Zak was a challenge, but Gunner should be pretty easy. As
far as characters who
would appear in the game, I think that Gunner has to be
voted ‘most likely to be played’. He’s built to be tough and deal a lot of
damage. He’s probably the most balanced character on the team, with the most
combat-oriented skillset.
He’s got roughly as much experience as Zak, so we’ll put him
midway through Level 6 as well, 36 Clout Points. Here’s my first run at his
attributes:
Body D10 (6 CPs)
Mind D6 (1 CP)
Prowess D8 (3 CPs)
Spirit D6 (1 CP)
I’d like higher Prowess because of how much he fires a
rifle, but the fact of the matter is that he’s not as agile as Zak (by a pretty
wide margin – even the D8 is a little generous) but he’ll make up for it in
aim. He’s a no-frills ant, so we’ll put him in the Infantry. I’m tempted to go
with Reconnaissance for the Toughness, but he’s your textbook definition of a
grunt who has started to learn some leadership. Infantry it is. He has spent 11
of his 36 Clout points on Attributes, so he has a lot left to spend on Traits
(25 clout remaining). This actually goes against the basic rules for point
allocation; at Level 6, he has to have at least 12 CPs invested in attributes…
hmm. I suppose that I could ditch that requirement, since an ant with D6 across
the board and incredible training is doable and should be a viable build. Okay,
ditching that requirement.
Traits… Gunner is all about two things: Aim and Moxy. I
mean, he IS moxy. Here’s where I put my points:
Aim +4 (6 CPs)
Driving +1 (1 CP) (he’s driven a few vehicles in the comics,
and is the go-to guy on the team for combat driving, although it’s by no means
his area of expertise)
Leadership +2 (2 CPs)
Melee +2 (2 CPs)
Moxy +4 (6 CPs – and he will get the ant bump here to +5!)
Munitions +2 (2 CPs – and he will get the Infantry bump here)
Toughness +4 (6 CPs)
As far as his rank and Clout go, he’s not as far into Level
6 as Zak (we’ll put him at 225 XP). He has earned 5 rank promotions (he’s now a
Sergeant A-5) and has earned an extra 125 Clout. This puts him at an even 350…
this is far more than he will need, but I’ll see if I can spend it!
As a member of the infantry, he starts with an AM-15 rifle;
1 field grenade; basic aid kit (D4); satchel; basic provisions; bedroll;
entrenching tool; standard fatigues (olive drab); basic flashlight (3 cm).
He trades in his AM-15 (35 clout) and purchases a snazzy
AM-2C machine gun (160 clout). He’s now got 225 clout left. He will also pick
up:
- 3 more field grenades (15 clout total)
- 2 phosphorous grenades (30 clout total)
- Medium body armor (40 clout)
- A flak jacket (25 clout)
- Camouflage fatigues (15 clout)
- high-power binoculars (25 clout)
- Armor piercing ammunition for his machine gun (40 clout)
- 2 field medic kits (15 clout each; 30 total)
This leaves him with 5 clout he hasn’t spent. This was part
of his tattoo budget… as far as Hits
goes, Gunner is in GREAT shape. He rolls D10+4 each level. On average, this
would give him 57 Hits, but he (like all of these guys) is considerably above
average. If we put him at 7 per die, that puts him at 66 hits (exactly twice as
many as Zak!). It’s going to be very tough to take out Gunner.
Gunner
|
Level 6 Infantry (A-5); Hits 66; Feat +3
|
Attributes
|
Body D10; Mind D6; Prowess D8;
Spirit D6
|
Traits
|
Aim +4; Driving +1; Leadership +2; Melee +2; Moxy +5 (6
CPs/+1 shift); Munitions +3 (2 CPs/+1 shift); Toughness +4
|
Gear
|
- AM-2C Machine Gun (D10+4
damage/range 9) with armor-piercing ammunition
- Boot knife (D10+1 damage)
- 4 field grenades (D6+D6; blast
radius 1 cm)
- 2 phosphorous grenades (D6+D12;
blast radius 2 cm)
- Medium body armor (soaks 2
hits)
- Flak jacket (soaks 5 hits from
explosives)
- Camouflage fatigues; basic aid
kit (D4); 2 field medic kits (D8); satchel; basic provisions; bedroll;
entrenching tool; basic flashlight (3 cm); high-power binoculars
|
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