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Ruth Calloway (Rank 1) Callsign: Death Gender: Female Height: 5'7" Age: Unknown Appearance: Ruth cuts an imposing figure, making up for her otherwise average height with sheer aura. She resembles a zombie more than the living- her pallid skin marked with an array of surgical scars. She wears her hair in a short, black bob and her cybernetic eyes are simply red plain orbs. More often than not she wears a close-fitting pilot bodysuit, also black. |
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Perks and Skills:
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Background: Ruth "Death" Calloway, the top-ranked, ostensibly independant pilot on MechList, is a living legend in the mercenary world. A grizzled veteran who has seemingly been there from the beginning, she has become synonymous with precision and brutality. A prized asset of Crawford Tech, Ruth often benefits from corp assistance during missions, and naturally avoids taking any action that would hinder her totally-not-employers. Her state-of-the-art mech has a value comparable to many entire mercenary wings. Known for her methodical approach to combat, "Death" earned her callsign through her tendency to disable enemy mechs piece by piece, prolonging their final moments. No one has had the cajones to pry the callsign from her and won't any time soon. Her cybernetic enhancements, bleeding edge prototypes, have only sharpened her already formidible skills. With a confirmed kill count that reads like a small phone book, Ruth's presence on a battlefield is enough to make even hardened mercenaries turn tail. | ||||||||
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Configuration 1 Points: 120 CR Weight: 23 tons Speed: 4 Armor Rating: 4+ Control: 6 Initiative: 12 |
○○○ (3) SPD +1, CNTRL +2, Movement AR penalty reduced by 1 |
○○○○○○ (6) STR +3, SPD +2, CNTRL +1, Missile DR +2, Jump-Pack min. SPD is 3 |
○○○○○ (5) STR +1, SPD +1, CNTRL +1, |
○○○○○ (5) CNTRL +2, DR -1, Operates until total destruction + free Boosters uopgrade |
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Equipment: NeutronRadiator (Primary): R20, AP0, Shots: 4, First turn charge, second turn fire. 2X attacks. Chassis hit deals a wound to the enemy pilot. [2d6+9] NeutronRadiator (Secondary): R20, AP0, Shots: 4, First turn charge, second turn fire. 2X attacks. Chassis hit deals a wound to the enemy pilot. [2d6+9] RuthLaser (Shoulder Primary): R50, AP3, Shots: 7, After shots 'low charge'- 3 more shots at AP2 [2d6+8] RuthBeam (Shoulder Secondary): R25, AP1, Shots: 8, 2x attacks, on a hit enemy has -1CNTRL their turn & cannot use activated abilities [2d6+8] RuthCannon (Extra): R30, AP1, 2x attacks, DAMx2, requires 2H or 3STR [2d6+9] 4x IncendiaryMissile: R15+, AP1, 3x3 blast, struck targets have -1DR and -1AR for 1d3 turns [3d6+6] Upgrades: Armor(Head), Armor(Chassis), Armor(Arms), Armor(Legs), Software(Head), Software(Chassis), HardenedCockpit, SlatArmor, |
Appearance: Model one is covered in large sheets of matte black nano-composite plates, the beveled edges and cracks revealing a blistering amount of tubes and wires underneath. Optics and lights are a deep, dark blue, the only indication of the machine's Prime affiliation. Combat: Held AR: 2d6+9, Shoulder AR: 2d6+7, Missile AR: 3d6+6 At range will take potshots with her missiles and Heavy Chemical Laser, taking called shots to the legs or head as desired, advancing at a low speed for maximum accuracy. She can also swap to her Battle Cannon if combat is mostly at far distances. Once up close she cuts loose with both Neutron Radiators. If an enemy puts up enough of a fight to actually start damaging her mech, and annoying her, she'll just begin making called shots to the chassis with all of her weapons. |
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