[Mercenary] Armadillo


(Fyrix) #1

“All this killing makes me tired… and hungry.”

[Aethestic Aspects]: Armadillo should have large bulky armor that covers his whole body. The area around his neck should be a helmet that forms when his ability is activated. When his ballistic armor is activated, his head will be covered and his shoulder plates more pronounced, as well as his suit opening up more. He should be a icelandic looking male with blue eyes and a scar across his face.

[Backstory]: An intelligent Icelandic body builder brute who previously worked in an office job for a private military, he stole some ballistic armor when he heard about the dirtybomb dropping.

[Primary Ability “Q”]: Ballistic Armor - Armadillo’s standard armor will lift up in area’s and angle. His head will be covered and his suit acts as a shield. Whilst im this state, Armadillo suffers no damage from weapons except for headshots. With this armor, Armadillo has a deduction of 10% speed from his standard stats.

Armadillo’s armour when activated has 150 HP in total. Any damage taken remains the same statistically but the armor HP is affected. Headshots to Armadillo cause a 10% damage to his HP from the damage given to the armor. The armor is active for 15 seconds, providing it isn’t destroyed, and has a 45 second cool-down per use.

When the armor is in use, Armadillo will have a “tunnel-vision” like effect occur where a black border will be visible around the screen.

Armadillos armour will take double damage from shots that are behind and aimed at a “power-core” or his weak spot to encourage flanking.

[Play-style]: Being the opposite of Rhino and more offensive than defensive, he should advance on the enemy and keep to clos quarter battles. Soaking up damage and pushing on tight corridors or leading the team into choke points/objectives.

[Countering Armadillo]: Armadillo is extremely slow and potent at close range. His armor takes standard damage and should be overcome with large abundances of firepower. Rhino’s minigun and automatic fire is particularly effective at removing Armadillos Armor the quickest - with the right conditions. Aim to remove his armor with headshots and his HP is affected too.

Armadillo has an automatic shotgun. It’s damage model should be lower than the other shotguns, have a larger spread but a much higher rate of fire which is automatic. It should contain around 8 rounds per drum and 2magazines. Ideal for close quarters, completely ineffective at longer ranges. It had an extremely high recoil.

Remburg Shotgun
Hollands Shotguns

Simeon. 387
Desert Eagle

[Melee Weapons]:
Combat Knife
Stiletto
Kukri Knife


(Fyrix) #2

How the armor should look when active. Similar atleast. When active the armor should angle in places to give the effect of bullets bouncing off & why the armor works.


Why not post this on tank mercs? Well I had my own ideas and more conplexity/balancing changes. I don’t think his armour should be crazy good. Just a little boost. Rhinos survivalbility alone is very good, however this allows a tank to get into a chokepoint and take the damage. He can easily be overwhelmed and taken out at ranges. All standard danage applies to his armor, only headshots on the armor with guns will affect his HP.

Alternative theories for a more complex tank could be that electronic devices like sparks defib gun could deactivate/ disable interfer with the armor.


(Dysfnal) #3

I’d say reduce his hp to 150 and increase the movement speed penalty to more than 10%, that way snipers can counter him when he’s in the armor. I don’t know if he’d still be a little too good that way, just a couple thoughts


(Naonna) #4

I’d be fine with this merc being added, assuming that while in the armored state, they take more damage from behind: encouraging flanking: alternatively, explosive users could inflict damage with splash damage behind.


(Fyrix) #5

Sure whatever floats your goat.


(jubilantManatee) #6

Interesting idea.