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Archangel Loadouts

Posted: Tue Aug 01, 2006 1:46 am
by demos606
A while back there was some discussion about how limited Archangels seemed to be. I commented then that an they were highly dependant upon their bio-e loadouts and was asked for clarification. I finally found the sheet for my AA so I can post his setup.

IQ 15
ME 21
MA 13
PS 27
PP 35
PE 32
PB 12
Spd 22

Skills:
BioComms, Crypo, Sign Language, Physical Labor, Body Building, Detect Ambush, Intelligence, Astronomy/Navigation, Parachuting, Pilot Wing Pack, Recognize Weapon Quality, Vital Points - human and robotics (2 skills), Acrobatics, Gymnastics, Wilderness Survival, Outdoorsman, Camo, Athletics, Identify Plants and Fruits, Martial Arts, Light Bioweapons, Heavy Bioweapons, Grappling Hook

Chitinous Living Armor 82 bio-e (yes, it hurts flight speed but it's worth it)
Advanced Senses (20)
Enhanced Hearing (40)
Small Retractable Claws (2)
BioEnergy Expulsion Vent (10)
Short Range Spore Discharger (10)

Wing Pack, Wierd Wings
Radar (free)
BioComm (5)
Armored Eyes (10)
Enhanced Sight (10)
Motion Detection (15)
Death Blossom (30)
Short Range Spore Discharger (10)
3x Organic Rocket (5 each)
Grappling Hook (free)
All other bio-e to speed enhancement at 1st level

Personal Weapons
Bio-E Pistol
Laser Rifle

Strangely enough, what I found to be the most effective weapons were the grappling hook and spore dischargers.

Posted: Tue Aug 01, 2006 11:09 am
by RockJock
This summer I have been GMing a HU game with what is basically an AA and it worked very well. In the air they are great, but a lack of Bio-E is a severe limitation.

He went with the communication, wingman, support and espionage skill packages.

The Wingpack was feathered wings and had Advanced Senses and Extra Eyes in the back of the head plus a group of Organic Rockets.

For body armor he went with Heavy Hide, boosted the MDC, added Combat Spurs, Bio-E Vent, Serrated Whip, and a Chemical Sprayer with Tear Gas.

He also carried a pair of Pod Pistols and a Concussion Staff.