 to P.E., and +2D6 to Spd.
O.C.C. Bonuses: +2 on initiative, +1 to strike, parry, and dodge, +2 to save vs. insanity, and +5 to save vs. horror factor, and the Bombardier has a slight Bio-Enhancement himself, the insertion of a small Bio-Comm unit inside his skull, enabling him to communicate with both human and War Mount operatives.
Base S.D.C.: 40, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Programs: Basic Military (+10%), Infantryman (+15%), Support Man (+25%), Reconnaissance/Scout (+15%), and Survivalist (+15%) or Outdoorsman (+10%).
Elective Skills: Select Bio-Comm (+20%) and six Elective Skills from the following list at first level, plus one additional skill at levels 2, 4, 6, 8, 10, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Espionage: Any
Medical: First Aid only.
Military: Any (+10%)
Physical: Any
Rogue: Any
Science: Any
Technical: Any (+10%)
Transportation: Any
Wilderness Survival: Any (+15%)
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Mantis Support Cannons: Each Bombardier begins with one Mantis Support Cannon and receives an additional one at levels 2, 5, 9, and 14. All Mantis Cannons assigned to Fire Teams are enhanced with the Ultra upgrade to provide them with enough munitions for the field, and they also receive a second special Bio-Comm that can receive transmissions from Squealers. Each Mantis Cannon can be further Bio-Enhanced any way the character desires – he has 4D8+40 Bio-E points available for each, plus another 1D10+20 Bio-E points total per level of the character’s experience to spend on one or more of his War Mounts for additional enhancements. Slain Mantis Cannons are replaced with the basic animal with 6D6 Bio-E points for enhancements.
M.D.C. “Living” Body Armor: Bombardiers wear Chitinous Armor that is heavily modified with optical and sensory enhancements to better help them direct their Mantis Cannons. They automatically receive an additional pair of Advanced Eyes on the back of their head, plus the character gets 5D6+20 Bio-E points for selections from Eyes and Vision Enhancements and Other Sensory Enhancements and an additional 1D4x10+10 Bio-E for selections from Biological Defenses, Flight Appendages, Offensive Bio-Weapons, Ranged Bio-Weapons, and additional M.D.C. (2D6+18 M.D.C. per 10 Bio-E).
Standard Equipment: Military fatigues, a suit of non-organic body armor for back up or disguise, dress clothing, survival knife, utility belt, first aid kit, 2 Slap Patches, 3 Squealers, Face Wrap, tinted goggles, hatchet for cutting wood, one light Bio-Weapon and two heavy Bio-Weapons of choice, and one weapon for each W.P. with appropriate ammunition for heavy combat, a good Mega-Horse for transportation, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items.
Handheld Weapon Bio-Enhancements: Bombardiers receive 8D6 Bio-E at level one plus 10 Bio-E at each additional level of experience starting at level 2. Bio-E can be distributed between all the weapons in the character’s personal armory or applied to one favorite item.
Money: Has 1D6x100 credits in precious metals, relics or trade items, as well as 6D6x10 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: You have more firepower at your fingertips than most platoons. The Mantis Cannons under your command can wipe out squads of Steel Troopers and bring down the mightiest robot minions in just a few shots. Your role is quickly becoming pivotal to the success of the Resistance. Your comrades count on your artillery support to ensure victory or to cover their backs during a retreat. You also have more flexibility than traditional artillery units. You work more like an artillery sniper than a fixed gun emplacement. Your team can unload a powerful salvo on the enemy’s position and then displace before they can zero-in on your position.
The Downside: Your Fire Team is simply too powerful to be ignored. The devastation you unleash upon the enemy makes finding and eliminating you one of the Machine’s top priorities. Once you make your presence known with a bombardment, N.E.X.U.S. will marshal hundreds of hunter/killers to your position to find you and obliterate you. Stealth is vital to your survival, but unfortunately, the simple-minded, lumbering War Mounts under your command make this rather difficult.
The Mantis Support Cannons were first created to guard the entrance ways to the Underground Havens, but many Warlords quickly realized that these massive walking guns could also be utilized as mobile artillery pieces in the field. The problem was that these simple minded creatures had a tendency to unload their entire payload at the first robot they saw unless properly supervised. Since they were technically War Mounts, the job of leading them into battle first fell to the Outriders. Unfortunately, the Outriders deemed this as a less than glorious assignment for two major reasons. First of all, these warriors were used to fighting up close and personal with the Machine, and Mantis Cannons typically provided artillery support from a distance. The Outriders saw escort duty as a complete waste of their fighting skills, training, and courage. Second, the Mantis Cannons were not built to support the weight of a rider, so the Outriders had to escort them on foot, which is a place where they feel very uncomfortable. Their power comes from the War Mounts they ride, and these stripped down Mounts did not provide them with the sheer level of power they had grown accustomed to. Sure they could obliterate a Battle Track in a few shots, but that’s about all they could do. They did not possess the strength, speed, and versatility of other War Mounts. Mantis Cannon escort duty was seen as a punishment and an insult. Great Houses across the planet quickly created a new division of Splicers known as Bombardiers to relieve the Outriders of this burden and restore moral within their ranks.
These Splicers act as the eyes, ears, and brains of the Fire Team mobile artillery units. Each unit is issued as few as one or as many as five Mantis Support Cannons. The firepower possessed by one of these larger teams is incredible, but it takes a veteran Bombardier to keep this many cannons focused and on task. Mantis Cannons are incredibly simple minded, and they need continuous and often very literal commands in order to use them effectively. This requires a great deal of concentration and multi-tasking skills on the part of the Bombardier. Not only do they need to issue commands to their Mantis Cannons, but they also need to communicate with other Splicer teams to determine bombardment coordinates, act as spotters for other possible targets of opportunity, and cover the backs of the Mantis Cannons from any encircling enemies. They need to know everything that is going on around them at all times. Their heavy Chitinous armor is enhanced with an extra pair of eyes in the back of the head to give them a full view of their surroundings, plus most Bombardiers will further enhance their armor with radar, eye stalks, motion sensors, and any other enhancements that can help them keep constant track of everything around them.
Mantis Cannons assigned to Fire Teams are enhanced with a special Bio-Comm (in addition to the standard Bio-Comm) that allows them to track and target the transmissions given off by Squealers. Splicers can use these experimental devices to mark targets for bombardment. Once a Squealer is activated, all Mantis Cannons within a 10-mile radius are able to track this transmission to its source and can accurately target it even without line of sight. This allows them to fire over obstacles or from a concealed position without ever seeing the target. It helps the Fire Teams maintain a low profile in the field, plus not having to rely on line or sight gives them a much greater field of fire. Mantis Cannons have an innate desire to obliterate these Squealers once they hear the signal, but they will not fire until commanded to do so by their Bombardier.
Commanding their Mantis Cannons in the heat of battle may be nerve-wracking, but it is not half as bad as leading them into and out of the combat zone. The Machine owns the surface and her minions are everywhere. The ten-foot long Mantis Cannons were definitely not built for stealth, and trying to marshal several of them across the surface without being detected often seems like an impossible task. Most Bombardiers enhance their cannons with Chameleon Skin or Stealth Fields to make their job a little easier, but leading these lumbering behemoths through the field still requires a great deal of patience and skill. The Outriders may have considered this duty an insult, but the Resistance does not. Only the best candidates from Roughneck boot camp are chosen to become Bombardiers. It requires a keen tactical mind to lead these beasts into battle, and the sheer level of firepower at their command cannot be entrusted to just anyone.
Alignment: Any, but typically good or selfish.
Attribute Requirements: I.Q.: 14, M.E.: 13, and P.S.: 14 or higher.
Attribute Bonuses: +1 to I.Q., +2 to M.E., +1D6 to P.S., +1D6 to P.E., and +2D6 to Spd.
O.C.C. Bonuses: +2 on initiative, +1 to strike, parry, and dodge, +2 to save vs. insanity, and +5 to save vs. horror factor, and the Bombardier has a slight Bio-Enhancement himself, the insertion of a small Bio-Comm unit inside his skull, enabling him to communicate with both human and War Mount operatives.
Base S.D.C.: 40, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Programs: Basic Military (+10%), Infantryman (+15%), Support Man (+25%), Reconnaissance/Scout (+15%), and Survivalist (+15%) or Outdoorsman (+10%).
Elective Skills: Select Bio-Comm (+20%) and six Elective Skills from the following list at first level, plus one additional skill at levels 2, 4, 6, 8, 10, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Espionage: Any
Medical: First Aid only.
Military: Any (+10%)
Physical: Any
Rogue: Any
Science: Any
Technical: Any (+10%)
Transportation: Any
Wilderness Survival: Any (+15%)
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Mantis Support Cannons: Each Bombardier begins with one Mantis Support Cannon and receives an additional one at levels 2, 5, 9, and 14. All Mantis Cannons assigned to Fire Teams are enhanced with the Ultra upgrade to provide them with enough munitions for the field, and they also receive a second special Bio-Comm that can receive transmissions from Squealers. Each Mantis Cannon can be further Bio-Enhanced any way the character desires – he has 4D8+40 Bio-E points available for each, plus another 1D10+20 Bio-E points total per level of the character’s experience to spend on one or more of his War Mounts for additional enhancements. Slain Mantis Cannons are replaced with the basic animal with 6D6 Bio-E points for enhancements.
M.D.C. “Living” Body Armor: Bombardiers wear Chitinous Armor that is heavily modified with optical and sensory enhancements to better help them direct their Mantis Cannons. They automatically receive an additional pair of Advanced Eyes on the back of their head, plus the character gets 5D6+20 Bio-E points for selections from Eyes and Vision Enhancements and Other Sensory Enhancements and an additional 1D4x10+10 Bio-E for selections from Biological Defenses, Flight Appendages, Offensive Bio-Weapons, Ranged Bio-Weapons, and additional M.D.C. (2D6+18 M.D.C. per 10 Bio-E).
Standard Equipment: Military fatigues, a suit of non-organic body armor for back up or disguise, dress clothing, survival knife, utility belt, first aid kit, 2 Slap Patches, 3 Squealers, Face Wrap, tinted goggles, hatchet for cutting wood, one light Bio-Weapon and two heavy Bio-Weapons of choice, and one weapon for each W.P. with appropriate ammunition for heavy combat, a good Mega-Horse for transportation, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items.
Handheld Weapon Bio-Enhancements: Bombardiers receive 8D6 Bio-E at level one plus 10 Bio-E at each additional level of experience starting at level 2. Bio-E can be distributed between all the weapons in the character’s personal armory or applied to one favorite item.
Money: Has 1D6x100 credits in precious metals, relics or trade items, as well as 6D6x10 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: You have more firepower at your fingertips than most platoons. The Mantis Cannons under your command can wipe out squads of Steel Troopers and bring down the mightiest robot minions in just a few shots. Your role is quickly becoming pivotal to the success of the Resistance. Your comrades count on your artillery support to ensure victory or to cover their backs during a retreat. You also have more flexibility than traditional artillery units. You work more like an artillery sniper than a fixed gun emplacement. Your team can unload a powerful salvo on the enemy’s position and then displace before they can zero-in on your position.
The Downside: Your Fire Team is simply too powerful to be ignored. The devastation you unleash upon the enemy makes finding and eliminating you one of the Machine’s top priorities. Once you make your presence known with a bombardment, N.E.X.U.S. will marshal hundreds of hunter/killers to your position to find you and obliterate you. Stealth is vital to your survival, but unfortunately, the simple-minded, lumbering War Mounts under your command make this rather difficult.