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The Consortium Part II: College Set

Posted: Sat Feb 12, 2011 8:53 pm
by trebnos1
Alright, so this took a bit longer than I expected, mostly because I got carried away and had to take a break from statting everything out to build some more stuff. And whenever I had to build more stuff, I had to take more pictures. It's a vicious cycle...

Anyhoo, these are the Consortium forces I have in my college dorm. All of them have stats. Incidentally, ignore the stats I've posted for the Consortium's other two vehicles, for the time being; they're not really done. Or even legal, though that's a fairly minor consideration.
Bah, I'm off on another tangent. Without further ado, the Consortium is back!

Consortium Shock Troopers are trained in both ranged and melee combat, for a versatile, efficient assault force. Units generally contain a blend of weaponry, with at least one Heavy Shock Trooper for heavy support.

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Consortium Shock Trooper (8 CP)
-Move: 5"
-Skill: 1d6+1
-Armor: 6 (1d10)
-Abilities:
--MK II IRHC Body Armor (+2 CP): Impact-Reducing HoneyComb armor is the latest of its kind, incorporating layers of force-reducing micro-hex components that provide superior lightweight protection. The MK II variant grants a +2 armor bonus, with no penalty to move.
--Special Combat Drilling (+1 CP): The Shock Trooper undergoes extensive conditioning before being accepted into the Consortium Shock Core. This trooper can fire long-range weapons one-handed and gains +1 to skill rolls when firing a long-ranged weapon with two hands.

Equipment:

-Universal Storage Clip (1 CP)
--Notes: Allows transportation of one additional weapon, clipped to the wearer's back.

-Blaster Carbine (6 CP)
--Use: 3
--Range: 10"
--Damage: 1d6+1
--Notes: Instead of firing a single shot in the usual manner, the user of this weapon my choose to fire off three shots in one turn. All shots must target the same or adjacent targets, and the carbine's Use rating for that turn is increased by 1. In addition, the carbine may not be fired in the next round.

-Shield (1 CP)

-Nano-Composite Chainsword (4 CP)
--Use: 4
--Range: CC
--Damage: 2d6
--Notes: None

-Consortium Standard-Issue Beamsaber (7 CP)
--Use: 4
--Range: CC
--Damage: 3d6
--Notes: May be used by a Farce Sensitive (or any being with sufficiently ludicrous reflexes, like say, a Ninja) to deflect ranged attacks from any weapon not larger than a minifig. (Note: Shock Troopers do not have such reflexes.) Any failed attack with this weapon has a 50% chance (rolled result of 1-3) of lopping off one of the user's limbs.

-MCA-10 Heavy Repeater Pistol (6 CP)
--Use: 4
--Range: 6"
--Damage: 1d6+2
--Notes: Instead of firing a single shot in the usual manner, the user of this weapon my choose to fire off three shots in one turn. All shots must target the same or adjacent targets, and this weapon's Use rating for that turn is increased by 1.

-"Perforator" RPG Launcher (4 CP)
--Use: 3
--Range: 10"
--Damage: n/a
--Notes: Fires RPGs (duh).

-Penetrator Rocket-Propelled Grenade (1.5 CP)
--Use: 3 (a properly equipped minifig may spend a turn preparing this projectile to detonate. Upon the end of the player's next turn, it does so with style.)
--Range: n/a
--Damage: 1d10 exp
--Notes: Armor-piercing missiles designed to first penetrate, then detonate. If fired with an RPG launcher, any target physically hit by this projectile recieves a 1d6 armor penalty for that attack.



Consortium Heavy Shock Trooper (8 CP)
-Move: 5"
-Skill: 1d6+1
-Armor: 6 (1d10)
-Abilities:
--MK II IRHC Body Armor (+2 CP): Impact-Reducing HoneyComb armor is the latest of its kind, incorporating layers of force-reducing micro-hex components that provide superior lightweight protection. The MK II variant grants a +2 armor bonus, with no penalty to move.
--Heavy Gunner (+1 CP): +1d6 to skill rolls for heavy long-ranged weapons.

Equipment:

-Consortium "Immolator" Plasma Cannon (11 CP)
--Use: 5
--Range: 12"
--Damage: 2d10 exp
--Notes: None


Some of you may have noticed some discrepancy in the above pics. That's due to some of the aforementioned tweaking, mostly of this guy:
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He's not a heavy, btw. The Heavy Shock Trooper has the spiky helmet.
Moving on.



The Consortium Naval Corps is not only trained in standard shipboard tasks but also recieve in-depth instruction in boarding combat. They are often called upon to augment ground forces. Officers are marked by gold epaulets and color highlights: Blue means Captain, Black means general staff.
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Vice-Admiral Malam is Gaunt's second-in command, and a deadly fighter in her own right.
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Admiral Gaunt is the supreme commander of the Consortium Navy. His tactical genius is legendary.
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Consortium Naval Trooper (6 CP)
-Move: 5"
-Skill: 1d6
-Armor: 5 (1d8 or 1d6+1)
-Abilities:
--Pilot (+1 CP)
--Gunner (+1 CP): Gains +1d6 to attack rolls using non-held weapons.
--MK I IRHC Body Armor (+1 CP): Impact-Reducing HoneyComb armor is the latest of its kind, incorporating layers of force-reducing micro-hex components that provide superior lightweight protection. The MK I variant grants a +1 armor bonus, with no penalty to move.

Equipment:

-Boarding Cutlass (2 CP)
--Use: 2
--Range: CC
--Damage: 1d6
--Notes: Range 1d6 if thrown.

-MCA-24 Handgun (4 CP)
--Use: 3
--Range: 6"
--Damage: 1d6+1
--Notes: None

-MkI Blaster Pistol (3 CP)
--Use: 3
--Range: 6"
--Damage: 1d6
--Notes: None

-MD "Shunter" Grenade (3 CP)
--Use: 3
--Range: n/a
--Damage: 1d10 exp*
--Notes: Range 1d6+2" if thrown. *The "Shunter" Grenade produces a Matter Displacement effect at its point of detonation. This results in an non-combustive explosion with a radius of 2". Everything within that three inches is violently forced outwards (thrown 2" outwards). If one part of a structure is caught within the blast radius, and that structure is too large for as much as half of it to fit within the blast radius, it merely takes 2d10 damage from the explosion (though if its armor roll fails and that portion of the structure is breached, all debris is propelled away from the explosion's epicentre). If any part of a structure less than 6" in size is caught within the blast radius, that structure may be flipped, thrown, spiral out of control, etc., regardless of armor roll. Common sense is a handy thing here. If an object cannot be force out of a blast radius save through a structure (say, a wall), make an opposed armor roll between the object and the structure to see if the object is crushed against the wall or smashes straight through it.

-Precision Impact Rifle (7 CP)
--Use: 4
--Range: 14"
--Damage: 1d10+1
--Notes: Instead of firing a single shot in the usual manner, the user of this weapon my choose to fire off two shots in one turn. Both shots must target the same or adjacent targets, and this weapon's Use rating for that turn is increased by 1.

-Type-A Laser Sniper Rifle (8 CP)
--Use: 4
--Range: 20"
--Damage: 1d6+2
--Notes: Any turn spent aiming with this weapon grants +1 to the attacker's skill roll in addition to any other bonus.


Consortium Naval Captain (11 CP)
-Move: 6"
-Skill: 1d10
-Armor: 6 (1d10)
-Abilities:
--Leadership (+1 CP)
--Pilot (+1 CP)
--MK II IRHC Body Armor (+2 CP): Impact-Reducing HoneyComb armor is the latest of its kind, incorporating layers of force-reducing micro-hex components that provide superior lightweight protection. The MK II variant grants a +2 armor bonus, with no penalty to move.

Equipment:

-Boarding Cutlass (2 CP)
--Use: 2
--Range: CC
--Damage: 1d6
--Notes: Range 1d6 if thrown.

-MCA-12 Repeater Pistol (5 CP)
--Use: 3
--Range: 6"
--Damage: 1d6
--Notes: Instead of firing a single shot in the usual manner, the user of this weapon my choose to fire off three shots in one turn. All shots must target the same or adjacent targets, and this weapon's Use rating for that turn is increased by 1.

Admiral Gaunt (20 CP)
-Move: 6"
-Skill: 2d6+1
-Armor: 7 (2d6+1)
-Abilities:
--Leadership (+1 CP)
--Pilot (+1 CP)
--MK III IRHC Body Armor (+3 CP): Impact-Reducing HoneyComb armor is the latest of its kind, incorporating layers of force-reducing micro-hex components that provide superior lightweight protection. The MK III variant grants a +3 armor bonus, with no penalty to move.
--Veteran Spacer (+1 CP): Any vehicle carrying Admiral Gaunt in space or in the air gains +1d6" to move every turn (roll at the beginning of each turn).
--Master Tactician (+3 CP): Once per turn, two allies or allied vehicles of roughly equal size (within half an inch) within 8" of Admiral Gaunt may switch places.

Equipment:

-ConTech Pulse-Disintegrator Rifle (10 CP)
--Use: 4
--Range: 18"
--Damage: 2d6
--Notes: None


Vice-Admiral Malam (16 CP)
-Move: 6"
-Skill: 2d6
-Armor: 7 (2d6)
-Abilities:
--Leadership (+1 CP)
--Pilot (+1 CP)
--MK III IRHC Body Armor (+3 CP): Impact-Reducing HoneyComb armor is the latest of its kind, incorporating layers of force-reducing micro-hex components that provide superior lightweight protection. The MK III variant grants a +3 armor bonus, with no penalty to move.


Equipment:

-MCA-10 Heavy Repeater Pistol (6 CP)
--Use: 4
--Range: 6"
--Damage: 1d6+2
--Notes: Instead of firing a single shot in the usual manner, the user of this weapon my choose to fire off three shots in one turn. All shots must target the same or adjacent targets, and this weapon's Use rating for that turn is increased by 1.

-ConTech Beskar-Interlace Broadsword (5 CP)
--Use: 4
--Range: CC
--Damage: 1d10+1
--Notes: Unbreakable (except by OTC)



Heavy Kommandos lead Consortium charges with a reckless disregard for life and limb. They are utterly relentless.
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Consortium Heavy Kommando (11 CP)
-Move: 4"
-Skill: 1d10+1
-Armor: 8 (2d6+1)
-Abilities:
--MKIV IRHC Body Armor (+4 CP): Impact-Reducing HoneyComb armor is the latest of its kind, incorporating layers of force-reducing micro-hex components that provide superior lightweight protection. The MK IV variant grants a +4 armor bonus, with a -1 penalty to move.
--Unfazeable (+1 CP): The CHK cannot be stunned, even by something as serious as an amputated limb, but simply keeps going until he dies of blood loss or until the battle is won and bits of his enemies lie scattered across the battleground.

Equipment:

-ConTech Shredder-Burst Handgun (7 CP)
--Use: 3
--Range: 6"
--Damage: 1d10
--Notes: Any minifig within 1" of this weapon's target must make a skill roll against the attacker's skill roll. Every minifig that does so and fails to beat the attacker's roll takes 1d6-1 damage.

-ConTech ACP Assault Rifle (6 CP)
--Use: 3
--Range: 10"
--Damage: 1d6+1
--Notes: Instead of firing a single shot in the usual manner, the user of this weapon my choose to fire off two shots in one turn. Both shots may be aimed at the same or adjacent targets.

-ConTech MkI Impact Sword (4 CP)
--Use: 4
--Range: CC
--Damage: 2d6
--Notes: None



Olympian-Class Troopers are the result of heavy experimentation with genetic restructuring technology (a new field for the Consortium) and captured Legavanian armor designs.
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Consortium Experimental Olympian Trooper (14 CP)
-Move: 7"
-Skill: 2d6
-Armor: 9 (2d8 or 2d6+2)
-Abilities:
--Genetic Restructuring (+6 CP): Genetic enhancement grants the Olympian +2" to move and +1d6 to Skill rolls. In addition, the Olympian suffers no move penalty for carrying heavy armor or weapons, and can throw objects 1d6 farther than normal.
--MK V IRHC Body Armor (+5 CP): Impact-Reducing HoneyComb armor is the latest of its kind, incorporating layers of force-reducing micro-hex components that provide superior lightweight protection. The MK V variant is the most advanced IRHC variant in Consortium production, and grants a +5 armor bonus with a -1 penalty to move.

Equipment:

-ConTech Chain Bolter (9 CP)
--Use: 5
--Range: 10"
--Damage: 2d6+1
--Notes: Instead of firing a single shot in the usual manner, the user of this weapon my choose to fire off three shots in one turn. All shots must target the same or adjacent targets, and this weapon's Use rating for that turn is increased by 1.



Consortium Scouts are trained in missions of sabotage and general reconnoitering. Due to the delicate nature of sabotage, the survival rate is very low.
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Consortium Scout (9 CP)
-Move: 7"
-Skill: 1d6+1
-Armor: 4 (1d6)
-Abilities:
--Scouting (+1 CP)
--Trailblazing (+1 CP)
--Sabotage (+1 CP): When next to an opponent's vehicle or structure, the Consortium Scout may use his action to attempt to sabotage said construction. When doing so, roll 1d6. On a roll of 1, the Scout electrocutes himself, falls underneath the wheels, or something similar and dies messily without damaging the construction. On a roll of 2 the Scout miscalculates and is either electrocuted again or somehow manages to hit himself with a blunt tool, and is stunned for the next round. On a roll of 3, nothing happens. On a roll of 4, the Scout is moderately successful, and the construction loses 2" of move or 1d6 armor (his commander chooses, keeping some common sense). On a roll of 5, the construction's move is reduced to 1", or its armor is reduced to 1d6 (again the commander's choice). On a roll of 6, the Scout triggers a nuclear meltdown (for reasons unknown, this occurs even when sabotaging a low-tech construction, such as a dung cart) that destroys both the construction and the Scout and deals 3d10 exp. damage to everything within 3".

Equipment:

-ConTech SpecOps Stiletto (4 CP)
--Use: 2
--Range: CC (1d6" if thrown)
--Damage: 1d6+1
--Notes: If this weapon is successfully used to parry a CC attack, both combatants make an opposed skill roll. If the defender wins, the parried weapon is wrenched fromt he attacker's grasp and left on the ground anywhere within 1" of the defender (the defender chooses where).

-MCA-12 Repeater Pistol (5 CP)
--Use: 3
--Range: 6"
--Damage: 1d6
--Notes: Instead of firing a single shot in the usual manner, the user of this weapon my choose to fire off three shots in one turn. All shots must target the same or adjacent targets, and this weapon's Use rating for that turn is increased by 1.

-Jump Pack (5 CP)
--Notes: Grants +5" of move and changes the wearer's move type to Flying (the wearer must have landed on a solid surface by moves end, or he suffers falling damage).



Inspired by the 10th Mountain Division and Finnish ski troops, Consortium PowerSki Troopers are a highly mobile force, dealing death atop two slats of teknology.
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Consortium PowerSki Trooper (6 CP)
-Move: 5"
-Skill: 1d6+1
-Armor: 4 (1d6)
-Abilities:
--Pilot (+1 CP)


Equipment:

-PowerSkis (2 CP)
--Notes: PowerSkis utilize precision Mass-Redirection teknology to zoom over the landscape. Grants +5" of movement on smooth terrain, but cannot enter broken, jagged terrain.

-Repulsor Poles (1 CP)
--Repulsor Poles allow skiers to perform tricky turns and breaks by emitting controlled bursts of repulsor energy. Allows a skiing minifig to enter jagged terrain at 50% movement.

-Heavy Assault Rifle (6 CP)
--Use: 3
--Range: 10"
--Damage: 1d6+2
--Notes: None



The ShadowGuard is comprised of the best of the best, weathered Consortium veterans who are truly masters of their art. Among these, the most fearsome is Chief Gaul, the Consortium's hero, a peerless warrior who answers only to the Overlords themselves.
These guys were a lot of fun to make. This was my first time using Blu-Tack, and the Power Mace one of the Elites is holding isn't actually from any block company. It's a piece of something that I just found lying around one day. It fit a minifig's hand, and there we are.
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Shadow-Guard Elites (20 CP)
-Move: 6"
-Skill: 2d6
-Armor: 10 (3d6)
-Abilities:
--Unfazeable (+1 CP): The Shadow Guard cannot be stunned, even by something as serious as an amputated limb, but simply keeps going until he dies of blood loss or until the battle is won and bits of his enemies lie scattered across the battleground.
--ConTech Bastion Armor (5 CP): While IRHC armor is the most advanced body armor currently in Consortium production, Bastion armor remains by far the most potent. Built from a surprisingly light alloy--the components of which are a carefully guarded secret--Bastion Armor grants a +6 armor bonus, with -1 to move.
--Conditioned Veteran (4 CP): Shadow-Guard Elites are weathered soldiers who maintain themselves in peak physical condition, gaining +2" to move and +1d6 to Skill.


Equipment:

-ConTech Sidearm Buckler (3 CP)
--Notes: A shield that is not held but attached to the wearer's forarm, thereby leaving an extra hand free for the execution of more proactive defensive options.

-ConTech MkII Impact Sword (5 CP)
--Use: 5
--Range: CC
--Damage: 2d6+2
--Notes: None

-MCA-2 "Decimator" Handgun (5 CP)
--Use: 4
--Range: 9"
--Damage: 2d6
--Notes: None

-ConTech Heavy Machine Pistol (5 CP)
--Use: 4
--Range: 6"
--Damage: 1d10
--Notes: Instead of firing a single shot in the usual manner, the user of this weapon my choose to fire off three shots in one turn. All three shots must be aimed at the same or adjacent targets.

-ConTech Impact Mace (6 CP)
--Use: 5
--Range: CC
--Damage: 2d6+1
--Notes: None


Chief Gaul (28 CP)
-Move: 7"
-Skill: 2d10
-Armor: 10 (3d6)
-Abilities:
--Unfazeable (+1 CP): The Shadow Guard cannot be stunned, even by something as serious as an amputated limb, but simply keeps going until he dies of blood loss or until the battle is won and bits of his enemies lie scattered across the battleground.
--ConTech Bastion Armor (+5 CP): While IRHC armor is the most advanced body armor currently in Consortium production, Bastion armor remains by far the most potent. Built from a surprisingly light alloy--the components of which are a carefully guarded secret--Bastion Armor grants a +6 armor bonus, with -1 to move.
--Heroic Ego (+3 CP): This character is a hero with the "Beserker" cliche (dual-wielding heavy weapons, rampaging through formidable obstacles, fighting on despite mortal wounds, etc).
--Manly Strength (+1 CP): This character suffers no movement penalty for heavy equipment, and can hold two-handed weapons in one hand.


Equipment:

-Halberd (4 CP)
--Use: 5
--Range: CC
--Damage: 2d6
--Notes: -1" to move. Two-handed

-ConTech Reinforced War-Shield (10 CP)
--Use: 6
--Range: CC
--Damage: 2d10
--Notes: -1" to move. Doubles as a shield. Unbreakable (except by OT).



Hammerhead Assault Bombers are airborne harbingers of destruction. I build all of my vehicles before I even consider what their stats or playability will be, with the result that I wound up way over the weapons limit on some. So I just decided to invent ways to get around that particular rule, hence the Enhanced Payload ability.
The Hammerhead is a short-range bomber (relatively) with no hyperdrive, and so is generally transported by a Conqueror Dropship.
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Hammerhead Assault Bomber (160 CP)
-Size: 10"
-Armor: 2d10
-Base Cost: 20 CP
-Move (Flying): 18" (Propulsion Cost: 36)

Weaponry:

-Nose-Mounted Light Gatling Gun (9 CP)
--Size: 1"
--Use: 3
--Range: 12"
--Damage: 1d6
--Notes: May be fired up to four times in a single round, aimed at targets along the Hammerhead's path of travel.

-Matter Displacement Cannon (x2, 18 CP)
--Size: 2"
--Use: 6
--Range: 18"
--Damage: 1d10 exp
--Notes: An MDC shell causes a Matter Displacement effect at its point of impact with the target. This results in an non-combustive explosion with a radius of 3". Everything within that three inches is violently forced outwards (thrown 2" outwards). If one part of a structure is caught within the blast radius, and that structure is too large for as much as half of it to fit within the blast radius, it merely takes 2d10 damage from the explosion (though if its armor roll fails and that portion of the structure is breached, all debris is propelled away from the explosion's epicentre). If any part of a structure less than 6" in size is caught within the blast radius, that structure may be flipped, thrown, spiral out of control, etc., regardless of armor roll. Common sense is a handy thing here. If an object cannot be force out of a blast radius save through a structure (say, a wall), make an opposed armor roll between the object and the structure to see if the object is crushed against the wall or smashes straight through it.

-'Shunter' Missiles (x2, 14 CP)
--Size: 1"
--Use: 4
--Range: 18"
--Damage: 2d10 Exp
--Notes: A 'Shunter' Missile causes a Matter Displacement effect at its point of impact with the target. This results in an non-combustive explosion with a radius of 3". Everything within that three inches is violently forced outwards (thrown 2" outwards). If one part of a structure is caught within the blast radius, and that structure is too large for as much as half of it to fit within the blast radius, it merely takes 2d10 damage from the explosion (though if its armor roll fails and that portion of the structure is breached, all debris is propelled away from the explosion's epicentre). If any part of a structure less than 6" in size is caught within the blast radius, that structure may be flipped, thrown, spiral out of control, etc., regardless of armor roll. Common sense is a handy thing here. If an object cannot be force out of a blast radius save through a structure (say, a wall), make an opposed armor roll between the object and the structure to see if the object is crushed against the wall or smashes straight through it.

-ER Medium Laser Cannon (x2, 22 CP)
--Size: 3"
--Use: 9
--Range: 24"
--Damage: 3d6
--Notes: None

-Repeating Blaster Cannon Mounts (2 groups of 2 cannon per mount, 24 CP)
--Size: 1"
--Use: 3
--Range: 12"
--Damage: 1d6
--Notes: May be fired twice in a single round, aimed at targets along the Hammerhead's path of travel. These guns are link-fired, and so must be simultaneously fired (at the cost of one Action) at the same target(s).

-Incandescor Charge (2 CP)
--Size: 2"
--Use: 6
--Range: dropped
--Damage: 2d10 exp
--Notes: None

-Antipersonnel Plasma Bomb (x2, 2 CP)
--Size: 1"
--Use: 3
--Range: dropped
--Damage: 1d10 exp
--Notes: None

Weapons Cost: 91

Abilities:
-Targeting Optics (+1 CP): The pilot of this vehicle gains the Gunner ability (Gunner: Gains +1d6 to attack rolls using non-held weapons.). This ability stacks.
-Enhanced Payload (+12 CP): The Hammerhead is designed to utilize firepower unheard of in most craft of its size, and is treated as if it were a ground vehicle for the purpose of armament limits, with an additional bonus of 2" of weapons capacity.

Total Cost: 160



Swallowtail Escort Fighters provide a defense screen for larger capitol ships in space, or bombers and transports in atmosphere. A sophisticated sync-acceleration system keeps the fighter's powerful weapons from spinning the craft out of control.
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Swallowtail Escort Fighter (122 CP)
-Size: 7"
-Armor: 2d10
-Base Cost: 14
-Move (Flying): 24" (Propulsion Cost: 48)

Weaponry:

-Nose-Mounted Light Gatling Gun (x2, 18 CP)
--Size: 1"
--Use: 3
--Range: 12"
--Damage: 1d6
--Notes: May be fired up to four times in a single round, aimed at targets along the Swallowtail's path of travel. These guns are link-fired, and so must be simultaneously fired (at the cost of one Action) at the same target(s).

-Light AA Railgun (9 CP)
--Size: 3"
--Use: 9
--Range: 18"
--Damage: 3d6
--Notes: None

-ER Light Laser Cannon (x2, 16 CP)
--Size: 2"
--Use: 6
--Range: 18"
--Damage: 2d6
--Notes: None

-'Shunter' Missiles (x2, 14 CP)
--Size: 1"
--Use: 4
--Range: 18"
--Damage: 2d10 Exp
--Notes: A 'Shunter' Missile causes a Matter Displacement effect at its point of impact with the target. This results in an non-combustive explosion with a radius of 3". Everything within that three inches is violently forced outwards (thrown 2" outwards). If one part of a structure is caught within the blast radius, and that structure is too large for as much as half of it to fit within the blast radius, it merely takes 2d10 damage from the explosion (though if its armor roll fails and that portion of the structure is breached, all debris is propelled away from the explosion's epicentre). If any part of a structure less than 6" in size is caught within the blast radius, that structure may be flipped, thrown, spiral out of control, etc., regardless of armor roll. Common sense is a handy thing here. If an object cannot be force out of a blast radius save through a structure (say, a wall), make an opposed armor roll between the object and the structure to see if the object is crushed against the wall or smashes straight through it.

Weapons Cost: 57

Abilities:
-Targeting Optics (+1 CP): The pilot of this vehicle gains the Gunner ability (Gunner: Gains +1d6 to attack rolls using non-held weapons.). This ability stacks.
-Enhanced Payload (+2 CP): The Swallowtail is equipped to carry a surplus of weaponry for special missions, but recieves -2" to move for every additional inch of weaponry carried over its normal limit. If any weaponry is jettisoned or dropped during combat, the move penalty is recalculated according to the new payload.

Total Cost: 122



My first reaction to the super-tank fad was to build an anti-tank unit. The Annihilator AASPA here is the result of that reflex.
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Annihilator Anti-Tank SPA (52 CP)
-Size: 6"
-Armor: 3d10
-Base Cost: 18
-Move (Ground): 8" (Propulsion Cost: 4)

Weaponry:

-ConTech Precision Anti-Armor Cannon (18 CP)
--Size: 5"
--Use: 15
--Range: 30"
--Damage: 5d6
--Notes: Targets hit with this weapon recieve -1d6 to their armor roll.

-Auxiliary Nano-Composite Chainsword (4 CP)
--Use: 4
--Range: n/a (must be picked up by trooper)
--Damage: 2d6
--Notes: None

Weapons Cost: 22 CP

Abilities:
-Class IV Targeting Computer (+8 CP): The gunner for this vehicle gains +2d6 to all Skill rolls associated with firing the Annihilator's Mass Driver.

Total Cost: 52 CP
(Interior weapons are purchased separately.)



My second reaction, of course, was to comply with the pervading trend, bringing about the Consortium Heavy-Support Tank.
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(Note: The blue woman doesn't normally drive. That was just for my sake, to get a feel for the interior size during construction. All in all, the tank can accomodate somewhere around 8-10 figs, give or take, plus the gunner and the driver.)
Consortium Heavy Support Tank (77 CP)
-Size: 7"
-Armor: 3d10
-Base Cost: 21
-Move (Ground): 8" (Propulsion Cost: 4)

Weaponry:

-ConTech Inferno-Class Plasma Cannon (15 CP)
--Size: 3"
--Use: 9
--Range: 24"
--Damage: 4d6
--Notes: None

-Light Anti-Emplacement Railgun (6 CP)
--Size: 2"
--Use: 6
--Range: 12"
--Damage: 2d6
--Notes: None

-Quad-Bolter Side Mount (20 CP)
--Size: 2"
--Use: 6
--Range: 12"
--Damage: 2d6
--Notes: Mount contains 4 individual barrels, each with the above stats. Each barrel can only be fired once per round, and all barrels must be fired at the same or adjacent targets if fired in the same turn.

-Heavy Concussor Cannon Side Mount (11 CP)
--Size: 2"
--Use: 6
--Range: 12"
--Damage: 1d10 exp
--Notes: Mount contains 2 individual barrels, each with the above stats. Each barrel may only be fired once per round, and both barrels must have the same target if fired in the same turn.

Weapons Cost: 52 CP

Abilities:
-Class III Targeting Computer (+6 CP): The gunner for this vehicle gains +1d10 to all Skill rolls associated with firing the HST's weaponry.

-Spotting Array (+2 CP): Once per turn, the HST may "paint" a legitimate target within 10". During the next turn, all allies gain +1d6 to skill rolls when attacking that target.

Total Cost: 77 CP



The Nemesis Hardsuit. It's pretty much self-explanatory. It's worth noting that the RPG rack on his shoulder can be clipped to the Hammerhead's nose to replace a twin blaster-cannon mount.
Image

Image

Image

Nemesis Hardsuit
-Size: 2"
-Armor: 1d10
-Base Cost: 2
-Skill: 2d6 (Mind Cost: 8)
-Move (Ground): 8" (Propulsion Cost: 4)

Weaponry:

-ConTech Force Glaive (6 CP)
--Size: 3"
--Use: 6
--Range: CC
--Damage: 3d6
--Notes: None

-Beamer Handcannon (5 CP)
--Size: 1"
--Use: 3
--Range: 6"
--Damage: 1d10
--Notes: None

-Penetrator Double-RPG Launcher Shoulder Mount (2 CP)
--Size: 1"
--Use: 3
--Range: 12"
--Damage: n/a
--Notes: Holds and launches two Penetrator Rocket-Propelled Grenades.

-Penetrator Rocket-Propelled Grenade (x2, 3 CP)
--Use: 3 (a properly equipped minifig may spend a turn preparing this projectile to detonate. Upon the end of the player's next turn, it does so with style.)
--Range: n/a
--Damage: 1d10 exp
--Notes: Armor-piercing missiles designed to first penetrate, then detonate. If fired with an RPG launcher, any target physically hit by this projectile recieves a 1d6 armor penalty for that attack.

Weapons Cost: 16 CP

Abilities:
-Modular Shoulder Mounts (+1 CP): The Nemesis may attach specially designed weapons attachments to the clips on its shoulders. These weapons do not count against the Nemesis' weaponry limit.

-Spec-Ops Zero-Emission Armor (+2 CP): Any vehicles targeting the Nemesis recieve a -1d6 Skill modifier for that attack.

Total Cost: 33 CP



And finally, the Raider hardsuit. It's pretty much self-explanatory.
Image

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Raider Hardsuit
-Size: 2"
-Armor: 1d10
-Base Cost: 2
-Skill: 2d6 (Mind Cost: 8)
-Move (Ground): 6" (Propulsion Cost: 3)

-Weaponry:

-Compact Anti-Infantry Gatling Gun (7 CP)
--Size: 1"
--Use: 3
--Range: 6"
--Damage: 1d6
--Notes: May be fired up to four times in a single round.

-Tight-Beam Laser Mount
--Size: 2"
--Use: 6
--Range: 12"
--Damage: 2d6
--Notes: None


And that, plus my earlier thread, rounds off the Consortium forces at present.
At present, the Consortium is satisfying its boredom in the current recession (contracts just aren't coming in like they used to) with a good old-fashioned conquest, flattening the Legavan Imperium. That particular task is all but finished, and now we have once again begun to seek clients.

The Consortium. Handing you yours.

Posted: Sat Feb 12, 2011 8:58 pm
by RagnarokRose
Bloody hell, Treb.

This freaking rocks.

:ftw:

COol

Posted: Sat Feb 12, 2011 8:59 pm
by 10hundred
I like every thing especially the space ships and the second tank[/quote]

Posted: Sat Feb 12, 2011 9:42 pm
by Swordsalmon
Wow! The Consortium is very cool. I especially like the fliers and the super-tank.

The Navy soldiers would look really cool with blue or green arms, though. ^_^

Posted: Sat Feb 12, 2011 11:04 pm
by Hoboman
Yellow and Peach in the same unit. How very PC of the Consortium. :wink:

Some nice looking stuff here. Well done. :D

Posted: Sat Feb 12, 2011 11:26 pm
by Rev. Sylvanus
Not so sure how I feel about the rubber look of the super-tanks main turret...

Posted: Sun Feb 13, 2011 12:15 am
by trebnos1
Thanks for the feedback!
The stacked tire turret was really the only viable option I had to make a hefty but not ridiculous cannon at this point. I'll have to try out some other arms though, that's worth looking at.
...
Fire drill. Later.

Posted: Sun Feb 13, 2011 12:47 am
by spartan117
.....gets my seal if I had one


love the hardsuits :D

Posted: Sun Feb 13, 2011 4:05 am
by Warhead
Image

Great looking army love the mix of castle and future. it's also great to see someone use some ingenuity to capitalise on other makes of weapon to outfit their forces, even I don't recognise some of these. IMO, everything is viable for Lego use. Excellent style of vehicles too. :guinness:

Posted: Sun Feb 13, 2011 5:26 am
by Killer Karetsu
Yeah! Great army, good use of Fantasy era parts!
And ski troops inspired by finnish ones... :<3:

Posted: Sun Feb 13, 2011 8:47 am
by BFenix
Such huge variety and quantity of troops and vehicles! Great army Treb! :D

Posted: Sun Feb 13, 2011 9:20 am
by FISH!!!
Image

Ski Troop is awesome, as is the rest.

Posted: Sun Feb 13, 2011 10:16 am
by trebnos1
Well I'm happy this is going over so well! Is there anything I should change?
That reminds me, I owe Warhead a thank-you for his work, and for his comments on the Dial'O'Death thread; several of the weapons either use pieces he told me about (cut-ups) or are just modded copies of something he's built

Posted: Sun Feb 13, 2011 10:57 am
by OneEye589
To me it looks like you have two different armies here. I always enjoy variety in armies with several different types of squads, but a lot of the time people take two totally different looking armies and put them together when they could have two armies to fight against eachother. Still pretty cool though.

I really enjoy the Naval Corps and the heavies.

Posted: Sun Feb 13, 2011 4:18 pm
by trebnos1
Yeah, my problem is that I have a fairly limited fig pool, so if I want to make a large faction, I need to split it into designations, like these. I probably could have made the Naval Corps its own faction, but I was still focused in on the Consortium and didn't want to lose anything to another army.