[Krononauts] update 4 tech
Carl Brown
catodon at whale-mail.com
Mon Jul 19 21:12:20 UTC 2010
Last one for now
stuff encountered in the current adventure:
Dragonfly Cyberswarm
Gnat sized helicopters with a large sensor array 'head' making them look
vaguely like tiny dragonflies. They flit about landing and sampling
every few meters.
TL9 Move: Fly 6, Crawl 2 Rechargable AA 3 hours/1.5 flying Explorer:
samples chemicals and correlates to location thus on returning to the
hive a map of the area explored can be created/updated. The tiny drones
that make up the swarm can receive transmissions but cannot transmit,
they must return to the hive.
HT12, IQ 4 (current HT/3)*.
Low empathy, reprogrammable duty, slave mentality.
APCS-A9.2
Anti-personnel CyberSwarm Armoured model 9.2. A smarm of what looks like
smooth black pinheads.
TL9 Armoured crawler Move 2, HT12 IQ at full health 4, Non-rechargable
AA 6 hours endurance. $12000. Low empathy, reprogrammable duty, slave
mentality. See RO67 for using cyberswarms in combat. Terminator package:
1pt damage to living beings in contact with it unless they are covered
in airtight armour. Anyone taking damage must make a HT roll one minute
after they are hit penalty equal to the cumulative sting damage. Success
1d damage, failure total paralysis, and 2d damage per hour until death
or antidote is received. The orders of the swarm are simple locate
living things (within hexes = current HT) bigger than a mouse without an
IFF sting for 3 seconds then move on to the next.
'Doom-sphere'
"A three meter grey sphere a little taller than the surrounding single
story buildings suddenly appears." A huge fuel air explosive
specifically designed to be delivered by a time machine. This is the
most powerful bomb a time machine can deliver at TL9 without resorting
to a nuclear weapon. The explosive almost fills the allowed sphere but
for a small slot at the bottom. When the sphere appears without the
support of the time travel machinery it rolls 180 degrees in the first
second. Inside while the sphere is rolling the teleporter slides down a
slide to the ground. (the pilot slot makes it top heavy on arrival).
This clears it from the departure sphere of effect (which leaves a
crater). The act of rolling releases a pressure switch on the bottom,
the bomb will go off 3s after arrival. Enough time for 2 return attempts
by the teleporter pilot. The bomb is DR60 PD6 with 450 hit points which
does a good job of reflecting how difficult the ignition system is to
hit when the bulk of the volume is fuel. As per mythbusters shooting a
hole in the tanks of fuel/gas does not cause an explosion.
Fuel Air Explosive Volume 282cf, 14100Lbs, 7.05 kilotons! (demolitions
role TL9 to work out the numbers)
Blast increment 16, see high tech p22+.
To deal with the blast see below steps:
1. Roll for concussion damage do not apply yet and do not subtract DR.
See HT23 for blinding rule. Those beyond concussion damage range are
unaffected but should flinch.
2. Apply Concussion damage: only sealed armour protects remember I use
averaged DR and PD. Double if touching the device.
3. Fragmentation from casing smashed buildings etc might hit those
within 250 yards. See HT23 for chance of being hit. If hit does 12d cut.
4. Determine deafness HT23.
Dist. From centre Concussion Damage Chance of 12d frag (cut) modify by
size mod. Dist in yards=chance on 3d6
0-15 141000x6d* 0=auto, 1=17, 2=16, 3=15, 4=14, 5=13, 6=14, 7=13, 6=12,
7=11, 8=10, 9=9, 10=8, 11=7, 12=6, 13=5, 14=4, 15+ =3
16-31 35250x6d 3
32-47 8812x6d 3
48-63 2203x6d 3
64-79 551x6d 3
80-95 138x6d 3
96-111 34x6d 3
112- 127 9x6d 3
128-143 2x 6d 3
144-159 3d 3
160-175 1d 3
To 250 nil 3
*Double concussion damage if you are actually touching the device.
Electromag GL
Electomag GL TL9: using the standard rules for improvement on the TL8
weapon. Have chosen to ignore the shots fired per powercell issue
(UTT5). The only change therefore is an increase in range.
Weapon Malf Type Dmg SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC
Electromag GL TL9 crit spcl spcl 10 8 - 1100 10 1 5 - 0 5000 0
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