Minuteman Mk VI
Character Name: Minuteman Mk VI
Alternate Identities:
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
70 STR 10 60 70 23- HTH Damage 14d6 END [7]
20 DEX 10 30 20 13- OCV 7 DCV 7
0 CON 10 -20 0 9-
18 BODY 10 16 18 13-
25 INT 10 15 25 14- PER Roll 14-
0 EGO 0 0 0 9- ECV: 0
40 PRE 10 30 40 17- PRE Attack: 8d6
10 COM 10 0 10 11-
5 PD 5 0 10 10 PD (15 rPD)
0 ED 0 0 5 5 ED (15 rED)
6 SPD 3.0 30 6 Phases: 2, 4, 6, 8, 10, 12
0 REC 14 -36 0
0 END 0 0 0
6" Running 6 0 24"
2" Swimming 2 0 2"
14" Leaping 14 0 14" 125 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Resistance is unless, mutant, surrender or die."
EXPERIENCE POINTS
Total earned: 460
Spent: 460
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 810
MOVEMENT
Type Total
Run (6) 24"
Swim (2) 2"
H. Leap (14") 14"
V. Leap (7") 7"
DEFENSES
Type Amount
Physical Defense 10
Res. Phys. Defense 15
Energy Defense 5
Res. Energy Defense 15
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels:
+3 with All Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
25 Distinctive Features: Giant Robot (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Physical Limitation: Huge, up to eight times human size (16m, or 4.1-8"; -6 DCV, +6 to PER Rolls to perceive) Frequently, Greatly Impairing
25 Psychological Limitation: Must Take mutants alive or be destroyed trying (Very Common, Total)
25 Psychological Limitation: Will ignore non-mutants unless attacked (Very Common, Total)
20 Psychological Limitation: Must follow orders from Base (Common, Total)
40 Vulnerability: 2 x STUN/2x BODY Energy-based Killing Attacks (Common)
Notes: This made MM Mk. V's helpless against War Eagle's Plasma rifle.
150 Total Disadvantages Cost

Character Name: Minuteman Mk VI
Alternate Identities:
Player Name: NPC
SKILLS
Cost  Name
24 +3 with All Combat
24 Total Skills Cost
TALENTS
Cost  Name
3 Absolute Time Sense
3 Ambidexterity (-2 Off Hand penalty)
3 Bump Of Direction
5 Eidetic Memory
3 Lightning Calculator
20 Universal Translator 14-
37 Total Talents Cost
 
POWERS
Cost  Power END
135 Armored Body: Armor (15 PD/15 ED)0
75 Built-In Weapons System: Multipower, 75-point reserve
7u
1) Fire Blast: Energy Blast 15d6 (75 Active Points)
7
7u
2) Electrical Energy Blast: Energy Blast 10d6, Armor Piercing (+1/2) (75 Active Points)
7
7u
3) Cold Blast: Energy Blast 10d6, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points)
7
1u
4) Sonic Bolt: Energy Blast 1d6, Invisible to Sight Group (+1/2) (7 Active Points)
1
7u
5) Radiation Bolt: Energy Blast 7d6, No Normal Defense (Hardened Defense/Immunity to Radiation; +1) (70 Active Points)
7
7u
6) LASER Flash: Sight Group Flash 15d6 (75 Active Points)
7
7u
7) Ma Deuce: .50 cal Heavy Machinegun: Killing Attack - Ranged 2d6+1, Autofire (3 shots; +1/4), 125 Charges (+3/4) (70 Active Points)
[125]
62 Jet Boots: Flight 25", 1 Continuing Charge lasting 1 Day (+1/4)[1 cc]
36 Very Heavy: Knockback Resistance -6"0
36 Long Legs: Running +18" (24" total)4
25 Radar System: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Telescopic: +100
30 Detect Mutants: Detect A Single Thing 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Perceive into any dimension, Range, Sense0
10 Comms Unit: Radio Perception/Transmission (Radio Group)0
10 Long Arms: Stretching 2"1
Robot Powers
Notes: Items in this list were added to more correctly simulate the robotic nature of these monsters. Note characteristics have been alter in keeping with this fact.
50
1) Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
0
45
2) Automaton (Takes No STUN (loses abilities when takes BODY))
0
42
3) Primary Power System: Endurance Reserve (300 END, 15 REC); REC: Requires solar energy (-1/4)
0
15
4) Robotic Body: Does Not Bleed
0
10
5) Robotic Body: No Hit Locations
0
624 Total Powers Cost

Character Name: Minuteman Mk VI
Alternate Identities:
Player Name: NPC
APPEARANCE
Hair Color: None
Eye Color: Red
Height: 30' 0"
Weight: 6400 lbs
Description:
The Mk. VI has little to distinguish it from the old Mk. V as Genocide intended in their effort to kill War Eagle.
BACKGROUND
The Minuteman Mk. VI was an improvement with upgraded armor and more powerful weapons with a wider variety of attack types. The first Mutant Detectors were install along with a radio to allow Genocide to monitor events. The computer was improved slightly and some low-tech weaponry in the form of the famous M-2 heavy machine was added. Efforts to insultate internal systems were only partically successful but War Eagle's plasma rifle was still unstoppable.

The Mk. VI was designed as a 'War Eagle' killer with the addition of the Cold Bolt, a particular weakness of War Eagle. The first time a Mk. VI encountered War Eagle it was a matter for who shot first. Luckily War Eagle is very quick on the draw and the wreckage languished for some months in the Wild Hunt's Combat Simulation Room before Ghost Archer gleamed what he needed to know from the corpse.
POWERS/TACTICS
PERSONALITY/MOTIVATION

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