US Nation guard or / US Army / Army reserve solider National guard or In RIFTS the Foot soldier or guardsmen
Future rifts books guardsmen/Foot solider O.C.C.
Part 2 M.O.S NOTE
M.O.S Drone operator
Drone Master book Dead Reign - Sourcebook 6 - Hell Followed
Rifts - Sourcebook 01 - Bots (Revised and Expanded): Weaponized drones can be used as automated smart guns that fire when activated by motion, sound, heat, or when a sensor or alarm is triggered, or remotely by someone watching via video feed. A flying or ground mobile drone can also have weapon systems that are fired via remote viewing by the Drone operator or by programs set to respond to certain triggers. A drone flyer can hover or fly above a area and shoot at targets or drop explosives on top of them. However, most drones can have at times difficulty targeting the head to make a kill, so most attacks are likely to be strafing runs that target the main body. Firing grenades, rockets or bombs affects everything within its blast radius. Military explosives, grenades, bombs and rockets are rare and difficult to find. Dynamite and commercial explosives are also difficult to find and acquire. Homemade bombs and Molotov cocktails, however, are another matter
1.Drones to start with at Level One: 1D4+1 small drones, 1D4 medium, and one large are built and ready for action. See how to build more and what features a drone can have, below.
2 Drone Attacks per Melee: Equal to the actions/attacks per melee round of its remote control operator. Two is standard if the drone is automated and does not rely upon a controller to operate it.
3 Repair/Upgrade Drone Skill: The 60%+4% per level of experience. A failed roll means the repairs either didn’t work or it didn’t hold, or some other problem was discovered. This skill is also used to upgrade the drone, but at -10%.
. 5 Pilot/Control Drones Skill: The practiced skill in calibrating and remote piloting drones of all kind, usually via radio control/wireless transmission and guided by video and/or other sensors built into the drone.
Base Skill: 60% +3% per each additional level of experience;
+1d4x10% bonus when piloting a drone the character designed or built.
A failed roll means the pilot has momentarily lost control of the drone and it cannot fire. In bad weather or when trying to take evasive action or perform a stunt, the drone operator must make a successful piloting roll, often with a penalty applied. A failed roll under that circumstance means the evasive action or stunt has failed. A successful new roll brings it back under control. Two consecutive failed rolls means the drone is out of control and crashes. Contact is lost, but if it can be recovered 1D6x10% of the drone is salvageable, including any recorded video prior to the crash.
.
5 Design and Make/Build a Drone from Scratch Skill: The knowledge and ability to make, modify and repair robot drones. Drone operator make their creations using all kinds of body styling, paint, decals, and spare parts. Some look very slick, others may look sloppy and as if they are barely held together (which is probably not the case). Time, circumstance, availability of materials and the personality of the Drone Master dictates the final appearance of the drone.
Base Skill: 60% +3% per additional level of experience to build a drone from scratch. +30% bonus when building a drone from a kit, or making repairs to an already built drone or a commercial/store-bought unit, or a type of drone he is very familiar with.
A failed roll means the robot does not function at all. Back to the drawing board. It may need some tweaks (roll again after 1D4 days of going over the drone), or taken apart, the components reexamined, rewired and rebuilt (roll again after 1D4+4 days of work).
Or used as parts in a different drone.
Building Drones. Building drones is what the Drone operator does, but it takes time, tools, the right materials and a place to build them. If making drones is the majority of his responsibilities and time, he can build or repair damaged drones quickly, as described below, based on size and components. If the character is out in the field using his drones or adventuring, then his productivity is much less than what is discussed below.
Size: It is up to the player and his Drone operator character how large or small the drone is, but the small and medium sizes are less demanding and faster to build. The character cannot break the size boundaries listed below without a modern R&D facility and/or machine shop, all the right materials and knowledgeable helpers, such as engineers or other Drone Masters.
Small ground or flying drone: Ranges from the size of a lunchbox to a microwave oven.
It takes 2D4+1 days to build a familiar design,
that + 2D6+5 additional days if it is a completely new design.
Note: In all instances, a “day’s work” means a full 8-10 hours of labor.
Weapons and power supplies can add to the time needed.
Construction time includes the actual construction, tinkering, tweaking, modification and field testing. It does NOT include the time it took to acquire all the parts and find the tools and a place to work. If the character goes out in the field a great deal, or is running from zombies or bad guys most of the time, or has inadequate tools and materials, the drone could take 50-200% longer to build.
As long as the character can find the parts and he has the time, most Drone Masters have an additional
1D4+2 small drones in various stages of completion. When tools, materials, time and a workplace are available, most the Drone Masters spend time working as much as possible to build a small arsenal of drones of various sizes and purpose. Note: Half the time, above, to build an existing store-bought, build-it yourself “kit.”
Only 2D6 minutes to have a pre-built drone out of the package and ready for action.
Medium-size ground or flying drone: Size can range from that of a carry-on suitcase to a trunk or an easy chair.
It takes 1D4 weeks to build a familiar design, or that + 1D4+2 additional weeks if it is a completely new design.
Construction time includes the actual construction, tinkering, tweaking, modification and field testing. Without the time, right tools, parts, materials and place to work, it could take 50-200% longer to build.
Large ground or flying drone: Size can range from that of a small desk to a sofa or compact car. It takes 2D4 weeks to build a familiar design, or that time + 2D4+4 additional weeks if it is a completely new design. Construction time includes the actual construction, tinkering, tweaking, modification and field testing. Without the time, right tools, parts, materials and a place to work, it could take 50-200% longer to build.
A Drone Construction Tables When a Drone operator creates a drone from scratch, use the following tables. Roll the appropriate dice per each table or pick one from each category. With G.M. approval, the character can add more than two of the Sensor/Optics features. Maximum altitude for drones:
Small: 1,200 feet (366 m).
Medium: 2,400 feet (732 m).
Large: 5,000 feet (1524 m). Speed is dictated by,
b) Method of Movement and Speed table, below.
Power Source: Roll 1D4 for random determination or pick one. 1.Gas engine: Can run for two continuous hours.
The engine has 20 S.D.C. and you can hear the engine when it is running.
2. Solar power: Can run non-stop in the sun, 60 minutes on an overcast day, or 30 minutes in darkness before needing a recharge. Includes battery (7 S.D.C.) and solar panel array (10 S.D.C.). Engine runs quiet. Adds 10% to the days needed to build the drone.
3. Rechargeable electric battery that uses a wall outlet or USB port: The drone can run for three continuous hours before needing a recharge. Full recharge takes 1D4 hours plugged into either a 3-prong or USB outlet. Includes battery (12 S.D.C.) and cable (5 S.D.C.). Engine runs quiet. Adds 5% to the days needed to build the drone.
4. Disposable batteries: Can run for a total time of 2D6+18 hours before needing new batteries. Engine runs quiet.
b)
Method of Movement and Speed: Roll 1D6 for random determination or pick one.
Wheels: Inflated or solid rubber wheels (small, 4 S.D.C. each, medium 8 S.D.C., large 11 S.D.C. each).
Speed: 1
Small: 5 mph (8 km).
Medium: 20 mph (32 km).
Large: 40 mph (64 km).
Reduce speed by half when driving off road on grass, gravel, or over debris. Cannot climb stairs or maneuver over pieces of debris half as large as the drone. More than 5 wheels provides a +10% bonus to Pilot Drone skill.
2.
Tracks/Treads: These are treads like those used on construction vehicles and tanks, but miniaturized for drones. More rare and valuable than wheels. Small Treads: 18 S.D.C. each. Medium: 30 S.D.C. Large: 50 S.D.C. each. Speed: Small Drone is 10 mph (16 km). 20 mph (32 km) for medium or large drones. Cannot climb stairs, but can maneuver off-road on grass, gravel and even climb over pieces of debris half as large as the drone. +5% bonus to Pilot Drone skill. Treads add to the days needed to build the drone by 10%.
3.
Helicopter-Style Flyer: Spinning blades atop a rotor.
Blades on a small drone (10 S.D.C.), medium (20 S.D.C.), large (40 S.D.C.). Speed: Small: 20 mph (32 km; maximum).
Medium and large: (50 mph/80 km).
Note: Heavy armor reduces speed by 25%.
Adds to the days needed to build the drone by 10%
Airplane Propeller-Style Flyer: The drone looks like an aircraft with wings and propellers that carry it into the sky. Propellers of a small drone (10 S.D.C.), medium (25 S.D.C.) and large (60 S.D.C.). Speed: Small: 40 mph (64 km). Medium and large: 150 mph (240 km). Note: Medium armor reduces speed by 10%; heavy armor reduces speed by 30%.
Building planes from scratch can be tricky business, so the Build Drone skill suffers a -10% penalty when building one from scratch.
Adds to the days needed to build the drone by 10% 5.
Stationary Drone: The drone is on a tripod or mounted on a wall, post, pole, piece of debris, or vehicle that isn’t working.
The tri-pod or mounting has 15 S.D.C. 6.
Walker: The Drone has 4-12 legs and literally walks or scurries around.
The legs of a small drone (5 S.D.C. each),
medium (12 S.D.C. each),
large (20 S.D.C. each).
Speed: Small: 3 mph (4.8 km).
Medium: 5 mph (8 km),
large: 10 mph (16 km).
Heavy armor reduces speed by 10%. Ground movement is excellent even when walking over grass, rubble, debris or dead bodies, and can climb stairs (half speed).
This provides a +10% bonus to the Pilot Drone skill. Adds to the days needed to build the drone by 10%
c)
Controls: Roll 1D6 for random determination or pick one. 1. Wired or None: The drone is attached to a cable. Range: Length of the cable. Or, the drone has no controller at all. It is turned on and turned off manually and may not go anywhere (stationary) or travels straight ahead until it hits an obstacle. Get one extra Sensor/Optics or Armor because of this limitation.
2, 3 and 4. Radio Controlled: The drone is a wireless, remote operated device piloted from a console or handheld controller by the Drone Master or other designated operator. Range: 10 miles (16 km); half in foul, stormy weather.
5. Automated: The drone stays activated all of the time, and acts totally independent of a human controller. Can still be shut off and turned on by hand or remotely.
6. Voice Controlled: 6. Voice Controlled: The drone responds to voice commands and codes. Advanced units may be programmed to recognize and respond only to its creator or a designated operator! Voice commands may be received by the drone via the spoken word or transmitted via radio and other audio systems
d)
Sensors/Optics: Sensors and optics are usually included to enable the drone’s operator to see what the drone sees (forward facing), and to provide additional optic capabilities and information, such as movement, temperature, etc. A drone’s weapon system (if any) may be activated to fire via a motion, heat, infrared, audio or visual signal/sensor rather than by the operator.
The information is usually transmitted via radio signals.
Roll 1D6 twice for random determination of sensors/optics or pick two.
Any or all of these items can be built into a drone, but most only have two or three.
Each EXTRA (beyond two) requires an extra 1D4 days to install and must first be located and acquired.
1.
Motion: The drone detects movements of items from the size of a rat to a zombie, to bigger. Range: 100 feet (30.5 m). The best drones detect motion all around it, not just in a forward facing, 45 degree arc. The operator sees the motion as blips or moving lights on a graphic display. Camera and motion are an excellent combination.
2.
Heat: The drone and its operator “sees” heat signatures and images via thermal optics or infrared optics and sensor systems. A heat sensitive system only registers zombies 10% of the time because since they are dead, they do not radiate heat. Their body temp is room temperature, making them invisible to thermal optics and sensor systems. However, thermal imaging systems detect and display animals, people, fires, and warm engines and most electronic devices and machinery. If it radiates heat and is bigger than a mouse, it picks up the signature. Heat-based sensor systems are also likely measure air temperature. Range: 300 feet/91.5 km.
3.
Passive Nightvision: The drone and its operator “sees” via passive nightvision optic system that amplifies starlight and other ambient light sources. Tiny snippers, grabbers, shovels, saws, thermometers are built-in to take samples of objects and substances where it would be dangerous or inconvenient for a living person.
4.
Video Camera with Audio System: The drone and its operator “sees” and hears via a video-camera system with at least basic zoom features equal to a cellphone. Video streams to the operator live and can be recorded whenever he wants or automatically recorded and saved (4 hours of memory in the drone itself).
5.
Audio Amplification System: A microphone and audio enhancements that can pick up and amplify quiet sounds and records what it picks up on tape, disk, or hard drive or send it to a remote display. Audio systems can be used to make a weapon fire in response to a loud noise or a specific sound, like a zombie’s moan.
6.
Onboard Computer and Targeting: The drone has an onboard computer and programs that can help it travel on course, locate and identify targets, and fire weapons via a computerized targeting system (+1 to strike). The laser can also measure distances the computer can record and record its path of travel and link/use the various sensors. The data is stored on the computer and sent back via radio or wireless capabilities. A computerized drone offers a +10% piloting bonus because it self-corrects its speed, trajectory and movement, and is +1 to dodge.
E
Armor: for RIFTS just turn S.D.C TO M.D.C Roll 2D4 for random determination or pick one.
1 or 2.
None: Light, flimsy building materials. A.R. 7, 2D6+6 S.D.C., but gets one more sensor.
3.
Vital Components: Only the power source, engine, or sensor is armored. A.R. 10 and 15 S.D.C. each.
4.
Plastic Body: A.R. 8, 30 S.D.C.
5.
Wood and Plastic Body:
A.R. 9. 50 S.D.C.
6.
Wood Body: A.R. 10, 70 S.D.C. 7.
Light Metal Body:
A.R. 12, 90 S.D.C.
8.
Strong Metal Body: A.R. 14, 120 S.D.C.
Note: Reduce S.D.C. by 20% for small drones, increase by 50% for large drones.
f)
Weapons: Roll 1D6 for random determination or pick one.
FoR M.D.C LOOK UP Rifts - Sourcebook 01 - Bots (Revised and Expanded) 1.
Flame-Thrower: 6D6+6 damage, range: 30 feet (9.1 m). Only suitable for medium and large drones. Medium has enough flame-thrower fuel for three blasts; large drone has enough for six blasts. Add 1D6+4 days to the time necessary to build the drone.
2.
Mounted Gun, Light: In all cases, range and damage is as per the type of gun and the size of the drone. Payload:
Small Drone: 6-12 rounds of ammunition; a revolver or pistol.
Average range is 135 feet (41 m).
Add 1D6+2 days to build the drone.
Medium Drone: 6-30 rounds of ammunition; a revolver, pistol or submachine-gun.
Average range is 135 feet (41 m).
Add 1D6+2 days to build the drone.
Large Drone: 40-80 rounds of ammunition; a submachinegun, rifle, hunting rifle, semi-automatic rifle, or shotgun. Range varies with weapon type.
Add 1D6+4 days to build the drone.
3.
Heavy Weapon/Military: Suitable only for medium and large drones.
A fully automatic assault rifle capable of firing bursts, grenade launcher or light or medium machine-gun. Rail guns or beam weapons systems Such weapons are military-grade and are not very common, especially grenade launchers and machine-guns.
Range and damage as per the weapon used, varies.
Add two weeks to build the drone.
4.
Launched Bomb/Rocket/missiles from Mini missiles to medium range only : Can launch or drop two small rockets or bombs (6D6 damage each) on a medium drone, six on a large drone.
Two large Bomb/Rocket/missiles from Mini missiles to medium range only (1D6x10 S.D.C damage each) on a large drone.
Blast radius is 4 feet (1.2 m). Firing range/ distance to shoot accurately is 200 feet (61 m). -1 to strike for each additional 50 feet (15.2 m).
Add two weeks to build the drone.
5.
Improvised Explosive Device (IED): If the robot is a suicide drone, meaning the bomb detonates either upon a kamikaze strike/impact (flies or walks into the target) by the drone or blows up upon reaching a specific location.
In both cases, the drone is blown to pieces; no salvage. If the drone can “drop” gravity bombs it needs cargo and carrying capabilities.
below, for details. IEDs and Damage: Such an explosive is only possible if the character has access to the right chemicals and materials to make them. G.M. discretion.
Small IED the size of a 16 ounce (0.47 liter) bottle of water does 1D4x10 damage to a four foot (1.2 m) radius.
It takes 1D4 days to build each small IED.
A small drone can only carry one or two of these,
a medium drone four of them, a large drone, 6-8.
Medium IED the size of a gallon (3.78 liters) of milk does 2D4x10 damage to a 12 foot (3.6 m) radius.
Add and 1D4+2 days to build each medium IED. A small drone:
None. A medium drone can carry one or two.
A large drone 2-6. Large IED
the size of a microwave oven or carry-on suitcase to a 30 gallon (113 liter) drum,
inflicts 4D6x10 damage to a 25 foot (7.6 m) radius.
Add 1D6+4 days to build each large IED.
A small drone: None. A medium drone can carry one but reduce its speed and altitude by 50% and -20% penalty to pilot/control drone skill.
A large drone can carry one without penalty, or two with its speed and altitude reduced by 50% and -30% penalty to pilot/control drone skill.
6.
Power Tool: A chainsaw (3D6 S.D.C damage),
spinning blade (2D6 S.D.C damage),
hammering/stabbing spike (2D6 S.D.C damage and treats A.R. as -2),
or punching piston (2D4 damage plus possible knockdown).
Damage is as per each melee attack. Reduce speed by 20% and add one week to the construction time needed to build the drone.
g) Cargo and Carrying Capability: This is the ability to have a cargo load (light part, supplies, medicine, bombs, etc.) carried and dropped off by the drone. Roll 1D6 for random determination or pick one.
1.
Net: The cargo/package(s) is held in a net suspended under a flying drone, or pulled behind a ground drone. To deliver or drop the cargo, one end of the net is released and the package(s) tumbles out, or the recipient may remove the package(s) by hand.
2 and 3.
Platform and Cables: Cargo is placed on a flat platform suspended under a flying drone, or pulled behind a ground drone, by cables. In the latter case, the “platform” may have wheels and function like a hitched wagon. To deliver or drop the cargo, the cables are released, or the recipient may remove the package(s) by hand.
4.
Cargo Bay: There is either a compartment built into the drone or attached to the belly of the drone. In either case, the bottom of the cargo bay opens to receive and drop cargo.
5. Claw/Clamp: A large robotic claw holds the item being transported or a larger container holding one or more objects inside of it. The claw is suspended on a hydraulic cable that can be lowered and raised. To release or drop the item/container, the claw opens.
6. Hardpoints: Cargo or cargo containers are attached to exterior clamps, like those used on warplanes, for transportation. Cargo is released by each hardpoint one at a time, in volleys or all at one time. The number of hardpoints depends on the size of the drone.
Small Drone: 2 small hardpoints. Medium Drone: 2 or 4 hardpoints. Large Drone: 4 or 6 hardpoints. Typically used on flying drones for holding rockets or gravity bombs.
Standard Equipment: : His personal laptop, large toolbox filled with tools, soldering iron, drill, magnifying glass, flashlight, penlight, roll of duct tape, safety goggles,
1D6 cans of different colored spray paint,
3D6 cell phones,
1D4 extra laptops for parts, traveling clothes, utility clothes, pair of boots, pair of working gloves, bandana or hair ties, breathing mask, survival knife,
box of 100 clean wipes, walkie-talkie, sunglasses or tinted goggles, two canteens, backpack, duffel bag, bedroll or knapsack, food rations (1D4 weeks worth), and some personal items
Tools of the Trade: : Special Abilities for the starting number of drones. The character also has most of the basic materials to make another
1D4+1 small drones
1D4+1 medium drone,
At the G.M.’s discretion 1D4+1 large drone
spare batteries, and the tools necessary to build, repair, and maintain drones.
This includes common tools like hammers and screwdrivers, as well as metal-working and electrical tools.
At the G.M.’s discretion, the character also have a workshop in a garage, basement, or large vehicle. Weapons:
A revolver or pistol of choice and 1D6x10 extra bullets, a large crowbar (2D6 damage),
pocket knife (1D4 damage)
an assortment of small tools that could be used as weapons
(most inflict 1D4, 1D6 or 2D4 damage).
M.O.S Cyber Combat Handler
Rifts - World Book 36 - Sovietski BOOKS USED
RFTS World Book NEW WEST BOOKS Falcon, Hawk or Eagle
Bionic birds of prey are not meant for direct combat, but they have enough light armor protection, Vibro-Blade talons and sharp beaks to deliver some damage and to take a few light M.D. shots
Cyborg Birds of Prey Stats: Class:
Enhanced Cybernetic Animal - Ultra-Light Machine.
Crew:
One falcon, hawk or eagle.
In the latter case, it is almost always the steppe eagle found through the steppe, desert and semi-desert habitats of Eastern Europe, Russia, Mongolia, Asia and India.
A falcon or hawk full conversion cyborg of any breed now has a sustainable flying speed of 50 mph (80 km) without fatigue, and a dive speed of 200 mph (320 km) with the assistance of a small thruster behind each upper leg.
The thrusters can also be used for short bursts of speed that last 1D4+3 melee rounds (60- 105 seconds) to attack or flee at 200 mph (320 km)
eagle cyborgA full conversion eagle cyborg now has a sustainable flying speed of 80 mph (128 km) and a dive speed of 300 mph (480 km) with the assistance of small thruster behind each upper leg. The thrusters can also be used for short bursts of speed that last 1D4+8 melee rounds (2-3 minutes) to attack or flee at 300 mph (480 km). Underwater Capabilities: None
Statistical Data: Size (bionic'): Varies with the type of animal.
Falcon:
18 inches (46 cm) tall,
wingspan: 2 feet, 6 inches to 3 feet, 8 inches (0.8 to 1.1 m).
Hawk:
One foot (0.3 m) tall;
wingspan: 3-4 feet (0.9 to 1.2 m).
Eagle:
2-3 feet (0.6 to 0.9 m);
wingspan: 7 feet (2.1 m).
Weight (Full Conversion Cvborg): Falcons and Hawks:
10 pounds (4.5 kg).
Eagle:
35 pounds (16 kg).
Physical Attributes for Full Cyborg/Ultra-Light Machine: Robot P.S. 13. Robot P.P. 18.
Speed: See above.
Damage in Melee Combat (Full Cyborg): 1D6 S.D.C. from a restrained talon strike or bite,
2D6+3 S.D.C. with a full strength talon strike, and 4D6+4 S.D.C. with a diving talon strike, but counts as two melee attacks.
Note:
Does M.D. with Vibro-Talons.
Attacks per Melee: Four (includes NAMC bonus).
Bonuses: +15% to Climbing skill,
+2 on initiative,
+3 to strike and dodge due to Robot P.P.
Natural Abilities: Nightvision 400 feet (122 m),
Prowl 80% (negated when thrusters are used),
track by smell at 46%,
track by sight 80%.
Power System: Internal electrical battery.
This system provides power to all cybernetic and bionic enhancements for up to 96 hours.
When not in use, small solar panels on the back are deployed to recharge the system.
This has proven to be extremely effective and cost efficient.
There is an E-Clip port for emergency backup which can power all systems for an additional 48 hours per E-Clip. This system can be removed to keep the weapon systems deactivated while allowing the animal limited autonomy.
Black Market Cost:Never available on the black market.
Bionic Features:Common to cyborg Birds of Prey, plus the weapon systems that follow. 1.
Cyber-Camera Eye (60 mile/96 km transmission range) with Telescopic capabilities (see Rifts® Ultimate Edition, page 50).
2.
Optic Nerve Video Implant (see Rifts® Ultimate Edition, page 50).
3.
Bionic booster jets (see Speed).
4.
Fold-Out Solar Panel Recharging System. 5.
Concealed E-Clip port. 6.
Multi-System Eye Sockets (2). 7.
Built-in Radio Transmitter & Receiver (5 miles/8 km).
Full Cyborg Bird of Prey Weapon Systems: 1. Vibro-Talons (2): Each foot has a set of Vibro-Talons used to slash and claw at enemies.
Primary Purpose: Close combat.
Range: Melee range.
Mega-Damage: Falcons and Hawks: 1D4 M.D. per talon strike,
+2 M.D. from a diving attack.
Eagle: 2D4 M.D. per talon strike,
+4 M.D. from a diving attack.
2. Deployable Explosive Charges (2): The animal can be told to carry a small bag or pouch holding one explosive designed to explode on impact in each talon. This is a little dangerous as the explosive will go off if accidentally dropped; 35% chance whenever the bird is attacked by another flying predator, monster, huntsman or enemy taking no chances. Also drops the explosive when it opens its talons to attack or depend itself or its handler, which could injure or kill fellow soldiers or innocent people. For these reasons, this tactic is only used in remote areas or extreme situations.
A safer, similar tactic is for the cyborg bird of prey to drop a message, radio, 1-2 E-Clips, flares, tools or piece of equipment, a bottle of water, first aid kit and similar items small enough for it to handle in flight.
Primary Purpose: Strategic Demolition.
Range: Melee range or dropped.
The animal must be on or above the target.
Mega-Damage: 5D6 M.D. to everything in a 3 foot (0.9 m) radius.
Rate of Fire: One at a time or both at the same time.
Payload: Two; one per leg
Canine Cyborgs
Cyborg Canine Stats Note: The following stats are for the standard cybernetic dog. Specific weapons and bionic features may vary a bit from animal to animal. Class: Enhanced Cybernetic Animal - Light Machine. Crew: One trained and domesticated canine; typically a large breed dog, but sometimes a medium-sized canine.
Common breeds are described above.
M.D.C. by Location: * Head - 80 Legs (4) - 50 each
Tail - 5
* Back-Mounted Ion
Laser Blaster - 50
** Main Body - 90 ( normal size dog)
* A single asterisk denotes a target that is small and difficult to hit.
A called shot is required and even then the attacker is -3 to strike.
Destroying the head of the cyborg will kill the animal.
** Depleting the M.D.C. of the main body will effectively destroy the animal.
Speed:
Running: 90 mph (144 km) maximum and tires at one-third the usual amount.
Dogs like to run, but trained cyborg dogs resist that impulse and stay with their human partner/pack master until commanded otherwise.
Leaping:
Bionic legs allow the dog to leap 10 feet (3 m) high and up to 25 feet (7.6 m) lengthwise.
Increase height or distance by 50% with a running start of at least 60 mph (96 km).
Flying:
Not possible.
Water Capabilities: Swim on the surface at 24 mph (38.4 km).
Can walk at the butoom underwater capabilities.
Dept 1000 feet
Statistical Data: Varies with breed.
Below is the average size of large breed canine Cyborgs.
Height:
2 feet, 6 inches to 3 feet (0.8 to 0.9 m) to the shoulders.
Width:
One foot, 6 inches (0.5 m).
Length:
4-5 feet from snout to rump (1.2 to 1.5 m).
Tail is additional.
Weight (Full Conversion Cyborg): 300-400 pounds (135 to 180 kg).
Physical Attributes for Full Cvborg/Light Machine: Robot P.S. 20.
Robot P.P. 20.
Speed:
See above.
Natural Abilities: Prowl 40%,
Swimming 75%,
track by smell 65% (+10% for hunting breeds),
identify specific odors (such as machine oil, explosives, Brodkil) 60%,
and +10% to identify and track common or strong scents (such as food, blood, animals, specific known monsters/D-Bees), leaping and pounce attack.
Partial cyborg dogs, as well as bears and horses, retain their abilities to sense the presence of the supernatural as well as were beasts within a 1000 foot (183 m) radius,
respond by growling, barking, howling, or behaving in a nervous manner.
Trained cyborg dogs bark twice, stand up and point, while snarling and growling.
full cyborgThe sensing ability of full cyborg canines is greatly diminished by their machine conversion, but can still sense the supernatural at a distance of 500 feet (61 m).
Perhaps needless to say, cyborg canines and bears are used to hunt, bring down and guard against the supernatural.
Damage in Melee Combat (Full Cyborg): 2D6 S.D.C. from a restrained bite,
1D6 M.D. full strength bite,
1D4 M.D. from pouncing attack and body block/ram.
Both have an 80% likelihood of knocking down opponents weighing less than 1,000 pounds (450 kg). Victims knocked down lose initiative and one melee attack, plus they are vulnerable to further biting and claw attacks by the animal while knocked down on the ground; the animal has initiative and the person on the ground is -1 to parry and dodge.
Also see Bionic Jaws under Weapon Systems,
below for other types of attacks.
Attacks per Melee:
Four
Bonuses:
+2 on initiative,
+3 to strike and pounce,
+4 to dodge due to innate ability,
Robot P.P. and other implant, +3 to disarm and +3 to pull bite.
Includes bonuses. Power System: Nuclear with a 15 year life.
Black Market Cost: Never
Bionic Features: All enhanced dogs have the following enhancements: 1 .
Optic Nerve Video Implant (includes audio).
2.
Cyber-Camera Eye with Telescopic capability.
3.
Passive Nightvision.
4.
Thermal-Imager.
5.
Built-In Radio Receiver & Transmitter Headjack.
6.
Molecular Analyzer.
7
Bionic Lung with Gas Filter and Oxygen Storage Cell
8
One Internal Storage Compartment; typically holds a pistol and an E-Clip, or a Vibro-Knife (1D4 M.D.), or two hand grenades, or a small tool kit and similar items.
These can only be accessed by the animal’s human partner or a recognized teammate/ally.
8.
Two Cyber-Nano-Robot Repair Systems.
Weapon Systems for Full Conversion Cyborg Canine: 1.
Bionic Jaws: Though the mouth and head are carefully preserved,
they are reinforced and augmented.
The teeth lined jaws are powerful enough to inflict light
Mega-Damage: Primary Purpose: Hunting, Attack and Defense.
Range:
Melee combat.
Mega-Damage: 1D6 M.D. per full strength bite or 2D6 S.D.C./ Hit Points from a restrained bite intended to serve as a serious warning that does light damage.
Capture Bite: 1D6 M.D.,
but once the canine cyborg has a good hold on the target, it continues to hold on and tug so that the individual is compromised, off-balance and encumbered (the weight of an angry, snarling and tugging cyborg dog).
This is the classic dog pulling at the pant leg or sleeve of a person, or the leg of an animal or the arm or leg, weapon, backpack, belt or dangling strap of an enemy combatant.
While the cyborg dog is locked on and pulling, its victim cannot use the limb that is being held onto,
is being pulled at and shaken making any attempts
at gunfire -4 to strike and equal to shooting wild,
-4 to dodge, reduce speed by half (or less depending on the victim being held)
skill performance is -30%.
The trained animal knows the point of this attack is to hold the enemy and keep him from doing anything. This means it will try to pull the enemy away from any devices, vehicles or people, and sounds like a wild beast ready to rip him to shreds if he fights back. Any victim who stops struggling gets the cyborg to stop growling, but the cyber-dog will not let go until its human partner tells it to do so. The only way to escape the dog’s grip is to inflict enough damage to it that the dog lets go or to have a greater P.S. than the cyborg canine and pry its jaw open.
However, prying the jaws open only provokes the cyborg hound to bite at the hands or go for the throat. If attacked, the cyborg dog will let go and attack, going for the weapon or the hand holding it in an attempt to pull it out of the hand or make the assailant drop it.
Or
the canine repositions to attack and hold onto some other part of its opponent’s body where he cannot easily hit, kick or shoot at it.
Dogs are smart and will take evasive action and attack from behind or the sides.
And if it sees a kill shot - e.g. a chance to bite a vital spot like the neck or groin - it will take it.
Note:
The cyborg canine is trained to let go and retreat when the M.D.C. of its head or main body has 20% or less remaining
2.
Back-Mounted Energy Weapon: Many, but not all, canine Light Machines have either a light ion or laser blaster built into its back. In both cases, the weapon rises up from its low profile position on the back to fire forward above the animal’s head or to the side in front of the dog. However, it can rotate 360 degrees to fire to the sides and even behind the canine; 30 degree, up and down arc of fire. The weapon system is either remotely operated by the animal’s assigned soldier or set to function with the Gromeko Friend and Foe Identification computer which engages to fire upon clearly defined and recognized enemies (three attacks per melee round). Note: The weapon turret includes a video camera built under the barrel so the animal’s handler can see in whatever direction the weapon is pointed, as well as seeing what the animal sees. 2,000 foot (610 m) range with 2x and 8x telescopic zoom.
Range: Ion Blaster: 500 feet (152 m).
Laser: 1,000 feet (305 m).
Mega-Damage: Ion Blaster: 3D6 M.D. per single blast.
Laser: 2D6 M.D.
Rate of Fire: When fired remotely by the animal’s assigned soldier partner, each attack counts as one of the soldier’s own melee attacks.
Reliable range for the transmission of optical data from the animal cyborg and the firing of the weapon remotely is five miles (8 km) in forest and urban settings; 10 miles (16 km) in open territory like the steppes, 2 miles (3.2 km) in mountains or underground.
FFI firing: A
s many as three times per melee round (15 seconds) when the weapon is set to fire upon targets identified by the Friend and Foe Identification computer, with the failsafe of not firing unless the target confirmation is at least 97%.
If there is any significant uncertainty, the weapon will not discharge.
In both cases, the firing of the back-mounted weapon is in addition to the canine’s own number of attacks or melee actions.
This means the weapon can be shooting while the dog is running, leaping, dodging, and so forth. Since the remote operator sees everything the cyborg dog sees, as well as wherever the gun is pointing, operating the weapon feels rather like playing in a video game.
This also means the remote operator can issue commands and warnings to the animal and lay covering fire for the animal’s escape if necessary.
This is another reason it is important for the soldier and animal to train together and develop a bond, so that the “human partner” values the canine and does not direct it on suicide runs and foolish ventures. In a strange way, the two function as a true team and that cyborg dog is as much a fellow, brother in arms as any soldier in the squad.
This bond of friendship, trust, and camaraderie is vital for maximum efficiency in the field of battle and especially delicate operations such as commando raids, prison breaks and search and rescue missions in which stealth and discretion are required. The dog and its human partner must trust each other completely. Let’s use a prison break for example:
The cyborg dog can carry on its back or side, a low-profile saddlebag style pack with two or more pouches slung over its back.
There is an appropriate space between the strap on the pack so as to not impede the use of the bionic weapon located on the dog’s back.
Inside the pack is vital gear like lock picking tools, explosives, a flash grenade, Vibro-Knife, radio, etc., to help make the jail break possible.
The items are kept small and simple as to not get snagged or stuck on underbrush or fencing the dog may need to squeeze through or dig under.
Once it has delivered its jail break gear, it can escort and protect the escapees, or create a distraction while they make good their escape.
Or the cyborg dog can attack key enemy personnel to give the escapees a better chance, before making its own retreat.
Every step of the way, the soothing voice of the dog’s human partner is guiding it along: “Stop.” “Go low.” “Go around. Left.” “Stop, your other left. Good boy, Bandit.” “Waaaait.” “Look right.” “Look left.” “Clear. Okay, slow and quiet, forward.” “Good, Boy.” “Can you follow Lieutenant Hansen’s scent?” “That’s it. Good, boy.” “What is it?” “Stop. Go back.” “Good nose, Bandit.
The Molecular Analyzer indicates munitions” (or fuel, or blood, or dead bodies, or whatever the case). “Good to know.” “Deliver the package to the Lieutenant.” “Good boy, Bandit.” “Point. Head down.” “Steady.” “Firing the laser.” “Your job is done, Bandit. Come home to base camp.”
Or escort the lieutenant out and bring him to base camp, or engage in further reconnaissance, and similar instructions and functions.
Payload:
Effectively unlimited; tied to the nuclear power supply af the cyborg.
K-9 Companion
K-9 Companion A robot dog designed to be both a companion and helper. Also it was learn that a K-9 Companion A robot dog by add the brian of a dog full cyborg have trick and well train to operations and many are none the wiser think it an AI run inside the frame .
Most are programmed to behave like a real dog; bark, growl or snarl when the bot detects danger, and bark or howl in warning. Unlike the robot horse, the artificial dog typically comes with a life-like covering of fur, padding and musculature. The companion can perform a variety of combat and noncombat duties, ranging from hunting/tracking, fetching, herding animals (a big attraction in the west), guarding/warning and attack. Fairly intelligent, it can follow relatively complex orders and recognizes its owner and up to 64 of its owner's friends, associates and enemies. The K-9 Companion is also programmed to warn about the approach of enemies, as well as identify and warn its master about to the presence of 300 hostile life forms, including snakes, scorpions, lions, alien predators, and others, without being afraid itself. The robot dog responds completely to the hand signs (pointing, waving, finger snapping, etc.) and voice commands of its owner and can be programmed to respond to and obey six other people of the owner's choice (if so desired). This means the robot will not allow unauthorized people to command it and will bark or growl a warning to all intruders. For an extra 1 00,000 credits, it can be given voice recognition and response (talks) capabilities! The companion can be made to look like any type of medium to large dog, but the standard styles are German Shepherd and Retriever. Companions can be found all over the New West; for some reason they are not as popular in the East and most "civilized" areas.
K-9 Special Features: Extra armor: Add 30% to all M.D.C. for the deluxe, armored model, but also add 30% to the cost.
Voice recognition and response (talks).
compartments Two small secret compartments can be built into the robot dog.
Small compartments are half the size of a cigar box or roughly the size of a videocassette box.
Excellent for holding small valuables, pistols, grenades, flares, an extra canteen, and so on.
K-9 Weapon Options: Weapon extras are rarely part of the basic package and always cost extra.
Full price applies even during sales. All weapons tend to be small and unobtrusive to avoid looking too obvious
Chemical Spray: Built into the mouth.
Basically the same as the cyborg unit, only with double the payload.
Ion Blaster (head):2D6 M.D. or 4D6 from a dual system.
Range 600 feet (183 m),
payload is effectively unlimited.
Typically built into the eyes or along the muzzle.
As many as two, one on each side of the muzzle or in the eyes, can be installed.
Light Laser (head):1D6 M.D. or 2D6 from a dual system.
Range 1200 feet (366 m);
payload effectively unlimited.
Typically built into the eyes (reduce range by 20%) or along the muzzle.
As many as two, one on each side of the muzzle (or in each eye socket), can be installed.
Model Type: K-9R- I 1 00 Class:
Robot Dog
Crew:
None
M.D.C. by Location Head - 50 Legs (4) - 50 each
*Main Body – 120
* Destruction of the main body will destroy the bot.
Destruction of the head shuts it down.
Destroying one leg will hobble the robot and reduce speed and leaping distance and height by 33%
Speed Running: Maximum speed of 40 mph (64 km).
Leaping:
12 (3.6 m) high and 25 feet (7.6 m) lengthwise, with a running start.
Flying:
Not applicable.
Underwater Capabilities: The robot can function in/under water, able to walk along the bottom of the sea at about 25% its normal running speed, or swim at a speed of 3 mph (4.8 km or 2.6 knots).
Maximum Depth 500 feet ( 1 52.4 m).
Statistical Data Height: Usually about 3 feet (0.9 m) at the top of the head.
Width:
1 .6 feet (0.5 m)
Length:
Approximately 3-4 feet (0.9 to 1 .2 m).
Weight:
300 Ibs. (135 kg)
Color:
Varies with the breed.
Attributes of Robot P.S. 22,
P.P. 20,
P.B . 10 (15 with hide),
Spd 59;
equivalent IQ. 9.
Power System: Nuclear, average life of 15 years.
Cargo:
Can carry up to 500 pounds (225 kg)
can pull up to 1 000 pounds (450 kg).
Rifts new west 14
Bionic Horses
Type One Partial Bionic Horse
The first and least expensive bionic horse is one that has had its four legs, hips and chest replaced with strong bionic ones. Body armor is needed to protect the head, neck and upper body of the animal, but leaves the mechanical and armored legs unencumbered (about half are covered with synthetic skin and fur to look like a completely normal horse). Speed and strength is roughly comparable to the original, natural animal, although horses with partial bionics lose one third of their natural P.P.E. and are a third less sensitive to the supernatural. Weight: 800 Ibs (360 kg) Running Speed: 40 mph (64 km) Leaps: Increased by 10%. Fatigue Factor: Reduced by 40% P.S.: Physical Strength is roughly equal to a human P.S. of 35; can pull two tons
M.D.C. by Location: * Front Legs (2) — 90 each
* Rear Legs (2) — 120 each Chest—110
* Standard body armor for head & neck — 100
Standard body armor for main body — 150
Note:
Hitting a moving and weaving target is difficult to begin with, so most attackers shooting at a moving horse and/or rider are usually -3 to strike to begin with (this penalty does not apply to marksmen, including Cossacks, Samurai, and American Cowboys, Gunfighters and Gunslingers).
Those body areas marked with an asterisk are even more difficult to hit and give attackers an additional penalty of -4 to strike (a total of-7 for most assailants).
Bonuses: +1 on initiative,
+1 to dodge when running and
+1 to roll with punch, fall or impact.
Damage (includes P.S. bonus):
Stomp: 3D6+15 S.D.C.
Kick with the front legs: 5D6+15 S.D.C.
Kick with the back legs: 1D6xlO+15 S.D.C.
Power kick from hind legs: 1D6 M.D.,
but counts as two of the animal's melee attacks.
Type Two Full Conversion Bionic Horse
The second bionic horse is much more expensive because it is a full bionic conversion horse with a mechanical body and the head or brain of a real horse. It retains the behavior and personality of the original animal and adapts well to its more powerful, artificial body. However, horses with full bionic conversion lose one half their natural P.P.E. and all their sensitivity to the supernatural (hence the H.F. bonus).
Weight: 14001bs(630kg)
Running Speed: 60 mph (96 km)
Leaps:
12 feel (3.6 m) high and 24 feet (7.3 m)
lengthwise with a running start.
Fatigue Factor:Reduced by 90%.
P.S.: Physical Strength is roughly equal to a robot P.S. of 26 and can pull six tons.
M.D.C. by Location: * Front Legs (2) —125 each
* Rear Legs (2) —180 each Chest—160
Head & Neck—140
Bionic Body & Armor (main body) — 275
Note: Hitting a moving and weaving target is difficult to begin with, so most attackers shooting at a moving horse and/or rider are usually -3 to strike to begin with (this penalty does not apply to marksmen such as Cossacks, Samurai, or American Cowboys, Gunfighters and Gunslingers). Those body areas marked with an asterisk are even more difficult to hit and give attackers an additional penalty of -4 to strike (a total of-7 for most opponents).
Bonuses:
+3 on initiative,
+3 to dodge when running,
+2 to roll with punch, fall or impact,
+2 to save vs H.F.
Damage (includes P.S. bonus):
Stomp: 2D6xlO S.D.C. or one M.D.
Kick with front legs: 1D4 M.D.
Kick with back legs: 2D4 M.D.
Power kick with hind legs (only): 2D6+4 M.D.,
but counts as two of the animal's melee attacks.
Horse Barding While we're at it, here are the stats for horse barding or body armor used on real horses unmodified with bionics.
Weight:
100 Ibs (45 kg); non-environmental armor.
Running Speed:Reduce by 5% (averages around 32 mph/51 km)-
Leaps:
Reduce leaps by 10% due to encumbrance more than the weight.
Fatigue Factor: Unchanged; normal.
P.S.: As per the natural animal.
Armor Rating: 18, which means a higher roll (with bonuses) could penetrate the armor and kill the horse instantly.
M.D.C. by Location: * Front Legs (2) — 40 each
* Rear Legs (2) — 60 each
Chest — 90
Head & Neck—100
Main Body Armor — 160
Note: The usual penalties apply in regard to hitting a moving and weaving target as they do for bionic animals (-3 and -7).
full cyborg/Robot HorsesSpecial Robot Features Items listed below are "extras" that can be purchased for one's robot horse. All prices listed are for the "basic," robot looking horse.
Extra armor: Add 30% to all M.D.C. for the deluxe, armored model, but also add 30% to the cost.
Life-like fur covering with padding and fake musculature, tail, mane and hoof coverings
oice recognition and response (talks) .
Secret compartments can be built into the upper legs and body of the robot.
The largest possible is approximately 12 inches (0.3 m) long and six inches (0. 15 m) deep.
As many as eight large compartments can be installed.
Small compartments are half the size of a cigar box or roughly the size of a videocassette box.
Two small compartments can be installed in place of a large one.
Not applicable for bots with fur.
Excellent for holding small valuables, pistols, grenades, flares, an extra canteen, and so on.
Weapon Options: Chemical Spray: Built into the mouth.
Basically the same as the cyborg unit, only with double the payload.
Concealed Weapon Rod (shoulder): Concealed in the robot's shoulder.
Damage and ranger are the same as the light laser or ion blaster, depending on which is selected.
Ion Blaster (head): 3D6 M.D. or 6D6 from a dual system.
Range
5OO feet (243 .S m),
payload is effectively unlimited.
Typically built into the eyes (reduce range by 20%) or along the muzzle.
As many as two, one on each side of the muzzle, can be installed.
Light Laser (head): 1D6 M.D. or 2D6 from a dual system.
Range is 1 200 feet (366 m);
payload is effectively unlimited.
Typically built into the eyes (reduce range by 20%) or along the muzzle.
As many as two, one on each side of the muzzle (or in each eye socket), can be installed.
Heavy laser (head): 2D6 M.D. or 4D6 from a dual system.
Range is 2000 feet (6 10 m), payload is effectively unlimited.
Typically built into the eyes (reduce range by 20%) or along the muzzle.
As many as two, one on each side of the muzzle, can be installed
.
Double-Barrel Heavy Laser (Shoulder): 2D6 M.D. per single shot or 4D6 damage per simultaneous double shot.
Range is 2000 feet (6 10 m),
payload is effectively unlimited.
A double-barrel unit that can be built into each shoulder.
They are low profile and can be fixed forward or have an arc of fire of 30 degrees in all directions.
Light M.D.C Machinegun (head or shoulders) .30 caliber : 1D4 M.D. per burst of 50 rounds,
range: 2000 feet (6 10 m),
payload is 600 rounds (12 bursts).
Cost: 1 0,000 credits.
Typically built into the eyes (reduce range by 20%) or along the muzzle.
As many as two, one on each side of the muzzle, can be installed.
The feed runs up through the neck.
Mini-Missile Launchers (shoulders): As many as two small, dual system launchers can be added; one on each side.
The small launchers fire two mini-missiles each;
payload is two each with manual reloading (not possible while moving).
Appaloosa or PonyThe Appaloosa is a light robot horse that is smaller than the other robots (although true Appaloosas are 1 4- 1 5.2 hands tall). They are tough and reliable, with good speed and carrying capacity. The Appaloosa is designed for female riders, children and small D-bees
Appaloosa, Light Robot Horse Model Type: RH- I OOlA
Class: Robot Horse
Crew:
One humanoid rider with one additional rider possible in emergencies.
M.D.C. by Location Head - 8O
Legs (4) - 5O each
*Main Body - 200
* Destruction of the main body will destroy the bot. Destruction of the head shuts it down.
Destroying one leg will hobble the robot and reduce speed and leaping distance and height by 33%.
Speed Running: Maximum speed of 75 mph (120 km).
Leaping: 10 feet ( 3 m ) high and 20 feet (9 m) lengthwise, with a running start.
Flying: Not applicable.
Underwater Capabilities: The robot can function in/under water, able to walk along the bottom of the sea at about 25% its normal running speed, or swim at a speed of 3 mph (4.S km or 2.6 knots).
Maximum Depth 500 feet ( 1 52.4 m).
Statistical Data Height: Usually about 1 3 .2 hands (or 4 feet, 4 inches/I .34 m) at the shoulders.
Width: 2.6 feet (O.S m)
Length: Approximately 6.6 feet (roughly 2 m).
Weight: 5OO lbs. (360 kg)
Color of Hide : Leopard (white over the loins and hips with dark, oval shaped spots),
Snowflake (spotted all over the body),
Marble (mottled colors all over body),
Frosted (white specks with a dark grey or brown background).
Generally, colors include grey, white and a variety of browns.
Robot Attributes of Note: P.S . 26,
P.P. 20,
P.E. 10 (15 with hide),
Spd 1 1 0; equivalent
I.Q. 9.
Power System: Nuclear, average life of 15 years.
Cargo: Can carry one rider and one companion (if both are roughly human-size, otherwise space may be tight for the companion rider, and this second seat is never comfortable for long periods; an hour or more), up to 1 000 pounds (450 kg).
The robot horse can pull up to two tons! Cost: 2.5 million; sometimes on sale for 1 0-20% less. Weapon Systems: None to star
Combat Notes: Attacks per Melee Round: Three Bonuses:
+2 on initiative,
+1 to strike,
+3 to dodge when running,
+2 to roll with punch, fall or impact.
Damage:
Restrained Hoof Strike: 2D4x lO S.D.C.
Full Hoof Strike: I D6 M.D.
Rear KickIPower Kick: 2D6 M.D.
Stomp: I D4 M.D.
Running Body Block: I D4 M.D.
Head Butt: 5D6 S .D.C Bite: 5D6 S .D.C
The War Horse
The War Horse is a robot with a stocky build, thick legs, extra armor and a basic shape that the average, Norse horse person would consider a Clydesdale.
It is designed for hard work and combat. It is especially popular among in the future Cyber-Knights and the ARMY 1 st Cavalry.
Arms Heavy Robot Horse Model Type: RH-I004D
Class:
Robot Horse
Crew: One humanoid rider with one additional rider possible in emergencies.
M.D.C. by Location Head - 150
Legs (4) - 120 each
*Main Body - 300
* Destruction of the main body will destroy the bot.
Destruction of the head shuts it down. Destroying one leg will hobble the robot and reduce speed and leaping distance and height by 33%.
Speed Running: Maximum speed of 75 mph (120 km).
Leaping:
15 feet (4.6 m) high and 40 feet ( 1 2.2 m)
lengthwise, with a running start.
Flying:
Not applicable.
Underwater Capabilities:
The robot can function in/under water, able to walk along the bottom of the sea at about 25% its normal running speed, or swim at a speed of 3 mph (4.8 km or 2.6 knots).
Maximum Depth 500 feet ( 1 52.4 m).
Statistical Data Height: Usually about 16 hands (or 5 .4 feet/1 .58 m) at the shoulders.
Width:
3.8 feet (1.1 m)
Length:
Approximately 10 feet (3 m).
Weight:
2000 lbs. (900 kg)
Color of Hide: Various shades of brown, grey and white; may be speckled.
Robot Attributes of Note: P.S. 38,
P.P. 20,
P.B. 9 (14 with hide),
Spd 1 1 0; equivalent IQ. 9.
Power System: Nuclear, average life of 15 years.
Cargo:
Can carry one rider and one companion (if both are roughly human-size, otherwise space may be tight for the companion rider, and this second seat is never comfortable for long periods; an hour or more), up to 2000 pounds (900 kg). The robot horse can pull up to eight tons!
Weapon Systems: None to start.
Combat Notes: Attacks per Melee Round: Four
Bonuses+2 on initiative,
+1 to strike, +3 to dodge when running,
+2 to roll with punch, fall or impact.
Damage:
Restrained Hoof Strike: 1D4 M.D.
Full Hoof Strike: 2D6 M.D.
Rear Kick/Power Kick: 4D6 M.D.
Stomp: 1D6 M.D.
Running Body Block: 1D6 M.D.
Head Butt: I D4x 1O S.D.C.
Bite: 1D4x 1O S.D.C.
133879