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
  • One post per item submission




1 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submission for Alan


1 unpaid Vehicles & True Robots submission for Todd


1 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submission for Steve


3 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Michael Miles


3 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Nathaniel


0 unpaid Powered Armor & Robot Combat Vehicles submissions for Ryan


2 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Jonathan Spitzer


5 unpaid Powered Armor & Robot Combat Vehicles submissions for Lee Napier
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Re: Canonical Submissions

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

CAN-7V Hard Suit Power Armor (CAN)
Image
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

Submitted by Lee
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Re: Canonical Submissions

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

VRRDS 100 / MR-100 Samurai (Cyberworks)
Image
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)
Image
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)
Image
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)
Image
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

Submitted by Lee
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Re: Canonical Submissions

Postby Brute » Mon Jul 22, 2019 10:56 am

IPA-60 Tazu-Tengu
Image
M.D.C. by Location:
  • Arms (2): 70 each
  • Legs (2): 100 each
  • Wings* (2): 95 each
  • Maneuvering Jets* (3): 25 each
  • Main Jet Thruster* (Back): 75
  • Head**: 70
  • Main Body: 200
* Destroying one wing means the Tengu can no longer fly. Jet propelled leaps and low altitude hovering are still possible. Destroying the main thruster reduces speed by 50%. Destroying the maneuvering jets reduces aerial maneuvers by 12% per jet destroyed.
**Requires a called shot at -3 Strike. Destroying the head eliminates all optical enhancement and sensory systems, and reduces parry, strike, and dodge bonuses from the armor by half.
Statistical Data:
Running: 40 mph max (30% fatigue)
Leaping: 12'/ 12' long; 30' high/ 30' long (with wings extended); 100' high/ 150' long (jet assisted); 200' high/ 250' long (jet assisted with wings extended)
Flying: Hover (0 mph) to 350 mph/ Cruise 100 mph/ Glide 60 mph; Max altitude 10,000'; 10 hour flight time over cruising speed/ 24 hour at or below cruising speed
Class: Military Reconnaissance and Assault Armor
Crew: One
Dimensions: 7' tall; 3'4" wide/ 15' (wings extended); 3'8" long; 220 lbs.
Physical Strength: P.S. 24
Cargo: None
Power System: Nuclear (16 years)
Weapon Systems:
Grenades/Bombs
  • Range: 200' (thrown)/ 500' (dropped; -2 strike for each additional 100' dropped)
  • Damage: Varies by type
    • Fragmentation: 2D6 M.D.; Blast radius 20'
    • Heavy Fragmentation: 3D6; Blast radius 30'
    • High explosive: 4D6; blast radius 6'
    • Plasma: 5D6; blast radius 12'
    • Others: can include stun, flash, tear gas, concussion, smoke, or AAD-Dissolvers
  • Rate of Fire: One Grenade
  • Payload: One bandolier holding 32 grenades
Hand to Hand Combat: Per Robotic P.S. 24
Modifiers: None
Book Reference: p. 153-154, WB8


Cost: 82,000 Credits

Submitted by Lee
Last edited by Brute on Tue Jul 30, 2019 7:05 am, edited 1 time in total.
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Re: Canonical Submissions

Postby Brute » Mon Jul 22, 2019 11:13 am

IPA-70 Mizu Mi
Image
M.D.C. by Location:
  • Shoulder Laser: 30
  • Mini-Torpedo Launcher: 70
  • Forearm Plasma Cutter: 45
  • Vibro-Cutter: 25
  • Underwater Propulsion Pack: 150
  • Arms (2): 90 each
  • Legs (2): 160 each
  • Head*: 120
  • Main Body: 330
* Requires a called shot at -3 Strike. Destroying the sensor head eliminates all optical enhancement and sesnor systems, and removes all bonuses to parry, dodge, and strike. If underwater, the pilot may drown or be crushed by water pressure.
Statistical Data:
Running: 40 mph max (10% fatigue)
Leaping: 10' high/ 10' long (from standstill); 15' high/ 15' long (running start)
Underwater Capabilities: 25 mph max (10% fatigue); 50 mph (underwater)/ 40 mph (surface) using underwater propulsion system; can operate 8 days underwater before life support fails; maximum depth 11 miles
Class: Underwater Strategic Power Armor
Crew: One
Dimensions: 9' tall; 4'6" wide; 4' long; 350 lbs
Physical Strength: P.S. 38
Cargo: None
Power System: Nuclear (17 years)
Weapon Systems:
AT-70 Blue-Green Laser Weapon
  • Range: 500' (underwater)/ 1,000' (atmosphere)
  • Damage: 2D6 M.D.
  • Rate of Fire: One blast
  • Payload: Effectively unlimited
AT-90F Plasma Cutter
  • Range: 12'
  • Damage: 1D6 M.D./ 3D6 M.D./ 6D6 M.D.
  • Rate of Fire: one blast
  • Payload: 50 blasts
RVB-70 Vibro-Cutter
  • Damage: 1D6 M.D.
Hand to Hand Combat: Per Robotic P.S. 38; with the following exceptions:
  • Restrained Punch: 6D6 S.D.C.
  • Full Strength Punch: 2D6 M.D.
  • Power Punch: 4D6 M.D. (2 APM)
  • Crush, Pry, or Tear: 2D4 M.D.
    Features of Note:
    • Sonar system replaces the conventional radar
    • Electro-adhesive pads
    • Includes depth/pressure guage, metal detector, and mineral analyzer
Modifiers: +1 Dodge (atmosphere)/ +4 Dodge (underwater); +2 roll with impact
Book Reference: p. 156-158, WB8


Cost: 3.1 million Credits; poor availability

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Re: Canonical Submissions

Postby Brute » Mon Jul 22, 2019 11:31 am

NE-DK-AR500 Death-Knight
Image
M.D.C. by Location:
  • Hands (2): 60 each
  • Forearms (2): 100 each
  • Forearm Particle Beam Cannon (Left Arm): 120
  • Energy Axe: 160
  • Upper Arms (2): 120 each
  • Legs (2): 240 each
  • Missile Launchers (4; chest): 80 each
  • Laser (left Shouder): 120
  • Rail Gun (Belly): 100
  • Sensors* (2- Head; 1-Right Shoulder): 10 each
  • Main Access Hatch (Top): 80
  • Main Body: 600
  • Reinforced Crew Compartment: 200
*Requires called shot at -3 Strike to hit. Destroying all 3 sensor arrays eliminates main radar and targeting systems, removing all bonuses to parry, dodge, and strike.
Statistical Data:
Running: 70 mph max (no fatigue)
Leaping: 5' high/20' long (running start); 605 chance of falling over. A fall uses up all APM for that round.
Class: Infantry Assault Robot Vehicle
Crew: One Pilot, one copilot, one gunner; can carry up to four passengers
Dimensions: 30' tall; 16' wide; 14' long; 40 tons
Physical Strength: P.S. 60
Cargo: 4' cube storage compartment
Power System: Nuclear (18 years)
Weapon Systems:
Particle Beam Cannon
  • Range: 6,000'
  • Damage: 1D6X10 + 10 M.D.
  • Rate of Fire: One blast
  • Payload: 60 blasts; recharges at one blast/minute
Energy Axe
  • Damage: 2D6X10 M.D. (plasma-energized strike)/ 2D6 M.D. (blunt weapon)
Missile Launchers (4)
  • Range: 50 miles
  • Damage: Varies with missile type
  • Rate of Fire: One at a time or in volleys of 2, 3, 4, 6, or 8
  • Payload: 32 missiles; 8 per launcher
Laser Gun
  • Range: 4,000'
  • Damage: 3D6+2 M.D. (single blast)/ 1D6X10 M.D. (burst)
  • Rate of Fire: One blast or burst
  • Payload: Effectively unlimited
Belly Rail Gun
  • Range: 4,000'
  • Damage: 1D6X10 M.D.
  • Rate of Fire: One burst
  • Payload: 1,000 bursts (can only fire bursts)
Hand to Hand Combat: per Robotic P.S. 60; with the following exceptions:
  • Restrained Punch: 1D6 M.D.
  • Full Strength Punch: 3D6+2 M.D.
  • Power Punch: 6D6 M.D. (2 APM)
  • Body Block: 2D6 M.D.
  • Stomp: 2D6 M.D.
  • Kick: 2D4 M.D.
Modifiers: None
Book Reference: p. 136, Rifts Mercenaries


Cost: 90 million Credits

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Re: Canonical Submissions

Postby Brute » Mon Jul 22, 2019 11:43 am

NE-NSR20 Nomad Scout Robot
Image
M.D.C. by Location:
  • Upper Arms/Shoulders (2): 130 each
  • Rail Gun (Right Shoulder): 100
  • Searchlight (Left Shoulder): 5
  • Missile Launcher (Torso): 30
  • Hands (2): 60 each
  • Forearms (2): 120 each
  • Laser (Left Arm): 40
  • Legs (2): 200 each
  • Head*: 120
  • Main Body: 470
*Requires a called shot at -3 Strike to hit. Destroying the sensor head eliminates the radar and targeting system, removing all bonuses to parry, dodge, and strike.
Statistical Data:
Running: 150 mph max
Leaping: 15' high/ 15' long (standstill); 25' high/ 25' long (running start)
Class: Infantry Reconnaissance Robot
Crew: One pilot; can accommodate up to two passengers
Dimensions: 16' tall; 7' wide; 5' long; 12 tons
Physical Strength: P.S. 40
Cargo: 4' cube storage compartment
Power System: Nuclear (20 years)
Weapon Systems:
Rail Gun
  • Range: 4,000'
  • Damage: 1D6X10 M.D.
  • Rate of Fire: One burst
  • Payload: 30 bursts (can only fire bursts)
Missile Launcher
  • Range: 1 mile
  • Damage: Varies with missile type
  • Rate of Fire: One at a time or in volleys of 2, 3, or 4
  • Payload: 16 mini-missiles
Laser Gun
  • Range: 2,000'
  • Damage: 3D6+2 M.D. (single blast)/ 1D6X10 M.D. (burst)
  • Rate of Fire: One blast or burst
  • Payload: Effectively unlimited
Hand to Hand Combat: per Robotic P.S. 40
Features of Note:
  • Camouflage System: Can change colors to match surroundings. Color change takes 1D4 melees; renders robot -20% to detect Ambush/Detect Concealment); masks infrared and thermal emissions
Modifiers: None
Book Reference: p. 139, Rifts Mercenaries


Cost: 20 million Credits on the Black Market

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Re: Canonical Submissions

Postby Brute » Tue Jul 30, 2019 7:54 am

Kittani Manling
Image
M.D.C. by Location:
  • Shoulder (2): 150 each
  • Arms (2): 110 each
  • Legs (2): 110 each
  • Plasma Axe: 100
  • Shield/Mini-Missile Launcher: 200
  • Head*: 120
  • Main Body: 375
*Requires a called shot to hit at -4 Strike. Destroying the head will eliminate all optical enhancement and sensor systems, and remove all bonuses to parry, dodge, and strike
Statistical Data:
Running: 40 mph max (20% fatigue)
Leaping: 20' high/ 20' across
Flying: Only with addition of optional jet pack
Class: Heavy Infantry Environmental Exo-Skeleton
Crew: One
Dimensions: 7' to 8' tall; 450 lbs.
Physical Strength: P.S. 46
Cargo: None
Power System: Nuclear (20 year)
Weapon Systems:
Double-Bladed Plasma Axe
  • Range: 200' plasma blast
  • Damage:
    • 1D4 as blunt weapon
    • 1D4X10 plasma-energized melee strike
    • 1D4X10 plasma blast
  • Rate of Fire: One strike or plasma blast
  • Payload: Effectively unlimited or 1 hour per standard E-clip (1/2 damage and can only fire 6 plasma blasts)
Class One Combat Shield and Mini-Missile Launcher
  • Range: varies with missile type
  • Damage: varies with missile type
  • Rate of Fire: One at a time
  • Payload: 4 mini-missiles
  • Notes: Can block and parry physical attacks; can block energy attacks at -4 parry
Hand to Hand Combat: Per Robotic P.S. 46, with the following exceptions:
  • Restrained Punch: 1D6 M.D.
  • Full strength Punch/Shield Strike: 3D4 M.D.
  • Power Punch: 4D6 M.D. (2 APM)
  • Kick: 1D6 M.D.
  • Leap Kick: 2D4 M.D.
  • Body Block/Head Butt: 1D4 M.D.
Features of Note:
  • Full optical systems, including laser targeting, telescopic, passive night vision, thermo imaging, infrared, ultraviolet, and polarization. +2 strike with long-range weapons
Modifiers: +1 initiative; +1 parry, dodge, and roll with impact
Book Reference: p. 143-144, WB2


Cost: 10 to 15 million credits; has never been sold

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Re: Canonical Submissions

Postby Brute » Tue Jul 30, 2019 9:23 am

Kittani Universal Light Power Armor
Image
M.D.C. by Location:
  • Jet Pack (Rear): 50
  • Chest Headlight: 2
  • Arms (2): 66 each
  • Legs (2): 88 each
  • Head*: 80
  • Main Body: 220
*Requies a called shot at -3 Strike to hit. Destroying the head has a 70% chance of knocking the pilot unconscious and removes all bonuses to strike, parry, and dodge
Statistical Data:
Running: 40 mph max (80% fatigue)/ 170 mph max leap-running (thruster assisted; 80% fatigue)
Leaping: 50' high/ 300' long (thruster-assisted); 300' high/ 300' long (thruster-assisted with running start)
Flying: hover (0 mph) to 100 mph; hover altitude 300'; 30 minutes constant flight time before overheat
Class: Light Strategic Environmental Exo-Skeleton
Crew: One
Dimensions: 8' tall; 4.4' wide; 3' long; 200 lbs.
Physical Strength: P.S. 30
Cargo: None
Power System: Nuclear (10 years)
Hand to Hand Combat: Per Robotic P.S. 30
Features of Note:
  • Optical systems include laser targeting, telescopic, passive night vision, thermo imaging, infrared, ultraviolet, and polarization. +1 Strike with long-range weapons
Modifiers: +1 parry and dodge; +2 dodge while leap-running
Book Reference: p. 138-139, WB2


Cost: 1.6 million credits; common at Splynn and in Kittani cities; Rrare in Europe; very rare elsewhere

Submitted by Lee
Last edited by Brute on Thu Aug 01, 2019 8:18 pm, edited 1 time in total.
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Re: Canonical Submissions

Postby Brute » Tue Jul 30, 2019 10:49 am

Kittani ATV Super Fighter "Dragon Dreadnought"
Image
M.D.C. by Location:
  • Dragon Heads (4): 250 each
  • Arms (2): 200 each
  • Legs (2): 400 each
  • Wings (6): 300 each
  • Wing Laser Turrets (4): 150 each
  • Wing P-Beam Guns (8): 50 each
  • Tail: 150
  • Tail Laser: 100
  • Missile Launch Tube (Top): 300
  • Missile Bomb Bay Doors (Belly): 400
  • Spotlights (4): 20 each
  • Directional Thrusters (20): 20 each
  • Hatches (6): 100 each
  • Pilot & Crew Compartment: 200
  • * Forward Sensor Cluster: 100
  • Main Body: 2100
* Requires a called shot at -3 Strike to hit. Destroying the sensor cluster reduces all sensor and optic system ranges by half, and halves bonuses to strike and dodge.
Statistical Data:
Running: 50 mph max
Flying: Hover (0 mph) to 3,700 mph (Mach 5.5)
Underwater Capabilities: Maximum depth 4 miles
Class: Strategic Infantry Assault Robot Fighter
Crew: 7. One pilot, one copilot, on communications operator, one forward head gunner, one wing gunner, two secondary gunners. Can carry a platoon of 32 armored troops and can accommodate an additional 8 passengers
Dimensions: 50' (on all fours)/ 70' (standing on rear legs) tall; 77' wingspan; 120' (without tail)/ 240' (with tail) long; 300 tons
Physical Strength: P.S. 60
Cargo: 12' cube
Power System: Nuclear (15 years)
Weapon Systems:
Dragon Heads (4)
  • Range:
    • Plasma blast: 4,000'
    • Laser blast: 2 miles
  • Damage:
    • Plasma blast: 1D4X10 M.D.
    • Laser blast: 2D4X10 M.D.
  • Rate of Fire: two blasts per head
  • Payload: Effectively unlimited
  • Notes: Heads are +4 strike, parry, and dodge, +2 initiative
KLT Twin Barrel Pulse Cannons (4; Wing Turrets)
  • Range: 6,000'
  • Damage: 5D6 M.D. single pulse/ 1D6X10 M.D. dual pulse/ 4D6X10 quadruple burst (at one target)
  • Rate of Fire: One single, dual, or quadruple burst
  • Payload: Effectively unlimited
  • Note: Dedicated laser targeting and radar gives this weapon +3 strike
Particle Beam Guns (8; Wing Turrets)
  • Range: 2,000'
  • Damage: 1D4X10 single blast
  • Rate of Fire: One single or double blast
  • Payload: Effectively unlimited
Tail Laser
  • Range: 6,000'
  • Damage: 1D6X10 M.D.
  • Rate of Fire: One blast
  • Payload: Effectively unlimited
Missiles
  • Range: varies by missile type
  • Damage: varies by missile type; typically 4D6X10 M.D.
  • Rate of Fire:
    • Top Tube: One at a time or in volleys of 2, 4, or 8
    • Bomb Bay: One at a time or in volleys of 2, 4, 8, or 16
  • Payload:
    • Top tube: 8 medium range missiles
    • Bomb Bay: 16 long-range guided missiles
Hand to Hand Combat: per Robotic P.S. 60, with the following exceptions:
  • Punch: 3D4 M.D.
  • Power Punch: 4D6 M.D. (2 APM)
  • Kick: 1D4X10 M.D.
  • Stomp: 1D6X10 M.D.
  • Head Butt: 2D6 M.D.
  • Bite: 1D4X10 M.D.
  • Tail Slap: 5D6 M.D.
  • Flying Body Block: 3D4X10 M.D. plus 85% chance of knockdown (2 APM)
Features of Note:
  • Automatic Self-Destruct: if vehicle is rendered inoperative
  • Full long-range optics sensors anbd radar. +4 strike with long-range weapons
Modifiers: Total APM 26: 8 APM (head gunners); 6 APM (wing gunner - laser turrets); 6 APM (wing gunner - P-Beam & missiles); +6 APM (with secondary gunner assisting others/using missiles. +2 Strike (kicks); +1 parry; +2 dodge
Book Reference: p. 149-152, WB2


Cost:200 billion if sold; unavailable

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Re: Canonical Submissions

Postby Brute » Tue Jul 30, 2019 11:27 am

NG-V10 Super Labor Robot
Image
M.D.C. by Location:
  • Hand* (Right): 30
  • Laser-Claw Hand (Left): 60
  • Arms (2): 90 each
  • Legs (2): 185 each
  • Head*: 180
  • Reinforced Pilot Compartment: 100
  • Main Body: 375
* Requires called shot at -4 Strike to hit. Destroying the head eliminates the targeting system, sensors, and optics, and removes all bonuses to strike, parry, and dodge from the armor
Statistical Data:
Running: 60 mph max (no fatigue)
Digging: 3D6X100 cubic feet per hour (soft earth, digging)/ 3D6X10 cubic feet er hour (soft earth, tunnelling); half if digging through hard or M.D. materials
Leaping: 1' high/ 10' across (standing); 20' high/ 30' across (running start)
Underwater Capabilities: 30 mph max (walking along underwater floor); maxi depth is 2,500'
Class: Ground Labor Robot Vehicle
Crew: One. Can accommodate 1 passenger
Dimensions: 20' tall; 10' wide; 8' long; 18 tons
Physical Strength: P.S. 38
Cargo: None
Power System: Nuclear (10 years)/ Solid Oxide/ Electric battery
Weapon Systems:
Laser-Claw Hand
  • Range: 2,000'/ 8,000' with Barrel but claw hand becomes useless
  • Damage: 1D6 M.D./ 2D6 M.D./ 4D6 M.D./ 6D6 M.D. (without barrel); 1D6 M.D./ 2D6 M.D./ 4D6 M.D. (with barrel)
  • Rate of Fire: One blast
  • Payload: Effectively unlimited
  • Note: addition of the barrel removes the heaviest damage setting and adds 80,000 credits to the unit's cost
Optional: Concealed Particle Beam or Plasma Rod
  • Range:
    • Particle Beam: 1,600'
    • Plasma: 2,000'
  • Damage:
    • Particle Beam: 6D6+6 M.D.
    • Plasma: 5D6 M.D.
  • Rate of Fire: One blast
  • Payload: Effectively unlimited
  • Note: Addition of this optional weapon adds 200,000 credits to the unit's cost
Optional: Rail Gun
  • Range: per NG-202 or TX-500 Rail Gun
    • NG-202: 4,000'
    • TX-500: 4,000'
  • Damage: per NG-202 or TX-500 Rail Gun
    • NG-202: 1D4 single shot/ 1D4X10 M.D. burst
    • TX-500: 1D4 M.D. single shot/ 6D6 M.D. burst
  • Rate of Fire: per NG-202 or TX-500 Rail Gun
    • NG-202: one single shot or 40-shot burst
    • TX-500: single shot or 20-shot burst
  • Payload: per NG-202 or TX-500 Rail Gun
    • NG-202: 320-round belt (8 bursts) or 2,400-round drum (60 bursts)
    • TX-500:600-round drum (30 bursts); 2,000-round drum (100 bursts); 5,000-round maxi-drum (250 bursts)
  • Note: Addition of this optional weapon adds 56,000 plus the cost of the railgun (NG-202: 70,000 credits; TX-500: 85,000 credits) to the unit's cost
Hand to Hand Combat: per Robotic P.S. of 38, with the following exceptions:
  • Restrained Punch: 1D4 M.D.
  • Full Strength Punch (Right Hand): 2D6 M.D.
  • Power Punch: 4D6 M.D. (2 APM)
  • Claw Strike (Left Hand): 3D6 M.D.
  • Crush, Pry, or Tear (Claw): 3D6 M.D.
  • Dig: 2D6 M.D.
  • Power Dig: 4D6 M.D.
  • Kick: 3D8 M.D.
  • Leap Kick: 5D8 M.D.
  • Stomp: 1D4 M.D. (only against targets 8' or shorter)
Features of Note:
  • Optics sensors include laser targeting, telescopic, passive nightvision, thermo imaging, infrared, ultraviolet, and polarization
Modifiers:
Book Reference: p. 174-175, WB33


Cost: 16 million credits (nuclear); 12 million credits (solid oxide); 10 million credits (electric battery). Civilian variant with only the laser-claw hand sell for 2 million credits less.

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Re: Canonical Submissions

Postby Underguard » Fri Aug 16, 2019 9:14 pm

Model 1860 Colt .44 Revolver
Image
  • Range: 130'
  • Damage: 5D6
  • Rate of Fire: Single shots only
  • Payload: 6 round cylinder
  • Weight: 3 lbs.
  • Features: none
  • Modifiers: Full round to reload unless Gunslinger, Lawman or Bounty Hunter, in which case is half a round to reload.
  • Book Reference: p.212, WB14


Cost: 900-1,200 credits
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