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4. MARCO DE REFERENCIA

4.2 MARCO TEÓRICO

The Aftermath is another one of Warlord s walking juggernauts. Like its brother Cyborg it is bristling

with a diverse variety of weapons. It is sometimes called Orloff s Grim Reaper, because of its chain saw arm (something a modern, mechanical Grim Reaper might possess) and because it usually comes in after the Holocaust as part of a second wave or to help "mop up" and finish off the enemy after the initial as- sault. The initial assault typically includes Heavy Machines and Reaver Mechanized Cavalry led by the Holocaust. The After- math usually leads the second wave with Cossacks, and Soldati, Light Machines and Reavers following behind.

The Aftermath has a special cooling system necessary to keep the heavy particle beam cannon and other high-energy weapons from overheating and exploding. Consequently, the Aftermath is constantly engulfed in a cloud of smoke and steam, which only adds to its dramatic appearance. Its main weapon is a particle beam cannon that can inflict tremendous damage at a range comparable to most laser rifles. It has a heavy rail gun mounted on the left forearm, along with a retractable

and a robotic hand. Meanwhile, a multi-weapon system takes up the entire right arm. In place of a hand is a wicked chain saw, and under it, a Vibro-Blade.

The head is protected by a face plate that resembles a knight of old, and by a head collar that rises up over the top and back. Behind it is the weapon's cooling system which offers addi- tional head protection and makes it impossible to shoot the head from behind. The Aftermath is also surprisingly strong and fast.

Aftermath Cyborg Shocktrooper

Class: Heavy Combat Full Conversion Cyborg M.D.C. by Location:

Chain Saw right) — 60

Chain Saw Weapon Forearm right) — * Vibro-Blade & Retractable Arm right) — 50 Shoulder Particle Beam Cannon right) — * Retractable Vibro-Blade left)

* Forearm Rail Gun left) — 40 Upper Arms (2) — each

Forearm (left) — 90 each Feet (2) — 40 each

Cooling Unit hunchback) —

** Head with Built-in Knight Face Plate —

Main Body — 350, 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.

** Attackers are -5 to strike the head, which can tuck itself into its collar and against the main cooling unit, like a turtle. Destroying the head of a cyborg will kill the character! This is where the brain is housed and when it's gone, that charac- ter 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 hours. Recovery of the damaged 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 de- stroys the 'Borg, with no hope of recovery.

Speed:

Running: mph km) maximum.

Leaping: Those without jet propulsion can leap 20 feet (6 high and 25 feet (7.6 m) across due to hydraulics built into the legs; increase by 50% with a running start. Jet assisted leaps can hurl the Aftermath 100 feet (30.5 m) high and 200 feet (61 m) across.

Flying: Not possible unless a Cyborg Jet Pack is used, or the has the Cyberjet Node package. See the Cybernetics sec- tion for details about the jet pack and Cyberjet Node.

Statistical Data:

Average Height: 14 feet (4.3 m) to the top of the cooling unit. About 12 feet (3.6 m) at the shoulders.

Width: 5 feet (1.2 m) at the shoulders. Length: 4 feet, 6 inches m). Weight: 4 tons

Tactile sensitivity: 35% Robotic P.S.: 40 Bionic P.P.: 22

Face: Monstrous Demon Knight face plate. Horror Factor: 13 Bonuses: +2 on initiative +2 to strike +3 to parry +2 to dodge +2 to pull punch

+7 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: 4.8 million credits; the equivalent elsewhere would cost million.

Aftermath Weapon Systems:

1. Chain Saw Multi-Weapon Arm (1): The most obvious

weapon on this arm is a chain saw used to cleave through body armor, bionic limbs and vehicles. It is so menacing that most people don't notice the arm's other features until it is too late.

Underneath the housing for the saw is a curved Vibro-Blade, but even this simple weapon is more than it seems. The "blade" is basically the hand of a small retract- able arm that slides out to swing and stab at fools who get too close. It can also fire a handful of mini-missiles from the two openings at the base of the saw.

Primary Assault

Mega-Damage: Chain Saw: 5D6 M.D. Vibro-Blade Arm: 2D4 M.D.

Mini-Missiles: Damage varies by type.

r

Mini-Missile: A mile (1.6 km).

Rate Fire: Saw or Blade: Hand to hand combat. Mini-Missiles: One at a time or volleys of two.

Payload: Mini-Missiles: Six total; three per each side of the arm launcher.

2. Shoulder Particle Beam Cannon: Behind the right shoulder

is a heavy Particle Beam cannon. To fire it, the weapon moves from its locked storage position on the back, to a for- ward position. It can be positioned in a 45 degree arc of fire, up and down, to directly parallel with the cyborg's eyes (as shown in the illustration). It can also turn 45 degrees left and right.

Primary Purpose: Anti-Cyborg and Anti-Monster. Mega-Damage: M.D per blast.

Rate of Fire: Each blast counts as one melee attack. Range: 2000 feet m).

Payload: Effectively unlimited.

3. Forearm Rail Gun: On the underside of the left forearm is a

light rail gun (can be loaded with silver-plated rounds). To fire it, the Aftermath points and shoots.

Primary Purpose: Long-range attacks and Anti-Armor & Anti-Monster.

Mega-Damage: 1D4 M.D per single blast, M.D. per 20 round burst.

Rate of Fire: Each burst counts as one melee attack. Range: 4,000 feet (1220 m).

Payload: 100 bursts; a 2000 round drum is mounted on the back.

4. Concealed A large, silver plated

is housed in the circular compartment above the left hand, and can be extended as needed.

Mega-Damage: 2D6 M.D.

Range: Hand to Hand combat; about 10 feet (3 m) when ex- tended (3 m longer than the arm).

Robot P.S. and Punch Damage:

Head Butt M.D. Restrained Punch — 1D4 M.D.

Full Strength Punch — 3D6 M.D. The chain saw can be used like a club when turned off.

Power Punch — but counts as two attacks. Running Ram — 5D6 M.D., but counts as two attacks.

6. Hand-Held Weapons: Additional hand-held weapons, from

energy rifles and rail guns to clubs and magic weapons, may be used by the cyborg. One energy pistol or one energy rifle is pretty standard. Grenades and other explosives may also be used.

7. Additional & Special Bionic Systems for the Aftermath:

• 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.

• Extendable head on a flexible, telescoping neck. The After- math has an accordion-style neck that allows the head to ex- tend approximately five feet (1.5 m) and to look around the cooling pod and over its shoulders to look completely behind itself. The neck has 100 M.D.C. and is +1 to dodge.

• 8% have Nodes for jet assisted leaps, enhanced speed and limited hovering capabilities.

• Optional: Cyborg Jet Pack is issued as needed. • Optional: Wide-Angle Lens; about 20% have one. • Optional: Cyber Shield.

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