Wanted Cyborg guard dog

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Riftmaker
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Wanted Cyborg guard dog

Unread post by Riftmaker »

Is there a supplement with rules for making a partial or full conversion bionic dog?

Just interested since I can't find a robot dog entry I like.

Thanks

RM
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say652
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Re: Wanted Cyborg guard dog

Unread post by say652 »

New west book.
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Riftmaker
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Re: Wanted Cyborg guard dog

Unread post by Riftmaker »

Awesome thanks
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say652
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Re: Wanted Cyborg guard dog

Unread post by say652 »

Use heroes unlimited robot power catergory to build a pretty awesome sdc poochie as well. They end up stronger and faster though sdc not minor mdc. Fair trade off though.
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taalismn
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Re: Wanted Cyborg guard dog

Unread post by taalismn »

Here; here's my fan-made Paladin Steel cybercanines if you don't mind fan-brewed or need random-encounter grist:

Paladin Steel Cybermals

“Go WILD when buying your next security system, with the new Cybermal system from Paladin Steel!”

The Cybermal program is the result of an long-time collaboration between PS Resource, PS Heart(Bionics), and PS Advanced Biologics, as an extension of their work on cyborging horses, donkies, and dogs. Ps wanted to utilize the instincts and natural sensitivity of animals to the supernatural, while protecting them from the dangers that such encounters usually involved, with an eye towards domestic security and guard applications. Cybermals are essentially cyborged animals, the breeding stock of which are cloned animals, optimized for maximum physical attributes, and which are gradually cyborged through a six-to-eight-month maturation period. The cyborged animals are given some exposure to specially trained ‘guiders’ who teach the immature cyborgs such skills as hunting and prowling, and also teaching them pleasure and pain associations in their activities. The essential element of the Cybermal is the bio-chip interface implanted in their brain stems, that uses advanced psuedo-A.I. discrimination protocols to use both pleasure and pain stimuli to promote loyalty and mission awareness, providing a ‘rider’ overseeing the animal half of the cyborg intelligence. Biochip programming is a highly guarded secret of Paladin Steel; the sophisticated psuedo-A.I. algorithms that allow the Cybermals free rein of their animal abilities, while keeping them attuned to their missions are among some of the most advanced AI-systems in PS. Besides allowing the cyborgs to identify and interpret threats and obstacles, and keeping them focused and loyal, the biochip interface also protects the Cybermal from being unduly influenced by illusions and mind control....Many a wizard and monster has attempted to take control of the ‘dumb animal’, only to discover that the cyborg has the tenacity and lethality of a smart missile with hard lock -on.
Cybermals represent Paladin Steel’s growing expertise with computer and cybernetic systems, combined with new genetic engineering technologies. While the average Cybermal may not be as blindly fearless and loyal, tough or strong, or invulnerable to psionics and magic as an equivalent robotic device, Cybermals often make up for their weaknesses with instinct and base animal cunning. While they may on occasion cut and run, they never blindly sacrifice themselves either, and often a retreating Cybermal can report what it’s seen and run from, providing invaluable data for reinforcements. Another advantage that Paladin Steel is quick to point out in the Cybermal line, is the ability of the cyborgs to carry and use technowizardry devices...which gives them a serious edge, particularly when facing supernatural opponents.
Paladin Steel emphasizes that proper care is to be taken in the handling of the Cybermals; being living, semi-intelligent creatures, they react poorly to mistreatment, and even the most loyal Cybermal can rebel or cut and run if not treated properly(they aren’t robots, after all). With proper care, regular physical checkups and servicing, and appropriate psychological reward, Cybermals can enjoy an active operational lifespan 2-3 times that of their wild cousins. Despite this, the Cybermal program remains one of the more controversial of the Paladin Steel developments; many mystics and psi-stalkers regard them with disdain, as the products of ‘factory farming’ or ‘tampering with the natural order of things’, and it’s been rumored that PS has had to move the cloning and implantation phases of Cybermal breeding to outdimension enclaves for security reasons.
PS is looking at adding additional animals to their Cybermal program, including rats, seals, sea lions, and additional birds, though there are some animals, such as dolphins, they will NOT clone and cyborg, out of deference to their wild sentient/border-line sentient cousins. PS will also NOT produce Juicer-style clone augments, trading lifespan for high performance.

ALL Cybermals have the following programming built into them:
*Basic Language and Word Recognition---Most Cybermals have been programmed/trained to recognize and understand simple commands in over six different languages---Typically American English, Spanish, French(Canadian), Dragonese, Techno-Can, and Gobbley(though other languages may be selected).
Though unable to read, Cybermals can still recognize simple words like ‘EXIT’ or ‘DANGER’ and can memorize simple numerical sequences(like a license plate), though they fall far short of human reading and mathematical skills.

*Basic Tech/Lifeform Identification---Cybermals come with a basic 1,000 item recognition database, covering the basic uniforms, insignia, equipment, races, intelligent species, and monsters of North America. Of course, being an animal, the Cybermal can subsequently learn, via association and experience, additional ‘good’ and ‘bad’ things, and knows enough to investigate and/or report unknowns, and act on its instincts to avoid others.
*Target Database---All Cybermals carry an internal visual-associative memory of various common objects, beings, and equipment, along with attendant priority warnings. Monsters, demons, and supernatural predators have an IMMEDIATE THREAT rating, sending the animal into Full ALERT and/or Combat Modes.

*Loyalty---All PS Cybermals have been raised, indoctrinated, and programmed to be loyal to their handlers and designated ‘safe’ humans...This may include several layers of ‘interaction protocols’...for instance, a domestic security Cybermal must be expected to be friendly to children and other obvious non-threats, impartial to passersby, accept orders from anyone with a police/security designation, and attack lawbreakers and designated targets, while installation guard Cybermals may be programmed to attack any intruders in their patrol perimeter, and accept orders only from a handful of predesignated officers.

*Learning----A major advantage of a Cybermal system is the ability of the animal to learn how to better use its abilities and to face off with an opponent.
(Option) Cybermals can use the Cyborg OCC Experience Tables, and can pick up an additional APM at levels 3, 6, 9, and 12

*Multiplexors---Many Cybermals have built-in TW Multiplexors---PPE Battery-powered magic projectors that the animal has been trained to use. The original systems were reliant on limited-capacity PPE Batteries that required the animal to return frequently to its handlers to have the cartridge batteries replaced, but continuing TW research has developed a new system that allows the animal to slowly recharge its Multiplexor batteries from its own (much reduced) PPE remaining after cyborg conversion. Although the Cybermal regains PPE at a FAR slower rate than a mage or even a normal animal, it does permit the Cybermal to operate for far longer in the field without having to seek out a handy mage or supply depot. The animal CANNOT learn new spells, however, nor does it get any special saves. The Cybermal Multiplexor CANNOT be transplanted into another being; it is keyed to the animal’s bio-patterns.

Systems Options
(available to ALL Cybermals):
*Urethra Chemical Spray Sac---This quite simply adds an extra chemical sac to the animal’s own plumbing, to allow it to add special chemicals to its urine. Since many animals(particularly felines and canines) use their urine to mark territory, this allows additional chemical cues to be added, such as dyes that are luminescent under infrared light, or special odor cues that can be picked up by handheld detectors. This allows the Cybermal to lay down ‘scent’ or ‘p-tracks’ for other other Cybermals or following infantry to follow, mark safe lanes, and tag mines, boobytraps, and sensors for avoidance. In bird-forms, this takes the form of bright droppings or chemical tags.

*Psionic Stimulation Packages(In development)----Paladin Steel has let out advance word that it is developing special psionic augmentation modules for the Cybermal series, similar to the Psynetic implants rumored to be floating around Europe, and the more commonly available M.O.M. systems available as ‘Crazies’.
The most likely focus of these psionic stimulators would be in increasing the sensory capabilities of the animals, especially in sensing the supernatural, but the success of the Tiger Terror Graft is an indication that more powerful psionic types may be projected as well. However, the use of such systems on a cyborged animal are likely to come with a stiff physical cost, and Paladin Steel is still evaluating the ‘break even’ point between viable augmentation of the animals and inflicting unnecessary suffering on its creations.


Weapons Options
(These are the more common weapons types mounted on Cybermals; typically the Cybermal carries light infantry weapons; it’s common practice for many Cybermal teams to mount their sidearms on their animals, so that in an emergency they can detach them and use them themselves. Another consideration in arming Cybermals is the animal’s intelligence; few animals tend to think in terms of combat beyond the immediate reach of their natural weapons, or a short sprint, even with their ‘natural’ perceptions altered to accommodate the idea of ranged weaponry. Some weaponry, in fact, will only really be used by the cyborged animal effectively at half to a quarter of its maximum range; many weapons, especially longer-ranged energy and missile weapons, will therefore be ‘slaved’ remotely to an accompanying handler or commander, to make best use of the range advantage):

a) Pulse Laser----Modified LR-20; 1,600 ft range, 2d6 MD per single shot, 6d6 MD per triple shot burst, 40 shot battery(recharges at 10 shots per hour)
Cost: 55,000 credits

b) Sniper Laser----3,000 feet,6D6 per single shot, 25 shot battery(recharges at 10 shots per hour)
Bonus: +1 to strike from special gyrostabilization
Cost: 55,000 credits

c) Gatling Laser-----Three-barreled rapid-fire laser cannon; 2,000 ft, 2d4 MD single shot, and 2d4x10 MD per six-shot pulse burst. 60 shot battery(recharges at 10 shots per hour)
Cost: 55,000 credits

d) Plasma Cannon----800 ft, 5d6 MD per shot, ECHH, Standard 18 shot battery(recharges at 6 shots per hour)
Cost: 12,000 credits

e) Ion Cannon------1200 ft, 3d6 MD per blast, 25 shot battery(recharges at 10 shots per hour) 18,000 credits
For an additional 15,000 credits, these ion cannons can be replaced/augmented with the dual ion gun/vibrosword mount copied from the Aqua- Tech Orca-50 Deep Sea Power Armor(see Rifts Undersea, pg 140, for details). The blades do 2d6 MD on a slash, plus 1d6 MD per 20 MPH in a sideswipe/bodyblock/ram.
Cost: 55,000 credits

f) Particle Beam Cannon------Standard Cyborg PBC; 1,000 ft, 6d6 MD per shot. 25 shot battery(recharges at 10 shots per hour)
Cost: 55,000 credits

g) Magbolt Cannon----- Modified light Magtech weapon
Range: 2,000 ft
Damage:(Magnetic Vortice-SDC) 2d8 SDC per vortice, plus 60% chance of knocking down human-sized targets
(MDC) 2d6 MD per vortice
Payload: 25 shot battery(recharges at 10 shots per hour)
Bonuses: +1 to strike from laser targeting
Note: Magtech force vortices, being invisible, are -8 to dodge
Cost: 55,000 credits

h) Stun Cannon-----Electro-pulse zapper. Range 300 ft, 25 shot battery(recharges at 10 shots per hour)
Damage: Victims are -10 to strike, parry, and dodge for 2d4 melees, plus a 40% chance of falling down( lose 1 APM and all initiative while trying to get back up). A successful save versus non-lethal poison means the victim is unimpaired
Cost: 5,000 credits

i)Light Machine Gun------Standard 5.62 mm LMG; 3,000 ft range, 5d6 SDC per round, 1d6 SDC/Bruising damage for a burst of three rubber crowd-control bullets, and can use MDC bullets. Standard rate of fire, and has a box-magazine of 200 rds. Cost: 2,500 credits

j) Light Autocannon-----Essentially a cyborg-mounted PS ‘Taskin’ Cannon. Can also fire crowd-control rounds.
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire:ECHH
Payload: 150 rds
Cost: 55,000 credits

k) Light Rail Gun----This is PS’s copy of the Coalition’s own ‘Deadman’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst(8d6 MD for both guns firing in a dual burst---counts as one attack)
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts) per gun
Cost: 55,000 credits

l) Micro-Missile Launcher----- Fires the standard PS Pattern-1c MicroMissile/RPG. 12 shot launcher, 6,000 ft range, 4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode.
Cost: 35,000 credits for the launcher

m) Mini-Missile Launcher------Two types available:
*80MM Mini-Missile Rocket Pack-----Payload: 6
Cost: 50,000 credits for the launcher
OR...80MM-"B" Mini-Missile Rocket Pack---Payload: 10
Cost: 55,000 credits for the launcher

n) Anti-Armor ‘Heavy Hitter’ Missile---1 per hardpoint---Range: 1 mile, Damage: High Explosive 2d4x10 MD, Payload: 2, Bonuses: +5 to strike
Cost: 50,000 credits for the launcher, 8,000 credits per missile

o) Squirt Cannon---A mechanized ‘Super Soaker’ for spraying vampires or using other chemical agents.------200 ft range, damage and effects vary by chemical( 4d6 HP to Vampires if carrying water)
Payload: 30 shots
Cost: 3,000 credits

p) Flamethrower-----Uses the standard Free Canadian Incendi-Gel; 500 ft range, 3d6 MD per burst, plus does an additional 2d6 MD per melee for 1d6 melees, 20 bursts
Cost: 25,000 credits

q) Mini-Grenade Launcher------Standard light 30mm auto-grenade launcher
Range: 1500 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3 round burst of frag shells does 1d4x10 to a 15 foot radius, a burst of 3 AP shells does 2d4x10 to a 5 foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius A 5 round burst of frag shells does 1d6x10 to a 20 foot radius, a burst of 5 AP shells does 2d6x10 to a 6 foot area, and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius. A 10 round burst of frag shells does 2d6x10 to a 40-foot radius. A 10 round AP burst does 3d6x10 to an 8-foot area, and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 20 shot clip
Cost: 40,000 credits

r) Vibro-blade Cluster---Does 4d6 MD on a slash/sideswipe.
Cost: 16,000 credits

s) Chain/Buzz Saw Mount------ 5d6 MD, but extremely noisy
Cost: 30,000 credits

t) Goop Gun------This option consists of a high-pressure sprayer/applicator and two storage bottles. The “Gum Gun” applies/squirts a super-strong epoxy adhesive that can be used to cement MDC materials together, or make temporary patches. Used in quantity, the epoxy can be used to build up an MDC barrier. As a weapon, the Gum Gun can be used to capture opponents with an entangle.
Each application covers about five square feet,. To completely cover a human- sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
The epoxy sets within seconds, and can be used underwater. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Once the two tanks are emptied, the twin bottles, which are sold and attached together as a pair, can be quickly exchanged for fresh ones in one melee action, like changing an e-clip.
Range: 100 ft
MDC : 25 for sprayer, 30 for tank.
Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours
Damage: None
Payload: 30 applications per tank.
Cost: 50,000 credits for the sprayer, 5,000 credits per 30-application cartridge,

u)TASER System - fires an electrically-charged glass bead which delivers a strong shock.
Range: 200 ft
Damage:Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out.
Rate of Fire: ECHH
Payload: 40 taser ‘beads’ in a screw-on magazine. The gas cylinder has enough inert gas propellant for 80 shots.
Bonuses: Lightweight construction give this weapon a +2 to strike
Cost: 2,000 credits. Ammo costs 300 credits per magazine of 20 shots.

v)Auto-Shotgun
Weight: 10 lbs
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
*Acid Shell---1,000 ft range, 4d4 M.D. the melee first round. Damage goes
down by 1d4 each melee round after that. Additional bolts do additional damage, and therefore add to the duration. No matter how many bolts hit, the damage only goes down by 1d6 each melee
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 10 rd ‘box’ clip
Or a 20 shot drum can be added
Cost: 8,000 credits(yep!)





Paladin Steel Cybermals.....”Bringing New Life to Your Security Forces”


PSCyA-14 Wolf Scout/Light Patrol Borg
“Nice dogggieee....”

“These things are nearly as good as a Dog Boy when it comes to detecting nasties that like to go invisible and sneak up on you...I did a drop with a PSCyA-14 pack-platoon on a ‘burgh that had a crop-up of the supernaturals right downtown, and the local constabulary didn’t want to admit that they had a problem...good thing our folks had gone through a few weeks earlier and convinced one of the town managers to call us if anything happened, because the security cordon those saps threw up around the rift was doing NOTHING.....turned out a whole flock of nasty little buggers with natural invisibility were sneaking past their cops and into town to feed.....my company dropped in behind them and WE mighta been diced if it hadn’t been for our K-9s..cyberwoofers could see and smell the damn things, even better than our rifle PPE scopes and psi-goggles, and tell us where they were.....once they lost their cover, the critters toasted up nicely in our sights......I’m not sure I’d want one of those PSCyA-14s as a pet, but they are damn fine animals on the battlefield, and I can understand why the pack handlers are gaga about them mutts...”
-----Corporal Briscoll Manyatten, Octoman Field Specialist, VFS Rapid Deployment Forces.

The PSCyA-14 resembles an ordinary wolf or coy-dog with what appears to be a vest of metallic mesh. The eyes may also seem glassy or metallic. The claws and teeth have been reinforced with superhard plastics, while the skin has an underlying layer of cyberarmor and subcutaneous mesh. Important muscle groups have been further reinforced and augmented with impulse-stimulated myomers, while reflex-boosting implants and stem-cell augmentation injections have boosted the animals’ speed and reaction time. Augmentation isn’t nearly as extreme as the larger Cybermals, in order to preserve the animals’ natural abilities to sense PPE, but the animal will never be mistaken for a regular wolf or mutt.
The PSCyA-14 is designed with light security work in mind; ferreting out intruders, sniffing cargo for contraband, and tracking persons and creatures. It also is employed in Search and Rescue, bodyguard, and personal companionship roles. But lest anyone think that the PSCyA-14 is just a hopped up dog, the PSCyA-14 retains a strong natural predatory attitude that defers to the ‘alpha male’ of its pack, and can show a surprisingly vicious attitude towards all others. In contrast to their feline counterparts, the PSCyA-14s are alert, dedicated, and always on watch.
The PSCyA-14 is also commonly used by police and security forces as a ‘K-9’ unit, and is a fairly common sight in cities of the Washington and Vermont Free States, patrolling residental areas, reservoirs, farms, and industrial sites.
Type:PSCyA-14
Class:Scout/Light Patrol Borg
MDC/Armor by Location
Main Body 90
Head 30
Legs(4) 15 each

*The PSCyA-14 is frequently issued a ‘doggie vest’ of padded MDC armor that protects the torso and dangles over the upper legs. The vest offers minimal MDC(20 MDC) but has 1-4 pockets that allow the PSCyA-14 to carry messages and small packages(nothing bigger than a fusion block or e-clip).

Hit Points 18
Size: 5 ft long
Weight:120 lbs
Physical Attributes:
IQ:4(High animal intelligence), ME:20, PS: 14, PP:20, PE: 18,
Speed:(Running) SPD 35/ 25 MPH
(Leaping) Standing leap of 15 ft up/20 ft across, or a running leap of 30 ft up/40 ft across
(Climbing) Excellent; equivalent to a Climbing skill of 80%
(Swimming) Excellent swimmer; can dogpaddle at 12 MPH

Systems of Note:
Universal Headjack
Hardwired Nervous System
Radio Transmitter/Reciever---Activated by a remote signal, this allows the Cybermal’s ‘handler’ to send commands and monitor what the animal is seeing/hearing.
Range: 10 miles(80 miles with antennae extended)
Cyberlung and Air Filter--- 1 hour capacity; 94% effectiveness against nerve gases and poisons

Sensors:
Multi-Cyberoptics----Telescopic(6,000 ft), MacroLens(x8), Passive Night Vision(2,000 ft), Thermo-imaging(2,000 ft), Light Filters, Targeting Display(+1 to ranged attacks)
Augmented Hearing
w/Ultra-Ear
Sound Filtration
Advanced Smell---Track by Smell (80%). recognize changes in emotion(70%)
Mini-Video/Audio Recorder---Records what the animal sees and hears on an eight-hour discette that fits into a slot at the back of the skull.

*Sense PPE and the Paranormal---not an added ability, so much as the remaining instinctive ability to sense the supernatural. The animal can sense supernatural beings, the active use of magic, and invisible paranormal forces within a 600 ft radius, and will react in the negative to it)begins twitching, growling, and growing increasingly agitated). Special combat training and the combat programming allows these animals to overcome their fear and instead seek and attack the source of the disturbance, however.

Weapons Systems:
1)Augmented Teeth and Claws---The teeth and claws of the PSCyA-14 aren’t as powerful as those on the higher marks, but they can still do considerable damage to small targets:
Bite: 4d6 SDC or 1d4 MD for a power bite(takes TWO attacks)
Claw: 3d6 SDC

2)Weapons Hardpoint---The PSCyA-14 mounts one weapons hardpoint on its back

Combat:
Actions/Attacks per Melee 4
Initiative +2(+6 from amplified hearing)
Strike +3
Parry +2
Dodge +2(+2 from amplified hearing)
Roll +3
Save Versus Magic +5
Save Versus Mind Control/Psionic attack(bio-chip loyalty programming) +8
Save Versus Horror Factor +6
Impervious to Bio-manipulation and See Aura
Bite: 4d6 SDC
Power Bite: 1d4 MD
Claw: 3d6 SDC
Body Block/Tackle/Ram: 3d6 SDC plus 40% chance of knocking down targets human-sized and smaller(lose 1 APM and initiative while attempting to get up)


Basic Skill Programming
Land Navigation 90%
Prowl 80%
Tracking 80%(+10% from Enhanced Olfactory Senses)
Swimming 98%
Hunting
Wilderness Survival 98%

Cost: 60,000 credits
(Cost includes a one-year renewable service contract)
Estimated operational lifespan: 25 years

PSCyA-16 Timber Wolf Sentry/Light Combat Borg
Ivar screamed, not just from the pain searing out from what was left of his shoulder, but in humiliation at his own stupidity. All the trouble he’d gone to, tracking down the hint of evil he’d perceived, the faint touch of darkness he’d sensed, following it across town, here to this place, this private academy, where he had fortuitously interrupted a scene of horror. He’d broken into the school storeroom, taken in the scene of the three school girls, one backed against the wall, another trapped under the loathsome reptilean claws and jaws of an abomination from the Other Side..the third...covered the room in pieces, the small room fairly reeking of her death ...
And he’d brashly charged in, the valiant young Horror Hunter, eager for his first kill, with sword drawn to save the damsels in distress....all in all, a pretty stupid mistake...and now it seemed it would be his last mistake...
He’d turned his back on the first girl, assuming her to be innocent, a potential victim to be rescued...he now knew better, as he tried to roll out of the wall and crumbled file cabinets that surprise eldritch bolt from behind had blasted him into, sent him billardballing about the room, screaming in agony every time he hit ...if only he’d taken the time to assess the situation, used his vaunted abilities to see the Truth...and now he could sense the teenage witch readying another barrage to further punish, if not kill him, even as her classmate gibbered in terror, and her monstrous minion slavered in anticipation, no doubt, of TWO meals...
He tried to roll to one leg, raise his mystic defenses, and fight back, but he slipped in the grue of the monster’s last victim, and only managed to get to his knees, just in time to be rocked back again against the wall, stars spakkling his vision and darkness in both the metaphorical and literal sense closing in on him. Bile threatened to choke him as Ivar contemplated this wretched reversal of fortunes...the little black-hearted ***** was just too POWERFUL!...How many of her classmates had she sold to her master to get this bad...if she was even a teenager in the first place!...
That was when he heard the growling.....
It suddenly seemed as if the small room was filled with a storm of furry, flying forms that leaped and jumped in the half light, accompanied by a cacophony of growls and howls, and bright, eye-searing flashes...he heard the witch cursing, the monster howling in counterpoint to the new arrivals ...a rack of shelves burst into flames, an entire section of ceiling disintegrated to fill the room with choking dust.
Ivar felt something close about his collar and begin pulling him awkwardly over on to his side, then painfully over a pile of chairs. Turning his neck painfully, he caught a glimpse of a fur-covered snout, gleaming metallic canine teeth, and glowing red eyes...and a whirring gun barrel that tracked into the room....
A massive clawed hand swept through suspended ceiling panels and shattered fluorescent lighting tubes, throwing a four-legged form across the room to smack into the wall beside him. He gazed in shock at the heavy, gray-furred, armor-grafted, wolf-form that dropped to the ground, rolled to its feet, shook itself, then bounded back into the melee. Even in the uncertain lighting, he’d caught the words “METRO PACK PATROL” stenciled along the creature’s flanks....
His rescuer paused a moment to allow two more cyberwolves to drag the unconscious body of a young girl out one of the holes in the walls he’d made being thrown about the room...then Ivar was pulled out the same hole as more wolf-shapes charged over him into the fray...flames shot from the walls, ball lightning cascaded along the hall....the screams hitting near supersonic levels...he could hear clattering behind him, the howl of heavy machinery somewhere, and voices shouting..but only when he saw the familiar face of his precinct-captain looking down on him with an assuring smile, did the young Horror Hunter allow the medtech who’d materialized alongside him to draw him down into blessed unconsciousness....


The Timber Wolf is the PSCyA-14’s heavier brother; a mean, lean, fighting machine intended for frontline watch duty and combat. It’s smart, fast, and well-armed, and deployed in semi-autonomous packs, a truly deadly opponent to encounter in the wilderness.
The PSCyA-16 resembles a heavier wolf with armored mesh vest covering the midsection and shoulders, while the forelimbs are cyborg limbs. The eyes will have a glassy or metallic appearance, and the teeth a metallic glint. Two shoulder-mounted weapons hardpoints can carry a variety of weapons and accessory systems, from energy weapons and mini-missile launchers, to multiplexor blades and squirt guns.
The PSCyA-16 is a common unit in security and infantry forces of the Washington and Vermont Free States, and teams of them are commonly deployed around sensitive military and civil facilities such as airports, powerplants, and waterworks.
Type:PSCyA-16
Class:Sentry/Light Combat Borg
MDC/Armor by Location
Main Body 150
Head 90
Legs(4) 30 each

*The PSCyA-16 is frequently issued a ‘doggie vest’ of padded MDC armor that protects the torso and dangles over the upper legs. The vest offers heavy MDC(60 MDC) and has 1-4 pockets that allow the PSCyA-16 to carry messages and small packages(nothing bigger than a fusion block or e-clip).

Hit Points: 25
Size: 4-5 ft long
Weight: 300 lbs
Physical Attributes:
IQ: 6(Animal predator) ME:20, PS: 16, PP:22, PE: 18,
Speed:(Running) SPD 44 (30 MPH)
(Leaping) Standing leap of 15 ft up/20 ft across, or a running leap of 30 ft up/40 ft across
(Climbing) Excellent; equivalent to a Climbing skill of 80%
(Swimming) Good swimmer; 10 MPH
Systems of Note:
Universal Headjack
Radio Transmitter/Reciever---Activated by a remote signal, this allows the Cybermal’s ‘handler’ to send commands and monitor what the animal is seeing/hearing.
Range: 10 miles(80 miles with antennae extended)
Cyberlung and Air Filter--- 1 hour capacity; 94% effectiveness against nerve gases and poisons
Hardwired Nervous System
*Combat Net---This special system uses the timber wolves’ natural pack instincts and special imported psylite crystal pionic relays to create the ultimate pack mentallity. Using this system, packs of three or more(10 maximum) Timber Wolves can effectively act as one animal, sharing information about their respective locations and common targets. In combat, this means the ‘borgs can more effectively coordinate their attacks, striking from one side the instant an enemy’s attention is drawn to another side.
Attempts to adapt this system to humans and regular combat cyborgs have proven unsuccessful; researchers believe that more intelligent lifeforms tend to assert their individuality over immersion in the ‘group mind’ or ‘pack mentality’, negating the effectiveness of this implant.
Range: 1,000 ft
Bonuses: +2 to strike, +1 to initiative
Furthermore, the Pack can designate ONE attack per melee by the whole pack(or those members within range) on a single target....ALL participating members must attack the target in the SAME manner(melee, or ranged). The Pack, as a whole, rolls ONCE to strike, while the target rolls to dodge, but at a -1 per member of the pack attacking(so if all 10 cyberwolves attack, the victim rolls at a -10 to dodge, roll, or parry).

Sensors:
MultiOptics----Telescopic(6,000 ft), MacroLens(x8), Passive Night Vision(2,000 ft), Thermo-imaging(2,000 ft), Light Filters, Targeting Display(+1 to ranged attacks)
Augmented Hearing
w/Ultra-Ear
Sound Filtration
Advanced Smell---Track by Smell (80%). recognize changes in emotion(70%)
*Sense PPE and the Paranormal---Though not as acute as that of its less-metal’ed cousins, the cyberwolf’s natural PPE sense is still fairly good, allowing it to detect supernatural beings and active magic in a 500 ft radius.
Weapons Systems:
1)Vibro-Claws---Damage: 2d6+4 MD

2)Enhanced Jaw
Damage: 1d6 MD

3)Weapons Hardpoints(2)---The PSCyA-16 mounts two separate weapons hardpoints; one on each shoulder

4)Spellcard-Amulet---Preloaded with the following spells:
Blinding Flash(1)
Thunder Clap(4)
Cloud of Smoke(2)
Climbing(3)
Detect Concealment(6)
Energy Bolt(5)
All at Sixth Level of profficiency
(Note: Other spells may be substituted; this is the standard package)
80 PPE battery included.
Recharges at a meager rate of 1d6 PPE per hour
Combat:
Actions/Attacks per Melee 5
Initiative +3(+6 from amplified hearing)
Strike +4
Parry +2
Dodge +1(+2 from amplified hearing)
Roll +3
Save Versus Magic +5
Save Versus Mind Control/Psionic attack(bio-chip loyalty programming) +8
Save Versus Horror Factor +6
Impervious to Bio-manipulation and See Aura
Bite: 3d6 SDC
Power Bite: 1d6 MD
Claw: 2d6+4 MD
Leap Attack(takes THREE attacks)
Body Block/Tackle/Ram: 1d4 MD plus 60% chance of knocking down targets human-sized and smaller(lose 1 APM and initiative while attempting to get up)

Skill Programming:
Land Navigation 90%
Prowl 80%
Tracking 80%(+10% from Enhanced Olfactory Senses)
Swimming 98%
Hunting
Wilderness Survival 98%
Detect Ambush 70%
Detect Concealment 80%

Cost: 80,000 credits
(Cost includes a one-year renewable service contract)
Estimated operational lifespan: 25 years
Last edited by taalismn on Tue Jul 08, 2014 6:39 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
say652
Palladin
Posts: 6609
Joined: Wed Jun 20, 2012 11:32 am
Comment: Avid Cyborg and Braka Braka enthusiast.
Location: 'Murica

Re: Wanted Cyborg guard dog

Unread post by say652 »

Thats like Hephestus himself gave you a gift.
guardiandashi
Hero
Posts: 1437
Joined: Wed Nov 27, 2013 12:21 am

Re: Wanted Cyborg guard dog

Unread post by guardiandashi »

hey taalismn
are you sure about the attributes on the -16?
Physical Attributes:
IQ: 6(Animal predator) ME:2, PS:, PP:22, PE: 18,
Speed:(Running) SPD 44 (30 MPH)

I don't see a ps attribute, and the me seems kinda low to me
User avatar
taalismn
Priest
Posts: 48014
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Wanted Cyborg guard dog

Unread post by taalismn »

guardiandashi wrote:hey taalismn
are you sure about the attributes on the -16?
Physical Attributes:
IQ: 6(Animal predator) ME:2, PS:, PP:22, PE: 18,
Speed:(Running) SPD 44 (30 MPH)

I don't see a ps attribute, and the me seems kinda low to me



Great Lassie's Ghost! You're right! Proofreading missed that!

The correct numbers should read: ME: 20(same as for the previous wolfie) and PS 16(STRONG wolf).
That better? :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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