The Real secret to the Junker's success is there ability to work together. Anita has put her years of police training to work and formed her team into a well oiled machine.

Some examples of their tactics inclued:
Shifty will sometimes carry Tina in his pocket with his stealth field on, that way they can both benefit from his field while he's standing still. Tina can then jump out and sneak up on someone who is covering a blaster (or some such) and growth charge them. This clears the way for Anita to use her bomber powers on the main guy while Turk teleports in Blast Furnace to take out the guy that was stunned by Tina. And the whole time Null is hiding somewhere snuffing the goliath in the group to make him completely useless (so he can be taken out by Shifty who was still hidden...)
Needless to say that the team has worked up several such battle plans and is very tough to deal with as a unit because they are all so familiar with each other and mesh together so well.
Another thing that helps the team to work so smoothly is that Anita, along with Shifty's help, has invested in some very nice communications equipment. The whole team has two-way radio head sets that allow them to stay in constant communication. Even if the headsets are lost (or jammed, which rarely happens) they still have worked out a complex system of hand and body signals so that they can still coordinate their actions.




Anita Matter

Real Name: Unknown
Power Package: Bomber
Group Affiliation: Junkers
Delta Points: 4
Size: 5
Pace: 9
Smarts: 4d6
Area Knowledge (NY City): 3
Area Knowledge (The Pit): 5
Area Knowledge (The Zone): 4
Language (English): 2
Demolitions: 5
Tactics: 3
Speed: 4d6
Dodging: 4
Quick Draw: 3
Shooting: 3
Speed-Load: 2
Stealth: 5
Spirit: 3d6
Bravery: 3
Perception: 3
Persuasion (Charm): 4
Scrutinize: 5
Shadowing: 4 Search: 3
Strength: 4d6
Climbing: 3
Fighting (barehanded): 5
Running: 4 Swimming: 2
Throwing: 3

Quirks: Authority +2 (in the Pit only), Tough +3, Duty -5 (to the residence of the Pit and the Zone), Wanted -5 (Delta Prime), Enemy -5 (Delta Prime), Contact +3 (inside NYPD), Temper -2

Tricks: Shaped Charge, Bull's Eye,

Gear: Colt 2000, Kevlar Vest, Comm-link







Background: Most of Anita's background has already been given, but there are a few gaps to fill in.
When Anita first took up residence in the Pit she was pretty much a petty theif. Feeling tremendous guilt for what she had done (failing to defuse the bomb in time), she wallowed in self-pity and turned to stealing to get by. She never used her powers because of a paranoid fear that someone would link her to the explosion (total nonsense).
Eventually she worked through her guilt and started trying to actually help the people of the Pit, especially against many of the petty tyrants that tried to setup their own little dictatorships in the Pit. At first Anita kept her secret about the explosion, but eventually she came clean about.
Many of the people of the Pit shunned her for what had happened, blaiming her. But most realized that that was a long time ago and that she has done a lot of good since then.
Here's a big secret: How do Anita and the Junkers get from the Zone to the Pit and back again? The answer is Turk. A long time ago he accidently (and through many painful near-misses) discovered that there were a series of air pockets in the collapsed tunnels leading from NY City into the Zone. A teleporter that knows the exact distances (like Turk) can get from one to the other in just three quick hops.
Anita guards this secret jealously and only her team knows about it. She worries about what would happen if another teleporter found out about it and started transporting people like the Storm Troopers back-and-forth.

Blast Furnace

Real Name: Mitch
Power Package: Blaster
Group Affiliation: Junkers
Delta Points: 3
Size: 5
Pace: 9
Smarts: 5d6
Area Knowledge (NY City): 2
Area Knowledge (The Pit): 4
Area Knowledge (The Zone): 3
Language (English): 4
Language (Latin): 3
Academia (Physics): 5
Academia (Chemistry): 3
Tactics: 2
Speed: 4d6
Dodging: 2
Martial Arts (barehanded): 3
Shooting: 5
Stealth: 3
Spirit: 3d6
Bravery: 3
Perception: 3
Persuasion (Intimidation): 3
Scrutinize: 2
Search: 3
Strength: 2d6
Climbing: 2
Running: 2
Swimming: 2

Quirks: Obvious -5 (his chest is glowing plasma), Loyal -3, Photographic Memory +5, Enemy -2 (Delta Prime),

Tricks: Superblast, Blast Punch

Gear: Comm-link

Powers:
Armor: 5/-
Energy Blast: Same as standard Energy Blast except it can't be shot from both fists (just his chest).

Background: Mitchel Draven was a brilliant young scientist who was well on his way to getting a doctorate in particle physics. He was working on his thesis at the CHESS accelerator at Cornell University late one night. Time was running short and he needed to finish collecting his data.
The accelerator's ring went down, causing a huge delay. Mitch bypasses the safety systems and went into repair the problem to save time. He effected repairs, but as soon as he did the ring started up and he was bombarded by high-energy particles. His current state is the result of that night's accident.
Realizing what had happened to him, Mitch ran off into the Pit to escape recruitment (or worse) by Delta Prime. Eventually he met up with Anita, who took him in and they started the Junkers together.


Shifty

Real Name: Unknown
Power Package: Gadgeteer
Group Affiliation: Junkers
Delta Points: 3
Size: 4
Pace: 9
Smarts: 2d6
Area Knowledge (home city): 2
Language (English): 2
Navigation: 2
Tactics: 3
Speed: 5d6
Dodging: 4
Flying: 4
Martial Arts (barehanded, club, blade): 5
Quick Draw: 3
Shooting: 5
Speed-Load: 3
Stealth: 3
Spirit: 2d6
Bravery: 3
Perception: 2
Persuasion (Intimidation): 5
Scrutinize: 2
Search: 2
Strength: 3d6 + 5
Climbing: 1
Fighting (barehanded): 2
Fighting (club): 2
Swimming: 5
Throwing: 1

Quirks: Authority +3 (Delta Primer), Contact +3 (Suit's Gadgeteer), Duty +5 (Delta Prime), Reg, Tough +2

Tricks: None

Gear: Armorgeddon Suit

Suit Powers:
Armor: 10/3
Strength: +5 to Strength rolls
Fly: Pace 40
Shoulder Cannon: Auto Action, .50 Ammo, 50 Shots, Quickness 1, ROF 3, Range 5, Damage 5d6+10 (AP5)