System used is in Rifts Mercenaries(TM) STEEL LANCERS Free Company: 145 Plus 10 points for vehicles and 10 points for outfits 10 points for weapons. Plus 20 for base awarded by a small Kingdom they helped save. A. Sponsorship: None. Add 10 points where ever desired. B. Outfits: Gimmick Clothing. 10 points plus 20 points for a total of 30 points. C. Equipment: Electronic Supplies and Medical Clinic. 3 & 5 for 25 points. D. Vehicles: Specialty Vehicles. 10 points plus 20 points for a total of 30 points. E. Weapons: Extensive Weaponry. 10 points plus 30 points for a total of 40 points. F. Communications: Secured Service. 15 points. G. Internal Security: Tight. 10 points. H. Permanent Bases: Fortified Head Quarters, but can if need be abandon it. 20 points. I. Intelligence Resources: Scout Detachment and Special Military Operatives. 2 & 3 for 15 points. J. Special Budget: None. K. General Alignment: Unprincipled. 4 points. L. Criminal Activity: None. M. Reputation/Credentials: Unknown (They like it that way!). 5 points. N. Salary: Good Salary. 10 points. Total points spent: 204 points. Size & Orientation: FREE COMPANY - ARMORED PERSONNEL: About 160-220 Line soldiers Noncombatants: About 260-500 Support Personnel and families will not fight unless attacked. WEAPONS AND EQUIPMENT: Wilk's 454 Commando Laser Pulse Rifle with GL that shoots WI-Grenades or TX-42 or Wilk's 457 NG-P7 Particle Beam rifle or TX-30 MP-23B SMG 10 mm caseless 12 Grenades (mixed). 1 in every 4 is issued a NG type Plasma Ejector, TX-75 GL or WI-GL 4 & 20/2 1 Grenade Launchers, Wl-23 Missile Launcher, Triax T-500 Borg Rail Gun or a 4MGR-1 "Baby Boomer" "Shemarrian" Rail Gun for Borgs, Power Armor and other beings of suitable strength. Wilk's 357 Laser Pulse Pistol, TX-24 or TX-26 Pistols, MP10-B or a NG-45LP personal choice. Silver dagger or sword and Vibro Blade is mandatory. Body Armor with Naruni Force Field. Wilk's or Falcon Jet Packs. NG-S2 Survival Pack. Support and Transport Vehicles: 2 XM-180 Dragonflies: With nose rail gun replaced with a built in TX-41 Variable Laser Pulse Rifle (3D6 M.D. per shot, or 1D6 X 10 per multiple burst of three simultaneous shots, R.O.F. equal to the HTH attacks of the gunner, Range 4000 feet, Payload Effectively unlimited) , lasers in turret are replaced by two built in TX-41 Variable Laser Pulse Rifles, 6D6 M.D. for dual simultaneous bursts, 2D6 X 10 M.D. per dual multiple triple burst of simultaneous shots, dual blasts count as one melee attack/action, R.O.F. equal to the HTH attacks of the gunner. 1 XM-250 Medical Hover Station: With T.W. additions of Breath With Out Air 5 P.P.E OR 10 I.S.P., Impervious To Energy 20 P.P.E. or 40 I.S.P., Invisibility Superior (self) 20 P.P.E. or 40 I.S.P. all at 15th level The forward and middle lasers in the turrets have been replaced by a built in TX-41 Variable Laser Pulse Rifle (3D6 M.D. per shot, or 1D6 X 10 M.D. per multiple burst of three simultaneous shots, R.O.F. equal to the HTH attacks of the gunner, Range 4000 feet, Payload Effectively unlimited) for two turrets firing, 6D6 M.D. for dual simultaneous bursts, 2D6 X 10 M.D. per dual multiple triple burst of simultaneous shots, dual blasts count as one melee attack/action, R.O.F. equal to the HTH attacks of the gunner. The lasers in the rear turrets are replaced by a built in K-4 Laser Pulse Rifle unit (3D6+6 M.D. per single shot (6D6+12 M.D. for dual simultaneous bursts of both turrets firing) or 1D6 X 10+6 M.D. per multiple burst, three simultaneous shots, (2D6 X 10+12 M.D. for dual simultaneous bursts of both turrets firing) dual blasts count as one melee attack/action, range 3000 feet (910 m), ROF equal to pilot/gunner number of attacks, Payload effectively unlimited) if damaged and no K-4s available a Wilk's 457 may replace it. Note: This heavy armament is meant to defend its occupants and not engage in direct combat! 4 MZ-10 Wilderness Crusaders: With 100 M.D. extra armor, up rated turret and Mini-Missile launcher and Wl-GL20. 4 WR-5050 Super Cargo Hauler APC: With 300 M.D. extra armor, small laser in bow turret replaced by a Wilk's 457 unit, Mini-Missile launcher (16 missiles), and a twin pulse laser turret on top and aft (3D6+2 M.D. per single shot (6D6+4 for dual simultaneous bursts) or 1 D6 X 10 per multiple burst three simultaneous shots, (2D6 X 10 M.D. for dual simultaneous bursts) dual blasts count as one melee attack/action, range 2000 feet (610 m) and a Wl-GL20. 4 WR-5054 Mini-Cargo Hauler APC: With 200 M.D. extra armor, small laser in bow turret replaced by a Wilk's 457 unit, Mini Missile launcher (8 missiles), twin pulse laser turret (3D6+2 M.D. per single shot (6D6+4 M.D. for dual simultaneous bursts) or 1D6 X 10 M.D. per multiple burst three simultaneous shots, (2D6 X 10 M.D. for dual simultaneous bursts) dual blasts count as one melee attack/action, range 2000 feet (610 m) and a Wl-GL20. 10 XM-60 Field Mechanic Pods. 10 WR-2020 "Shark" Bullet Bikes: With Wilk's 457 mounted (3D6+2 M.D. per single shot, 1D6 X 10 M.D. per multiple burst three simultaneous shots, range 2000 feet (610 m), Payload Effectively unlimited). 10 Hover Cycles: With Wilk's 457 mounted (3D6+2 M.D. per single shot, 1D6 X 10 per multiple burst three simultaneous shots, range 2000 feet (610 m) Payload Effectively unlimited). Combat Vehicles: 12 X-821 Landcrabs: With an extra 100 M.D. to Main Body and a Naruni Force Field 320 M.D.. TRIAX Particle Beams are replaced with the REF PBC 12 Particle Beam Cannons (1D6 X 10+15 M.D. (originally 5D10+25 M.D.) each, R.O.F. equal to the HTH attacks of the gunner, Range 10,000 feet, (Dual Particle Beam blasts 2D6 X 10+30 M.D. counts as one attack) Payload Effectively unlimited). TRIAX Railguns are replaced with reversed engineered 4M RG-1 "Shemarrian" rail guns (2D6 X 10 M.D. each shot, R.O.F. equal to the HTH attacks of the gunner, Range 6000 feet, Payload 500 rounds of flechette cartridges [250 each]). At 6000 feet or less a Single Weapon Arm Dual blast is 3D6 X 10+20 M.D. counts as one attack. Two Arm synchronized Quad attack is 6D6 X 10+40 M.D. or 1D4X100 counts as one attack. Also small lasers in rear turrets are replaced with built in K-4 Laser Pulse Rifle unit (3D6+6 M.D. per single shot (6D6+12 M.D. for dual simultaneous bursts) or 1D6 X 10+6 M.D. per multiple burst, three simultaneous shots, (2D6 X 10+ 12 M.D. for dual simultaneous bursts) dual blasts count as one melee attack/action, range 3000 feet (910 m), ROF equal to pilot/gunner number of attacks, Payload effectively unlimited) if damaged and no K-4s available a Wilk's 457 may replace it. 12 X-545 Super Hunters: Plus 100 M.D. to Main Body and Naruni Force Field 320 M.D. Armed with a TX-41 Variable Laser Pulse Rifle or a 4M RG-1 "Baby Boomer" rail gun and an Electro-Mace or Meka Knight Energy sword. Head guns can shoot Mega Damage Ammo (15 round burst dose 4D6 M.D., 30 round burst 1D4X10 M.D.) and yes silver bullets too. Double damage from dual guns blasts. The Flame Throwers can also shoot 20 water blasts instead, 1D6X10 hit points to Vampires 2D6 X 10 hit ponts per dual blast, fire fighting faom also. 12 XM-330 "Phantom" Hover Tanks: Plus 100 M.D. to Main Body and Naruni Force Field 320 M.D.. Main Gun TRIAX Particle Beam is replaced with the 4M PB1 (REF PBC 12 Particle Beam Cannon copy) (1D6 X 10+20 M.D), (originally 5D10+25 M.D.), R.O.F. equal to the HTH attacks of the gunner, Range 10,000 feet, Payload Effectively unlimited) Main Gun Laser replaced with a built in TX-41 Variable Laser Pulse Rifle Unit (3D6 M.D. per shot, or 1D6 X 10 per multiple burst of three simultaneous shots, R.O.F. equal to the HTH attacks of the gunner, Range 4000 feet (1220 m), Payload Effectively unlimited) Main Gun Dual blast is 2D6 X 10+20 M.D. Laser in Low Profile Laser Turret is replaced with TX-41 Variable Laser Pulse Rifle Unit (3D6 M.D. per shot, or 1D6 X 10 per multiple burst of three simultaneous shots, R.O.F. equal to the HTH attacks of the gunner, Range 4000 feet (1220 m), Payload Effectively unlimited). Rail Guns have been Modified with a second firing setting to shoot at a higher fire (45 round Burst. 1D6 X10 MDC. (Note that it is a 1.5 of a standard Burst) And a Wl-GL20. 12 IH-1B Iron Hammer MBT: Plus 100 M.D. to Main Body and Naruni Force Field 320 M.D. a TX-41 Variable Pulse Laser Gattling/Vulcan in place of the IH-L44 Vulcan Laser and a Wl-GL20. Nuclear powered. Note: If combat is expected to be fast and highly mobile or in bad Terrain the Iron Hammers usually guard the base, air field or the Mark IX MRLSs. 12 Iron Maiden APCs: With a Naruni Force Field 320 M.D.. The lasers in the IH-34 Laser Turret has been replaced with built in JA-12 Laser Pulse Rifle units (1D4 X10+8 M.D. for dual simultaneous bursts) or (2D6 X 10+20 M.D. for dual simultaneous bursts) dual blasts count as one melee attack/action, Range 4000 feet (1220 m), ROF equal to pilot/gunner number of attacks, Payload effectively unlimited) if damaged and no JA-12s available a Wilk's 457 may replace it. Nuclear powered. Note: If combat is expected to be fast and highly mobile or in bad Terrain the Iron Maidens usually guard the base, air field or the Mark IX MRLSs. 12 Coalition Mark IX MRLS: With a Naruni Force Field 320 M.D. The lasers in the C2-T Dual Laser Turrets are replaced with built in JA-12 Laser Pulse Rifle units (1D4 X10+8 M.D. for dual simultaneous bursts) or (2D6 X 10+20 M.D. for dual simultaneous bursts) dual blasts count as one melee attack/action, Range 4000 feet (1220 m), ROF equal to pilot/gunner number of attacks, Payload effectively unlimited) if damaged and no JA-12s available a Wilk's 457 may replace it. Note: They are not telling where they got them from! Used for long range missile support and not close combat. Also used to sell missile strikes on a Dial A Strike line once it is confirmed that the Target is a hostile monster intent on harm, mostly Gargoyles and Brodkil. The callers are charged per missile and has proved quite profitable its and even the NGR has used this service a few times. A common practice is to stay in an area free of battle then deliver missile strikes one to whoever calls in for help on the Dial A Strike line once it is confirmed that the Target is a hostile monster intent on harm, mostly Gargoyles and Brodkil. The callers are charged per missile and has proved quite profitable. 24 USA-GB10 MARK 02 Glitter Boys: With a Naruni Force Field 320 M.D. and Naruni Meka-Knight Energy Sword or Kittani Double Bladed Plasma Axe. Lower Leg Mini-Missile Launchers (2) 8 each total 16, R.O.F. one or in volleys of two, three, and four. Each in a detachable 100 M.D. housing with a Molecular Adhesion system for easy removal and reloading. RVB-31 concealed Vibro-Sword 3D6 M.D. right arm. Mounted on the left arm is a built in JA-12 Laser Pulse Rifle unit (4D6 M.D. per single shot or 1D6 X 10+10 M.D. per multiple burst, three simultaneous shots, range 4000 feet (1220 m), ROF equal to pilot's number of attacks, Payload effectively unlimited) in a 80 M.D. housing, if damaged and no JA-12s available a Wilk's 457 may replace it. Otherwise it is the same as a USA-GB10 MARK 01. TX-41 Laser Pulse Rifle carried as back up weapon plus one spare E-Clip. (Note: the USA-GB10 MARK 02 is nothing more than the standard USA-GB10 MARK 01 (standard Glitter Boy) with a built in Pulse Laser on the left arm and Lower Leg Mini-Missile Launchers. The MARK 02 designation is used to differentiate it from the USA-GB10 MARK 01 unit.) Note: Four of the USA-GB10 MARK 02 Glitter Boys are armed with the GBX-1 "Boom Gun" and there are eight XTX-41 Pulse Laser Gattlings in reserve, and hardened and the A.R.A.P. Delta Dart ammo is available for special missions. 24 MK-PA12 Meka-Knight Power Armor: With 320 M.D. Naruni Force Fields. JA-12 Laser Pulse Rifle unit (4D6 M.D. per single shot or 1D6 X 10+10 M.D. per multiple burst, three simultaneous shots, range 4000 feet (1220 m), ROF equal to pilot's number of attacks, Payload effectively unlimited), ROF equal to pilot's number of attacks, Payload effectively unlimited), if damaged another Wilk's 457 may replace it. 24 U.S.A. SAMAS Power Armor PA-04B Mark 02: With a 320 M.D. Naruni Force Field and a Meka Knight Energy Sword. Main Weapon is some times relaced with a Dual over and under NG-E15 Pulse Plasma Ejecter and TX-41 Varible Pulse Laser Rifle or any of the available heavy weapons. 2 AC-29 Air Castle Bombers: With a 400 MDC Naruni Force Field and Radar proof paint. Both have T.W. additions of Breath With Out Air 5 P.P.E OR 10 I.S.P., Impervious To Energy 20 P.P.E. or 40 I.S.P., Invisibility Superior (self) 20 P.P.E. or 40 I.S.P. all at 15th level. Note: These expensive units are only called in for direct ground support in extreme emergencies, they usually do one bombing runs under Invisibility then go in to stand off support mode. Given one day notice the Bombay can be converted to hold 60 long range missles, this has been done on many occasions then the Bombers were hired out for long range fire support for other Merc units and even the NGR a few times. A common practice is to stay in an area free of battle then deliver missile strikes one to whoever calls in for help on the Dial A Strike line once it is confirmed that the Target is a hostile monster intent on harm, mostly Gargoyles and Brodkil. The callers are charged per missile and has proved quite profitable and even the NGR has used the service a few times. A common practice is to stay in an area free of battle then deliver missile strikes one to whoever calls in for help on the Dial A Strike line once it is confirmed that the Target is a hostile monster intent on harm, mostly Gargoyles and Brodkil. The callers are charged per missile and has proved quite profitable. 4 CM-DW 1000 Crescent Moon Delta Wing Spaceplane: With 320 M.D. Naruni Force Fields and Radar proof paint. Mainly used for air to air combat and bomber escort. The Steel Lancers are a spin off group of a larger Merc unit that decided to base their Operating Area in Europe and much of their equipment has been modified to operate in that hostile environment. The can take missions all over the planet and have done so, but prefer to fight menaces to the civilized beings due to the mixture of various of beings that are members of the Steel Lancers. Besides civilized communities offer a better long term opportunities for employment than Marauding War Lords do and can pay better. The Steel Lancers will not work for evil super natural powers like the Phoenix Empire types. But have taken jobs as independents in operations with and for Atlantis, primarily with Kitanni, against Mechanoids(TM)and Vampire menaces figuring if they had to fight they might as well get paid for it, as one shot missions and this has opened up the door for the purchase of more Katanni purchases. ============================================================ [This one was done using Robo Tech II: The Sentniels(TM) and using Rifts Conversions 1(TM) in its making and some other books] R.D.F. = Robo Dyno Force Small Company: 95 points plus 10 points for equipment and 10 points for vehicles. A. Sponsorship: Equal to a Government. 20 points in outfits, 20 points in equipment, 20 points anywhere else. B. Outfits: Specialty Clothing. 20 points. C. Equipment: Electronic Supplies, Good Gear, Medical Equipment, Medical Clinic. 3,4, &5: 30 points Plus 5 points for a total of 35 points. D. Vehicles: Specialty Vehicles. 10 points Plus 20 points total 30 points. E. Weapons: Extensive Weaponry. 40 points. F. Communications: Full Range System. 15 points. G. Internal Security: Tight. 10 points. H. Permanent Bases: None (All can pack in to the flight capable units and the rest can fly at high speed on their own) I. Intelligence Resources: Special Military Operatives. 10 points. J. Special Budget: K. General Alignment: Unprincipled and Principled. 4 points. (Really mostly Goodie two shoes but they have to look mean and tough for their cover) L. Criminal Activity: None M. Reputation/Credentials: Unknown. 5 points. N. Salary: None. Total points spent: 174 points. Size & Orientation: Minor Company --- ARMORED PERSONNEL: 40 Line Soldiers Includes 4 full conversion Borgs [all are VX-500 MANHUNTERS (Laser leg rods are K-4 pulse units tapped into the nuclear plant and a 320 MDC Force Field.)] About 50 for Combat Vehicle Crews Noncombatants: 120 Support/Noncombatants/Dependents Standard Issue Weapons and Equipment: TX-42 Variable Pulse Laser Rifle or M36B "Badger" sub-machinegun with explosive bullets 1D4 M.D. each also 9 mm silver bullets. Wilk's 357 Laser Pulse Pistol or M-37 "Weasel" Auto-Pistol with explosive bullets 1D4 M.D. each also 9 mm silver bullets 5 rnd. mag. 12 Grenades (mixed) 1 in every 4 is issued an RDF/REF support weapon, WI-GL 4 & 20/21 Grenade Launchers, or a WI-23 Missile Launcher. 4M EGGRG-2 Rail Guns are used by the BORGS with a WI-GL 4 Grenade Launcher and a TX-42 as back up weapons. Silver dagger or sword and Vibro Blade is mandatory CVR-3 Cyclone Body Armor (50 M.D.C., lasers do half damage) NG-S2 Survival Pack T-100 Eagle Jet Pack Transport Vehicles: 1 GARFISH HSTC-27: With a Variable six sided Force Field, 400 MDC per each side (2400 total), also has Radar Invisible Paint, used for transport purposes too. Lasers do half damage. 2 XM-180 Dragonfly: With nose rail gun replaced with a built in TX-41 Variable Laser Pulse Rifle (3D6 M.D. per shot, or 1D6 X 10 per Multiple burst of three simultaneous shots, R.O.F. equal to the HTH attacks of the gunner, Range 4000 feet, Payload Effectively unlimited) lasers in turret are replaced by two built in TX-4l Variable Laser Pulse Rifles, 6D6 M.D. for dual simultaneous bursts, 2D6X10 per dual multiple triple burst of simultaneous shots, dual blasts count as one melee attack/action, R.O.F. equal to the HTH attacks of the gunner. 1 CAT'S EYE RECON Space/Aircraft: With a Naruni Force Field 320 M.D. C. Lasers do half damage. 10 XM-60 Field Mechanic Pods. 6 AAT-40 Armored Assault Transport: With 100 M.D. extra to main body and a nuclear powered engine. The ERL-40 Rapid-Fire Laser Cannon has been "Fixed" so it will function normally with out mishap. Dismountable WI-GL20. Also with trailer. 6 ARRAV Armored Rocket and Radar Assault Vehicle: With 100 M.D. extra to main body and a nuclear powered engine. In adjustable weapons mount is a JA-12 Laser Pulse Rifle (4D6 M.D. per single shot or 1D6 X 10+10 per multiple burst, three simultaneous shots, range 4000 feet (1200 m), ROF equal to gunner's number of attacks, Payload effectively unlimited tied into power plant, 30 shot E-Clip if dismounted.) Dismountable WI-GL20. Also with trailer. 6 Iron Maiden APCs: With trailers converted into living quarters. Retains full weaponry and a WI-GL20, used to guard camp/base and convoy escort. Also with with a Naruni Force Field 320 M.D.. The lasers in the IH-34 Laser Turret has been replaced with built in JA-12 Laser Pulse Rifle units (1D4 X10+8 M.D. for dual simultaneous bursts) or (2D6 X 10+20 M.D. for dual simultaneous bursts) dual blasts count as one melee attack/action, Range 4000 feet (1220 m), ROF equal to pilot/gunner number of attacks, Payload effectively unlimited) if damaged and no JA-12s available a Wilk's 457 may replace it. Nuclear powered. 4 AMR-10 Armored Mocha Retrieval Transport Vehicle: With 100 M.D. extra to main body and a nuclear powered engine. Dismountable WI-GL20. Also with trailer. 12 ML-3 Forklifts 4 MZ-10 Wilderness Crusaders with 100 M.D. extra armor, up rated turret to a TX-41 and Mini-Missile launcher and WI-GL20. 24 hovercraft Southern Cross types. Combat Vehicles: 1 SYNCHRO CANNON: With Naruni Force Field 320 M.D. 4 M.A.C. III : Plus 300 M.D. to main body. 40cm Auto-cannon ammo upgraded to 4D6 X 10 per round, 50 foot blast radius, Range 50 miles. Saboted ammo from the Sea King's 8-Inch Guns. TX-41 Laser Pulse Rifle carried as back up weapon plus two spare E-Clips. With Naruni Force Field 320 M.D. Lasers do half damage. 10 ALPHA and BETA VERITECH FIGHTERS: Plus 200 M.D. to the main body of the Alphas and 300 M.D. to the Betas. All the Alphas and Betas have had their GU-XX gun pods replaced with a TX-41 Laser Pulse Rifle plus two spare E-Clips that does not impede the full function of the mecha. The missile systems on the Alphas and Betas have been modified to fire RIFTS(TM) missiles and if damaged can be replaced by other systems. Both retain Cyclones with an extra 50 M.D.. With Naruni Force Field 320 M.D. Lasers do half damage. 4 EXCALIBER MK VII: Plus 200 M.D. to main body and a Naruni Force Field 320 M.D. TX-41 Laser Pulse Rifle carried as back up weapon plus two spare E-Clips. Missile Pods on the shoulders and GR-100 Multiple Mini-Missile Launchers have been modified to fire RIFTS missiles and if damaged can be replaced by other systems. Lasers do half damage. 4 RAIDAR XI: Plus 200 M.D. to main body and a Naruni Force Field 320 M.D. The Tri-Barrel Cannons are replaced by a six Barrel Laser Gattling of same model lasers in each arm (2D6 X 10 M.D. per one blast or 4D6 X 10 M.D. per Dual blast (counts as one attack), ROF 6 max) GR-100 Mini-Missile Launchers have been modified to fire RIFTS missiles and if damaged can be replaced by other systems. GRL-Defence Lasers have been replaced with three built in JA-12 Laser Pulse Rifle units 4D6M.D. per single shot, 8D6 for dual simultaneous bursts, and or 1D6 X 10+10 per triple simultaneous bursts) or (2D6 X 10+20 for dual simultaneous pulse bursts dual pulse blasts, or 3D6 X 10+30 for triple simultaneous pulse bursts) triple pulse blasts count as one melee attack/action, range 4000 feet (1220 m), ROF equal to pilot/gunner number of attacks, Payload effectively unlimited) if damaged and no JA-12 available a Wilk's 457 may replace it. 1 Set of ALPHA and BETA SHADOW VERITECH FIGHTERS: Plus 200 M.D. to the main body of the Alpha and 300 M.D. to the Beta. Retains the EU-13 Destabilizer for the Alpha and the Beta are equipped with EU-12 Destabilizers. The missile systems on the Alpha and Beta have been modified to fire RIFTS missiles and if damaged can be replaced by other systems. Each have a TX-41 Laser Pulse Rifle carried as back up weapon plus two spare E-Clips. Both retain Cyclones with an extra 50 M.D.. With Naruni Force Field 320 M.D. Lasers do half damage. Retains Cyclone with an extra 50 M.D.. Lasers do half damage. 12 USA-GB15; GB-Mark V Glitter Boys: All with optional RG-14 Rapid Acceleration Electro-Magnetic Rail Gun and optional XTX-41 Laser Gattlings for each one in reserve. Naruni Force Field 320 M.D. and Naruni Meka-Knight Power Armor Energy Sword or Kittani Double Bladed Plasma Axe. Lower Leg Mini-Missile Launchers (2) 12 each total 24, R.O.F. one or in volleys of two, three, and four. Each in a detachable 100 M.D. housing with a Molecular Adhesion system for easy removal and reloading. RVB-31 concealed Vibro-Sword 3D6 M.D. right arm. Also each GB-Mark V has the TL-90 replaced with a built in JA-12 Laser Pulse Rifle unit (4D6 M.D. per single shot or 1D6 X 10+10 M.D. per multiple burst, three simultaneous shots, range 4000 feet (1220 m), ROF equal to pilot's number of attacks, Payload effectively unlimited), if damaged and no JA-12s available a Wilk's 457 may replace it. TX-41 Laser Pulse Rifle carried as back up weapon plus one spare E-Clip. Lasers do half damage. All have T.W. additions of Breath With Out Air 5 P.P.E OR 10 I.S.P., Impervious To Energy 20 P.P.E. or 40 I.S.P., Invisibility Superior (self) 20 P.P.E. or 40 I.S.P. all at 15th level. 20 VR-052 Battler Cyclones: Plus 50 M.D.C. and a Naruni Force Field 320 M.D. C. Lasers do half damage. 4 VR-041 Saber Cyclones: Plus 50 M.D.C. and a Naruni Force Field 320 M.D. C. Lasers do half damage. 4 CM-DW 1000 Crescent Moon Delta Wing Spaceplanes: All have Radar Invisible Paint with an extra 100 M.D. to Main Body and a Naruni Force Field 320 M.D. All have T.W. additions of Breath With Out Air 5 P.P,E OR 10 l.S.P., Impervious To Energy 20 P.P.E. or 40 I.S.P., Invisibility Superior (self) 20 P.P.E. or 40 I.S.P. all at 15th level. Note the TX-41 has a power cord that connects to the Bot/PA power supply The Robo Dyno Force is a intellegence gathering unit for a REF unit that was Rifted to this Dimension. They are trying to gather info about the planet by sending a small Merc unit. After making contact with an upstanding unit and the Discovery of a certain plant they could field a unit that could go places in a hurry and gather knowledge about the Military capabilites and threats to this planet. The Robo Dyno Force NEVER takes contracts that involve the breaking of their Ideals and ususally work at a lose for some poor commuintes that need help. There mission is not to make money bit to gather info and help those they see in need. |