Monday, October 24, 2011

Fan Submission: #16

To kick off our submission series, Brian Schomburg, brings us an unique custom character, you just have to see it to believe it…

#16

Keep in mind this is an untested, and probably overpowered custom character. You can email Brian any questions at brianschomburg@hotmail.com.

16 chr sheet

A Union Epic Hero

NAME: #16 (Abraham Lincoln’s brain in a robot body)

TIME LINE

A summarized history of #16.

1863

General Robert E. Lee shot and transported to New Louisianan and where he makes a Voodoo pact with the Haitians that will unnaturally extend his life.

1865

April 15 - John Wilkes Booth attempted assassination of Lincoln. Booth fires the near mortal shot into Lincoln’s head at point blank range. Attending doctors realize Lincoln’s only hope for survival is to use a top secret Union experimental program, and precursor to Laborde’s 1887 head revival experiments. Due to Lincoln’s status as a national hero and his leadership skills, he is admitted immediately. His brain is placed in a special life giving box called a “Descartes Cylinder”. Fearing continued threats on his life, Lincoln decides that the public should never learn he is still alive. He is declared dead and becomes a national martyr.

His brain kept alive in a “Descartes Cylinder” a new miraculous technology. This technology is theorized to extend one’s life well beyond normal expectancy. An interface with the brain is quickly upgraded so the Union can utilize its greatest mind to combat the growing threat in the southern United States, Haitian forces and their commander General Robert E Lee.

August 25 - Lincoln, in his new role as advisor to the Union, conceives of building a wall around the dead zone of New Louisiana.

1900

Lincoln’s genius directs the war efforts for many years from Union strongholds. He travels between missions in his Funeral Train dubbed “The Lincoln Special”.

1930

The “Ironclad “ a metal man construct/robot is built by the top Union scientists led by Dr. Seppo Ilmarinen, a Finnish automaton expert. This armored mechanical man fails to prove worthwhile as current technology cannot provide the power it needs for sustained combat use and its electronic brain is not sufficient for desired combat exercises.

1939

Sculpture of the faces on Mount Rushmore National Memorial is completed. The monument is a facade for Lincoln’s base of operations going forward.

In a canyon behind the carved Rushmore faces is a chamber, cut only 70 feet into the rock, containing a vault with sixteen porcelain enamel panels. The panels include the text of the Declaration of Independence and the Constitution, and the history of the U.S. The chamber was created as the entrance way to a planned “Hall of Records which was never built and instead serves as the entrance to Lincoln’s base of operations.

1942

In preparation for another combat field test, Marvel “John” Whiteside Parsons, rocket scientist and occultist, designs a sophisticated rocket array for the Ironclad mechanical man. Mechanical man can now launch his limbs in a furious attack and even launch it’s head.

1944

Abe enlists the Union’s greatest scientific minds in adapting the “Ironclad” frame to act as a host for his Descartes Cylinder encased mind.

1947

Thanks to the Roswell crash, technology now exists that can power the “Ironclad” construct. With some experimentation, the metal man is mobile with Abe in control. He can serve the county on the front lines again. Now dubbed “#16” he leads Union forces across the globe from the Union Airship, the U.S.S. Atlas.

#16 keeps several replacement robotic constructs aboard the Atlas. These can be commanded by his Descartes Cylinder encased mind and serve as backups for his current mechanical form.

Below are the full descriptions of the tokens in #16's arsenal. Many abilities were too long to completely fit on the reference cards so these descriptions will need to be referenced during a game.

Name: #16

Epic Hero

Faction: Union

Skills: Hand-to-Hand Combat, Command, Sangfroid, Strategy, Weaponry

Affiliations: 42nd Marine Special Forces

#16 is not affected by the presence of smoke tokens or Smoke Grenades.

SPECIAL OBJECT

Brain in a Rocket Jar

The Descartes Cylinder containing Lincoln’s brain has flight and advanced sensors so it can ignore all hindering terrain and enemies. It launches itself from the body if the body sustains critical damage.

Hardware - When #16 has taken enough wounds to die, replace the #16 figure with the Brain in a Rocket Jar token. This token has the same stats as the bottom row of #16‘s characteristics. When this token moves it ignores all Movement penalties, regardless of source and may pass through circles occupied by enemies unhindered. The token cannot carry or use any other equipment tokens but can pick up flags and other equipment-like tokens that do not require an equipment slot. The token otherwise acts exactly like a model would.

Upon sustaining one wound this token (and #16) is destroyed and it is removed from the board.

If the token moves back to #16’s entry point circle, it can be replaced by a #16 figure and is healed in full. The new #16 can only be equipped with an equipment pack he hasn’t already used this game. If every pack has already been used, #16 returns to the map with only this Special Object.

COMBAT PACK

Lightning Gun

Knocks equipment out of hands and EMP pulse to remaining target’s equipment.

Weapon, Automatic, Heavy – When attacking with this weapon, if you roll at least one Natural 10 on your attack roll, there are two effect along with the normal damage. First, your target must make a Stamina test for every piece of Disposable Equipment in their Equipment Slots. The target must get at least two successes for each piece of equipment or the equipment drops in their current movement circle. Secondly, all Disposable Equipment tokens that remain in the target’s Equipment Slots are flipped face down will require an Action from the owner to flip them back face up. The tokens are not useable until they are flipped face up.

Anti Matter Pistol

ZAP!

Weapon, Pistol – when attacking with this weapon every Natural 10 you roll counts as two successes.

Rocket Arms

Marvel “John” Whiteside Parsons, rocket scientist and occultist, designs a sophisticated rocket powered fists.

Weapon, Hand-to-Hand – When attacking with this weapon, you may choose a single adjacent target (as usual) or attack one or multiple enemies and range. Legal targets are enemies that are adjacent or who occupy any target circle at a range of 3 out-of-path circles. Place the Rocket Arms token in the chosen target circle (open or occupied) and make an attack against all enemies who are adjacent or occupying the target circle. The Rocket Arms token returns to your character’s card equipment slot the end of your following turn after all characters have activated.

STAMINA PACK

Rocket Pack

Wooosh!

Ability - #16 can ignore all terrain modifiers and enemy characters during movement.

#16 cannot be bull rushed.

Radiobeacon

Hardware

This token has the disposable border which lets #16 drop it anywhere. But unlike regular disposable equipment, it can only be picked up by #16.

If Brain in a Rocket Jar returns to the start space, instead of replacing the token with a figure at that location, that figure may be placed on the Radiobeacon token’s space.

Rocket Arms

Marvel “John” Whiteside Parsons, rocket scientist and occultist, designs a sophisticated rocket powered fists.

Weapon, Hand-to-Hand – When attacking with this weapon, you may choose a single adjacent target (as usual) or attack one or multiple enemies and range. Legal targets are enemies that are adjacent or who occupy any target circle at a range of 3 out-of-path circles. Place the Rocket Arms token in the chosen target circle (open or occupied) and make an attack against all enemies who are adjacent or occupying the target circle. The Rocket Arms token returns to your character’s card equipment slot the end of your following turn after all characters have activated.

COMMAND PACK

Commander in Chief

#16 possesses a keen understanding of strategic points and is often tasked with leading the 42nd Marine Special Forces in battle.

Ability - Add +4 to your side’s Initiative Rolls.

Radiobeacon

Hardware

This token has the disposable border which lets #16 drop it anywhere. But unlike regular disposable equipment, it can only be picked up by #16.

If Brain in a Rocket Jar returns to the start space, instead of replacing the token with a figure at that location, that figure may be placed on the Radiobeacon token’s space.

Rocket Arms

Marvel “John” Whiteside Parsons, rocket scientist and occultist, designs a sophisticated rocket powered fists.

Weapon, Hand-to-Hand – When attacking with this weapon, you may choose a single adjacent target (as usual) or attack one or multiple enemies and range. Legal targets are enemies that are adjacent or who occupy any target circle at a range of 3 out-of-path circles. Place the Rocket Arms token in the chosen target circle (open or occupied) and make an attack against all enemies who are adjacent or occupying the target circle. The Rocket Arms token returns to your character’s card equipment slot the end of your following turn after all characters have activated.

EXTRA TOKENS

U.S.S. Atlas Drop Zone: A token to mark #16’s entry point circle at the beginning of the game. This makes it easier to remember the location for the Brain in a Rocket Jar Special Object ability.

Here are all of the cards and tokens Brian sent along with #16, click each on for a higher resolution version.

16 eqip card 0116 eqip card 0216 eqip card 0316 eqip card 0416 eqip card 0516 eqip card 0616 eqip card 0716 eqip card 0816 tokens