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Death Machine


Description: An egg-shaped machine studded with numerous knobby protrusions and gun turrets. It floats on four antigravity pods.


Str 24 Int 8
Dex 22 Wil 13
Con 20 Per 8


Durability: 20/20/10 Action Check:
16+/15/7/3
Move: Glide 30, Fly 60 (antigrav units) # Actions: 4
Reaction Score: Ordinary/2


Defenses:
+5 resistance modifier vs. melee and ranged attacks.


Force Field: Provides an additional +3 resistance modifier vs. melee and ranged attacks. The Death Machine suffers the same penalty while the force field is active. The power drain also applies an identical penalty to the Death Machine’s Action Check.


Duralloy Armor: 3d4+1 (LI)/3d4+1 (HI)/2d4+1 (E). Good Durability.


Sensors:
Normal human sight and hearing.
Infrared sensors as IR Goggles.
UV sensors as Imaging goggles, also able to visually detect radiation.
25x Telescopic magnification on sight.
Radar array as a Radar Gauntlet, 50 km/1000 km range.
Radio communications as Comm Gear.


Weapons:
Can make up to 6 weapon attacks in a single phase.
Blaster Cannons (2) Skill:Hvy-direct Acc: 0 Md: F Range: 750/1500/3000 Type: E/A
Damage: 3d6+3w/3d8+6w/3d6+3m Actions: 1


Black Ray Cannons (6) Skill: Hvy-direct Acc: 0 Md: F Range: 100/200/300 Type: E/O
Damage: 1d6+1w/1d6+3w/1d6+1m(special) Actions: 2


Mk VII Blaster Batteries (16) Skill: Hvy-direct Acc: 0 Md: A
Range: 130/260/400 Type: E/G Damage: 1d6+1w/1d8+2w/1d6+1m Actions: 2


Mk XII Masterblaster Batteries (10) Skill: Hvy-direct Acc: 0 Md:A Range: 165/330/500 Type: E/G
Damage: 1d8+3w/1d12+4w/1d8+3m Actions: 1


Trek Guns (4) Skill: Hvy-direct Acc: 0 Md: F Range: 65/130/200 Type:E/O Damage: 1d6+1w/1d8+2w/1d6+1m to targets with force fields. Disintegrates anything unshielded within 60m of the target. Actions: 1


Laser Batteries (8) Skill: Hvy-direct Acc: -1 Md: A Range: 750/15000/3000 Type: E/O
Damage: 1d12+1w/2d8+3w/1d12+1m Actions: 3


Minimissile Launchers (6) Skill: Hvy-indirect Acc: 0 Md: F Range: 25/50/75 Type: HI/G
Damage :1d6+2w/1d8+4w/1d6+2m Actions: 1 Clip: 50


Fusion Bomb Launcher Skill: Hvy-indirect Acc: 0 Md: F Range: 1000/2000/3000 Type: E/A
Damage: Complete destruction within a 600 m radius. 2d6+1w/2d8+3w/2d6+1m within a 6
km radius. H5 firestorm within a 6 km radius for 1d6 rounds, H4 for an additional 2d6 rounds, and H3 until
the GM decides that the fires are out. Actions: 1 Clip: 20


Energy Damper: 1d8+2m damage per round to all robots within a 50 m radius. All electronic devices within the radius are fused. 1d8+2w vs. robots with force fields, Stamina-Endurance roll with a step bonus equal to the force field modifier to resist the damage.


Skills: Heavy Weapons [24]-indirect [30], direct [30]; Acrobatics [22]-flight [23]; Stamina [20]-endurance [21], resist pain [21]; Computer Science [8]-hardware [10], programming [10]; Tactics [8]-cavalry [12]; Technical Science [8]- artifact knowledge [10], repair [10]; Awareness [14]-perception [15]; Interact [8]-intimidate[12].


Mission: Accomplish assigned military objectives, including destruction of enemy forces, destruction of enemy materials, defense of allied men and materials, and defense of allied bases.


Reactions: If dormant, can be activated with a Common military I. D. Once active, can only be commanded with a military Security Override I. D. Valid Maintenance I. D. cards can be used, but only under constant
scrutiny from the Death Machine. Programmer cards cannot be used.


System Damage: Like a vehicle or starship, a Death Machine loses access to onboard systems as it takes damage. Whenever any damage penetrates the Machine’s armor, roll on the following table once for every 2 Stun,
2 Wound, or 1 Mortal. A system affected by Stun suffers a +2 step penalty for all actions involving that system until the Stun is recovered, unless a special effect is described below. A system affected by Wound or Mortal cannot be used until repaired.


Base roll-1d20
1-4 Sensors-1d8
1 Vision
2 Hearing
3 Infrared
4 Ultraviolet
5 Telescopic
6-7 Radar
8 Communications
5-14 Weapons-1d20
1-2 Blaster Cannon
3-5 Black Ray Cannon
6-9 Blaster Battery
10-12 Masterblaster Battery
13-14 Trek Gun
15-17 Laser Battery
18-19 Minimissile Launcher
20 Fusion Bomb Launcher
15-20 Misc. Systems-1d12
1-2 Force Field Generator (only +1 Resistance if Stunned)
3-6 Antigravity Pod (-7/-15 Movement per pod)
7 Dampening Field (-2 step to resist if Stunned)
8 Targeting Systems (+2 step on attacks)
9 Tracking Systems (-1 weapon attack/action, minimum 1,
per hit)
10 Power Systems (+1 step on Action Checks, maximum +3 per
hit)
11 Missile Ammunition (1d12 missiles disabled)
12 Bomb Ammunition (1d6 bombs disabled)
.


--
Michael Sears armitage@berk.com