Canonical Submissions

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Canonical Submissions

Postby Augur » Tue Jan 29, 2019 7:30 pm

Canonical items, both tech and magic, will be posted to this thread.

In accordance with this ongoing bounty, you will be rewarded with EP for your efforts.

Duplicates will not be rewarded, so check to see if something has already been done before wasting your time!

Be wise and track your own submissions!

Remember the process:
  • Use the correct template
    • Deviating from/adding your own format to a template will result in no credit
  • Fill out the template completely! (If you have questions, contact Augur)
  • Post your submission to the correct submission thread
  • One post per item submission




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


1 unpaid Vehicles & True Robots submission for Todd


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


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


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


0 unpaid Powered Armor & Robot Combat Vehicles submissions for Ryan
5 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Ryan


0 unpaid Powered Armor & Robot Combat Vehicles submissions for Jon
2 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Jon


0 unpaid Powered Armor & Robot Combat Vehicles submissions for Lee Napier
3 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Lee Napier
2 unpaid Vehicles & True Robots submissions for Lee Napier
0 unpaid Powered Armor & Robot Combat Vehicles submissions for Lee Napier


3 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Mike Palermo


2 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Ruslan
0 unpaid Powered Armor & Robot Combat Vehicles submissions for Ruslan


0 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Kyle


3 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for John
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Re: Canonical Submissions

Postby Brute » Mon Mar 09, 2020 10:57 am

MRH-1004H-Seahorse
Image
Alignment: N/A
Disposition: N/A
M.D.C. by Location:
  • *Concealed VT Hover Jets (4; underbelly): 20 each
  • Head: 120
  • **Front Legs (2): 180 each
  • **Rear Legs (2): 150 each
  • ***Shark Tail: 250
  • Main Body: 380
*Requires a called shot at -3 to hit.
**Destroying one leg reduces lad speed and leaps by 30%
***Destroying shark tail reduces swim speed to 3 mph
Statistical Data:
Running Speed: 75 mph
Leaping:15' high and 40' long; thrust assisted 80' high and 100' long
Underwater Capabilities: walk along bottom at 19 mph; swim underwater at 45 mph; swim on surface at 35 mph; maximum depth 2 miles (most riders will require power armor to survive underwater travel)
Dimensions: 5.4' high, 3.8' wide, 10' long (6' tail); 3,000 lbs.
Physical Strength: Robotic P.S. 30
Power System: Nuclear, 10 years
Weapon Systems:
Blue-Green Eye Lasers (2)
  • Range: 2,000'
  • Damage: 2D6 M.D. or 4D6 M.D. (dual blast)
  • Rate of Fire: 1 APM
  • Payload: Effectively unlimited
Combat Bonuses: 4 APM
  • Tail swat: 3D6 M.D. on land; 2D6 M.D. underwater; 10' range
  • Restrained Hoof Strike: 1D4 M.D.
  • Full Hoof Strike: 2D6 M.D.
  • Rear Kick/Power Kick: 4D6 M.D. (counts as 2 APM)
  • Stomp or Bite: 1D6 M.D.
  • Running/Swimming Body Block: 2D4 M.D.
Features of Note:
  • Attributes of note: P.P. 20, P.B. 9 (14 with hide), Spd 110, I.Q. 9
  • Color of Hide: Various shades of silver, grey and green; may be speckled or striped along the body and tail.
  • Cargo: one rider and one passenger, up to 2,000 lbs. Can pull up to 5 tons on land, and 8 tons on the surface of the water.
  • Recognize its owner and up to 96 of its owner's friends, associates and enemies
  • Can identify up to 300 hostile life forms
  • Respond to and obey commands from owner and up to 6 other people of the owner's choice
Modifiers: +2 Initiative; +2 Strike and Parry (melee); +1 Strike (ranged); +3 Dodge when running or swimming; +2 Roll with impact
Book Reference: p. 179, Black Market


Code: Select all
[b]MRH-1004H-Seahorse[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090614-95d90cd5.png[/img]
[size=85][b]Alignment:[/b] N/A
[b]Disposition:[/b] N/A
[u][b]M.D.C. by Location:[/b][/u]
[list][*]*Concealed VT Hover Jets (4; underbelly): 20 each
[*]Head: 120
[*]**Front Legs (2): 180 each
[*]**Rear Legs (2): 150 each
[*]***Shark Tail: 250
[*]Main Body: 380[/list]
*Requires a called shot at -3 to hit.
**Destroying one leg reduces lad speed and leaps by 30%
***Destroying shark tail reduces swim speed to 3 mph
[u][b]Statistical Data:[/b][/u]
Running Speed: 75 mph
Leaping:15' high and 40' long; thrust assisted 80' high and 100' long
Underwater Capabilities: walk along bottom at 19 mph; swim underwater at 45 mph; swim on surface at 35 mph; maximum depth 2 miles (most riders will require power armor to survive underwater travel)
Dimensions: 5.4' high, 3.8' wide, 10' long (6' tail); 3,000 lbs.
Physical Strength: Robotic P.S. 30
Power System: Nuclear, 10 years
[u][b]Weapon Systems:[/b][/u]
[b]Blue-Green Eye Lasers[/b] (2)
[list][*]Range: 2,000'
[*]Damage: 2D6 M.D. or 4D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited[/list]
[b]Combat Bonuses:[/b] 4 APM
[list][*]Tail swat: 3D6 M.D. on land; 2D6 M.D. underwater; 10' range
[*]Restrained Hoof Strike: 1D4 M.D.
[*]Full Hoof Strike: 2D6 M.D.
[*]Rear Kick/Power Kick: 4D6 M.D. (counts as 2 APM)
[*]Stomp or Bite: 1D6 M.D.
[*]Running/Swimming Body Block: 2D4 M.D.[/list]
[b]Features of Note:[/b]
[list][*]Attributes of note: P.P. 20, P.B. 9 (14 with hide), Spd 110, I.Q. 9
[*]Color of Hide: Various shades of silver, grey and green; may be speckled or striped along the body and tail.
[*]Cargo: one rider and one passenger, up to 2,000 lbs.  Can pull up to 5 tons on land, and 8 tons on the surface of the water.
[*]Recognize its owner and up to 96 of its owner's friends, associates and enemies
[*]Can identify up to 300 hostile life forms
[*]Respond to and obey commands from owner and up to 6 other people of the owner's choice[/list]
Modifiers: +2 Initiative; +2 Strike and Parry (melee); +1 Strike (ranged); +3 Dodge when running or swimming; +2 Roll with impact
Book Reference: p. 179, Black Market[/size]


Cost: 12.2 million Credits

Optional Robot Steed Features
Special Features
Extra Armor adds 30% to the MDC value for each location
Cost: 3,660,000 Credits



Voice Recognition & Speech
Cost: 100,000 Credits



Lifelike fur, scales, or skin
Cost: 45,000 Credits



Secret Compartments (up to 8 total)
Cost: 1,200 Credits for each small compartment; 4,000 Credits for each large compartment; 200 Credits for each lock; Not Available for 'Bots with fur



Weapons:

Code: Select all
[b]Chemical Spray (mouth)[/b]
[list][*]Range: 20'
[*]Damage: Varies by chemical type
[*]Rate of Fire: 1 APM
[*]Payload: Can hold a total of 20 individual doses and as many as five
different chemicals. One dosage of CO-2 foam counts as two normal
doses.[/list]

[u]Available Chemicals:[/u]
[list][*]Blinding chemical agent. Blinds for 3D4 melees. Victim is — 10 to strike, parry, and dodge.
Protective goggles/visor or gas mask block this spray attack. Cost: 100 credits per dose.
[*]Tear gas. Causes impairment of vision (unless gas mask is worn), difficulty breathing, and skin irritation. Victims are —10 to strike, parry, and dodge, and lose one melee attack/action for 1D6+ 1 melees.
Cost: 150 credits per dose.
[*]Burning vapors. Release a mild acid, causing burning skin and eye irritation, sudden nausea, and 1D6 S.D.C. damage. Victims are also -4 to strike, parry, and dodge for 1D4 melees. Cost: 50 credits per dose.
[*]Tranquilizer/sleep spray. Save vs. Drugs/Toxins (14 or higher) or fall asleep within 1D4 melees and remain a sleep for 2D4 minutes. Cost: 100 per dose.
[*]CO- 2 Foam is a concentrated spray used to put out fires. Cost: 100 per dose.


Cost: 45,000 Credits plus the cost of the chemicals



Code: Select all
[b]Concealed Weapon Rod[/b] (Shoulder)
[list][*]Range: Ion 600'; Laser 1,200'
[*]Damage: 2D6 (Ion) or 1D6 (Laser) M.D.
[*]Rate of Fire: 1 APM
[*]Payload: Effectively Unlimited[/list]


Cost: 32,00 Credits for Ion; 15,000 Credits for Laser



Code: Select all
[b]Ion Blaster[/b] (head; up to 2)
[list][*]Range: 600'
[*]Damage: 2D6  or 4D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Note: If 1 is installed, only 1 Light Laser may be installed.  If 2 are installed, no Light Laser may be installed.[/list]


Cost: 32,000 Credits for each



Code: Select all
[b]Light Laser[/b] (Head; up to 2)
[list][*]Range: 1200'
[*]Damage: 1D6 or 2D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Note: If 1 is installed, only 1 Ion Blaster may be installed.  If 2 are installed, no Ion Blaster may be installed.[/list]


Cost: 15,000 Credits for each



Code: Select all
[b]Heavy Laser[/b] (Head)
[list][*]Range: 2,000'
[*]Damage: 2D6 or 4D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited[/list]


Cost: 30,000 Credits for each



Code: Select all
[b]Double-Barrel Heavy Laser[/b] (Shoulder)
[list][*]Range: 2,000'
[*]Damage: 2D6 or 4D6 M.D (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Notes: One unit can be built into each shoulder if no other weapon is mounted there; has an arc of fire of 30 degrees in all directions[/list]


Cost: 60,000 Credits for each



Code: Select all
[b]Light Machine Gun[/b] (Head or Shoulders)
[list][*]Range: 2,000'
[*]Damage: 1D4 M.D. per burst
[*]Rate of Fire: 1 APM
[*]Payload: 12 bursts (600 rounds total; 50-round bursts)[/list]


Cost: 10,000 Credits for each



Code: Select all
[b]Mini-Missile Launchers[/b] (Shoulders)
[list][*]Range: varies with missile type
[*]Damage: varies with missile type
[*]Rate of Fire: 1 or 2
[*]Payload: 2 per launcher[/list]


Cost: 60,000 Credits for each


Submitted by Lee
User avatar
Brute
Gold Level Patron
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Posts: 666
Joined: Mon Jul 18, 2011 7:48 am
Location: Starkville, MS

Re: Canonical Submissions

Postby Brute » Mon Mar 09, 2020 11:23 am

MRH-1002-F Monster Pegasus Robot Steed "Dark Pegasus"
Image
Alignment: N/A
Disposition: N/A
M.D.C. by Location:
  • *Concealed VT Hover Jets (4, underbelly): 20 each
  • Head: 120
  • Serpent Tail: 90
  • *Vibro-Blade (tail): 30
  • **Wings (2): 120 each
  • ***Legs (4): 120 each
  • Main Body: 300
*Requires a called shot at -3 Strike to hit
**Destroying a wing or a hover jet will force the robot to hover to a landing. Loss of both wings or 2 jets (or one of each) will cause a crash landing, doing 5D6 M.D. to the robot.
***Destroying a leg reduces running speed and leaping by 30%.
Statistical Data:
Running/Flying Speed: 100 mph running; 0 to 110 mph flying; altitude of 400' (hover) to 1200' (flying in a strong wind; cruise altitude 600'; Can dive from 10,000' height safely; can fly for 24 hours before requiring a cooldown.
Leaping: 15' high and 40' long; thrust-assisted 110' high and 200' long
Underwater Capabilities: Walk along the bottom at 10 mph; swim 6 mph; Maximum depth 500'
Dimensions: 5' high; 3' wide; 8' long (4' tail); 2,000 lbs.
Physical Strength: Robotic P.S. 28
Power System: Nuclear, 10 years
Weapon Systems:
Eye Lasers (2)
  • Range: 2,000'
  • Damage: 2D6 or 4D6 M.D. (dual blast)
  • Rate of Fire: 1 APM
  • Payload: Effectively unlimited
Plasma Cannon (mouth)
  • Range: 100'
  • Damage: 4D6 M.D.
  • Rate of Fire: 1 APM
  • Payload: Effectively unlimited
Vibroblade (tail)
  • Range: 6'
  • Damage: 3D4+3 M.D.
  • Rate of Fire: 1 APM
  • Payload: N/A
Combat Bonuses: 4 APM
  • Restrained Hoof Strike: 1D4 M.D.
  • Full Hoof Strike: 1D6 M.D. + Vibroblade damage if desired
  • Head Butt with Horns: 2D6 M.D.
  • Kicks: 2D4 M.D. + Vibroblade damage if desired
  • Stomp or Bite: 1D4 M.D.
  • Running/Flying Body Block: 1D6 M.D.
Features of Note:
  • Color of Hide: Various shades of black, deep red, and dark green; solid color with highlights on lower legs, and golden feet with silver claws. Leathery wings are dark brown, dark grey, black, alizarin crimson or green.
  • Attributes of Note: P.P. 20; P.B. 9 (14 with hide); Spd 148; I.Q. 9
  • Cargo: 1 rider and 1 passenger, up to 1,400 lbs. Can pull up to 4 tons
  • Recognize its owner and up to 96 of its owner's friends, associates and enemies
  • Can identify up to 300 hostile life forms
  • Respond to and obey commands from owner and up to 6 other people of the owner's choice
Modifiers: +2 Initiative; +2 Strike and Parry (melee); +1 Strike (ranged); +3 Dodge (running); +5 Dodge (flying); +2 Roll with impact
Book Reference: p. 178, Black Market


Code: Select all
[b]MRH-1002-F Monster Pegasus Robot Steed "Dark Pegasus"[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090619-789600bf.png[/img]
[size=85][b]Alignment:[/b] N/A
[b]Disposition:[/b] N/A
[u][b]M.D.C. by Location:[/b][/u]
[list][*]*Concealed VT Hover Jets (4, underbelly): 20 each
[*]Head: 120
[*]Serpent Tail: 90
[*]*Vibro-Blade (tail): 30
[*]**Wings (2): 120 each
[*]***Legs (4): 120 each
[*]Main Body: 300[/list]
*Requires a called shot at -3 Strike to hit
**Destroying a wing or a hover jet will force the robot to hover to a landing.  Loss of both wings or 2 jets (or one of each) will cause a crash landing, doing 5D6 M.D. to the robot.
***Destroying a leg reduces running speed and leaping by 30%.
[u][b]Statistical Data:[/b][/u]
Running/Flying Speed: 100 mph running; 0 to 110 mph flying; altitude of 400' (hover) to 1200' (flying in a strong wind; cruise altitude 600'; Can dive from 10,000' height safely; can fly for 24 hours before requiring a cooldown.
Leaping: 15' high and 40' long; thrust-assisted 110' high and 200' long
Underwater Capabilities: Walk along the bottom at 10 mph; swim 6 mph;  Maximum depth 500'
Dimensions: 5' high; 3' wide; 8' long (4' tail); 2,000 lbs.
Physical Strength: Robotic P.S. 28
Power System: Nuclear, 10 years
[u][b]Weapon Systems:[/b][/u]
[b]Eye Lasers (2)[/b]
[list][*]Range: 2,000'
[*]Damage: 2D6 or 4D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited[/list]
[b]Plasma Cannon (mouth)[/b]
[list][*]Range: 100'
[*]Damage: 4D6 M.D.
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited[/list]
[b]Vibroblade (tail)[/b]
[list][*]Range: 6'
[*]Damage: 3D4+3 M.D.
[*]Rate of Fire: 1 APM
[*]Payload: N/A[/list]
[b]Combat Bonuses:[/b] 4 APM
[list][*]Restrained Hoof Strike: 1D4 M.D.
[*]Full Hoof Strike: 1D6 M.D. + Vibroblade damage if desired
[*]Head Butt with Horns: 2D6 M.D.
[*]Kicks: 2D4 M.D. + Vibroblade damage if desired
[*]Stomp or Bite: 1D4 M.D.
[*]Running/Flying Body Block: 1D6 M.D.[/list]
[b]Features of Note:[/b]
[list][*]Color of Hide: Various shades of black, deep red, and dark green; solid color with highlights on lower legs, and golden feet with silver claws. Leathery wings are dark brown, dark grey, black, alizarin crimson or green.
[*]Attributes of Note: P.P. 20; P.B. 9 (14 with hide); Spd 148; I.Q. 9
[*]Cargo: 1 rider and 1 passenger, up to 1,400 lbs. Can pull up to 4 tons
[*]Recognize its owner and up to 96 of its owner's friends, associates and enemies
[*]Can identify up to 300 hostile life forms
[*]Respond to and obey commands from owner and up to 6 other people of the owner's choice[/list]
Modifiers: +2 Initiative; +2 Strike and Parry (melee); +1 Strike (ranged); +3 Dodge (running); +5 Dodge (flying); +2 Roll with impact
Book Reference: p. 178, Black Market[/size]


Cost: 9.6 million Credits

Optional Robot Steed Features
Special Features
Extra Armor adds 30% to the MDC value for each location
Cost: 2,880,000 Credits



Voice Recognition & Speech
Cost: 100,000 Credits



Lifelike fur, scales, or skin
Cost: 25,000 Credits



Secret Compartments (up to 2), the size of a cigar box
Cost: 1,200 Credits for each small compartment; 4,000 Credits for each large compartment; 200 Credits for each lock; Not Available for 'Bots with fur



Weapons:

Code: Select all
[b]Chemical Spray (mouth)[/b]
[list][*]Range: 20'
[*]Damage: Varies by chemical type
[*]Rate of Fire: 1 APM
[*]Payload: Can hold a total of 20 individual doses and as many as five
different chemicals. One dosage of CO-2 foam counts as two normal
doses.[/list]

[u]Available Chemicals:[/u]
[list][*]Blinding chemical agent. Blinds for 3D4 melees. Victim is — 10 to strike, parry, and dodge.
Protective goggles/visor or gas mask block this spray attack. Cost: 100 credits per dose.
[*]Tear gas. Causes impairment of vision (unless gas mask is worn), difficulty breathing, and skin irritation. Victims are —10 to strike, parry, and dodge, and lose one melee attack/action for 1D6+ 1 melees.
Cost: 150 credits per dose.
[*]Burning vapors. Release a mild acid, causing burning skin and eye irritation, sudden nausea, and 1D6 S.D.C. damage. Victims are also -4 to strike, parry, and dodge for 1D4 melees. Cost: 50 credits per dose.
[*]Tranquilizer/sleep spray. Save vs. Drugs/Toxins (14 or higher) or fall asleep within 1D4 melees and remain a sleep for 2D4 minutes. Cost: 100 per dose.
[*]CO- 2 Foam is a concentrated spray used to put out fires. Cost: 100 per dose.


Cost: 45,000 Credits plus the cost of the chemicals



Code: Select all
[b]Concealed Weapon Rod[/b] (Shoulder)
[list][*]Range: Ion 600'; Laser 1,200'
[*]Damage: 2D6 (Ion) or 1D6 (Laser) M.D.
[*]Rate of Fire: 1 APM
[*]Payload: Effectively Unlimited[/list]

[color=#008000]Cost: 32,00 Credits for Ion; 15,000 Credits for Laser[/color]

[hr][/hr]
[code][b]Ion Blaster[/b] (head; up to 2)
[list][*]Range: 600'
[*]Damage: 2D6  or 4D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Note: If 1 is installed, only 1 Light Laser may be installed.  If 2 are installed, no Light Laser may be installed.[/list][/code]

[color=#008000]Cost: 32,000 Credits for each[/color]

[hr][/hr]
[code][b]Light Laser[/b] (Head; up to 2)
[list][*]Range: 1200'
[*]Damage: 1D6 or 2D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Note: If 1 is installed, only 1 Ion Blaster may be installed.  If 2 are installed, no Ion Blaster may be installed.[/list][/code]

[color=#008000]Cost: 15,000 Credits for each[/color]

[hr][/hr]
[code][b]Heavy Laser[/b] (Head)
[list][*]Range: 2,000'
[*]Damage: 2D6 or 4D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited[/list][/code]

[color=#008000]Cost: 30,000 Credits for each[/color]

[hr][/hr]
[code][b]Double-Barrel Heavy Laser[/b] (Shoulder)
[list][*]Range: 2,000'
[*]Damage: 2D6 or 4D6 M.D (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Notes: One unit can be built into each shoulder if no other weapon is mounted there; has an arc of fire of 30 degrees in all directions[/list][/code]

[color=#008000]Cost: 60,000 Credits for each[/color]

[hr][/hr]
[code][b]Light Machine Gun[/b] (Head or Shoulders)
[list][*]Range: 2,000'
[*]Damage: 1D4 M.D. per burst
[*]Rate of Fire: 1 APM
[*]Payload: 12 bursts (600 rounds total; 50-round bursts)[/list][/code]

[color=#008000]Cost: 10,000 Credits for each[/color]

[hr][/hr]
[code][b]Mini-Missile Launchers[/b] (Shoulders)
[list][*]Range: varies with missile type
[*]Damage: varies with missile type
[*]Rate of Fire: 1 or 2
[*]Payload: 2 per launcher[/list]


Cost: 60,000 Credits for each


Submitted by Lee
User avatar
Brute
Gold Level Patron
Gold Level Patron
 
Posts: 666
Joined: Mon Jul 18, 2011 7:48 am
Location: Starkville, MS

Re: Canonical Submissions

Postby Brute » Mon Mar 09, 2020 12:31 pm

MRH-5100D Raptor
Image
Alignment: N/A
Disposition: N/A
M.D.C. by Location:
  • Head: 120
  • *Arms (2): 40 each
  • **Legs (2): 135 each
  • **Tail: 90
  • Main Body: 290
*Requires a called shot at -3 strike to hit
**Destroying one leg reduces speed and leaps by 75%
***Destroying the tail reduces speed and elabs by 33%, and combat bonuses by 50% (round down)
Statistical Data:
Running Speed: 75 mph
Leaping: 15' high and 20' long
Underwater Capabilities: Can walk along bottom at 15 mph; swim at 5 mph; Maximum depth 500'
Dimensions: 10' tall; 5' wide; 20' long (10' tail); 1 ton
Physical Strength: Robotic P.S. 28
Power System: Nuclear, 10 years
Weapon Systems:
Eye Lasers (2)
  • Range: 2,000'
  • Damage: 1D6 or 2D6 M.D. (dual blast)
  • Rate of Fire: 1 APM
  • Payload: Effectively unlimited
Vibroblade Talons (2; feet)
  • Range: 6'
  • Damage: 3D6+6 M.D.
  • Rate of Fire: 1 APM
Vibroblade Claw (2; hands)
  • Range: 3'
  • Damage: 2D4+6 M.D.
  • Rate of Fire: 1 APM
Ion Cannon (Mouth)
  • Range: 500'
  • Damage: 4D6+2 M.D.
  • Rate of Fire: 1 APM
  • Payload: Effectively unlimited
  • Note: Installation of this weapon precludes the ability to speak.
Combat Bonuses: 4 APM
  • Restrained Punch, Head Butt, or Kick: 1D6 M.D.
  • Full strength Head Butt: 2D6 M.D.
  • Bite: 2D6+2 M.D.
  • Kick: 2D4 M.D. without Vibroblades
  • Leap Kick: 2D6+2 without Vibroblades; 3D6+6 M.D. with Vibroblades
  • Stomp: 1D4 M.D.
  • Running Body Block: 1D6+2 M.D.
Features of Note:
  • Cargo: 1 rider and 1 passenger, up to 1,400 lbs. Can pull up to 4 tons
  • Attributes of Note: P.P. 20; P.B. 9 (14 with hide); Spd 121; I.Q. 9
  • Recognize its owner and up to 96 of its owner's friends, associates and enemies
  • Can identify up to 300 hostile life forms
  • Respond to and obey commands from owner and up to 6 other people of the owner's choice
Modifiers: +3 Initiative; +3 Strike (melee); +1 Parry; +1 Strike (ranged); +3 dodge (running); +1 Roll with impact
Book Reference: p. 181, Black Market


Code: Select all
[b]MRH-5100D Raptor[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090622-49eb4a2c.png[/img]
[size=85][b]Alignment:[/b] N/A
[b]Disposition:[/b] N/A
[u][b]M.D.C. by Location:[/b][/u]
[list][*]Head: 120
[*]*Arms (2): 40 each
[*]**Legs (2): 135 each
[*]**Tail: 90
[*]Main Body: 290[/list]
*Requires a called shot at -3 strike to hit
**Destroying one leg reduces speed and leaps by 75%
***Destroying the tail reduces speed and elabs by 33%, and combat bonuses by 50% (round down)
[u][b]Statistical Data:[/b][/u]
Running Speed: 75 mph
Leaping: 15' high and 20' long
Underwater Capabilities: Can walk along bottom at 15 mph; swim at 5 mph; Maximum depth 500'
Dimensions: 10' tall; 5' wide; 20' long (10' tail); 1 ton
Physical Strength: Robotic P.S. 28
Power System: Nuclear, 10 years
[u][b]Weapon Systems:[/b][/u]
[b]Eye Lasers (2)[/b]
[list][*]Range: 2,000'
[*]Damage: 1D6 or 2D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited[/list]
[b]Vibroblade Talons (2; feet)[/b]
[list][*]Range: 6'
[*]Damage: 3D6+6 M.D.
[*]Rate of Fire: 1 APM[/list]
[b]Vibroblade Claw (2; hands)[/b]
[list][*]Range: 3'
[*]Damage: 2D4+6 M.D.
[*]Rate of Fire: 1 APM[/list]
[b]Ion Cannon (Mouth)[/b]
[list][*]Range: 500'
[*]Damage: 4D6+2 M.D.
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Note: Installation of this weapon precludes the ability to speak.[/list]
[b]Combat Bonuses:[/b] 4 APM
[list][*]Restrained Punch, Head Butt, or Kick: 1D6 M.D.
[*]Full strength Head Butt: 2D6 M.D.
[*]Bite: 2D6+2 M.D.
[*]Kick: 2D4 M.D. without Vibroblades
[*]Leap Kick: 2D6+2 without Vibroblades; 3D6+6 M.D. with Vibroblades
[*]Stomp: 1D4 M.D.
[*]Running Body Block: 1D6+2 M.D.[/list]
[b]Features of Note:[/b]
[list][*]Cargo: 1 rider and 1 passenger, up to 1,400 lbs. Can pull up to 4 tons
[*]Attributes of Note: P.P. 20; P.B. 9 (14 with hide); Spd 121; I.Q. 9
[*]Recognize its owner and up to 96 of its owner's friends, associates and enemies
[*]Can identify up to 300 hostile life forms
[*]Respond to and obey commands from owner and up to 6 other people of the owner's choice[/list]
Modifiers: +3 Initiative; +3 Strike (melee); +1 Parry; +1 Strike (ranged); +3 dodge (running); +1 Roll with impact
Book Reference: p. 181, Black Market[/size]


Cost: 15 to 20 million Credits (varies by region)

Optional Robot Steed Features
Special Features
Extra Armor adds 30% to the MDC value for each location
Cost: 4.5 million to 6 million Credits



Voice Recognition & Speech - Not available if Mouth Ion Cannon is installed
Cost: 100,000 Credits



Lifelike fur, scales, or skin
Cost: 140,000 Credits



Secret Compartments (up to 2), the size of a cigar box
Cost: 1,200 Credits for each small compartment; 4,000 Credits for each large compartment; 200 Credits for each lock; Not Available for 'Bots with fur



Weapons:

Code: Select all
[b]Chemical Spray (mouth)[/b]
[list][*]Range: 20'
[*]Damage: Varies by chemical type
[*]Rate of Fire: 1 APM
[*]Payload: Can hold a total of 20 individual doses and as many as five
different chemicals. One dosage of CO-2 foam counts as two normal
doses.[/list]

[u]Available Chemicals:[/u]
[list][*]Blinding chemical agent. Blinds for 3D4 melees. Victim is — 10 to strike, parry, and dodge.
Protective goggles/visor or gas mask block this spray attack. Cost: 100 credits per dose.
[*]Tear gas. Causes impairment of vision (unless gas mask is worn), difficulty breathing, and skin irritation. Victims are —10 to strike, parry, and dodge, and lose one melee attack/action for 1D6+ 1 melees.
Cost: 150 credits per dose.
[*]Burning vapors. Release a mild acid, causing burning skin and eye irritation, sudden nausea, and 1D6 S.D.C. damage. Victims are also -4 to strike, parry, and dodge for 1D4 melees. Cost: 50 credits per dose.
[*]Tranquilizer/sleep spray. Save vs. Drugs/Toxins (14 or higher) or fall asleep within 1D4 melees and remain a sleep for 2D4 minutes. Cost: 100 per dose.
[*]CO- 2 Foam is a concentrated spray used to put out fires. Cost: 100 per dose.


Cost: 45,000 Credits plus the cost of the chemicals



Code: Select all
[b]Concealed Weapon Rod[/b] (Shoulder)
[list][*]Range: Ion 600'; Laser 1,200'
[*]Damage: 2D6 (Ion) or 1D6 (Laser) M.D.
[*]Rate of Fire: 1 APM
[*]Payload: Effectively Unlimited[/list]

[color=#008000]Cost: 32,00 Credits for Ion; 15,000 Credits for Laser[/color]

[hr][/hr]
[code][b]Ion Blaster[/b] (head; up to 2)
[list][*]Range: 600'
[*]Damage: 2D6  or 4D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Note: If 1 is installed, only 1 Light Laser may be installed.  If 2 are installed, no Light Laser may be installed.[/list][/code]

[color=#008000]Cost: 32,000 Credits for each[/color]

[hr][/hr]
[code][b]Light Laser[/b] (Head; up to 2)
[list][*]Range: 1200'
[*]Damage: 1D6 or 2D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Note: If 1 is installed, only 1 Ion Blaster may be installed.  If 2 are installed, no Ion Blaster may be installed.[/list][/code]

[color=#008000]Cost: 15,000 Credits for each[/color]

[hr][/hr]
[code][b]Heavy Laser[/b] (Head)
[list][*]Range: 2,000'
[*]Damage: 2D6 or 4D6 M.D. (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited[/list][/code]

[color=#008000]Cost: 30,000 Credits for each[/color]

[hr][/hr]
[code][b]Double-Barrel Heavy Laser[/b] (Shoulder)
[list][*]Range: 2,000'
[*]Damage: 2D6 or 4D6 M.D (dual blast)
[*]Rate of Fire: 1 APM
[*]Payload: Effectively unlimited
[*]Notes: One unit can be built into each shoulder if no other weapon is mounted there; has an arc of fire of 30 degrees in all directions[/list][/code]

[color=#008000]Cost: 60,000 Credits for each[/color]

[hr][/hr]
[code][b]Light Machine Gun[/b] (Head or Shoulders)
[list][*]Range: 2,000'
[*]Damage: 1D4 M.D. per burst
[*]Rate of Fire: 1 APM
[*]Payload: 12 bursts (600 rounds total; 50-round bursts)[/list][/code]

[color=#008000]Cost: 10,000 Credits for each[/color]

[hr][/hr]
[code][b]Mini-Missile Launchers[/b] (Shoulders)
[list][*]Range: varies with missile type
[*]Damage: varies with missile type
[*]Rate of Fire: 1 or 2
[*]Payload: 2 per launcher[/list]


Cost: 60,000 Credits for each


Submitted by Lee
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Re: Canonical Submissions

Postby Underguard » Tue Mar 24, 2020 9:03 am

GA W-998 Improved Hummer
Image Submission
M.D.C. by Location:
  • Weapon Turret (optional) – 40
  • Ballistic Windows (3:Forward) – 12 ea.
  • * Headlights (6) – 3 ea
  • * Hardened Tires (4) – 6 ea
  • Reinforced Pilot’s Compartment – 25
  • ** Main Body – 122
    Note: * The items marked by a single asterisk are small and diffi¬cult to hit and require a Called Shot to strike with the shooter suffering a penalty of -3 to strike.
    ** Depleting the M.D.C. of the main body completely de¬stroys the vehicle.

Statistical Data:
Maximum Speed: 90 MPH (144 KPH) Maximum; Cross Country Average Speed 15-35 MPH (24-56 KPH)
Range: 800 miles per tank
Crew: 1 pilot, 3 passengers in main cab, additional 6 (or 8 cramped) passengers.
Height: 6 ft (1.83m)
Width: 9 ft, 1 in (2.75 m)
Length: 16 ft (4.72 m)
Weight: 5,060 lbs (2277 kg)
Cargo: Can hold 2,500 lbs (1,125 kg) of extra equipment; can tow a load of 3,400 lbs (1,530 kg)
Power System: Conventional Gas Engine
Weapon Systems:
All GAW Hummer has a weapon mount on the roof which can support numerous weapons. Most Machine Guns, Rail Guns, Wellington Industries Auto-Cannons, WI-GL20 Grenade Launcher, TOW Launcher, Mini-missile launcher, or any type of rifle style energy system. These must be purchased separately.
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Re: Canonical Submissions

Postby Selenidaria » Sun Mar 29, 2020 4:38 pm

Crawler Half-Track
Image
M.D.C. by Location
*Front Tires (2) - 50 each
*Side Tracks (2) - 110 each
Windshield (front) - 25
Side Windows (4) - 15 each
Cargo Bay Portals (8, Sides) - 10 each
*Main Gun - (1: Cab) - 50
*Mini-Missile Launcher (1: Cab) - 75
Sensor Cluster/Communications Array - 60
Bay Door/Ramp (Rear; Large) - 130
Headlights (4) - 8 each
Main Body - 440
* A single asterisk means the location is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is - 4 to strike.
** Depleting the M.D.C. of the main body will destroy the vehicle entirely.
Statistical Data
Maximum Speed: 100 mph (160 kph) on paved roads, 80 mph (128km) Off-Road Cruising Speed: 35-50mph (56-80 kph)
Maximum Range: 500 miles (804 km) on Combusion, +120 miles (129 km) using the Solar/Electric
Crew: One driver, Communications/Navigation, Gunner. Up to five additional crew can fit in the front cab and the rear can hold a platoon of up to 40 soldiers in full body armour or 26 in power armour.
Class: Military Transportation Vehicle
Dimensions: 8'8" high (Sensors add 4'), 28' long, 9'4" wide, Weight 18 tons
Cargo: 100 Tons + can pull 200 tons (Reduces maximum speed by 30%)
Power Systems: Combustion Engine with Solar Power & Backup Electrical Engine
Weapon Systems:
1. Pop-Up Mini-Missile Launcher
The cabin roof of the crawler holds a compartment that folds open to face forward over the bonnet. It launches small, unguided rockets in large volleys and is designed as a hard hitting defensive weapon if the vehicle ever ends up in front-line action.
  • Range: 1 Mile
  • Mega-Damage: Varies by rocket type (Use Mini-Missile Stats)
  • Rate of Fire: Volleys of 2, 4, or 8.
  • Payload: 24 rockets. Takes 2 minutes to reload by hand.
2. Main Gun (Railgun)
The weapon turret can rotate 180 degrees and has a 90 degree arc of fire up and down.
  • Range: 4,000 feet (1228 meters
  • Mega-Damage: 4d6 M.D per 10 round burst
  • Payload: 200 Bursts (2,000 rounds)
Other Features:
  • Communications Suite: Wide-Band radio & Laser Transmitter/Receiver (200 mile, 320km range)
  • Sensors: Radar (20 mile, 32 km range), HUD, Thermographic Camera, Image Enhancement, Targeting Computer (+1 Strike with Weapon Systems), Proximity Warning, Directional Microphone, Loudspeaker, Spotlights, Atmospheric Sensors
  • Independent Oxygen Supply (4hrs)
  • Air Conditioning
  • Small Refrigerator
  • Water Dispenser (3 Gallon Capacity)
  • First-Aid Kit
  • Audio/Visual Display
  • Music Player
  • Crash Control Air Bags (Passengers take 1/2 damage in a crash)
  • Trailer Hitch
  • Can have two additional weapon systems added.
Book Reference: p.215-217, WB19


Cost: $940,000
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 155/155
ISP: 37/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Canonical Submissions

Postby Selenidaria » Sun Apr 05, 2020 3:50 pm

Iron Hammer Main Battle Tank
Image
M.D.C. by Location:
  • Cupola on Turret - 100
  • Rail Gun on Cupola - 75
  • Main Turret - 300
  • 200 mm Auto-Cannon - 170
  • Side Mini-Missile Launchers (2) - 40 each
  • Front Rail Gun - 50
  • Front Vulcan Laser Turret - 75
  • **Main Body - 650
  • *Track Treads (2) - 120
**Depleting the MDC from the main body will shut the tank down completely, rendering it useless
*Depleting the MDC of a tread will immobilize the tank until it is replaced. Replacing a tread will take 1d6 x 10 minutes by a trained crew (2 replacements are carried on board) or three times as long by the inexperienced. Changing the tread is only possible when the vehicle is not under attack.
Statistical Data:
Maximum Speed: 60 mph
Range: 600 miles for gas/electric, unlimited for nuclear
Underwater Capabilities: 20 mph
Modifiers: +2 on strike
Crew: 4, 1 driver, 2 gunners, 1 commander.
Class: Main Battle Tank
Dimensions: 20' high, 12' wide, 35' long, 65 tons
Cargo: Minimal, 4 feet for extra clothes, weapons, and personal items. 4 Wilk's 447 and 3 WI-23 w/ 5 loads each are stored in a compartment behind the driver's seat.
Power System: Gas, Electric, or Nuclear
Weapon Systems:
200 mm IH-1B Auto-Cannon (1)
  • Range: 6000'
  • Damage: HE - 2d6 x 10 MD blast radius 30', HEAT 3d6 x 10 MD blast radius 12', AP 1d6 x 10 MD no blast radius, APSD 2d6 x 10 MD no blast radius
  • Rate of Fire: 2 per melee round
  • Payload: 80 rounds
IH-100 Rail Gun
  • Range: 4000'
  • Damage: 1d6 x 10 MD per 60 round burst, 1d4 MD for one round
  • Rate of Fire: Single shot and 60 round burst only
  • Payload: 12,000 rounds (200 bursts)
IH-105 Rail Gun
  • Range: 4000'
  • Damage: 1d4 x 10 MD per 40 round burst, 1d4 MD for one round
  • Rate of Fire: Single shot and 40 round burst only
  • Payload: 8,000 rounds (200 bursts)
IH-44L Laser Vulcan
  • Range: 4000;
  • Damage: 3d4 x 10 MD
  • Rate of Fire: 6 times per melee
  • Payload: Unlimited
Medium Range Missile Launcher
  • Range: About 40 miles
  • Damage: Per Medium Missile
  • Rate of Fire: 1, 2, or 4 at a time
  • Payload: 10 missiles
Features of Note:
  • Short Range Radar (5 miles)
  • Laser Targeting (+1 strike)
  • Combat Computer (+1 strike)
  • Long Range Radio
  • Short Range Radio
  • Loudspeaker
  • Radiation Detector
  • Light Radiation Shielding
  • Environmental Crew Compartment w/ AC, heating, oxygen supply, and an air purging, purification and circulation system
Book Reference: p.107-109, Mercenaries


Cost: 4 million for a gas engine, 6 million for an electric engine, 35 million for a nuclear engine
Last edited by Selenidaria on Mon Apr 06, 2020 6:17 pm, edited 2 times in total.
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 155/155
ISP: 37/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 12:28 pm

NG-HCH-2000 “Big Bertha”
[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • * Pop-Up Searchlight (1; top of cab) – 18
  • * Winch & Crane (1; rear, bottom) – 90
  • * Forward Headlights (8; front of cab, small) – 5 each
  • * Thruster Headlights (2; front of each thruster, small) – 5 each
  • * Railing (1; front stairs) – 12
  • * Stairs to Main Hatch – 120
  • Main Airlock-Style Hatch/Door (1) – 200
  • * Small Hatch (1; top of cab) – 100
  • ** Undercarriage Hover Jets (12; large) – 100 each
  • *** Side Thrusters (2) – 320 each
  • Reinforced Crew Compartment – 80
  • **** Main Body – 540
* Every item marked by a single asterisk is small and/or difficult
to strike. An attacker must make a Called Shot to hit and
even then he is -3 to strike.
** To hit the undercarriage hover jets the attacker must be able
to see them, which probably means lying under the vehicle as it
passes, but the force of the air thrust, sound and dust inflict a penalty
of -8 to strike on a Called Shot when low to the ground (2-5
feet/0.6 to 1.5 m), but are more vulnerable to attacks from below
when in water (-3 to strike on a Called Shot.
*** Depleting the M.D.C. of one side thruster cuts speed in
half and inflicts a -10% penalty to the piloting skill.
**** Depleting the M.D.C. of the main body shuts the vehicle
down completely, rendering it useless.
Statistical Data:
Maximum Speed: hover to 375 mph maximum with a maximum altitude of 1,000' without any cargo containers. Speed across water is 187 mph. Hauling cargo up to 450 tons; 125 mph maximum (63 mph across water and 42 mph underwater). Hauling cargo from 451 tons to 850 tons; 60 mph maximum (30 mph across water and 20 mph underwater). Altitude when hauling cargo is 2'-5'.
Range: Unlimited
Modifiers: -10% to piloting right off the bat, -10% to make a quick stop, -20% hauling loads weighing more than 400 tons, -30% to make an evasive maneuver/dodge or stunt driving, all penalties are cumulative.
Crew: 2, a pilot & a co-pilot or communications engineer
Class: Heavy Cargo Hauler Hover Tractor Truck
Dimensions: 44' 5” high, 52' to 68' wide depending on the size of the cargo containers being used, 90' 8” long, and weighs 53.7 tons plus cargo.
Cargo: Up to 850 tons
Power System: Nuclear – 12 years
Weapon Systems:
None

Book Reference: page 208-209, WB34


Cost: 69 million credits brand new, 40-52 million credits for a used or rebuilt vehicle.
Availability: Good at Northern Gun, fair everywhere else.
Last edited by Victor Singer on Mon Apr 06, 2020 5:17 pm, edited 2 times in total.
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 12:52 pm

NG-CRV05 Crisis Response Vehicle
[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
    * Plexiglass Cab Windshield (1, front) – 40
  • * Plexiglass Cab Windows (1 on each side) – 20 each
  • ** Plexiglass Side Windows (2 on each side) – 20 each
  • * Cab Doors (2) – 75 each
  • * Rear Double Doors – 100 each
  • * Armored Tires (4) – 18 each
  • * Roof Railings (2, top sides) – 12 per six foot (1.8 m) length
  • * Rear Railings (2, sides) – 20 each
  • * Ram Prow (1, front, SWAT & APC) – 120
  • *** Main Body – 260
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike; -6 to hit the tires.
Destroying one of the tires reduces the vehicle’s speed by
40%, imposes a driving penalty of -30% and may damage the
CRV more by riding on the rim. Destroying two tires renders
the vehicle immobile until the tires can be replaced. Requires a
Called Shot, same as above.
** M.D.C. plexiglass windows in the truck compartment of
the CRV have 20 M.D.C. each, but a metal alloy plate covering
slides into place in combat situations with the press of a button or
voice command. The metal plating provides each window with an
additional 50 M.D.C.
*** Depleting the M.D.C. of the main body shuts the vehicle
down completely, destroys all internal electronics, and leaves
doors with 1D4x10 M.D.C. remaining. Destroy the remaining
M.D.C. and the doors open.
Statistical Data:
Maximum Speed: 70 mph maximum on paved streets and dirt roads, half that on gravel and short grass.
Range:
Modifiers: -5% to piloting on dirt roads, stony deserts, and short grass, -10% on gravel, tall grass, and in water, mud, and snow up to a foot deep, -30% when deeper (up to 2.5 feet)and when driving across shattered roads and other rugged terrain. Thick underbrush, woodlands, swamps, and sandy deserts are impassable.
Crew: 1 driver with room for 2 passengers in the cab.
Class: Modular Armored Personnel Carrier and Crisis Response Vehicle
Dimensions: 11' high, 8' wide, 24' long, and weighs 2 tons empty.
Cargo: When empty the truck can hold up to 3 tons of additional cargo, another 2 tons of cargo can be tied to the roof.
Power System: Nuclear-12 years, Solid Oxide, and electric are all available.
Weapon Systems:
None standard

Book Reference: page 211-212, WB 34


Cost: 1.2 million credits for nuclear, 800,000 credits for Solid Oxide, and 620,000 credits for electric. This is the cost without the additional modules.
Availability: Unknown
Last edited by Victor Singer on Mon Apr 06, 2020 1:19 pm, edited 1 time in total.
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 1:14 pm

NG-BD7 "Rhino"
[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • *Headlights (3, large) – 8 each
  • *Ion Turret (1, top) – 40
  • *Plexiglass Windshield – 40
  • *Doors (2) – 50 each
  • Tracks/Treads (2) – 140 each
  • Recovery Crane (1, back, folds down) – 120
  • Winch (1, back) – 15
  • *Dozer Blade – 180
  • ** Main Body – 300
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
Destroying one of the tracks reduces the vehicle’s speed by
90% and imposes a piloting penalty of -40%.
Shoot out the plexiglass windshield and the pilot is exposed.
However, he is likely to be wearing EBA and is a difficult target
to shoot, requiring a Called Shot and even then he is -6 to hit.
** Depleting the M.D.C. of the main body shuts the vehicle
down completely, destroys all internal electronics, and leaves
doors with 1D4x10 M.D.C. remaining. Destroy the remaining
M.D.C. and the doors open. Note: Commercial bulldozers have
one third the M.D.C. across the board.
Statistical Data:
Maximum Speed: 50 mph maximum on most surfaces, including grassy plains, sandy deserts, and rough terrain. Only woodland environments, very thick underbrush, mud, and deep water are likely
to be impassable by this truck (and most vehicles) unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph if passable at all.
Range: Gasoline; 400 miles, Electric; 1,000 miles, Nuclear & Solid Oxide; Unlimited
Modifiers: None in most terrains, -10% to piloting skill on sandy deserts and ice, or through thick fields of underbrush, light forests, mud or snow. It is -20% to travel over mountainous regions and through
mud deeper than five inches (12.7 cm), and water or snow deeper than two feet (0.6 m). Note: There is a big difference between being able to plow through and clear debris fields, wreckage, dense underbrush and forest, and driving over or through it. And clearing a path through a forest or a field of debris takes considerable time. Medium to large trees cannot be uprooted by the bulldozer, they need to be cut down and then hauled away by the dozer.
Crew: 1 driver and room for 1 passenger
Class: Armored Military Bulldozer/Engineering Vehicle
Dimensions: 9' high, 12' wide, 26' long, and weighs 11 tons.
Cargo: The Rhino bulldozer can push up to 4 tons with its blade, and tow behind it (using its recovery crane), a maximum weight of 30 tons. There is a small glove box inside the driver’s compartment that
can hold a pistol or other small items. Larger bags or pieces of cargo can be stowed behind the seats, or strapped to the bulldozer.
Power System: Gasoline, Electric, Solid Oxide, or Nuclear.
Weapon Systems:
Defensive Ion Gun
  • Range: 1,600'
  • Damage: 4d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: Effectively unlimited for nuclear or Solid Oxide models. 60 blasts for electric battery or liquid fuel models. Includes an E-Clip port: 10 blasts for a short E-Clip and 20 for a long E-Clip.
Bulldozer Attacks
  • Precision (slow) Wall/Fence/Door Push Attack – 2D6 M.D.
    per push.
  • Dozer Blade Drop – 3D6 M.D. each time the dozer blade
    comes crashing down.
  • Low-Speed Ram Attack – 4D6 M.D., but counts as two attacks.
  • High-Speed (for it) Ram Attack (30+ mph/48+ km) – 1D4x10
    M.D., but counts as three attacks. In addition to damage, there is
    a 01-66% likelihood of knocking down power armor and giant
    robots weighing up to 12 tons. Victims of knockdown lose one
    melee attack and initiative.
  • Against a wall or crowd of people, damage is divided as 2D6
    M.D. per person, but everyone in the vehicle’s path is bowled
    over and pushed aside by the blade, causing them to lose initiative
    and 1D6 melee attacks/actions before they can recover.
Features of Note:
  • Basic radio
  • Heating & cooling system

Book Reference: page 215-216, WB34


Cost: 920,000 credits for Nuclear, 700,000 credits for Solid Oxide, 550,000 credits for electric or gasoline.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 1:50 pm

Rolling Thunder APV
[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • * Headlights (2, low-profile) – 5 each
  • * M.D.C. Wheels (4, includes mud guards) – 35 each
  • * Optional: Roof Hatch – 25
  • * Plexiglass Windshield (1, front) – 40
  • * Plexiglass Windows (2) – 20 each
  • * Rail Gun (1, right side) – 50
  • * Particle Beam Guns (2, concealed in nose) – 20 each
  • * Rear Mini-Misssile Launcher
  • * Air Intake (2, top, back) – 50 each
  • * Airfoil (back) – 20
  • ** Main Body – 155
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike (-6 when shooting at the tires of a
moving vehicle).
Destroying one of the wheels reduces the vehicle’s speed by
30%, imposes a driving penalty of -25% (half for Juicers and Crazies)
and may damage the vehicle more by riding on the rim. Destroying
two wheels renders the vehicle immobile until they can
be replaced. Requires a Called Shot, same as above.
** Depleting the M.D.C. of the main body destroys the vehicle
beyond repair
Statistical Data:
Maximum Speed: 166 mph (266 km) with nuclear and Solid Oxide power systems; 142 mph (227 km) with the battery or fuel systems. Acceleration (0-60): 5.7 seconds (6.5 with the battery system). Braking (60-0): 100 feet (30.5 m).
Range: 525 miles with Fuel or Electric, unlimited for Nuclear or Solid Oxide
Modifiers (For the Augmented): +10% to piloting and when executing jumps, tricks, or other special maneuvers.
Crew: 1 driver and up to 3 passengers.
Class: All-Terrain Vehicle
Dimensions: 5' 6” high, 6' 8” wide, 20' long, and weighs 2,875 lbs.
Cargo: None
Power System: Flex-fuel combustion with electric back up, Full electric, Solid Oxide, or Nuclear.
Weapon Systems:
NG-202 Rail Gun
  • Range: 4,000'
  • Damage: 1d4x10 M.D.
  • Rate of Fire: 40 round bursts
  • Payload: 2,000 rounds
  • Features: Can be fired by the pilot while driving, +1 bonus to strike.
Twin Particle Beam Guns
  • Range: 1,200'
  • Damage: 5d6 M.D. Or 1d6x10 M.D.
  • Rate of Fire: semi-automatic
  • Payload: 25 dual blasts
  • Features: These guns are connected to the steering linkage. They are powered by a bank of 6 Long E-clips. Customers who buy the Solid Oxide or Nuclear version can pay an extra 250,000 credits to have the guns wired into the main power system for an unlimited payload.
Mini-Missile Launcher
  • Range: varies with warhead type
  • Damage: varies with warhead type
  • Rate of Fire: 1, 2, 4, or 6 in a volley
  • Payload: 6 missiles
  • Features: None
OPTIONAL Mobile Mine Deployment System
  • Range: Close proximity, timer, or touch
  • Damage: varies with land mine type
  • Rate of Fire: 1, 2, 4, or 6 in a volley
  • Payload: 6 land mines
  • Features:
Features of Note:

Book Reference: page 217-218, WB 34


Cost: 635,000 credits for Flex-Fuel, 758,000 credits for Full Electric, 895,000 credits for Solid Oxide, and 1.1 million credits for Nuclear. Note that this vehicle is manufactured by both Wellington Industries and Northern Gun.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 2:20 pm

NG-F911 “Smokeskipper”
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M.D.C. by Location:
  • * Alarms/Sirens/Flashing Lights (2, front) – 8 each
  • * Headlights (8, various types) – 2 each
  • * Windshield (1; front) – 35
  • Main Jet Thrusters (4; rear) – 40 each
  • * Hover Jets (8, undercarriage) – 50 each
  • Main Water Cannon Turret (1, large, top and center) – 100
  • * Rear Water Cannons (2) – 30 each
  • * Cherry-Picker Mounted Water Cannon – 25
  • * Extendable Cherry-Picker – 100
  • * Side Hover Skirts/Running Boards (2) – 100 each
  • Reinforced Crew Compartment – 50
  • ** Main Body – 190
* A single asterisk indicates a small and/or difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -3 to strike.
** Depleting the M.D.C. of the main body will shut the vehicle
down completely, making it useless.
Statistical Data:
Maximum Speed: hover to 120 mph maximum, cruising is 50 mph, 200' maximum altitude
Range: Nuclear and Solid Oxide are effectively unlimited, but the hover jets need to be cooled after 8 hours of continuous use. Liquid Fuel and Electric models have a range of 200 miles.
Crew: 1 pilot and 4passengers in the pilots compartment, 4 gunners at their gunners stations, and 4 more passengers on the running boards on each side of the vehicle.
Class: Armored Hover Vehicle
Dimensions: 14' high (cherry-picker can extend another 50'), 12' wide, 25' long, and weighs 7 tons empty or 15.3 tons fully loaded with water.
Cargo: Interior bay has a 6x4x4 foot (1.8 x 1.2 x 12 m) cargo area in addition to passenger space. The internal water tank can hold 2,000 gallons (7,571 liters) of water or firefighting chemicals.
Power System: Liquid Fuel, Electric, Solid Oxide, or Nuclear.
Weapon Systems:
Main Water Cannon
  • Range: 1,200'
  • Damage: 2d4x10 H.P. to vampires plus a 01-40% chance of knockdown. Regular humans suffer 1d6 S.D.C. plus a 01-75% chance of knockdown. All victims of knockdown lost initiative and one melee attack.
  • Rate of Fire: semi-automatic
  • Payload: 40 blasts off the vehicles internal water supply, unlimited if connected to a water source.
  • Features: The cannon can rotate 360 degrees and has fire arc of 45 degrees up and down.
Secondary Water Cannons (3)
  • Range: 600'
  • Damage: 5d6 H.P. to vampires plus 01-10% chance of knockdown.
  • Rate of Fire: semi-automatic
  • Payload: 80 blasts off the vehicles internal water supply, unlimited if connected to a water source.
  • Features: These cannons can rotate 180 degrees and have fire arc of 45 degrees up and down.
Mini-Launcher
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1, 2 4, or 6 per volley
  • Payload: 12 missiles
  • Features:
Features of Note:
  • IR Imager; mounted on the passenger side of the pilot's compartment.

Book Reference: page 221-222, WB 34


Cost: 2.9 million credits for Liquid Fuel or Electric, 3.4 million credits for Solid Oxide, and 4.5 million credits for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 2:37 pm

NG-HC28 Urban Patrol Hovercar
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M.D.C. by Location:
  • * Hatch-Mounted NG-GL10A Grenade Launcher (roof) – 25
  • * Pursuit Laser (1, nose) – 25
  • * Headlights (2) – 5 each
  • * Police Flashing Lights and Siren (nose) – 10
  • * Windshield – 40
  • * Side Windows (6) – 20 each
  • * Concealed Directional Jets (8, tiny) – 8 each
  • ** Main Hover Jets (4, undercarriage) – 80
  • Rear Hover Screen – 55
  • *** Main Body – 140
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
** Each main hover jet that is destroyed reduces the vehicle’s
speed by 25% and imposes a driving penalty of -5%. Requires a
Called Shot to hit, same as above.
*** Depleting the M.D.C. of the main body destroys the vehicle
beyond repair.
Statistical Data:
Maximum Speed: Hover to 120 mph maximum, 10' altitude maximum.
Range: 1,000 miles for Electric, Unlimited for Solid Oxide and Nuclear
Crew: 1 pilot plus to 4 passengers
Class: Hover Capable Police Squad Car
Dimensions: 5' 7" high, 7' wide, 14' long, and weighs 1.5 tons
Cargo: There is room inside the front driver’s compartment for a pair of energy rifles. The trunk has two sections inside. One holds two spare Urban Warrior or Huntsman body armors, 2 billy clubs,
2 neural maces, one shotgun and 20 rounds, 2 tear gas and 2 smoke hand grenades and 10 large, thick cable ties for securing prisons. The second section contains 12 road flares, 3 orange traffic cones with
reflectors for night use, 2 first aid kits, one spring-loaded windowbreaking device, one jaws of life (E-Clip powered) and 150 feet of yellow “caution” tape for marking off crime scenes.
Power System: Electric, Solid Oxide, and Nuclear
Weapon Systems:
Pursuit Laser
  • Range: 2,000'
  • Damage: 2d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: 90 blasts per charge for the electric model, unlimited for the solid oxide and nuclear models.
  • Features: Fired by the person in the passenger seat up front.
NG-GL10A Grenade Launcher
  • Range: 1,000'
  • Damage: varies by grenade type; 3D6 M.D. to a 12 foot (3.7 m) radius for fragmentation
    grenades, 4D6 M.D. to a 3 foot (0.9 m) radius for high explosive/
    armor piercing grenades, 6D6 M.D. to a five foot (1.5 m) radius
    for plasma grenades, while a smoke grenade covers a 40 foot (12.2
    m) radius in a dense cloud of smoke, obscuring vision and creating
    cover. A tear gas grenade covers a 25 foot (7.6 m radius) and makes
    the eyes and nose of victims not protected by gas masks or environmental
    armor burn and tear, as well as gag and choke them (-10 to
    strike, parry, dodge, -3 on initiative and lose one melee attack as long
    at they are in the gas cloud and for 1D6+1 melee rounds after exiting
    it; protected individuals suffer no penalties). Stun/flash grenades
    unleash a bright flash, sparkles and white smoke that make victims
    -10 to strike, parry, and dodge, -1 on initiative, and lose one melee
    attack for 1D4 melee rounds.
  • Rate of Fire: semi-automatic
  • Payload: 40 round drum
  • Features: This weapon is roof mounted and has can rotate 360 degrees with a fire arc of 45 degrees up and down. Also, this is a manned turret, so someone has to access it through the vehicles sunroof.
Features of Note:
  • Flashing police lights & siren
  • Dashboard camera; Range: 500', Can record up to 72 hours of video before requiring a transfer to another digital disc or other medium.

Book Reference: page 222-223, WB 34


Cost: 412,000 credits for Electric, 620,000 credits for Solid Oxide, 980,000 credits for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 2:50 pm

NG-EPC-18 “Wolftrack”
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M.D.C. by Location:
  • * Forward Lights (6, front, 2 on top) – 6 each
  • * Rear Spotlight (1) – 10
  • * Winch & Crane (rear) – 80
  • * Railings (2; rear) – 12 each
  • Airlock Hatches (2) – 100 each
  • * Roof Hatches (2; top) – 50 each
  • * Armored Window Shutter/Gun Port (top, forward) – 70
  • ** Massive Solid M.D.C. Wheels (4) – 100 each
  • Reinforced Pilot Compartment – 80
  • *** Main Body – 370
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
** Destroying one of the solid M.D.C. wheels reduces the vehicle’s
speed by 35%, imposes a driving penalty of -25% and may
damage the vehicle more by riding on the rim. Destroying two
wheels renders the vehicle immobile until they can be replaced
(cost 35,000 credits each). Requires a Called Shot, same as above.
*** Depleting the M.D.C. of the main body destroys the vehicle
beyond repair.
Statistical Data:
Maximum Speed: 75 mph maximum on most surfaces, including grassy plains, both rocky & sandy deserts and most other rugged terrain. Reduce speed by half on ice or in mud deeper then 3'.
Range: Unlimited for both Electric and Nuclear
Crew: 2; 1 pilot and 1 co-pilot or communications officer plus 8 passengers in the pilots compartment, and another 12 passengers in the cargo area.
Class: Exploration Personnel Carrier
Dimensions: 19' 7” high, 20' wide, 32' long, and weighs 28.7 tons.
Cargo: Various storage spaces and areas inside the housing area, plus an 8x12x9 foot (2.4 x 3.7 x 2.7 m) cargo bay. Can pull a trailer weighing up to 32 tons.
Power System: Solid Oxide or Nuclear only.
Weapon Systems:
None
Features of Note:
Same as robot combat vehicles

Book Reference: page 223-224, WB 34


Cost: 15 million credits for Solid Oxide and 16 million credits for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Posts: 336
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 3:19 pm

NG-EHT27 “Echelon”
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M.D.C. by Location:
  • Dual Cannon – 180
  • * Rooftop Grenade Launcher (1, top of crew compartment) – 25
  • * Undercarriage Hover Jets (6) – 80 each
  • * Nose Hover Thrusters (2, one on each side) – 135 each
  • ** Rear Hover Jet Thrusters (2, large; one on each side) – 150 each
  • ** Rear Jet Thrusters (2, tail) – 100 each
  • ** Undercarriage Hover Jets (4) – 70 each
  • * Reinforced Crew Compartment – 100
  • *** Main Body – 350
* A single asterisk indicates a small or difficult target to strike,
requiring the attacker to make a “Called Shot,” and even then the
attacker is -3 to strike.
** Each time a hover jet or thruster is destroyed it reduces
the vehicle’s speed by 15% and impose an accumulative driving
penalty of -5%. Requires a Called Shot to hit, and the shooter is
-8 to strike the ones under the tank as they are difficult to see,
especially when the Echelon is moving fast.
*** Depleting the M.D.C. of the main body shuts the vehicle
down completely, making it useless.
Statistical Data:
Maximum Speed: Hover to 110 mph, 20' maximum altitude
Range: Unlimited for both Solid Oxide and Nuclear.
Crew: 3; 1 pilot, 1 gunner, and 1 communications engineer
Class: Hovertank
Dimensions: 13' high, 9' wide, 28' long, and weighs 16 tons fully loaded
Cargo: There is a weapons locker inside the crew compartment with room for 4-6 rifles and pistols with two extra E-Clips for each, 3 NG survival packs, 4 two gallon (7.6 liter) containers of drinking water,
4 walkie-talkies, one field radio and four backpacks.
Power System: Solid Oxide or Nuclear only.
Weapon Systems:
NG-EHT227 Dual Ion and Rail Cannon
  • Range: (both) 4,000'
  • Damage: rail gun; 2d4x10 M.D. Per burst, ion cannon; 1d4x10 M.D.
  • Rate of Fire: rail gun; 80 round bursts, ion cannon; semi-automatic
  • Payload: rail gun; 8,000 rounds, ion cannon; unlimited
  • Features: This dual weapon system faces forward only, but does have a 45 degree arc of fire up and down. Also, the gunner has to choose which weapon to fire, they cannot fire together.
NG-EHT127 Grenade Launcher
  • Range: 1,000'
  • Damage: Varies by grenade type. Fragmentation: 3D6 M.D. to a 12 foot (3.7 m) area. High explosive/armor piercing: 4D6 M.D. to a 3 foot (0.9 m) radius. Plasma: 6D6 M.D. to a five foot (1.5 m) radius. Hex Anti-Monster Grenades: A sort of toxic smoke grenade that impairs some monsters. (See the description found on page 98 of this book under the Forester power armor.) A smoke grenade covers a 40 foot (12.2 m) radius in a dense cloud of smoke, obscuring vision and creating cover. A tear gas grenade covers a 25 foot (7.6 m) radius and makes the eyes and noses of victims not protected by gas masks or environmental armor burn and tear, as well as gags and chokes them (-10 to strike, parry, dodge, -3 on initiative and lose one melee attack as long as they are in the gas cloud and for 1D6+1 melee rounds after exiting it; protected individuals suffer no penalties), and stun or flash grenades unleash a bright flash, sparkles and white smoke that make victims -10 to strike, parry, and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds.
  • Rate of Fire: semi-automatic
  • Payload: 60 round drum (2 back up drums are stored inside the vehicle)
  • Features: This weapon turret can rotate 45 degrees side to side and has a 20 degree arc of fire up and down.
Features of Note:
  • Same standard equipment as robot combat vehicles.
  • Echelon Combat Hover System: The undercarriage hover system
    keeps the tank elevated above the ground, and the four big
    hover thrusters and two rear jets give the Echelon its speed and
    quick turning and stopping capabilities. Each of the big hover
    thrusters can rotate up and down 70 degrees and to the sides 20
    degrees.

Book Reference: page 230-231, WB 34


Cost: 12 million credits for Solid Oxide, 16 million credits for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Posts: 336
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 3:30 pm

NG-CM14 “Alley Cat”
[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • * Headlights (2, small) – 4 each
  • * Nose Light (1, large) – 6
  • * Storage Compartments (3, rear, small) – 20 each
  • * Plexiglass Windshield – 10
  • * Optional Front-Mounted Weapons (1 or 2) – 20 each
  • * Tires (2) – 5 each
  • ** Main Body – 60
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike. (-8 when shooting at the tires of a
speeding vehicle).
Destroying one of the tires reduces the bike’s speed by 90%
and may damage the bike more by riding on the rim. Destroying
both tires renders the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle
beyond repair.
Statistical Data:
Maximum Speed: 100 mph maximum, half that on grass, gravel, and rough terrain. Woodland environments and thick underbrush are likely to be impassable for this bike.
Range: 400 miles for Liquid Fuel and 600 miles for Electric
Modifiers: None on pavement, dirt roads or smooth surfaces. -5% to piloting skill on short grass and in stony deserts, -10% on gravel and snow deeper than three inches (7.6 cm), and -25% on shattered roads
and tall grass. Forest and any wilderness environments are likely to be absolutely impassable. Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D6 melee rounds.
Crew: 1 pilot
Class: All-Terrain Motorcycle
Dimensions: 4' high, 3' wide, 6' long, and weighs 240 lbs.
Cargo: A small cargo container is built into the back of the bike. It holds the equivalent of one small suitcase, but a saddlebag, backpack and one or two other bags could be tied to it.
Power System: Liquid Fuel and Electric only.
Weapon Systems:
None
Features of Note:

Book Reference: page 200-201, WB 34


Cost: 24,000 credits for Liquid Fuel and 37,500 credits for Electric.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Posts: 336
Joined: Sat May 28, 2016 7:19 pm

Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 3:52 pm

NG-AMP-007 “Alligator”
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M.D.C. by Location:
  • * Laser Hatch Gun (1, top) – 50
  • Mini-Missile Launcher (1, top, large) – 100
  • * Smoke Grenade Dispensers (2, small) – 5 each
  • * Sensory Cluster & Antenna (rear) – 30
  • Disembarkment Hatch (rear, large) – 130
  • Disembarkment Ramp (rear) – 50
  • ** Mega-Damage Tires (6) – 60 each
  • *** Main Body – 345
    * A single asterisk indicates a small and difficult target to
    strike, requiring the attacker to make a “Called Shot,” and even
    then the attacker is -4 to strike.
    ** Destroying one of the six Mega-Damage Tires does nothing
    to impede the APC’s speed or mobility. Destroy two on the
    same side and there is a -20% piloting skill penalty when performing
    evasive or trick maneuvers, and when driving faster than
    40 mph (64 km). There is a 01-55% chance of tipping the APC
    over on its side when a failed piloting roll occurs.
    *** Depleting the M.D.C. of the main body shuts the vehicle
    down completely, making it useless. If in the water, the vessel
    sinks within 4D6 minutes.
Statistical Data:
Maximum Speed: 75 mph maximum, cruising speed in wilderness terrain is usually 30-40 mph. On the waters surface speed is 40 mph maximum.
Range: 800 miles for Electric, unlimited for Solid Oxide and Nuclear
Crew: 2; 1 driver and 1 gunner, plus up to 16 passengers in body armor OR up to 8 power armor troopers.
Class: Amphibious Armored Personnel Carrier
Dimensions: 9' high, 10' wide, 32' long, and weighs 20 tons fully loaded.
Cargo: There are four internal cargo lockers with enough space for two rifles, four pistols, two extra E-Clips for each weapon, two Vibro- Knives, six canteens of water and one survival kit. The Alligator
is a fully-functional APC with room for up to 16 soldiers (20 crammed tight) or 8 in power armor.
Power System: Electric, Solid Oxide, or Nuclear
Weapon Systems:
AM-7 Mini-Missile Launcher
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1, 2, 4, or 6 in a volley
  • Payload: 36 missiles
  • Features: The launcher can rotate 360 degrees and arc of fire of 45 degrees up and down
Weapon Systems:
Hatch Laser
  • Range: 3,000'
  • Damage: 4d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: 60 blasts per battery charge for electric models and unlimited for Solid Oxide and Nuclear models.
  • Features:
Weapon Systems:
Smoke Grenade Dispensers
  • Range: 100'
  • Damage: Smoke grenades create a 50x50 foot (15x15 m) smoke screen for 2 grenades or a 100x100 foot (30.5 x 30.5 m) smoke screen for all four grenades. Attackers shooting into the cloud are firing blind; -10 to strike man-sized targets concealed in smoke (even -6 to strike the APC and other large vehicles). The same penalties apply for those inside the cloud shooting out, so troops and other vehicles use the cover to move out away and into positions from which they can attack. Loading the weapon with fragmentary grenades does 3D6 M.D. to a 12 foot (3.6 m) blast radius, two grenades do 5D6 M.D. to a 24 foot (7.3 m) blast radius and four grenades do 1D6x10 M.D. to a 40 foot (12.2 m) blast radius.
  • Rate of Fire: 2 or 4 per volley
  • Payload: 8 grenades
  • Features:
Features of Note:
Same standard equipment as robot combat vehicles.

Book Reference: page 177-179, WB 34


Cost: 1.8 million for Electric, 2.4 million for Solid Oxide, and 3.2 million for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 4:26 pm

NG-AQUA-212 “Aquapod”
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M.D.C. by Location:
  • Forward Fins/Wings (2; contain concealed launchers) – 115 each
  • Tail Fins (2, rear) – 28 each
  • * Forward Laser Turret – 80
  • ** Main Jet Thrusters (2; rear sides) – 150 each
  • Hover Jets (10, undercarriage) – 25 each
  • * M.D.C. Plexiglass Windows (6) – 20 per panel
  • * Side Door Hatches (2) – 100 each
  • Reinforced Crew Compartment – 120
  • Landing Gear (5 retractable struts) – 30 each
  • *** Main Body – 330
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike. Note: All windows and portholes
have an interior “Window Shielding,” a plate cover that slides
into place when the glass has been compromised (damaged and
has lost half or more of its M.D.C.) or broken out completely;
airtight seal. Plate window shields have 50 M.D.C. each.
** Destroying one of the side, rear main thruster units reduces
speed and maximum height by half and imposes a -15% piloting
skill penalty.
*** Depleting the M.D.C. of the main body will shut the vehicle
down completely, making it useless. If in the water, the vessel
sinks within 6D6 minutes.
Statistical Data:
Maximum Speed: Hover to 55 mph even on the surface of the water, 25' maximum altitude.
Range: Unlimited with Nuclear.
Crew: 3; 1 pilot, 1 co-pilot/communications officer, and 1 gunner plus 6 passengers.
Class: Multi-Terrain Boat and Land Hover Vehicle
Dimensions: 14' high, 30' wide, 40' long without the mini-sub (45' with the mini-sub), and weighs 7 tons without the mini-sub.
Cargo: Two interior 4x4x7 foot (1.2 x 1.2 x 2.1 m) cargo bays that can hold six tons each. The mini-sub docking bay can hold an additional 10 tons of cargo when the sub is not present. The Aquapod also has six 2x2x4 foot (0.6 x 0.6 x 1.2 m) storage lockers shared by the crew.
Power System: Nuclear only.
Weapon Systems:
NG-0212 Blue-Green Heavy Laser Turret
  • Range: 2,000'
  • Damage: 5d6 M.D., 1d6x10 M.D. if two turrets fire at the same target simultaneously.
  • Rate of Fire: semi-automatic
  • Payload: Unlimited
  • Features: Only 1 turret is standard, mounted on the left side of the nose, but a second turret can be added to the opposite side for 500,000 credits. Each turret can rotate 360 degrees and has a fire arc of 45 degrees up and down.
Mini-Missile Launcher
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1, 2, 4, or 6 in a volley
  • Payload: 36 missiles
  • Features: The launcher can rotate 360 degrees and has a fire arc of 90 degrees up and down.
Features of Note:
Same standard equipment as robot combat vehicles.

Book Reference: page 179-181, WB 34


Cost: 2.1 million credits for the Aquapod by itself. For the complete package that includes the mini-sub; 4.8 million credits.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 4:49 pm

NG-AQUA-212MS “Mini-Sub”
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M.D.C. by Location:
  • * Forward Laser Mini-Turret (1) – 20
  • ** Mini-Torpedo Launch Tubes (2, one per each side of the nose)– 15 each
  • * Underwater Excavation Tool/Water Cannon (1, undercarriage)– 20
  • * Extendable Concealed Robot Arms (2) – 25 each
  • ** Sonar/Sensor Package (1; nose, underside) – 60
  • * M.D.C. Plexiglass Windows (3) – 20 per panel
  • ***M.D.C. Portholes (6; three per side) – 15 each
  • *** M.D.C. Window Shielding – 50 each
  • * Tail Fins (2, rear) – 15 each
  • * Top Hatch (1, behind crew compartment) – 35
  • * Side Door Hatches (2) – 50 each
  • **** Drive Screw/Propeller – 100
  • Reinforced Crew Compartment – 100
  • ***** Main Body – 210
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
** Destroying the sensor package will eliminate the Aquapod’s
sonar system, optics, infrared and nightvision, leaving the
pilots with only their own human vision and senses. The sensor
package is a small and difficult target to hit, especially while
moving. An attacker must make a “Called Shot” to hit and even
then is -5 to strike. Note: The side torpedo launch tubes, portholes
and robot arms when folded in a stowed position are also -5 to
strike on a “Call Shot” by attackers.
*** All windows and portholes have an interior “Window
Shielding,” a plate cover that slides into place when the glass has
been compromised (damaged) or broken out. Windows plates
have 50 M.D.C., portal plates have 30 M.D.C.
**** Destroying the drive screw/propeller will render the submarine
immobile, forcing it to surface and either set adrift or be
towed along.
***** Depleting the M.D.C. of the main body will shut the
vehicle down completely, making it useless.
Statistical Data:
Underwater Capabilities: 25 mph maximum on the surface, 20 mph underwater, maximum depth tolerance is 2 miles.
Range: 200 miles with Electric.
Crew: 1 pilot, 1 co-pilot plus up to 6 passengers.
Class: Deep Water Exploration Submersible
Dimensions: 11' high, 8' wide, 24' long, and weighs 4 tons fully loaded.
Robot P.S.: 25
Cargo: None other than a four small storage lockers containing SCUBA gear, air tanks and wet suits.
Power System: Electric Battery good for 24 hours or 200 miles, automatically recharges when docked with the Aquapod which takes 8 hours.
Weapon Systems:
Blue-Green Light Laser Mini-Turret
  • Range: 1,600'
  • Damage: 3d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: Unlimited
  • Features: Turret can rotate 360 degrees and has a fire arc of 20 degrees up and down.
Mini-Torpedo Launchers
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1, 2, or 4 in a volley
  • Payload: 16 torpedoes
  • Features:
Underwater Excavator/Water Cannon
  • Range: 200'
  • Damage: 5d6 H.P. to vampires.
  • Rate of Fire: semi-automatic
  • Payload: 20 blasts on dry land with a 200 gallon water supply, unlimited when the submerged.
  • Features:
Extendable Robot Arms
  • Range: 12' reach
  • Damage: 1d4 M.D.
  • Features: There are a pair of robot arms mounted on the front of the mini-sub, each can rotate in any direction, plus each arm has 2 searchlights and a camera mounted to it.
Features of Note:
  • Thermal-Imager: A special optical heat sensor that allows
    the infrared radiation of warm objects to be converted into a visible
    image. Enables the pilot to see in the dark, in shadows, and
    through smoke and murky water. Range: 2,000 feet (610 m).
  • Infrared and Ultraviolet Optics: 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 also has infrared
    optics, and the beam can be traced back to its source. Smoke impairs
    the infrared beam, making it impossible to see.
  • Searchlights: Built into the nose of the sub are three headlights
    that double as searchlights. Each has a 45 degree up and
    down arc. Range: 500 feet (152 m). These lights are in addition
    to the two infrared lights and the lights built into the robot arms.
  • Infrared Searchlights: There are also two infrared searchlights
    for use in dark and murky depths. The lights can be used
    to scan an area darker than night using the invisible light to avoid
    frightening aquatic wildlife at great depths. Only somebody who
    can also see infrared light will see the beam. Range: 500 feet (152
    m).
  • Multi-Camera System (3): A camera is built into the nose
    and each of the two robot arms. Each of them have telescopic
    lenses as well as macro-lenses for close examination. Range:
    2,000 feet (610 m).
  • Sonar: Can identify and simultaneously track up to 64 different
    targets for underwater operations. Range: 50 miles (80 km).
  • Built-in Language Translator: Programmed with the nine
    known languages of the Americas and can hold 12 additional languages.
    It can recognize and monitor up to three different voices
    and two different languages or dialects. Level of accuracy is
    98.7% with a three second delay when directed at one individual,
    but drops to 78% with a six second delay when translating three
    speakers simultaneously.

Book Reference: page 181-182, WB34


Cost: 2.7 million credits for Electric.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 5:07 pm

NG-AMP6 “Beachcomber”
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M.D.C. by Location:
  • * Sensor Cluster with Radio Antennas – 20
  • * Top Mounted, Low-Profile Laser Turret – 60
  • * Reinforced Windshields (2, front) – 20 each
  • * Reinforced Windows (4, sides) – 20 each
  • Mega-Damage Tires (4) – 50 each
  • ** Main Body – 190
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
** Depleting the M.D.C. of the main body will shut the vehicle
down completely, making it useless. If in the water, the vehicle
sinks within 3D6 minutes.
Statistical Data:
Maximum Speed: 80 mph maximum, 72 mph through mud or snow, 40 mph on ice and the surface of water.
Range: 400 miles on Liquid Fuel, 500 miles on Electric, Unlimited on Solid Oxide and Nuclear.
Crew: 1 pilot, 1 gunner, plus up to 8 passengers
Class:Amphibious All-Terrain Vehicle
Dimensions: 8' high, 9' wide, 28' long, and weighs 8 tons fully loaded.
Cargo: There is a 4x6x2 foot (1.2 x 1.8 x 0.6 m)cargo compartment located in the back of the vehicle. Maximum cargo capacity is about 2 tons, in addition to passengers.
Power System: Liquid Fuel, Electric, Solid Oxide, or Nuclear.
Weapon Systems:
Pulse Laser Turret
  • Range: 2,000'
  • Damage: 3d6 M.D. or 1d4x10 M.D.
  • Rate of Fire: semi-automatic or 3 pulse burst
  • Payload: Unlimited in Solid Oxide and Nuclear models. Liquid Fuel and Electric models mount an NG-202 rail gun instead with 3,200 rounds.
  • Features: Turret rotates 360 degrees with a fire arc of 30 degrees up and down.
Grenade Dispenser
  • Range: 100'
  • Damage: Varies with type. Smoke grenades create a 50x50 foot (15x15 m) smoke screen for 2 grenades or a 100x100 foot (30.5 x 30.5 m) smoke screen for all 4 grenades. Attackers shooting into
    the cloud are firing blind; -10 to strike man-sized targets concealed in smoke (even -6 to strike the APC and other large vehicles). The same penalties apply for those inside the cloud shooting out, so troops and other vehicles use the cover to move out away and into positions from which they can attack.
  • Rate of Fire: 2 or 4 in a volley
  • Payload: 4
  • Features:
OPTIONAL: NG-V8 Mini-Missile/Torpedo Launcher
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1 or 2 in a volley
  • Payload: 8 missiles or torpedoes
  • Features: This weapon system costs an additional 97,500 credits.
Features of Note:
Same standard systems as robot combat vehicles.

Book Reference: page 183-184, WB 34


Cost: 350,000 credits for Liquid Fuel or Electric, 700,000 credits for Solid Oxide, and 975,000 credits for Nuclear.
Availability: Unknown.
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
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Re: Canonical Submissions

Postby Selenidaria » Mon Apr 06, 2020 6:16 pm

Iron Fist Medium Tank
Image
M.D.C. by Location:
  • Cupola on Turret - 75
  • Rail Gun on Cupola - 60
  • Turret 200
  • Reinforced Crew Compartment in the Turret - 50
  • 120 mm Auto-Cannon - 120
  • Co-Axial Rail Gun - 25
  • Forward-mounted Laser - 25
  • Smoke/Gas Dispensers (2) - 15 each
  • **Main Body - 450
  • Reinforced Crew Compartment (Main Body) - 100
  • *Track Treads (2) - 90 each
**Depleting the MDC from the main body will shut the tank down completely, rendering it useless.
*Depleting the MDC of a tread will immobilize the tank until it is replaced. Replacing a tread will take 1d6 x 10 minutes by a trained crew (2 replacements are carred on board) or three times as long by the inexperienced. Changing the tread is only possible when the vehicle is not under attack.
Statistical Data:
Maximum Speed: 65 mph
Range: 600 miles via gas/electric motor, unlimited with a nuclear motor.
Underwater Capabilities: 30 mph
Modifiers: +2 to strike
Crew: 3, a driver, gunner, and a commander. Can accommodate two passengers in a snug area behind the crew.
Class: Assault Tank
Dimensions: 18' high, 10' wide, 32' long, 35 tons
Cargo: Minimal, 4 feet for extra clothes, weapons, and personal items. 4 Wilk's 447 and 3 WI-23 w/ 5 loads each are stored in a compartment behind the driver's seat.
Power System: Gasoline, electric, or nuclear
Weapon Systems:
120 mm Auto-Cannon
  • Range: 6000'
  • Damage: HE - 1d6 x 10 MD with a blast radius of 20', HEAT - 2d6 x 10 MD with a blast radius of 10', AP - 1d4 x 10 MD with no blast radius, APSD - 2d4 x 10 MD with no blast radius
  • Rate of Fire: 3 per melee round
  • Payload: 80 rounds
1H-100 Rail Gun
  • Range: 4000'
  • Damage: 1d6 x 10 MD per 60 round burst, 1d4 MD for one round
  • Rate of Fire: Single shot and 60 round burst only
  • Payload: 12,000 rounds (200 bursts)
IH-105 Rail Gun
  • Range: 4000'
  • Damage: 1d4 x 10 MD per 40 round burst, 1d4 MD for one round
  • Rate of Fire: Single shot and 40 round burst only
  • Payload: 8,000 rounds (200 bursts)
IH-34L Laser Turret
  • Range: 4000'
  • Damage: 6d6 MD per dual blast
  • Rate of Fire: 6 times per melee
  • Payload: 1000 dual blasts, unlimited with the nuclear engine.
Smoke/Gas Dispensers (2)
  • Range: 40' in front of vehicle
  • Damage: None, Saving throw if Tear Gas is used
  • Payload: 20, 10 charges each
Features of Note:
  • Short Range Radar (5 miles)
  • Laser Targeting (+1 strike)
  • Combat Computer (+1 strike)
  • Long Range Radio
  • Short Range Radio
  • Loudspeaker
  • Radiation Detector
  • Light Radiation Shielding
  • Environmental Crew Compartment w/ AC, heating, oxygen supply, and an air purging, purification and circulation system
Book Reference: p.109-110, Mercenaries


Cost: 2.5 million with a gasoline engine, 3 million for an electric engine, 23 million with nuclear engine
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 155/155
ISP: 37/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 6:32 pm

NG-AMP8 “Crocodile”
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M.D.C. by Location:
  • Turret (1; top) – 120
  • * Laser Cannon (main gun) – 100
  • * Ion Blaster – 40
  • * Smoke Dispensers (2, side of turret) – 15 each
  • * Spotlight – 8
  • Box Missile Launcher (1, rear) – 80
  • * Headlights (2, front) – 12 each
  • * Large Mega-Damage Tires (8) – 80 each
  • * Reinforced Crew Compartment – 100
  • ** Main Body – 340
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
Deplete the M.D.C. of the turret and you knock out the laser
cannon and smoke grenades, but the spotlight and ion gun still
work.
** Depleting the M.D.C. of the main body will shut the vehicle
down completely, making it useless. If in the water, the vessel
sinks within 4D6 minutes.
Statistical Data:
Maximum Speed: 70 mph maximum on flat roads, grassy plains, or deserts, 25 mph on the waters surface, 15 mph partially submerged.
Range: 600 miles with Electric, Unlimited with Solid Oxide and Nuclear.
Crew: 2, 1 pilot and a gunner plus 2 passengers.
Class: Amphibious Armored Vehicle
Dimensions: 9' high, 11' wide, 30' long, and weighs 28 tons full loaded.
Cargo: Minimal; room for a pair of NG-S2 Survival Kits and the crew’s personal weapons.
Power System: Electric, Solid Oxide, and Nuclear.
Weapon Systems:
NG-L8 Laser Cannon
  • Range: 4,000'
  • Damage: Setting 1; 3d6 M.D., Setting 2; 5d6 M.D., Setting 3; 6d6+6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: 40 full power blasts for Electric per battery charge, Unlimited for Solid Oxide and Nuclear.
  • Features: Turret rotates 360 degrees and the fire arc is 45 degrees up and down.
NG-I830 Ion Turret with Spotlight
  • Range: 2,000' for both
  • Damage: 4d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: 60 blasts for Electric per battery charge, Unlimited for Solid Oxide and Nuclear.
  • Features: Weapon and spotlight can rotate 360 degrees and the fire arc is 45 degrees up and down.
Short Range Missile Launcher
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1 or2 in a volley
  • Payload: 4 missiles
  • Features: The launcher can rotate 360 degrees and the fire arc is 45 degrees up and down.
Grenade Dispenser
  • Range: 100'
  • Damage: Varies with type. Smoke grenades create a 50x50 foot (15x15 m) smoke screen for 2 grenades or a 100x100 foot (30.5 x 30.5 m) smoke screen for all 4 grenades. Attackers shooting into
    the cloud are firing blind; -10 to strike man-sized targets concealed in smoke (even -6 to strike the APC and other large vehicles). The same penalties apply for those inside the cloud shooting out, so troops and other vehicles use the cover to move out away and into positions from which they can attack.
  • Rate of Fire: 1, 2, or 4 in a volley
  • Payload: 8
  • Features:
Features of Note:
Same standard equipment as robot combat vehicles.

Book Reference: page 186-187, WB 34


Cost: 2.7 million credits for Electric, 4 million credits for Solid Oxide, 5 million credits for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 7:07 pm

NG-SU7 “Crayfish”
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M.D.C. by Location:
  • * Laser Turrets (2, small, one top, one bottom) – 50
  • * Mini-Torpedo Launchers (2, one on each side of sub’s nose) – 30 each
  • * Large Forward Lights (1 per front of each tread housing) – 10 each
  • * Small Forward Lights (3 per front of each tread housing) – 5 each
  • * Small Underbelly Lights (8) – 4 each
  • * Forward Windows (2, large) – 35 each
  • * Plate Armor for Windows (2) – 70 each
  • * Hatch (3, two on top, one in underbelly) – 75 each
  • * Robot Arms (one on each side) – 100 each
  • ** Tread Housings (2 on each side of sub) – 120 each
  • *** Propeller Housing – 120
  • **** Main Body – 280
* A single asterisk indicates a small and/or difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
** Destroying one set of the drive tracks reduces crawling
speed on land or the sea floor by 80% and imposes a -20% piloting
skill penalty. It also means the side without its tank treads
drags across the ground, leaving a large, clear trail for enemies
to follow. Underwater it kicks up a thick cloud of silt and sand.
Destroying both sets of treads leaves the vehicle unable to move
on land or the lake floor.
M.D.C. plexiglass windows in the front of the submersible
have 35 M.D.C. each, but a metal alloy plate covering slides into
place in combat situations with the press of a button or voice command,
and when the window’s integrity is dangerously weakened.
The metal plating provides each window with an additional 70
M.D.C. The windows are not use for piloting, but rather for observation,
so sealing the windows has no impact on piloting. It is
all done by instrumentation. When the windows are visible from a
straight ahead position, an attacker needs to make a Called Shot to
target a specific window with the penalty noted above. Destroying
the M.D.C. of the window plexiglass and M.D.C. shielding
causes water to flood into the sub and it is in danger of sinking.
*** Destroying the propeller housing damages the propeller
and, with a normal sub, would leave the vessel dead in the water.
A normal sub has no choice but to either remain underwater adrift
in the current, or rise to the surface to be carried adrift on the
waves. The Crayfish has a third choice, it can drop to the sea floor
and crawl along it via its treads at a speed of 5 mph (8 km). Note
that the propeller housing is below the waterline and can only be
fired upon from below the surface of the water.
**** Depleting the M.D.C. of the main body will shut the vehicle
down completely, making it useless. If in the water, the vessel
sinks within 5D6 minutes.
Statistical Data:
Maximum Speed: 35 mph maximum on land, 8 mph on a lake or the sea floor.
Underwater Capabilities: 20 mph on the waters surface, 8 mph maximum submerged, 2.5 miles maximum depth tolerance.
Range: 500 miles on Electric, Unlimited on Solid Oxide and Nuclear.
Crew: 3; 1pilot, 1 gunner, and 1 communications engineer plus room for 6 passengers in man-sized power armor or full diving gear.
Class: Amphibious Exploration and Salvage Submersible
Dimensions: 12' high, 16' wide, 28' long, and weighs 26 tons fully loaded.
Cargo: Internal storage space for roughly 4 tons of cargo. An additional 4 tons of cargo can be placed on the top of the vessel and tied down, but reduces speed by 20% and imposes a -10% piloting skill
penalty (fail the skill roll and the cargo pulls away and sinks back to the bottom). Each robot arm can carry/hold two tons or pull an additional six tons of weight, again reducing speed by 10% and imposing
a -5% piloting skill penalty.
Power System: Electric, Solid Oxide, or Nuclear.
Robot P.S.: 34
Weapon Systems:
Mini-Missile/Torpedo Launchers
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1 or 2 in a volley
  • Payload: 16 missiles or torpedoes
  • Features: These 2 tube launchers are located in a fixed forward position in the nose of the sub.
Blue-Green Laser Turrets
  • Range: 2,000'
  • Damage: 4d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: 90 blasts per charge in Electric models, Unlimited Solid Oxide and Nuclear models.
  • Features: There are 2 of these turrets, one on top and one on the underbelly, each can rotate 360 degrees with a fire arc of 45 degrees up and down. These turrets cannot fire on the same target.
Robot Arms
  • Range: 12' reach
  • Damage: Restrained Punch – 1d4 M.D., Full Strength Punch – 2d6 M.D.
  • Features: These arms are attached to the front of the vehicle and are retractable.
Features of Note:
Same standard equipment as robot combat vehicles.
  • Built-in Dual Sonar System: Passive sonar has a range of
    5 miles (8 km) and can track up to 20 different targets without
    revealing the presence of the sub. Active sonar has a 25 mile (40
    km) range and can track the same number of targets, but reveals
    the position of the Crayfish to anyone watching on their own sonar
    unit.
  • Forward Lights: The forward lights are located in the nose
    of the tread housings. Each can turn inside its housing to direct
    the beams of light in any forward direction by 25 degrees. Range:
    600 feet (183 m).
  • Belly lights can also illuminate the water below the sub for
    divers to see better. Range: 600 feet (183 m). Note: Of course, in
    deep, dark waters, lights may attract predators and sea monsters,
    and since many aquatic predators can see the infrared spectrum of
    light, it is pointless to use infrared light.

Book Reference: page 187-189, WB 34


Cost: 6.5 million credits for Electric, 8 million credits for Solid Oxide, and 10 million credits for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Posts: 336
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Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 7:26 pm

NG-S3 “Harbormaster”
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M.D.C. by Location:
  • * Netting (rear) – 15
  • * Laser Cannon Deck Gun – 100
  • * Missile Launchers (3, midsection) – 90 each
  • * Blue-Green Laser Turret (underwater) – 60
  • ** Propeller Housing – 120
  • * Bridge/Reinforced Crew Compartment – 95
  • *** Main Body – 275
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
** Destroying the propeller housing makes movement impossible
and leaves the vessel dead in the water, adrift on the waves.
Note that the propeller housing is below the waterline and can
only be fired upon from below the surface of the water.
*** Depleting the M.D.C. of the main body will shut the vehicle
down completely, making it useless, and the boat sinks within
5D6 minutes.
Statistical Data:
Maximum Speed: 55 mph maximum on water.
Range: 600 miles for Liquid Fueled, 1,000 miles for Electric, Unlimited for Solid Oxide and Nuclear.
Crew: 3; 1 pilot, 1 navigator, 1 gunner plus 2 passengers in the pilots compartment. And either 6 passengers in full EBA with jetpacks OR 4 suits of flying power armor.
Class: Light Missile Boat
Dimensions: 14' high, 16' wide, 32' long, and weighs 10 tons fully loaded.
Cargo: There is a 5x5 foot (1.5 x 1.5 m) cargo locker for personal weapons and equipment or storing power armor when not in use, as well as a pair of inflatable lifeboats. Inside the ship are four small,
foldout bunks as well.
Power System: Electric, Solid Oxide, and Nuclear.
Weapon Systems:
NG-SRM309 Short Range Missile Launchers
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1, 2, or 3 in a volley
  • Payload: 9 missiles total
  • Features: There are 3 launchers mounted on the front deck of the boat.
NG-LS09 Laser Cannon
  • Range: 4,000'
  • Damage: 5d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: 70 blasts per battery charge for Liquid Fueled and Electric models, Unlimited for Solid Oxide and Nuclear models.
  • Features: This cannon is mounted on the front deck between the missile launchers, it can rotate 180 degrees and has a fire arc of 90 degrees up and down.
NG-SGL03 Blue-Green Laser Turret
  • Range: 2,000'
  • Damage: 4d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: 90 blasts per battery charge for Liquid Fueled and Electric models, Unlimited for Solid Oxide and Nuclear models.
  • Features: This turret is mounted on the bottom of the boat underwater and is controlled remotely from inside the boat, it can rotate 360 degrees and has a fire arc of 90 degrees up and down.
Features of Note:
Same standard equipment as robot combat vehicles.
  • Built-in Dual Sonar System: Passive sonar has a range of
    5 miles (8 km) and can track up to 48 different targets without
    revealing the presence of the boat. Active sonar has a 25 mile (40
    km) range and can track the same number of targets, but reveals
    the position of the boat to anyone watching on their own sonar
    unit.
  • Bullhorn: The vessel has a built-in loudspeaker that works
    as a bullhorn.

Book Reference: page 190-192, WB 34


Cost: 870,000 credits for Liquid Fuel, 1 million credits for Electric, 1.6 million credits for Solid Oxide, and 2.2 million credits for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Posts: 336
Joined: Sat May 28, 2016 7:19 pm

Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 7:41 pm

NG-S1 “Sandfish”
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M.D.C. by Location:
  • * NG-202 Rail Guns (2) – 80 each
  • * Grenade Dispensers (2) – 10 each
  • Bridge/Reinforced Crew Compartment – 75
  • Bow Cargo Ramp – 150
  • * Drive Track (underwater) – 100
  • ** Main Body – 400
    * A single asterisk indicates a small and difficult target to
    strike, requiring the attacker to make a “Called Shot,” and even
    then the attacker is -4 to strike.
    ** Depleting the M.D.C. of the main body will shut the vehicle
    down completely, making it useless, and the boat sinks within
    5D6 minutes.
Statistical Data:
Maximum Speed: 2 mph maximum, but can only cross relatively level, smooth surfaces, 40 mph on the waters surface.
Range: 800 miles with Liquid Fuel, 1,000 miles with Electric, Unlimited with Solid Oxide and Nuclear.
Crew: 4; 1 pilot, 1 navigator, 2 gunners, plus 12 load workers, and 2 more workers in power armor.
Class: Landing Craft Cargo Hauler and Troop Transport
Dimensions: 19' high, 22' wide, 70' long, and weighs 26 tons.
Cargo: The Sandfish can carry up to 96 tons of cargo. It has a singlesmall cabin with a bed and four fold-out bunks for the crew.
Power System: Liquid Fueled, Electric, Solid Oxide, or Nuclear.
Weapon Systems:
NG-202 Rail Guns
  • Range: 4,000'
  • Damage: 1d4x10 M.D. per burst
  • Rate of Fire: 40 round bursts
  • Payload: 6,000 rounds per gun
  • Features: There are two of these guns mounted on the bow of the boat, they can rotate 360 degrees and have a fire arc of 45 degrees up and down.
Smoke Grenade Dispensers
  • Range: 100'
  • Damage: Smoke grenades create a 50x50 foot (15x15 m) smoke screen for 2 grenades or a 100x100 foot (30.5 x 30.5 m) smoke screen for all four grenades. Attackers shooting into the cloud are firing blind; -10 to strike man-sized targets concealed in smoke (even -6 to strike the APC and other large vehicles). The same penalties apply for those inside the cloud shooting out, so troops and other vehicles use the cover to move out away and into positions from which they can attack. Loading the weapon with fragmentary grenades does 3D6 M.D. to a 12 foot (3.6 m) blast radius, two grenades do 5D6 M.D. to a 24 foot (7.3 m) blast radius and four grenades do 1D6x10 M.D. to a 40 foot (12.2 m) blast radius.
  • Rate of Fire: 2 or 4 per volley
  • Payload: 8 grenades
  • Features:
Features of Note:
Same standard features as robot combat vehicles.

Book Reference: page 191-192, WB 34


Cost: 750,000 credits for Liquid Fueled or Electric, 1.2 million credits for Solid Oxide, and 1.5 million credits for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Posts: 336
Joined: Sat May 28, 2016 7:19 pm

Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 8:12 pm

NG-BAD202 “Badger”
[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • * Gun Slit Plexiglass Windows (10) – 40 each
  • * Gun Slit Exterior Plate Coverings (10) – 50 each
  • * Side Door Hatches (2) – 120 each
  • Ion Cannon Turret (1, top) – 220
  • * Ion Cannon Independent Sensor Array – 35
  • * Rail Gun (1, front) – 50
  • * Mini-Missile Launcher (1, front) – 100
  • * Headlights (6) – 10 each
  • * Dual Spotlight (1, left side, front) – 15
  • * Sensor Sphere (1, left side, front) – 20
  • * Main Sensor Array & Antenna (1, rear) – 100
  • * Winches (2, one front and one back) – 20 each
  • * M.D.C. Armored Wheels (4) – 50 each
  • Optional Observation Deck (1, rear) – 120
  • * Reinforced Pilot Compartment – 100
  • ** Main Body – 345
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
Destroying one of the wheels reduces the vehicle’s speed by
35%, imposes a driving penalty of -25% and may damage the
vehicle more by riding on the rim. Destroying two wheels renders
the vehicle immobile until they can be replaced. Requires a
Called Shot, same as above.
** Depleting the M.D.C. of the main body will shut the vehicle
down completely, making it useless.
Statistical Data:
Maximum Speed: 90 mph maximum on paved streets, dirt roads, gravel, rocky deserts, grassy plains, shattered roads, and rough terrain. 45 mph maximum on sandy deserts, and driving though water or snow up to 10 feet deep.
Range: Unlimited for both Solid Oxide and Nuclear.
Modifiers: None on paved streets, grass, dirt roads, gravel, stony deserts, and shattered roads. -5% to piloting skill on sand and gravel, -10% in mud as deep as two feet (0.6 m). -15% driving through water
or snow deeper than five feet (1.5 m) up to 10 feet (3 m) deep, or on ice. Forests and dense vegetation are likely to be impassable. This vehicle can ride across sand dunes and through shallow water.
Crew: 5, 1 pilot, 1 co-pilot, 1 communications engineer, 2 gunners, plus 5 passengers in the main crew compartment. Another 8 power armor troopers of 14 infantry in full EBA ride in the lower cargo/troop compartment.
Class: All-Terrain Armored Personnel Carrier and Exploration Vehicle
Dimensions: 20' high, 13' wide, 32' long (+8' with the optional observation deck) and weighs 19 tons empty.
Cargo: The cargo bay inside measures 8 feet (2.4 m) long, 5 feet (1.5 m) wide, and 9 feet (2.7 m) high to the ceiling. On the second floor are the sleeping berths with space for a couple of rifles, two backpacks and a handful of other small items. The cockpit has space for a backpack, canteen and rifle behind each seat. Extra cargo can can be strapped down on the observation deck if it was purchased (5 ton maximum weight capacity).
Power System: Solid Oxide or Nuclear
Weapon Systems:
NG-BAD202 Ion Cannon
  • Range: 4,000'
  • Damage: 6d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: Unlimited
  • Features: The turret can rotate 360 degrees and has a fire arc of 30 degrees up and down.
NG-BAD203 Rail Gun
  • Range: 4,000'
  • Damage: 1d4x10 M.D. per burst
  • Rate of Fire: 40 round bursts
  • Payload: 3,680 rounds
  • Features: This weapon is hull mounted on the nose and can turn 20 degrees in any direction.
NG-NAD204 Mini-Missile Launcher
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1, 2, 4, or 6 in a volley
  • Payload: 42 missiles
  • Features: The launchers is mounted alongside the hull rail gun and has the same range of motion.
Gunner's Nest
  • Features: In the second, upper level there are 10 long gun slits spanning all 4 sides of the vehicle that allowed the crew and troops inside to fire out. They can attempt Aimed & Called shots so long as the vehicle stays at or under 20 mph. If it goes any faster than this, all shots taken count as Shooting Wild.
Features of Note:
Same standard equipment as robot combat vehicles.
  • Mounted on the back of the Badger is the main communications and sensor array. It contains
    the sensors, radar, and communications systems, including a long-range communications transmitter and relay dish – 200 mile (320 km) range and capable of transmitting radio and scrambled radio and video transmissions. All sensor systems are advanced, military grade with enhanced radar, sonar and communications systems suitable as a mobile battlefield communications relay station. All data collected by the Badger can be transmitted to other combat vehicles and troops within its range of transmission. Moreover, transmissions can be “bounced” from one strategically located Badger, Bigfoot robot, or mobile command base, or communications relay tower, etc., to transmit communiques and data over a greater distance. If positioned right, this can create a mobile relay network that can stretch for hundreds, even thousands of miles. This makes the Badger especially valuable to large mercenary companies, armies and defenders of kingdoms and territories with long borders to transmit real-time battlefield information and targets. Likewise, it is handy for groups of adventurers who may have gone off to investigate and explore in two or three smaller groups in different directions. It is no fun being cut off from your teammates in a hostile environment. This alone makes the Badger more than just another combat vehicle.
  • Enhanced Radar: Can identify and simultaneously track up to 120 different targets. Range: 100 miles (l60 km). Note: Includes an extensive Identify Friend and Foe (IFF) database. This system can identify a target and assign it priority based on known abilities and threat level. Provides bonuses to all combat robots, tanks and power armor within a one mile (1.6 km) radius of the Badger receiving the data transmission: +1 on initiative and +1 to strike. This bonus also applies to the Badger itself.
  • Communications and Data Relay Capabilities: Wideband and directional radio communications system with built-in scrambler that transmits both audio and video from the cockpit, communications
    suite and battlefield video. Effective range of 200 miles (320 km); one third that range in the mountains, underground, and during storms. Includes the capability of sending and receiving scrambled/coded audio and video transmissions.
  • Tactical Cameras: There are two dashboard-style cameras concealed in the Badger’s nose and another in the spotlight. In addition, there is an advanced camera in the independent sensor array of the main turret, and two in the backup sensor sphere (located on the left side). Each advanced camera has a telescopic lens with 10x magnification (range 2 miles/3.2 km) and a macro lens with 12x magnification, and the sensor sphere camera includes passive nightvision capabilities. The advanced cameras can record 96 hours of video and 8,000 still pictures. The dashboard cameras can record up to 48 hours of footage into memory. Video footage and still images can also be transmitted live to one
    or more receivers, or stored and sent at a later time. Such footage is usually used for combat analysis, field studies and combat training. The camera in the sensor sphere is in a ball-turret and can rotate 360 degrees and tilt 180 degrees up and down.
  • Dual Spotlight: The pillar-like appendage on the left side of the vehicle is a dual spotlight/searchlight. The top light is a highpowered halogen light and the lower light is infrared. Both can move within their housing 20 degrees in all directions, plus the entire light housing can rotate 360 degrees and tilt 45 degrees upand down. It also has a concealed dashboard-style camera.
  • Optional Observation Deck: A balcony-like platform can be added to the back of the vehicle to serve as an observation deck, additional weapon platform, or for hauling additional cargo (5 ton limit).

Book Reference: page 224-227, WB 34


Cost: 19 million credits for Solid Oxide, 22 million credits for Nuclear. The optional observation deck costs another 230,000 credits.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Posts: 336
Joined: Sat May 28, 2016 7:19 pm

Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 8:43 pm

NG-RSV7A “Centipede”
[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • Plasma Cannon (top) – 150
  • * Main Sensor Array (top between cannon and launcher) – 100
  • * Medium-Range Missile Launcher (top) – 100
  • * Short-Range Missile Tube Launchers (6) – 30 each
  • * Laser Cutter Turrets (2) – 100 each
  • * Floodlights (2, on laser cutter turrets) – 15 each
  • * Mini-Missile Launchers (6 front, head) – 80 each
  • ** Main Body of Head/Repair & Recovery Module – 350
  • * Head Pilot Compartment – 150
  • * Head Repair Mandibles (4) – 120 each
  • * Head Robot Arm (1, with mandibles) – 90
  • *** Main Body of Front Section/Locomotive – 500
  • Front Section Crew Compartment (right of head) – 250
  • * Spotlights (2 small, crew compartment) – 10 each
  • Forward M.D.C. Wheels (8, four per side) – 50 each
  • * Wheel Lights (4, very large, on wheel covers) – 12 each
  • Blast Door to Cargo Area – 200
  • Passenger Area (back of front section, behind launcher) – 200
  • * Front Tire Shielded Compartments (2, each shields four tires) – 250 each.
  • **** Main Body of Flatbed – 350
  • Treads/Tracks (2, massive) – 200 each
  • Rear Ramp – 100
  • * Rails (4) – 50 each
  • * Elevator Platforms (2, rear and can ride along rails) – 50 each
  • ***** Main Body of Rear Section/Crane – 400
  • Crane – 200
  • * Solid M.D.C. Tires (4, giant) – 100 each
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -4 to strike.
** Depleting the M.D.C. of the Repair and Recovery Unit/
Head shuts it down completely, making it useless. The mandibles
and all automated repair functions are dead and an entire new
head will have to replace the destroyed head. As long as the front
section still has M.D.C., the weapon systems remain fully operational
and the locomotive portion and crew compartment all
work, so it can continue to be driven. Just the repair function is
gone.
*** Depleting the M.D.C. of the of the forward section knocks
out all weapon systems, the head (if it was still functioning), the
main sensors, locomotion and all functionality of the section is
lost – is shut down completely, rendering it useless. Nothing but
a mountain of dead weight and metal, it can be dragged back to
base via the rear locomotive at a speed of 20 mph (32 km) provided
the flatbed and cargo bay are empty. Reduce speed to 8 mph
(13 km) if trying to pull a full or even half load using just the one.
Increase back up to a speed of 20 mph (32 km) if the front section
is disconnected and left behind.
**** Depleting the M.D.C. of the flatbed knocks out all systems,
treads included. Nothing but a mountain of dead weight and
metal, it can be dragged by the two working locomotives (front
and back section) at a speed of 15 mph (24 km) whether it is
empty or a full load. The speed is so slow because the treads/
tracks are completely frozen and useless. Moreover, if the flatbed
has been mostly destroyed (M.D.C. reduced to zero or less),
2D4x10% of the load on the flatbed is lost – knocked off the flatbed
and each large item or crate suffers 1D6x10 M.D.C. from the
attack. The bed is too wrecked to be reloaded with cargo that has
fallen off, and any remaining cargo has a 01-50% chance of falling
off during continued travel (roll for every 20 miles/32 km).
If the front and rear sections are disconnected from the flatbed,
each can drive away at a maximum speed of 65 mph (104 km). If
cargo worth millions of credits is being left behind, one or both
units (or some of the crew and defenders) might remain behind
to guard and protect it. However, if under continuing attack, both
are likely to flee.
***** Depleting the M.D.C. of the of the rear section knocks
out the crane and all other functions, including locomotion, rendering
it useless. Nothing but a mountain of dead weight and
metal, it can be dragged back to base via the front locomotive at a
speed of 20 mph (32 km) provided the flatbed and cargo bay are
empty. Reduce speed to 8 mph (13 km) if trying to pull a full or
even half load using just the one, forward engine. Increase back
up to a speed of 20 mph (32 km) if the rear section is detatched
and left behind.
Statistical Data:
Maximum Speed: 60 mph (96 km) maximum empty or with a half load. 45 mph (72 km) carrying a load that is greater than 135 tons, 30 mph (48 km) or less in extremely rugged terrain and on ice. The Centipede handles well on sand, gravel, and even water and snow as deep as 9 feet (2.7 m), but woodlands and mud deeper than two feet (0.6 m) are obstacles the giant vehicle cannot overcome and must go around.
Range: Unlimited for both Solid Oxide and Nuclear.
Crew: Varies from 13-24. A minimum of 13 are needed just to drive and operate the Centipede as a skeleton crew: Seven in the front locomotive, one pilot, one co-pilot, one communications specialist,
one gunner, one Repair and Recovery unit pilot in the head, and two Operators; and six in the rear locomotive: two Operators to work the crane, a pilot and co-pilot to drive, and two assistant Operators.
In addition, there are often a team of 4-8 additional Operators specializing in robot mechanics and weapon systems, and 2-6 defenders, usually in power armor. In many instances, 1-2 cargo hauler robots
and a labor force of 4-12 may also be brought along, especially to help clear a battlefield. For operations in which the Centipede returns to a base camp, military outpost or stockyard within 100 miles (160 km), the number of Operators, assistants and defenders could be double, with them riding inside the cargo bay, on the flatbed and squeezed in the various travel and living compartments.
Class: Robot Support Vehicle
Dimensions: 41' high (the crane can extend another 80'), 36' wide, 174' long, and weighs 158 tons empty.
Cargo: Overall 252 tons. The forward cargo bay can carry 50 tons and measures 25 feet (7.6 m) long, 12 feet (3.7 m) wide and has a ceiling height of 16 feet (4.9 m). The mandibles/head can lift and carry 38 tons. The flatbed can carry 164 tons and measures 90 feet (27.4 m) long and 32 feet (9.8 m) wide.
The rear section’s crane can lift, move and carry 60 tons, but can only carry/haul half that weight (30 tons) while in transit (moving faster than 15 mph/24 km). It also has a 6x6x4 foot (1.8 x 1.8 x 1.2 m) cargo area for additional tools and supplies, a hydraulic fluid/coolant tank and a water tank with 120 gallons (454 liters) each. Disconnected from the flatbed middle section, the forward section can pull 94 tons on its own, and the rear section can pull 130 tons.
Robot P.S.: Mandibles; 50, Crane; 60
Power System: Solid Oxide or Nuclear only.
Weapon Systems:
CP-107 Plasma Cannon
  • Range: 2,000'
  • Damage: 1d6x10 M.D.
  • Rate of Fire: semi-automatic
  • Payload: Unlimited
  • Features: This is the main gun on the front and it can rotate 30 degrees and has a fire arc of 20 degrees up and down.
Medium Range Missile Launcher
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1, 2, 3, or 4 in a volley
  • Payload: 9 missiles
  • Features: The launcher is mounted on the left side on top of the passenger compartment, it can be rotated 180 degrees, the launcher gets an additional +1 strike bonus.
Short Range Missile Launchers
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1, 2, or 4 in a volley
  • Payload: 6 missiles
  • Features: These launch tubes are mounted 3 to each side of the Centipede's head.
Mini Missile Launchers
  • Range: varies by warhead type
  • Damage: varies by warhead type
  • Rate of Fire: 1, 2, or 3 in a volley
  • Payload: 28 missiles total
  • Features: These two launchers are mounted on either side of the forward section.
Laser Tool Turrets
  • Range: 100'
  • Damage: Setting 1; 1d6x10 S.D.C., Setting 2; 1d6 M.D., Setting 3; 2d6 M.D., Setting 4; 4d6 M.D., Setting 5; 1d4x10 M.D.
  • Rate of Fire: semi-automatic
  • Payload: Unlimited
  • Features: There are two of these turrets, located on either side of the “head”, both can rotate 360 degrees and have a fire arc of 45 degrees up and down.
Robot Mandibles
  • Range: 10' reach
  • Damage: Punch – 2d4 M.D., Crush – 3d6 M.D.
  • Features: Note that the mandibles are not intended for combat, so any attacks made with them get NO bonuses to strike or parry, just the straight roll of the die.
Features of Note:
Same standard equipment as robot combat vehicles.
  • Thermal Imager: A special optical heat sensor that allows
    the infrared radiation of warm objects to be converted into a visible
    image. Enables the pilot to see in the dark, in shadows, and
    through smoke. Range: 2,000 feet (610 m).
  • Infrared and Ultraviolet Optics: This optical system projects
    a beam of infrared light that is invisible to the normal eye.
    The infrared optics enable 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 also has infrared
    optics, and the beam can be traced back to its source. Smoke impairs
    the infrared beam, making it impossible to see.
  • Communications and Data Relay Capabilities: Wideband
    and directional radio communications system with built-in scrambler
    that transmits both audio and video from the cockpit, communications
    suite and battlefield video. Effective range of 200 miles
    (320 km); one third that range in the mountains, underground, and
    during storms. Includes the capability of sending and receiving
    scrambled/coded audio and video transmissions.
  • Tactical Cameras: There are two dashboard-style cameras
    concealed in the nose of the Centipede’s forward crew compartment,
    each spotlight, and its back (to see the flatbed), as well as
    four in the flatbed and two in the crane. In addition, there is an
    advanced camera in the main sensor array, two in the nose of the
    “head,” and one in the robot arm. Each advanced camera has a
    telescopic lens with 10x magnification (range 2 miles/3.2 km) and
    a macro lens with 12x magnification, and the main sensor array
    camera includes passive nightvision capabilities. The advanced
    cameras can record 96 hours of video and 8,000 still pictures.
    The dashboard cameras can record up to 48 hours of footage into
    memory. Video footage and still images can also be transmitted
    live to one or more receivers, or stored and sent at a later time.
    Such footage is usually used for combat analysis, field studies and
    combat training.

Book Reference: page 227-230, WB 34


Cost: 85 million credits for Solid Oxide, 92 million credits for Nuclear.
Availability: Unknown
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
User avatar
Victor Singer
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Diamond Level Patron
 
Posts: 336
Joined: Sat May 28, 2016 7:19 pm

Re: Canonical Submissions

Postby Victor Singer » Mon Apr 06, 2020 9:02 pm

NG-AT46 “Mammoth”
[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • Rear Gate-Ramps (2) – 150 each
  • * Side Hatches (2) – 120 each
  • * Roof Hatch – 40
  • * M.D.C. Armored Wheels (4) – 100 each
  • * Rearview Mirrors (2) – 5 each
  • * Headlights (4) – 10 each
  • * Roof Spotlights (2) – 15 each
  • * Pilot’s Cockpit – 100
  • * Winches (2, front and back) – 15 each
  • * Laser Turret (1, nose) – 75
  • * Rail Gun Turret (1, rooftop) – 150
  • * Side Hatch Guns (2, one each side hatch) – 20 each
  • * Ram Prow Bumper (1, front) – 250
  • * Reinforced Troop Compartment (1, lower level only) – 100
  • * Reinforced Crew Compartment – 100
  • ** Main Body – 445
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot,” and even
then the attacker is -3 to strike.
** Depleting the M.D.C. of the main body will shut the vehicle
down completely, making it useless.
Statistical Data:
Maximum Speed: 90 mph maximum on paved streets, dirt roads, gravel, rocky deserts, grassy plains, shattered roads and rough terrain. Half that speed (or less depending on conditions) on sandy deserts,
and driving through water or snow deeper than one foot (0.3 m) up to five feet (1.5 m) deep. Woodland environments and thick underbrush are likely to be impassable by this vehicle unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph (16 km) if passable at all. Note: Reduce speed by 30% when hauling a full load or anything close to it.
Range: Unlimited
Modifiers: None on paved streets, grass, dirt roads, gravel, stony deserts, and shattered roads. -5% to piloting skill on sand, and in mud as deep as two feet (0.6 m). -10% driving through water or snow deeper than six feet (1.8 m) up to 10 feet (3 m) deep, or on ice. Forests and dense vegetation, are likely to be impassable as are narrow mountain paths.
Crew: 5; 1 pilot, 1 co-pilot, 1 communications engineer, 1 gunner, plus 1 passenger in the crew compartment.
Class: All-Terrain Armored Personnel Carrier and Cargo Transport
Dimensions: 23' high, 16' wide, 38' long, and weighs 12 tons empty.
Cargo: The open-air cargo bay can carry 32 tons. It measures 16 feet (4.9 m) long, 7 feet (2.1 m) wide, with 6 foot (1.8 m) high walls. It can hold cargo or 1-4 small vehicles, or one small to medium-sized
robot (standing or crouched), or 8-10 power armor troops, or 18-24 infantry troops in EBA; more troops if they are sitting on the cargo containers along the side or on the outside of the Mammoth APC.
Along the walls of the cargo bay are airtight cargo containers (15 M.D.C. every four feet/1.2 m and for hatches) for stowing food, medical supplies, drinking water, ammo, firearms, electronics and other goods that are more delicate or vulnerable, and in need of additional protection. Additional cargo can be strapped to rails and mounts along the side of the cargo bed and roof, or in the alternative, 8-14 additional troops. Towing Capacity: 40 tons, but reduce speed by half. Troop carrier environmental compartment: The Mammoth has two environmental compartments between the nose and the open-air
cargo bay for transporting combat troops; a lower and upper level. The lower level has bench seating for 12-14 troops. The upper level is smaller, observation windows (30 M.D.C. plexiglass with 50 M.D.C. sliding plate shields when under combat) and seating for 6-8; half that number if clad in power armor. The upper level/observation deck is located above the lower level and behind the pilot’s cockpit.
Ceiling height for both levels is only 7 feet (2.1 m), requiring tall soldiers and those clad in power armor to bend or hit their heads. Troops exit via the two side hatches, while those in the upper deck can do the same or climb out of the roof hatch one at a time. Reinforced crew compartment: Seats four and has space for several weapons and 5-6 backpacks, rifles, canteens and additional small items.
Power System: Solid Oxide or Nuclear only.
Weapon Systems:
NG-AT326 Rail Gun Turret
  • Range: 5,000'
  • Damage: 1d6x10 M.D. per burst
  • Rate of Fire: 60 round bursts
  • Payload: 12,000 rounds
  • Features: The main defense gun is turret mounted on the roof and can rotate 360 degrees and has a fire arc of 45 degrees up and down.
NG-AT126 Laser Turret
  • Range: 2,000'
  • Damage: 5d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: Unlimited
  • Features: This weapon is mounted on the front nose next to the pilots compartment and can rotate 180 degrees with a fire arc of 45 degrees up and down.
NG-AT226 Ion Hatch Turrets
  • Range: 1,400'
  • Damage: 4d6 M.D.
  • Rate of Fire: semi-automatic
  • Payload: Unlimited
  • Features: There is one of each of these mounted above each of the side doors, they can rotate 90 degrees and has a fire arc of 30 degrees up and down.
Ram Prow
  • Damage: Bump or Swipe – 2d6 M.D., Low-Speed Ram – 4d6 M.D. (2 attacks), High-Speed Ram – 1d6x10 M.D. (40+ mph and uses 3 attacks).
Features of Note:
Same standard equipment as robot combat vehicles.

Book Reference: page 231-233, WB 34


Cost: 23 million credits for Solid Oxide and 26 million credits for Nuclear.
Availability: Fair to poor.
Victor Singer
Gear Worn
NE-BA-26 EBA; MDC: [90/90] w/built-in
N-F20A Medium Force Field; MDC: [75/75] OFF
Black military fatigues
Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
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NE-RV02 Vibro-bayonet
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Victor Singer
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