Canonical Submissions

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Canonical Submissions

Postby Augur » Tue Jan 29, 2019 7:30 pm

Canonical items, both tech and magic, will be posted to this thread.

In accordance with this ongoing bounty, you will be rewarded with EP for your efforts.

Duplicates will not be rewarded, so check to see if something has already been done before wasting your time!

Remember the process:
  • Use the correct template
    • Deviating from/adding your own format to a template will result in no credit
  • Fill out the template completely! (If you have questions, contact Augur)
  • Post your submission to the correct submission thread
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Re: Canonical Submissions

Postby Alvidan » Fri Feb 15, 2019 2:44 pm

1 submission for Alan:
4 properly formatted submissions in the following forums: Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons
Grav Pack
Image
M.D.C. by Location:
  • 30
Statistical Data:
Range: 2,400 miles
Flying: 200 mph
Space Speed: Mach 1
Modifiers: May use a neural connector for a +1 to dodge while flying
Crew: 1 pilot
Class: Personal Flight Unit
Cargo: None
Dimensions: 2' tall, 2' wide, and 6" long, 20 lbs.
Power System: choose from options below & note here
Weapon Systems:
  • None
Features of Note:
  • Can lift at top flight speed 400 lbs., carry 800 lbs. at 50 mph or less, or up to 2 tons at 10 mph
Book Reference: p.126, DB2


Code: Select all
[b]Grav Pack[/b]
[img]http://explorersunlimited.com/images/upload/2019/02/16/20190216095613-0591f3fd.png[/img]
[size=85][u][b]M.D.C. by Location:[/b][/u]
[list][*]30[/list]
[u][b]Statistical Data:[/b][/u]
Range: 2,400 miles
Flying: 200 mph
Space Speed: Mach 1
Modifiers: May use a neural connector for a +1 to dodge while flying
Crew: 1 pilot
Class: Personal Flight Unit
Cargo: None
Dimensions: 2' tall, 2' wide, and 6" long, 20 lbs.
Power System: [color=#FF0000]choose from options below & note here[/color]
[u][b]Weapon Systems:[/b][/u]
[list][*]None[/list]
[u]Features of Note:[/u]
[list][*]Can lift at top flight speed 400 lbs., carry 800 lbs. at 50 mph or less, or up to 2 tons at 10 mph[/list]
Book Reference: p.126, DB2[/size]


Power System:
Battery (12 hours)
Nuclear (5 year life)

Cost: availability; not available on Rifts Earth.
Battery Powered Model: 150,000 credits
Nuclear Powered Model: 550,000
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Re: Canonical Submissions

Postby Townsend » Sun Feb 17, 2019 6:18 pm

NG-X9 Samson Mk III
Augur wrote:Remember the process:
  • Use the correct template
    • Deviating from/adding your own format to a template will result in no credit
  • Fill out the template completely! (If you have questions, contact Augur)
  • Post your submission to the correct submission thread
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Re: Canonical Submissions

Postby Tyral » Sun Feb 24, 2019 2:11 pm

1 submission for Steve:
4 properly formatted submissions in the following forums: Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons
Code: Select all
[b]Flaming Knife[/b]
[img]http://explorersunlimited.com/images/upload/2019/03/03/20190303164935-0b611a15.png[/img]
[size=85][i]Uncommon Enchanted weapon[/i]
Damage: 2D6
[u]Magic Features[/u]
[list][*]Flaming Blade
[*]Scabbard/sheathe that is Impervious to Fire[/list]
Curse: None
History: None
Book Reference: p.249, PFRPG[/size]
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Re: Canonical Submissions

Postby Dodsrike » Fri Mar 15, 2019 11:23 am

3 Weapon submissions by Todd
There aren't any images for these in the repository. I think there might be a picture for the 222 in the book.

TX-222 Pulse Laser (Giant Size)
  • Range: 3,000'
  • Damage: 1d6x10 M.D. per quad burst
  • Rate of Fire: Bursts only
  • Payload: Internal power supply 40, bursts giant, FSE-Clip, unlimited when hooked to the power supply of the robot. Connected to a robot, the internal power supply recharges at a rate of one burst every 10 minutes.
  • Weight: 135 lbs
  • Features: None
  • Modifiers: None
  • Book Reference: p.102-103 WB31

Cost: 160,000+ credits; Rare on Black Market. Exclusive to NGR military

TX-252 Rail Gun (Giant Size)
  • Range: 4,600'
  • Damage: 30 round burst 1d6x10 M.D.
  • Rate of Fire: Bursts only
  • Payload: 3,000 round drum
  • Weight: Gun 225 lbs, ammo drum 250 lbs
  • Features: None
  • Modifiers: None
  • Book Reference: p.103 WB31

Cost: 150,000+ credits; Exclusive to NGR military, hard to find on secondary market

TX-249 Particle Beam Rifle (Giant Size)
  • Range: 2,000'
  • Damage: 1D6x10+10 M.D., Critical Strike on a roll of a Natural 19 or 20.
  • Rate of Fire:Single shot only
  • Payload: Oversized E-Clip 33 blasts, Power pack 66 blasts unlimited when tied to the power supply of the robot.
  • Weight: 297 pounds
  • Features: None
  • Modifiers: None
  • Book Reference: p.103 WB31

Cost: 190,000+ credits; Exclusive to NGR military, hard to find on secondary market

Submission by Todd

1 RCV submission by Todd
NG-V67 Grizzly
Image
M.D.C. by Location:
  • Top Weapon Turret (itself; center): 170
  • Top Weapon Turret Guns (2): 150 each
  • *Head: 230
  • Reinforced Gunner’s Compartment (head): 50
  • *Head Mini-Missile Launchers (2, sides): 70 each
  • *Chaff Tube Launchers (3 per shoulder): 25 each
  • *Sensor & Communications Cluster (1, top right): 75
  • *Searchlight (1, top left shoulder): 20
  • *Headlights (8, thighs, forearms, elsewhere; small): 5 each
  • Upper Arm & Shoulder Extra Exterior Plating (2): 175 each
  • **Robot Upper Arms (robotic; 2): 150 each
  • Lower Arm Extra Exterior Plating (2): 100 each
  • **Lower Arms (robotic; 2): 125 each
  • *Forearm Weapons (2; one per arm): 100 each
  • Hands Extra Exterior Plating (2): 70 each
  • **Hands (themselves; 2): 75 each
  • Armor Buster Cannon (1; left): 200
  • Chest Guns (2): 75 each
  • Leg Exterior Plating (2): 300 each
  • **Legs (robotic; 2): 250 each
  • *Feet (2): 220 each
  • Reinforced Pilot Compartment (chest): 100
  • Main Body/Upper Torso: 700
*Requires a Called Shot at -4 to strike
**Armored target, requires exterior plating to be destroyed before it can be targeted
Statistical Data:
Running: 35 mph
Underwater Capability: 10 mph walking along bottom, Depth tolerance 2,000'
Class: Anti-Armor, Anti-Monster and Infantry Artillery Combat Robot
Crew: 2, pilot (chest), co-pilot/gunner (Head)
Dimensions: 32.8' tall, 22.4' wide, 19.7' long, 43 tons
Physical Strength: Robot P.S. 40
Cargo: Each cockpit: space for a jet pack, backpack, rifle, 2 canteens, and a few other small articles.
Power System: Nuclear (20 year life)
Weapon Systems:
Top Mounted Weapon Turret: NG-I-37 Ion Cannons (2)
  • Range: 2,000'
  • Damage: Single blast 5d6 M.D. dual blast 1d6x10 M.D.
  • Rate of Fire: Single or dual blasts only
  • Payload: Unlimited
Armor Buster, Long-Range Laser Cannon
  • Range: 4,000'
  • Damage: 6d6+4 M.D.
  • Rate of Fire: Single shot only
  • Payload: Unlimited
Mini-Missile Box Launchers (2)
  • Range: One mile
  • Damage: Per mini-missile type
  • Rate of Fire: One at a time or in volleys 2, 3, 4, 5, 6 or 7
  • Payload: 70 missiles total
Shoulder Flare Chaff Launchers (6)
  • Range: 6,000'
  • Damage: Chaff effects. p.137-138 WB33
  • Rate of Fire: One at a time or volleys of 2, 3, 4, 5 or 6
  • Payload: 30 total
  • Features: Can be loaded with smoke or Hex grenades, 2,000' range or TW Flares
Belly Gun type One: Heavy, Long Range Rail Gun
  • Range: 4,000'
  • Damage: One round 1d4 M.D. 60 round burst 1d4x10 M.D. fire linked with medium belly rail gun 1d6x10 M.D.
  • Rate of Fire: Single shot or bursts only
  • Payload: 9,000 rounds
Belly Gun Type Two: Medium NG-223 Rail Gun
  • Range: 2,000'
  • Damage: One round 1d2 M.D. 60 round burst 5d6 M.D.
  • Rate of Fire: Single shot or burst only
  • Payload: 12,000 rounds
Right Forearm Weapon: Flamethrower
  • Range: 200'
  • Damage: 1d4x10 M.D. to a 10' radius around the target
  • Rate of Fire: Single shot only
  • Payload: 10 bursts
Left Forearm Weapon: Wooden Spike Thrower
  • Range: 1,200'
  • Damage: Single stake 2d6, 3 stake burst 4d6, 6 stake burst 1d6x10
  • Rate of Fire: Single shot or burst only
  • Payload: 36 stakes
Hand to Hand Combat: Per Robot P.S.
    Restrained Punch 1d4+1 M.D.
    Punch 2d6+3 M.D.
    Power Punch 4d6+6 M.D. (+1d6 for hand with knuckle spikes) (2 APM)
    Stomp 2d4 M.D.
    Head Butt not possible
    Kick Attack and Leap Kick not possible
Features of Note:
  • All standard features common to robot vehicles (p.273, R:UE)
  • Thermal Imager Range 2,000'
  • Infrared and Ultraviolet Optics
  • Infrared Searchlights
  • Multi-Camera System 4 in chest, one in each arm, 2 on each leg, range 4,00' macro lenses 10x magnification. Can transmit images and video 100 miles range.
    Winch and Cable
Modifiers: Only +1 to parry and dodge from Robot Combat: Elite training
Book Reference: p.134-141 WB33


Cost: 48 million credits

Replaces NG-I-367 Ion Cannons
Rail Guns
  • Range: 4,000'
  • Damage: Single round 1d4 M.D., 60 round burst 1d4x10 M.D., dual burst 2d4x10 M.D.
  • Rate of Fire: Single shot or burst only
  • Payload: 18,000 rounds total

Replaces Belly Guns
Dual Ion Guns
  • Range: 1,600'
  • Damage: Single blast 4d6+4 M.D. dual blast 1d4x10+2 M.D.
  • Rate of Fire: Single or dual blast only
  • Payload: Unlimited
Cost: 178,000 credits for the pair

Replaces Belly Guns
Dual Laser Guns
  • Range: 2,000'
  • Damage: Single blast 4d6 M.D. dual blast 1d4x10 M.D.
  • Rate of Fire: Single or dual blast only
  • Payload: Unlimited
Cost: 155,000 credits

Replaces Belly Gun
Dual Flamethrowers
  • Range: 400'
  • Damage: 1d4x10 M.D. to the target and anyone within 10'
  • Rate of Fire: Single blasts only
  • Payload: 48 blasts
Cost: 140,000 credits

Replaces Right Forearm Flamethrower
L-555 Multiple-Target Laser
  • Range: 1,000'
  • Damage: 1d6 M.D.
  • Rate of Fire: Each blast of up to 5 simultaneous targets counts as 1 APM
  • Payload: Unlimited
  • Features: Can target up to 5 different targets per shot, cannot focus more than one laser on a target under 20' wide
Cost: 115,000 credits

Replaces Right Forearm Flamethrower
NG-SH-7 Searchlight
  • Range: 1,500'
  • Damage: None
  • Rate of Fire: Each re-positioning of the light is 1 APM, keeping it trained on a subject/location takes 1 APM
  • Payload: Unlimited
Cost: 25,000 credits

Replaces Right Forearm Flamethrower
3D Camera & Holographic Projector
  • Range: Camera 4,000' Holographic Progression 500'
  • Damage: None
  • Rate of Fire: Each snapshot or 5 seconds of video counts at 1 APM
  • Payload: 6,000 hours of continuous footage
Cost: 120,000 credits

Replaces Left Forearm Spike Thrower
Grenade Launcher
  • Range: 1,200'
  • Damage: Per grenade type
  • Rate of Fire: One at a time or volleys of 2. After every 7 grenades it takes 1 melee round to reload.
  • Payload: 42 total.
Cost: 75,000 credits for the launcher, grenades by type

Replaces Left Forearm Stake Thrower
Mini-Missile Box Launcher
  • Range: One mile
  • Damage: Per mini-missile type
  • Rate of Fire: One at a time or volleys of 2, 3 or 4
  • Payload: 12 missiles total
Cost: 85,000 credits for the launcher, mini-missiles by type

Submission by Todd

1 miscellaneous item for Todd
V-1000 Personal Assistant Bot
Image
Alignment: None, simple artificial intelligence
Disposition:
A.R.: 14
S.D.C. by Location:
  • Main Body: 120
  • Head: 35
  • Limbs (4): 30
  • Hand and foot (4): 15
Statistical Data:
Running: 31 mph
Dimensions: 6' tall, 2' wide, 2' long, 250 lbs
Physical Strength: Robotic P.S. 15
Power System: Proprietary Electrical Battery
Standard Skill Programs
  • General Knowledge: Basic Electronics 90%, Basic Mechanics 90%, Computer Operation 95%, General Repair and Maintenance 90%, Language: Euro and one of choice 90%, Literacy: Euro and one of choice 90%, Pilot: Automobile 90%, Pilot: Truck or Hovercycle 90%, and Recycle 90%.
  • Specialization Tutorial: Art 80%, Calligraphy 90%, History: Pre-Rifts (German & General) 80%, History: Post Rifts 90%, Law (General) 70%, Language: Other: American and two of choice 90%, Literacy: Other Two of choice 90%, Lore: Three of choice 88% each, Math: Basic 98%, and Philosophy 88%.
Features of Note:
  • Attributes: I.Q. 15, P.P. 12, P.B. 7, Spd 31
  • May purchase up to 6 additional skill programs
  • Basic hearing system
  • Human voice synthesizer
  • Basic robot optics system (20/20 vision up to one mile, passive nightvision 1,000'
  • Biometric scanner
  • Wide band radio reciever and transmitter
    [*Optical reader
  • Optical scanner
  • Gyro-compass
  • Motion detector and warning system
  • Monitor jack/connection plug
Book Reference: p.93-95 WB31


Cost: 600,000 new, 320,000 used

Purchasable Upgrades
Built-In Language Translator: 30,000 credits.
Human Personality Emulation Skill Program: 400,000 credits.
Built-In Radio Receiver and Transmitter: 19,000.
Bio-Scan Medical Survey Unit: 300,000 credits.
Cosmetic Enhancements (any): 25% less than listed price.
Customized Paint Job: 500 credits

Skill Programs

Specialization: Adventuring: Anthropology 88%, Archaeology 88%, Climb 88%, Cook 70%, First Aid 88%, Land Navigation 80%, Pilot: Hover Vehicle 88%, Salvage 88%, Tailing 70%, and Wilderness Survival 88%. Cost: 45,000 credits.

Specialization: Commerce: Appraise Goods 88%, Barter 65%, Gemology 88%, Math: Advanced 98%, Recognize Weapon Quality 80%, and Salvage 90%. Cost: 40,000 credits.

Specialization: Computers: Artificial Intelligence 50%, Computer Hacking 70%, Computer Programming 88%, Computer Repair 88%, Optic Systems 80%, Radio: Basic 90%, Research 80%, and Sensory Equipment 88%. Cost: 98,000 credits.

Specialization: Medical Assistant: Biology 90%, Brewing: Medicinal 80%, Chemistry 90%, Field Surgery 70%, Math: Advanced 98%, Paramedic 88%, Sensory Equipment 90%, Sewing 90%, and Xenology 60%. Cost: 100,000 credits.

Specialization: Physical Trainer: Aerobic Athletics, Biology (basic), Body Building, Climbing, Fencing, Juggling, Outdoorsmanship, Swimming, SCUBA, and Wrestling; can perform and teach skills at 80% proficiency. Bonus: +2 attacks/actions
per melee round for the robot. Cost: 86,000 credits.

Specialization: Science: Biology 88%, Chemistry 98%, Chemistry: Analytical 95%, Math: Advanced 98%, Navigation 95%, and Sensory Equipment 95%. Cost: 120,000 credits.

Specialization: Security: Cryptography 80%, Electronic Countermeasures 88%, I.D. Undercover Agent 80%, Intelligence 80%, Locksmith 88%, Optic Systems 88%, Photography 88%, Streetwise 50%, Surveillance 88%, TVNideo 88%, and Wrestling. Cost: 95,000 credits.

Specialization: Technical: Excavation 85%, Firefighting 88%, Jury-Rig 75%, Recycling 90%, and Salvage 90%. Cost: 80,000 credits.

Domestic: Bartender Program: Brewing 90%, Brewing: Medicinal 90%, Performance 90%. Can make and prepare one thousand different drinks from different types of juices, teas, and coffees to alcoholic and exotic party beverages. Cost:
25,000 credits.

Domestic: Culinary Program: Cook 88%, Preserve Food 90%, I.D. Plants and Fruits 90%. The robot can be programmed to prepare one thousand different recipes. The 'Bot lacks the ingenuity to come up with original recipes or variations on existing ones, but the food follows the recipe and is of good quality. Cost: 35,000 credits.

Proprietary Gardening Program: Art (as it pertains to grooming and shaping trees, shrubbery, and plants for the purpose of beauty and decorative display) 80%, Climbing 88%, Floral Arrangement 88%, Gardening 90%, Language: Euro 90%, Literacy: Euro 88%, Masonry 88% and Rope Works 90%. (Cost: As an additional program is 22,000 credits.)

Specialized Labor: Farm Work: Animal Husbandry 80%, Botany 85%, Branding 88%, Climbing 90%, Herding Cattle 80%, Identify Plants and Fruits 92%, Language: Euro 90%, Literacy: Euro 88%, Lore: Cattle and Animals 92%, Pilot: Truck 92%, Preserve Food 92%, Recycling 92%, Skin & Prepare animal Hides 92%. (Cost: As an additional program is 67,000 credits.)

Specialization Labor: Aircraft Mechanics: Aircraft Mechanics 75%, Basic Electronics 85%, Basic Mechanics 90%, Computer Operation 90%, and General Repair and Maintenance 90%. Cost: 55,000 credits.

Specialization Piloting: Speciality Aircraft: Pilot: Airplane 92% and Pilot: Jet Aircraft 88%. Cost: 40,000 credits.

Specialization Labor: Auto Mechanics: Automotive Mechanics 85%, Basic Electronics 85%, Basic Mechanics 90%, Computer Operation 90%, and General Repair and Maintenance 90%. Cost: 25,000 credits.

Specialization Piloting: Speciality Craft: Pilot Boat: Motor, Race & Hydrofoil 88% and Pilot Boat: Sail Types 88%, Pilot: Hovercycle 88%, Pilot: Tracked and Construction Vehicles 88%, and Pilot: Truck 90%. Cost: 35,000 credits

Specialization Piloting: Basic Ground Vehicles Language: Euro 90%, Literacy: Euro 88%, Pilot: Automobile 96%, Pilot Hovercraft 90%, Pilot: Motorcycle 90%, and Pilot: Truck 80%. (Cost: 30,000 credits as an add-on program.)

Computerized Atlas Program: This program allows the robot to know the exact layout of streets in any major NGR city. It automatically selects the best route to a given location, taking into account traffic, number of traffic lights as well as accounting for and adjusting to weather, road construction, recent accidents or other roadside hazards (available online and transmitted by radio on open police bands). The Atlas Program must be updated every year for best results. Upgrades cost 200 credits. Currently, the Atlas only includes the Autobahn and the cities of the NGR and Poland. (Cost: 5,000 credits as an add-on program.)

Domestic: Language Program: Can speak traditional German and five other languages of choice at 90%. Cost: 3,000 credits.

Domestic: Entertainment Program: Dance 88%, Play Musical Instrument (two of choice) 85%, and Sing 85%. Cost: 10,000 credits.

Domestic Services: First Aid 90%, Housekeeping 90%, Language: Euro 90%, Literacy: Euro 88%, Preserve Food 90%, Radio: Basic 90%, Recycling 92%, Sewing 92%, Wardrobe & Grooming (includes cleaning of all kinds) 92%. (Cost: 30,000 credits as an add-on program.)

1 Vehicle Submission for Todd
Triax Luxury Z-Type Sedan
Image
S.D.C. by Location:
  • Hover Jets (4, main): 100 each
  • Maneuvering Jets (10): 20 each
  • Windshields (2): 100 each
  • Door Windows (4): 20 each
  • Doors (4): 80 each
  • Main Body: 2,200 (equal to 22 M.D.C.)
Statistical Data:
Maximum Speed: 170 mph
Range: Four battery Electric 160 miles, nuclear unlimited.
Modifiers: +5% to piloting skill rolls
Crew: 1 driver, can seat four passengers comfortably.
Class: Hovercar
Dimensions: 12'-18' long, 5' tall, 6' wide, 1,300-1,800 lbs
Cargo: 3'x3'x5' trunk
Power System: Electric or Nuclear
Features of Note:
  • Anti-theft alarm and siren
  • Voice activated locks and engine
  • Dashboard computer with high speed broadband access anywhere in the NGR
  • Calendar and clock
  • Digital gyro-compass
  • 10 dic CD player
  • Digital Radio stereo system
  • Complete environmental seal with computerized atmospheric compensation (automatically cools or heats to desires temperature
  • Sound proofing
  • Independent air filter and water supply (good for 6 hours)
Book Reference: p.81 WB31


Cost: 85,000 to 110,000 Electric, 140,000 to 160,000 Nuclear

6 Battery Version
Range: 240 miles
Cost: +25,000 credits


Limousine Version
Dimensions: 16-18' long, 5' tall, 6' wide
Features:
  • Bar
  • Retractable onboard computers and printers
  • Deluxe sound system
  • Digital recorder and player
  • Spotlight
  • Sunroof



Notes: I used the image of the RRK Oberteil Armored Hovercar, since there is not an image of the Z-Type.

Submission by Todd
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Re: Canonical Submissions

Postby Mara » Mon Mar 25, 2019 8:29 pm

The Black Vault pg 36-37

Charm Gem
Image
Magical Gem
Magic Features
  • Charm
    • Range: 20'
    • Duration: 1D4+1 Hours
    • Save: -3 to Save vs Magic.
    • P.P.E. Cost: 10 per use.
  • Additional Spells cast at half normal P.P.E. Cost:
    • Calling (4)
    • Charm (6)
    • Charismatic Aura (5)
  • Book Reference: p.36-37, Black Vault
Cost: 1-2 million credits


Code: Select all
[b]Charm Gem[/b]
[img]http://www.explorersunlimited.com/eu/download/file.php?id=3554[/img]
[size=85][i]Magical Gem[/i]
[u]Magic Features[/u][list]
[*]Charm
• Range: 20'
• Duration: 1D4+1 Hours
• Save: -3 to Save vs Magic.
• P.P.E. Cost: 10 per use.
[*]Additional Spells cast at half normal P.P.E. Cost:
• Calling (4)
• Charm (6)
• Charismatic Aura (5)
[*]Book Reference: p.36-37, Black Vault[/list]
[color=#008000]Cost: 1-2 million credits[/color][/size]
Last edited by Mara on Thu Mar 28, 2019 9:06 pm, edited 6 times in total.
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Re: Canonical Submissions

Postby Mara » Sun Mar 31, 2019 8:03 pm

1 Armor Submission
P-Field
Image
  • Dispersal Effect: Divide ranged/explosion damage by 10
  • M.D.C.: 2 Projectors (front and back) 10 M.D.C. each
  • Duration: Each battery provides 12 hours of continuous use.
  • Weight: 5 lb harness
  • Limitations: Can be strapped to body armor with 50 M.D.C. or less. Destroying projector disables field for that side (front or back). Phase Tech, Magic and Psionics have full effect.
    Book Reference: DB2 p 124
Cost: 25,000 credits; 50,000 to build into normal body armor; Batteries cost 1,000 credits each


Code: Select all
[b]P-Field[/b]
[img]http://explorersunlimited.com/images/upload/2019/03/20/20190320193627-8d78c695.png[/img]
[size=85][list][*] Dispersal Effect: Divide ranged/explosion damage by 10
[*] M.D.C.: 2 Projectors (front and back) 10 M.D.C. each
[*] Duration:  Each battery provides 12 hours of continuous use.
[*] Weight: 5 lb harness
[*] Limitations: Can be strapped to body armor with 50 M.D.C. or less.  Destroying projector disables field for that side (front or back).  Phase Tech, Magic and Psionics have full effect.
Book Reference: DB2 p 124[/list]
[color=#008000]Cost: 25,000 credits; 50,000 to build into normal body armor; Batteries cost 1,000 credits each[/color][/size]

1 Armor Submission
OP-Field
Image
  • Effects: Turns user insubstantial. Unharmed by non-magical/psionic attacks. Unharmed by supernatural melee damage.
  • Duration: Battery last 1 hour or 20 activations whichever comes first.
  • M.D.C.: 1 projector with 10 M.D.C.
  • Takes 1 melee action to activate or deactivate. +1 Dodge to activate to avoid an attack.
  • Limitations: Can walk through walls but not force fields or magical barriers. Phase Tech, Magic and Psionics have full effect. Must turn tangible to attack.
    Book Reference: DB2 p 124-25
Cost: 60,000 credits; 90,000 to build into normal body armor; 600,000 credits to build into PA; Batteries cost 5,000 credits each


Code: Select all
[b]OP-Field[/b]
[img]http://explorersunlimited.com/images/upload/2019/03/20/20190320193627-8d78c695.png[/img]
[size=85][list][*] Effects: Turns user insubstantial.  Unharmed by non-magical/psionic attacks.  Unharmed by supernatural melee damage.
[*] Duration: Battery last 1 hour or 20 activations whichever comes first.
[*] M.D.C.: 1 projector with 10 M.D.C.
[*] Takes 1 melee action to activate or deactivate.  +1 Dodge to activate to avoid an attack.
[*] Limitations:  Can walk through walls but not force fields or magical barriers.  Phase Tech, Magic and Psionics have full effect.  Must turn tangible to attack.
Book Reference: DB2 p 124-25[/list]
[color=#008000]Cost: 60,000 credits; 90,000 to build into normal body armor; 600,000 credits to build into PA; Batteries cost 5,000 credits each[/color][/size]

1 Misc Submission
Telepathic Communicator - Armband
Image
  • Range: 10 ml (20 ml if both telepaths have a Telepathic Communicator)
  • Duration: Same as psionic power/level of user
  • I.S.P.: 10
    Book Reference: DB2 p 128
Cost: 52,000 credits


Code: Select all
[b]Telepathic Communicator - Armband[/b]
[img]http://www.explorersunlimited.com/eu/download/file.php?id=3547[/img]
[size=85][list][*] Range: 10 ml (20 ml if both telepaths have a Telepathic Communicator)
[*] Duration:  Same as psionic power/level of user
[*] I.S.P.: 10
Book Reference: DB2 p 128[/list]
[color=#008000]Cost: 52,000 credits[/color][/size]

1 weapon submission
Crystal Paralyzer
Image
  • Range: 500'
  • Damage: None, Successful hit means the viction has to save vs psionic attack (add P.E. bonuses) by rolling 14 or higher. On a failed save, the character collapses for 1d4 melees. He is only vaguely aware of things going on around him, like a person fading in and out of a deep sleep or anesthesia. If the save roll was a 5 or less (counting P.E. bonuses), the character's heart has stopped! The victim has to roll against coma/death; the likelihood of recovery is based on the medical aid he may receive over the next 10 minutes.
  • Rate of Fire: Equal to the total number of hand to hand attacks per melee.
  • Payload: Crystal Magazine holds enough I.S.P. for 20 shots or a psychic wielder can power the gun himself, spending 8 I.S.P. per shot. 160 I.S.P. will reload the weapon
  • Weight: 3.0 lbs.
  • Note: Fires a flash of purple light that is visible to the naked eye
    Book Reference: DB2 p 127
Cost: 35,000 credits


Code: Select all
[b]Crystal Paralyzer[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090839-b984d9e4.png[/img]
[size=85][list][*] Range: 500'
[*]Damage: None, Successful hit means the viction has to save vs psionic attack (add P.E. bonuses) by rolling 14 or higher.  On a failed save, the character collapses for 1d4 melees.  He is only vaguely aware of things going on around him, like a person fading in and out of a deep sleep or anesthesia.  If the save roll was a 5 or less (counting P.E. bonuses), the character's heart has stopped!  The victim has to roll against coma/death; the likelihood of recovery is based on the medical aid he may receive over the next 10 minutes.
[*]Rate of Fire: Equal to the total number of hand to hand attacks per melee.
[*]Payload: Crystal Magazine holds enough I.S.P. for 20 shots or a psychic wielder can power the gun himself, spending 8 I.S.P. per shot.  160 I.S.P. will reload the weapon
[*]Weight: 3.0 lbs.
[*]Note: Fires a flash of purple light that is visible to the naked eye
Book Reference: DB2 p 127[/list]
[color=#008000]Cost: 35,000 credits[/color][/size]


Weapon's name
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range:
  • Damage:
  • Rate of Fire:
  • Payload:
  • Weight:
  • Features:
  • Modifiers:
  • Book Reference:

1 weapon submission
HI-50 Laser Rifle
Image
  • Range: 2,000'
  • Damage: 3D6+6 M.D. per shot or 1D6x10+10 M.D. per burst
  • Rate of Fire: single shots or 3-shot bursts only
  • Payload: 30 shots per E-clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.115, DB2
Cost: 26,000 credits


Code: Select all
[b]HI-50 Laser Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2019/02/19/20190219193524-17a3630b.png[/img]
[size=85][list][*]Range: 2,000'
[*]Damage: 3D6+6 M.D. per shot or 1D6x10+10 M.D. per burst
[*]Rate of Fire: single shots or 3-shot bursts only
[*]Payload: 30 shots per E-clip
[*]Weight: 5 lbs.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.115, DB2[/list]
[color=#008000]Cost: 26,000 credits[/color][/size]

1 weapon submission
HI-10 Heavy Laser Pistol
Image
  • Range: 1,000'
  • Damage: 3D6+3 M.D. per shot
  • Rate of Fire: single shots
  • Payload: 15 shots per E-clip
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.115, DB2
Cost: 18,000 credits


Code: Select all
[b]HI-10 Heavy Laser Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2019/02/19/20190219193524-42bf79b5.png[/img]
[size=85][list][*]Range: 1,000'
[*]Damage: 3D6+3 M.D. per shot
[*]Rate of Fire: single shots
[*]Payload: 15 shots per E-clip
[*]Weight: 3 lbs.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.115, DB2[/list]
[color=#008000]Cost: 18,000 credits[/color][/size]

1 weapon submission
HI-30 Laser Pistol
Image
  • Range: 1,000'
  • Damage: 2D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 20 shots per E-clip
  • Weight: 2 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.115, DB2


Code: Select all
[b]HI-30 Laser Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2019/02/19/20190219193524-ae4af605.png[/img]
[size=85][list][*]Range: 1,000'
[*]Damage: 2D6 M.D.
[*]Rate of Fire: single shots only
[*]Payload: 20 shots per E-clip
[*]Weight: 2 lbs.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.115, DB2[/list][/size]


Cost: 15,000 credits

1 weapon submission
EP-5 Energy Pulse Pistol
Image
  • Range: 1,000'
  • Damage: 3D6 M.D. per shot
  • Rate of Fire: single shots
  • Payload: 9 shots per E-clip
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.116, DB2
Cost: 10,000 credits


Code: Select all
[b]EP-5 Energy Pulse Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090812-3909680f.png[/img]
[size=85][list][*]Range: 1,000'
[*]Damage: 3D6 M.D. per shot
[*]Rate of Fire: single shots
[*]Payload: 9 shots per E-clip
[*]Weight: 4 lbs.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.116, DB2[/list]
[color=#008000]Cost: 10,000 credits[/color][/size]

1 weapon submission
GR-10P Pistol
Image
  • Range: 800'
  • Damage: 2D4 M.D. per shot
  • Rate of Fire: single shots
  • Payload: 15 shots per clip
  • Weight: 2 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.125, DB2
Cost: 8,000 credits; magazines cost 500 credits


Code: Select all
[b]GR-10P Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090817-28001264.png[/img]
[size=85][list][*]Range: 800'
[*]Damage: 2D4 M.D. per shot
[*]Rate of Fire: single shots
[*]Payload: 15 shots per clip
[*]Weight: 2 lbs.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.125, DB2[/list]
[color=#008000]Cost: 8,000 credits; magazines cost 500 credits[/color][/size]

1 weapon submission
EPR-8 Energy Pulse Rifle
Image
  • Range: 1,600'
  • Damage: 5D6 M.D. per shot or 1D6x10 M.D. per burst
  • Rate of Fire: single shots or 4-shot bursts only
  • Payload: 40 shots per E-clip
  • Weight: 13 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.116, DB2
Cost: 23,000 credits


Code: Select all
[b]EPR-8 Energy Pulse Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090812-9a08e1ee.png[/img]
[size=85][list][*]Range: 1,600'
[*]Damage: 5D6 M.D. per shot or 1D6x10 M.D. per burst
[*]Rate of Fire: single shots or 4-shot bursts only
[*]Payload: 40 shots per E-clip
[*]Weight: 13 lbs.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.116, DB2[/list]
[color=#008000]Cost: 23,000 credits[/color][/size]

1 weapon submission
GR-15AR Assault Rifle
Image
  • Range: 1,000' or 2,000' with barrel extension
  • Damage: 3D4 M.D. per shot or 1D4x10 M.D. per 3-shot burst or 2D4x10 M.D. per 10-shot burst
  • Rate of Fire: single shots, 3-shot bursts or 10-shot burst only
  • Payload: 30 shots per clip
  • Weight: 13 lbs or 16 lbs with sniper attachment.
  • Features: Sniper attachments: Multi spectrum scope and barrel extension
  • Modifiers: Sniper scope adds a +3 to strike.
  • Book Reference: p.126, DB2
Cost: 22,000 credits; magazines cost 2,000 credits


Code: Select all
[b]GR-15AR Assault Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2019/02/10/20190210205047-658a86ec.png[/img]
[size=85][list][*]Range: 1,000' or 2,000' with barrel extension
[*]Damage: 3D4 M.D. per shot or 1D4x10 M.D. per 3-shot burst or 2D4x10 M.D. per 10-shot burst
[*]Rate of Fire: single shots, 3-shot bursts or 10-shot burst only
[*]Payload: 30 shots per clip
[*]Weight: 13 lbs or 16 lbs with sniper attachment.
[*]Features: Sniper attachments: Multi spectrum scope and barrel extension
[*]Modifiers: Sniper scope adds a +3 to strike.
[*]Book Reference: p.126, DB2[/list]
[color=#008000]Cost: 22,000 credits; magazines cost 2,000 credits[/color][/size]

1 weapon submission
Crystal Bolt-Pistol
Image
  • Range: 2,000'
  • Damage: 2D6 M.D. or 4D6 M.D. at ley lines
  • Rate of Fire: single shots only
  • Payload: 20 shots per Crystal Cell or 5 I.S.P. per shot
  • Weight: 3 lbs.
  • Features: none
  • Modifiers: Must be a psionic to use
  • Book Reference: p.127, DB2
Cost: 30,000 credits


Code: Select all
[b]Crystal Bolt-Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090839-597a87ad.png[/img]
[size=85][list][*]Range: 2,000'
[*]Damage: 2D6 M.D. or 4D6 M.D. at ley lines
[*]Rate of Fire: single shots only
[*]Payload: 20 shots per Crystal Cell or 5 I.S.P. per shot
[*]Weight: 3 lbs.
[*]Features: none
[*]Modifiers: Must be a psionic to use
[*]Book Reference: p.127, DB2[/list]
[color=#008000]Cost: 30,000 credits[/color][/size]

1 weapon submission
PB-60 Blast Pistol
Image
  • Range: 150'
  • Damage: 2D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 24 shots per E-clip
  • Weight: 3 lbs.
  • Features: none
  • Modifiers: none
  • Book Reference: p.61, DB3
Cost: 10,000 credits


Code: Select all
[b]PB-60 Blast Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090845-191f84de.png[/img]
[size=85][list][*]Range: 150'
[*]Damage: 2D6 M.D.
[*]Rate of Fire: single shots only
[*]Payload: 24 shots per E-clip
[*]Weight: 3 lbs.
[*]Features: none
[*]Modifiers: none
[*]Book Reference: p.61, DB3[/list]
[color=#008000]Cost: 10,000 credits[/color][/size]

1 weapon submission
PB-85 Blast Rifle
Image
  • Range: 2,600'
  • Damage: 3D6 M.D. per shot or 1D4x10 M.D. per burst
  • Rate of Fire: single shots or 3-shot bursts only
  • Payload: 48 shots per long E-clip
  • Weight: 7 lbs.
  • Features: none
  • Modifiers: Sniper version with scope is +2 to strike on an aimed shot (single shot only)
  • Book Reference: p.62, DB3
Cost: 22,000 credits; 30,000 credits for the sniper version


Code: Select all
[b]PB-85 Blast Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090846-2a9bfe21.png[/img]
[size=85][list][*]Range: 2,600'
[*]Damage: 3D6 M.D. per shot or 1D4x10 M.D. per burst
[*]Rate of Fire: single shots or 3-shot bursts only
[*]Payload: 48 shots per long E-clip
[*]Weight: 7 lbs.
[*]Features: none
[*]Modifiers: Sniper version with scope is +2 to strike on an aimed shot (single shot only)
[*]Book Reference: p.62, DB3[/list]
[color=#008000]Cost: 22,000 credits; 30,000 credits for the sniper version[/color][/size]


4 properly formatted submissions in the following forums: Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons

Reward: 3 EP (paid)

Remainder: 2
User avatar
Mara
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Posts: 33
Joined: Mon Mar 18, 2019 7:25 pm

Re: Canonical Submissions

Postby Mara » Sun Mar 31, 2019 8:03 pm

Altess Amoria Officer Jump Suit
Image
M.D.C. by Location:
  • Helmet:
  • Arms: 35 each
  • Legs: 45 each
  • Gloves: 12 each
  • Boots: 15 each
  • Gel Inserts: 10 each
  • Main Body: 75
Weight: 12 lbs (5.4 kg)
Modifiers:
Features:
  • NBC Shielding: Through a combination of embedded materials and chemical coatings, the Officer Jump Suit provides excellent protection against nuclear, biological and chemical agents. When sealed to the boots, gloves and helmet, the suit grants a +6 to save vs lethal and non-lethal poisons to resist chemical and biological agents. It also reduces damage dealt by radiation, chemical and biological agents by 50%.
  • Passive Temperature Control: The Officer Jump Suit is insulated, waterproof and designed to wick away sweat and moisture. It is also woven with tiny channels that contain a stable liquid compound similar to anti-freeze. The passive temperature control system keeps the wearer up to 20 degrees Fahrenheit (1l.2 degrees Celsius), warmer than ambient temperature.
  • Heat and Fire Resistance: The Jump Suit takes no damage from normal fires, and reduces the damage from M.D. fires like plasma weapons and ship fires by 40%.
  • Oxygen Supply: An oxygen tank with a 10 hour capacity can be connected to the helmet, allowing the suit to be used as an EVA or emergency rescue suit.
Book Reference: DB 13 pg 103
Cost: Unavailable


Code: Select all
[b]Altess Amoria Officer Jump Suit[/b]
[img]http://explorersunlimited.com/images/upload/2019/03/20/20190320193249-ed160cb1.png[/img]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Helmet:
[*]Arms: 35 each
[*]Legs: 45 each
[*]Gloves: 12 each
[*]Boots: 15 each
[*]Gel Inserts: 10 each
[*]Main Body: 75[/list]
Weight: 12 lbs (5.4 kg)
Modifiers:
[u]Features:[/u]
[list][*][u]NBC Shielding:[/u] Through a combination of embedded materials and chemical coatings, the Officer Jump Suit provides excellent protection against nuclear, biological and chemical agents. When sealed to the boots, gloves and helmet, the suit grants a +6 to save vs lethal and non-lethal poisons to resist chemical and biological agents. It also reduces damage dealt by radiation, chemical and biological agents by 50%.
[*][u]Passive Temperature Control:[/u] The Officer Jump Suit is insulated, waterproof and designed to wick away sweat and moisture. It is also woven with tiny channels that contain a stable liquid compound similar to anti-freeze. The passive temperature control system keeps the wearer up to 20 degrees Fahrenheit (1l.2 degrees Celsius), warmer than ambient temperature.
[*][u]Heat and Fire Resistance:[/u] The Jump Suit takes no damage from normal fires, and reduces the damage from M.D. fires like plasma weapons and ship fires by 40%.
[*][u]Oxygen Supply:[/u] An oxygen tank with a 10 hour capacity can be connected to the helmet, allowing the suit to be used as an EVA or emergency rescue suit.[/list]
Book Reference: DB 13 pg 103
[color=#008000]Cost: Unavailable[/color][/size]
User avatar
Mara
Diamond Level Patron
Diamond Level Patron
 
Posts: 33
Joined: Mon Mar 18, 2019 7:25 pm

Re: Canonical Submissions

Postby CPR Krueger » Fri Apr 05, 2019 12:55 am

1 PA submission
PA-10A ArmaTech "Samurai Class" SAMAS Power Armor
Image
M.D.C. by Location:
  • Shoulder Wings (2): 50 each
  • Main Rear Jets (2): 75 each
  • Lower Maneuvering Jets: 25 each
  • Particle Beam Gun: 90
  • FOrearm Mini-Missile Launchers (2; forearms): 50 each
  • *Head: 90
  • Main Body: 290
* Requires a called shot at -3 to strike
Statistical Data:
Running: 60 mph maximum (10% fatigue)
Leaping: 15' high or across (unassisted), or 100' high and 200' across (jet thruster assisted)
Flying: Maximum speed 320mph, cruising speed 150mph. Maximum altitude 6000'
Class: Strategic Armored Military Assault System
Crew: One
Dimensions: 8' tall, 3.5' wide (wings down) or 11' wide (wings extended), 4' 6" length, 340 pounds without 42 pound P-beam gun
Physical Strength: Robot P.S. 30
Cargo: None
Power System: Nuclear, average life 20 years
Weapon Systems:
AT-P1000 SAMAS Particle Beam Rifle
  • Range: 2000' P-beam, 1600' laser
  • Damage: 1d6x10 M.D. P-beam, 3d6 M.D. laser
  • Rate of Fire: Single shot only, cannot fire both simultaneously
  • Payload: Effectively unlimited or 10 per E-clip
AT-M2 Rocket Launchers
  • Range: About a mile
  • Damage: Any mini-missile can be used, but standard military issue is armor piercing (1d4x10 M.D.) or plasma (1d6x10 M.D.)
  • Rate of Fire: One or two
  • Payload: Two per forearm for a total of four.
AT-N20 Neural Stick
  • Range: melee only
  • Damage: 1d6 S.D.C. plus P.S.
  • Stun Damage: Save vs non-lethal poison (16+). If successful, lose 1 APM. If fail, -7 init, -5 strike/parry/dodge, reduce APM, speed and skills by half.
  • Stun Duration: 2d4 melee rounds, cumulative per strike, plus 15% cumulative to be knocked unconscious for 1d4 minutes
  • Limitations: Ineffective against M.D.C. body armor, power armor, full conversion 'borgs. Partial 'borgs, juicers and crazies +2 to safe, effects half as long. DOes not affect robots, androids, and most supernatural beings or creatures of magic.
    Features of Note:
    • All standard features common to powered armor (p.271, R:UE)
    • Full optical suite (2000'): Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters
Modifiers: +2 to strike with ranged weapons (only), +1 to dodge
Book Reference: p.133 WB8 Rifts Japan

Cost: 1.6 million new, 3-4 million on Black Market
Submission by Ryan


1 PA submission
IPA-50 Grenadier
Image
M.D.C. by Location:
  • *Head: 120
  • Arms (2): 115 each
  • Shoulder Missile Launchers (2): 100 each
  • Forearm Mini-Missile Launcher (1): 50
  • Leg Mini-Missile Launchers (4): 50 each
  • Main Gun: 225
  • Ammo Drum: 120
  • Legs (2): 170 each
  • Main Body: 580
    * Requires a called shot at -3 to strike
Statistical Data:
Running: 50mph maximum (20% fatigue)
Leaping: 10' straight up or lengthwise with a short running start
Flying: Not possible
Class: Military Assault Power Armor
Crew: One
Dimensions: 10'4" tall with missile launchers, 5'6" wide, 4'4" long, 1.3 tons
Physical Strength: PS 35
Cargo: None
Power System: Nuclear, average life of 20 years
Weapon Systems:
1. IR-60 Rail Gun
  • Range: 4000 ft
  • Damage: 2d6 M.D. for a short burst (10 rounds), 1d4x10 M.D. for a full burst (40 rounds)
  • Rate of Fire: short or full burst
  • Payload: 2400 rounds per drum (60 full bursts), clip magazine has 200 rounds (5 full bursts). Reload takes 5 min if untrained, 1 min if trained, need PS 26 or higher
2. Shoulder Mini-Missile Launchers (2)
  • Damage: Any mini-missile can be used, but standard issue is 1d4x10 M.D. for armor piercing, 1d6x10 M.D. for plasma
  • Range: 1 mile
  • Rate of Fire: One at a time or in volleys of 2, 3, 4, and 6
  • Payload: 12 total; 6 per shoulder
3. Forearm Mini-Missile Launcher (1)
  • Range: 1 mile
  • Damage:standard issue is 1d4x10 M.D. for armor piercing, 1d6x10 M.D. for plasma
  • Rate of Fire: one at a time or volleys of two
  • Payload: three
  • Features: heat seeking missiles get +5 to strike
4. Leg Mini-Missile Launchers (4)
  • Range 1 mile
  • Damage: Damage: standard issue is 1d4x10 M.D. for armor piercing, 1d6x10 M.D. for plasma
  • Rate of Fire: one at a time or volleys of two, three or four
  • Payload: 16; 4 per launcher
5. Hand Lasers (2)
  • Range: 1200'
  • Damage: 2d6 M.D. per blast (double blasts not possible)
  • Rate of Fire: Single blasts
  • Payload: Effectively Unlimited
Hand to Hand Combat: Per Power Armor combat training
  • Add +1d6 M.D. to normal punches and kicks, 3x damage from power punch or kick (2 APM), +1 to roll with impact
    Features of Note:
    • All standard features common to powered armor (p.271, RUE)
    • Full optical suite (2000'): Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters
Modifiers: Power Armor Elite training adds +1 on initiative, +2 to pull punch, +1 to parry, +1 to dodge, +1 attack per melee at level 3, no prowl penalties.
Book Reference:Japan (WB8), page 150-152


Cost: 16 million credits, very poor availability. Illegal in the Republic of Japan
Submission by Ryan


1 PA submission
IPA-45 Ikusa (or "Warrior")
Image
M.D.C. by Location:
  • Arms (2): 80 each
  • Legs (2): 140 each
  • Rail Gun: 100
  • Ammo Drum: 75
  • Mini-Missile Launch Tubes (8): 10 each
  • Shoulder Laser: 15
  • Vibro-Swords (2): 50 each
  • *Head: 90
  • Main Body: 290
* Requires a called shot at -2 to strike
Statistical Data:
Running: 50 mph maximum (10% fatigue)
Leaping: 15' high or across with a short running start
Class: Strategic Combat Power Armor
Crew: One
Dimensions: 12' with the horns, 4.5' wide, 4' long, 1100 pounds
Physical Strength: Robot P.S. 34
Cargo: None.
Power System: Nuclear, average life 20 years
Weapon Systems:
1. IR-70 Rail Gun
  • Range: 4000'
  • Damage: 1d6x10 M.D. (40 round full burst), 3d6 M.D. (10 round short burst)
  • Rate of Fire: Short or full bursts
  • Payload: 3200 round drum (80 full bursts). Clip holds 200 rounds (5 full bursts). Reloading takes 5 min if untrained, 1 min if trained, PS 26 required
2. Mini-Missile Launchers (8)
  • Range: About a mile (5,280 ft)
  • Damage: Varies by mini-missile, typically 1d4x10 M.D. (anti-armor) or 1d6x10 M.D. (plasma). Fragmentation used for anti-personnel missions, 5d6 M.D.
  • Rate of Fire: One or volleys of two or three
  • Payload: Eight, manual reload takes ~10 seconds per missile.
3. Shoulder Laser (1)
  • Range: 1200'
  • Damage: 3d6 M.D. per blast
  • Rate of Fire: Single blasts only.
  • Payload: Effectively unlimited
4. Vibro-Swords
  • Giant Katana: 5d6 M.D., Giant Wakizashi: 3d6 M.D.
  • Features: can parry energy blasts (-6), arrows and missiles (-4), +1 to strike, +1 to parry
Hand to Hand Combat: Per Power Armor combat training, with the following attacks:
  • Restrained punch: 1d4 M.D.
  • Normal punch or kick: 2d6 M.D.
  • Power Punch: 4d6 M.D. (2 APM)
  • Leap Kick: 3d6 M.D. (2 APM)
  • Body Flip/Throw: 1d6 M.D.
  • Body Block/Tackle: 2d4 M.D.
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Full optical suite (2000'): Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters
Modifiers: None.
Book Reference: p.148-150 WB 8: Japan


Cost: 6.2 million new
Submission by Ryan


1 PA submission
IPA-40 Dai-Katana Bugei
Image
M.D.C. by Location:
  • *Head: 75
  • Arms (2): 90 each
  • Shoulder Missile Launchers (2): 50 each
  • Rail Gun: 100
  • Ammo Drum: 75
  • Jet Pack: 60
  • Forearm Blades (2): 20 each
  • Vibro-Katanas (2): 20 each
  • Legs (2): 140 each
  • Main Body: 250
    * Requires a called shot at -3 to strike
Statistical Data:
Running: 100 mph maximum (20% fatigue)
Leaping: 15' straight up or lengthwise (unassisted). Jet pack assisted leap: 80' high, 100' length
Flying: Stationary hovering up to 200 feet. Maximum flying speed: 200 mph, but cruises ~60mph. Maximum altitude: 5000' Can fly for up to 5 hours until jets need cooling, or 45% chance jet pack burns out (useless until replaced)
Class: Military Assault Exoskeleton
Crew: One
Dimensions: 6'10" tall, 3'7" wide, 3' long, 395 pounds
Physical Strength: PS 30
Cargo: None
Power System: Nuclear, average life of 13 years
Weapon Systems:
1. IR-60 Rail Gun
  • Range: 4000 ft
  • Damage: 2d6 M.D. for a short burst (10 rounds), 1d4x10 M.D. for a full burst (40 rounds)
  • Rate of Fire: short or full burst
  • Payload: 2400 rounds per drum (60 full bursts), clip magazine has 200 rounds (5 full bursts). Reload takes 5 min if untrained, 1 min if trained, need PS 26 or higher
2. Shoulder Mini-Missile Launchers (2)
  • Damage: Any mini-missile can be used, but standard issue is 1d4x10 M.D. for armor piercing, 1d6x10 M.D. for plasma, and 5d6 for fragmentation (only used for anti-personnel assaults)
  • Range: 1 mile
  • Rate of Fire: One at a time or in volleys of 2 or 3
  • Payload: six total (3 per shoulder). Reloading takes about 1 minute per missile.
3. VL-40 Head Lasers (1 or 2)
  • Range: 1000'
  • Damage: 2d6 M.D. per single blast, or 4d6 for both.
4. Retractable Vibro-Katanas
  • Damage: 4d6 M.D. each
    5. Forearm blades (2)
  • Damage: 1d6 M.D. each
Hand to Hand Combat: Per Power Armor combat training
Features of Note:
  • All standard features common to powered armor (p.271, RUE)
  • Full optical suite (2000'): Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters
Modifiers: Power Armor Elite training adds +1 on initiative, +2 to pull punch, +1 to parry, +1 to dodge, +1 attack per melee at level 3, no prowl penalties.
Book Reference:Japan (WB8), page 146-148


Cost: 2 million credits, poor availability. Illegal in the Republic of Japan
Submission by Ryan


1 PA submission
H-Brand Ninjabot
Image
M.D.C. by Location:
  • *Head: 75
  • Arms (2): 40 each
  • Ion Chest Gun: 30
  • Forearm Vibro-Blade (1; right): 20
  • Legs (2): 80 each
  • Mini-Missile Tube Launchers (6; left shoulder): 20 each
  • Main Body: 190
    * Requires a called shot at -3 to strike
Statistical Data:
Running: 50 mph maximum (30% fatigue)
Leaping: 10' straight up or lengthwise from a short running start
Flying: By jet pack only
Class: Stealth Combat Power Armor
Crew: One
Dimensions: 7'5" height, 3'6" width, 2'6" length, 240 pounds
Physical Strength: PS 25
Cargo: None
Power System: Nuclear, average life of 15 years
Weapon Systems:
1. H-85 Ion Gun
  • Range: 800 ft
  • Damage: 4d6 M.D.
  • Rate of Fire: Single shot
  • Payload: Effectively unlimited
2. Vibro-Blade (1; right forearm)
  • Damage: 2d6 M.D.
  • Features: +1 to strike, +2 to parry
3. Mini-Missile Tube Launchers (6)
  • Range: One mile
  • Damage: Varies with missile type, usually 1d4x10 M.D. or 1d6x10 M.D.
  • Rate of Fire: One at a time or in volleys of two
  • Payload: 6 total
Hand to Hand Combat: Per Power Armor combat training
Features of Note:
  • All standard features common to powered armor (p.271, RUE)
  • Grappling Hook and Towline: similar to climb cord bionic system, but 150' length.
  • Electro-adhesive pads, activated by voice command, can climb sheer surfaces containing metal
  • Self-Destruct: When operator is killed, or as the result of a voice command, the suit explodes, causing 4d6x10 M.D. (+1d4x10 M.D. per mini-missile carried) in a 60' radius and destroying the suit.
Modifiers: +1 to parry, +1 to pull punch, +1d6 M.D. to slashing and tearing attacks made with retractable claws
Book Reference:Japan (WB8), page 144-146


Cost: 1 million credits, fair to good availability. Illegal in the Republic of Japan
Submission by Ryan


1 PA submission
ATPA-85 Power-Spy
Image
M.D.C. by Location:
  • *Head: 60
  • Arms (2): 30 each
  • Chest Ion Gun: 30
  • Forearm Vibro-Blades (2): 25 each
  • Legs (2): 60 each
  • Main Body: 110
    * Requires a called shot at -3 to strike
Statistical Data:
Running: Adds 20 points to the wearer's natural Spd (20% fatigue)
Leaping: Augmentation enables 20ft up or long from standing still.
Flying: Can use a jet pack, and patch it into the armor for indefinite flight capabilities.
Class: Stealth Combat Power Armor/Exoskeleton
Crew: One pilot
Dimensions: About 6 inches of height, width, and length above the wearer's dimensions, weighs 90 pounds
Physical Strength: PS 22
Cargo: None
Power System: Nuclear, average life of 10 years
Weapon Systems:
1. AT-85 Ion Gun
  • Range: 800 ft
  • Damage: 4d6 M.D.
  • Rate of Fire: Single shot only.
  • Payload: Effectively unlimited
2. Vibro-Blades (2)
  • Damage: 2d6 M.D.
  • Features: +1 to strike, +2 to parry
Hand to Hand Combat: Per Power Armor combat training, with the following combat abilities:
  • Normal Punch: 1d4 M.D.
  • Power Punch: 2d4 M.D. (2APM)
  • Leap Kick: 2d6 M.D.
Features of Note:
  • All standard features common to powered armor (p.271, RUE)
Modifiers: +1 to dodge, +1 to roll with impact, +2 to pull punch, no prowl penalty.
Book Reference:Japan (WB8), page 143-144


Cost: 450,000 credits, Exclusive to the armed forces of the Republic of Japan, but a handful have made it to the Black Market. Very rare.
Submission by Ryan


1 PA submission
AT-USA-10A2 Hawkeye Glitter Boy
Image
M.D.C. by Location:
  • *Head: 290
  • Arms (2): 270 each
  • *Hands (2): 100 each
  • M-BiLAR-Laser Gun: (1; right shoulder): 100
  • GMS-24 Missile Launcher (1; back): 250
  • GMS-SAM Mini-Missile Launcher (1; left shoulder): 55
  • Forearm Mini-Missile Launchers (2): 25 each
  • Legs (2): 450 each
  • Reinforced PIlot's Compartment: 110
  • Closed Circuit Camera: 4
  • Main Body: 770
    * Requires a called shot at -3 to strike
Statistical Data:
Running: 60 mph maximum
Leaping: Missiles and the long-range weapons prevent the G10A2 from performing leaps.
Class: Laser Resistant Armored Infantry Personnel Anti-Air Unit
Crew: One pilot
Dimensions: 10'5" high, 4'4" wide, 4' long, 1.2 tons loaded
Physical Strength: PS 30
Cargo: Space for rifle, handgun, survival knife, standard backpack, and first aid kit.
Power System: Nuclear, average life of 25 years
Weapon Systems:
1. Multi-Barrel Laser Rifle (M-BiLAR) AT-5000
  • Range: 6000 ft
  • Damage: 4d6 M.D. (double blast), 1d4x10+8 M.D. (quadruple blast), 1d6x10 M.D. (full 5 barrel pulse)
  • Rate of Fire: Double blast, quadruple blast, or full 5 barrel pulse
  • Payload: Effectively unlimited
  • Features: Advanced laser targeting, +2 to strike for aimed shots (only)
2. GMS-24 Medium-Range Missile Launcher
  • Range: 21 miles for all types
  • Damage depends on missile type: High Explosive (2d6x10 M.D.), Plasma/Heat (3d6x10 M.D.), Fusion (4d6x10 M.D.)
  • Rate of Fire: One at a time, or volleys of two or four.
  • Payload: 24 total
  • Features: Considered "smart", all missiles receive a +5 to strike
3. GMS-SAM Launcher (1)
  • Range: Varies with missile type
  • Damage: Any mini-missile can be used, standard issue are armor piercing (1d4x10 M.D.) or plasma (1d6x10 M.D.)
  • Rate of Fire: One at a time or volleys of 2, 4 or 6
  • Payload: 24 total
4. GMS-FAM Launcher (2)
  • Range: Varies with missile type
  • Damage: Any mini-missile can be used, standard issue are armor piercing (1d4x10 M.D.), plasma (1d6x10 M.D.), or AAD-Dissolvers (anti-armor)
  • Rate of Fire: One at a time or volleys of 2, 4 or 6
  • Payload: six total; 3 per arm
Hand to Hand Combat: Per Power Armor combat training.
Features of Note:
  • All standard features common to powered armor (p.271, RUE)
  • Full optical suite (2000'): Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters
  • Advanced Radar System: Tracks up to 200 targets simultaneously, maximum range of 50 miles
  • Radar Jamming System: Interferes with all radar within 5 mile radius. Systems affected have half the normal range and other tracking capabilities. -50% to read sensory instruments. Also affects the Glitter boy.
Modifiers: +3 on initiative (extended radar), +1 to roll with impact
Book Reference:Japan (WB8), page 140-142


Cost: Exclusive to the military of the Republic of Japan.
Submission by Ryan


1 PA submission
AT-USA-10A1 Point Glitter Boy
Image
M.D.C. by Location:
  • *Head: 190
  • Arms (2): 190 each
  • Hands (2): 60 each
  • M-BiLAR-5000: (1; behind left shoulder): 100
  • AT-200 Rail Gun (1; left forearm): 50
  • Rail Gun Ammo Drum (1; behind left shoulder): 35
  • Smoke Grenade Dispensers (2): 15
  • Stabilizing Thrusters (3; back): 50 each
  • Legs (2): 325 each
  • Reinforced PIlot's Compartment: 100
  • Closed Circuit Camera: 4
  • Main Body: 480
    * Requires a called shot at -3 to strike
Statistical Data:
Running: 90 mph maximum
Leaping: 15' high or across. Jet thruster assisted leaps: 100' high or across. Thruster can hold GB up to 100' off the ground for up to 4 minutes
Class: Laser Resistant Armored Infantry Personnel Reconnaissance Unit
Crew: One pilot
Dimensions: 7'10" high, 3'10" wide, 3'8" long, 1 ton loaded
Physical Strength: PS 30
Cargo: Minimal - space for rifle, handgun, survival knife, and first aid kit.
Power System: Nuclear, average life of 25 years
Weapon Systems:
1. Multi-Barrel Laser Rifle (M-BiLAR) AT-5000
  • Range: 6000 ft
  • Damage: 4d6 M.D. (double blast), 1d4x10+8 M.D. (quadruple blast), 1d6x10 M.D. (full 5 barrel pulse)
  • Rate of Fire: Double blast, quadruple blast, or full five barrel pulse
  • Payload: Effectively unlimited
  • Features: Advanced laser targeting, +2 to strike for aimed shots (only)
2. AT-200 III Rail Gun (1)
  • Range: 3000 ft
  • Damage: 3d6 M.D. (short burst) or 6d6 M.D. (full burst)
  • Rate of Fire: Short burst (15 rounds) or full burst (30 rounds)
  • Payload: 3300 rounds, enough for 110 full bursts, contained inside internal feed drum. Reload takes 5 minutes w/special equipment and trained reloaders. Cannot be loaded in combat setting.
3. Smoke Dispensers (2)
  • Range: 80 ft
  • Damage: None, serves as concealment or a distraction. Covers roughly circular area, 80 ft diameter
  • Rate of Fire: 1, 2, 3, or 4 at a time
  • Payload: 4 smoke grenades in total (2 per leg)
Hand to Hand Combat: Per Power Armor combat training.
Features of Note:
  • All standard features common to powered armor (p.271, RUE)
  • Full optical suite (2000'): Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters
  • Molecular Analyzer: Similar to Bionic Lung, ID strong chemicals in the air (toxic gases, napalm, smoke, fuel fumes, and plastic or gelatin explosives - no people or animals)
  • Closed Circuit Camera: Attached over barrel of M-BiLAR-5000 or mounted on left shoulder. Records and relays everything seen to base. Up to 12hr can be recorded.
Modifiers: +1 on initiative, +2 to roll with impact, no prowl penalty unless camouflage paint is removed (-15%)
Book Reference:Japan (WB8), page 137-140


Cost: Exclusive to the military of the Republic of Japan.
Submission by Ryan



1 properly formatted submissions: Powered Armor & Robot Combat Vehicles

+8 EP (paid)
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Re: Canonical Submissions

Postby CPR Krueger » Tue Apr 16, 2019 1:48 am

G10-SX Shadow Boy
Image
M.D.C. by Location:
  • Baby Boom Gun (1): 100
  • Ammo-Drum (1): 80
  • *Forearm Variable Laser (1, right): 40
  • *Forearm Plasma Ejector (1; left): 50
  • *Concealed Vibro-Swords (2): 70 each
  • *Hands (2): 35 each
  • Arms (2): 100 each
  • Legs (2): 170 each
  • *Leg Jump Jets (2, rear of legs): 20 each
  • *Main Thruster/G.B. Recoil Suppressor System (1, back): 90
  • *Head: 115
  • Main Body: 312
  • Reinforced Pilot's Compartment: 150
* Requires a called shot at -4 to strike
Statistical Data:
Running: 80 mph maximum (10% fatigue)
Leaping: 15' high or across (unassisted, +10' w/running start), or 80' high and across (jet thruster assisted, double w/running start)
Flying: Not possible.
Underwater: 15mph, can walk on sea or lake floor @ 25% normal speed, maximum depth is 1 mile
Class: Stealth Infantry Personnel Assault Unit
Crew: One pilot
Dimensions: 10' 5"' tall, 4' 4"' wide, 4' length, just under 1 ton loaded
Physical Strength: Robot P.S. 30
Cargo: Minimal; one foot compartment & storage for rifle, pistol, survival knife and first aid kit
Power System: Nuclear, average life 25 years
Weapon Systems:
Baby Boom Gun
  • Range: 5000'
  • Damage: 1d6x10+10 M.D. (loud, but no "sonic boom", heard for 1 mile
  • Rate of Fire: Single shot only
  • Payload: 1000 rounds in drum
  • Note: no bonus to strike, even on aimed shots!
Variable Forearm Laser (1, right arm)
  • Range: 2000'
  • Damage: 3d6 M.D. per single blast
  • Rate of Fire: Single shot only
  • Payload: Effectively unlimited.
Arm-Mounted Short-Range Plasma Ejectors (1, left arm)
  • Range: 800'
  • Damage: 5d6 M.D. per single blast
  • Rate of Fire: Single shot only
  • Payload: Effectively unlimited.
Concealed Vibro-Swords (2)
  • Range: melee only, 2' length of blades
  • Damage: 2d6 M.D. per strike
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Full optical suite (2000'): Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters
  • Built in language translator and depth gauge
  • Special: Characters with Power Armor Combat Elite: Glitter Boy may use this in a Shadow Boy, though the fighting styles are completely different
Modifiers: None.
Book Reference: p.163 Black Market Sourcebook

Cost: 12 million credits
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Tue Apr 16, 2019 7:25 am

"Ironmage" TW Resurrected GB-10 Power Armor
Image
M.D.C. by Location:
  • Shriek Cannon: 155
  • *Hands (2): 100 each
  • Arms (2): 250 each
  • Legs (2): 440 each
  • *Head: 26
  • Main Body: 676
  • Reinforced Pilot's Compartment: 150
  • SPECIAL: Ironmage power armor and weapons "heal" from damage at a rate of 1d6x10 M.D.C. per hour when on a ley line (2D4x10 at a nexus) but this requires standing absolutely motionless like a statue. If any action is taken by the armor, the healing stops. Pilot heals at a rate of 1D4 per hour if he meditates or sleeps inside an Ironmage.
* Requires a called shot at -3 to strike
Statistical Data:
Running: 60 mph maximum, 90 mph on Ley Lines (10% fatigue)
Leaping: 12' high or across. Running start adds 10'. On a Ley Line, double height/distance plus TW Levitation system allows up to 150' height (horizontal only)
Underwater: 15mph, can walk on sea or lake floor @ 25% normal speed, maximum depth is 2 miles. Double speed on Ley Line.
Class: TW Power Armor, extremely rare!
Crew: One pilot
Dimensions: 10' 5" tall, 4' 4"' wide, 4' length, 1.2 tons fully loaded
Physical Strength: not listed but presume Robot 30
Cargo: Minimal; one foot compartment & storage for rifle, pistol, survival knife and first aid kit
Power System: P.P.E. Battery with 350 P.P.E. reserve to activate features, recovers 10 P.P.E per hour when not using weapons or casting. On a Ley Line, the Ironmage can draw upon 15 P.P.E. per melee round and 30 P.P.E. on a nexus to power the weapon or cast spells.
Weapon Systems:
Shriek Cannon
  • Range: 5000'
  • Damage: 1d4x10 M.D., or 1d6x10 M.D. when on a ley line or against creatures of magic/supernatural beings
  • Rate of Fire: Can only be fired once per melee
  • Payload: Each blast requires 12 P.P.P., or "dry firing" takes 2 P.P.E.
  • Special: All within 20' are deafened for 2d4 minutes (-2 APM, -8 init, -3 parry/dodge, -25% skills), 40% chance of being knocked down (lose 1APM), save vs. magic 15+ to reduce to half. Can also "dry fire" which casts Thunderclap, giving the pilot a +5 init, +1 to strike/parry/dodge, and creates a HF of 8 to all characters within 30' (except the pilot)
Starfire Machine-Gun
  • Range: 1500'
  • Damage: 3d6 M.D. per single blast, 6d6 M.D. for dual blast (both eyes)
  • Rate of Fire: Single shot only
  • Payload: Each blast uses 5 P.P.E., so a dual blast costs 10.
Goblin Bomb Launcher
  • Range: 800'
  • Damage: Varies by grenade type: Fire does 4d6 M.D. to 6' radius, lightning does 2d6+2 M.D. to a 3' radius, or can use Fire Bolt equivalent at 4 P.P.E per bolt with 125' range, 4d6 M.D. or 1d6x10 S.D.C. per blast
  • Rate of Fire: Single shot only
  • Payload: Suit has ammo hopper that holds 8 Goblin Bombs and selects the next to fire. Bandoleer or satchel can hold 16 spares.
Other Magic (P.P.E. cost in parentheses): Can be cast by pilot using suit P.P.E. or personal P.P.E. All at 7th level proficiency.
  • Blinding Flash (1)
  • Chameleon (6)
  • Climb (3)
  • Cleanse (6, only works on the Ironmage)
  • Cloud of Smoke (2)
  • Frostblade (15)
  • Globe of Daylight (2)
  • Heavy Breathing (5)
  • Impervious to Fire (5)
  • Levitation (5)
  • Lightblade (20)
  • Magic Shield (6)
  • Mystic Fulcrum (5)
  • See the Invisible (4)
  • Sense Evil (2)
  • Tongues (12)
  • Add one additional spell of choice from levels 1, 2 and 3 - all Ironmages are a little different
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Full optical suite (2000'): Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters
  • Built in language translator and depth gauge
  • Special: Characters with Power Armor Combat Elite: Glitter Boy may use this in an Ironmage
Modifiers: None.
Book Reference: p.187 Black Market Sourcebook

Cost: Extremely rare, not normally avaialble. The few exceptions fetch 35-50 million credits
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Tue Apr 16, 2019 8:42 am

PA-002G "Roadrunner"
Image
M.D.C. by Location:
  • *Helmet: 75
  • Arms (2): 45 each
  • Legs (2): 80 each
  • Thruster Jump Pack (1, back): 60
  • Main Body: 135
* Requires a called shot at -3 to strike
Statistical Data:
Running: Triples running speed (20% fatigue)
Leaping: 10' high & 15' across (unassisted), +50% with running start. 60' high & 120' across (thruster assisted)
Flying: Not possible. Can hover for 1d4+1 melee rounds, slow falls, and land on one's feet.
Underwater: 15mph under water, 22mph on the surface, can walk on sea or lake floor @ 25% normal speed, maximum depth 1000'.
Class: TW Power Armor, extremely rare!
Crew: One pilot
Dimensions: 7' tall, 3'' wide, 2.8' length, 101 pounds including thruster pack
Physical Strength: Robot 26
Cargo: None, only what the wearer can carry
Power System: Nuclear, average life 10 years
Weapon Systems:
None built in. Using heavy weapons reduces running and jumping by 20%
Hand to Hand uses Robot PS 26 but adds these special attacks:
  • Short Leap Kick: 4d4 M.D., but counts as two attacks.
  • Flying/Thruster Launched Leap Kick: 4d6 M.D. and has a 01-50% chance of knocking down man-sized opponents weighing
    up to 500 pounds (225 kg), but counts as two attacks. Those knocked off their feet lose initiative and one melee attack.
  • Thrust-Assisted Body Block or Pounce Attack from Above: +2d6 S.D.C. damage on a restrained attack, 2d4 M.D. on a
    full weight attack, plus a 01-66% chance of knocking down man-sized opponents weighing up to 500 pounds (225 kg), but
    counts as two attacks. Those knocked off their feet lose initiative and one melee attack.
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
Modifiers: +1 initiative, +2 to automatic dodge, +2 to roll with impact, 66% chance to land on feet from falls as high as 1200' (no damage) and can run along narrow ledges and trails as thin as 5" at full speed.

Book Reference: p.162 Black Market Sourcebook

Cost: 670,000 credits
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Tue Apr 16, 2019 12:00 pm

NE-EA35 "Earth Angel"
Image
M.D.C. by Location:
  • Shoulder Wings (2): 90 each
  • Main Rear Jets (3): 70 each
  • *Lower Maneuvering Jets (3): 30 each
  • Arms (2): 70 each
  • *Hands (2): 15 each
  • Plasma Cartridge Light Machine Gun: 75
  • Ammo Drum (rear): 65
  • *Particle Beam Gun: 50
  • *Mini-Missile Launchers (2): 40 each
  • *Helmet Air/Power Cables (3): 25 each
  • Legs (2): 90 each
  • *Head: 100
  • Main Body: 135
* Requires a called shot at -4 to strike (-6 to strike the helmet air/power cables)
Statistical Data:
Running: 60 mph maximum (10% fatigue)
Leaping: 10' high & 10' across (unassisted), 200' high & 400' across (thruster assisted)
Flying: Hover at up to 1000', or fly at 500 mph maximum. Cruising speed is 250 mph. Maximum altitude is 5000' (nearly a mile). Must cool jets after 20 hours of flight at cruising speed, or every 10 hours above cruising speed.
Underwater: Can walk on sea or lake floor @ 30mph, maximum depth 4000'.
Class: Strategic Armor Military Assault Suit
Crew: One
Dimensions: 8' 6" tall, 3' 9"' wide (12' with wings extended), 4' 6" length, 680 pounds
Physical Strength: Robot 26
Cargo: None, only what the wearer can carry
Power System: Nuclear, average life 10 years
Weapon Systems:
Plasma Cartridge Light Machine Gun
  • Range: 2000'
  • Damage: 3d6 M.D. per shot, or 2d4x10 M.D. for 10 shot burst
  • Rate of Fire: Single shots or 10 round bursts count as a single attack
  • Payload: 1000 round drum (100 bursts). Reloads take 5 min untrained, or 1 min trained
Particle Beam Blaster
  • Range: 2000'
  • Damage: 1d4x10 M.D.
  • Rate of Fire: Single shots
  • Payload: Unlimited
Mini-Missile Launchers
  • Range: One mile
  • Damage: Varies with type, any standard type can be used.
  • Rate of Fire: One at a time or volleys of two and four
  • Payload: 16 mini-missiles
    Features of Note:
    • All standard features common to powered armor (p.271, R:UE)
    • Full optical suite: Laser targeting, telescopic sight (2 mile range at 10x), passive nightvision (4000'), thermal-imaging (2000'), ultraviolet (3000'), polarized filters
Modifiers: +1 initiative, +1 to strike/parry/dodge, +3 to dodge in flight, +2 to disarm, +2 to roll, +1 attack at levels 2/5/10/15

Book Reference: DB 8 Naruni Wave Two, page 44

Cost: 4.2 million credits for a brand new, fully loaded suit
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Tue Apr 16, 2019 12:22 pm

NE-AA30 "Space Angel"
Image
M.D.C. by Location:
  • *Wings (2): 75 each
  • *Space Jet Pack (1; back jets): 120
  • *Head: 90
  • *Hands (2): 25 each
  • Arms (2): 75 each
  • Legs (2): 100 each
  • *Head: 250
  • Main Body: 135
* Requires a called shot at -4 to strike
Statistical Data:
Running: 50 mph maximum (10% fatigue)
Leaping: 15' high & 20' across (unassisted and with jet pack removed, increased by 30% with running start), 500' high & 2000' across (thruster assisted). Only 6' high and 6' across with Space Jet attached
Flying: Up to Mach 1.5 in atmosphere (x3 in space)
Underwater: Can swim at 4mph, walk on sea or lake floor @ 25% of running speed, and use SpaceJet up to 340mph. Maximum depth 2 miles.
Class: Combat Power Armor and Multi-Flight System
Crew: One
Dimensions: Adds +4 inches to height (fits between 5-6'10"), 2' width (11' with wings extended), 3' length with SpaceJet attached, 328 pounds + SpaceJet is 150 pounds (can be detached)
Physical Strength: Robotic and adds +10 to wearer's P.S.
Cargo: None, only what the wearer can carry
Power System: Nuclear, average life 10 years
Weapon Systems:
Missile Launchers (optional)
  • Range: Mini-missiles are 1 mile, Short-Range Missiles are 5 miles
  • Damage: Any short-range or mini-missile can be used, but standard issue is K-HEX mini (1d4x10 M.D.), short-range missile (2d6x10 M.D.), and plasma (1d6x10 M.D.)
  • Rate of Fire: One at a time or volleys of 2/4/6
  • Payload: 10 mini-missiles or 6 short-range missiles
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Optical suite: Telescopic sight (2 mile range at 10x), passive nightvision (3000'), thermal-imaging (1500')
  • Advanced HUD Visor: up to 6 different HUD viewing sections without impairing user's vision
  • Integrated Sensor Pad: motion detector and 360' min-radar (10 mile range, x4 in space, 1/2 underwater), provides an additional +3 to initiative, +2 to parry/dodge, +4 to roll, and gives the wearer the chance to dodge all attacks (even behind) provided they are within sensor range
  • Rocket Piloting System: Allows even normal humans to fly with the SpaceJet at no penalty
  • Sound Suppression System: muffles jets, allowing for a relatively silent approach and making the suit difficult to detect (maximum speed while engaged is 100mph)
Modifiers: +1 initiative, +1 to strike/disarm, +2 pull, +3 to dodge when faster than 200 mph, +10% for high-speed and trick maneuvers

Book Reference: DB 8 Naruni Wave Two, page 44

Cost: 8.7 million credits for a brand new, fully loaded suit
Submission by Ryan
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Re: Canonical Submissions

Postby Consumer » Wed Apr 17, 2019 9:32 pm

Environmental Body Armor (Light, Medium, Heavy)
NE-10G Grenades
NE-20G Micro-Grenades
K-Hex Plastique Cubes

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+1 EP (paid) for 4 properly formatted submissions in the following forums: Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons

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Re: Canonical Submissions

Postby Consumer » Thu Apr 25, 2019 9:59 pm

"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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