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TF Ion Pistol Sidearm
TF Ion Pistol Sidearm. TF Plasma Rifle. TF Exo Power Armour. 1.85m tall, mass 150 kg, power plant fuel cell (24 hour endurance). Body SDC 300, physical strength 24, top speed 66. Equipped with a power port in the palms of the gloves permitting unlimited firing with a TF Ion Pistol Sidearm or TF Plasma Rifle. Sensor suite comprises a short-range radio with scrambler, optic goggles with light intensification and target sight, laser rangefinder, and motion sensor. Armed with electrodes over the whole body, permitting stunning electrical discharges to anyone who touches the suit (save vs. poison (16) or be unable to move for 1D4 minutes), electrical discharge in the palms of the hands (range 4m, damage 4D6 or stun), PVG (Phased Vibration Generator, see below). Punches do 2D6 +9 SDC. Phased Vibration Generator TF Combat Robot. 3m tall, mass 750 kg. Power plant is fuel cells (24 hour endurance), A.R. 13, body SDC 800, pilot's compartment A.R. 19, SDC 200. Physical strength 30, top speed 132. Sensor suite comprises 4 optic sensors with light intensification, motion sensor, and audio sensor. Long range radio with scrambler. Armed with electrodes over the entire body (capable of delivering a stunning charge to anyone who touches it, save vs. poison (16) or be unable to move for D4 minutes), an electric discharge in both hands (range 8m, damage 8D6 or stun), and a TF plasma rifle mounted outboard of the left arm. A PVG is installed on post-1994 models (see below). The weapon mounted on the right arm is almost always experimental, and a list of possible weapons are below: The PVG mimics the super power of Vibration. It can deliver shockwave through solid objects (damage 4D8, affecting a cone 2m wide at the base and 30m long, at +3 strike), a shock blast (damage 7D6, range 60m, at +5 strike), or permit the robot to pass through solid objects (it takes 1 action to adjust to specific solid), but the PVG cannot be used for anything else while doing that. Possible experimental weapons include (1) the Liquid Nitrogen Projector (2) the Raser (3) the MicroNuke Cannon. The Liquid Nitrogen Projector squirts liquid nitrogen under high pressure, freezing flesh instantly and rendering brittle solids such as metal. A compressor works to refill the tank from the atmosphere, replacing 1 shot every minute. Range 50m, payload 10 shots, damage D100 SDC. Any person not protected by power armour or a vehicle struck by the liquid nitrogen must save vs. poison (12) or have an extremity (roll D4: 1= left leg, 2= right leg, 3= left arm, 4= right arm) frozen solid. Frozen extremities are dead and may shatter if tapped. If defrosted, they must be amputated or gangrene will result. Armour or other solids hit by the nitrogen are temporarily reduced to 1/10 of their normal SDC, because of brittleness; this lasts for 1 melee round. The Raser is a laser cannon operating in the radio frequency. A long box, it has no apparent aperture or optics. It can hit anything in line-of-sight (in space, range is 1,000 km), but a -1 strike is applied per 200m of range to the target (it's hard to hit anything that far away). Damage is D6x10, reduced only by intervening earth (-1D of damage per meter of earth in the way), concrete (-1D per 20cm of concrete), steel (-1D per 2 cm of steel), or metallo-ceramic body armour (Class 4 hard armour reduces damage by 1D, cyborg body by 2D). Armour and wearer both take full damage. However, the weapon is unreliable: every shot after the first has a 1/6 chance of melting the circuitry, totally destroying it. Payload is 10 shots, which recharge at 1 shot per round. The weapon firing is silent and invisible, only the injury being apparent. The MicroNuke Cannon is a 30mm cannon with a heavy lead barrel sleeve and even heavier lead-sheathed ammo drum. It fires shells made from Californium-124, so shaped that on impact they form a subcritical nuclear explosion. Each round does D6x100 damage, and anyone looking in the direction of the explosion must save vs. poison (16) or be blinded for 2D6 minutes. The GM can feel free to hand out radiation sickness too if he feels like it. The weapon operates under very fine tolerances, and when overheating (if more than 10 rounds are fired in a melee) it is 50% likely per shot fired to have a round "cook off" in the gun, totally annihilating it. Range 1500m, payload 50 rounds. TF Jet Bike. Top speed is 400 mph, T.M.F. 5. The bike is A.R. 8, SDC 150. Provision exists for the attachment of a TF plasma rifle in either a fixed-forward or chin turret position, as well as for the installation of a defense pod containing 4 canisters of chaff and 12 IR decoys in clusters of 3 (triggering the pod releases 1 canister and 3 decoys). Seats 1, possibly with a pillion passenger. TF Air Car. Top speed 300 mph, T.M.F. 4. The car is A.R. 12, SDC 500, jet pods (4) SDC 150. A roof turret can be installed with a pair of TF plasma rifles in it, and there is also the option to install a defence pod (twice as big as the bike's defence pod), a TF plasma rifle firing out of a side door, and a pop-up rocket pod holding 17 60mm rockets (damage 3D6x10 to a 3m radius per rocket, can be fired singly or in volleys of 2, 4, 8 or 17). Only the rockets can be controlled by the pilot. In my campaign, the Techno-Fear organisation also operated land subs which phased through the earth, zeppelins hidden by holograms and radar cloaks, and secret bases under the ocean or built into extinct volcanoes. But hey - I had to keep some of this stuff for myself. |