Re: Dockside: O'Grady's Vehicle Parts & Scrap Yard (210)

Dockside, Airport, and outskirts of MercTown.

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Re: Dockside: O'Grady's Vehicle Parts & Scrap Yard (210)

Postby Augur » Fri Jan 15, 2010 6:23 pm

GAW Refitted V-22 Osprey
Image
Manufacturer: Golden Age Weaponsmiths
Crew: 1 pilot, 1 co-pilot (both are needed, this bird's a handful)
MDC by Location
Windshield: 75
Wings (2): 150 each
*Engines (2): 100 each
**Tail Section: 125
***Propellors (2): 100 each
***Rudders (2): 75 each
Cargo Door (rear): 75
****Reinforced Pilot's Compartment: 100
Main Body: 350
* Destroying one engine will reduce speed by 50% and incur a -25% piloting skill penalty, destroying both makes the craft drop like a rock.
**Destroying the tail section makes the craft unflyable, -50% skill penalty to forced-landing
***Small targets requiring a called shot at -3 to strike; Destroying one Propellor or Rudder will reduce speed by 50% and incur a -25% piloting skill penalty; destroying both Propellers causes the craft to drop like a rock; destroying both rudders is the equivalent of destroying the tail section.
****Pilot's compartment cannot be targeted; MDC must be depleted before the Pilot/Co-Pilot will take damage from enemy fire.
Statistical Data
Cargo Capacity: 24 troops (seated), 32 troops (floor loaded) or up to 15,000 lbs. of cargo
Length: 57'4"
Rotor diameter: 38'
Wingspan: 46'; 84'7" (including rotors)
Height: 22'1" (overall--nacelles vertical), 17'11" (at top of tailfins)
Weight: 33,140 lbs.
Powerplant: Turboprop turbine engines (requires jet fuel)
Maximum speed: 316 mph
Cruise speed: 246 mph
Range: 1,000 miles (refueling only possible in major civilized city-states, 10,000 credits to refuel)
Maximum Altitude: 26,000'
Weapon Systems: None


Code: Select all
[b]GAW Refitted V-22 Osprey[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/V-22-Osprey.jpg[/img]
[size=85]Manufacturer: Golden Age Weaponsmiths
Crew: 1 pilot, 1 co-pilot (both are needed, this bird's a handful)
[u]MDC by Location[/u]
Windshield: 75
Wings (2): 150 each
*Engines (2): 100 each
**Tail Section: 125
***Propellors (2): 100 each
***Rudders (2): 75 each
Cargo Door (rear): 75
****Reinforced Pilot's Compartment: 100
Main Body: 350
* Destroying one engine will reduce speed by 50% and incur a -25% piloting skill penalty, destroying both makes the craft drop like a rock.
**Destroying the tail section makes the craft unflyable, -50% skill penalty to forced-landing
***Small targets requiring a called shot at -3 to strike; Destroying one Propellor or Rudder will reduce speed by 50% and incur a -25% piloting skill penalty; destroying both Propellers causes the craft to drop like a rock; destroying both rudders is the equivalent of destroying the tail section.
****Pilot's compartment cannot be targeted; MDC must be depleted before the Pilot/Co-Pilot will take damage from enemy fire.
[u]Statistical Data[/u]
Cargo Capacity: 24 troops (seated), 32 troops (floor loaded) or up to 15,000 lbs. of cargo
Length: 57'4"
Rotor diameter: 38'
Wingspan: 46'; 84'7" (including rotors)
Height: 22'1" (overall--nacelles vertical), 17'11" (at top of tailfins)
Weight: 33,140 lbs.
Powerplant: Turboprop turbine engines (requires jet fuel)
Maximum speed: 316 mph
Cruise speed: 246 mph
Range: 1,000 miles (refueling only possible in major civilized city-states, 10,000 credits to refuel)
Maximum Altitude: 26,000'
Weapon Systems: None[/size]


Hoversled
Image
Class: Transport, mobile base
Crew: 5, Pilot, Communications, 3 gunners
MDC by Location
Rear Laser Turret (1) – 100
Front Laser Turret (2) – 100 each
Reinforced Cargo Hold – 200
Main Body – 350
Reinforced Crew Compartment – 150
Communications Array – 50
Antennas (12) – 5
Statistical Data
Height: 17 feet
Width: 24 feet
Length: 45 feet
Weight: 17 tons, empty
Cargo: Max Cargo Weight 35 tons
Power System: Nuclear, average energy life is 10 years
Maximum Speed: 90MPH empty 70MPH loaded
Maximum Hover Height: 90 feet
Laser Turrets
Primary Purpose: Defense
Mega-Damage: 2D6 MD per blast
Range: 35000 feet
Rate of Fire: 1 per gunner’s melee attacks
Payload: Effectively unlimited
*Depleting the MDC of the main body will cause the vehicle to shut down completely
** The Laser turrets can be put on auto… they will attack targets noted as enemy at a rate of 4 per melee, per turret.


Code: Select all
[b]Hoversled[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/Hoversled.png[/img]
[size=85]Class:  Transport, mobile base
Crew: 5, Pilot, Communications, 3 gunners
[u]MDC by Location [/u]
Rear Laser Turret (1) – 100
Front Laser Turret (2) – 100 each
Reinforced Cargo Hold – 200
Main Body – 350
Reinforced Crew Compartment – 150
Communications Array – 50
Antennas (12) – 5
[u] Statistical Data [/u]
Height: 17 feet
Width: 24 feet
Length: 45 feet
Weight: 17 tons, empty
Cargo:  Max Cargo Weight 35 tons
Power System:  Nuclear, average energy life is 10 years
Maximum Speed: 90MPH empty 70MPH loaded
Maximum Hover Height: 90 feet
Laser Turrets
Primary Purpose: Defense
Mega-Damage: 2D6 MD per blast
Range: 35000 feet
Rate of Fire: 1 per gunner’s melee attacks
Payload: Effectively unlimited
*Depleting the MDC of the main body will cause the vehicle to shut down completely
** The Laser turrets can be put on auto…  they will attack targets noted as enemy at a rate of 4 per melee, per turret.[/size]


NG Hover-Hauler
Image
Crew: Two. One driver and one gunner. The pilot's compartment can comfortably seat up to 5 passengers (three in bucket seats that recline into beds (two front row, two back), and up to three on a folding bench in the storage area behind the rear seats.
MDC By Location
• Cargo Bay Door & Ramp (one, rear): 100
• * Forward Headlights (2): 6 each
• Front Windshield: 30
• * Hover Jets (4 fore & 4 aft): 70 each
• ** Main Body (Forward Cab Section): 240
• ** Main Body (Cargo Compartment): 350
* Indicates a small and/or difficult target to hit and requires a "called shot" and is -1 to Strike. Destroying one of the hover jets (8 total) reduces speed by 10% with cumulative effect. Destroying more than five of the hover jets means that the vehicle crashes (1D4x10 M.D.) and is unable to fly.
** Depleting the M.D.C. of the main body completely destroys this section of the vehicle.
Statistical Data
Ground Speed: Can hover stationary and cruise across the surface with good mobility and excellent speed. Height off the ground is typically 3-6' but it can maintain greater heights. It has VTOL capabilities, enabling the vehicle to hover stationary up to its maximum altitude or go up and over most obstacles.
Flying: 80 mph maximum but cruising speed is considered to range between 20 and 50 mph.
Maximum Altitude: 25'
Water Speed: Can skim across the surface of water at a speed of 40 mph.
Maximum Range: 600 miles per tank of liquid fuel.
Dimensions: The Enclosed Cargo Compartment is 100' long x 25' wide x 20' high. The Forward Cab is 20' long x 25' wide x 20' high. The cab contains a 8' x 20' storage compartment.
Cargo: 30' storage area, 18 ton limit
Power System: Liquid fuel combustion engine.
Weapon Systems:

Code: Select all
[b]NG Hover-Hauler[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/NG-Hover-Hauler.png[/img]
[size=85]Crew: Two.  One driver and one gunner. The pilot's compartment can comfortably seat up to 5 passengers (three in bucket seats that recline into beds (two front row, two back), and up to three on a folding bench in the storage area behind the rear seats. 
[u]MDC By Location[/u]
• Cargo Bay Door & Ramp (one, rear): 100
• * Forward Headlights (2): 6 each
• Front Windshield: 30
• * Hover Jets (4 fore & 4 aft): 70 each
• ** Main Body (Forward Cab Section): 240
• ** Main Body (Cargo Compartment): 350
* Indicates a small and/or difficult target to hit and requires a "called shot" and is -1 to Strike. Destroying one of the hover jets (8 total) reduces speed by 10% with cumulative effect. Destroying more than five of the hover jets means that the vehicle crashes (1D4x10 M.D.) and is unable to fly.
** Depleting the M.D.C. of the main body completely destroys this section of the vehicle.
[u]Statistical Data[/u]
Ground Speed: Can hover stationary and cruise across the surface with good mobility and excellent speed. Height off the ground is typically 3-6' but it can maintain greater heights. It has VTOL capabilities, enabling the vehicle to hover stationary up to its maximum altitude or go up and over most obstacles.
Flying: 80 mph maximum but cruising speed is considered to range between 20 and 50 mph.
Maximum Altitude: 25'
Water Speed: Can skim across the surface of water at a speed of 40 mph.
Maximum Range: 600 miles per tank of liquid fuel. 
Dimensions: The Enclosed Cargo Compartment is 100' long x 25' wide x 20' high.  The Forward Cab is 20' long x 25' wide x 20' high.  The cab contains a 8' x 20' storage compartment.
Cargo: 30' storage area, 18 ton limit
Power System: Liquid fuel combustion engine.
Weapon Systems: [/size]
Image
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Re: Dockside: O'Grady's Vehicle Parts & Scrap Yard (210)

Postby Lahz » Sun Oct 15, 2017 4:43 pm

Perception [+2]: 1d20+2 = 4 [+3 involving Electronics or Machines]
JiC D20: 1d20 = 10
JiC D100: 1d100 = 95

Conditions: Telemechanics (0 ISP, Constant, 5ft, 97%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Guarded/Wary/Curious], Gauntlets of Mastery [+30% to Wearer's skill ratios that requires use of hands]

Telemechanics [97%]: 1d100 = 90

Clad in simply his Ride Armor, an armored duster/coat [i.e. no PA] and a sidearm, Lahz arrives at O'Grady's on the outskirts of Merctown looking to see what sorts of parts he might be able to salvage for prospectively useful bits and pieces he might be able to integrate for his overall project to build a few more driods (for shop assistance and family protection). The Psi-Tech is accompanied by Ray the work-droid (not carrying a massive NG-Combat Hammer, but he has a couple weapons stashed in hip compartment/holster locations) who dutifully carries along a robotics toolkit like a good assistant.

Mechanical Engineering 78%: 1d100 = 69
Robot Mechanics 73%: 1d100 = 62
Weapons Engineer 78%: 1d100 = 31
Electrical Engineer 78%: 1d100 = 60
Robot Electronics 71%: 1d100 = 69
Salvage 73%: 1d100 = 50
Appraise Goods 83%: 1d100 = 35

Whenever he's greeted by an attendant, the Elf will offer a friendly wave. He is ideally looking for:

DV-39 Wolf (Robot Wolf) Triax 2 pg 126, 1.2 Million NEW (( IDEAL ))

NG-101 ARG Automated Rail Gun -- MercOps Pg 95, 225k for NEW (( Parts ONLY -- Lahz is looking to program an active armed droid to accompany his family members around Merctown. The big railgun wouldn't be street-legal, but if he could get the automated leg-system, Lahz can try to hook in something Pistol-Sized that can walk around like a weird insect if he cannot get a biped droid going))

NG-PD12 Fido (Robo-Dog) NG2 pg 244, 825k Nuclear NEW (( PARTS ... he already has a Head ...))

NG-W10 Heavy Labor Drone NG2 pg 248, 4.5 Million Nuclear NEW (( PARTS ))

Bandit K-9 Companion -- New West Pg 199-200, 2.5 Million NEW (( Parts ))

Smugglers Robot Dog -- Black Market Pg 170, 2.5 Million (( Parts ))

Triax DV-12 Dyna-Bot -- Sourcebook 1 (revised) Pg 46, 3.5-4.5 Million (( Parts, he has a Head ))

FASSAR 20 (Old Style) Skelebot -- CS War Campaign pg 125, 3 Million NEW (( PARTS ... he has a Left Arm ))

FASSAR 40 Hunter Skelebot -- CS War Campaign pg 129, 3.8 Million NEW (( PARTS ... he has a Left Arm ))
Lahz D'Gemmel

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: Dockside: O'Grady's Vehicle Parts & Scrap Yard (210)

Postby SNAFU » Sun Oct 22, 2017 11:24 am

[quote="Lahz"]]]


DV-39 Wolf (Robot Wolf) Triax 2 pg 126, 1.2 Million NEW (( IDEAL ))
New Model in town for 1.8 million


NG-101 ARG Automated Rail Gun -- MercOps Pg 95, 225k for NEW (( Parts ONLY -- Lahz is looking to program an active armed droid to accompany his family members around Merctown. The big railgun wouldn't be street-legal, but if he could get the automated leg-system, Lahz can try to hook in something Pistol-Sized that can walk around like a weird insect if he cannot get a biped droid going))
Available: Complete Unit: Gun has melted somehow and locked the legs in place. Painstaking metalwork of 6+1d6 Hours, 25,000
NG-PD12 Fido (Robo-Dog) NG2 pg 244, 825k Nuclear NEW (( PARTS ... he already has a Head ...)) (Available: Main Body: 50% M.D>C., no limbs, no cpu, Nuclear Core intact. 100,000)

NG-W10 Heavy Labor Drone NG2 pg 248, 4.5 Million Nuclear NEW (( PARTS ))
(Available: Torso and limbs, power cell and head removed 65,000)

Bandit K-9 Companion -- New West Pg 199-200, 2.5 Million NEW (( Parts ))
Available: Full unit; 40% MDC, no nuclear core 50,000

Smugglers Robot Dog -- Black Market Pg 170, 2.5 Million (( Parts ))
Available: 6 limbs (2 front, 4 back),1 head with intact CPU 150,000

Triax DV-12 Dyna-Bot -- Sourcebook 1 (revised) Pg 46, 3.5-4.5 Million (( Parts, he has a Head )) Torso, no limbs, no core, no head 75,000

FASSAR 20 (Old Style) Skelebot -- CS War Campaign pg 125, 3 Million NEW (( PARTS ... he has a Left Arm )) (Available: 1 nuclear core; 250,000)

FASSAR 40 Hunter Skelebot -- CS War Campaign pg 129, 3.8 Million NEW (( PARTS ... he has a Left Arm )) (Available: 1 Head 50,000)

V-250 Landscaper/Farm Worker WB31p93
(Available: 4 complete units needing complete refurbishment, 5+2d6 hour each) 100,000 each

V-1000 Personal Assistant-Bot WB31p93
(Available: 1 unit, no power cell 60,000

NG-WD71 Robosistant
Available: head and sensor systems 75,,000

NG-W10 Heavy Labor Drone
Available: Solid Oxide Power cell and CPU 350,000

Robot Rental
NG-W10 Heavy Labor Drone 6,000/day
NG-W9 Light Labor Robot 3,000/ day
NG-WD71 Robosistant 3,000/day
Triax Dyna-Bot 4,000/ day
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: Dockside: O'Grady's Vehicle Parts & Scrap Yard (210)

Postby Lahz » Sun Oct 22, 2017 11:53 pm

Perception [+2]: 1d20+2 = 8 [+3 involving Electronics or Machines]
JiC D20: 1d20 = 12
JiC D100: 1d100 = 33

Conditions: Telemechanics (0 ISP, Constant, 5ft, 97%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Guarded/Wary/Curious], Gauntlets of Mastery [+30% to Wearer's skill ratios that requires use of hands]

Telemechanics [97%]: 1d100 = 93

Sorting through the parts available at O'Grady's, Lahz is extremely happy to pull together the various parts he's managed to locate. At the end of the day, he will leave with:

NG-101 ARG Automated Rail Gun -- MercOps Pg 95, Available: Complete Unit: Gun has melted somehow and locked the legs in place. Painstaking metalwork of 6+1d6 Hours, 25,000

Bandit K-9 Companion -- New West Pg 199-200 -- Available: Full unit; 40% MDC, NO POWER, 50,000
NG-PD12 Fido (Robo-Dog) NG2 pg 244 -- (Available: Main Body: 50% M.D>C., no limbs, no cpu, Nuclear Core intact. 100,000)

NG-W10 Heavy Labor Drone NG2 pg 248 -- (Available: Torso and limbs, NO POWER OR HEAD, 65,000)
FASSAR 20 (Old Style) Skelebot -- (1 Nuclear Core; 250,000)

Triax DV-12 Dyna-Bot -- Sourcebook 1 (revised) -- Torso, 75,000

FASSAR 40 Hunter Skelebot -- CS War Campaign pg 129, (Available: 1 Head, 50,000)

V-1000 Personal Assistant-Bot WB31p93
(Available: 1 unit, NO POWER, 60,000

NG-WD71 Robosistant
Available: head and sensor systems 75,000

NG-W10 Heavy Labor Drone Available: Solid Oxide Power cell and CPU, 350,000
==========
1,100,000 Credits in Parts


Robot Rental
[2] NG-W10 Heavy Labor Drone 6,000/day for 10 Days = 120,000 Credits
[2] NG-W9 Light Labor Robot 3,000/ day for 10 Days = 60,000 Credits
Triax Dyna-Bot 4,000/day for 5 Days = 20,000 Credits
==========
200k for Rentals
Lahz D'Gemmel

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: Dockside: O'Grady's Vehicle Parts & Scrap Yard (210)

Postby SNAFU » Sat Oct 28, 2017 12:57 pm

Lahz wrote:Perception [+2]: Original post: 1d20+2 = 8 [+3 involving Electronics or Machines]
JiC D20: Original post: 1d20 = 12
JiC D100: Original post: 1d100 = 33

Conditions: Telemechanics (0 ISP, Constant, 5ft, 97%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Guarded/Wary/Curious], Gauntlets of Mastery [+30% to Wearer's skill ratios that requires use of hands]

Telemechanics [97%]: Original post: 1d100 = 93

Sorting through the parts available at O'Grady's, Lahz is extremely happy to pull together the various parts he's managed to locate. At the end of the day, he will leave with:

NG-101 ARG Automated Rail Gun -- MercOps Pg 95, Available: Complete Unit: Gun has melted somehow and locked the legs in place. Painstaking metalwork of 6+1d6 Hours, 25,000

Bandit K-9 Companion -- New West Pg 199-200 -- Available: Full unit; 40% MDC, NO POWER, 50,000
NG-PD12 Fido (Robo-Dog) NG2 pg 244 -- (Available: Main Body: 50% M.D>C., no limbs, no cpu, Nuclear Core intact. 100,000)

NG-W10 Heavy Labor Drone NG2 pg 248 -- (Available: Torso and limbs, NO POWER OR HEAD, 65,000)
FASSAR 20 (Old Style) Skelebot -- (1 Nuclear Core; 250,000)

Triax DV-12 Dyna-Bot -- Sourcebook 1 (revised) -- Torso, 75,000

FASSAR 40 Hunter Skelebot -- CS War Campaign pg 129, (Available: 1 Head, 50,000)

V-1000 Personal Assistant-Bot WB31p93
(Available: 1 unit, NO POWER, 60,000

NG-WD71 Robosistant
Available: head and sensor systems 75,000

NG-W10 Heavy Labor Drone Available: Solid Oxide Power cell and CPU, 350,000
==========
1,100,000 Credits in Parts


Robot Rental
[2] NG-W10 Heavy Labor Drone 6,000/day for 10 Days = 120,000 Credits
[2] NG-W9 Light Labor Robot 3,000/ day for 10 Days = 60,000 Credits
Triax Dyna-Bot 4,000/day for 5 Days = 20,000 Credits
==========
200k for Rentals


1,300,000 total, approved.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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SNAFU
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Posts: 1325
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Location: GAME MASTER: The Roughnecks


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