Merctown Shopping Lists

Out of the Frying Pan: The Spook Squad get in trouble yet again.

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Merctown Shopping Lists

Postby SNAFU » Sat Oct 14, 2017 5:37 pm

Post your shopping lists here.


Make sure to include:
  • Page number
  • Book Price
  • Vendor
    • 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: Merctown Shopping Lists

Postby Minerva » Sat Oct 14, 2017 5:47 pm

Vehicle:
Black Talon Motorcycle with a Solid Oxide Fuel Cell - 720,000 credits (NG2 page 201)
Streetwolf Motorcycle with an Electric Battery - 45,300 credits (NG2 page 204)

Weapons:
NG-45LP Long Pistol - 15,000 credits (NG1 page 191) [50%-200% more on the secondary market, poor availability at list price, good availability at higher prices]
NG-IR5 Ion Rifle - 24,000 credits (NG1 page 199)
NG Grenade Vibro-Knives x 5 - 9,500 credits each (NG1 page 214)
Crystal Bolt-Pistol - 30,000 credits (PW page 127) [Phase World Technology. May very easily not be available or crazy expensive]

Armor:
NG Stalker Suit x2 - 11,000-22,000 credits each (NG2 page 58)
N20A Medium Force Field - 50,000 credits (PW page 121)
Psionic Crystal Armor - 100,000 credits (PW page 128) [Phase World Technology. May very easily not be available or crazy expensive]

Other:
Heads-Up Display Glasses - 1,000 credits (NG2 page 252)
Language Translator (Portable) - 9,600 credits (RUE page 262)
Noro Crystal Psionic Augmenting Helmet (M.D.C.) - 50,000 credits (PW page 128) [Phase World Technology. May very easily not be available or crazy expensive]
Telepathic Communicator - 52,000 credits (PW page 128) [Phase World Technology. May very easily not be available or crazy expensive]
Minerva
Grace Minerva
HP: 92/92
SDC: 177/177
ISP: 334/334


NG-A8 Scout Armor:
M.D.C. by Location
• Helmet: 35/35 • Main Body: 50/50
• Left Arm: 25/25 • Right Arm: 25/25
• Left Leg: 40/40 • Right Leg: 40/40

Modifiers: -5% to movement and physical skills

Wilk's Laser Sword: 5D6 MD. Duration: 15 + 5D6 minutes per E-Clip. Modifiers: cannot parry with this weapon
Wilk's-Remi 104 Derringer: 2D4 MD. 4/4. Range: 300'. ROF: 2 simultaneous shots.


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Re: Merctown Shopping Lists

Postby Lahz » Sat Oct 14, 2017 10:55 pm

[3] Wilks 1000 Pulse Laser Cannon [MercOps Pg 104, 150k]

[2] Q1-02 Stopper Ion Pistol [Quebec Pg 45, 20k]
[20] Stun/Flash Grenade [Quebec Pg 43, 100 Creds]
[20] Tear Gas Grenade [Quebec Pg 43, 200 Creds]


=======

Armored MDC Sharp Duster/Long Coat (28MD) [NG2 Pg 42, 9500 Credits +50% Tailored as a Nice Dress for Aurelia]
[6] MH-500 Armored Huntsman's Choice Fatigues (11MD) [NG2 Pg 42, 3500 Credits +50% Tailored to be comfortable for Aurelia]
NG-SE9 Sharpshooter Laser Pistol [NG1 Pg 195, 15,000 Credits -- for Aurelia]
25,000 Credits, High Quality Wardobe clothing for Aurelia
Road King Armored SUV (140MD) [NG2 Pg 217, 72,000 Credits]

=======

Armored MDC Aviator's Flight Jacket (10MD) [NG2 Pg 42, 3600 Credits +50% Tailored as an Overcoat for Kaiya]
[10] MH-500 Armored Huntsman's Choice Fatigues (11MD) [NG2 Pg 42, 1500 Credits +50% Tailored to be comfortable for Kaiya]
[1] Tablet PC with Kids/Learning/Entertainment Programs & Case [5,000 credits --- Estimated]
5,000 Credits worth of toys
5,000 Credits, High Quality Wardobe clothing for Kaiya
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: Merctown Shopping Lists

Postby Echo » Tue Oct 17, 2017 8:31 am

Prior to departure, Echo will purchase and set to be delivered the NG-UELX49 Silent Shadow Power Armor (WB34, Northern Gun 2, Pg 149) with Lahz's discount if possible, using the 2million card from Hades. Any remaining will be offered to Lahz to aid in installing specialty features into the Silent Shadow.

Base Cost: 1.4 million with Nuclear Core.
Discounted Cost: 1.26 million with 10% discount (As discussed via IM)

Remaining on Hades Card: 740,000

Echo will also purchase the following:
SleepSafe "Sensor Sentry" Warning System x10 for 45,000 (or 40,500 with Lahz's discount) (NG2, Pg 252)
Intent is for security purposed during missions; repurposed.
Medical Bio-Brace x4 for 46,000 (or 41,400 with discount)(NG2, Pg 252)
Use whenever magic cannot aid, backups.
The Multi-Tool (DB2, Pg 143) for 25,000
Robot Floater Camera x2 (NG2, Pg 236) for 35,000ea (or 31,500 per with discount)

Remaining on Hades Card (w/ Discount): 570,000 (Assuming Lahz is able to provide the discount to the above NG Items as well)
Remaining on Hades Card (w/o Discount): 554,000

The remaining on the Hades Card will go to Lahz for Augmentation on the Silent Shadow.

Echo is also going to attempt to acquire, locate or otherwise barter for a DV-39 Wolf (Triax 2, Pg 126).
Cost: 1.4 Million (from personal funds) (Echo has 2.2mil to dedicate to this after his shopping cart)
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: Merctown Shopping Lists

Postby Whisper » Tue Oct 17, 2017 7:20 pm

weapons
an additional CFT Auto-shooter (New West p.213, Wilk's, 6500 credits)
a pair of Remington 1863 S.D.C. revolvers (New West p.211, Wilk's, 1000 credits each)
a pair of TX-27s - preferably nickel plated (Triax 2, p. 97, Triax, 45000 credits each)

cybernetics
Amplified Hearing (Bionics Sourcebook p.38, 20000 credits)
Language Translator (Bionics Sourcebook p.38, 8000 credits)
Sound Filtration (Bionics Sourcebook p.40, 3500 credits)
Universal Headjack & Ear Implant w/Short Range Radio (Bionics Sourcebook p.40, 24400 credits)
Cyber-breasts (Bionics Sourcebook p.41, 10000 credits)
Full/Puffy Lips (Bionics Sourcebook p.42, 5000 credits)

other
two N-F20A Medium Force Field (Mercenaries p.125, Naruni, 60000 credits each, one for armor, one for wearing outside armor)
200 CFT Rounds (New West p.213, Wilk's, 64000 credits)
20 E-clips (Rifts: Ultimate Edition p.259, 120000 credits)
new wardrobe, more extensive and fancy than just fatigues (up to 50000 credits spent)
Whisper
H.P.: 32/32
S.D.C.: 50/50

Mecha-Knight main body 400/400
Forcefield 160/160
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Re: Merctown Shopping Lists

Postby Carl » Tue Oct 17, 2017 9:50 pm

Carl will look for someone who can infuse the "Shadow Armor" with a 'Superheavy Force Field' without messing with the armor's properties.
He would also like to purchase:
6 medium (waterproof) fusion blocks;
6 TW-Grenades - Single use Magic Net spell.
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor • A.R.: 16 (N/A in Rifts-like Environs)
• Attackers are -5 to strike the wearer in darkness
• S.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)
☞ 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: Merctown Shopping Lists

Postby SNAFU » Sat Oct 21, 2017 11:22 pm

Minerva
Heads-Up Display Glasses
Language Translator (Portable)


Black Talon Motorcycle
Image
Model Type: MBT-300
Class: All-Terrain Combat Motorcycle.
Crew: One pilot, with room for one passenger.
M.D.C. by Location:
    * Headlight (1, small concealed under weapon) – 6
    * Storage Compartment (3, rear, small) – 20 each
    * Plexiglass Windshield – 25
    * Front-Mounted Weapon (1 or 2) – 25 each
    * Armored Tires (2) – 15 each
    ** Main Body – 125
* 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 -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed 90% and may damage the bike more by riding on the rim. Destroying both tires render the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 220 mph (352 km) maximum; 180 mph (288 km) on dirt roads and stony deserts, 72 mph (115 km) or less on grassy plains and rough, broken terrain. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to
be less than 8 mph (13 km).
Maximum Range: On gasoline, 400 miles (640 km). Electric battery, 2,000 miles (3,200 km) per charge, and it takes two hours to charge to full capacity. Unlimited with Solid Oxide and nuclear power supplies.
Penalties: None on paved streets, dirt roads, and in stony deserts, but -10% to piloting skill on gravel and grass, -15% on shattered roads, tall grass, and snow deeper than three inches (7.6 cm). Forest, thick underbrush and any dense vegetation are likely to be impassable. Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D6 melee rounds.
Statistical Data:
Height: 3.5 feet (1.1 m).
Width: 3 feet (0.9 m).
Length: 7 feet (2.1 m).
Weight: 420 lbs (189 kg).
Cargo: Saddlebags with limited storage space. A rifle can be attached to the bike’s side.
Power System: Nuclear with a 12 year life, Solid Oxide, and electric battery (completely recharges in two).
Cost: 945,000 credits for nuclear, 720,000 for Solid Oxide, and 340,000 for electric battery with a multi-battery system. Not available in a gasoline model.
Weapon Systems:
1. BT-50 Laser Blaster (1): Built into the bike is a forward facing laser. This is the standard weapon for the Black Talon.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Mega-Damage: 3D6 M.D. per laser blast.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide. 180 blasts for electric battery power supply (weapons that do more damage have half the payload for electric powered bikes).
Alternative and Additional Weapons: The laser can be replaced with a different nose gun, but for the cost of that weapon and a 25,000 credits fee for the work to change it out. As many as two additional weapon systems can be added to the Black Talon, but such extras are discouraged as each additional weapon system creates airdrag, adds weight and drains energy; reduce maximum speed 10% for each additional weapon. Any of the weapon systems available to hovercycles can be added to this bike.


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[b]Black Talon Motorcycle[/b]
[img]https://i.imgur.com/RLfudXJ.png[/img]
[size=85]Model Type: MBT-300
Class: All-Terrain Combat Motorcycle.
Crew: One pilot, with room for one passenger.
M.D.C. by Location:[list]
* Headlight (1, small concealed under weapon) – 6
* Storage Compartment (3, rear, small) – 20 each
* Plexiglass Windshield – 25
* Front-Mounted Weapon (1 or 2) – 25 each
* Armored Tires (2) – 15 each
** Main Body – 125[/list]
* 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 -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed 90% and may damage the bike more by riding on the rim. Destroying both tires render the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 220 mph (352 km) maximum; 180 mph (288 km) on dirt roads and stony deserts, 72 mph (115 km) or less on grassy plains and rough, broken terrain. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to
be less than 8 mph (13 km).
Maximum Range: On gasoline, 400 miles (640 km). Electric battery, 2,000 miles (3,200 km) per charge, and it takes two hours to charge to full capacity. Unlimited with Solid Oxide and nuclear power supplies.
Penalties: None on paved streets, dirt roads, and in stony deserts, but -10% to piloting skill on gravel and grass, -15% on shattered roads, tall grass, and snow deeper than three inches (7.6 cm). Forest, thick underbrush and any dense vegetation are likely to be impassable. Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D6 melee rounds.
Statistical Data:
Height: 3.5 feet (1.1 m).
Width: 3 feet (0.9 m).
Length: 7 feet (2.1 m).
Weight: 420 lbs (189 kg).
Cargo: Saddlebags with limited storage space. A rifle can be attached to the bike’s side.
Power System: Nuclear with a 12 year life, Solid Oxide, and electric battery (completely recharges in two).
Cost: 945,000 credits for nuclear, 720,000 for Solid Oxide, and 340,000 for electric battery with a multi-battery system. Not available in a gasoline model.
Weapon Systems:
1. BT-50 Laser Blaster (1): Built into the bike is a forward facing laser. This is the standard weapon for the Black Talon.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Mega-Damage: 3D6 M.D. per laser blast.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide. 180 blasts for electric battery power supply (weapons that do more damage have half the payload for electric powered bikes).
Alternative and Additional Weapons: The laser can be replaced with a different nose gun, but for the cost of that weapon and a 25,000 credits fee for the work to change it out. As many as two additional weapon systems can be added to the Black Talon, but such extras are discouraged as each additional weapon system creates airdrag, adds weight and drains energy; reduce maximum speed 10% for each additional weapon. Any of the weapon systems available to hovercycles can be added to this bike.[/size]


Streetwolf
Image
Model Type: NG-CM12
Class: Motorcycle.
Crew: One pilot.
M.D.C. by Location:
* Headlights (2, small) – 4 each
* Storage Compartment (back, small) – 20
* Plexiglass Windshield – 15
* Tires (2) – 5 each
** Main Body – 80
* 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 -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed by 90% and may damage the bike more by riding on the rim. Destroying both tires renders the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 240 mph (384 km) maximum; half that speed on dirt roads and stony deserts, one third that speed on grass, gravel, and rough terrain. Best suited to paved streets and other smooth, hard surfaces. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph (16 km) if passable at all.
Maximum Range: On gasoline, 400 miles (640 km). Electric battery, 1,800 miles (2,880 km) per charge. It takes two hours to charge to full capacity. Unlimited with Solid Oxide and nuclear power supplies.
Penalties: -5% to piloting skill on short grass, -15% on gravel, -20% on shattered roads, and mud or snow deeper than two inches (5 cm), and -30% in tall grass, deep snow or mud up to six inches (15 cm). Forest and any wilderness environments are likely to be impassable. Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D4 melee rounds.
Bonuses: On paved streets, dirt roads, and other smooth surfaces, only: +5% to piloting skill even when taking evasive action and performing trick maneuvers and +1 to dodge.
Statistical Data:
Height: 3 feet (0.9 m).
Width: 2.6 feet (0.79 m).
Length: 7 feet (2.1 m).
Weight: 240 lbs (108 kg).
Cargo: None.
Power System: Available as gasoline, electric battery, Solid Oxide and nuclear.
Cost: 34,000 credits gasoline engine or 45,300 credits for the improved electric battery system. 365,000 credits for Solid Oxide and 900,000 credits for nuclear (rare).
Weapon Systems: None. Period. To add even a nose gun will make the bike less balanced (reduce speed by 10% and it negates the piloting bonus, above).


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[b]Streetwolf[/b]
[img]https://i.imgur.com/7zzEPSi.png[/img]
[size=85]Model Type: NG-CM12
Class: Motorcycle.
Crew: One pilot.
M.D.C. by Location:
* Headlights (2, small) – 4 each
* Storage Compartment (back, small) – 20
* Plexiglass Windshield – 15
* Tires (2) – 5 each
** Main Body – 80
* 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 -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed by 90% and may damage the bike more by riding on the rim. Destroying both tires renders the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 240 mph (384 km) maximum; half that speed on dirt roads and stony deserts, one third that speed on grass, gravel, and rough terrain. Best suited to paved streets and other smooth, hard surfaces. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph (16 km) if passable at all.
Maximum Range: On gasoline, 400 miles (640 km). Electric battery, 1,800 miles (2,880 km) per charge. It takes two hours to charge to full capacity. Unlimited with Solid Oxide and nuclear power supplies.
Penalties: -5% to piloting skill on short grass, -15% on gravel, -20% on shattered roads, and mud or snow deeper than two inches (5 cm), and -30% in tall grass, deep snow or mud up to six inches (15 cm).  Forest and any wilderness environments are likely to be impassable.  Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D4 melee rounds.
Bonuses: On paved streets, dirt roads, and other smooth surfaces, only: +5% to piloting skill even when taking evasive action and performing trick maneuvers and +1 to dodge.
Statistical Data:
Height: 3 feet (0.9 m).
Width: 2.6 feet (0.79 m).
Length: 7 feet (2.1 m).
Weight: 240 lbs (108 kg).
Cargo: None.
Power System: Available as gasoline, electric battery, Solid Oxide and nuclear.
Cost: 34,000 credits gasoline engine or 45,300 credits for the improved electric battery system. 365,000 credits for Solid Oxide and 900,000 credits for nuclear (rare).
Weapon Systems: None. Period. To add even a nose gun will make the bike less balanced (reduce speed by 10% and it negates the piloting bonus, above).[/size]


NG-45LP Long Pistol
Image
• Weight: 5 lbs (2.25 kg)
• Range: 1,200 feet (366 m)
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 8 shots


NG-IR5 Ion Pulse Rifle

• Range: 2,000 feet (610 m).
• Mega-Damage: Two settings, 2D6 or 4D6 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots per standard E-Clip at the low setting, 11 shots at the higher setting. 36 and 15 shots with a long E-Clip.
• Weight: 11 lbs (5 kg).
• Cost: 24,000 credits.


Vibroknife Grenade

Weight: One pound (0.45 kg).
Range: Grenade knives are much heavier than normal throwing knives and have a limited range of about 30 feet (9 m).
Mega-Damage: S.D.C. Blade: 1D6 S.D.C. on blade impact. Vibro-Blade: 1D6 M.D. on blade impact/impalement. The secondary explosion occurs one melee action (about 3 seconds) later and delivers 4D6 M.D. to the target in which the Grenade knife is imbedded and 1D6 M.D. to those within a 4 foot (1.2 m) blast radius.
Only individuals on the same side of the target where the knife struck are affected; those on the opposite side are protected from the blast by the main target’s body/armor. Note that S.D.C. blades will bounce off Mega-Damage armor and the skin of most
Mega-Damage creatures – bounces 2D4 feet (0.6 to 2.4 m) away and may inflict collateral damage to any person or object within the blast radius. But that’s true of all grenades and explosives, which is why they should always be used with extreme caution.
Note: The blade of the grenade is destroyed in the explosion.
Cost: S.D.C. Grenade Knife: 450 credits each. Vibro-Blade: 9,500 credits each. Add 500-1,200 credits for a silver-plated blade.


NG Stalker Suit

M.D.C. by Location:
• Head: As per separate helmet.
• Arms: 5 each
• Legs: 7 each
• Main Body: 12
The suit covers the entire body, except for the head; a separate helmet is suggested.
Features:
• Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Size: human equivalent, 3 lbs.
Modifiers: None


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[b]NG-45LP Long Pistol[/b]
[img]http://nullfactor.net/eu/images/weapons/rifts/wb33/ng-45lp-100px.png[/img]
[size=85]• Weight: 5 lbs (2.25 kg)
• Range: 1,200 feet (366 m)
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 8 shots[/size]

[b]NG-IR5 Ion Pulse Rifle[/b]

[size=85]• Range: 2,000 feet (610 m).
• Mega-Damage: Two settings, 2D6 or 4D6 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots per standard E-Clip at the low setting, 11 shots at the higher setting. 36 and 15 shots with a long E-Clip.
• Weight: 11 lbs (5 kg).
• Cost: 24,000 credits.[/size]

[b]Vibroknife Grenade[/b]

[size=85]Weight: One pound (0.45 kg).
Range: Grenade knives are much heavier than normal throwing knives and have a limited range of about 30 feet (9 m).
Mega-Damage: S.D.C. Blade: 1D6 S.D.C. on blade impact. Vibro-Blade: 1D6 M.D. on blade impact/impalement. The secondary explosion occurs one melee action (about 3 seconds) later and delivers 4D6 M.D. to the target in which the Grenade knife is imbedded and 1D6 M.D. to those within a 4 foot (1.2 m) blast radius.
Only individuals on the same side of the target where the knife struck are affected; those on the opposite side are protected from the blast by the main target’s body/armor. Note that S.D.C. blades will bounce off Mega-Damage armor and the skin of most
Mega-Damage creatures – bounces 2D4 feet (0.6 to 2.4 m) away and may inflict collateral damage to any person or object within the blast radius. But that’s true of all grenades and explosives, which is why they should always be used with extreme caution.
Note: The blade of the grenade is destroyed in the explosion.
Cost: S.D.C. Grenade Knife: 450 credits each. Vibro-Blade: 9,500 credits each. Add 500-1,200 credits for a silver-plated blade.[/size]

[b]NG Stalker Suit[/b]

[size=85][b]M.D.C. by Location:[/b]
• Head: As per separate helmet.
• Arms: 5 each
• Legs: 7 each
• Main Body: 12
[i]The suit covers the entire body, except for the head; a separate helmet is suggested.[/i]
[u]Features:[/u]
• Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Size: human equivalent, 3 lbs.
Modifiers: None[/size]


Total of Above: 880,000 cr

Psionic Crystal Armor
Weight: 11 lbs
M.D.C.: Armor: 35
Psionic Force Field: 70 (4 activations per 24hrs, or recharge with 20 I.S.P.)
Bonus: +2 to save vs psionics.


Total of Above: 750,000 cr
    • 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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Re: Merctown Shopping Lists

Postby SNAFU » Sat Oct 21, 2017 11:23 pm

Lahz
[2]Q1-02 "Stopper" Ion Pistol

• Effective Range: 200'
• Mega-Damage: 4d6+4 MD
• Rate of Fire: Single shots only
• Payload: 12 shots with standard E-clip; 24 shots with long E-clip


[3]Wilk's 1000 Laser Pulse Cannon

• Weight: 70 lbs total (Weapon: 40 lbs., Generator: 30 lbs.)
• Range: 3000'
• Damage: Laser: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload: 240 single shots or 80 pulses
• Special: Generator recharges at 8 blats per hour. One hour to charge when connected to nuclear power supply.


Code: Select all
[2][b]Q1-02 "Stopper" Ion Pistol [/b]

[size=85]• Effective Range: 200'
• Mega-Damage: 4d6+4 MD
• Rate of Fire: Single shots only
• Payload: 12 shots with standard E-clip; 24 shots with long E-clip[/size]

[3][b]Wilk's 1000 Laser Pulse Cannon[/b]

[size=85]• Weight: 70 lbs total (Weapon: 40 lbs., Generator: 30 lbs.)
• Range:  3000'
• Damage: Laser: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload:  240 single shots or 80 pulses
• Special: Generator recharges at 8 blats per hour. One hour to charge when connected to nuclear power supply.[/size]


[20] Stun/Flash Grenade [Quebec Pg 43, 100 Creds]
[20] Tear Gas Grenade [Quebec Pg 43, 200 Creds]


Road King Armored SUV

Vehicle Type: All-Terrain Utility Vehicle.
Crew: One pilot and can seat five more passengers.
M.D.C. by Location:
* Headlights (2, low-profile) – 5 each
* Sideview Mirrors (2) – 5 each
* Optional: Roof Hatch – 25
* Plexiglass Windows (6) – 20 each
* Doors (4) – 30 each
Optional Mounted Weapon Systems (2, max) – 20 each
* Armored Tires (4) – 18 each
** Main Body – 140
* 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 -4 to strike (-6 when shooting at the tires of a moving vehicle).
Destroying one of the tires reduces the vehicle’s speed by 35%, imposes a driving penalty of -25% and may damage the ATV more by riding on the rim. Destroying two tires renders the vehicle immobile until the tires can be replaced. Requires a Called Shot, same as above.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 120 mph (192 km) maximum on paved streets, dirt roads and stony desert; 70 mph (112 km) or less, depending on conditions, on grassy plains, sandy deserts, broken roads and rough terrain. Woodland environments and thick underbrush are likely to be impassable by this vehicle (and most vehicles) unless there is a wide, well-traveled path to take. Even then, maximum speed is likely to be less than 20 mph (32 km) if passable at all.
Maximum Range: On gasoline, 300 miles (480 km). 1,000 miles (1,600 km) per charge with the advanced multi-battery electric system (half the range with the old battery). Unlimited for Solid Oxide and nuclear.
Penalties: None on paved streets, short grass, dirt roads and stony deserts, -5% to piloting skill on gravel and tall grass, -10% on shattered roads and sand, or through water, mud or snow as deep as three feet (0.9 m). Deeper water, mud, snow, forests and dense vegetation are likely to be impassable. This truck can ride across sand dunes!
Statistical Data:
Height: 12 feet (3.7 m).
Width: 10 feet (3 m).
Length: 22 feet (6.7 m).
Weight: Four tons.
Cargo: With passengers the Road King can hold 1,200 pounds (540 kg) of gear and cargo. The rear seats can fold forward to extend the size of the cargo area, but that limits the vehicle to one passenger and the driver. With seats up there is space enough behind the backseats to cram a rifle, some canteens and backpacks for three people. Additional
gear can be strapped to the running boards, back, and roof, but they might get shaken loose and drop off. Towing capacity is 6 tons.
Power System: All available. Nuclear has a 10 year life.
Cost: 43,000 credits gasoline engine, 72,000 credits for the advanced multi-battery electric system, 445,000 credits for Solid Oxide and 875,000 for nuclear.

Code: Select all
[b]Road King Armored SUV[/b]

Vehicle Type: All-Terrain Utility Vehicle.
Crew: One pilot and can seat five more passengers.
M.D.C. by Location:
* Headlights (2, low-profile) – 5 each
* Sideview Mirrors (2) – 5 each
* Optional: Roof Hatch – 25
* Plexiglass Windows (6) – 20 each
* Doors (4) – 30 each
Optional Mounted Weapon Systems (2, max) – 20 each
* Armored Tires (4) – 18 each
** Main Body – 140
* 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 -4 to strike (-6 when shooting at the tires of a moving vehicle).
Destroying one of the tires reduces the vehicle’s speed by 35%, imposes a driving penalty of -25% and may damage the ATV more by riding on the rim. Destroying two tires renders the vehicle immobile until the tires can be replaced. Requires a Called Shot, same as above.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 120 mph (192 km) maximum on paved streets, dirt roads and stony desert; 70 mph (112 km) or less, depending on conditions, on grassy plains, sandy deserts, broken roads and rough terrain. Woodland environments and thick underbrush are likely to be impassable by this vehicle (and most vehicles) unless there is a wide, well-traveled path to take. Even then, maximum speed is likely to be less than 20 mph (32 km) if passable at all.
Maximum Range: On gasoline, 300 miles (480 km). 1,000 miles (1,600 km) per charge with the advanced multi-battery electric system (half the range with the old battery). Unlimited for Solid Oxide and nuclear.
Penalties: None on paved streets, short grass, dirt roads and stony deserts, -5% to piloting skill on gravel and tall grass, -10% on shattered roads and sand, or through water, mud or snow as deep as three feet (0.9 m). Deeper water, mud, snow, forests and dense vegetation are likely to be impassable. This truck can ride across sand dunes!
Statistical Data:
Height: 12 feet (3.7 m).
Width: 10 feet (3 m).
Length: 22 feet (6.7 m).
Weight: Four tons.
Cargo: With passengers the Road King can hold 1,200 pounds (540 kg) of gear and cargo. The rear seats can fold forward to extend the size of the cargo area, but that limits the vehicle to one passenger and the driver. With seats up there is space enough behind the backseats to cram a rifle, some canteens and backpacks for three people. Additional
gear can be strapped to the running boards, back, and roof, but they might get shaken loose and drop off. Towing capacity is 6 tons.
Power System: All available. Nuclear has a 10 year life.
Cost: 43,000 credits gasoline engine, 72,000 credits for the advanced multi-battery electric system, 445,000 credits for Solid Oxide and 875,000 for nuclear.

Weapons and Sensor Systems: None

NG-SE9 Sharpshooter

• Weight: 2.5 lbs (1.1 kg).
• Range: 1,000 feet (305 m).
• Mega-Damage: 3D4+3 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots, 36 with a long E-Clip.


Aurelia's Armored MDC Sharp Duster/Long Coat (28MD)
Aurelia's [6] MH-500 Armored Huntsman's Choice Fatigues (11MD)
Aurelia's High Quality Wardobe clothing for Aurelia

=======

Kaiya's Armored MDC Aviator's Flight Jacket (10MD)
Kaiya's [10] MH-500 Armored Huntsman's Choice Fatigues (11MD)

[1] Tablet PC with Kids/Learning/Entertainment Programs & Case

Kaiya's large collection of toys
Kaiya's High Quality Wardobe

The above costs: 890,000 cr
    • 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
User avatar
SNAFU
Game Master
 
Posts: 1325
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Merctown Shopping Lists

Postby SNAFU » Sat Oct 21, 2017 11:24 pm

Echo
SleepSafe "Sensor Sentry" Warning System x10 (NG2, Pg 252)
Medical Bio-Brace x4 (NG2, Pg 252)
The Multi-Tool (DB2, Pg 143)
Robot Floater Camera x2

Silent Shadow Power Armor

Model Type: NG-UELX49
Class: Strategic Flying Espionage Assault Suit with UEL system.
Crew: One.
M.D.C. by Location:
    * Head – 80
    Arms (2) – 60 each
    * UEL Cables – 6 each
    Legs (2) – 80 each
    * Wings (2) – 32 each
    ** Hover Booster Jets (16; 4 each wing, 4 back, 2 per leg) – 10 each
    *** Main Body – 190
* 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 -4 to strike. This includes the wings when folded or while flying. Destroying one wing causes the power armor to spiral out of control and plummet to the ground. Further gliding and flight is impossible until the tattered or destroyed wing is replaced.
* Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half.
** Hover Booster Jets are tiny, black and concealed, making them nearly impossible to see even when the Silent Shadow is stationary and close. They can only be struck when the attacker makes a “Called Shot” and even then the shooter is -7 to strike.
*** Depleting the M.D.C. of the Main Body shuts the power armor down completely, rendering it useless.
Speed:
    Running (with wings folded): 70 mph (112 km) maximum. The Silent Shadow can go from zero to maximum speed in one melee round (15 seconds). The act of running tires out its operator, but at 10% of the usual fatigue rate.
    Leaping: The powerful robot legs can leap 15 feet (4.6 m) high and 20 feet (6.1 m) across unassisted by the thrusters or its glide wings. Double that when using booster jets. A wing-assisted gliding leap can propel the armor up to 130 feet (39.6 m) high and 300 feet (91.4 m) across without actually attaining full flight. Dropping from a height or gliding in a good wind or updraft, the power armor can glide for thousands of yards (meters), even miles; see Flying.
    Flying: Limited. The wings and armor are designed for silent gliding given a boost via the various small hover jets. It is not built for speed nor can the Silent Shadow hover stationary. It functions very much like a hawk riding air currents and must circle an area to stay aloft. Flying speed is typically 40 mph (64 km) or slower; increase to as much as triple that (120 mph/192 km) in a strong wind or when diving down from a height of 100 feet (30.5 m) or greater. Increase that to 240 mph (384 km) when diving in from an aircraft at an altitude greater than 10,000 feet (3,048 m).
Flying Range: Designed for short flights seldom lasting more than 30-60 minutes. However, if pushed, the Silent Shadow can stay aloft for three hours, but needs a steady wind and air currents to do so.
Maximum Sustainable Altitude: 2,000 (610 m) feet is the best the power armor can maintain. The Silent Shadow is a low-altitude glider with booster hover jets to help keep it aloft and to regain height after swooping in low. It can ride as close to the ground or waves as two feet (0.6 m) but a more comfortable and common altitude is 20-500 feet (6.1 to 152 m).
Bird-Like Landings from Great Heights: When dropped from a great height, even from an aircraft, the Silent Shadow can glide down to Earth and land safely and quietly. There is no practical limit to the height from which it can glide and land safely.
Water: The Silent Shadow is not designed for use in the water, but can swim in water or walk along the bottom at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
Statistical Data:
Height: Man-size: 6-7.6 (1.8 to 2.3 m) depending on the size of the purchaser.
Width: Wings down: 3-4 feet (0.9 to 1.2 m) depending on the size of the purchaser. Wings at full extension: 15 feet (4.6 m).
Length: 2-3 feet (0.6-0.9 m) depending on the size of the purchaser.
Weight: 279 1bs (126 kg).
Physical Strength: Robot P.S. of 26.
Cargo: None.
Power System: Nuclear; average energy life is 10 years.
Cost: 1.4 million credits nuclear or 1 million credits for Solid Oxide. Not available as an electric battery model because the UEL draws too much power.
Weapon Systems:
  1. 1. Concealed Laser (1): Concealed in the forearm of the wearer’s shooting arm (right or left) is a light laser. This is meant as a ranged weapon and can double as an infrared rangefinder out to two miles (3.2 km) for the purposes of determining distance.
    Primary Purpose: Assault.
    Secondary Purpose: Defense.
    Range: 2,000 feet (610 m).
    Mega-Damage: 2D6 M.D. per shot.
    Rate of Fire: Each blast counts as one melee attack.
    Payload: Unlimited, tied into the power supply.
  2. 2. Concealed Spike and Climb Cord (1, forearm): Since the Silent Shadow may have to climb, a spike and 30 foot (9.1 m) cable is concealed in the other forearm. The spike or grappling hook is fired and the cable spools out behind it. The spike can be recovered and the cable rewound back into the power armor’s arm for future use. The spike and cable may also be used to hitch a ride to a boat, ship or aircraft, pulling the power armor along like a kite/glider.
    Primary Purpose: Climbing.
    Secondary Purpose: Towline.
    Range: 30 feet (9.1 m).
    Mega-Damage: One M.D. as a weapon.
    Rate of Fire: One; then the spike needs to be recovered or cut loose.
    Payload: One, but reusable.
  3. Concealed Vibro-Swords (2): A concealed, extendible Vibro-Short Sword is located in each forearm.
    Primary Purpose: Assault.
    Secondary Purpose: Defense and Utility Tool.
    Range: Close combat/arm’s reach.
    Mega-Damage: 1D6 M.D. (+4 from a flying slash or stab attack).
  4. Handheld Weapons: The Silent Shadow can use any handheld weapon, and there is a mounting on the back for a rifle. Energy weapons are the usual choice because they can be powered by the UEL systems. An additional side arm, Vibro-Blade and/or satchel of 6-10 hand grenades (more if several satchels or pouches contain them) may be carried on a belt around the waist. As a glider, the Silent Shadow moves fast enough and low enough to drop hand grenades, like bombs from an aircraft, and move out of the way before they go off. When flying low above the target (50 feet/15.2 m or less), accuracy is very good.
    UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged
    into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist to the weapon in hand. This provides unlimited payload when plugged into any energy weapon that takes an E-Clip and does 1D6x10 M.D. or less per attack. The Silent Shadow has one UEL in each forearm. Note: An extra or emergency UEL can be built into the thigh of one leg, but costs an additional 160,000 credits.
  5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in M.D. hand to hand combat. See Basic and Flying Power Armor Combat in the Rifts® Ultimate Edition, pages 351 and 352. Damage is based on the Robotic P.S. of 26.
      Restrained Punch – 1D4 M.D.
      Full Strength Punch – 1D6 M.D.
      Power Punch – 2D6 M.D., but counts as two melee attacks.
      Kick – 2D4 M.D.
      Leap Kick – 2D8 M.D., but counts as two melee attacks.
      Flying Power Punch – 3D6 M.D., but counts as three melee attacks. No additional damage for a two-fisted punch.
      Flying Leap Kick – 3D8 M.D., but counts as 3 melee attacks.
      Flying Body Block/Slam – 3D8 M.D., plus there is a 01-68% likelihood that opponents under 11 feet (3.4 m) tall and one ton are knocked off their feet and lose initiative and one melee attack. Counts as two attacks.
Sensor Systems and Features of Note: All the features common to power armor, plus the following.
  1. Helmet Cameras: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the wearer sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 4,000 still pictures.
  2. Helmet Multi-Optics System: The Silent Shadow’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared
    light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
    range), and macro-magnification (x12 for close work).
  3. Helmet Voice Modulation: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).
  4. Stealth RADAR System: An Advanced electronic warfare package that intercepts incoming RADAR signals and relays them back to their source with false information. This disguises the true nature of the Silent Shadow, making the sensory operator misread the signal as something benign and other than power armor. In game terms, it inflicts a -60% penalty to the Sensory Equipment skills of the RADAR operators trying to detect the
    Silent Shadow and other hostile flyers. If the character fails his Sensory Equipment skill, the Silent Shadow is disguised and ignored. If the skill is successful, even with the penalty, the operator recognizes it as one of the following roll percentile dice: 01-35%
    No doubt about it, incoming enemy power armor and an immediate threat! May even I.D. it as a Silent Shadow. (“Scramble a team to intercept or blow it out of the sky!”) 36-70% An unidentified bogie and a potential threat. (“Yellow alert. Send someone to investigate and get a visual on this UFO.”) 71-00% Something suspicious. It might be an enemy or it might be nothing at all – ground-clutter messing with the signal. Investigate?


Code: Select all
[b]Silent Shadow Power Armor[/b]

[size=85][b]Model Type:[/b] NG-UELX49
[b]Class:[/b] Strategic Flying Espionage Assault Suit with UEL system.
[b]Crew:[/b] One.
[u][b]M.D.C. by Location:[/b][/u][list]
* Head – 80
Arms (2) – 60 each
* UEL Cables – 6 each
Legs (2) – 80 each
* Wings (2) – 32 each
** Hover Booster Jets (16; 4 each wing, 4 back, 2 per leg) – 10 each
*** Main Body – 190[/list]
* 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 -4 to strike. This includes the wings when folded or while flying. Destroying one wing causes the power armor to spiral out of control and plummet to the ground. Further gliding and flight is impossible until the tattered or destroyed wing is replaced.
* Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half.
** Hover Booster Jets are tiny, black and concealed, making them nearly impossible to see even when the Silent Shadow is stationary and close. They can only be struck when the attacker makes a “Called Shot” and even then the shooter is -7 to strike.
*** Depleting the M.D.C. of the Main Body shuts the power armor down completely, rendering it useless.
[u][b]Speed:[/b][/u][list]
[b]Running [/b](with wings folded): 70 mph (112 km) maximum. The Silent Shadow can go from zero to maximum speed in one melee round (15 seconds). The act of running tires out its operator, but at 10% of the usual fatigue rate.
[b]Leaping[/b]: The powerful robot legs can leap 15 feet (4.6 m) high and 20 feet (6.1 m) across unassisted by the thrusters or its glide wings. Double that when using booster jets. A wing-assisted gliding leap can propel the armor up to 130 feet (39.6 m) high and 300 feet (91.4 m) across without actually attaining full flight. Dropping from a height or gliding in a good wind or updraft, the power armor can glide for thousands of yards (meters), even miles; see Flying.
[b]Flying[/b]: Limited. The wings and armor are designed for silent gliding given a boost via the various small hover jets. It is not built for speed nor can the Silent Shadow hover stationary. It functions very much like a hawk riding air currents and must circle an area to stay aloft.  Flying speed is typically 40 mph (64 km) or slower; increase to as much as triple that (120 mph/192 km) in a strong wind or when diving down from a height of 100 feet (30.5 m) or greater. Increase that to 240 mph (384 km) when diving in from an aircraft at an altitude greater than 10,000 feet (3,048 m). [/list]
[b]Flying Range[/b]: Designed for short flights seldom lasting more than 30-60 minutes. However, if pushed, the Silent Shadow can stay aloft for three hours, but needs a steady wind and air currents to do so.
[b]Maximum Sustainable Altitude[/b]: 2,000 (610 m) feet is the best the power armor can maintain. The Silent Shadow is a low-altitude glider with booster hover jets to help keep it aloft and to regain height after swooping in low. It can ride as close to the ground or waves as two feet (0.6 m) but a more comfortable and common altitude is 20-500 feet (6.1 to 152 m).
[b]Bird-Like Landings from Great Heights[/b]: When dropped from a great height, even from an aircraft, the Silent Shadow can glide down to Earth and land safely and quietly. There is no practical limit to the height from which it can glide and land safely.
[b]Water[/b]: The Silent Shadow is not designed for use in the water, but can swim in water or walk along the bottom at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
[u][b]Statistical Data[/b]:[/u]
[b]Height[/b]: Man-size: 6-7.6 (1.8 to 2.3 m) depending on the size of the purchaser.
[b]Width[/b]: Wings down: 3-4 feet (0.9 to 1.2 m) depending on the size of the purchaser. Wings at full extension: 15 feet (4.6 m).
[b]Length[/b]: 2-3 feet (0.6-0.9 m) depending on the size of the purchaser.
[b]Weight[/b]: 279 1bs (126 kg).
[b]Physical Strength[/b]: Robot P.S. of 26.
[b]Cargo[/b]: None.
[b]Power System[/b]: Nuclear; average energy life is 10 years.
Cost: 1.4 million credits nuclear or 1 million credits for Solid Oxide.  Not available as an electric battery model because the UEL draws too much power.
[u][b]Weapon Systems[/b]:[/u][list=1]
[*]1. [b]Concealed Laser[/b] (1): Concealed in the forearm of the wearer’s shooting arm (right or left) is a light laser. This is meant as a ranged weapon and can double as an infrared rangefinder out to two miles (3.2 km) for the purposes of determining distance.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Mega-Damage: 2D6 M.D. per shot.
Rate of Fire: Each blast counts as one melee attack.
Payload: Unlimited, tied into the power supply.
[*]2. [b]Concealed Spike and Climb Cord[/b] (1, forearm): Since the Silent Shadow may have to climb, a spike and 30 foot (9.1 m) cable is concealed in the other forearm. The spike or grappling hook is fired and the cable spools out behind it. The spike can be recovered and the cable rewound back into the power armor’s arm for future use. The spike and cable may also be used to hitch a ride to a boat, ship or aircraft, pulling the power armor along like a kite/glider.
Primary Purpose: Climbing.
Secondary Purpose: Towline.
Range: 30 feet (9.1 m).
Mega-Damage: One M.D. as a weapon.
Rate of Fire: One; then the spike needs to be recovered or cut loose.
Payload: One, but reusable.
[*][b]Concealed Vibro-Swords[/b] (2): A concealed, extendible Vibro-Short Sword is located in each forearm.
Primary Purpose: Assault.
Secondary Purpose: Defense and Utility Tool.
Range: Close combat/arm’s reach.
Mega-Damage: 1D6 M.D. (+4 from a flying slash or stab attack).
[*][b] Handheld Weapons[/b]: The Silent Shadow can use any handheld weapon, and there is a mounting on the back for a rifle. Energy weapons are the usual choice because they can be powered by the UEL systems. An additional side arm, Vibro-Blade and/or satchel of 6-10 hand grenades (more if several satchels or pouches contain them) may be carried on a belt around the waist. As a glider, the Silent Shadow moves fast enough and low enough to drop hand grenades, like bombs from an aircraft, and move out of the way before they go off. When flying low above the target (50 feet/15.2 m or less), accuracy is very good.
[b]UEL – Universal Energy Link[/b] (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged
into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist to the weapon in hand. This provides unlimited payload when plugged into any energy weapon that takes an E-Clip and does 1D6x10 M.D. or less per attack. The Silent Shadow has one UEL in each forearm. Note: An extra or emergency UEL can be built into the thigh of one leg, but costs an additional 160,000 credits.
[*] [b]Hand to Hand Combat[/b]: Rather than use a weapon, the pilot can engage in M.D. hand to hand combat. See Basic and Flying Power Armor Combat in the Rifts® Ultimate Edition, pages 351 and 352. Damage is based on the Robotic P.S. of 26.
[list]Restrained Punch – 1D4 M.D.
Full Strength Punch – 1D6 M.D.
Power Punch – 2D6 M.D., but counts as two melee attacks.
Kick – 2D4 M.D.
Leap Kick – 2D8 M.D., but counts as two melee attacks.
Flying Power Punch – 3D6 M.D., but counts as three melee attacks. No additional damage for a two-fisted punch.
Flying Leap Kick – 3D8 M.D., but counts as 3 melee attacks.
Flying Body Block/Slam – 3D8 M.D., plus there is a 01-68% likelihood that opponents under 11 feet (3.4 m) tall and one ton are knocked off their feet and lose initiative and one melee attack. Counts as two attacks.[/list][/list]
[u][b]Sensor Systems and Features of Note[/b][/u]: All the features common to power armor, plus the following.[list=a]
[*] [b]Helmet Cameras[/b]: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the wearer sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 4,000 still pictures.
[*] [b]Helmet Multi-Optics System[/b]: The Silent Shadow’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared
light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
range), and macro-magnification (x12 for close work).
[*][b] Helmet Voice Modulation[/b]: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).
[*][b] Stealth RADAR System[/b]: An Advanced electronic warfare package that intercepts incoming RADAR signals and relays them back to their source with false information. This disguises the true nature of the Silent Shadow, making the sensory operator misread the signal as something benign and other than power armor. In game terms, it inflicts a -60% penalty to the Sensory Equipment skills of the RADAR operators trying to detect the
Silent Shadow and other hostile flyers. If the character fails his Sensory Equipment skill, the Silent Shadow is disguised and ignored.  If the skill is successful, even with the penalty, the operator recognizes it as one of the following roll percentile dice: 01-35%
No doubt about it, incoming enemy power armor and an immediate threat! May even I.D. it as a Silent Shadow. (“Scramble a team to intercept or blow it out of the sky!”) 36-70% An unidentified bogie and a potential threat. (“Yellow alert. Send someone to investigate and get a visual on this UFO.”) 71-00% Something suspicious. It might be an enemy or it might be nothing at all – ground-clutter messing with the signal. Investigate?[/list][/size]


The above costs 1,444,000

DV-39 Wolf Pack Robot Drone

Model Type: DV -39
Class: Coordinated Reconnaissance and Strike Robot Drone.
Crew: None, Robot Drone.
M.D.C. by Location:
* Head-90
* Back Mounted System - 60
Vibro-Claws (4)- 50 each
Legs (4)- 95 each
** Main Body- 200
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the attacker is -3 to strike. Destroying the head eliminates all forms of optical and sensory enhancement.
**Depleting the M.D.C. of the Main Body destroys the robot and any data it may have collected is destroyed along with it.
Speed:
Running: 120 mph (192 km) maximum.
Leaping: 20 feet (6.1 m) high, or 30 feet (9.1 m) lengthwise. A running start of 60 miles (96 km) per hour or greater increases the height and/or distance by 50%.
Flying: Not possible.
Underwater Capabilities: Swim across the surface of water at 20% its running speed.
Statistical Data:
Height: 3 feet, 6 inches (1 m).
Width: 2 feet (0.6 m).
Length: 5 feet, 6 inches (1.7 m).
Weight: 350 pounds (157.5 kg).
Physical Strength: Robot P.S. of 30.
Other Notable Attributes: I.Q. 14, P.P. 18, P.B. 10.
Attacks per Melee: Six.
Cargo: None.
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: 1.2 million credits, but rarely available on the Black Market. Exclusive to the NGR Army. Not currently sold on the open market.
Standard Wolf Robot Sensor Systems: All the usual features and sensors common to NGR robots. Plus the following.
Optics: The DV-39 has advanced robot optics (basic 20/20 vision up to two miles/3.2 m away) with infrared, ultraviolet, polarization, and passive nightvision, all with a range of 4,000 feet (1,219 m), plus telescopic vision with a range of two miles (3.2 km), and an optical reader.
Motion Detector: Increased range: 500 feet (152 m), adds to the ability to respond quickly, parry and dodge.
Molecular Analyzer: Identical to the cybernetic lung implant of cyborgs.
Vibration Detectors: Located in the feet, these sensors enable the drone to detect ground movement by troops and vehicles, and estimate their speed, direction of travel and location at a base percentage of 70%.
Speech: A synthesized voice system and loudspeaker are standard, enabling the 'Bot to speak to NGR soldiers, but the voice is mechanical sounding. This is to prevent soldiers from starting to think of the robot as a "living" animal and becoming too attached to the robot.
Standard DV -39 Wolf Computer Programs:
Military General Programming: Demolitions Disposal 90% (has the data and knowledge, and can talk a technician or soldier through the procedure; includes a "chemical sniffer" sensor system), Languages include Euro, American, German, Techno-can, and Gobblely at 96%, Lore: Demons and Monsters 70% (+15% when it comes to Gargoyles and Brodkil), Mathematics: Basic 96%, Military Etiquette 96%, Radio: Basic 96% and and Sniff Out Explosives (special; exactly what it sounds like) 88%.
Military Reconnaissance & Intelligence Program: Climbing 85%/15%, Detect Ambush 60%, Detect Concealment 60%, I.D. Plants and Animals 88%, Intelligence 80% ( + 10% when dealing with Gargoyles and Brodkil), Land Navigation 88%, Mine/Trap Detection 68%, Prowl 70%, Tailing (people or vehicles) 85%, Track Animals 88%, Tracking People 88%, and Wilderness Survival 80%.
Special Combat Systems:
    1. Optional Back-Mounted Combat System or Weapon:
    Most DV-39 Wolf drones are deployed with a weapon or special features pack (Sensor or Video) on its back. The following are the options available, only one may be mounted at
    a time.
    1. Optional Back-Mounted Mini-Missile Launcher: A light missile launcher.
      Primary Purpose: Anti-Fortification/Anti-Armor.
      Secondary Purpose: Anti-Personnel.
      Mega-Damage: Varies depending on type of missile used, but armor piercing (1D4x10 M.D.) or plasma (1D6xl0 M.D.) are typical.
      Range: One mile (1.6 km).
      Rate of Fire: One at time or in a volley of 2 or 4.
      Payload: Six mini-missiles total.
    2. B. Optional Back-Mounted Laser: A medium laser is mounted on the robot's back. This laser weapon or the ion cannon are favored by military specialists and pilots of the
      X-1471 Wolfhound robot.
      Primary Purpose: Assault.
      Secondary Purpose: Anti-Personnel.
      Range: 4,000 feet (1,219 m).
      Mega-Damage: 3D6 M.D. per single shot.
      Rate of Fire: Each shots counts as one melee attack.
      Payload: Effectively unlimited.
    3. Optional Back-Mounted Ion Cannon: A heavy anti-personnel weapon that does greater damage but has a shorter range.
      Primary Purpose: Assault.
      Secondary Purpose: Anti-Personnel.
      Mega-Damage: 5D6 M.D. per blast.
      Range: 2,000 feet (610 m).
      Rate of Fire: Each single blast counts as one melee attack.
      Payload: Effectively unlimited.
    4. Optional Back-Mounted Video Communications Array: This device is exactly what it looks like: a video camera, radio dish, and a couple sensor pods and antennas. The video camera has a wide angle and zoom lens, and everything it films is stored inside the Wolf robot as well as transmitted to its handler or nearby base. This array gives the DV-39 Wolf long-range (500 miles/800 km) radio scanning and radio and video transmitting and relay capabilities. Great for scouting and video surveillance.
      This attachment hooks directly into the drone itself, and transmits everything the robot sees and hears.
    5. Optional Back-Mounted Sensor Array: This package is similar to D, above, except that it adds a superior radar (double the range and capabilities of the standard robot system), has a laser distancer (1 mile/1.6 km), a larger array of thermal sensors, and it boosts the drone's own sensors by 50% and transmits the data back to base or the robot's handler./list]
      2. Hand to Hand Combat: Instead of using a weapon, the DV-39 can engage in limited melee combat. The drone has six attacks per melee round.
        Bite- 2D4 M.D.
        Power Bite- 4D4 M.D.
        Head Butt - 1D4 M.D.
        Full Strength Paw Strike- 1D6 M.D.
        Jumping/Pouncing Attack- 1D4 M.D. plus has a 01-90% likelihood of knocking down humans and D-Bees, as well as troops in body armor and exoskeletons. The victim of a
        knockdown attack loses initiative and one melee attack, plus the Wolf can be right on top of him to continue its attack, or move in to disarm or pin its opponent.
      Combat Bonuses: +4 on initiative, +2 to strike with ranged weapons, +4 to strike in melee combat, +6 to dodge (including attacks from behind), +5 to disarm, + 3 to in/incapacitate and entangle, +4 to roll with impact, and +6 to pull punch/bite/attack. Critical Strike on the roll of a Natural 19 or 20.


Code: Select all
[b]DV-39 Wolf Pack Robot Drone[/b]

[size=85][b]Model Type: [/b]DV -39
[b]Class:[/b] Coordinated Reconnaissance and Strike Robot Drone.
[b]Crew:[/b] None, Robot Drone.
[u][b]M.D.C. by Location:[/b][/u]
* Head-90
* Back Mounted System - 60
Vibro-Claws (4)- 50 each
Legs (4)- 95 each
** Main Body- 200
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the attacker is -3 to strike. Destroying the head eliminates all forms of optical and sensory enhancement.
**Depleting the M.D.C. of the Main Body destroys the robot and any data it may have collected is destroyed along with it.
[u][b]Speed[/b]:[/u]
[b]Running[/b]: 120 mph (192 km) maximum.
[b]Leaping[/b]: 20 feet (6.1 m) high, or 30 feet (9.1 m) lengthwise. A running start of 60 miles (96 km) per hour or greater increases the height and/or distance by 50%.
[b]Flying[/b]: Not possible.
[b]Underwater Capabilities[/b]: Swim across the surface of water at 20% its running speed.
[u][b]Statistical Data:[/b][/u]
[b]Height[/b]: 3 feet, 6 inches (1 m).
[b]Width[/b]: 2 feet (0.6 m).
[b]Length[/b]: 5 feet, 6 inches (1.7 m).
[b]Weight[/b]: 350 pounds (157.5 kg).
[b]Physical Strength:[/b] Robot P.S. of 30.
[b]Other Notable Attributes: [/b]I.Q. 14, P.P. 18, P.B. 10.
[b]Attacks per Melee:[/b] Six.
[b]Cargo[/b]: None.
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: 1.2 million credits, but rarely available on the Black Market. Exclusive to the NGR Army. Not currently sold on the open market.
[b]Standard Wolf Robot Sensor Systems:[/b] All the usual features and sensors common to NGR robots. Plus the following.
Optics: The DV-39 has advanced robot optics (basic 20/20 vision up to two miles/3.2 m away) with infrared, ultraviolet, polarization, and passive nightvision, all with a range of 4,000 feet (1,219 m), plus telescopic vision with a range of two miles (3.2 km), and an optical reader.
[b]Motion Detector:[/b] Increased range: 500 feet (152 m), adds to the ability to respond quickly, parry and dodge.
[b]Molecular Analyzer:[/b] Identical to the cybernetic lung implant of cyborgs.
[b]Vibration Detectors[/b]: Located in the feet, these sensors enable the drone to detect ground movement by troops and vehicles, and estimate their speed, direction of travel and location at a base percentage of 70%.
[b]Speech:[/b] A synthesized voice system and loudspeaker are standard, enabling the 'Bot to speak to NGR soldiers, but the voice is mechanical sounding. This is to prevent soldiers from starting to think of the robot as a "living" animal and becoming too attached to the robot.
[u][b]Standard DV -39 Wolf Computer Programs:[/b][/u]
[b]Military General Programming:[/b] Demolitions Disposal 90% (has the data and knowledge, and can talk a technician or soldier through the procedure; includes a "chemical sniffer" sensor system), Languages include Euro, American, German, Techno-can, and Gobblely at 96%, Lore: Demons and Monsters 70% (+15% when it comes to Gargoyles and Brodkil), Mathematics: Basic 96%, Military Etiquette 96%, Radio: Basic 96% and and Sniff Out Explosives (special; exactly what it sounds like) 88%.
[b]Military Reconnaissance & Intelligence Program:[/b] Climbing 85%/15%, Detect Ambush 60%, Detect Concealment 60%, I.D. Plants and Animals 88%, Intelligence 80% ( + 10% when dealing with Gargoyles and Brodkil), Land Navigation 88%, Mine/Trap Detection 68%, Prowl 70%, Tailing (people or vehicles) 85%, Track Animals 88%, Tracking People 88%, and Wilderness Survival 80%.
[b][u]Special Combat Systems[/u][/b]:[list]
1. Optional Back-Mounted Combat System or Weapon:
Most DV-39 Wolf drones are deployed with a weapon or special features pack (Sensor or Video) on its back. The following are the options available, only one may be mounted at
a time.[list=A]
[*] Optional Back-Mounted Mini-Missile Launcher: A light missile launcher.
Primary Purpose: Anti-Fortification/Anti-Armor.
Secondary Purpose: Anti-Personnel.
Mega-Damage: Varies depending on type of missile used, but armor piercing (1D4x10 M.D.) or plasma (1D6xl0 M.D.) are typical.
Range: One mile (1.6 km).
Rate of Fire: One at time or in a volley of 2 or 4.
Payload: Six mini-missiles total.
[*]B. Optional Back-Mounted Laser: A medium laser is mounted on the robot's back. This laser weapon or the ion cannon are favored by military specialists and pilots of the
X-1471 Wolfhound robot.
Primary Purpose: Assault.
Secondary Purpose: Anti-Personnel.
Range: 4,000 feet (1,219 m).
Mega-Damage: 3D6 M.D. per single shot.
Rate of Fire: Each shots counts as one melee attack.
Payload: Effectively unlimited.
[*] Optional Back-Mounted Ion Cannon: A heavy anti-personnel weapon that does greater damage but has a shorter range.
Primary Purpose: Assault.
Secondary Purpose: Anti-Personnel.
Mega-Damage: 5D6 M.D. per blast.
Range: 2,000 feet (610 m).
Rate of Fire: Each single blast counts as one melee attack.
Payload: Effectively unlimited.
[*] Optional Back-Mounted Video Communications Array: This device is exactly what it looks like: a video camera, radio dish, and a couple sensor pods and antennas. The video camera has a wide angle and zoom lens, and everything it films is stored inside the Wolf robot as well as transmitted to its handler or nearby base. This array gives the DV-39 Wolf long-range (500 miles/800 km) radio scanning and radio and video transmitting and relay capabilities. Great for scouting and video surveillance.
This attachment hooks directly into the drone itself, and transmits everything the robot sees and hears.
[*] Optional Back-Mounted Sensor Array: This package is similar to D, above, except that it adds a superior radar (double the range and capabilities of the standard robot system), has a laser distancer (1 mile/1.6 km), a larger array of thermal sensors, and it boosts the drone's own sensors by 50% and transmits the data back to base or the robot's handler./list]
2. [b]Hand to Hand Combat[/b]: Instead of using a weapon, the DV-39 can engage in limited melee combat. The drone has six attacks per melee round.[list]
Bite- 2D4 M.D.
Power Bite- 4D4 M.D.
Head Butt - 1D4 M.D.
Full Strength Paw Strike- 1D6 M.D.
Jumping/Pouncing Attack- 1D4 M.D. plus has a 01-90% likelihood of knocking down humans and D-Bees, as well as troops in body armor and exoskeletons. The victim of a
knockdown attack loses initiative and one melee attack, plus the Wolf can be right on top of him to continue its attack, or move in to disarm or pin its opponent.[/list]
Combat Bonuses: +4 on initiative, +2 to strike with ranged weapons, +4 to strike in melee combat, +6 to dodge (including attacks from behind), +5 to disarm, + 3 to in/incapacitate and entangle, +4 to roll with impact, and +6 to pull punch/bite/attack.  Critical Strike on the roll of a Natural 19 or 20.[/list][/list][/size]


The above costs 1,800,000
    • 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
User avatar
SNAFU
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Posts: 1325
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Merctown Shopping Lists

Postby SNAFU » Sat Oct 21, 2017 11:24 pm

Whisper
cybernetics
Amplified Hearing (Bionics Sourcebook p.38, 20000 credits)
Language Translator (Bionics Sourcebook p.38, 8000 credits)
Sound Filtration (Bionics Sourcebook p.40, 3500 credits)
Universal Headjack & Ear Implant w/Short Range Radio (Bionics Sourcebook p.40, 24400 credits)
Cyber-breasts (Bionics Sourcebook p.41, 10000 credits)
Full/Puffy Lips (Bionics Sourcebook p.42, 5000 credits)

200 CFT Rounds (New West p.213)
20 E-clips (Rifts: Ultimate Edition p.259)

CFT “Auto-Shooter“

• Range: 300’
• Damage: 3D6 M.D.
• Rate of Fire: Single shot or Automatic.
• Payload: 10 shot Magazine.


TX-27 Particle Beam Pistol
Nickel Plated
• Weight: 6.6 pounds (2.9 kg).
• Range: 500 feet (152m).
• Mega-Damage: 5D6+5 M.D. per blast and a Critical Strike (double damage) on the roll of a Natural 19 or 20.
• Rate of Fire: Single shots only. Each blast counts as one melee attack.
• Payload: 10 shots per E-Clip.
• Cost: 45,000 credits.


Remington 1863 Revolver
• • Range: 130'
• • Damage: 4D6+3
• • RoF: Single shots only
• • Payload: 6 round cylinder



N-F20A Medium Force Field
• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip

Code: Select all
[b]CFT “Auto-Shooter“[/b]

[size=85]• Range: 300’
• Damage: 3D6 M.D.
• Rate of Fire: Single shot or Automatic.
• Payload: 10 shot Magazine.[/size]

[b]TX-27 Particle Beam Pistol[/b]
[size=85]• [i]Nickel Plated[/i]
• Weight: 6.6 pounds (2.9 kg).
• Range: 500 feet (152m).
• Mega-Damage: 5D6+5 M.D. per blast and a Critical Strike (double damage) on the roll of a Natural 19 or 20.
• Rate of Fire: Single shots only. Each blast counts as one melee attack.
• Payload: 10 shots per E-Clip.
• Cost: 45,000 credits.[/size]

[b]Remington 1863 Revolver[/b]
[size=85]• • Range: 130'
• • Damage: 4D6+3
• • RoF: Single shots only
• • Payload: 6 round cylinder[/size]


[b]N-F20A Medium Force Field[/b]
[size=85]• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip[/size]



The above costs 430,000
    • 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
User avatar
SNAFU
Game Master
 
Posts: 1325
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Merctown Shopping Lists

Postby SNAFU » Sat Oct 21, 2017 11:31 pm

Carl
Carl wrote:Carl will look for someone who can infuse the "Shadow Armor" with a 'Superheavy Force Field' without messing with the armor's properties.
He would also like to purchase:
6 medium (waterproof) fusion blocks;
6 TW-Grenades - Single use Magic Net spell.


N-F50A Superheavy Force Field
M.D.C.: 160,
Weight: 10 lbs.
Duration: 6 hours per E-clip


Coalition States Type 2 Medium Fusion Block
• Weight: 12 lbs (5.4 kg)
• Range: Intended for placement but can be thrown 1d6X10 ft (3-18m)
• Mega-Damage: 2d6X10
• Blast Radius: 10ft (3m)


6 TW-Grenades - Single use Magic Net spell.

Code: Select all
[b]N-F50A Superheavy Force Field [/b]
[size=85]M.D.C.: 160,
Weight: 10 lbs.
Duration: 6 hours per E-clip
[/size]

[b]Coalition States Type 2 Medium Fusion Block[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Armor%20PAs%20Robots/Cobalt-Limpet-Mine.png[/img]
[size=85]• Weight: 12 lbs (5.4 kg)
• Range: Intended for placement but can be thrown 1d6X10 ft (3-18m)
• Mega-Damage: 2d6X10
• Blast Radius: 10ft (3m)
[/size]

6 TW-Grenades - Single use Magic Net spell.


The cost of the above is 120,000
    • 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
User avatar
SNAFU
Game Master
 
Posts: 1325
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Merctown Shopping Lists

Postby Echo » Sun Oct 22, 2017 1:22 am

SNAFU wrote:
Echo
SleepSafe "Sensor Sentry" Warning System x10 (NG2, Pg 252)
Medical Bio-Brace x4 (NG2, Pg 252)
The Multi-Tool (DB2, Pg 143)
Robot Floater Camera x2

Silent Shadow Power Armor

Model Type: NG-UELX49
Class: Strategic Flying Espionage Assault Suit with UEL system.
Crew: One.
M.D.C. by Location:
    * Head – 80
    Arms (2) – 60 each
    * UEL Cables – 6 each
    Legs (2) – 80 each
    * Wings (2) – 32 each
    ** Hover Booster Jets (16; 4 each wing, 4 back, 2 per leg) – 10 each
    *** Main Body – 190
* 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 -4 to strike. This includes the wings when folded or while flying. Destroying one wing causes the power armor to spiral out of control and plummet to the ground. Further gliding and flight is impossible until the tattered or destroyed wing is replaced.
* Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half.
** Hover Booster Jets are tiny, black and concealed, making them nearly impossible to see even when the Silent Shadow is stationary and close. They can only be struck when the attacker makes a “Called Shot” and even then the shooter is -7 to strike.
*** Depleting the M.D.C. of the Main Body shuts the power armor down completely, rendering it useless.
Speed:
    Running (with wings folded): 70 mph (112 km) maximum. The Silent Shadow can go from zero to maximum speed in one melee round (15 seconds). The act of running tires out its operator, but at 10% of the usual fatigue rate.
    Leaping: The powerful robot legs can leap 15 feet (4.6 m) high and 20 feet (6.1 m) across unassisted by the thrusters or its glide wings. Double that when using booster jets. A wing-assisted gliding leap can propel the armor up to 130 feet (39.6 m) high and 300 feet (91.4 m) across without actually attaining full flight. Dropping from a height or gliding in a good wind or updraft, the power armor can glide for thousands of yards (meters), even miles; see Flying.
    Flying: Limited. The wings and armor are designed for silent gliding given a boost via the various small hover jets. It is not built for speed nor can the Silent Shadow hover stationary. It functions very much like a hawk riding air currents and must circle an area to stay aloft. Flying speed is typically 40 mph (64 km) or slower; increase to as much as triple that (120 mph/192 km) in a strong wind or when diving down from a height of 100 feet (30.5 m) or greater. Increase that to 240 mph (384 km) when diving in from an aircraft at an altitude greater than 10,000 feet (3,048 m).
Flying Range: Designed for short flights seldom lasting more than 30-60 minutes. However, if pushed, the Silent Shadow can stay aloft for three hours, but needs a steady wind and air currents to do so.
Maximum Sustainable Altitude: 2,000 (610 m) feet is the best the power armor can maintain. The Silent Shadow is a low-altitude glider with booster hover jets to help keep it aloft and to regain height after swooping in low. It can ride as close to the ground or waves as two feet (0.6 m) but a more comfortable and common altitude is 20-500 feet (6.1 to 152 m).
Bird-Like Landings from Great Heights: When dropped from a great height, even from an aircraft, the Silent Shadow can glide down to Earth and land safely and quietly. There is no practical limit to the height from which it can glide and land safely.
Water: The Silent Shadow is not designed for use in the water, but can swim in water or walk along the bottom at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
Statistical Data:
Height: Man-size: 6-7.6 (1.8 to 2.3 m) depending on the size of the purchaser.
Width: Wings down: 3-4 feet (0.9 to 1.2 m) depending on the size of the purchaser. Wings at full extension: 15 feet (4.6 m).
Length: 2-3 feet (0.6-0.9 m) depending on the size of the purchaser.
Weight: 279 1bs (126 kg).
Physical Strength: Robot P.S. of 26.
Cargo: None.
Power System: Nuclear; average energy life is 10 years.
Cost: 1.4 million credits nuclear or 1 million credits for Solid Oxide. Not available as an electric battery model because the UEL draws too much power.
Weapon Systems:
  1. 1. Concealed Laser (1): Concealed in the forearm of the wearer’s shooting arm (right or left) is a light laser. This is meant as a ranged weapon and can double as an infrared rangefinder out to two miles (3.2 km) for the purposes of determining distance.
    Primary Purpose: Assault.
    Secondary Purpose: Defense.
    Range: 2,000 feet (610 m).
    Mega-Damage: 2D6 M.D. per shot.
    Rate of Fire: Each blast counts as one melee attack.
    Payload: Unlimited, tied into the power supply.
  2. 2. Concealed Spike and Climb Cord (1, forearm): Since the Silent Shadow may have to climb, a spike and 30 foot (9.1 m) cable is concealed in the other forearm. The spike or grappling hook is fired and the cable spools out behind it. The spike can be recovered and the cable rewound back into the power armor’s arm for future use. The spike and cable may also be used to hitch a ride to a boat, ship or aircraft, pulling the power armor along like a kite/glider.
    Primary Purpose: Climbing.
    Secondary Purpose: Towline.
    Range: 30 feet (9.1 m).
    Mega-Damage: One M.D. as a weapon.
    Rate of Fire: One; then the spike needs to be recovered or cut loose.
    Payload: One, but reusable.
  3. Concealed Vibro-Swords (2): A concealed, extendible Vibro-Short Sword is located in each forearm.
    Primary Purpose: Assault.
    Secondary Purpose: Defense and Utility Tool.
    Range: Close combat/arm’s reach.
    Mega-Damage: 1D6 M.D. (+4 from a flying slash or stab attack).
  4. Handheld Weapons: The Silent Shadow can use any handheld weapon, and there is a mounting on the back for a rifle. Energy weapons are the usual choice because they can be powered by the UEL systems. An additional side arm, Vibro-Blade and/or satchel of 6-10 hand grenades (more if several satchels or pouches contain them) may be carried on a belt around the waist. As a glider, the Silent Shadow moves fast enough and low enough to drop hand grenades, like bombs from an aircraft, and move out of the way before they go off. When flying low above the target (50 feet/15.2 m or less), accuracy is very good.
    UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged
    into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist to the weapon in hand. This provides unlimited payload when plugged into any energy weapon that takes an E-Clip and does 1D6x10 M.D. or less per attack. The Silent Shadow has one UEL in each forearm. Note: An extra or emergency UEL can be built into the thigh of one leg, but costs an additional 160,000 credits.
  5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in M.D. hand to hand combat. See Basic and Flying Power Armor Combat in the Rifts® Ultimate Edition, pages 351 and 352. Damage is based on the Robotic P.S. of 26.
      Restrained Punch – 1D4 M.D.
      Full Strength Punch – 1D6 M.D.
      Power Punch – 2D6 M.D., but counts as two melee attacks.
      Kick – 2D4 M.D.
      Leap Kick – 2D8 M.D., but counts as two melee attacks.
      Flying Power Punch – 3D6 M.D., but counts as three melee attacks. No additional damage for a two-fisted punch.
      Flying Leap Kick – 3D8 M.D., but counts as 3 melee attacks.
      Flying Body Block/Slam – 3D8 M.D., plus there is a 01-68% likelihood that opponents under 11 feet (3.4 m) tall and one ton are knocked off their feet and lose initiative and one melee attack. Counts as two attacks.
Sensor Systems and Features of Note: All the features common to power armor, plus the following.
  1. Helmet Cameras: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the wearer sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 4,000 still pictures.
  2. Helmet Multi-Optics System: The Silent Shadow’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared
    light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
    range), and macro-magnification (x12 for close work).
  3. Helmet Voice Modulation: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).
  4. Stealth RADAR System: An Advanced electronic warfare package that intercepts incoming RADAR signals and relays them back to their source with false information. This disguises the true nature of the Silent Shadow, making the sensory operator misread the signal as something benign and other than power armor. In game terms, it inflicts a -60% penalty to the Sensory Equipment skills of the RADAR operators trying to detect the
    Silent Shadow and other hostile flyers. If the character fails his Sensory Equipment skill, the Silent Shadow is disguised and ignored. If the skill is successful, even with the penalty, the operator recognizes it as one of the following roll percentile dice: 01-35%
    No doubt about it, incoming enemy power armor and an immediate threat! May even I.D. it as a Silent Shadow. (“Scramble a team to intercept or blow it out of the sky!”) 36-70% An unidentified bogie and a potential threat. (“Yellow alert. Send someone to investigate and get a visual on this UFO.”) 71-00% Something suspicious. It might be an enemy or it might be nothing at all – ground-clutter messing with the signal. Investigate?


Code: Select all
[b]Silent Shadow Power Armor[/b]

[size=85][b]Model Type:[/b] NG-UELX49
[b]Class:[/b] Strategic Flying Espionage Assault Suit with UEL system.
[b]Crew:[/b] One.
[u][b]M.D.C. by Location:[/b][/u][list]
* Head – 80
Arms (2) – 60 each
* UEL Cables – 6 each
Legs (2) – 80 each
* Wings (2) – 32 each
** Hover Booster Jets (16; 4 each wing, 4 back, 2 per leg) – 10 each
*** Main Body – 190[/list]
* 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 -4 to strike. This includes the wings when folded or while flying. Destroying one wing causes the power armor to spiral out of control and plummet to the ground. Further gliding and flight is impossible until the tattered or destroyed wing is replaced.
* Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half.
** Hover Booster Jets are tiny, black and concealed, making them nearly impossible to see even when the Silent Shadow is stationary and close. They can only be struck when the attacker makes a “Called Shot” and even then the shooter is -7 to strike.
*** Depleting the M.D.C. of the Main Body shuts the power armor down completely, rendering it useless.
[u][b]Speed:[/b][/u][list]
[b]Running [/b](with wings folded): 70 mph (112 km) maximum. The Silent Shadow can go from zero to maximum speed in one melee round (15 seconds). The act of running tires out its operator, but at 10% of the usual fatigue rate.
[b]Leaping[/b]: The powerful robot legs can leap 15 feet (4.6 m) high and 20 feet (6.1 m) across unassisted by the thrusters or its glide wings. Double that when using booster jets. A wing-assisted gliding leap can propel the armor up to 130 feet (39.6 m) high and 300 feet (91.4 m) across without actually attaining full flight. Dropping from a height or gliding in a good wind or updraft, the power armor can glide for thousands of yards (meters), even miles; see Flying.
[b]Flying[/b]: Limited. The wings and armor are designed for silent gliding given a boost via the various small hover jets. It is not built for speed nor can the Silent Shadow hover stationary. It functions very much like a hawk riding air currents and must circle an area to stay aloft.  Flying speed is typically 40 mph (64 km) or slower; increase to as much as triple that (120 mph/192 km) in a strong wind or when diving down from a height of 100 feet (30.5 m) or greater. Increase that to 240 mph (384 km) when diving in from an aircraft at an altitude greater than 10,000 feet (3,048 m). [/list]
[b]Flying Range[/b]: Designed for short flights seldom lasting more than 30-60 minutes. However, if pushed, the Silent Shadow can stay aloft for three hours, but needs a steady wind and air currents to do so.
[b]Maximum Sustainable Altitude[/b]: 2,000 (610 m) feet is the best the power armor can maintain. The Silent Shadow is a low-altitude glider with booster hover jets to help keep it aloft and to regain height after swooping in low. It can ride as close to the ground or waves as two feet (0.6 m) but a more comfortable and common altitude is 20-500 feet (6.1 to 152 m).
[b]Bird-Like Landings from Great Heights[/b]: When dropped from a great height, even from an aircraft, the Silent Shadow can glide down to Earth and land safely and quietly. There is no practical limit to the height from which it can glide and land safely.
[b]Water[/b]: The Silent Shadow is not designed for use in the water, but can swim in water or walk along the bottom at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
[u][b]Statistical Data[/b]:[/u]
[b]Height[/b]: Man-size: 6-7.6 (1.8 to 2.3 m) depending on the size of the purchaser.
[b]Width[/b]: Wings down: 3-4 feet (0.9 to 1.2 m) depending on the size of the purchaser. Wings at full extension: 15 feet (4.6 m).
[b]Length[/b]: 2-3 feet (0.6-0.9 m) depending on the size of the purchaser.
[b]Weight[/b]: 279 1bs (126 kg).
[b]Physical Strength[/b]: Robot P.S. of 26.
[b]Cargo[/b]: None.
[b]Power System[/b]: Nuclear; average energy life is 10 years.
Cost: 1.4 million credits nuclear or 1 million credits for Solid Oxide.  Not available as an electric battery model because the UEL draws too much power.
[u][b]Weapon Systems[/b]:[/u][list=1]
[*]1. [b]Concealed Laser[/b] (1): Concealed in the forearm of the wearer’s shooting arm (right or left) is a light laser. This is meant as a ranged weapon and can double as an infrared rangefinder out to two miles (3.2 km) for the purposes of determining distance.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Mega-Damage: 2D6 M.D. per shot.
Rate of Fire: Each blast counts as one melee attack.
Payload: Unlimited, tied into the power supply.
[*]2. [b]Concealed Spike and Climb Cord[/b] (1, forearm): Since the Silent Shadow may have to climb, a spike and 30 foot (9.1 m) cable is concealed in the other forearm. The spike or grappling hook is fired and the cable spools out behind it. The spike can be recovered and the cable rewound back into the power armor’s arm for future use. The spike and cable may also be used to hitch a ride to a boat, ship or aircraft, pulling the power armor along like a kite/glider.
Primary Purpose: Climbing.
Secondary Purpose: Towline.
Range: 30 feet (9.1 m).
Mega-Damage: One M.D. as a weapon.
Rate of Fire: One; then the spike needs to be recovered or cut loose.
Payload: One, but reusable.
[*][b]Concealed Vibro-Swords[/b] (2): A concealed, extendible Vibro-Short Sword is located in each forearm.
Primary Purpose: Assault.
Secondary Purpose: Defense and Utility Tool.
Range: Close combat/arm’s reach.
Mega-Damage: 1D6 M.D. (+4 from a flying slash or stab attack).
[*][b] Handheld Weapons[/b]: The Silent Shadow can use any handheld weapon, and there is a mounting on the back for a rifle. Energy weapons are the usual choice because they can be powered by the UEL systems. An additional side arm, Vibro-Blade and/or satchel of 6-10 hand grenades (more if several satchels or pouches contain them) may be carried on a belt around the waist. As a glider, the Silent Shadow moves fast enough and low enough to drop hand grenades, like bombs from an aircraft, and move out of the way before they go off. When flying low above the target (50 feet/15.2 m or less), accuracy is very good.
[b]UEL – Universal Energy Link[/b] (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged
into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist to the weapon in hand. This provides unlimited payload when plugged into any energy weapon that takes an E-Clip and does 1D6x10 M.D. or less per attack. The Silent Shadow has one UEL in each forearm. Note: An extra or emergency UEL can be built into the thigh of one leg, but costs an additional 160,000 credits.
[*] [b]Hand to Hand Combat[/b]: Rather than use a weapon, the pilot can engage in M.D. hand to hand combat. See Basic and Flying Power Armor Combat in the Rifts® Ultimate Edition, pages 351 and 352. Damage is based on the Robotic P.S. of 26.
[list]Restrained Punch – 1D4 M.D.
Full Strength Punch – 1D6 M.D.
Power Punch – 2D6 M.D., but counts as two melee attacks.
Kick – 2D4 M.D.
Leap Kick – 2D8 M.D., but counts as two melee attacks.
Flying Power Punch – 3D6 M.D., but counts as three melee attacks. No additional damage for a two-fisted punch.
Flying Leap Kick – 3D8 M.D., but counts as 3 melee attacks.
Flying Body Block/Slam – 3D8 M.D., plus there is a 01-68% likelihood that opponents under 11 feet (3.4 m) tall and one ton are knocked off their feet and lose initiative and one melee attack. Counts as two attacks.[/list][/list]
[u][b]Sensor Systems and Features of Note[/b][/u]: All the features common to power armor, plus the following.[list=a]
[*] [b]Helmet Cameras[/b]: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the wearer sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 4,000 still pictures.
[*] [b]Helmet Multi-Optics System[/b]: The Silent Shadow’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared
light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
range), and macro-magnification (x12 for close work).
[*][b] Helmet Voice Modulation[/b]: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).
[*][b] Stealth RADAR System[/b]: An Advanced electronic warfare package that intercepts incoming RADAR signals and relays them back to their source with false information. This disguises the true nature of the Silent Shadow, making the sensory operator misread the signal as something benign and other than power armor. In game terms, it inflicts a -60% penalty to the Sensory Equipment skills of the RADAR operators trying to detect the
Silent Shadow and other hostile flyers. If the character fails his Sensory Equipment skill, the Silent Shadow is disguised and ignored.  If the skill is successful, even with the penalty, the operator recognizes it as one of the following roll percentile dice: 01-35%
No doubt about it, incoming enemy power armor and an immediate threat! May even I.D. it as a Silent Shadow. (“Scramble a team to intercept or blow it out of the sky!”) 36-70% An unidentified bogie and a potential threat. (“Yellow alert. Send someone to investigate and get a visual on this UFO.”) 71-00% Something suspicious. It might be an enemy or it might be nothing at all – ground-clutter messing with the signal. Investigate?[/list][/size]


The above costs 1,444,000

DV-39 Wolf Pack Robot Drone

Model Type: DV -39
Class: Coordinated Reconnaissance and Strike Robot Drone.
Crew: None, Robot Drone.
M.D.C. by Location:
* Head-90
* Back Mounted System - 60
Vibro-Claws (4)- 50 each
Legs (4)- 95 each
** Main Body- 200
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the attacker is -3 to strike. Destroying the head eliminates all forms of optical and sensory enhancement.
**Depleting the M.D.C. of the Main Body destroys the robot and any data it may have collected is destroyed along with it.
Speed:
Running: 120 mph (192 km) maximum.
Leaping: 20 feet (6.1 m) high, or 30 feet (9.1 m) lengthwise. A running start of 60 miles (96 km) per hour or greater increases the height and/or distance by 50%.
Flying: Not possible.
Underwater Capabilities: Swim across the surface of water at 20% its running speed.
Statistical Data:
Height: 3 feet, 6 inches (1 m).
Width: 2 feet (0.6 m).
Length: 5 feet, 6 inches (1.7 m).
Weight: 350 pounds (157.5 kg).
Physical Strength: Robot P.S. of 30.
Other Notable Attributes: I.Q. 14, P.P. 18, P.B. 10.
Attacks per Melee: Six.
Cargo: None.
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: 1.2 million credits, but rarely available on the Black Market. Exclusive to the NGR Army. Not currently sold on the open market.
Standard Wolf Robot Sensor Systems: All the usual features and sensors common to NGR robots. Plus the following.
Optics: The DV-39 has advanced robot optics (basic 20/20 vision up to two miles/3.2 m away) with infrared, ultraviolet, polarization, and passive nightvision, all with a range of 4,000 feet (1,219 m), plus telescopic vision with a range of two miles (3.2 km), and an optical reader.
Motion Detector: Increased range: 500 feet (152 m), adds to the ability to respond quickly, parry and dodge.
Molecular Analyzer: Identical to the cybernetic lung implant of cyborgs.
Vibration Detectors: Located in the feet, these sensors enable the drone to detect ground movement by troops and vehicles, and estimate their speed, direction of travel and location at a base percentage of 70%.
Speech: A synthesized voice system and loudspeaker are standard, enabling the 'Bot to speak to NGR soldiers, but the voice is mechanical sounding. This is to prevent soldiers from starting to think of the robot as a "living" animal and becoming too attached to the robot.
Standard DV -39 Wolf Computer Programs:
Military General Programming: Demolitions Disposal 90% (has the data and knowledge, and can talk a technician or soldier through the procedure; includes a "chemical sniffer" sensor system), Languages include Euro, American, German, Techno-can, and Gobblely at 96%, Lore: Demons and Monsters 70% (+15% when it comes to Gargoyles and Brodkil), Mathematics: Basic 96%, Military Etiquette 96%, Radio: Basic 96% and and Sniff Out Explosives (special; exactly what it sounds like) 88%.
Military Reconnaissance & Intelligence Program: Climbing 85%/15%, Detect Ambush 60%, Detect Concealment 60%, I.D. Plants and Animals 88%, Intelligence 80% ( + 10% when dealing with Gargoyles and Brodkil), Land Navigation 88%, Mine/Trap Detection 68%, Prowl 70%, Tailing (people or vehicles) 85%, Track Animals 88%, Tracking People 88%, and Wilderness Survival 80%.
Special Combat Systems:
    1. Optional Back-Mounted Combat System or Weapon:
    Most DV-39 Wolf drones are deployed with a weapon or special features pack (Sensor or Video) on its back. The following are the options available, only one may be mounted at
    a time.
    1. Optional Back-Mounted Mini-Missile Launcher: A light missile launcher.
      Primary Purpose: Anti-Fortification/Anti-Armor.
      Secondary Purpose: Anti-Personnel.
      Mega-Damage: Varies depending on type of missile used, but armor piercing (1D4x10 M.D.) or plasma (1D6xl0 M.D.) are typical.
      Range: One mile (1.6 km).
      Rate of Fire: One at time or in a volley of 2 or 4.
      Payload: Six mini-missiles total.
    2. B. Optional Back-Mounted Laser: A medium laser is mounted on the robot's back. This laser weapon or the ion cannon are favored by military specialists and pilots of the
      X-1471 Wolfhound robot.
      Primary Purpose: Assault.
      Secondary Purpose: Anti-Personnel.
      Range: 4,000 feet (1,219 m).
      Mega-Damage: 3D6 M.D. per single shot.
      Rate of Fire: Each shots counts as one melee attack.
      Payload: Effectively unlimited.
    3. Optional Back-Mounted Ion Cannon: A heavy anti-personnel weapon that does greater damage but has a shorter range.
      Primary Purpose: Assault.
      Secondary Purpose: Anti-Personnel.
      Mega-Damage: 5D6 M.D. per blast.
      Range: 2,000 feet (610 m).
      Rate of Fire: Each single blast counts as one melee attack.
      Payload: Effectively unlimited.
    4. Optional Back-Mounted Video Communications Array: This device is exactly what it looks like: a video camera, radio dish, and a couple sensor pods and antennas. The video camera has a wide angle and zoom lens, and everything it films is stored inside the Wolf robot as well as transmitted to its handler or nearby base. This array gives the DV-39 Wolf long-range (500 miles/800 km) radio scanning and radio and video transmitting and relay capabilities. Great for scouting and video surveillance.
      This attachment hooks directly into the drone itself, and transmits everything the robot sees and hears.
    5. Optional Back-Mounted Sensor Array: This package is similar to D, above, except that it adds a superior radar (double the range and capabilities of the standard robot system), has a laser distancer (1 mile/1.6 km), a larger array of thermal sensors, and it boosts the drone's own sensors by 50% and transmits the data back to base or the robot's handler./list]
      2. Hand to Hand Combat: Instead of using a weapon, the DV-39 can engage in limited melee combat. The drone has six attacks per melee round.
        Bite- 2D4 M.D.
        Power Bite- 4D4 M.D.
        Head Butt - 1D4 M.D.
        Full Strength Paw Strike- 1D6 M.D.
        Jumping/Pouncing Attack- 1D4 M.D. plus has a 01-90% likelihood of knocking down humans and D-Bees, as well as troops in body armor and exoskeletons. The victim of a
        knockdown attack loses initiative and one melee attack, plus the Wolf can be right on top of him to continue its attack, or move in to disarm or pin its opponent.
      Combat Bonuses: +4 on initiative, +2 to strike with ranged weapons, +4 to strike in melee combat, +6 to dodge (including attacks from behind), +5 to disarm, + 3 to in/incapacitate and entangle, +4 to roll with impact, and +6 to pull punch/bite/attack. Critical Strike on the roll of a Natural 19 or 20.


Code: Select all
[b]DV-39 Wolf Pack Robot Drone[/b]

[size=85][b]Model Type: [/b]DV -39
[b]Class:[/b] Coordinated Reconnaissance and Strike Robot Drone.
[b]Crew:[/b] None, Robot Drone.
[u][b]M.D.C. by Location:[/b][/u]
* Head-90
* Back Mounted System - 60
Vibro-Claws (4)- 50 each
Legs (4)- 95 each
** Main Body- 200
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the attacker is -3 to strike. Destroying the head eliminates all forms of optical and sensory enhancement.
**Depleting the M.D.C. of the Main Body destroys the robot and any data it may have collected is destroyed along with it.
[u][b]Speed[/b]:[/u]
[b]Running[/b]: 120 mph (192 km) maximum.
[b]Leaping[/b]: 20 feet (6.1 m) high, or 30 feet (9.1 m) lengthwise. A running start of 60 miles (96 km) per hour or greater increases the height and/or distance by 50%.
[b]Flying[/b]: Not possible.
[b]Underwater Capabilities[/b]: Swim across the surface of water at 20% its running speed.
[u][b]Statistical Data:[/b][/u]
[b]Height[/b]: 3 feet, 6 inches (1 m).
[b]Width[/b]: 2 feet (0.6 m).
[b]Length[/b]: 5 feet, 6 inches (1.7 m).
[b]Weight[/b]: 350 pounds (157.5 kg).
[b]Physical Strength:[/b] Robot P.S. of 30.
[b]Other Notable Attributes: [/b]I.Q. 14, P.P. 18, P.B. 10.
[b]Attacks per Melee:[/b] Six.
[b]Cargo[/b]: None.
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: 1.2 million credits, but rarely available on the Black Market. Exclusive to the NGR Army. Not currently sold on the open market.
[b]Standard Wolf Robot Sensor Systems:[/b] All the usual features and sensors common to NGR robots. Plus the following.
Optics: The DV-39 has advanced robot optics (basic 20/20 vision up to two miles/3.2 m away) with infrared, ultraviolet, polarization, and passive nightvision, all with a range of 4,000 feet (1,219 m), plus telescopic vision with a range of two miles (3.2 km), and an optical reader.
[b]Motion Detector:[/b] Increased range: 500 feet (152 m), adds to the ability to respond quickly, parry and dodge.
[b]Molecular Analyzer:[/b] Identical to the cybernetic lung implant of cyborgs.
[b]Vibration Detectors[/b]: Located in the feet, these sensors enable the drone to detect ground movement by troops and vehicles, and estimate their speed, direction of travel and location at a base percentage of 70%.
[b]Speech:[/b] A synthesized voice system and loudspeaker are standard, enabling the 'Bot to speak to NGR soldiers, but the voice is mechanical sounding. This is to prevent soldiers from starting to think of the robot as a "living" animal and becoming too attached to the robot.
[u][b]Standard DV -39 Wolf Computer Programs:[/b][/u]
[b]Military General Programming:[/b] Demolitions Disposal 90% (has the data and knowledge, and can talk a technician or soldier through the procedure; includes a "chemical sniffer" sensor system), Languages include Euro, American, German, Techno-can, and Gobblely at 96%, Lore: Demons and Monsters 70% (+15% when it comes to Gargoyles and Brodkil), Mathematics: Basic 96%, Military Etiquette 96%, Radio: Basic 96% and and Sniff Out Explosives (special; exactly what it sounds like) 88%.
[b]Military Reconnaissance & Intelligence Program:[/b] Climbing 85%/15%, Detect Ambush 60%, Detect Concealment 60%, I.D. Plants and Animals 88%, Intelligence 80% ( + 10% when dealing with Gargoyles and Brodkil), Land Navigation 88%, Mine/Trap Detection 68%, Prowl 70%, Tailing (people or vehicles) 85%, Track Animals 88%, Tracking People 88%, and Wilderness Survival 80%.
[b][u]Special Combat Systems[/u][/b]:[list]
1. Optional Back-Mounted Combat System or Weapon:
Most DV-39 Wolf drones are deployed with a weapon or special features pack (Sensor or Video) on its back. The following are the options available, only one may be mounted at
a time.[list=A]
[*] Optional Back-Mounted Mini-Missile Launcher: A light missile launcher.
Primary Purpose: Anti-Fortification/Anti-Armor.
Secondary Purpose: Anti-Personnel.
Mega-Damage: Varies depending on type of missile used, but armor piercing (1D4x10 M.D.) or plasma (1D6xl0 M.D.) are typical.
Range: One mile (1.6 km).
Rate of Fire: One at time or in a volley of 2 or 4.
Payload: Six mini-missiles total.
[*]B. Optional Back-Mounted Laser: A medium laser is mounted on the robot's back. This laser weapon or the ion cannon are favored by military specialists and pilots of the
X-1471 Wolfhound robot.
Primary Purpose: Assault.
Secondary Purpose: Anti-Personnel.
Range: 4,000 feet (1,219 m).
Mega-Damage: 3D6 M.D. per single shot.
Rate of Fire: Each shots counts as one melee attack.
Payload: Effectively unlimited.
[*] Optional Back-Mounted Ion Cannon: A heavy anti-personnel weapon that does greater damage but has a shorter range.
Primary Purpose: Assault.
Secondary Purpose: Anti-Personnel.
Mega-Damage: 5D6 M.D. per blast.
Range: 2,000 feet (610 m).
Rate of Fire: Each single blast counts as one melee attack.
Payload: Effectively unlimited.
[*] Optional Back-Mounted Video Communications Array: This device is exactly what it looks like: a video camera, radio dish, and a couple sensor pods and antennas. The video camera has a wide angle and zoom lens, and everything it films is stored inside the Wolf robot as well as transmitted to its handler or nearby base. This array gives the DV-39 Wolf long-range (500 miles/800 km) radio scanning and radio and video transmitting and relay capabilities. Great for scouting and video surveillance.
This attachment hooks directly into the drone itself, and transmits everything the robot sees and hears.
[*] Optional Back-Mounted Sensor Array: This package is similar to D, above, except that it adds a superior radar (double the range and capabilities of the standard robot system), has a laser distancer (1 mile/1.6 km), a larger array of thermal sensors, and it boosts the drone's own sensors by 50% and transmits the data back to base or the robot's handler./list]
2. [b]Hand to Hand Combat[/b]: Instead of using a weapon, the DV-39 can engage in limited melee combat. The drone has six attacks per melee round.[list]
Bite- 2D4 M.D.
Power Bite- 4D4 M.D.
Head Butt - 1D4 M.D.
Full Strength Paw Strike- 1D6 M.D.
Jumping/Pouncing Attack- 1D4 M.D. plus has a 01-90% likelihood of knocking down humans and D-Bees, as well as troops in body armor and exoskeletons. The victim of a
knockdown attack loses initiative and one melee attack, plus the Wolf can be right on top of him to continue its attack, or move in to disarm or pin its opponent.[/list]
Combat Bonuses: +4 on initiative, +2 to strike with ranged weapons, +4 to strike in melee combat, +6 to dodge (including attacks from behind), +5 to disarm, + 3 to in/incapacitate and entangle, +4 to roll with impact, and +6 to pull punch/bite/attack.  Critical Strike on the roll of a Natural 19 or 20.[/list][/list][/size]


The above costs 1,800,000


After costs applied, Secure Universal Card: 516,600 credits and a Universal Credit Card: 556,000 credits (from Hades) remains.
Purchase (2) N-50 SuperHeavy ForceField Integral Models to be installed on the DV-39 Wolf and the Silent Shadow
Cost for Integral Models, 280,000ea; Integral price includes installation.
Remaining on Hades Card: 512,600
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
User avatar
Echo
Diamond Level Patron
Diamond Level Patron
 
Posts: 198
Joined: Sat Jan 24, 2015 3:08 pm
Location: Rifts PC (Spook Squad)

Re: Merctown Shopping Lists

Postby SNAFU » Sun Oct 22, 2017 1:52 am

Echo wrote:
SNAFU wrote:
Echo
SleepSafe "Sensor Sentry" Warning System x10 (NG2, Pg 252)
Medical Bio-Brace x4 (NG2, Pg 252)
The Multi-Tool (DB2, Pg 143)
Robot Floater Camera x2

Silent Shadow Power Armor

Model Type: NG-UELX49
Class: Strategic Flying Espionage Assault Suit with UEL system.
Crew: One.
M.D.C. by Location:
    * Head – 80
    Arms (2) – 60 each
    * UEL Cables – 6 each
    Legs (2) – 80 each
    * Wings (2) – 32 each
    ** Hover Booster Jets (16; 4 each wing, 4 back, 2 per leg) – 10 each
    *** Main Body – 190
* 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 -4 to strike. This includes the wings when folded or while flying. Destroying one wing causes the power armor to spiral out of control and plummet to the ground. Further gliding and flight is impossible until the tattered or destroyed wing is replaced.
* Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half.
** Hover Booster Jets are tiny, black and concealed, making them nearly impossible to see even when the Silent Shadow is stationary and close. They can only be struck when the attacker makes a “Called Shot” and even then the shooter is -7 to strike.
*** Depleting the M.D.C. of the Main Body shuts the power armor down completely, rendering it useless.
Speed:
    Running (with wings folded): 70 mph (112 km) maximum. The Silent Shadow can go from zero to maximum speed in one melee round (15 seconds). The act of running tires out its operator, but at 10% of the usual fatigue rate.
    Leaping: The powerful robot legs can leap 15 feet (4.6 m) high and 20 feet (6.1 m) across unassisted by the thrusters or its glide wings. Double that when using booster jets. A wing-assisted gliding leap can propel the armor up to 130 feet (39.6 m) high and 300 feet (91.4 m) across without actually attaining full flight. Dropping from a height or gliding in a good wind or updraft, the power armor can glide for thousands of yards (meters), even miles; see Flying.
    Flying: Limited. The wings and armor are designed for silent gliding given a boost via the various small hover jets. It is not built for speed nor can the Silent Shadow hover stationary. It functions very much like a hawk riding air currents and must circle an area to stay aloft. Flying speed is typically 40 mph (64 km) or slower; increase to as much as triple that (120 mph/192 km) in a strong wind or when diving down from a height of 100 feet (30.5 m) or greater. Increase that to 240 mph (384 km) when diving in from an aircraft at an altitude greater than 10,000 feet (3,048 m).
Flying Range: Designed for short flights seldom lasting more than 30-60 minutes. However, if pushed, the Silent Shadow can stay aloft for three hours, but needs a steady wind and air currents to do so.
Maximum Sustainable Altitude: 2,000 (610 m) feet is the best the power armor can maintain. The Silent Shadow is a low-altitude glider with booster hover jets to help keep it aloft and to regain height after swooping in low. It can ride as close to the ground or waves as two feet (0.6 m) but a more comfortable and common altitude is 20-500 feet (6.1 to 152 m).
Bird-Like Landings from Great Heights: When dropped from a great height, even from an aircraft, the Silent Shadow can glide down to Earth and land safely and quietly. There is no practical limit to the height from which it can glide and land safely.
Water: The Silent Shadow is not designed for use in the water, but can swim in water or walk along the bottom at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
Statistical Data:
Height: Man-size: 6-7.6 (1.8 to 2.3 m) depending on the size of the purchaser.
Width: Wings down: 3-4 feet (0.9 to 1.2 m) depending on the size of the purchaser. Wings at full extension: 15 feet (4.6 m).
Length: 2-3 feet (0.6-0.9 m) depending on the size of the purchaser.
Weight: 279 1bs (126 kg).
Physical Strength: Robot P.S. of 26.
Cargo: None.
Power System: Nuclear; average energy life is 10 years.
Cost: 1.4 million credits nuclear or 1 million credits for Solid Oxide. Not available as an electric battery model because the UEL draws too much power.
Weapon Systems:
  1. 1. Concealed Laser (1): Concealed in the forearm of the wearer’s shooting arm (right or left) is a light laser. This is meant as a ranged weapon and can double as an infrared rangefinder out to two miles (3.2 km) for the purposes of determining distance.
    Primary Purpose: Assault.
    Secondary Purpose: Defense.
    Range: 2,000 feet (610 m).
    Mega-Damage: 2D6 M.D. per shot.
    Rate of Fire: Each blast counts as one melee attack.
    Payload: Unlimited, tied into the power supply.
  2. 2. Concealed Spike and Climb Cord (1, forearm): Since the Silent Shadow may have to climb, a spike and 30 foot (9.1 m) cable is concealed in the other forearm. The spike or grappling hook is fired and the cable spools out behind it. The spike can be recovered and the cable rewound back into the power armor’s arm for future use. The spike and cable may also be used to hitch a ride to a boat, ship or aircraft, pulling the power armor along like a kite/glider.
    Primary Purpose: Climbing.
    Secondary Purpose: Towline.
    Range: 30 feet (9.1 m).
    Mega-Damage: One M.D. as a weapon.
    Rate of Fire: One; then the spike needs to be recovered or cut loose.
    Payload: One, but reusable.
  3. Concealed Vibro-Swords (2): A concealed, extendible Vibro-Short Sword is located in each forearm.
    Primary Purpose: Assault.
    Secondary Purpose: Defense and Utility Tool.
    Range: Close combat/arm’s reach.
    Mega-Damage: 1D6 M.D. (+4 from a flying slash or stab attack).
  4. Handheld Weapons: The Silent Shadow can use any handheld weapon, and there is a mounting on the back for a rifle. Energy weapons are the usual choice because they can be powered by the UEL systems. An additional side arm, Vibro-Blade and/or satchel of 6-10 hand grenades (more if several satchels or pouches contain them) may be carried on a belt around the waist. As a glider, the Silent Shadow moves fast enough and low enough to drop hand grenades, like bombs from an aircraft, and move out of the way before they go off. When flying low above the target (50 feet/15.2 m or less), accuracy is very good.
    UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged
    into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist to the weapon in hand. This provides unlimited payload when plugged into any energy weapon that takes an E-Clip and does 1D6x10 M.D. or less per attack. The Silent Shadow has one UEL in each forearm. Note: An extra or emergency UEL can be built into the thigh of one leg, but costs an additional 160,000 credits.
  5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in M.D. hand to hand combat. See Basic and Flying Power Armor Combat in the Rifts® Ultimate Edition, pages 351 and 352. Damage is based on the Robotic P.S. of 26.
      Restrained Punch – 1D4 M.D.
      Full Strength Punch – 1D6 M.D.
      Power Punch – 2D6 M.D., but counts as two melee attacks.
      Kick – 2D4 M.D.
      Leap Kick – 2D8 M.D., but counts as two melee attacks.
      Flying Power Punch – 3D6 M.D., but counts as three melee attacks. No additional damage for a two-fisted punch.
      Flying Leap Kick – 3D8 M.D., but counts as 3 melee attacks.
      Flying Body Block/Slam – 3D8 M.D., plus there is a 01-68% likelihood that opponents under 11 feet (3.4 m) tall and one ton are knocked off their feet and lose initiative and one melee attack. Counts as two attacks.
Sensor Systems and Features of Note: All the features common to power armor, plus the following.
  1. Helmet Cameras: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the wearer sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 4,000 still pictures.
  2. Helmet Multi-Optics System: The Silent Shadow’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared
    light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
    range), and macro-magnification (x12 for close work).
  3. Helmet Voice Modulation: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).
  4. Stealth RADAR System: An Advanced electronic warfare package that intercepts incoming RADAR signals and relays them back to their source with false information. This disguises the true nature of the Silent Shadow, making the sensory operator misread the signal as something benign and other than power armor. In game terms, it inflicts a -60% penalty to the Sensory Equipment skills of the RADAR operators trying to detect the
    Silent Shadow and other hostile flyers. If the character fails his Sensory Equipment skill, the Silent Shadow is disguised and ignored. If the skill is successful, even with the penalty, the operator recognizes it as one of the following roll percentile dice: 01-35%
    No doubt about it, incoming enemy power armor and an immediate threat! May even I.D. it as a Silent Shadow. (“Scramble a team to intercept or blow it out of the sky!”) 36-70% An unidentified bogie and a potential threat. (“Yellow alert. Send someone to investigate and get a visual on this UFO.”) 71-00% Something suspicious. It might be an enemy or it might be nothing at all – ground-clutter messing with the signal. Investigate?


Code: Select all
[b]Silent Shadow Power Armor[/b]

[size=85][b]Model Type:[/b] NG-UELX49
[b]Class:[/b] Strategic Flying Espionage Assault Suit with UEL system.
[b]Crew:[/b] One.
[u][b]M.D.C. by Location:[/b][/u][list]
* Head – 80
Arms (2) – 60 each
* UEL Cables – 6 each
Legs (2) – 80 each
* Wings (2) – 32 each
** Hover Booster Jets (16; 4 each wing, 4 back, 2 per leg) – 10 each
*** Main Body – 190[/list]
* 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 -4 to strike. This includes the wings when folded or while flying. Destroying one wing causes the power armor to spiral out of control and plummet to the ground. Further gliding and flight is impossible until the tattered or destroyed wing is replaced.
* Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half.
** Hover Booster Jets are tiny, black and concealed, making them nearly impossible to see even when the Silent Shadow is stationary and close. They can only be struck when the attacker makes a “Called Shot” and even then the shooter is -7 to strike.
*** Depleting the M.D.C. of the Main Body shuts the power armor down completely, rendering it useless.
[u][b]Speed:[/b][/u][list]
[b]Running [/b](with wings folded): 70 mph (112 km) maximum. The Silent Shadow can go from zero to maximum speed in one melee round (15 seconds). The act of running tires out its operator, but at 10% of the usual fatigue rate.
[b]Leaping[/b]: The powerful robot legs can leap 15 feet (4.6 m) high and 20 feet (6.1 m) across unassisted by the thrusters or its glide wings. Double that when using booster jets. A wing-assisted gliding leap can propel the armor up to 130 feet (39.6 m) high and 300 feet (91.4 m) across without actually attaining full flight. Dropping from a height or gliding in a good wind or updraft, the power armor can glide for thousands of yards (meters), even miles; see Flying.
[b]Flying[/b]: Limited. The wings and armor are designed for silent gliding given a boost via the various small hover jets. It is not built for speed nor can the Silent Shadow hover stationary. It functions very much like a hawk riding air currents and must circle an area to stay aloft.  Flying speed is typically 40 mph (64 km) or slower; increase to as much as triple that (120 mph/192 km) in a strong wind or when diving down from a height of 100 feet (30.5 m) or greater. Increase that to 240 mph (384 km) when diving in from an aircraft at an altitude greater than 10,000 feet (3,048 m). [/list]
[b]Flying Range[/b]: Designed for short flights seldom lasting more than 30-60 minutes. However, if pushed, the Silent Shadow can stay aloft for three hours, but needs a steady wind and air currents to do so.
[b]Maximum Sustainable Altitude[/b]: 2,000 (610 m) feet is the best the power armor can maintain. The Silent Shadow is a low-altitude glider with booster hover jets to help keep it aloft and to regain height after swooping in low. It can ride as close to the ground or waves as two feet (0.6 m) but a more comfortable and common altitude is 20-500 feet (6.1 to 152 m).
[b]Bird-Like Landings from Great Heights[/b]: When dropped from a great height, even from an aircraft, the Silent Shadow can glide down to Earth and land safely and quietly. There is no practical limit to the height from which it can glide and land safely.
[b]Water[/b]: The Silent Shadow is not designed for use in the water, but can swim in water or walk along the bottom at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
[u][b]Statistical Data[/b]:[/u]
[b]Height[/b]: Man-size: 6-7.6 (1.8 to 2.3 m) depending on the size of the purchaser.
[b]Width[/b]: Wings down: 3-4 feet (0.9 to 1.2 m) depending on the size of the purchaser. Wings at full extension: 15 feet (4.6 m).
[b]Length[/b]: 2-3 feet (0.6-0.9 m) depending on the size of the purchaser.
[b]Weight[/b]: 279 1bs (126 kg).
[b]Physical Strength[/b]: Robot P.S. of 26.
[b]Cargo[/b]: None.
[b]Power System[/b]: Nuclear; average energy life is 10 years.
Cost: 1.4 million credits nuclear or 1 million credits for Solid Oxide.  Not available as an electric battery model because the UEL draws too much power.
[u][b]Weapon Systems[/b]:[/u][list=1]
[*]1. [b]Concealed Laser[/b] (1): Concealed in the forearm of the wearer’s shooting arm (right or left) is a light laser. This is meant as a ranged weapon and can double as an infrared rangefinder out to two miles (3.2 km) for the purposes of determining distance.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Mega-Damage: 2D6 M.D. per shot.
Rate of Fire: Each blast counts as one melee attack.
Payload: Unlimited, tied into the power supply.
[*]2. [b]Concealed Spike and Climb Cord[/b] (1, forearm): Since the Silent Shadow may have to climb, a spike and 30 foot (9.1 m) cable is concealed in the other forearm. The spike or grappling hook is fired and the cable spools out behind it. The spike can be recovered and the cable rewound back into the power armor’s arm for future use. The spike and cable may also be used to hitch a ride to a boat, ship or aircraft, pulling the power armor along like a kite/glider.
Primary Purpose: Climbing.
Secondary Purpose: Towline.
Range: 30 feet (9.1 m).
Mega-Damage: One M.D. as a weapon.
Rate of Fire: One; then the spike needs to be recovered or cut loose.
Payload: One, but reusable.
[*][b]Concealed Vibro-Swords[/b] (2): A concealed, extendible Vibro-Short Sword is located in each forearm.
Primary Purpose: Assault.
Secondary Purpose: Defense and Utility Tool.
Range: Close combat/arm’s reach.
Mega-Damage: 1D6 M.D. (+4 from a flying slash or stab attack).
[*][b] Handheld Weapons[/b]: The Silent Shadow can use any handheld weapon, and there is a mounting on the back for a rifle. Energy weapons are the usual choice because they can be powered by the UEL systems. An additional side arm, Vibro-Blade and/or satchel of 6-10 hand grenades (more if several satchels or pouches contain them) may be carried on a belt around the waist. As a glider, the Silent Shadow moves fast enough and low enough to drop hand grenades, like bombs from an aircraft, and move out of the way before they go off. When flying low above the target (50 feet/15.2 m or less), accuracy is very good.
[b]UEL – Universal Energy Link[/b] (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged
into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist to the weapon in hand. This provides unlimited payload when plugged into any energy weapon that takes an E-Clip and does 1D6x10 M.D. or less per attack. The Silent Shadow has one UEL in each forearm. Note: An extra or emergency UEL can be built into the thigh of one leg, but costs an additional 160,000 credits.
[*] [b]Hand to Hand Combat[/b]: Rather than use a weapon, the pilot can engage in M.D. hand to hand combat. See Basic and Flying Power Armor Combat in the Rifts® Ultimate Edition, pages 351 and 352. Damage is based on the Robotic P.S. of 26.
[list]Restrained Punch – 1D4 M.D.
Full Strength Punch – 1D6 M.D.
Power Punch – 2D6 M.D., but counts as two melee attacks.
Kick – 2D4 M.D.
Leap Kick – 2D8 M.D., but counts as two melee attacks.
Flying Power Punch – 3D6 M.D., but counts as three melee attacks. No additional damage for a two-fisted punch.
Flying Leap Kick – 3D8 M.D., but counts as 3 melee attacks.
Flying Body Block/Slam – 3D8 M.D., plus there is a 01-68% likelihood that opponents under 11 feet (3.4 m) tall and one ton are knocked off their feet and lose initiative and one melee attack. Counts as two attacks.[/list][/list]
[u][b]Sensor Systems and Features of Note[/b][/u]: All the features common to power armor, plus the following.[list=a]
[*] [b]Helmet Cameras[/b]: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the wearer sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 4,000 still pictures.
[*] [b]Helmet Multi-Optics System[/b]: The Silent Shadow’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared
light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
range), and macro-magnification (x12 for close work).
[*][b] Helmet Voice Modulation[/b]: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).
[*][b] Stealth RADAR System[/b]: An Advanced electronic warfare package that intercepts incoming RADAR signals and relays them back to their source with false information. This disguises the true nature of the Silent Shadow, making the sensory operator misread the signal as something benign and other than power armor. In game terms, it inflicts a -60% penalty to the Sensory Equipment skills of the RADAR operators trying to detect the
Silent Shadow and other hostile flyers. If the character fails his Sensory Equipment skill, the Silent Shadow is disguised and ignored.  If the skill is successful, even with the penalty, the operator recognizes it as one of the following roll percentile dice: 01-35%
No doubt about it, incoming enemy power armor and an immediate threat! May even I.D. it as a Silent Shadow. (“Scramble a team to intercept or blow it out of the sky!”) 36-70% An unidentified bogie and a potential threat. (“Yellow alert. Send someone to investigate and get a visual on this UFO.”) 71-00% Something suspicious. It might be an enemy or it might be nothing at all – ground-clutter messing with the signal. Investigate?[/list][/size]


The above costs 1,444,000

DV-39 Wolf Pack Robot Drone

Model Type: DV -39
Class: Coordinated Reconnaissance and Strike Robot Drone.
Crew: None, Robot Drone.
M.D.C. by Location:
* Head-90
* Back Mounted System - 60
Vibro-Claws (4)- 50 each
Legs (4)- 95 each
** Main Body- 200
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the attacker is -3 to strike. Destroying the head eliminates all forms of optical and sensory enhancement.
**Depleting the M.D.C. of the Main Body destroys the robot and any data it may have collected is destroyed along with it.
Speed:
Running: 120 mph (192 km) maximum.
Leaping: 20 feet (6.1 m) high, or 30 feet (9.1 m) lengthwise. A running start of 60 miles (96 km) per hour or greater increases the height and/or distance by 50%.
Flying: Not possible.
Underwater Capabilities: Swim across the surface of water at 20% its running speed.
Statistical Data:
Height: 3 feet, 6 inches (1 m).
Width: 2 feet (0.6 m).
Length: 5 feet, 6 inches (1.7 m).
Weight: 350 pounds (157.5 kg).
Physical Strength: Robot P.S. of 30.
Other Notable Attributes: I.Q. 14, P.P. 18, P.B. 10.
Attacks per Melee: Six.
Cargo: None.
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: 1.2 million credits, but rarely available on the Black Market. Exclusive to the NGR Army. Not currently sold on the open market.
Standard Wolf Robot Sensor Systems: All the usual features and sensors common to NGR robots. Plus the following.
Optics: The DV-39 has advanced robot optics (basic 20/20 vision up to two miles/3.2 m away) with infrared, ultraviolet, polarization, and passive nightvision, all with a range of 4,000 feet (1,219 m), plus telescopic vision with a range of two miles (3.2 km), and an optical reader.
Motion Detector: Increased range: 500 feet (152 m), adds to the ability to respond quickly, parry and dodge.
Molecular Analyzer: Identical to the cybernetic lung implant of cyborgs.
Vibration Detectors: Located in the feet, these sensors enable the drone to detect ground movement by troops and vehicles, and estimate their speed, direction of travel and location at a base percentage of 70%.
Speech: A synthesized voice system and loudspeaker are standard, enabling the 'Bot to speak to NGR soldiers, but the voice is mechanical sounding. This is to prevent soldiers from starting to think of the robot as a "living" animal and becoming too attached to the robot.
Standard DV -39 Wolf Computer Programs:
Military General Programming: Demolitions Disposal 90% (has the data and knowledge, and can talk a technician or soldier through the procedure; includes a "chemical sniffer" sensor system), Languages include Euro, American, German, Techno-can, and Gobblely at 96%, Lore: Demons and Monsters 70% (+15% when it comes to Gargoyles and Brodkil), Mathematics: Basic 96%, Military Etiquette 96%, Radio: Basic 96% and and Sniff Out Explosives (special; exactly what it sounds like) 88%.
Military Reconnaissance & Intelligence Program: Climbing 85%/15%, Detect Ambush 60%, Detect Concealment 60%, I.D. Plants and Animals 88%, Intelligence 80% ( + 10% when dealing with Gargoyles and Brodkil), Land Navigation 88%, Mine/Trap Detection 68%, Prowl 70%, Tailing (people or vehicles) 85%, Track Animals 88%, Tracking People 88%, and Wilderness Survival 80%.
Special Combat Systems:
    1. Optional Back-Mounted Combat System or Weapon:
    Most DV-39 Wolf drones are deployed with a weapon or special features pack (Sensor or Video) on its back. The following are the options available, only one may be mounted at
    a time.
    1. Optional Back-Mounted Mini-Missile Launcher: A light missile launcher.
      Primary Purpose: Anti-Fortification/Anti-Armor.
      Secondary Purpose: Anti-Personnel.
      Mega-Damage: Varies depending on type of missile used, but armor piercing (1D4x10 M.D.) or plasma (1D6xl0 M.D.) are typical.
      Range: One mile (1.6 km).
      Rate of Fire: One at time or in a volley of 2 or 4.
      Payload: Six mini-missiles total.
    2. B. Optional Back-Mounted Laser: A medium laser is mounted on the robot's back. This laser weapon or the ion cannon are favored by military specialists and pilots of the
      X-1471 Wolfhound robot.
      Primary Purpose: Assault.
      Secondary Purpose: Anti-Personnel.
      Range: 4,000 feet (1,219 m).
      Mega-Damage: 3D6 M.D. per single shot.
      Rate of Fire: Each shots counts as one melee attack.
      Payload: Effectively unlimited.
    3. Optional Back-Mounted Ion Cannon: A heavy anti-personnel weapon that does greater damage but has a shorter range.
      Primary Purpose: Assault.
      Secondary Purpose: Anti-Personnel.
      Mega-Damage: 5D6 M.D. per blast.
      Range: 2,000 feet (610 m).
      Rate of Fire: Each single blast counts as one melee attack.
      Payload: Effectively unlimited.
    4. Optional Back-Mounted Video Communications Array: This device is exactly what it looks like: a video camera, radio dish, and a couple sensor pods and antennas. The video camera has a wide angle and zoom lens, and everything it films is stored inside the Wolf robot as well as transmitted to its handler or nearby base. This array gives the DV-39 Wolf long-range (500 miles/800 km) radio scanning and radio and video transmitting and relay capabilities. Great for scouting and video surveillance.
      This attachment hooks directly into the drone itself, and transmits everything the robot sees and hears.
    5. Optional Back-Mounted Sensor Array: This package is similar to D, above, except that it adds a superior radar (double the range and capabilities of the standard robot system), has a laser distancer (1 mile/1.6 km), a larger array of thermal sensors, and it boosts the drone's own sensors by 50% and transmits the data back to base or the robot's handler./list]
      2. Hand to Hand Combat: Instead of using a weapon, the DV-39 can engage in limited melee combat. The drone has six attacks per melee round.
        Bite- 2D4 M.D.
        Power Bite- 4D4 M.D.
        Head Butt - 1D4 M.D.
        Full Strength Paw Strike- 1D6 M.D.
        Jumping/Pouncing Attack- 1D4 M.D. plus has a 01-90% likelihood of knocking down humans and D-Bees, as well as troops in body armor and exoskeletons. The victim of a
        knockdown attack loses initiative and one melee attack, plus the Wolf can be right on top of him to continue its attack, or move in to disarm or pin its opponent.
      Combat Bonuses: +4 on initiative, +2 to strike with ranged weapons, +4 to strike in melee combat, +6 to dodge (including attacks from behind), +5 to disarm, + 3 to in/incapacitate and entangle, +4 to roll with impact, and +6 to pull punch/bite/attack. Critical Strike on the roll of a Natural 19 or 20.


Code: Select all
[b]DV-39 Wolf Pack Robot Drone[/b]

[size=85][b]Model Type: [/b]DV -39
[b]Class:[/b] Coordinated Reconnaissance and Strike Robot Drone.
[b]Crew:[/b] None, Robot Drone.
[u][b]M.D.C. by Location:[/b][/u]
* Head-90
* Back Mounted System - 60
Vibro-Claws (4)- 50 each
Legs (4)- 95 each
** Main Body- 200
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the attacker is -3 to strike. Destroying the head eliminates all forms of optical and sensory enhancement.
**Depleting the M.D.C. of the Main Body destroys the robot and any data it may have collected is destroyed along with it.
[u][b]Speed[/b]:[/u]
[b]Running[/b]: 120 mph (192 km) maximum.
[b]Leaping[/b]: 20 feet (6.1 m) high, or 30 feet (9.1 m) lengthwise. A running start of 60 miles (96 km) per hour or greater increases the height and/or distance by 50%.
[b]Flying[/b]: Not possible.
[b]Underwater Capabilities[/b]: Swim across the surface of water at 20% its running speed.
[u][b]Statistical Data:[/b][/u]
[b]Height[/b]: 3 feet, 6 inches (1 m).
[b]Width[/b]: 2 feet (0.6 m).
[b]Length[/b]: 5 feet, 6 inches (1.7 m).
[b]Weight[/b]: 350 pounds (157.5 kg).
[b]Physical Strength:[/b] Robot P.S. of 30.
[b]Other Notable Attributes: [/b]I.Q. 14, P.P. 18, P.B. 10.
[b]Attacks per Melee:[/b] Six.
[b]Cargo[/b]: None.
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: 1.2 million credits, but rarely available on the Black Market. Exclusive to the NGR Army. Not currently sold on the open market.
[b]Standard Wolf Robot Sensor Systems:[/b] All the usual features and sensors common to NGR robots. Plus the following.
Optics: The DV-39 has advanced robot optics (basic 20/20 vision up to two miles/3.2 m away) with infrared, ultraviolet, polarization, and passive nightvision, all with a range of 4,000 feet (1,219 m), plus telescopic vision with a range of two miles (3.2 km), and an optical reader.
[b]Motion Detector:[/b] Increased range: 500 feet (152 m), adds to the ability to respond quickly, parry and dodge.
[b]Molecular Analyzer:[/b] Identical to the cybernetic lung implant of cyborgs.
[b]Vibration Detectors[/b]: Located in the feet, these sensors enable the drone to detect ground movement by troops and vehicles, and estimate their speed, direction of travel and location at a base percentage of 70%.
[b]Speech:[/b] A synthesized voice system and loudspeaker are standard, enabling the 'Bot to speak to NGR soldiers, but the voice is mechanical sounding. This is to prevent soldiers from starting to think of the robot as a "living" animal and becoming too attached to the robot.
[u][b]Standard DV -39 Wolf Computer Programs:[/b][/u]
[b]Military General Programming:[/b] Demolitions Disposal 90% (has the data and knowledge, and can talk a technician or soldier through the procedure; includes a "chemical sniffer" sensor system), Languages include Euro, American, German, Techno-can, and Gobblely at 96%, Lore: Demons and Monsters 70% (+15% when it comes to Gargoyles and Brodkil), Mathematics: Basic 96%, Military Etiquette 96%, Radio: Basic 96% and and Sniff Out Explosives (special; exactly what it sounds like) 88%.
[b]Military Reconnaissance & Intelligence Program:[/b] Climbing 85%/15%, Detect Ambush 60%, Detect Concealment 60%, I.D. Plants and Animals 88%, Intelligence 80% ( + 10% when dealing with Gargoyles and Brodkil), Land Navigation 88%, Mine/Trap Detection 68%, Prowl 70%, Tailing (people or vehicles) 85%, Track Animals 88%, Tracking People 88%, and Wilderness Survival 80%.
[b][u]Special Combat Systems[/u][/b]:[list]
1. Optional Back-Mounted Combat System or Weapon:
Most DV-39 Wolf drones are deployed with a weapon or special features pack (Sensor or Video) on its back. The following are the options available, only one may be mounted at
a time.[list=A]
[*] Optional Back-Mounted Mini-Missile Launcher: A light missile launcher.
Primary Purpose: Anti-Fortification/Anti-Armor.
Secondary Purpose: Anti-Personnel.
Mega-Damage: Varies depending on type of missile used, but armor piercing (1D4x10 M.D.) or plasma (1D6xl0 M.D.) are typical.
Range: One mile (1.6 km).
Rate of Fire: One at time or in a volley of 2 or 4.
Payload: Six mini-missiles total.
[*]B. Optional Back-Mounted Laser: A medium laser is mounted on the robot's back. This laser weapon or the ion cannon are favored by military specialists and pilots of the
X-1471 Wolfhound robot.
Primary Purpose: Assault.
Secondary Purpose: Anti-Personnel.
Range: 4,000 feet (1,219 m).
Mega-Damage: 3D6 M.D. per single shot.
Rate of Fire: Each shots counts as one melee attack.
Payload: Effectively unlimited.
[*] Optional Back-Mounted Ion Cannon: A heavy anti-personnel weapon that does greater damage but has a shorter range.
Primary Purpose: Assault.
Secondary Purpose: Anti-Personnel.
Mega-Damage: 5D6 M.D. per blast.
Range: 2,000 feet (610 m).
Rate of Fire: Each single blast counts as one melee attack.
Payload: Effectively unlimited.
[*] Optional Back-Mounted Video Communications Array: This device is exactly what it looks like: a video camera, radio dish, and a couple sensor pods and antennas. The video camera has a wide angle and zoom lens, and everything it films is stored inside the Wolf robot as well as transmitted to its handler or nearby base. This array gives the DV-39 Wolf long-range (500 miles/800 km) radio scanning and radio and video transmitting and relay capabilities. Great for scouting and video surveillance.
This attachment hooks directly into the drone itself, and transmits everything the robot sees and hears.
[*] Optional Back-Mounted Sensor Array: This package is similar to D, above, except that it adds a superior radar (double the range and capabilities of the standard robot system), has a laser distancer (1 mile/1.6 km), a larger array of thermal sensors, and it boosts the drone's own sensors by 50% and transmits the data back to base or the robot's handler./list]
2. [b]Hand to Hand Combat[/b]: Instead of using a weapon, the DV-39 can engage in limited melee combat. The drone has six attacks per melee round.[list]
Bite- 2D4 M.D.
Power Bite- 4D4 M.D.
Head Butt - 1D4 M.D.
Full Strength Paw Strike- 1D6 M.D.
Jumping/Pouncing Attack- 1D4 M.D. plus has a 01-90% likelihood of knocking down humans and D-Bees, as well as troops in body armor and exoskeletons. The victim of a
knockdown attack loses initiative and one melee attack, plus the Wolf can be right on top of him to continue its attack, or move in to disarm or pin its opponent.[/list]
Combat Bonuses: +4 on initiative, +2 to strike with ranged weapons, +4 to strike in melee combat, +6 to dodge (including attacks from behind), +5 to disarm, + 3 to in/incapacitate and entangle, +4 to roll with impact, and +6 to pull punch/bite/attack.  Critical Strike on the roll of a Natural 19 or 20.[/list][/list][/size]


The above costs 1,800,000


After costs applied, Secure Universal Card: 516,600 credits and a Universal Credit Card: 556,000 credits (from Hades) remains.
Purchase (2) N-50 SuperHeavy ForceField Integral Models to be installed on the DV-39 Wolf and the Silent Shadow
Cost for Integral Models, 280,000ea; Integral price includes installation.
Remaining on Hades Card: 512,600



This costs 560,000
    • 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: Merctown Shopping Lists

Postby Carl » Sun Oct 22, 2017 7:34 pm

Carl uses the "Secured Universal Card: 220,000 credits [Oracle 10-11-10]" to pay for his purchases leaving 100,000 on the card.

SNAFU wrote:
Carl
Carl wrote:Carl will look for someone who can infuse the "Shadow Armor" with a 'Superheavy Force Field' without messing with the armor's properties.
He would also like to purchase:
6 medium (waterproof) fusion blocks;
6 TW-Grenades - Single use Magic Net spell.


N-F50A Superheavy Force Field
M.D.C.: 160,
Weight: 10 lbs.
Duration: 6 hours per E-clip


Coalition States Type 2 Medium Fusion Block
• Weight: 12 lbs (5.4 kg)
• Range: Intended for placement but can be thrown 1d6X10 ft (3-18m)
• Mega-Damage: 2d6X10
• Blast Radius: 10ft (3m)


6 TW-Grenades - Single use Magic Net spell.

The cost of the above is 120,000
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor • A.R.: 16 (N/A in Rifts-like Environs)
• Attackers are -5 to strike the wearer in darkness
• S.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)
☞ 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: Merctown Shopping Lists

Postby Lahz » Sun Oct 22, 2017 11:05 pm

SNAFU wrote:
Lahz
[2]Q1-02 "Stopper" Ion Pistol

• Effective Range: 200'
• Mega-Damage: 4d6+4 MD
• Rate of Fire: Single shots only
• Payload: 12 shots with standard E-clip; 24 shots with long E-clip


[3]Wilk's 1000 Laser Pulse Cannon

• Weight: 70 lbs total (Weapon: 40 lbs., Generator: 30 lbs.)
• Range: 3000'
• Damage: Laser: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload: 240 single shots or 80 pulses
• Special: Generator recharges at 8 blats per hour. One hour to charge when connected to nuclear power supply.


Code: Select all
[2][b]Q1-02 "Stopper" Ion Pistol [/b]

[size=85]• Effective Range: 200'
• Mega-Damage: 4d6+4 MD
• Rate of Fire: Single shots only
• Payload: 12 shots with standard E-clip; 24 shots with long E-clip[/size]

[3][b]Wilk's 1000 Laser Pulse Cannon[/b]

[size=85]• Weight: 70 lbs total (Weapon: 40 lbs., Generator: 30 lbs.)
• Range:  3000'
• Damage: Laser: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload:  240 single shots or 80 pulses
• Special: Generator recharges at 8 blats per hour. One hour to charge when connected to nuclear power supply.[/size]


[20] Stun/Flash Grenade [Quebec Pg 43, 100 Creds]
[20] Tear Gas Grenade [Quebec Pg 43, 200 Creds]


Road King Armored SUV

Vehicle Type: All-Terrain Utility Vehicle.
Crew: One pilot and can seat five more passengers.
M.D.C. by Location:
* Headlights (2, low-profile) – 5 each
* Sideview Mirrors (2) – 5 each
* Optional: Roof Hatch – 25
* Plexiglass Windows (6) – 20 each
* Doors (4) – 30 each
Optional Mounted Weapon Systems (2, max) – 20 each
* Armored Tires (4) – 18 each
** Main Body – 140
* 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 -4 to strike (-6 when shooting at the tires of a moving vehicle).
Destroying one of the tires reduces the vehicle’s speed by 35%, imposes a driving penalty of -25% and may damage the ATV more by riding on the rim. Destroying two tires renders the vehicle immobile until the tires can be replaced. Requires a Called Shot, same as above.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 120 mph (192 km) maximum on paved streets, dirt roads and stony desert; 70 mph (112 km) or less, depending on conditions, on grassy plains, sandy deserts, broken roads and rough terrain. Woodland environments and thick underbrush are likely to be impassable by this vehicle (and most vehicles) unless there is a wide, well-traveled path to take. Even then, maximum speed is likely to be less than 20 mph (32 km) if passable at all.
Maximum Range: On gasoline, 300 miles (480 km). 1,000 miles (1,600 km) per charge with the advanced multi-battery electric system (half the range with the old battery). Unlimited for Solid Oxide and nuclear.
Penalties: None on paved streets, short grass, dirt roads and stony deserts, -5% to piloting skill on gravel and tall grass, -10% on shattered roads and sand, or through water, mud or snow as deep as three feet (0.9 m). Deeper water, mud, snow, forests and dense vegetation are likely to be impassable. This truck can ride across sand dunes!
Statistical Data:
Height: 12 feet (3.7 m).
Width: 10 feet (3 m).
Length: 22 feet (6.7 m).
Weight: Four tons.
Cargo: With passengers the Road King can hold 1,200 pounds (540 kg) of gear and cargo. The rear seats can fold forward to extend the size of the cargo area, but that limits the vehicle to one passenger and the driver. With seats up there is space enough behind the backseats to cram a rifle, some canteens and backpacks for three people. Additional
gear can be strapped to the running boards, back, and roof, but they might get shaken loose and drop off. Towing capacity is 6 tons.
Power System: All available. Nuclear has a 10 year life.
Cost: 43,000 credits gasoline engine, 72,000 credits for the advanced multi-battery electric system, 445,000 credits for Solid Oxide and 875,000 for nuclear.

Code: Select all
[b]Road King Armored SUV[/b]

Vehicle Type: All-Terrain Utility Vehicle.
Crew: One pilot and can seat five more passengers.
M.D.C. by Location:
* Headlights (2, low-profile) – 5 each
* Sideview Mirrors (2) – 5 each
* Optional: Roof Hatch – 25
* Plexiglass Windows (6) – 20 each
* Doors (4) – 30 each
Optional Mounted Weapon Systems (2, max) – 20 each
* Armored Tires (4) – 18 each
** Main Body – 140
* 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 -4 to strike (-6 when shooting at the tires of a moving vehicle).
Destroying one of the tires reduces the vehicle’s speed by 35%, imposes a driving penalty of -25% and may damage the ATV more by riding on the rim. Destroying two tires renders the vehicle immobile until the tires can be replaced. Requires a Called Shot, same as above.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 120 mph (192 km) maximum on paved streets, dirt roads and stony desert; 70 mph (112 km) or less, depending on conditions, on grassy plains, sandy deserts, broken roads and rough terrain. Woodland environments and thick underbrush are likely to be impassable by this vehicle (and most vehicles) unless there is a wide, well-traveled path to take. Even then, maximum speed is likely to be less than 20 mph (32 km) if passable at all.
Maximum Range: On gasoline, 300 miles (480 km). 1,000 miles (1,600 km) per charge with the advanced multi-battery electric system (half the range with the old battery). Unlimited for Solid Oxide and nuclear.
Penalties: None on paved streets, short grass, dirt roads and stony deserts, -5% to piloting skill on gravel and tall grass, -10% on shattered roads and sand, or through water, mud or snow as deep as three feet (0.9 m). Deeper water, mud, snow, forests and dense vegetation are likely to be impassable. This truck can ride across sand dunes!
Statistical Data:
Height: 12 feet (3.7 m).
Width: 10 feet (3 m).
Length: 22 feet (6.7 m).
Weight: Four tons.
Cargo: With passengers the Road King can hold 1,200 pounds (540 kg) of gear and cargo. The rear seats can fold forward to extend the size of the cargo area, but that limits the vehicle to one passenger and the driver. With seats up there is space enough behind the backseats to cram a rifle, some canteens and backpacks for three people. Additional
gear can be strapped to the running boards, back, and roof, but they might get shaken loose and drop off. Towing capacity is 6 tons.
Power System: All available. Nuclear has a 10 year life.
Cost: 43,000 credits gasoline engine, 72,000 credits for the advanced multi-battery electric system, 445,000 credits for Solid Oxide and 875,000 for nuclear.

Weapons and Sensor Systems: None

NG-SE9 Sharpshooter

• Weight: 2.5 lbs (1.1 kg).
• Range: 1,000 feet (305 m).
• Mega-Damage: 3D4+3 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots, 36 with a long E-Clip.


Aurelia's Armored MDC Sharp Duster/Long Coat (28MD)
Aurelia's [6] MH-500 Armored Huntsman's Choice Fatigues (11MD)
Aurelia's High Quality Wardobe clothing for Aurelia

=======

Kaiya's Armored MDC Aviator's Flight Jacket (10MD)
Kaiya's [10] MH-500 Armored Huntsman's Choice Fatigues (11MD)

[1] Tablet PC with Kids/Learning/Entertainment Programs & Case

Kaiya's large collection of toys
Kaiya's High Quality Wardobe

The above costs: 890,000 cr


"The above costs: 890,000 cr"
Lahz will complete these purchases with his 2 Million Credit card from Hades.

=====================

ALSO -- PARTS/ROBOTS PURCHASE

viewtopic.php?f=175&p=1346016#p1346016

1.1 MILLION FOR ROBOT PARTS
200K FOR ROBOT HELPER-RENTALS *** Need to Confirm that he gets all of the rentals since he is renting 8 Robots ...

=====================

NEW PURCHASE

[2 Pairs] Multi-Optic Eyes -- Bionics Book, Pg 35, 100k
[2 Pairs] Eyes: Telescopic, 6000ft -- Sourcebook 1, Pg 29, 16k
[1 Pairs] Eyes: Thermal Imager, 3000ft -- Sourcebook 1, Pg 29, 32k
[1 Pairs] Eyes: Macro Eye & Camera, 2x-50x Magnification -- Sourcebook 1, Pg 29, 50k
[4] Optical Reader -- Sourcebook 1, Pg 29, 10k
[2] Jukebox -- Sourcebook 1, Pg 28, 3k
[2] Wide Band Radio Received and Transmitter [300 Miles] -- Sourcebook 1, Pg 28, 38k
[2] Radio Signal Scrambler -- Sourcebook 1, Pg 28, 38k
[8] NG SleepSafe Sensor Sentry Warning System -- NG2 Pg 253-254, 4500 Credits
[2] NG SleepSafe Sentry TENT (12-Person Size) -- NG2 Pg 254, 2,800 Credits
[1] NG SleepSafe Sentry TENT (4-Person Size) -- NG2 Pg 254, 1,000 Credits
[2] Hammock -- NG2 Pg 256, 300 Credits
[4] Universal Antitoxin,. MercOps Pg 119,. 4500 credits
[2] Quik-Clot, 20 dose Can, MercOps Pg 119, 100 Credits
[8] Protein Healing Salve, MercOps Pg 119, 100 Credits


UPGRADES FOR NEW NG ROADKING SUV
Microwave -- NG2 Pg 256, 3,000 Credits
Water Cooler [20 Gallon] -- NG2 Pg 256, 3,200 Credits


ESTIMATED NEW PURCHASE COST = 575K before any possible discounts from his

NGCME Card
• Northern Gun Certified Mechanical Engineer
• 10% reduction in parts costs for Northern Gun Equipment
Last edited by Lahz on Sat Oct 28, 2017 11:23 pm, edited 3 times in total.
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: Merctown Shopping Lists

Postby Whisper » Mon Oct 23, 2017 6:45 am

SNAFU wrote:
Whisper
cybernetics
Amplified Hearing (Bionics Sourcebook p.38, 20000 credits)
Language Translator (Bionics Sourcebook p.38, 8000 credits)
Sound Filtration (Bionics Sourcebook p.40, 3500 credits)
Universal Headjack & Ear Implant w/Short Range Radio (Bionics Sourcebook p.40, 24400 credits)
Cyber-breasts (Bionics Sourcebook p.41, 10000 credits)
Full/Puffy Lips (Bionics Sourcebook p.42, 5000 credits)

200 CFT Rounds (New West p.213)
20 E-clips (Rifts: Ultimate Edition p.259)

CFT “Auto-Shooter“

• Range: 300’
• Damage: 3D6 M.D.
• Rate of Fire: Single shot or Automatic.
• Payload: 10 shot Magazine.


TX-27 Particle Beam Pistol
Nickel Plated
• Weight: 6.6 pounds (2.9 kg).
• Range: 500 feet (152m).
• Mega-Damage: 5D6+5 M.D. per blast and a Critical Strike (double damage) on the roll of a Natural 19 or 20.
• Rate of Fire: Single shots only. Each blast counts as one melee attack.
• Payload: 10 shots per E-Clip.
• Cost: 45,000 credits.


Remington 1863 Revolver
• • Range: 130'
• • Damage: 4D6+3
• • RoF: Single shots only
• • Payload: 6 round cylinder



N-F20A Medium Force Field
• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip

Code: Select all
[b]CFT “Auto-Shooter“[/b]

[size=85]• Range: 300’
• Damage: 3D6 M.D.
• Rate of Fire: Single shot or Automatic.
• Payload: 10 shot Magazine.[/size]

[b]TX-27 Particle Beam Pistol[/b]
[size=85]• [i]Nickel Plated[/i]
• Weight: 6.6 pounds (2.9 kg).
• Range: 500 feet (152m).
• Mega-Damage: 5D6+5 M.D. per blast and a Critical Strike (double damage) on the roll of a Natural 19 or 20.
• Rate of Fire: Single shots only. Each blast counts as one melee attack.
• Payload: 10 shots per E-Clip.
• Cost: 45,000 credits.[/size]

[b]Remington 1863 Revolver[/b]
[size=85]• • Range: 130'
• • Damage: 4D6+3
• • RoF: Single shots only
• • Payload: 6 round cylinder[/size]


[b]N-F20A Medium Force Field[/b]
[size=85]• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip[/size]



The above costs 430,000


The above costs 430,000
Whisper will complete said purchases with the 2 Million Credit card from Hades, leaving her with 1 570 000.
Whisper
H.P.: 32/32
S.D.C.: 50/50

Mecha-Knight main body 400/400
Forcefield 160/160
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Re: Merctown Shopping Lists

Postby Minerva » Mon Oct 23, 2017 8:56 pm

SNAFU wrote:
Minerva
Heads-Up Display Glasses
Language Translator (Portable)


Black Talon Motorcycle
Image
Model Type: MBT-300
Class: All-Terrain Combat Motorcycle.
Crew: One pilot, with room for one passenger.
M.D.C. by Location:
    * Headlight (1, small concealed under weapon) – 6
    * Storage Compartment (3, rear, small) – 20 each
    * Plexiglass Windshield – 25
    * Front-Mounted Weapon (1 or 2) – 25 each
    * Armored Tires (2) – 15 each
    ** Main Body – 125
* 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 -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed 90% and may damage the bike more by riding on the rim. Destroying both tires render the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 220 mph (352 km) maximum; 180 mph (288 km) on dirt roads and stony deserts, 72 mph (115 km) or less on grassy plains and rough, broken terrain. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to
be less than 8 mph (13 km).
Maximum Range: On gasoline, 400 miles (640 km). Electric battery, 2,000 miles (3,200 km) per charge, and it takes two hours to charge to full capacity. Unlimited with Solid Oxide and nuclear power supplies.
Penalties: None on paved streets, dirt roads, and in stony deserts, but -10% to piloting skill on gravel and grass, -15% on shattered roads, tall grass, and snow deeper than three inches (7.6 cm). Forest, thick underbrush and any dense vegetation are likely to be impassable. Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D6 melee rounds.
Statistical Data:
Height: 3.5 feet (1.1 m).
Width: 3 feet (0.9 m).
Length: 7 feet (2.1 m).
Weight: 420 lbs (189 kg).
Cargo: Saddlebags with limited storage space. A rifle can be attached to the bike’s side.
Power System: Nuclear with a 12 year life, Solid Oxide, and electric battery (completely recharges in two).
Cost: 945,000 credits for nuclear, 720,000 for Solid Oxide, and 340,000 for electric battery with a multi-battery system. Not available in a gasoline model.
Weapon Systems:
1. BT-50 Laser Blaster (1): Built into the bike is a forward facing laser. This is the standard weapon for the Black Talon.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Mega-Damage: 3D6 M.D. per laser blast.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide. 180 blasts for electric battery power supply (weapons that do more damage have half the payload for electric powered bikes).
Alternative and Additional Weapons: The laser can be replaced with a different nose gun, but for the cost of that weapon and a 25,000 credits fee for the work to change it out. As many as two additional weapon systems can be added to the Black Talon, but such extras are discouraged as each additional weapon system creates airdrag, adds weight and drains energy; reduce maximum speed 10% for each additional weapon. Any of the weapon systems available to hovercycles can be added to this bike.


Code: Select all
[b]Black Talon Motorcycle[/b]
[img]https://i.imgur.com/RLfudXJ.png[/img]
[size=85]Model Type: MBT-300
Class: All-Terrain Combat Motorcycle.
Crew: One pilot, with room for one passenger.
M.D.C. by Location:[list]
* Headlight (1, small concealed under weapon) – 6
* Storage Compartment (3, rear, small) – 20 each
* Plexiglass Windshield – 25
* Front-Mounted Weapon (1 or 2) – 25 each
* Armored Tires (2) – 15 each
** Main Body – 125[/list]
* 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 -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed 90% and may damage the bike more by riding on the rim. Destroying both tires render the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 220 mph (352 km) maximum; 180 mph (288 km) on dirt roads and stony deserts, 72 mph (115 km) or less on grassy plains and rough, broken terrain. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to
be less than 8 mph (13 km).
Maximum Range: On gasoline, 400 miles (640 km). Electric battery, 2,000 miles (3,200 km) per charge, and it takes two hours to charge to full capacity. Unlimited with Solid Oxide and nuclear power supplies.
Penalties: None on paved streets, dirt roads, and in stony deserts, but -10% to piloting skill on gravel and grass, -15% on shattered roads, tall grass, and snow deeper than three inches (7.6 cm). Forest, thick underbrush and any dense vegetation are likely to be impassable. Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D6 melee rounds.
Statistical Data:
Height: 3.5 feet (1.1 m).
Width: 3 feet (0.9 m).
Length: 7 feet (2.1 m).
Weight: 420 lbs (189 kg).
Cargo: Saddlebags with limited storage space. A rifle can be attached to the bike’s side.
Power System: Nuclear with a 12 year life, Solid Oxide, and electric battery (completely recharges in two).
Cost: 945,000 credits for nuclear, 720,000 for Solid Oxide, and 340,000 for electric battery with a multi-battery system. Not available in a gasoline model.
Weapon Systems:
1. BT-50 Laser Blaster (1): Built into the bike is a forward facing laser. This is the standard weapon for the Black Talon.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Mega-Damage: 3D6 M.D. per laser blast.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide. 180 blasts for electric battery power supply (weapons that do more damage have half the payload for electric powered bikes).
Alternative and Additional Weapons: The laser can be replaced with a different nose gun, but for the cost of that weapon and a 25,000 credits fee for the work to change it out. As many as two additional weapon systems can be added to the Black Talon, but such extras are discouraged as each additional weapon system creates airdrag, adds weight and drains energy; reduce maximum speed 10% for each additional weapon. Any of the weapon systems available to hovercycles can be added to this bike.[/size]


Streetwolf
Image
Model Type: NG-CM12
Class: Motorcycle.
Crew: One pilot.
M.D.C. by Location:
* Headlights (2, small) – 4 each
* Storage Compartment (back, small) – 20
* Plexiglass Windshield – 15
* Tires (2) – 5 each
** Main Body – 80
* 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 -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed by 90% and may damage the bike more by riding on the rim. Destroying both tires renders the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 240 mph (384 km) maximum; half that speed on dirt roads and stony deserts, one third that speed on grass, gravel, and rough terrain. Best suited to paved streets and other smooth, hard surfaces. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph (16 km) if passable at all.
Maximum Range: On gasoline, 400 miles (640 km). Electric battery, 1,800 miles (2,880 km) per charge. It takes two hours to charge to full capacity. Unlimited with Solid Oxide and nuclear power supplies.
Penalties: -5% to piloting skill on short grass, -15% on gravel, -20% on shattered roads, and mud or snow deeper than two inches (5 cm), and -30% in tall grass, deep snow or mud up to six inches (15 cm). Forest and any wilderness environments are likely to be impassable. Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D4 melee rounds.
Bonuses: On paved streets, dirt roads, and other smooth surfaces, only: +5% to piloting skill even when taking evasive action and performing trick maneuvers and +1 to dodge.
Statistical Data:
Height: 3 feet (0.9 m).
Width: 2.6 feet (0.79 m).
Length: 7 feet (2.1 m).
Weight: 240 lbs (108 kg).
Cargo: None.
Power System: Available as gasoline, electric battery, Solid Oxide and nuclear.
Cost: 34,000 credits gasoline engine or 45,300 credits for the improved electric battery system. 365,000 credits for Solid Oxide and 900,000 credits for nuclear (rare).
Weapon Systems: None. Period. To add even a nose gun will make the bike less balanced (reduce speed by 10% and it negates the piloting bonus, above).


Code: Select all
[b]Streetwolf[/b]
[img]https://i.imgur.com/7zzEPSi.png[/img]
[size=85]Model Type: NG-CM12
Class: Motorcycle.
Crew: One pilot.
M.D.C. by Location:
* Headlights (2, small) – 4 each
* Storage Compartment (back, small) – 20
* Plexiglass Windshield – 15
* Tires (2) – 5 each
** Main Body – 80
* 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 -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed by 90% and may damage the bike more by riding on the rim. Destroying both tires renders the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 240 mph (384 km) maximum; half that speed on dirt roads and stony deserts, one third that speed on grass, gravel, and rough terrain. Best suited to paved streets and other smooth, hard surfaces. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph (16 km) if passable at all.
Maximum Range: On gasoline, 400 miles (640 km). Electric battery, 1,800 miles (2,880 km) per charge. It takes two hours to charge to full capacity. Unlimited with Solid Oxide and nuclear power supplies.
Penalties: -5% to piloting skill on short grass, -15% on gravel, -20% on shattered roads, and mud or snow deeper than two inches (5 cm), and -30% in tall grass, deep snow or mud up to six inches (15 cm).  Forest and any wilderness environments are likely to be impassable.  Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D4 melee rounds.
Bonuses: On paved streets, dirt roads, and other smooth surfaces, only: +5% to piloting skill even when taking evasive action and performing trick maneuvers and +1 to dodge.
Statistical Data:
Height: 3 feet (0.9 m).
Width: 2.6 feet (0.79 m).
Length: 7 feet (2.1 m).
Weight: 240 lbs (108 kg).
Cargo: None.
Power System: Available as gasoline, electric battery, Solid Oxide and nuclear.
Cost: 34,000 credits gasoline engine or 45,300 credits for the improved electric battery system. 365,000 credits for Solid Oxide and 900,000 credits for nuclear (rare).
Weapon Systems: None. Period. To add even a nose gun will make the bike less balanced (reduce speed by 10% and it negates the piloting bonus, above).[/size]


NG-45LP Long Pistol
Image
• Weight: 5 lbs (2.25 kg)
• Range: 1,200 feet (366 m)
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 8 shots


NG-IR5 Ion Pulse Rifle

• Range: 2,000 feet (610 m).
• Mega-Damage: Two settings, 2D6 or 4D6 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots per standard E-Clip at the low setting, 11 shots at the higher setting. 36 and 15 shots with a long E-Clip.
• Weight: 11 lbs (5 kg).
• Cost: 24,000 credits.


Vibroknife Grenade

Weight: One pound (0.45 kg).
Range: Grenade knives are much heavier than normal throwing knives and have a limited range of about 30 feet (9 m).
Mega-Damage: S.D.C. Blade: 1D6 S.D.C. on blade impact. Vibro-Blade: 1D6 M.D. on blade impact/impalement. The secondary explosion occurs one melee action (about 3 seconds) later and delivers 4D6 M.D. to the target in which the Grenade knife is imbedded and 1D6 M.D. to those within a 4 foot (1.2 m) blast radius.
Only individuals on the same side of the target where the knife struck are affected; those on the opposite side are protected from the blast by the main target’s body/armor. Note that S.D.C. blades will bounce off Mega-Damage armor and the skin of most
Mega-Damage creatures – bounces 2D4 feet (0.6 to 2.4 m) away and may inflict collateral damage to any person or object within the blast radius. But that’s true of all grenades and explosives, which is why they should always be used with extreme caution.
Note: The blade of the grenade is destroyed in the explosion.
Cost: S.D.C. Grenade Knife: 450 credits each. Vibro-Blade: 9,500 credits each. Add 500-1,200 credits for a silver-plated blade.


NG Stalker Suit

M.D.C. by Location:
• Head: As per separate helmet.
• Arms: 5 each
• Legs: 7 each
• Main Body: 12
The suit covers the entire body, except for the head; a separate helmet is suggested.
Features:
• Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Size: human equivalent, 3 lbs.
Modifiers: None


Code: Select all
[b]NG-45LP Long Pistol[/b]
[img]http://nullfactor.net/eu/images/weapons/rifts/wb33/ng-45lp-100px.png[/img]
[size=85]• Weight: 5 lbs (2.25 kg)
• Range: 1,200 feet (366 m)
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 8 shots[/size]

[b]NG-IR5 Ion Pulse Rifle[/b]

[size=85]• Range: 2,000 feet (610 m).
• Mega-Damage: Two settings, 2D6 or 4D6 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots per standard E-Clip at the low setting, 11 shots at the higher setting. 36 and 15 shots with a long E-Clip.
• Weight: 11 lbs (5 kg).
• Cost: 24,000 credits.[/size]

[b]Vibroknife Grenade[/b]

[size=85]Weight: One pound (0.45 kg).
Range: Grenade knives are much heavier than normal throwing knives and have a limited range of about 30 feet (9 m).
Mega-Damage: S.D.C. Blade: 1D6 S.D.C. on blade impact. Vibro-Blade: 1D6 M.D. on blade impact/impalement. The secondary explosion occurs one melee action (about 3 seconds) later and delivers 4D6 M.D. to the target in which the Grenade knife is imbedded and 1D6 M.D. to those within a 4 foot (1.2 m) blast radius.
Only individuals on the same side of the target where the knife struck are affected; those on the opposite side are protected from the blast by the main target’s body/armor. Note that S.D.C. blades will bounce off Mega-Damage armor and the skin of most
Mega-Damage creatures – bounces 2D4 feet (0.6 to 2.4 m) away and may inflict collateral damage to any person or object within the blast radius. But that’s true of all grenades and explosives, which is why they should always be used with extreme caution.
Note: The blade of the grenade is destroyed in the explosion.
Cost: S.D.C. Grenade Knife: 450 credits each. Vibro-Blade: 9,500 credits each. Add 500-1,200 credits for a silver-plated blade.[/size]

[b]NG Stalker Suit[/b]

[size=85][b]M.D.C. by Location:[/b]
• Head: As per separate helmet.
• Arms: 5 each
• Legs: 7 each
• Main Body: 12
[i]The suit covers the entire body, except for the head; a separate helmet is suggested.[/i]
[u]Features:[/u]
• Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Size: human equivalent, 3 lbs.
Modifiers: None[/size]


Total of Above: 880,000 cr

Psionic Crystal Armor
Weight: 11 lbs
M.D.C.: Armor: 35
Psionic Force Field: 70 (4 activations per 24hrs, or recharge with 20 I.S.P.)
Bonus: +2 to save vs psionics.


Total of Above: 750,000 cr



This all totals 1,630,000 credits. Minerva uses her Hades card leaving 370,000.

I would like to add a Tactical Web Harness and 4 long E-Clips to my list.
Minerva
Grace Minerva
HP: 92/92
SDC: 177/177
ISP: 334/334


NG-A8 Scout Armor:
M.D.C. by Location
• Helmet: 35/35 • Main Body: 50/50
• Left Arm: 25/25 • Right Arm: 25/25
• Left Leg: 40/40 • Right Leg: 40/40

Modifiers: -5% to movement and physical skills

Wilk's Laser Sword: 5D6 MD. Duration: 15 + 5D6 minutes per E-Clip. Modifiers: cannot parry with this weapon
Wilk's-Remi 104 Derringer: 2D4 MD. 4/4. Range: 300'. ROF: 2 simultaneous shots.


Image
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Re: Merctown Shopping Lists

Postby Erg » Tue Oct 24, 2017 5:01 pm

My apologies.
I thought we were still doing the old IC merctown locations thing.
:oops:
- - - - - -

This was already posted in Spy Gear Electronics
Erg wrote:From: Naruni
Erg Swung by the Haunt just long enough to pick up the Credit Card Carl gave him. Then to here.

He walks in looking for a salesman, "Excuse me. I want to buy 50 of the Vehicle Stopper Rounds."
Previously
Based on previous post above before last mission they were $5,000 per round x50 = Expecting ~$250,000.
Major Arcana wrote:each round is 5,000Link


-------------------
Transaction completed , Sheet Updated (11-4-17)
Last edited by Erg on Sat Nov 04, 2017 2:32 pm, edited 1 time in total.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: Merctown Shopping Lists

Postby Vheld » Thu Oct 26, 2017 7:18 am

First and foremost, Vheld will like to acquire two additional power tattoos from his contact:
Super-healing, resurrection (Atlantis, P. 92)
Psionic save (Atlantis, P. 91)

No book price is given- I assume it will be a lot and/or I'll have to work for it. I have a list of spells I would also like to purchase/learn during the down time, but I'll figure that out after the tattoos get settled and I know how much money I have left to burn.
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
SDC: 122/164
PPE: 327/327 (Vheld), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa).
ISP: 230/230 (Slithn), 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000, in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa

Talismans
Brokswa armor- 3/3 charges left
Vheld armor- 3/3 charges left
Vheld tongues- 3/3 charges left
Bel'Dar armor- 3/3 charges left
Sshir armor- 3/3 charges left
Weapon in Hand- TW Storm Staff.
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Re: Merctown Shopping Lists

Postby Erg » Fri Nov 03, 2017 2:18 pm

Perception: 1d20+3 = 6
JIC: 1d20 = 2 1d100 = 23

For his tinkering project:
TW-enhanced Force Field.

Erg wrote:Than he looks around again to see if Vheld has returned yet to the haunt.
If not , Erg goes to the guild to order his supplies, (estimated as ~$61,000)... copied in shopping thread.


The ~$61,000 estimate is based on the RUE TW creation rules.
$47,000 in gems + $14,000 other miscellaneous parts costs.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: Merctown Shopping Lists

Postby SNAFU » Sun Nov 05, 2017 12:24 am

Purchased

Erg wrote:Perception: Original post: 1d20+3 = 6
JIC: Original post: 1d20 = 2 Original post: 1d100 = 23

For his tinkering project:
TW-enhanced Force Field.

Erg wrote:Than he looks around again to see if Vheld has returned yet to the haunt.
If not , Erg goes to the guild to order his supplies, (estimated as ~$61,000)... copied in shopping thread.


The ~$61,000 estimate is based on the RUE TW creation rules.
$47,000 in gems + $14,000 other miscellaneous parts costs.
    • 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!
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Re: Merctown Shopping Lists

Postby Vheld » Tue Nov 07, 2017 1:01 pm

Once he and Erg have finished building the devices for Carl and Leung, he will return to the mages' guild to see about purchasing some new spell tomes. He will get all of the below that are available.

Level 2 (20k ea.)
Concealment
Manipulate Objects
Level 3 (30k ea.)
Negate Poison/Toxin
Level 4 (40k ea.)
Magic Net
Level 5 (50k ea.)
Energy Disruption
Eyes of Thoth
Featherlight
Implosion Neutralizer
Lifeblast
Mental Blast
Level 6 (180k ea.)
Frequency Jamming
Mask of Deceit
Targeted Deflection
Words of Truth

If all of the above are available, Vheld will be out a total of 1,130,000 credits (before any mark-ups). He will round that sum up to the nearest half a million credits to cover his guild dues. Out of his leftover funds after that, he will keep the secured credit card with ~842k credits on it and deposit the rest in his bank account.
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
SDC: 122/164
PPE: 327/327 (Vheld), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa).
ISP: 230/230 (Slithn), 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000, in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa

Talismans
Brokswa armor- 3/3 charges left
Vheld armor- 3/3 charges left
Vheld tongues- 3/3 charges left
Bel'Dar armor- 3/3 charges left
Sshir armor- 3/3 charges left
Weapon in Hand- TW Storm Staff.
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Re: Merctown Shopping Lists

Postby SNAFU » Wed Nov 08, 2017 7:56 pm

Vheld
Once he and Erg have finished building the devices for Carl and Leung, he will return to the mages' guild to see about purchasing some new spell tomes. He will get all of the below that are available.

Level 2 (20k ea.)
Concealment
Manipulate Objects
Level 3 (30k ea.)
Negate Poison/Toxin
Level 4 (40k ea.)
Magic Net
Level 5 (50k ea.)
Energy Disruption
Eyes of Thoth
Featherlight
Implosion Neutralizer
Lifeblast
Mental Blast
Level 6 (180k ea.)
Frequency Jamming
Mask of Deceit
Targeted Deflection
Words of Truth

If all of the above are available, Vheld will be out a total of 1,130,000 credits (before any mark-ups). He will round that sum up to the nearest half a million credits to cover his guild dues. Out of his leftover funds after that, he will keep the secured credit card with ~842k credits on it and deposit the rest in his bank account.

As usual, Vheld is treated with the utmost respect at the Guild, an acolyte is assigned to assist Vheld with his needs.

All available. Payment may proceed as intended.
    • 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!
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Re: Merctown Shopping Lists

Postby Erg » Thu Nov 09, 2017 3:39 am

Erg goes shopping for the Parts for the Hyperbolic Time Chamber
Estimated at ~$170,000
Which includes 9 carats of Onyx
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: Merctown Shopping Lists

Postby SNAFU » Sun Nov 12, 2017 9:02 pm

Erg wrote:Erg goes shopping for the Parts for the Hyperbolic Time Chamber
Estimated at ~$170,000
Which includes 9 carats of Onyx


Erg manages to find the items he needs.
    • 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: Merctown Shopping Lists

Postby SNAFU » Tue Nov 21, 2017 9:31 pm

Done. All to be had at the expected price.

Lahz wrote:
SNAFU wrote:
Lahz
[2]Q1-02 "Stopper" Ion Pistol

• Effective Range: 200'
• Mega-Damage: 4d6+4 MD
• Rate of Fire: Single shots only
• Payload: 12 shots with standard E-clip; 24 shots with long E-clip


[3]Wilk's 1000 Laser Pulse Cannon

• Weight: 70 lbs total (Weapon: 40 lbs., Generator: 30 lbs.)
• Range: 3000'
• Damage: Laser: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload: 240 single shots or 80 pulses
• Special: Generator recharges at 8 blats per hour. One hour to charge when connected to nuclear power supply.


Code: Select all
[2][b]Q1-02 "Stopper" Ion Pistol [/b]

[size=85]• Effective Range: 200'
• Mega-Damage: 4d6+4 MD
• Rate of Fire: Single shots only
• Payload: 12 shots with standard E-clip; 24 shots with long E-clip[/size]

[3][b]Wilk's 1000 Laser Pulse Cannon[/b]

[size=85]• Weight: 70 lbs total (Weapon: 40 lbs., Generator: 30 lbs.)
• Range:  3000'
• Damage: Laser: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
• Rate of Fire: Each blast or pulse counts as one melee attack
• Payload:  240 single shots or 80 pulses
• Special: Generator recharges at 8 blats per hour. One hour to charge when connected to nuclear power supply.[/size]


[20] Stun/Flash Grenade [Quebec Pg 43, 100 Creds]
[20] Tear Gas Grenade [Quebec Pg 43, 200 Creds]


Road King Armored SUV

Vehicle Type: All-Terrain Utility Vehicle.
Crew: One pilot and can seat five more passengers.
M.D.C. by Location:
* Headlights (2, low-profile) – 5 each
* Sideview Mirrors (2) – 5 each
* Optional: Roof Hatch – 25
* Plexiglass Windows (6) – 20 each
* Doors (4) – 30 each
Optional Mounted Weapon Systems (2, max) – 20 each
* Armored Tires (4) – 18 each
** Main Body – 140
* 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 -4 to strike (-6 when shooting at the tires of a moving vehicle).
Destroying one of the tires reduces the vehicle’s speed by 35%, imposes a driving penalty of -25% and may damage the ATV more by riding on the rim. Destroying two tires renders the vehicle immobile until the tires can be replaced. Requires a Called Shot, same as above.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 120 mph (192 km) maximum on paved streets, dirt roads and stony desert; 70 mph (112 km) or less, depending on conditions, on grassy plains, sandy deserts, broken roads and rough terrain. Woodland environments and thick underbrush are likely to be impassable by this vehicle (and most vehicles) unless there is a wide, well-traveled path to take. Even then, maximum speed is likely to be less than 20 mph (32 km) if passable at all.
Maximum Range: On gasoline, 300 miles (480 km). 1,000 miles (1,600 km) per charge with the advanced multi-battery electric system (half the range with the old battery). Unlimited for Solid Oxide and nuclear.
Penalties: None on paved streets, short grass, dirt roads and stony deserts, -5% to piloting skill on gravel and tall grass, -10% on shattered roads and sand, or through water, mud or snow as deep as three feet (0.9 m). Deeper water, mud, snow, forests and dense vegetation are likely to be impassable. This truck can ride across sand dunes!
Statistical Data:
Height: 12 feet (3.7 m).
Width: 10 feet (3 m).
Length: 22 feet (6.7 m).
Weight: Four tons.
Cargo: With passengers the Road King can hold 1,200 pounds (540 kg) of gear and cargo. The rear seats can fold forward to extend the size of the cargo area, but that limits the vehicle to one passenger and the driver. With seats up there is space enough behind the backseats to cram a rifle, some canteens and backpacks for three people. Additional
gear can be strapped to the running boards, back, and roof, but they might get shaken loose and drop off. Towing capacity is 6 tons.
Power System: All available. Nuclear has a 10 year life.
Cost: 43,000 credits gasoline engine, 72,000 credits for the advanced multi-battery electric system, 445,000 credits for Solid Oxide and 875,000 for nuclear.

Code: Select all
[b]Road King Armored SUV[/b]

Vehicle Type: All-Terrain Utility Vehicle.
Crew: One pilot and can seat five more passengers.
M.D.C. by Location:
* Headlights (2, low-profile) – 5 each
* Sideview Mirrors (2) – 5 each
* Optional: Roof Hatch – 25
* Plexiglass Windows (6) – 20 each
* Doors (4) – 30 each
Optional Mounted Weapon Systems (2, max) – 20 each
* Armored Tires (4) – 18 each
** Main Body – 140
* 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 -4 to strike (-6 when shooting at the tires of a moving vehicle).
Destroying one of the tires reduces the vehicle’s speed by 35%, imposes a driving penalty of -25% and may damage the ATV more by riding on the rim. Destroying two tires renders the vehicle immobile until the tires can be replaced. Requires a Called Shot, same as above.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 120 mph (192 km) maximum on paved streets, dirt roads and stony desert; 70 mph (112 km) or less, depending on conditions, on grassy plains, sandy deserts, broken roads and rough terrain. Woodland environments and thick underbrush are likely to be impassable by this vehicle (and most vehicles) unless there is a wide, well-traveled path to take. Even then, maximum speed is likely to be less than 20 mph (32 km) if passable at all.
Maximum Range: On gasoline, 300 miles (480 km). 1,000 miles (1,600 km) per charge with the advanced multi-battery electric system (half the range with the old battery). Unlimited for Solid Oxide and nuclear.
Penalties: None on paved streets, short grass, dirt roads and stony deserts, -5% to piloting skill on gravel and tall grass, -10% on shattered roads and sand, or through water, mud or snow as deep as three feet (0.9 m). Deeper water, mud, snow, forests and dense vegetation are likely to be impassable. This truck can ride across sand dunes!
Statistical Data:
Height: 12 feet (3.7 m).
Width: 10 feet (3 m).
Length: 22 feet (6.7 m).
Weight: Four tons.
Cargo: With passengers the Road King can hold 1,200 pounds (540 kg) of gear and cargo. The rear seats can fold forward to extend the size of the cargo area, but that limits the vehicle to one passenger and the driver. With seats up there is space enough behind the backseats to cram a rifle, some canteens and backpacks for three people. Additional
gear can be strapped to the running boards, back, and roof, but they might get shaken loose and drop off. Towing capacity is 6 tons.
Power System: All available. Nuclear has a 10 year life.
Cost: 43,000 credits gasoline engine, 72,000 credits for the advanced multi-battery electric system, 445,000 credits for Solid Oxide and 875,000 for nuclear.

Weapons and Sensor Systems: None

NG-SE9 Sharpshooter

• Weight: 2.5 lbs (1.1 kg).
• Range: 1,000 feet (305 m).
• Mega-Damage: 3D4+3 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots, 36 with a long E-Clip.


Aurelia's Armored MDC Sharp Duster/Long Coat (28MD)
Aurelia's [6] MH-500 Armored Huntsman's Choice Fatigues (11MD)
Aurelia's High Quality Wardobe clothing for Aurelia

=======

Kaiya's Armored MDC Aviator's Flight Jacket (10MD)
Kaiya's [10] MH-500 Armored Huntsman's Choice Fatigues (11MD)

[1] Tablet PC with Kids/Learning/Entertainment Programs & Case

Kaiya's large collection of toys
Kaiya's High Quality Wardobe

The above costs: 890,000 cr


"The above costs: 890,000 cr"
Lahz will complete these purchases with his 2 Million Credit card from Hades.

=====================

ALSO -- PARTS/ROBOTS PURCHASE

viewtopic.php?f=175&p=1346016#p1346016

1.1 MILLION FOR ROBOT PARTS
200K FOR ROBOT HELPER-RENTALS *** Need to Confirm that he gets all of the rentals since he is renting 8 Robots ...

=====================

NEW PURCHASE

[2 Pairs] Multi-Optic Eyes -- Bionics Book, Pg 35, 100k
[2 Pairs] Eyes: Telescopic, 6000ft -- Sourcebook 1, Pg 29, 16k
[1 Pairs] Eyes: Thermal Imager, 3000ft -- Sourcebook 1, Pg 29, 32k
[1 Pairs] Eyes: Macro Eye & Camera, 2x-50x Magnification -- Sourcebook 1, Pg 29, 50k
[4] Optical Reader -- Sourcebook 1, Pg 29, 10k
[2] Jukebox -- Sourcebook 1, Pg 28, 3k
[2] Wide Band Radio Received and Transmitter [300 Miles] -- Sourcebook 1, Pg 28, 38k
[2] Radio Signal Scrambler -- Sourcebook 1, Pg 28, 38k
[8] NG SleepSafe Sensor Sentry Warning System -- NG2 Pg 253-254, 4500 Credits
[2] NG SleepSafe Sentry TENT (12-Person Size) -- NG2 Pg 254, 2,800 Credits
[1] NG SleepSafe Sentry TENT (4-Person Size) -- NG2 Pg 254, 1,000 Credits
[2] Hammock -- NG2 Pg 256, 300 Credits
[4] Universal Antitoxin,. MercOps Pg 119,. 4500 credits
[2] Quik-Clot, 20 dose Can, MercOps Pg 119, 100 Credits
[8] Protein Healing Salve, MercOps Pg 119, 100 Credits


UPGRADES FOR NEW NG ROADKING SUV
Microwave -- NG2 Pg 256, 3,000 Credits
Water Cooler [20 Gallon] -- NG2 Pg 256, 3,200 Credits


ESTIMATED NEW PURCHASE COST = 575K before any possible discounts from his

NGCME Card
• Northern Gun Certified Mechanical Engineer
• 10% reduction in parts costs for Northern Gun Equipment
    • 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: Merctown Shopping Lists

Postby Lahz » Sun Nov 26, 2017 9:53 pm

Improvements to the Marauder Custom PA
Increased Robotic PS from 40 to 50 (10k/point per Revised SB1, Pg 33) = 100,000 credits
Install Bionic Gills as part of the Marauder's Air filtration (so he can stay underwater) (Bionics Book, Pg 88) = 90k BUT it says Rare, so Maybe up to 200k?


Improvements to Tony the Tiger-Bot
Dyna-Bot DV-12 Combat Program (Revised SB1, Pg 47) = 500,000 credits --- NO PROSPECTIVE NG DISCOUNT
Customized Paint Job (Revised SB1, Pg 33) = 1,000-5,000 credits (instead of a White Tiger, his color scheme should be primarily Blackwith grey stripes edged in Orange, so there's still a hint of the animal coloring but it should be very muted)
Motion Detector & Warning System (Revised SB1, Pg 30) = 75,000 credits
Modulating Voice Synthesizer with 200 Pre-Programmed different Human & D-Bee Accents (Revised SB1, Pg 28) = 42,000 credits
+ 1 Attack per Melee (Revised SB1, Pg 33) = 500,000 credits


Improvements to Kit the Robosistant (he prefers Robo-Sapien)
Increased Robotic PS from 24 to 40 (10k/point per Revised SB1, Pg 33) = 160,000 credits
Increased Robotic PP from 10 to 24 (10k/point per Revised SB1, Pg 33) = 140,000 credits
[2] Forearm Vibro Blades (Revised SB1, Pg 31) = 40*2= 80,000 credits
Radio Receiver & Transmitter Headjack w/ Scrambler (20 Mile Range)(Revised SB1, Pg 28) = 32,000 credits
NG-WD71 Robosistant Model --- Replacement HEAD for Kit [NG2 Pgs 249-250]: Estimated 260,000 Credits


Estimated: 1,984,000 (does not include NG Discounts, could take it to 1,835,600)
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: Merctown Shopping Lists

Postby Erg » Mon Nov 27, 2017 4:38 pm

Perception: 1d20+3 = 10
JIC: 1d20 = 17 1d100 = 41

Parts shopping for Carl's Prototype shields.
Link

Original estimate was ~$50,000 in parts.
Due to three failed skill rolls , going over budget might very well be one of the consequences. (GM discretion of course).
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: Merctown Shopping Lists

Postby SNAFU » Wed Nov 29, 2017 2:10 am

-1,835,600 credits for Lahz
-75,000 credits for Erg.
    • 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!
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Re: Merctown Shopping Lists

Postby Erg » Wed Nov 29, 2017 6:36 pm

As part of the ~4 Months Erg will also like to study/learn the following spells from the guild, ideally inside a time accelerated Time-Hole:

Lv2 - Cleanse - $20,000
Lv5 - Eyes of Thoth - $50,000
Lv5 - Mend the Broken - $50,000
Lv6 - Tongues - $180,000

Total = $300,000

18 lvs x 2Days per Lv = 36 normal Erg Time Days / 6 Time-Hole = 6 Merctown Days
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: Merctown Shopping Lists

Postby SNAFU » Wed Nov 29, 2017 7:23 pm

Erg wrote:Total = $300,000

18 lvs x 2Days per Lv = 36 normal Erg Time Days / 6 Time-Hole = 6 Merctown Days


Done at the listed costs.
    • 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: Merctown Shopping Lists

Postby Erg » Thu Nov 30, 2017 6:35 pm

Estimated $214,500 in parts costs for 10 TW modified vehicle stopper rounds.
Link
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: Merctown Shopping Lists

Postby Erg » Fri Dec 01, 2017 2:56 am

Erg will go to the guild seeking to commission one of their members for a custom project for him.

His starter TARDIS Shell.
This is just the base structure .. an MDC wooden Box with a door that opens.

Crafted from a mystically hard wood (permanently converted to MDC).

I foresee 2 different 'book' paths this could be accomplished. Depending on which type of guild member is available / interested in such a project.

  • Biomancer
    Like the Dr Who TARDIS it is still alive. It also might be able to heal itself similar to how some of the biomancer body armors do (2d6 MDC per day).
    • 'Shape Plants' spell BoM-p.36 to make the living tree take on the shape of the TARDIS shell.
    • 'Strengthen Plant' spell BoM-p.38 to convert it to MDC. 'Giant' Tree 1d6x100+50 MDC Total.
    • 'Shrink Plant' spell BoM-p.37 to shrink it down to the correct final size.
  • Earth Warlock or High Level Wizard who also has good Carpentry Skills:
    • Crafting the wooden shape/structure.
    • Iron Wood Spell to Convert SDC to MDC .. Bom-p.145 lists a exterior wooden door at 170SDC/MDC .. I'm guessing 170 for each of the 6 sides (Front with Door , Back , Right , Left , Top , Bottom).
      It's an 8th level Earth Warlock Spell .. or a 12th level Conventional Wizard Spell.
Attachments
TARDIS1.png
TARDIS1.png (41.69 KiB) Viewed 208 times
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: Merctown Shopping Lists

Postby Lahz » Sat Dec 02, 2017 3:14 pm

Improvements to Ray the Droid
Increased Robotic PS from 24 to 40 (10k/point per Revised SB1, Pg 33) = 160,000 credits
Increased Robotic PP from 10 to 24 (10k/point per Revised SB1, Pg 33) = 140,000 credits
Motion Detector & Warning System (Revised SB1, Pg 30) = 75,000 credits
Modulating Voice Synthesizer with 200 Pre-Programmed different Human & D-Bee Accents (Revised SB1, Pg 28) = 42,000 credits

Purchase for Kit the Robosistant (he prefers Robo-Sapien)
NG-J45 Wolf-Runner Jet Pack (Solid Oxide) (NG2, Pg 194, 390,000 Credits) --- Since he's pretty slow & can't leap. Better to have the bodyguard with his wife/daughter more mobile ...


Estimated: 723,600 Credits (includes 10% NG Discount (809*.9))
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: Merctown Shopping Lists

Postby Erg » Mon Dec 04, 2017 2:02 pm

Pending GM review.
Base / Minimum Parts shopping for the 3 prototypes for Vheld:
$9,000
$1,300
$1,700
= $12,000 Total

My assumption is Vheld is paying for this ??
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: Merctown Shopping Lists

Postby Dark Lord » Thu Dec 07, 2017 8:36 am

Erg wrote:My assumption is Vheld is paying for this ??

Correct.
Why kill a PC when you can torture them?
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