Wednesday, May 27, 2015

Amanda Webb's prints and comics

Hey, Amanda Webb wanted me to let you know that she just got back from a comics con in her native Michigan. She had several prints and copies of her Legends of Aukera graphic novel produced for the con, and has a few left over.

Her store front on has the comic and graphic novel, and if you want to get a hold of some of her prints, let me know and I'll put you in touch.

You might recognize a few of those prints from various Otherverse Games releases. I told her to keep be back a few of the prints- that Kitsune tea ceremony and the motorcycle girl especially and the comic.

Blessed Be,

Tuesday, May 26, 2015

Robots, Rapists and Pagans

Well, what's been going on the last couple days as my state has been flooded severely? I've been inside for most of the last week, doing some work on three different projects.

The first two projects are Black Tokyo related. Two or three weeks ago, John came to me with pretty much every thing I needed to write a soucebook: a new player race, tons of NPC ideas and cultural notes, and multiple pieces of art. A little effort and polish later, and Plastic Hearts: Tetsujin is the end result.

The Tetsujin are a big, bulky race of labor robots, and make an interesting contrast to the setting's POETICA androids. If POETICA are basically Chi from Chobits, the Tetsujin are more like Bioshock's Big Daddies, albeit a little friendlier. They're a massive, imposing class of robot, but have a working class stoicism and chibi, squeaky, girlish voices and that contrast between their imposing appearance and rather gentle natures was a ton of fun to write. They're I think the sixth major robotic race in the Otherverse Games canon: they join the Star Droids, Ero-bots, Synths, POETICA and Battlechangers, not to mention the occasional fully sentient AI from Otherverse America.

The next project on deck is a fuck-ton darker. Basically its a build your own adventure module and mini-bestiary focusing on the Rape Pure Fight marital arts tournament, introduced in the Black Tokyo Unlimited Campaign Setting. It's going to be a very dark, mature reader's book, which focuses on what's basically Mortal Kombat with added sexual violence. Basically the book is going to be filled with an assortment of really nasty fucking villians the players are going to enjoy killing. I'm almost done with the text, and since most of the opponents in the book will be hominids, John Picot will be doing most of the art for this one.

Third up is the Choicer sourcebook I've been working on for a while now. I'm going to just release it as a big, all encompassing guide to creating Choicer characters, with feats, traits, and all the major Choicer-specific races (plus a few new ones) from Species of the Otherverse fully revised to Pathfinder rules. At this point, I'm going to be including Ubasti (definitely, because the big pro-choice kitties are awesome), variant race rules for Otherverse America's specific breeds of Light and Heavy Cyborgs from Polymer Path, the Fluxmind and Softling Healers (and maybe an additional Sanger creation or two?) and the Half Grey, since the majority of Half Grey on Earth live in Choicer territory. I also plan to add a new, modular race: Demi-Gods. Half human, half something else, possibly post-human, possiably the incarnate children of Pagan deities, these guys will basically blend the back story and in-game flavor of the Dreamborn Mau (who are getting abandoned as a standalone race) with the modularity and flexibility of the Military Post Humans from Psi-Watch: Black Operators.

The Choicer book will be coming later this year, hopefully before August. Not sure exactly when, because it will need a lot of art, and I"m still not satisfied with the text. One thing I want to do is make it better reflect what it means to be both pagan and feminist in 2015 and beyond, rather than just going with the vision of the world I had when I started work on it in the late 1990s, or when I first published the book in 2007 or 2008. Anyway, its somewhat a trip working on the Rape Pure Fight monster-book and this one at the same time, as one is all about toxic masculinity and the other is very female centric, or at least has a better view of what a man should be built in.

Meantime, I'm doing additional work on Heavy Future, Battlechangers: Multiverse and a few other projects in the background between the main books.

Wednesday, May 20, 2015

Battlechangers Fantasy

So I saw a thread on the other day about Battlechangers: Ironworks. One of the commenters asked how well Ironworks plays with Pathfinder fantasy. Well, the emphasis is mostly on Battlechangers in a modern or futuristic context, but the system is flexible enough to do fantasy, and include Battlechangers in a mixed race, D&D style game.

As an example, I'll show you one of the NPCs that we'll meet in Battlechangers: Multiverse, a Gnome whose mind was uploaded into a Battlechanger body. I don't have artwork for this character yet, but basically you take the first image, add it to the second and boom, you've got Paydirt.

Paydirt, Uploaded Gnome Intellect Turned Battlechanger – CR 3
Medium NG Monstrous Humanoid (Battlechanger, Gnome) Alchemist 4
XP 800                                      
Init -1  Senses Darkvision 500 ft, lowlight vision, perceive unencrypted radio/television/wifi signals, scent, Perception +8           
Languages Common, Gnomish, Tech-FG, Terran

AC 16 Touch 9 Flatfooted 16 (-1 DEX, +7 natural)
HP 4d8 +4 hp (26 HP)
FORT +5 REF +3 WILL +2
Immune Acid, Rust Effects, Suffocation, Vacuum
Weaknesses Cybernetic Security Risk -1
Defensive Abilities poison resistance +2

Spd 30 ft
Melee +5 slam (1d8+2 bludgeoning, 20/x2)
Ranged +2 bomb (2d6+4 electrical plus dazzled 1d4 rounds, 20/x2, precise, splash, 20 ft range increment, REF DC 16 half)
Bomb useable 8x/day, 2d6+4 electricity plus dazzled 1d4 rounds, REF DC 16 half
Special Qualities Alchemy, Freeze (alt-mode only), Mutagen, No Breath, Poison Use, Swift Alchemy, Unhealing
Extracts (CL 4th Concentration +8) 
Second detect thoughts (W-DC 16), see invisibility
First -4 cure light wounds, detect secret doors, identify (prepared twice)
Spell-Like Abilities (CL 4th Concentration +8)
At Will – Clairaudience/Clairvoyance (costs 2 Fuelon/use)
Str 14 Dex 9 Con 12 Int 18 Wis 13 Cha 15
Base Atk +3 CMB +5 CMD 14
Feats Brew Potion, Master Alchemist, Piloted Reflexes, Throw Anything
Skills Appraise +11, Craft (alchemy) +13, Craft (blacksmith) +11, Disable Device +11, Knowledge (arcana, nature) both +11, Perception +8, Use Magic Device +9
Alchemist Discoveries Precise Bombs, Shock Bombs
Gear alchemist’s kit, prospector’s kit (assorted mining tools, shovels, ect), , 3x potions of fox’s cunning, wand of cure light wounds
Headware – Onboard Computer
Shannix Budget
Ram Plates (1) Scent (1), Special Armor (+3 armor) (3) Spell-Like Technology (clairaudience/clairvoyance) (4)

Environment any land or underground
Organization solitary or accompanying 3-5 Freegear Rebels or named Freegear NPCs
Treasure standard (including gear)

Special Abilities

Fuelon Reserve (EX)
            Paydirt has 8 points in her Fuelon reserve. She can expend a point of Fuelon to achieve a number of results, described fully in Battlechangers: Ironworks.

Massive Strength (EX)
            Paydirt’s pneumatics and artificial musculature allows her to haul enormous weights, out of proportion to her size. Her lifting, carrying and dragging limits are ten times greater than a humanoid creature of her size. Her maximum load is 1,750 lbs.

            Piloted Reflexes (EX)
            Paydirt isn’t very accustomed to her alt-mode yet, and fights at her best with a driver. When a humanoid ally is in Paydirt’s alt-mode cockpit, anytime she are called upon to make a REF Save, she makes the save and her ally makes a Drive check. Paydirt uses the better result as her REF Save. If her driver possesses evasion, improved evasion or a similar ability, Paydirt are treated as possessing this ability while piloted.

            Precise Bombs (EX)
            When Paydirt throws a bomb, she can select a number of squares equal to her INT modifier (4 squares) that are not affected by the splash damage from the bomb. If her bomb misses, this discovery has no effect.

            Shock Bombs (EX)
            When Paydirt creates a bomb, she can choose to have it deal electrical damage instead. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.

            Transplanted Intelligence (EX)
            Thanks to her downloaded mind, placed in a Battlechanger chassis, Paydirt counts as both a Battlechanger and a Gnome for all effects related to race.

            Paydirt can transform into a one-person earth mover. While similar vehicles can be found in every modern construction site throughout the multiverse, this practical form and its potential fascinates Paydirt. She’s traded her Caterpillar yellow paint job for a rich purple, gold and ruby paint scheme. Paydirt can change from alt-mode to robot mode as a move equivalent action that never provokes attacks of opportunity.
Classification Medium Ground Hauler (one person mini-bulldozer)
Armor Class 19                     
Spd 50 ft (slow alt-mode disadvantage) 
Maximum Load 17,500 lbs
            Paydirt’s ram plates halve damage from falls, collisions and ramming attempts in her mini-bulldozer mode. Thanks to her off-road tires, she ignores difficult terrain in alt-mode.

            Earth isn’t the only world in the multiverse touched by the Battlechanger’s war. On one world, a young Gnomish explorer was caught between warring Freegear and Tyrakron forces. A stray shot nearly killed her, but though the Freegear couldn’t save her birth body, they were able to transport the Gnome girl into a hastily built Battlechanger chassis. The adjustment was a shock, to say the least, but soon the neophyte Battlechanger, newly christened Paydirt, acclimated to her new steel body and its gifts.

            As Paydirt, this transplanted intellect has strength and size that seems positively gigantic and heroic by gnome standards, uncannily tough alloy skin, and best of all a whole new set of sensors with which to explore the world. As a metal being, Paydirt has blossomed. She’s eagerly joined her Freegear saviors as a heroic adventurer, and is enjoying the opportunity to explore a wider galaxy than she ever dreamed existed.

            As a Battlechanger, Paydirt is relatively small, a decision her designer made to make it easier for her to adjust. Her proportions are just a little stumpy- you might even call her chibi, accurately. Paydirt’s colorful paintjob is always covered in mud, dirt and grime, and she straps hundreds of pounds worth of mining equipment and other useful tools and gadgets to her back and thigh plating. She transforms into an equally colorful, and equally slovenly one person mini-bulldozer. To be honest, she spends most of her times these days in bulldozer form, only changing to robot mode when she needs the convenience of opposable thumbs.

Monday, May 11, 2015

Answers for Andrew: Otherverse Numenera

Andrew had some questions in the comments of the last post that I wanted to answer here.

First off Andrew, thanks for the kind words on Battlechangers: Ironworks. It was definitely a labor of love. And when it finally comes out, expect Battlechangers: Multiverse and the eventual Battlechangers: Generation Two stand-alone RPG to be even more kickass. I plan to support the hell out of this race, and I'll be including content in support of these guys sporadically throughout my signature campaign settings.

Andrew asked if Battlechangers with a Primitive alt-mode could take on a magical beast form. I didn't include this option in the book, because I wanted to model Primitive alt-modes on existing Pathfinder spells, like Beast Shape and Form of the Dragon. There's not a  low/mid level spell that cleanly allows shapeshifting into a magical beast, until you hit the Polymorph spells. However, if you want to take on the form of something like a Chull or a Displacer Beast for your alt-mode, that is awesome, and you're awesome. I'd say have the character pay the 3 Shannix premium as if picking up the Monstrous Primitive Alt-Mode quality and go for it.

The tech book, which will be print on demand (POD) when it comes out is going to be tentatively titled Technology Unleashed. I'm working on it right now and should have something to send to Mark later in the week. It consolidates existing content with some new content added. I'm not adding a ton of new special materials, just because to me as a designer, keeping track of a bunch of exotic metals and the like adds complexity without adding much fun.

Finally, Andrew asks an unusual question: Will I ever publish a conversion for Otherverse America to the Numenera system (Monte Cook Games). Which is an awesome question from a guy with a Rifts avatar, because Numenera has that same beautiful craziness the best Rifts soucebooks have. Seriously, the Numenera Bestiary is one of the best RPG books (hell, one of the best sci-fi books) I've ever seen. Seriously, if you don't own it, but it! Buy it even ahead of my new releases. It's that amazing!

That said I doubt I'll ever do an official conversion guide. For one thing, Monte Cook is a huge fish, like a primordial barracuda, and I am merely a tiny, obscure little indy-RPG carp. So I doubt I'd ever get official permission to publish something like that, and definitely not as a for-profit book. Of course, if by some chance Monte Cook or his staff is reading this and has a different opinion, I'd be ecstatic to hear it.

However, I don't really think a conversion guide is necessary. Numenera is so rules-light a system that you can probably do half the work yourself. For example, the "X" is a "Y" who does "Z" descriptor system for character creation could very easily be converted to build the iconic characters of Otherverse America. Maybe you'd need some new qualities here and there, but most of the work is in the description itself.

For example, here's probably all the work I'd really need to do on an Otherverse America hack of Numenera:

"Dr. Julie Riddle is a (pro-choice) (Nano) (with shapeshifting hands)."
"Hiemdall is a (heavily armored) (Glaive) (who defends his allies)."
"The Ghost of Babies past is a (terrifying) (Glaive) (who kills women)."
"Fairfax Dacoveney is a (charismatic) (Jack) (who leads armies)."

Blessed Be,

Wednesday, May 6, 2015

The Mecha of May

Okay, I just put Battlechangers: Ironworks up for sale at, with a cover price of about 8 bucks. It came out beautifully. Not only was I able to commission some truly outstanding art for this book, I was able to find some excellent robot artwork on Shutterstock to round out the book.

So Ironworks came out stunningly well illustrated, and was one of the most fun projects I've written in a while. The whole thing is a love letter to Transformers, especially the current IDW comics.

I'm really hoping that this goes to number one on RPGNow and counting on you folks to make it happen.

What's next?

More fucking robots.

John Picot fucking loves robots, and not a single word in that phrase is exaggeration. He just sent me a 90% complete manuscript featuring a new mechanical race called the Tesujin for Black Tokyo, as well as tons of art for the book. That means you'll be seeing the Tesujin fairly soon- this is a race John had been pushing me to include for a long time, and it begins our introduction of overtly cyberpunk elements to Black Tokyo. So if you've been wanting to run a porntastic Major Kusanagi vs The Overfiend type campaign, gear up for it.

Meanwhile, I'm putting the finishing touches on a print on demand compilation of all my tech books, titled Technology Unleashed. I'll send the manuscript and art files on that one to Mark in a couple more days and he can get to work laying that beauty out.

After the techno-crunch is said and done? I'm in the mood for some more Otherverse America, Heavy Future and Psi-Watch stuff.

Blessed Be,

Friday, May 1, 2015

Upcoming Projects: Battlechangers, POD Technology Book and Choicer Stuff

Well, this morning I just got the approval images for the last couple of pieces of art  I'll need for Battlechangers: Ironworks. James Shields, who does business under the JEShields banner, and has put out some kickass sci-fi stock on RPGnow, will be doing a few robots for me.  As soon as I get the high rez images, I'll lay this book out and put it up.

Expect Battlechangers: Ironworks to be available on-line by middle of next week. I'm going to be taking a couple of days off from both my hospital job and my RPG writing to visit San Antonio this weekend, so I doubt I'll have the book ready this weekend.

After that, I'll be working with Mark Cathro to get our POD titles up and running. The first book will be an as yet untitled technology guide, which consolidates all the content from The Polymer Path, Advanced Arsenal, Advanced Armory, Advanced Edge and Advanced Equipment in one huge, crunchy package.I'll be using existing art for this one, mixed with some new stock, so expect the POD tech book relatively soon. Right now, as I wait to layout Ironworks, I'm going through the combined text, fixing little errors and inconsistencies where I find them, as well as adding additional content. I want to have at least 8K-10K additional words in this print edition, maybe more.

As it stands now, this project is a 65K word beast. Basically, it's everything you need to turn the Pathfinder Roleplaying Game into Shadowrun in one ready to eat can.

After that, I'll be putting out the Choicer feats/traits/powers book and doing some more work on Otherverse America in the coming year, as well as doing some additional POD products.

Any suggestions on what POD titles to work on after I get the tech book done?
Leave 'em in the comments.

Blessed Be,

Wednesday, April 22, 2015

Battlechanger as Mecha

One of the things I wanted to do with Battlechangers (which is just one or two images from publication!) is to include a way to 'hack' the race creation system to build piloted, transformable mecha rather than sentient transforming robots.

I always planned to include mecha in future 'tech-oriented' Black Tokyo releases, and they fit well with my other campaign worlds. In the Battlechangers: Ironworks PDF, I'm going to stat up 3 distinct mecha designs, based on what I feel are the three most iconic robots in anime and gaming, and expect more when Battlechangers: Multiverse hits.

I doubt these three mecha designs will be illustrated in Ironworks, but I should be able to get comissioned art for at least some of them by the time Multiverse goes to press. That's a pretty unfortunate cost saving measure, but you probably already know how these mechs look anyway.

Take a look at how I built Veritech "Valkaryie" homage robot called the Cloudfire using the Battlechangers ruleset below.

Transforming Mecha: Battlechangers as Vehicles
            By hacking the Battelchanger race creation system somewhat, players and gamemasters can create piloted, transformable mecha rather than self aware alien robots. This section gives some basic rules of thumb for building Transforming Mecha.

·        Transforming Mecha are treated as Constructs of the appropriate size. Transforming Mecha gain the Battlechanger and Meca subtypes.

·        You spend Shannix as normal for a Battlechanger of the Mecha’s size to customize the Transforming Mecha. The Transforming Mecha gains an alt-mode (s) as normal, which usually must be a Vehicular alt-mode, though mechanical Primitive modes are possible with game master approval.

·        Transforming Mecha are typically mindless (but see the Mecha subtype). They might gain bonus feats by spending Shannix.

·        If the Transforming Mecha is treated as equipment, pricing and rarity are at the GM’s discresion, but usually these are extremely expensive, multi-million dollar hardware, equivalent in price to any other military vehicle and just as hard to acquire.

·        If the Transforming Mecha is intended as an opponent, assign ability scores and additional abilities as desired, keeping the monster creation guidelines in The Bestiary in mind. Usually these enemy Transforming Mecha are assigned a BAB appropriate to their challenge rating and ability scores representing an average, undistinguished pilot, with a 10 in all attributes save DEX, which is 15. The GM should modify as necessary to produce elite Mecha pilot opponents.

·        While piloting the Transforming Mecha, the pilot has total cover and cannot typically be targeted by physical affects, but remains vulnerable to magic and psionics. When the Transforming Mecha is reduced to 0 HP it is disabled and non-functional. When reduced to -20 HP or fewer, it explodes, inflicting 5d6 fire + 1d6 fire damage per Mecha Hit Dice (REF DC 20 half).

·        The Transforming Mecha’s pilot is considered to be wearing Heavy Armor for the purpose of arcane spellcasting failure.
New Subtypes

            Monstrous Humanoids with the Battlechanger subtype are powerful alien mechanoids able to alter their form into vehicles, tools and other useful shapes.

            Constructs with the Mecha subtype are vehicles designed to operate under the direct control of an intelligent pilot. Mecha have the following qualities.

·        Though the Mecha’s type is Construct, it is vulnerable to mind-influencing effects through its pilot. This weakness does not apply if the Construct is unmanned. Location: Weaknesses Format: Intelligent Pilot  
·        Piloted (EX) Some of the Mecha’s qualities, marked with an asterisk in the statblock, are replaced by the Mecha’s pilot if they are greater. The following qualities are replaced by the pilot’s when the Mecha is in action: alignment, languages, REF and WILL Saves, base attack bonus (which may modify CMB and CMD), DEX,  INT, WIS and CHA scores.
Location: Special Qualities Format: Piloted
Mecha, Cloudfire – CR 10
Huge N* Construct (Battlechanger, Mecha)
XP 9,600
Init +2 Senses Darkvision 500 ft, lowlight vision, perceive unencrypted radio/television/wifi signals, Perception +0       
Languages pilot’s languages*

AC 22 Touch 10 Flatfooted 20 (-2 size, +2 DEX, +12 natural)
HP 13d10 + 40 hp (112 HP)
FORT +4 REF +6* WILL +4*
Immune Construct Immunities
Weaknesses Cybernetic Security Risk -1, Intelligent Pilot  

Spd 40 ft Flight ft (average) alt-mode only
Melee +13/+8/+3 slam (2d8+2 bludgeoning, 20/x2)
Reach 15 ft
Ranged +15/+10/+5 Military Plasma Rifle of Distance (2d12 fire, 19-20/x2, 60 ft range increment, semi auto, 12 cell)
or +14/+9/+4 High UV Laser Pistol (2d8 fire, 20/x3, 30 ft range increment, single shot, infinite ammo)
Special Attacks Mini-Missile Flurry (4x/day)
Special Qualities Piloted, No Breath, Starflight, Unhealing

Str 15 Dex 15* Con - Int 10* Wis 10* Cha 10*
Base Atk +13 CMB +17 CMD 19
Feats Ground Walk Mode, Mini-Missile Flurry
Skills Fly +4
Gear 6x spare cells for the Military Plasma Rifle (hip carry)
Headware – Onboard Computer
Shannix Budget
Damage Reduction (1), Efficient Systems (1), Feat Programming (Ground Walk Mode, Mini-Missile Flurry) (total 4) Special Weapon (+2 Military Plasma Rifle of Distance) (3), Special Weapon (+1 High UV Laser Pistol of Infinite Ammo) (2)

Environment any land or air
Organization serves as a vehicle for a Medium pilot
Treasure none

Special Abilities
Fuelon Reserve (EX)
             The Cloudfire has 8 points in its Fuelon reserve. It can expend a point of Fuelon to achieve a number of results, described fully in Battlechangers: Ironworks.

Ground Walk Mode (EX)
            The Cloudfire can assume a hybrid robot/aircraft form. In this form, it can use all vehicle mode weapons, as well as carry and manipulate objects.

Massive Strength (EX)
            The Cloudfire’s pneumatics and artificial musculature allows it to haul enormous weights, out of proportion to her size. Its lifting, carrying and dragging limits are 100 times greater than a humanoid creature of its size. Its maximum load is 20,000 lbs.

            Mini-Missile Flurry (EX)
            As a full-round action, the Cloudfire Mecha can unleash a flurry of mini-missiles against all targets within 500 ft who do not have total cover. The Cloudfire may target up to 6 individual opponents, inflicting 10d8 damage, half of which is ballistic, half of which is fire. Targets may attempt a DC 18 REF Save for half damage. The Cloudmaster can use a mini-missile flurry four times per day.

The Cloudfire’s alt-mode is a futuristic warplane, extensively modified from the F-15 design legacy. Fast, sleek and powerful, the Cloudfire’s purpose as a finely tuned instrument of war is clear. External weapons and armor, as well as drop off fuel pods and exo-atmospheric boosters give the Cloudfire even more threatening lines. The Cloudfire Mecha can change from alt-mode to robot mode as a move equivalent action that never provokes attacks of opportunity.
Classification Huge Sky Fighter
Armor Class 24
Damage Reduction 5/-          
Spd Fly 1,000 ft (average)
Maximum Load 20,000 lbs
            The Cloudfire can carry a single passenger, aside from the pilot in the instructor’s seat.

            The Cloudfire Mecha is a standard by which transformable mil-spec vehicles are judged. Fast and sleek, in its robot configuration, this mecha is a capable giant, dominating the battlefield with heavy firepower and great dexterity. Cloudfire Mecha serve as close-in air support, strafing ground vehicles and infantry with their integral energy weapons, using the mini-missiles slung beside the cockpit either as anti-personnel or anti-armor weapons, depending on the mission.

            The Cloudfire’s cockpit becomes an armor clad control pod within the robot’s chest, as reinforced plating slides into place to protect the bullet proof polymer. The robot has slender, humanoid proportions, with its wings partially retracting into the spinal plating, while the underslung missile pods move to become part of the shoulder plating.

            Cloudfire Mecha are painted in squadron colors, often with impressive nose art or tail-fin deco identifying the best pilots and most legendary machines. Most are painted in a smoke grey with golden trim and canopy, for best concealment among the clouds.

Variant Transforming Mecha: Apache Hunter
            The Apache Hunter is a helicopter-based iteration of the Cloudfire Mecha, transforming from a robot mode similar to the Cloudfire’s into a helicopter gunship. Apache Hunters are usually a matte black with smoked canopy and dark navy trim, tuned for night operations. The mecha’s four bladed rotors fold and partially retract, becoming a back-pack like unit. The Apache Hunter is taller and thinner than a Cloudfire Mecha, with more spindly proportions. Unlike the Cloudfire, an Apache Hunter carries only a single ranged weapon, a powerful anti-tank chaingun.

            Use the Cloudfire Mecha stat-block with the following changes.

Special Qualities Remove Spaceflight
+16/+11/+6 Flaming M-60 Machine Gun (2d8 ballistic + 1d6 fire, 20/x2, 100 ft range increment, full auto, infinite ammo)
Shannix Budget
·        Replace Damage Reduction (1) with Racer (1)
·        Replace both Special Weapons with Special Weapon (+3 Flaming M-60 Machinegun of  Infinite Ammo) (5)
Feats Add Hover (alt-mode only)

The Apache Hunter’s alt-mode is a futuristic ground attack helicoptor, resembling a more advanced Apache bristling with missile pods and carrying a single chaingun firing depleted uranium rounds from a gimbaled mount slung beneath the cockpit. The Apache Hunter can change from alt-mode to robot mode as a move equivalent action that never provokes attacks of opportunity.
Classification Huge Sky Fighter
Armor Class 24
Spd Fly 1,250 ft (good)
Maximum Load 20,000 lbs
            The Apache Hunter can carry a single passenger, aside from the pilot in the instructor’s seat.