4. MARCO DE REFERENCIA
4.1 MARCO HISTÓRICO
The Ripper Cyborg is a front-line assault unit designed to first decimate the enemy with missile barrages and then continue the assault in hand to hand combat with slicing and cutting claws and armor-cutting buzz saw blades. On the battlefield, the Ripper can be seen cutting through armored vehi- cles, fortifications and through bionic limbs, with the Butcher and Heavy Machines offering support. It is one of the most heavily armored of all the Warlords' cyborgs and can take a pounding.
The Ripper is a hellish looking monstrosity with a protective face plate that looks like a screaming demon. A pair of light la- sers are built into the cheeks and are barely noticeable until the 'Borg uses them. Likewise, the warrior can expel noxious chem- icals from its mouth and the chest plates open to reveal mini-missiles. The two long, pillar-like protrusions from the back are also missile launchers.
If the Ripper has a weakness, it's that it is comparatively slow and has minimal use of the hands; one is a buzz saw, the other, a two-fingered (and thumb) hand for clamping and cutting rather than performing delicate work.
The Ripper can be equipped with a Cyborg Jet Pack for flight capabilities, plus roughly 30% have Cyberjet Nodes for jet assisted leaps, enhanced speed and limited hovering capa- bilities.
Ripper Cyborg Shocktrooper
Class: Full Conversion Cyborg
M.D.C. by Location:
* Buzz Saw (3 blades; right arm) — 25 each. Buzz Saw Forearm Shield right) — 120
Chest Mini-Missile Launchers (2) — 60 each
Back Mini-Missile Launch Tubes (2; large) — 60 each ** Cheek Lasers (2; head) — each
* Concealed Laser Rod left leg) — 50 * Concealed Palm Laser left) —
large, each Legs (2) — 200 each
each
** Head with Mechanical Demon Face Plate — 160
*** Main Body — 360, plus 180 M.D.C. (medium) or 280 M.D.C. (heavy) from additional cyborg body armor.
Damage Notes:
* A single asterisk indicates a small difficult target to hit. The attacker must make a "Called Shot" and even then he is -3 to strike.
** In this case, the attacker must make a "Called Shot" to hit the head, and even then is -4 to strike because it is protected by shoulder plates and the rear missile launchers. Destroying the head of a cyborg will kill the character! This is where the brain is housed and when it's gone, that character is dead. However, the rest of the body can be salvaged and reused.
Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 18 hours. Recovery of the dam- aged body will enable Cyber-Docs to place the character on a life support system that will keep him alive until a new bionic frame becomes available. Failure to find the brain within 18 hours means the character dies. Massive amounts of damage (100 or more M.D.C. below zero) completely destroys the
with no hope of recovery.
Speed:
Running: 90 km) maximum.
Leaping: Those without jet propulsion can leap 15 feet (4.6 high and 20 feet (6 m) across due to hydraulics built into the legs; increase by 50% with a running start. Jet assisted leaps can hurl the Ripper 100 feet (30.5 m) high and 190 feet (58 m) across.
Flying: Not possible unless a Cyborg Jet Pack is used, or the has the Cyberjet Node package. See Cybernetics section for details about the jet pack and Cyberjet Node.
Statistical Data:
Average Height: feet (3.3 m)
Width: Five feet (1.5 m) at the shoulders. Length: feet
Weight: tons Tactile sensitivity: 25% Robotic P.S.: 44 Bionic P.P.: 24
Face: Machine-like demon face plate. Horror Factor: 12
Bonuses: In addition to attribute and skill bonuses. +2 on initiative
to strike +2 to parry
+1 to dodge (hydraulic legs) +4 to pull punch
+2 to roll with punch, fall or impact +6 to save vs Horror Factor
Power System: Nuclear; average life is 20 years.
Black Market Cost: N/A. The process is secret and never shared with outsiders, much less offered for sale!
Warlord Cost: 2.8 million credits; the equivalent elsewhere would cost 6-8 million.
Ripper Weapon Systems:
1. Mini-Missile Back Launch Tubes (2; rear): Two large
tubes hooked to the Ripper's back are a pair of multi-shot mini-missile launchers. The top folds open to fire the mis- siles. It takes one minute to reload by hand.
Primary Purpose: Anti-Aircraft and Anti-Flying Monsters. Missile Type: Any mini-missile can be used, but standard issue is armor piercing M.D.) or plasma Frag- mentation may be used against ground troops.
Mega-Damage: Varies with missile type. Range: About a mile (1.6 km).
Rate of Fire: One at a time or volleys of two or four. Payload: total, nine per launcher.
2. Mini-Missile Chest Launch Tubes (2):
Primary Purpose: and Anti-Flying Monsters. Missile Type: Any mini-missile can be used, but standard issue is armor piercing or plasma Frag- mentation may be used against ground troops.
Mega-Damage: Varies with missile type. Range: About a mile (1.6 km).
Rate of Fire: One at a time or volleys of two or four. Payload: 12 total, six per launcher.
3. Buzz Saw Forearm (1): Three buzz saw blades
are built into a large, heavily plated forearm shield. The shield is used to block hand to hand attacks, as well as to shield the body from missile attacks (better to blow the arm off than take a hit to the head or body). One buzz saw blade is built into the front of the "V" shaped shield, and another one in each side. The blades are used to cut through armored troops, cyborgs, bots, vehicles, cables and fortifications. Mega-Damage: 4D6 M.D. from one blade, from getting sliced by two (the front and a side saw blade).
Range: Hand to Hand combat; the reach of the arm, which is about feet
Payload: Effectively unlimited; draws on the cyborg's power. Bonus: +1 to parry and +3 to disarm when using this weapon.
4. Cheek Lasers: A pair of inconspicuous, light lasers are built
into the cheek area. Each can rotate 90 degrees in all direc- tions and they can be fired one at a time or simultaneously. Primary Purpose: Anti-Personnel and Defense.
Mega-Damage: 2D6 M.D per single blast, or 4D6 M.D. per si- multaneous dual blast directed at the same target.
Rate of Fire: Each blast counts as one melee attack. Range:
Payload: Effectively unlimited.
5. Chemical Spray: The mouth can open to release a chemical
spray. See the Rifts® RPG, page 240, for details; may also spray holy water.
Primary Purpose: Anti-Personnel and Defense. Damage: Varies with the type of chemical. Rate of Fire: Each blast counts as one melee attack. Range: 20 ft (6
Payload: 20
6. Concealed Laser Rod (1): Located in the left leg is a con-
cealed Laser Rod.
Primary Purpose: Anti-Personnel and Defense. Mega-Damage: 3D6 M.D per blast.
Rate Fire: Each blast counts as one melee attack. Range: 2,000 ft
Payload: Effectively unlimited.
7. W-42 Concealed Palm Laser: A somewhat larger, heavier
version of the short-ranged W-42 laser. It is built into the base of the palm and wrist of the left hand and offers better range. The device can be used as both a weapon and a cutting tool.
Primary Purpose: Tactical Weapon and
Mega-Damage: Has four settings: 2D4xlO S.D.C., 1D4 M.D., 1D6 or 2D6 M.D. per single blast.
Range: feet
Rate of Fire: Each blast counts as one melee attack. Payload: Effectively unlimited.
8. Fingers (2): A pair of curved, silver plated
blades extend from the two large fingers. They are used for slashing and cutting.
Mega-Damage: 2D6 M.D.
Range: Hand to Hand combat; about six feet m).
9. Robot P.S. and Punch Damage:
Head Butt M.D.
Raking (left hand) — 3D6 M.D. Clamping/Cut (left hand) — 4D6 M.D. Restrained Punch — M.D.
Full Strength Punch or Kick — 3D6 M.D.
Power Punch or Leap Kick — but counts as two attacks.
Also see buzz saw damage above.
10. Hand-Held Weapons: Additional hand-held weapons,
from energy rifles and rail guns to clubs and magic weapons, may be used by the cyborg.
11. Additional Bionic Systems Common to the Ripper:
• Interchangeable right weapon arm.
• Its feet and legs use powerful servos and hydraulics which give it great stability, speed and leaping distance. All bonuses and extra speed are included in the stats above.
• 30% have Cyberjet Nodes for jet assisted leaps, enhanced speed and limited hovering capabilities.
• Cyborg Jet Pack is issued as needed.
• Hydraulic Ram Arm or other weapon arm sometimes re- places the buzz saw arm.