Paladin Steel Spartoi Heavy Combat Infantry Drone (aka ‘Frankie’, ‘Lurch’, ‘Gort’)
http://i408.photobucket.com/albums/pp164/taalismn/img240copy.jpg “LIkeliest the most polite and well-mannered giant humanoid killing machines you’ll ever meet.”
Lucia hardly grunted as she casually picked up and slung the policewoman into the wall. The uniformed human female’s pained scream was cut short by a meaty smack as she hit the cellblock barrier and collapsed. Served the damn human nit right! Who did the screws think they were dealing with, here anyway!? She was Lucia D’ Marro StoneFist, Five-Time Champion of the Blood Pit! And these damn fleas thought they could force her to be polite and all subservient-like while she was walking in the streets of their damn cities...like it was some sort of treat walking around in them...Damn place was nothing like Splynn, now that was a happening city! Why she ever decided to leave that place and come here was beyond her...There, at least she was respected when she walked in the market, war-slave or not!
Well, she’d acted nice and polite since they put here in this damn prison for breaking that shopkeeper's back. But now it was time to get real and remind them who they were dealing with...
The enormous Rock Giantess pulled herself up to her full height, and sneered at the other cowering policewomen she’d surprised. The screws were milling around behind the cellblock gate, fingering their shocksticks like they didn’t know what to do with them, debating whether they open the gate and try to rescue their fallen partner, or remain hiding behind the bars. Grinning toothsomely, Lucia moved around and over the gasping policewoman on her side of the gate, deliberately prodding the fallen officer and eliciting a scream from her, just to let the other cops know...let them try to shoot her without harming their partner. The Minions would have NEVER been like this back in Splynn, and she fully intended to take advantage of it. Lucia picked up the fallen copper’s stunstick, and dialed it to full...cackling at the crackle of electrical current...yeah, this would do just fine. Zap the screw a coupla times to get the others’ attention, get them to open the door, throw the hostage at them, punch them up, and it would then be a short run down the hall, out the door, and over the wall...
Suddenly, behind her, she heard the rattle of something heavy, then something landed HARD right behind her...
It was then that she felt something clamp hard around her midsection, clamping one of her arms to her side....Instinctively, with a pitfighter’s reflexes, she slammed her free arm backwards, in a move intended to piledrive ribs into shrapnel.
Instead, with an audible cracking and a stab of white hot pain, it was her elbow that broke instead.
Surprised, but undeterred, she jumped and slammed both her feet down on her attacker’s insteps...or what should have been her attacker’s insteps...Only this time her feet skipped off of angled armor, and she ended up hanging, unceremoniously, in the steel grip...With a lunge, she kicked up and back, hoping to toss her assailant over onto his or her back.
She didn’t budge an inch...and seconds after her entire midsection lit on fire as an electrical charge arced around her stomach, up and down her back, and slammed into her head. Her legs danced, slamming the floor ineffectually, and her head swung back and forth, smashing back up against unyielding metal. Every time she got her senses back and made to resist, the wave of electricity slapped her again..and again...and again...until finally Lucia D’ Marro StoneFist wobbled into unconsciousness.
The guards outside the Number Two Interior Security Gate didn’t lower their guns until the hulking security bot blinked an all-clear. Only then did they lower their weapons long enough to open the gate and rush in to pick up their fallen comrades. A few made to secure the prisoner, but the giant Spartoi already had the situation well in hand, wrapping the giantess in steel banding, then slinging her over a flared shoulder. As the giant ‘bot clunked off to the maximum security holding wing, one of the late arrivals gave a knowing nod to one of the younger officers present.
“No shame in waiting around until Hercules gets to you...A big mutha like that will tear a copper in two, even in armor, if they get loose...Best bet is to hold on and keep them contained until Hercules or Big Brenda gets here...after that, you can bet it’s pretty well over...Hercules don’t take too well to seeing his little brothers and sisters getting beat up...not at all...”
After the experience with the Mechanoids and their robot drones, Paladin Steel and the then-Vermont Free State were initially leery of autonomous action combat robots, but the awareness of being between aggressive neighbors(Free Quebec to the north, the Coalition States to the west, the Splugorth to the east, and the Shemarrians to the south), forced the nascent Greater New England to rethink their stance in favor of force multipliers. Paladin Steel proved a quick study, and was turning out a wide variety of robot drones, and developing more, within the span of a decade. Though some pressure was taken off by the expansion of the GNE and its extradimensional outposts, and the Shemarrian Civil War(with the tentative alliance with the Ecotroz Shemar), the GNE’s remaining enemies demanded even more attention. Estimates of Splugorth power were steadily revising upwards, and more and more their Horune allies could be found deploying their borg-drones on North American shores. Equally worrying were reports that the New German Republic might share the designs for their heavy robot drones with the Coalition, already churning out thousands of Skelebots. It was to counter the expected import of the Triax DV-40 Hunter/Killer Drone and an anticipated Coalition version of it that PS began early development of a heavy combat drone of their own, under the name Project Cadmus.
In order to save time, Project Cadmus drew upon existing programs, or enfolded the assets or programs being declared defunct, in order to save time and streamline logistics. The basic body of the Project Cadmus robots would be based on the chassis from the controversial PS Glitterboy replication effort, and would incorporate the less effective, but also less expensive, laser-resistant armor developed early on in the project for testing. Modular arm assemblies would allow the ‘bot to take advantage of a variety of existing weapons, be customized for specific roles, and be easily updated as newer technologies become available.
The result of the Project Cadmus work would be unveiled as the SASR-7 Spartoi, named for the legendary Greek warriors, said to have sprung from dragon’s teeth sown by Cadmus.
Initially, both the GNE military and the public were leery of the hulking beweaponed Spartoi, fearing the possibility of the early generation AIs going berserk, but after several spectacular combat actions by Spartoi defending communities on the GNE borders from Splugorth and other monstrous predators, the public soon warmed to the giant warrior-bots.
After footage of a pair of Spartoi facing down a small swarm of Murvoma Metzla intent on devouring a busload of fleeing refugees was made public, demand for the robot soldiers went way up.
Today, the tall angular robots move like hotcakes off the production lines, serving as frontline skirmishers, assault troops, demolitions units, and garrison security. Modified versions serve in maximum security prisons, on naval vessels, and as special operations units. Adding to the confusion of various models are a cyborg and a power armor conversion.
Though originally meant in part to counter the Shemarrians to the south of the GNE, what PS doesn’t know is that ironically several Spartoi have been ‘turned’ by the Ecotroz Intelligence(s) that have broken the Shemarrians away from the grip of ARCHIE-3. These Awakened Spartoi have been left in place in the GNE as spies and inside agents for the reformed Shemarrian Nation, and have been quietly observing and reporting on activities in and around the GNE and Alliance nations as their assignments permit.
Type: PS-SASR-7 Spartoi
Class: Semi-Autonomous Multi-Function Infantry Robot
Date of Introduction: 109 PA
Crew: None; Robot Intelligence.
MDC/Armor by Location:
Head 200
Main Body 400
Arms(2) 175 each
Hands(2) 50 each
Legs(2) 250 each
Height: 10 ft
Width: 4 ft
Length: 4 ft
Weight: 1.1 tons
Physical Strength: Robotic P.S. of 40
Cargo: Large compartment in chest can be used for carrying cargo(2ftx 3 ftx2.5 ft)
(Can hold a small person if necessary, but compartment lacks life support protection).
Two leg compartments (1x 3 x1 ft)
Powerplant: Nuclear Fusion w/ 10-year energy life
Speed:
(Running) 50 MPH
(Leaping) 14 ft up/across standing leap, 30 ft up/50 ft across on a running leap
(Swimming) Unless fitted with hydrojets, the ‘bot sinks like a stone; can walk on the bottom at 4 MPH, maximum depth 1,000 ft.
(Flying) Not possible without jumpjets or a jet pack
Market Cost: Currently unavailable outside PS/GNE; would cost 10-12 million credits if it were made available to the Black Market
Systems of Note:
*Radio w/ Scrambler-50 mile range
(w/ radio tracker---able to follow a worn or implanted beacon on its charge)
*External Loudspeaker-60 decibels
*Data Drives/Recorders---Can record up to 48 hours of audio/visual inputs before needing disc erasure/download
*Voice Synthesizer----Typically has a monotone voice
*Optics(full 360-degree arc of vision):
Thermo-Imaging, IR/UV, Passive Nighvision, Image Enhancement, Telescopic
*Advanced Audio
Sound Editor, Ultra-Ear
*Laser Targeting--(+1 to strike w/ ranged weapons)
*Radiation Detector
*Micro-Radar---3 mile range
*Power Outlet---The Spartoi comes equipped with a power outlet that allows the ‘bot to be used to power appliances and auxiliary equipment at a campsite, or to recharge batteries and E-Clips; ideal for infantry support operations.
*Laser Resistant Armor---An earlier, less expensive, formulation of the laser reflective armors Paladin Steel would later perfect in their pursuit of duplicating the pre-Rifts United States’ Glitterchrome, this armor reduces laser damage only by 1/3. It can be more cheaply and readily produced, however, making it suitable for use on the mass-produced Spartoi.
*(Optional) Self-Destruct System---Spartoi operating in trouble zones or carrying sensitive systems(such as the experimental systems) are frequently fitted with a powerful, but very self-contained, self-destruct mechanism that completely destroys the ‘bot and its equipment, in event of capture and/or tampering.
Weapons Systems:
1) Arm Mount Modules---The arms can be replaced with special weapons modules, based on cyborg and power armor systems
a)Infantry Arm 1---Mounts a hand, a retractable under-forearm 5.56 mm gatling cannon, and a retractable mini-missile launcher
Range:(Gatling Cannon)3,000 ft
(Mini-Missiles)Varies by Missile Type
Damage:(Gatling Cannon) (SDC Rds) 5d6 SDC single shot, 1d6x10 +10 SDC per three rd burst
(MDC rds) 1d6 MD per three round burst, 2d6 MD per 20 rd burst
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Gatling Cannon) ECHH
(Mini-Missiles) Volleys of 1, 2, 3, or 4
Payload:(Gatling Cannon) 500 rd ammo box each arm
(Mini-Missiles) 4 each arm
Cost: 70,000 credits
b)Infantry Arm 2--This arm is similar to the IA1, except that it mounts a pulse laser and a grenade launcher instead of the gatling gun and the mini-missile launcher.
Range:(Pulse Laser)2,500 feet
(Grenade Launcher) 2,000 ft
Damage:(Pulse Laser) 5D6 per single shot or 1D8x10+10 per three shot "pulse" (actually fires in rapid sequence).
(Grenade Launcher) Varies by grenade type;
Standard HE does 4d6 MD to 7 ft area
8d6 MD to 14 ft area for double-barreled burst
10-rd burst does 2d6x10 MD to 30 ft blast area!
Rate of Fire:(Pulse Laser) ECHH
(Grenade Launcher) ECHH
Payload:(Pulse Laser) Effectively Unlimited
(Grenade Launcher) 20 rds
Cost: 100,000 credits
c)Infantry Arm 3---This arm mounts, in addition to the standard hand, a light rail gun, and a retractable vibro-blade.
Range:(Rail Gun) 4,000 ft
(Vibroblade) Melee
Damage:(Rail Gun) 1d4 MD single rd, 4d6 MD per 20 rd burst
(Vibroblade) 4d6 MD
Rate of Fire: ECHH
Payload:(Rail Gun)600 rd drum(30 bursts)
Cost: 60,000 credits
d)Infantry Arm 4---Carries a standard hand and a flamethrower firing from the back of the wrist. Popular with Bug Hunter units.
Range: 230 feet
Damage: 2d6 MD plus 2d6 MD per melee for 1d6 minutes
Rate of Fire: Standard
Payload: Fuel tank holds 60 blasts
Cost: 50,000 credits
e)Heavy Railgun Arm
Weight: 500 lbs
Range: 1 km(3,300 ft)
Damage:3d6x10 MD
Rate of Fire: Single shot only, EPCHH
Payload: 12 shots
Cost: 120,000 credits, 800 credits per penetrator round
f)50mm Multipurpose Launcher Claw: This overkill weapons system replaces the entire forearm and integrates a powered claw with a massively powerful short-range grenade launcher firing a smaller caliber version of PS’s 140mm Rifleman’s Assault Projectile(RAP). The weapon has wretched range for a ranged heavy weapon, but does TREMENDOUS damage at close quarters, much like a giant shotgun slug. This system has been nicknamed "Geshundeit" by PS engineers, because of the way it just blows things away. Claw hands CANNOT hold hand-held weapons like rail guns or rifle modules.
Range: 800 ft
Damage: 1d6x10 +40 MD to 6 ft blast radius, plus 1d4x10 SDC to anyone inside the armor(or 6d6 SDC to anyone within 10 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection).
More advanced modern armors, such as those used by the Coalition, Triax, and other very high tech nations(the Kittani, for instance), for their EBA, power armors, robots, some vehicles, and special purpose fortifications(such as high echelon command bunkers) are designed NOT to spald, due to multiple composite layers of megadamage fabric and netting.....for these armors, spalding/bleed-through damage may be reduced to 1/4, or may not apply at all(GMs, use your discretion). Normal blast damage still applies, though, as the outer layers of armor are blown off/vaporized.
Penalties: The RAP is rather slow (250 ft per second) and is meant to be used against stationary and slow-moving targets(like vehicles)...Against faster, more agile, targets like power armors and hovercycles that actually get a dodge, the RAP is -2 to strike.
Crush/Tear/Pry with Claw 2d4 MD
Rate of Fire: Single shot only
Payload: 15 rounds
Market Cost: 80,000 credits, plus 900 per shell
g)Heavy Laser Cannon---Replaces the entire arm with a tri-laser
Range: 6,000 ft
Damage: 4d6 MD single blast, 1d4x10+6 MD double blast, or 1d6x10+10 MD triple simultaneous blast
Rate of Fire: ECHH
Payload:Effectively Unlimited
Cost: 200,000 credits
h)Heavy Plasma Cannon---Replaces the entire arm
Range: 3,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively Unlimited
Cost: 180,000 credits
i)Double-Barreled Particle Beam Cannon Arm---Replaces the entire arm
Range: 4,000 ft
Damage: 1d4x10 MD per single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 150,000 credits
j)Electro-Mag Projector---Incorporates a standard hand manipulator and an EM-bolter.
Range:(EM Bolt) 3,000 ft
(Concussion Bolt) 2,000 ft
Damage:(EM Bolt) 5d6 MD per single bolt
(Concussion Bolt); has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
Rate of Fire: (EM Bolt) ECHH
(Concussion Bolt) ECHH
Payload: Effectively unlimited
Note: Being invisible, EM Bolts are -8 to dodge
k)Flamer Arm---A larger, more powerful, flame cannon with a larger fuel supply. Besides shooting a stream of incendiary fluid, it also shoots pellets of flamable plastic soaked in the fuel, that burst/splatter on impact for area of effect.
Range:(Direct-Stream Mode) 230 ft
(Pellet Launcher): 1000 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
(Pellet Launcher)(SDC) 1d4x10 SDC to 10 ft area
(MD) 3d6 MD to 7 ft radius(Regardless of fuel-type)
Rate of Fire:(Direct-Stream Mode) Standard
(Pellet Launcher) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
(Pellet Launcher) 25 pellets in the chamber
Cost: 50,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1000 credits per tank
(WI Napalm-P) 2000 credits per tank
Pellets cost 5 credits apiece
l)Armor Arm 1---This handless box-like appendage holds a light plasma cannon, a micro-missile launcher, and a special targetter for increased accuracy
Range:(Plasma Cannon) 1,600 ft
(Micro-Missiles) 6,000 ft
Damage:(Plasma Cannon) 6d6 MD per blast
(Micro-Missiles) 4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Rate of Fire:(Plasma Cannon) ECHH
(Micro-Missiles) Volleys of 1, 2, 3, or 5
Payload:(Plasma Cannon)Effectively Unlimited
(Micro-Missiles) 25
Bonuses: +1 to strike w/ both plasma and missiles
Cost: 100,000 credits
m)MicroMissile Launcher---Features a hand with an over-the-wrist micromissile launcher fed from a shoulder magazine.
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire:Volleys of 1, 2, 3, or 5
Payload: 55 micro-missiles
Cost:
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
n)Melee Arm 1---Replaces the hand with a massive folding chainsaw blade; alternatively, these can be circular buzzsaws with a 3 ft diameter.
Range: Melee; chainsaw is 7 ft long!
Damage:6d6 MD per slash, 1d6x10+10 MD per full melee cut
Cost: 60,000 credits
o)Melee Arm 2---Essentially an enormous armored piledriver fist, patterned after that first used by the Enforcer. Basically a massive armored mace slammed forward by the focused detonation of an energy cartridge.
MDC: The Piledriver has 100 MDC
Weight: 600 lbs
Range: 10 ft
Damage: 3d6x10 MD!
Rate of Fire: Once per melee; loading the cartridge takes one action
Payload: Firing chamber only holds one cartridge; magazine holds 10 shots.
Cost: 150,000 credits, 40 credits per cartridge
p)Melee Arm 3--Intended for use in prisons, this fiddler-crab-like claw is actually a padded heavy-duty gripper, used for restraining and carrying prisoners, It also includes an integral taser and drug injector for subduing inmates, and the outer, shield-like edge of the claw is lined with shock-contacts, for holding off other inmates.
Range: Melee
Damage:(Gripper)Punch/Slap:
(Taser)(Shock Damage---Generally nonlethal)
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
(Shock Contacts)Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
(Drug Injector) Varies by chemical used
Rate of Fire: ECHH
Payload: (Drug Injector) 20 doses of up to 5 different chemicals
Cost: 80,000 credits
q)Melee Arm 4---Mounts an armored fist and integral plasma blade
Range: 10 ft
Damage: Fist adds +1d4 MD to punch damage
Plasma Saber does 1d6x10 MD on a slash
Cost: 80,000 credits
r)Melee Arm 5---Similar to the MA4, except that it carries a heavy shield that can project a rotating buzzsaw blade of energized plasma around its rim
Range: 2 ft from rim
Megadamage:(Shield) 250
Damage: +2 MD on a powered backhand or slap
Buzzsaw does 6d6 MD on a slash, 2d4x10 MD on a full melee cut
Cost: 90,000 credits
s) Melee Arm 6----This option takes advantage of technology exchanges between North America and Europe. This particular option was based on data exchanged about Gargoyle hardware, and the Melee Pack is a copy of the Retractable Energy Ball and Chain mounted on the Gargoyle G-30 Wrecker Combat Robot. The Spartoi can mount a heavy armored ball and its retractable superconductor chain in an armored housing on each arm. Though smaller than that used on the G-30, the Melee Pack version takes advantage of more advanced materials and technology to make a smaller, but no less powerful weapons.
The sight of a Spartoi flailing about with two of these things attached to its massive arms is a terrifying one. The chains can even be used to entangle and snare opponents.
Weight: 500 lbs
MDC of Ball and Chain: 50
Range: 10 ft chain
Damage: 4d6 MD per strike
Like the neural whip, the Blast Ball can release a charge on impact that temporarily shorts out nervous systems and overloads electronics.
SDC characters/beings are fried on contact. Creatures in environmental or power armor, as well as human-sized robots, stand a 40% chance of having electronic systems being knocked out for 1d4 minutes.
MDC beings must roll a 16 or higher versus non-lethal poison or be stunned for 1 melee(lose initiative, 1 melee action/attack, and -2 strike/parry/dodge.
Rate of Fire: EPCHH
Payload:Effectively unlimited
Bonuses: +2 to strike and parry
Cost: 200, 000 credits
t) “Gum Gun”----This option consists of a high-pressure sprayer/applicator and two storage bottles. The “Gum Gun” applies/squirts a super-strong epoxy adhesive that can be used to cement MDC materials together, or make temporary patches. Used in quantity, the epoxy can be used to build up an MDC barrier. As a weapon, the Gum Gun can be used to capture opponents with an entangle.
Each application covers about five square feet,. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
The epoxy sets within seconds, and can be used underwater. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Once the two tanks are emptied, the twin bottles, which are sold and attached together as a pair, can be quickly exchanged for fresh ones in one melee action, like changing an e-clip. For larger jobs, the Spartoi can be fitted with a backpack tank holding additional chemicals.
Weight: 60 lbs for a single forearm sprayer, 200 lbs for the backpack tank.
Range: 100 ft
MDC : 25 for sprayer, 30 for tank.
Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours
Damage: None
Payload: 30 applications per forearm tank. Backpack tank holds 100 applications
Cost: 50,000 credits for the forearm sprayer, 5,000 credits per 30-application cartridge, 11,000 credits per 100-application tank
u) Chemical Sprayer Arm---Features a manipulator hand and a variable aperature sprayer connected to reservoir tanks on the back.
Weight: 60 lbs for a single forearm sprayer, 200 lbs for the backpack tank.
Range: (Wide Area Mister) 50 ft to a 10 ft wide area
(High Pressure Stream) 200 ft
Damage: Varies by chemical used. If used with water to spray vampires, it does HP per wide area spray, or HP for a concentrated blast
Payload: 30 applications per forearm tank. Backpack tank holds 100 applications
Cost: 50,000 credits for the forearm sprayer, 5,000 credits per 30-application cartridge, 11,000 credits per 100-application tank
2) (Optional) Chest Weapons Pack----A mount can installed in/on the chest that allows for additional weaponry to be carried; typically an anti-personnel weapon;
a) Dual Light Machine Guns
Range: 2,000 ft
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)2d4 MD per 10 rd burst per single gun
4d6 MD per 30 rd burst from one gun cluster
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver and wood rounds.
Rate of Fire:Standard
Payload: 200 rds
Cost: 4,500 credits
b) Light Grenade Launcher
Range:1,200 ft
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 24 shot drum
Note: The Drum magazines are fully caompatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.
c) Flame Thrower
Range: 250 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire:Standard
Payload: Enough fuel for 25 blasts
Special Features: *Multi-Fuel Capacity
Cost: 9,000 credits
d) Directional Mines
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Payload: Up to three packs can be mounted on the chest.
Cost: 200 credits per flechette pack
e) Pepper Gun----A multipurpose chemical sprayer
Range: 150 ft
Damage:Varies by chemical used
Rate of Fire:Standard
Payload: Enough liquid for 50 blasts
Cost: 700 credits
f)Light Pulse Laser
Range: 850 ft
Damage:(SDC Mode) 4d6 SDC per shot
(MDC Mode) 3d4 MD per shot, and 6d6 MD per 3 shot burst
(Fan-Scatter-Laser Mode)---This mode adds a beam-splitter that converts the laser into a short ranged ‘fan laser’, doing 1d6 MD to an 10 ft-wide area, at about 300 ft range, with a single shot, and 3d6 MD to a 12 ft area with a burst shot.
(Flash-Blinder)---This adds a special power-stepdown chip to the weapon’s power regulation/draw system, and a scattering optic to the barrel. allowing the weapon to produce blinding flashes of light that can temporarily blind those with unprotected optics/eyes. Effects are roughly equal to a Blinding Flash spell.
Cost: 4,000 credits
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 24,000 credits
g)Ion ScatterGun
Range: 800 ft
Damage: 4d6 MD single shot to a 10 ft wide area
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 18,000 credits
h) BuzzSaw ‘Blossom’---A set of rotating blades that carve into anything the robot bodyblocks up against or locks in an entangling embrace. Sometimes called the ‘meatgrinder’.
Range: Melee
Damage: 5d6 MD per melee of shredding.
Cost: 17,000 credits
3)(Optional) Handheld Weaponry---The Spartoi can pick up and use any infantry-scale or PA-scaled hand weaponry(provided it’s been fitted with hands). Most GNE models are issued a Punisher Assault Module, Reaper cannon, or 25mm Arden machine cannon.
3)Hand to Hand Combat
Actions/Attacks per Melee: 6
Strike +6
+4 Strike w/ Energy Weapons
+2 Strike w/ Projectile Cannon
+3 Strike w/ Aimed Shot
Parry +5
Dodge+7
+5 Dodge attacks from behind
Roll +4
Pull +4
Initiative +4
Critical Strike on a natural 19 or 20
Restrained Punch 1d6 MDC
Full Strength Punch 3d6 MDC
Power Punch(2 attacks) 5d6 MD
Kick 2d6 MD
Body Block/Tackle. 2d6 MD(+1d6 MD if running)
Programming:
Pilot Truck 90%
Pilot Hovercraft 80%
Pilot Jetpack 80%
Land Navigation 90%
Radio: Basic 96%
Surveillance Systems 80%
Climbing 85%/75%(Climb x2 faster than average person)
Math: Basic 96%
Language/Literacy(all at 96%)
American-English
French
Spanish
TechnoCan
Dragonese
(Prisons often secretly program other lingusitics into the robots, the better to eavesdrop on prisoners)
Hand to Hand: Expert(8th Level)
W.P. Energy(all)
W.P. Heavy Weapons
W.P. Automatic Rifle
W.P. Paired Weapons
W.P. Blunt
W.P. Sword
W.P. Chain
Other Options:
*Additional Armor---The Spartoi can be fitted with up to 300 MDC of additional main body applique armor, and up to 150 MDC to the arms and legs, although each extra 100 MDC subtracts -1 to strike/parry/dodge to the ‘bot, due to encumbrance.
*Forcefield Generator---Occasionally issued to special assault units. Surrounds the ‘bot with a 150 MDC forcefield. Regenerates at a rate of 5% per melee.
Cost: 150,000 credits
*Bio-Sensor Package---This is typically issued to Prison Guard units---It actually consists of two separate systems; a quick-scan medial scan dihilator that allows for fast, preliminary thermographic, vital sign, and ultra-sound scans of inmates to quickly determine overall heath, and a bio-monitor that checks the function, location, identity, and status of security biochips implanted in prisoners, allowing the ‘bot to constantly monitor where inmates are.
Cost: 20,000 credits
*Jumpjets--- Copied from Russian cyborg designs(see Rifts: Warlords of Russia) and powered by the ‘bot’s own nuclear powerplant, these ‘jets enable the machine to make leaps of 100 ft up/200 ft across; increase by 30% with a running start. Effectively DOUBLES running speed when leaping. Can also hover in the air, 100 ft up, up to 1d4 minutes at a time.
Cost: 150,000 credits
*Heavy Jet Pack---Gives the robot full flight capabilities. Adapted from the PSA-11 power armor line. Being heavier than the powr armor the flight pack was originally meant for, the flying Spartoi isn’t quite as fast or agile in flight.
MDC of Pack:
Wings (2) - 40 each
Thrusters (4) - 30 each
Weight: Adds 800lbs to overall weight of the ‘bot
Wingspan: 12 ft
Speed: 250 MPH. Max Altitude: 500 ft
Bonuses: +1 to dodge in flight
Cost: 120,000 credits
Variants:
*SASR-7B---Sometimes called the ‘Sergeant’ or ‘Heavy Weapons’ variant. It features an articulated hardpoint and powerlink on back for carrying a heavy infantry/cyborg weapon, such as a heavy rail gun, large pulse laser, energy cannon, or missile launcher . Gyrostablization and advanced fire control give a +1 to strike with the heavy weapon.
*SASR-7C----One out of every thirty Spartoi is a command model, with full laser-resistant armor(lasers do HALF damage). Other than a small icon badge, the Command-C is externally identical to the regular Spartoi. The command model also has additional programming(Military Etiquette 96%, Intelligence 90%, Detect Ambush 75%, Camouflage 75%, Trap/Mine Detection 85%). It can also coordinate up to thirty Spartoi line-of-sight, giving them a group bonus of +1 to initiative and +1 to strike.
*SASR-7CEng---Combat Engineering variant with special programming(General Repair and Maintenance 90%, Automotive Mechanics 80%, Basic Mechanics 90% , Basic Electronics 90%, Computer Operation 90%, Demolitions 94%, Demolitions Disposal 92%, and Salvage 75%). It typically carries an armored (60 MDC) tool pack on its back, and its forearms can be fitted with power tools similar to the Mining Cyborg’s.
*SASR-7F---Heavy-duty firefighting unit, first seen in PS’s industrial facilities. The ‘bot is covered in thermal-ablative armor(heat and fire do HALF damage to the ‘bot), and instead of combat skills and weapons, the ‘bot is programmed with basic firefighting and search and rescue protocols(including Firefighting 90%, First Aid, 80%, Salvage 80%, Demolitions Disposal 92%, NBC Warfare 80%), with spray cannon in place of the weapons. It comes standard with a molecular analyzer and radiation detection gear to detect possible chemical and radiological hazards in a crisis situation.
*SASR-7H---Sometimes called the ‘Headhunter’, this variant is meant to pursue and capture prisoners alive for interrogation/arrest, remove a prisoner’s weapons and armor, and can even conduct basic interviews/interrogations. Has special programming(Tailing 74%, Tracking(people) 80%, Detect Ambush 75%, Camouflage 75%, Intelligence 85%, Interrogation 50%). It is frequently assigned to security details, special forces units, police squads, and bountyhunter/skip-tracer teams. It is also frequently used in prisons in conjunction with the SASR-7PGN to control prisoners. +3 to Disarm, Entangle, and Pull Punch. It typically carries the Bio-Sensor Package, and frequently is fitted with Goop Guns, Loogie Launchers, taser-studs, stun projectors, and other reduced-lethality weaponry.
-Tape Gun----One of the fingers on each hand of the SASR-7H mounts a projector that shoots a tough plastic tape(based on megadamage duct-tape) reinforced with memory-metal wire that can be used to entangle and restrain a prisoner.
Range: 10 ft
Damage: None, but a single 12-inch loop of the strapping tape has 5 MDC(multiple wrappings offer cumulative MDC)
Rate of Fire: ECHH, and can cut the restraint tape to suit.
Payload: Has about 60 ft of restraint tape per arm.
*SASR-7N---Naval version, outfitted for deep-water operations. It has reinforced construction that allows it to operate as deep as 3 miles down, and has multiple variable bouyancy cells throughout its frame and hydrothrusters that allow it to swim at 20 MPH. It is typically outfitted with ion weapons, blue-green frequency lasers, and micro/mini-torpedo launchers. Has special programming as well(Swimming 60%, Underwater Navigation 80%, Demolitions: Underwater 90%)
*SASR-7PGN---Penal Guard Unit, modified for work in the GNE’s penitentary system. It features a torso-mounted chemical spray unit(identical to the cyborg system) for spraying tear gas and other incapacitation agents, padded applique armor(melee attacks do HALF damage to the first 50% of targeted part armor), and taser handgrips. Special programming is also incorporated into the ‘bot(Find Contraband 50%, Wrestling, ). Frequently fitted with neural shock melee weaponry, net launchers, foam guns, and other reduced-lethality ordnance.
*SASR-7HRP---This variant features a passenger compartment with full life support. Speed while carrying a passenger is limited to 60 MPH(and the passenger fatigues, albeit at 20% of normal, due to the movement of their limbs). This variant is typically used in hostage rescue situations. Can be equipped with a Doc-Comp(modified Juicer harness) to perform basic diagnostic, anti-shock, and sedation to injured, traumatized, or belligerent passengers.
*SASR-7DS---Deep space-enabled variant with multiple maneuvering jets and a space mobility pack(able to move through space at 300 MPH)
*SAPA-7---A fully enabled power armor unit. Speed is limited to 60 MPH (due to the articulation of the legs with respect to the housed pilot’s). Otherwise identical to the regular Spatoi units. Sometimes called the ‘Spartan’.
*SAFC-7---Full Conversion Cyborg chassis based on the Spartoi. Really the only way to tell the two apart is when the SAFC raises the optics visor to reveal the more cyborg’s more-lifelike ‘social’ face underneath.