DTI
- 600R Heron Infantry Robot
The DTI-600R Heron infantry robot is the
main stay of the Dominion mechanized infantry forces. Along with the DTI
- 2010 Ronin, this unit is often assigned to soliders in the field. The
Heron carries a mix of weapons intended to give it a wide option of support
while in the field.
Model Type: DB series robot
Crew: 1, the pilot
MDC by Location:
*Head - 50
Hands (2)- 50 each
Arms (2) - 125 each
Forearm Particle Beam
Cannons (2) - 125 each
Forearm Missile Launchers
(2) -175 each
NE - 50 Particle Beam
Rifle (1; hand-held) - 100
Hover jet Backpack -
125
Feet (2) - 75 each
Legs (2) - 175 each
Reinforced Pilot Compartment
- 250
**Main Body - 500
***Variable Force Field - 320
*Destroying the head will eliminate the
majority of the Bot’s sensors and optics, forcing the pilot to
rely on his own vision. Radar and motion detection is not affected. -4
to all bonuses.
**Depleting the MDC of the main body will
effectively shut the bot down, rendering it useless.
***The variable force field regenerates
at 5% of total MDC per hour.
Speed:
Running: 150 mph maximum. This does
not tire out the pilot.
Leaping: The bot can leap 30 feet
high or lengthwise. A running start adds 15 feet to the leap.
Flying: The bot can fly at a maximum
of 400 miles per hour and has a maximum ceiling of 1000 feet.
Range: Effectively unlimited, limited
only by supplies, which are easily replenishable
Statistical Data:
Height: 20 feet
Width: 8 feet shoulder to shoulder
Length: 5 feet
Weight: 18 tons fully loaded
Physical Strength: Equal to a PS
of 40.
Cargo: Sufficient space for personal
equipment and a store of supplies
Power System: Nuclear, with a 20-year
operational life even under heavy usage
Market Cost: Not available on the
market
Weapon Systems:
Forearm Mini-missile Launchers (2):
Mega-Damage: varies with missile
type
Range: Typically 1 mile
Rate of fire: One at a time or in
volleys of 2, 3, or 4 per melee
Payload: 8 missiles per launcher
(16 total)
Forearm Particle Beam Cannons (2):
Mega-Damage: 6D6 + 20 MD
Range: 4000 feet
Rate of Fire: equal to the combined
hand-to-hand of the pilot and robot
Payload: effectively unlimited;
linked to the robot’s power core
Hand-to-Hand Damage:
Restrained Punch - 1D4 MD
Full Strength Punch - 2D6 MD
Power Punch - 4D6 MD (counts as two attacks)
Kick - 2D6 MD
Leap Kick - 3D6 MD
Stomp - 1D6 MD (effective against targets
15 feet or smaller)
NE-50 Particle Beam Rifle
Mega-Damage: 1D4 x 10 MD per blast
Range: 1200 feet
Rate of Fire: Standard
Payload: 8 shots from a standard
clip
Sensors and Optics:
Advanced Audio System: Amplified
stereo hearing: hears in the full decibel rang. Wide-band radio receiver
enables the pilot to listen to commercial radio stations, citizen band,
police bands and other radio transmission frequencies. Range: 50 miles
(has an retractable antennae). Bonuses: +1 to parry, +2 to dodge, and +3
on initiative.
Wide Band Radio Receiver and Transmitter:
Has
directional capabilities. Range: 300 miles (has an retractable antennae)
Loud Speaker: Amplifies the pilot's
voice up to 90 decibels
Advanced Robot Optic System: Includes
color vision, 3D analysis, passive Nightsight, infrared and ultraviolet
sight. Range: 2000 feet.
Targeting Sight and Combat Computer:
A special system that superimposes crosshairs for more accurate targeting.
The computer recognizes 30,000 enemy targets, including vehicles, robots,
and known monsters. An additional 2,000 targets can be added to memory.
Range: 2000 feet. Bonuses: +1 to strike
Telescopic Vision: Magnifies an
image area like a gun’s scope or binoculars. Automatic, self-focusing.
Range: 6000 feet, 20 foot image area
Searchlight: Built into the chest.
Has 90-degree arc up and down and 180 degrees of rotation. Range: 300 feet
Motion Detector and Warning System:
Registers
vibrations in the air, indicating movement. A collision warning system
will sound an internal alarm to warn of an impeding collision /impact.
Range: 60 feet. Bonuses: +1 on initiative and +1 to parry and dodge.
Maxi-Radar: Can identify up to 96
targets and simultaneously track 48. Range: 50 miles and is able to detect
a cruise missile-type object flying as low as 500 feet.
Combat Bonuses and Systems:
+ 2 attacks at level one and an additional
+1 attack at levels 4, 6, 9, and 14
+ 4 on initiative
+ 7 to strike
+ 8 to parry
+ 9 to dodge
+ 3 to roll with impact/fall/punch
+2 to pull punch
These are in addition to the pilots Hand
to hand bonuses
Self Destruct: 1D6 x 10 MD damage
to a 20-foot area
Model: Missile Assualt Robot
Crew: 1, the pilot
MDC by Location:
*Sensor Head - 100
Shoulder Missile racks
(2) - 200 each
Mini-Missile Racks (4)
- 120 each
Laser Cannon (2) - 80
each
Legs (2) - 300 each
Feet (2) - 150 each
**Main Body - 500
Reinforced Pliot Compartment
- 250
***Variable Force Field
- 100 per side (600 total)
*Destroying the Sensor head effectively
blinds the pilot. Only radar and motion detection systems remain. The bot
loses all combat bonuses and half total attacks. Note: The head is a small
target and is a - 2 to hit on a Called Shot.
**Depleting the MDC of the main body will
shut the bot down. For every 10 MDC below zero there is a cumlitive 10%
chance of detonating unused missiles.
***The Variabel Force Field restores 5%
of its total MDC every 4 minutes
Speed:
Running: 70-Mph maximum. Crusing
speed is typically 45 to 50 mphs.
Leaping: The bot is not very well
designed in this regard and is very heavy. The bot can manage about 10
feet high or lengthwise at best (double if running, but a 25% chance of
falling over upon landing)
Flying: Not possible
Statistical Data:
Height: 30 feet
Width: 12 feet
Length: 8 feet
Weight: 45 tons fully loaded (30
tons otherwise)
Power System: Nuclear reactor with
a 5-year life
Cost: 400 Million credits; this
is the production cost for the prototypes.
Weapon Systems:
Shoulder Mounted long-range Missile
Launchers (2)
Mega Damage: varies with missile
type
Missile Type: typically Plasma or
Nulcear.
Range: varies with missile
Rate of Fire: One at a time or in
volleys of 2, 4, or 6 per melee
Payload: 24 missiles per launcher
(48 total)
Mini Missile Launchers (2; 1 is located
on top of the main body, just aft of the head and the other is located
on the under side just behind the laser cannons):
Mega Damage: 1D6 x 10 MD
Missile Type: Plasma Missiles
Range: 1 mile
Rate of Fire: One at a time or in
volleys of 2, 6, or 12 per melee
Payload: 24 missiles per launcher
(48 total)
Laser Cannons (2):
Mega Damage: 2D6 x 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: Effectively Unlimited
Robot Combat: same as in Rifts
RPG.; However the Flea does not possess arms
+2 attacks per melee if the power ofTelemechanics
is possessed
Sensors and Systems:
1.) Radar: Can identify and track up to
48 targets simultaneously at a range of 30 miles
2.) Combat Computer: Calculates, stores,
and transmitts data onto the HUD of the pilot's helmet. It is tied into
the targeting computer.
3.) Targeting Computer: Assists in tracking
and identification of enemy targets. 30 mile range.
4.) Laser Targeting System: Assists in
the selection and focusing of specific targetrs and addes a bonus of +1
to strike when using long range weapons only.
5.) Radio Communications: 500 miles for
the long-range system. 5 miles for the short range.
Also contains all typical systems as found
on page 214 of Rifts RPG
DTI
- 1000R Ares Yellowjacket
The Ares Yellowjacket is intended
as a sort of multi-role robot. Armed with a forearm particle cannon and
a mini missile launcher, along with the new DTI-9 Particle Beam Rifle,
a brace of medium range and short range missiles, the Ares Yellowjacket
has quite a sting. Additionally, the bot come with powerful back mounted
thrustrs capable of reaching speeds of Mach One. As the Ares Yellowjacket
is meant to fly, the bot's contours are slimed and streamlined to minimize
potential drag. Even the forearm weapons are molded into the forearm housings.
A armored collar rings the back of the robot's head to provide some additional
protection.
Vehicle Type: Heavy Combat Robot
Crew: 2; the pilot and the co-pilot/comm
officer
MDC by Location:
*Head - 100
Hands (2) - 80 each
Arms (2) - 200 each
Forearm Particle Cannon
(1; right arm) - 150
Forearm Mini Missile
Launcher (1; left arm) - 150
DTI -9 Particle Beam
Rifle (1; hand-held) - 100
Chest Mounted Missile
Launchers (2) - 160 each
Chest Mounted Search
Lights (2) - 50 each
Back Mounted Thrusters
(2) - 200 each
Legs (2) - 400 each
Feet (2) - 150 each
Leg Mounted Mini Missile
Launchers (2) - 160 each
Leg Search Lights (2)
- 50 each
Reinforced Pilot Compartment
- 300
**Main Body - 650 each
*Destroying the head will eliminate mos
sensors and optical systems. This will eliminate all bonuses and force
the pilot to rely on his own eyes. Hitting the head requires a called shot
at a -3 to hit (-4 to hit from behind)
**Depleting the MDC of the main body will
shut the unit down completely, leaving it helpless. Reducing it to a -200
MDC will cause the unit to explode, doing 2D6 x 10 MD to a 15' area
Speed:
Running: 90 mph maximum
Leaping: the robot's legs are well
suited for leaping and can reach as high as 15' or as far away as 20'
Flying: The back mounted thrusters
can permit the robot to reach speeds of 675mph. In space this doubles to
Mach 2
Range: effectively unlimited, determined
only by the pilot's endurance
Statistical Data:
Height: 26 feet tall
Width: 9 feet from shoulder to shoulder
Length: 6 feet
Weight: 26 tons fully loaded. Robot
weighs 23 tons dry
Physical Strength: Equal to a robotic
PS of 45
Power Plant: Nuclear Fusion with
a 10 year life
Cargo Space: sufficent room for
supplies and equipment for two crew
Cost: 15 million credits on the
open market
Weapon Systems
Forearm Particle Cannon (1; right arm)
Mega-Damage: 2D4 x 10 + 10 MD
Range: 12,000 feet
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Forearm Mini Missile Launcher (1; left
arm)
Mega-Damage:1D6 x 10 MD (effective
radius 3 feet)
Missile Type: Enhanced Armor Piercing
Range: 3 miles
Rate of Fire: One at a time or in
volleys of 2 or 3 per melee
Payload: 12 missiles
DTI -9 Particle Beam Rifle (1; hand-held)
Mega-Damage: 4D6 + 20 MD
Weight: 400lbs
Range: 2400 feet
Rate of Fire: Equal to the hand
to hand of the pilot and machine
Payload: 60 shots per clip
Leg Mounted Mini Missile Launchers (2)
Mega-Damage: varies with mission
profile or preference
Missile Types: compatible with all
short range missiles
Range: varies with specific missile
type
Rate of Fire: One at a time or in
volleys of 2 or 3 per melee
Payload: 6 missiles per launcher
(12 total)
Chest Mounted Missile Launchers (2)
Mega-Damage: 3D6x10 MD (effective
radius 30 feet)
Missile Type: High Explosive
Range: 40 miles
Rate of Fire: one at a time or in
volleys of 2
Payload: 6 Missiles per launcher
(12 total)
Hand to Hand Combat and training
Restrained Punch - 1D6
MD
Full Strength Punch
- 3D6 MD
Power Punch - 1D6 x
10 MD (Counts as two attacks)
Kick 2D6 MD
Leap Kick - 4D6 MD
Tear or Pry - 2D6 MD
Stomp - 1D6 MD
Body Block/Tackle -
2D6 MD
+2 attacks per melee. Gains another attack
per melee at levels 3, 6 and 9
+3 to strike, parry, and dodge
+4 to initiative
+3 to pull punch
+2 to roll with punch/fall/impact
*These are in addition to bonuses of the
pilot
Sensors and Systems
same as the VSF - 1 Nova; minus the Armor
System
The DTI - 2000R Warhammer is the result
of DynaTech Industries reverse engineering a Triax X - 2000R Dyna-Max.
Externally, the Warhammer is identical to the Dyna-Max. But the Warhammer
has more MDC and the ability to hover above the ground and is able to maneuver
in space. It also has the DTI - 36A Pulse Rifle in place of the TX -250
Railgun.
Model Type: DTI - 2000R
Class: Ground Infantry Assault Robot
with Multiple weapon systems
Crew: Two: One pilot and a co-pilot/gunner.
One human-size passenger can squeeze into the storage space behind the
seats.
MDC by Location:
Slammer Missile Launchers
(2; Shoulders) - 200 each
*Shoulder Slammer Launch
Tubes (4) - 75 each
Shoulder Maneuvering
Thrusters (4) - 75 each
*Rail Gun Arms (2, small)
- 75 each
*Forearm Lasers (2)
- 100 each
Arms (2) - 200 each
*Hands (2) - 100 each
DTI - 36A Pulse Rifle
(1; hand-held) - 100
Legs (2) - 350 each
Leg Maneuvering Thrusters
(8) - 75 each
Feet (2) - 250 each
Leg Missile Launchers
(2) - 150 each
*Leg Flame-throwers
(2) - 40 each
*Leg Spotlights (2;
below knees) - 10 each
Chest Searchlight (1)
- 80
*Head & Sensors
(1) - 80
** Main Body - 650
Reinforced Pilot's Compartment
- 20
*A single asterisk indicates a small or
difficult target to hit. They can only be hit when the attacker makes a
called shot, and even then the character is at a -3 to strike.
Destroying the sensor head of the bot will
eliminate all forms of optical enhancement and sensory systems. The pilot
must then rely on his own human vision and sense without bonuses to strike,
parry, or dodge from the bot.
**Depleting the MDC of the main body will
shut the bot down completely, making it useless.
Speed
Running: 70 mph maximum. Cruising
speed is usually around 40 mph. The bot is well suited for most terrain,
including underwater. It is reasonably good at climbing rope/cables and
mountains, however it cannot climb sheer walls.
Leaping: 20 feet high or lengthwise
from a stationary position; 30 feet high or 40 feet lengthwise from a running
start.
Flying: The maneuvering thrusters
can lift the Bot about 6 feet off the ground and it can hover along at
about 50 mph.
Statistical Data
Height: 25 feet overall with the
Slammer launchers up; 21 feet to the top of the shoulder missile launcher
or 18 feet to the top of the sensor head.
Width: 12 feet from shoulder to
shoulder
Length: 6 feet
Weight: 12 tons: 14 tons fully loaded
Physical Strength: Equal to a PS
of 50
Cargo: Small area for the pilot’s
personal items
Power System: Fusion; average energy
life of 15 years
Market Cost: 40 million credits
for a new, undamaged unit with all weapons intact.
Weapon Systems
Slammer Missile Launchers (2): Between
the two shoulders is a pair of special missile launchers. When not in use
the launchers fold down to rest on the robot's chest. In the upright position,
the launchers fire a short-range concussion missile known as a "Slammer".
The concussion missile is designed to knock a giant opponent or robot off
its feet and stun it for a few melees.
Mega-Damage: 2D4 x 10 from a direct
hit by the missile. More importantly, the concussion effect has a blast
area of 90 feet in diameter. Those within the blast radius all suffer from
1D4 x 10 MD and are likely (01-80%) to be knocked off their feet and stunned
(01-65%).
If only knocked down the victim of this
attack will have ringing ears and a headache, but only loses one melee
action/attack and initiative. A victim of a direct hit is always knocked
off his feet.
If stunned, the victim is dazed, - 10 to
strike, parry, dodge, roll w/ impact or pull punch, is the last to attack
(no initiative) and loses half his attacks/actions per melee for 1D4 melees.
Speed is also reduced by ½.
Missile Type: Slammer missile
Range: 6000 feet
Rate of Fire: Typically, one at
a time, but the missiles can be fired in volleys of 2
Payload: 8 total; 4 in each shoulder
launcher.
Slammer Shoulder Missile Tubes (4):
A pair of missile launch tubes is mounted on each shoulder. These also
fire “slammers” concussion missiles designed to knock
a giant opponent or robot off its feet and stun it for a few melees.
Mega-Damage: 2D4 x 10 from a direct
hit by the missile. More importantly, the concussion effect has a blast
area of 90 feet in diameter. Those within the blast radius all suffer from
1D4 x 10 MD and are likely (01-80%) to be knocked off their feet and stunned
(01-65%).
If only knocked down the victim of this
attack will have ringing ears and a headache, but only loses one melee
action/attack and initiative. A victim of a direct hit is always knocked
off his feet.
If stunned, the victim is dazed, - 10 to
strike, parry, dodge, roll w/ impact or pull punch, is the last to attack
(no initiative) and loses half his attacks/actions per melee for 1D4 melees.
Speed is also reduced by ½.
Missile Type: Slammer missile
Range: 6000 feet
Rate of Fire: Typically, one at
a time, but the missiles can be fired in volleys of 2
Payload: 4 total; one in each launch
tube.
Forearm Lasers (2): Each of the
forearm casings houses a long-range, high-powered laser. The pilot points
and shoots.
Mega-Damage: 4D6 MD per single blast
or 1D4 x 10 + 6 MD per simultaneous double blast
Range: 6000 feet
Rate of Fire: Equal to the combined
hand to hand actions of pilot and robot
Payload: effectively unlimited
Forearm Vibro-swords (2): Located
in each forearm is a concealed, extendable and retractable vibro-sword.
The weapon is 5 feet long.
Mega-Damage: 4D6 MD
Bonuses: +1 to strike and +2 to
parry when in engaged in hand to hand combat.
Rail Gun Appendages (2): A pair
of tiny gun arms are located at the waist of the DTI - 2000. These light
rail guns are designed for anti-personnel purposes.
Mega-Damage: a full damage burst
fires 15 rounds and inflicts 3D6 MD, or depleted uranium rounds can be
used inflicting 4D6 MD per burst. Single rounds or larger bursts cannot
be fired.
Range: 2000 feet
Rate of Fire: Equal to the combined
hand to hand actions of pilot and robot
Payload: Each clip holds 300 rounds
is capable of firing 20 blasts from each arm. Additional ammo is stored
in a bay in the groin area. It takes 4 seconds to replace a clip.
Special Feature: Independent Targeting;
+ 1 to strike
Lower Leg Min-Missile Launchers (2):
Located on the outside of the lower leg is a mini-missile launcher.
Mega-Damage: 1D6 x 10 MD to a 10-foot
area
Missile Type: Plasma
Range: 1 mile
Rate of Fire: One at a time or in
volleys of 2,3, or 4
Payload: 28 total; 14 in each leg
(two rows of seven missiles are stacked in each firing compartment)
Flame-throwers (2): A small flame-thrower
turret, capable of 360-degree rotation, is located on the inside of each
lower leg.
Mega-Damage: 1D4 MD per single blast
or 2D4 per dual blast of napalm like fire. There is a 01-90% chance of
setting all combustible material, including fuel, wood, grass, clothes,
and hair on fire. The Fire does an additional 1D4 MD per melee round and
burns for a minimum of 2D4 minutes.
Range: 200 feet
Rate of Fire: Equal to the combined
hand to hand actions of pilot and robot
Payload: A total of 50 blasts, 25
from each leg.
Hand-to-Hand Combat: rather then
use a weapon, the pilot can engage in mega-damage hand-to-hand combat.
Bonuses and Damage from DTI - 2000 Warhammer
Combat Training
Restrained Punch - 1D6
MD
Full Strength Punch
- 2D6 MD
Power Punch - 4D6 MD
(counts as two attacks)
Vibro-Blade - 4D6 MD
Crush, Tear, or Pry
- 1D6 MD
Kick - 2D6 MD
Leap Kick - 3D6 MD (counts
as two attacks)
Body Flip/Throw - 1D6
MD
Body Block/Ram - 2D4
MD
Stomp - 1D6 MD against
man-sized targets
+ 2 to strike
+4 to parry
+3 to dodge
+4 to roll with impact
+4 to pull punch
+2 attacks/actions at level 1
+1 additional attack at levels 4, 6, 9,
and 12.
DTI - 36A Pulse Rifle (1; hand held)
Mega-Damage: 6D6 + 20 MD per shot
Range: 6000 feet
Rate of Fire: Equal to the combined
hand to hand actions of pilot and robot
Payload: The short clip holds 300
rounds
Sensor Systems Note: The DTI - 2000
Warhammer has full optical systems, including laser targeting, telescopic,
passive nightsight, thermo-imaging, infrared, ultraviolet, and polarization.
It also has all other features common to most robots
DTI - 2010R
Ronin
Vehicle Type: Infantry Close Combat
Robot MK I
Crew: 1; can support a crew of 2
MDC by Location:
Head - 100
Head Mounted Lasers
(2) - 75 each
Hands (2) - 50 each
Arms (2) - 100 each
Vibro Katana (1; right
hand, hand-held) - 100
Forearm Mini Missile
Launcher (1; right arm) - 65
DTI - 16TPR Tachyon
Pulse Blaster (1; hand-held) - 100
Arm mounted Shield (1;
left arm) - 250
Back Thrusters/Short
Range Missile Launchers (2) - 200
RCS Thrusters (36) -
25 each
Chest Mounted Search
Lights (2) - 50 each
Legs (2) - 300 each
Feet (2) - 100 each
Leg Mounted Storage
Bays (2) - 65 each
Variable Force Field
- 100 per side (600 total)
Reinforced Pilot Compartment
- 250
Armor Generators (5)
- 55 each
Main Body - 550
Speed:
Running: 80 mph maximum
Leaping: 15 feet high by 25 feet
lengthwise. Double with running start and triple with thruster assist
Flying: The Ronin has been optimized
as much as possible for flight, and can attain speeds up to mach 2 with
thrusters to full. Maneuvering is controlled through the RCS thrusters
and limited flight control surfaces. In space, the Halberd can maneuver
as well as a space fighter and achieves speeds up to mach 8.
Range: effectively unlimited; the
thrusters require a 30 minute cool-down period for every 8 hours of continuos
operation at full power.
Statistical Data
Height: 24 feet tall
Width: 9 feet across at the shoulders
Length: 8 feet front to the back/top
of the thrusters
Weight: 23 tons fully loaded
Cargo Space: Small storage locker
in cockpit for a hand-weapon and survival pack. Leg Storage pods hold 2
clips for the blaster, as well as supplies for long surface missions.
Power System: Enhanced DTI - 61XL
Fusion power plant and 2 Naruni Enterprises 558 High Thrust Fusion Drives.
All possess an operational lifespan of 25 years before replacement
Physical Strength: Equal to a PS
of 45
Cost: 60 million credits for a fully
armed unit. Due to the newness of the robot, only about 35 is available
for sale on the open market
Weapon Systems:
Head mounted Lasers (2)
Mega-Damage: 4D4 MD
Range: 1200 feet
Rate of Fire: twice per melee, can
be combined with other actions
Payload: Effectively unlimited
Vibro Katana (1; hand held, right
hand):
Mega-Damage: 2D6 MD
Katana Length: 18'
Payload: effectively unlimited;
energy transfer from main power core
Forearm Mini Missile Launcher (1; right
arm)
Mega-Damage: varies with missile
type
Missile Type: typically plasma,
frag, or armor piercing
Range: 1-2 miles (triple in space)
Rate of Fire: One at a time or in
volleys of 2, 3 or 4 per melee
Payload: 8
DTI - 16TPR
Tachyon Pulse Blaster (1; hand-held)
Mega - Damage: 2D4 + 10 MD per burst
Range: 8,000 feet
Rate of Fire: equal to the hand
to hand of the pilot and robot
Payload: 500 shots (50 bursts)
Short Range Missile Launchers (2):
Mega-Damage: varies with missile
type
Missile Type: Typically plasma,
frag, or armor piercing
Range: 0.5 to 5 miles (triple in
space)
Rate of Fire: One at a time or in
volleys of two, three, or five per melee
Payload: 10 per launcher (20 total)
Hand to Hand Combat: Ronin Advanced
Training
Restrained Punch - 1D6
MD
Full Strength Punch
- 3D6 MD
Power Punch - 1D6 x
10 MD (Counts as two attacks)
Kick - 3D6 MD
Leap Kick - 6D6 MD (counts
as two attacks)
Body Block/Tackle -
2D6 MD
Body Block/Ram - 3D6
MD
Stomp (effective against
targets 16 feet or smaller) - 1D6 MD
Tear/Pry - 2D6 MD
+6 to strike, +3 for ranged weapons
+6 to parry and dodge, +8 to dodge when
flying
+4 to roll with impact
+2 to pull punch
+1 attack at levels 3, 6, 8, and 10
Starts with 2 attacks plus those of the
pilot
These are in addition to the pilot's combat
bonuses and attacks
Sensors and Systems:
AUTOPILOT: The Ronin is equipped
with a computerized autopilot, allowing the pilot to relax or even sleep
during long voyages. The auto- pilot can be programmed with a single destination
or a complex flight plan involving multiple speeds, directions, and destinations.
The onboard computer will alert the pilot when the fighter is near its
destination, and can also be set to automatically signal when sensors detect
objects near the mecha. The autopilot was designed with long intra-system
space journeys in mind.
COMBAT COMPUTER: The Ronin is equipped
with an advanced AI combat computer that can store and analyze data during
combat with hostile forces. Data collected by the combat computer can be
displayed on the virtual environment cockpit of the mecha (see below),
which allows the system to display large amounts of data to the pilot and
even highlight enemies and missile attacks with overlaid graphics. The
combat computer tracks and identifies specific enemy targets, and has a
database of over 10,000 images stored in memory. The computer can identify
and track up to 250 targets simultaneously.
COPILOT SEAT: The Ronin can be equipped
with a second pilot's seat behind the main pilot's seat for an optional
copilot, if necessary. The copilot will usually act as the navigator for
the DTI - 2010 Ronin and will be responsible for operating the mecha's
fold booster (if equipped). The copilot can assume command of the DTI -
2010 Ronin if the pilot becomes incapacitated.
ESCAPE POD: The entire reinforced
cockpit of the Ronin is a detachable escape pod that can be jettisoned
when the robot is destroyed. The ejected cockpit does not contain thrusters,
but does contain a powerful locator beacon and an integrated life support
system that can support the pilot for up to 24 hours after ejection. The
pod is also equipped with parachutes in case of ejection in an atmosphere.
The combat computer is programmed to automatically eject the escape pod
if the mecha is destroyed (main body MDC reduced to 0), but this can be
overridden if the pilot is feeling suicidal for some reason.
EXTERNAL AUDIO PICKUP: Range: 300
ft (91.5 m). A sound amplification system that can pick up normal conversation
up to 300 feet away.
HEAT AND RADIATION SHIELDS: Special
shielding prevents the penetration of life threatening head and radiation.
A radiation detection and alarm system are linked with the shields and
will sound an alarm if there is a rupture in the shields and what the levels
of radiation are.
HOMING SIGNAL: The escape pod of
the Ronin is equipped with a homing device that enables rescue teams to
locate a disabled craft or ejected life pod. The range of the signal is
400 miles (640 km). Most DynaTech ships and fighters can locate and track
a homing signal, and the onboard computers will automatically notify their
pilots if such a signal is detected.
LASER TARGETING SYSTEM: Range: 100
miles (160 km). Used for increased accuracy in the striking of enemy targets
and is partly responsible for the mecha's strike bonus.
LOUDSPEAKER: A loudspeaker system
is built into the craft, which can be used to amplify the pilot's voice
up to 90 decibels.
OPTICS: INFRARED: Range: 2000 feet
(610 m). This optical system projects a beam of infrared light that is
invisible to the normal eye, but detectable by the mecha's sensors. The
system allows the pilot to detect hidden/concealed objects by their IR
reflectiveness. The beam will be visible to anyone with IR sensitive optics,
however.
OPTICS: NIGHTVISION: Range: 2000
feet (610 m). A passive light image intensifier that emits no light of
its own but relies on ambient light, which is electronically amplified
to produce a visible picture.
OPTICS: THERMAL IMAGER: Range: 2000
feet (610 m). A passive optical heat sensor that detects infrared radiation
projected by warm objects and converts that data into a false-color visible
image. The system enables the pilot to see in the dark, in shadows, and
through smoke, and also adds a +10% bonus to pilots using a tracking skill.
RADAR: 500-mile (321-km) range.
RADIO/VIDEO COMMUNICATION: Long
range, directional communications system with satellite relay capabilities.
Range: 600 miles (960 km) or can be boosted indefinitely via satellite
relay.
SELF-DESTRUCT: To prevent capture
of an DTI robot by the enemy, the pilot can activate the Halberd’s
self-destruct system, which will cause the fighter to explode after a delay
of up to 60 minutes (time is set by the pilot). The explosive damage is
contained within a 20-foot (6 m) area and inflicts 1D6x10 M.D. to everything
within the radius of the explosion. All internal systems are obliterated.
The escape pod will be automatically ejected prior to the explosion unless
the pilot overrides the ejection sequence.
STANDARD SURVIVAL KIT: All DynaTech
Industries robots come equipped with a portable survival kit. Inside the
small reinforced box is a medium-sized flashlight, two hand flares, one
rocket flare, a compass, infrared distancing binoculars, a small mirror,
a pocket knife, dehydrated and concentrated food (can be stretched into
a five day supply for one person) and basic first aid items (aspirin, bandages,
disinfectants, etc.)
VIRTUAL ENVIRONMENT COCKPIT: The
DTI - 2010 Ronin is equipped with the standard cockpit layout that provides
monitors below and around the pilot in addition to the HUD cockpit dome.
In flight, these monitors display what is below and behind the robot, giving
the pilot a tremendous field of view that is unparalled by any other aircraft.
ARMOR TECHNOLOGY:
Version: MK II-A
Type: Ablative
Weight: .6 tons per generator
Properties:
Provides Location MDC x 0.6; half damage
from energy/heat based weapons
Rengerates armor sections in 8 hours after
depletion
System linked to shields. If the armor
goes down, the shields automatically engage and vice versa
Shields are unable to operate when the
armor is deployed; conflicting field generation methods
Requires 1 action to activate or deactivate;
Swap Mode to shields is automatic
DTI
- 7000R Iron Giant
Crew: 2; The Pilot and Co-pilot/gunner
Vehicle Type: Assault Robot
MDC by Location:
Head - 200
Eye Energy Cannons (2)
- 100 each
Hands (2) - 100 each
Arms (2) - 250 each
Concealed Arm Plasma
Cannon (1; right arm) - 125
Concealed Arm Pulse
Blaster (1; right arm) - 50
Concealed Arm Discintigrater
(1; left arm) - 125
Concealed Pulse Blasters
(3; back mounted) - 200 each
Concealed Chest Annihilation
Cannon - 400
Legs (2) - 500 each
Feet (2) - 100 each
Foot Mounted Thrusters
(4) - 90 each
Main Body - 900
Reinforced Pilot Compartment
- 300
Variable Force Field
- 500 per side
Speed:
Running: 75mph maximum
Leaping: the robot can leap 25 feet
high or 30 feet lengthwise
Flying: Capable of speeds up to
Mack 1.5
Range: Effecitvely Unlimited
Statistical Data:
Height: 65 feet
Width: 25 feet
Length: 15 feet
Weight: 65 tons
Power System: Compressed Fusion
Generator with a 35 year life even with continous use
Physical Strength: Equal to a Robotic
PS of 65
Cargo: Sufficent space for two survival
packs, two weapons, and a medical kit.
Cost: The DTI-7000R runs nearly
90 million credits. This Unit is not presently on the open market as there
are only 6 such units in existance
Weapon Systems:
Energy Cannons (2)
Mega-Damage: 2D6 x 10 MD to a 6
foot area
Range: 4,800 feet
Rate of Fire: Equal to the hand
to hand of the gunner
Payload: Effectively Unlimited
Concealed Plasma Cannon (1; right arm)
Mega-Damage: 1D4 x 10 MD to a 10
foot radius
Range: 6,000 feet
Rate of Fire: Four times per melee
Payload: Effectively Unlimited
Concealed Arm Pulse Blaster (1; right
arm)
Mega-Damage: 6D6 MD
Range: 8,000 feet
Rate of Fire: Equal to the Hand
to hand of the gunner or pilot
Payload: Effectively Unlimited
Concealed Arm Discintigrater (1; left
arm)
Mega-Damage: 1D4 x 1000 MD
Range: 10,000 feet
Rate of Fire: Once per melee
Payload: Effectively Unlimited;
but can only be fired twice per minute due to charge capacity
Concealed Chest Annihilation Cannon
Mega-Damage: 4D4 x 10,000 MD to
an 50 mile area
Range: 100 miles (minimum range
is 50 miles)
Rate of Fire: The Annihilation Cannon
can be fired once ever 4 minutes
Payload: Effectively Unlimited,
but due to power constraints, it can only be fired 6 times per day
Hand to Hand Damage:
Restrained Punch - 2D6
MD
Full Strength Punch
- 6D6 MD
Power Punch - 2D6 x
10 MD (counts as two attacks)
Kick - 4D6 MD
Leap Kick - 1D6 x 10
MD
Tear/Pry - 3D6 MD
Body Block/Tackle -
3D6 MD
Stomp (effective against
targets 18 feet or smaller) - 1D6 MD
DTI - 7000R Combat Training Elite
+2 attacks per melee, plus an additional
attack at levels 3,6,7, and 12
+3 to strike, +5 to strike with ranged
weapons
+2 to Parry
+1 to Dodge
+4 on Intiative
+2 to roll on impact/punch/explosion
+1 to pull punch
*These are in addition to the bonuses of
the pilot and/or gunner
8. Sensors and Systems
Standard for DTI series robots with about
25% more range to sensors. The DTI-7000 also contains hardware to link
with other robots for indirect weapons fire
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