Templar Catch-All Thread (Stats, Group Gear, Etc)

A few good men, a woman and a fox plus a blueberry, squid and ogre vs the all of the forces of darkness.
GM: Consumer
AGM: T-Rex

Moderators: Game Masters, Group Leaders

Templar Catch-All Thread (Stats, Group Gear, Etc)

Postby Captain Cook » Mon Jul 21, 2008 6:47 pm

Mercenary Group Composition
  • Size: Squad (5 to 8 members)
  • Sponsorship: None
  • Outfits: Very Limited
  • Equipment: Very Limited
  • Vehicles: Mobile HQ (Behemoth Explorer), GAW-M113 APC
  • Weapons: Very Limited
  • Internal Security: None
  • Permanent Bases: Farm 1km from Merctown
  • Intelligence Resources: None.
  • Special Budget: None.
  • General Alignment of Personnel: Unprincipled
  • Criminal Activity: None.
  • Reputation & Credentials: Mixed. The Templar have failed some missions but still have a reputation as previously having been a very solid organization and they have more recently been successful in their endeavours.
  • Salary:Profit Share

    Templar Group Funds
    • Templars group fund: 11,286.375 Universal Credits. (6/11/18 ~Consumer)
Captain Cook

Postby Captain Cook » Mon Jul 21, 2008 6:49 pm

Current Members:

Former Members:
  • Amazing Archer -- Archer
  • Calamari mechanic -- Sifnos
  • Asuka (Sakura) Manjyome -- Princess Ninja
  • Kat Porter-- Miscreant and ne'er-do-well
  • Max the Bear -- Honey Obsessed Ursa Warrior
  • Galan Sharpe -- Abrasive power armour pilot and old friend of Marcus
  • Ramon Ramero -- Scout
  • Lithalomir Nanihr (Aka: The Rivendell Kid) -- Security/Small Arms Asset
  • Emmit Vega -- Demon hating, Noble Psi-Warrior
  • Lu Yu Xing (a.k.a "Cloud Walker") -- Nightbane Sorcerer
  • Aletuilatl (a.k.a. "Al") -- Former Aztec godling with a technological obsession and former Leader
  • Asuka Manjoyme -- Immortal humanoid vegetable D-bee Combat Mage
  • Atticus Jones -- Aardan Tek Battle Magus
  • Bellephoebe Laurelbright -- Elf High magus
  • Connor McVicar -- Super-powered Rogue Scholar
  • Corvus Lightbringer -- Titan Paramedic who claimed to be the son of Zeus
  • Daisy Hunter -- Psi-Slinger
  • Furball -- Wolfen Wilderness Scout
  • Hours Williams -- Human Psi-Slinger
  • Howler -- Robotech/Southern Cross fighter pilot
  • Hunter -- Headhunter
  • Josiah Quartermain -- Human Rogue Scholar with a robot dog and suffering from trauma-induced migraines
  • Kesslan -- Pantheran Paratrooper packing frightening amounts of firepower and sporting that 'healthy glow' -- from radioactivity
  • Kilo -- Ogre Juicer
  • Kovax -- Dwarf Battle Magus Controller
  • Kuriko -- Shifter & Zeery's alcoholic sister
  • Leon Dugal -- Glitter Boy Pilot
  • Marcus -- Mutant Body Fixer
  • Mary Beth -- Ley Line Rifter and rider of a groovy motorcycle
  • Maxamilian IV -- Mutant Poodle Operator
  • Mikhail Kusnierek -- Mystic Kuznya (blacksmith)
  • Nala Hearn -- Human Legacy Scout with a serious obsession with cats (to the point where even her headgear had kitty ears)
  • Natalie Veragon -- Psi-Warrior
  • Niotoan -- Winged wandering wonder who's a wiz with a wrench but a wee bit wonky under the wig
  • Nokie -- Mage
  • Paula Patterson -- Rogue Scholar with a robot dog and an unwisely-financed Big Bertha transport
  • Ravenwing -- Female centaur Tundra Ranger
  • Rex -- Dog Boy tracker of all things supernaturally naughty & former member of the Ishpeming Defense Force
  • Ricardo Alvarez -- Quick-Flex Alien Operator with a penchant for nose candy
  • Sark -- Sea Titan Nega-Psychic from Housewares
  • Sir Benjamin Payne -- horrifically scarred Cyber-Knight
  • Sir Knaru -- Mystic Knight of the White Rose
  • Sir Lascivus Heidegger -- Mutant Chimpanzee Cyber-Knight
  • Solkon -- medic
  • Soul Wolf -- Canine alien Ley Line Walker
  • Sukarno -- D'norr Devilman Rogue Scholar
  • Summer Michaels -- Psi-Druid
  • The Mechanic -- Machine Person
  • Turambar (Tur) Nandin -- Columbian Anti-Monster
  • Tyler -- Psi-Tech
  • Wu Jen -- Japanese SAMAS pilot
  • Xill'avin -- Trimadore Mechanic
  • Zeery -- Burster & Kuriko's brother who can't stand sticky things
Captain Cook

Postby Captain Cook » Fri Oct 10, 2008 7:09 am

Group Contacts

Surplus Group Equipment
Post here all items not assigned to or owned by a specific member.
Post here all items which are not currently being stored in a member's room.
Group vehicles are to be posted in the garage.
All items posted are to be posted to Armory standards.

All items owned in common should be colored purple (#4000FF) to denote such.

  • 56: Standard E-Clips
  • 14: Long E-clips
  • 2: NG-303 Ammunition Drums (200 rounds)
  • 5: HEAT Rounds for 105mm Canon
  • 3: MPAT Rounds for 105mm Canon

    8:9mm Semi-Automatic Pistol
    • Range: 120'
    • Damage: 3d6 SDC
    • Rate of Fire: Single shots only
    • Payload: 13 round box magazine

  • 40: 9mm Magazine loaded with Silver Bullets (Each holds 13 rounds)
  • 520: 9mm Silver Bullet

2: Vibro-Sword
※ Damage: 2d6 MD

24: Coalition States Heavy High Explosive Grenade
<Insert Image Here>
• Range: approximately 40 yards/120 ft/ 36 m
• Mega-Damage: 4d6
• Blast Radius: 6 ft (1.8 m)

16: Coalition States Fragmentation Grenade
<Insert Image Here>
• Range: approximately 40 yards/120 ft/ 36 m
• Mega-Damage: 2d6
• Blast Radius: 20 ft (6 m)

16: Coalition States Plasma Grenade
<Insert Image Here>
• Range: approximately 40 yards/120 ft/ 36 m
• Mega-Damage: 6d6
• Blast Radius: 12 ft (3.6 m)

32: Coalition States Smoke Grenade
<Insert Image Here>
• Range: approximately 40 yards/120 ft/ 36 m
• Effect: Those inside the cloud and not in EBA or wearing a gas mask or filter and goggles are -5 strike, parry, and dodge. -1 init. Blocks vision including infrared and low light vision. Any shots through or inside the cloud are considered wild.
• Blast Radius: 20-30 ft (3.6 m)

1:NG-P7 MK3
• Weight: 12lbs
• Range: 1,200ft
• Mega-Damage: 1d4X10, +50% Damage on a natural 19-20
• Rate of Fire: Each blast counts as one melee attack
• Payload:8 Shots with Standard E-clip, 12 with Long E-clip

2: Vibro-Knife
Damage: 1D6 M.D.

8: TW Lightblade
• Damage: 1D4x10 M.D.
• Duration of Charge: 5 minutes
• Activation Cost: 30 S.D.C. points or 15 Hit Points
• Modifiers: + 1 to strike and parry

8: Neural Mace
Damage: 1d6 + special effects, see p.259 RUE for full details

40 pounds: C4 GMG page 158
20 pounds: NG 6 M.D. Plastique GMG page 159
100 sticks: of Dynamite Merc Ops page 113
120 feet: SDC Cutting charges Merc ops page 113
60 feet: MDC Cutting charges Merc ops page 113
1,000 feet: Detcord Merc Ops page 114
10: pressure fuse Merc Ops page 114
10: pressure release fuse Merc Ops page 114
10: electronic time delay Merc Ops page 114
10 packages: Blasting caps Merc Ops page 114
4: plunger detonators Merc Ops page 114
10: mini-motion detector detonator Merc Ops page 114

  • 8: Shoulder Pistol Holster
  • 8: Pistol Magazine Pouch (Holds 4 Magazines)
  • 8: Heavy Duty “Overland” Harness and Frame Backpack
    Compact but expandable, external frame, and load-bearing pack.
    M.D.C.: 3
    • 3 utility pouches
    • 1 small compass pouch
    • Quick-release connector enabling the main pack to be dropped quickly.
    • Main compartment holds up to 3,000 cubic inches
    • Detachable daypack holds 500 cubic inches
    • 6 side pouches for holding small items up to canteen size

Medical Supplies:
  • 1: Robot Medical Kit
  • 2: IRMSS Injectors

Food, Rations, Bedding and survival equipment:
  • 20 Cases of bottled water
  • 1 Month of non perishable food suitable for 8 PCs
  • 200: Instant Heat MREs

  • Miniature Fusion Power Plant (see Merc Ops, page 113)
  • 8: Wilk's PRC-5 Secure Walkie-Talkie
    ☞ Weight: 1 lb.
    ☞ M.D.C.: 2
    ☞ Range: 10 miles
    ☞ Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
    ☞ Notes: Attempts to crack the encryption suffer a -25% modifier. Each PRC-5 Includes a spare battery and plug in charger base.
  • 8: Portable language Translator
    ☞ Weight:0.5 lb (0.23kg)
    • The device must be pointed towards the speaker(s)
    • Can monitor up to 3 different voices and two languages or dialects at the same time with an accuracy of 98.7% with with a three second delay if pointed at just one individual, but drops to 78% with a six second delay when translating multiple speakers simultaneously. Translator can also be set to translate the operators words into the language of those he is speaking to.
    • Transmits via earphones, broadcast over a small built in speaker or via connection to a cybernetic headjack.
    • Comes Programmed with the nine common languages spoken in North America.
    • Can hold up to 3 additional languages in memory.
    • Up to 12 additional languages can be added with a supplemental language data disk.
    • Conversations can be recorded onto a one inch size audio disk with a 3hr capacity (20cr per disk)
  • 8: Night Sight Goggles (Passive)
    •Weight: 1.43 lbs (0.65kg)
    •Amplifies existing light to provide a visible picture. Does not work in pitch black, only low-light conditions.
    •Vision range: 1,600ft
  • 8: Conventional Binoculars
    •Weight: 1.43 lbs (0.65kg)
    •Vision range: 1 Mile (1.6km)
  • Interrogation Toolkit (Physical Interrogation techniques +10%)
  • 24,000 credits worth of salvaged metal and parts that can be used to repair vehicles/body armour/weapons in the future
  • 8: Silver Crosses
Last edited by Captain Cook on Fri Oct 10, 2008 11:55 am, edited 1 time in total.
Captain Cook

Templar Rule Interpertation Guidelines

Postby Stormbringer » Fri Mar 18, 2016 1:23 pm

Piloting Skill Rolls:

This is how I handle piloting skill rolls and their failures.

If you are behind the wheel of a vehicle, even hovering or sitting at idle, if the engine is on you must roll piloting. If you do not roll piloting I will use your JIC roll. Meaning if I need the JIC roll for something else, or if you fail that it is considered a fail of the 2nd and 3rd rolls. So do this right. You will get 25 XP for doing this. It's considered an essential part of the basic formatting of posts.

If you roll to pilot something and fail, roll again. If you fail that roll, then roll again. So you could be rolling up to three times.
1st Roll Success=Life is good
1st Roll Failure, 2nd Success: Minor Oops, player posts. No damage or anything just got 'er a little squirrely or something. Life is okay.
1st Roll Failure, 2nd Failure: Roll again.
1st Roll Failure, 2nd Failure, 3rd Success: Some badness. GM's post. Life is bad.
1st Roll Failure, 2nd Failure, 3rd Failure: Very bad badness. GM's post. Life sucks.

Silver Lining: You get XP for each of the attempts. They are considered separate skill rolls. IE, one for basic operation, one to recover from the error, one to minimize the severity of the incident.


1st Roll Failure: Whoops! Better recover.
2nd Roll Passed: Recovered, but post an error. Hovercycle is a little wobbly, vehicle was a little slidey or missed a gear. That kind of thing. You can post that. It'll be no big deal, just kind of an oopsie oh sh-t moment.
2nd Roll Failed: Roll again. Something bad will happen though, GM's call. Probably minor.
3rd Roll Passed: Something bad happened. This could be anything from damage to something fixable on scene to ending up somewhere you don't want to be. Who knows. GM will post accordingly.
3rd Roll Failed: Something very bad happens. This is a crash. GM will post and decide what happens.


Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and succeeds this time, so he posts a whoops, got a little wobbly there better slow down!

Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and fails. He rolls again and succeeds.
In the weekly GM post, the GM posts that he was going so fast he drifted sideways and scraped the hoverpod against a building and did some damage.

Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and fails. He rolls again and fails.
In the weekly GM post, the GM posts that he was going so fast he missed a turn and careened into a building. Archer and Rufus both go flying and the pod tumbles. It's MDC and will survive, if banged up, but will Rufus and Archer?

Templar Quotes Thread

Postby Stormbringer » Mon Mar 21, 2016 2:04 pm

Templar Quotes Thread!

If you think someone said something funny or interesting enough to warrant being written down for all time, post in the OOC chat thread and nominate them. If I or the AGM agree it is worth posting, they get 25XP.

Kilo, Being Eloquent:
"Fuck cool wizard man, fuck cool."-Feb 14/2016

"Kilo like to kill things and look maps."-Mar 21/2016

"Taste is tree sap in bear shit."-April 19/2016

Rufus, Being Himself:
(OOC) Yes, and I'm still wondering if other groups ever run into situations as bizarre as having to square off against bargain-basement Autobot wannabe that's gone totally off its lugnut to the point where it's wanting to serve hemoglobin slushies to one and all.."-June 24/2016

Re: Templar Group Vehicles

Postby Captain Cook » Mon Feb 20, 2017 10:53 pm

GAW-M113 Improved Armoured Personnel Carrier
Crew: Three; Driver, Gunner & Communications.
Troop Transport: Comfortably seats up to 24 heavy infantry or 14 power armour suits
M.D.C. by Location:
* Turret - 80
* Cupola Rail Gun - 50
* Box Style Mini-Missile Launcher - 10
** Treads (2) – 14 each
*** Main Body – 168
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -2 to strike.
** Destroying one of the treads immobilizes the vehicle and requires 1d6X10+10 minutes to repair with a trained crew or three times as long with an inexperienced crew. Requires a Called Shot, same as above. Two sets of spares are carried
*** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Statistical Data:
Land: 80 mph maximum on most surfaces. Reduce speed by half on ice and in mud deeper than 3'. Speed cross country is usually 45mph.
Maximum Range: 500 miles before requiring refuelling.
Height: 9'9"
Width: 8'4"
Length: 21'2"
Weight: 14 tons.
Cargo: Up to 5000lbs
Power System: Diesel
Weapon Systems:
Cupola Rail Gun
This is a copy of the NG-202. The turret must be manned by a gunner and can rotate 360 degrees and has a 90 degree arc of fire
• Mega-Damage: 1D4*10 M.D. per burst. One round does 1d4 MD
• Rate of Fire: Each burst counts as one melee attack
• Effective Range: 4000 feet
• Payload: 3,200 rounds (80 Bursts). Reloading the drum takes 15 minutes if done by hand. 5 minutes if done with robots and special equipment. One extra drum can be carried inside the vehicle.
Box Style Mini-Missile Launcher
• Mega-Damage: As Per Missile
• Rate of Fire: One at a time or volleys of 2,4 or 6
• Effective Range: 1 Mile
• Payload: 6 Missiles
Systems of Note:
Radio with 50 mile (80km) range.
Passive Night vision with 2000ft (610m) range.

*1 Reload for Railgun. 3 Reloads of standard mini-missiles (Half Frag, Half HE)
Captain Cook

Re: Templar Group Vehicles

Postby Captain Cook » Mon Feb 20, 2017 10:58 pm

Model Type: QPA-102
Class: Strategic Armour Military Assault Suit
Crew: One
M.D.C. by Location:
*Shoulder Wings (2) - 0/115 each
*Shoulder Fins (2) - 13/25 Each
Main Rear Jets (3; top) - 0/100 each
Lower Manoeuvring Jets (3; lower) - 0/60 each
Jet Intakes (2; top, front) 25/50 each
* Wing Mini-Missile Launchers (2) - 0/25 each
*Laser Gun: 30/60
Arms (2) - 35/70 each
*Hands (2) - 13/25 each
Legs (2) - 60/120 each
** Head - 45/90
*** Main Body - 156/312
*Denotes a a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is - 4 to
**Destroying the head of the power armour will eliminate all forms of optical enhancement and sensory systems. The pilot must then rely on their own senses. No power armour combat bonuses. The head is a small and difficult target to hit shielded by the air intakes and can only be hit by a called shot at -3 to strike.
*** Depleting the M.D.C. of the main body will shut the armour down completely, making it useless. Destroying a wing will make flight impossible but the suit can still make jet powered leaps and hover stationary above the ground.
Statistical Data
Speed: Running: 70 mph (113kpm) maximum. Note that the act of running does tire out its operator, but at 10% the usual fatigue rate.
Leaping: The powerful robot legs can leap up to 20' high or across unassisted by the thrusters. A jet thrust assisted leap can propel the armour up to 100' high and 200' across without actually attaining flight.
Flying: The rocket propulsion system enables the SAMAS to hover in stationary position or fly. Maximum flying speed is 360 mph (576kph), but cruising speed is considered to be 60-150mph (96-240kph). Maximum Altitude is 10,000 feet.
Flying Range: Nuclear power gives the SAMAS decades of life but the jet rockets get hot and need to cool down after a maximum of 10 hours of continuous flight at speeds above cruising or 24 hours at cruising speed.
Underwater Capabilities: The SAMAS can swim using the same types of paddling leg and arm movements as a human at a maximum speed of roughly 4mph (6.5kph). It can also walk along the bottom of the sea at about 20 mph (32kph). using the jet thrusters the SAMAS can travel on the surface of the water at 60mph (96kph) or underwater at 40 mph (64kph)
Maximum Ocean Depth: 2,000 feet
Height: 8 feet 6 inches tall from head to toe. The top mounted air intake jets add another 2 feet for an overall height of 10 feet, 6 inches.
Width: Wings Down: 3.7 Feet, Wings Extended: 16 feet
Length: 4 Feet, 10 inches
Weight: 680lbs fully loaded including laser gun and missiles
Augmented P.S.: 32
Cargo: None
Power System: Nuclear; average energy life is 20 years.
Weapon Systems
1. QR-12A SAMAS Laser Rifle
The standard "Main Gun" of the V-Sam is a heavy, rapid-fire laser rifle instead of the usual railgun. It is hooked directly to the nuclear generator in the power armour and requires no E-clips. However E-clips can be used separately or as a backup system, Standard E-Clips provide 20 Shots and Long E-clips provide 30 shots. Any heavy energy weapon or railgun may be substituted. There are some downsides to this weapon as it draws from the V-SAM's power reserves inflicting minor penalties.
-1 Initiative and reduce maximum speed by 10% during combat when used as a single shot weapon. These penalties remain in effect as long as the gun is turned on.

-2 on initiative, -1 strike and -20% to the V-SAM's speed when the weapon fires a triple pulse burst. These penalties last for an entire melee in which one burst is fired. This is not an accumulative effect so the penalty remains the same if one or multiple bursts are fired in a single melee.

• Weight: 24lbs
• Damage: 3d6 MD per single shot or 1d4X10 per rapid fire 3 shot pulse burst.
• Rate of Fire: Single or Pulse Burst but causes the power fluctuation penalties noted above.
• Range: 2,800 feet
• Payload: Effectively unlimited, A standard E-Clip (20 shots) or Long E-Clip (30 shots) can be substituted.
2. CM-2B Wing Mini-Missile Launcher
Near the base of each wing is a box mini-missile launcher that holds 8 mini missiles
• Damage: As Per Missile
• Rate of Fire: Single or volleys of 2, 4, 8 or 16
• Range: Typically one mile
• Payload: 16 total, 8 per launcher
3. Wing Blades
The V-SAM pilots can use their bladed wings as slashing weapons. Intimidation Factor: HF12 when an opponent realizes the V-SAM is trying to 'Slice and Dice' them.
• Damage: 1d6MD from just a nick or glancing blow. 3d6 MD +1 for every 20mph of speed (+18 at full speed)
• Bonuses: Pilots experienced in piloting a Violator SAMAS are +1 to strike with the wings at levels 2, 5, 8, 11 and 14 as well as +2 to disarm and can actually parry with them at +2
4. Vibro Blade Short Sword (1)
A short sword can extend and retract from the left arm of the SAMAS
• Damage: 1d6+3 MD
Special Bonuses
+2 on Initative, +1 Strike, +1 Dodge in addition to those from Power Armour Training. Also see Wing Blade bonuses.
Sensory Systems
The V-SAM has full optical systems including laser targeting, telescopic, passive night vision, thermo-imaging, infrared, ultraviolet and polarization, plus all other features common to all power armour.

Costs to Repair:
Wings: 80,000 each (Sifnos can do the work at a cost of 47,600 and 27 hours of work per wing)
Jets Propulsion System: 250,000 (Sifnos can do the work at a cost of 150,000 and 63 hours of work)
Mini Missile Launchers: 50,000 each (Sifnos can do the repairs at a cost of 30,000 and 4 hours of work per launcher)
Damaged Sensor Systems: 35,000 (Sifnos can do the repairs at a cost of 25,000 and 9 hours of work)
Armour Repairs: 415,200 *(Sifnos can do the repairs at a cost of 62,280 and 60hrs of work)
The number of hours Sifnos requires to do the work can be reduced by renting the use of a proper repair shop

Total Repair Cost: 960,200 credits or 392,480 and 190hrs of work by an Operator PC
Captain Cook

Re: Templar Catch-All Thread (Stats, Group Gear, Etc)

Postby Captain Cook » Tue Feb 28, 2017 10:55 am

Group Gear out on loan:

Daltuun Oxynforge:
1: NG-Super Laser Pistol & Grenade Launcher
• Weight: 13 lbs (5.8 kg)
• Range: Laser 800 feet (224 m), grenade launcher 500 feet (152 m)
• Mega-Damage: Laser 2D4 M.D., grenade launcher 2D6 M.D. to a blast area of six feet (1.8 m) in diameter
• Rate of Fire: Each grenade or laser blast counts as one melee attack
• Weight Penalties: Characters with a strength of 19 or less are -3 to strike firing one-handed, and -1 to strike when bracing it with both hands or on something, whether firing the laser or grenade launcher
• Payload: Laser is 20 blasts, Grenade Launcher carries six grenades hand loaded into the gun plus eight spares that can be loaded into a top-feeding clip by hand
• Reloading the Launcher: Requires one full melee round (15 seconds), to manually reload the grenade launcher. As always, reloading an E-Clip takes about five seconds or equal to one melee

[*]16: NG-Super Laser Pistol Grenades

1: NG-303 Railgun
• Weight: 27lbs (includes weight of standard ammo drum)
• Range: 2,000ft
• Mega-Damage: 1d4 for a single shot, 10 round burst does 4d6
• Rate of Fire: Single Fire or Burst Fire counts as one attack.
• Weight Penalties: Characters with a strength of 21 or less are -2 to strike.
• Payload: Ammo drum holds 200 rounds. The weapon also is powered by a Long E-Clip that is good for 40 rounds. A backpack mounted ammo drum is available for Cyborgs and others with Bionic or better PS that holds 600 rounds

2: Standard E-Clips
Captain Cook

Re: Templar Rule Interpertation Guidelines

Postby Captain Cook » Thu Mar 02, 2017 6:48 pm

Here's a handy chart of how much common ammunition types weigh.

Pistol Calibers

Weight per 100 rounds (lbs): 2.13

9mm Luger
Weight per 100 rounds (lbs): 2.63

.38 Special
Weight per 100 rounds (lbs): 2.88

Rounds per pound: 30
Weight per 100 rounds (lbs): 3.25

Rounds per pound: 28
Weight per 100 rounds (lbs): 3.56

Rounds per pound: 28
Weight per 100 rounds (lbs): 3.56

Rounds per pound: 22
Weight per 100 rounds (lbs): 4.57

Rounds per pound: 19
Weight per 100 rounds (lbs): 5.07

Rounds per pound: 21
Weight per 100 rounds (lbs): 4.69


.22 LR
Rounds per pound: 133
Weight per 100 rounds (lbs): 0.75

Rounds per pound: 37
Weight per 100 rounds (lbs): 2.69

30-30 Winchester
Rounds per pound: 20
Weight per 100 rounds (lbs): 4.92

Rounds per pound: 22
Weight per 100 rounds (lbs): 4.5

.308 Winchester
Rounds per pound: 19
Weight per 100 rounds (lbs): 5.25

.308 Winchester
Rounds per pound: 18
Weight per 100 rounds (lbs): 5.35

7mm Remington Magnum
Rounds per pound:14
Weight per 100 rounds(lbs):6.81

Rounds per pound:27
Weight per 100 rounds(lbs):3.63

Shotgun Calibres

12GA 2 3/4" Slug
Rounds per pound: 10
Weight per 100 rounds (lbs): 9.50

12GA 2 3/4" #4 Shot
Rounds per pound: 9
Weight per 100 rounds (lbs): 10.75

12GA 2 3/4" #7 1/2 Shot
Rounds per pound: 10
Weight per 100 rounds (lbs): 9.75

12GA 2 3/4"00 Buckshot
Rounds per pound: 9
Weight per 100 rounds (lbs): 10.25

12GA 3" Slug
Rounds per pound: 8
Weight per 100 rounds (lbs): 11.25
Captain Cook

Re: Templar Catch-All Thread (Stats, Group Gear, Etc)

Postby Consumer » Fri May 11, 2018 8:19 am

EX-5 Behemoth Explorer Robot
Model Type: EX-5
Class: Mobile Medical/Research Robot Vehicle
Crew: Three; one pilot, one copilot, one communications officer and can accommodate 20 to 40 passengers, or up to 60 under extremely cramped conditions.
M.D.C. by Location:
Upper Arms/Shoulders (2)—144 each
Forearms (2) — 240 each
Hands (2 large) — 72 each
*Hands (2 small, retractable) — 36 each
Legs (2) — 300 each
* Main Searchlight (1, lower front, large) - 18
*Side & Arm Searchlights (6) — 6 each
Top Mounted Searchlights (2) —12 each
**Sensor Array Turrets (2, rear) — 36 each
Pilot's Compartment — 240
Observation Deck (Top) — 360
***Main Body — 600
* A single asterisk indicates a small and/or difficult target to strike, requiring the attacker to make a "Called Shot", but even then the attacker is -3 to strike.
** Destroying one sensor turret in the rear has no significant impact on sensor readings. Knocking both out means both radar and sensor systems are gone. Note: The turret is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then, the attacker is -3 to strike and must be in just the right position.
***Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless.
Statistical Data
Running: 40mph (64km) maximum.
Leaping: 10 feet (3m) high and lengthwise but counts as two melee actions and makes a profound thump or crashing sound.
Height: 60'
Width: 20'
Length: 82'
Weight: 25 tons fully loaded, but with empty cargo bay.
Physical Strength: Robotic P.S. 40.
Cargo: 15x40x12 storage area. 200 ton limit.
Power System: Nuclear; average energy life is 12 years.

Weapon Systems
Mini-Missile Forearm Launchers (2): Mounted on the side of each arm is a missile launcher.
Range: One mile (1.6km)
Damage: Varies with missile type. Standard issue is fragmentation and plasma.
Rate of Fire: One at a time or in volleys of two, three, or four.
Payload: 48 total, 24 in each arm. Hundreds can be stored inside the robot.
Hand to Hand Combat:
The Behemoth Explorer is not designed for combat so it gets half the number of attacks and reduce bonuses by half. PS 38 for large arms and hands, PS 21 for the small ones.
Large Arms/Claws: 3D6 M.D. punch and tear/pry, 2D6 M.D. crush, power punch 5d6+3 M.D.
Retractable Arms: 1D4 M.D punch and tear/pry. Power punch not possible.
Stomp or trample: 2D6 M.D.
Body Block: 2D6 M.D. with a 70% of knocking one's opponent down of equal size or smaller. Victims of knockdown loose initiative and one melee attack.
Sensor System Note: The Behemoth has some of the best sensory equipment available in a robot vehicle. All standard sensor systems plus the following:
1. Thermo-Imager: 2000' (610m)
2. Infrared and Ultraviolet Optics. Note: The infrared light beam can be seen by anybody who also has infrared optics and can be traced back to it's source. Smoke impairs the infrared beam, making it impossible to see.
3. Infrared Searchlights: 500' (152m)
4. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 100 miles
5. Multi-Camera System (4): The cameras have telescopic lenses as well as macro-lenses for close work. Range: 4,000' (1,219m)
6. Integrated Artificial Intelligence: An AI named Carny has been integrated into the behemoth. It can pilot the robot like a living pilot.
[list][*]Attributes: IQ: 15 ME: 10 MA: 15 PB:17
[*]Disposition: Helpful
[*]Insanity: Lonely.

The massive Behemoth Explorer is an unusual robot vehicle: basically, a giant science laboratory and house trailer on legs .
Typically, the Behemoth will have a laboratory divided into three separate sections, ten separate living quarters that can accommodate 20 to 40 people comfortably (60 or so cramped), a communal dining/lounge/observation area (the glass enclosure on top of the main body) , and storage bay that can hold four small vehicles like hover cycles and a half dozen suits of power armor with room to spare . The pilot and crew compartment is located in the center protrusion on the nose of the robot, between the two huge searchlights. Four smaller spotlight turrets are located on the side of the robot in the front and toward the rear. Two smaller spotlights are on either side of the arms.
The arms are designed for investigation and well suited for grasping. A pair of smaller retractable arms are also housed in the forearms. The robot is used by expeditions, usual ly sponsored by wealthy kingdoms, to explore the wilderness.
The Behemoth has only a mini-missile launcher on the side of each arm as a means of protection. Sometimes, rail guns and laser turrets are added by energetic organizations, but too many weapons are a waste of time and resources, as the Behemoth Explorer is not suited for combat at all!
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