Goose the Weird-If A Penguin in a Mechsuit Wasn't Strange

Note: If you know how to drive a tank in any Battlefield game then Goose is just for you.

Name: Goose the Weird. Goose is a platypus
with military training, a reverse engineering degree and commands a tank he
calls the Hind. Goose the platypus is an old friend of Toby and was shown the
door just as quickly when he went to join the Peacekeepers. Toby was kicked out
because he was too cute, Goose was kicked out because he was too
“weird-looking” for the job. Goose wasn’t as pissed as Toby was and instead
decided to show his skills by forcing his way onto the battlefield in the most
ridiculous way possible, in a battle tank hanging around in an old war museum
by retrofitting it for modern warfare. After coming to the aid of a UPR unit in
the thick of combat, the commanding officer of the squad was so amazed he
struck a deal with Goose to induct him into the UPR’s black ops operations as a
heavy vehicle specialist.

Health: 2403

Shields: 600

Role: Defender/Tank/Weird/Complex

Weapon: Main Battle Cannon: Goose’s main
weapon is a powerful cannon which deals 340 damage to targets in a radius. It
requires about eight seconds to reload, but while reloading, you can use the
secondary attack to fire heavy machine gun rounds at attackers, dealing 21 damage
per shot.

Ability 1: Power Reserves: Goose activates
the Hind’s energy reserves to restore 560 health or shields depending on
whichever one is full. Health is always prioritized. Lasts over 6 seconds.

Ability 2: Fine Tuning: Gives the Hind 75%
increased movement speed for 15 seconds.

Ultimate: Full Salvo: Goose activates his
secret weapon, a salvo of six lock-on lasers each doing 140 damage to enemy
targets. After complete lock-on, all lasers are fired at locked-on targets.

Talent: Old Machine: Despite being a
skilled engineer and vehicle specialist, Goose’s Hind is still an aging machine
and can’t move any faster than his tank’s base movement speed. This makes it an
easy target, but it is immune to critical damage.

Augmentation Paths: War Machine and Battle
Hardened

War Machine Level 1: Takes 2 seconds off
of the main cannon’s reload time.

Level 2: Activating Power Reserves
increases damage output. +10% damage for 6 seconds.

Level 3: Loads the Hind’s Main Cannon with
special MIRV shells which release child grenades along the path of a fired
shell. 43 damage per child grenade.

Level 4: Increase base movement speed.
+20% movement speed.

Level 5: Enemies hit by shells take bleed
damage. 52 damage over 2 seconds.

Level 6: Fine Tuning removes any
impairment effects and renders you immune to them for the duration of the
ability, but reduces its duration. -5 seconds to duration.

Level 7: HMG rounds slow enemies hit by it
once every 7 seconds. 3 second slow duration.

Level 8: Power Reserves’ cooldown is
increased, but it restores more health and/or shields. +200 health or shields
restored.

Level 9: Further takes two more seconds
off of the main cannon’s reload time.

Level 10: Increases the number of times
you can lock onto enemies by 2.

Battle Hardened Level 1: Critical hits
with the HMG speed up cannon reload speed by 0.5 seconds. -0.5 seconds per
critical.

Level 2: At the end of Power Reserves,
your shields start recharging.

Level 3: Fits the Hind with a special
barrel nozzle which causes tank shells to fragment and increase the spread of
shell attacks, but greatly reduces range of the shells. -75% to primary weapon
range. +75% spread.

Level 4: Increase turret speed, strafing
speed and back pedaling speed. +25% to all base movement speeds.

Level 5: The Hind can now store up to two
additional shells if they haven’t been fired, but reduces damage that the
shells do. -25% to primary weapon damage.

Level 6: Nearby teammates get a movement
speed bonus while Fine Tuning is active. +30% movement speed.

Level 7: The HMG rounds now reveal enemies
each time they get hit. 0.5 seconds enemy mark duration.

Level 8: When your shield breaks,
activating Power Reserves or Fine Tuning gives you an overshield. +225
overshield for 8 seconds.

Level 9: Enemies hit by tank shells are
knocked back.

Level 10: Full Salvo’s lasers no longer
lock onto targets but will reactively attack anyone who attacks you. Hits up to
6 times.