Robot Vehicles
Features Common to All Northern Gun Robot Vehicles:
1. Nuclear Power Pack: The nuclear power supply has been standard for generations and has an effectively unlimited fuel capacity and power source. Average life: 12-20 years. However, Northern Gun has, in the last year, introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-15 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often. Note: Nuclear is still the default power system, and some of the biggest, heaviest robots like the Behemoth and Grizzly must use nuclear power. The same is true of most ships.
Other possible power systems include:
2. Radar: Simple radar can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot’s helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets, 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat or power armor.
6. Radio Communication: Wideband directional radio communication system with an effective range of about 500 miles (800 km).
7. Built-in Loudspeaker: 80 decibels.
8. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.4 m) away.
9. Spotlights: Most robots will have at least one or two spotlights. Typical range is 600 feet (182 m).
10. Ejector Seat: In case of an emergency, the pilot and crew can be instantly ejected (1,000 feet/305 m) and parachute to safety.
11. Self-Destruct: A last resort measure to prevent one’s robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems with 2D6x10 M.D. However, it is very likely, 01-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
12. Voice Actuated Locking System: The robot’s access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
13. Reinforced Environmental Pilot Compartment: Seating in a pilot compartment can vary widely from robot to robot, and typically ranges from just the pilot, to the cockpit for the core crew (usually 2-4 people). It is reinforced to protect the people inside from injury when the robot’s main body M.D.C. is reduced to zero or below. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (maximum depth is 800 feet/244 m unless stated otherwise) and even in outer space.
Note: A reinforced pilot compartment means that even when the main body of the robot vehicle is reduced to zero or below, the inner pilot compartment inside the robot is protected. Systems are dead and the compartment is revealed and vulnerable to subsequent attacks (so get out!), but the pilot (and crew?) are safe for the moment. This compartment is where the pilot, and often core crew members (copilot, communications officer) sit and operate the robot. It is only when the main M.D.C. is gone that the reinforced pilot compartment is revealed and vulnerable to further attack. If no reinforced pilot compartment is indicated, it means there is none, but this is uncommon among NG, CS, Titan and Triax robot vehicles.
Note: Gunners who sit inside turrets or away from the pilot’s cockpit do not have such protection.
14. Fully Environmental: Suitable for use in all hostile environments, including underwater (500 foot/152 m maximum depth unless stated otherwise). Includes the following features:
1. Nuclear Power Pack: The nuclear power supply has been standard for generations and has an effectively unlimited fuel capacity and power source. Average life: 12-20 years. However, Northern Gun has, in the last year, introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-15 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often. Note: Nuclear is still the default power system, and some of the biggest, heaviest robots like the Behemoth and Grizzly must use nuclear power. The same is true of most ships.
Other possible power systems include:
- Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored vehicles and aircraft; 8 weeks in most man-sized power armor (9 feet/2.7 m and smaller), hovercycles, rocket bikes and light vehicles.
- Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most man-sized power armor, hovercycles, rocket bikes and light vehicles.
2. Radar: Simple radar can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot’s helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets, 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat or power armor.
6. Radio Communication: Wideband directional radio communication system with an effective range of about 500 miles (800 km).
7. Built-in Loudspeaker: 80 decibels.
8. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.4 m) away.
9. Spotlights: Most robots will have at least one or two spotlights. Typical range is 600 feet (182 m).
10. Ejector Seat: In case of an emergency, the pilot and crew can be instantly ejected (1,000 feet/305 m) and parachute to safety.
11. Self-Destruct: A last resort measure to prevent one’s robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems with 2D6x10 M.D. However, it is very likely, 01-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
12. Voice Actuated Locking System: The robot’s access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
13. Reinforced Environmental Pilot Compartment: Seating in a pilot compartment can vary widely from robot to robot, and typically ranges from just the pilot, to the cockpit for the core crew (usually 2-4 people). It is reinforced to protect the people inside from injury when the robot’s main body M.D.C. is reduced to zero or below. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (maximum depth is 800 feet/244 m unless stated otherwise) and even in outer space.
Note: A reinforced pilot compartment means that even when the main body of the robot vehicle is reduced to zero or below, the inner pilot compartment inside the robot is protected. Systems are dead and the compartment is revealed and vulnerable to subsequent attacks (so get out!), but the pilot (and crew?) are safe for the moment. This compartment is where the pilot, and often core crew members (copilot, communications officer) sit and operate the robot. It is only when the main M.D.C. is gone that the reinforced pilot compartment is revealed and vulnerable to further attack. If no reinforced pilot compartment is indicated, it means there is none, but this is uncommon among NG, CS, Titan and Triax robot vehicles.
Note: Gunners who sit inside turrets or away from the pilot’s cockpit do not have such protection.
14. Fully Environmental: Suitable for use in all hostile environments, including underwater (500 foot/152 m maximum depth unless stated otherwise). Includes the following features:
- Computer controlled life support system.
- Internal cooling and heating/temperature control.
- Air purification and circulation systems, gas filtration and a humidifier/dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting too stale to breathe.
- Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
- Insulated, high temperature resistant shielding for up to 400 degrees centigrade (752 F). Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
- Radiation shielded.
- Polarized and light sensitive/adjusting tinted windows and viewports.
NG V36 Beachmaster
The intimidating metal monster that is the Northern Gun Beachmaster is the creation of the design team of Derrick Landwehr, Robert Steiner, Trevor Fitch and Matthew Clements. It is the larger, combat robot counterpart to the Beach-Stormer power armor. It has reliable underwater propulsion and navigation systems, and is made to rise up out of the sea during amphibious assaults and storm enemy coastal positions as well as to attack ships in deep water.
In the dark depths of the Great Lakes or the open ocean, the Beachmaster is an ambush predator. When a suspected enemy vessel is indicated approaching on sonar, a unique ballast system enables the Beachmaster to slowly rise from the lake floor or ocean depths as well as at harbors and docks. A favorite tactic is for the Beachmaster to climb up onto a ship, or hang from the side of one ship while blasting away at another. The Beachmaster is not terribly fast compared to certain submarines or aquatic magic vehicles, but is big and tough enough that it can usually take on anything that it can catch up to. Its undersea weapons are mainly short-range, and feature many dual-capability designs. Once on land, the Beachmaster lives up to its name, providing a pivotal armored fist for amphibious infantry to rally behind and follow into battle. With its heavy weapons, it can neutralize patrol boats, towers, rail gun nests, and bunkers, as well as infantry troops. Its flamethrower, in fact, is one of the weapons used for flushing out bunkers and scattering troops. The Beachmaster’s hands, large and powerful for close combat purposes, are also designed to be effective in climbing and engineering operations.
The robot can dig up enemy positions or scoop sand and soil into makeshift ramps to assist tracked or wheeled vehicles in coming ashore during amphibious landings. To lead the charge, the Beachmaster tears up whole lines of barbed wire defenses, plows through tide-walls and earthworks and can engage monsters and
other robots in hand to hand combat. To assist in such operations, the Beachmaster has a chainsaw on its left forearm and an array of weapon systems.
Initial sales of Beachmaster units to privateer groups, coast guards and even suspected pirates are all looking very promising.
Model Type: NG-V36
Class: Amphibious Assault Robot.
Crew: 2; one pilot and one copilot/gunner. The robot is designed so that a single pilot can operate it if necessary.
M.D.C. by Location:
Legs (2) – 280 each
Arms (2) – 160 each
* Hands (2) – 80 each
* Blue-Green Chest Lasers (2) – 40 each
* Heavy Flamethrower (1, right forearm) – 80
* Chainsaw (1, left forearm) – 50
* Mini-Torpedo Launcher – 80
* Shoulder Mini-Missile Launchers (2; one in each) – 25 each
Head/Driver’s Compartment (exterior) – 150
* Reinforced Pilot Compartment – 100
** Main Body – 540
* A single asterisk indicates a small and/or difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -4 to strike.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Speed:
Running: 60 mph (96 km) maximum.
Leaping: 10 feet (3 m) high or across, increase 50% with a running start.
Water: Up to 30 mph (48 km) on the surface via propulsion system, limited to about 20 mph (32 km) submerged and 20 mph (32 km) walking along the lake floor. Maximum depth is 4,000 feet (1,219 m).
Flying: Not applicable.
Statistical Data:
Height: 26 feet (8 m).
Width: 16 feet (4.8 m), from shoulder to shoulder.
Length: 15 feet (4.6 m).
Weight: 25 tons.
Robot Strength: P.S. 40.
Cargo: The Beachmaster has a small locker next to the pilot’s seat that holds survival equipment and personal weapons, large enough for a rifle and survival kit and not much more. In addition, there is a cargo pod on the robot’s back that holds an inflatable life raft and can accommodate up to 150 lbs (68 kg) of additional items.
Power System: Nuclear; average energy life is 20 years. Solid Oxide Fuel Cell and electric battery versions are also available.
Cost: 28 million credits nuclear, 23 million Solid Oxide, 20 million electric battery.
Sensor Systems & Features of Note: Sonar as well as radar, and telescopic, passive nightvision and polarizing lens in addition to all other features common to NG robots.
Weapon Systems:
1. Blue-Green Chest Lasers (2): A pair of chest-mounted blue-green lasers are the Beachmaster’s only energy weapons.They have respectable range underwater and are even more effective on land.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: Underwater: 1,200 feet (366). On land: 2,000 feet (610 m).
Damage: 4D6 M.D. per blast, 1D4x10+4 per simultaneous dual blast at the same target.
Rate of Fire: Each single or dual blast counts as one melee attack.
Payload: Effectively unlimited.
2. Shoulder Mounted Mini-Torpedo Launcher (1): Mounted over the right shoulder is a mini-torpedo launcher on a turret that can turn 360 degrees and has a 90 degree up and down arc of fire. It can launch torpedoes when submerged, moving along the surface of the water or standing adjacent or above the water’s surface (torpedoes drop into the water and speed toward the target.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Ship.
Range: About one mile (1.6 km).
Damage: Varies by missile/torpedo type, but usually armor piercing (1D4x10 M.D.) or plasma (1D6x10 M.D.), or a combination of the two.
Rate of Fire: One at a time or in volleys of two, four or eight.
Payload: 16 mini-torpedoes.
3. Shoulder Mounted Mini-Missile Launchers (2): Built into each shoulder is a small mini-missile launcher with three missiles each.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Ship.
Range: One mile (1.6 km), one third that distance when fired underwater and -3 to strike targets underwater or on the surface of water when fired from a submerged position under the waves.
Damage: Varies by missile/torpedo type. Plasma (1D6x10 M.D.) is standard.
Rate of Fire: One at a time or in volleys of two, four or six.
Payload: Six total, three mini-missiles in each shoulder.
4. Heavy Flamethrower: The robot’s right arm mounts a heavy flamethrower that is normally used to flush out bunkers and enemy positions, but is also very effective against sea monsters and most animals afraid of fire. The flamethrower is designed to be waterproof and is usable on the surface of the water, but comes with valves that automatically seal it off underwater, deactivating it and preventing water from contaminating the napalm reserve.
Primary Purpose: Anti-Structure.
Secondary Purpose: Anti-Personnel.
Range: 400 feet (122 m).
Damage: 1D4x10 M.D. to the target and anyone within 10 feet (3 m). Those caught within reach of the flamethrower’s attack inside small, enclosed areas like bunkers, caves or non-sealed vehicles and without environmental gear or oxygen, must roll to save vs poison (smoke inhalation and lack of air) or be rendered unconscious for 1D4 melee rounds.
Rate of Fire: Each burst counts as one melee action/attack.
Payload: Approximately 48 bursts. The flamethrower can be refueled with military-grade napalm or use normal diesel or gasoline reduces damage to 5D6 M.D.). 80 gallon (302 liter) fuel reserve.
5. M.D. Chainsaw (1, left forearm): The chainsaw can be locked in position on the forearm in its stowed position (as depicted) to slice opponents or to cut through ship hulls, netting, barbed wire, etc., via the side of the arm (great for backhand strikes, too). Or the chainsaw can be slid forward to extend above and beyond the hand and used like a short sword to slice through obstacles and opponents alike. The blades are capable of cutting through Mega-Damage armor and inflicting grievous wounds to many monstrous opponents.
Primary Purpose: Boarding Ships, Anti-Fortification and Sabotage.
Secondary Purpose: Melee Combat and Anti-Personnel.
Range: Melee combat.
Damage: The chainsaw does 5D6 M.D. per attack, and even when turned off, it does 1D4 M.D. plus robot P.S. punch damage for slashing attacks. Note: The chainsaw is a modular unit that can be easily replaced with a chainsaw that has silver saw-teeth to battle supernatural beings vulnerable to silver. The problem is that the silver plating is destroyed after 2D4 uses against M.D.C. armor, so it is best to swap out the chainsaw unit on an as needed basis depending on the anticipated opposition.
Payload: Effectively unlimited.
6. Electric Field Antenna: The final trick up the Beachmaster’s sleeve is a long, thin antenna mounted along the robot’s back. When activated, the antenna produces a strong electric field in the water around the robot, repelling sharks and other sea creatures and dissuading sea monsters from attacking. The field does no real damage, but has a stunning effect which prevents sensitive creatures from closing in on the robot and will drive less determined attackers away. The field has no effect on torpedoes, ships, submarines or other watercraft. Roll on the following table for each activation of the antenna (counts as one melee action/attack). Note: +10% for normal sharks, fish and sea creatures. -10% for dolphins, whales, large sea monsters and Mega-Damage animals. -25% for really massive sea monsters. Only works in water.
7. NG-505 Heavy Rail Cannon (Optional): The Beachmaster “Ship Hunter” variant has a Heavy Rail Cannon mounted in place of the mini-torpedo launcher. The rail cannon cannot be used underwater, however, leaving the Beachmaster with only its blue-green lasers to defend it while submerged.
Primary Purpose: Anti-Ship/Anti-Sea Monster.
Secondary Purpose: Anti-Armor.
Range: 4,000 feet (1,220 m).
Damage: 2D4x10 M.D.
Rate of Fire: Each shot counts as one melee attack.
Payload: 90 round drum.
8. Hand to Hand Combat: Rather than use a weapon the pilot can engage in Mega-Damage hand to hand combat as per Robot P.S. 40. See Heavy Ground Robot Training on page 352 of Rifts® Ultimate Edition for the number of attacks and bonuses.
In the dark depths of the Great Lakes or the open ocean, the Beachmaster is an ambush predator. When a suspected enemy vessel is indicated approaching on sonar, a unique ballast system enables the Beachmaster to slowly rise from the lake floor or ocean depths as well as at harbors and docks. A favorite tactic is for the Beachmaster to climb up onto a ship, or hang from the side of one ship while blasting away at another. The Beachmaster is not terribly fast compared to certain submarines or aquatic magic vehicles, but is big and tough enough that it can usually take on anything that it can catch up to. Its undersea weapons are mainly short-range, and feature many dual-capability designs. Once on land, the Beachmaster lives up to its name, providing a pivotal armored fist for amphibious infantry to rally behind and follow into battle. With its heavy weapons, it can neutralize patrol boats, towers, rail gun nests, and bunkers, as well as infantry troops. Its flamethrower, in fact, is one of the weapons used for flushing out bunkers and scattering troops. The Beachmaster’s hands, large and powerful for close combat purposes, are also designed to be effective in climbing and engineering operations.
The robot can dig up enemy positions or scoop sand and soil into makeshift ramps to assist tracked or wheeled vehicles in coming ashore during amphibious landings. To lead the charge, the Beachmaster tears up whole lines of barbed wire defenses, plows through tide-walls and earthworks and can engage monsters and
other robots in hand to hand combat. To assist in such operations, the Beachmaster has a chainsaw on its left forearm and an array of weapon systems.
Initial sales of Beachmaster units to privateer groups, coast guards and even suspected pirates are all looking very promising.
Model Type: NG-V36
Class: Amphibious Assault Robot.
Crew: 2; one pilot and one copilot/gunner. The robot is designed so that a single pilot can operate it if necessary.
M.D.C. by Location:
Legs (2) – 280 each
Arms (2) – 160 each
* Hands (2) – 80 each
* Blue-Green Chest Lasers (2) – 40 each
* Heavy Flamethrower (1, right forearm) – 80
* Chainsaw (1, left forearm) – 50
* Mini-Torpedo Launcher – 80
* Shoulder Mini-Missile Launchers (2; one in each) – 25 each
Head/Driver’s Compartment (exterior) – 150
* Reinforced Pilot Compartment – 100
** Main Body – 540
* A single asterisk indicates a small and/or difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -4 to strike.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Speed:
Running: 60 mph (96 km) maximum.
Leaping: 10 feet (3 m) high or across, increase 50% with a running start.
Water: Up to 30 mph (48 km) on the surface via propulsion system, limited to about 20 mph (32 km) submerged and 20 mph (32 km) walking along the lake floor. Maximum depth is 4,000 feet (1,219 m).
Flying: Not applicable.
Statistical Data:
Height: 26 feet (8 m).
Width: 16 feet (4.8 m), from shoulder to shoulder.
Length: 15 feet (4.6 m).
Weight: 25 tons.
Robot Strength: P.S. 40.
Cargo: The Beachmaster has a small locker next to the pilot’s seat that holds survival equipment and personal weapons, large enough for a rifle and survival kit and not much more. In addition, there is a cargo pod on the robot’s back that holds an inflatable life raft and can accommodate up to 150 lbs (68 kg) of additional items.
Power System: Nuclear; average energy life is 20 years. Solid Oxide Fuel Cell and electric battery versions are also available.
Cost: 28 million credits nuclear, 23 million Solid Oxide, 20 million electric battery.
Sensor Systems & Features of Note: Sonar as well as radar, and telescopic, passive nightvision and polarizing lens in addition to all other features common to NG robots.
Weapon Systems:
1. Blue-Green Chest Lasers (2): A pair of chest-mounted blue-green lasers are the Beachmaster’s only energy weapons.They have respectable range underwater and are even more effective on land.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: Underwater: 1,200 feet (366). On land: 2,000 feet (610 m).
Damage: 4D6 M.D. per blast, 1D4x10+4 per simultaneous dual blast at the same target.
Rate of Fire: Each single or dual blast counts as one melee attack.
Payload: Effectively unlimited.
2. Shoulder Mounted Mini-Torpedo Launcher (1): Mounted over the right shoulder is a mini-torpedo launcher on a turret that can turn 360 degrees and has a 90 degree up and down arc of fire. It can launch torpedoes when submerged, moving along the surface of the water or standing adjacent or above the water’s surface (torpedoes drop into the water and speed toward the target.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Ship.
Range: About one mile (1.6 km).
Damage: Varies by missile/torpedo type, but usually armor piercing (1D4x10 M.D.) or plasma (1D6x10 M.D.), or a combination of the two.
Rate of Fire: One at a time or in volleys of two, four or eight.
Payload: 16 mini-torpedoes.
3. Shoulder Mounted Mini-Missile Launchers (2): Built into each shoulder is a small mini-missile launcher with three missiles each.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Ship.
Range: One mile (1.6 km), one third that distance when fired underwater and -3 to strike targets underwater or on the surface of water when fired from a submerged position under the waves.
Damage: Varies by missile/torpedo type. Plasma (1D6x10 M.D.) is standard.
Rate of Fire: One at a time or in volleys of two, four or six.
Payload: Six total, three mini-missiles in each shoulder.
4. Heavy Flamethrower: The robot’s right arm mounts a heavy flamethrower that is normally used to flush out bunkers and enemy positions, but is also very effective against sea monsters and most animals afraid of fire. The flamethrower is designed to be waterproof and is usable on the surface of the water, but comes with valves that automatically seal it off underwater, deactivating it and preventing water from contaminating the napalm reserve.
Primary Purpose: Anti-Structure.
Secondary Purpose: Anti-Personnel.
Range: 400 feet (122 m).
Damage: 1D4x10 M.D. to the target and anyone within 10 feet (3 m). Those caught within reach of the flamethrower’s attack inside small, enclosed areas like bunkers, caves or non-sealed vehicles and without environmental gear or oxygen, must roll to save vs poison (smoke inhalation and lack of air) or be rendered unconscious for 1D4 melee rounds.
Rate of Fire: Each burst counts as one melee action/attack.
Payload: Approximately 48 bursts. The flamethrower can be refueled with military-grade napalm or use normal diesel or gasoline reduces damage to 5D6 M.D.). 80 gallon (302 liter) fuel reserve.
5. M.D. Chainsaw (1, left forearm): The chainsaw can be locked in position on the forearm in its stowed position (as depicted) to slice opponents or to cut through ship hulls, netting, barbed wire, etc., via the side of the arm (great for backhand strikes, too). Or the chainsaw can be slid forward to extend above and beyond the hand and used like a short sword to slice through obstacles and opponents alike. The blades are capable of cutting through Mega-Damage armor and inflicting grievous wounds to many monstrous opponents.
Primary Purpose: Boarding Ships, Anti-Fortification and Sabotage.
Secondary Purpose: Melee Combat and Anti-Personnel.
Range: Melee combat.
Damage: The chainsaw does 5D6 M.D. per attack, and even when turned off, it does 1D4 M.D. plus robot P.S. punch damage for slashing attacks. Note: The chainsaw is a modular unit that can be easily replaced with a chainsaw that has silver saw-teeth to battle supernatural beings vulnerable to silver. The problem is that the silver plating is destroyed after 2D4 uses against M.D.C. armor, so it is best to swap out the chainsaw unit on an as needed basis depending on the anticipated opposition.
Payload: Effectively unlimited.
6. Electric Field Antenna: The final trick up the Beachmaster’s sleeve is a long, thin antenna mounted along the robot’s back. When activated, the antenna produces a strong electric field in the water around the robot, repelling sharks and other sea creatures and dissuading sea monsters from attacking. The field does no real damage, but has a stunning effect which prevents sensitive creatures from closing in on the robot and will drive less determined attackers away. The field has no effect on torpedoes, ships, submarines or other watercraft. Roll on the following table for each activation of the antenna (counts as one melee action/attack). Note: +10% for normal sharks, fish and sea creatures. -10% for dolphins, whales, large sea monsters and Mega-Damage animals. -25% for really massive sea monsters. Only works in water.
- 01-20% No Effect: The creature is either immune to the electric charge or the field has been dissipated or weakened by sudden temperature or salinity changes in the water.
- 21-40% Mild Effects: The field reduces the target’s attacks by 1 for this melee round and causes it to lose initiative.
- 41-60% Surprised: The target loses 2 attacks this melee round and loses initiative.
- 61-80% Stunned: The target loses all attacks this melee round and is -6 on initiative for the next melee round.
- 81-00% Temporary Paralysis: The target is unable to attack or even move for 1D4 melee rounds.
7. NG-505 Heavy Rail Cannon (Optional): The Beachmaster “Ship Hunter” variant has a Heavy Rail Cannon mounted in place of the mini-torpedo launcher. The rail cannon cannot be used underwater, however, leaving the Beachmaster with only its blue-green lasers to defend it while submerged.
Primary Purpose: Anti-Ship/Anti-Sea Monster.
Secondary Purpose: Anti-Armor.
Range: 4,000 feet (1,220 m).
Damage: 2D4x10 M.D.
Rate of Fire: Each shot counts as one melee attack.
Payload: 90 round drum.
8. Hand to Hand Combat: Rather than use a weapon the pilot can engage in Mega-Damage hand to hand combat as per Robot P.S. 40. See Heavy Ground Robot Training on page 352 of Rifts® Ultimate Edition for the number of attacks and bonuses.
NG DX-202 Cargo Walker
The DX-202 comes from the design team led by a David Klett, Stephen McDonald, Scott Norman and Alan Westchorl. It is a common sight on the docks of Ishpeming, aboard big freighters, at warehouses, construction sites, and factories. On the battlefield, it can be seen recovering robots, vehicles and scrap metal, digging trenches and hauling supplies. As the name suggests, the Cargo Walker is a giant, robotic forklift used to move skids of supplies, heavy machinery, construction materials, and robot parts. Each of its big hands is a pair of forks with the ability to lift and carry 10 tons per each arm, or 50 tons using both to move one massive item. Two Cargo Walkers can lift 100 tons or carry 80 tons together. The arms are powerful hydraulic lifts attached to a wide, squat body mount on short, stout legs. To retrieve smaller crates, boxes and machine parts, each forearm has an extendible pair of clamp-like hands (4 foot/1.2 m reach, Robot P.S. 30). Mounted on the back is a modular housing that can be swapped out with a backhoe, steamshovel digging tool or crane. The crane can be used to carry more cargo or to pull up to 12 tons. (A pair of DX-202s can pull 30 tons and a team of four can pull 60 tons.) The Cargo Walker seldom carries a load while pulling another load behind it, unless one of the loads is light (less than eight tons). The forklift hands are built into hydraulic housings that can extend to double their normal reach. Merc units and armies typically use them to move missiles, ordnance and heavy gear and as weapon loaders for large robots and vehicles. Large weapon systems
and medium- or long-range missiles can be easily hoisted into place and loaded by the Cargo Walker.
The DX-202 Cargo Walker is one of NG’s hottest selling robots because of the wide range of uses and the fact that it can be driven by a pilot or driven remotely. In remote control “drone mode,” the operator sees via one of several cameras built into the robot; two in each shoulder, two in each forklift, two in the back, one on a swivel mount on top with the spotlight, and one in the front and back of the rearview mirror. Wireless transmissions have an optimal range of two miles (3.2 km), but some operators claim to have remote operated their drones as far as 5 miles (8 km) away. When being controlled remotely, the open-air cockpit can be left empty or it may be occupied by an armed guard, supervisor, Operator/mechanic or a passenger hitching a ride from one warehouse or base to the next. If the rider, such as a supervisor, knows how to pilot ground robots, he can, if he has the override code, take over manual control at any time. The remote control drone function is typically used in hostile environments where it may be too risky to send it in with a live driver, and when hauling supplies from one direct location to another. Though it violates safety regulations, as many as four other “passengers” (usually tired workers, mechanics, soldiers or guards) can ride on top of the Cargo Walker.
Despite not having any weapon systems, small communities, startup merc groups and adventurers love to buy and modify the Cargo Walker. The open cage can be easily enclosed in M.D.C. materials (60-120 M.D.C., but there is still no life support or environmental system) and the big forklift hands can be replaced with any number of heavy weapons, massive M.D. blades, drills or chainsaws. Missile launchers or other weapon systems can be added to the back, sides or top of the robot as well. Many are the tales of some backwater wilderness town where an armored-up and weaponized DX-202 Cargo Walker took invaders by surprise and was instrumental in sending bandits packing or making a band of monsters or demons think twice about attacking. Northern Gun has even created a “kit” for one such modification.
Model Type: DX-202
Class: Non-Combat Support Unit and Cargo Hauler.
Crew: One, or it can be piloted remotely.
M.D.C. by Location:
Forklift Skids/Blades (4 total, two per arm) – 100 each
Forklift Forearms (2) – 120 each
Utility Arms (2, forearms) – 35 each
Mini-Arms (2, pilot’s cages) – 10 each
Upper Arms (2) – 100 each
* Hydraulic Extenders (2, slide out of forearm) – 50 each
Legs (2) – 160 each
* Pilot’s Cage – 75
* Pilot Inside Cage – As per body armor
* Rear Mounted Camera and Spotlight (1, top) – 10 each
Crane/Backhoe/Steam-Shovel (1, back, interchangeable) – 100
** Main Body – 200
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the shooter is -4 to strike.
** Depleting the M.D.C. of the Main Body shuts the power armor down completely, rendering it useless.
Speed:
Running: 45 mph (72 km) maximum. The act of running does not tire the robot or its pilot and speed can be maintained indefinitely. Reduce speed by half (or less) when hauling heavy cargo. Terrain may also result in reduced speed.
Leaping: Not designed for leaping.
Flying: Not possible.
Water: Can wade through water and snow as deep as 10 feet (3 m), and mud as deep as five feet (1.5 m).
Underwater Capabilities: None. Most of the robot’s primary components are not encased in a protective M.D.C. shell. First it would sink, and then its electronics and controls would fail in 1D6+5 minutes of being underwater. Also, the unit does not have a self-contained pilot compartment, leaving the pilot vulnerable.
Statistical Data:
Height: 15 feet (4.6 m)
Width: 8 feet (2.4 m)
Length: 18 feet (5.5 m) with fork lift arms fully extended; 10 feet (3 m) with arms folded up in a stowed position.
Weight: 7.5 tons
Physical Strength: Forklift arms have a Robot P.S. of 50. The small utility arms that extend from the forearm housings have a P.S. of 30. The mini-arms on the pilot’s cage have a Robot P.S. of 9.
Cargo: There is a small area for the pilot’s personal items. It is large enough to hold a few personal items like a pistol, a lunchbox, canteen and a few E-Clips. Additional gear could be hung or tied to the pilot’s cage, but it might interfere with line of sight or movement if not carefully placed and well secured.
Remote Control Range: 2 miles (3.2 km) recommended, but can stretch 5 miles (8 km) in most cities, plains and areas above ground and away from mountains. Reduce to a maximum of 2 miles (3.2 km) in areas with interference.
Power System: Solid Oxide or nuclear; the latter has a 10 year life.
Market Cost: 4.2 million credits for Solid Oxide and 5 million credits for nuclear, but purchasers who buy four or more often get a 15-20% discount. These robots are very easy for Northern Gun to produce and the cost is minimal compared to a combat robot.
Sensor Systems & Features of Note: A non-environmental robot with a basic radio, can receive wireless computer feeds, and several cameras for navigation.
Weapon Systems: None, other than what the driver may carry on him. In hand to hand combat, the Cargo Walker has one attack per melee round plus those of its pilot. When controlled remotely, that’s a total of four attacks regardless of the pilot’s own. Damage is limited to the following:
Cargo Walker “Combat Kit”
Cost: The complete kit, numbers 1-8, is 2.5 million credits and takes a skilled Operator 1D4+2 weeks to build; half the time if there is a team working on it. Optional add-ons such as sensors and additional weapons are all extra.
and medium- or long-range missiles can be easily hoisted into place and loaded by the Cargo Walker.
The DX-202 Cargo Walker is one of NG’s hottest selling robots because of the wide range of uses and the fact that it can be driven by a pilot or driven remotely. In remote control “drone mode,” the operator sees via one of several cameras built into the robot; two in each shoulder, two in each forklift, two in the back, one on a swivel mount on top with the spotlight, and one in the front and back of the rearview mirror. Wireless transmissions have an optimal range of two miles (3.2 km), but some operators claim to have remote operated their drones as far as 5 miles (8 km) away. When being controlled remotely, the open-air cockpit can be left empty or it may be occupied by an armed guard, supervisor, Operator/mechanic or a passenger hitching a ride from one warehouse or base to the next. If the rider, such as a supervisor, knows how to pilot ground robots, he can, if he has the override code, take over manual control at any time. The remote control drone function is typically used in hostile environments where it may be too risky to send it in with a live driver, and when hauling supplies from one direct location to another. Though it violates safety regulations, as many as four other “passengers” (usually tired workers, mechanics, soldiers or guards) can ride on top of the Cargo Walker.
Despite not having any weapon systems, small communities, startup merc groups and adventurers love to buy and modify the Cargo Walker. The open cage can be easily enclosed in M.D.C. materials (60-120 M.D.C., but there is still no life support or environmental system) and the big forklift hands can be replaced with any number of heavy weapons, massive M.D. blades, drills or chainsaws. Missile launchers or other weapon systems can be added to the back, sides or top of the robot as well. Many are the tales of some backwater wilderness town where an armored-up and weaponized DX-202 Cargo Walker took invaders by surprise and was instrumental in sending bandits packing or making a band of monsters or demons think twice about attacking. Northern Gun has even created a “kit” for one such modification.
Model Type: DX-202
Class: Non-Combat Support Unit and Cargo Hauler.
Crew: One, or it can be piloted remotely.
M.D.C. by Location:
Forklift Skids/Blades (4 total, two per arm) – 100 each
Forklift Forearms (2) – 120 each
Utility Arms (2, forearms) – 35 each
Mini-Arms (2, pilot’s cages) – 10 each
Upper Arms (2) – 100 each
* Hydraulic Extenders (2, slide out of forearm) – 50 each
Legs (2) – 160 each
* Pilot’s Cage – 75
* Pilot Inside Cage – As per body armor
* Rear Mounted Camera and Spotlight (1, top) – 10 each
Crane/Backhoe/Steam-Shovel (1, back, interchangeable) – 100
** Main Body – 200
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the shooter is -4 to strike.
** Depleting the M.D.C. of the Main Body shuts the power armor down completely, rendering it useless.
Speed:
Running: 45 mph (72 km) maximum. The act of running does not tire the robot or its pilot and speed can be maintained indefinitely. Reduce speed by half (or less) when hauling heavy cargo. Terrain may also result in reduced speed.
Leaping: Not designed for leaping.
Flying: Not possible.
Water: Can wade through water and snow as deep as 10 feet (3 m), and mud as deep as five feet (1.5 m).
Underwater Capabilities: None. Most of the robot’s primary components are not encased in a protective M.D.C. shell. First it would sink, and then its electronics and controls would fail in 1D6+5 minutes of being underwater. Also, the unit does not have a self-contained pilot compartment, leaving the pilot vulnerable.
Statistical Data:
Height: 15 feet (4.6 m)
Width: 8 feet (2.4 m)
Length: 18 feet (5.5 m) with fork lift arms fully extended; 10 feet (3 m) with arms folded up in a stowed position.
Weight: 7.5 tons
Physical Strength: Forklift arms have a Robot P.S. of 50. The small utility arms that extend from the forearm housings have a P.S. of 30. The mini-arms on the pilot’s cage have a Robot P.S. of 9.
Cargo: There is a small area for the pilot’s personal items. It is large enough to hold a few personal items like a pistol, a lunchbox, canteen and a few E-Clips. Additional gear could be hung or tied to the pilot’s cage, but it might interfere with line of sight or movement if not carefully placed and well secured.
Remote Control Range: 2 miles (3.2 km) recommended, but can stretch 5 miles (8 km) in most cities, plains and areas above ground and away from mountains. Reduce to a maximum of 2 miles (3.2 km) in areas with interference.
Power System: Solid Oxide or nuclear; the latter has a 10 year life.
Market Cost: 4.2 million credits for Solid Oxide and 5 million credits for nuclear, but purchasers who buy four or more often get a 15-20% discount. These robots are very easy for Northern Gun to produce and the cost is minimal compared to a combat robot.
Sensor Systems & Features of Note: A non-environmental robot with a basic radio, can receive wireless computer feeds, and several cameras for navigation.
- Dual Spotlight and Camera: Spotlight has a 1,000 foot (305 m) range, the camera, 2,000 feet (610 m). A simple dashboard-style camera, but it and the spotlight are on a swivel mount that can rotate 360 degrees and can tilt 45 degrees up and down. Used mainly for piloting.
Weapon Systems: None, other than what the driver may carry on him. In hand to hand combat, the Cargo Walker has one attack per melee round plus those of its pilot. When controlled remotely, that’s a total of four attacks regardless of the pilot’s own. Damage is limited to the following:
- Swat or Jab with Forklift – 1D6 M.D.
- Punch with Forklift – 3D6 M.D.
- Power Punch Forklift – 1D4x10 M.D., but counts as two melee
- attacks (not really designed for combat, hence the lower damage).
- Grab and Crush Between Forklift Blades/Skids – 1D6 M.D.
- Stomp – 1D4 M.D., suitable only against targets four feet (1.2 m) tall and smaller.
Cargo Walker “Combat Kit”
Cost: The complete kit, numbers 1-8, is 2.5 million credits and takes a skilled Operator 1D4+2 weeks to build; half the time if there is a team working on it. Optional add-ons such as sensors and additional weapons are all extra.
- Additional Armor: If M.D.C. armor is welded on the frame, the M.D.C. of the arms, legs and main body can be increased by 20%.
- Enclosed Pilot Compartment: The Pilot’s Cage is enclosed and has 100 M.D.C., but it remains a non-environmental enclosure and still only seats one person, the pilot.
- Speed: Remove crane on back for increased maneuverability and increase running speed to 58 mph (93 km).
- Combat Computer: Any standard combat computer can be added to the Cargo Walker, however it is useless without any kind of sensors. Cost for a combat computer is 2.5 million credits. This is top of the line sold by Northern Gun and is comparable to the Coalition’s. A second hand combat computer can be bought on the black market for half this price.
- Weapon Arm (right): The right forklift is replaced with a heavy ion blaster. Range: 1,800 feet (549 m), each blast does 4D6+3 M.D. and counts as one melee attack; payload is unlimited as it is tied to the power supply of the robot. Arm has a reduced Robot P.S. of 35. Note: The small utility arm with a four foot (1.2 m) reach and Robot P.S. of 30 remains.
- Shoulder Rail Gun (right): Mounted behind and just above the right shoulder is a rail gun with a 180 degree up and backward arc of fire to shoot forward, upward and behind. Range: 4,000 feet (1,219 m), each burst of 30 rounds does 1D4x10 M.D. and counts as one melee attack; burst fire only. Payload: 3,000 rounds for 100 bursts. Anti-monster ammo is a separate and additional purchase.
- Weapon Arm (left): The left forklift is replaced with a giant, serrated Vibro-Sword (4D6 M.D.) with a silver-plated blade edge. Suitable as a weapon and as a tool to cut down trees and cut up logs. Range: Melee combat; has an 8 foot (2.4 m) reach with the blade.
- Shoulder Dual Laser Cannon and Mini-Missile Launcher System: Laser: Range: 2,000 feet (610 m), each blast does 5D6 M.D. and counts as one melee attack; payload it unlimited as it is tied to the power supply of the robot. Four Tube Mini-Missile Launcher: Range: One mile. Damage varies by missile type, but typically high explosive (1D4x10 M.D.) or plasma (1D6x10 M.D.). Can be fired one at a time or in volleys of 2, 3, 4 or 6. Payload: 16 mini-missiles; four in each launch tube.
- Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. In this case, as per the reduced Robot P.S. of 35 (or 30 with the extra forward robot arms described under b), below.
- Sensor Package: Typically mounted about the left shoulder. Remember the Cargo Walker has no sensors, but this adds a sensor array (30 M.D.C.) with all the standard robot sensor and communication systems and link to the combat computer and the HUD of the pilot. Cost: 1.1 million credits. Note: Without it the bonuses from pilot Heavy Ground Robot are half.
NG DX-204 G.R.U.B.E.
The General Robotic Ultra Builder & Excavator, or "GRUBE", is not sleek and elegant like most robots. The legs look bulky and square. Stabilizers can extend from the legs to provide additional support when lifting heavy loads to prevent the robot from tipping over. The torso has a side-facing pilot’s cage enclosed in M.D.C. Plexiglass and is brimming with construction machines. There is a top-mounted crane built into a turret that can rotate 360 degrees and can rise up an additional six feet (1.8 m) and extend 8 feet (2.4 m) from its stowed position. The crane is used to carry and pull loads of cargo and machinery weighing as much as 20 tons. Mounted on its back is a massive multi-tool that can be used like a giant pair of pliers as well as hold and carry pipe, tubes and parts (10 ton weight limit), cut like a pair of scissors, cut like a saw, or extend a welding tool for cutting and soldering. The robot has two winches, one in the front and one in the back. Each can pull weights as great as 30 tons.
A pair of small arms with clamp hands (Robot P.S. 30) can unfold from housings in the shoulders to hold and help in construction or to carry supplies (2 ton weight limit). Meanwhile, the big arms and massive hands are able to lift and carry 15 tons each or 30 tons carried together. The big hands are strong enough for handling heavy and huge machinery and building materials, but are so well calibrated that they can hold a man without crushing him for placing workers on elevated platforms and to hold them in place to make repairs, like a cherry-picker. The palms of the massive hands each hold a battery of 8 ball lasers for cutting and welding, and the hands can rotate 360 degrees at the wrist. They can also extend from the wrist an additional four feet (1.2 m). The big hands can be used for digging through rubble and hauling away debris, digging in the earth, punching through walls, and tearing down old facades as well as putting up new ones. A forward turret next to the pilot compartment contains a ball housing that holds a camera and spotlight that can adjust its beam to be a wide cone or a narrowly focused beam.
Like the DX-202 Cargo Walker, the GRUBE can be operated by a pilot or driven remotely. In remote control “drone mode,” the operator sees via one of several cameras built into the robot; two in each shoulder, two in each hand, two in the back, one on the crane, two in the big multi-tool, one on a ball spotlight, and one in the front and back of the pilot’s cage. Wireless transmissions have an optimal range of 2 miles (3.2 km), but some claim to have remote operated their drones as far as 5 miles (8 km) away. The GRUBE is primarily used in construction, but can also assist in excavation operations, firefighting and transporting cargo.
When being controlled remotely, the cockpit can be left empty or it may be occupied by an armed guard, supervisor, Operator/mechanic or a passenger hitching a ride. The GRUBE can NOT be easily modified into a combat machine.
Model Type: DX-204
Class: Non-Combat Labor/Construction and Support Unit.
Crew: One.
M.D.C. by Location:
Main Arms (2) – 200 each
Main Hands (2, huge) – 100 each
* Laser Tool (16, eight per hand) – 10 each
* Folding Utility Arms (2, shoulders) – 80 each
Multi-Tool (1, huge, back) – 220
* Crane (1, top) – 140
Legs (2) – 220 each
* Plexiglas Enclosed Pilot’s Cage – 80
* Pilot Inside Cage – As per body armor
* Winches (2, front under pilot’s cage and back) – 15 each
* Ball Searchlight and Camera (front) – 30
* Ankle Spotlights (2, one per leg) – 10 each
** Main Body – 300
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the shooter is -4 to strike. Ankle spotlights can angle up 70 degrees.
** Depleting the M.D.C. of the Main Body shuts the robot down completely, rendering it useless.
Speed:
Running: 40 mph (64 km) maximum. The act of running does not tire the robot or its pilot and the speed can be maintained indefinitely. Reduce speed by half (or less) when hauling heavy equipment or cargo. Terrain may also result in reduced speed.
Leaping: Not designed for leaping.
Flying: Not possible.
Water: Can wade through water and snow as deep as 10 feet (3 m), and mud as deep as five feet (1.5 m).
Underwater Capabilities: None. Most of the robot’s primary components are not encased in a protective M.D.C. shell. First it would sink, and then its electronics and controls would fail in 1D6+5 minutes of being underwater. Also, the unit does not have a self-contained pilot compartment, leaving the pilot vulnerable.
Statistical Data:
Height: 20 feet (6.1 m) with crane in stowed position.
Width: 16 feet (4.9 m).
Length: 18 feet (5.5 m); Main arms have a 15 foot (4.6 m) reach. The utility arms have a 12 foot (3.7 m) reach and can rotate to face forward, sideways or back.
Weight: 20 tons.
Physical Strength: Main arms and hands have a Robot P.S. of 50. The smaller utility arms that extend from the shoulder have a Robot P.S. of 30.
Cargo: There is a small area for the pilot’s personal items. It is large enough to hold a few personal items like a pistol, a lunchbox, canteen and a few E-Clips. Additional gear could be hung or tied to the pilot’s cage, but it might interfere with line of sight or movement if not carefully placed and well secured.
Remote Control Range: 50 miles (80 km) maximum, but 30 miles (48 km) or less is recommended. Areas with interference could reduce range to as little as 10 miles (16 km).
Power System: Solid Oxide or nuclear; the latter has a 10 year life.
Market Cost: 7.4 million credits for Solid Oxide and 8 million credits for nuclear, but purchasers who buy four or more often get a 15-20% discount. These robots are very easy for Northern Gun to produce and the cost is minimal compared to a combat robot.
Sensors Systems & Features of Note: A non-environmental robot with a basic radio, and several cameras for navigation.
Weapon Systems: None, other than what the driver may carry on him and the lasers in the palms.
1. Lasers (8 per hand): A cutting and welding tool with limited range and power.
Range: 100 feet (30.5 m) maximum.
Damage: Four settings: 4D6 S.D.C., 1D6x10 S.D.C., 1D4 M.D. and 2D4 M.D.; multiply accordingly for multiple blasts fired at the same target simultaneously. Maximum damage is 1D6x10 M.D. from all eight lasers in a single, giant palm. Both hands cannot engage in linked fire.
Payload: Unlimited.
2. Hand to Hand Combat: In hand to hand combat, the GRUBE has one attack per melee round plus those of its pilot. When controlled remotely, that’s a total of four attacks regardless of the pilot’s own. Damage is limited to the following:
A pair of small arms with clamp hands (Robot P.S. 30) can unfold from housings in the shoulders to hold and help in construction or to carry supplies (2 ton weight limit). Meanwhile, the big arms and massive hands are able to lift and carry 15 tons each or 30 tons carried together. The big hands are strong enough for handling heavy and huge machinery and building materials, but are so well calibrated that they can hold a man without crushing him for placing workers on elevated platforms and to hold them in place to make repairs, like a cherry-picker. The palms of the massive hands each hold a battery of 8 ball lasers for cutting and welding, and the hands can rotate 360 degrees at the wrist. They can also extend from the wrist an additional four feet (1.2 m). The big hands can be used for digging through rubble and hauling away debris, digging in the earth, punching through walls, and tearing down old facades as well as putting up new ones. A forward turret next to the pilot compartment contains a ball housing that holds a camera and spotlight that can adjust its beam to be a wide cone or a narrowly focused beam.
Like the DX-202 Cargo Walker, the GRUBE can be operated by a pilot or driven remotely. In remote control “drone mode,” the operator sees via one of several cameras built into the robot; two in each shoulder, two in each hand, two in the back, one on the crane, two in the big multi-tool, one on a ball spotlight, and one in the front and back of the pilot’s cage. Wireless transmissions have an optimal range of 2 miles (3.2 km), but some claim to have remote operated their drones as far as 5 miles (8 km) away. The GRUBE is primarily used in construction, but can also assist in excavation operations, firefighting and transporting cargo.
When being controlled remotely, the cockpit can be left empty or it may be occupied by an armed guard, supervisor, Operator/mechanic or a passenger hitching a ride. The GRUBE can NOT be easily modified into a combat machine.
Model Type: DX-204
Class: Non-Combat Labor/Construction and Support Unit.
Crew: One.
M.D.C. by Location:
Main Arms (2) – 200 each
Main Hands (2, huge) – 100 each
* Laser Tool (16, eight per hand) – 10 each
* Folding Utility Arms (2, shoulders) – 80 each
Multi-Tool (1, huge, back) – 220
* Crane (1, top) – 140
Legs (2) – 220 each
* Plexiglas Enclosed Pilot’s Cage – 80
* Pilot Inside Cage – As per body armor
* Winches (2, front under pilot’s cage and back) – 15 each
* Ball Searchlight and Camera (front) – 30
* Ankle Spotlights (2, one per leg) – 10 each
** Main Body – 300
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the shooter is -4 to strike. Ankle spotlights can angle up 70 degrees.
** Depleting the M.D.C. of the Main Body shuts the robot down completely, rendering it useless.
Speed:
Running: 40 mph (64 km) maximum. The act of running does not tire the robot or its pilot and the speed can be maintained indefinitely. Reduce speed by half (or less) when hauling heavy equipment or cargo. Terrain may also result in reduced speed.
Leaping: Not designed for leaping.
Flying: Not possible.
Water: Can wade through water and snow as deep as 10 feet (3 m), and mud as deep as five feet (1.5 m).
Underwater Capabilities: None. Most of the robot’s primary components are not encased in a protective M.D.C. shell. First it would sink, and then its electronics and controls would fail in 1D6+5 minutes of being underwater. Also, the unit does not have a self-contained pilot compartment, leaving the pilot vulnerable.
Statistical Data:
Height: 20 feet (6.1 m) with crane in stowed position.
Width: 16 feet (4.9 m).
Length: 18 feet (5.5 m); Main arms have a 15 foot (4.6 m) reach. The utility arms have a 12 foot (3.7 m) reach and can rotate to face forward, sideways or back.
Weight: 20 tons.
Physical Strength: Main arms and hands have a Robot P.S. of 50. The smaller utility arms that extend from the shoulder have a Robot P.S. of 30.
Cargo: There is a small area for the pilot’s personal items. It is large enough to hold a few personal items like a pistol, a lunchbox, canteen and a few E-Clips. Additional gear could be hung or tied to the pilot’s cage, but it might interfere with line of sight or movement if not carefully placed and well secured.
Remote Control Range: 50 miles (80 km) maximum, but 30 miles (48 km) or less is recommended. Areas with interference could reduce range to as little as 10 miles (16 km).
Power System: Solid Oxide or nuclear; the latter has a 10 year life.
Market Cost: 7.4 million credits for Solid Oxide and 8 million credits for nuclear, but purchasers who buy four or more often get a 15-20% discount. These robots are very easy for Northern Gun to produce and the cost is minimal compared to a combat robot.
Sensors Systems & Features of Note: A non-environmental robot with a basic radio, and several cameras for navigation.
- Ball Spotlight and Camera: Spotlight has a 1,200 foot (366 m) range, the camera, 2,000 feet (610 m). The camera has a telescopic lens with 8x magnification and a macro lens with 12x magnification. The spotlight and camera are on a ball turret. The turret can rotate 360 degrees and the ball unit can tilt 90 degrees up and down. Used mainly for piloting, close work and illuminating an area for work.
- Remote Operation: The drone operator can control the unit remotely via instrument data and live video. In remote control “drone mode” the operator sees via one of several cameras built into the robot; two in each shoulder, two in each forklift, two in the back, one on a swivel mount on top with the spotlight, and one in the front and back of the rearview mirror. Note: See the Drone Control and Command Gauntlet (DCCG) described for a compact control unit that can be used to remotely control and operate most NG drones, including cargo haulers and the GRUBE.
Weapon Systems: None, other than what the driver may carry on him and the lasers in the palms.
1. Lasers (8 per hand): A cutting and welding tool with limited range and power.
Range: 100 feet (30.5 m) maximum.
Damage: Four settings: 4D6 S.D.C., 1D6x10 S.D.C., 1D4 M.D. and 2D4 M.D.; multiply accordingly for multiple blasts fired at the same target simultaneously. Maximum damage is 1D6x10 M.D. from all eight lasers in a single, giant palm. Both hands cannot engage in linked fire.
Payload: Unlimited.
2. Hand to Hand Combat: In hand to hand combat, the GRUBE has one attack per melee round plus those of its pilot. When controlled remotely, that’s a total of four attacks regardless of the pilot’s own. Damage is limited to the following:
- Swat or Jab with Main Arms – 1D6 M.D.
- Punch with Main Arms – 3D6 M.D.
- Power Punch with Main Arms – 1D6x10 M.D., but counts as two melee attacks.
- Grab and Crush Between Fingers – 1D6 M.D.
- Stomp – 1D4 M.D., suitable only against targets four feet (1.2 m) tall and smaller.
NG EX-20 "Bulldog"
With the immense popularity of the old EX-5 Behemoth Explorer, and the exploding population of settlers, refugees, adventurers and explorers, Northern Gun’s robot engineers have decided to develop a number of wilderness exploration robots. Robots that have decent weapons and armor, but are designed for long travels and exploration missions. Robots that can house four or more adventurers and even offer sleeping accommodations. The Bulldog is one such robot.
An instant hit the moment it was released on the market a year and a half ago, the creative minds of William McGoldrick, Charles McComb III, Jonathan Lovejoy and Donavon Pankratz are the R&D wizards who brought this robot to life. They went with four legs for maximum stability over uneven terrain, but also included a tracked option for increased speed on open road. To use the tank-like treads, the Bulldog leans back as if standing on its haunches, the legs lock, the treads slide down and lock into place, and the robot is off to the races. The Bulldog is low profile and stands tall enough to tread through deep standing water, marshland and shallow rivers and ponds with ease. The interior compartments are sealed, so the Bulldog can travel underwater, walking along the bottom, but it is not often done. The top-mounted cannon cannot be used underwater unless the gunner has an oxygen supply and suitable armor protection for the depth.
As an explorer robot, there are four small, private, sleeping compartments, a small laboratory and a tiny shower. In addition, the pilot’s seat and gunner’s seat in the forward rail gun compartment can be made to recline and use as additional sleeping areas, if needed. It is the communal shower that gets much appreciation, as it is a blessing for travelers out in the wild for weeks at a time. There is enough water in the shower for all four crew members to shower. That water is captured, recycled, cleaned and reused as often as 12 times. In addition, there is a small lab room with the most basic of equipment, a half-size refrigerator, and a wall with built-in shelves that hold plastic containers of various sizes that slide in and out, and lock shut, for holding specimens. In an effort to make the Bulldog an all-purpose vehicle, there is a giant robot hand used for digging, excavation and moving fallen trees and debris out of its path. It can also be used to pull or push heavy loads, stalled vehicles, and for salvage work. The two small robot arms and hands, also located in the front of the vehicle, are used to gather specimens, tear apart wreckage, gather salvage, make repairs on other robots and vehicles and similar work. The small arms and the large hand can all extend an additional six feet (1.8 m).
Standard weapon systems are the nose gun manned by a dedicated gunner, a missile launcher on the left side, and a big laser cannon in an open-air turret on the top of the Bulldog. The open-air turret is to provide maximum visibility in all directions while exploring. A passenger can sit on a foldout jump-seat to keep the gunner company or to see the sights. The pilot’s cockpit is mostly M.D.C. plexiglass windows to provide a comprehensive view of the countryside. The Bulldog comes with snap-on M.D.C. plates that are easy to attach when the team expects trouble. It takes one person about 10 minutes, or two people four minutes to snap the plates over the windows, leaving only a narrow slit (small plates have 25 M.D.C., large ones 40 M.D.C.).
Model: NG EX-20
Class: All-Purpose Exploration Robot.
Crew: Three; one pilot, one copilot/gunner, one topside gunner. Can accommodate one additional crew or passenger comfortably but as many as 4-6 could squeeze in under cramped conditions.
M.D.C. by Location:
** Cameras (6, concealed) – 12 each
** Lights (8, small, recessed) – 5 each
Legs (4) – 280 each
* Arms (2, small) – 75 each
Giant Hand/Digger (1) – 150
* Forward Rail Gun (1) – 75
Rail Gun Armored Gunner’s Compartment – 150
* Pilot’s Cockpit (M.D.C. plexiglass) – 100
* Hatches to Sleeping Compartments (4) – 50 each
* Exterior Storage Units (3, size of a large cooler) – 25 each
* Missile Launcher (1, left) – 70
* Main Gun Turret (1, top) – 170
** Tracks (2, back of rear legs) – 50 each
*** Main Body – 500
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -3 to strike.
** Two asterisks indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but with a penalty of -4 to strike.
*** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Speed:
Running: 50 mph (80 km) maximum on its feet.
Riding on Treads: 70 mph (112 km) on smooth roads.
Leaping: Not possible.
Water: 20 mph (32 km) walking along the soft lake floor. Maximum depth tolerance is 2,000 feet (610 m).
Flying: Not possible.
Statistical Data:
Height: 19 feet, 7 inches (6 m).
Width: 16 feet (4.8 m), from shoulder to shoulder.
Length: 25 feet (7.6 m).
Weight: 24 tons.
Robot Strength: Generally, P.S. 40; small arms: 28.
Cargo: The Bulldog’s storage bay is the size of a 6x4x4 foot (1.8x1.2x1.2 m) closet, plus three 4x2x2 foot (1.2x0.6x0.6 m) exterior lockers. The pilot cockpit and forward gunner have enoughspace to stow an extra suit of body armor, survival kit, first-aid kit, 5 gallons (19 liters) of water, and a backpack. Additional crates and packages can be tied to the exterior of the robot.
Power System: Nuclear; average energy life is 20 years. Solid Oxide Fuel Cell and electric battery versions are also available.
Cost: 31 million credits nuclear, 27 million Solid Oxide, 23 million electric battery.
Sensor Systems & Features of Note: Has all basic robot systems.
Weapon Systems:
1. Main Gun Turret (1): The main gun on top of the Bulldog is a double-barreled, dual weapon system. The top barrel is a long-range laser, the lower one is an ion cannon with shorter range but more firepower. The entire turret can rotate 360 degrees and has a 45 degree up and down arc of fire when turned to the sides or the back; 30 degree when pointed forward over
the cockpit.
Primary Purpose: Defense and Anti-Monster.
Secondary Purpose: Anti-Armor and Anti-Flyers.
Range: Laser: 3,000 feet (914 m). Ion Cannon: 1,200 feet (366); half those ranges underwater.
Damage: Laser: 3D6 M.D. per blast. Ion Cannon: 5D6 M.D. per blast. 1D4x10+4 per simultaneous dual blast at the same target, provided it is within range of both guns.
Rate of Fire: Each single or dual blast counts as one melee attack.
Payload: Effectively unlimited.
2. NG-501 Rail Gun: The nose gun is an NG-501 Rail Gun. It faces forward but can be moved 20 degrees in any direction and has a good payload. A dedicated gunner mans this weapon system.
Primary Purpose: Defense and Anti-Armor.
Secondary Purpose: Anti-Personnel.
Range: 4,000 feet (1,219 m).
Damage: A burst is 40 rounds and inflicts 1D4x10 M.D.; can substitute with special anti-supernatural rounds (see Gunwolf).
Rate of Fire: Each burst counts as one melee attack/action.
Payload: 3,680 rounds for a total of 92 bursts; 1,840 rounds or 46 bursts in each of the two detachable drum magazines (accessed from the sides).
3. Side-Mounted Mini-Missile Turret (1): Mounted on a swivel arm that can rotate 180 degrees and has a 45 degree up and down arc. Note: The mini-missile launcher is standard, but for an extra 500,000 credits, it can be substituted with a short-range missile launcher.
Primary Purpose: Defense and Anti-Monster.
Secondary Purpose: Anti-Armor and Anti-Missile.
Range: Varies with type.
Damage: Varies with type. Standard launcher and payload is mini-missiles. Any type of mini-missile can be used, but standard issue is a mix of 60% High Explosive (1D4x10 M.D.), 30% plasma (1D6x10 M.D.) and 10% smoke.
Rate of Fire: One at a time or in volleys of two, four or six. Firing a single mini-missile or a volley counts as one melee attack.
Payload: Varies with the type of missile. Mini-Missiles: 36 total. Short-Range Missiles: 12 total.
4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. However, the Bulldog is not designed for combat, so it gets half the number of attacks when fighting hand to hand, and also reduce the bonuses described for Heavy Ground Robot Training on page 352 of Rifts® Ultimate Edition by half. Robot P.S. 40 for the large arm, Robot P.S. 28 for the small ones.
An instant hit the moment it was released on the market a year and a half ago, the creative minds of William McGoldrick, Charles McComb III, Jonathan Lovejoy and Donavon Pankratz are the R&D wizards who brought this robot to life. They went with four legs for maximum stability over uneven terrain, but also included a tracked option for increased speed on open road. To use the tank-like treads, the Bulldog leans back as if standing on its haunches, the legs lock, the treads slide down and lock into place, and the robot is off to the races. The Bulldog is low profile and stands tall enough to tread through deep standing water, marshland and shallow rivers and ponds with ease. The interior compartments are sealed, so the Bulldog can travel underwater, walking along the bottom, but it is not often done. The top-mounted cannon cannot be used underwater unless the gunner has an oxygen supply and suitable armor protection for the depth.
As an explorer robot, there are four small, private, sleeping compartments, a small laboratory and a tiny shower. In addition, the pilot’s seat and gunner’s seat in the forward rail gun compartment can be made to recline and use as additional sleeping areas, if needed. It is the communal shower that gets much appreciation, as it is a blessing for travelers out in the wild for weeks at a time. There is enough water in the shower for all four crew members to shower. That water is captured, recycled, cleaned and reused as often as 12 times. In addition, there is a small lab room with the most basic of equipment, a half-size refrigerator, and a wall with built-in shelves that hold plastic containers of various sizes that slide in and out, and lock shut, for holding specimens. In an effort to make the Bulldog an all-purpose vehicle, there is a giant robot hand used for digging, excavation and moving fallen trees and debris out of its path. It can also be used to pull or push heavy loads, stalled vehicles, and for salvage work. The two small robot arms and hands, also located in the front of the vehicle, are used to gather specimens, tear apart wreckage, gather salvage, make repairs on other robots and vehicles and similar work. The small arms and the large hand can all extend an additional six feet (1.8 m).
Standard weapon systems are the nose gun manned by a dedicated gunner, a missile launcher on the left side, and a big laser cannon in an open-air turret on the top of the Bulldog. The open-air turret is to provide maximum visibility in all directions while exploring. A passenger can sit on a foldout jump-seat to keep the gunner company or to see the sights. The pilot’s cockpit is mostly M.D.C. plexiglass windows to provide a comprehensive view of the countryside. The Bulldog comes with snap-on M.D.C. plates that are easy to attach when the team expects trouble. It takes one person about 10 minutes, or two people four minutes to snap the plates over the windows, leaving only a narrow slit (small plates have 25 M.D.C., large ones 40 M.D.C.).
Model: NG EX-20
Class: All-Purpose Exploration Robot.
Crew: Three; one pilot, one copilot/gunner, one topside gunner. Can accommodate one additional crew or passenger comfortably but as many as 4-6 could squeeze in under cramped conditions.
M.D.C. by Location:
** Cameras (6, concealed) – 12 each
** Lights (8, small, recessed) – 5 each
Legs (4) – 280 each
* Arms (2, small) – 75 each
Giant Hand/Digger (1) – 150
* Forward Rail Gun (1) – 75
Rail Gun Armored Gunner’s Compartment – 150
* Pilot’s Cockpit (M.D.C. plexiglass) – 100
* Hatches to Sleeping Compartments (4) – 50 each
* Exterior Storage Units (3, size of a large cooler) – 25 each
* Missile Launcher (1, left) – 70
* Main Gun Turret (1, top) – 170
** Tracks (2, back of rear legs) – 50 each
*** Main Body – 500
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -3 to strike.
** Two asterisks indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but with a penalty of -4 to strike.
*** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Speed:
Running: 50 mph (80 km) maximum on its feet.
Riding on Treads: 70 mph (112 km) on smooth roads.
Leaping: Not possible.
Water: 20 mph (32 km) walking along the soft lake floor. Maximum depth tolerance is 2,000 feet (610 m).
Flying: Not possible.
Statistical Data:
Height: 19 feet, 7 inches (6 m).
Width: 16 feet (4.8 m), from shoulder to shoulder.
Length: 25 feet (7.6 m).
Weight: 24 tons.
Robot Strength: Generally, P.S. 40; small arms: 28.
Cargo: The Bulldog’s storage bay is the size of a 6x4x4 foot (1.8x1.2x1.2 m) closet, plus three 4x2x2 foot (1.2x0.6x0.6 m) exterior lockers. The pilot cockpit and forward gunner have enoughspace to stow an extra suit of body armor, survival kit, first-aid kit, 5 gallons (19 liters) of water, and a backpack. Additional crates and packages can be tied to the exterior of the robot.
Power System: Nuclear; average energy life is 20 years. Solid Oxide Fuel Cell and electric battery versions are also available.
Cost: 31 million credits nuclear, 27 million Solid Oxide, 23 million electric battery.
Sensor Systems & Features of Note: Has all basic robot systems.
Weapon Systems:
1. Main Gun Turret (1): The main gun on top of the Bulldog is a double-barreled, dual weapon system. The top barrel is a long-range laser, the lower one is an ion cannon with shorter range but more firepower. The entire turret can rotate 360 degrees and has a 45 degree up and down arc of fire when turned to the sides or the back; 30 degree when pointed forward over
the cockpit.
Primary Purpose: Defense and Anti-Monster.
Secondary Purpose: Anti-Armor and Anti-Flyers.
Range: Laser: 3,000 feet (914 m). Ion Cannon: 1,200 feet (366); half those ranges underwater.
Damage: Laser: 3D6 M.D. per blast. Ion Cannon: 5D6 M.D. per blast. 1D4x10+4 per simultaneous dual blast at the same target, provided it is within range of both guns.
Rate of Fire: Each single or dual blast counts as one melee attack.
Payload: Effectively unlimited.
2. NG-501 Rail Gun: The nose gun is an NG-501 Rail Gun. It faces forward but can be moved 20 degrees in any direction and has a good payload. A dedicated gunner mans this weapon system.
Primary Purpose: Defense and Anti-Armor.
Secondary Purpose: Anti-Personnel.
Range: 4,000 feet (1,219 m).
Damage: A burst is 40 rounds and inflicts 1D4x10 M.D.; can substitute with special anti-supernatural rounds (see Gunwolf).
Rate of Fire: Each burst counts as one melee attack/action.
Payload: 3,680 rounds for a total of 92 bursts; 1,840 rounds or 46 bursts in each of the two detachable drum magazines (accessed from the sides).
3. Side-Mounted Mini-Missile Turret (1): Mounted on a swivel arm that can rotate 180 degrees and has a 45 degree up and down arc. Note: The mini-missile launcher is standard, but for an extra 500,000 credits, it can be substituted with a short-range missile launcher.
Primary Purpose: Defense and Anti-Monster.
Secondary Purpose: Anti-Armor and Anti-Missile.
Range: Varies with type.
Damage: Varies with type. Standard launcher and payload is mini-missiles. Any type of mini-missile can be used, but standard issue is a mix of 60% High Explosive (1D4x10 M.D.), 30% plasma (1D6x10 M.D.) and 10% smoke.
Rate of Fire: One at a time or in volleys of two, four or six. Firing a single mini-missile or a volley counts as one melee attack.
Payload: Varies with the type of missile. Mini-Missiles: 36 total. Short-Range Missiles: 12 total.
4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. However, the Bulldog is not designed for combat, so it gets half the number of attacks when fighting hand to hand, and also reduce the bonuses described for Heavy Ground Robot Training on page 352 of Rifts® Ultimate Edition by half. Robot P.S. 40 for the large arm, Robot P.S. 28 for the small ones.
- Giant Hand/Digger – 2D6+3 M.D. for a full strength punch and tear or pry. 1D6 M.D. crush. Power Punch is not possible.
- Small, Retractable Arms (2) – 1D6 M.D. punch and tear. Power Punch is not possible. The small arms can extend an additional six feet (1.8 m) and have a light and a camera.
- Stomp or Trample – 2D6+2 M.D.
- Body Block – 2D6 M.D. with a 01-66% likelihood of knocking down opponents of equal size or smaller. Victims of knockdown lose initiative and one melee attack.
NG EX-11 Okemos Explorer Robot
The Okemos, aka ‘Little Chief,’ comes from the NG Department of Exploratory Robot Designs. The exploration robot (and the pre-Rifts city of Okemos near the ruins of Lansing) is named after a Michigan Native American chief, John Okemos, of the Saginaw Chippewa people of the Ojibwa nation. In the Ojibwa language, Ogimaans – anglicized to ‘Okemos’ – means ‘Little Chief.’ Federico, fascinated with the pre-Rifts history of Michigan, thought it was appropriate to name his tough, small explorer robot after the famous Indian Chief and found it equally appropriate that the ancient Michigan city of Okemos was once a place of industrial manufacturing.
As a light, four-man robot vehicle, the Okemos is a multi-purpose ‘Bot designed for long stays in the wilderness and trekking across great expanses of hostile territory. Though the Little Chief has only two weapon systems with which to protect itself, it can be formidable in combat. The design team wanted to create a comparatively small, fast, versatile robot that would be ideal for adventurers, explorers and wilderness travelers without breaking their bank account.
Indeed, the real advantage of the Okemos is its travel and exploration capabilities. The mighty, little robot walks on two legs, enabling it to navigate uneven ground, step or hop over barriers such as fallen trees, boulders and rock slides, and tromp through fields of tall grass, tangles of brush and thin forests, as well as wade through swamps, streams and bodies of water. Its pair of hydraulic arms have a maximum extendible reach of 12 feet (3.6m) and can be used to pick up and carry specimens or supplies, climb, make repairs to other robots and large vehicles, and even engage in simple, hand to hand combat.
The forward cab is the pilot’s cockpit with a large, M.D.C., bubble-like window. Though the window makes the driver vulnerable to attacks, adventurers and explorers have demanded the feature of a large, clear M.D.C. window rather than an armored compartment with a slit or no window at all. They want to be able to see the world they are traveling through. The window is Mega-Damage plexiglass (35 M.D.C. total). For those who want security more than a view, there is an optional plate cover (100 M.D.C.) with a narrow slit that can be attached to cover the glass bubble window. It takes 1D6+6 minutes and the proper tools to bolt on or remove.
On either side of the pilot’s cockpit (top) is a spotlight/headlight that can angle 30 degrees in all directions. There is another, smaller light (3 M.D.C. each) in each of the shoulders as well as a digital camera (1 M.D.C. each). What some might mistake for\ a small weapons turret in the nose is a digital recording system capable of up to 8,000 hours of video, with sound, and has a telescopic, zoom lens with 12x magnification (6,000 foot/1,828 m range), and macro zoom that can get as close as 3mm and has 30x magnification. There is another camera in the main gun turret. All cameras send their feed to the pilot’s HUD (Heads-Up Display) as well as monitors in the cockpit, main turret and sleeping berths.
The most appealing travel feature to adventurers and mercs is that the Okemos has four individual, environmentally sealed, sleeping berths/living quarters. Each has a bed that can fold into a recliner/easy chair, or made to lay flat for sleeping. A light panel is located above the bed/chair, as is a flat screen monitor for live camera feeds or recorded entertainment (music, films, etc.). Each private ‘travel room’ has all of the following: a small, stainless steel sink with a 100 gallon (378.5 liter) water supply (to be used sparingly), a mirror above the sink with a small medicine cabinet, a separate tank of drinking water (50 gallons/189.2 liters) with
a built-in water purification and filtration system for new water supplies of unknown quality, two very small tables/counters that fold out from the wall and flat back into it, a chest-sized trunk at the foot of the bed for stowing personal gear that doubles as a seat, a small rack for hanging clothes, and a flushless toilet that disposes of waste via a light S.D.C. ion vaporization system (a fan pulls the odor of vaporized waste out of the tiny compartment, though an unpleasant odor almost always lingers for 3D6 minutes). Each of the sleeping berths also has two windows (15 M.D.C. each), but they have protective plates (40 M.D.C. each) that slide into place with the press of a button or voice command. Weapon systems are limited to the nose rail gun turret and the top-mounted weapon turret. The nose gun can be an S.D.C. machine gun (silver ammo for fighting vampires and werebeasts is available), an M.D. rail gun or laser weapon, depending on what the purchaser is willing to spend. It is mounted into a turret that can rotate 180 degrees and has a 45 degree up and down arc of fire. The heavy weapon turret mounted on top of the sleeping
quarters is also the housing for a second, major camera recording unit. There is also a spherical communications and sensor array with a spotlight.
As an exploration vehicle, the Little Chief has long-range communications, a laser relay system and full sensor capabilities. The turret has an open-air seat for the gunner/communications engineer. The open seat is ideal for quick, easy entry and exit. Though open in the front, the operator/gunner is obscured and protected by the turret, the armored control panel and the gun itself, making him an extremely difficult target to pinpoint and hit (requires a “Called Shot” with a penalty of -6 to strike) and he can only be targeted at an angle from the side.
If there is a negative to the Okemos, it is that the robot is nose-heavy and bobs up and down a bit when it walks and runs. Some have complained that it’s like riding a camel, but most adventurers get used to it in a few days. The Little Chief is sturdy, reliable and very popular among adventurers, explorers, mercenaries and
even merchants who rip out the beds and use the sleeping berths as cargo bays.
Model Type: EX-11
Class: Exploration Robot; suitable for wilderness exploration, travel, scouting, long-range reconnaissance and light combat.
Crew: One pilot, with room for three passengers.
M.D.C. by Location:
Gun Turret (1, top, manned) – 125
** Turret Camera (1, top) – 10
* Turret Sensor Array (1, top, bubble shape) – 30
** Spotlights (4) – 6 each
** Nose Camera (1) – 10
* Nose Rail Gun (1) – 75
Shoulders of Utility Arms (2) – 100 each
* Utility Arms and Hands (2) – 50 each
Legs and Feet (2) – 190 each
Sleeping Berths (4, Rear Section) – 115 each
Berth Hatches (4) – 50 each
Berth Windows (8) – 15 each glass + 40 for sliding plate
M.D.C. Glass of the Pilot’s Cockpit – 40
M.D.C. Snap-On Cockpit Plate Covering (Optional) – 100
*** Main Body (Forward Section) – 295
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -3 to strike.
** Two asterisks indicates a very small or difficult target to strike, requiring the attacker to make a “Called Shot,” but even then he is -4 to strike.
*** Depleting the M.D.C. of the Forward Section/Pilot’s Cockpit shuts the vehicle down completely, making it useless. The M.D.C. glass of the pilot compartment has an M.D.C. of 35, but requires a “Called Shot” to target it specifically. Such attacks suffer a penalty of -2 to strike. When the glass (or plate covering and glass) is gone, the pilot is vulnerable, protected by only whatever body armor (typically 28-100 M.D.C.) or light power armor he may be wearing. To target the pilot requires
a “Called Shot” with a penalty of -3 to strike.
Speed:
Running: 72 mph (115.2 km) maximum speed; 30-50 mph (48 to 80 km) is considered cruising speed. Speed is likely to be determined by the conditions of the environment, weather and terrain.
Leaping: The robot’s powerful legs enable it to perform leaps and running leaping movement 20 feet (6.1 m) high and 30 feet (9.1 m) across.
Water: The Little Chief is not designed for use underwater, but can walk along the bottom at a speed of 30 mph (48 km). Maximum depth tolerance is a mere 800 feet (244 m).
Flying: Not possible.
Statistical Data:
Height: 20 feet (6.1 m) from top of the cockpit to toe. The big gun adds another 6 feet (1.8 m) for a total height of 26 feet (7.9 m).
Width: 12 feet (3.6 m) at the hips.
Length: 17.6 feet (5.4 m).
Weight: 7.5 tons.
Physical Strength: Equal to a Robotic P.S. 30.
Cargo: Minimal, the chest-sized locker in the sleeping berths is 3x3x3 feet (0.9 x 0.9 x 0.9 m), plus some hangers and space to stow a few backpacks, a rifle, pistol, survival kit and personal items.
Power System: Nuclear; average energy life is 20 years. Solid Oxide Fuel Cell and electric battery versions are also available.
Cost: Nuclear: 18 million credits. Solid Oxide Fuel Cell: 12 million credits. Electric battery: 11 million credits.
Sensor Systems & Features of Note: Standard for robots, plus long-range radio and multiple cameras.
Weapon Systems:
1. Main Gun Turret: NG-IC17 Ion Cannon (1, top): An ion cannon for superior damage but less range. Regardless of the weapon system selected, the turret needs to be manned by a gunner, can rotate 360 degrees, and has a 45 degree, up and down, arc of fire. It also has a camera, laser targeting, and sensor system mounted on the turret.
Primary Purpose: Anti-Armor and Assault.
Secondary Purpose: Anti-Personnel and Defense.
Range: 1,800 feet (548.6 m).
Damage: 6D6 M.D. per single blast.
Rate of Fire: Each blast counts as one melee attack.
Bonuses: +1 to strike.
Payload: Effectively unlimited.
Cost: 120,000 credits.
2. Nose Turret: Box Mini-Missile Launcher (1, front): The nose gun is replaced by a box mini-missile launcher turret. Regardless of the weapon system selected, the nose gun can turn 180 degrees in a forward sweep, and has a 45 degree, up and down, arc of fire.
Primary Purpose: Anti-Armor and Anti-Missiles.
Secondary Purpose: Anti-Personnel and Defense.
Range: One mile (1.6 km).
Damage: Varies with missile type. Usually fragmentation (5D6 M.D.) or plasma (1D6x10 M.D.).
Rate of Fire: One at a time or in volleys of 2, 3 or 4.
Payload: 12 total.
Cost: 100,000 credits, plus cost of the mini-missiles. (Generally cost 1,200-2,500 credits each depending on type.
3. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat as per Robot P.S. 30. However, the Little Chief is NOT designed for fighting. See Light Ground Robot Training on page 353 of Rifts® Ultimate Edition, but reduce the bonuses by half, round down.
As a light, four-man robot vehicle, the Okemos is a multi-purpose ‘Bot designed for long stays in the wilderness and trekking across great expanses of hostile territory. Though the Little Chief has only two weapon systems with which to protect itself, it can be formidable in combat. The design team wanted to create a comparatively small, fast, versatile robot that would be ideal for adventurers, explorers and wilderness travelers without breaking their bank account.
Indeed, the real advantage of the Okemos is its travel and exploration capabilities. The mighty, little robot walks on two legs, enabling it to navigate uneven ground, step or hop over barriers such as fallen trees, boulders and rock slides, and tromp through fields of tall grass, tangles of brush and thin forests, as well as wade through swamps, streams and bodies of water. Its pair of hydraulic arms have a maximum extendible reach of 12 feet (3.6m) and can be used to pick up and carry specimens or supplies, climb, make repairs to other robots and large vehicles, and even engage in simple, hand to hand combat.
The forward cab is the pilot’s cockpit with a large, M.D.C., bubble-like window. Though the window makes the driver vulnerable to attacks, adventurers and explorers have demanded the feature of a large, clear M.D.C. window rather than an armored compartment with a slit or no window at all. They want to be able to see the world they are traveling through. The window is Mega-Damage plexiglass (35 M.D.C. total). For those who want security more than a view, there is an optional plate cover (100 M.D.C.) with a narrow slit that can be attached to cover the glass bubble window. It takes 1D6+6 minutes and the proper tools to bolt on or remove.
On either side of the pilot’s cockpit (top) is a spotlight/headlight that can angle 30 degrees in all directions. There is another, smaller light (3 M.D.C. each) in each of the shoulders as well as a digital camera (1 M.D.C. each). What some might mistake for\ a small weapons turret in the nose is a digital recording system capable of up to 8,000 hours of video, with sound, and has a telescopic, zoom lens with 12x magnification (6,000 foot/1,828 m range), and macro zoom that can get as close as 3mm and has 30x magnification. There is another camera in the main gun turret. All cameras send their feed to the pilot’s HUD (Heads-Up Display) as well as monitors in the cockpit, main turret and sleeping berths.
The most appealing travel feature to adventurers and mercs is that the Okemos has four individual, environmentally sealed, sleeping berths/living quarters. Each has a bed that can fold into a recliner/easy chair, or made to lay flat for sleeping. A light panel is located above the bed/chair, as is a flat screen monitor for live camera feeds or recorded entertainment (music, films, etc.). Each private ‘travel room’ has all of the following: a small, stainless steel sink with a 100 gallon (378.5 liter) water supply (to be used sparingly), a mirror above the sink with a small medicine cabinet, a separate tank of drinking water (50 gallons/189.2 liters) with
a built-in water purification and filtration system for new water supplies of unknown quality, two very small tables/counters that fold out from the wall and flat back into it, a chest-sized trunk at the foot of the bed for stowing personal gear that doubles as a seat, a small rack for hanging clothes, and a flushless toilet that disposes of waste via a light S.D.C. ion vaporization system (a fan pulls the odor of vaporized waste out of the tiny compartment, though an unpleasant odor almost always lingers for 3D6 minutes). Each of the sleeping berths also has two windows (15 M.D.C. each), but they have protective plates (40 M.D.C. each) that slide into place with the press of a button or voice command. Weapon systems are limited to the nose rail gun turret and the top-mounted weapon turret. The nose gun can be an S.D.C. machine gun (silver ammo for fighting vampires and werebeasts is available), an M.D. rail gun or laser weapon, depending on what the purchaser is willing to spend. It is mounted into a turret that can rotate 180 degrees and has a 45 degree up and down arc of fire. The heavy weapon turret mounted on top of the sleeping
quarters is also the housing for a second, major camera recording unit. There is also a spherical communications and sensor array with a spotlight.
As an exploration vehicle, the Little Chief has long-range communications, a laser relay system and full sensor capabilities. The turret has an open-air seat for the gunner/communications engineer. The open seat is ideal for quick, easy entry and exit. Though open in the front, the operator/gunner is obscured and protected by the turret, the armored control panel and the gun itself, making him an extremely difficult target to pinpoint and hit (requires a “Called Shot” with a penalty of -6 to strike) and he can only be targeted at an angle from the side.
If there is a negative to the Okemos, it is that the robot is nose-heavy and bobs up and down a bit when it walks and runs. Some have complained that it’s like riding a camel, but most adventurers get used to it in a few days. The Little Chief is sturdy, reliable and very popular among adventurers, explorers, mercenaries and
even merchants who rip out the beds and use the sleeping berths as cargo bays.
Model Type: EX-11
Class: Exploration Robot; suitable for wilderness exploration, travel, scouting, long-range reconnaissance and light combat.
Crew: One pilot, with room for three passengers.
M.D.C. by Location:
Gun Turret (1, top, manned) – 125
** Turret Camera (1, top) – 10
* Turret Sensor Array (1, top, bubble shape) – 30
** Spotlights (4) – 6 each
** Nose Camera (1) – 10
* Nose Rail Gun (1) – 75
Shoulders of Utility Arms (2) – 100 each
* Utility Arms and Hands (2) – 50 each
Legs and Feet (2) – 190 each
Sleeping Berths (4, Rear Section) – 115 each
Berth Hatches (4) – 50 each
Berth Windows (8) – 15 each glass + 40 for sliding plate
M.D.C. Glass of the Pilot’s Cockpit – 40
M.D.C. Snap-On Cockpit Plate Covering (Optional) – 100
*** Main Body (Forward Section) – 295
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -3 to strike.
** Two asterisks indicates a very small or difficult target to strike, requiring the attacker to make a “Called Shot,” but even then he is -4 to strike.
*** Depleting the M.D.C. of the Forward Section/Pilot’s Cockpit shuts the vehicle down completely, making it useless. The M.D.C. glass of the pilot compartment has an M.D.C. of 35, but requires a “Called Shot” to target it specifically. Such attacks suffer a penalty of -2 to strike. When the glass (or plate covering and glass) is gone, the pilot is vulnerable, protected by only whatever body armor (typically 28-100 M.D.C.) or light power armor he may be wearing. To target the pilot requires
a “Called Shot” with a penalty of -3 to strike.
Speed:
Running: 72 mph (115.2 km) maximum speed; 30-50 mph (48 to 80 km) is considered cruising speed. Speed is likely to be determined by the conditions of the environment, weather and terrain.
Leaping: The robot’s powerful legs enable it to perform leaps and running leaping movement 20 feet (6.1 m) high and 30 feet (9.1 m) across.
Water: The Little Chief is not designed for use underwater, but can walk along the bottom at a speed of 30 mph (48 km). Maximum depth tolerance is a mere 800 feet (244 m).
Flying: Not possible.
Statistical Data:
Height: 20 feet (6.1 m) from top of the cockpit to toe. The big gun adds another 6 feet (1.8 m) for a total height of 26 feet (7.9 m).
Width: 12 feet (3.6 m) at the hips.
Length: 17.6 feet (5.4 m).
Weight: 7.5 tons.
Physical Strength: Equal to a Robotic P.S. 30.
Cargo: Minimal, the chest-sized locker in the sleeping berths is 3x3x3 feet (0.9 x 0.9 x 0.9 m), plus some hangers and space to stow a few backpacks, a rifle, pistol, survival kit and personal items.
Power System: Nuclear; average energy life is 20 years. Solid Oxide Fuel Cell and electric battery versions are also available.
Cost: Nuclear: 18 million credits. Solid Oxide Fuel Cell: 12 million credits. Electric battery: 11 million credits.
Sensor Systems & Features of Note: Standard for robots, plus long-range radio and multiple cameras.
- Cameras (4): Two main camera systems are built into the robot. One in the nose (above the weapon turret) and one in the main cannon. There is also a small camera built into each shoulder. All cameras are protected from blast shock with a combination of high and low acoustic impedance and shock dispersal materials. The internal hard lenses are made of a material that turns them into a gel with a plastic outer enclosure upon impact, and once the shock dissipates, a small electric current automatically reforms the lenses to their hard state. When mounted in heavy robots or armored vehicles, any bumps or minor impacts initiate an automatic image stabilization system. A direct hit on a camera is highly unlikely. The most common cameras have an internally adjustable, 28-600mm telephoto lens with automatic focusing. Normal human vision is considered about 50mm, so any number below that provides for a wider than normal angle of view. At 300mm, distant objects are magnified by a factor of 6x. A separate 600mm camera, also with auto-focus, provides a magnification of 12x. (Note: This is the type used by wildlife and sports photographers.) The cameras installed in the robot can store 4 million still photographs or 8,000 hours of video with sound, or a combination of the two. As digital files, they can be downloaded to video disks and other data storage media in order to free space in the camera. Photos and video can also be transmitted to proper receivers like a radio transmission.
Weapon Systems:
1. Main Gun Turret: NG-IC17 Ion Cannon (1, top): An ion cannon for superior damage but less range. Regardless of the weapon system selected, the turret needs to be manned by a gunner, can rotate 360 degrees, and has a 45 degree, up and down, arc of fire. It also has a camera, laser targeting, and sensor system mounted on the turret.
Primary Purpose: Anti-Armor and Assault.
Secondary Purpose: Anti-Personnel and Defense.
Range: 1,800 feet (548.6 m).
Damage: 6D6 M.D. per single blast.
Rate of Fire: Each blast counts as one melee attack.
Bonuses: +1 to strike.
Payload: Effectively unlimited.
Cost: 120,000 credits.
2. Nose Turret: Box Mini-Missile Launcher (1, front): The nose gun is replaced by a box mini-missile launcher turret. Regardless of the weapon system selected, the nose gun can turn 180 degrees in a forward sweep, and has a 45 degree, up and down, arc of fire.
Primary Purpose: Anti-Armor and Anti-Missiles.
Secondary Purpose: Anti-Personnel and Defense.
Range: One mile (1.6 km).
Damage: Varies with missile type. Usually fragmentation (5D6 M.D.) or plasma (1D6x10 M.D.).
Rate of Fire: One at a time or in volleys of 2, 3 or 4.
Payload: 12 total.
Cost: 100,000 credits, plus cost of the mini-missiles. (Generally cost 1,200-2,500 credits each depending on type.
3. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat as per Robot P.S. 30. However, the Little Chief is NOT designed for fighting. See Light Ground Robot Training on page 353 of Rifts® Ultimate Edition, but reduce the bonuses by half, round down.
NG V61 Gunwolf
The Gunwolf was created to fill a gap in NG’s robot product line: A monster fighter. A robot capable of standing against waves or swarms of demons and monsters, or giant horrors like dragons, as well as able to engage robots, power armor and conventional troops. With the alarming increase of the Xiticix population, and the frequent appearance of new demons and monsters, as well as alien monstrosities from beyond the Rifts all on the rise, NG execs were concerned. It seems only a matter of time before Ishpeming, or another nation, might have to fight an entire army of monsters. Such events were certainly not unprecedented. People still tell stories about the Demon Plagues of the Two Hundred Years Dark Age, a nightmare that Northern Gun itself had managed to survive, barely. The Tolkeenites raised armies of Daemonix, Brodkil and other supernatural beings to throw at the invading Coalition Army; and the New German Republic (NGR) is famously surrounded by millions of hostile Gargoyles and Brodkil, and have battled them for generations. With more and more chatter in recent years about the Vampire Kingdoms in Mexico and a new Kingdom of Monsters in Calgary, Canada, not to mention a seemingly growing number of demonic beings and dinosaurs being flushed out from the North and West, there is definitely a market for an anti-monster robot.
Since Northern Gun survived the Two Hundred Years Dark Age and has hundreds of mercs, Psi-Stalkers and “specialists” under contract who have experience battling such monstrosities, the nation is prepared to deal with supernatural invaders. Probably more so than some other nations. After all, NG has a reserve of silver weapons and ammo, as well as some magic items and strategies and tactics to deal with such an event. They also make and sell silver weapons and ammo to vampire hunters, demon slayers, mercs and adventurers across the continent, but all are for small-scale combat operations. There are no heavy, combat robots or preparations for a mass onslaught like generations past. As further evidence of this tactical mistake, NG executives point to kingdoms of magic, all of whom have magical weapons and war machines to deal with such threats. This concern has led to the creation of the Gunwolf anti-monster combat robot.
The lead designers of the Gunwolf, Charles Walton, John Kallil, Marc Ferrari and Andrew Kelsoe, spent hundreds of hours researching the supernatural threat in order to design a robot that would have maximum effectiveness against a wide range of inhuman foes. The end result is a heavily armored and versatile combat robot, equipped to fight creatures of magic and the supernatural, as well as high-tech enemies. To set the robot apart and include more combat features, the team gave it a stylized, mechanical wolf’s head and a biting maw lined with silver-plated teeth, and powerful, crushing jaws.
Projectile weapons generally being the most effective against the supernatural, provided the rounds are coated in silver, made of wood, or some other unconventional ordnance, the Gunwolf has several such weapons. A pair of dual rotary rail guns are mounted on the right forearm. One is loaded with silver rounds, the other firing specially designed wood and silver rounds. Located in the nose of the cockpit, in the center of the chest, is a lighter rail gun also capable of firing conventional or anti-monster ammo. Mounted under it is a secondary sensor cluster with two cameras (one conventional, one infrared), an infrared spotlight plus the
usual array of sensors. A pair of concealed, gun-style mini-missile launchers provide explosive power. Plasma missiles are the standard payload for use against monsters and animals vulnerable to fire. In addition, each hand has large, silver-plated claws for slashing in close combat, but also suitable for climbing, digging,
mining, salvage operations and ripping through enemy defenses.
Keeping in mind the need to have weapons that can dish out damage to human opposition and ordinary monsters (not just magical or supernatural beings), a heavy ion cannon is mounted on the left forearm and lasers fire from the eyes. The ion cannon and lasers are effective against fellow mortals, armored vehicles, dinosaurs and other dangerous animals, as well as the terrestrial servants and henchmen of demons and monsters. Of course, a silver-plated rail gun slug will chew up mortal troops as nicely as the supernatural, but the design team wanted to insure there were weapons sufficient to deal with a wide range of enemies.
The designers understood that most monstrous animals and many demonic beings fight like predatory animals. That means they like to pounce and attack with tooth and claw in close combat. This is where the Gunwolf is at its greatest advantage. The biting maw and massive silver claws are equal to those of any monster, but there is more thought to them than that. The Gunwolf pilot will deliberately bait demons and monsters to charge and pounce. When the beast gets in close, the pilot grapples and holds the creature, the robot’s claws digging deep into the monster’s flesh. Better yet, the tooth-filled mouth bites into the monster’s neck or shoulder, or one of its limbs, and holds tight. With the monster held by the maw or claws, or the creature willingly engaged in hand to hand combat, the pilot can fire the chest gun while a gunner blasts with the laser eyes and/or the flamethrower. Likewise, the mini-missiles can be fired right into the giant monster, and if the pilot or gunner has the angle, the robot can blast away at point-blank range with either of the forearm weapons. This strategy and tactic may sound unfair and brutal overkill, but fighting such creatures is no game, and a quick kill is the best possible result.
Northern Gun has recently added a significant number of these anti-monsters to their own military reserve. They have also been assigned to a select number of border patrol operations and excursions into hostile wilderness to hunt monsters and to put the relatively new robot through its paces in the field. To support Gunwolf patrols, a few other fast robots or power armor may be deployed with them. A small, standard Gunwolf patrol consists of 1D4+2 Gunwolves and two fast, smallish robots or 3-4 power armor troops. Larger deployments may consist of an entire squad of 8-10 Gunwolves and 2 other robots or 2-4 power armor troops. Such squads have come to be known as the Northern Wolves. Meanwhile, an entire platoon of 14-20 Gunwolves, 2-4 other robots plus 2-8 power armor troops are known as a Wolf Pack. While the smaller, accompanying robots and power armor units provide support, they more often fill the role of hounds to flush predatory monsters out in the open or toward the Gunwolf where it lays in wait.
Results with the Gunwolf have been impressive and intimidating, making it popular among bounty hunters, monster hunters, mercenaries and city-states who have issues with monsters or demons and the supernatural. Having only been released in the last year, the Gunwolf has not yet made it into the American Southwest or Mexico to fight vampires.
There are two notable weaknesses to overcome with the Gunwolf. One is the robot’s reliance upon weapon systems with finite ammunition. When the ammo is gone, the Gunwolf crew must rely upon hand to hand combat and energy weapons, of which the latter may be completely ineffective against many supernatural and magical foes. Similarly, after the ammo is gone, the Gunwolf can be overwhelmed by swarming monsters like the Xiticix, though the robot has proven fairly effective inside hive tunnels. The trick in fighting Xiticix is either going in with a force that can completely wipe out all members of the hive, or getting out alive and making a hasty retreat. Of course, that’s true of all hive incursions with any vehicle or troops. This is why hit and run strikes with a transport vehicle close at hand (or a means of magical extraction or concealment) are the only way attackers invading a Xiticix hive have any chance of survival. Once a Xiticix hive is riled up, the frenzied instectoids don’t stop searching and killing until all intruders are destroyed, or have fled further than two miles (3.2 km) from the hive. In some rare cases, soldiers have managed to hide and slip away hours later. Many Gunwolf pilots believe a large robot and power armor force led by a company of Gunwolves could march on a hive, enter and wipe out the entire hive population. There are even some Gunwolf pilots lobbying to give it a try, knowing full well that it could be a suicide
mission. So far, no human power has tried such an operation even against a small hive.
The second problem is the Gunwolf’s bulk and overall design. The irony is the Gunwolf was originally conceived as a sleek, fast robot able to prowl the woods in search of monsters, as if it were a robotic predator. However, the developers quickly moved away from that idea in favor of projectile weapons with massive payloads, heavy armor and enough mass to wrestle with dragons, demons and giants. Probably the right move, as the smaller, sleeker early prototypes would run out of ammo after two or three kills and were easily tossed around by giant monsters.
The final version of the Gunwolf is ideal for stand-up fights, holding a perimeter position, urban combat and fighting in confined spaces as well as out in the open. It is, however, terrible as a stealthy, woodland hunter. Not only does its size and bulk work against it, but almost every weapon and design element seems to be made to snag on branches, brush and vines. Walking even through a light forest, the robot can be heard for a mile (1.6 km) as it crashes through trees and rips down branches that get caught in the spikes and barrels of its weapon systems and other protruding elements of the big, heavy robot. Otherwise, the design is tough, durable and reliable under the worst of conditions.
Model Type: NG-V61 Gunwolf.
Class: Anti-Monster and Infantry Combat Robot.
Crew: Two; one pilot and one copilot/communications engineer.
M.D.C. by Location:
* Wolf’s Howl Fins (4, back, right side) – 60 each
* Wolf’s Howl Transmitter Array (1, top right) – 50
* Searchlight Array (1, left, back) – 50
* Secondary Sensor Turret (center) – 25
Searchlight Extendible Limb (1, behind left shoulder) – 50
Shoulder Plating (2, top, heavy) – 200 each
Arms (2) – 170 each
Hands/Claws (2) – 100 each
* Forearm Rail Guns (2, right arm) – 75 each
* Forearm Ion Cannon (1, left arm) – 50
* Chest Rail Gun – 50
Legs (2) – 220 each
* Retractable Mini-Missile Launchers (2) – 50 each
* Neck – 130
** Eye Lasers (2, one per socket) – 15 each
Head & Main Sensor System – 180
Reinforced Pilot Compartment – 100
*** Main Body – 480
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -3 to strike.
** Two asterisks indicates a smaller or more difficult target to strike, requiring the attacker to make a “Called Shot” with a penalty of -5 to strike.
*** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Speed:
Running: 60 mph (96 km), a good speed for a robot so heavily armored and laden with heavy ordnance.
Leaping: Due to the heavy armor and bulk, the powerful robot legs, even with jet stabilizers in the legs, can only leap 10 feet (3 m) high and 18 feet (5.5 m) across with a running start.
Water: The Gunwolf is not designed for use in water, but can walk along the bottom at 25 mph (40 km) at maximum speed. Maximum depth is 1,200 feet (366 m).
Flying: Not applicable.
Statistical Data:
Height: 26 feet (7.9 m).
Width: 20 feet (6 m), at the shoulders.
Length: 14 feet (4.2 m).
Weight: 30 tons, fully loaded.
Physical Strength: Equal to a Robotic P.S. 40.
Cargo: Minimal, several medium lockers (1 on each thigh and pelvis bay), 2 small lockers on the knees and one mid-large locker in the back unit. Each has 50 M.D.C.
Power System: Nuclear, average energy life is 20 years. Solid Oxide Fuel Cell and electric battery versions are also available.
Cost: Nuclear: 38 million credits. Solid Oxide: 34 million credits. Electric Battery: 31 million credits.
Sensor Systems & Features of Note: The Gunwolf has all the standard robot features plus the following.
Weapon Systems:
1. Dual NG-232 Rail Guns: These big guns are mounted on the right forearm of the robot, and are bigger than even many vehicle-mounted weapons. Opponents who underestimate the Gunwolf’s range capabilities by focusing only on the Gunwolf’s jaws and talons are often struck from afar by a surprise
burst of nasty rail gun rounds.
Primary Purpose: Assault & Anti-Personnel.
Secondary Purpose: Defense.
Range: Conventional rail gun rounds and silver coated rounds: 4,000 feet (1,219 m). Special, weighted wood rounds with silver rings: 2,000 feet (610 m).
Damage: Varies. Standard & Silver Ammo: A standard M.D. burst is 60 rounds and inflicts 1D4x10 M.D.; one round does 1D4 M.D.; 2D4x10 M.D. for a dual burst in linked fire at the same target (counts as one melee attack).
Payload: 18,000 rounds total. Four 2,250 round drums (9,000 total rounds), two for each rail gun, with enough ammo for 150 bursts for each Gatling-gun style rail gun (300 bursts total). Note: As a general rule, one rail gun has a payload of M.D.C., silver-coated rounds (does M.D.C. equivalent damage as Hit Point/S.D.C. damage to supernatural creatures vulnerable to such things) and one with the special wood and silver rounds (150 bursts for each type). Reloading a Gunwolf’s rail gun requires loaded ammo drums being available and special equipment or another giant–sized robot and a readily available ammo drum. It will take about 15 minutes for those not trained, but a mere five minutes by somebody trained in Robot Mechanics or who is an Operator.
2. Medium NG-223 Chest Rail Gun (1): A medium rail gun is built into the chest and used against closer targets and on opponents while grappling or locked in hand to hand combat. Like the other rail guns, it can fire conventional rail gun rounds, conventional silver-coated rounds or special wood and silver rounds.
Primary Purpose: Assault & Anti-Personnel.
Secondary Purpose: Defense.
Range: Conventional rail gun rounds and silver coated rounds: 2,000 feet (610 m). Special, weighted wood rounds with silver rings: 1,000 feet (305 m).
Damage: Varies. Standard & Silver ammo: A standard M.D. burst is 60 rounds and inflicts 5D6 M.D. (+4 M.D. to opponents at point-blank range; within 10 feet/3 m) for a burst. One round does 1-2 M.D.
Payload: 9,000 rounds total, enough ammo for 150 bursts.
3. NG-I-323 Ion Cannon (1): Mounted on the left forearm is a medium ion pulse cannon. The cannon is hardwired into the robot’s nuclear power supply for ammo and provides decent firepower and reliability. For use against opponents vulnerable to energy attacks.
Primary Purpose: Anti-Armor.
Secondary Purpose: Assault.
Range: 1,600 feet (488 m).
Damage: 5D6 M.D. per blast.
Rate of Fire: Each blast counts as one melee attack/action.
Payload: Effectively unlimited. 50 blasts per charge for the electric battery models.
4. Retractable Mini-Missile Launcher (2): Housed in the lower sides of the chest chambers are retractable mini-missile launchers.
Primary Purpose: Anti-Aircraft, Anti-Missile and Anti-Flyers.
Secondary Purpose: Anti-Personnel/Monsters and Anti-Armor.
Range: One mile (1.6 km).
Damage: Varies by missile type, but plasma (1D6x10 M.D.) for use against creatures vulnerable to fire, is standard.
Rate of Fire: One at a time or in volleys of two, four or six.
Payload: 28 total, 14 per launcher. Must retract to reload, after its payload of 7 has been fired. It takes one melee round (15 seconds) for the automatic reload.
5. Wolf’s Head Weapon Platform: The robot’s head is a multi-weapon platform and sensor unit (see sensor systems for details), with eye lasers, fire-breathing, and bite attacks. The design and mechanics of the Gunwolf’s head are particularly noteworthy. It is both the main sensor array and a multi-weapon system, with the pilot and crew seated inside the robot’s chest, not the head. The large front teeth are silverplated, as are the rest of the smaller teeth. The powerful jaws are capable of biting and tearing through M.D.C. hides and armor. Inside the mouth is a flamethrower to use against animals and monsters afraid of, or vulnerable to, fire. The sight of a fire-breathing, wolf’s headed robot is also a startling and frightening image and has been shown to have an effect even on lesser demons. The eye housings contain a battery of optic systems, as well as a pair of light lasers. The sensors are located in the top of the head. Mounted on the back is the Wolf’s Howl, an ultrasonic attack that disorients many animals and supernatural targets.
Secondary Purpose: Defense.
Damage from Bite: Controlled “Soft” Bite/Nip – 1D4 M.D. Full Strength Bite – 2D6+3 M.D., Power Bite – 4D6+6 M.D., Power Bite & Lock-Grip – 4D6+6 M.D. from the initial power bite, plus a 01-50% chance of holding on to its opponent in its teeth. This enables the Gunwolf to hold on with its locked jaws and deliver an additional 2D6 M.D. by shaking its head violently. Each shake counts as one melee attack, does 2D6 M.D. and does not require a roll to strike because the Gunwolf is latched onto its prey with its teeth and powerful jaws. To pull free, an opponent must roll 18 or higher to parry and pull free, but takes 3D6 M.D. in doing so! Otherwise, this lock-grip (possible only via Power Bite) automatically shakes lose at the end of the melee round. Note: In the alternative, the Gunwolf can simply hold on to its prey inflicting only 1D4 M.D. by maintaining its grip, or fry it with its flamethrower in the back of the mouth.
Secondary Purpose: Anti-Personnel.
Range: 400 feet (122 m).
Damage: 1D4x10 M.D. to the target and anyone within 10 feet (3 m).
Rate of Fire: Each burst counts as one melee action/attack.
Payload: 48 bursts. The flamethrower can be refueled with military-grade napalm or use normal diesel or gasoline (reduces damage to 5D6 M.D.). 80 gallon (302 liters) fuel reserve.
Secondary Purpose: Assault.
Damage: 2D6 M.D. per single blast or 4D6 M.D. per linked blast at the same target.
Range: 1,200 feet (366 m).
Rate of Fire: Each single or dual linked blast counts as one melee attack.
Payload: Effectively unlimited. 50 blasts per charge each for the electric battery model.
6. Hand to Hand Combat: The Gunwolf is uniquely designed for hand to hand combat with giant animals, monsters and armored foes; detailed below. See Heavy Ground Robot Training on page 352 of Rifts® Ultimate Edition for the number of attacks and bonuses.
7. Handheld Weapons: The robot’s claws make it impossible to use giant-sized gun. Giant-sized melee weapons, clubs, etc. can be gripped and used, but at a penalty of -1 to strike, parry and disarm.
8. Wolf’s Howl Anti-Monster System (1): The art of piloting Gunwolves is the ability to close the distance upon your adversary(s) and shred them apart. To assist in closing ranks and getting the jump on the enemy, be they monsters or robots, the Gunwolf is equipped with an experimental NG–RS-X Scrambler, dubbed the “Wolf’s Howl” or just “Howler.” Via the spinal fin emitters located on the back of Gunwolf, the Howler emits a variety of disruptive pulse waves at various subsonic and ultrasonic frequencies simultaneously. Monsters and animals with acute or enhanced hearing (including Xiticix, Dog Boys, other mutant animals, some D-Bees, and
vampires!), are sensitive to the ear-splitting noise, causing the creature’s ears to hurt and head to throb. Moreover, it is disorienting and painful to the point that the creatures suffer the following penalties: Reduce Spd by 10%, -1 attack per melee, -3 on Perception Rolls, -2 on initiative, -1 to parry and dodge, -2 to pull punch, and -15% on the performance of all skills. Note: The Wolf’s Howl also has a short-range scrambling effect on electronic communications and sensor systems, creating static, whistling and crackling on earphones and speakers and interfering with sonar, radar, and radio transmissions (may require repeating the message). All of this makes tracking and targeting difficult with a -15% penalty to Sensory Equipment and all Radio communications skill rolls. This gives the Gunwolf an advantage to locking onto confused or disoriented targets.
Since Northern Gun survived the Two Hundred Years Dark Age and has hundreds of mercs, Psi-Stalkers and “specialists” under contract who have experience battling such monstrosities, the nation is prepared to deal with supernatural invaders. Probably more so than some other nations. After all, NG has a reserve of silver weapons and ammo, as well as some magic items and strategies and tactics to deal with such an event. They also make and sell silver weapons and ammo to vampire hunters, demon slayers, mercs and adventurers across the continent, but all are for small-scale combat operations. There are no heavy, combat robots or preparations for a mass onslaught like generations past. As further evidence of this tactical mistake, NG executives point to kingdoms of magic, all of whom have magical weapons and war machines to deal with such threats. This concern has led to the creation of the Gunwolf anti-monster combat robot.
The lead designers of the Gunwolf, Charles Walton, John Kallil, Marc Ferrari and Andrew Kelsoe, spent hundreds of hours researching the supernatural threat in order to design a robot that would have maximum effectiveness against a wide range of inhuman foes. The end result is a heavily armored and versatile combat robot, equipped to fight creatures of magic and the supernatural, as well as high-tech enemies. To set the robot apart and include more combat features, the team gave it a stylized, mechanical wolf’s head and a biting maw lined with silver-plated teeth, and powerful, crushing jaws.
Projectile weapons generally being the most effective against the supernatural, provided the rounds are coated in silver, made of wood, or some other unconventional ordnance, the Gunwolf has several such weapons. A pair of dual rotary rail guns are mounted on the right forearm. One is loaded with silver rounds, the other firing specially designed wood and silver rounds. Located in the nose of the cockpit, in the center of the chest, is a lighter rail gun also capable of firing conventional or anti-monster ammo. Mounted under it is a secondary sensor cluster with two cameras (one conventional, one infrared), an infrared spotlight plus the
usual array of sensors. A pair of concealed, gun-style mini-missile launchers provide explosive power. Plasma missiles are the standard payload for use against monsters and animals vulnerable to fire. In addition, each hand has large, silver-plated claws for slashing in close combat, but also suitable for climbing, digging,
mining, salvage operations and ripping through enemy defenses.
Keeping in mind the need to have weapons that can dish out damage to human opposition and ordinary monsters (not just magical or supernatural beings), a heavy ion cannon is mounted on the left forearm and lasers fire from the eyes. The ion cannon and lasers are effective against fellow mortals, armored vehicles, dinosaurs and other dangerous animals, as well as the terrestrial servants and henchmen of demons and monsters. Of course, a silver-plated rail gun slug will chew up mortal troops as nicely as the supernatural, but the design team wanted to insure there were weapons sufficient to deal with a wide range of enemies.
The designers understood that most monstrous animals and many demonic beings fight like predatory animals. That means they like to pounce and attack with tooth and claw in close combat. This is where the Gunwolf is at its greatest advantage. The biting maw and massive silver claws are equal to those of any monster, but there is more thought to them than that. The Gunwolf pilot will deliberately bait demons and monsters to charge and pounce. When the beast gets in close, the pilot grapples and holds the creature, the robot’s claws digging deep into the monster’s flesh. Better yet, the tooth-filled mouth bites into the monster’s neck or shoulder, or one of its limbs, and holds tight. With the monster held by the maw or claws, or the creature willingly engaged in hand to hand combat, the pilot can fire the chest gun while a gunner blasts with the laser eyes and/or the flamethrower. Likewise, the mini-missiles can be fired right into the giant monster, and if the pilot or gunner has the angle, the robot can blast away at point-blank range with either of the forearm weapons. This strategy and tactic may sound unfair and brutal overkill, but fighting such creatures is no game, and a quick kill is the best possible result.
Northern Gun has recently added a significant number of these anti-monsters to their own military reserve. They have also been assigned to a select number of border patrol operations and excursions into hostile wilderness to hunt monsters and to put the relatively new robot through its paces in the field. To support Gunwolf patrols, a few other fast robots or power armor may be deployed with them. A small, standard Gunwolf patrol consists of 1D4+2 Gunwolves and two fast, smallish robots or 3-4 power armor troops. Larger deployments may consist of an entire squad of 8-10 Gunwolves and 2 other robots or 2-4 power armor troops. Such squads have come to be known as the Northern Wolves. Meanwhile, an entire platoon of 14-20 Gunwolves, 2-4 other robots plus 2-8 power armor troops are known as a Wolf Pack. While the smaller, accompanying robots and power armor units provide support, they more often fill the role of hounds to flush predatory monsters out in the open or toward the Gunwolf where it lays in wait.
Results with the Gunwolf have been impressive and intimidating, making it popular among bounty hunters, monster hunters, mercenaries and city-states who have issues with monsters or demons and the supernatural. Having only been released in the last year, the Gunwolf has not yet made it into the American Southwest or Mexico to fight vampires.
There are two notable weaknesses to overcome with the Gunwolf. One is the robot’s reliance upon weapon systems with finite ammunition. When the ammo is gone, the Gunwolf crew must rely upon hand to hand combat and energy weapons, of which the latter may be completely ineffective against many supernatural and magical foes. Similarly, after the ammo is gone, the Gunwolf can be overwhelmed by swarming monsters like the Xiticix, though the robot has proven fairly effective inside hive tunnels. The trick in fighting Xiticix is either going in with a force that can completely wipe out all members of the hive, or getting out alive and making a hasty retreat. Of course, that’s true of all hive incursions with any vehicle or troops. This is why hit and run strikes with a transport vehicle close at hand (or a means of magical extraction or concealment) are the only way attackers invading a Xiticix hive have any chance of survival. Once a Xiticix hive is riled up, the frenzied instectoids don’t stop searching and killing until all intruders are destroyed, or have fled further than two miles (3.2 km) from the hive. In some rare cases, soldiers have managed to hide and slip away hours later. Many Gunwolf pilots believe a large robot and power armor force led by a company of Gunwolves could march on a hive, enter and wipe out the entire hive population. There are even some Gunwolf pilots lobbying to give it a try, knowing full well that it could be a suicide
mission. So far, no human power has tried such an operation even against a small hive.
The second problem is the Gunwolf’s bulk and overall design. The irony is the Gunwolf was originally conceived as a sleek, fast robot able to prowl the woods in search of monsters, as if it were a robotic predator. However, the developers quickly moved away from that idea in favor of projectile weapons with massive payloads, heavy armor and enough mass to wrestle with dragons, demons and giants. Probably the right move, as the smaller, sleeker early prototypes would run out of ammo after two or three kills and were easily tossed around by giant monsters.
The final version of the Gunwolf is ideal for stand-up fights, holding a perimeter position, urban combat and fighting in confined spaces as well as out in the open. It is, however, terrible as a stealthy, woodland hunter. Not only does its size and bulk work against it, but almost every weapon and design element seems to be made to snag on branches, brush and vines. Walking even through a light forest, the robot can be heard for a mile (1.6 km) as it crashes through trees and rips down branches that get caught in the spikes and barrels of its weapon systems and other protruding elements of the big, heavy robot. Otherwise, the design is tough, durable and reliable under the worst of conditions.
Model Type: NG-V61 Gunwolf.
Class: Anti-Monster and Infantry Combat Robot.
Crew: Two; one pilot and one copilot/communications engineer.
M.D.C. by Location:
* Wolf’s Howl Fins (4, back, right side) – 60 each
* Wolf’s Howl Transmitter Array (1, top right) – 50
* Searchlight Array (1, left, back) – 50
* Secondary Sensor Turret (center) – 25
Searchlight Extendible Limb (1, behind left shoulder) – 50
Shoulder Plating (2, top, heavy) – 200 each
Arms (2) – 170 each
Hands/Claws (2) – 100 each
* Forearm Rail Guns (2, right arm) – 75 each
* Forearm Ion Cannon (1, left arm) – 50
* Chest Rail Gun – 50
Legs (2) – 220 each
* Retractable Mini-Missile Launchers (2) – 50 each
* Neck – 130
** Eye Lasers (2, one per socket) – 15 each
Head & Main Sensor System – 180
Reinforced Pilot Compartment – 100
*** Main Body – 480
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -3 to strike.
** Two asterisks indicates a smaller or more difficult target to strike, requiring the attacker to make a “Called Shot” with a penalty of -5 to strike.
*** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Speed:
Running: 60 mph (96 km), a good speed for a robot so heavily armored and laden with heavy ordnance.
Leaping: Due to the heavy armor and bulk, the powerful robot legs, even with jet stabilizers in the legs, can only leap 10 feet (3 m) high and 18 feet (5.5 m) across with a running start.
Water: The Gunwolf is not designed for use in water, but can walk along the bottom at 25 mph (40 km) at maximum speed. Maximum depth is 1,200 feet (366 m).
Flying: Not applicable.
Statistical Data:
Height: 26 feet (7.9 m).
Width: 20 feet (6 m), at the shoulders.
Length: 14 feet (4.2 m).
Weight: 30 tons, fully loaded.
Physical Strength: Equal to a Robotic P.S. 40.
Cargo: Minimal, several medium lockers (1 on each thigh and pelvis bay), 2 small lockers on the knees and one mid-large locker in the back unit. Each has 50 M.D.C.
Power System: Nuclear, average energy life is 20 years. Solid Oxide Fuel Cell and electric battery versions are also available.
Cost: Nuclear: 38 million credits. Solid Oxide: 34 million credits. Electric Battery: 31 million credits.
Sensor Systems & Features of Note: The Gunwolf has all the standard robot features plus the following.
- Thermal-Imager: A special optical heat sensor that allows the infrared radiation of warm objects to be converted into a visible image. Enables the pilot to see in the dark, in shadows, and through smoke. Range: 2,000 feet (610 m).
- Infrared and Ultraviolet Optics: This optical system projects a beam of infrared light that is invisible to the normal eye. The infrared beam enables the pilot to see in the dark and to see other infrared beams. The ultraviolet system enables the pilot to see into the ultraviolet spectrum of light and is mostly used to detect the light beams of ultraviolet detection systems. Note: The infrared light beam can be seen by anybody who also has infrared optics, and the beam can be traced back to its source. Smoke impairs the infrared beam, making it impossible to see.
- Infrared Searchlights: The appendage behind the left shoulder can extend another six feet (1.8 m) and rotate up and down 360 degrees to light up an area. There are two lights on the top (one small, one long) and a large light on the underside. All are infrared lights used to scan an area at night using the invisible light to avoid detection. Only somebody who can also see infrared light will see the beam. Range: 500 feet (152 m).
- Multi-Camera System: The Gunwolf has two cameras in each of its eye sockets, one on each forearm, two in the chest sensor cluster, one in each of the chest missile launchers, and two in the back. Each has a 4,000 foot (1,219 m) range with telescopic lenses as well as macro-lenses for seeing up-close. Includes image and video transmission capabilities.
Weapon Systems:
1. Dual NG-232 Rail Guns: These big guns are mounted on the right forearm of the robot, and are bigger than even many vehicle-mounted weapons. Opponents who underestimate the Gunwolf’s range capabilities by focusing only on the Gunwolf’s jaws and talons are often struck from afar by a surprise
burst of nasty rail gun rounds.
Primary Purpose: Assault & Anti-Personnel.
Secondary Purpose: Defense.
Range: Conventional rail gun rounds and silver coated rounds: 4,000 feet (1,219 m). Special, weighted wood rounds with silver rings: 2,000 feet (610 m).
Damage: Varies. Standard & Silver Ammo: A standard M.D. burst is 60 rounds and inflicts 1D4x10 M.D.; one round does 1D4 M.D.; 2D4x10 M.D. for a dual burst in linked fire at the same target (counts as one melee attack).
- Special Ammo Rounds: Depending on what the Gunwolf is hunting or expects to encounter, the robot is likely to carry different types of rounds. There are silver-plated slugs for creatures like werebeasts vulnerable to silver, and wooden rounds with silver rings to use against creatures, like vampires, vulnerable to wood and silver. The addition of silver rings means the rounds are suitable for use against creatures vulnerable to either wood or silver. For example, if the creature is impervious to wood, a shaft of wood/wood rounds would harmlessly pass through or shatter on impact with its body, but if vulnerable to silver, when that part of the round hits, the creature takes full damage. And vice versa. These are S.D.C. rounds that do 1D4 S.D.C., 1D4x10 S.D.C. or 2D4x10 S.D.C. for a dual, simultaneous blast.
- Rail Gun Weapon Blades: Even when the ammo is spent, the barrel tips are lined with short, silver-plated blades for slashing and stabbing; does 2D4 M.D. per attack.
Payload: 18,000 rounds total. Four 2,250 round drums (9,000 total rounds), two for each rail gun, with enough ammo for 150 bursts for each Gatling-gun style rail gun (300 bursts total). Note: As a general rule, one rail gun has a payload of M.D.C., silver-coated rounds (does M.D.C. equivalent damage as Hit Point/S.D.C. damage to supernatural creatures vulnerable to such things) and one with the special wood and silver rounds (150 bursts for each type). Reloading a Gunwolf’s rail gun requires loaded ammo drums being available and special equipment or another giant–sized robot and a readily available ammo drum. It will take about 15 minutes for those not trained, but a mere five minutes by somebody trained in Robot Mechanics or who is an Operator.
2. Medium NG-223 Chest Rail Gun (1): A medium rail gun is built into the chest and used against closer targets and on opponents while grappling or locked in hand to hand combat. Like the other rail guns, it can fire conventional rail gun rounds, conventional silver-coated rounds or special wood and silver rounds.
Primary Purpose: Assault & Anti-Personnel.
Secondary Purpose: Defense.
Range: Conventional rail gun rounds and silver coated rounds: 2,000 feet (610 m). Special, weighted wood rounds with silver rings: 1,000 feet (305 m).
Damage: Varies. Standard & Silver ammo: A standard M.D. burst is 60 rounds and inflicts 5D6 M.D. (+4 M.D. to opponents at point-blank range; within 10 feet/3 m) for a burst. One round does 1-2 M.D.
- Special Ammo Rounds: Same. These are S.D.C. rounds that do two S.D.C. per round and 5D6 S.D.C. per burst.
Payload: 9,000 rounds total, enough ammo for 150 bursts.
3. NG-I-323 Ion Cannon (1): Mounted on the left forearm is a medium ion pulse cannon. The cannon is hardwired into the robot’s nuclear power supply for ammo and provides decent firepower and reliability. For use against opponents vulnerable to energy attacks.
Primary Purpose: Anti-Armor.
Secondary Purpose: Assault.
Range: 1,600 feet (488 m).
Damage: 5D6 M.D. per blast.
Rate of Fire: Each blast counts as one melee attack/action.
Payload: Effectively unlimited. 50 blasts per charge for the electric battery models.
4. Retractable Mini-Missile Launcher (2): Housed in the lower sides of the chest chambers are retractable mini-missile launchers.
Primary Purpose: Anti-Aircraft, Anti-Missile and Anti-Flyers.
Secondary Purpose: Anti-Personnel/Monsters and Anti-Armor.
Range: One mile (1.6 km).
Damage: Varies by missile type, but plasma (1D6x10 M.D.) for use against creatures vulnerable to fire, is standard.
Rate of Fire: One at a time or in volleys of two, four or six.
Payload: 28 total, 14 per launcher. Must retract to reload, after its payload of 7 has been fired. It takes one melee round (15 seconds) for the automatic reload.
5. Wolf’s Head Weapon Platform: The robot’s head is a multi-weapon platform and sensor unit (see sensor systems for details), with eye lasers, fire-breathing, and bite attacks. The design and mechanics of the Gunwolf’s head are particularly noteworthy. It is both the main sensor array and a multi-weapon system, with the pilot and crew seated inside the robot’s chest, not the head. The large front teeth are silverplated, as are the rest of the smaller teeth. The powerful jaws are capable of biting and tearing through M.D.C. hides and armor. Inside the mouth is a flamethrower to use against animals and monsters afraid of, or vulnerable to, fire. The sight of a fire-breathing, wolf’s headed robot is also a startling and frightening image and has been shown to have an effect even on lesser demons. The eye housings contain a battery of optic systems, as well as a pair of light lasers. The sensors are located in the top of the head. Mounted on the back is the Wolf’s Howl, an ultrasonic attack that disorients many animals and supernatural targets.
- a) Assault Jaws: The robot’s deadly hydraulic jaws can exert a bite that can penetrate M.D.C. hides and steel, snag flying power armor and bite or latch onto monsters and robots in hand to hand combat.
Secondary Purpose: Defense.
Damage from Bite: Controlled “Soft” Bite/Nip – 1D4 M.D. Full Strength Bite – 2D6+3 M.D., Power Bite – 4D6+6 M.D., Power Bite & Lock-Grip – 4D6+6 M.D. from the initial power bite, plus a 01-50% chance of holding on to its opponent in its teeth. This enables the Gunwolf to hold on with its locked jaws and deliver an additional 2D6 M.D. by shaking its head violently. Each shake counts as one melee attack, does 2D6 M.D. and does not require a roll to strike because the Gunwolf is latched onto its prey with its teeth and powerful jaws. To pull free, an opponent must roll 18 or higher to parry and pull free, but takes 3D6 M.D. in doing so! Otherwise, this lock-grip (possible only via Power Bite) automatically shakes lose at the end of the melee round. Note: In the alternative, the Gunwolf can simply hold on to its prey inflicting only 1D4 M.D. by maintaining its grip, or fry it with its flamethrower in the back of the mouth.
- b) Heavy Flamethrower: Same as the one deployed by the Beachmaster, except it is fired from the Gunwolf’s mouth. Though it can be used to flush out bunkers and enemy positions, it is intended for use against creatures vulnerable to fire. Comes with valves that automatically seal it off underwater, deactivating it and preventing water from contaminating the napalm reserve.
Secondary Purpose: Anti-Personnel.
Range: 400 feet (122 m).
Damage: 1D4x10 M.D. to the target and anyone within 10 feet (3 m).
Rate of Fire: Each burst counts as one melee action/attack.
Payload: 48 bursts. The flamethrower can be refueled with military-grade napalm or use normal diesel or gasoline (reduces damage to 5D6 M.D.). 80 gallon (302 liters) fuel reserve.
- c) Eye Lasers (2): Nestled within each eye socket is a short-ranged laser for extra combat capabilities and for use against creatures vulnerable to light energy.
Secondary Purpose: Assault.
Damage: 2D6 M.D. per single blast or 4D6 M.D. per linked blast at the same target.
Range: 1,200 feet (366 m).
Rate of Fire: Each single or dual linked blast counts as one melee attack.
Payload: Effectively unlimited. 50 blasts per charge each for the electric battery model.
6. Hand to Hand Combat: The Gunwolf is uniquely designed for hand to hand combat with giant animals, monsters and armored foes; detailed below. See Heavy Ground Robot Training on page 352 of Rifts® Ultimate Edition for the number of attacks and bonuses.
- Restrained Punch – 1D4 M.D.
- Normal Punch – 2D6 M.D.
- Normal Head Butt – 2D4 M.D.
- Claw Strike/Raking with Claws – 3D6+4 M.D.
- Power Claw Strike – 6D6+8 M.D., but counts as two melee attacks.
- Power Claw Rip Strike – 1D6x10 M.D., but counts at three melee attacks and requires a simultaneous attack with both hands in which the Gunwolf strikes, tearing into its prey and then ripping up and away with both sets of clawed hands; rips with all its might. Note: The Gunwolf cannot parry the next attack after using this strike.
- Kick Attack – 3D6 M.D.
- Stomp – 1D6 M.D.
- Running Ramming Attack – 3D6 M.D. and there is a 70% likelihood of knockdown against opponents of the same size, smaller and up to 20% larger. 45% chance against larger opponents up to twice the Gunwolf’s size. Victims of knockdown lose initiative and two melee attacks. Note: This ram attack counts as two attacks.
7. Handheld Weapons: The robot’s claws make it impossible to use giant-sized gun. Giant-sized melee weapons, clubs, etc. can be gripped and used, but at a penalty of -1 to strike, parry and disarm.
8. Wolf’s Howl Anti-Monster System (1): The art of piloting Gunwolves is the ability to close the distance upon your adversary(s) and shred them apart. To assist in closing ranks and getting the jump on the enemy, be they monsters or robots, the Gunwolf is equipped with an experimental NG–RS-X Scrambler, dubbed the “Wolf’s Howl” or just “Howler.” Via the spinal fin emitters located on the back of Gunwolf, the Howler emits a variety of disruptive pulse waves at various subsonic and ultrasonic frequencies simultaneously. Monsters and animals with acute or enhanced hearing (including Xiticix, Dog Boys, other mutant animals, some D-Bees, and
vampires!), are sensitive to the ear-splitting noise, causing the creature’s ears to hurt and head to throb. Moreover, it is disorienting and painful to the point that the creatures suffer the following penalties: Reduce Spd by 10%, -1 attack per melee, -3 on Perception Rolls, -2 on initiative, -1 to parry and dodge, -2 to pull punch, and -15% on the performance of all skills. Note: The Wolf’s Howl also has a short-range scrambling effect on electronic communications and sensor systems, creating static, whistling and crackling on earphones and speakers and interfering with sonar, radar, and radio transmissions (may require repeating the message). All of this makes tracking and targeting difficult with a -15% penalty to Sensory Equipment and all Radio communications skill rolls. This gives the Gunwolf an advantage to locking onto confused or disoriented targets.