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Ironclad vX


Raveled

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Posted

So I've decided to start a new little topic, where I can preview each new level of Ironclad's battlesuit. This is partly to fool around with the math and available options, partly so that others can comment on the proposed build, and lastly so that aspiring Battlesuit users can see exactly how it evolves month to month.

The current version of the suit looks like:

Device 13 (Battlesuit; Technology; Hard to Lose; Feat: Accurate 2; 65 PP) [54 PP]

BE: Blast 9 (Particle beams; Feats: Ranged Disarm, Alternate Power 2) [21 PP] -- Wrist Blasters

AP: Strike 9 (Feat: Improved Critical; Extra: Penetrating) [19 PP] -- Monoblade

AP: Super-Strength 9 (Effective Str 55; 8 tons/16 tons/24 tons/48 tons; Feat: Counter Punch) [19 PP] -- Servos

Feature 4 (Computer; Library, communications, computers, holo-projector) [4 PP]

Flight 5 (Magnetic; 250 MPH / 2,500 feet per Move action; Feats: Subtle) [11 PP] + Super-Movement 1 (Magnetic; Slow fall) [2 PP]

Immunity 11 (Armor; Life Support, Critical Hits) [11 PP]

Protection 9 (Armor) [9 PP]

Super-Senses 3 (Satellite link; Communication link [with Malcolm Dawes], time sense, direction sense) [3 PP]

Super-Senses 2 (Radius, darkvision) [2 PP]

Next upgrade will be:

Device 14 (Battlesuit; Technology; Hard to Lose; Feat: Accurate 3; 70 PP) [59 PP]

BE: Blast 9 (Particle beams; Feats: Ranged Disarm, Split Target [x2]. Alternate Power 3) [23 PP] -- Wrist Blasters

AP: Strike 9 (Feat: Improved Critical 2; Extra: Penetrating) [19 PP] -- Monoblade

AP: Super-Strength 9 (8 tons/16 tons/24 tons/48 tons; Feat: Counter Punch, Groundstrike) [19 PP] -- Servos

AP: Blast 6 (Explosive; Feat: Accurate Extra: Area/Burst [General]) [19 PP] -- Cluster Munitions

Enhanced Feat 4 (Accurate Attack, Precise Shot, Quick Change) [3 PP]

Feature 4 (Computer; Library, communications, computers, holo-projector) [4 PP]

Flight 5 (Magnetic; 250 MPH; Feats: Subtle) [11 PP] + Super-Movement 1 (Magnetic; Slow fall) [2 PP] -- Etheric Flight System

Immunity 11 (Armor; Life Support, Critical Hits) [11 PP]

Protection 9 (Armor) [9 PP]

Super-Senses 3 (Satellite link; Time sense, direction sense, distance sense) [3 PP]

Super-Senses 4 (Radius, analytical, darkvision [Normal vision]) [4 PP]

Besides putting another rank of Accurate on it to hit caps, the big change here is putting another AP on Blast to get an AoE attack for the suit. It misses caps by 1 point, but I'm okay with that. It's mostly for mooks rather than equal-PL vills, anyway. Adding Analytical to Vision S-Sense, to get ever closer to my ideal build; added Direction Sense to the other S-Sense group, pretty much finishing that out. Added 3 feats to the suit as Enhanced Feats, allowing Clad to get in and out of her suit as a free action, making the biggest headache of this build evaporate. Will also free up 2 regular feat slots that I can fill with, well, whatever.

Oh yeah, and got rid of Communication Link w/ Malcolm Dawes. Gee, wonder why I'd do that? ;)

ETA: PL 9. Whenever that is.

Posted

Part of the idea of this is for other people to comment as well, as they might not want to do that in another character's news thread.

Posted

Building the perfect S-Sense array. Seeing just how expensive this would be...

BE: Super-Senses 13 (Radius & analytical [all Vision], extended [1000 ft] & counter all obscure [normal Vision]; Danger Sense; Normal vision, Infravision; Alternate Power 2) [15 PP]

AP: Super-Senses 6 (Analytical & acute & extended [1000 ft] [normal Olfactory]; Danger Sense) [5 PP]

AP: Super-Senses 12 (Analytical & acute & accurate & extended [1000 ft] [all Hearing]; Danger Sense, Ultra-Hearing) [12 PP]

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