Canonical Submissions

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Re: Canonical Submissions

Postby Townsend » Mon Jul 01, 2019 2:20 pm

Bandit 5500 Flechette Rail Gun
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  • Range: 2000'
  • Damage: 1d4 M.D.per single round, or 3d6 M.D.per burst of 6 shots (no knockdown)
  • Rate of Fire: One at a time, or in bursts.
  • Payload: Standard drum holds 42 rounds or 7 bursts. Backpack drum can carry 180 rounds (30 bursts) but adds 30 lbs.
  • Weight: 30 lbs
  • Features: None
  • Modifiers: Laser Targeting +1 to strike on aimed shots
  • Book Reference: p.176, WB14


Cost: 52,000-58,000 credits for the gun rarity not provided
GM of the General Investigation, Resolution & Liberation Services (G.I.R.L.S.) of Merctown
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"...and now they work for me."
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Re: Canonical Submissions

Postby CPR Krueger » Wed Jul 03, 2019 11:57 am

Ursa-HPA-09 Iron Bear
Image
M.D.C. by Location:
  • *Ion Cannons (2; small shoulder units): 45 each
  • Rear Thrusters: 150
  • *Forearm Missile Launchers (2; wrist launchers): 60 each
  • Upper Arms (2): 110 each
  • Forearms (2): 110 each
  • *Clawed Hands (2): 50 each
  • Legs (2): 200 each
  • *Gas Ports (2): 20
  • *Head: 115
  • *Muzzle/Jaws: 80
  • *Sensor/Camera Eyes (2): 8 each
  • Main Body: 400
    *requires a called shot at -3 to strike
Statistical Data:
Running: 55 mph maximum
Leaping: 10' high or across. Thruster-assisted leaps up to 50' high or across.
Flying: Not possible
Class: Military Heavy Assault Power Armor
Crew: One
Dimensions: 9.5' height, 5' length, one ton
Physical Strength: Robot P.S. 50
Cargo: Only a small locker for the pilot's body armor and gear.
Power System: Nuclear (15 years)
Weapon Systems
Ion Cannons (2)
  • Range: 1200'
  • Damage: 5d6 M.D. per blast or 1d6x10 M.D. for dual blast
  • Rate of Fire: Single or dual shots only
  • Payload: Unlimited
Mini-Missile Launchers
  • Range: One mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2/4/6/8 per launcher
  • Payload: 36 total, 18 per launcher
Gas/Smoke Dispensers (2)
  • Range: 60' range and obscures 60' squared area
  • Damage: Varies by gas or smoke type; nerve poison does 2d4x10 S.D.C. against humans (save vs lethal poison for half)
    Rate of Fire: Each gas attack counts as one APM
    Payload: Each dispenser holds up to 8 doses
Vibro-Claws
  • Restrained Claw: 2d6 M.D.
  • Full Strength Claw: 5d6 M.D.
  • Paired Claw Attack: 1d6x10 M.D.
  • Power Claw: 1d6x10 M.D. (2APM)
Iron Bear may also use power-armor sized weapons (but not man-sized due to hand/claw size)
Features of Note:
  • Standard Features Common to Power Armor
Hand to Hand Combat: As per Robot P.S. 50, but also see "Vibro-Claws" above for special attacks
Book Reference: p.201, WB15

Cost: Not sold to any outside market, but worth at least 4 million+ if it ever did make it out
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Wed Jul 03, 2019 2:05 pm

UWS-HAR-02 Uktena Combat-Bot
Image
M.D.C. by Location:
  • Propulsion Unit: 200
  • Belly Laser Turret (1): 100
  • Long-Range Missile Pods (2; sides): 175 each
  • *Forearm Mini-Missile Launchers (2; small, forearm): 30
  • *Shoulder P-Beam Cannons (2): 150 each
  • *Neck Mounted Rapid-Fire Laser (1; back of head): 50
  • *Plasma Cannon (1; mouth): 40
  • *Spines (many on neck and head): 10 each
  • *Hands (2): 50 each
  • Arms (2): 200 each
  • Legs (4): 260 each
  • Reinforced Crew Compartment: 100
  • ** Tail Section: 360
  • ***Head: 320
  • Main Body: 625
    *requires a called shot at -3 to strike
    ** destroying the tail negates half the underwater dodge and roll bonuses
    *** destroying the head has no effect on sensors, which are spread throughout the body
Statistical Data:
Running: 75 mph maximum
Leaping: Not possible, but has 45' reach and can pull itself up or across
Flying: Not possible
Underwater: 30mph on surface; 40mph with water jets, can swim or crawl on the bottom. Maximum depth: 1500'
Class: Amphibious Heavy Assault Robot
Crew: Three; pilot, copilot, and gunner. Can accommodate up to two more passengers comfortably, three if crowded, or five in an emergency (- 1 APM and -2 init due to the cramped conditions). Can be operated by a single pilot but all bonuses/APM are half.
Dimensions: 18' (prone) or 35' (upright) height, 18' width, 62' (upright) or 96' (prone/crawling) length, 70 tons
Physical Strength: Robot P.S. 50
Cargo: Storage lockers hold each crew member's gear, including armor, weapons, and clothes. Additional survival gear is located in a storage bay behind the two passenger seats. It holds camping and cooking gear, like tents and portable stoves, with enough canned and dried food to support the crew for up to three months
in the wilds. Medical supplies are also stored there. Additional equipment and ammunition can be put into the passenger compartments.
Power System: Nuclear (15 years)
Weapon Systems
Laser Turret
  • Range: 3000'
  • Damage: 3d6 M.D. per blast or 6d6 M.D. for dual blast
  • Rate of Fire: Single or dual shots only
  • Payload: Unlimited
Mini-Missile Launchers (2)
  • Range: One mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2/4/6 per launcher
  • Payload: 100 total, 50 per launcher
Particle Beam Cannons (2)
  • Range: 3000'
  • Damage: 1d6x10 per single blast or 2d6x10 for dual synchronous blast at the same target
  • Rate of Fire: Single or dual shots only
  • Payload: 40 shots per hour before needing recharge (2 hours)
Long-Range Missile Launchers (2)
  • Range: 1200 miles
  • Damage: 4d6x10 per missile
  • Rate of Fire: One at a time or in volleys of 2/4 per launcher
  • Payload: 4 per launcher; 8 total
Rapid-Fire Pulse Laser
  • Range: 2000'
  • Damage: 2d6 M.D. per blast or 6d6 per 3 shot pulse blast
  • Rate of Fire: Single or pulse blasts only
  • Payload: Unlimited
Plasma Cannon
  • Range: 1200'
  • Damage: 2d6x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: Unlimited
Features of Note:
  • Standard Features Common to Power Armor
Hand to Hand Combat
  • Restrained Punch: 1d6 M.D.
  • Full Strength Punch: 3d6 M.D.
  • Power Punch: 6d6 M.D. (2APM)
  • Head Butt w/ Spines: 4d6 M.D.
  • Tail Strike: 4d6 M.D.
  • Bite: 5d6 M.D.
  • Body Slam: 6d6 M.D. (2APM)
  • Charging Underwater Ram: 1d4x10 M.D.
Book Reference: p.189, WB15

Cost: Not sold to any outside market, but worth at least 100 million+ if it ever did make it out
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Wed Jul 03, 2019 2:26 pm

THAR-06 Thunderbird Aerial Assault Robot
Image
M.D.C. by Location:
  • *Main Jets (4; back): 60 each
  • *Particle Beam Cannon (1; mounted over right shoulder): 150
  • *Rail Gun (1; center of chest): 90
  • *Stabilizer Wings with Mini-Missile Launchers (2): 175 each
  • Forearm Medium Range Missile Launchers (2): 60 each
  • Arms (2): 150 each
  • Legs (2): 200 each
  • *Head: 175
  • Reinforced Crew Compartment: 80
  • Main Body: 350
    *requires a called shot at -3 to strike. Destroying stabilizer wings reduces speed by 10%, pilot skill by 25%, and flying dodge bonus by half
Statistical Data:
Running: 60 mph maximum
Leaping: 20' high and 30' across. With thrusters, up to 50' high and 100' across
Flying: 600mph maximum (cruise at half), VTOL capable and can hover. Maximum Altitude: 30,000'
Underwater: Swim at 4mph, walk on bottom at 20mph, or use jet thrusters on surface at 60mph and underwater at 40mph. Maximum Depth: 1000'
Class: Heavy Aerial Assault Robot
Crew: Two, pilot and co-pilot/gunner
Dimensions: 26' height, 26' width from tip to tip, 10' length, 18 tons
Physical Strength: Robot P.S. 48
Cargo: Storage lockers hold each crew member's gear, including armor, weapons, and clothes.
Power System: Nuclear (10 years)
Weapon Systems
Multi-Barreled Rail Gun
  • Range: 2000'
  • Damage: 2d4 M.D. per 10 round burst or 1d4x10 M.D. per 40 round burst
  • Rate of Fire: 10 round or 40 round bursts
  • Payload: 4000 rounds (100 long or 400 short bursts)
Mini-Missile Launchers (12)
  • Range: One mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2/3/4/5 per launcher
  • Payload: 60 total, 5 per launcher
Particle Beam Cannon
  • Range: 2000'
  • Damage: 1d6x10 per blast
    Rate of Fire: Single shots only
    Payload: 40 shots per hour before needing recharge (2 hours)
Medium Range Missile Launchers (2)
  • Range: 40 miles
  • Damage: 2d6x10 per missile
  • Rate of Fire: One at a time or in volleys of 2 per launcher
  • Payload: 2 per launcher; 4 total
Features of Note:
  • Standard Features Common to Power Armor
  • LAWLO System (experimental): Targeting lasers on head allow all weapons to lock onto a single target. Must be the only target that round. Must make called, aimed shot (+3 to strike) to target. If done, all APM for the round are used, but all weapons can attack the same target (if in range)
Modifiers: +2 hand to hand APM + 1APM at levels 6 and 12; +1 init, +2 strike/parry/dodge (land), +3 strike with laser lock-on, +4 dodge in flight, +3 roll/pull
Hand to Hand Combat
  • Restrained Punch: 1d6 M.D.
  • Full Strength Punch: 3d6 M.D.
  • Power Punch: 6d6 M.D. (2APM)
  • Kick Attack: 4d6 M.D.
  • Leap Kick: 1d4x10 M.D.
  • Head Butt/Beak Attack: 4d6 M.D.
  • Flying Body Block/Ram (>100mph): 1d6x10 M.D. and 90% knockdown (no init and -2APM)
Book Reference: p.189, WB15

Cost: Not sold to any outside market, but worth at least 20 million for the robot and 20 million for the LAWLO system if it ever did make it out
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Wed Jul 03, 2019 2:43 pm

WH-GAR-06 Wolf Assault Robot
Image
M.D.C. by Location:
  • *Particle Beam/Laser Pulse Cannons (2; shoulders): 175
  • *Tail: 50 (just for show)
  • *Shoulder Mini-Missile Launchers (10): 30 each
  • *Eye Lasers (2): 30 each
  • *Legs (4): 250 each
  • Head: 150
    Reinforced Crew Compartment: 100
    Main Body: 480
    *requires a called shot at -3 to strike. Destroying one leg: reduce speed by half, all bonuses -2. Destroying both: speed reduced to 3d6, lose all bonuses
Statistical Data:
Running: 160 mph maximum
Leaping: 40' high and 60' across, 60' height and 120' across with running start at 100mph or greater
Flying: Not possible
Underwater: Swim at 4mph, walk on bottom at 20mph, or use jet thrusters on surface at 60mph and underwater at 40mph. Maximum Depth: 1000'
Class: Heavy Ground Assault Robot
Crew: Three; pilot, co-pilot, comms. Can be operated by single pilot but -2APM and all bonuses -1. Has room for two passengers.
Dimensions: 20' height, 11' width, 26' length (excludes tail), 32 tons
Physical Strength: Robot P.S. 50
Cargo: Storage lockers hold each crew member's gear, including body armor, weapons, canteen, and extra clothes. Additional survival gear is located in a storage bay behind the pilot compartment. It holds camping and cooking gear, like tents and portable stoves, with enough canned and dried food to support the crew
for up to two months in the wilds. Medical supplies and ammunition are also stored here.
Power System: Nuclear (12 years)
Weapon Systems
Rapid-Fire Laser (2)
  • Range: 2000'
  • Damage: 3d6 M.D. per single blast or 6d6 M.D. per double blast
  • Rate of Fire: Single shots only
  • Payload: Unlimited
Shoulder Mini-Missile Launchers
  • Range: One mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2/4/6/8/10
  • Payload: 100 total, 50 per shoulder launcher. An additional 25 missiles are kept in a storage bay (takes 15 min to load into launcher)
Dual Particle Beam/Laser Cannon Turret (2)
  • Range: 2000' Particle Beam, 4000' Laser Cannon
  • Damage: Particle Beam: 1d6x10 per single or 2d6x10 per double simultaneous blast; Laser Cannon: 2d6+2 M.D. per single or 1d4x10 per triple blast (double for simultaneous blast).
  • Rate of Fire: Single or linked shots only. Laser Cannon can not be fired simultaneously with Particle Beam
  • Payload: 40 shots per hour before needing recharge (2 hours)
Features of Note:
  • Standard Features Common to Power Armor
Modifiers: +2 hand to hand APM + 1APM at levels 4/11/15; +2 strike with ranged weapons, +4 in hand to hand melee combat, +3 parry/dodge, +4 roll/pull
Hand to Hand Combat
  • Restrained Claw Strike: 2d6 M.D.
  • Full Strength Vibro-Claw Strike (front paws): 1d4x10 M.D.
  • Power Claw Strike: 2d4x10 M.D. (2APM)
  • Kick Attack (rear): 6d6 M.D.
  • Head Butt: 3d6 M.D.
  • Bite Attack: 1d4x10 M.D.
  • Stomp: 2d6 M.D.
  • Pouncing Leap or High Speed Block/Ram (over 100mph): 1d6x10 M.D. plus 80% knockdown (no init and -2APM)
Book Reference: p.194, WB15

Cost: Not sold to any outside market, but worth at least 25 million if it ever did make it out
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Wed Jul 03, 2019 4:03 pm

1 PA submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sat Jul 06, 2019 11:15 am

D-20 Light Combat Exo-Skeleton
Image
M.D.C. by Location:
  • Arms (2): 50 each
  • Rocket Gun (1): 50
  • Backpack Magazine Dispenser: 100
  • Legs (2): 60 each
  • *Head: 60
  • Main Body: 150
    *requires a called shot at -3 to strike
Statistical Data:
Running: 50 mph maximum (20% fatigue)
Leaping: 10' high and across; double with running start
Flying: Not possible
Class: Armored Infantry Assault Suit (Light)
Crew: One
Dimensions: 7' height, 3' width, 3' length, 180 pounds
Physical Strength: Robot P.S. 24
Cargo: None
Power System: Battery (12 hour charge) only
Weapon Systems
RAR-C15 Rocket Auto-cannon Rifle
  • Range: 2000'
  • Damage: 3d6+5 M.D. per round. 8 round burst: 1d4x10 M.D., long (20 round) burst: 2d4x10 M.D. Special: wooden anti-vampire rounds do 1 M.D. (1d4 on burst) to normal targets, but 4d6 to vampires, or 1d6x10/2d6x10 for short/long bursts
  • Rate of Fire: Standard
  • Payload: 200 round belt fed drum (10 long or 25 short bursts) or 48 round magazine
Hand held weapons can be used as well as needed
Features of Note:
  • Standard Features Common to Power Armor
Modifiers:
Hand to Hand Combat: Per Robot P.S. 24
Book Reference: p.25, WB6

Cost: 150,000 credits
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sat Jul 06, 2019 11:25 am

D-30 Conquistador Power Armor
Image
M.D.C. by Location:
  • Arms (2): 80 each
  • Legs (2): 100 each
  • Mini-Missile Launchers (2; forearms): 35 each
  • Hand-held Auto-loading Bazooka: 80
  • Shoulder Rocket Gun: 40
  • Backpack Ammo Dispenser: 120
  • * Head: 95
  • Main Body: 230
    *requires a called shot at -3 to strike
Statistical Data:
Running: 60 mph maximum (10% fatigue)
Leaping: 12' high and across; double with running start
Flying: Not possible
Class: Armored Infantry Assault Suit
Crew: One
Dimensions: 10' height, 6' width, 5' length, 900 pounds
Physical Strength: Robot P.S. 30
Cargo: None
Power System: Battery (10 hour charge) only
Weapon Systems
Auto-loading Bazooka
  • Range: 1200'
  • Damage: Anti-Armor does 1d6x10+20 M.D. (3' radius), fragmentary do 6d6 M.D. (20' radius), special wood warheads do 1 M.D. to 20' radius (1d6x10 to vampires)
  • Rate of Fire: Can fire up to twice per round
  • Payload:12 shot drum magazine
Arm-Mounted Mini-Missile Launchers
  • Range: One mile
  • Damage: Varies by missile type
  • Rate of Fire: One or two
  • Payload: Four total, two per arm
Shoulder-Mounted Rocket Gun
  • Range: 2000'
  • Damage: 4d6 M.D. per round, 1d4x10+6 M.D. for short (10 round) burst, 2d4x10+10 M.D. for long (40 round) burst, wooden anti-vampire rounds do 2 M.D. to normal targets (2d6/3d6 M.D. on short/long burst), but 5d6 to vampires and 2d4x10/3d6x10 for short/long burst
  • Rate of Fire: Standard
  • Payload: 2000 rounds
Hand held weapons can be used as well as needed
Features of Note:
  • Standard Features Common to Power Armor
Modifiers:
Hand to Hand Combat: Per Robot P.S. 30
Book Reference: p.27, WB6

Cost: 240,000 credits
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sat Jul 06, 2019 11:36 am

G-9A "Jaguar" Light Robot Vehicle
Image
M.D.C. by Location:
  • Shoulder Missile Launchers (2): 100 each
  • *Eye Laser Cannons (2): 25 each
  • 20 mm Auto-cannon in Left Arm: 120
  • Hands (2): 60 each
  • Arms (2): 150 each
  • Legs (2): 220 each
  • Reinforced Pilot's Compartment: 100
  • Head: 100
  • Main Body: 320
    *requires a called shot at -2 to strike
Statistical Data:
Running: 90 mph maximum
Leaping: 20' high and across; +10' with running start
Flying: Not possible
Class: Ground Infantry Assault Robot
Crew: One
Dimensions: 21' height, 11' width, 7'2" length, 18 tons fully loaded
Physical Strength: Robot P.S. 40
Cargo: Minimal storage space; about four feet for extra clothing, weapons, and personal items.
Power System: Nuclear (20 years)
Weapon Systems
20 mm Auto-cannon
  • Range: 4000'
  • Damage: 40 round burst does 2d4x10 M.D.; special wooden rounds do 2d6 M.D. per burst but 2d6x10 to vampires
  • Rate of Fire: 40 round bursts only single shot (for wooden rounds)
  • Payload: 4000 rounds in the arm; auto reload takes one round and comes from 12,000 round reserve built into the body
Laser Eye Beams (2)
  • Range: 4000'
  • Damage: 6d6 M.D. per dual blast
  • Rate of Fire: Dual blasts only
  • Payload: Unlimited
Mini-Missile Launchers (2)
  • Range: One mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or volleys of 2/4/8/16/32
  • Payload: 32 total, 16 per launcher
Features of Note:
  • Standard Features Common to Power Armor
Modifiers: +1 apm at levels 1/3/7/12, +1 init/strike, +2 parry/dodge/pull/roll
Hand to Hand Combat
  • Restrained Punch: 1D4M.D.
  • Full Strength Punch: 2D6 M.D.
  • Claw Strike: 4D6 M.D.
  • Power Punch: 4D6 M.D. (counts as two melee attacks)
  • Power Claw Strike: 6D6 M.D. (counts as two melee attacks)
  • Kick: 2D4 M.D.
  • Leap Kick: 3D6 M.D. (counts as two attacks)
  • Stomp or Body Flip: 1D4 M.D.
Book Reference: p.29, WB6

Cost: 25 million
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Sun Jul 07, 2019 10:01 am

G-18B "Aguirre" Heavy Combat Robot
Image
M.D.C. by Location:
  • Giant Vibro-Sword: 200
  • Belly Rocket Auto-cannon: 150
  • Shoulder Missile Launchers (2): 140 each
  • Forearm Lasers (2): 90 each
  • Head: 100
  • Hands (2): 50 each
  • Arms (2): 160 each
  • Legs (2): 240 each
  • Reinforced Pilot's Compartment: 100
  • Main Body: 380
    *requires a called shot at -2 to strike
Statistical Data:
Running: 60 mph maximum
Leaping: 15' high and across; +10' with running start
Flying: Not possible
Class: Ground Infantry Assault Robot
Crew: One, with up to four passengers
Dimensions: 27' height, 15' width, 10' length, 21 tons fully loaded
Physical Strength: Robot P.S. 44
Cargo: Minimal storage space; about four feet for extra clothing, weapons, and personal items.
Power System: Nuclear (15 years)
Weapon Systems
Rocket Auto-cannon
  • Range: 4000'
  • Damage: 10 round burst does 1d6x10 M.D.; anti-vampire wooden rounds do 2d4x10 to vampires
  • Rate of Fire: 10 round bursts only
  • Payload: 4000 rounds (400 bursts)
Medium Range Missile Launchers (2)
  • Range: 40-80 miles
  • Damage: varies by type
  • Rate of Fire: One at a time or in volleys of 2/3/4
  • Payload: Twelve total; 6 per launcher
Laser Cannons (2)
  • Range: 4000'
  • Damage: 3d6 M.D. per blast or 6d6 M.D. for dual blast
  • Rate of Fire: Single shots only
  • Payload: Unlimited
Giant Vibro-Sword
  • Range: Melee (sword is 20' long)
  • Damage: 3d4 M.D. blunt or 1d6x10 M.D. when activated; 2d6x10 to vampires / 2d4 M.D. to normal targets if silver plated
Features of Note:
  • Standard Features Common to Power Armor
Modifiers: +1 apm at levels 1/4/8/12, +1 strike, +3 parry, +2 dodge, +2 pull, +3 roll, +3 to strike with sword, +5 to parry with sword (+1 vs energy blasts)
Hand to Hand Combat
  • Restrained Punch: 1D6 M.D.
    Full Strength Punch: 3D6 M.D.
    Power Punch: 1D6X10M.D.
    Kick: 2D6 M.D.
    Leap Kick: 4D6 M.D.
    Stomp or Body Flip: 1D6 M.D.
Book Reference: p.30, WB6

Cost: 30 million
Submission by Ryan
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 9:32 am

SH-CCW100 Silverhawk Attack Exoskeleton (CAF)
Image
M.D.C. by Location:
  • Shoulder Plates (2): 100 each
  • Wings/Missile Launchers (2): 150
  • Multi-Rifle: 150
  • ContraGravity System (in back)*: 200
  • Arms (2): 120 each
  • Legs (2): 150 each
  • Head**: 100
  • Main Body: 420
* Destroying the contragravity system prevents the armor from flying and eliminates special combat bonuses below
** Requires a called shot at -4 to hit.
Statistical Data:
Running: 70 mph (5% fatigue, or 10% if contragravity system destroyed)
Flying: Mach 2 in atmosphere/ Mach 12 in space, unlimited altitude, unlimited range
Underwater Capabilities: 50 mph, depth of 1000'
Class: Space-capable assault exoskeleton
Crew: One
Dimensions: 9' tall, 11' wide (including wings, 5' wide otherwise), 4' long, 1000 lbs.
Physical Strength: P.S. 50
Cargo: None
Power System: Nuclear (20 years)
Multi-Rifle
  • Range:
    • Laser: 10,000'
    • Particle Beam Cannon: 2,000'
    • Grenade Launcher: 1,000' (all ranges doubled in space)
  • Damage:
    • Laser: 2D4X10 M.D.
    • Particle Beam Cannon: 3D6X10 M.D.
    • Grenades: varies by type
    • Laser + Particle Beam Combo: 4D6X10+20 M.D. (short range only)
  • Rate of Fire: single blast or grenade
  • Payload:
    • Laser/Particle Beam: effectively unlimited
    • Grenade Launcher: 200 grenades
Wing Mini-Missiles
  • Range: 1 mile in atmosphere. In space, effective range is limited by speed and distance of target.
  • Damage: Varies with missile type. Typically Armor Piercing or Plasma
    • Armor Piercing: 1D4X10 M.D.
    • Plasma: 1D6X10 M.D.
  • Rate of Fire: One at a time or in volleys of 2, 4, 8, or 16
  • Payload: 16 total, 8 on each wing
Six Shooters (2)
  • Range: 800', doubled in space
  • Damage: 3-round burst: 5D6 M.D.
  • Rate of Fire: Single burst
  • Payload: 80 3-round bursts (can only fire bursts)
Force Field Disruptor
  • Range: 20'
  • Damage: None. Creates a momentary hole in a force field
  • Rate of Fire: One pulse/melee round, effect lasts 3 seconds
  • Payload: Effectively unlimited
Hand to Hand Combat: Per Robot P.S. 50, with the following additions and changes:
  • Leap Kick: 6d6+3 (2 APM)
  • Body Block/Ram (ground): 2d6 M.D.
  • Body Block/Ram (flying): 4d6 M.D.
Features of Note:
  • Stealth System - Can change colors to match the background and mask all heat emissions. Evasive maneuvers will reveal the armor's position, though attackers are still at -1 to strike.
Modifiers: +2 to strike, +4 to parry, +4 to dodge on the ground, +6 to dodge flying, +3 to roll, +2 to pull. +2 APM at level one, +1 APM at 4, 8, and 12
Book Reference: p. 130-133, DB2


Cost: 3.4 million credits (cheaper knock-offs can be found at 1.5 million credits; reduce M.D.C. by 30% and remove the force field disruptor and stealth system)
Submitted by Lee
Last edited by Brute on Fri Jul 12, 2019 12:37 pm, edited 3 times in total.
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 10:36 am

BR-CCW2000 Battleram Attack Robot (CAF)
Image
M.D.C. by Location:
  • Gravity Cannon (handheld): 300
  • HI-Laser Cannon (shoulder): 250
  • Pop-Up Cruise Missile Launcher: 200
  • Long-range Missile Launchers (2, chest): 200 each
  • Medium-range Missile Launchers (2, legs): 100 each
  • Mini-Missile Launcher (Left Arm): 100
  • Laser Eyes (2): 70 each
  • Lower Arms (2): 240 each
  • Upper Arms (2): 240 each
  • Shoulders (2): 400 each
  • Hands (2): 160 each
  • Legs (2): 600 each
  • Feet (2): 300 each
  • Main Hatch (on back): 150
  • Emergency Escape Hatches (2): 60 each
  • Head and Sensors*: 400
  • Main Body: 2,500
  • Reinforced Pilot's Compartment (chest): 170
  • Force Field**: 500
* Destruction of the sensor head removes all optical enhancement and sensory systems, and removes all bonuses to parry, dodge, and strike from the robot.
**The M.D.C. of the force field must be depleted before any part of the robot can be targeted.
Statistical Data:
Running: 40 mph max
Flying: Mach 1 in atmosphere/ Mach 8 in space; unlimited range
Class: Anti-Ship Assault Robot
Crew: Two. One pilot and a co-pilot/gunner. A communications/sensor officer is optional. Can carry up to twelve human passengers comfortably. Usually carries a ten-man combat squad equipped with heavy combat armor, gray packs and full combat gear, or a four-man power armor assault force in Silverhawks or Ground Pounders.
Dimensions: 70' high, 40' wide, 30' long, 220 tons
Physical Strength: P.S. 70
Cargo: Lockers for the crew, an armory, and an 8'x8'x8' storage bay.
Power System: Antimatter (30 years)
Weapon Systems:
Gravity Cannon
  • Range: 5 miles in atmosphere/ 6 miles in space
  • Damage: 20-round burst: 4D6X10 M.D.
  • Rate of Fire: single burst
  • Payload: 500 20-round bursts (can only fire bursts)
HI-Laser Cannon
  • Range: 2 miles in atmosphere/ 8 miles in space
  • Damage: 3D6X10 M.D.
  • Rate of Fire: single blast
  • Payload: Effectively unlimited
Pop-Up Cruise Missile Launcher
  • Range: 10 miles
  • Damage: 2D6X100 M.D. or 4D6X100 M.D.
  • Rate of Fire: One
  • Payload: One missile
Long Range Missile Launchers (2)
  • Range: 500 miles
  • Damage: Varies with missile type
  • Rate of Fire: One at a time or in volleys of 2 or 4
  • Payload: 8; 4 in each launcher
Medium-Range Missile Launchers (2)
  • Range: 50 miles
  • Damage: Varies with missile type
  • Rate of Fire: One at a time or in volleys of 2, 4, or 8
  • Payload: 16; 8 in each launcher
Mini-Missile Launcher (Left Arm)
  • Range: 1 mile
  • Damage: Varies with missile type
  • Rate of Fire: One at a time or in volleys of 2, 3, 8, or 16
  • Payload: 16 missiles
Hand to Hand Combat: Per Robot P.S. 50, with the following additions and changes:
  • Crush, Pry or Tear: 2D6X10 M.D.
  • Kick: 3D4X10 M.D.
  • Leap Kick (only while flying): 4D6X10 M.D. (2 APM)
  • Body Flip/throw: 4D6 M.D.
  • Body Block/Ram (on the ground): 2D4X10 M.D.
  • Flying Ram: 5D6X10 M.D.
  • Stomp: 6D6 M.D. against targets 15' tall or smaller.

Modifiers: +1 Strike; +1 Parry; +1 Dodge while flying (no dodge on ground); No roll with impact; +1 additional APM at levels 2, 6, 10, and 14. Reduce combat bonuses by half and APM by 2 if there is no co-pilot.
Book Reference: p. 133-135, DB2


Cost: 200 million credits

Submitted by Lee
Last edited by Brute on Fri Jul 12, 2019 12:39 pm, edited 4 times in total.
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 10:53 am

CAF-PA-10 "Ground Pounder" Infantry Power Armor (CAF)
Image
M.D.C. by Location:
  • Shoulder Missile Launchers (2): 40 each
  • Automatic Mortars (2): 50 each
  • Particle Beam Cannon (right arm): 80
  • Chest Laser: 60
  • Arms (2): 180 each
  • Legs (2): 200 each
  • Head*: 100
  • Main Body: 450
* Requires a called shot at -4 to hit. Destroying the head eliminates all optical enhancements and sensory systems, and removes combat bonuses to strike, parry, and dodge.
Statistical Data:
Running: 100 mph max (10% fatigue)
Leaping: 15' high, 15' across
Class: Ground Infantry Assault Exoskeleton
Crew: One
Dimensions: 9' tall, 6' wide, 4' long, 1 ton
Physical Strength: P.S. 45
Cargo: None
Power System: Antimatter (50 years)
Weapon Systems:
Particle Beam Cannon
  • Range: 4,000'
  • Damage: 2D4X10 M.D.
  • Rate of Fire: single blast
  • Payload: effectively unlimited
Missile Launchers (2)
  • Range: 1 mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2 or 4
  • Payload: 8; 4 per launcher
Automatic Mortars (2)
  • Range: 4,000'
  • Damage: 4d6X10; 30' radius
  • Rate of Fire: single blast
  • Payload: 60 rounds per launcher
Chest Laser
  • Range: 2,000'
  • Damage: 4D6 M.D.
  • Rate of Fire: single blast
  • Payload: effectively unlimited
Hand to Hand Combat: Per Robot P.S. 45, with the following exceptions:
  • Normal Punch: 2D4 M.D.
  • Power Punch: 3D6 M.D. (2 APM)
Modifiers: None
Book Reference: p. 135-137, DB2


Cost: 4 million credits

Submitted by Lee
Last edited by Brute on Fri Jul 12, 2019 12:40 pm, edited 2 times in total.
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 11:11 am

IPA-WI-K Warlord Mark I Combat Suit (Transgalactic Empire)
Image
M.D.C. by Location:
  • Gravity Autocannon (Left Arm): 200
  • Particle Beam Gun (Right Arm): 160
  • Missile Launcher (On Back): 100
  • Arms (2): 180 each
  • Legs (2): 220 each
  • Head*: 120
  • Main Body: 400
Destroying the sensor head eliminates all optical enhancements and sensory systems, and removes all bonuses to strike, parry, and dodge from the robot.
Statistical Data:
Running: 90 mph
Class: Assault Exoskeleton
Crew: One (Kreeghor only)
Dimensions: 12' high, 6' wide, 6' long, 1 ton
Physical Strength: Equal to Pilot's P.S. +6 (supernatural)
Cargo: None
Power System: Antimatter (50 years)
Weapon Systems:
Gravity Autocannon
  • Range: 4,000'
  • Damage: 40-round burst: 1D6X10 M.D.
  • Rate of Fire: single burst
  • Payload: 100 40-round bursts (can only fire bursts)
Particle Beam Gun
  • Range: 1,000'
  • Damage: 2D4X10 M.D.
  • Rate of Fire: Single blast
  • Payload: Effectively unlimited
Missile Launcher
  • Range: 1 mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2, 4, 6, 8, or 12
  • Payload: 12 missiles
Head Lasers (2)
  • Range: 2,000'
  • Damage: 3D6 M.D. single blast / 6D6 M.D. double blast
  • Rate of Fire: One single or double blast
  • Payload: effectively unlimited
Forearm Blades (2)
  • Damage: 4D6 M.D. + Hand to hand damage
Hand to Hand Combat: per P.S. of pilot +6 (supernatural).
Modifiers: None
Book Reference: p. 137-139, DB2


Cost: 5.5 million credits

Submitted by Lee
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 11:27 am

IPA-WI-H Warlord Mark II Combat Suit (Transgalactic Empire)
Image
M.D.C. by Location:
  • Gravity Autocannon (Rifle): 190
  • Missile Launcher (on Back): 100
  • Arms (2): 150 each
  • Legs (2): 200 each
  • Head*: 100
  • Main Body: 320
*Destroying the sensor head eliminates all optical enhancements and sensory systems, and removes all bonuses to strike, parry, and dodge from the robot.
Statistical Data:
Running: 90 mph
Leaping: 40' long/ 20' high
Flying: Mach 1 in atmosphere/ Mach 7 in space
Class: Assault Exoskeleton
Crew: One
Dimensions: 10' tall; 6' wide; 5' long; 1,500 lbs.
Physical Strength: P.S. 40
Cargo: None
Power System: Antimatter (50 years)
Weapon Systems:
Gravity Autocannon
  • Range: 4,000'
  • Damage: 40-round burst: 1D6X10 M.D.
  • Rate of Fire: single burst
  • Payload: 100 40-round bursts
Missile Launcher
  • Range: 1 mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2, 4, 6, 8, or 12
  • Payload: 12 missiles
Head Lasers (2)
  • Range: 2,000'
  • Damage: 3D6 M.D. single blask / 6D6 M.D. double blast
  • Rate of Fire: One single or double blast
  • Payload: Effectively unlimited
Forearm Blades (2)
  • Damage: 3D6 M.D. plus hand to hand damage
Hand to Hand Combat: per robot P.S. 40, with the following exceptions:
  • Restrained Punch: 1D4 M.D.
  • Full Strength Punch: 2D6 M.D.
  • Power Punch: 4D6 M.D. (2 APM)
  • Kick: 2D4 M.D.
  • Leap Kick: 3D6 M.D. (2 APM)
Modifiers: None
Book Reference: p. 139-140, DB2


Cost: 4 million credits

Submitted by Lee
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 11:56 am

1 PA submission, unpaid
PA E-1000 Enforcer Power Armor (Naruni Enterprises)
Image
M.D.C. by Location:
  • Mini-Missile Launchers (2; Shoulders): 80 each
  • Grenade Launchers (2; Upper Torso): 90 each
  • Foam Dispensers (2; Forearms): 80 each
  • Arms (2): 100 each
  • Weapon Limbs (2; Lower Torso): 85 each
  • Legs (2): 150 each
  • Head*: 110
  • Main Body: 300
* Requires a called shot at -3 to strike. Destroying the head incurs a 70% chance of knocking the pilot unconscious; also removes all bonuses to strike, parry, or dodge from the robot.
Statistical Data:
Running: 50 mph (20% fatigue)
Leaping: 15' high/ 15' across; add 10' with a running start
Flying: 20 mph in space
Underwater Capabilities: 5 mph
Class: Law Enforcement/Combat Exoskeleton
Crew: One
Dimensions: 10' high, 6' wide, 4' long, 500 lbs.
Physical Strength: P.S. 30
Cargo: None
Power System: Antimatter (30 years)
Weapon Systems:
Foam Dispensers (2)
  • Range: 200'
  • Damage: None; immobilizes the target for 1D6 rounds unless target has robotic or greater P.S. of 40+
  • Rate of Fire: 2 blasts/melee; each blast counts as one APM
  • Payload: 80 spray blasts; 40 per arm
Weapon Limbs (2)
  • Range:
    • Laser: 2,000'
    • Stunner: 1,000'
  • Damage:
    • Laser Multiple Pulse Burst: 1D6 M.D. (can only fire bursts)
    • Stunner: Single or dual blast: reduces P.P. and Spd. by 3D6 each; victim loses 1 APM and is -3 to all combat actions for 2D6 minutes (half if target has P.E. 18+) If save vs. lethal poison is successful, no effect; no effect on supernatural beings.
  • Rate of Fire: Each blast counts as one APM; only one system may be fired at a time
  • Payload: Effectively unlimited
Grenade Launchers (2)
  • Range: 1,000'
  • Damage: Varies by grenade type
  • Rate of Fire: One or two grenades; each counts as one APM
  • Payload: 80 grenades; 40 per launcher
Mini-Missile Launchers (2)
  • Range: 1 mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2, 4, or 8
  • Payload: 8 missiles; 4 per launcher
Hand to Hand Combat: Per Robot P.S. 30
Features of Note:
  • Sensor System
    • Range 2,000'
    • Employs gravity waves as a form of radar - can map the interior of structures
    • Thermal vision
    • Can detect invisible targets, people hidden within structures or vehicles, and detect traps and hidden rooms; cannot penetrate force fields or phase fields
Modifiers: None
Book Reference: p.67-69, DB3


Cost: 5 million credits (4 million without the special optics sensor package)

Submitted by Lee
Last edited by Brute on Mon Jul 08, 2019 1:25 pm, edited 1 time in total.
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jul 08, 2019 12:04 pm

Kittani Raptor Power Armor/Robot
M.D.C. by Location:
  • Concealed Shoulders Missile Launchers (2): 100 each
  • Arms/Laser Mounts (2): 80 each
  • Clawed Hands (2): 35 each
  • Hip Thrusters: 75 each
  • Legs (2): 160 each
  • Clawed Feet (2): 90 each
  • * Tail: 120
  • ** Head: 130
  • Main Body: 350
    *destroying the tail causes -1 penalty to strike/parry/dodge, and reduces running/leaping by one third
    **requires a called shot at -4 to strike
Statistical Data:
Running: 150 mph maximum
Leaping: 40' high or across; 60' high and 120' across while running, or 100' high and 200' across with jet thruster assist
Flying: Not possible
Underwater: Can swim at 20mph (40mph with thruster assist)
Class: Heavy Infantry Environmental Exo-Skeleton
Crew: One
Dimensions: 10' height, 6' width, 24' length, 1 ton
Physical Strength: Robot P.S. 35
Cargo: None
Power System: Nuclear (20 years)
Weapon Systems
Laser Mounts (2)
  • Range: 4000'
  • Damage: 6d6 M.D. for single blast, or 1d6x10 M.D. for combined burst
  • Rate of Fire: Single shots or a combined burst (counts as 2APM)
  • Payload: Unlimited
Shoulder Mini-Missile Launchers (2)
  • Range: 1 mile
  • Damage: varies by type
  • Rate of Fire: One at a time or in volleys of 2/4/6/8/12
  • Payload: Twelve total; 6 per launcher
Head Laser Beams
  • Range: 2000'
  • Damage: 2d6 M.D. per single blast or 4d6 M.D. per dual blast
  • Rate of Fire: Single shots only
  • Payload: Unlimited
Features of Note:
  • Standard Features Common to Power Armor
Modifiers: +1 apm at levels 1/4/9, +3 init, +3 strike/parry, +4 strike with leap kick, +3 automatic dodge, +2 roll
Hand to Hand Combat Per Robot P.S. 35, with the following additions:
  • Slashing Claw Kick: 5D6 M.D.
  • Leap Kick: 1D4x10 M.D. (counts as two melee attacks).
  • Slashing Claw Leap Kick: 1D6X10 M.D. (counts as two attacks)
  • Tail Strike: 4D6 M.D.
  • Bite: 4D6 M.D.
Book Reference: p.79, WB6

Cost: 30 million credits; sold only to Splugorth allies but never on the open market.
Submission by Ryan
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jul 08, 2019 12:23 pm

Kittani Allosaurus "Firedrake" Power Armor
M.D.C. by Location:
  • Mini-Missile Launchers (2, side-back): 120 each
  • Tri-Barrel Super Rail Arms (2): 150 each
  • Arms (2): 100 each
  • Clawed Hands (2): 50 each
  • Chest Medium-Range Missile Launcher: 160
  • Legs (2): 200 each
  • Clawed Feet (2): 110 each
  • *Tail: 200
  • **Head: 120
  • Main Body: 475
    *destroying the tail causes -1 penalty to strike/parry/dodge, and reduces running/leaping by one third
    **requires a called shot at -2 to strike
Statistical Data:
Running: 100 mph maximum
Leaping: 15' high or across; or 50' high and 100' across with jet thruster assist
Flying: Not possible
Underwater: Can swim at 15mph (30mph with thruster assist)
Class: Strategic Mobile Assault Suit
Crew: One
Dimensions: 17' height, 10' width, 30' length, 3 tons
Physical Strength: Robot P.S. 48
Cargo: Small area for pilot's personal items and a weapon bin with room for one rifle, one pistol, canteen and food rations.
Power System: Nuclear (20 years)
Weapon Systems
Medium-Range Missile Launcher
  • Range: 40 miles'
  • Damage: varies by type
  • Rate of Fire: One at a time or volleys of 2/4
  • Payload: Four missiles total, two in each chest housing
Tri-Barrel Super Rail Gun Arms (2)
  • Range: 6000'
  • Damage: 40 round burst does 1d6x10 M.D.; double simultaneous burst against a single target does 2d4x10 M.D.
  • Rate of Fire: Up to six bursts per round (single and double bursts count as one APM)
  • Payload: 4000 round drum (100 bursts)
  • +2 to strike
Concealed Mini-Missile Launchers (2)
  • Range: One mile
  • Damage: varies by type
  • Rate of Fire: One at a time or in volleys of 2/4/6/8/12
  • Payload: 24; 12 per launcher
Mouth-mounted Plasma Projector
  • Range: 300'
  • Damage: 2d4x10 M.D.
  • Rate of Fire: Once per round only (1 APM)
  • Payload: Effectively unlimited
Features of Note:
  • Standard Features Common to Power Armor
Modifiers: +1 APM at levels 1/5/10, +2 init, +2 strike/parry, +1 dodge, +1 roll
Hand to Hand Combat
  • Restrained Punch: 1D6 M.D.
  • Full Strength Punch: 5D6 M.D.
  • Power Punch: 1D6X10 M.D. (counts as two attacks)
  • Kick: 5D6 M.D.
  • Leap Kick: 1D6X10 M.D. (counts as two attacks)
  • Tail Strike: 5D6 M.D.
  • Bite: 1D4X10 M.D.
  • Head Butt: 2D6 M.D.
  • Stomp: 2D6 M.D.; effective only against opponents 8 feet tall or smaller.
Book Reference: p.79, WB6

Cost: 50 million credits; sold only to Splugorth allies but never on the open market.
Submission by Ryan
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 12:24 pm

ME-95A1 "Avenger" Power Armor
Image]
M.D.C. by Location:
  • GR-Gun (Left Arm): 100
  • HI-Laser (Right Arm): 100
  • Mini-Missile Launcher (Chest): 100
  • Head Lasers (2): 20 each
  • Arms (2): 200 each
  • Legs (2): 300 each
  • Head*: 180
  • Main Body: 825
  • Force Field: 200
*Requires a called shot at -3 to strike to hit. Destroying the head has a 60% chance of knocking the pilot unconscious, and removes all bonuses to strike, parry, and dodge from the robot.
Statistical Data:
Running: 100 mph (10% fatigue)
Flying: Mach 4 in atmosphere/ Mach 10 in space
Class: Multi-Purpose Combat Exoskeleton
Crew: One
Dimensions: 11' tall; 8' wide; 6' long; 1,000 lbs.
Physical Strength: P.S. 55
Cargo: None
Power System: Antimatter (50 years)
Weapon Systems:
GR-Gun (Left Arm)
  • Range: 3,000'
  • Damage: 60-round burst: 2D4X10 M.D.
  • Rate of Fire: single burst
  • Payload: 100 60-round bursts (can only fire bursts)
HI-Laser (Right Arm)
  • Range: 4,000'
  • Damage: 2D6X10 M.D.
  • Rate of Fire: single blast
  • Payload: effectively unlimited
Mini-Missile Launcher
  • Range: 1 mile
  • Damage: Varies with missile type
  • Rate of Fire: One at a time or in volleys of 2 or 4
  • Payload: 16 missiles; 8 per launcher
Head Lasers (2)
  • Range: 2,000'
  • Damage: 6D6; can only fire at one target at a time; if one laser is destroyed damage is reduced to 3D6
  • Rate of Fire: single blast
  • Payload: Effectively unlimited
Hand to Hand Combat: Per robotic P.S. 55, with the following exceptions:
  • Restrained Punch: 2D6 M.D.
  • Full Strength Punch: 6D6 M.D.
  • Power Punch: 2D6X10 M.D. (2 APM)
  • Kick: 6D6+6 M.D.
  • Leap Kick: 2D6X10 M.D. (2 APM)
  • Body Flip: 2D6 M.D.
Features of Note:
  • One week emergency food and air supply for space operations
  • Camouflage system
    • Can change color to match environment; change takes 1d4 melee rounds
    • +5% to wearer's Prowl skill (or static 40% if pilot has no Prowl skill); -20% for observers using Detect Ambush to spot
    • Disabled after Main body takes 200 points of damage
  • Radar Jammer
    • Range: 1 mile radius
    • Radar, gravity-wave sensors, and missile guidance systems only have 20% chance to detect
Modifiers: None
Book Reference: p. 70-72, DB3


Cost: No new suits are available, can cost as much as 150 million credits in "mint" condition.

Submitted by Lee
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 12:52 pm

I-WB War Beast Combat Armor (Intruder)
M.D.C. by Location:
  • Arms (2): 180 each
  • Legs (2) 200 each
  • Head: 150
  • Main Body: 300
  • Power Generator*: 200
* Requires a called shot at -2 to strike. Destroying the power generator destroys the armor
Statistical Data:
Running: 100 mph (no fatigue)
Leaping: 60' high/ 60' long (with running start, 80' high/ 80' long)
Flying: Mach 1 in atmosphere/ Mach 10 in space
Class: Solid Energy Assault Suit
Crew: One
Dimensions: 12' high, 10' wide, 7' long, 500 lbs.
Physical Strength: Equal to pilot's P.S. (supernatural)
Cargo: None
Power System: Unknown (50 years)
Weapon Systems:
Energy Blasts
  • Range: 2,00' in atmosphere/ 2 miles in space
  • Damage: 1D6X10 M.D.
  • Rate of Fire: single blast
  • Payload: effectively unlimited
Hand to Hand Combat: Per Supernatural PS equal to Pilot's P.S., except adds 2D6 M.D. to all hand to hand attacks.
Features of Note:
  • Regenerates damage at 4D6 M.D. per melee round for the body, 2D6 M.D. per melee for the limbs and head. Will regenerate from 0 M.D. if Power Generator still functions.
  • Transparent to Phase Beams; wearer takes full damage.
Modifiers: None
Book Reference: P. 72-73, DB3


Cost: Not for sale.

Submitted by Lee
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jul 08, 2019 12:53 pm

Kittani Tyrannosaurus Robot Vehicle
M.D.C. by Location:
  • Shoulder Medium-Range Missile Launchers (2): 300 each
  • Belly Rail Gun Turret: 120
  • Concealed Mini-Missile Launchers (2): 100 each
  • Side Twin-Barrel Pulse Cannons (2): 150 each
  • Arms (2, small): 130 each
  • Clawed Two-Finger Hands (2): 50 each
  • Legs (2): 300 each
  • *Tail: 320
  • **Head and Sensors: 240
  • Reinforced Pilot's Compartment: 120
  • Main Body: 600
    *destroying the tail causes -1 penalty to strike/parry/dodge, and reduces running/leaping by one third
    **requires a called shot at -1 to strike
Statistical Data:
Running: 80 mph maximum
Flying: Not possible
Class: Strategic Assault Robot Vehicle
Crew: Two: pilot and copilot/gunner, plus up to two passengers
Dimensions: 28'9" height, 16'4" width, 40' length, 30 tons
Physical Strength: Robot P.S. 60
Cargo: Minimal storage space; about four feet for extra clothing, weapons, and personal items. Plus, a weapons locker with room for two energy rifles, two energy pistols, two canteens and enough rations for two weeks.
Power System: Nuclear (20 years)
Weapon Systems
Shoulder Medium-Range Missile Launchers (2)
  • Range: 40 miles
  • Damage: varies by type
  • Rate of Fire: One at a time or volleys of 2/4/8/16
  • Payload: Sixteen missiles total, eight per launcher
Concealed Mini-Missile Launchers (2)
  • Range: One mile
  • Damage: varies by type
  • Rate of Fire: One at a time or in volleys of 2/4/6/8/12
  • Payload: 48; 24 per launcher
Twin-Barrel Pulse Cannons (2)
  • Range: 6000'
  • Damage: 5d6 M.D. per single pulse or 1d6x10 M.D. per dual blast. Simultaneous quad (all 4 barrels) blast does 2dx10 M.D.
  • Rate of Fire: Up to six pulse blasts per round (all blasts count as one APM each)
  • Payload: Unlimited
Belly Rail Gun
  • Range: 4000'
  • Damage: 40 round burst does 1d6x10 M.D.
  • Rate of Fire: Up to six bursts per round (1 APM; only fires bursts)
  • Payload: 4000 round drum (100 bursts)
Head Laser Cannon (2)
  • Range: 4000'
  • Damage: 1d4x10 M.D. per blast, or 2d4x10 M.D. for dual blast
  • Rate of Fire: Single shots or dual blasts (2APM for dual blast)
  • Payload: Unlimited
Features of Note:
  • Standard Features Common to Power Armor
Modifiers: +1 APM at levels 1/7, +2 strike/parry, +1 dodge
Hand to Hand Combat
  • Restrained Punch: 1D6M.D.
  • Full Strength Punch/Tear/Rip: 5D6 M.D. (limited to extremely close range only)
  • Power Punch and Leap Kick are not possible
  • Kick: 1D6X10
  • Tail Strike: 1D4X10 M.D.; 25 foot reach
  • Head Butt: 3D6 M.D.
  • Bite: 1D6X10+10 M.D.
  • Body Ram (short running start): 1D6X10 M.D. and has a 75% chance of knocking a truck-sized opponent over or down; 95% for man-size to 15 feet tall opponents, motorcycles, and small cars. Victim loses initiative, one melee attack and is knocked back 2D6 yards (X10 for human-sized targets who also lose two melee attacks/actions). Counts as two melee attacks.
  • Stomp: 4D6 M.D. (only against opponents 10 feet tall or shorter).
Book Reference: p.79, WB6

Cost: 100 million credits; sold only to Splugorth allies but never on the open market.
Submission by Ryan
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 1:18 pm

O-AR600 Ovoid Combat Robot (Naruni Enterprises)
M.D.C. by Location:
  • Arms (2): 300 each
  • Legs (2): 350 each
  • Weapon Systems* (6): 250 each
  • Missile Launchers* (2): 250 each
  • Main Body: 650
  • Force Field: 320
* Requires a called shot at -4 to strike.
Statistical Data:
Running: 70 mph (no fatigue)
Flying: Mach 1 in atmosphere/ Mach 8 in space
Underwater Capabilities: [If Applicable]
Class: Tactical Assault Robot with Space Fighter Configuration
Crew: Two. One pilot/Gunner and one additional gunner. Can carry two passengers.
Dimensions: 40' high with legs extended/20' without, 30' wide, 30' long, 60 tons
Physical Strength: P.S. 50
Cargo: 4' cube
Power System: Nuclear (20 years)
Weapon Systems:
Plasma Cartridge Machineguns (2)
  • Range: 2,000' in atmosphere/ 1 mile in space
  • Damage: 10-shot burst: 2D6X10 M.D.
  • Rate of Fire: single burst
  • Payload: 200 10-shot bursts (can only fire bursts)
Rail Guns (2)
  • Range: 6,000'
  • Damage: 80-round burst: 2D6X10 M.D.
  • Rate of Fire: single burst
  • Payload: 100 80-round bursts
Short-range Missile Launcher
  • Range: 1 mile
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2, 4, 6, or 8
  • Payload: 32 mini-missiles
Long-range Missile Launcher
  • Range: Varies
  • Damage: Varies by missile type
  • Rate of Fire: One at a time or in volleys of 2 or 4 missiles
  • Payload: 16 missiles
Laser Guns (2)
  • Range: 4,000'
  • Damage: 1D4X10 M.D.
  • Rate of Fire: single blast
  • Payload: Effectively unlimited
Hand to Hand Combat: Per robotic P.S. 50, with the following exceptions:
  • Restrained Punch: 1D6 M.D.
  • Full-Strength Punch: 3D6 M.D.
  • Power Punch: 1D4X10 M.D. (2 APM)
  • Kick: 4D6 M.D.
Features of Note:
  • Life support system serves 4 people for up to 2 weeks
Modifiers: None
Book Reference: p. 73-74, DB3


Cost: 95 million credits

Submitted by Lee
Last edited by Brute on Fri Jul 12, 2019 12:45 pm, edited 1 time in total.
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jul 08, 2019 1:30 pm

M-100 Hoplite
M.D.C. by Location:
  • Shield: 100
  • Arms (2): 120 each
  • Hands (2): 50 each
  • Legs (2): 140 each
  • Spear: 120
  • *Head: 80
  • Main Body: 300
  • Armor of Ithan Force Field: 100
    *requires a called shot at -3 to strike
Statistical Data:
Running: 60 mph (20% fatigue)
Leaping: 12' high and 20' across
Flying: Not possible
Swimming: 5mph
Class: TW Armored Assault Suit
Crew: One
Dimensions: 9' height, 4' width, 3' length, 600 pounds
Physical Strength: Supernatural 26
Cargo: None
Power System: Magical; 96 hours of continuous use before needing recharge (ley line = 8 hours, pyramid = 4 hours)
Weapon Systems
Energy Spear
  • Range:
    • Energy Blast: 1000'
    • Thrown: 300'
  • Damage:
    • Energy Bolt: 5d6 M.D.
    • Energized spear strike: 6d6 M.D.; non-energized does 3d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: Unlimited
Shield
  • Range: 300'
  • Damage: Shock wave does 2d6 M.D. and 75% chance of knockdown for man-sized (60% for >9' tall, and 35% for 10-11'; taller than 11' cannot be knocked down). If knocked down, lose init and 1 APM.
  • Shield Bash does 2d6+6 M.D.
  • Rate of Fire: Shock wave counts as one APM
  • Payload: Unlimited
  • Bonuses: +2 to parry, +1 to strike with shield or shock wave
Light Amplification System
  • Range:
    • Light Beam: 300' search light
    • Laser: 1000'
  • Damage:
    • Light Beam: No damage
    • Laser (S.C.D.): 6d6
    • Laser (M.D.): 3d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: Unlimited
  • Bonus: +! to strike
Magic Spells: Armor can also cast Globe of Daylight and Blinding Flash up to three times each within 24 hours, @6th caster level
Hoplite may also use handheld, man-sized weapons
Features of Note:
  • Standard Features Common to Power Armor
  • Standard Magic Features include Language Translator, Breathe Without Air and Impervious to Fire, and Armor of Ithan force field
Modifiers: +1 APM at levels 1/5/10, +1 init, +1 strike/parry, +2 dodge, +2 pull/roll
Hand to Hand Combat: Per Supernatural P.S. of 26
Book Reference: p.92, WB6

Cost: 60 million credits
Submission by Ryan

Optional Add-ons: Up to two additional items may be selected. Other items or powers on this list can replace anything from weapon numbers 1-3.
  • Shoulder or Forearm Spikes
    • Range: 1000'
    • Damage: 3d6 M.D. per spike
    • Rate of Fire: One at a time or in volleys of 2/4/8/12, and return to the armor in one melee (unless destroyed)
    • Payload: 12
  • TW Magic Net
    • 50 M.D.C. and can ensnare, entangle weapons, or parry (+1 to strike, +2 to parry/entangle, 1d6 S.D.C. damage)
    • Six times per 24 hours, can cast 6th level Magic Net spell
  • TW Fire Gauntlets
    • 80 M.D.C. each
    • Range: 300'
    • Damage
      • Setting One: 1d4x10 S.D.C.
      • Setting Two: 3d6 M.D.
      • Setting Three: 5d6 M.D.
    • Damage can be doubled if both gauntlets are fired simultaneously at the same target
    • Rate of Fire: Single or double blasts only
    • Payload: Unlimited
  • TW Ankh Mace
    • Range: 300' shock wave
    • Damage: 1d6 M.D. to mortals, 3d6 to Vampires and other undead
    • Rate of Fire: Shock wave counts as one APM
    • Payload: Unlimited
    • Bonuses: +1 to strike/parry
    • May cast Turn Dead 3x and Banishment 1x per 24 hour period
  • Magic Senses: 8 spells per day chosen from the following list: See Aura, See th eInvisible, Detect Concealment, Sense Magic, Sense Evil, and Eyes of the Wolf, all at 6th caster level
  • Magic Communications: 8 spells per day chosen from the following list: Ley Line Transmission, Magic Pigeon, Commune with Spirits, Calling, Words of Truth, Eyes of Thoth, all at 6th caster level
  • Magic Flight: Fly as the Eagle for up to 2 hours per 24 hour period (may be split into smaller chunks that add up to 2 hours)
  • Magic Underwater Capabilities: Swim as the Fish (Superior) up to four times per 24 hours at 6th caster level
  • Magic Jungle Cloaking System: Chameleon spell at will (includes shield), at 6th caster level
  • Super Energy Damper System: Impervious to Energy spell, at 6th caster level
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Re: Canonical Submissions

Postby CPR Krueger » Mon Jul 08, 2019 1:49 pm

L-100 Lictor Assault Robot
M.D.C. by Location:
  • Shoulder Plates (2): 150 each
  • Axe: 200
  • Giant TK-Rifle: 250
  • Missile Launchers (2; shoulders): 100 each
  • Arms (2): 200 each
  • *Hands (2): 90 each
  • Legs (2): 250 each
  • *Head: 250
  • Main Body: 400
  • Magical Force Field: 150
    *requires a called shot at -3 to strike
Statistical Data:
Running: 45 mph
Leaping: 20' high and 30' across
Flying: Fly at up to 50 mph. The spells sustaining flight only allow two hours of flight, after which the robot cannot fly again for 24 hours or until recharged at a pyramid (20 minutes for flight). These two hours can be split into any number of shorter flight periods, but cannot exceed a total of two hours.
Swimming: 10mph
Class: TW Strategic Assault Robot
Crew: Two, pilot and copilot/gunner
Dimensions: 30' height, 15' width, 9' length, 30 tons
Physical Strength: Supernatural 32
Cargo: Small area for pilot's personal items
Power System: Magical; 72 hours of continuous use before needing recharge; Pyramid (one hour per day) or Ley Line (takes two hours per day's worth of energy)
Weapon Systems
TK-Rifle
  • Range: 4000'
  • Damage: 1d6x10 M.D. per blast
  • Rate of Fire: Single shots only
  • Payload: Unlimited
Energy Axe
  • Range:
    • Thrown: 300'
    • Electric Blast: 600'
  • Damage
    • 1d6x10 M.D. per charged hand to hand strike
    • 1d4x10 M.D. per lightning blast or when thrown
  • Rate of Fire: Single shots only
  • Payload: Unlimited
  • Bonus: +1 to strike, +2 to parry
Eye Plasma Bolts
  • Range: 2000'
  • Damage: 5d6 M.D. for one eye; 1d6x10 M.D. from simultaneous twin blast at single target
  • Rate of Fire: Single or linked shots only
  • Payload: Unlimited
  • Bonuses: +2 strike
  • Magic Spells: Fuel Flame and Circle of Flame 3x each per 24 hours at 6th caster level
Mini-Missile Launchers
  • Range: One mile
  • Damage: Varies by missile type
  • Rate of Fire: Volleys of 2/4/6
  • Payload: 48 total, 24 per launcher
Concealed Finger Lasers (2)
  • Range: 2000'
  • Damage: 2d6 M.D. per blast or 4d6 M.D. per dual simultaneous blast
  • Rate of Fire: Single or dual shots only
  • Payload: Unlimited
Lictor may also use giant-sized (not man-sized) weapons
Features of Note:
  • Standard Features Common to Power Armor
  • Standard Magic Features include Language Translator, Breathe Without Air and Impervious to Fire, and Armor of Ithan force field
Modifiers: +1 APM at levels 1/6/11, +1 init, +1 strike/parry/dodge, +3 dodge in flight, +1pull/roll
Hand to Hand Combat
  • Restrained Punch: 5d6 S.D.C.
  • Full strength punch or kick: 4d6 M.D.
    Power Punch ro Leap Kick: 1d4x10 +8 M.D. (2APM)
Book Reference: p.95, WB6

Cost: 80 million credits
Submission by Ryan

Optional Add-ons: Up to two additional items may be selected. Other items or powers on this list can replace anything from weapon numbers 1-3.
  • Shoulder or Forearm Spikes
    • Range: 1000'
    • Damage: 3d6 M.D. per spike
    • Rate of Fire: One at a time or in volleys of 2/4/8/12, and return to the armor in one melee (unless destroyed)
    • Payload: 12
  • TW Magic Net
    • 50 M.D.C. and can ensnare, entangle weapons, or parry (+1 to strike, +2 to parry/entangle, 1d6 S.D.C. damage)
    • Six times per 24 hours, can cast 6th level Magic Net spell
  • TW Fire Gauntlets
    • 80 M.D.C. each
    • Range: 300'
    • Damage
      • Setting One: 1d4x10 S.D.C.
      • Setting Two: 3d6 M.D.
      • Setting Three: 5d6 M.D.
    • Damage can be doubled if both gauntlets are fired simultaneously at the same target
    • Rate of Fire: Single or dual linked blasts only
    • Payload: Unlimited
  • TW Ankh Mace
    • Range: 300' shock wave
    • Damage: 1d6 M.D. to mortals, 3d6 to Vampires and other undead
    • Rate of Fire: Each shock wave blast counts as one APM
    • Payload: Unlimited
    • Bonuses: +1 to strike/parry
    • May cast Turn Dead 3x and Banishment 1x per 24 hour period
  • Magic Senses: 8 spells per day chosen from the following list: See Aura, See th eInvisible, Detect Concealment, Sense Magic, Sense Evil, and Eyes of the Wolf, all at 6th caster level
  • Magic Communications: 8 spells per day chosen from the following list: Ley Line Transmission, Magic Pigeon, Commune with Spirits, Calling, Words of Truth, Eyes of Thoth, all at 6th caster level
  • Magic Flight: Fly as the Eagle for up to 2 hours per 24 hour period (may be split into smaller chunks that add up to 2 hours)
  • Magic Underwater Capabilities: Swim as the Fish (Superior) up to four times per 24 hours at 6th caster level
  • Magic Jungle Cloaking System: Chameleon spell at will (includes shield), at 6th caster level
  • Super Energy Damper System: Impervious to Energy spell, at 6th caster level
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Re: Canonical Submissions

Postby Brute » Mon Jul 08, 2019 1:55 pm

LSK-7 Loksuit Power Armor
Image
M.D.C. by Location:
  • Head: 100
  • Arms (2): 100 each
  • Legs (2): 120 each
  • Main Body: 115 (light version)/230 (heavy version)
Statistical Data:
Running: Per pilot's speed.
Flying: 120 mph (with detachable jet pack)
Class: Light Infantry Power Armor
Crew: One
Dimensions: 9'6" tall, 150 lbs.
Physical Strength: Per Pilot's P.S.
Cargo: None
Power System: Unknown
Weapon Systems:
Retractable Vibro-Sword (Right Arm)
  • Damage: 3D6 M.D.
Tri-Laser Forearm Gun (Left Arm)
  • Range: 1,600'
  • Damage: 1D6+3 M.D. single blast/ 2D6+6 M.D. double blast / 3D6+9 triple blast
  • Rate of Fire: One single, double, or triple blast
  • Payload: Effectively unlimited
Multi-Weapon Arm (Left Arm)
  • Range:
    • Grappling Spike: 100'
    • Laser: 2,000'
    • Ion Blaster: 600'
  • Damage:
    • Grappling spike: 1D6 M.D.
    • Laser: 2D6 M.D.
    • Ion Blaster: 4D6 M.D.
  • Rate of Fire: single shot
  • Payload:
    • Grappling Spike: One spike and line; may be retracted and reloaded
    • Laser and Ion Blaster: Effectively unlimited
Hand to Hand Combat: Per the pilot's Hand to hand skill.
Features of Note:
  • HUD Multi-Screen
  • Computer & Video link - located in the "ear" section of the helmet.
  • Optical Enhancements - Nightvision (2,000'), telescopic (10X magnificaiton, 6,000' range), Macro-lens (6X magnification), Thermo-imager (1,000' range), light filters.
  • Laser Distancer - 2,000' range, 80% accuracy
  • Laser Targeting - 1,000' range
  • Detachable Jet Pack
Modifiers: -5% Climb; -10% Prowl, Swimming, Acrobatics, and similar physical skills; +1 to strike
Book Reference: p. 121, DB4


Cost: Not for sale; exclusive to Tarlok military

Submitted by Lee

OOC Comments
This entry was missing a lot of shit. Width and Length are not listed. Running speed was not listed. Physical strength is not listed. Power system type and lifespan were not listed. HTH bonuses were not listed. The grappling gun range came from the standard grappling gun, RUE p. 261. Jet Pack features are identical to Wilk's jet pack, RUE p. 267
Last edited by Brute on Fri Jul 12, 2019 12:47 pm, edited 2 times in total.
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Re: Canonical Submissions

Postby Brute » Fri Jul 12, 2019 11:57 am

OPA 101 Gona'Grek Organic Power Armor
Image
M.D.C. by Location:
  • Hands (2): 20 each
  • Lower Arms (2): 70 each
  • Upper Arms (2): 100 each
  • Forearm Claws (2): 65 each
  • Legs (2): 150 each
  • Large Wings (2; back): 120 each
  • Heavy Vasher: 2d6X10+50 (varies due to organic nature)
  • Psionic Node* (1, Back): 25
  • Head**: 110
  • Main Body***: 6D6X10+66 (varies due to organic nature)
* Requires a called shot at -3 to strike to hit.
** Destroying the head stuns the armor and leave's the pilot's head exposed. Pilot loses all combat bonuses provided by the armor.
*** Destroying the Main Body severs the armor's bond with the pilot, leaving him stunned for 1D4 minutes, and all bonuses, M.D.C., and powers profvided by the symbiote are lost. Pilot becomes demoralized, and is reduced to 2 APM and no combat bonuses.
Statistical Data:
Running: 45 mph (10% fatigue)
Leaping: 20' high/ 20' across
Flying: hover to 175 mph (psionic-assisted: 300 mph) in atmosphere/ in Space, Mach 3; max altitude in atmosphere is 6,000'; max flight time is 10 hours
Class: Heavy Assault Power Armor
Crew: One (only a Necron may pilot this armor)
Dimensions: 12' tall; 6' wide (wings down)/18' wide (wings extended); 6' long; 1,000 - 1,500 lbs.
Physical Strength: Per pilot's P.S. +15 (supernatural)
Cargo: None
Power System: P.P.E.-based. Armor feeds off pilot's P.P.E. - can draw P.P.E. from other sources as a P.P.E. vampire. Has P.P.E. 3D6X10+60, but must replenish spent P.P.E. by feeding on others.
Weapon Systems:
Energy Beam (eyes)
  • Range: 4,000' in atmosphere/ 2 miles in space
  • Damage: 5D6 M.D. per eye; dual blast 1D6X10 M.D.
  • Rate of Fire: Single shots only
  • Payload: Limited by armor's P.P.E. Each blast costs 5 P.P.E.
Flame Thrower (2; wrists)
  • Range: 120'
  • Damage: 4D6 M.D.
  • Rate of Fire: Two shots per melee; each counts as one APM
  • Payload: Effectively unlimited
Acid Pustules (1D4+4; front)
  • Range: 60'
  • Damage: 2D6 initial contact; additional 1D6 M.D. per round for 1D4+1 rounds. Double damage to organic M.D.C.
  • Rate of Fire: One at a time or in a volley of 2 or 4
  • Payload: Each pustule may fire once per hour.
  • Note: The Necron pilot controls the launching of acid telepathically.
Vasher Organic Energy Rifle
  • Range: 1,400'
  • Damage: 4D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: In darkness: 30 blasts; regenerates in sunlight. In sunlight: effectively unlimited
Forearm Claws (2; retractable)
  • Damage: SN P.S. damage + 2D6
Hand to Hand Combat: Per pilot's P.S. + 15 (supernatural)
Features of Note:
  • Impervious to vacuum, cold, and disease.
  • Resistant to fire (M.D. fire does 1/2 damage)
  • Armor regenerates 2D6 M.D. per melee
  • Psionic Nodes on the back provide additional telekinetic thrust in flight
Modifiers: Bonds with Pilot. Provides +15 P.S. (becomes Supernatural), +6 P.P.; +6 P.E., +2 APM, +1 initiative; +1 to strike, parry, and dodge
Book Reference: p. 120-122, DB6


Cost: Unavailable for sale; usable only by Necrons

Submitted by Lee

OOC Comments
The "Psionic Nodes" for this armor are not given M.D.C. values in the book, but in other vehicles they are, and are -3 to strike with a called shot.
Further, it does not indicate how many nodes there are. It is approximately 10% of the size of the Necron Posh Star Fighter, which has 8 nodes to move its 11 tons of mass, so I doubt more than 1 25-M.D.C. Psionic Node is necessary - so that's what I've added.
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Re: Canonical Submissions

Postby Brute » Fri Jul 12, 2019 12:35 pm

M.E.R.E. "Heavy Hands" Power Armor (Exile)
M.D.C. by Location:
  • Winch and Cable (1; lower back): 100
  • Hands (2): 90 each
  • Arms (2): 220 each
  • Legs (2): 300 each
  • Sensor Head/Helmet*: 180
  • Reinforced Pilot Compartment: 120
  • Main Body: 420
  • Magnetic Deflection Shield**: 320
*Destroying the Sensor Head eliminates all optics, targeting and sensors, imposing a -10 on strike, parry, dodge and all other combat maneuvers.
**Entire M.D.C. must be depleted before attacks can target the armor itself. Regenerates 1 M.D.C. per round.
Statistical Data:
Running: 70 mph
Leaping: 20' high/ 20' long; double from running start
Flying: 190 mph (in atmosphere)/ 570 mph (in space)
Underwater Capabilities: 70 mph; max depth 5 miles
Class: Power Armor
Crew: One
Dimensions: 12' tall; 5' wide; 3' long; 1 ton
Physical Strength: P.S. 37
Cargo: None
Power System: Nuclear (5 years)
Weapon Systems:
Laser Fingers (2)
  • Range: 100'
  • Damage: 1D6 M.D. or 2D6 M.D. per single shot
  • Rate of Fire: single shot
  • Payload: Effectively unlimited
Ion Pulse Cannon
  • Range: 2,000' in atmosphere/ 4,000' in space
  • Damage: 5D6 M.D. single shot; 2D4X10 M.D. pulse
  • Rate of Fire: single shot or pulse
  • Payload: 15 single blasts or 5 pulse blasts per e-clip; effectively unlimited if cabled to armor's power source
Hand to Hand Combat: per Robotic P.S. of 37, with the following exceptions:
  • Restrained Punch: 1D4 M.D.
  • Full Strength Punch: 2D6 M.D.
  • Power Punch: 4D6 M.D. (2 APM)
  • Kick: 3D8 M.D.
  • Leap Kick: 5D8 M.D. (2 APM)
Features of Note:
  • Laser targeting adds +1 strike for Laser Fingers and Ion Pulse Cannon.
Modifiers: None
Book Reference: p. 119-120, DB14


Cost:Not available on open market; exclusive to Exiles.

Submitted by Lee
Last edited by Brute on Thu Jul 18, 2019 11:03 am, edited 2 times in total.
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Re: Canonical Submissions

Postby Brute » Thu Jul 18, 2019 10:25 am

USA-G13 Glitter Boy Mark III (KLS)
M.D.C. by Location:
  • Rail Gun (1; Right Forearm): 175
  • Hands (2): 75 each
  • Arms (2): 190 each
  • Legs (2): 290 each
  • Head: 150
  • Recoil Thrusters (1, Back): 200
  • Main Body: 590
  • Reinforced Pilot's Compartment: 100
Statistical Data:
Running: 120 mph max
Leaping: 20' high/ 20' across (double with running start); 120' high/ 120' across jet-assisted
Flying: Hover (0 mph); 50' altitude, 1D6 minute duration (in atmosphere)/ fly 150 mph (in space)
Class: Laser Resistant Armored Infantry Personnel Assault Unit
Crew: One
Dimensions: 10' tall; 4' wide; 4' long; 1600 lbs.
Physical Strength: P.S. 30
Cargo: 1' cube compartment
Power System: Nuclear (25 years)
Weapon Systems:
RG-14 Rapid Acceleration Electro-Magnetic Rail Gun (1)
  • Range: 11,000' in atmosphere/ 22,000' in space
  • Damage: 3D6X10 M.D. (+ Sonic Boom in atmosphere)
  • Rate of Fire: One shot
  • Payload: 100 rounds
Optional: VL-07 Variable Frequency Laser Cannon
  • Range: 4,000' (in atmosphere)/ 12,000' (in space)
  • Damage: 6D6 M.D. or 2D6X10 M.D.
  • Rate of Fire: One blast
  • Payload: Effectively unlimited
  • Note: If this option is selected, it replaces the railgun listed above
Hand to Hand Combat: Per Robotic P.S. 30
Features of Note:
  • Laser Weapons do half damage against this armor
  • Sensor System
    • Thermo Imager: 2,000' range
    • Infrared and Ultraviolet Optics
    • Advanced Laser Targeting: +2 Strike
Modifiers: +2 initiative; +2 roll with impact; +4 Strike, parry, and dodge
Book Reference: p.67-68; MiO


Cost: 15 million IOU; not sold to CAN Republic; not available on Earth

Submitted by Lee
Last edited by Brute on Thu Jul 18, 2019 11:02 am, edited 2 times in total.
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Re: Canonical Submissions

Postby Brute » Thu Jul 18, 2019 10:38 am

USA-G14 Glitter Boy Mark IV (KLS)
M.D.C. by Location:
  • Particle Beam Cannon (1; Right Forearm): 175
  • Hands (2): 100 each
  • Arms (2): 270 each
  • Legs (2): 450 each
  • Jets (1; Back): 300
  • Head: 200
  • Main Body: 800
  • Reinforced Pilot's Compartment: 100
Statistical Data:
Running: 60 mph max
Leaping: 12' high/ 12' across (double with running start)/ 60' high/ 60' across (jet-assisted)
Flying: Hover (0 mph); 60' altitude; 1D6X10 minute duration (in atmosphere)/ 150 mph (in space)
Class: Laser Resistant Armored Infantry Personnel Assault Unit
Crew: One
Dimensions: 11' tall; 4'4" wide; 4' long; 2 tons
Physical Strength: P.S. 40
Cargo: 1' cube compartment
Power System: Nuclear (25 years)
Weapon Systems:
PB-20 Rapid Acceleration Particle Beam Cannon (1)
  • Range: 11,000' (in atmosphere)/ 22,000' (in space)
  • Damage: 4D6X10 M.D. Particle Beam blast; 4D6 M.D. Laser blast
  • Rate of Fire: One blast
  • Payload: Particle Beam: 20 blasts; blasts recharge at one blast per minute; Laser: effectively unlimited
Hand to Hand Combat: per Robotic P.S. 40
Features of Note:
  • Laser weapons do half damage to this armor
  • Sensor System
    • Thermo Imager: 2,000' range
    • Infrared and Ultraviolet Optics
    • Advanced Laser Targeting: +2 Strike
Modifiers: +1 initiative; +1 strike, parry, and dodge; +4 roll with impact
Book Reference: p. 68, MiO


Cost: 25 million IOU; not available to CAN Republic; Not available on Earth

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Re: Canonical Submissions

Postby Brute » Thu Jul 18, 2019 11:00 am

USA-G15 Glitter Boy Mark V (KLS)
M.D.C. by Location:
  • Particle Beam Mini-Cannon: 100
  • Tactical Laser (1; Left Arm): 75
  • Hands (2): 90 each
  • Arms (2): 250 each
  • Legs (2): 400 each
  • Lower Leg Thrusters (6): 50 each
  • Jets (1; Rear): 250
  • Main Body: 700
  • Reinforced Pilot's Compartment: 100
Statistical Data:
Running: 70 mph
Leaping: 20' high/ 20' across (standstill); 32' high/ 32' across (running start); 60' high/ 60' across (jet-assisted)
Flying: Hover (0 mph) to 45 mph; 200' altitude (in atmosphere)/ 300 mph (in space)
Class: Laser Resistant Armored Infantry Personnel Assault Unit
Crew: One
Dimensions: 11' tall; 4'4" wide; 4' long; 1.8 tons
Physical Strength: P.S. 40
Cargo: 1' cube compartment
Power System: Nuclear (25 years)
Weapon Systems:
PBM-15 Rapid Acceleration Particle Beam Mini-Cannon (1)
  • Range: 3,000' (in atmosphere)/ 6,000' (in space)
  • Damage: 1D6X10 M.D.
  • Rate of Fire: One blast
  • Payload: 15 blasts per E-Clip
TL-90 Arm-Mounted Tactical Laser
  • Range: 4,000' (in atmosphere)/ 12,000' (in space)
  • Damage: 6D6 M.D.
  • Rate of Fire: One blast
  • Payload: Effectively unlimited
Mini-Head Laser
  • Range: 4,000' (in atmosphere)/ 12,000' (in space)
  • Damage: 1D6, 2D6, or 3D6 per blast
  • Rate of Fire: One blast
  • Payload: Effectively unlimited
  • Note: can be used for welding
Optional: RG-14 Rapid Acceleration Electro-Magnetic Rail Gun (1)
  • Range: 11,000' in atmosphere/ 22,000' in space
  • Damage: 3D6X10 M.D. (+ Sonic Boom in atmosphere)
  • Rate of Fire: One shot
  • Payload: 100 rounds
  • Note: If this option is selected, it replaces the PBM-15 Particle Beam Mini-Cannon detailed above
Optional: VL-07 Variable Frequency Laser Cannon
  • Range: 4,000' (in atmosphere)/ 12,000' (in space)
  • Damage: 6D6 M.D. or 2D6X10 M.D.
  • Rate of Fire: One blast
  • Payload: Effectively unlimited
  • Notes: If this option is selected, it replaces the PBM-15 Particle Beam Mini-Cannon detailed above

Hand to Hand Combat: Per robotic P.S. 40
Features of Note:
  • Laser weapons do half damage to this armor
  • Sensor System
    • Thermo Imager: 2,000' range
    • Infrared and Ultraviolet Optics
    • Advanced Laser Targeting: +2 Strike
Modifiers: +1 initiative; +1 dodge (in atmosphere)/+5 dodge (in space); +1 parry and strike; +4 roll with impact
Book Reference: p. 68-70, MiO


Cost: 45 million IOU; Not typically available for sale

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Re: Canonical Submissions

Postby Brute » Thu Jul 18, 2019 11:25 am

CAN-7V Hard Suit Power Armor (CAN)
M.D.C. by Location:
  • Main Rear Jet (1): 50
  • Headlight (1)*: 2
  • Arms (2): 13 each
  • Legs (2): 19 each
  • Head*: 60
  • Main Body: 125
* Requires a called shot at -4 Strike to hit
Statistical Data:
Running: Wearer's speed, doubled (50% fatigue)
Leaping: 15' high/ 15' across (running start); 100' high/ 200' across (jet-assisted)
Flying: 120 mph (detachable jet pack)/ 50 mph (in space, using built-in jet)
Class: Armor Environmental Vacuum Suit with Robot Enhancements
Crew: One
Dimensions: 6'4" high; 200 lbs.
Physical Strength: Increases wearer's P.S. +10 points
Cargo: None
Power System: Nuclear (5 years)
Hand to Hand Combat: Per Pilot's P.S. +10 points
Modifiers: Per pilot's P.P. + 4 points
Book Reference: p. 70-71, MiO


Cost: 35,000 IOU; limited availability outside CAN Republic and Laika Station; Not available on Earth; Black market suits go for 50,000 IOU; Knock-off suits go for 20,000 IOU

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Re: Canonical Submissions

Postby Brute » Thu Jul 18, 2019 12:13 pm

VRRDS 100 / MR-100 Samurai (Cyberworks)
M.D.C. by Location:
  • Jet (1; Back): 100
  • Vibro-Sword (1): 70
  • Rifle Cannon (1): 100
  • Headlight (1; Chest): 2
  • Forearms (2) 130 each
  • Upper Arms (2): 110 each
  • Shoulders (2): 200 each
  • Legs (2): 250 each
  • Feet (2): 50 each
  • Head*: 90
  • Main Body: 350
  • Protective Armored Shirt (1): 150
  • Reinforced Pilot's Compartment (MR-100 version only): 75
*Requires a called shot at -3 Strike to hit; eliminates eye lasers and reduces sensor capability and combat bonuses by half. A VRRDS operator has 1-59% chance of becoming dazed (1D4+1 minutes; robot falls over dead).
Statistical Data:
Running: 120 mph
Leaping: 20' high/ 20' across (standing); 32' high/ 32' across (running); 60' high/ 60' across (jet-assisted)
Flying: Hover (0 mph) to 25 mph (in atmosphere)/ 150 mph (in space)
Class: Virtual Reality Robot Defense System (Light Assault)
Crew: One VRRDS operator or One pilot
Dimensions: 20' tall; 7'4" wide; 5' long; 18 tons
Physical Strength: P.S. 40
Cargo: 1' cube compartment
Power System: Nuclear (15 years)
Weapon Systems:
V-10 Variable Frequency Laser Pulse Cannon
  • Range: 6,000' (in atmosphere)/ 18,000' (in space)
  • Damage: 4D6 M.D. single pulse; 1D6X10+20 M.D. triple pulse
  • Rate of Fire: One single or triple pulse
  • Payload: Effectively unlimited
Giant Vibro-Sword
  • Damage: 1D6X10 M.D.
Laser Eyes
  • Range: 2,000' (in atmosphere)/ 6,000' (in space)
  • Damage: 3D6 single blast/ 6D6 double blast
  • Rate of Fire: One single or double blast
  • Payload: Effectively unlimited
Hand to Hand Combat: Per Robotic P.S. 40; with the following exceptions:
  • APM: Pilot's APM + 2
  • Body flip: 1D6 M.D.; victim loses initiative and 1 APM
  • Body block: 2D6 M.D.; 70% chance of knockdown (2 APM)
  • Kick: 2D6 M.D.
  • Leap kick: 3D6 M.D. (2 APM)
  • Tear or Pry with hands: 1D4 M.D.
  • Stomp: 1D4 M.D.
  • Critical strike on natural 19-20
Features of Note:
  • VRRDS 100 model is piloted remotely via a Virtual Reality interface; effective range: 500 miles (in atmosphere)/ 1,000 miles (in space); with a 1-second delay per additional 1,000 miles. VRRDS operators are vulnerable to "Verds Rush" or "Verds Schizoid" (See Notes below). Disabling the VRRDS Operator puts the robot into combat drone mode (reduce APM to 3, combat bonuses by half, and no initiative; can be programmed to retreat or follow a human commander).
  • VRRDS 100 and MR-100 versions are visually identical
Modifiers:
  • VRRDS 100: +4 initiative; +6 strike; +8 parry and dodge; +6 roll with impact (do not add to VRRDS Operator's bonuses); +2 APM at levels 6 and 12
  • MR-100: +1 APM; +2 initiative; +3 strike; +4 parry and dodge; +3 roll with impact (all are added to pilot's bonuses if any)
Book Reference: p. 71-72, MiO


Cost: 45 million IOU; Not for sale; not available on Earth

Notes
Verds Rush
The VRRDS operator suffering from "Verds Rush" becomes an adventure junkie. 15% of all VRRDS Operators become adventure junkies.
  • Symptoms:
    • Manic depression: Either quiet, grumpy, lethargic or energetic, excited, alert
Verds Schizophrenia
The VRRDS Operator becomes unable to distinguish between reality and fantasy, and suffers from delusions. Fewer than 4% of VRRDS Operators suffer from Verds Schizophrenia.
  • Symptoms:
    • Manic depression: Either quiet, grumpy, lethargic or energetic, excited, alert
    • Delusions: voices urge them into action/aggression; slip into different realities (may see an ordinary person as an old enemy/monster/robot)
    • Far more likely to become violent

Both disorders provide similar modifiers:
  • Mania: +3 initiative; +3 strike and parry; +2 dodge; +4 vs. psionic attack; +3 all other saving throws; +2D6 speed (temporary); +20 S.D.C. (temporary); +5% to all skills (temporary)
  • Depressed: -20% to all skills (temporary); remove all bonuses listed under mania
  • Berserker spree (Schizoid): 48% chance to lose control and become hostile, fighting until opponents are dead or surrender, or he is rendered unconscious.



Submitted by Lee
Last edited by Brute on Thu Jul 18, 2019 12:37 pm, edited 1 time in total.
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Re: Canonical Submissions

Postby Brute » Thu Jul 18, 2019 12:35 pm

VRRDS 200 / MR-200 Mikado (Cyberworks)
M.D.C. by Location:
  • Vibro-Sword (1): 70
  • Super Cannon (1): 250
  • Headlight (1; Chest): 4
  • Forearms (2) 150 each
  • Upper Arms (2): 120 each
  • Shoulders (2): 250 each
  • Legs (2): 350 each
  • Jets (4; Shoulders): 75 each
  • Jets (2; Hip): 50 each
  • Feet (2): 80 each
  • Head*: 100
  • Main Body: 600
  • Protective Armored Skirt (1): 150
  • Reinforced Pilot's Compartment (MR-200 version only): 75
*Requires a called shot at -3 Strike to hit; eliminates eye lasers and reduces sensor capability and combat bonuses by half. A VRRDS operator has 1-59% chance of becoming dazed (1D4+1 minutes; robot falls over dead).
Statistical Data:
Running: 70 mph
Leaping: 20' high/ 20' across (standing); 32' high/ 32' across (running); 60' high/ 60' across (jet-assisted)
Flying: Hover (0 mph) to 150 mph (in atmosphere)/ 500 mph (in space)
Class: Virtual Reality Robot Defense System (Heavy Assault)
Crew: One VRRDS operator or One pilot
Dimensions: 25' tall; 9'4" wide; 9' long; 28 tons
Physical Strength: P.S. 50
Cargo: 1' cube compartment
Power System: Nuclear (15 years)
Weapon Systems:
VX-20 Super Cannon
  • Range: 11,000' (in atmosphere)/ 22,000' (in space)
  • Damage: 3D6X10+10 M.D.
  • Rate of Fire: One blast
  • Payload: 12 rounds, with an optional 36-round drum (50 M.D.C.)
Giant Vibro-Sword
  • Damage: 1D6X10 M.D.
Laser Eyes
  • Range: 2,000' (in atmosphere)/ 6,000' (in space)
  • Damage: 3D6 single blast/ 6D6 double blast
  • Rate of Fire: One single or double blast
  • Payload: Effectively unlimited
Hand to Hand Combat: per Robotic P.S. 50, with the following exceptions:
  • Pilot's APM +2
  • Body flip: 1D6 M.D.; victim loses initiative and 1 APM
  • Body block: 3D6 M.D.; 75% chance of knockdown (2 APM)
  • Kick: 2D6+2 M.D.
  • Leap kick: 3D6+4 M.D. (2 APM)
  • Tear or Pry with hands: 1D6 M.D.
  • Stomp: 1D6 M.D.
  • Critical strike on natural 19-20
Features of Note:
  • VRRDS 200 model is piloted remotely via a Virtual reality interface; effective range: 500 miles (in atmosphere)/ 1,000 miles (in space); with a 1-second delay per additional 1,000 miles. VRRDS operators are vulnerable to "Verds Rush" or "Verds Schizoid" (See Notes below). Disabling the VRRDS Operator puts the robot into combat drone mode (reduce APM to 3, combat bonuses by half, and no initiative; can be programmed to retreat or follow a human commander).
  • VRRDS 200 and MR-200 versions are visually identical
Modifiers:
  • VRRDS 200: +2 initiative; +6 strike; +6 parry and dodge; +4 roll with impact (do not add to VRRDS Operator's bonuses); +2 APM at levels 6 and 12
  • MR-200: +1 APM; +1 initiative; +3 strike; +3 parry and dodge; +2 roll with impact (all are added to pilot's bonuses if any)
Book Reference: p. 72-74, MiO


Cost: 50 million IOU; Not for sale; not available on Earth

Notes
Verds Rush
The VRRDS operator suffering from "Verds Rush" becomes an adventure junkie. 15% of all VRRDS Operators become adventure junkies.
  • Symptoms:
    • Manic depression: Either quiet, grumpy, lethargic or energetic, excited, alert
Verds Schizophrenia
The VRRDS Operator becomes unable to distinguish between reality and fantasy, and suffers from delusions. Fewer than 4% of VRRDS Operators suffer from Verds Schizophrenia.
  • Symptoms:
    • Manic depression: Either quiet, grumpy, lethargic or energetic, excited, alert
    • Delusions: voices urge them into action/aggression; slip into different realities (may see an ordinary person as an old enemy/monster/robot)
    • Far more likely to become violent

Both disorders provide similar modifiers:
  • Mania: +3 initiative; +3 strike and parry; +2 dodge; +4 vs. psionic attack; +3 all other saving throws; +2D6 speed (temporary); +20 S.D.C. (temporary); +5% to all skills (temporary)
  • Depressed: -20% to all skills (temporary); remove all bonuses listed under mania
  • Berserker spree (Schizoid): 48% chance to lose control and become hostile, fighting until opponents are dead or surrender, or he is rendered unconscious.



Submitted by Lee
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Re: Canonical Submissions

Postby Brute » Thu Jul 18, 2019 1:00 pm

VRRDS 1000 / MR-1000 Steel Dragon (Cyberworks)
M.D.C. by Location:
  • Tail: 300
  • Weapon Forearm (2): 300 each
  • Upper arm (2): 200 each
  • Legs (4): 400 each
  • Feet (4): 120 each
  • Neck: 120
  • Head*: 100
  • Head Searchlight*: 4
  • Head Lasers* (2): 20 each
  • Forward Lasers* (2): 40 each
  • Top Sensor Turret*: 50
  • Main Body: 1000
  • Reinforced Pilot's Compartment (MR-1000 version only): 200
*Requires a called shot at -3 Strike to hit; eliminates eye lasers and reduces sensor capability and combat bonuses by half. A VRRDS operator has 1-10% chance of becoming dazed (1D4+1 minutes; robot falls over dead).
Statistical Data:
Running: 70 mph
Flying: 40 mph (in space)
Class: Virtual Reality Robot Defense System (Heavy Assault)
Crew: One VRRDS operator or One pilot and two gunners (with room for two passengers)
Dimensions: 25' tall; 15' wide; 30' long; 32 tons
Physical Strength: P.S. 50
Cargo: 1' cube compartment
Power System: Nuclear (15 years)
Weapon Systems:
VEX-1000 Pulse Cannon/Mini-Missile Launcher (2; Weapon Arms)
  • Range:
    • Laser Cannon: 6,000' (in atmosphere)/ 18,000' (in space)
    • Mini-missiles: 1 mile
  • Damage:
    • Laser Cannon: 2D6X10 M.D.
    • Mini-Missiles: varies by missile type
  • Rate of Fire:
    • Laser: One blast - no more than 6 per melee round
    • Mini-Missiles: One at a time or in volleys of 2 or 4
  • Payload:
    • Laser: effectively unlimited
    • Mini-missiles: 80; 40 per arm
Dual Head Lasers
  • Range: 2,000' (in atmosphere)/ 6,000' (in space)
  • Damage: 4D6 M.D.
  • Rate of Fire: One blast - no more than 4 per melee round
  • Payload: effectively unlimited
Dual Forward Lasers
  • Range: 4,000' (in atmosphere)/ 12,000' (in space)
  • Damage: 3D6 M.D. (single blast)/ 6D6 M.D. (dual blast)
  • Rate of Fire: One single or dual blast
  • Payload: Effectively unlimited
Spear Tail
  • Range: 36'
  • Damage:
    • Puncture/Stab: 6D6+6 M.D.
    • Cut/Tear: 70 M.D. per full melee of cutting, will cut through 6' per melee; must spend entire melee cutting
  • Rate of Fire: One attack - no more than 4 per melee round
Hand to Hand Combat: per Robotic P.S. 50
Features of Note:
  • VRRDS 1000 model is piloted remotely via a Virtual reality interface; effective range: 500 miles (in atmosphere)/ 1,000 miles (in space); with a 1-second delay per additional 1,000 miles. VRRDS operators are vulnerable to "Verds Rush" or "Verds Schizoid" (See Notes below). Disabling the VRRDS Operator puts the robot into combat drone mode (reduce APM to 3, combat bonuses by half, and no initiative; can be programmed to retreat or follow a human commander).
  • VRRDS 1000 and MR-1000 versions are visually identical
Modifiers: None
Book Reference: p. 74-76, MiO


Cost: 100 million IOU: Not for sale; Not available on Earth

Notes
Verds Rush
The VRRDS operator suffering from "Verds Rush" becomes an adventure junkie. 15% of all VRRDS Operators become adventure junkies.
  • Symptoms:
    • Manic depression: Either quiet, grumpy, lethargic or energetic, excited, alert
Verds Schizophrenia
The VRRDS Operator becomes unable to distinguish between reality and fantasy, and suffers from delusions. Fewer than 4% of VRRDS Operators suffer from Verds Schizophrenia.
  • Symptoms:
    • Manic depression: Either quiet, grumpy, lethargic or energetic, excited, alert
    • Delusions: voices urge them into action/aggression; slip into different realities (may see an ordinary person as an old enemy/monster/robot)
    • Far more likely to become violent

Both disorders provide similar modifiers:
  • Mania: +3 initiative; +3 strike and parry; +2 dodge; +4 vs. psionic attack; +3 all other saving throws; +2D6 speed (temporary); +20 S.D.C. (temporary); +5% to all skills (temporary)
  • Depressed: -20% to all skills (temporary); remove all bonuses listed under mania
  • Berserker spree (Schizoid): 48% chance to lose control and become hostile, fighting until opponents are dead or surrender, or he is rendered unconscious.



Submitted by Lee
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Re: Canonical Submissions

Postby Brute » Thu Jul 18, 2019 1:18 pm

L-7 Explorer (Laika Station)
M.D.C. by Location:
  • Rear Jets (3): 90 each
  • Laser Cannon: 100
  • Forward Headlights (2): 2 each
  • Retractable Arms (2): 75 each
  • Arm Mounted Weapon (2; Optional): 60 each
  • Plated Shoulder Housings (2): 150 each
  • Directional Jets (8; Shoulders): 10 each
  • Retractable Legs (2): 250 each
  • Feet (2): 50 each
  • Top Hatch: 100
  • Main Body: 350
  • Reinforced Pilot's Compartment: 75
Statistical Data:
Running: 40 mph max
Leaping: 60' high/ 20' across (jet-assisted)
Flying: Hover (0 mph) to 100 mph; 500' altitude (in atmosphere)/ 300 mph (in space)
Class: Exploration Shuttle (Light Assault)
Crew: One pilot, two passengers
Dimensions: 22' tall (standing)/12' tall (legs folded); 17'5" wide; 17' long; 12 tons
Physical Strength: P.S. 30
Cargo: 4'X4'X3' compartment
Power System: Nuclear (10 years)
Weapon Systems:
L-7 Variable Frequency Laser Pulse Cannon
  • Range: 4,000' (in atmosphere)/ 12,000' (in space)
  • Damage: 1D6X10 M.D.
  • Rate of Fire: One blast
  • Payload: effectively unlimited
Optional: Arm-Mounted Weapon System (Light Laser)
  • Range: 2,000' (in atmosphere)/ 6,000' (in space)
  • Damage: 4D6 M.D.
  • Rate of Fire: One Blast
  • Payload: Effectively unlimited
  • Note: Each arm may be fitted with either a laser or mini-missile launcher, but not both
Optional: Arm-Mounted Weapon System (Mini-Missile Launcher)
  • Range: varies with type
  • Damage: varies with type
  • Rate of Fire: One or in volleys of 2
  • Payload: 8 per arm
  • Note: Each arm may be fitted with either a laser or mini-missile launcher, but not both
Hand to Hand Combat: per Robotic P.S. 30, with the following exceptions:
  • Kick: 1D6+2 M.D.
  • Ram: 4D6 M.D.
Modifiers: +2 strike, parry, and dodge; +3 roll with impact
Book Reference: p. 76, MiO


Cost: 8 million IOU; not available on Earth

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