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Armor Piercing Ram-jet Rail gun Round

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    This Rail gun round was designed to have better armor piercing/ Critical Strike abilities with longer ranges. The casing has vibro-blades that surround it on all sides. The farther the round flies, the faster ramjet pushes it and the hotter the vibroblades get. Thus at different ranges, it has different armor piercing success. The Archer Mecha is designed with this as the primary weapon.

    The center chamber holds the explosives in the front 2/3s while the last 1/3 holds the charge and the ramjet fuel. The charge is for the vibroblades to function. It is specifically designed to penetrate the armor and explode sending the hot vibroblade shrapnel into the inside of the target. (See the optional Critical Damage Rules below)

    The round is stored in a casing that keeps the vibroblades down in the casing which keeps them disarmed. Once the round leaves the barrel, the blades pop out and arm the projectile. It requires it's own special rail gun in order to be launched. Not every railgun can launch this round because of the square ammunition case and the oval barrel..

    Rate of fire: 4 per melee because of heat problems caused by the vibro blades as it runs down the barrel. The round is initially launched by magnetic force and it's speed is compounded by the mini-ramjet.

    As the round flies farther the Critical Strike roll gets better. The AP-R has a limited ranged in atmosphere. Once the blades get too hot, or the fuel runs out, the round explodes. In space, the round isn't as effective, but it's range is much farther. The vibroblades still work in space because of the e-charge, but the armor piercing ability does not change with ranges. In space the critical strike roll is always 18,19,20.

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A critical strike is determined by the NATURAL strike roll. It does double damage, and the GM may opt to use the Critical Strike results chart.

There are two variations available. The first in the original round. It's maximum range is 1 1/2 miles (2414 meters). The second type was created for longer distances. It's maximum range is 10 miles (16 kilometers) in regular atmosphere. It is very accurate with its course correction capability. These also need to be fired from the same special rail gun.

Type 1) Original Armor Piercing Round Stats in Regular Atmosphere

Damage per round: 3D10+15
Rate of fire: 4 shots per melee
Range: 1 1/2 miles ( 2414 meters). As the round flies further, the Natural Roll for a critical strike gets better!! At the max range, the natural strike roll just has to be equal to or above a 13 for a critical strike!
Cost per round: 2000 credits

Critical Strike Ranges are as follows:

Critical Strike Roll: Range in Feet Range in Meters
(Natural) 19-20 0-50 feet 0-15 meters
(Natural) 18-20 51-120 feet 16-37 meters
(Natural) 17-20 121-500 feet 38-152 meters
(Natural) 16-20 501-1000 feet 153-305 meters
(Natural) 15-20 1001-2000 feet 306-610 meters
(Natural) 14-20 2001-5000 feet 611-1524 meters
(Natural) 13-20 5001 feet - 1 1/2 miles 1525-2414 meters

 

Type 2) Long Range Armor Piercing Round Stats in Regular Atmosphere

    The long range version has flaps in the back of the vibroblades for slight course corrections since it flies so far. There is a small processor that hold the guidance information. The damage has been reduced because the ramjet fuel has been increased. The vibroblades have also been constructed and set at a lower frequency to take the greater heat as the friction increases during fight.
Damage per round: 3D4+10
Rate of fire: 4 shots per melee
Range: 10 miles ( 16 kilometers). As the round flies further, the Natural Roll for a critical strike gets better! At the max range, the Natural strike roll just has to be equal to or above a 10!
Cost per round:
3000 credits

Critical Strike Ranges are as follows:

Critical Strike Roll: Range in Feet Range in Meters
(Natural) 19-20 0-1 mile 0-1.6 kilometers
(Natural) 18-20 1-2 miles 1.6-3.2 kilometers
(Natural) 17-20 2-3 miles 3.2-4.8 kilometers
(Natural) 16-20 3-4 miles 4.8-6.4 kilometers
(Natural) 15-20 4-5 miles 6.4-8 kilometers
(Natural) 14-20 5-6 miles 8-9.6 kilometers
(Natural) 13-20 6-7 miles 9.6- 11.2 kilometers
(Natural) 12-20 7-8 miles 11.2-12.8 kilometers
(Natural) 11-20 8-9 miles 12.8-14.4 kilometers
(Natural) 10-20 9-10 miles 14.4-16 kilometers
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** Critical Strike

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A critical strike can occur when a NATURAL roll equals or rolls above the Critical Strike criteria (i.e. Natural 20). Also, in some cases, a critical strike can be assigned with a specific maneuver like a strike from behind. Any successful strike that receives DOUBLE DAMAGE can be classified as a Critical Strike. See below for OPTIONAL RESULTS.

Use this rule when any mecha, robot or machinery receives a critical strike, or if they are below One Third of their Damage Capacity. This chart determines if they receive Critical Damage. If the roll is above 40% on the following chart, then critical damage occurs.

When critical damage occurs anywhere including the main body, roll to see what kind of Internal Damage is caused. This means that the armor was penetrated and a vital function was damaged. Subtract the damage and roll on the following charts.

 

Roll % dice and 1D4 at the same time to get the results on the following charts.

Roll for the extent of damage on the following chart:

ROLL (%) DAMAGE LEVEL
01-40% None
41-70% Light
71-90% Medium
91-00% Heavy

Compounded damage is accumulative. One level after Heavy means that the system type in that area is destroyed. (i.e. If the first hit to an arm is light electrical and the Second is also light electrical, the compounded damage is Medium electrical. Or a single strike that inflicts Heavy damage, includes those heavy penalties AND the penalties of the Light and Medium types as well.) The charts below will determine the penalties.

Again, all damage is accumulative. So Light damage to weapons + light damage to weapons again = Medium Damage. The penalties are added to the previous.

Roll for type of damage inflicted for each time a damage level is determined.

 

Roll (1D4) Damage Type
1 Internal Structure
2 Joints
3 Electrical
4 Weapon System

Types of Damage:

Internal Structure: These are the "Vital Organs" of this piece of machinery. When damaged, the hit will slow down the response time of that area. If the internal structure of that part is destroyed, then it is no longer functional. Chances are it will need to be replaced.
Joints: Joints are any moving part on the machine from elbow joints to neck joints. Damage to these parts will impair the abilities of the machine. (i.e. If the elbow of a power armor arm with a mounted gun is frozen, then the pilot will have to maneuver the whole body of the power armor to point the gun in the correct direction.)
Electrical: This is all of the wires and devices which transport electricity from the power source to the devices.
 
Weapon Systems: These are the sensors and instruments that allow control to your weapons.
 

Use the results of the previous charts to determine the penalties that occur because of the Critical Damage.

Hits to Any Part Light Medium Heavy Destroyed
Internal Structure -1 to dodge & parry -2 to initiative, -2 to dodge Loose 1 attack per melee Area no longer functional
Joints -1 to dodge & roll -2 to strike with attacks using that part -5 to dodge and roll, -2attacks Area immovable
Electrical -1 to strike Loose one sensor (ie. Radar), -2 to dodge & strike Loose two more sensors, -2 to dodge & strike No response from area. Not repairable.
Weapon Systems -1 to target/strike with area/part weapon systems -3 to target with part weapon systems. 30% chance of a weapon misfire. Loose all weapon system controls on that area. These weapons are no longer repairable
These results are specific to that mecha/robot body part or area. If the main body gets the critical strike, then the penalties apply to all rolls in combat. Note: All penalties are accumulative!

 

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Report Test ResultsMelee variations | 98% Skills

Mecha

This is the 'Long-Bow Archer' mecha that houses the guns for the Armor Piercing Round.

This mecha is small and light and designed mainly for sniper, anti-aircraft, and long range attacks. But it does have a few close range weapons since the cannon is not very effective at short range.  It is created by Megaton Enterprises. It is NOT a glitterboy class mecha.

The main feature of this mecha, besides the cannon, is the separate hover-drone unit that it uses called a "Squire". The squire has the main targeting sensors, radar, the 'radio radar' as well as a few weapons that synchronize with the mecha's weapons. It has many different types of sensors and is often used to hover above the tree lines, hills and other radar and targeting obstacles to feed the information back to the mecha. The mecha have been know to set the gun through a small hole or in between a bunch of trees while the squire sets up the target. The Squire can also attach to the mecha and therefor produces the ability to hover which adds to the speed of the mecha.

The mecha also uses a different version of radar. Instead of using Microwaves (which it is also equipped with) it mainly uses directional low or high frequency radio waves. These are not usually detected like conventional radar, so the target rarely knows that it is being targeted until it is hit.

Another "different" feature of this mecha is that is has sub woofers on each upper arm. Since the cannon is a rail-gun, it creates a sonic boom when it is fired. The sub woofers have been synchronized and setup to emit a sound that counters the sonic boom at the instant that it fires. Only the initial sonic boom is countered while the next booms can't since they are from the rounds acceleration. This quiet shot allows the mecha to fire and move before its exact whereabouts are discovered.

The rail gun that is mounted on the Archer does not initially propel the round at extreme velocities. Therefore the recoil is minimal. This causes the Archer to be able to fire and move. The rail gun creates a sonic boom because the round reaches the speed of sound when it exits the barrel. The round continues to accelerate with the help of the ramjet installed inside the round itself.

 

Model Type: J-1073 Long-Bow Archer "Archer"
Class: Long range assault, Reconnaissance, Sniper
Crew: One
M.D.C. by Location:
ForeArms (2) -- 35 each
UpperArms (2) -- 60 each
Legs (2) -- 145 each
Rail Gun (1; shoulder) -- 100
*Head -- 90
**Main Body --350
Squire (1) -- 150 (Main Body)
Mini-missile launcher (2) -- 35
* Destroying the head will disable the sensors. The attacker gets a -3 to strike the head and it is a called shot.
** Destroying the Main Body will destroy the mecha.
Speed:
Running: 60 mph (96.5 km/h) maximum. Pilot tires at half the rate normal.
Flying: From 150 mph (241.25 km/h) to a hover at a ceiling of 400 ft while squire is attached.
Leaping: 30ft (9.1m)
Statistical Data:
Height: 10 ft (3.3m)
Width: 4 ft (1.2m)
Length: 4 ft (1.2m)
Weight: 320 lbs. (144 kg.)
Physical Strength: Equal to a P.S. of 28
Cargo: None
Power System: Nuclear, average life is 16 years.
Black Market Price:75 million
Sensors: All the standard power armor sensors PLUS extra ones found after the weapon systems section, including thermo-imaging and starlight sight.
Weapon Systems:
1) A.P.R.R. Double Barreled Rail Gun
This is the rail gun that specially launches both variations of the Armor Piercing Round. The gun barrel is oval to house both barrels and the heat sinks. The gun is mounted on the shoulder and can be retracted. The gun is fired 'Hands free', so the hands aren't used in firing the weapon. The rounds are stored in the drum on the back of the mecha. The stats for the gun are as follows:
Type 1 Armor Piercing Stats in Regular Atmosphere
Damage per round: 3D10+15
Rate of fire: Each barrel can be fired only 4 times per melee max due to heat. (8 shots per melee total)
Range: 1 1/2 miles (8000 feet/ 2414 meters). As the round flies further, the Natural Roll for a critical strike gets better!! At the max range, the Natural strike roll just has to be equal to or above a 13!
Payload: 50 rounds
Critical Strike Ranges are as follows:
Critical Strike Roll: Range in Feet Range in Meters
(Natural) 19-20 0-50 feet 0-15 meters
(Natural) 18-20 51-120 feet 16-37 meters
(Natural) 17-20 121-500 feet 38-152 meters
(Natural) 16-20 501-1000 feet 153-305 meters
(Natural) 15-20 1001-2000 feet 306-610 meters
(Natural) 14-20 2001-5000 feet 611-1524 meters
(Natural) 13-20 5001 feet - 1 1/2 miles 1525-2414 meters
Cost per round: 2,000 credits.
2) Mini-Missile Launch Systems (2)
The missile systems are located on each of the legs. Each has 4 launch bays for a total of 8 missiles. They are used for close range combat in case of combat. This mecha is designed for long range assault.
Type of missile: Any
Damage: Varies per missile type.
Payload: 4 missiles per launcher.
Rate of Fire: One at a time or volleys up to 8.
3) Light laser (1)
The light laser is mounted on the left arm.
Damage: 2D6 MD
Range: 4000 ft.
Rate of fire: Equal to the number of hand to hand attacks of the pilot.
Payload: Unlimited.
4) Other hand-held weapons
The mecha can use any hand held weapon that a power armor sized mecha can hold.
5) Hand to hand combat:
See mecha Hand to Hand bonuses.
Special Abilities:
Create/Simulate loud Bass sounds: There is a high-tech sub-woofer on each upper arm of the mecha to counter the sound of the railgun. They also can be used to simulate the sound effects of other rail guns. The same types of damage occur to windows and hearing as with the larger rail guns. i.e. shattering windows, temporary deafness, and can even knock down a group of people such as riots. This is one of the mecha you would want to have plugged into your favorite rock concert. The other on-board speaker system is like all standard mecha.
Transmit/Receive high and low frequency Radio waves (directional): Since the Archer uses 'Directional Radio Radar' as a standard stealth targetter, it is able to transmit and receive a broad range of radio signals. This makes the Archer a walking radio station. This makes the Archer ideal for intelligence missions as well. Their communication transmitting range is 10 miles in one direction. This also allows for occasional radio silence communication with ultra-low frequency radio waves.
Directional Laser communication system: The Laser system allows communications between multiple Archer mecha during radio silence. Also, if the sensor array on the Squire is destroyed, then the Laser communications can be used to give basic commands to the Squire.
Enhanced optical zoom with Camera: Installed with the combat targetter is a 800x optical zoom (image enhancing and sharpening). This is used mainly for intelligence gathering and target verification during assaults.
Long Range Targeting system (laser and radar): Since the Archer was designed to use both variations of the armor piercing rail gun round, it was built with a targeting system that would accommodate the longer range capabilities of second variation. The Squire has the same type of targeting system as well. The information can be transmitted to the Archer so that the Archer can stay hidden.

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Squire Companion Drone
The "Squire" is a remote unit that is linked via sensors to the Archer mecha. It is used for targeting, radar detection, and fire support in battle. The weapon systems on the squire are synchronized with the targeting system on the Archer. It fires when and where the Archer fires. If it doesn't have a shot, it won't fire. It is usually a short distance away from the Archer. It is has two hover jets that allow it to move silently. It can also attach to the back of the Archer and fly both of them where they need to go. It's design makes it look like a power glider, so it fits nicely on the back of the mecha.
Model Type: SQR-73
Class: Combat Support Drone.
Crew: None
M.D.C. by Location:
Large Laser (main body) -- 60
Wing (2) -- 60
*Main Body --150
**Communications Cluster -- 75 (extra armor)
Mini-Missile Launcher (2) -- 35
* Depleting the MDC of the main body will destroy the Drone. Self destruct mechanisms are activated when not physically connected to the Archer. The self destruct is to ensure that the sensor technology is not stolen.
** Destroying the MDC of the Communications Cluster will destroy the sensors of the drone. The response time for the weapons synchronization is reduce to one attack per melee. (The Archer can communicate with it then via laser link)
Speed:
Flying: From 150 mph (241.25 km/h) to a hover at a ceiling of 400 ft.
Statistical Data:
Height: 3 ft (1.1m)
Width: 6 ft (2.2m)
Length: 4 ft (1.2m)
Weight: 200 lbs. (144 kg.)
Physical Strength: N/A
Cargo: None
Power System: Nuclear, average life is 16 years.
Black Market Price: N/A
Weapon Systems:
1) Forward Mounted Laser Cannon (2)
The cannons are located on each side of the main body where the wings extend. They are forward fixed and so the squire has to move its whole body to aim the cannons. They are usually synchronized to fire as the Archer's laser fires.
Damage: 5D6 MD
Range: 4000 ft.
Rate of fire: Once per attack
Payload: Unlimited.
2) Mini Missile Launcher System (1)
The mini missile launchers are mounted on the top of the main body. It holds 6 mini missiles with 3 reloads. Any type of mini missile can be used.
Type of missile: Any
Damage: Varies per missile type.
Payload: 18 total.
Rate of Fire: One at a time or volleys up to 6.
3) Hand to hand:
Ram does 2D6 Mega Damage
Sensors and special features: See the Archer mecha.
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