Canonical Submissions

Want to earn some EP by adding items to the Armory? See Armory Bounty
Major James Smith handles item validation.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

The Eyes of Eylor
Living bio-wizard component.
[INSERT IMAGE HERE]
  • Alignment: Not generally applicable , however, the eyes can be programmed to be a particular alignment when used in bio-wizardry; typically evil or anarchist.
  • Appearance: Look like giant human eyes.
  • Average Lifespan: Unknown; estimated 50,000 years, may be effectively eternal.
  • Attributes: Not applicable. Show an amazing degree of memory and total recall, but function like a blank computer that is able to hold and use knowledge in a programmed way but NEVER really think or act on their own - perfect for bio-technology.
  • Weight: Approximately 21bs for small eyes to 350 Ibs for the largest; have a lot of mass.
  • M.D.C.: 40 for baseball size eyes, 60 for basketball size eyes, 100 for those twice the size of a basketball and 120 M.D.C. for eyes as big as a 50 gallon drum.
  • All eyes can regenerate 1D4x10M.D.C. per minute and can instantly create an armor of Ithan force field around them (this field is sometimes expanded to include a larger bio-wizard body or area and therefore weakens the protection of the eyes themselves, as is the case of the Splugorth Slave Barge). They may also be encased in an M.D.C. containment mechanism/housing.
  • Optics:
    • 1 . Perfect 20/20 vision and sees a wider color spectrum.
      2. Nightvision 600 feet
      3. Telescopic vision (6000 feet)
      4. Magnification to the 300th power.
      5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
      6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.
  • Modifiers: Impervious to horror factor, gases, poisons, and drugs. + 3 to save vs magic and psionic attacks.
  • Magic and P.P.E.: 150 P.P.E. for small eyes, 250 for medium and 400 for the large eyes . The magic powers of small to medium eyes are the equivalent of an 8th level mage, large eyes can be the equal of an 8th or 12th level wizard.
  • Small and medium sized eyes can be programmed to perform as many as eleven (11) different spells as often as two times each. Large eyes can be programmed to perform as many as twenty (20) spells as often as three times each. The eyes can be programmed with any magic spells (not warlock magic) from levels one through eight.
  • Psionic Powers: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
  • Other Abilities: Prowl 70%, track (humanoids) 70%. Maximum speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m). Also functions perfectly underwater, in space and in any environment.

Book Reference: p. 123 , World Book 2

[ooc]

Code: Select all

[b]The Eyes of Eylor[/b] 
[size=85][i]Living bio-wizard component.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Alignment: Not generally applicable , however, the eyes can be programmed to be a particular alignment when used in bio-wizardry; typically evil or anarchist.
[*]Appearance: Look like giant human eyes.
[*]Average Lifespan: Unknown; estimated 50,000 years, may be effectively eternal.
[*]Attributes: Not applicable. Show an amazing degree of memory and total recall, but function like a blank computer that is able to hold and use knowledge in a programmed way but NEVER really think or act on their own - perfect for bio-technology.
[*]Weight: Approximately 21bs for small eyes to 350 Ibs for the largest; have a lot of mass.
[*]M.D.C.: 40 for baseball size eyes, 60 for basketball size eyes, 100 for those twice the size of a basketball and 120 M.D.C. for eyes as big as a 50 gallon drum.
[*]All eyes can regenerate 1D4x10M.D.C. per minute and can instantly create an armor of Ithan force field around them (this field is sometimes expanded to include a larger bio-wizard body or area and therefore weakens the protection of the eyes themselves, as is the case of the Splugorth Slave Barge). They may also be encased in an M.D.C. containment mechanism/housing.
[*]Optics: 
[list]1 . Perfect 20/20 vision and sees a wider color spectrum. 
2. Nightvision 600 feet 
3. Telescopic vision (6000 feet)
4. Magnification to the 300th power.
5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
[*]Modifiers: Impervious to horror factor, gases, poisons, and drugs. + 3 to save vs magic and psionic attacks.
[*]Magic and P.P.E.: 150 P.P.E. for small eyes, 250 for medium and 400 for the large eyes . The magic powers of small to medium eyes are the equivalent of an 8th level mage, large eyes can be the equal of an 8th or 12th level wizard.
[*]Small and medium sized eyes can be programmed to perform as many as eleven (11) different spells as often as two times each. Large eyes can be programmed to perform as many as twenty (20) spells as often as three times each. The eyes can be programmed with any magic spells (not warlock magic) from levels one through eight.
[*]Psionic Powers: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
[*]Other Abilities: Prowl 70%, track (humanoids) 70%. Maximum speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m). Also functions perfectly underwater, in space and in any environment.[/list]
Book Reference: p. 123 , World Book 2[/size]
[/ooc]
Cost: Generally not for sale.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Eylor Floating Eyes — Observation Spheres/Sensor Probes
These observation spheres resemble glass orbs with a metal top and bottom.
[INSERT IMAGE HERE]
  • Horror Factor: 14
  • M.D.C.:Sphere is 50 to 100, the eye itself has 60 M.D.C.
  • Optics:
    • 1 . Perfect 20/20 vision and sees a wider color spectrum.
      2. Nightvision 600 feet
      3. Telescopic vision (6000 feet)
      4. Magnification to the 300th power.
      5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
      6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.
  • Other Abilities: Prowl 70%, track (humanoids) 70%, speed flying or floating is 35 mph (Spd 50) and can attain a height of 400 feet.
  • Magic Program: Typically programmed with the following spells: Blinding flash , globe of daylight, and chameleon (on self only) . The eye can cast each spell twice per 24 hour period. 250 P.P.E.
  • Combat: Magic or may have a mini-blaster built into the lower cap.
    Optional Jolt Gun, Mini-Blaster
    • Damage: 2d6 S.D.C., 4d6 S.D.C. or 1d4 M.D. per blast (double damage and range on a ley line).
    • Rate of Fire: Four blasts per melee.
    • Payload: Unlimited

Book Reference: p. 124, World Book 2

[ooc]

Code: Select all

[b]Eylor Floating Eyes — Observation Spheres/Sensor Probes[/b] 
[size=85][i]These observation spheres resemble glass orbs with a metal top and bottom.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Horror Factor: 14
[*]M.D.C.:Sphere is 50 to 100, the eye itself has 60 M.D.C.
[*]Optics: 
[list]1 . Perfect 20/20 vision and sees a wider color spectrum. 
2. Nightvision 600 feet 
3. Telescopic vision (6000 feet)
4. Magnification to the 300th power.
5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
[*]Other Abilities: Prowl 70%, track (humanoids) 70%, speed flying or floating is 35 mph (Spd 50) and can attain a height of 400 feet.
[*]Magic Program: Typically programmed with the following spells: Blinding flash , globe of daylight, and chameleon (on self only) . The eye can cast each spell twice per 24 hour period. 250 P.P.E.
[*]Combat: Magic or may have a mini-blaster built into the lower cap.
[b]Optional Jolt Gun, Mini-Blaster[/b]
[list][*]Damage: 2d6 S.D.C., 4d6 S.D.C. or 1d4 M.D. per blast (double damage and range on a ley line).
[*]Rate of Fire: Four blasts per melee.
[*]Payload: Unlimited[/list][/list]
Book Reference: p. 124, World Book 2[/size]
[/ooc]
Cost: N/A
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Eylor Seeker-Hunter Eye
This device is very similar to the observation ball in both appearance and abilities. It is typically used to guard a particular area or to seek and destroy the enemy.
[INSERT IMAGE HERE]
  • Alignment: Evil, typically aberrant.
  • Horror Factor: 14
  • M.D.C.: Sphere is 200, the eye itself is 120
  • Optics:
    • 1 . Perfect 20/20 vision and sees a wider color spectrum.
      2. Nightvision 600 feet
      3. Telescopic vision (6000 feet)
      4. Magnification to the 300th power.
      5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
      6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.
  • Other abilities: Prowl 70%, track (humanoids) 70%, speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m).
  • Psionics: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
  • Magic Program: Typically programmed with the following 18 spells: Blinding flash, globe of daylight, globe of silence, chameleon (on self only), eyes of the wolf, see the invisible, see aura, locate, turn dead, constrain being, fuel flame, paralysis: lesser, telekinesis, fire bolt, fire ball, call lightning, wisps of confusion, and magic net. The eye can cast each spell three times within a 24 hour period and possesses 400 P.P.E.
  • Combat: A total of five melee attacks; three magic attacks per melee plus two additional melee actions/attacks. Tends to rely on magic but may also have a laser and/or plasma blaster built into the lower cap. A butt with its body does 1D4 M.D., a high speed ram does 2D6 M.D.

    Optional Laser (a combination of light spells and laser optics):
    • Primary Purpose: Defense.
    • Mega-Damage: Two settings: 2D6 M.D. or 3D6 per blast. Range: 2000 feet (610 m)
    • Rate of Fire: Up to four blasts per melee.
    • Payload: Effectively unlimited

    Optional Plasma Blaster (A combination of fire magic and blaster):
    • Primary Purpose: Assault.
    • Mega-Damage: 5D6 M.D. per blast.
    • Range: 2000 feet (610 m)
    • Rate of Fire: Up to four blasts per melee.
    • Payload: Effectively unlimited.

Book Reference: p.124, World Book 2

[ooc]

Code: Select all

[b]Eylor Seeker-Hunter Eye[/b] 
[size=85][i] This device is very similar to the observation ball in both appearance and abilities. It is typically used to guard a particular area or to seek and destroy the enemy.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Alignment: Evil, typically aberrant.
[*]Horror Factor: 14
[*]M.D.C.: Sphere is 200, the eye itself is 120
[*]Optics: 
[list]1 . Perfect 20/20 vision and sees a wider color spectrum. 
2. Nightvision 600 feet 
3. Telescopic vision (6000 feet)
4. Magnification to the 300th power.
5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
[*]Other abilities: Prowl 70%, track (humanoids) 70%, speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m).
[*]Psionics: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
[*]Magic Program: Typically programmed with the following 18 spells: Blinding flash, globe of daylight, globe of silence, chameleon (on self only), eyes of the wolf, see the invisible, see aura, locate, turn dead, constrain being, fuel flame, paralysis: lesser, telekinesis, fire bolt, fire ball, call lightning, wisps of confusion, and magic net. The eye can cast each spell three times within a 24 hour period and possesses 400 P.P.E.
[*]Combat: A total of five melee attacks; three magic attacks per melee plus two additional melee actions/attacks. Tends to rely on magic but may also have a laser and/or plasma blaster built into the lower cap. A butt with its body does 1D4 M.D., a high speed ram does 2D6 M.D.

[b]Optional Laser (a combination of light spells and laser optics):[/b]
[list][*] Primary Purpose: Defense.
[*]Mega-Damage: Two settings: 2D6 M.D. or 3D6 per blast. Range: 2000 feet (610 m)
[*]Rate of Fire: Up to four blasts per melee.
[*]Payload: Effectively unlimited[/list]
[b]Optional Plasma Blaster (A combination of fire magic and blaster):[/b]
[list][*] Primary Purpose: Assault.
[*]Mega-Damage: 5D6 M.D. per blast. 
[*]Range: 2000 feet (610 m)
[*]Rate of Fire: Up to four blasts per melee. 
[*]Payload: Effectively unlimited.[/list][/list]
Book Reference: p.124, World Book 2[/size]
[/ooc]
Cost: N/A
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Eylor Slave Barge
AKA Slaver’s Barge.
[INSERT IMAGE HERE]
  • M.D.C. by Location:
    • Slave Barge Main Body: 500
    • Transmutation Slime Containment chamber: 250
    • Barge Shields (4): 100 each
    • Barge Eyes (5): 50 each
    • Decorative Plate Shields: 100 each
    • Note: The barge and its five eyes die if the Slaver connected to it is slain. The additional observation eyes fly back to Atlantis and the eye-staff must find a new master within 72 hours or it too will die.

    Statistical Data:
    • Maximum Speed:53 mph (77 Spd)
    • Flying: Hover up to 500 feet.
    • Crew: 1 Pilot, 4 Passengers

    The Magic, Weapons & Special Abilities of the Barge:
    • 1. Force Field (Armor of Ithan): Engages instantly and automatically when attacked or threatened by any means, physical, energy, magic, psionic, etc. (no, there is no chance to blast before the force field is in place). Provides maximum protection and mobility; can fight using tentacles.
      2. Optic &Sensory Capabilities from the Eylor Eyes:
      • Perfect 20/20 vision and sees a wider color spectrum.
      • Nightvision 600 feet
      • Telescopic vision (6000 feet)
      • Magnification to the 300th power.
      • Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
      • Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.

      3. Psionic Powers: The barge bestows its pilot with the powers of mind block and telepathy.
      4. Magic Program: Programmed with blinding flash, globe of daylight, and chameleon (on barge and its occupants). Each spell can be cast twice per 24 hour period. Total P.P.E.: 1250.
      5. Other Abilities: It moves silently, equal to a prowl skill of 64%. The Slaver can submerge himself up to the chin in the transmutation slime filled containment unit. The slime chamber is also a healing unit that restores 1D6 x 10 hit point for every 10 minutes of submersion; utilized by the Slaver and his warrior slaves. The barge can also function perfectly underwater and in space.

    Weapon Systems:
    • Barge Blasters (2): Located in the lower front and rear of the barge is a gun that resembles a pistol on a mechanical arm.
      • Damage: 4d6 S.D.C. per blast (6d6 on ley line)
      • Range: 2000 feet.
      • Rate of Fire: Four blasts per melee.
      • Payload: Unlimited
  • Book Reference: p.124 , World Book 2

[ooc]

Code: Select all

[b]Eylor Slave Barge[/b] 
[size=85][i]AKA Slaver’s Barge.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][b][u]M.D.C. by Location:[/b][/u]
[list] [*]Slave Barge Main Body: 500
[*]Transmutation Slime Containment chamber: 250
[*]Barge Shields (4): 100 each
[*]Barge Eyes (5): 50 each
[*]Decorative Plate Shields: 100 each
[*]Note: The barge and its five eyes die if the Slaver connected to it is slain. The additional observation eyes fly back to Atlantis and the eye-staff must find a new master within 72 hours or it too will die.[/list]
[b][u]Statistical Data:[/u][/b]
[list][*]Maximum Speed:53 mph (77 Spd)
[*]Flying: Hover up to 500 feet.
[*]Crew: 1 Pilot, 4 Passengers[/list]
[u][b]The Magic, Weapons & Special Abilities of the Barge:[/u][/b]
[list]1. Force Field (Armor of Ithan): Engages instantly and automatically when attacked or threatened by any means, physical, energy, magic, psionic, etc. (no, there is no chance to blast before the force field is in place). Provides maximum protection and mobility; can fight using tentacles.
2. Optic &Sensory Capabilities from the Eylor Eyes:
[list][*]Perfect 20/20 vision and sees a wider color spectrum. 
[*]Nightvision 600 feet 
[*]Telescopic vision (6000 feet)
[*]Magnification to the 300th power.
[*]Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
[*]Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
3. Psionic Powers: The barge bestows its pilot with the powers of mind block and telepathy.
4. Magic Program: Programmed with blinding flash, globe of daylight, and chameleon (on barge and its occupants). Each spell can be cast twice per 24 hour period. Total P.P.E.: 1250.
5. Other Abilities: It moves silently, equal to a prowl skill of 64%. The Slaver can submerge himself up to the chin in the transmutation slime filled containment unit. The slime chamber is also a healing unit that restores 1D6 x 10 hit point for every 10 minutes of submersion; utilized by the Slaver and his warrior slaves. The barge can also function perfectly underwater and in space.[/list]
[b][u]Weapon Systems:[/b][/u]
[list][*]Barge Blasters (2): Located in the lower front and rear of the barge is a gun that resembles a pistol on a mechanical arm.
[list][*]Damage: 4d6 S.D.C. per blast (6d6 on ley line)
[*]Range: 2000 feet.
[*]Rate of Fire: Four blasts per melee.
[*]Payload: Unlimited[/list][/list]
[*]Book Reference: p.124 , World Book 2[/list][/size]
[/ooc]
Cost: Unavailable for sale. 50 Million Credits.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Symbiotic Weapon Modification
This is a magical bio-wizard modification that can be made to any type of weapon, including rune weapons.
[INSERT IMAGE HERE]
  • Modifiers:
    • Psychic Link to Owner
      • Range: 40 miles.
    • Psionics: At will, without limitation.
      • Telepostation: Lesser
      • Levitate
      • Shadow Meld
    • M.D.C.: +1d6 M.D.C.
    • Payload: Unlimited for energy weapons.
    • Symbiotic: Cannot be used by anyone but its owner. Can link with a new intelligent creature after owners death. It cannot act without an owner.

Book Reference: p. 125, World Book 2

[ooc]

Code: Select all

[b]Symbiotic Weapon Modification[/b] 
[size=85][i] This is a magical bio-wizard modification that can be made to any type of weapon, including rune weapons.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][b][u]Modifiers:[/b][/u]
[list][*]Psychic Link to Owner
[list][*]Range: 40 miles. [/list]
[*]Psionics: At will, without limitation.
[list][*]Teleportation: Lesser
[*]Levitate
[*]Shadow Meld[/list]
[*]M.D.C.: +1d6 M.D.C.
[*]Payload: Unlimited for energy weapons.
[*]Symbiotic: Cannot be used by anyone but its owner. Can link with a new intelligent creature after owners death. It cannot act without an owner.[/list][/list]
Book Reference: p. 125, World Book 2[/size]
[/ooc]
Cost: 100+ million. Very rare to unavailible.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Eylor Helm of Omnipotence
This is a large helmet that contains a basketball sized eye of Eylor in the center and three baseball sized eyes on each side..
[INSERT IMAGE HERE]
  • Alignment: Evil, typically aberrant.
  • Horror Factor: 16
  • M.D.C.:
    • Helmet is 200
    • Large Eye is 120.
  • Optics:
    • Perfect 20/20 vision and sees a wider color spectrum.
    • Nightvision 600 feet
    • Telescopic vision (6000 feet)
    • Magnification to the 300th power.
    • Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
    • Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.
  • Psionics: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
  • Other Abilities: Prowl 70%, track (humanoids) 70%. Maximum speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m). Also functions perfectly underwater, in space and in any environment. +50 M.D.C. to wearer.
  • Magic Program: 30 spells (draws power from the many eyes); 8th level spell strength and a total of 1150 P.P.E.: Eyes of the wolf, see the invisible, see aura, detect concealment, oracle, breathe without air, invulnerability, teleport: lesser, time slip, escape, shadow meld, fly as the eagle, negate magic, dispel magic barrier, metamorphosis: human, mask of deceit, heal wounds, cure illness, exorcism, constrain being, turn dead, animate and control dead, domination, life drain, fire ball, call lightning, wisps of confusion, minor curse, sickness, and spoil. The eye can cast each spell three times within a 24 hour period and possesses 400 P.P.E.
  • Rate of Fire: Attacks per melee are equal to the wearer's normal hand to hand skills plus three magic attacks per melee.

Book Reference: p. 125, World Book 2

[ooc]

Code: Select all

[b]Eylor Helm of Omnipotence[/b] 
[size=85][i] This is a large helmet that contains a basketball sized eye of Eylor in the center and three baseball sized eyes on each side..[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Alignment: Evil, typically aberrant.
[*]Horror Factor: 16
[*]M.D.C.: 
[list][*]Helmet is 200
[*]Large Eye is 120.[/list]
[*]Optics:
[list][*]Perfect 20/20 vision and sees a wider color spectrum. 
[*]Nightvision 600 feet 
[*]Telescopic vision (6000 feet)
[*]Magnification to the 300th power.
[*]Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
[*]Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
[*]Psionics: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
[*]Other Abilities: Prowl 70%, track (humanoids) 70%. Maximum speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m). Also functions perfectly underwater, in space and in any environment. +50 M.D.C. to wearer.
[*]Magic Program: 30 spells (draws power from the many eyes); 8th level spell strength and a total of 1150 P.P.E.: Eyes of the wolf, see the invisible, see aura, detect concealment, oracle, breathe without air, invulnerability, teleport: lesser, time slip, escape, shadow meld, fly as the eagle, negate magic, dispel magic barrier, metamorphosis: human, mask of deceit, heal wounds, cure illness, exorcism, constrain being, turn dead, animate and control dead, domination, life drain, fire ball, call lightning, wisps of confusion, minor curse, sickness, and spoil. The eye can cast each spell three times within a 24 hour period and possesses 400 P.P.E.
[*]Rate of Fire: Attacks per melee are equal to the wearer's normal hand to hand skills plus three magic attacks per melee.[/list]
Book Reference: p. 125, World Book 2[/size]
[/ooc]
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

K-5000 Rail Gun
description.
[INSERT IMAGE HERE]
  • Range: 4000 feet.
  • Damage: Single shot: 1D4 M.D., Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 13 round bursts.
  • Payload: 390 round belt or 90 round clip
  • Weight:
    • Gun: 80 lbs.
    • Power Pack: 30 lbs.
    • Ammo Belt: 25 lbs.
  • Features: Telescopic sight, night-vision scope, laser targeting system (+1 strike).

Book Reference: p. 137, World Book 2

[ooc]

Code: Select all

[b]K-5000 Rail Gun[/b] 
[size=85][i]description.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Range: 4000 feet.
[*]Damage: Single shot: 1D4 M.D., Burst: 6D6 M.D.
[*]Rate of Fire: Single shots or 13 round bursts.
[*]Payload: 390 round belt or 90 round clip
[*]Weight:
[list][*]Gun: 80 lbs.
[*]Power Pack: 30 lbs.
[*]Ammo Belt: 25 lbs.[/list]
[*]Features: Telescopic sight, night-vision scope, laser targeting system (+1 strike).[/list]
Book Reference: p. 137, World Book 2[/size]
[/ooc]
Cost: 155,000 credits. Fair availability.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

K-E4 Plasma Ejector
description.
[INSERT IMAGE HERE]
  • Range: 2000 feet.
  • Damage: 6d6 M.D.
  • Rate of Fire: Single shots only.
  • Payload: 20 shots, or 30 with a LE-clip
  • Weight: 12 lbs.
  • Features: Telescopic Sight.

Book Reference: p. 137, World Book 2

[ooc]

Code: Select all

[b]K-E4 Plasma Ejector[/b] 
[size=85][i]description.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Range: 2000 feet.
[*]Damage: 6d6 M.D.
[*]Rate of Fire: Single shots only.
[*]Payload: 20 shots, or 30 with a LE-clip
[*]Weight: 12 lbs.
[*]Features: Telescopic Sight.[/list]
Book Reference: p. 137, World Book 2[/size]
[/ooc]
Cost: 60,000 credits. Good Availability.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Kittani Explorer Armor
Full Composite Body Armor.
[INSERT IMAGE HERE]
  • M.D.C.: 85
  • Weight: 15 lbs.
  • Modifiers: -15% prowl.

Book Reference: p. 138, World Book 2

[ooc]

Code: Select all

[b]Kittani Explorer Armor[/b] 
[size=85][i]Full Composite Body Armor.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]M.D.C.: 85
[*]Weight: 15 lbs.
[*]Modifiers: -15% prowl.[/list]
Book Reference: p. 138, World Book 2[/size]
[/ooc]
Cost: 75,000 credits.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 79
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Centaur Body Armor
Heavy padding, Kevlar, and plate composite armor for Centaurs or horses.
[INSERT IMAGE HERE]
  • M.D.C.: 130
  • Weight: 100 lbs.
  • Modifiers: Fair mobility: -15% prowl, -10% speed.

Book Reference: p. 138, World Book 2

[ooc]

Code: Select all

[b]Centaur Body Armor[/b] 
[size=85][i]Heavy padding, Kevlar, and plate composite armor for Centaurs or horses.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list] [*]M.D.C.: 130
[*]Weight: 100 lbs. 
[*]Modifiers: Fair mobility: -15% prowl, -10% speed.[/list]
Book Reference: p. 138, World Book 2[/size]
[/ooc]
Cost: 125,000 credits.
User avatar
Sum of All Fears
Game Master
Posts: 248
Joined: Mon Apr 27, 2020 2:24 pm

Re: Canonical Submissions

Post by Sum of All Fears »

Scorpion Light Fighter SF-69
Image
M.D.C. by Location:
  • Nose GR Cannon - 40
  • Wings/Missile Launchers (2) - 150 each
  • * Auxiliary Engine - 150
  • Reinforced Pilot ' s Compartment/Escape Pod - 110
  • ** Main Body - 550
    • ** If all the M.D.C. of the main body is depleted, the vehicle
      is destroyed. The pilot ' s only hope is to eject (the reinforced
      pilot ' s compartment becomes an escape pod with 48 hours '
      worth of oxygen).
    • * If the auxiliary engine is destroyed, the ship’s top speed is
      reduced to Mach 8.

Statistical Data:
Maximum Speed: In space: Mach 18 / In an atmosphere Mach 3
Range: Effectively unlimited; limited only by the pilot's endurance and oxygen supply (life support will last 12 days)
Modifiers:
  • +2 on initiative
  • +1 to strike
  • +4 to dodge
  • +10% on dog-fighting and special maneuvers

Crew: One
Class: Light Aerospace Fighter
Dimensions:
  • Height: 10 feet
  • Width: 31 feet
  • Length: 34 feet
  • Weight: 6 tons

Cargo: Small utility closet with room for a small sidearm, dry rations
for 12 days, and a water dispenser
Power System: Antimatter, average energy life of 25 years
Weapon Systems:
GR Cannon
  • Range: 16 miles in space; 8 miles in atmosphere
  • Damage: 4d6x10 MD burst
  • Rate of Fire: 20 round burst only
  • Payload: 10,000 rounds

Mini-Missile Launchers (2)
  • Range: 2 Miles
  • Damage: Varies with missile type
  • Rate of Fire: One at a time or volleys of 2, 4 or 8
  • Payload: 32

Cruise Missiles (2) (SF-69B Only)
  • Range: 1,000 miles
  • Damage: Nuclear warhead inflicts 2D6x100 M.D.; antimatter warhead does 4D6x 100 M.D.
  • Rate of Fire: One or volley of Two
  • Payload: 2

Book Reference: p. 157-158, DB2


Cost: 30 Million credits

Submitted by: Kyle
M.A.R.S. GM / Atlantis GM

"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC); Hellhound (VR PC)
User avatar
The Bos
Assistant Game Master
Posts: 150
Joined: Fri May 26, 2017 12:07 pm
Location: Rifts: G.I.R.L.S. of Merctown

Re: Canonical Submissions

Post by The Bos »

TW Water Well
[insert image here -- image submitted here]
TW Characteristics:
  • TW Functions: Creates fresh, drinkable water, up to 10 gallons (37.8 liters) per activation.
  • Activation Cost: 10 P.P.E. or 20 I.S.P.
  • P.P.E. Construction Cost: 220 total
  • Spell Chains Needed: Energy Bolt (5) and Create Water (15)
  • Physical Requirements: A manually operated water pump with a tripod stand, an integrated catch basin, and 6 large aquamarine crystals worth at least 2,000 credits each.
  • Duration of Charge: Immediate results.
  • M.D.C. of the TW Device: 60 M.D.C.
  • Cost: 175,000 credits. Poor to fair availability at cities of magic. Poor to no availability elsewhere, even in Dinosaur Swamp.
  • Book Reference: World Book 26 - Dinosaur Swamp, p.99

Code: Select all

[b]TW Water Well[/b]
[insert image here -- [url=https://www.explorersunlimited.com/eu/viewtopic.php?p=1380454#p1380454]image submitted here[/url]]
[u]TW Characteristics:[/u]
[list][*]TW Functions: Creates fresh, drinkable water, up to 10 gallons (37.8 liters) per activation.
[*]Activation Cost: 10 P.P.E. or 20 I.S.P.
[*]P.P.E. Construction Cost: 220 total
[*]Spell Chains Needed: Energy Bolt (5) and Create Water (15)
[*]Physical Requirements: A manually operated water pump with a tripod stand, an integrated catch basin, and 6 large aquamarine crystals worth at least 2,000 credits each.
[*]Duration of Charge: Immediate results.
[*]M.D.C. of the TW Device: 60 M.D.C.
[*]Cost: 175,000 credits. Poor to fair availability at cities of magic. Poor to no availability elsewhere, even in Dinosaur Swamp.
[*]Book Reference: World Book 26 - Dinosaur Swamp, p.99[/list]
User avatar
The Bos
Assistant Game Master
Posts: 150
Joined: Fri May 26, 2017 12:07 pm
Location: Rifts: G.I.R.L.S. of Merctown

Re: Canonical Submissions

Post by The Bos »

Magic Optic System
[insert image here -- image submitted here]
TW Characteristics:
  • TW Functions: Gives its wearer mystic optical enhancement -- Eyes of the Wolf, See Aura, See the Invisible, and Detect Concealment (all same as their spells)
  • Device Level: Three
  • Activation Cost: 23 P.P.E. or 46 I.S.P.
  • P.P.E. Construction Cost: 460
  • Spell Chains Needed: Eyes of the Wolf (25; primary spell), See Aura (6), See the Invisible (4), Detect Concealment (6), and Energy Bolt (5)
  • Physical Requirements: Alexandrite worth 9,000 credits, tiger eye worth 3,000 credits, and a piece of amber worth 600 credits, plus a pair of goggles
  • Duration of Charge: 15 minutes
  • Construction Time: 5 days and 18 hours to build
  • Black Market Cost: 30,000 credits
  • Book Reference: Rifts Ultimate Edition, p.136
User avatar
Brute
Bronze Level Patron
Bronze Level Patron
Posts: 733
Joined: Mon Jul 18, 2011 7:48 am
Location: Starkville, MS
Contact:

Re: Canonical Submissions

Post by Brute »

SC Penetrator
  • Range: 550'
  • Damage: 2D6
  • Rate of Fire: Standard per Archery skill
  • Payload: N/A
  • Weight: 1 lb.
  • Features: Can be used as a clubbing weapon; 1D6 damage
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 500 credits

Code: Select all

[b]SC Penetrator[/b]
[size=85][list][*]Range: 550'
[*]Damage: 2D6
[*]Rate of Fire: Standard per Archery skill
[*]Payload: N/A
[*]Weight: 1 lb.
[*]Features: Can be used as a clubbing weapon; 1D6 damage
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 500 credits[/color]

SC Penetrator II
  • Range: 900'
  • Damage: 3D6
  • Rate of Fire: Standard per Archery skill
  • Payload: N/A
  • Weight: 2 lbs.
  • Features: Can be used as a clubbing weapon; 1D8 damage
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 750 Credits

Code: Select all

[b]SC Penetrator II[/b]
[size=85][list][*]Range: 900'
[*]Damage: 3D6
[*]Rate of Fire: Standard per Archery skill
[*]Payload: N/A
[*]Weight: 2 lbs.
[*]Features: Can be used as a clubbing weapon; 1D8 damage
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 750 Credits[/color]
SC Penetrator III
  • Range: 1,000'
  • Damage: 4D6
  • Rate of Fire: Standard per Archery skill
  • Payload: N/A
  • Weight: 3.75 lbs.
  • Features: Can be used as a clubbing weapon; 1D8 damage
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 975 Credits

Code: Select all

[b]SC Penetrator III[/b]
[size=85][list][*]Range: 1,000'
[*]Damage: 4D6
[*]Rate of Fire: Standard per Archery skill
[*]Payload: N/A
[*]Weight: 3.75 lbs.
[*]Features: Can be used as a clubbing weapon; 1D8 damage
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 975 Credits[/color]

SC Mark II Penetrator
  • Range: 900'
  • Damage: 2D8+2
  • Rate of Fire: Standard per Archery skill
  • Payload: N/A
  • Weight: 5 lbs.
  • Features: Can be used as a clubbing weapon; 2D6 damage
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 975 Credits

Code: Select all

[b]SC Mark II Penetrator[/b]
[size=85][list][*]Range: 900'
[*]Damage: 2D8+2
[*]Rate of Fire: Standard per Archery skill
[*]Payload: N/A
[*]Weight: 5 lbs.
[*]Features: Can be used as a clubbing weapon; 2D6 damage
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 975 Credits[/color]

Compound Snap-Bow
  • Range: 800'
  • Damage: 2D8
  • Rate of Fire: Standard per Archery skill
  • Payload: 1 arrow
  • Weight: 6 lbs.
  • Features: Can be loaded and locked into firing position until needed
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 875 Credits

Code: Select all

[b]Compound Snap-Bow[/b]
[size=85][list][*]Range: 800'
[*]Damage: 2D8
[*]Rate of Fire: Standard per Archery skill
[*]Payload: 1 arrow
[*]Weight: 6 lbs.
[*]Features: Can be loaded and locked into firing position until needed
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 875 Credits[/color]
Livian Crossbow
  • Range: 700'
  • Damage: 3D6; 6D6 if firing 2 bolts
  • Rate of Fire: Standard per the archery skill
  • Payload: 2 arrows
  • Weight: 6.6 lbs.
  • Features: Capable of loading and locking two bolts, which can be fired individually or together. Can be loaded and locked into firing position until needed
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 170


Cost: 1,000 credits

Code: Select all

[b]Livian Crossbow[/b]
[size=85][list][*]Range: 700'
[*]Damage: 3D6; 6D6 if firing 2 bolts
[*]Rate of Fire: Standard per the archery skill
[*]Payload: 2 arrows
[*]Weight: 6.6 lbs.
[*]Features: Capable of loading and locking two bolts, which can be fired individually or together. Can be loaded and locked into firing position until needed
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 170[/list][/size]

[color=#008000]Cost: 1,000 credits[/color]
SAR Crossbow
  • Range: 850'
  • Damage: 3D6; 6D6 if firing 2 bolts
  • Rate of Fire: Standard per Archery skill
  • Payload: 14 bolts
  • Weight: 8 lbs.
  • Features: Can rapid-fire two bolts, one after the other; auto reloads from a foreward-mounted clip of 14 bolts
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 170


Cost: 1,000 Credits

Code: Select all

[b]SAR Crossbow[/b]
[size=85][list][*]Range: 850'
[*]Damage: 3D6; 6D6 if firing 2 bolts
[*]Rate of Fire: Standard per Archery skill
[*]Payload: 14 bolts
[*]Weight: 8 lbs.
[*]Features: Can rapid-fire two bolts, one after the other; auto reloads from a foreward-mounted clip of 14 bolts
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 170[/list][/size]

[color=#008000]Cost: 1,000 Credits[/color]
Bracelet Gun
  • Range: 60'
  • Damage: Per model type:
    • 4D6 Armor-piercing Bullets
    • 4D6 Laser
    • 5D6 ion
  • Rate of Fire: 1 APM
  • Payload: per Model type: 2 bullets or 4 laser or ion blasts
  • Weight: 1 lb.
  • Features: Comes in three varieties: bullet firing, laser, or ion
  • Modifiers: -2 Strike; W.P. Hangun or W.P. Energy Pistol
  • Book Reference: AU, p. 166


Cost: 1,000 credits for the bullet model; 200 Credits for either energy model

Code: Select all

[b]Bracelet Gun[/b]
[size=85][list][*]Range: 60'
[*]Damage: Per model type:
[list]4D6 Armor-piercing Bullets
[*]4D6 Laser
[*]5D6 ion[/list]
[*]Rate of Fire: 1 APM
[*]Payload: per Model type: 2 bullets or 4 laser or ion blasts
[*]Weight: 1 lb.
[*]Features: Comes in three varieties: bullet firing, laser, or ion
[*]Modifiers: -2 Strike; W.P. Hangun or W.P. Energy Pistol
[*]Book Reference: AU, p. 166[/list][/size]

[color=#008000]Cost: 1,000 credits for the bullet model; 200 Credits for either energy model[/color]
High-Tech Flamethrower
  • Range: 85' thin stream; 200' thick stream
  • Damage: 1D6X10 thin stream; 2D4X10 thick stream; full melee burst (6 thick blasts or 12 thin) does double damage & ignite combustibles
  • Rate of Fire: 1 APM
  • Payload: 40 shots (thick streams cost double)
  • Weight: 40 lbs.
  • Features: Thin stream strikes intended target only. Thick stream strikes target and 1d4 others whoa re nearby; continuous stream is similar to spray from machine gun (use machine gun rules to determine number of targets hit, but do not use damage multipliers)
  • Modifiers: W.P. Flame Throwers
  • Book Reference: AU, p. 171


Cost: 1,900 Credits

Code: Select all

[b]High-Tech Flamethrower[/b]
[size=85][list][*]Range: 85' thin stream; 200' thick stream
[*]Damage: 1D6X10 thin stream; 2D4X10 thick stream; full melee burst (6 thick blasts or 12 thin) does double damage & ignite combustibles
[*]Rate of Fire: 1 APM
[*]Payload: 40 shots (thick streams cost double)
[*]Weight: 40 lbs.
[*]Features: Thin stream strikes intended target only.  Thick stream strikes target and 1d4 others whoa re nearby; continuous stream is similar to spray from machine gun (use machine gun rules to determine number of targets hit, but do not use damage multipliers)
[*]Modifiers: W.P. Flame Throwers
[*]Book Reference: AU, p. 171[/list][/size]

[color=#008000]Cost: 1,900 Credits[/color]

Submitted by Lee
Last edited by Brute on Fri Oct 15, 2021 9:33 am, edited 1 time in total.
Brute
OOC Comments
Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 821/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit v3.1.7
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15

Weight: 6 lbs
Modifiers:
  • AR: 17
  • *Body Camera (-2 to strike via aimed shot only)

Features:
  • Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
  • Built-in short range encrypted radio transceiver (Omega freq only).
  • Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
  • Body Camera located in center of chest.
  • Anti-Tamper system
  • Wrist mounted computer - allows real-time tracking of Omega agents in the field
User avatar
Brute
Bronze Level Patron
Bronze Level Patron
Posts: 733
Joined: Mon Jul 18, 2011 7:48 am
Location: Starkville, MS
Contact:

Re: Canonical Submissions

Post by Brute »

NE-DD6 "Rover" SUV
M.D.C. by Location:
  • Front Windshield - 15
  • Headlights (2; front) - 6 each
  • Wheels (6; front/middle/rear) - 25 each
  • Main Body - 220

Statistical Data:
Maximum Speed: 220 mph
Range: Combustion: 500 miles ; Nuclear: effectively unlimited
Crew: 1 driver; 4 passengers
Class: Military All-Terrain Ground Vehicle
Dimensions: 6' high, 6' wide, 13.3' long, 3600 lbs.
Cargo: 4 cu ft.; can tow up to 5 tons
Power System: Choose one:
  • Nuclear; 25-year life
  • Combustion (25 mpg)

Features of Note:
  • Combustion engine has optional NE-EB Battery; 72-96 hours of charge
  • No weapons are included, but a rear mount with 360 degree swivel and 90 degree arc is available, and one or two light weapons can be forward mounted as well - these must be purchased separately.

Book Reference: DB8, p. 75


Cost: Combustion: 80,000 credits (Fuel: 500 Credits per tank). Optional NE-EB battery: 700,000 Credits. Nuclear power supply: 1.6 million Credits

Code: Select all

[b]NE-DD6 "Rover" SUV[/b]
[size=85][u][b]M.D.C. by Location:[/b][/u]
[List]Front Windshield - 15
[*]Headlights (2; front) - 6 each
[*]Wheels (6; front/middle/rear) - 25 each
[*]Main Body - 220[/list]
[u][b]Statistical Data:[/b][/u]
Maximum Speed: 220 mph
Range: Combustion: 500 miles ; Nuclear: effectively unlimited
Crew: 1 driver; 4 passengers
Class: Military All-Terrain Ground Vehicle
Dimensions: 6' high, 6' wide, 13.3' long, 3600 lbs.
Cargo: 4 cu ft.; can tow up to 5 tons
Power System: Choose one:
[list]Nuclear; 25-year life
[*]Combustion (25 mpg)[/list]
[u]Features of Note:[/u]
[List]Combustion engine has optional NE-EB Battery; 72-96 hours of charge
[*]No weapons are included, but a rear mount with 360 degree swivel and 90 degree arc is available, and one or two light weapons can be forward mounted as well - these must be purchased separately.[/list]
Book Reference: DB8, p. 75[/size]

[color=#008000]Cost: Combustion: 80,000 credits (Fuel: 500 Credits per tank). Optional NE-EB battery: 700,000 Credits.  Nuclear power supply: 1.6 million Credits[/color]
Submitted by Lee
Last edited by Brute on Fri Oct 15, 2021 9:33 am, edited 1 time in total.
Brute
OOC Comments
Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 821/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit v3.1.7
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15

Weight: 6 lbs
Modifiers:
  • AR: 17
  • *Body Camera (-2 to strike via aimed shot only)

Features:
  • Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
  • Built-in short range encrypted radio transceiver (Omega freq only).
  • Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
  • Body Camera located in center of chest.
  • Anti-Tamper system
  • Wrist mounted computer - allows real-time tracking of Omega agents in the field
User avatar
Major James Smith
Assistant Game Master
Posts: 81
Joined: Fri May 17, 2019 10:02 am

Re: Canonical Submissions

Post by Major James Smith »

NOTICE


Item Submissions above this post are approved, and waiting for someone to place in the Armory.
User avatar
Daisuke
Diamond Level Patron
Diamond Level Patron
Posts: 112
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: Canonical Submissions

Post by Daisuke »

NEMA "Big Dog" Super-Mastiff
[insert image here: 400 pixels in height if RCV, 300 if PA, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • Hands (2) - 250 each
  • Forearms (2) - 350 each
  • Upper Arms (2) - 240 each
  • Legs (2) - 360 each
  • Feet (2) - 320 each
  • Missile Launchers (4, chest) - 100 each
  • * Forearm Mini-Missile Launchers (2) - 80 each
  • * Belly Gun Turret (1) - 50
  • * Sensor Eye (2; chest and Center Beam between lights) - 60 each
  • * Shoulder Searchlights (2; giant, top mounted) - 50 each
  • * Cameras and Electronic Eyes (8; concealed) - 2 each
  • Main Body - 850
  • Reinforced Pilot's Compartment - 100
* Requires called shot at -3 strike
  • Destroying the chest sensor eye has no effect, but knocking out both the chest and the one above it between the searchlights takes out radar, long-range communications, and reduces optics and sensor range by 60%
  • Depleting the MDC of the main body will shut the robot down completely, rendering it useless.


Statistical Data:
Running: 30 mph max (no fatigue)
Leaping: Not possible.
Underwater Capabilities: Airtight and can walk along the bottom of the sea at about 25% its normal running speed. Maximum Ocean Depth: 10,000 feet (3048 m).
Class: Heavy Infantry Assault & Rescue Robot.
Crew: 3; 1 pilot, 1 co-pilot/comms, 1 gunner, +1 passenger
Dimensions: 30' tall; 20' wide; 16' long; 36 tons fully loaded
Physical Strength: Robotic P.S. 61
Cargo: Enough for each occupant to stow a couple rifles, two backpacks and basic gear.
Power System: Nuclear (20 years)

Weapon Systems:
MR-44 Double-Barreled Laser Turret (1)
Same as Mastiff. Mounted on the belly, barely noticeable under an exhaust fan, is a light laser turret. The turret can rotate 180 degrees and has a 45 degree arc of fire, up and down.
  • Range: 3000'
  • Damage: 4D6 M.D. per single shot or 1D4x10 per dual blast (either counts as one attack)
  • Rate of Fire: Each blast counts as one melee attack/action
  • Payload: Effectively unlimited; tied to the robot's power supply.

MR-610 Missile Launchers (4)
Located on both sides of the chest are a pair of missile launchers capable of launching short- and medium-range missiles.
  • Range: Varies by SRM (1-5 miles) or MRM (40-80 miles) type
  • Damage: Varies by SRM or MRM type
  • Rate of Fire: One at a time or in a volley of two, three, four or six
  • Payload: 48 total, regardless of type; six in each of the four launchers.

MR-608 Mini-Missile Forearm Launchers (2)
  • Range: One mile
  • Damage: Varies by mini-missile type
  • Rate of Fire: One at a time or in a volley of two, three, four or six.
  • Payload: 32; 16 mini-missiles per arm.


Hand to Hand Combat: per Robotic P.S. 61
Features of Note:
  • All standard features common to robot vehicles (p.81, Chaos Earth RPG)

Modifiers: None
Book Reference: p.86-88, Chaos Earth RPG


Cost: Exclusive to NEMA and the militaries of the three allied nations (most of which are unaccounted for, the majority presumed to be destroyed). Any Big Dog outside of NEMA was found or stolen and sells for upwards of 40 million credits or equivalent in trade. Super rare even for NEMA.
Last edited by Daisuke on Wed Sep 07, 2022 7:51 am, edited 3 times in total.
User avatar
Daisuke
Diamond Level Patron
Diamond Level Patron
Posts: 112
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: Canonical Submissions

Post by Daisuke »

NEMA Bull Dog
[insert image here: 400 pixels in height if RCV, 300 if PA, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • * Hands (2) - 50 each
  • Arms (2) - 140 each
  • Legs (2) - 170 each
  • Feet (2) - 140 each
  • Forearm Guns (2) - 60 each
  • Shoulder Laser Turrets (2) - 70 each
  • * Sensor Head (1; small) - 60
  • * Sensor Rods (6; back) - 45 each
  • * Cameras and Electronic Eyes (17; tiny) - 2 each
  • Main Body - 310
  • Reinforced Pilot's Compartment - 100
* Requires called shot at -3 strike
  • Destroying the sensor head knocks out only one sensor cluster, but does destroy long-range radio transmission capabilities (short-range only), laser targeting (no bonus for energy weapons) and reduces radar range by 25%. Destroying two or three sensor rods has no serious effect due to multiple redundancy, but does knock out 1D4+2 of the camera eyes and motion detector. Destroying four or five and the sensor head knocks out half the sensors and reduces the surviving short-range transmission by half.
  • Depleting the MDC of the main body will shut the robot down completely, rendering it useless.


Statistical Data:
Running: 70 mph max (no fatigue)
Leaping: 25' high or lengthwise with a short running start. Cannot perform a leap kick.
Underwater Capabilities: Airtight and can walk along the bottom of the sea at about 25% its normal running speed. Maximum Ocean Depth: 6,000 feet (1829 m).
Class: Light Infantry Assault & Rescue Robot
Crew: 1; 1 pilot
Dimensions: 12' tall; 7' wide; 6' long; 11 tons fully loaded
Physical Strength: Robotic P.S. 35
Cargo: Minimal. Enough to stow a rifle, backpack and basic gear.
Power System: Nuclear (20 years)

Weapon Systems:
BDR-22 Single-Barreled Laser Turrets (2)
Mounted on the shoulders, above and a bit behind the chest missile launchers, are a pair of laser turrets. The turrets can rotate 360 degrees and have a 45 degree arc of fire, up and down.
  • Range: 2000'
  • Damage: 3D6 M.D. per single shot or 6D6 M.D. per dual, simultaneous blast at the same target (counts as one attack)
  • Rate of Fire: Each blast counts as one melee attack/action
  • Payload: Effectively unlimited; tied to the robot's power supply.

BDR-36 Plasma Forearm Weapons (2)
  • Range: 1600'
  • Damage: 5D6 per single blast.
    The two forearm weapons cannot be used in tandem to fire at the same target as one melee attack. Both can be fired but each blast per arm counts as a separate melee attack.
  • Rate of Fire: Each blast counts as one melee attack/action
  • Payload: Effectively unlimited; tied to the robot's power supply.

BDR-60 Mini-Missile Launchers (6)
Located on both sides of the chest are stacked three sets of mini-missile launchers. The launcher covering must flip open to fire. The small circular lens in each is a camera/video feed not related to the weapon system.
  • Range: One mile
  • Damage: Varies by mini-missile type
  • Rate of Fire: One at a time or in a volley of two, three, four or six.
  • Payload: 36; 6 mini-missiles per launcher.

BDR-202 Long-Range Laser Cannon (1; hand-held)
An experimental rifle-style weapon designed specifically with the Bull Dog in mind, though it can also be used by the Gunbuster and Chromium Guardsman power armor or mounted on a vehicle. The weapon is 12 feet long, requires both hands to fire and is a precision, long-range laser cannon. Aim and shoot the same as one would a rifle. Only one third ever use the weapon, some only when the mission suggests it will be useful.
  • Range: 6000'
  • Damage: 1D4x10 M.D. per single shot
  • Rate of Fire: Each blast counts as one melee attack/action
  • Payload: 10 blasts per standard E-Clip or 84 heavy with a power pack. Unlimited if physically cabled to the robot's power supply, but this is not done very often because the weapon is too large and clumsy to be attached to the vehicle.


Hand to Hand Combat: per Robotic P.S. 35
Features of Note:
  • All standard features common to robot vehicles (p.81, Chaos Earth RPG)
  • All those found in the Spider Probe on a more elaborate scale, plus language translator, motion detector, and depth gauges.
  • 17 total: 7 chest, 5 back, 2 hips, 3 head (front and back); each is the size of a tennis ball or tangerine, a few are slightly larger or a bit different, like those in the hip on either side of the NEMA logo. Note: Not only do the camera/video eyes send and record data to the Bull Dog, but it can also send live transmissions to ground troop partners, like an Intel-Agent or Military Specialist, other manned robots and/or a mobile base or even to Command, enabling one or all to literally see what the Bull Dog sees. Range is equal to that of its radio communications capabilities; that's 500 miles when the long-rage radio is intact and away from ley line interference (which can reduce transmission range to half or one third)

Modifiers: None
Book Reference: p.81-84, Chaos Earth RPG


Cost: Exclusive to NEMA and the militaries of the three allied nations (most of which are unaccounted for, the majority presumed to be destroyed). Any Bull Dog outside of NEMA was found or stolen and sells for upwards of 20 million credits or equivalent in trade. Rare.
User avatar
Daisuke
Diamond Level Patron
Diamond Level Patron
Posts: 112
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: Canonical Submissions

Post by Daisuke »

NEMA Mastiff
[insert image here: 400 pixels in height if RCV, 300 if PA, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • * Hands (2) - 200 each
  • Forearms (2) - 250 each
  • Upper Arms (2) - 180 each
  • Legs (2) - 290 each
  • Feet (2) - 240 each
  • Mini-Missile Launchers (4, chest) - 90 each
  • * Forearm Mini-Missiles Launchers (2) - 50 each
  • * Belly Gun Turret (1) - 50
  • * Sensor Head (1; chest) - 60
  • * Shoulder Searchlights (2; large, top-mounted) - 30 each
  • * Cameras and Electronic Eyes (4; concealed) - 2 each
  • Main Body - 600
  • Reinforced Pilot's Compartment - 100
* Requires called shot at -3 strike
  • Destroying the sensor eye knocks out radar, long-range communications, and reduces optics and sensor range by 60%.
  • Depleting the MDC of the main body will shut the robot down completely, rendering it useless.


Statistical Data:
Running: 40 mph max (no fatigue)
Leaping: Not possible.
Underwater Capabilities: Airtight and can walk along the bottom of the sea at about 25% its normal running speed. Maximum Ocean Depth: 6,800 feet (2072 m).
Class: Heavy Infantry Assault & Rescue Robot
Crew: 1; 1 pilot
Dimensions: 15' tall; 9' wide; 8.5' long; 16 tons fully loaded
Physical Strength: Robotic P.S. 52
Cargo: Little storage space, enough to stow a couple rifles, two or three backpacks and basic gear.
Power System: Nuclear (20 years)

Weapon Systems:
MR-44 Double-Barreled Laser Turret (1)
Mounted on the belly, barely noticeable under an exhaust fan, is a light laser turret. The turret can rotate 180 degrees and has a 45 degree arc of fire, up and down.
  • Range: 3000'
  • Damage: 4D6 M.D. per single shot or 1D4x10 M.D. per dual, simultaneous blast at the same target (counts as one attack)
  • Rate of Fire: Each blast counts as one melee attack/action
  • Payload: Effectively unlimited; tied to the robot's power supply.

MR-606 Mini-Missile Launchers (4)
  • Range: One mile.
  • Damage: Varies by mini-missile type
  • Rate of Fire: One at a time or in a volley of two, three, four or six.
  • Payload: 48 total; six in each of the four launchers.

MR-608 Mini-Missile Forearm Launchers (2)
  • Range: One mile
  • Damage: Varies by mini-missile type
  • Rate of Fire: One at a time or in a volley of two, three, four or six.
  • Payload: 16; 8 mini-missiles per arm.


Hand to Hand Combat: per Robotic P.S. 52
Features of Note:
  • All standard features common to robot vehicles (p.81, Chaos Earth RPG)

Modifiers: None
Book Reference: p.84-86, Chaos Earth RPG


Cost: Exclusive to NEMA and the militaries of the three allied nations (most of which are unaccounted for, the majority presumed to be destroyed). Any Mastiff outside of NEMA was found or stolen and sells for upwards of 20 million credits or equivalent in trade. Rare.
User avatar
Daisuke
Diamond Level Patron
Diamond Level Patron
Posts: 112
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: Canonical Submissions

Post by Daisuke »

USA-G20 Gunbuster
[insert image here: 400 pixels in height if RCV, 300 if PA, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • Dual Weapons (2 guns) - 100 each
  • Spotlight (1; above head) - 20
  • * Head - 90
  • * Hands (2) - 25 each
  • Arms (2) - 80 each
  • Shoulder Mini-Missile Launcher (1; right) - 50
  • Legs (2) - 170 each
  • Main Body - 280
  • Reinforced Pilot's Compartment - 140
* Requires called shot at -5 strike
  • Depleting the MDC of the main body will shut the power armor down completely, rendering it useless.


Statistical Data:
Running: 70 mph max (10% fatigue)
Leaping: 18' high or across. Add 10' with a running start.
Underwater Capabilities: Airtight and can walk along the bottom of the sea at about 25% its normal running speed. Most energy weapons see their range reduced by 30% underwater and projectile weapons 50%. Maximum Ocean Depth: 2,000 feet (610 m).
Class: Infantry Personnel Assault Unit
Crew: 1; 1 pilot
Dimensions: 9' tall (+2' for stowed weapons, total 11'); 2.8' wide; 4' long; 1 ton fully loaded
Physical Strength: Robotic P.S. 25
Cargo: Minimal. a foot compartment and storage for a rifle, handgun, survival knife and first-aid kit.
Power System: Nuclear (20 years)

Weapon Systems:
May select one of the following modular weapons. Both guns are always identical. Pick one.

Type A: G-44 Magnum Rail Guns (2)
  • Range: 3000'
  • Damage: 2D4 M.D. per single shot. 4D6 M.D. per 10 round short burst. 1D6x10 M.D. per 30 round heavy burst. Each counts as one melee attack
  • Rate of Fire: Single shot or burst.
  • Payload: Two 2000 round drums hooked to the back of the power armor (one for each gun), capable of firing 66 heavy damage bursts (30 rounds each) or 200 short bursts each.
    Reloading a drum takes about three minutes for those not trained, but a mere 30 seconds by a capable Field Engineer or Pigman: Heavy Weapons Specialist. A strength of 28 or higher (or Robot P.S.) is required to handle the heavy drum.
  • Reduce speed by 10% due to the bulk and weight of the ammo drums.

Type B: G-55 Plasma Cannon (2)
  • Range: 2000'
  • Damage: 1D6x10 M.D. per single blast, 2D6x10 per double blast at the same target.
  • Rate of Fire: Single shot only. A simultaneous double blast can be made at the same target but counts as two melee attacks, and both weapons can be pointed at different targets and fired simultaneously but counts as shooting wild; no bonuses.
  • Payload: Effectively unlimited, tied to the armor's power supply.

Type C: G-66 Laser Cannon (2)
  • Range: 3000'
  • Damage: 1D4x10 M.D. per single blast.
  • Rate of Fire: Single shot only. A simultaneous double blast can be made at the same target but counts as two melee attacks, and both weapons can be pointed at different targets and fired simultaneously but counts as shooting wild; no bonuses.
  • Payload: Effectively unlimited, tied to the armor's power supply.

Type D: Heavy Submachine-Gun (2)
Suitable for firing S.D.C. rounds, rubber bullets (riot control), and silver coated bullets
  • Range: 1200'
  • Damage: 4D6 S.D.C. per single bullet or 2D4x10 S.D.C. per six round burst. Rubber bullets do one point of damage or 2D4 S.D.C. per burst.
  • Rate of Fire: Single (+1 to strike on an aimed shot) or short bursts of six rounds. A simultaneous double blast can be made at the same target but counts as two melee attacks, and both weapons can be pointed at different targets and fired simultaneously but counts as shooting wild; no bonuses.
  • Payload: Each gun holds 420 rounds for 70 bursts, plus a pair of machine-gun style ammo drums and feed can be attached (the drum hooked to the back of the power armor), providing an additional 2400 rounds for each gun (400 bursts each).

Shoulder Mini-Missile Launcher (1)
  • Range: One mile
  • Damage: Varies by mini-missile type.
  • Rate of Fire: One at a time or in a volley of two, three, or four.
  • Payload: 4; typically all the same type


Hand to Hand Combat: per Robotic P.S. 25
Features of Note:
  • All standard features common to power armor (p.89, CE) plus language translator, depth gauge.
  • Optical systems: Full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization.

Modifiers: None
Book Reference: p.92-94, CE


Cost: Exclusive to NEMA and the militaries of the three allied nations (most of which are unaccounted for, the majority presumed to be destroyed). Any power armor outside of NEMA was found or stolen and sells for upwards of 20 million credits or equivalent in trade.
User avatar
Daisuke
Diamond Level Patron
Diamond Level Patron
Posts: 112
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: Canonical Submissions

Post by Daisuke »

USA-106 Silver Eagle
[insert image here: 400 pixels in height if RCV, 300 if PA, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • Main Jet Thruster (1; back) - 100
  • Lower Maneuvering Jets (2; back) - 40 each
  • Intake Jets (2; top) - 40 each
  • Ammo Drum (rear) - 50
  • Main Weapon (1) - 100
  • Wings (2) - 150 each
  • * Forearm Backup Computer-Communicator - 25
  • * Head - 100
  • Arms (2) - 85 each
  • Legs (2) - 110 each
  • Main Body - 450
* Requires called shot at -3 strike, -5 for forearm computer
  • Lasers do 1/2 damage.
  • A Non-Chromium version would have 300 M.D.C. for the main body and a third less for most other parts as well.
  • Destroying the head/helmet of the power armor will eliminate all forms of optical enhancement and sensory systems as well as negate all power armor combat bonuses to strike, parry, and dodge. The head is a small and difficult target to hit. Called shot at -3.
  • Depleting the MDC of the main body will shut the power armor down completely, rendering it useless.
  • Destroying a wing makes flight impossible. However, even with no wing(s) the SAMAS can make jet powered leaps and hover stationary above ground.


Statistical Data:
Running: 60 mph max (10% fatigue)
Leaping: 15' high or across (unassisted by thrusters). 100' high, 200' across jet assisted w/o attaining flight.
Flying: The rocket propulsion system enables the SAMAS to hover stationary up to 1 000 feet (305 m; 50 feetll 5.2 m with no wings) or fly. Maximum flying speed is 300 mph (480 km), but cruising speed is considered to be 1 50 mph (240 km). Maximum altitude is limited to about 5000 feet (1524 m).
Flying Range: The nuclear power supply gives the Silver Eagle decades of life, but the jet rockets get hot and need to cool after a maximum of 10 hours of flight when traveling at speeds above cruising, and 24 hours at cruising speed. Can go indefinitely with intermittent rest stops.
Underwater Capabilities: 4 mph (6.4 km/3 .4 knots) using arms and legs to paddle. 50 mph (80 kmI43 .5 knots) using its jet thrusters to skim across the surface of the water, 30 mph (48 km/26 knots) using the thrusters underwater. Maximum Ocean Depth: 1 000 feet (305 m).
Class: Strategic Armor Military Assault Suit (SAMAS)
Crew: 1; 1 pilot
Dimensions: 8' tall ; 3.5' wide (wings down), 10' wide (wings extended); 4.5' long; 340 lbs without rail gun
Physical Strength: Robotic P.S. 25
Cargo: None. Only what can be carried.
Power System: Nuclear (20 years)

Weapon Systems:
USA-40R SAMAS Rail Gun (1)
  • Range: 4000'
  • Damage: 1D4 M.D. per single shot. 4D6 M.D. per 20 round short burst. 1D6x10 M.D. per 40 round heavy burst. Each counts as one melee attack
  • Rate of Fire: Single shot or burst.
  • Payload: 2000 round drum provides 50 heavy bursts or 100 short bursts. A second drum can be hooked to the undercarriage of the rocket jets, but must be manually removed by another power armor or character with a strength of 26 or higher to replace the used drum. Reloading a drum takes about 5 minutes for those not trained, but a mere one minute by somebody trained in the use of SAMAS power armor.


Hand to Hand Combat: per Robotic P.S. 25
Features of Note:
  • All standard features common to power armor (p.89, CE) plus language translator, depth gauge.
  • Optical systems: Full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization.
  • Laser Resistant Armor. Virtually all Silver Eagles are made from special alloys with a chrome-looking surface that is resistant to laser attacks (half damage). It is a lighter version of the material used on the Chromium Guardsman.

Modifiers: Laser targeting and the lightweight materials used by NEMA give USA-40R rail gun a +3 bonus to strike with short bursts and +2 to strike with heavy bursts, plus bonuses the pilot has from the W.P. Heavy Energy Weapon skill.
Book Reference: p.94-97, CE


Cost: Exclusive to NEMA and the militaries of the three allied nations (most of which are unaccounted for, the majority presumed to be destroyed). Any power armor outside of NEMA was found or stolen and sells for upwards of 20 million credits or equivalent in trade.
User avatar
Daisuke
Diamond Level Patron
Diamond Level Patron
Posts: 112
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: Canonical Submissions

Post by Daisuke »

TR-002 Titan Explorer
[insert image here: 400 pixels in height if RCV, 300 if PA, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • Shoulder Missile Launchers (2) - 120 each
  • Waist Ball Laser Turrets (2) - 25 each
  • Waist Searchlight - 5
  • Head - 90
  • Hands (2) - 40 each
  • Arms (2) - 150 each
  • Legs (2) - 200 each
  • * Sensor Turret (1; left shoulder) - 20
  • Main Body - 300
  • Reinforced Pilot's Compartment - 100
* Requires called shot at -2 strike
  • Destroying the sensor turret on the left shoulder of the Explorer will destroy the radar and targeting system. The pilot must now rely on his own human vision and other optical enhancements of the robot.
  • Depleting the MDC of the main body will shut the robot down completely, rendering it useless.


Statistical Data:
Running: 90 mph max (no fatigue)
Leaping: 15' high or across. +10' with a running start.
Class: Ground/Infantry Assault Robot
Crew: 1; 1 pilot and can accommodate 4 passengers
Dimensions: 20'8" tall; 11' wide; 7'2" long; 17.6 tons fully loaded
Physical Strength: Robotic P.S. 32
Cargo: Minimal. 4' for extra clothing, weapons and personal items.
Power System: Nuclear (20 years)

Weapon Systems:
T-002 Short-Range Rocket Launchers (2)
  • Range: 1-5 miles.
  • Damage: Varies with type of short-range missile
  • Rate of Fire: One at a time or in volleys of two, three or four
  • Payload: 10 total. 5 in each shoulder

T-002 Laser Ball Turrets (2)
A laser on a rotating ball socket is mounted on either side of the lower chest. Each can be directed at a separate target or at the same target. Capable of 360 degree rotation and 180 degree angle of fire (up and down/side to side)
  • Range: 2000'
  • Damage: 3D6 per single blast or 6D6 per twin blast directed at the same target from both turrets.
  • Rate of Fire: Each single or simultaneous twin blast at the same target counts as one melee attack.
  • Payload: Effectively unlimited.


Hand to Hand Combat: per Robotic P.S. 32
Adds 1D6 M.D. to open hand/claw and tear damage.

Features of Note:
  • All standard features common to robot vehicles (p.273, R:UE)

Modifiers: None
Book Reference: p.109-110 SB1:RE


Cost: 14 million credits new. Six million for a rebuilt or without missiles and laser. Fair availability to both.
User avatar
Daisuke
Diamond Level Patron
Diamond Level Patron
Posts: 112
Joined: Tue May 19, 2015 2:34 am
Location: Heroes for Hire

Re: Canonical Submissions

Post by Daisuke »

TR-003 Titan Reconnaissance Robot
[insert image here: 400 pixels in height if RCV, 300 if PA, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • Upper Arms/Shoulders (2) - 110 each
  • Chest Laser Turret - 25
  • Right Shoulder Searchlight - 5
  • Head - 90
  • Hands (2) - 40 each
  • Arms (2) - 100 each
  • Legs (2) - 150 each
  • * Sensor Turret (1; left shoulder) - 20
  • Main Body - 270
  • Reinforced Pilot's Compartment - 100
* Requires called shot at -2 strike
  • Destroying the sensor turret on the left shoulder of the robot will destroy the radar and targeting system. The pilot must now rely on his own human vision and other optical enhancements of the robot.
  • Depleting the MDC of the main body will shut the robot down completely, rendering it useless.


Statistical Data:
Running: 150 mph max (no fatigue)
Leaping: 15' high or across. +10' with a running start.
Class: Ground/Infantry Reconnaissance Robot
Crew: 1; 1 pilot and can accommodate 1 passenger
Dimensions: 16'4" tall; 7' wide; 4'6" long; 10 tons fully loaded
Physical Strength: Robotic P.S. 28
Cargo: Minimal. 4' for extra clothing, weapons and personal items.
Power System: Nuclear (20 years)

Weapon Systems:
T-003 Mini-Laser (1)
A small laser turret is mounted in the chest, capable of 90 degree angle of fire (up and down)
  • Range: 2000'
  • Damage: 3D6 M.D. per blast
  • Rate of Fire: Each blast counts as one melee attack
  • Payload: Effectively unlimited.


Hand to Hand Combat: per Robotic P.S. 28
Adds 1D6 M.D. to open hand/claw and tear damage.

Features of Note:
  • All standard features common to robot vehicles (p.273, R:UE)
  • A special optical heat sensor that allows the infrared radiation to warm objects to be converted into a visible image. Enables the pilot to see in the dark, in shadows and through smoke. Range: 2000'
  • This optical system projects a beam of infrared light that is invisible to the normal eye. The infrared beam enables the pilot to see in the dark and to see other infrared beams. The ultraviolet system enables the pilot to see into the ultraviolet spectrum of light and is mostly used to detect the light beams of ultraviolet detection systems. Note: The infrared light beam can be seen by anybody who has infrared optics, and the beam can be traced back to its source. Smoke impairs the infrared beam, making it impossible to see.
  • Built into the right shoulder of the Reconnaissance Titan is a dual white light and infrared searchlight. The white light canb e used to scan an area at night or the invisible light can be used to avoid detection. Only somebody who can also see infrared light will see the beams. Range: 500'. The light is capable of 360 degree rotation and 90 degree tilt.
  • Can identify and simultaneously track up to 96 different targets.

Modifiers: None
Book Reference: p.111 SB1:RE


Cost: 10 million credits new. Six million for a rebuilt or without full sensory systems. Fair availability to both.
Jerrick Vincent

Re: Canonical Submissions

Post by Jerrick Vincent »

NeraTech 9mm P-18, Conventional Sidearm
Image
  • Range: 200’
  • Damage: 2D6+2
  • Rate of Fire: Single Shots Only
  • Payload: 18 round magazine
  • Weight: 1.8 lbs.
  • Features: W.P. Pistols
  • Modifiers: +1 to strike when aimed
  • Book Reference: p.116, GMG


Cost: 1,600 Credits
Last edited by Jerrick Vincent on Mon Oct 03, 2022 8:15 pm, edited 10 times in total.
Jerrick Vincent

Re: Canonical Submissions

Post by Jerrick Vincent »

NeraTech 9mm SMG-30; Conventional Sub Machine-gun
Image
  • Range: 250’
  • Damage: 4D6+2
  • Rate of Fire: Single Shots Only
  • Payload: 30 round magazine
  • Weight: 3.5 lbs.
  • Features: W.P. Submachine Guns
  • Modifiers: None
  • Book Reference: p.116, GMG


Cost: 3,200 Credits
Last edited by Jerrick Vincent on Mon Oct 03, 2022 8:18 pm, edited 8 times in total.
Jerrick Vincent

Re: Canonical Submissions

Post by Jerrick Vincent »

NeraTech WA-30, Conventional Assault Rifle
Image
  • Range: 1,450’
  • Damage: 6D6
  • Rate of Fire: Single Shots, Bursts and Sprays.
  • Payload: 30 round magazine
  • Weight: 9 lbs.
  • Features: W.P. Rifles
  • Modifiers: +1 to strike when aimed and in burst mode
  • Book Reference: p.116, GMG


Cost: 6,800 Credits
Last edited by Jerrick Vincent on Mon Oct 03, 2022 8:15 pm, edited 10 times in total.
Jerrick Vincent

Re: Canonical Submissions

Post by Jerrick Vincent »

NeraTech LO-20, Conventional Hunting Rifle
Image
  • Range: 1,800’
  • Damage: 1D4x10
  • Rate of Fire: Single Shots Only
  • Payload: 8 round magazine
  • Weight: 8 lbs.
  • Features: W.P. Rifles
  • Modifiers: +1 to strike when aimed
  • Book Reference: p.116, GMG


Cost: 8,400 Credits
User avatar
General Disarray
Game Master
Posts: 58
Joined: Sat Aug 06, 2022 1:41 pm

Re: Canonical Submissions

Post by General Disarray »

H-Brand Weapons

H-10 Combat Laser Pistol
Image
  • Range: 600'
  • Damage: 2D4 M.D.
  • Rate of Fire: Single shots only
  • Payload: 30 shots per E-Clip
  • Weight: 4.5 lbs.
  • Features: W.P. Energy Pistol
  • Modifiers: None
  • Book Reference: p.123, WB8

Cost: 12,000 Credit

H-13 Ion Pulse Pistol
Image
  • Range: 800'
  • Damage: 2D6 M.D. single shot, 6D6 M.D. per 3 shot burst.
  • Rate of Fire: Single shots and burst
  • Payload: 20 per shots E-Clip
  • Weight: 5 lbs.
  • Features: W.P. Energy Pistol
  • Modifiers: None
  • Book Reference: p.123, WB8

Cost: 22,000 Credits

H-15 "Scattergun" Shotgun
Image
  • Range: 500' Standard, 200' Sawed Off
  • Damage: 4D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 2 shots
  • Weight: 9 lbs.
  • Features: W.P. Shotgun, It takes 2 melee attacks/actions (about 16 seconds) to completely reload the weapon
  • Modifiers: None
  • Book Reference: p.126, WB8

Cost: 20,000 Credits

H-600 Rail Gun
Image
  • Range:4,000'
  • Damage: Burst of 40 Rounds Does 1D4x10 M.D.
  • Rate of Fire: Bursts, Spray, or Wild
  • Payload:
    • Light Ammo Drum: 800
    • Heavy Ammo Drum: 2400
  • Weight: 100 lbs.
    • Light Ammo Drum: 40 lbs.
    • Heavy Ammo Drum: 80 lbs
  • Features: W.P. Energy Rifle & W.P. Heavy Military Weapons
  • Modifiers: None
  • Book Reference: p.127, WB8

Cost: 65,000 Credits
User avatar
General Disarray
Game Master
Posts: 58
Joined: Sat Aug 06, 2022 1:41 pm

Re: Canonical Submissions

Post by General Disarray »

ArmaTech Industries Pistols

AT-6 "Mini" Laser Pistol
Image
  • Range: 300'
  • Damage: 1D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 6 shots per Special E-Clip
  • Weight: 1 lbs.
  • Features: W.P. Energy Pistol, Requires Special E-Clip
  • Modifiers: None
  • Book Reference: p.121, WB8

Cost: 30,000 Credits, 50,000 Credits on Black Market, 5,000 Credits for Special E-Clip

AT-8 Laser Pistol
Image
  • Range: 500'
  • Damage: 1D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 per shots E-Clip
  • Weight: 3 lbs.
  • Features: W.P. Energy Pistol
  • Modifiers: None
  • Book Reference: p.121, WB8

Cost: 10,000 Credits, 8,500 Credits on the Black Market

AT-20 "Sharpshot" Police Special Laser Pistol
Image
  • Range: 1,000'
  • Damage: 2D6 M.D.
  • Rate of Fire: Single shots, short burst (4 shots only)
  • Payload: 20 shots per E-Clip
  • Weight: 2 lbs.
  • Features: W.P. Energy Pistol
  • Modifiers: +1 to strike with aimed shot
  • Book Reference: p.122, WB8

Cost: 15,000 Credits, 22,000 Credits on the
Black Market


AT-30 Combat Laser Pistol
Image
  • Range: 1,000'
  • Damage: 2D6+2 M.D.
  • Rate of Fire: Single shots only.
  • Payload: 30 shots per E-Clip
  • Weight: 2.5 lbs.
  • Features: W.P. Energy Pistol
  • Modifiers: +1 to aimed shot due to laser targeting and superior balance.
  • Book Reference: p.122, WB8

Cost: 22,000 Credits, 30,000 Credits on the Black Market

AT-130 Particle Beam Pistol
Image
  • Range: 600'
  • Damage: 5d6+6
  • Rate of Fire: Single shot only
  • Payload: 10 shots per E-Clip
  • Weight: 4 lbs.
  • Features: W.P. Energy Pistol
  • Modifiers: None
  • Book Reference: p.122, WB8

Cost: 30,000 Credits

AT-600 Rail Gun
Image
  • Range: 3,000'
  • Damage: Burst of 30 Rounds does 6D6 M.D.
  • Rate of Fire: Bursts and Wild only
  • Payload:
    • Short Clip: 300 Rounds
    • Light Ammo Drum: 600 Rounds
    • Heavy Ammo Drum: 2,400
  • Weight: 48 lbs.
    • Short Clip: 7 lbs.
    • Light Ammo Drum: 20 lbs.
    • Heavy Ammo Drum: 78 lbs.
  • Features: W.P. Energy Rifle & W.P. Heavy Military Weapons, Reloading a drum takes three minutes for the untrained, one minute for those trained in the use of rail guns. A PS of 20 is required to handle the drum.
  • Modifiers: None
  • Book Reference: p.127, WB8

Cost: 65,000 Credits

AT-1200 "Super Rail Gun"
Image
  • Range: 4,000'
  • Damage: A burst of 40 rounds does 1D6x10 M.D., A single round does 1D6 M.D.
  • Rate of Fire: Single shot, burst, spray and wild
  • Payload:
    • Clip: 400 Rounds
    • Ammo Drum: 4,000 Rounds
  • Weight: 228 lbs.
    • Clip: 20 lbs.
      Ammo Drum: 200 lbs..
  • Features: W.P. Energy Rifle & W.P. Heavy Military Weapons. Reloading a drum takes three minutes for the untrained, one minute for those trained in the use of rail guns. A PS of 28 is required to handle the drum.
  • Modifiers: None
  • Book Reference: p.127, WB8

Cost: 80,000 Credits

ARC-2 "Nighthawk" Defense System
Image
  • Range: 2,000' (4,000' if sensors are not being used to target)
  • Damage: 60 Round Burst does 1D6x10 M.D.
  • Rate of Fire: Bursts Only, up to four times per melee round.
  • Payload: 6,000
  • Weight: 187 lbs.
    • Ammo Pack: 320 lbs.
  • Features: W.P. Energy Rifle & W.P. Heavy Military Weapons ( If attempting use manually), Ten minutes to reload by technicians with special equipment. Once firing has begun the ARC-2 relies on its motion sensor to locate its targets and its memory accurately identify the enemy. The computer system chooses the targets closest to destruction. The ARC-2 is extremely effective against many supernatural opponents who are magically invisible, detecting them by signature and motion.
  • Modifiers: None
  • Book Reference: p.128, WB8

Cost: 180,000 Credits
User avatar
Eve
Diamond Level Patron
Diamond Level Patron
Posts: 9
Joined: Tue Oct 04, 2022 11:27 pm

Re: Canonical Submissions

Post by Eve »

AT-D10 Satchel Charge
  • Range: can be thrown 2D4x10ft
  • Damage: 3D4x10 M.D.C. (30 ft blast radius)
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.129, WB8


Cost: 4,600 credits; only to the military of the Republic of Japan; occasionally available on the Black Market.
AT-D50 Anti-Personnel Mine
  • Damage: 6D6 M.D.C. (12 ft blast radius)
  • Weight: 12 lbs.
  • Features: The metal casing has 15 M.D.C. to protect the explosive. If depleted, it will detonate prematurely.
  • Modifiers: Hiding this device gets a penalty of -5% to camouflage skill rolls.
  • Book Reference: p.131, WB8


Cost: 500 credits; poor to fair availability.
AT-D52 "Bullet" Anti-Personnel Mine
  • Damage: 4D6 M.D.C. (1 ft blast radius)
  • Weight: 1 lbs.
  • Features:
  • Modifiers: Due to its small size, this device gets a bonus of +15% to camouflage skill rolls
  • Book Reference: p.131, WB8


Cost: 500 credits; poor to fair availability.
AT-D54 Anti-Armor Mine
  • Damage: 2D6x10 M.D.C. (15 ft blast radius)
  • Weight: 45 lbs.
  • Features: The metal casing has 5 M.D.C. to protect the explosive. If depleted, it will detonate prematurely.
  • Modifiers: Due to its size, hiding this device gets a penalty of -25% to camouflage skill rolls.
  • Book Reference: p.131, WB8


Cost: 18,000 credits; fair availability.
Eve|Ledger
H.P.: 76/76, S.D.C.: 130/130
User avatar
General Disarray
Game Master
Posts: 58
Joined: Sat Aug 06, 2022 1:41 pm

Re: Canonical Submissions

Post by General Disarray »

WIP

AT-23 Police Stun Rifle
  • Range: 800'
  • Damage: Special
    • Setting One: 1D6 S.D.C.; can be used against children, pregnant women, and the very weak/injured/elderly.
    • Setting Two: 2D6 S.D.C.; can be used against the elderly, young teenagers, adults in poor to average physical condition, and small to medium sized animals like dogs and monkeys.
    • Setting Three: 3D6 S.D.C.; suggested for use against adults in good to excellent physical condition.
    • Setting Four: 6D6 S.D.C.; suggested for use against adults in superior physical condition, those high on the effects of drugs, juicers, crazies, partially reconstructed borgs, mutants, and non-humans as well as large animals like horses, cattle, wolves, tigers, etc.
    • Setting Five (Maximum Level): 1D6 M.D.; used only against juicers, crazies, partially reconstructed borgs, full conversion borgs, monsters, and non-humans.
    • Stun Damage: At the correct setting, most victims shot by the stun rifle will suffer the same type of damage and effects. In all cases, the character must roll to save vs non-lethal poison/attack and needs a 16 or higher to save (children and small animals need an 18 or higher to save). A successful save means the victim loses one melee action from the jolt and takes damage but is otherwise unimpaired. A failed roll to save means the character is stunned: -9 on initiative, -7 to strike, parry, and dodge, and reduce speed, melee actions/attacks, and skill performance by half. The character must save each time he or she is struck.
    • Stun Duration: 2D4 melee rounds. The duration and penalties are increased, 2D4 melee rounds for every blast that hits. There is also a cumulative chance of 15% that each subsequent stun blast will render the character unconscious for 1D4 minutes. This means the second hit has a 15% chance of knocking the victim out, the third hit 30%, forth hit 45%, and so on.
  • Rate of Fire: Standard.
  • Payload: 20 shots per E-Clip
  • Weight: 8 lbs
  • Features: W.P. Energy Rifle, Comes standard with a telescopic, passive night vision.
  • Limitations:
    • If the setting is too low, the stun blast will have no or little effect. Characters are +4 to save for each level the blast is too low. For example, an adult in excellent physical condition shot at setting one is +8 to save while a Juicer shot at setting one would be +16 to save. If the setting is too high, the character suffers greater, potentially lethal, damage and is +15% more likely to lose consciousness. Obviously, an M.D. blast will atomize an S.D.C. character. The police use this weapon very judiciously and with extreme caution.
    • The weapon is ineffective against environmental M.D.C. body armor, power armor, and full conversion borgs, but is effective against Dog Pack armor and half suits, or body armor without a helmet (not fully environmental without the helmet attached).
    • Partially reconstructed borgs, juicers and crazies are only vulnerable to settings 4 and 5, but even then are +1 to save.
    • Full conversion borgs can be affected at the maximum setting of five, but are +4 to save, and the penalties and duration are half.
    • No effect against robots, androids, vampires, and the most powerful supernatural beings and creatures of magic. However, lesser demons and young supernatural beings can be effected by setting number five, but are +3 to save.
  • Modifiers:
  • Book Reference: p.123-124, WB8


Cost: 25,000 credits; 35,000 on the Black Market (fairly rare).



AT-AAD Grenade or Missile
  • Weight: 1 lbs.
  • Damage: Special. The nano-bots attack and reduce the physical integrity of body armor and thin plating, reducing the overall M.D.C. of most body armor and light power armor by half.
    • Heavy power armor and light vehicles will see their M.D.C. reduced by 30%, while heavy, thick armor like those used in giant robots and tanks are reduced by 10%. This overall reduction of M.D.C. occurs within one minute (four melee rounds) of exposure to the armor dissolving nano-bots. Its effects are noticeable as a fading of the color of the material or dull blotches. Many of the more sophisticated environmental computer monitoring systems of such suits and vehicles will indicate structural weakness or damage.
    • Additional effects and damage on the armor takes longer (1D4x10 minutes) but can be devastating as the nano-assailants focus on one specific area of its victim and completely dissolve it. Roll percentile or pick one:
      • 01-20 Main weapon. This will always be the most powerful and/or important weapon of the armor, bot, borg or vehicle and can include hand-held weapons.
      • 21-40 External Sensor array. On bots, cyborgs, and body or power armor, this is likely to include the destruction of radar/sonar, targeting and communications.
      • 41-60 A specific appendage. On human-shaped bots and armor, this will be one of the legs, arms or thrusters. Plating on that part of the armor will completely dissolve and disappear. This also breaches the environmental protection of the armor, exposing the pilot to external atmosphere and conditions, as well as leaving the appendage/limb completely exposed to attack. Of course, any special features, weapons, or abilities built into that limb are also destroyed. On an M.D.C. vehicle, this will mean one of its legs, wheels, treads, or thrusters are destroyed. In the alternative, a weapon turret, cannon or sensor/communications array can be destroyed. On an armored bunker/building, this will mean either a weapon
        turret, cannon, communications tower or sensor array.
      • 61-80 Head or Hatch. On human-shaped armor, the helmet is attacked and dissolved, leaving the head exposed to potential attack and damage (-3 for attackers to strike and requires a "called shot"), as well as exposing the pilot to external atmosphere and conditions (toxic gas, pollution, heat, radiation, etc.). If a vehicle, building or giant robot, the AAD attack can dissolve one entire hatch/door, offering attackers a way inside.
      • 81-00 Two secondary weapon systems. On power armor or bots, this might include vibro-blades, forearm lasers, chest guns, etc. On a vehicle or bunker it may include small or secondary turrets, light energy weapons, short-range or mini-missile launchers, and manned weapon turrets.
  • Features:
  • Book Reference: p.120, WB8


Cost: Cost and Availability not given by the book.
Post Reply

Return to “Item Validation”