OAGS Alpha Machine

AM Slave Machine
The most basic and numerous of the Alpha Machine's tools consist of robots that have been cobbled together from bits of robotics that they have either made themselves or cannibalised from the scrap of someone else's robots. They can look like either respectable, serviceable robots of a particular faction, right down to a freak of mechanics. These are found doing most of the mundane and slave work in Alpha Machine-run installations and bases. In combat, they throw themselves in the way of any attacks towards a living member of the machine or a more important robot. Everyone is controlled by an autonomous algorithm controlled by the Alpha Intelligence.

Character Points: 10
Robot: Ramshackle, Chemical Battery, Basic AI.

Defence: 2
Marksmanship: 1
Melee: 3
Strength: 4
Toughness: 1

Athletics: 3
Intelligence: 2
Perception: 3
Socialize: -
Willpower: -

Hit Points: 5
Weapon: Hand Blades, (6 damage, melee, 2 shots)
Armour: Robot Body - 5

Advantages:

  • Martial Arts 1 (Tamakeri, Shoulder Throw, Floor Choke)
  • Natural Weapon 1
  • Insulated Wiring 2
  • Natural Armor 1

AM Lobo
The average Alpha Machine 'citizen'. Each one possesses superior knowledge, wit and skills compared the masses in exchange for a portion of their humanity. It is possible for the Alpha Machine to possess any one of its 'Lobos', making them considerably more dangerous than first thought.

Character Points: 25 (18)

Defence: 2
Marksmanship: 3
Melee: 2
Strength: 2
Toughness: 2

Athletics: 1 (2)
Intelligence: 4
Perception: 4
Socialize: 3
Willpower: 4

Hit Points: 2
Weapon: Almost Any
Armour: Heavy Coat (1 soak)

Advantages:

  • Alpha Machine Link 3
  • Immunity: Telepathy 2
  • (Any combination of skills that total 4 points) 4 OR Theta Weapon Training: Any.

Disadvantages:

  • Major Foible (Void of Emotion) 2

AM Lobo Fighter
Compared to other theta factions, the Alpha Machine has relatively few dedicated fighters. Those that are are cold-blooded and utterly merciless.

Character Points: 30 (18)

Defence: 3
Marksmanship: 4
Melee: 2
Strength: 2
Toughness: 3

Athletics: 2
Intelligence: 4
Perception: 4
Socialize: 3
Willpower: 3

Hit Points: 15
Weapon: One of: Colt Optical Carbine (8 damage, two shots, laser, half soak), Pain rifle (10 damage, two shots, pain ammo, sticky), Hearbeat Assault Rifle (6 damage, two shots, ionising, fire), Assault Rifle (8 damage, two shots)
Armour: Reinforced Aluminium Platevest (2 Soak)

Advantages:

  • Alpha Machine Link 3
  • Immunity: Telepathy 2
  • Theta Weapon Training: Any of Standard, CFE, Time Nazi, N
  • Armor Training 3

Disadvantages:

  • Major Foible (Void of Emotion) 2

AM Lobo Bug
In contrast to other factions, the majority of the Alpha Machine's forces are concentrated within its elite. Lobo Bugs are experienced commandos that are used to quickly kill everyone in a certain building, steal and sabotage things, and then blow the place up. Their link to Alpha Intelligence renders them cold blooded and unfeeling, and with potential access to the Intelligence's vast repository of skills.

Character Points: 46 (29)

Defense: 4
Marksmanship: 4
Melee: 5 (4)
Strength: 5 (4)
Toughness: 4

Athletics: 4
Intelligence: 5
Perception: 4
Socialize: 1
Willpower: 5

Hit Points: 20
Weapon: Heat Maul (18 damage)
Armour: Earthquake Armor (6 soak)

Advantages:

  • Alpha Machine Link 3
  • Immunity: Telepathy 2
  • Military Weapon Training 3
  • Theta Armour Access 3
  • Powered Armor Training 4
  • Demolitions Training 1
  • Tech Item: Heat Maul 3 (+8 damage)

Disadvantages:

  • Major Foible (Void of Emotion) 2

AM Early Simulant
Simulants are artificially built human bodies found mid-to late theta wars which allow humans to upload their minds into a polymorphic AI system to create something even greater. These stats represent the first few runs of simulant bodies that were considered suitable for post-experimental use.

Character Points: 40 (12) (13)
Standard Robot, Biological, True AI

Defence: 2
Marksmanship: 2
Melee: 3
Strength: 4
Toughness: 4

Athletics: 4
Intelligence: 6
Perception: 1
Socialize: 3
Willpower: 4

Hit Points: 20
Weapon: Fiend Glove (8 damage, piercing), Sword (6 damage, Blade), Coulter MP (5 damage, 3 shots, two handed)
Armour: Metal Bits (4 Soak)

Advantages:

  • Alpha Machine Link 3
  • Immunity: Telepathy 2
  • EMP-Immune 5
  • Theta Weapon Training: Standard Issue 4
  • Minor Theta Tech Item 3

Disadvantages:

  • Major Foible (Void of Emotion) 2

AM Sophisticated Simulant
Simulants are artificially built human bodies found mid-to late theta wars which allow humans to upload their minds into a polymorphic AI system to create something even greater. These stats represent those that are the pinnacle of human technology, billed as its next stage in evolution by Interest-9 and the Alpha Machine.

Character Points: 60 (15) (27)
Bio-Skinned, Biological, True AI

Defence: 4
Marksmanship: 2
Melee: 4
Strength: 6
Toughness: 6

Athletics: 6
Intelligence: 8
Perception: 3
Socialize: 4
Willpower: 5

Hit Points: 30
Weapon: Fiend Glove (10 damage, piercing), Sword (8 damage, Blade), Coulter MP (5 damage, 3 shots, two handed)
Armour: Simulant Subdermal Mesh (4 Soak)

Advantages:

  • Alpha Machine Link 3
  • Immunity: Telepathy 2
  • EMP-Immune 5
  • Theta Weapon Training: Standard Issue 4
  • 2x Minor, or 1x Major Theta Tech Item 6

Disadvantages:

  • Major Foible (Void of Emotion) 2