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: 36
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: 36
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

PA Submission by Ryan
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
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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 12:00 pm

OOC Comments
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

PA Submission by Ryan
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Re: Canonical Submissions

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

OOC Comments
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

PA Submission by Ryan
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Re: Canonical Submissions

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

Triax B-Type Hover Work Vehicle
XM-170 Infantry Repair Barge
2 properly formatted submissions: Vehicles (paid)

Naruni Enterprises Munitions
Environmental Body Armor (Light)
Environmental Body Armor (Medium)
Environmental Body Armor (Heavy)
4 properly formatted submissions in the following forums: Armor, Melee Weapons, Miscellaneous Items, Ranged Weapon (paid)
"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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Re: Canonical Submissions

Postby CPR Krueger » Thu May 23, 2019 12:12 pm

WC-PA-02 War Chief
Image
M.D.C. by Location:
  • Ammo Drum (optional; rear): 25
  • *Rail Gun (optional): 50
  • *Ion Gun: 75
  • Shoulder Missiles (4): 10 each
  • ***Shoulder Wings (2): 25 each
  • Main Rear Jets (2): 50 each
  • *Head: 50
  • Main Body: 250
    * Requires a called shot at -3 to strike
    *** Destroying a wing makes flight impossible, but can still hover and make jet-powered leaps
Statistical Data:
Running: 75 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: Hover up to 200', maximum flight speed 380mph, cruise at half. Maximum altitude 1000'
Flying Range: Unlimited, but after 10 hours of flight >cruising speed, jets must cool. 20 hours if = or < cruising speed.
Class: Strategic Assault Military Armored Suit
Crew: One
Dimensions: 8'6"' tall, 3'6" wide (wings down), 10' wide (wings extended), 4.5' length, 330 pounds without rail gun
Physical Strength: Robot P.S. 28
Cargo: None
Power System: Nuclear, average life 20 years
Weapon Systems:
NAE-1D Ion Gun System
  • Range: 3,500'
  • Damage: 6d6 M.D.
  • Rate of Fire: Single shot only
  • Payload: Unlimited. Can fire 100 blasts per hour before 30 minute cooldown. Any blast >100 within one hour has cumulative 1% chance of melting the gun
Shoulder Mini-Missiles
  • Range: One mile
  • Damage: Varies by missile type, standard AP missiles 1d4x10 M.D. per missile, plasma 1d6x10 M.D. on heavy assault missions
  • Rate of Fire: 1-2 per launcher
  • Payload: Two per shoulder (4 total)
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.199 Spirit West (WB15)

Cost: Not sold in any market, but if one were somehow found, 3+ million credits without the ion gun
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Thu May 23, 2019 1:14 pm

NE-1A-TWPA Tech-Warrior
Image
M.D.C. by Location:
  • Shoulder Mini-Missile Launchers (2: flip top): 110 each
  • Forearms (2): 100 each
  • Hands (2): 30 each (-4 to strike with called shot)
  • Legs (2): 200 each
  • Feet (2): 90 each
  • *Head: 120
  • Main Body: 350
  • ***NE-F50A Super-Heavy Forced Field: 160
    * Requires a called shot at -5 to strike
    *** If force field M.D.C. is depleted, it cannot be reactivated for 24 hours. If not reduced to zero, regenerates 1d4 M.D.C. per minute
Statistical Data:
Running: 60 mph maximum (10% fatigue)
Leaping: 15' high or across , or 100' high and 200' across with contra-gravity system engaged
Flying: Contra-gravity flight at 200mph in atmosphere, or 670mph in outer space, and can hover at any altitude desired
Underwater: Maximum 50 mph, 2000' maximum depth
Class: Medium All-Purpose Strategic Power Armor
Crew: One
Dimensions: Wearer's height +1', 4' width (with wings retracted), 11' wide with wings extended, 3' length, 1,200 pounds
Physical Strength: Robot P.S. 32
Cargo: None
Power System: Nuclear, average life 20 years
Weapon Systems:
Shoulder Mini-Missile Launchers (2)
  • Range: One mile
  • Damage: Varies by missile type, standard AP missiles 1d4x10 M.D. per missile, high explosive/fragmentation 5d6 M.D. for antipersonnel missions
  • Rate of Fire: 1 at a time or volleys of 2/3/4/6
  • Payload: 8 per shoulder (16 total)
NEL-11 "Lightning" Electrical Arc Discharger
  • Range: 1000'
  • Damage: 4d6 M.D. plus unshielded electronics scrambled for 1d6x10 min, roll on lightning side effects table (page 53 DB8) (Heavy P.A. and AI, armored vehicles, and robot vehicles with reinforced pilot compartments are unaffected)
  • Rate of Fire: Single shot only
  • Payload: Unlimited
  • Bonus: +1 to strike
Ion "Eye" Beams (2)
  • Range: 500'
  • Damage: 2d6 M.D. per single blast, or 4d6 per dual blast
  • Rate of Fire: Single or dual blasts count as one attack
  • Payload: Unlimited
  • Bonus: +1 to strike
Knight's Ripper Vibro-Sword
  • Range: Adds 4' to reach
  • Damage: 3d6 M.D.
  • Bonus: per W.P. Sword
"Blinding Flash" Photon-Flash Generator
  • Range: 20'
  • Damage: None, but save vs. temporary blindness (add P.E. bonus, needs 16+). Failure means blinded for 1d6 melee rounds (-10 Strike/Parry/Dodge) and 50% chance to fall for every 10' moved, or 80% chance if running. Successful save: -1 init. Does not affect bionic or cybernetic eyes
  • Rate of Fire: Once per round
  • Payload: Unlimited
Features of Note:
  • Variable Camouflage System: Change takes 1d4 melee rounds, armor matches environment. -20% for others to Detect Ambush/Concealment, +5 to prowl, and even with no prowl skill wearer has 40% chance of remaining unseen if they don't move. Only 25% chance of shwoign up on thermal optics. Camo system is disabled after 280 damage to main body.
  • Radar Jammer: Makes converntional and missile guidance systems unable to tag the armor, -8 to strike for missiles and other ranged weapons gain no benefit from targeting systems or radar. Jammer has a one mile range.
  • 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: +1 to initiative, +2 to strike, +3 to parry, +1 to dodge, +1 to roll, +1 to disarm, +2 to pull punch, +2 to dodge while flying, +1 melee attack at levels 1,5, 10, and 15
Hand to Hand combat damage
  • Restrained punch: 1d4 M.D.
  • Full Strength Punch: 2d4 M.D.
  • Power Punch: 4d4 M.D.
  • Kick: 2d6 M.D.
  • Leap Kick: 4d6 M.D.
  • Body Flip/Throw: 1d4 M.D. and loss of one attack/action
  • Body Block/Ram: 1d6 M.D. plus 65% chance of knockdown (target loses init & one attack), counts as two attacks
Book Reference: p.51 DB8

Cost: 8.6 million credits
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Thu May 23, 2019 1:34 pm

NE-DXZ-07 "Razor"
Image
M.D.C. by Location:
  • Main Mini-Missile Launcher (1, nose): 160
  • *Secondary Mini-Missile Shoulder Launchers (2; small): 50 each
  • *Secondary Mini-Missile Leg Launchers (2; small): 60 each
  • Multi-Weapon Forearms (2): 210 each
  • Upper Arms (2): 100 each
  • Legs (2): 180 each
  • Feet (2): 100 each
  • *Rear Booster Jets (4): 30 each
  • Reinforced Pilot Compartment: 120
  • **Sensor Pod (top): 50, destroying eliminates all sensory and optical systems
  • Main Body: 570
    * Requires a called shot at -4 to strike
    Destroying all four booster jets reduces maximum speed to 90mph and eliminates thrust-assisted leaps, inflicts -1 dodge penalty. Destroying two thrusters: 40% leap reduction
Statistical Data:
Running: 120 mph maximum (NO fatigue), cruising speed 60mph
Leaping: 15' high or across , or 40' high and across with thruster assist. Double with running start.
Flying: Not possible.
Underwater: Maximum 50 mph, 2000' maximum depth
Class: Strategic Urban Assault Suit
Crew: One
Dimensions: 18' height, 9' width, 6' length, 3 ton weight
Physical Strength: Robot P.S. 40
Cargo: Small area for personal items, weapons bin with room for one rifle, one pistol, light body armor, canteen and 4 weks of food. Two gallon water cooler is built into the unit.
Power System: Nuclear, average life 20 years
Weapon Systems:
Multiple Mini-Missile INtegrated Launcher System (1)
  • Range: One mile
  • Damage: Varies by missile type, standard AP missiles 1d4x10 M.D. per missile, plasma for 1d6x10 M.D., Frag/H.E. do 5d6 M.D. for antipersonnel missions
  • Rate of Fire: 1 at a time or volleys of 2/3/4/6/8/12
  • Payload: 48 in the nose, 6 per shoulder, 8 per leg (total 76)
Multi-Weapon Forearms (2)
  • Range: Mini-Missiles: One mile. Laser: 2000', everything else: 1200'
  • Damage: Plasma Cartridge Rifle: 5d6 M.D., or 1d6 M.D. for 3 round burst; Combat Laser: 3d6 or 5d6 M.D.; Medium Particle Beam: 1d4x10 M.D.; Plasma Ejector: 5d6 M.D. per blast. Only one type of weapon may be fired from an arm at a given time, but both arms may be fired together (losing power armor combat bonuses to do so)
  • Rate of Fire: Varies, see above
  • Payload: 320 round internal magazine (120 bursts) for each arm's Plasma Cartridge Rifle. Energy weapons are effectively unlimited.
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: +1 to initiative, +2 to strike/parry/dodge, +2 to roll, +2 melee attacks at level 1, +1 attack at levels 5/9/14
Hand to Hand combat damage
  • Restrained punch: 1d6 M.D.
  • Full Strength Punch: 2d6 M.D.
  • Power Punch: 4d6 M.D.
  • Kick: 3d6 M.D.
  • Leap Kick: 6d6 M.D.
  • Stomp: 1d6 M.D. on targets 6' or smaller in height
  • Body Block/Ram: 2d6 M.D. plus 75% chance of knockdown (target loses init & one attack), counts as two attacks
Book Reference: p.54 DB8

Cost: 18 million credits (mini-missles sold separately)
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Thu May 23, 2019 1:44 pm

NE-PA003 "Drudge"
Image
M.D.C. by Location:
  • Arms (2): 200 each
  • Hands (2): 100 each
  • Legs (2): 200 each
  • Feet (2): 100 each
  • **Sensor Cluster (head): 50
  • Main Body: 400
    * Requires a called shot at -4 to strike
Statistical Data:
Running: 400 mph maximum (10% fatigue)
Leaping: Not possible.
Flying: Not possible.
Underwater: 20mph walking on bottom floor, cannot swim, 2000' maximum depth
Class: Industrial Powered Exoskeleton Suit
Crew: One
Dimensions: 16' height, 8' width, 4' length, 10' arm length, 5 ton weight
Physical Strength: Robot P.S. 50
Cargo: Large storage area for personal items, weapon bin with room for four rifles, several pistols, two heavy weapons, body armor, canteen, 4 weeks rations
Power System: Nuclear, average life 20 years
Weapon Systems:None, but can use any weapon designed for large humanoids or giant robots

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: 1 to strike/dodge, +2 to parry, +3 to pull, +1 attack at levels 1/6/12
Hand to Hand combat damage (no elite training is possible, only basic)
  • Restrained punch: 1d6 M.D.
  • Full Strength Punch: 3d6 M.D.
  • Power Punch: 1d6x10 M.D.
  • Kick: Not possible
  • Stomp: 2d6x10 M.D. on targets 8' or smaller in height
  • Body Block/Ram: 6d6 M.D. plus 90% chance of knockdown (target loses init & one attack), counts as two attacks
Book Reference: p.55 DB8

Cost: 1.9 million credits
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Fri Jun 14, 2019 10:26 am

NE-X4-LE "Sun Chariot"
Image
M.D.C. by Location:
  • Forearm Plasma Cartridge Weapons (2; round shields): 80 each
  • Chest Mounted Mini-Missile Launcher (1): 100
  • Retractable Vibro-Swords (2, one per forearm): 100 each
  • Forearm Shields: 120 each
  • Arms (2): 100 each
  • *Hands (2):50 each
  • Legs (2): 160 each
  • Feet (2): 60 each
  • *Head/Helmet: 100
  • Main Body: 320
  • ***NE-F10A Light Force Field: 60 (available in "armor mode" only)
    * Requires a called shot at -4 to strike
    *** If M.D.C. of forcefield is depleted, cannot be used again for 12 hours. Otherwise, regenerates 1 M.D.C. per minute
Statistical Data:
Running: 70 mph maximum (30% fatigue)
Chariot Speed: 400 mph maximum, and does not tire pilot
Leaping: 20' high and across, x2 with running start. Leap not possible in chariot config.
Flying: Not possible.
Underwater: Not possible, and being submerged more than 5 minutes causes severe damage.
Class: Experimental Combat Powered Armor Suit
Crew: One
Dimensions: 8' height, 6' width, 3.5' length, 600 pound weight
Physical Strength: Robot P.S. 24
Cargo: None
Power System: Nuclear, average life 5 years
Weapon Systems:
Plasma Cartridge Forearm Weapons (2)
  • Range: 1200'
  • Damage: 1d4x10 M.D. per shot, or 2d4x10 M.D. for twin forearm shot
  • Rate of Fire: Standard
  • Payload: 120 shot internal magazine per arm, uses NE-003PC "Standard" Plasma Cartridges
Chest-Mounted Mini-Missile Launcher(1)
  • Range: One mile
  • Damage: Varies by missile type, standard issue includes plasma 1d6x10 M.D. per missile, fragmentation 5d6 M.D. for antipersonnel missions
  • Rate of Fire: 1 at a time or volleys of 2/3/4/6/12
  • Payload: 6 on each side of the chest (12 total)
Dragon's Breath Plasma Ejector
  • Range: 100'
  • Damage: 5D6 M.D.
  • Rate of Fire: Standard
  • Payload: effectively unlimited
  • Bonus: +2 to strike when grappling with an opponent
Retractable Plasma Swords (2)
  • Damage: 3D6
  • As per W.P. Sword
Chariot Configuration
  • Generates plasma field around Sun Chariot damaging anyone touching it
  • Damage: 2d6 M.D. per melee round, and blinds unprotected eyes while holding on & for 1d6 melee rounds following
  • Plasma field interferes with communications and electronics systems, -30% for all skill rolls, reduce range of transmissions by 70%
  • Does not protect anything worn or held; such items are destroyed by the plasma field.
  • Only Plasma Cartridge Forearm Weapons can be used in Chariot config.
  • Other mode of attack in Chariot config is sideswipe/ram, does 3d6 M.D. and 88% knockdown, senidng opponent 1d4x10 yards (opponent loses init & 2 melee attacks). If >250mph, does extra 2d6 M.D., but armor also takes 1d6 M.D. from impact
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 init, +1 strike, +3 parry, +2 dodge, +3 to dodge in Chariot mode, +2 disarm, +1 pull, +1apm @ 1/4/8/12
Explosions and most projectile weapons, including rail guns, do half damage. Thermo-kinetic material and heat baffles make it impervious to fire and heat, no damage (even from magic fire)!
Hand to Hand combat damage
  • Restrained punch: 2d6+5 S.D.C.
  • Full Strength Punch: 1d4 M.D.
  • Power Punch: 2d4 M.D.
  • Kick: 1d6 M.D.
  • Leap Kick: 2d6 M.D.
  • Body Flip, Throw: One M.D. plus victim loses one melee attack.
  • Body Block/Ram in armor config: 1d6 M.D., 45% chance of knockdown, uses 2APM
Book Reference: p.57 DB8

Cost: 3.3 million credits
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Fri Jun 14, 2019 10:50 am

NE-R2000 "Reaper"
Image
M.D.C. by Location:
  • Energy Scythe (1): 200 (but invulnerable when energized)
  • Arms (2): 280 each
  • *Hands (2): 320 each
  • Legs (2): 620 each
  • Feet (2): 250 each
  • Reinforced Pilot Compartment: 250
  • *Head: 500
  • Main Body: 2600
    * Requires a called shot at -3 to strike
Statistical Data:
Running: 130 mph maximum (no fatigue)
Leaping: 30' high and across, 100' length with running start.
Flying: Not possible.
Underwater: 30mph on bottom, but cannot swim. Maximum depth: 1 mile
Class: Tactical Assault and Psychological Warfare Robot
Crew: Three, and can seat up to three additional passengers or 600 pounds of cargo
Dimensions: 32' height, 18' width, 12' length, 29 tons
Physical Strength: Robot P.S. 50
Cargo: Large storage area for pilot's personal items + weapon bin w/room for 8 rifles and pistols, two heavy weapons, four sets of body armor, basic gear for the crew, and a four week supply of food and water
Power System: Nuclear, average life 20 years
Weapon Systems:
Multiple Micro-Missile Integrated Launcher System (1)
  • Range: 2 miles, can only use Smart AP Micro-Missiles
  • Rate of Fire: 1 at a time or volleys of 2/3/4/6/12/24
  • Damage: 6d6 M.D. per armor-piercing micro-missile to 3' area
  • Payload: 668 total launchers distributed around the suit body. Head: 8, Shoulders: 160, Upper Arms: 60 each, Lower Arms: 30 each, Upper Legs: 80 each
  • Bonuses: Smart micro-missiles are +4 to strike, and get 2 attacks per melee round (will try again if they miss). Require a called shot to strike and dodge at +4, Speed 88/60mph to fly around obstacles but up to mach 2 if straight path. Cost 8000 credits per missile (sold separately)
  • Special: Carefully concealed, only 8% chance to discover launchers before they fire
Particle "Eye" Beams (2)
  • Range: 1200'
  • Damage: 1d4x10+6 M.D. per single eye, or 2d4x10 if both eyes simultaneously fire at the same target
  • Rate of Fire: Standard for single or double blasts.
  • Payload: Effectively unlimited
  • Bonus: +2 to strike
Energized Combat Scythe (1)
  • Range: Scythe can attack within 40' of robot, and energy blast has 1200' range
  • Weight: 1000 pounds
  • Size: 40' long
  • Damage: 5D6 M.D. per chop or slice attack. Solid spike does 3d6 M.D., and long range energy bolt does 4d6 M.D. per blast
  • Rate of Fire: Standard
  • Payload: effectively unlimited
  • Bonus: +1 to strike, +2 to parry, +3 to disarm (in addition to other combat bonuses). Scythe cannot be thrown.
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 (5000' range) infrared, ultraviolet, polarized filters.
  • Enhanced Radar: Up to 96 targets at once, 100 miles range
  • Gravitic Sonar: can detect invisible targets, "see through" buildings and vehicles to map the insides of them, detect traps, etc. Cannot penetrate force or phase fields. 500' range
Modifiers: +2 init, +2 strike, +2 parry, +3 dodge, +2 roll, +2 disarm, +2 pull, +1 APM @ 1/4/8/12
Hand to Hand combat damage
  • Restrained punch: 1d6 M.D.
  • Full Strength Punch: 3d6 M.D.
  • Power Punch: 6d6 M.D.
  • Kick: 2d6 M.D.
  • Leap Kick: 4d6 M.D.
  • Stomp: 3d6 M.D., but only usable on targets <15' tall
  • Body Block/Ram 5d6 M.D. and 95% chance of knockdown (lose init & 2 APM, uses 2APM)
Book Reference: p.57 DB8

Cost: 115 million credits
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Fri Jun 14, 2019 11:07 am

NE-SA40 Stealth
Image
M.D.C. by Location:
  • Arms (2): 55 each
  • *Hands (2): 15 each
  • Legs (2): 70 each
  • *Head/Helmet: 65
  • Main Body: 220
    * Requires a called shot at -4 to strike
Statistical Data:
Running: 50 mph maximum (20% fatigue)
Leaping: 20' high and across, +15' with running start.
Flying: Not possible.
Underwater: Swimming at double normal swim speed, Maximum depth: 2000'
Class: Thermo-Kinetic Stealth Ultra-Light Power Armor Suit
Crew: One
Dimensions: +4 inches taller than wearer (adjusts to fit 5-7.5' tall), 2' width, 1' length, 100 pounds
Physical Strength: Robot P.S. 25
Cargo: None
Power System: BE-EB electrical battery good for 96 hours continuous use before recharge (2-3 hours). Spare recommended, costs 100,000 credits
Weapon Systems: None! But can use handheld weapons (must have independent power supply)
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Optics package: telescopic (10x, 2 mile range), passive nightvision (3000'), thermal-imaging (1500')
  • HUD Visor: up to 6 split screens without impairing user vision
  • Advanced Internal Cooling System: invisible to heat sensors, thermo-imagers/optics (if within 2' of sensor, 10% chance). Can only run for 2 hours before cooling down for 1 hour. -70% to Read Sensory Equipment skill to locate using radar, thermal-sensors, heat detectors, etc.
  • Stealth System: Radar absorbing, minimized radar cross signature (size of a cat), 20% chance of showing up on radar at all
  • Integrated Sensor Pod: motion and mini-radar with 360 degree scanning capability, sends threat info to HUD Visor and adds +3 init, +2 parry, +2 dodge, +5 roll, and can try to dodge all attacks (even from behind or surprise)
Modifiers: Robot combat and piloting bonuses: +2 init, +1 to strike/parry/dodge at levels 1/6/12, +1APM @ 1/4/8/12/15, +15% to Prowl, +5% to conceal
Hand to Hand combat damage
  • Restrained punch: 6d6 S.D.C.
  • Full Strength Punch: 1d4 M.D.
  • Power Punch: 2d4 M.D.
  • Kick: 1d6 M.D.
  • Leap Kick: 2d6 M.D.
Book Reference: p.57 DB8

Cost: 3.8 million credits, and includes one NE-EB battery
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Fri Jun 14, 2019 1:12 pm

QGB-2-20 Glitter Girl
Image
M.D.C. by Location:
  • QST-104 Double-Up Assault Cannon: 150
  • *Optional Back Mounted Mini-Missile Launcher (1): 50
  • *Shoulder Mini-Missile Launchers (2): 20 each
  • Arms (2): 240 each
  • *Hands (2): 80 each
  • Legs (2): 400 each
  • Reinforced Pilot's Compartment: 90
  • *Head/Helmet: 270
  • Main Body: 650
    * Requires a called shot at -4 to strike
    Note: Laser weapons do half damage!
Statistical Data:
Running: 90 mph maximum (10% fatigue)
Leaping: 15' high and across, +12' with running start. Jet thruster assisted leaps: 120' up or across. Thrusters can hold 18' off the gorund for up to 2d4x10 seconds
Flying: Not possible.
Underwater: Swimming 20mph, or walk on floor at 25% of normal walking speed, Maximum depth: One mile
Class: Laser Resistant Infantry Personnel Assault Unit
Crew: One
Dimensions: 9'6" height, 3'6" width, 3' length, one ton
Physical Strength: Robot P.S. 36
Cargo: Minimal; foot locker & storage for rifle, handgun, survival knife, and first aid kit
Power System: Nuclear, average life 20 years
Weapon Systems
QST-104 "Double Up" Assault Cannon
  • Range: Explosive Rounds: 6,000', Plasma Bolts: 2,400'
  • Damage: Explosive Rounds: 2d6 M.D., Plasma Bolt: 6d6 + 12 M.D.
  • Rate of Fire: Standard, single shots only
  • Payload: 100 explosive rounds, 120 plasma blasts (regenerates 2 per minute)
Shoulder Mounted Mini-Missile Canister Launchers (2)
  • Range: One mile
  • Damage: Varies by missile type, standard issue is AP missiles (1d4x10 M.D.) or plasma (1d6x10 M.D.) per missile.Fragmentation do 5d6 M.D. for antipersonnel missions
  • Rate of Fire: 1 at a time or volleys of 2
  • Payload: 2 total, one each shoulder
Optional Mini-Missile Backpack Unit
  • Range: One mile
  • Damage: Varies by missile type, standard issue is AP missiles (1d4x10 M.D.) or plasma (1d6x10 M.D.) per missile.Fragmentation do 5d6 M.D. for antipersonnel missions
  • Rate of Fire: 1 at a time or volleys of 2 or 4
  • Payload: 12 total
Optional: RG-14 Rapid Acceleration Electromagnetic Rail Gun ("Boom Gun") may be used (shoulder mounted)
Features of Note:
  • All standard features common to Quebec power armor (p.79, WB:22)
Modifiers: +2 init, +3 to strike with GST-104, +2 to strike with Boom Gun, +1 dodge, +2 pull
Book Reference: p.87 WB22

Cost: 24 million credits, exclusive to Free Quebec Military
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Fri Jun 14, 2019 7:35 pm

QPA-98 Side Kick
Image
M.D.C. by Location:
  • *Main Jet Thruster (1): 90
  • *Lower Jet Thrusters (2, back): 30 each
  • *Leg Directional Thrusters (4): 15 each
  • Forehead Searchlight (1): 3
  • QST-98 Grenade Launcher (1): 100
  • *Head: 100
  • Main Body: 280
    * Requires a called shot at -3 to strike, -6 when leaping or flying around
    Note: Laser weapons do half damage!
Statistical Data:
Running: 40 mph maximum (20% fatigue)
Leaping: 12' high and across. Jet thruster assisted leaps: 60' up or 300' across. When Power Jumping (leaping, landing, running a few dozen yards and then power leaping again), can maintain 150mph speed. Reduce by 40-50% when in dense vegetation or hazardous terrain
Flying: 600' altitude, 120mph speed maximum, cruise at 60mph. Speed cut in half after one hour, and will burn out 3d6 minutes later unless stopped to cool.
Underwater: Swimming 25mph, or walk on floor at 25% of normal walking speed, Maximum depth: 1200'
Class: Strategic Armor Military Exoskeleton
Crew: One
Dimensions: 7' height, 3' width, 3' length, 1000 pounds, or 600 without jet pack
Physical Strength: Robot P.S. 26
Cargo: None
Power System: Nuclear, average life 20 years
Weapon Systems
QST-98 "Kicker" Grenade Launcher
  • Range: 1800'
  • Damage: 5d6 M.D. to six' radius, or 2d4x10 M.D. to six' radius
  • Rate of Fire: Single shot or short burst of three (unmodified roll only for burst)
  • Payload: 40, or 120 with ammo drum
Standard Additional Weapons
  • CS C-18 Laser Pistol: Damage 2d4 M.D., Range 800', payload: 10 shots
  • CS Vibro Knife: Damage 1d6 M.D.
  • CS Hand Grenades 1d4 Fragmentation or Plasma grenades plus 1d4 Smoke grenades
    Can also use any man-sized handgun, rifle or light rail gun
Features of Note:
  • All standard features common to Quebec power armor (p.79, WB:22)
  • Helmet searchlight, 1000' range
  • Full optics systems
Modifiers: +1 to strike for long range weapons. +1 init, +1 parry, +2 dodge, +6 to dodge while power jumping[/list]
Book Reference: p.92 WB22

Cost: 8.5 million credits, exclusive to Free Quebec Military
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Fri Jun 14, 2019 8:12 pm

QGB-3-30 Tarantula Glitter Boy
Image
M.D.C. by Location:
  • QST-333 Shaker Cannon (1): 175
  • *Ammo Drum (1, lower back): 120
  • *Ion Blaster (1, left forearm): 50
  • *Vibro-Blade (1, right forearm): 50
  • *Head: 290 (310 for Type Two variant)
  • *Hands (2): 100 each
  • *Small Fins (14): 12 each
  • Large Fins (2, back): 65 each
  • Arms (2): 300 each
  • Legs (2): 500 each
  • Reinforced Pilot's Compartment: 120
  • Main Body: 850
    * Requires a called shot at -4
    Note: Laser weapons do half damage!
Statistical Data:
Running: 50 mph maximum (10% fatigue)
Leaping: 10' high and across, +10' with running start. Jet thruster assisted leaps: 60' up or across. Thrusters can momentarily hold 10' off the ground for up to 1d6x10 seconds.
Flying: Not possible
Underwater: Swimming 15mph, or walk on floor at 25% of normal walking speed, Maximum depth: 1.2 miles
Class: Laser Resistant Infantry Personnel Assault Unit
Crew: One
Dimensions: 11'5' height, 4'8" width, 4'6" length, fins add 3' to height, 1,6 tons
Physical Strength: Robot P.S. 40
Cargo: Foot locker and storage for rifle, handgun, survival knife, and first-aid kit
Power System: Nuclear, average life 20 years
Weapon Systems
QST-333 "Shaker" Cannon
  • Range: Laser: 2000', Plasma Bolts: 2400', Rail Gun: 6000'
  • Damage: Laser: 4d6 M.D., Plasma Bolts: 1d6x10+6 M.D., Rail Gun: 1d6 M.D. per round, or 30 round burst for 1d6x10 M.D.
  • Rate of Fire: Single shot only for Laser or Plasma Bolts, Rail Gun can fire bursts as well
  • Payload: Laser: Unlimited, Plasma Bolts: Unlimited, but can only fire 3x per round or risks overheating and shutdown. If disable fail-safe, can fire for 1d4 more rounds before it explodes, GB takes 4d6x10 M.D., everything else takes 1d6x10 M.D. in 15' radius. Rail Gun: 300 rounds, connected to ammo drum w/3000 rounds
Forearm Ion Blaster (1)
  • Range: 1000'
  • Damage: 4d6.
  • Rate of Fire: Standard
  • Payload: Laser: Unlimited
Vibro Sword (1)
  • Damage: 2d6+3 M.D. per strike
  • Maximum range: 3' blade
Optional: Type Two Head with Dual Lasers
  • Range: 1200'
  • Damage: 2d6 M.D. per single, or 4d6 M.D. per double blast
  • Rate of Fire: standard
  • Payload: Unlimited
  • Bonus to strike of +1
Optional: Forearm Mini-Missile Launcher
  • Range: One mile
  • Damage: Any can be used, standard issue is AP (1d4x10 M.D.) or Plasma (1d6x10 M.D.), or Fragmentation (5d6 M.D.) for anti-personnel missions
  • Rate of Fire: One at a time or in volley of 2
  • Payload: Two total
Optional: RG-14 Rapid Acceleration Electromagnetic Rail Gun ("Boom Gun") may be used instead
Features of Note:
  • All standard features common to Quebec power armor (p.79, WB:22)
Book Reference: p.98 WB22

Cost: 23 million credits, exclusive to Free Quebec Military
Submission by Ryan

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Re: Canonical Submissions

Postby CPR Krueger » Sat Jun 15, 2019 4:04 pm

QGB-7-70 Taurus Glitter Boy
Image
M.D.C. by Location:
  • *Guns (2, type varies): 150 each
  • *Head: 290
  • *Hands (2): 100 each
  • Arms (2): 290 each
  • Legs (2): 500 each
  • Reinforced Pilot's Compartment: 150
  • Main Body: 800
    * Requires a called shot at -4
    Note: Laser weapons do half damage!
Statistical Data:
Running: 50 mph maximum (10% fatigue)
Leaping: 8' high and across, +10' with running start. Jet thruster assisted leaps: 60' up or across. Thrusters can momentarily hold 12' off the ground for up to 1d6x10 seconds.
Flying: Not possible
Underwater: Swimming 15mph, or walk on floor at 25% of normal walking speed, Maximum depth: 1 mile
Class: Laser Resistant Infantry Personnel Artillery Unit
Crew: One
Dimensions: 10'10" height (add 3' with artillery guns), 4'4" width (add 4' with artillery guns), 4' length but add 3' with artillery guns, one ton or two when fully loaded
Physical Strength: Robot P.S. 40
Cargo: Foot locker and storage for rifle, handgun, survival knife, and first-aid kit
Power System: Nuclear, average life 20 years
Weapon Systems
High-Powered Mortars (2)
  • Range: 2.2 miles/12,000' and often requires pointing the firing tube up at 30 - 90 degree angle to "launch" the projectile in a looping arc to bombard an opponent up to two miles away.
  • Damage: Explosive: 1d6x10 M.D. to 20' blast radius, 2d6x10 M.D. for simultaneous double blast. Smoke provides cover and is used for targeting
  • Rate of Fire: One at a time, or in a volley of 2
  • Payload: 12 total; six per gun.
  • Bonus: When target < 1 mile away, +1 to strike. If target is out in the open and clearly visible, additional +1, and if it is large, stationary, or slow moving (giant robot, dragon Death's Head transport, town, convoy, army of ground troops, fort, etc.) +2 more
  • Penalties: -2 to strike a specific, moving, Glitter Boy-sized or smaller target, or if any target is more than one mile away. -3 to strike when target is under cover, obscured, invisible, or not line of sight, -6 if it is QGB sized or smaller and moving >60mph, like a dodging juicer, running 'borg, speeding hovercycle, SAMAS, etc.
Optional High-Powered Laser Cannons (2)
  • Range: 4000'
  • Damage: 1d4x10 M.D. per blast, 2d4x10 per double blast at the same target
  • Rate of Fire: Standard
  • Payload: Unlimited
Taurus can also use Boom Gun, Double-Up Assault Cannon, or Wolf's Bite assault rifle
Features of Note:
  • All standard features common to Quebec power armor (p.79, WB:22)
Book Reference: p.98 WB22

Cost: 18 million credits without weapons - exclusive to Free Quebec Military and NGR Military. A fully loaded Taurus on the Black Market is likely to command something in the range of 30-45 million credits; very rare.
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sat Jun 15, 2019 4:28 pm

QGB-8-88 Silver Wolf Glitter Boy
Image
M.D.C. by Location:
  • QST-188 Particle Beam Assault Cannon: 150
  • *Forearm Weapon Shields (2, one per arm): 100 each
  • *Retractable Vibro-Blades (2, one per arm): 60 each
  • *Head: 270
  • *Hands (2): 75 each
  • Arms (2): 210 each
  • Legs (2): 330 each
  • Reinforced Pilot's Compartment: 90
  • Main Body: 450
    * Requires a called shot at -4
    Note: Laser weapons do half damage!
Statistical Data:
Running: 90 mph maximum (10% fatigue)
Leaping: 15' high and across, +12' with running start. Jet thruster assisted leaps: 120' up or across. Thrusters can momentarily hold 18' off the ground for up to 2d4x10 seconds.
Flying: Not possible
Underwater: Swimming 25mph, or walk on floor at 25% of normal walking speed, Maximum depth: 3000'
Class: Laser Resistant Infantry Personnel Assault Unit
Crew: One
Dimensions: 8' height, 3'3" width, 3' length but does not include P-Beam Cannon length of 6.7 feet, 1400 pounds fully loaded
Physical Strength: Robot P.S. 32
Cargo: Foot locker and storage for rifle, handgun, survival knife, and first-aid kit
Power System: Nuclear, average life 20 years
Weapon Systems
QST-188 Particle Beam Assault Cannon (1)
  • Range: 2000'
  • Damage: 1d6x10+6 M.D.
  • Rate of Fire: Standard, single attacks only.
  • Payload: Unlimited
  • After heavy use (>200 shots) for 10 minutes, 66% of temporary shutdown for 1d6 minutes to cool. Not firing more than 3x per round or not firing it at all for one round every minute will prevent overheating
Forearm Shield Mounted Mini-Missiles Launchers (2)
  • Range: One Mile
  • Damage: Standard issue is AP (1d4x10 M.D.) or plasma (1d6x10 M.D.). Fragmentation (5d6 M.D.) may be used for anti-personnel operations.
  • Rate of Fire: One at a time or in a volley of 2
  • Payload: Eight total, four per Weapon Shield
Anti-Personnel Laser (1)
  • Range: 1000'
  • Damage: 2d6 M.D., or 4d6 per double blast (uses 2APM)
  • Rate of Fire: Standard
  • Payload: Unlimited
Vibro-Swords (2)
  • Damage: 3d6 M.D.
Silver Wolf can use most rifles, rail guns, or the QST-09 "Kicker" Grendade Launcher. Too small to use Boom Gun or other full size GB cannons, except QST-104 "Double Up" Assault Cannon, which can be used in place of the P-Beam Cannon
Features of Note:
  • All standard features common to Quebec power armor (p.79, WB:22)
  • Helmet searchlight, 1000' range
Modifiers: +2 init, +1 to strike with energy weapons (long-range only).
Hand to hand bonuses: +3 init, +1 to strike, +2 parry, +2 dodge, paired Vibro-Blades. Parry bonus does not apply if Weapon Shields are lost.
Book Reference: p.101 WB22

Cost: 20 million credits, exclusive to the Free Quebec Military. 15.4 million without weapons.
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sat Jun 15, 2019 5:50 pm

QPA-201 Power Trooper
Image
M.D.C. by Location:
  • *Hand-Held Gun (1): 80
  • *Shoulder Mini-Missile Launchers (2): 75 each
  • Folding Launcher (1; extends from left shoulder): 80
  • Shoulder Mounted Laser Cannon & Launcher (1; right): 120
  • * Forearm Weapon Package (1, left): 75
  • *Chest Spotlight (1): 4
  • Lower Arms (2): 115 each
  • *Hands (2): 40 each
  • Legs (2): 140 each
  • Main Thrusters (2, back): 100 each
  • * Maneuvering Jets (12; 6 front, 6 back): 25 each
  • * Head :110
  • Main Body: 295 (does not use GB materials)
    * Requires a called shot at -4
Statistical Data:
Running: 40 mph maximum (10% fatigue)
Leaping: 12' high and across. Jet thruster assisted leaps: 60' up or 200' across. Power Jumping w/running start: 100'high, 300' lengthwise. Leaping, landing, running a few dozen yards, power leaping again, reaches 180mph, -40-50% in dense vegetation or hazardous terrain.
Can change trajectory or hover mid-jump! Crashing through underbrush is noisy and reduces pilot's vision and awareness (-3 init, -1 to strike/parry/dodge)
Flying: Can fly up to 80mph, cruising speed is 40mph, maximum altitude 200'. Maximum one hour before has to land and cool jets. If continues, has 3d6 minutes before they burn out, making flying and jet propelled leaps impossible.
Underwater: Swimming 60mph, or walk on floor at 20mph of normal walking speed, Maximum depth: 3000'
Class: Heavy Assault Combat Power Armor
Crew: One
Dimensions: 14' height, 6'6" width, 5' length, 6 tons fully loaded
Physical Strength: Robot P.S. 40
Cargo: Small area for pilot's personal items.
Power System: Nuclear, average life 15 years
Weapon Systems
QRL-201 High-Powered Laser Rifle (1)
  • Range: 2000'
  • Damage: 3d6 M.D. or 1d4x10 per four-shot burst
  • Rate of Fire: Standard
  • Payload: 60 shots, but can be connected via special cable to a robot's energy supply, making it effectively unlimited
Shoulder Laser Cannon (1)
  • Range: 4000'
  • Damage: 6d6 M.D.
  • Rate of Fire: Standard, single blast only
  • Payload: Unlimited, with a 60 shot reserve available in an independent power supply built into the shoulder housing in case the cable is cut
Left Forearm Weapon Package (1)
  • Forearm Laser Blaster: 5d6 M.D. per blast, 800' range, unlimited payload
  • Vibro-Sword: 2d6 M.D.
Shoulder Mini-Missile System (2)
  • Range: 1 mile
  • Damage: Standard issue is AP (1d4x10 M.D.) or plasma (1d6x10 M.D.). Fragmentation (5d6 M.D.) is used for anti-personnel purposes.
  • Rate of Fire: one at a time or volleys of 2/3/4
  • Payload: 32 total, 16 per shoulder
Folding Mini-Missile Launcher (1)
  • Range: 1 mile
  • Damage: Standard issue is AP (1d4x10 M.D.) or plasma (1d6x10 M.D.). Fragmentation (5d6 M.D.) is used for anti-personnel purposes.
  • Rate of Fire: one at a time or volleys of 2/4/6
  • Payload: 18 total
Features of Note:
  • Sensors & Features of Note: has all standard features plus a few special ones.
  • Thermo-Imager: 2000 feet, Infrared and Ultraviolet Optics, Infrared Searchlights :500 feet, Nightvision and Video Camera System
Modifiers: +1 to strike at long range
Book Reference: p.105 WB22

Cost: 6 million credits, exclusive to the Free Quebec Military.
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sat Jun 15, 2019 6:21 pm

QPA-101 Pale Death SAMAS
Image
M.D.C. by Location:
  • * Shoulder Wings (2): 50 each
  • Main Rear Jets (2): 60 each
  • Lower Maneuvering Jets (2; small): 25 each
  • * Ammo Drum (rear): 35
  • * Rail Gun: 50
  • Forearm Mini-Missile Launcher (1; left): 50
  • * Hands (2): 25 each
  • Arms (2): 50 each
  • Legs (2): 100 each
  • ** Head: 70
  • Main Body: 250
* requires a called shot at -4 to strike
** requires a called shot at -3 to strike
Statistical Data:
Running: 60 mph maximum (10% fatigue)
Leaping: 15' high and across. Jet thruster assisted leaps: up to 100' high or 200' across
Flying: Can hover stationary up to 200'. Fly at 300mph, cruising speed is 150mph, optimal altitude 100'. Maximum 10 hours before has to land and cool jets. With rest stops every few hours, indefinite range
Underwater: Swimming four mph, or walk on floor at 25% of normal running speed. With Jet Thrusters, up to 40mph underwater and 50mph on surface. Maximum depth: 1000'
Class: Strategic Armor Military Assault Suit
Crew: One
Dimensions: 8' height, 3.5' (wings down) or 10' (wings extended) width, 4'3" length, 340 pounds without rail gun
Physical Strength: Robot P.S. 30
Cargo: None.
Power System: Nuclear, average life 20 years
Weapon Systems
C-40R SAMAS Rail Gun (1)
  • Range: 4000'
  • Damage: 40 round burst for 1d4x10 M.D. or single round for 1d4 M.D.
  • Rate of Fire: Standard
  • Payload: 2000 round drum
CM-2 Rocket Launcher (1)
  • Range: one mile
  • Damage: Standard issue is armor piercing (1d4x10 M.D.) or plasma (1d6x10 M.D.), fragmentation (5D6 to a 20' radius) for anti-personnel operations.
  • Rate of Fire: One or Two
  • Payload: Two
SAMAS can use most infantry weapons from pistols and Vibro-Blades to assault rifles.
Features of Note:
  • SAMAS has full optical systems including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor.
Modifiers: +1 to strike and +1 to dodge
Book Reference: p.107 WB22

Cost: 1.6 million credits, but sells on Black Market for same cost as CS SAMAS (2.4 to 3 million, or 1.5 to 2 million without weapons). Rarely available.
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sat Jun 15, 2019 6:35 pm

QPA-102 Violator SAMAS
Image
M.D.C. by Location:
  • * Shoulder Wings (2): 115 each
  • * Shoulder Fins (2): 25 each
  • Main Rear Jets (3, top): 100 each
  • Lower Maneuvering Jets (3; lower): 60 each
  • Jet Intakes (2; top, front): 50 each
  • * Wing Mini-Missile Launchers (2): 25 each
  • * Laser Gun: 60
  • * Hands (2): 25 each
  • Arms (2): 70 each
  • Legs (2): 120 each
  • ** Head: 90
  • Main Body: 312
* requires a called shot at -4 to strike
** requires a called shot at -3 to strike
Statistical Data:
Running: 70 mph maximum (10% fatigue)
Leaping: 20' high and across. Jet thruster assisted leaps: up to 100' high or 200' across
Flying: Can hover stationary. Fly at 360mph, cruising speed is 150mph, maximum altitude 10,000'. Maximum 10 hours at maximum speed or 24 hours at cruising sped before has to land and cool jets. With rest stops every few hours, indefinite range
Underwater: Swimming four mph, or walk on floor at 20mph. With Jet Thrusters, up to 40mph underwater and 60mph on surface. Maximum depth: 2000'
Class: Strategic Armor Military Assault Suit
Crew: One
Dimensions: 10'6" height, 3'7" (wings down) or 16' (wings extended) width, 4'10" length, 680 pounds fully loaded
Physical Strength: Robot P.S. 32
Cargo: None.
Power System: Nuclear, average life 20 years
Weapon Systems
QR-12A SAMAS Laser Rifle (1)
  • Range: 2800'
  • Damage: 3d6 M.D. per shot, 1d4x10 M.D. per burst. See penalties below
  • Rate of Fire: Standard
  • Payload: Unlimited
  • Penalties: -1 on initiative and reduce maximum speed by 10% when used as a single shot weapon as long as the gun is turned on. -2 on initiative, -1 to strike and -20% to the V-SAM's speed when the weapon fires a triple pulse burst. Penalties last for an entire melee if any number of bursts is fired.
CM-2B Wing Mini-Missile Launchers (2)
  • Range: one mile
  • Damage: Standard issue is armor piercing (1d4x10 M.D.) or plasma (1d6x10 M.D.), fragmentation (5D6 to a 20' radius) for anti-personnel operations.
  • Rate of Fire: One at a time or in volleys of 2/4/8/16
  • Payload: 16 total, 8 per launcher
Wing Blades
  • Horror Factor of 12 when opponent realizes the SAMAS is trying to slice and dice
  • Damage: 1d6 M.D. from glancing blow, 3d6 M.D. +1 for every 20 mph of speed (+18 at full speed) from full strength slice attack.
  • Bonuses: +1 to strike with wings at levels 2/5/8/11/14,2 to disarm, and parry with the wings at +2
Vibro-Blade Short-Sword (1)
  • Damage: 3d6 M.D.
SAMAS can use most infantry weapons from pistols and Vibro-Blades to assault rifles.
Features of Note:
  • SAMAS has full optical systems including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor.
Modifiers: +2 init, +1 strike, +1 dodge
Book Reference: p.109 WB22

Cost: 2.1 million credits, exclusive to Free Quebec Military.
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jun 16, 2019 5:35 am

QPA-10 Sea Dragon
Image
M.D.C. by Location:
  • Arms (2): 100 each
  • Legs (2): 150 each
  • Underwater Propulsion System/Hover Pack: 90
  • * Main Jets (2): 100 each
  • Ammo Drum (1; rear): 50
  • Laser Cannon (1, hand-held): 100
  • * Ion Blaster (1; concealed in the left arm): 25
  • Shoulder Mini-Missile Launchers (2): 50 each
  • * Forearm & Lower Leg Vibro-Blades (4): 50 each
  • * Head: 100
  • Main Body: 300
* requires a called shot at -3 to strike
Statistical Data:
Running: 60 mph maximum (10% fatigue)
Leaping: 15' high and across. Jet thruster assisted leaps: up to 200' high or 300' across
Flying: Can hover stationary at 100'. Flight at 100mph, cruising speed is 50mph, maximum altitude 200'. Maximum 2 hours at maximum speed or 5 hours at cruising sped before has to land and cool jets.
Underwater: With Jet Thrusters, up to 55mph underwater and 80mph skipping across surface. Maximum depth: 4400'
Class: Strategic Armor Military Assault Suit
Crew: One
Dimensions: 10' height, 4'6" width, 4 length, 600 pounds fully loaded
Physical Strength: Robot P.S. 36
Cargo: None.
Power System: Nuclear, average life 20 years
Weapon Systems
QN-60 Variable Beam Laser Cannon (1, hand-held)
  • Range: 2000' underwater, 4000' on land
  • Damage: 5d6 M.D.
  • Rate of Fire: Standard
  • Payload: Unlimited
Ion Forearm Gun (1, left)
  • Range: 1000' (half underwater)
  • Damage: 4d6 M.D.
  • Rate of Fire: Standard
  • Payload: Unlimited
CM-4 Shoulder Mini-Missile Launchers (2)
  • Range: one mile
  • Damage: Standard issue is armor piercing (1d4x10 M.D.) or plasma (1d6x10 M.D.)
  • Rate of Fire: One at a time or in volleys of 2/4
  • Payload: 16 total, 8 per launcher
Electro-Spear
  • Damage: 1d6 M.D. as a stabbing or slashing weapon. Blunt end strikes for 2d4 S.D.C. Electric Blast to impaled victim deals 2d6 M.D., Long-Range electrical bolt does 1d6 M.D. on land, underwater does 1d6+6 M.D. and 1 M.D. to 50' radius (Sea Dragon is insulated)
  • Bonuses: +1 to strike with wings at levels 2/5/8/11/14,2 to disarm, and parry with the wings at +2
Vibro-Fins (1)
  • Damage: 1d6+2 M.D.
SAMAS can use most infantry weapons from pistols and Vibro-Blades to assault rifles, but is limited to one.
Features of Note:
  • SAMAS has full optical systems including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor.
  • Sonar: 15 mile range, can track 32 targets
  • Depth and pressure gauges
Modifiers: +1 init, +1 parry, +1 dodge (+2 underwater), +2 to strike (long range only)
Book Reference: p.109 WB22

Cost: 2.3 million credits to Free Quebec Military, double on open market
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jun 16, 2019 6:55 am

BM-JAPE II Defender
Image
M.D.C. by Location:
  • * Head (reinforced): 90
  • Arms (2): 65 each
  • Shoulder Plates (2): 65 each
  • * Shoulder Grenade Launchers (2): 35 each
  • * Forearm-Mounted Variable Lasers (3, right): 15 each
  • * Forearm Capture System (1, left): 20
  • * Neural Disruptor Rifle: 50
  • Legs (2): 120 each
  • Main Body: 210
* requires a called shot at -4 to strike
Statistical Data:
Running: 120 mph maximum (10% fatigue, or 30% if >90mph) Can hover stationary up to 1d4 melee rounds before becoming wobbly and floats back to the ground.
Leaping: 30' high and across. Jet thruster assisted leaps: up to 120' high or 200' across
Flying: Not possible
Underwater: 3mph swim (20% fatigue) or walk on bottom. Maximum depth: 500'
Class: Urban Assault and Capture Exoskeleton
Crew: One
Dimensions: 8' height, 2'8" width, 4' length, 1,400 pounds fully loaded
Physical Strength: Robot P.S. 24
Cargo: None.
Power System: Nuclear, average life 20 years
Weapon Systems
Neural Disruptor Rifle
  • Range: 1200', but roll to determine range when fired: 1d6x100+600'
  • Damage: Setting One: 2d6 S.D.C. and save vs non-lethal poison (16+). Success: lose init, lose 1 APM, -3 to all combat rolls for 1d4 rounds. Fail: no perception bonus, no init, only one APM, -7 to all combat rolls, -60% to skills, -90% speed, and 1d6 S.D.C. per round for 2d4 rounds.
  • Damage: Setting Two: 2d6x10 S.D.C. (roughly 1 M.D.) and save vs. non-lethal poison (16+). Success: take 10% of damage and -10 to all actions, no init. only one APM, -80% to skills, -95% speed, 1d6 S.D.C. per round for 2d4 minutes. If augmented, successful save: 1/3 damage, -5 to combat rolls, -30% speed for 1d4 rounds. If augmented being fails save: -7 to all actions, no init, only 2 APM, -60% to skills, -80% speed, seizures inflict 4d6 S.D.C. per round for 2d4 rounds.
  • Rate of Fire: No more than four blasts per melee.
  • Payload: Unlimited
  • Drawbacks: Failed experimental weapon. Shorts out (same save and effects as above) if it is fired after the gun loses half of its M.D.C. or when it gets drenched (even from rain). Stops working completely at 18 M.D.C. or less. Reduces comms and optics by 1d4x10% each time system is used, and speed/leaps by 1d4x10% (roll for each leap/sprint). Reduction/power drain occurs even after weapon is disconnected of destroyed. To fix: 250k credits to remove power mechanism and permanently reduces speed and leaping by 30%, and -1 penalty to all combat actions!
Shoulder-Mounted Grenade Launchers (2)
  • Range: 1200'
  • Damage: Standard issue is tear gas (25' radius, -10 strike/parry/dodge, -3 init, -1APM, effects persist while in cloud and 1d6+1 rounds after)
  • Rate of Fire: One at a time or in volleys of 2/4/6
  • Payload: 24 total, 12 per launcher
Forearm-Mounted Variable Frequency Lasers
  • Range: 1200' or closer is optimal, -1 to strike up to 2000'
  • Damage: 2d6 M.D. or 4d6 M.D. per double blast, or 6d6 M.D. per triple blast at same target
  • Rate of Fire: Standard, each shot counts as one attack
  • Payload: Unlimited
Forearm Capture System
  • Range: 300'
  • Damage: Entangle only (no damage).
  • Rate of Fire: one, must reload every shot (1d4 melee attacks)
  • Payload: One, with 10 reloads standard
  • Cutting free requires a suitable weapon, inflicting 12 M.D. to the cord, and takes 1d4+1 melee actions
Defender can also use handheld, man-sized weapons
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
Modifiers: +1 dodge & +1 roll at levels 2/6/12
Hand to Hand Combat
  • Restrained Punch: 6D6 S.D.C.
  • Normal Punch: 1D4 M.D.
  • Power Punch: 2D4 M.D., but counts as two melee attacks.
  • Kick (special): 2D6 M.D.
  • Leap Kick (special): 4D6 M.D., but counts as two melee attacks.
Book Reference: p.78 WB34

Cost: 1.1 million credits, poor availability.
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jun 16, 2019 7:26 am

NG-XP54 Enforcer Guardsman
Image
M.D.C. by Location:
  • * Head: 80
  • * Helmet Spotlight (1): 5
  • * Helmet Camera: 12
  • * Light Wings (2); 18 each
  • * Police Lights (2, back, round): 12 each
  • * VTOL Jump Jet and Hover System (1, back): 50
  • * Forearm Laser (1, right): 12
  • * Forearm Grenade Launcher (1, left): 15
  • * Rifle or Shotgun (1, handheld): 50
  • * Robot Floater Camera (1): 16
  • * UEL Cables: 6 each
  • Arms (2): 60 each
  • Legs (2): 100 each
  • * Leg Thrusters (2, back of each lower leg): 10 each
  • * Main Thruster Pack (1, back): 50
  • Main Body: 190
* requires a called shot at -4 to strike
Statistical Data:
Running: 90 mph maximum (20% fatigue, or 10% at 50mph or less) Can hover stationary up to 1d4 melee rounds before becoming floating back to the ground.
Leaping: 20' high and across, +30% with running start. Jet thruster assisted leaps: up to 100' high or 200' across, +30% with running start. VTOL system allows 200' straight up or at a "modest" angle to reach floors and rooftops above street level. Can drop from <300' with no damage (reduce to 100' if main back thruster destroyed). Drops from greater heights may cause damage (see page 89, WB 34)
Flying: Not possible
Underwater: 20mph swim (20% fatigue) or walk (20% fatigue) on bottom at 10mph. Maximum depth: 500'
Class: Tactical Law Enforcement Power Armor
Crew: One
Dimensions: 6-8' height, 2-3' width (5' with wings extended), 3' length, 320 pounds fully loaded
Physical Strength: Robot P.S. 24
Cargo: None.
Power System: Nuclear, average life 12 years. Battery and Solid Oxide versions also available
Weapon Systems
Forearm Laser (1)
  • Range: 1000'
  • Damage: 6d6x10 S.D.C., 1d6 M.D., 2d6 M.D. (three settings)
  • Rate of Fire: Standard, each blast counts as one attack
  • Payload: Unlimited for nuclear and Solid Oxide; 20 per E-clip for battery version
Forearm Grenade Launcher
  • Range: 500'
  • Damage: Standard issue is tear gas (25' radius, -10 strike/parry/dodge, -3 init, -1APM, effects persist while in cloud and 1d6+1 rounds after). Sun or flash grenades: -10 to strike/parry/dodge, -1 init, -1 APM for 1d4 rounds
  • Rate of Fire: Single shot only
  • Payload: 2; reloading takes 1d4 APM
The Enforcer can use handheld, man-sized weapons as well
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Optional Law Enforcement Additions (see page 91-92, WB34 for details): Criminal I.D. Recognition System, Helmet Audio Amplification System, Helmet Cameras, Helmet Language Translator, Helmet Multi-Optics System, Helmet Two-Way Radio Communications Suite, Helmet Voice Modulation, LED Folding Light Wings (2), Police Lights/Siren, Robot Medical Kits, Universal Energy Link (2)
  • Optional "Advanced" Equipment (see page 92, WB34 for details): Advanced Helmet Camera, Robot Floater Camera (drone)
Hand to Hand Combat
  • Restrained Punch: 6D6 S.D.C.
  • Normal Punch: 1D4 M.D.
  • Power Punch: 2D4 M.D., but counts as two melee attacks.
  • Kick (special): 2D6 M.D.
  • Leap Kick (special): 4D6 M.D., but counts as two melee attacks.
Book Reference: p.78 WB34

Cost: 1.2 million nuclear; 850,000 Solid Oxide; 600,000 electric battery
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jun 16, 2019 7:49 am

NG-XF103 Firefighter
Image
M.D.C. by Location:
  • *Water Tank, Large (1, back): 50
  • *Water Tank, Medium (1, back): 30
  • Water Cannon (1, handheld): 50
  • *Water Cannon Hose (1): 15
  • Forearm Mini-Laser (1, right): 15 each
  • Arms (2): 90 each
  • Hands (2): 25 each
  • Legs (2): 125 each
  • *Head: 70
  • Main Body: 240
* requires a called shot at -3 to strike
Statistical Data:
Running: 80 mph maximum (10% fatigue)
Leaping: 25' high and across. Jet thruster assisted leaps: up to 100' high or 200' across. Can drop up to 200' with no damage. >200' is possible but armor may take damage (see page 93 WB 34 for details)
Flying: 100' leaps and hover for one round only.
Underwater: 20mph swim (20% fatigue) or walk (20% fatigue) on bottom at 10mph. Maximum depth: 500'
Class: Armored Hazard and Fire Suit
Crew: One
Dimensions: 8.5' height including water tank, 3.4' width, 4'6" length, 525 pounds fully loaded with tanks
Physical Strength: Robot P.S. 30
Cargo: Small storage area for extra supplies and personal weapons.
Power System: Nuclear, average life 15 years. Battery and Solid Oxide versions also available
Weapon Systems
NG-F302 Power Armor M.D.C. Water Cannon
  • Range: 300'
  • Damage to Vampires: 6d6 Hit Points; 1d6x10 if holy water. No damage to ordinary people.
  • Rate of Fire: Single shot only.
  • Payload: 250 blasts with 50 gal tank, reserve 25 gal tank has 125 blasts
  • -1 APM, -10% Spd, -2 to combat rolls
  • Water cannon may be replaced with rail gun or other weapons for combat, or drilling/excavation equipment, etc.
Forearm Mini-Laser (1)
  • Range: 1-200'
  • Damage: Four settings: 6d6 S.D.C., 2d4x10 S.D.C., 1d4 M.D., 2d6 M.D.
  • Rate of Fire: Single shot only
  • Payload: Effectively unlimited
Optional Silver Plated Knuckle Spikes: adds 1d4 M.D. to punch attacks, but does 3d6 HP damage to vampires
The Firefighter can also use handheld, man-sized weapons
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional Firefighter Equipment included (see page 94, WB34 for details): Thermal-imager/optics, passive nightvision optics, running lights, superior heat protection, independent oxygen supply, first aid kit, tool kit
Hand to Hand Combat
  • Restrained Punch: 1D4 M.D.
  • Normal Punch: 1D6 M.D.
  • Power Punch: 2D6 M.D., but counts as two melee attacks.
  • Kick: 2D4 M.D.
  • Leap Kick (special): 4D8 M.D., but counts as two melee attacks.
Book Reference: p.92 WB34

Cost: 900,000 nuclear; 750,000 Solid Oxide; 550,000 electric battery, good to excellent availability
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jun 16, 2019 8:23 am

NG-X33 Forester
Image
M.D.C. by Location:
  • *Head: 80
  • *Flip-Up Head Laser: 12
  • *Shoulder Mini-Missile Launchers (2): 20 each
  • *Shoulder Gas Dispenser (1, left): 20
  • *Shoulder Peekaboo Camera: 5
  • *Neck Collar Compartments (2): 10 each
  • Arms (2): 60 each
  • *Forearm Flamethrower (right): 25
  • *Forearm Vibro-Chainsaw (left): 45
  • Legs (2): 110 each
  • Main Body: 175
* requires a called shot at -4 to strike
Statistical Data:
Running: 60 mph maximum (10% fatigue), but nowhere near that speed in dense vegetation (maximum 15-20mph and sounds like an elephant; can be heard for 1-3 miles, reduce Perception, Init and Land Nav by half)
Leaping: 15' high and 20' across, +30% with running start. Can drop up to 60' with no damage. >60' is possible but armor may take damage (see page 97 WB 34 for details)
Flying: Not possible.
Underwater: 20mph swim (20% fatigue) or walk (20% fatigue) on bottom at 10mph. Maximum depth: 800'
Class: Wilderness Reconnaissance Power Armor
Crew: One
Dimensions: 6-8' height, 2-3' width, 2-3' length, 372 pounds
Physical Strength: Robot P.S. 26
Cargo: None
Power System: Nuclear, average life 12 years. Battery and Solid Oxide versions also available
Weapon Systems
Shoulder Mini-Missiles
  • Range: one mile
  • Damage: Standard issue is armor piercing (1d4x10 M.D.) or plasma (1d6x10 M.D.), fragmentation (5D6 to a 20' radius) for anti-personnel operations.
  • Rate of Fire: One at a time or in volleys of two
  • Payload: 4 total, 2 per launcher
NG-F33 Double-Barrel Flamethrower
  • Range: 75'
  • Damage: 4d6 M.D. to 4' radius, 1d4x10 M.D. from dual blast. If in enclosed area, must save vs. poison (smoke inhalation) or be unconscious for 1d4 melee rounds
  • Rate of Fire: Each blast counts as one attack.
  • Payload: 30 single or 15 dual blasts of military grade napalm (using gasoline/diesel reduces damage to 1d6 M.D.)
Vibro-Chainsaw
  • Range: Can slide forward for 2 foot reach beyond hand
  • Damage: 4d6 M.D. per slashing attack. Power strike does 1d4x10 M.D. (2 APM)
Shoulder Gas Dispenser Canister
  • Range: 10' radius around power armor
  • Damage: varies, see Hex grenade (page 97), smoke grenade, tear gas grenade for effects. Gas lasts for 1d4+3 minutes, half in winds >10mph. Insect repellent keeps insects away (30' radius) for 2d4 minutes after cloud dissipates
Flip-Up Head Laser (Behind Head)
  • Fires behind the armor with 45 degree up and down arc behind (camera built into helmet)
  • Range: 1600'
  • Damage: 3d6 M.D.
  • Rate of Fire: Single shots only
  • Unlimited for nuclear and Solid Oxide, 65 blasts for battery, and has e-clip port as backup for electric models (15 shots)
Smoke Flares
  • Range: 1-2' diameter column of smoke rises 400', lasts for 2d4+20 minutes
  • Damage: None, used to mark tail, location, signaling teammates, etc. May use different colors of smoke for different signals
  • Rate of Fire: Each flare uses 1 APM
  • Payload: 12, with additional flares costing 80 credits each
The Forester can also use handheld, man-sized weapons
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional Forester Equipment included (see page 98-99, WB34 for details): Black Light, Climbing Spikes and Cleats, Electronic Markers, Hand Lights, Helmet Cameras, Helmet Light, Helmet Multi-Optics System, Peekaboo Camera, Ultraviolet Paint Sprayer
Hand to Hand Combat
  • Restrained Punch: 1D4 M.D.
  • Normal Punch: 1D6 M.D.
  • Power Punch: 2D6 M.D., but counts as two melee attacks.
  • Kick: 2D4 M.D. (+1 M.D. with cleats extended, and +1d4 M.D. with climbing spikes extended)
  • Leap Kick (special): 4D8 M.D. (+2 M.D. with cleats extended, +1d4+2 M.D. with climbing spikes extended), but counts as two melee attacks.
Book Reference: p.94 WB34

Cost: 1.1 million nuclear; 780,000 Solid Oxide; 570,000 electric battery
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jun 16, 2019 8:42 am

NG-EX10 Gladius
Image
M.D.C. by Location:
  • * Head: 70
  • * Shoulders (2): 45 each
  • Arms (2): 50 each
  • Legs (2): 65 each
  • Main Body: 180
* requires a called shot at -3 to strike
Statistical Data:
Running: 40 mph maximum (30% fatigue, or 20% fatigue at 20mph or less)
Leaping: 10' high and 20' across, +30% with running start.
Flying: Not possible.
Underwater: Sinks like a rock in water.
Class: Armored Infantry Light Exoskeleton
Crew: One
Dimensions: 5-7.6' height, 2-3' width, 1.6-4' length, 80-104 pounds
Physical Strength: Robot P.S. 20
Cargo: None
Power System: Battery only
Weapon Systems: None! Must use handheld weapons
Features of Note:
  • Features Common to Environmental Body Armor - NOT Power Armor (pg 52, WB34, Northern Gun 2)
  • Optional Gladius Upgrades: Helmet Light, Head Cam, Language Translator, Voice Modulation
Modifiers: Elite Ground-Based Power Armor Training does NOT apply to this power armor! Only Robot and Power Armor Combat: Basic apply!
Hand to Hand Combat
  • Restrained Punch – 2d6 S.D.C.
  • Normal Punch: 1D4 M.D.
  • Power Punch: 2D4 M.D., but counts as two melee attacks.
  • Kick: 1D4 M.D.
  • Leap Kick (special): 2D6 M.D., but counts as two melee attacks.
Book Reference: p.99 WB34

Cost: Only 150,000 credits for the complete suit (electric only)
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jun 16, 2019 9:16 am

NG-MRU886 Grease Monkey
Image
M.D.C. by Location:
  • *Head: 70
  • Upper Arms (2): 50 each
  • Right Forearm Housing: 60
  • *Jumper Cables: 2
  • *Air Drill: 2
  • *Air Grinder: 4
  • *Air Impact Drill: 5
  • *Air Hammer: 4
  • *Vibro-Cutters: 2
  • *UEL Cables: 6 each
  • Left Forearm Diagnostic Computer: 30
  • * Chest Lights with M.D.C. Shutters: 35 each
  • Air Tank (1, lower back): 15
  • Legs (2): 90 each
  • * Leg Drums/Tanks (3, left, upper leg): 16 each
  • Main Body: 185
* requires a called shot at -3 to strike
Statistical Data:
Running: 40 mph maximum (20% fatigue)
Leaping: 10' high and across, +30% with running start. Double height and length when assisted by feet and leg thrusters. Can hover up to 28' high. Can leap down from 60' without damage. >60' may cause damage, see page 102 of WB34 for details.
Flying: Not possible.
Underwater: Can swim at 10mph, or 15 mph with thruster assist. Can walk on bottom at 4mph. Maximum depth: 1500'
Class: Strategic Armored Combat Suit and Mechanical Repair Support
Crew: One
Dimensions: 6-8 height, 3-3.5' width, 2.5-3.5' length, 356 pounds
Physical Strength: Robot P.S. 28
Cargo: None
Power System: Nuclear (10 years), Solid Oxide, or Electric (96 hours/4 days before needing recharge)
Weapon Systems
Multi-Tool (Right Arm)
  • Air Drill: 1 M.D. per strike, or 2d6 M.D. per full melee round
  • Air Gauge
  • Air Grinder: 1 M.D. per strike, or 3d6 M.D. per full melee round
  • Air Impact Drill
  • Air Hammer: 1d4 M.D. or 4d6 M.D. per full melee round
  • Air Hose
  • Jumper Cables: 12' reach, only 2d6 S.D.C. if used as a weapon
  • Vibro-Cutters: 1d4 M.D. for slash or stab, or 2d4 M.D. per full melee round
System Diagnostic Tool (Left Arm)
  • Special bonus of +5% to the following skills: Computer Hacking, Computer Operations, Computer Programming, Navigation, Radio: Basic, Laser Communications, Sensory Equipment, T.V./Video, and Weapon Systems.
  • Fingerjack
  • Hand Camera: up to 20x magnification
  • Hand Lights: 40' range, but best at close range
  • Laser Finger: 3 settings: 1d4x10 S.D.C., 1d4 M.D., 2d4 M.D. Range: 10', payload unlimited
Precision Laser Torch (Shoulder)
  • Range: 100'
  • Damage: 5 settings: 2d6 S.D.C., 1d6x10 S.D.C., 1d4 M.D., 2d4 M.D., 2d6 M.D.
  • Payload: Unlimited for nuclear and Solid Oxide, 100 blasts for electric
Grease Monkey may also use handheld weapons and tools, but cannot use anything requiring two hands.
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional Grease Monkey equipment includes: Basic Sonar, Depth Gauge/Warning System, Helmet Light, Helmet Multi-Optics System, Helmet Searchlight, High-Intensity Lights (2 in chest)
Modifiers:
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
Book Reference: p.100 WB34

Cost: 1.3 million for nuclear; 975,000 for Solid Oxide; 625,000 electric
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jun 16, 2019 12:00 pm

NG-XF17 NG-XF17 Ironwing
Image
M.D.C. by Location:
  • * Head – 80
  • * Head Laser – 15
  • Wings (2, large) – 100 each
  • *XF217 Particle Beam Rifle – 50
  • *Shoulder Launchers (4) – 25
  • *Shoulder Intake Jets (2) – 50 each
  • *Main Rear Jets (4) – 60 each
  • *Forearm Buzz-Saw (1, left) – 30
  • *Forearm Vibro-Blades (2, concealed) – 30 each
  • *UEL Cables – 6 each
  • Arms (2) – 65 each
  • Legs (2) – 110 each
  • Main Body – 235
* requires a called shot at -4 to strike
Statistical Data:
Running: 40 mph maximum (20% fatigue), increase to 50 mph if both wings are destroyed or jettisoned.
Leaping: 10' high and 15' across. Jet assisted leap up to 100' high and 200' across Can hover up to 28' high.
Flying: VTOL propulsion system; can hover and fly. Maximum speed 290 mph, cruising is 150mph. Maximum altitude: 4000'
Underwater: Swim or walk on bottom at 5mph. Being submerged knocks out propulsion for 1d4+2 hours. Maximum depth: 800'
Class: Armored Flying Infantry Assault Suit
Crew: One
Dimensions: 8-10' height, 7' with wings folded down (4' without wings) width, 3' length, 19' wingspan, 720 pounds
Physical Strength: Robot P.S. 28
Cargo: None
Power System: Nuclear (12 years), Solid Oxide, or Electric
Weapon Systems
XF217 “Dragon Stopper” Particle Beam Rifle
  • Range: 1600'
  • Damage: 6d6+10 M.D.
  • Rate of Fire: Single shots only
  • Payload: Unlimited for nuclear and Solid Oxide, 20 blasts per charge for electric battery version (3 shots with E-clip)
XF17 Head Laser
  • Range: 2000'
  • Damage: 2d6 M.D.
  • Rate of Fire: Single shot only.
  • Payload: Unlimited for nuclear and Solid Oxide, 80 blasts per charge for battery version
XMGL-117 Combo-Launchers (2)
  • Range: 1 mile, or 1000' for grenades
  • Damage: Varies with the type of mini-missile or grenade fired. Both mini-missiles and grenades can range from explosive to plasma to smoke, tear gas and Hex.
  • Rate of Fire: One at a time or in volleys of 2/4. Grenades are fired one at a time or in pairs.
  • Payload: 16 mini-missiles (4 in each top launcher) and 48 grenades (12 in each lower launcher)
Grease Monkey may also use handheld weapons and tools, but cannot use anything requiring two hands.
Forearm Vibro-Blades
  • Damage: 1d6 M.D. per strike in hand to hand, 2d6 M.D. at speeds of 20-60mph, 3d6 M.D. from 61-150mph, 4d6 M.D. for >150mph. Dive attacks count as 2APM
Buzz-Saw (1)
  • Range: two feet beyond arm's reach
  • Damage: Three settings: Light (2d6 M.D.), Medium (4d6 M.D.), Heavy (1d4x10 M.D.). Cannot be used at speeds >40mph
Ironwing can also use handheld, man-sized weapons
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional Ironwing equipment includes: Enhanced Radar, Built-In Language Translator, Helmet Camera, Nightvision Optics, Voice Modulation
Modifiers: +1 to strike with wing blades, +2 to dodge when flying
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal Punch: 1D6 M.D.
  • Power Punch: 2D6 M.D., but counts as two melee attacks.
  • Power Dive Punch: 3d6 M.D., but counts as two melee attacks and all combat bonuses other than bonuses to strike are cut in half.
  • Kick: 2D4 M.D.
  • Leap Kick: 2D8 M.D., but counts as two melee attacks.
Book Reference: p.103 WB34

Cost: 2.5 million nuclear, 2 million Solid Oxide, 1.5 million for electric battery
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jun 16, 2019 1:00 pm

NG-JK1 JK1-B and JK1-A Juicer Killer
Image
M.D.C. by Location: Note: JK-1B armor is listed in parenthesis
  • Chest Plates/Grenade Launchers (4): 90 each (120 each)
  • Laser Guns (2, one on each side): 25 each (30 each)
  • Particle Beam Guns (2, one on each side): 30 each (40 each)
  • *Head: 60 (75)
  • *Collar: 90 (110)
  • Arms (2): 90 each (120 each)
  • *Forearm Guns (2): 30 each (50 each)
  • *Robot Weapon Arms (4): 50 (60 each)
  • Legs (2): 100 each (130 each)
  • *Computer & Sensor Cluster (1, behind the head): 80 (90)
  • Main Body: 170 (210)
* requires a called shot at -4 to strike
Statistical Data:
Running: 90 mph maximum (20% fatigue; running <50mph tires at 10% fatigue instead)
Leaping: 25' high and 30' across, +30% with running start. Jet assisted leap up to 100' high and 200' across. Can hover 100'. JK-1B can fly in 5 minute bursts at 100mph, maximum altitude 300'
Flying: JK-1B (only!) can land from heights of 400' with no damage by using thrusters to control landing. Greater heights may damage the armor (see page 108 for details).
Underwater: Cannot swim, can walk along bottom at 10mph, Maximum Depth: 500'
Penalties for JK-1A: -20% to Acrobatics, Gymnastics, Prowl, Swim, -1 Perception, -1 init, -1 dodge, -1 roll
Penalties for JK-1B: -10% to Acrobatics, Gymnastics, Prowl, Swim, -1 Perception, -1 init, -1 dodge
Class: Assault Exoskeleton
Crew: One
Dimensions: 7' height, 4.5' width, 4' length, 250 pounds
Physical Strength: Robot P.S. 30
Cargo: None
Power System: Nuclear (15 years)
Weapon Systems
Weapon Arms (4)
  • Neutralizes automatic dodge due to relentless tracking and firing of 2-4 weapon arms when focusing on only one target, due to specialized targeting computer
  • Range: 5000'
  • Each weapon arm has 2 attacks per melee round, adding 8 total attacks.
  • Weapon Arm Combat bonuses: +2 init, +1 strike, +1 on aimed/called shot, +2 to dodge attacks at weapon arm
  • Glitches and penalties: If computer and sensor array loses half M.D.C., roll for effects. Roll again for each 20 M.D. beyond half (see page 109 for details and chart)
  • Laser Weapon Arms (2): Range: 4000', Damage 3d6 M.D. per gun (6d6 for double blast, still counts as one attack)
  • Particle Beam Guns (2): Range: 1600', Damage 5d6+6 M.D. per gun
  • Rate of Fire: Each shot counts as one attack - cannot link! Each weapon arm has TWO attacks independent of the pilot if using targeting computer.
  • Payload: Unlimited
Grenade Launchers (4)
  • Range: 1200'
  • Damage: Varies with grenade type
  • Rate of Fire: One at a time, or in volleys of 2/4
  • Payload: 20 grenades per launcher, 80 total
Forearm Mini-Rail Guns (2)
  • Range: 2000'
  • Damage: 2d6 M.D. per arm/gun, 4d6 M.D. for both
  • Rate of Fire: short bursts only
  • Payload: 40 short bursts per gun
Juicer Killer may also use handheld weapons and tools.
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional Ironwing equipment includes: Enhanced Radar, Built-In Language Translator, Helmet Camera, Nightvision Optics, Voice Modulation
Modifiers:
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
Book Reference: p.107 WB34

3.6 million for new JK1A (Black Market). JK1B costs 4.4 million (Black Market). Price reduced by 1.5 million without targeting computer system.
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jun 17, 2019 2:22 am

NG-X112 Lynx
Image
M.D.C. by Location:
  • *Head: 90
  • *Lynx Assault Rifle (1, handheld): 50
  • *Forearm Ion Blaster (1 pair, left): 20
  • *Forearm Blades (2, left): 20 each
  • Shoulder Grenade Launchers (2): 20 each
  • *Big Bang Assault Rifle: 70
  • Shoulders: 80 each
  • Arms (2): 60 each
  • *UEL Cables: 6 each
  • Legs (2): 125 each
  • *Leg Thrusters (8; four per each leg): 12 each
  • Back-Mounted Vertical Thruster (1): 80
  • Main Body: 245
* requires a called shot at -4 to strike
Statistical Data:
Running: 50 mph maximum (25% fatigue; running <35mph tires at 10% fatigue instead)
Leaping: 15' high and across, +50% with running start. VTOL leap up to 200' high (straight up or at a slight angle). Power Jumping (run, jump, land, repeat) allows speed of 90mph, reduce by 50% if dense vegetation, deep mud/snow, unstable ground, etc. Running and leaping through trees and underbrush is very noisy: -3 init, -3 perception, -1 strike/parry/dodge.
Flying: Lynx can land from heights of 800' with no damage by using thrusters to control landing. Greater heights may damage the armor (see page 112 for details). May hover (only) for 1d4 actions before the suit drifts to the ground.
Underwater: Cannot swim, but can use thrusters for 12mph underwater, or can walk along bottom at 5mph. Maximum Depth: 800'
Class: Urban Assault and Xiticix Fighter Power Armor
Crew: One
Dimensions: 6-7.6' height, 2.4.3' width, 2-3' length, 465 pounds
Physical Strength: Robot P.S. 28
Cargo: Small compartment in shoulder can hold canteen or three grenades
Power System: Nuclear (12 years)
Weapon Systems
NG-X112 “Big Bang” Over and Under Assault Rifle (1, Handheld)
  • Range: 1200'
  • Damage: P-Beam: 6d6+6 M.D. per shot, Grenade Launcher: varies by type; Fragmentation: 3d6 M.D. to 12' radius, AP: 4d6 M.D. to 3' radius, Plasma: 6d6 M.D. to 5' radius, Smoke: 40' cover, Tear Gas: 25' radius, -10 strike/parry/dodge -3 init lose 1 APM, lasts 1d6+1 rounds after leaving the cloud, Stun/Flash: -10 strike/parry/dodge, -1 init, -1APM, lasts 1d4 rounds, 4' radius
  • Rate of Fire: Each shot counts as one attack
  • Payload: Unlimited for P-Beam, launcher holds 10 grenades.
NG-X12 Shoulder Grenade Launchers (2)
  • Range: 1000'
  • Damage: Varies with grenade type
  • Rate of Fire: One at a time, or in volleys of 2/4
  • Payload: 8 total, four per launcher
Left Forearm Ion Blasters (2)
  • Range: 1000'
  • Damage: 3d6 M.D. per blast, 6d6 M.D. for both
  • Rate of Fire: Each blast counts as one attack
  • Payload: Unlimited
Left Forearm Vibro-Blades (2)
  • Damage: 2d6 M.D. per slash with blades (1d6 M.D. for one)
Lynx may also use handheld weapons and tools.
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional Lynx equipment includes: Standard Helmet Camera and Gun Camera, LED Flashlight (2), Nightvision optics
Modifiers: +1 init, +1 strike when leaping to grab/tackle/slash opponent, +2 to dodge when running or Power Jumping, +1 roll
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
Book Reference: p.110 WB34

2 million nuclear, 1.6 million Solid Oxide, 1.2 million electric
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jun 17, 2019 2:59 am

NG-X39 Mantis
Image
M.D.C. by Location:
  • * Head: 80
  • * Head Laser (1, top): 20
  • * Head Searchlights (2): 10 each
  • * Shoulder Armored Weapon Housings (2): 50 each
  • * Shoulder Plasma Ejector (1, right, inside Shoulder Housing): 25
  • * Shoulder Ion Blaster (1, left, inside Shoulder Housing): 20
  • Arms (2): 60 each
  • * Forearm Mantis Blades (2, large): 100 each
  • Legs (2): 110 each
  • * Leg Thrusters (4): 12 each
  • * Main Jump Jets/Thrusters (4, back): 35 each
  • * Booster Jets (2, lower back): 15 each
  • Main Body: 195
* requires a called shot at -4 to strike
Statistical Data:
Running: 50 mph maximum (25% fatigue; running <35mph tires at 10% fatigue instead)
Leaping: 15' high and across, +50% with running start. Jet thruster assisted leaps: up to 200' high or across. Power Jumping (run, jump, land, repeat) allows speed of 90mph, reduce by 50% if dense vegetation, deep mud/snow, unstable ground, etc. Running and leaping through trees and underbrush is very noisy: -3 init, -3 perception, -1 strike/parry/dodge.
Flying: Lynx can land from heights of 800' with no damage by using thrusters to control landing. Greater heights may damage the armor (see page 117 for details). May hover (only) for 1d4 actions before the suit drifts to the ground.
Underwater: Cannot swim, but can use thrusters for 12mph underwater, or can walk along bottom at 6mph. Maximum Depth: 800'
Class: Urban Assault and Xiticix Fighter Power Armor
Crew: One
Dimensions: 6-7.6' height, 2.4-3' width, 3' length, 485 pounds
Physical Strength: Robot P.S. 30
Cargo: None
Power System: Nuclear (12 years), Solid Oxide, or battery
Weapon Systems
Vibro-Mantis Blades (2)
  • Range: 3-4 feet beyond arm's reach
  • Damage (Restrained Slash): 1d6 M.D.
  • Damage (Full Strength Slash): 3d6 M.D.
  • Damage (Double Slash): 6d6 M.D. but uses 2APM
  • Damage (Full Strength Stab/Chop): 4d6 M.D.
  • Damage (Double Stab): 1d4x10+2 M.D. but uses 2APM and Mantis cannot parry for the next action
  • Damage (Power Stab w/one blade): 1d4x10+6 M.D. but uses 2APM and Mantis cannot parry for next action
  • Damage (Praying Mantis Leap Strike to Cut/Slash): 4d6 M.D.
  • Damage (Praying Mantis Spinning Leap Strike to Cut/Slash): 5d6 M.D.
  • Damage (Praying Mantis Power Stabbing Leap Strike): 1d6x10 +3 M.D., but counts as 3APM and Mantis cannot parry for next action
  • Damage (Praying Mantis Scissor Strike/Pinning Attack): 3d6 M.D. and can hook hoses, cables, gun barrels, and similar narrow targets to slice through. Any gun barrel, hand, or arm of a man-sized adversary caught takes 3d6 M.D. and remains pinned until the Mantis releases or they break free
  • Damage (Praying Mantis Lock Grip): Similar to Scissor Strike/Pinning Attack, but the pilot locks down on a wing/giant limb/strut etc. and just holds on. Trying to shake or pull Mantis off does 1d6 M.D. to whatever it is holding on to. Shaking hard does 3d6 M.D. but has 35% chance of shaking the Mantis loose. Mantis can also attempt to latch onto another Power Armor or man-sized opponent (such as Xiticix) in a wrestling style hold.
NG-L133 Head Laser
  • Range: 1200'
  • Damage: 2d6 M.D.
  • Rate of Fire: Standard, each blast counts as one attack
  • Payload: Unlimited for nuclear and Solid Oxide, 70 blasts per charge for electric
NG-I233 Ion-Pulse Blaster
  • Range: 1000'
  • Damage: 3d6 M.D. per single shot
  • Rate of Fire: Each blast counts as one attack
  • Payload: Unlimited for nuclear and Solid Oxide, 45 blasts per charge for electric
NG-PL333 Plasma Ejector
  • Range: 100'
  • Damage: 5d6 M.D. per blast
  • Payload: Unlimited for nuclear and Solid Oxide models, 15 blasts per charge for electric
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional Mantis equipment includes: Helmet Multi-Optics System, Helmet Searchlight, Helmet Voice Modulation
Modifiers: +1 init, +1 strike when leaping to grab/tackle/slash opponent, +2 to dodge when running or Power Jumping, +1 roll
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
Book Reference: p.110 WB34

2.3 million nuclear, 1.9 million Solid Oxide, 1.4 million electric
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jun 17, 2019 9:30 am

NG-MRU876 Med-Rec
Image
M.D.C. by Location:
  • * Head: 80
  • *Head Spotlight (1, forehead): 5
  • *Head Macro Camera (1, right side): 6
  • *Shoulder Grenade Launcher (1, right): 25
  • *Shoulder Infrared Spotlight (1, right): 5
  • Arms (2): 60 each
  • *Jaws of Life (1, right forearm): 35
  • *Diagnostic Computer & Medical Scanner (1, left forearm): 25
  • *Laser Torch (1, left forearm): 10
  • *Medical Kits (4, lower legs): 15 each
  • *Chest Housing (Defibrillator & Bio-Lab): 45
  • Legs (2): 90 each
  • * Thigh Containers (3-4): 8 each
  • *Knee Lights (2): 5 each
  • Jet Pack (1, back): 65
  • UEL Cables (2; forearm): 6 each
  • Main Body: 180
* requires a called shot at -4 to strike
Statistical Data:
Running: 50 mph maximum (20% fatigue)
Leaping: 10' high and across, +50% with running start. Jet thruster assisted leaps: up to 16' high or 160' across
Flying: Maximum speed 70mph. Range is unlimited for nuclear/Solid Oxide, 500 miles or 42 hours for electric. Maximum altitude 900'
Underwater: Swim at 10mph or walk along bottom at 5mph. Jet pack does not work underwater and needs 1d4+4 hours to dry if it gets wet. Maximum depth: 800'
Class: Strategic Medical and Rescue Military Exoskeleton
Crew: One
Dimensions: 6-8' height, 2.5-3.4' width, 2.5' length, 345 pounds
Physical Strength: Robot P.S. 26 (Jaws of Life: P.S. 40)
Cargo: None
Power System: Nuclear (4 years), Solid Oxide, or battery
Weapon Systems
G-876 Shoulder Mounted Grenade Launcher
  • Range: 1000' (with 30' minimum)
  • Damage: varies by grenade type, but typically uses smoke grenades to provide cover
  • Rate of Fire: One at a time
  • Payload: 12 total
Med Rec can also use handheld weapons & has UEL. In a pinch, can use Jaws of Life (see systems below)
Medical & Rescue Systems
Jaws of Life
  • Mounted on right forearm and used to pry open hatches, doors, cut pilots out of damaged armor, etc.
  • Range: Touch/close combat only
  • Damage: Has Robotic Strength of 40 and inflicts 2d6+4 M.D. when used to spread openings or pry open doors, tear through debris/hulls, etc. Not applicable to punches.
  • Payload: Unlimited
  • Additional Forearm Tools: contained in the arm housing is a laser scalpel, two ordinary scalpels (1d6 S.D.C. and a basic set of repair tools
Laser Torch (1)
  • Precision cutting device but can be used for defense if needed
  • Range: 40'
  • Damage: 1d6/2d6/4d6/1d4x10 S.D.C., 1 M.D. or 1d4 M.D. settings
  • Rate of Fire: Each use counts as one APM
  • Payload: Effectively unlimited when connected to UEL or one hour of battery life when not connected to UEL
Laser Scalpel (1 per hand)
  • Range: 12' maximum
  • Damage: 1/1d4/2d4/3d4 S.D.C. settings (primarily used for surgery)
  • Rate of Fire: Each use counts as one APM
  • Payload: Micro-battery gives 3 hour charge
Diagnostic Computer & Medical Scanner (1, left forearm)
  • Multi-sensor, multi-purpose medical tool and diagnostic scanner.
  • Range: Touch and close contact
  • Damage: Not applicable
  • Payload: Effectively unlimited
  • Skill Bonuses: Anyone who has the Paramedic or Medical Doctor skills gets +10% bonus to diagnose; and +5 to all other medical skills
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional included equipment and sensors (see page 122-123 for details): Audio Command Function, Defibrillator and Bio-Scan/Bio-Lab, Electronic Med-EVAC Markers, Hand Light and Camera, Helmet Light, Helmet Multi-Optics System, Helmet Thermal Imager, Infrared Spotlight, Warning System and Multi-Cameras, Nano-Robot Medical Systems (six kinds)
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal Punch: 1D6 M.D.
  • Jaws of Life Hand Punch: 2d4 M.D.
  • Jaws of Life Crush: 2d4 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.
Book Reference: p.119 WB34

1.9 million nuclear, 1.5 million Solid Oxide, 1 million electric
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jun 17, 2019 1:15 pm

NG-X16 Midas
Image
M.D.C. by Location:
  • * Head: 90
  • Shoulder Plates (2): 35 each
  • Arms: 75 each
  • *Forearm Ion Blaster (1, right): 20
  • *Forearm Flamethrower (1, left): 16
  • *Halberd Pole Arm (1, handheld): 80
  • *Chest Mini-Missile Launchers (2): 20 each
  • Laser Cannon (1, top): 70
  • Laser Turret (1, back): 70
  • Legs (2): 110 each
  • *Leg Booster Jets (4, two per lower leg): 15 each
  • Hard-Shell Backpack: 25
  • Main Body: 270
* requires a called shot at -4 to strike
Statistical Data:
Running: 100 mph maximum (20% fatigue, or 10% fatigue if <70mph)
Leaping: 20' high and across, +30% with running start. Jet thruster assisted leaps: up to 100' high or 150' across, +30% with running start.
Flying: None- cannot even hover. Midas can drop down from 300' without risking damage. >300' may cause damage, check page 123 WB34 for details.
Underwater: Sinks like a rock, but can walk along bottom at 10mph. Maximum depth: 1000'
Class: Armored Infantry Assault Suit
Crew: One
Dimensions: 12' height, 5' width, 4' length, 683 pounds
Physical Strength: Robot P.S. 30
Cargo: None
Power System: Nuclear (10 years)
Weapon Systems
NG-116 Laser Cannon
  • Range: 4000'
  • Damage: 3d6+2 M.D. for single shot, or 1d6x10 M.D. for rapid-fire pulse
  • Rate of Fire: Each shot or pulse counts as one APM
  • Payload: Effectively unlimited for nuclear or Solid Oxide, 40 blasts for electric
Forearm Ion Blaster (1, right)
  • Range: 800' for Ion Blaster, Vibro-Blade is arm's reach (5')
  • Damage: Ion Blaster: 3d6 M.D., Vibro-Blade: 1d6 M.D.
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited for nuclear and Solid Oxide, 30 blasts for electric
Forearm Flamethrower (1, left)
  • Range: 80'
  • Damage: 3d6 M.D. to 10' radius, and if caught in enclosed area, must roll to save vs poison or be unconscious for 1d4 melee rounds due to lack of air and smoke inhalation
  • Rate of Fire: Each use counts as one APM
  • Payload: 9 blasts. May be refueled with military napalm. May also use diesel or gasoline, but reduces damage to 1d6 M.D.
NG-MML16-4 Mini-Missile Launcher (2, chest)
  • Range: 1 mile
  • Damage: Standard issue are Plasma (1d6x10M.D.) or AP (1d4x10 M.D.) but may use any type
  • Rate of Fire: One at a time or in volleys of 2 or 4.
  • Payload: 4 total, two per each launcher
Vibro-Blade Pole Arm
  • Range: 12' for halberd, 8' for battle axe
  • Damage: 4d6 M.D. for blade of halberd or axe, 2d6 M.D. for blunt ends (includes robot P.S.)
  • Rate of Fire: Standard
  • Payload: Effectively unlimited
  • Skill Bonuses: +1 to parry and dodge with this weapon
Midas can also use large weapons designed for power armor, 'borgs, or robots. Man-sized weapons are too small to be used by Midas.
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
Book Reference: p.123 WB34

1.3 million nuclear, 925,000 Solid Oxide, 640,000 electric battery
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jun 17, 2019 6:28 pm

NG-GCCPA-03 Pit Fighter
Image
M.D.C. by Location:
  • *Head/Helmet: 80
  • Arms: 50 each
  • *Forearm Weapons: 20 each
  • *Shoulder Weapons: 30 each
  • Extra Shoulder Plates: 40 each
  • Legs: 80 each
  • *Optional weapons – each usually has an M.D.C. of 10 or 15 for most blades, spikes and horns.
  • Optional: Giant Two-Handed Weapons: 100
  • Main Body: 100 (standard) up to 180 maximum
* requires a called shot at -4 to strike
Statistical Data:
Running: 30 mph + 30,000 credits for each additional 10mph, maximum 60mph (20% fatigue)
Leaping: 10' high and across, + 10,000 credits per each additional 5' up to 20' maximum. 80,0000 credits adds jump jets on both legs, increasing leap to 50' high and across; increase by 20% with a running start.
Flying: None- cannot even hover.
Underwater: Sinks like a rock, but can walk along bottom at 5mph. Maximum depth: 400'
Class: Armored Infantry Assault Suit
Crew: One
Dimensions: 6-10' height, 2-4' width, 2.5-4' length, 300-700 pounds
Physical Strength: Robot P.S. 20 to start, +4,000 credits for every point of P.S. up to 26
Cargo: Small storage area for extra supplies and personal weapons
Power System: Nuclear (12 years), Solid Oxide, electric
Weapon Systems
OPTIONAL Fire Breath Plasma Cannon (head/helmet or as a forearm weapon)
  • Range: 120'
  • Damage: 4d6 M.D.
  • Rate of Fire: Single shot only
  • Payload: Effectively unlimited
  • Cost: 30,000
OPTIONAL Eye Lasers (2)
  • Range: 400'
  • Damage: 1d6 M.D. or 2d6 M.D. for a double blast fired simultaneously at the same target
  • Rate of Fire: Each single or double blast counts as one APM
  • Payload: Unlimited
  • Cost: 15,000
OPTIONAL Laser Forearm Blaster
  • Range: 1000'
  • Damage: 3d6 M.D.
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited
  • Cost: 28,000
OPTIONAL Ion Forearm Blaster
  • Range: 600'
  • Damage: 4d6 M.D. per blast
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited
  • Cost: 32,000
OPTIONAL Plasma Forearm Blaster
  • Range: 600'
  • Damage: 4d6 M.D. per blast
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited
  • Cost: 40,000
OPTIONAL Grenade Launcher
  • Range: 400'
  • Damage: Varies with type
  • Rate of Fire: Each grenade counts as one APM
  • Payload: Four
  • Cost: 35,000
OPTIONAL Grappling Hook
  • Range: 30'
  • Damage: One M.D.
  • Rate of Fire: Each use counts as one APM
  • Payload: 48', enough for 4-8 attacks
  • +1 to entangle and trip
  • Cost: 12,000
Forearm Vibro-Short Sword
  • Range: 1-2' beyond arm
  • Damage: 2d4 M.D.
  • Cost: 10,000
Forearm Vibro-Claws
  • Range: Melee
  • Damage: 2d4+3 M.D. per blast
  • Cost: 12,000
Vibro-Spikes or Blades
  • Range: Melee
  • Damage: 1d6 M.D. for Vibro-Spikes, 2d4 M.D. for Blades or larger Spikes
  • Cost: 10,000
Whipping Cables (2)
  • Range: 15'
  • Damage: 1d4 M.D. or can be used to entangle opponent. If energized, 1d6+2 M.D. and cause sparks when they hit.
  • Bonuses: +1 strike, +1 disarm, +2 entangle
  • Cost: Standard: 6,500 Energized: 12,500
Concealed Net Launcher (1 shoulder)
  • Range: 100'
  • Damage: None, entangles opponent with Robot P.S. 24 or SN P.S. of 18 or less. Greater P.S. breaks free in 1d4 actions. If Robot P.S. >32 or SN >24, takes one attack to break free. Otherwise, can cut free after 3d6+20 M.D. and 1d4+1 actions
  • Rate of Fire: Each shot counts as one APM
  • Payload: 4 nets
  • Cost: 27,000 for shoulder mounted or 32,000 for rifle. Replacement nets are 3,500 each
OPTIONAL: Giant Two-Handed Vibro-Chainsaw Sword
  • Range: Melee + 5'
  • Damage: 5d6+5 M.D. per strike
  • Bonus: +1 parry/disarm. Need Robot P.S. of 19+, or 25+ to use one-handed. Otherwise, -5 to strike/parry and if less than Robot 16, -10 to strike/parry/disarm
  • Cost: 55,000
Pit Fighter can also use any man-sized weapons unless fingers are thick, then uses 'borg or robot versions
  • Range: 600'
  • Damage: 4d6 M.D. per blast
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited
  • Cost: 40,000
[*]Skill Bonuses: +1 to parry and dodge with this weapon[/list]
Midas can also use large weapons designed for power armor, 'borgs, or robots. Man-sized weapons are too small to be used by Midas.
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2) plus a flight camera built into the helmet - a no frills dashcam that films from pilot's POV
Book Reference: p.128 WB34

600-1.6 million new, depending on power supply and improved attributes, weapons, additional features, etc.
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jun 17, 2019 6:56 pm

NG-X209 Mk I Protege, aka "Sammy Jr"
Image
M.D.C. by Location:
  • *Head: 70
  • Neck Fin Shield (right side of head): 20
  • Shoulder Plates (2): 70 each
  • Arms (2):70 each
  • Hands (2): 25 each
  • Legs (2): 120 each
  • *Leg Booster Jets (2 per lower leg): 12 each
  • Rear Thruster Jets (2, back): 50 each
  • *Headlights (2, upper abdomen): 4 each
  • *Forearm Grenade Launcher (1, right arm): 25
  • *Forearm Particle Beam Blaster (1, left arm): 20
  • *Forearm Vibro-Sword (1, left arm): 30
  • *EUL Cables: 6 each
  • Main Body: 230
* requires a called shot at -4 to strike
Statistical Data:
Running: 90 mph maximum (20% fatigue, or 10% fatigue if <50mph)
Leaping: 15' high and across, +50% with running start. Jet thruster assisted leaps: up to 100' high or across, +50% with running start.
Flying: None, but can hover for 1 round. Sammy Jr. can drop down from 300' without risking damage. >300' may cause damage, check page 135 WB34 for details.
Underwater: Sinks like a rock, but can walk along bottom at 10mph. Maximum depth: 1000'
Class: Armored Infantry Assault Suit
Crew: One
Dimensions: 6-7.6' height, 4'6" width, 2-3' length, 422 pounds
Physical Strength: Robot P.S. 28
Cargo: None
Power System: Nuclear (15 years)
Weapon Systems
NG-GR109 Forearm Grenade Launcher
  • Range: 600'
  • Damage: Varies with grenade type
  • Rate of Fire: One at a time or in volleys of 2/3
  • Payload: 18 grenades total
NG-P209 Forearm Particle Beam Blaster
  • Range: 1000'
  • Damage: 6d6 M.D.
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited for nuclear and Solid Oxide, unavailable for electric (uses single-barrel laser instead, 3d6 M.D. and 2000' range)
NG SP209 Vibro-Sword
  • Range: melee +2'
  • Damage: 2d4 M.D. or 3d4 M.D. power attack (2APM)
Sammy Jr. may also use handheld human-sized weapons
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional included equipment (page 136) includes Abdomen Searchlights, Helmet Cameras, Helmet Voice Modulation, Nightvision Optics
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
Book Reference: p.133 WB34

1.4 million nuclear, 1 million Solid Oxide, 650,000 electric battery
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jun 17, 2019 7:16 pm

NG-UELX42 Sabre
Image
M.D.C. by Location:
  • * Head: 80
  • Arms (2): 60 each
  • Legs (2): 90 each
  • *UEL Power Cables (2; forearms): 6 each
  • Main Body: 180
* requires a called shot at -4 to strike (-6 to hit UEL cable, and -10 to hit the cable when Sabre is moving or dodging)
Statistical Data:
Running: 50 mph maximum (10% fatigue)
Leaping: 12' high and across
Flying: None without jetpack
Underwater: Swims or walks on bottom at half normal speed (20% fatigue). Maximum depth: 2000'
Class: Medium Armored Infantry Exoskeleton with UEL
Crew: One
Dimensions: 5.6-7' height, 2-3' width, 2' length, 215 pounds
Physical Strength: Robot P.S. 26
Cargo: None
Power System: Nuclear (10 years)
Weapon Systems
Vibro-Saber
  • Range: Melee +2'
  • Damage: 2d4 M.D
Sabre may also use handheld human-sized weapons and has a UEL in each forearm to power them
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional included equipment (page 140) includes Helmet Multi-Optics System, Soft Palms, Soft Soles and Stealth Features
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
Book Reference: p.139 WB34

898,000 nuclear, 587,000 Solid Oxide
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Re: Canonical Submissions

Postby CPR Krueger » Tue Jun 18, 2019 5:31 am

NG-X13 Samson Missileman
Image
M.D.C. by Location:
  • *Head: 90
  • Scissor Short-Range Missile Launchers (2; back): 70 each
  • NG-S202 Rail Gun: 50
  • Ammo Drum (rear): 30
  • *Hands (2): 20 each
  • Arms (2): 65 each
  • *Forearm Mini-Missile Launchers (2): 15 each
  • Legs (2): 95 each
  • *Mini-Missile Launchers (2; shoulders): 50 each
  • Main Body: 285
* requires a called shot at -4 to strike
Statistical Data:
Running: 80 mph maximum (10% fatigue)
Leaping: 5' high and 10' across
Flying: None
Underwater: Can walk along bottom at 20mph. Maximum depth: 2000'
Class: Armored Infantry Assault Suit
Crew: One
Dimensions: 11' (16' with Scissor folded upward) height, 5'6" width, 5'6" length, 900 pounds
Physical Strength: Robot P.S. 28
Cargo: None
Power System: Nuclear (15 years)
1Weapon Systems
NG-S202 Super-Samson Rail Gun
  • Range: 4000'
  • Damage: 1d6 M.D. per round or 1d6x10 M.D. for a 60 round burst
  • Rate of Fire: Each burst counts as 1 APM
  • Payload: 6000 round drum
SM113 Scissor Short-Range Missile Launchers (2)
  • Range: 5 miles
  • Damage: Varies, but standard issue is AP (2d6x10 M.D. to 5' radius) or plasma (2d6x10 M.D. to 15' radius)
  • Rate of Fire: One at a time or in volleys of 2/4/6/8
  • Payload: 5 per arm for a total of 10
NG-SM24 Shoulder Mini-Missile Launchers (2)
  • Range: 1 mile
  • Damage: Varies, but standard issue is AP (1d4x10 M.D.) or plasma (1d6x10 M.D.)
  • Rate of Fire: One at a time or in volleys of 2/4/6/8/12
  • Payload: 12 per shoulder for a total of 24
NG-SAM209 Forearm Mini-Missile Launcher (1-2, left or both forearms)
  • Range: 1 mile
  • Damage: Varies
  • Rate of Fire: One at a time or in volleys of two
  • Payload: Four, two per barrel
OPTIONAL: NG-SAM309 Forearm Tri-Laser (1, right and/or left, replacing one forearm mini-missile launcher, above)
  • Range: 1600'
  • Damage: 2d6 M.D., or 4d6 M.D. per dual blast, 6d6 M.D. per triple simultaneous blast
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited
Knuckle Viber-Blades
  • Range: Melee
  • Damage: 3d4+3 M.D. (includes Robot P.S.)
Missileman may use handheld 'borg or Power Armor-sized weapons as well
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2) plus complete optics package including laser targeting, telescopic (10x/2 mile range), passive nightvision (2000' range), thermal-imaging (1000' range)
  • Additional included equipment (page 143 for details): Abdomen Searchlights, Helmet Cameras, Helmet Voice Modulation, Nightvision Optics, Gun Camera (optional), UEL Power Cable (optional)
Modifiers: +1 to strike
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
Book Reference: p.144 WB34

1.2 million nuclear, poor availability
Submission by Ryan
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Re: Canonical Submissions

Postby Underguard » Tue Jun 18, 2019 8:12 am

Weapon Submissions by Nathaniel

Wilk's-Remi 137 "Kingdom Come"
Wilk's-Remi 137 "Kingdom Come"
Image
  • Range: 500 feet (152 m)
  • Damage: 3d6 M.D.C. per single blast; 6d6 per double blast
  • Rate of Fire: Standard
  • Payload: 8 double pulse shots with standard E-Clip, 16 with Long E-Clip
  • Weight: 3.2 lbs (1.5 kg); Scope adds 6 ounces
  • Features: None
  • Modifiers: None
  • Book Reference: World Book 4: New West, pg 208

Cost: 27,000 credits

Code: Select all
[b]Wilk's-Remi 137 "Kingdom Come"[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092606-50e7504b.png[/img]
[size=85][list][*]Range: 500 feet (152 m)
[*]Damage: 3d6 M.D.C. per single blast; 6d6 per double blast
[*]Rate of Fire: Standard
[*]Payload: 8 double pulse shots with standard E-Clip, 16 with Long E-Clip
[*]Weight: 3.2 lbs (1.5 kg); Scope adds 6 ounces
[*]Features: None
[*]Modifiers: None
[*]Book Reference: World Book 4: New West, pg 208[/list][/size]
[color=#008000]Cost: 27,000 credits[/color]


Wilk's-Remi 150 "Volcanic"
Wilk's-Remi 150 "Volcanic"
Image
  • Range: 2,000 feet (610 m)
  • Damage: 3d6 M.D.C. per single blast; 6d6 M.D.C. per double blast
  • Rate of Fire: Standard
  • Payload: 34 single shots per Long E-Clip; 17 double blasts.
  • Weight: 6 lbs (2.7 kg)
  • Features: None
  • Modifiers: None
  • Book Reference: World Book 4: New West, pg 208

Cost: 34,000 credits

Code: Select all
[b]Wilk's-Remi 150 "Volcanic"[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091903-4cc79810.png[/img]
[size=85][list][*]Range: 2,000 feet (610 m)
[*]Damage: 3d6 M.D.C. per single blast; 6d6 M.D.C. per double blast
[*]Rate of Fire: Standard
[*]Payload: 34 single shots per Long E-Clip; 17 double blasts.
[*]Weight: 6 lbs (2.7 kg)
[*]Features: None
[*]Modifiers: None
[*]Book Reference: World Book 4: New West, pg 208[/list][/size]
[color=#008000]Cost: 34,000 credits[/color]


Wilk's-Remi 157 "Judgement Day"
Wilk's-Remi 157 "Judgement Day"
Image
  • Range: 1,800 feet (548.6 m)
  • Damage: 3d6+2 M.D.C. per single shot; 1d6*10 per 3-round burst
  • Rate of Fire: Standard
  • Payload: 30 single shots per Long E-Clip or 10 burst shots
  • Weight: 6 lbs (2.7 kg)
  • Features: None
  • Modifiers: None
  • Book Reference: World Book 4: New West, pg 209

Cost: 38,000 credits

Code: Select all
[b]Wilk's-Remi 157 "Judgement Day"[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091904-d5cbf0a2.png[/img]
[size=85][list][*]Range: 1,800 feet (548.6 m)
[*]Damage: 3d6+2 M.D.C. per single shot; 1d6*10 per 3-round burst
[*]Rate of Fire: Standard
[*]Payload: 30 single shots per Long E-Clip or 10 burst shots
[*]Weight: 6 lbs (2.7 kg)
[*]Features: None
[*]Modifiers: None
[*]Book Reference: World Book 4: New West, pg 209[/list][/size]
[color=#008000]Cost: 38,000 credits[/color]
AA Professional Servers GM: Underguard
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) || EP Ledger
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Re: Canonical Submissions

Postby CPR Krueger » Tue Jun 18, 2019 2:23 pm

NG-NX14 Sea Demon
Image
M.D.C. by Location:
  • * Head: 90
  • * Horns (2): 15 each
  • * Hydro-Jet Propulsion Thrusters (2): 40 each
  • * Fin-Wings (2, back): 20 each
  • Arms (2): 65 each
  • * Forearm Weapons (2): 15 each
  • * UEL Cables: 6 each
  • Legs (2): 125 each
  • * Leg Booster Jets (4, two per lower leg): 15 each
  • * NG-D2 Torpedo-Harpoon Cannon: 100
  • Main Body: 190
* requires a called shot at -3 to strike
Statistical Data:
Running: 40 mph maximum (10% fatigue). Removing the hydro-jet propulsion pack adds +10mph
Leaping: 15' high and across. Jet-assisted leap up to 120' high and 300' across, or dive 300' in 4 seconds. Can jump out of water up to 120'. Power Jumping through the water, dolphin style, increases surface water speed to 60mph (page 147 for details)
Flying: None, but can hover for 1d4 rounds before drifts back down
Underwater: 50mph on surface of water, 30mph submerged. Can swim at 8mph or walk on the bottom at 5mph. Maximum Depth: 3000'
Class: Amphibious Infantry Assault Suit
Crew: One
Dimensions: 6.6-7.6' height, 4' width, 4' length with hydro-jet pack, 3'4" length without, 582 pounds
Physical Strength: Robot P.S. 28
Cargo: None
Power System: Nuclear (10 years)
Weapon Systems
CDNX114 Sea Demon Cannon
  • Range: Mini-Torpedoes: 1 mile, Harpoon: 600' maximum, -1 to strike for every 100' >200', Vibro-Bayonet: cannon + 2'
  • Damage: Mini-Torpedoes: Varies with type, HE (1d4x10 M.D.) and plasma (1d6x10 M.D.) are most common, to a 3' radius. Harpoon does 2d4 M.D. each. Vibro-Bayonet: 3d6 M.D.
  • Rate of Fire: Each torpedo or harpoon counts as one APM
  • Payload: 21 mini-torpedoes and 12 harpoons
CD-214 Blue-Green Forearm Lasers (2)
  • Range: 1600'
  • Damage: 2d6 M.D. per blast
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited
CD-314 Vibro-Blade
  • Range: Melee
  • Damage: 1d6 M.D.
Sea Demon may also use handheld weapons and has two UEL (one per forearm)
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional included equipment (page 148 for details): Helmet Cameras, Helmet Voice Modulation, Nightvision Optics
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal Punch: 1D6 M.D.
  • Power Punch: 2D6 M.D., but counts as two melee attacks.
  • Head Butt: 1d4 M.D.
  • Head Butt with Horns: 1d6 M.D.
  • Gore with Horns: 2d4 M.D.
  • Kick: 2D4 M.D.
  • Leap Kick: 2D8 M.D., but counts as two melee attacks.
Book Reference: p.146 WB34

1.3 million nuclear, 985,000 Solid Oxide
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Tue Jun 18, 2019 2:44 pm

NG-UELX49 Silent Shadow
Image
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
*requires a called shot at -4 to strike
**requires a called shot at -7 to strike
Destroying a wing makes flight impossible; PA will plummet and crash to the ground.
Statistical Data:
Running: 70 mph maximum with wings folded (10% fatigue).
Leaping: 15' high and 20' across. Double with booster jets. Wing-assisted gliding leap up to 130' high and 300' across
Flying: Limited; designed for gliding and cannot hover; must circle an area to stay aloft. 40mph, up to 120mph in a strong wind or when diving. Diving from an aircraft or at >10,000' will increase speed to 240mph. Maximum sustainable altitude: 2000'
Underwater: Swim or walk along bottom at 10mph (20% fatigue). Maximum depth 1000'
Class: Strategic Flying Espionage Assault Suit with UEL system
Crew: One
Dimensions: 6-7.6' height, 3-4' width, 15' wingspan, 2-3' length, 279 pounds
Physical Strength: Robot P.S. 26
Cargo: None
Power System: Nuclear (10 years)
Weapon Systems
Concealed Laser (1)
  • Range: 2000'
  • Damage: 2d6 M.D.
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited
Concealed Spike and Climb Cord (1, forearm)
  • Range: 30'
  • Damage: One M.D.
  • Rate of Fire: One
  • Payload: One, but reusable
Concealed Vibro-Swords (2)
  • Range: Melee
  • Damage: 1d6 M.D. (+4 if flying slash or stab)
Silent Shadow may also use handheld weapons and has two UEL (one per forearm)
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional included equipment (page 151 for details): Helmet Cameras, Helmet Multi-Optics System, Helmet Voice Modulation, Stealth RADAR System
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
  • Flying Leap Kick: 3d8 M.D., but counts as three melee attacks.
  • Flying BodyBlock/Slam: 3d8 M.D. plus 68% knockdown if opponent under 11' tall and one ton mass (-1 apm, lose init), counts as two attacks
Book Reference: p.149 WB34

1.4 million nuclear, 1 million Solid Oxide
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Tue Jun 18, 2019 3:07 pm

NG-X40 Storm Hammer
Image
M.D.C. by Location:
  • * Head: 90 (protected from behind by the Weapon Cowl)
  • ** Weapon Cowl: 150
  • Particle Beam Turret (1, behind right shoulder): 75
  • Shoulder Mini-Missile Launchers (2): 40 each
  • Arms (2): 80 each
  • * Forearm Heavy Rail Gun (1, right arm): 75
  • * Forearm Cutter Platform (1, left arm): 30
  • Legs (2): 115 each
  • Main Body: 200
*requires a called shot at -4 to strike
Statistical Data:
Running: 40 mph maximum (20% fatigue).
Leaping: 10' high or across. +30% for running start. Can leap down from 60' with no damage. >60' may cause damage, see page 152 for details
Flying: Not possible
Underwater: Walk along bottom at 4mph. Maximum depth 500'
Class: Heavy Assault and Troop Support Power Armor
Crew: One
Dimensions: 6-8' height, 4-5' width, 3.5-4' length, 875 pounds
Physical Strength: Robot P.S. 30
Cargo: None
Power System: Nuclear (10 years) or Solid Oxide
Weapon Systems
NG-P40 Onslaught Particle Beam Cannon
  • Range: 1800'
  • Damage: 1d6x10 M.D.
  • Rate of Fire: Each blast counts as one APM
  • Payload: Unlimited
  • Penalty: After 30 blasts, overheats and must shut down for 1d4+1 rounds
NG-M18 Shoulder Mounted Missile Launchers (2)
  • Range: One mile
  • Damage: Varies, plasma (1d6x10 M.D.) or AP (1d4x10 M.D.) are most common
  • Rate of Fire: One at a time or in volleys of 2/3/4/6
  • Payload: 18 total, 9 per shoulder
NG-MH140 Rail Gun
  • Range: 5000'
  • Damage: 1d6 M.D. per shot or 1d6x10 M.D. for 20 round burst; 1d6 M.D.
Multi-Tool Forearm (1)
  • Forearm Camera
  • Forearm Compartment
  • Forearm Light
  • Laser Cutter: Range: 100', 3 damage settings: 1d4x10 S.D.C., 1d4 M.D., or 2d6 M.D.
Storm Hammer may also use handheld weapons and has two UEL (one per forearm)
Features of Note:
  • Features Common to All NG Power Armor (pg 61, WB34, Northern Gun 2)
  • Additional included equipment (page 153 for details): Helmet Cameras, Helmet Language Translator, Nightvision Optics, Binocular Telescopic Sight
Hand to Hand Combat
  • Restrained Punch: 1d4 M.D.
  • Normal 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.
Book Reference: p.151 WB34

1.4 million nuclear, 1 million Solid Oxide
Submission by Ryan
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