kronos wrote:I'm attempting to upload the Sistrus.. but it's lacking MDC for its legs...
Also.. SOOO many optional weapons!!!
Also.. the Gatar.. you don't list any weapons on it.. although the description lists eye lasers and mini turrets.. are these the exact same as the Sistrus?
And lacking the nanite repair system..?? And combat bonuses are missing.
Ow...how'd I miss THAT?!
Okay...100 MDC each leg...that's fairly standard...but the wheels also provide armor, and it IS a conversion of a PS 'stable' vehicle that came with lots of plug-ons and variants.
And this should be part of the Gatar description(U thought I posted it with):
Maybe your copy-pasta cut it off?
1) Eye Lasers(2) ---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Weapons Turrets(2)---Emulating the EcoS-K-70, the Steel Gaians have elected to replace the the single turret on the AAV7A1 with TWO similar turrets, doubling the firepower. The design remains the same, though, and they can be fitted with a variety of light infantry weapons systems, the most common and popular four configurations presented here;
The standard turret typically bought/mounted has a 40mm grenade launcher and light rail gun in side-by-side mountings.
a) Dual Light Rail Gun/Grenade Launcher
Range:(Rail Gun) 4,000 ft
(40mm Grenade Launcher) 7,000 ft
Damage:(Rail Gun)4d6 MD per 20 rd burst
(40mm Grenade Launcher) (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire:(Rail Gun) ECHH
(40mm Grenade Launcher) ECHH
Payload:(Rail Gun)5,000 rd drum
(40mm Grenade Launcher) 250 rds
b) IH-34L Laser Turret (PS-34L)
Range:4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) IH-100 Rail Gun (PS-100)
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:ECHH
Payload:12,000 rd drum(200 bursts)
d) PS PTT-M20 Missile Rifle---Combination mini-missile and light laser weapon.
Range: Usually about a mile for the missiles, 2000 feet for the laser
Damage: Depends on missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has Effectively Unlimited blasts
Bonuses: +1 to strike from laser targeting
e) Monstrex Weapons Modules---Any of the ‘standard’ Monstrex-style weapons modules can be fitted into the turrets instead.
3) Smoke Mortars(Optional)(1-4)
Range: 500 ft
Damage: Smoke or chemical to 15 ft radius
Rate of Fire: Volleys of 1, 2, 3, or 4
Payload: 4 shells per launcher
4) Rear Weapons/Equipment Module(Optional)
a) Rear Weapons Turret---A powered ring-pintle mount can be fitted with a light automatic weapon, Shemarrian ‘short’ rail gun, 2x Shemarrian Assault Rifles, or 2x Shemarrian energy rifles.
b) Mini-Missile Launcher---VLS(vertical launch system) array with 36 rounds.
c) Short Range Missile Launcher---VLS array(vertical launch system) with 18 rounds.
d) 36-tube 40mm Mortar Launcher----Adaptation of the PS 40-mm ‘Chewer’ launcher system, this consists of electrically-fired tubes loaded in ‘Metalstorm’ inline fashion
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-36
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
e) 120mm Breech-loading Mortar(sometimes called a ‘Thurd Launcher’)
Range:(Standard Shell) 8,900 yards
(Heavy Shell)7,100 yards
Damage:(Standard Shell) Fragmentation: 3d6 MD to a 30 ft blast radius
High Explosive: 6d6 MD to a 12 ft blast radius
Plasma: 1d6x10 MD to an 18 ft blast radius
(Heavy Shell)Fragmentation: 4d6 MD to a 35 ft blast radius
High Explosive: 1d6x10 MD to a 20 ft blast radius
Plasma: 2d6x10 MD to 35 ft radius
Rate of Fire: 1-2 shots per melee
Payload: Stowage space for 50 rds
f)PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Type 9 Weapons Carrier, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system, but is often mounted on other vehciles as well. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:4,000 rd drum(100 bursts)
g) SeaFire Missile Launcher
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-2
Payload: 2
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
h)Kittani Long Range Rocket Torpedo---This is captured enemy ordnance, typically used to confuse enemy positions when they are attacked by their own weaponry.
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Single shot
Payload: 1
i) Torpedo Launcher---A trainable box-style launcher that can be swung to fire over the back or sides. Can hold 18 mini-torpedoes, 6 light torpedoes, 2 medium torpedoes, or 1 heavy torpedo.
j) Heavy Flamer---Fires can be especially horrifying on the water, and this option seeks to take full advantage of that. It can be esepcially frightening when the surface of the water is set ablaze with floating napalm. A turreted nozzle is mounted atop internal fuel tanks(that can be ejected in an emergency).
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
k) Utility Pod---Adds a winch and crane w/ 4.6 ton lifting capacity, fusion welder rig, air compressor, and portable generator.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Gatar has an effective IQ of 8.
Typically has Monstrex base programming, plus the following:
Navigation: Water 70%(+5% per level of experience for Ecotroz entity)
Hunt Sea Life 70%(+5% per level of experience for Ecotroz entity)
Excavation 60%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Gatar intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2 (+3 underwater)
Strike +2 (+2 w/ ranged weaponry)
Roll +4
Bite 4d6 MD
Claw 3d6 MD
Spinning Tread Claw/Sandpaper 2d4 MD, but leaves large, wide, abraded wounds that take twice as long to heal.
Body Block/Ram 3d6 MD
A favorite tactic of the Gatar is to clamp a target in its oversized mouth, and then nose under the water to drown it, or ram it into a wall or other obstacle, crushing it between the obstacle and the Gatar’s bulk.
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Gatar an aura and behavior more befitting a sentient being than a robot. The Gatar seems slow-witted, but tenacious and vicious when provoked or engaged in combat, and can react remarkably fast when need be.
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Options:
*Stealth Refit----An expensive conversion that accentuates the angular radar-deflecting shape of the main body, adds radar-absorbant paint, and adds special insulation and an exhaust/heatsink system to reduce the thermal signature.
Bonuses: Radar and thermal detection systems are -15% to detect the APC.
*Applique Armor---A limited amount of additional armor can be fitted and bolted on externally. Up to 100 MDC of additional armor can be added, mainly in the form of replacement tread lengths bolted to the sides of the Warmount.
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do HALF damage
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades.This is one of several similar systems currently in service/under development by PS, and adopted by the Steel Gaians, who have found it particularly useful for dealing with tentacled sea menaces fond of entangling victims.
Range: 100 ft(50 ft underwater)
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the Gatar can be fitted with 20 flechette packs each, while the front and back can each take 8.
*TW Systems---Adds a supplemental TW crystal matrix PPE generator and spell-casting abilities, especially the ability to breath out mystic vapors through ‘nostril’-vents in the prow. A very popular modification with the Steel Gaians.
Spells:
-Cloud of Steam(5 PPE, 190 ft range, 30 ft area, lasts 40 melees and does 2d6 SDC burn damage per every melee spent in the hot steam)
-Create Fog(3 PPE, 600 ft range, 1,000 ft radius, lasts 50 minutes)
-Fog of Fear(4 PPE, 200 ft area, lasts 10 minutes)
-Water Pulse(1 PPE, 100 ft range, does 2d6 SDC)
-Water Rush(8 PPE, 100 ft range and can create a 20 ft wide swathe)
Variants:
*EcoS-K-71Dw ‘Speedy’---Regarded as an Upgrade, developed at the behest of the DarkWaters, meant to distinguish the Gatar from being simply a weaker Sistrus, the EcoS-K-71Dw variant adds a large blade-like spur to each leg, and adds a short bulbous ending a a contra-rotating eight-bladed propellor appendage. On land, the spurs can be lowered to act as slicer blades, typocally for clearing brush, and the tail can be swing side to side , the megadamage props buzzsawing into opponents. Once in water, though, the tail is lowered into the water and becomes a high speed marine propulsion unit, and the spurs are lowered further to beome hydrofoil vanes, allowing the Gatar to ‘stand up’ on the water to hit high speeds. The EcoS-K-71Dw is most commonly found with the DarkWaters Tribe, but several examples have been seen with the Steel Gaians.
Changes/Modifications:
MDC/Armor By Location:
Tail 100
Vane-Spurs(4) 70 each
Length: Tail adds 7 ft to length
Weight:+2 tons
Speed:
(Water-Hydrofoil) 95 MPH
Weapons Systems:
Same as for the Gatar, plus:
1) Spur-Blades(4)
Range: Melee
Damage: 2d6 MD on a slash
2) Propellor Tail
Range: Melee. The tail can be swung side to side, up, and down 60 degrees.
Damage: 2d6 MD on a tail lash, 1d4x10 MD on a buzzsaw cut with the propellor.
Note: If the TW Generator Upgrade is also taken, the tail prop is often enchanted with the Spinning Blades spell, turning the tail into an even more lethal weapon.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out.
If used to fire mystic projectiles, in volleys of 1-2, the range is 600 ft.
Damage: Does 2d6 MD per blade (so the EcoS-K-71Dw‘s eight-blade set does 16d6 MDC on a strike!)
2d6 MD per blade if fired as projectiles.
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the tail.
PPE Activation Cost: 20 PPE per activation