M.A.S.S.

Show off your armies and weaponry and stuff.

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mgb519
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Post by mgb519 » Thu Jun 09, 2011 4:59 pm

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M.A.S.S. microspace ships. The larger one is the M.N.S. Leviathan, and the smaller one is the M.N.S. Jackhammer.

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Hoboman
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Post by Hoboman » Thu Jun 09, 2011 5:20 pm

Wow hard to see, hope we can still target them. :wink:
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mgb519
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Post by mgb519 » Thu Jun 09, 2011 5:25 pm

Better pics of the Leviathan, and more coming soon. It just didn't feel right to lump these with the otherone. Pics of the Jackhammer coming soon.
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White Nun
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Post by White Nun » Thu Jun 09, 2011 7:40 pm

Those ships look downright sinister.
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NapalmKing
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Post by NapalmKing » Thu Jun 09, 2011 8:24 pm

VERY cool ships maybye a little color though.
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mgb519
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Post by mgb519 » Thu Jun 09, 2011 9:00 pm

NapalmKing wrote:VERY cool ships maybye a little color though.
Color? M.A.S.S. doesn't do color. They do pure, 100% Badassitude.

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Zupponn
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Post by Zupponn » Thu Jun 09, 2011 9:34 pm

mgb519 wrote:
NapalmKing wrote:VERY cool ships maybye a little color though.
Color? M.A.S.S. doesn't do color. They do pure, 100% Badassitude.
:lol:
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mgb519
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Post by mgb519 » Fri Jul 08, 2011 4:39 pm

I reorganized M.A.S.S. and made more of them Current count is 40 plus pilots.

Overview:
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General infantry. Hasn't changed, but I decided to post anyway.
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Assault specialist, armed with an energy assault rifle.
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Snipers.
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"The General," and his personal bodyguards.
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This is the Death Squad. They're responsible for managing all the heavy weapons.
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First up, the energy flamer. This thing is so dangerous that it poses a risk to the user when used within half range. To date, there has been no infantry unit which has survived the extreme heat it produces.
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The energy sweeper-A portable energy based HMG. It has a deploy-able monopod built in.
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And lastly, the Plasma mortar.
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Tzan wrote:
Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.
That's what Hitler said,
in 1938.

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Paco
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Post by Paco » Fri Jul 08, 2011 7:27 pm

Awesome, badass army you've got here, the fact that you have so many is even better. The only think I could think of is that

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These guys would look even more badass if you put a YT stud on the facemask.
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mgb519
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Post by mgb519 » Fri Jul 08, 2011 7:31 pm

It's been done. Meanwhile, I'm being more origin-ok, so I ran out of YT.
Tzan wrote:
Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.
That's what Hitler said,
in 1938.

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Zupponn
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Post by Zupponn » Sat Jul 09, 2011 3:06 pm

Awesome stuff. I really like your color coordination.
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mgb519
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Post by mgb519 » Tue Sep 06, 2011 7:04 pm

It occurs to me that I never posted stats, and I was unsure whether they fit better in the armory or bonus rules.
I made these a while ago using the 2000 ed. rules. Working on fixing that now. I recon they're overpowered, but I always pictured their weapons being damage heavy.
Explanatory pics coming.

M.A.S.S. General Combat Trooper
AV: 1d4+9
Skill:1d6+2
Move: 5”
Power: 2

M.A.S.S. CC Specialist
AV: 1d4+10
Skill:1d6+2(+1CC, -1 Ranged)
Move: 5”
Power: 3

M.A.S.S. Marksman
AV: 1d4+10
Skill:1d6+2(+1Ranged, -1 CC)
Move: 5”
Power: 2

M.A.S.S. Advance Scout
AV: 1d4+8
Skill:1d6+3
Move: 7”
Power: 2

Special: Scout
M.A.S.S. Combat Pilots
AV: 1d4+9
Skill:1d6+2
Move: 5”
Power: 2

Piloting
Death Squad Operative
AV: 1d4+8
Skill:1d6+3
Move: 7”
Power: 3

Bodyguard
AV: 1d4+9
Skill:1d6+4
Move: 7”
Power: 3

The General
AV: 1d6+2d10+5
Skill:1d10+4
Move: 5”
Power: 3

Harbinger Mech
Move: 8”
Size: 2
AV: 5d10


Poseidon Multipurpose Assault Tank
Move: 4”
Size: 6
AV: 7d10

APAT Gunship
AV 4d10+4
Size:8
Move: 8”


“Sol” Plasma magnum
Damage: 2d6+3
Use: 3
Range: 8”

Heavy Energy rifle
Damage: 2d6+3
Use:3
Range: 30”

Zeus BR
Damage: 1d6+4
Use: 4
Range: 18”

MEB6 Assault rifle
Damage: 1d6+3
Use: 3 (5 Auto)
Range: 12”

Energy flamer
Damage: 4d6 Burn
Use: 4
Range: 8”

Portable Plasma mortar
Damage: 3d10 Explosive
Use: 5
Range 30” (arcs at 45+ degrees)
Note: Only damage a two inch radius despite higher damage, 1-turn reload

Diffusion Ray
Damage: 1d6(15 degree cone)
Use: 4
Range: 8”
Special: Can be used in CC

Heavy Energy Sweeper
Damage: 1d6+5
Use: 6
Range: 12”
Note: monopod can be deployed in one turn for +1 skill

Energy Grenade
Damage: 2d10 Explosive
Use: 3
Range: thrown
Note: Only damage a two inch radius despite higher damage

35mm A2A flak cannon
Damage: 1d10-1 Explosive
Use: 3 (5)Auto
Range: 18”
Note: Double radius.

5mm Kinetic Chaingun
Damge: 1d6
Use: 4 (6 Auto)
Range: 12”

Heavy AT Kinetic Chaingun
Damage: 1d6+4
Use: 5(7 Auto)
Range: 18”

600mm U-235 Fission Cannon
Damage: 6d10
Use: 8
Range: 30”
Special: takes 2 turns to reload

Heavy AA Energy cannon
Damage: 2d6+4
Use: 3
Range: 24”
Anti-Armor Plasma Multicannon
Damage: 3d6+3
Use: 3
Range: 24”

Targeted AA rockets
Damage 1d10 Explosive
Use: 3
Range: 12”

Plasmatic Vapor rockets
Damage: 2d10+3 Explosive
Use: 3
Range: 18”
Note: Only damage a two inch radius despite higher damage
Tzan wrote:
Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.
That's what Hitler said,
in 1938.

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