Board index » MDC Worlds » Splicers®

 


Post new topic Reply to topic
Author Message
 Post subject:
Unread postPosted: Fri May 13, 2005 12:38 am
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
Extendable Tripod: Heavy support weapons like Bio-Rocket Slingers and Quill Storm Cannons are usually too large to be effectively wielded by normal humans or even some suits of Host Armor. However, this enhancement allows anyone to fire one of these massive weapons without penalty (although they still may have trouble hauling it around). A large retractable tripod is mounted to the bottom of the weapon. These strong organic legs hold the weight of the weapon so that it can be fired by anyone no matter how strong they are. The wielder can extend or retract the legs of the tripod with a mental command (counts as one melee attack). While retracted, the tripod looks like a small clawed hand, but it can instantly be extended to a length of up to five feet long.
Bonus: +1 to strike on an aimed shot only.
Bio-E Cost: 8 points.
Prerequisite: None.
Trade Value: 800 credits.

Share Strength: The Feeding Link upgrade can be further enhanced to allow for more than just nutrients to be transferred between the weapon and the wielder. The life force energy of these living devices can be made to flow back and forth through the feeding tube at the command of the wielder. The shooter can even tap his own strength to temporarily increase the power of his Bio-Weapon. Of course, this link does not create energy, it can only transfer it. This means one item must be weakened in order to strengthen the other. The link can be used to transfer M.D.C. from a suit of Host Armor to a connected Bio-Weapon (or vice versa), or it can be used to increase the weapon’s destructive power. By tapping the strength of Host Armor, the damage inflicted by any melee or ranged weapon can be increased by fifty percent. This power boost can be maintained indefinitely, but while the weapon is empowered (and for 1D6 minutes afterward), the Host Armor is weakened; losing one attack per melee round, -3 to P.S., and suffering penalties of -2 to strike, parry, and dodge. For some reason, tapping the strength of the human pilot can create even more powerful effects (and penalties). In this case, the damage inflicted by the linked Bio-Weapon is doubled, but the pilot loses two attacks per melee round and suffers penalties of -3 to strike, parry, and dodge.
Bio-E Cost: 20 points.
Prerequisite: Feeding Link, but Share Strength is added to the weapon, it does not replace it.
Trade Value: 2000 credits.


          Top  
 
 Post subject:
Unread postPosted: Tue May 17, 2005 11:32 pm
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
Acid Injectors: Edged weapons can be enhanced with hundreds of microscopic pores that fire a deadly spray of acid whenever the blade pierces its target. This enhancement goes far beyond simple Acid Edged Weapons. Instead of just dribbling acid into the wound, the blade sprays its powerful organic solvent deep into the delicate internal circuitry of the target for maximum damage. The acid is devastating to metal alloys and other inorganic materials, but it is relatively harmless to living tissue (only inflicts 1D4 S.D.C. per melee round for 1D6 melees). This enhancement can be used in conjunction with Retractable Hooks, a Breakaway Blade, or the Electro-Shock Enhancement, and it can even be used to strengthen Acid Edged Weapons.
Mega-Damage: The weapon inflicts an additional 2D8 M.D. per melee round for 1D6 melees.
Payload: 10 blasts. One blast regenerates every 3D6 minutes. In the case of Acid Edged Weapons, the blade still produces enough acid to continuously deliver its normal attack, but it can only deliver the more powerful attack with the same limitations listed above.
Bio-E Cost: 20 points.
Prerequisite: Only bladed weapons can be enhanced with Acid Injectors.
Trade Value: 2000 credits.


          Top  
 
 Post subject:
Unread postPosted: Tue Jul 05, 2005 5:43 pm
  

D-Bee

Joined: Mon May 16, 2005 3:57 pm
Posts: 16
Slappy, the handheld enhancements rock. Anymore coming?


          Top  
 
 Post subject:
Unread postPosted: Sat Jul 09, 2005 2:21 pm
  

D-Bee

Joined: Wed Mar 02, 2005 4:26 pm
Posts: 23
On the weapon mod rules.... I think Roughnect should get a higher amount of bio-e to spend on thier weapon...as they are the grunts of the houses and would make more sense... all they are...is thier armor and hand-held weapons... nothing more... so it would make sense to give them more in the weapon area...


          Top  
 
 Post subject:
Unread postPosted: Sat Jul 09, 2005 2:41 pm
  

User avatar
Hero

Joined: Mon Jan 17, 2005 8:49 pm
Posts: 1252
Location: Hell
Majority of Roughneck weaponry will be on their HA, not handheld.

_________________
What a cruel thing is war: to separate and destroy families and friends, and mar the purest joys and happiness God has granted us in this world; to fill our hearts with hatred instead of love for our neighbors, and to devastate the fair face of this beautiful world. - R E Lee
People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf. - G Orwell


          Top  
 
 Post subject:
Unread postPosted: Mon Jul 11, 2005 11:28 am
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
Bughunter wrote:
Slappy, the handheld enhancements rock. Anymore coming?


Thank you and no. I'm pretty much tapped out. Maybe if I get some time I'll think up a few more.


          Top  
 
 Post subject:
Unread postPosted: Mon Jul 11, 2005 1:07 pm
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
OrionPrime wrote:
On the weapon mod rules.... I think Roughnect should get a higher amount of bio-e to spend on thier weapon...as they are the grunts of the houses and would make more sense... all they are...is thier armor and hand-held weapons... nothing more... so it would make sense to give them more in the weapon area...


I considered giving them the most points, but then I realized the standard forces always get the stock gear and the special forces are the ones that get to customize their armaments.

Look at the movie Black Hawk Down as an example. The Rangers are elite forces in the Army, but even they and stock weapons. The Delta soldiers, however, fully customized their armaments.

I see the Roughnecks as elite forces in the Resistance (compared to the militia or other under-equipped warriors), but the Dreadguard, Outriders, and others are the special forces.


          Top  
 
 Post subject:
Unread postPosted: Sat Sep 03, 2005 1:33 am
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
It's been weeks since anyone posted anything on this board. I whipped this up just to break the monotony.

Switch Blade

A Bio-Tech Switch Blade is far different than its technological equivalent. Instead of a simple spring-loaded knife blade, this weapon is the bizarre combination of a wicked-looking long sword and a serrated whip. A simple mental command from the wielder causes the seemingly solid blade to extend into a ten-foot long whip lined with dozens of razor-sharp thorns and back again. The flexibility of this weapon keeps targets guessing at all times. Opponents cannot stay outside the range of the sword or close the distance to limit the effectiveness of the whip. This formidable melee weapon is utterly devastating in the hands of a skilled user, but warriors must possess W.P. Sword and W.P. Whip in order to wield a Switch Blade effectively.

Weight: 3 lbs.
Mega-Damage: 3D6 M.D. per sword strike, or 2D6 M.D. per lash of the whip. The Switch Blade can also be used to entangle an opponent much like the Serrated Whip Bio-Enhancement (see page 96 of the Splicers RPG for entanglement rules).
M.D.C. of the Weapon: 100 M.D.C. As a living Bio-Weapon, damage regenerates at the rate of 3D6 M.D.C. per minute, and a severed part of the whip will regrow in 24 hours.
Bonuses: +1 to strike and parry, +2 to disarm, and +3 to entangle.
Trade Value: 1000 credits.


          Top  
 
 Post subject:
Unread postPosted: Sun Sep 04, 2005 2:49 am
  

User avatar
Champion

Joined: Tue Apr 02, 2002 2:01 am
Posts: 1835
Location: Gates of Hell, Microsofts newest Division
yep

this board is Deader than Robotech and that game is out of production.

_________________
冠双


          Top  
 
 Post subject:
Unread postPosted: Sun Sep 04, 2005 2:14 pm
  

D-Bee

Joined: Mon Oct 06, 2003 1:51 pm
Posts: 43
Location: Wisconsin province of the Empire of America
Perhaps it would be more alive if we'd get some definate news on that supposed Splicers supplement that MAY come out in November December(but who believes that?). It would be nice too if Carmen would say something once ina while to us.

_________________
"To attach no importance to public opinion, is a proof that you do not merit its suffrage. "

"If you wish to be successful in the world, promise everything, deliver nothing."
Image


          Top  
 
 Post subject:
Unread postPosted: Mon Oct 10, 2005 9:59 pm
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
Thought up a random enhancement and threw it up here as well as on the master list.

Sniper Barrel: This enhancement can only be applied to projectile firing rifles like Bore Rifles and Demon Seed Cannons. The barrel is lengthened to help increase range and accuracy, but it does make the rifle a bit more difficult to conceal (-15% to Concealment).
Bonuses: +1 to strike and increases maximum effective range by 25%.
Bio-E Cost: 10 points.
Prerequisite: Projectile firing rifles only.
Trade Value: 1000 credits.


          Top  
 
 Post subject:
Unread postPosted: Tue Oct 25, 2005 11:45 pm
  

Long time lurker first time poster... got an idea, not sure about stats or what not, but a modification off the Quill Defense and Quill Launcher set, something along hte line of reinforced quills, or barbed quills... just some ideas.


          Top  
 
 Post subject:
Unread postPosted: Sat Nov 05, 2005 3:02 am
  

User avatar
Hero

Joined: Sat Dec 29, 2001 2:01 am
Posts: 1135
Location: california
Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand
The Bacta Sniper Rifle
Range 1 mile
Damage special
Cost 100,000 credits
Availability rare experimental weapon

The Bacta rifle shoots a gob of gunk at a target
the gunk is actually a metal and silicon eating bacteria.
Unfortantly the weapon is useless in emidate combat.
The blast does one SDC to the target on the first day and
the damage doubles every day. With time the spreading
bacteria could destroy even the most hardy of targets.
So far the weapon is in the testing phase the house behind
it has launched subtle raids on Factory zones. Time will tell
what effect these raids will have.

_________________
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[


          Top  
 
Offline
 Post subject:
Unread postPosted: Sat Nov 05, 2005 10:25 am
  

User avatar
OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Lord Cherico wrote:
The Bacta Sniper Rifle
Range 1 mile
Damage special
Cost 100,000 credits
Availability rare experimental weapon

The Bacta rifle shoots a gob of gunk at a target
the gunk is actually a metal and silicon eating bacteria.
Unfortantly the weapon is useless in emidate combat.
The blast does one SDC to the target on the first day and
the damage doubles every day. With time the spreading
bacteria could destroy even the most hardy of targets.
So far the weapon is in the testing phase the house behind
it has launched subtle raids on Factory zones. Time will tell
what effect these raids will have.
And for how long does the bacteria do its job? If it is only daily damage, how is it sustaining itself?

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


          Top  
 
 Post subject:
Unread postPosted: Sun Nov 06, 2005 4:33 am
  

User avatar
Hero

Joined: Mon Jan 17, 2005 8:49 pm
Posts: 1252
Location: Hell
It occurs to me that silicon might not be a good thing to have the bacteria eat, particularly so if you were looking for a not-so-obvious weapon against hardened NEXUS targets. Plastic, metal, and MAYBE ceramic would be good choices but there's just too much practical resistance use for glass for me to like it on this bacterias feedling list.

I can see some fairly creative uses for this, particularly by ArchAngels and flying War Mounts that extend far far beyond simply testing against factory wall tiles.

_________________
What a cruel thing is war: to separate and destroy families and friends, and mar the purest joys and happiness God has granted us in this world; to fill our hearts with hatred instead of love for our neighbors, and to devastate the fair face of this beautiful world. - R E Lee
People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf. - G Orwell


          Top  
 
 Post subject:
Unread postPosted: Thu Nov 10, 2005 1:16 am
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
Nothing special. Just a simple addition to the Resistance armory. Don't know why I never thought of it before.

Heavy Bore Rifle (Heavy Bio-Weapon)

This heavy support weapon is a larger, more powerful version of the Bore Rifle. The oversized ammo drum mounted on the underside of the weapon carries more Bore rounds than standard rifles even though each grub is larger.

Weight: 25 lbs. Most humans most use two hands to aim and shoot the weapon, otherwise they are – 4 to strike. Individuals with Splicer P.S. of 24 or higher can fire the weapon with one hand.
Mega-Damage: 2D10 M.D. for each grub fired from the rifle. The Bore round does an additional 1D10+3 M.D. for the next 1D6 melee rounds after it hits a metal target.
Maximum Effective Range: 1800 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: The Heavy Bore Rifle has a payload of 24 Bore Rounds. The Bio-Weapon can produce one replacement grub in only 3D6 minutes to replace the last round fired. To reload its entire payload will only take 4D4 hours (regenerates naturally).
Bonus: +1 to strike on a carefully aimed shot only.
Trade Value: 12,000 credits.


          Top  
 
 Post subject:
Unread postPosted: Tue Nov 15, 2005 10:50 am
  

User avatar
Adventurer

Joined: Tue Feb 22, 2005 11:02 am
Posts: 693
Location: Grand Rapids, Michigan
Comment: Molon Labe
Bio-Energy Blade

These blades appear to be constructed from insect carapace, and are smooth to the touch. They were created using the same principles as other Bio-Energy weapons. Set back from the blades edge are a series of photo-conductive sells, similar to those used in light cells and super-light cells. The blades can be used as normal melee weapon (inflicting the base damage), or at will the user can activate the photo-cells. When activated the entire blade-edge appears to be engulfed by a high intensity energy field that greatly increase its damage capabilities. Because the energy is constantly emitted form the weapon, instead of intermittent emission that Bio-Energy ranged weapon create, the energy output is slightly reduced.

Weight: Knives 1/2 lbs, Sword 5 lbs, Axe 6 lbs, and Two-Handed Sword 10 lbs.
Mega-Damage: Knife 1d6+1/2 PE attribute, Sword 3d6+1/2 PE attribute, Axe 3d6+1/2 PE attribute, and Two-Handed Sword 4d6+1/2 PE attribute.
Range: Melee
Rate of Fire: Equal to the operator's number of attacks per melee.
Payload: One minute per point of PE attribute per 24 hours. Each extra minute after that will weaken the user (-2 actions, and 1/2 combat bonuses for the next 1d6 minute, for each additional minute of use).
Trade Value: Knife 600 credits, Sword/Axe 1000 credits, and Two-Handed Sword 1300 credits.


          Top  
 
 Post subject:
Unread postPosted: Tue Nov 15, 2005 2:19 pm
  

User avatar
Champion

Joined: Tue Mar 01, 2005 7:51 pm
Posts: 3192
Location: Greenwood, MO
Comment: The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done." - George Carlin
I'm not a huge Splicers fan, but some interesting stuff here.

_________________
"Can you kill me?! With those feeble arms?!" - Ogami Itto
"Bodycount's in the house!" - Ice T
"The Great Destroyer is back again!" - Duo Maxwell
"It's mine you hear? Mine ALL MINE Get back in there. Down Down Down! Go Go Go! MINE MINE MINE!!!" --Daffy Duck
Nekira Sudacne wrote:
Sorry, the Anime genre and the Furry genre don't usually mix, except where Catgirls are concerned :D


          Top  
 
 Post subject:
Unread postPosted: Thu Jun 08, 2006 12:14 am
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
Some new Weapon Attachments


Lightning Arc Blaster: A small cylindrical barrel is grafted under the weapon’s main barrel along with special musculature that runs throughout the weapon. This special tissue is capable of generating a powerful electric charge similar to that of an electric eel. This build up can then be released as a powerful lightning blast. The barrel of the Lightning Arc Blaster is designed to allow someone to grip it without suffering any damage from the electrical discharge (as long as they do not touch the front of the barrel when it fires). The extra tissue throughout the weapon also increases its overall M.D.C. by 10 percent. As another bonus, the Lightning Arc Blaster can fire in conjunction with the primary weapon for a more powerful double attack.
Mega-Damage: 3D12 M.D.
Maximum Effective Range: 75 feet.
Rate of Fire: Each blast counts as one melee attack. A dual attack from the Lightning Arc Blaster and the primary weapon also counts as one melee attack.
Payload: Effectively unlimited.
Bonus: +2 to strike on an aimed shot only.
Bio-E Cost: 40 points.
Prerequisite: None.
Trade Value: 4000 credits.

Bio-Napalm Thrower: Plasma Flame Throwers can be further enhanced to project a sticky, long-lived napalm. This concentrated Mega-Damage fire does not dissipate quickly; but lasts for a period of 2D4 minutes, enough time to cook most targets. Only by wiping the sticky substance off can the target hope to survive. The bio-napalm is much thicker than the chemicals used in the Plasma Flame Thrower, so the payload is drastically reduced.
M.D.C. of the Flame Thrower: Unchanged.
Mega-Damage: A bio-napalm burst does 3D8 M.D. A concentrated plasma burst (counts as two attacks) does 1D8x10 M.D. Or the attacker can cover an area with bio-napalm: up to 10 feet can be covered with each hand to hand attack, so a character with four hand to hand attacks could affect an area of 40 feet; everybody in the area affected takes 2D8 M.D. Additionally, any target that is hit by the bio-napalm will continue to take damage: 2D8 M.D. every melee round for 2D4 minutes. The only way to save oneself from damage is to roll in the dirt or sand (water will not extinguish the bio-napalm) for one entire melee round, until the bio-napalm is rubbed off.
Maximum Effective Range: 75 feet.
Rate of Fire: Each blast counts as one melee attack.
Payload: 10 blasts. The weapon can manufacture enough bio-napalm to replace its entire payload in only 1D6 hours.
Bio-E Cost: 25 points.
Prerequisite: Plasma Flame Thrower.
Trade Value: 2500 credits.

Pod Launcher: This hard chitinous shell can only be attached to rifles and other heavy Bio-Weapons. Pod Launchers use compressed gas to fire a burst of “pods,” which resemble the seed pods of some strange plant or maybe the eggs of an insect. On impact these pods are ruptured, spraying the blast area with razor-sharp shrapnel. Pod Launchers grow their own pods, never needing reloading. These weapons are very effective, but must be used with care, due to their blast radius.
M.D.C. of the Pod Launcher: 2D4x10+10 M.D.C.
Mega-Damage: 3D8 M.D. to a 10-foot radius.
Maximum Effective Range: 300 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: Grows enough seed pods for 32 bursts per hour, automatically regenerates.
Bonus: +1 to strike per burst of pods.
Bio-E Cost: 50 points.
Prerequisite: Can only be grafted to a rifle or other Heavy Bio-Weapon.
Trade Value: 5000 credits.


Last edited by slappy on Sun Jun 18, 2006 12:29 am, edited 2 times in total.

          Top  
 
 Post subject:
Unread postPosted: Thu Jun 08, 2006 8:01 pm
  

Wanderer

Joined: Mon May 29, 2006 9:50 am
Posts: 95
Location: Enterprise, FL
Tentacannon

This large cannon has a whorled barrel and a mottled sheen like a sea shell. It can be mounted on the shoulder. It fires a thick disk covered with suckers. When it hits it uncoils into a long and immensly strong tentacle that wraps around the target and constricts. It does moderate grappling damage and has a chance to grapple the targets limbs and restrict it's movement.

MDC of the Tentacannon: 1d6X10 + 20 MDC
MDC of the Tentacle ammo: 2d10+10

Mega-damage: 2d6+5 The Tentacle grapples it's target and constricts for 1d6+5 damage per round. The tentacle constricts for 5 minutes if it's not removed or destroyed first. It can be removed by a combined Robotic Strenth of 40. If the tentacle is attacked the target of it's constriction attack also takes full damage.
Roll for secondary effect:
01-10% - Wraps around head: -2 to Strike,parry,dodge and sense rolls.
11-50% - Wraps around torso: No additional effect
51-75% - Traps arms. Arms may not be used until freed.
76-100% - Traps legs. No movment can be made untill legs are freed.

A called shot may be made with standard penalties to target the legs, arms, head, or other target.

Maximum effective range: 300'
Rate of Fire: Each shot counts as one attack.
Payload: 12 tentacles. The tentacles regenerate in 1d6X10 minutes or 2d6 hours for a full payload
Bonus: +1 to strike on an aimed shot.
Bio-E cost: 25 points
Prerequisite: None

Acid Tentacannon
The Tentacles with this upgrade drip a potent acid onto their target as it is grappled.

Mega-Damage: As above +3d6 MDC acid damage per round. Only 1d4 sdc to organic materials.
Bio-E cost: 10 points
Prerequisite: Tentacannon which grows into an Acid Tentacannon and Acid Blood which remains in addition to the Acid Tentacannon.


          Top  
 
 Post subject:
Unread postPosted: Thu Jun 15, 2006 12:25 am
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
Bug Bombs

The success of the Swarm Lord program has inspired many Librarians to further experiment with these powerful Bio-Tech insects. One Librarian from House Artemis took some of the most voracious bugs known as Locusts and created powerful new anti-personal grenades he called Bug Bombs. They consist of a simple shell that contains dozens of Locusts held in stasis with a low grade explosive in the center of the bomb. The explosive itself is completely harmless. It is meant to awaken the bugs and send them flying in all directions within a radius of ten feet. The bugs then land on any nearby metallic object within range and eat until they burst. The best part about these grenades is that they are completely harmless to living creatures. The Locusts are genetically programmed to be repulsed by the taste of flesh, so even if someone detonates a Bug Bomb in his hand, the Locusts would only seek out and destroy robots and other metallic debris. To activate the internal charge and detonate the bomb, the wielder just squeezes a small nerve cluster on top of the device. The user then has four seconds before the bomb detonates. He can either throw it, or hold on to it to clear out the immediate area.

Weight: Half a pound.
Mega-Damage: 3D4 M.D. per melee round for 1D4 melees to any robot or metallic object within a 10-foot radius. Note: There are only enough Locusts within each Bug Bomb to affect five robots. In the alternative, if the Bug Bomb is thrown onto a large robot like an Assault Slayer or Battle Track, then the damage is 3D8 M.D. per melee round for 1D4 melees.
Maximum Effective Range: 100 feet when thrown as a grenade (200 feet for Splicers). If attached to an arrow or spear the range is that of the projectile reduced by 30% due to the extra weight and imbalance of the Bug Bomb on the tip.
Trade Value: 2500 credits each (experimental with limited availability).

Mega Bug Bombs

These larger bombs are about the size of a basketball. They contain about four times as many Locusts, plus it has a larger charge in the center of the bomb to spread the bugs farther. They are too large and unwieldy to throw very far, so they are most often used in close combat.

Weight:
Four pounds.
Mega-Damage: 3D6 M.D. per melee round for 1D4+1 melees to any robot or metallic object within a 20-foot radius. Note: There are enough Locusts within each Bug Bomb to affect 2D4+6 robots. In the alternative, if the Bug Bomb is thrown onto a large robot like an Assault Slayer or Battle Track, then the damage is 6D8 per melee round for 1D6 melees.
Maximum Effective Range: 20 feet when thrown as a grenade (40 feet for Splicers).
Trade Value: 6000 credits each (experimental with limited availability).


          Top  
 
 Post subject:
Unread postPosted: Mon Jun 19, 2006 1:28 am
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
Acid Lance

The Acid Lance is a favorite weapon among Strider and Marauder pilots. This ten foot long spear inflicts impressive damage in close combat, but it is absolutely deadly during high-speed Calvary charges. When attacking a target at speeds of over 100 mph, a skilled user can punch this mighty lance through the thick external armor of nearly any robot. The unique grip on the spear has ten short insect-like limbs that wrap around the forearm of the wielder to reinforce his grip. This allows the wielder to really put the momentum of the charge behind his attack. Even if the spear fails to pierce the target’s armor, the secondary attack of this weapon still inflicts tremendous damage on robotic opponents. Upon impact, the lance releases a large blast of highly corrosive acid through a small nozzle in the tip of the spear. The acid is devastating to metal alloys and other inorganic materials, but it is relatively harmless to living tissue (only inflicts 1D4 S.D.C. per melee round for 1D6 melees). The acid does impressive damage when sprayed on the surface of the target, but it is far more devastating when the lance successfully penetrates the external armor.

Weight: 3 lbs.
Mega-Damage: 4D6 M.D. per spear strike, plus the force of the impact triggers the lance to release a deadly blast of corrosive acid that inflicts an additional 2D8 M.D. per melee round for 1D6 melees. When used at speeds over 100 mph, the spear inflicts 6D6 M.D. per strike. In addition, if the attacker rolls a natural 17, 18, 19, or 20 (or 21 or higher with strike bonuses, or only 14 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the Acid Lance punches straight through the external armor of the robot into it’s internal cavity. If the lance does punch through the robot’s armor, then the acid spray does far more damage. In this case, the damage is 4D8 M.D. per melee round for 1D4+3 melees. The acid wreaks havoc on the robot’s internal systems, electronics, and components, which causes additional impairment or damage (roll on the following table).
01-10% Lucked out. No additional damage.
11-20% Critical strike. Double damage.
21-30% All systems are temporarily offline, effectively paralyzing the robot for 2D4 melees.
31-40% A power coupling within the robot explodes, inflicting 2D4x10 damage to the main body.
41-50% All weapon systems are temporarily offline. One weapon comes back online every 1D6 melees.
51-60% Communication systems are permanently disabled. The robot can no longer be possessed and controlled by N.E.X.U.S. or call for reinforcements.
61-70% Motor functions are severely damaged. Attacks per melee are reduced by half and combat bonuses are completely eliminated for 2D4 melees while vital systems are rerouted.
71-80% Servo controls for both arms are damaged beyond repair. Any weapon systems mounted on the arms work perfectly, but the robot is unable to point them at any target.
81-90% Optics and all sensor systems are temporarily offline for 2D4 melees. Attacks per melee are reduced to two, the robot has no initiative, and suffers a penalty of -10 to strike, parry, and dodge.
91-00% Internal damage slows the machine’s ability to respond. It has no initiative, its attacks per melee round and speed are reduced by half, and it suffers penalties of -5 to strike, parry, and dodge for 2D4 minutes until damaged systems can be repaired or rerouted.
M.D.C. of the Weapon: 100 M.D.C. As a living Bio-Weapon, damage regenerates at the rate of 3D6 M.D.C. per minute.
Payload: The lance creates enough acid for 12 blasts per hour. Spent acid regenerates automatically.
Trade Value: 1000 credits.


          Top  
 
 Post subject:
Unread postPosted: Mon Jun 26, 2006 5:03 am
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2302
Location: Heart in Texas
Always love it when Slappy gets bored or has some free time on his hands. :)
Nice to see more Bug tech coming online.
Is a Juggernaut bug juice grenade available? Would work nice with the Mega Bug Bombs and even with the Bug Bombs. 'Paint' the target then throw the Bug Bomb and have a booby trap set with Mega Bug Bomb. If I had to wait till 20 or 40 feet to throw the Mega at a horde of robots, I would be making fear checks regluarly. Donot even want to think about the Larger designs. :) Mega as a claymore with remote discharge or as a trap, Yes.

On the throwing range of the little one, is the 200 feet for Splicers, Host Armor or any OCC that is Bio-Tech equipped?
OT question for you. Can anyone play with Bug tech or do you want to keep under your control?

slappy wrote:
Bug Bombs

Maximum Effective Range: 100 feet when thrown as a grenade (200 feet for Splicers).

Mega Bug Bombs

....They are too large and unwieldy to throw very far, so they are most often used in close combat.
Maximum Effective Range: 20 feet when thrown as a grenade (40 feet for Splicers).

_________________
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D


          Top  
 
 Post subject:
Unread postPosted: Mon Jun 26, 2006 10:31 am
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
The throwing range is for Host Armor.

As for availability, I was thinking of them as currently in the experimental phase so there is limited availability. That doesn't mean it won't change as they are proven effective. For right now, there is no O.C.C. restrictions, but they are expensive and hard to find.

I know the range of the Mega Bombs are a little low, but I was thinking of them more like booby-traps like you said or room clearers. Roll them through a door to clear it out, or drop it down a hole into a chamber packed full of Steel Troopers. Plus they are completely safe to humans at close range, so I envisioned setting one off in your hands when you're about to be overrun or jumping onto the back of a Battle Track and setting one off.

I suppose you could use them in conjunction with the the Juggernauts, but they have so many of their own Locusts that you don't need to waste your bombs when they're around.

Anyway, glad you liked it. I'm always trying to think of ways for each side to exploit their own advantages. What can damage their troops without hurting my own?


          Top  
 
 Post subject:
Unread postPosted: Mon Jun 26, 2006 2:35 pm
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2302
Location: Heart in Texas
slappy wrote:
The throwing range is for Host Armor.

Ok.

abtex wrote:
Is a Juggernaut bug juice grenade available?
slappy wrote:
I suppose you could use them in conjunction with the the Juggernauts, but they have so many of their own Locusts that you don't need to waste your bombs when they're around.

When I ask about Juggernauts' Bug Juice Grenades. My thought was that the troops assigned to the War Beasts, were making home made grenades fulled with juice/spray milked from the trunks. Then the locust swarm would goto the 'painted' targets for lunch. Maybe there was a Bio-Enhancement that allowed Bug Juice Balls to grow on Juggernauts for use by their guardian troops.

Mega Bug Bombs coming with 3 or 4 Bug Juice Grenades. The user would paint the targets that release some or all of the Locust from the storage hive. Or rig booby-traps with them and the hive.

Or were making home made grenades fulled with food paste and locust larval, removed from the hive. Then throwing them at the robots. If the full grown locust are metal hungry their young would go crazy for it. You just fulled them with grown Locust, not the larval.

slappy wrote:
Anyway, glad you liked it.

Most all that you post I like or can use in some ways.

Am tried and need to go to sleep.

_________________
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D


          Top  
 
 Post subject:
Unread postPosted: Mon Jun 26, 2006 11:12 pm
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
That's a good idea. I didn't know what you meant at first. That's a great way to make better use of defenders within the Battle Carriage.


          Top  
 
Offline
 Post subject:
Unread postPosted: Fri Apr 27, 2007 7:37 pm
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
how about organic drill bits with acid sprayers attached?(to drill into machines & destroy them further form the inside)


          Top  
 
 Post subject:
Unread postPosted: Tue Mar 25, 2008 6:56 pm
  

D-Bee

Joined: Mon Feb 11, 2008 7:19 pm
Posts: 10
I think a good enhancement could be reinforced armor that is designed to minimize damage that a person takes when host armor is blown off of them.
In the Splicers book, it says that when armor is blown off, the person inside doesn't die if even their is more damage taken than is needed to deplete the main body of the armor. The author suggests a gm let up to 20 MDC be dispelled this way. This upgrade would take the 20 points as a rule, and upgrade it to 30, 40, or more grace points, depending on how much bio-e is spent.
It could be based on a fluid contained in the lowest layer of the armor that dispels incoming projectiles when the last layer of the armor is punctured.


          Top  
 
 Post subject:
Unread postPosted: Wed Mar 26, 2008 7:36 am
  

User avatar
Hero

Joined: Mon Oct 29, 2007 12:25 pm
Posts: 1593
Location: "Out there,...man,..really out there..."
I just read thru this thread. WOW! :eek: :shock: This is super-duper stuff. Slappy, you need to publish. :D

Other contributors are excellent as well. PLEASE keep the stuff coming guys.

Big Bob.................... :D

_________________
Mephisto: You have some morbid fantasies. I like it (okay)
pblackcrow:"If anyone deserves this it's you! (thwak) LOL...All in fun."
Natasha: Bob you're deadly. I like it.
Misfit KotLD: You're Gamer Bi-Polar.
Sanford: Excellent concept, Big Bob!
sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.


          Top  
 
 Post subject:
Unread postPosted: Wed Mar 26, 2008 11:30 am
  

User avatar
Champion

Joined: Wed May 05, 2004 10:29 pm
Posts: 1965
I agree...gather this stuff up and send it in to the Rifter.

With some added fluff at the beginning (maybe make all of this the experiments of a single particularly inspired Engineer and Librarian duo of a small house) this could easily be a multi-page article.

_________________
"But you can't make an omelet without ruthlessly crushing dozens of eggs beneath your steel boot and then publicly disemboweling the chickens that laid them as a warning to others." -Order of the Stick #760


          Top  
 
 Post subject:
Unread postPosted: Wed Mar 26, 2008 3:51 pm
  

Rifter® Contributer

Joined: Sat Nov 20, 2004 11:33 pm
Posts: 369
Thank you very much. The handheld bio-enhancements are one of my personal favorites and they will be included in the Rifter 0.

I'm gathering up the rest of it into a big adventure sourcebook. It's taken a lot longer than I would have hoped, but I think I should be able to polish it up by summertime.


          Top  
 
 Post subject:
Unread postPosted: Thu Mar 27, 2008 12:04 am
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Handheld bioenhancments in Rifter 0? Sounds great! I'm looking forward to seeing that being released!

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


          Top  
 
Offline
Unread postPosted: Sat Jul 04, 2015 6:10 pm
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
How about a roller skate type of attachment for the feet of the bio - suit?

_________________
howdey folks!!!!!!!!


          Top  
 
Offline
Unread postPosted: Sat Jul 04, 2015 9:35 pm
  

User avatar
OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
abe wrote:
How about a roller skate type of attachment for the feet of the bio - suit?

By "Bio-Suit", I think you mean "Host Armor" and/or "Living Armor".

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


          Top  
 
Offline
Unread postPosted: Sat Jul 04, 2015 9:36 pm
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
NMI wrote:
abe wrote:
How about a roller skate type of attachment for the feet of the bio - suit?

By "Bio-Suit", I think you mean "Host Armor" and/or "Living Armor".

Correct

_________________
howdey folks!!!!!!!!


          Top  
 
Unread postPosted: Sun Jul 05, 2015 1:43 pm
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7142
not sure how well it would generally work. you kinda need hard, flat surfaces for roller skates to work well.

if you're looking for something to increase speed and mobility in a more rugged setting, i would recommend supercharging something like these:

https://www.youtube.com/watch?v=RLRdODUGmlA

(in case it isn't obvious, there will be sound if you go there).


          Top  
 
Unread postPosted: Sun Jul 05, 2015 2:35 pm
  

User avatar
Adventurer

Joined: Tue May 18, 2010 6:40 pm
Posts: 685
Location: Central Kentucky
Shark_Force wrote:
not sure how well it would generally work. you kinda need hard, flat surfaces for roller skates to work well.

if you're looking for something to increase speed and mobility in a more rugged setting, i would recommend supercharging something like these:

https://www.youtube.com/watch?v=RLRdODUGmlA

(in case it isn't obvious, there will be sound if you go there).


Ne-ne-necrothread!

Those jumping stilts are totally awesome. I tired on a friends. A serious leg workout. Makes me think about a rabbit or kangaroo based "bio-suit".

_________________
“When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.” - C.S. Lewis


          Top  
 
Unread postPosted: Sun Jul 19, 2015 11:11 am
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2302
Location: Heart in Texas
Shark_Force wrote:
not sure how well it would generally work. you kinda need hard, flat surfaces for roller skates to work well.

if you're looking for something to increase speed and mobility in a more rugged setting, i would recommend supercharging something like these:

Upgrading Chariot Skates might make good off road means and cutting close combat. Could be 'Grown' bone with flex sections. https://www.pinterest.com/pin/63894888436891503/

There are also OffRoad Skates or All Terrain skates.

_________________
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D


Last edited by abtex on Mon Aug 03, 2015 11:47 am, edited 1 time in total.

          Top  
 
Unread postPosted: Sun Jul 19, 2015 11:15 am
  

User avatar
Adventurer

Joined: Tue May 18, 2010 6:40 pm
Posts: 685
Location: Central Kentucky
abtex wrote:
Shark_Force wrote:
not sure how well it would generally work. you kinda need hard, flat surfaces for roller skates to work well.

if you're looking for something to increase speed and mobility in a more rugged setting, i would recommend supercharging something like these:

Upgrading Chariot Skates might make good off road means and cutting close combat. Could be 'Grown' bone with flex sections. [url=https://www.pinterest.com/pin/63894888436891503/[/url]

There are also OffRoad Skates or All Terrain skates.


How do you stop in the chariot skates? I am a capable ice skater roller blader from playing hockey, The amount of speed you would generate with wheels that big would make stoping hard. Here is a vide: https://www.youtube.com/watch?v=3tazyrZG-Sc

Never heard of these before. Thanks!

_________________
“When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.” - C.S. Lewis


          Top  
 
Unread postPosted: Mon Aug 03, 2015 9:03 am
  

User avatar
D-Bee

Joined: Fri Jul 31, 2015 4:20 pm
Posts: 35
Location: Western Kentucky
Firefly Rifle
A heavy, short barreled rifle made from chitinous bio-organic material, more akin to a grenade launcher than a rifle.
Housed in a cylindrical tube near the butt stock of the rifle are a hive of thousands of luminescent bio-organisms akin
to what the rifle is named after, a firefly. When fired the rifle emits a glowing yellow-orange orb that shatters on impact
with the target, releasing thousands of these 'fireflies' that ignite and burn the target with Mega-Damage flame able to
melt robot armor in seconds, and killing the organism in the attack. Limited by the short range of the rifle, Splicers have
to make use of it in quick, guerrilla attacks on those heavily armored targets of the N.E.X.U.S. The other drawback to the
weapon is that if the Hive takes damage the organisms on the inside will make contact with air and instantly ignite and
explode, engulfing the Splicer in flame.

Weight: 18lbs
Length: 2 feet 3 inches total, counting the length of the Hive.
Mega-Damage: 1D6x10 upon impact with the target. The target continues to burn afterward for 1D6 melee rounds, dealing an
additional 2D8 damage per melee.
Max Effective Range: 250 feet
Rate of Fire: Each shot counts as one melee attack.
Payload: 10 shots, The weapon produces more 1D6 firefly rounds an hour.
Bonuses: +1 strike from the large round. After leaving the rifle the round expands to about the size of a soccer ball.
Trade Value: Rare, new breed of weapon makes it a hot commodity. 22,000 credits
Special: This weapon has an M.D.C. of 2D6 + 10, varying from rifle to rifle as they are grown. If the weapon takes damage
there is a chance that the hive may be pierced. When the weapon comes under fire, roll under the following table.

01% - 60% - Nothing happens, weapon takes damage as normal.
61% - 79% - weapon trigger mechanism is damaged, unable to fire.
80% - 100% - Hive is penetrated, and the weapon explodes dealing 2D6x10 Mega-Damage to the user, and continues to burn
for 2D8 damage for 2D6 melee rounds.

_________________
Do not go gentle into that good night. Rage, Rage against the dying of the light. - Dylan Thomas


          Top  
 
Offline
Unread postPosted: Wed Aug 05, 2015 3:45 pm
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
how about extend-arms with hammer type hands at the end of them for punching to destruction of robots?

_________________
howdey folks!!!!!!!!


          Top  
 
Offline
Unread postPosted: Wed Aug 05, 2015 3:51 pm
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
not sure if it's been done, but how about a vine whip for capturing creatuers to feed to the genepool?

_________________
howdey folks!!!!!!!!


          Top  
 
Unread postPosted: Wed Aug 05, 2015 4:02 pm
  

User avatar
Palladin

Joined: Wed Jun 20, 2012 11:32 am
Posts: 6675
Location: 'Murica
Comment: Avid Cyborg and Braka Braka enthusiast.
Detachable Drones that snoop and sneak then return and share gathered info.
Possible self destruct system for a bomb in pinch effect.


          Top  
 
Offline
Unread postPosted: Fri Aug 28, 2015 8:04 pm
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
Ice skates for host armor for use on frozen serfaces?

_________________
howdey folks!!!!!!!!


          Top  
 
Offline
Unread postPosted: Sat Sep 19, 2015 9:57 pm
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
Maybe a sonic blade/bullet as a weapon /upgrade?

_________________
howdey folks!!!!!!!!


          Top  
 
Offline
Unread postPosted: Sat Apr 09, 2016 6:33 pm
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
extend-toungue a mouth feature that can catch prey/machines and depending of the type of metabolizeme you either digest the object in the mouth to almost nothing or chew it up and spit it out/swallow it depending if it has a lithivore metabolizime or not.

_________________
howdey folks!!!!!!!!


          Top  
 
Unread postPosted: Sat Apr 09, 2016 8:03 pm
  

User avatar
Champion

Joined: Wed May 05, 2004 10:29 pm
Posts: 1965
abe wrote:
extend-toungue a mouth feature that can catch prey/machines and depending of the type of metabolizeme you either digest the object in the mouth to almost nothing or chew it up and spit it out/swallow it depending if it has a lithivore metabolizime or not.

It eats machines? Seems like suicide with the way metal attacks you on that world.

_________________
"But you can't make an omelet without ruthlessly crushing dozens of eggs beneath your steel boot and then publicly disemboweling the chickens that laid them as a warning to others." -Order of the Stick #760


          Top  
 
Offline
Unread postPosted: Sat Apr 09, 2016 11:40 pm
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
LostOne wrote:
abe wrote:
extend-toungue a mouth feature that can catch prey/machines and depending of the type of metabolizeme you either digest the object in the mouth to almost nothing or chew it up and spit it out/swallow it depending if it has a lithivore metabolizime or not.

It eats machines? Seems like suicide with the way metal attacks you on that world.

it's just a thought.

_________________
howdey folks!!!!!!!!


          Top  
 
Unread postPosted: Sun Apr 10, 2016 12:41 am
  

User avatar
Hero

Joined: Tue May 19, 2009 5:52 pm
Posts: 878
abe wrote:
LostOne wrote:
abe wrote:
extend-toungue a mouth feature that can catch prey/machines and depending of the type of metabolizeme you either digest the object in the mouth to almost nothing or chew it up and spit it out/swallow it depending if it has a lithivore metabolizime or not.

It eats machines? Seems like suicide with the way metal attacks you on that world.

it's just a thought.

There was an interesting metal eating metabolism that was written up here on the forms. It basically used an enzyme to break down the metal into pools of liquid metal that it would then consume.

_________________
"If your plan relies upon chance to succeed, then you've already failed."
"Sometimes to achieve the greatest good, one must commit great evil."


          Top  
 
Unread postPosted: Sun Apr 10, 2016 12:59 am
  

User avatar
Champion

Joined: Wed May 05, 2004 10:29 pm
Posts: 1965
Slight001 wrote:
There was an interesting metal eating metabolism that was written up here on the forms. It basically used an enzyme to break down the metal into pools of liquid metal that it would then consume.

I would be interested in reading that if someone can link it.

_________________
"But you can't make an omelet without ruthlessly crushing dozens of eggs beneath your steel boot and then publicly disemboweling the chickens that laid them as a warning to others." -Order of the Stick #760


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: No registered users


Display posts from previous:  Sort by  
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group