Post by trueblaze on Apr 2, 2010 20:46:36 GMT -6
Name: Fallout
Race: Anthropomorphic Reploid
Allegiance: Brant Corp.
Age: 111
Physical Description: Small featureless face, four eyes (two regular green ones, two red inferred ones above green), no nose only two narrow slits that allow air flow to help cool systems, large mandible like mouth designed for crushing with sharp teeth. He has no ears but instead small holes where his audio sensors are located. Thick shoulders and body. Four arms, two normal powerfully built arms, and two with clamping claws at the end which wrap around shoulders when not in use. Four heavily armored legs that move like a four legged spider with three bird feet shaped claws on each foot. A Helmut with prongs that give the appearance of horns above the forehead just above the top eyes. As well as heavy black and green armor covering the rest of its body except for clamping arms. Large spines on the shoulders to prevent someone from grabbing hold safely during combat. Plus there are small slits on the back of his knuckles which open to allow the EMP spikes to extend.
Strengths: Very strong, combat tactical computer, nanotech regeneration system, Heavily armed and armored.
Weaknesses: very few people skills >.>", temper tends to over ride logic at times, outside of combat he doesn't have much purpose so he's always seeking the next battle and gets agitated when he has to wait for extended periods of time.
History: (original history found here: megamanxthh.proboards54.com/index.cgi?board=alter&action=display&thread=1133202231) (once things get more in place I'll update more)
ARMOR:
General: Fallout's armor is built into his frame more like an exoskeleton than an actual armor. It is thick, heave, and designed one purpose: To take a beating and keep on keep on ticking.
Multi-layered: his armor is made up of four layers packed together. The first is a high grade Titanium X designed to keep out most fire power. The second is a layer of a red ballistic gelatin designed to stop armor piercing rounds. The third is a layer of a special green gelatin designed to withstand heat, cold and electricity. The fourth and final layer is another layer of Titanium X just in case something should somehow make it that far in. (50% general damage resistance, 30% elemental)
System redundancies: One of the reasons for his massive size is because every system has two to four back up systems in case the primary is damaged or destroyed. Thus disabling any particular system becomes an extremely difficult if not impossible task.
Evolution Program: This programming allows Fallout's systems to analyze and automatically modify his own systems, thus making him more effective at countering such things in the future. There is more to this program, but it's full abilities are still locked out.
Part Specific:
Head:
Combat scanners: These scanners scan for anything useful in combat: information on a target, Structural weak points/strengths, weapon information, and many other things that can be used to help take down a target.
Inferred vision: His upper eyes (the red ones) see in infrared rather than normal, thus it makes it easier for him to spot cloaked enemies.
Sonar: When needed, he can produce a low frequency sonar to both map a location or to help detect cloaked units.
Torso:
Power core: In the deepest part of his body, Fallout contains a Force Metal enhanced fusion reactor. This reactor can produce three times the energy needed to run all of his systems at once. The reason for such an over abundance of energy is unknown even to him.
Digestive System: By consuming a weapon or part of an opponent, Fallout's "Digestive System" Can break down and analyze it's components and abilities, thus allowing him to learn how to counter them or even adapt them into his own systems.
Arms:
Buster: lower right arm can transform into a blaster.
EMP knuckles: Three four inch long spines extend from the back of his knuckles to aid in close range combat.
Grapple arms: two ten foot long prehensile arms are hidden in his shoulders.
Legs:
Four legs: multiple legs increase his stability.
Missile Pods: Each leg holds up to four homing missiles that can be launched on command.
Clawed toes: Three birdlike claws protrude from his feet and allow him to climb up walls or even on ceilings at a slow pace.
Sub Weapons:
Gatling Gun:
Description: A large shoulder mounted Gatling gun that can deliver a large amount of punishment in a short amount of time
Damage type: Hard or energy
Special:
Limited firing Arc: Due to the guns large size, it has on a twenty degree angle of rotation. Because of this it has a difficult time hitting targets at close range.
Changeable ammo: if the standard hard ammo runs out, it can draw on Fallout's internal power to fire energy rounds.
Artillery Cannon
Description: A large, long range shoulder mounted cannon designed for a large amount of destruction from a long distance away.
Damage Type: Hard or Fire
Long Range: This weapon has a range of up to three miles.
Long range only: This weapon can not fire at a target within 150 feet.
Assisted reload: If someone aids the auto loader it will drastically reduce load time.
Massive Recoil: Fallout must be stationary and braised in order to fire this weapon.
Changeable ammo: This weapon has three ammo types:
Weapons
EMP Knuckles:
Description: Three four inch long spines extend from Fallout's knuckles.
Damage type: Hard/some energy
Special:
Stun: The EMP emitted by the Knuckles can disrupt the neural impulses of both humans and Reploids thus temporarily stunning them.
Buster:
Description: Fallout's right arm transforms into a large buster similar to that of X's
Damage type: Energy
Special:
Rapid Fire: Buster can increase the rate of fire at the cost of damage. Damage (6) RoF (14)
Chargeable: At the cost of RoF the damage can be increased: Level 1: Damage (13) RoF (9) Level 2: Damage (16) RoF (6)
Homing Missiles:
Description: Up to four missiles are stored in each leg
Damage type: Hard
Special:
Homing: These missiles sacrifice damage potential for added tracking capabilities.
Area of Damage: This weapon does damage to all targets within a fifteen foot radius of impact.
Safety Radius: Do to many opponents attempting to shoot down the missiles before they can be fired, a safety system has been added that prevents the missiles for exploding within fifteen feet of Fallout.
Limited Ammo: Only has 4 missiles per leg, for a total of 16 missiles.
Shoulder Machine Guns:
Description: One low caliber machine gun is mounted on each shoulder. These weapons are designed to counter fast opponents at close range or potentially shoot down in coming projectiles.
Damage type: Energy
Special:
Short range: Can only damage targets up to 30 feet away.
270* of fire: These weapons can fire in any direction except toward his head.
Retractable: These guns are stored inside his shoulders when not in use.
Race: Anthropomorphic Reploid
Allegiance: Brant Corp.
Age: 111
Physical Description: Small featureless face, four eyes (two regular green ones, two red inferred ones above green), no nose only two narrow slits that allow air flow to help cool systems, large mandible like mouth designed for crushing with sharp teeth. He has no ears but instead small holes where his audio sensors are located. Thick shoulders and body. Four arms, two normal powerfully built arms, and two with clamping claws at the end which wrap around shoulders when not in use. Four heavily armored legs that move like a four legged spider with three bird feet shaped claws on each foot. A Helmut with prongs that give the appearance of horns above the forehead just above the top eyes. As well as heavy black and green armor covering the rest of its body except for clamping arms. Large spines on the shoulders to prevent someone from grabbing hold safely during combat. Plus there are small slits on the back of his knuckles which open to allow the EMP spikes to extend.
Strengths: Very strong, combat tactical computer, nanotech regeneration system, Heavily armed and armored.
Weaknesses: very few people skills >.>", temper tends to over ride logic at times, outside of combat he doesn't have much purpose so he's always seeking the next battle and gets agitated when he has to wait for extended periods of time.
History: (original history found here: megamanxthh.proboards54.com/index.cgi?board=alter&action=display&thread=1133202231) (once things get more in place I'll update more)
ARMOR:
General: Fallout's armor is built into his frame more like an exoskeleton than an actual armor. It is thick, heave, and designed one purpose: To take a beating and keep on keep on ticking.
Multi-layered: his armor is made up of four layers packed together. The first is a high grade Titanium X designed to keep out most fire power. The second is a layer of a red ballistic gelatin designed to stop armor piercing rounds. The third is a layer of a special green gelatin designed to withstand heat, cold and electricity. The fourth and final layer is another layer of Titanium X just in case something should somehow make it that far in. (50% general damage resistance, 30% elemental)
System redundancies: One of the reasons for his massive size is because every system has two to four back up systems in case the primary is damaged or destroyed. Thus disabling any particular system becomes an extremely difficult if not impossible task.
Evolution Program: This programming allows Fallout's systems to analyze and automatically modify his own systems, thus making him more effective at countering such things in the future. There is more to this program, but it's full abilities are still locked out.
Part Specific:
Head:
Combat scanners: These scanners scan for anything useful in combat: information on a target, Structural weak points/strengths, weapon information, and many other things that can be used to help take down a target.
Inferred vision: His upper eyes (the red ones) see in infrared rather than normal, thus it makes it easier for him to spot cloaked enemies.
Sonar: When needed, he can produce a low frequency sonar to both map a location or to help detect cloaked units.
Torso:
Power core: In the deepest part of his body, Fallout contains a Force Metal enhanced fusion reactor. This reactor can produce three times the energy needed to run all of his systems at once. The reason for such an over abundance of energy is unknown even to him.
Digestive System: By consuming a weapon or part of an opponent, Fallout's "Digestive System" Can break down and analyze it's components and abilities, thus allowing him to learn how to counter them or even adapt them into his own systems.
Arms:
Buster: lower right arm can transform into a blaster.
EMP knuckles: Three four inch long spines extend from the back of his knuckles to aid in close range combat.
Grapple arms: two ten foot long prehensile arms are hidden in his shoulders.
Legs:
Four legs: multiple legs increase his stability.
Missile Pods: Each leg holds up to four homing missiles that can be launched on command.
Clawed toes: Three birdlike claws protrude from his feet and allow him to climb up walls or even on ceilings at a slow pace.
Sub Weapons:
Gatling Gun:
Description: A large shoulder mounted Gatling gun that can deliver a large amount of punishment in a short amount of time
Damage type: Hard or energy
Special:
Limited firing Arc: Due to the guns large size, it has on a twenty degree angle of rotation. Because of this it has a difficult time hitting targets at close range.
Changeable ammo: if the standard hard ammo runs out, it can draw on Fallout's internal power to fire energy rounds.
Artillery Cannon
Description: A large, long range shoulder mounted cannon designed for a large amount of destruction from a long distance away.
Damage Type: Hard or Fire
Long Range: This weapon has a range of up to three miles.
Long range only: This weapon can not fire at a target within 150 feet.
Assisted reload: If someone aids the auto loader it will drastically reduce load time.
Massive Recoil: Fallout must be stationary and braised in order to fire this weapon.
Changeable ammo: This weapon has three ammo types:
- Anti-armor: Damage (20), this is designed to do massive damage in a small area, usually against tanks or other heavily armored targets
- Anti-infantry: Damage (15), this ammo rains fire down upon a large area. Designed to kill personnel, it has little effect against the the heavily armored.
- Bunker Buster: Damage (18), this ammo is shaped like a drill and has a one point three second explosive delay on impact. This ammo is designed to drill through armored installations and destroy them from the inside.
Weapons
EMP Knuckles:
Description: Three four inch long spines extend from Fallout's knuckles.
Damage type: Hard/some energy
Special:
Stun: The EMP emitted by the Knuckles can disrupt the neural impulses of both humans and Reploids thus temporarily stunning them.
Buster:
Description: Fallout's right arm transforms into a large buster similar to that of X's
Damage type: Energy
Special:
Rapid Fire: Buster can increase the rate of fire at the cost of damage. Damage (6) RoF (14)
Chargeable: At the cost of RoF the damage can be increased: Level 1: Damage (13) RoF (9) Level 2: Damage (16) RoF (6)
Homing Missiles:
Description: Up to four missiles are stored in each leg
Damage type: Hard
Special:
Homing: These missiles sacrifice damage potential for added tracking capabilities.
Area of Damage: This weapon does damage to all targets within a fifteen foot radius of impact.
Safety Radius: Do to many opponents attempting to shoot down the missiles before they can be fired, a safety system has been added that prevents the missiles for exploding within fifteen feet of Fallout.
Limited Ammo: Only has 4 missiles per leg, for a total of 16 missiles.
Shoulder Machine Guns:
Description: One low caliber machine gun is mounted on each shoulder. These weapons are designed to counter fast opponents at close range or potentially shoot down in coming projectiles.
Damage type: Energy
Special:
Short range: Can only damage targets up to 30 feet away.
270* of fire: These weapons can fire in any direction except toward his head.
Retractable: These guns are stored inside his shoulders when not in use.