Power Armor, Robots & Vehicles
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Power Armor, Robots & Vehicles
A.D.F. Power Armor, Robots & Vehicles
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Palladium Books Internet PolicyRe: A.D.F. Power Armor and Robots
A.D.F. War Dog Power Armor (Rare Item)

Class: Type III Exoskeleton
Crew: 1 Pilot
A.R.: 15
S.D.C. By Location:
--* Hands (2) – 25 each
--Arms (2) – 100 each
--Legs (2) – 125 each
--* Head – 75
--**Jet Pack – 100
--*** Main Body – 450
* All targets marked with a single asterisk are small and difficult targets to hit and even a character making a called shot is -3 to strike
** Only visible from rear, destroying the Jet Pack renders the War Dog incapable of flight or maneuvering in space.
*** Depleting the S.D.C. of the main body will shut the power armor down completely, rendering it useless
Speed
Running: 50 mph (80 km) maximum, the act of running tires the user at 10% the usual fatigue rate. Leaping: The powerful legs can leap up to 12 feet (3.6 m) high or across unassisted by jet thrusters. Jump jets built into the back of the armor can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without actually attaining flight.
Flying: Flight is not possible without the detachable jet pack mounted on the back of the armor. With the pack, a maximum speed of 120 mph can be achieved, though attitude control over a ceiling of 2000 feet is difficult at best, nearly impossible in inclimate weather or harsh conditions. In space the maximum speed possible while still retaining attitude control is approximately 200 mph.
Underwater Capabilities: The War Dog is not designed for underwater combat, but is capable of functioning underwater and the jet leap system can propel the armor in short bursts at a speed of 30 mph (48 km). The power armor cannot swim or fly underwater, but it can walk or run on the floor of rivers, oceans and lakes at a maximum speed of 20 mph (32 km).
Maximum Ocean Depth: 600 feet (183 m).
Statistical Data
Height: 8 feet (2.1 m) from head to toe, 9 feet (2.4 m) including the detachable jet pack.
Width: 5 feet, 6 inches (1.7 m).
Length: 4 feet (1.2 m).
Weight: 650 lbs (293 kg).
Physical Strength: Equal to a robotic P.S. 30.
Cargo: Minimal storage space; just enough for a field survival pack and the pilot's sidearm and personal affects.
Power System: Micro-Fusion, 10 years of life.
Weapons
1. Dual Rail Guns (2, top weapon of both arms): These potent rail guns are considered the power armor suit's primary weapons. The devastating stopping power of a single rail gun is made even more lethally effective when a capable pilot is able to wield both rail guns simultaneously at the same target. Under such withering fire, even heavily armored Atorian combatants find themselves taking cover. A special slaving function allows the pilot to lock both arms together for a stable platform for dual firing. An action is required to activate it. Doing so allows the pilot to use both weapons with a single attack.
Primary Purpose: Assault/Anti-Personnel
Range: 1000 feet (304.8 m)
Damage: 2D4x10 per 10-round burst
Rate of Fire: Each burst counts as one melee attack, only capable of firing in 10-round bursts.
Payload: 1000 compressed nickel-ferrous slugs per internal drum; reloading requires 5 minutes time under ideal conditions.
2. Heavy Beam Lasers (2, bottom weapon of both arms): Used for destroying fortifications, doors, and large ships, these weapons pack quite a punch. The system that allows the left arm to be slaved to the right arm's movements was developed for this weapon, but canny pilots will use it for both weapon systems from time to time.
Primary Purpose: Assault/Anti-Fortification
Range: 2000 feet (609 m) (double in space)
Damage: 1D8x10+20 per blast
Rate of Fire: Each concentrated blast counts as two melee attacks, plus an action to slave the two weapons together,
Payload: Unlimited
Modifiers: -3 to Strike targets under ten feet (3 m) in size.
Hand to Hand Combat
No integral melee weapon systems.
Other Combat Info: Restrained Punch: 1D4+15, Full Strength Punch: 2D6+15, Power Punch: 4D6+15, Kick: 3D8+15, Leap Kick: 5D8+15, Body Block/Tackle/Ram—3D6 plus 50% chance of knocking comparable sized opponent off his feet. Victims knocked down lose initiative and 2 melee attacks/actions. Triple damage if performed at or near full running speed, but counts as four attacks.
Other Features
A. Optics: Polarized Color Vision, 3-D analysis, Passive Nightvision, Infrared, and Ultraviolet Light Range: 2000 feet (610 m)
B. Audio: Basic Listening equal to an Arismal and a narrow-band radio receiver enables the pilot to receive standard radio frequencies suitable for short range radio communication. 5 miles (8 km).
C. Micro-Radar: Can identify up to 25 and simultaneously track sixteen. Rate of travel, direction, and location are indicated. Range: One mile (1.6 km).
D. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.). It is tied to the targeting computer and micro-radar.
E. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +3 to strike when using integral ranged weapons. Does not apply to hand to hand combat. Range: 1600 feet (488 m)
F. Radio communication: Laser communication system with an effective range of about 300 miles (800 km) with retractable antenna (half without), as well as an short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
G. Complete environmental battle armor: Suitable for use in all hostile environments and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant internal shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
Bonuses: +3 to Initiative, +4 to Strike with Integral Weapons, +1 to Parry, +1 to Dodge

Class: Type III Exoskeleton
Crew: 1 Pilot
A.R.: 15
S.D.C. By Location:
--* Hands (2) – 25 each
--Arms (2) – 100 each
--Legs (2) – 125 each
--* Head – 75
--**Jet Pack – 100
--*** Main Body – 450
* All targets marked with a single asterisk are small and difficult targets to hit and even a character making a called shot is -3 to strike
** Only visible from rear, destroying the Jet Pack renders the War Dog incapable of flight or maneuvering in space.
*** Depleting the S.D.C. of the main body will shut the power armor down completely, rendering it useless
Speed
Running: 50 mph (80 km) maximum, the act of running tires the user at 10% the usual fatigue rate. Leaping: The powerful legs can leap up to 12 feet (3.6 m) high or across unassisted by jet thrusters. Jump jets built into the back of the armor can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without actually attaining flight.
Flying: Flight is not possible without the detachable jet pack mounted on the back of the armor. With the pack, a maximum speed of 120 mph can be achieved, though attitude control over a ceiling of 2000 feet is difficult at best, nearly impossible in inclimate weather or harsh conditions. In space the maximum speed possible while still retaining attitude control is approximately 200 mph.
Underwater Capabilities: The War Dog is not designed for underwater combat, but is capable of functioning underwater and the jet leap system can propel the armor in short bursts at a speed of 30 mph (48 km). The power armor cannot swim or fly underwater, but it can walk or run on the floor of rivers, oceans and lakes at a maximum speed of 20 mph (32 km).
Maximum Ocean Depth: 600 feet (183 m).
Statistical Data
Height: 8 feet (2.1 m) from head to toe, 9 feet (2.4 m) including the detachable jet pack.
Width: 5 feet, 6 inches (1.7 m).
Length: 4 feet (1.2 m).
Weight: 650 lbs (293 kg).
Physical Strength: Equal to a robotic P.S. 30.
Cargo: Minimal storage space; just enough for a field survival pack and the pilot's sidearm and personal affects.
Power System: Micro-Fusion, 10 years of life.
Weapons
1. Dual Rail Guns (2, top weapon of both arms): These potent rail guns are considered the power armor suit's primary weapons. The devastating stopping power of a single rail gun is made even more lethally effective when a capable pilot is able to wield both rail guns simultaneously at the same target. Under such withering fire, even heavily armored Atorian combatants find themselves taking cover. A special slaving function allows the pilot to lock both arms together for a stable platform for dual firing. An action is required to activate it. Doing so allows the pilot to use both weapons with a single attack.
Primary Purpose: Assault/Anti-Personnel
Range: 1000 feet (304.8 m)
Damage: 2D4x10 per 10-round burst
Rate of Fire: Each burst counts as one melee attack, only capable of firing in 10-round bursts.
Payload: 1000 compressed nickel-ferrous slugs per internal drum; reloading requires 5 minutes time under ideal conditions.
2. Heavy Beam Lasers (2, bottom weapon of both arms): Used for destroying fortifications, doors, and large ships, these weapons pack quite a punch. The system that allows the left arm to be slaved to the right arm's movements was developed for this weapon, but canny pilots will use it for both weapon systems from time to time.
Primary Purpose: Assault/Anti-Fortification
Range: 2000 feet (609 m) (double in space)
Damage: 1D8x10+20 per blast
Rate of Fire: Each concentrated blast counts as two melee attacks, plus an action to slave the two weapons together,
Payload: Unlimited
Modifiers: -3 to Strike targets under ten feet (3 m) in size.
Hand to Hand Combat
No integral melee weapon systems.
Other Combat Info: Restrained Punch: 1D4+15, Full Strength Punch: 2D6+15, Power Punch: 4D6+15, Kick: 3D8+15, Leap Kick: 5D8+15, Body Block/Tackle/Ram—3D6 plus 50% chance of knocking comparable sized opponent off his feet. Victims knocked down lose initiative and 2 melee attacks/actions. Triple damage if performed at or near full running speed, but counts as four attacks.
Other Features
A. Optics: Polarized Color Vision, 3-D analysis, Passive Nightvision, Infrared, and Ultraviolet Light Range: 2000 feet (610 m)
B. Audio: Basic Listening equal to an Arismal and a narrow-band radio receiver enables the pilot to receive standard radio frequencies suitable for short range radio communication. 5 miles (8 km).
C. Micro-Radar: Can identify up to 25 and simultaneously track sixteen. Rate of travel, direction, and location are indicated. Range: One mile (1.6 km).
D. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.). It is tied to the targeting computer and micro-radar.
E. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +3 to strike when using integral ranged weapons. Does not apply to hand to hand combat. Range: 1600 feet (488 m)
F. Radio communication: Laser communication system with an effective range of about 300 miles (800 km) with retractable antenna (half without), as well as an short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
G. Complete environmental battle armor: Suitable for use in all hostile environments and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant internal shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
Bonuses: +3 to Initiative, +4 to Strike with Integral Weapons, +1 to Parry, +1 to Dodge
OOC Comments
Bonuses: +3 to Initiative, +4 to Strike with Integral Weapons, +1 to Parry, +1 to Dodge[/size]My Linktree Page







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Medals
Palladium Books Internet PolicyRe: Power Armor, Robots & Vehicles
Model type of PA or RCV
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M.D.C. by Location:
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M.D.C. by Location:
Statistical Data:
Running:
Leaping:
Flying: [If Applicable]
Underwater Capabilities: [If Applicable]
Class:
Crew:
Dimensions: [Height, Width, Length, Weight]
Physical Strength:
Cargo:
Power System:
Weapon Systems:
[Bold text each weapon type]- Range:
- Damage:
- Rate of Fire:
- Payload:
Hand to Hand Combat:
Features of Note:
Modifiers:
Availability:
Robot Combat: Type I Robot Combat Vehicles Additional Bonuses: +1 APM, +1 to initiative, +1 to strike, +1 to dodge
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Palladium Books Internet PolicyRe: Power Armor, Robots & Vehicles
A.D.F. Boarwulf

S.D.C. by Location:
* Requires a called shot at -2 to strike
Statistical Data:
Maximum Speed: 100 mph on ideal terrain
Range: Unlimited, but requires a 2 hour cool-down after 12 hours of constant use
Modifiers: -5% to piloting skill on sand and gravel, -10% in mud to 23; -15% in water or snow to 10', or on ice
Crew: 1 driver, plus up to 7 passengers
Class: All Terrain Ground Effect Vehicle (Pilot Automobile @ -20% modifier, Pilot Truck w/no modifier)
Dimensions: 15' tall, 12' wide, 30' long, 4 tons
Cargo: cargo compartment in nose (12 items)
Power System: Nuclear Fusion
Weapon Systems: None, and no mounting brackets for vehicular weapons
Features of Note:

S.D.C. by Location:
- *Side Windows (6): 50 each (A.R.: 14)
- Windshield: 100 (A.R.: 14)
- Rear Window: 100 (A.R.: 14)
- *Tires (4): 100 each (A.R.: 13)
- Main Body: 500 (A.R.: 12)
* Requires a called shot at -2 to strike
Statistical Data:
Maximum Speed: 100 mph on ideal terrain
Range: Unlimited, but requires a 2 hour cool-down after 12 hours of constant use
Modifiers: -5% to piloting skill on sand and gravel, -10% in mud to 23; -15% in water or snow to 10', or on ice
Crew: 1 driver, plus up to 7 passengers
Class: All Terrain Ground Effect Vehicle (Pilot Automobile @ -20% modifier, Pilot Truck w/no modifier)
Dimensions: 15' tall, 12' wide, 30' long, 4 tons
Cargo: cargo compartment in nose (12 items)
Power System: Nuclear Fusion
Weapon Systems: None, and no mounting brackets for vehicular weapons
Features of Note:
- Optics: HUD, Polarized Windows, Passive Nightvision, Infrared, and Ultraviolet Light (2,000')
- Audio: Multi-band encrypted radio transceiver (to 100 miles), external loudspeaker (80 db)
- Forward Ground Effect Radar: can track but not identify 16 targets within a 180° forward arc. Rate of travel, direction, and location are indicated (10 miles)
- Complete environmental battle armor: Suitable for use in all hostile environments and space. The following features are included
- Computer controlled life support system w/internal cooling, temperature control, air circulation system, gas filtration, humidifier; radiation shielded
- Computer controlled, independent 8 hour oxygen supply and purge system
- Insulated, high temperature resistant internal shielding for up to 400° C; Normal fires do no damage. Nuclear, plasma, and magic fires do full damage
OOC Comments
My Linktree Page







To help support this site w/o a subscription, use paypal.me/LloydRitchey







To help support this site w/o a subscription, use paypal.me/LloydRitchey
Medals
Palladium Books Internet Policy