Dedicated OOC Thread

EU's Team Evil - If you hear them they're not after you.
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Dedicated OOC Thread

Postby Augur » Mon Oct 01, 2018 9:52 pm

This is the link for the group's Hangout chat: https://hangouts.google.com/group/2ZCoYartof9A7oBa2

This thread will be maintained for those times when the board is a better option than Hangouts, but...

BE ACTIVE IN THE GROUP CHAT.
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Re: Spook Squad Dedicated OOC Thread

Postby Carl » Wed Oct 17, 2018 6:55 pm

Before I agree to the customer's price. Did the conversation below actually happened?
Erg wrote:Assuming Erg eventually learns at least as much as was listed in previous GM post .. he will say to the others:
"It's a speed booster for faster than light travel. Very advanced stuff. This piece alone might be worth several hundred million credits to most high-tech companies like Wilks, NorthernGun, NGR, and such."
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
Flight: Jet Pack[/size]
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Re: Spook Squad Dedicated OOC Thread

Postby Ace of Spades » Wed Oct 17, 2018 7:33 pm

To make it easy and because Erg isn't here, I'm going to say no.
Spooks OOC
Spooks HQ: The Haunt
Adventures of The Spooks
Ace of Spades is also James Miller.

“He played the king as if afraid someone else would play the Ace.”
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Re: Spook Squad Dedicated OOC Thread

Postby Lahz » Thu Oct 18, 2018 6:35 am

Lahz remains, and has significant time with the Boosters
(networked them etc) so he should know that stuff as well
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: Spook Squad Dedicated OOC Thread

Postby Lahz » Sat Dec 22, 2018 10:00 pm

Carl this was directed at you here:

Lahz wrote:Once the determination is made to dispatch the Defenders, Lahz heads back inside but will flag down their 'fearless leader' on the stairs, "Need someone to lend a hand running down a large hover vehicle to go in our new Hangar out at the Airport. " [OOC: Need you onboard with Streetwise, ideally while Disguised]


Please respond in character so we can get this done.
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: Spook Squad Dedicated OOC Thread

Postby Augur » Mon Jan 07, 2019 10:24 pm

I've been asked to do a review & retooling of the Spooks much like I've been forced by circumstance to do for the PFRPG game & the Roughnecks.

So to start things off, I'd like to ask you all to review your own character sheets, gear, etc. and note anything that needs to be corrected or investigated to save me some time & you some headache.

Cheers.

Edit: I've been told you're also in town at the same time as the Roughnecks and are without a GM.

Care for a crossover or joint mission?
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Re: Spook Squad Dedicated OOC Thread

Postby Augur » Thu Jan 10, 2019 4:10 am

So some good news & some bad news about the GM notes:

Bad news: there are none after November 2016 (and those are damned thin)
Good news: that's a lot less for me to clean up
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Re: Dedicated OOC Thread

Postby Whisper » Thu Jan 31, 2019 8:20 am

Just wondering a few things:

1. The body armor, hover sedan and robot I purchased don't seem to be listed anywhere. (all by-the-book afaik) http://www.explorersunlimited.com/eu/viewtopic.php?f=408&t=16434

2. Are the ghosts that were helping to teach Whisper gunslinging still around? I wasn't sure, so I have been avoiding using them, but it was kind of a neat idea to me; I'd actually love it if they stuck around permanently.

3. What actually happened to Snafu? I think last time I heard, he was having some medical problems? Is he okay?
Whisper
H.P.: 32/32
S.D.C.: 50/50

Mecha-Knight main body 400/400
Forcefield 160/160
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Re: Dedicated OOC Thread

Postby Dark Lord » Thu Jan 31, 2019 10:09 am

Whisper wrote:3. What actually happened to Snafu? I think last time I heard, he was having some medical problems? Is he okay?

He hasn't been around lately, but he did pop up once after his initial resignation and let us know that he was ok, but IIRC he said that he wouldn't be back any time soon. So, I wouldn't expect to see him around these parts, but I wouldn't worry either.
Why kill a PC when you can torture their player?
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Re: Dedicated OOC Thread

Postby Augur » Thu Jan 31, 2019 5:44 pm

Whisper wrote:Just wondering a few things:

1. The body armor, hover sedan and robot I purchased don't seem to be listed anywhere. (all by-the-book afaik) http://www.explorersunlimited.com/eu/viewtopic.php?f=408&t=16434

2. Are the ghosts that were helping to teach Whisper gunslinging still around? I wasn't sure, so I have been avoiding using them, but it was kind of a neat idea to me; I'd actually love it if they stuck around permanently.

3. DL addressed

1. Links like that are very helpful! I'll check it out.
2. Not a chance. NPCs kept to a minimum = player character centric game. (Hoping that's actually relevant criticism)

Don't forget Mercedes!
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Re: Dedicated OOC Thread

Postby Seymour Ruiz » Tue May 14, 2019 4:37 am

*Radio squawks* Testing!! Testing!!
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Re: Dedicated OOC Thread

Postby Lahz » Sun May 31, 2020 2:58 pm

So, the base for our ship is going to be a combination of

    Splugorth Slaver Raider [South America Pg 152-154]
    "This is a fast amphibious landing ship"
    Using Hydrofoil System: 100 mph (160 km)
    Using Hovercraft System (only over calm waters): 400 mph
    (640 km)
    On Dry Land: 40 mph (64 km)
    Statistical Data:
    Height: 55 feet (16.8 m)
    Width: 65 feet (19.8 m)
    Length: 200 feet (6 1 .0 m)
    Weight: 5 ,000 tons (4.5 million kg)
    Cargo: Can carry up to 800 slaves and 500 tons (450,000 kg) of
    loot.

and ...

    XM-250 Hover Station [Triax Pg 125-126]
    Height: 25 feet (7.6 m) tall.
    Width/Wingspan: 26 feet (7.9 m)
    Length: 130 feet (39.6 m)
    Weight: 129 tons fully loaded

In theory the hover system can handle 5500 Tons of weight at 40 mph ... if we're only going to be around 200 Tons unloaded maybe 300 tons with cargo (??) ... that's 18.3333 the weight capacity ... I am hoping we can do a good 300 mph, maybe altitude of 2400 ft.

Given the size the prior ship the engines previously lifted, we probably can use 1/4 or 1/3 of the parts and keep the others for future repairs.
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: Dedicated OOC Thread

Postby Augur » Mon Jun 01, 2020 9:53 am

I have organized and vastly expanded the number of channels on Discord.
EU's Discord server set-up now mirrors that of Hangouts, only better.
Every group and game has its own channel.
Come join us! https://discord.gg/MhfX6hD
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Mierin's Hoverycycle

Postby Lahz » Sat Jun 20, 2020 11:45 am

QV-229 Bobcat Hover Cycle

INSERT IMAGE

M.D.C. by Location:
  • * Forward Laser Turret (1, front) - 35
  • Mini-Missile Launchers (2, sides) - 45 each
  • * Rail Gun (1; undercarriage) - MISSING
  • * Front Windshield - 30
  • * Headlights (2; front) - 8 each
  • * Tail Fins (2) - 20 each
  • * Directional Jets (10) - 15 each
  • Side/Rear/Main Jets (2) - 72 each
  • Main Body - 180
* Items marked by a single asterisk are small and/or difficult to strike. A character must make a "called shot," but even then the attacker is -4 to strike.
Destroying three or more directional jets inflicts a piloting penalty of - 15%. Destroying one of the rear jets reduces speed by 50% and inflicts a piloting penalty of -30%. Destroying both will send the hovercycle crashing to the ground.

Statistical Data:
Maximum Speed: 440 mph, cruising speed 80-150 mph
Range: up to 12 hours continuous use
Flying: max altitude is 2500'; VTOL capable; retractable landing gear
Underwater Capabilities: 220 mph over surface (only)
Modifiers: [If Applicable]
Crew: 1
Class: Aerial Military Combat Vehicle
Dimensions: 4' tall, 4' wide, 13.3' long, 1400lbs
Cargo: 3 cubic feet
Power System: Nuclear (20 year life)
Weapon Systems:
QL-22 Double-Barreled Laser Turret:
  • Range: 2,000'
  • Damage: 3D6 M.D. per blast or 6D6 M.D. per dual blast
  • Rate of Fire: Pilot APM
  • Payload: unlimited

RAILGUN: ___ MISSING___
  • ...

QR-10 Concealed Mini-Missile Launchers (2):
  • Range: About 1 mile
  • Damage: varies per missile type
  • Rate of Fire: One at a time, or in volleys two, three, four, or five.
  • Payload: 20 total; 10 per each launcher.

Features of Note:
  • Artificial Intelligence (AI) with IQ: 15
  • Skill Programs: Dyna-Bot DV-12 Combat Program, Military Pilot (Air), Military, Communications (Basic)
    Skills: Computer Operation 90%, Literacy: Native Language 94%, Optic Systems 90%, Radio: Basic 98%, Sensory Equipment 90%, Sign Language 88%
    Military Pilot, Air (Combat Flying, Pilot: Combat Helicopters 86%, Pilot: Jet Pack 86%, Pilot: Tanks & APCs 86%)
    Pilot: Automobile 96%, Pilot: Truck 90%, Pilot: Airplane 88%, Pilot: Jet Aircraft 88%, Pilot: Tracked & Construction Vehicles 88%)
    H2H Martial Arts [LVL 10], WP Paired Weapons, WP Knife, WP Sword, WP Rifles, WP E. Pistol, WP E. Rifle, WP Heavy Energy Weapons, Climb 96%/86%, Camouflage 90%, Computer Operation 96%, Detect Ambush 50%, General Repair & Maintenance 80%, Intelligence 90%, Land Navigation 90%, Math: Basic 96%, Military Etiquette 96%, Pilot Hover Craft 96%, Track People 80% Prowl 50%
  • Basic (Robot) Hearing System [SB1 Page 28]
  • Short-range radar and targeting systems
  • Wide Band Radio Receiver and Transmitter [SB1 Page 28, 150 Mile Range (no retractable antenna)]
  • Radio Signal Scrambler System [SB1 Page 28]
  • Advanced Robot Eyes: Optic System [SB1 Page 28, color vision, 3-D analysis and depth perception, passive nightsight, infrared and ultraviolet vision. Range: 2000 feet ]
  • Thermal-Imagers [SB1 Page 29, Raange 3000 ft, +1 Strike in Darkness]
  • Robot: Micro-Radar [SB1 Page 30]
  • Nonhuman Appendages: Tentacles (1 pair, Retractable, 7ft long, PS 20, PP 10) [SB1 Pg 33]
  • Modulating Voice Synthesizer [SB1 Pg 28]
  • COMBAT: APM: 8, Initiative: +4, Strike: (+6 'melee') [+3 Strike w Ranged weapons], Parry: +7 to parry, Dodge +8 to dodge, Disarm +3.
Book Reference: p.56, WB22
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: Dedicated OOC Thread

Postby Lahz » Sun Jul 19, 2020 8:53 pm

Items to be Followed up:

1) Vehicle Turrets/Weapons -- viewtopic.php?p=1375975#p1375975
2) Point Defense Sysytems -- viewtopic.php?p=1375606#p1375606 [includes arms & armor for crew bots]
3) Purchase for Sensors -- viewtopic.php?p=1375604#p1375604
4) Completion of Magic Melee Purchase -- viewtopic.php?p=1375498#p1375498


Because I have no idea what purchases have been completed, right now I honestly have no idea what our accounting looks like :? :?
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: Dedicated OOC Thread

Postby Lahz » Tue Jul 21, 2020 10:30 pm

XM-250 NON-Medical Hover Station
XXXXXXX
M.D.C. by Location:
  • * Rear Tail Lights (2) - 5 each
  • * Forward Headlights (4) - 5 each
  • * Forward Searchlights (2; large) - 10 each
  • * Forward Weapon Turret [Laser] (1; top) - 60
  • * Forward Weapon Turrets [Railgun] (3: bottom/chin) - 150 each
  • * Middle Weapon Turrets [Laser] (2) - 60 each
  • * Rear Weapon Turrets [Ion] (2) - 40 each
  • * Rear Weapon Turrets [Railgun] (4) - 100 each
  • * Rear Hatch (1; bay doors) - 180
  • * Side hatches (2) - 100 each
  • Belly Hatch (1) - 240
  • Missile Launchers (2) - 200 each
  • Mini-Missile Launchers (2) - 80 each
  • Main Thrusters (4; large) - 150 each
  • Directional Thrusters (8) - 80 each
  • Secondary Thrusters (4; rear) - 80 each
  • Rear Half of the Vessel - 1000
  • Reinforced Pilot's Compartment - 150
  • ** Main Body: Nose Section - 700
    * Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a called shot to hit and even then he is - 3 to strike. Destroying half the hover jets reduces the vessel's speed by half. Destroy them all and the station is immobilized.
Statistical Data:
Maximum Speed: 350 mph
Cruising Speed: 220 mph
Max Altitude: 2000 ft
Range: Unlimited
Crew: Five: Pilot, Co-pilot, Communications officer, and [2] Gunners
Class: Armored Hover APC (formerly Military Medical Hover Vehicle)
Dimensions: 25' high, 26' wide, 130' long, 160 Tons
Cargo: 100 Tons
Power System: Nuclear; 25 years.

Weapon Systems:
Forward Weapon Turret: NG-L8 Laser Cannon
  • Note: 360° rotation & 45° arc of fire; controlled by the driver or co-pilot
  • Range: 4000'
  • Damage: Three settings: 3D6 MD, 5D6 MD, and 6D6+6 MD
    Rate of Fire: Each shot
  • Rate of Fire: per APM
  • Payload: Unlimited
  • (Book Reference: WB34 (NG2), Pg 187)

[3] Forward (Chin) Turrets: Dual (Fire-Linked) NG-101-ARG Automated Rail Gun
  • Note: 360° rotation & 80° arc of fire
  • Range: 4000'
  • Damage: 1D6*10 MD double burst
  • Rate of Fire: 3 APM when Automated
  • Payload: 12,000 Rounds/Turret (200 bursts of 60 rounds)
  • (Book Reference: NG1, Pg 212)

[2] Middle Weapon Turrets: CR-6T Laser Turrets
  • Note: 180° rotation & 90° arc of fire; controlled by co-pilot or gunner
  • Range: 6000'
  • Damage: 1D4*10
  • Rate of Fire: per APM
  • Payload: Unlimited
  • (Book Reference: RUE Pg 253)

[2] Rear Turrets: Bandito 188 Dual Ion Cannons
  • Note: 360° rotation & 80° arc of fire; controlled by gunner
  • Range: 1000'
  • Damage: 4D6 MD single, 8D6 MD double burst
  • Rate of Fire: per APM
  • Payload: Unlimited
  • (Book Reference: WB14 (New West), Pg 195)

[4] Rear Turrets: NG-101-ARG Automated Rail Gun
  • Note: 360° rotation & 80° arc of fire
  • Range: 4000'
  • Damage: 1D6*10 MD double burst
  • Rate of Fire: 3 APM when Automated
  • Payload: 6,000 Rounds/Turret (200 bursts of 30 rounds)
  • (Book Reference: NG1, Pg 212)

[2] Mini Missile Launchers
  • Damage: Varies with Long Range missile type.
  • Rate of Fire: One at a time or volleys of two, or four.
  • Effective Range: 1 Mile
  • Payload: 20, 10 per launcher
  • (Book Reference: SB1 Pg 32]

[2] Long Range Missile Launchers
  • Damage: Varies with Long Range missile type.
  • Rate of Fire: One at a time or volleys of two, four, six, eight, twelve or sixteen.
  • Effective Range: 500-1800 miles (800 to 2900 km)
  • Payload: 128; 64 per launcher
  • Can be reloaded from the Hold, internal magazine for additional 128 missiles.
  • SB1, Pg 37 for Reloads

[4] Weapon: Anti-Missile Chaff.
    Range: _________ (TBD)
    Damage: NONE --- Roll 1d100 to determine Effect.
    01-50 Enemy missile or missile volley detonates in the chaff cloud - the threat is over.
    51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
    76-00 No effect! Missiles still on target!!
    [Per WB5 Pg 128] Chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/actions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.
  • Payload: 5 per launcher (20 total)
  • (Book Reference: Triax 2, Pg 88)

Features of Note:
  • Custom: Power, Hover Systems, and LRM Missile Systems from Splugorth Slaver Raider Ship (Book Reference: WB6, Pg 153)
  • [8] Extra vehicular thrusters [SB1 Page 26]
  • Custom: Sensors & Comms: Radio (500 Mile Range), Nightvision (3000ft), Thermal Imager (1400ft), Enhanced Radar (100 Mile Range, Tracks 72 Targets) (Book Reference: MercOps Pg 134)
  • Universal E-Clip Recharger [MercOps Pg 118]
  • Custom weapons installations (as noted above)
  • TW Super Stealth Mode (Invisibility Superior) (20 PPE, 3.00 Min, BOM Pg 335)
    Vehicle becomes invisible to all means of detection including radar and most other sensors even when moving. The vehicle doesn't even leave tire marks or an impression in the grass! Bonuses: +20% to surveillance or tailing skill when following somebody in this invisible vehicle. Penalties and Limitations: -30% on piloting skill when trying to negotiate through anything other than light to little traffic. Since nobody else can see the
    invisible vehicle the driver must be ever vigilant of other vehicles to avoid a collision. If more than 90 M.D.C. is inflicted in a collision, the TW vehicle becomes visible (must reactivate to tum invisible again).
  • TW Chameleon Cloaking System (5 PPE/HOUR (120 P.P.E. for 24 hours), BOM Pg 334)
    The ultimate in concealment! When the magic is activated and the vehicle is parked with the engine running, or stopped and standing still, it is completely undetectable from a distance, blending in completely with the background. Can not be seen by the human eye nor with special optics, including thermo-imaging, infrared or ultraviolet. Note: There is a 01-15% chance of seeing the magically cloaked vehicle if one is within 20 feet (6 m) of it, + 10% for every three feet (0.9 m) closer and + 10% if one is actively looking for it. The magic is instantly broken the moment the vehicle begins to move..
  • TW Impervious to Energy (20 PPE, 5.00 Min, BOM Pg 335)
    Impervious to Energy. An invisible magic aura surrounds the vehicle to protect it from most forms of energy, including most forms of S.D.C. and M.D.C. energy blasts, weapons, plasma, fire, heat and electricity/lightning (does no damage). Note: Provides no protection against projectile weapons (Le. arrows, bullets, rail guns, etc., as well as punches and kicks), and particle beam weapons inflict 1D6 MD damage (roughly 15% of normal).
  • TW Force Field (10 PPE, 15.00 Min, 60 MD, BOM Pg 336)
    Force field that protects the entire platform, including the pilot. Duration is 2x as long on a ley line.
Book Reference: p.125, WB5
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Lahz
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Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad


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