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Table of Contents

The Arsenal
Miscellaneous Equipment
Combat Armour
Power Armour
Robot Armour
Dratoulian A.I. Units
Dratoulian Aircraft


* No Dratoul weapons, Bots or PA's would be found on the Black Market on Rifts Earth and would be worth 500,000C and more for even the simplest items. In the Three Galaxies, they are still rare items but would not be impossible to get although they would still cost a lot to acquire.
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The Arsenal

The Dratoul do not have a wide variety of weapons like most races would, instead they have improved on already tried proven weapons by making them lighter, more powerful of given a greater range. It has been also found that only beings with a psionic nature may use these weapons as they have no visible triggers or reloadable clips other than the Heavy matter weapons. It has been speculated that these weapons are reloaded using the beings own psionic energies and are also fire by thought or will. Dratoul weapons also do not have a targeting sight as such, when the weapons are ready to fire, 3 points (1 in front middle and 2 in back each side) will illuminate and act as target sights. Beings of a psionic nature will automatically know how many shots are left in each charge as soon as they touch the weapon.


Dratoul Hand Blaster

This hand held weapon is surprisingly light, and can only be distinguished as a weapon by the fact that it has a hand grip and is in the generic shape in a way. The top of the weapon snaps open and extends about a foot forward when it is ready to fire. The damage rating can be instantly adjusted by the shooter without any adverse change in payload.

Damage: 4D6 SDC or 2D6 MDC (Single shot) 1D4 x 5 MDC (Dual shot)
Range: 1000ft
Rate of Fire: Single shot or Dual-shot
Weight: 7lbs
Payload: 20 rounds per recharge. Recharging the weapons requires 5 P.P.E. points and is done automatically by the weapon. SDC rounds are effectively unlimited due to the small amount of energy use.


Dratoul Blast Rifle

Dratoul rifles also are surprisingly light and operate in much the same way as the hand blaster. Its shape is more recognized as a longer version of the hand blaster but is much more powerful.

Damage: 4D6 MDC (Single shot) 1D6 x 10 MDC (Burst)
Range: 4000ft
Rate of Fire: Single shot or in bursts (3 rounds)
Weight: 16lbs
Payload: 30 rounds per recharge. Recharging the weapons requires 10 P.P.E. points and is done automatically by the weapon.


Dratoul Heavy Matter Rifle

This weapon is only used by the Mur-Girant as it is heavier and requires a backpack to be worn by its user. How this weapon works is a complete mystery to all but the Dratoul themselves and has never been duplicated anywhere else without Dratoulian assistance as fail attempts results with the weapons exploding causing horrific damage due to their nature. This weapon fires small stasis field encased pellets (thought to be anti-matter or nuclear), the pellets themselves look like small pellets of metal and can be touched by hand. It is actually the backpack that makes these rounds unstable to the point that they are fired in fragile stasis fields. The round itself makes only a small visible explosion about two to three feet in diameter but sends a large shockwave that looks like a ball of haze expanding from the explosion that does damage to a 25ft area ripping everything to pieces and buckling metal and reinforced stone structures.

Damage: 2D4 x 10 MDC
Range: 3500ft
Rate of Fire: Single shot
Weight: 21lbs rifle plus a 45lb backpack. Pellet clips weight 5 pounds each
Payload: 10 rounds per clip and can be easily re-loaded by the shooter even on the move without taking off the backpack. 10 P.P.E. per clip is also required to make the weapon work.


Dratoulian Incendiary Rifle

This rifle fires a small amount of unstable ionized water (normal water can be used, the purer the better as other liquids only do half damage) encased in a less powerfull stasis field which, upon inpact, heats up rapidly causing it to explosively bursts into flames as it breaks down on the molecular level. Each round has the potential to engulf a 15ft area in flame instantly which melts MDC material and SDC material alike.

Damage: 2D6 x 5 + 10 MDC
Range: 3000ft
Rate of Fire: Single shot
Weight: 17lbs rifle plus a 2 gallon container for water and a 15 pound backpack/ionizer.
Payload: 40 rounds (20 per gallon) and requires 10 P.P.E. per charge per 2 gallons to make the weapon work.


Dratoulian Star Fire RFC

The Star Fire RFC (Rapid fire cannon) resembles the automatic Gatlin gun of the pre-rifts 20th century earth. It too has a rotating barrel with an ammo tube connection to a container of metal balls, much like the heavy matter rifle only smaller. The balls are about a centimeter in diameter and the container can hold upto 250 of these little rounds.

Damage: 2D10 x 5 MDC (burst) or 2D4 MDC (Single shot)
Range: 4500ft
Rate of fire: Single shot or burst
Weight: 17lbs rifle plus a 15lb backpack and dual 30lb ammo containers
Payload: 50 bursts (10 rounds) or 500 single shot rounds and requires 25 P.P.E. per charge for 500 rounds either burst or single shot.


Dratoul Matter Grenades

The same process that functions in the Heavy Matter Rifles is also instilled in these deadly grenades.

Damage: 2D6 x 10 MDC
Range: 120ft
Blast Radius: 15ft
Weight: 2lbs


Dratoul Combat Saber

Much like human vibro-blades except in their design, Dratoul Sabers are sought after as prises for they are only given to commanding units and squad leaders. These sabers also have a Dratoul emblem mounted in the handle which is made from a single pure diamond. These blades also share the same unique quality of Dratoulian technology as that only a psychic or wielder of magic can make these weapons function.

Damage: 3D6 MDC as vibro-blade 2D6 SDC to non-psionic.
Weight: 2 lbs


Dratoulian Psyche Killer Sniper Rifle

The Psyche Killer Sniper Rifle was developed by the Conclave and the Imperium to battle rebel factions of the Terak-Hlon and the Conclave. The rifle fires Fylium P.P.E./I.S.P. sensitive rounds which upon impact, not only cause physical damage to its target, absorbs upto 40 P.P.E./I.S.P. from its target then compactly explodes like a grenade to the stored energy. Dispite its limited range, the Psyche Killer is still a weapon to be feared by all beings of magic and psionics. This weapon is the only hand held weapon by the Dratoul which does not use P.P.E. and fires its rounds using a chemical explosive held in the casing of the round. The rounds can be handled normally as the casing and all but the back of the slug are coated with a thin layer composite metal. The bare Fylium metal must be touched to cause the instantaneous absorbtion, the outer layer is easily scraped off if it does not enter the body of the target. This weapon is NOT effective against conventional borgs, bots and armour, but is effective against any P.P.E. or I.S.P. powered items.

Damage: 1D6 MDC
Explosion Damage: 2D6 x 10 MDC
Range: 750ft
Blast Radius: 5 ft Rate of fire: Single shot
Weight: 19lbs
Payload: 20 rounds per clip

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Other Dratoulian Equipment

Following is some of the equipment of note that is at the disposal of the Terak-Hlon, these are the commonly used items found on bases, space craft, supply kits or on the soldiers themselves.


Psi-crystals

Each Dratoulian when they become soldiers of the Terak-Hlon are given psi-crystals. These crystals are used as emergency food sources and also as sources of P.P.E. to power armour, bots, vehicles, equipment and recharge weapons. The smaller crystals are commonly either attached to the armour or underneath on an arm band.

The following Psi-Crystals can be purchased on the market but larger crystals can be obtained at the rate of 100 P.P.E./hour that have a duration of 5 months at 100,000 C per 100 P.P.E. increment upto 2,500 P.P.E./day.

Output: 5 P.P.E./hour
Duration: 5 months
M.D.C.: 5
Black Market: 5,000

Output: 10 P.P.E./hour
Duration: 5 months
M.D.C.: 10
Black Market: 10,000C

Output: 75 P.P.E./hour
Duration: 5 months
M.D.C.: 15
Black Market: 75,000C

Output: 150 P.P.E./hour
Duration: 5 months
M.D.C.: 20
Black Market: 150,000C

Output: 200 P.P.E./hour
Duration: 5 months
M.D.C.: 5
Black Market: 200,000

Output: 250 P.P.E./hour
Duration: 5 months
M.D.C.: 5
Black Market: 250,000

Output: 500 P.P.E./hour
Duration: 5 months
M.D.C.: 10
Black Market: 500,000

There is another crystal called the suri-jal crystal, its basically the Drat version of mild alcohol/drugs. Purely recreational and temporary unless 2 doses are administered in rapid succession. If this happens the Drat loses initiative and one attack per melee and is -2/15% on all rolls for 15 minutes. Every dose after this doubles the effect and duration, 5 will send the Drat into a mind coma for 4D6 + 6 hours until the effects wear off. Effects are doubled for other non-Dratoul psychiks but have no effect on non-psychiks

Matter Re-Shaper Type 1M

Another standard item of the Girant is the re-shaper. This hand held device is used to do minor repairs to armour, weapons, vehicles & re-shaping rounds for matter weapons with preset settings. Other manipulating of matter can be done on a smaller scale with other tool settings such as bonding, cutting, welding, matter deconstruction, etc. These devices can only be used by Dratouls and are pre-programmed to recognize a specific psychik signature which is usually the original user it is issued to as a type of finger printing. This device CANNOT be used to duplicate entire suits of armour, bots or to construct vehicles but with time and know-how someone could access its data banks and would be able to get information of all the parts of the EBA armour and weapons but WOULD NOT know how to assemble them, operate them or understand thier sensor packs without a more detail and lengthy study.

Output: 3lbs of matter/1 P.P.E. point
Duration: Effectively unlimited (fed power from user or crystal).
M.D.C.: 5
Weight: 4lbs

*Has never been on the Black Market but would be worth upto 500,000C's*

Matter Re-Shaper Type 2M

This unit is the same as the first except it is larger and used for larger items such as parts for robots, power armours, construction/factory equipment and all manner of vehicles/aircraft. It is used to replicate the large parts and accessories needed to build and maintain the Dratoul military and other manufacturing facilities.

Output: 500lbs of matter/100 P.P.E. points
Duration: Effectively unlimited (fed power from user or crystal).
M.D.C.: 10
Weight: 10 lbs

*Has never been on the Black Market but would be worth upto 1,000,000C's*

Matter Re-Shaper Type C1

This unit is used only in civilian life. From construction of buildings to civilian vehicles and clothing. Nothing of a military nature is encoded in these units.

Output: 10lbs of matter/5 P.P.E. point
Duration: Effectively unlimited (fed power from user or crystal).
M.D.C.: 5
Weight: 4lbs

*Has never been on the Black Market but would be worth upto 100,000C's*

*There are three other classes of military Matter Re-Shapers, the first is used to create entire combat armours and power armours. The second is used in ship construction and is the size of a small orbital station. The third is used in construction AI and construction vehicles for similar purposes and can recreate anything the previous versions can.


Universal Translator

This universal translator unlike other translators can automatically interpret other languages within 45ft by reading the thought waves of the person it is pointed at as well as having a range of preprogrammed languages including Galactic Trading languages, Earth Languages (USA, German, Euro, Russian, Spanish only), Kittani, Splugorth.

Range: 45ft
Duration: Effectively unlimited (fed power from user, 5 P.P.E./hour).
S.D.C.: 30


Expandable Back Packs

The Dratoul armed forces have designed and developed two battle packs. The first is a small light weight pack designed for the lighter armours and those without armour and strapped on and resembles an earth hiking pack. The second is a heavy duty composite metal pack which is surprisingly light weight, airtight and the sides can be expanded by a simple locking mechanism to almost double the carry capacity if needed.

Light Pack

Capacity: 1.5' x 2' x 1' or 30lbs max
S.D.C.: 50

Heavy Duty Battle Pack

Capacity: 2.5' x 3' x 1.5' or 120lbs max
M.D.C.: 25

*Has never been on the Black Market but would be worth 200C for the Light Pack and upto 1,200C for the Heavy Duty packs*


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Combat Armour

Standard Combat Armour

The standard combat armour is a non-environmental armour that gives protection to the head, shoulders, arms, chest, waist, legs and feet. It resembles a more ceremonial clothing than armour but has the following properties. The suits shielding and equipment are engaged by thought of the wearer and can only be activated by a psychik with the wearer in total control.

M.D.C.: 15
Weight: 11 lbs
I.S.P. requirement: 15 P.P.E./I.S.P. per day

Abilities:
Telepathic radio: (1 miles range)
Psionic shield generation M.D.C : 30 (continues regeneration of 10 M.D.C every 5 minutes)

Environmental Combat Armour

The E.B.A. is the Dratoulian complete environmental body armour. It gives protection from heat, cold, gas attacks, light shielding, radiation as well as psionic and magical attacks due to its psionic nature (+ 3 / 30% on all save throws). The suits shielding and equipment are engaged by thought of the wearer and can only be activated by a psychik with the wearer in total control.

M.D.C.: 45
Weight: 15 lbs
I.S.P. requirement: 25 P.P.E./I.S.P. per day

Abilities:
Telepathic radio: (10 miles range)
Psionic shield generation M.D.C : 45 (continues regeneration of 10 M.D.C every 5 minutes)

Combat E.B.A. Suits

The E.B.A. is the Dratoulian complete environmental body armour. It gives protection from heat, cold, gas attacks, light shielding, radiation as well as psionic and magical attacks due to its psionic nature (+ 3 / 30% on all save throws). In addition to greater protection, the suit also has the chameleon stealth capabilities enjoyed by some of the power armours (Use detection table in Power Armour section) and although running will tire the wearer, the suit also enjoys limited flying capabilities with a small Gravametric Pulse pod built in. This is the standard armour of all space bound warriors and is used as emergency suits onboard shuttles and spacecraft. Its features, like the standard armour, can only be used by a psychik with the wearer in total control. The helmet of the suit engages automatically when the sensors detect the environment the suit is in has become hazardous, the helmet can also become fully transparent with no hinderance to sight in either mode. The sensors can also detect movement, heat trails, radiation and psychik energy sources.

E.B.A. M.D.C.: 55
Weight: 80 lbs
I.S.P. requirement: 45 P.P.E./I.S.P. per day

Abilities:
Telepathic radio: (25 miles range)
Psionic shield generation M.D.C : 145 (continues regeneration of 40 M.D.C every 5 minutes)
Chameleon stealth cloaking
Limited Radar: (5 miles)
Sensors (500ft)
Emergency Life Support: 18 hours due to air-recycling/filtration systems.

Weapon Systems

1. Vibro Claws

Purpose: Defense
Damage: 4D6 MDC

2. Right Forearm Laser

Purpose: Defense/Anti-Personel
Damage: 6D6 MDC
Range: 750ft
Payload: Effectively unlimited (Fed by suit)


Flying

Hover: 40ft
Speed: 55 mph max with a cruising speed of 40 mph (requires 3 hours of cooling if max speed is maintained for more than 6 hours, max speed can be maintained indefinately in space).
Leap: 100ft across or high with pod assistance.

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Power Armour


The Dratoul have long used power armours in their armed forces. Keeping the styles basic and with constant improvements over the millenia, these armours have become sought after and have fetched very high prices in the black markets of many worlds as issued suits to troops and for scientists to unlock thier secrets. Most have a chameleon characteristic making it difficult to see when moving and virtually invisible when not moving and all share the same sensor packs (Note: When stealth mode is used, all psychik emanations are reduced to 1/10th making it harder to detech the soldier by psychik tracking). As like the combat armour, these suits are psionically powered but require 50 P.P.E. per 30 hour usage. Only the 'Searcher' requires more (75 P.P.E.) due to its increased sensor pack and stealth capabilities. All suits also utilize Gravametric Pulse Pods for flying even over and under water and can be used in space. It has only been in the last 5 - 8 years that newer designs for power armour are being tested. These new designs are the brainchild of Jron-Lask Kopi Azig and has been called the Gen-2 Project.

Chameleon cloaking detection probabilities (-4 to strike)

0 - 35 mph 5%
36 - 50 mph 15%
51 - 100 mph 30%
101 - 150 mph 45%
151 - 250 mph 55%
251 - 350 mph 65%

Power Armour Sensor Pack & Standard Equipment

Power crystal with a 3 year charge, requires a 5th level lightning spell to recharge or (100P.P.E./I.S.P)
I.R./N.V./Optics: 5 miles
Radiation detector: 2000ft
Radiation shielded
Thermal imaging: 2500ft
Motion detector: 1500ft
Laser targeting: 5 miles
Combat Computer
Air Supply: 20 hours
Heat resistant: 2500 degrees
Directional Radio: 25 miles
Radar: 10 miles
Psionic/Magic Sensor: 5 miles (only on Searcher Power armour)
Gravametric Pulse Pods


Light Infantry Power Armor (a.k.a. Screamer)

The armour was named by those who faced it as that is the sound it made when flying at its maximum speed due to its design. The sound is rather un-nerving to hear as it gets louder and cannot be seen due to its chameleon. The armour is capable of flying due to twin GP pods mounted behind the shoulders on the front and side of its power unit and acts as a sort of shield against direct attacks on the unit. And will still be able to fly, although at half speed, with only one pod working leaving the running speed unaffected.


MDC by location

Head: 70 MDC *
Main Body: 275 MDC **
Hands: 25 MDC
Arms: 40 MDC
Legs: 75 MDC
Power unit: 120 MDC ***
Gravametric Pulse pods (2): 75MDC
Ammo drum: 50 MDC ****
Psionic shields: 200 MDC (regenerates at the rate of 25 MDC every 10 minutes)
Rifle weapon (1): 50 MDC (either a Heavy Matter rifle, Star Fire RFC or Incendiary rifle can be used)

* Destroying the head causes the pilot to rely on own sensor abilities and sight.
** Destroying the main body shuts the suit down rendering it useless
*** Destroying the power unit causes the suit to feed off the nearest power source or sources in a 500ft range to continue functioning.
****The ammo drum simply holds metal balls or water and will NOT explode when destroyed.


Height: 10ft
Weight: 950lbs fully loaded
Speed
Running: 75 mphs (this action does NOT tire pilot)
Flying: 250 mph with a ceiling of 600ft. Full speed can be sustained for a 12 hour period before requiring 4 hours to cool, cruising speeds of 150mph or less can be sustained indefinately.
Leaping: 30ft length and 10 ft high unassisted, 200ft length and 60ft high with GP pods

Weapon & payload options:

1) Heavy Matter Rifle

Payload: 400 round container plus 15 in rifle canister.

2) Star Fire RFC

Payload: 200 bursts or 2000 single shots.

3) Incediary Rifle

Payload: 10 gallon container (200 rounds).

Hand to Hand combat

Punch: 2D6 MDC
Power Punch: 4D6 MDC
Kick: 3D6 MDC
Leap Kick: 1D6 x 10 MDC
Body Block/tackle: 2D6 MDC
Stomp: 1D6 MDC


Light Infantry Recon Power Armor (a.k.a. Searcher)

This armour bears similar design and size to the Screamer excepting for slight design change eliminating the screaming sound created when flying. Carrying no weapons, this power armour relies on the pilots own cunning and speed for its survival, although not to be under estimated in hand to hand combat.


MDC by location

Head: 70 MDC *
Main Body: 275 MDC **
Hands: 25 MDC
Arms: 40 MDC
Legs: 75 MDC
Power unit: 120 MDC ***
Gravametric Pulse pods (2): 75MDC
Sensor Pack: 50 MDC ****
Psionic shields: 200 MDC (regenerates at the rate of 25 MDC every 10 minutes)

* Destroying the head causes the pilot to rely on rear mounted sensor pack, destruction of both reduces sensors to pilots own abilities and sight.
** Destroying the main body shuts the suit down rendering it useless
*** Destroying the power unit causes the suit to feed off the nearest power source or sources in a 500ft range to continue functioning.
****Destroying the sensor pack and antennea mounted on the back, reduces the range of sensors by half.


Height: 10ft
Weight: 850lbs fully loaded
Speed
Running: 90 mph (this action does NOT tire pilot)
Flying: 350 mph with a ceiling of 750ft. Full speed can be sustained for a 12 hour period before requiring 4 hours to cool, cruising speeds of 150mph or less can be sustained indefinately.
Leaping: 60ft length and 20 ft high unassisted, 250ft length and 80ft high with GP pods

This suit carries no weapons and relies on its speed and mobility for its survival (+4 parry & dodge).

Hand to Hand combat

Punch: 2D6 MDC
Power Punch: 4D6 MDC
Kick: 3D6 MDC
Leap Kick: 1D6 x 10 MDC
Body Block/tackle: 2D6 MDC
Stomp: 1D6 MDC


Heavy Infantry Power Armor (a.k.a. Cyclops)

The armour was named due to its size and one eye'd appearance looming over the battlefield. This is the bigger standard issue armour issued to Mur-Girants and is considered the heavy front line infantry armour and can be found by the thousands fighting along side thier smaller bretheren. Although not sporting the mobility or stealth capabilities of its bretheren, the Cyclops is still to be feared on land or in the air. This juggernaut sports a rapid fire laser blaster as its left hand which can be used against ground and air targets in addition to larger versions of the standard weapons including and optional short range missile launcher.


MDC by location

Head: 85 MDC *
Main Body: 350 MDC **
Hands: 35 MDC
Weapon Arm (left): 75 MDC
Right Arm: 50MDC
Legs: 100 MDC
Power unit: 150 MDC ***
Gravametric Pulse pods (2): 90 MDC
Ammo drum: 50 MDC ****
Psionic shields: 275 MDC (regenerates at the rate of 25 MDC every 10 minutes)
Rifle weapon (1): 60 MDC (either a Heavy Matter rifle, Star Fire RFC, 10 shot mini-missile launcher or Incendiary rifle can be used)

* Destroying the head causes the pilot to rely on own sensor abilities and sight.
** Destroying the main body shuts the suit down rendering it useless
*** Destroying the power unit causes the suit to feed off the nearest power source or sources in a 500ft range to continue functioning (150 P.P.E./I.S.P.).
****The ammo drum simply holds metal balls or water and will NOT explode when destroyed.


Height: 12ft
Weight: 1430lbs fully loaded
Speed
Running: 50 mph (this action does NOT tire pilot)
Flying: 175 mph with a ceiling of 600ft. Full speed can be sustained for a 12 hour period before requiring 4 hours to cool, cruising speeds of 125mph or less can be sustained indefinately.
Leaping: 25ft length and 10 ft high unassisted, 175ft length and 50ft high with GP pods

Weapon & payload options:

1) Heavy Matter Rifle

Damage: 2D6 x 15 MDC
Payload: 250 round container plus 15 in rifle canister.

2) Star Fire RFC

Damage: 3D10 x 5 MDC (burst) or 3D6 MDC (single shot)
Payload: 200 bursts or 2000 single shots.

3) Incediary Rifle

Damage: 3D6 x 5 + 15 MDC
Payload: 25 gallon container (200 rounds)

4) Left hand Rapid Fire Laser Blaster

Damage: 1D6 x 10 MDC per burst
Range: 3000ft
Payload: effectively unlimited, powered by suit

5) Short Range Missile '6 pack' Launcher (Optional)

Damage: Varies with missile
Payload: Usually Plasma, high explosive or armour piercing warheads
Range: 5 miles

Hand to Hand combat

Punch: 3D6 MDC
Power Punch: 6D6 MDC
Kick: 4D6 MDC
Leap Kick: 1D6 x 15 MDC
Body Block/tackle: 3D6 MDC
Stomp: 2D6 MDC


Light Infantry Hunter/Killer Power Armor (a.k.a. Assassin)

This armour is a small faster version of the Screamer. This sleek and deadly power armour is used by the Dratoul to hunt down either the enemy or renegade soldiers who have broken from the conclave. The pilots of these suits are regarded with fear by other soldiers and pilots as these pilots are cold hard killers who show no fear or mercy in hunting thier prey. These suits are armed with a sniper version of the heavy matter gun and is deadly at an extended range and posses a smaller version of the searchers sensor pack.


MDC by location

Head: 50 MDC *
Main Body: 200 MDC **
Hands: 25 MDC
Arms: 35 MDC
Legs: 50 MDC
Power unit: 100 MDC ***
Gravametric Pulse pods (2): 50 MDC
Sensor Pack: 30 MDC ****
Psionic shields: 200 MDC (regenerates at the rate of 25 MDC every 10 minutes)
Shrike Cannon: 40 MDC

* Destroying the head causes the pilot to rely on rear mounted sensor pack, destruction of both reduces sensors to pilots own abilities and sight.
** Destroying the main body shuts the suit down rendering it useless
*** Destroying the power unit causes the suit to feed off the nearest power source or sources in a 500ft range to continue functioning.
****Destroying the sensor pack and antennea mounted on the back, reduces the range of sensors by half.


Height: 8ft
Weight: 750lbs fully loaded
Speed
Running: 150 mph (this action does NOT tire pilot)
Flying: 450 mph with a ceiling of 750ft. Full speed can be sustained for a 12 hour period before requiring 4 hours to cool, cruising speeds of 250mph or less can be sustained indefinately.
Leaping: 120ft length and 30 ft high unassisted, 350ft length and 80ft high with GP pods

Weapon options:

Shrike Cannon

Damage: 3D6 x 15 MDC
Payload: 75 round container plus 15 in rifle canister.
Range: 7500ft
Rate of fire: Single shot
Blast Radius: 10ft


Hand to Hand combat

Punch: 2D6 MDC
Power Punch: 4D6 MDC
Kick: 3D6 MDC
Leap Kick: 1D6 x 10 MDC
Body Block/tackle: 2D6 MDC
Stomp: 1D6 MDC

New Power Armour Designs being tested by active serving Girants.

Guided Mini-munitions Unit Type IV

Designation: AIGMU-12


Jron-Lask Azig realized that the ground units of the Terak-Hlon needed a unit that could be used not only as close heavy fire support but also as a close to short range fire support unit. Azig knew that the use of short ranged missiles would be too cumbersome for a power armour to be use as a main weapon. He also knew that the unit would be able to only hold 4 maybe 6 at the most which would be unrealitic for its purpose. The only other option was mini-missiles. The only limitations he had was they are unguided munitions and so he decided that instead of trying to reduce the workings of a short ranged missile to be worth the time and undertaking, he developed a guidance system specifically for mini-missles. The guidance system for the second generation units unfortunately could not be adapted for the already existing armour of the armed forces and would require great and costly redesigning and retooling of existing factories.


MDC by location

Head: 50
Main Body: 230
Arms: 80
Hands: 20
Legs: 100
Gravametric Pod: 75
Power Converter: 50
Left Shoulder Launcher: 60
Missile Back Pack: 150
Defense Force Feild: 150


Speed

Running: 75 mph maximum. Running does NOT tire operator. Cruising speed is around 45 mph. The armour is well suited for all terrains including underwater.
Leaping: 25 feet high or legthwise standing, 35 feet high or lengthwise running or 80 feet high or lengthwise with Gravametric Pod assisstance.
Flying: 200 mph maximum. Cruising speed is around 140 mph and can be maintained indefinately. System will require a cool down period of 4 hours after 6 to 8 hours of maximum burn.


Statistical Data

Height: 10 feet
Width: 6 feet
Length: 5 feet
Weight: 1350lbs fully loaded, 850 lbs
Physical strength: 40
Cargo: Small, enough for personal items only.
Power Supply: P.P.E. Crystal with 3 year charge.
Black Market cost: Never seen on market.

Weapon System

1) Shoulder Mini-Missile Launcher AMMX-6

This primary weapon of the AIGMU-12 is a self loading dual guided weapon system. The mini-missiles have two small rings attached to them. The first is at the nose which has a small optic sensor as well as the radar guidance unit. At the rear is another ring which has folded fins which extend once fired. The additional accuracy makes this weapon as formidable as other guided launchers.

Primary Purpose: Assualt/Anti-Robot
Missile type: Varies, usually plasma or high explosive.
Mega Damage: Varies on missile. Usually 1D6x10 MDC
Range: Varies, about 1 mile
Rate of fire: Volleys of 1, 2 or 4
Payload: 16 mini-missiles.

2) Azig BR-4 Blast Rifle (Optional)

As the weaponry of the Gen 2's were developed, it became apparent to Jron-Lask Azig that all the IBUs needed a standard weapon that would be interchangable with all the power armours. He expanded on the design of the blast rifle and BR-4 was created. The result was a more durable and slightly more powerful weapon which was not ony usable by all the IBU's but was also usable by Girants without IBU armour. The rifle itself can be powered by the IBU or can accommadate an energy clip.

Primary Purpose: Assault
Weight: 28lbs
Mega Damage: 6D6 MDC (Single shot) 1D8 x 10 MDC (Burst)
Range: 4000ft
Rate of Fire: Single shot or in bursts (3 rounds)
Payload: Unlimited. Weapon is charged by the armour. Can also use a energy clip which holds 30 rounds or 10 bursts.

Sensor Pack

The AIGMU-12 has all the standard sensors that Dratoulian power armour incorporates, the only difference is that the ranges are doubled. This unit can also be linked with other units to increase the detection range of those linked to it.

Shock Strike Power Armour Type II

Designation: AIBU-7


As the development of the second generation battle units progressed, Jron-Lask Kopi Azig, designer and builder of the Gen 2 units, experimented with the use of electrical energy as a weapon. He had little success at first as the power output was not high enough to produce a weapon of any worthwhile strength. He later found that adding a second power converter to the unit, moreso the weapon itself. The result of the first test was the weapon itself exploding. The cannon itself as well as the energy feed was modified and is relatively stable and only has a 9% chance of malfunctioning with each fire. Once the weapon has been fixed the chance of failure drops to 2% (roll for chance of malfunction then roll on table below for result). A second repair will tune the weapon and eliminate the fault.

For each firing of the weapon roll on the table below for result.

1% Weapon explodes causing 2D6x10MDC to all within a 20ft area.
2% - 3% Weapon malfunctions, does not fire and is beyond repair.
4% - 5% Weapon malfunctions, fires but is beyond repair.
6% - 7% Weapon malfunctuons, fires but is damaged. Each blast raises danger of weapon exploding 15% + 10% per blast until fixed.
8% - 9% Weapon malfunctions, fires but is damaged. Each blast raises danger of weapon exploding 15% + 5% per blast until fixed.
10% - 100% Weapon works perfectly.. this time.


MDC by location

Head: 60
Main Body: 220
Upper arms (2): 130
Right forearm: 75
Left forearm with shield: 250
Hands: 20
Legs: 120
Gravametric Pod: 75
Power Converter: 50
Static Cannon: 95


Speed

Running: 90 mph maximum. Running does NOT tire operator. Cruising speed is around 50 mph. The armour is well suited for all terrains including underwater. With the cannon secured, the armour can use its hands to dig into rocks and buildings to climb walls or cliffs.
Leaping: 25 feet high or legthwise standing, 35 feet high or lengthwise running or 100 feet high or lengthwise with Gravametric Pod assisstance.
Flying: 225 mph maximum. Cruising speed is around 175 mph and can be maintained indefinately. System will require a cool down period of 4 hours after 6 to 8 hours of maximum burn.


Statistical Data

Height: 9 feet
Width: 5 feet
Length: 4.5 feet (6.5 feet with cannon)
Weight: 475 lbs without cannon
Physical strength: 40
Cargo: Small, enough for personal items only.
Power Supply: P.P.E. Crystal with 3 year charge.

Black Market cost: Never seen on market but would be worth 10 million for a new and undamaged unit with cannon.

Weapon System

1) Shock Cannon ASC-12

The Shock Cannon fires a high intensity burst of electricity. This burst can easily cut through the toughest metals but comes with one disadvantage. The burst has a very short range which means the armour must get closer that usual to its target than most other weapons. The weapon is stored behind the shoulder until needed.

Primary Purpose: Assualt
Weight: 106lbs
Mega Damage: 2D6x10 MDC
Range: 1100 feet
Rate of fire: Single shot, equal to number of hand to hand attacks.
Payload: Unlimited. Weapon is charged by the armour.

2) Azig BR-4 Blast Rifle (Optional)

As the weaponry of the Gen 2's were developed, it became apparent to Jron-Lask Azig that all the IBUs needed a standard weapon that would be interchangable with all the power armours. He expanded on the design of the blast rifle and BR-4 was created. The result was a more durable and slightly more powerful weapon which was not ony usable by all the IBU's but was also usable by Girants without IBU armour. The rifle itself can be powered by the IBU or can accommadate an energy clip.

Primary Purpose: Assault
Weight: 28lbs
Mega Damage: 6D6 MDC (Single shot) 1D8 x 10 MDC (Burst)
Range: 4000ft
Rate of Fire: Single shot or in bursts (3 rounds)
Payload: Unlimited. Weapon is charged by the armour. Can also use a energy clip which holds 30 rounds or 10 bursts.

Lask Field Armour

Designation: ACRU-3


As time went on during his research, Azig realized that the Lask Caste wore only standard combat armour at the most while during field repairs. Normally this fact wouldn't matter except he noticed the number of Lasks that were killed or seriously injured while efficting battle field repairs. Although combat armour gave great mobility, under extreme circumstances it only prolonged the life of the wearer a few minutes. Never actually being in combat himself, Azig gathered together a small group of battle experienced Lasks and the ACRU-3 went from the drawing board to manufacture. This suit boasts no weapons of its own and is instead designed for heavy lifting as well as brimming with needed tools. The suit has a type of battle harness which has 4 large storage pouches on the chest and another 4 protected pouches along the waist. The design when field tested was given rave reviews by the Lasks that tested them and the design went into immediate production and became the first of the Gen 2 units to become available.

MDC by location

Head: 100
Main Body: 250
Upper arms: 150
Lower arms: 75
Left Hand/Matter shaper: 75
Right hand: 50
Legs: 175
Gravametric Pod: 75
Power Converter: 50
Tool Harness: 30
Protected tool pouches (4): 30 each
Left Forearm Laser Torch: 25
Right Forearm Tow/Grapple Hook: 30


Speed

Running: 75 mph maximum. Running does NOT tire operator. Cruising speed is around 40 mph. The armour is well suited for all terrains including underwater. The armour can use its hands to dig into rocks and buildings to climb walls or cliffs and also has electromagnetic pads on both feet and hands to secure itself on metallic surfaces, can also be used to climb metal structures.
Leaping: Not possible unless assisted by Gravametric Pod (30 feet high or across).
Flying: 135 mph maximum. Cruising speed is around 75 mph and can be maintained indefinately. System will require a cool down period of 4 hours after 6 to 8 hours of maximum burn.


Statistical Data

Height: 10 feet
Width: 5 feet
Length: 4 feet
Weight: 740 lbs
Physical strength: 50
Cargo: Tool harness and pouches can hold upto 300lbs of tools.
Power Supply: P.P.E. Crystal with 4 year charge.

Black Market cost: Never seen on market but would be worth 4.5 million for a new and undamaged unit.

Weapon Systems

1) Laser Torch

The laser torch although not designed as a weapon, can be used as a close range weapon.

Primary Purpose: Construction
Secondary Purpose: Defense
Mega Damage: 1D10 MDC
Range: 5 feet
Rate of fire: Single shot, equal to number of hand to hand attacks.
Payload: Unlimited. Powered by armour.

2) Tow Cable/Grapple hook

This tool can be used as a weapon if fired at a target. The head of the hook has a magnetic head and spike which it uses to attach itself to whatever it wishes to tow or strike. Being struck with the hook has no other efect on a large unit such as a robot armour, but small power armour or targets in body armour have a 70% of being knocked off thier feet by the force of the strike.

Primary Purpose: Construction
Secondary Purpose: Defense
Mega Damage: 1 MDC
Range: 30 feet
Rate of Fire: Single shot. Requires 2 melee actions to reload (retract and reset).
Payload: Unlimited.

3) Matter Reshaper AMMU-2

This is the latest version of the Dratoulian matter shapers. Being no longer a hand held unit, the shaper itself is incorporated into the left hand of the suit. The only indication of it being there is that all the fingers on the hand have a small silver rectangle about an inch by half inch starting at the tip. These glow and create the manipulation field used to reshape or alter the state of matter. Unlike the hand held units which had a safety feature inabling it to alter living matter, these units can due to the fact that they are made primarily for very hostile environments.

Primary Purpose: Construction
Secondary Purpose: Defense
Damage: 4D6 SDC to SDC creatures or 4D6 MDC to MDC creatures.
Range: 2 feet
Rate of fire: Single attack equal to hand to hand.
Payload: Unlimited, powered by armour.

Sensor System

Multi-optic vision: Range 1500ft
Ability to see electric fields: Range 100ft
Radiation Detector: Range 100ft
Thermal Detector: Range 100ft
Seismic Sensor: Range 200ft
Chemical Analyzer: Range 50ft
Environmental sensors: Range 100ft


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Robot Armour

Another common addition to the Dratoulian armed forces is the robot armour. These are the main battle elements found in Dratoulian starships, outposts and strong holds. It is not un-common for one of these giant machines to be seen with a platoon of power armours on patrol or even out by itself. These machines, operated by one Dratoul, is like the non-living extension of the pilot. All functions of control are operated mentally through the aid of a special helmet worn by the pilot. These robots are heavily armoured and carry a variety of deadly weapons ranging from lasers to missile launchers. It has only been in the last 5 - 8 years that newer designs for robots are being tested. These new designs are the brainchild of Jron-Lask Kopi Azig and has been called the Gen-2 Project.

Robot Armour Sensor Pack & Standard Equipment

I.R./N.V./Optics: 15 miles
Radiation detector: 4000ft
Radiation shielded
Thermal imaging: 4500ft
Motion detector: 2500ft
Laser targeting: 15 miles
Combat Computer
Air Supply: 20 hours
Heat resistant
Directional Radio: 50 miles
Radar: 50 miles (The Archammer has a radar range of 75 miles)
Power Crystal (4 years constant use for all but the Archammer with a 10th level lightning spell to recharge).


Long Range Mobile Gun Robot Armour (a.k.a. Archammer)


The Archammer is the least seen of the robot armours, but when they are, it is common to find anywhere between one to 10 of these massive machines huddled together in fire support groups. These hulks rain heavy matter rounds upon thier targets at the rate of 15 rounds a minute. These usually are positioned upto 50 miles away from the battlefield and with the aid of searcher power armours or thier own sensor capabilities, fire support can be called on at any time. With thier spider like body, they can climb angles of upto 60 degrees. Unlike the other robot armours, the Archammer CAN detect magic/psionic energies upto 10 miles away.

Crew: 1 pilot with seating for 4 passengers

MDC by location

Pilot Compartment: 150 MDC
Main Body: 475 MDC *
Legs (4): 150 MDC
Ammo Compartment: 75 MDC **
Main Cannon: 125 MDC ***
Weapon Turret: 50 MDC
Sensor Pack: 75 MDC ****
Psionic shields: 275 MDC (regenerates at the rate of 25 MDC every 5 minutes)

* Depletion of the main body will shut the armour down completely rendering it inoperable.
** The ammo compartment holds metal slugs only and will not explode if breached.
*** The main cannon has a chance of failure when more than 100 MDC is depleted (10% chance per shor fired) which will cause it explode doing 5D6x10MDC to a 40ft area.
**** Destruction of the sensor pack cuts all sensors to 1000ft, any long range fire supprt MUST be coordinated by a searcher or another outside source.


Weight: 64 tons fully loaded
Height: 26ft (34ft with cannon in firing position)
Width: 18ft
Length: 32ft (40ft with cannon in firing position)
Power source: P.P.E. crystal (requires 2 10th level lightning spell every 10 months of constant use).
Cargo/storage: Can carry upto 500lbs of cargo in an open 10ft l x 4ft d x 3ft h cargo compartment.

Weapon Systems

1) Main Cannon

This is the primary weapon of the Archammer unit. This massive retractable cannon is usually stored when the unit is moving but if needed can fire on the go with pin point accuracy due a stablilizing system mounted at the base of the weapon. The cannon's power converter and stasis unit is mounted also in the base of the weapon. Groups of Archammers massed in numbers of 30 or more have been known to lay waste an entire 10 sq. mile area with carpet bombing type bombardment in a matter of minutes. These platforms have computer controlled firing and are accurate to 6 inches 40 miles away
Range: 50 miles (150 miles in space)
Damage: 5D6 x 10 MDC
Blast radius: 60ft
Rate of Fire: Single shot (Automatically reloads giving 15 rounds per minute)
Payload: 500 (4 inch) cyclindrical rounds

Weapon has a 45 degree x 360 degree arc of fire

2) Weapon Turret

The weapon turret is used primarily as a front mounted close range weapon, due to the role of the Archammers, these turrets are used in defensive actions only. These turrets usually comprise of either a mini-missile launcher or rapid fire laser cannon in addition to a heavy matter rifle.

a) Mini-Missile launcher

Range: varies with the missile, usually about 1 mile
Damage: 1D6 x 10 MDC
Rate of Fire: Volleys of 1, 2, 4 or 8 (Automatically reloads in 10 seconds when empty giving 4 reloads)
Payload: Usually 8 High explosive mini-missiles, but any can be substituted with 3 reloads totalling 32 missiles

b) Rapid Fire laser Cannon

Range: 3500ft
Damage: 5D10 MDC per burst
Rate of Fire: Bursts only
Payload: Fed by armours power supply, effectively unlimited

c) Heavy Matter Blast Rifle

Range: 4000ft
Damage: 2D6 x 10 MDC
Blast radius: 30ft
Rate of Fire: Single shot
Payload: 250 (1 inch) ball rounds

Weapon turret has a 90 degree x 300 degree arc of fire


Hand to Hand combat

Body Block/Ram: 6D6 MDC
Stomp: 4D6 MDC


Heavy Infantry Incendiary Robot Armor (a.k.a. Firebug)


This suit resembles a large power armour more than it does a Robot suit, not quite as big as its bothers this suit carries an impressive and very lethal incendiary flamethrower type weapon. The property of the shot fired can be altered to suit the pilots requirement. Unstable Ionized water can be fired as an incendiary shot, fired in a deteriorating stasis shot causing it to erupt into a wall of flame like napalm or with an almost instantaneous colapse of the stasis field to yield a flamethrower type effect. This armour is as menacing to see as it is dangerous. This is the only robot armour with flight capabilities.


MDC by location

Head: 50 MDC *
Reinforced Crew Compartment: 250 MDC
Main Body: 275 MDC **
Left Hand: 30 MDC
Right Weapon arm: 45 MDC
Left Arm: 45 MDC
Legs: 75 MDC
Power unit: 125 MDC ***
Gravametric Pulse pods (2): 75 MDC
Left Shoulder Sensor Pack: 30 MDC ****
Psionic shields: 250 MDC (regenerates at the rate of 25 MDC every 10 minutes)
Water Canister: 40 MDC

* Destroying the head causes the pilot to rely on rear mounted sensor pack, destruction of both reduces sensors to pilots own abilities and sight.
** Destroying the main body shuts the suit down rendering it useless
*** Destroying the power unit will shut the armour down.
****Destroying the sensor pack and antennea mounted on the back, reduces the range of sensors 1500ft.


Height: 20ft
Weight: 3 tons fully loaded
Speed
Running: 110 mph (this action does NOT tire pilot)
Flying: 250 mph with a ceiling of 550ft. Full speed can be sustained for a 12 hour period before requiring 4 hours to cool, cruising speeds of 150mph or less can be sustained indefinately.
Leaping: 120ft length and 30 ft high unassisted, 250ft length and 80ft high with GP pods
Cargo capacity: There is space withing the armour for about 200 pounds of goods in a 5x4x2 compartment.

Weapon System

1) Flame Cannon

Range: 2500ft or 50ft flamethrower
Damage: 1D6 x 10 MDC
Blast radius: 20ft or 60ft wall of flame
Rate of Fire: Single shot or stream
Payload: 200 rounds or 150 flame bursts


Hand to Hand combat

Punch: 4D6 MDC
Power Punch: 6D6 MDC
Kick: 3D6 MDC
Leap Kick: 1D6 x 15 MDC
Body Block/tackle/ram: 5D6 MDC
Stomp: 2D6 MDC


Heavy Infantry Anti-Air/Assualt Robot Armor (a.k.a. Gunner)


The Gunner is a unique and all purpose armour. It is only used in defensive propensities and is used to guard instillations or areas of importance or value. These robot armours are slow moving goliaths and heavily armoured making them not only hard to kill but unstoppable with a variety of deadly laser cannons and missiles in its aresenal.


MDC by location

Head: 50 MDC *
Reinforced Crew Compartment: 250 MDC
Main Body: 375 MDC **
Weapon arms (2): 150 MDC
Shoulder SRML: 125 MDC
Front Rapid fire dual laser pod: 60 MDC
Legs: 100 MDC
Ammo cannisters (2): 75 MDC
Power unit: 125 MDC ***
Sensor pack: 30 MDC ****
Psionic shields: 350 MDC (regenerates at the rate of 25 MDC every 10 minutes)

* Destroying the head causes the pilot to rely on rear mounted sensor pack, destruction of both reduces sensors to pilots own abilities and sight.
** Destroying the main body shuts the suit down rendering it useless
*** Destroying the power unit will shut the armour down.
****Destroying the sensor pack and antennea mounted on the back, reduces the range of sensors 1500ft.


Height: 28ft
Weight: 32 tons fully loaded
Speed
Running: 75 mph (this action does NOT tire pilot)
Cargo capacity: There is space withing the armour for about 200 pounds of goods in a 5x4x2 compartment.

Weapon System

1) Left Weapon Arm

Each of the weapon arms of the gunner are different, but both posses an array of high power weaponry. The left arm consists of a powerful particle beam cannon with dual heavy matter cannons twin mounted beneath the PBC. The heavy matter rifles can be fire simultaneously or individually.

Range: 6000ft (PBC), 4500ft (HMCs)
Damage: 3D10 x 20 MDC (PBC), 2D6 x 10 MDC per blast or 4D6 x 10 MDC per dual blast (HMCs)
Blast radius: 40ft (HMCs)
Rate of Fire: Single shot, dual blast (HMCs) or full spread (all 3 weapons at once)
Payload: 200 rounds each (HMCs)

2) Right Weapon Arm

The right weapon arm of the gunner consists of twin Star Fires RFCs, these are used mostly as anti-missle/aircraft weaponry but are equally affective against ground targets.

Range: 6500ft
Damage: 2D10 x 10 MDC (single burst), 4D10 x 10 MDC (dual bursts)
Blast radius: 5ft
Rate of Fire: Single or dual bursts
Payload: 80000 rounds in twin canisters mounted behind right shoulder

3) Left shoulder Short Range Missile Launcher

Range: Varies with the missile used
Damage: Varies, usually 1D6 x 10 MDC per missile
Blast radius: Varies
Rate of Fire: Single or in vollies of 2,4,6,8 or all 12
Payload: 12 missile with 4 reloads each (48 total)

4) Chest Laser Pod

Mounted in the chest of the armour, these rapid fire laser pods are used primarily against close range units or ground troops.

Range: 1500ft
Damage: 1D6 MDC (single shot), 4D6 MDC (burts) or 6D6 MDC (dual bursts)
Rate of Fire: Single, single or dual bursts
Payload: Effectively unlimited


Hand to Hand combat

Jab: 2D6 MDC
Kick: 3D6 MDC
Body Block/tackle/ram: 5D6 MDC
Stomp: 2D6 MDC


Heavy Infantry Assault Robot Armour (a.k.a. Reaper)


The Reaper armour is a very rare armour, it is usually resevered for the special forces of the Conclave. Usually stationed on Drato Prime or as royal escorts (red and blue markings), these black armours are revered in awe by all of the Terak-Hlon. Carrying a detachable back mounted PBC rifle and a forearm laser sword, these flying armours are fast, agile and fearless in battle and the pilots will sacrifice all is the request of the Conclave.


MDC by location

Head: 45 MDC *
Reinforced Crew Compartment: 250 MDC
Main Body: 300 MDC **
Arms: 100 MDC
Hands: 40 MDC
Legs: 100 MDC
Particle Beam Rifle: 75 MDC
Power unit: 125 MDC ***
Sensor pack: 30 MDC ****
Gravametric Pods (2): Psionic shields: 350 MDC (regenerates at the rate of 25 MDC every 10 minutes)

* Destroying the head causes the pilot to rely on rear mounted sensor pack, destruction of both reduces sensors to pilots own abilities and sight.
** Destroying the main body shuts the suit down rendering it useless
*** Destroying the power unit will shut the armour down.
****Destroying the sensor pack and antennea mounted on the back, reduces the range of sensors 1500ft.


Height: 24ft
Weight: 20 tons fully loaded

Speed
Running: 75 mph (this action does NOT tire pilot)
Flying: 300 mph (Max speed maybe maintained for 6 hours before requiring 12 hours for cooling. Cruising speed of 175 mph can be maintained indefinately)
Leaping: 80ft length, 30ft high unassisted, 140ft length, 75ft high with pod assisstance.
Cargo capacity: There is space withing the armour for about 200 pounds of goods in a 5x4x2 compartment.

Weapon System

1) Right Laser Forearm sword

This laser sword is used only in close hand to hand combat. It can cut through walls or MDC armour like butter and is usually used in punches by the armour to inflict maximun internal damage.

Damage: 1D6 x 10 MDC (slash)

2) PBC Rifle

This rifle is usually attached to the back of the armour when not in use and is easy hands reach when needed. Drawing power through the hand directly from the armour gives it an unlimited payload. It can be used by any armour strong enough to hold it and has a rechargable clip wihich gives it only 5 shots due to the amount of energy used.

Range: 6500ft
Damage: 2D10 x 5 + 25 MDC
Rate of Fire: Single shot
Payload: Effectivly unlimited but has a 5 round clip


Hand to Hand combat

Punch: 3D6 MDC
Power Punch: 5D6 MDC
Sword Jab: 1D6 x 10 + 10 MDC
Kick: 3D6 MDC
Leap kick: D6 x 10 MDC Body Block/tackle/ram: 5D6 MDC
Stomp: 2D6 MDC


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Dratoulian A. I. Units

All Dratoulian A.I. units except the Lurker, Phoenix, Dynamo and Guardian are highly advanced drones, the Lurker, Dynamo, Phoenix and Guardians are independantly thinking machines and react as such to different situations. All possess a range of verbal replies to possible questions which include but are not limited to 'yes, no, insuffiecnt data, does not compute, danger, halt and be identified, come with me, leave the area immediately'. They cannot be swayed from thier assigned tasks unless given direct orders from a Dratoulian warrior (All drones will defend Dratoulian citizens/non Terak-Hlon fanatically). All of the A.I.'s share the basic same body designs (except for the Strongman, Grappler, Guardian and Phoenix) which is a hovering pod with either arms or weapons and between 4 and 6 sensor eyes to give a complete 360 degree view.


Basic physical Characteristics of A.I.'s

Height: 8ft
Weight: 580lbs
P.S.: 60
Flying: 270mph (can be held for 8 hours before requiring 16 hours cooling), cruising of 190mph can be held indefinately
Standard Equipment and Sensors

IQ: 10 (16 for Lurker, Dynamo, Phoenix and Guardian)
Full color/IR vision 5 miles
Full Audio 1000ft
Recordable Audio/Video VHF tranceiver
Motion detector 750ft (1500ft for Lurker, Dynamo, Phoenix and Guardian)
Radiation detector 1000ft
Directional Radio 10 miles
Navigation Radar 500ft
Radar 2 miles (5 miles for Lurker, Dynamo, Phoenix and Guardian)
Power Crystal (12 months of continous use requiring a level 3 lightning spell to recharge)

MDC by location

Main body: 150 MDC
Sensor pack: 50 MDC
Sensor eyes (small) (4): 20 MDC
Sensor Eyes (large) (2): 35 MDC ('4 eyes' only)
Retractable utility arms 2: 15 MDC
Gravametric Pod: 75 MDC
Power Unit: 75 MDC
Retractable antennae: 15 MDC
Weapon and ammo canister pack: 80 MDC (Lurker and Guardian only)
Legs (4): 60 MDC (Guardian only)
utility Arms (4): 50 MDC (Fix-it & Dynamo only)
Large Heavy lift Arms: 125 MDC (Fix-it (2) and Strongman (4) only)

Light Assualt Robot (a.k.a. Lurker)


This drone is used to patrol the perimeters, decks and hall ways of ships and installations. They are also seen painted red roaming the streets of major Dratoulian cities as public security drones or black and red for palace secuirty. Often they will be sent as back up on recon missions or sent patrolling on S & D missions. It is not uncommon to see a Searcher being escorted by atleast 4 of these drones. The Lurkers can be seen sporting any of the weapons used by the foot soldier only they are designed to fit the drones. A unusual and not known by non-Dratoul trait is the weapons and ammo canisters of the drones can be detached AND used by anyone with enough P.P.E./I.S.P. to spare

Weapons Systems

Either the Heavy Matter Rifle, Blast Rifle or Incendiary Rifle stats can be substituted in.


Robotic Repair and Recovery Unit (a.k.a. Fix-it )


These A.I. units are usually found either in the field, recovering damaged mecha or making repairs, or in maintenance hangers making or assisting in repairs of everything from hand held weapons to starships. Incredibly agile with thier 4 utility hands and able to lift upto 3 tons of scrap metal, these drones are usually going from one assigned maintenance job to another and will avoid combat unless they are attacked or till ordered to do so by a Dratoulian soldier. Thier utility hands consists of varieties of laser welders, small hands, lights, drills and various other tools required to perform thier job including a metal reshaper. The Fix-it also carries complete schematics for repairing all power, robot, combat armours and related weaponry.

Weapon Systems

Although they have no weapons as such, these drones can use thier lifter arms to pin and crush an attacker or use thier welding torches or drills instead.

Crush/pin (heavy lifter arms): 1D6 x 10 MDC
Crush/pin: 4D6 MDC
Ram/Tackle: 2D6 MDC
Laser Torch: 3D6 MDC
Drill: 2D6 MDC
Spot light: Although the light causes no damage it is bright enough to blind the unprotected for 4D6 minutes and can disrupt light sensitive surviellance equipment for 1D6 minutes.


Robotic Suveillance Unit (a.k.a. 4 eyes)


This drone is considered the remote eyes and ears of the Dratoulian armed forces. The sensor packs on these A.I.s can detect the psionic and magic energies which radiate from users of the arcane as well as the energies of Techno-wizard devices, magical artifacts, weapons, etc. These drones are capable of detecting the radiation from active power & robot armour suits at 2500ft. Having no weapon capability, these drones will ALWAYS retreat if attacked. It will only attack if cornered, if ordered to or if civilians are in danger by ramming itself suicidally into the attacker at maximum speed.

Ram/Tackle: 2D6 MDC


Robotic Demolition Unit (a.k.a. Dynamo)


The Dynamo is a very odd shaped drone, it carries on its back 2 armour containers used to store explosives until needed. Dratoulian scientists had developed the Frelij Explosive Gel some 200 years ago. This substance can be handled by the bare hand and has the consistency of toothpaste except once exposed to air it begins to thicken to an almost playdough type property and requires a detonator to be set off. Normally the Dynamo's will use a nozzle/hose to set the gel in place or can shape it to fit thier needs by a special shaping unit behind the dispenceries and using thier utility hands to extract it. The drones keep a supply of detonators which can be either timed/or remote (500ft) detonated at will.

Frelij Explosive Gell

Damage: 1D10 x 10 MDC per pound
Blast radius: 15ft
Carrying capacity: 2 x 60 lbs containers (120 x 1lbs blocks)

Crush/pin: 4D6 MDC
Ram/Tackle: 2D6 MDC


Robotic Cargo Handling Unit (a.k.a. Strongman)


The strongman is used primarily in Starship, depots or on cargo drops. These drones are the backbone of all heavy work done in building or cargo hauling. With reinforced lifter arms, they are able to lift nearly 6 tons of cargo with ease and have been known to tear mecha apart limb from limb and pry open armoured vehicles like foil. These are rarely seen in any other role and usually return to a holding area until they are put to use. The Strongman will only attack in defense of itself or Dratoulian civilians or under orders. It will report intruders to a '4 eyes' then return to its duties.

Crush/pin (Reinforced lifter arms): 1D6 x 10 MDC
Crush/pin: 4D6 MDC
Ram/Tackle: 2D6 MDC


Robotic Weapon Placement (a.k.a. Guardian/Spider)


The Guardian or Spider as it is known is has earned a reputation as a cunning defense weapon system. Unlike most fixed placements or smart-weapons who distinguish between friend/foe. These non-flying weapons once engaged in combat will reposition themselves during and after combat, calculate and coordinate ambushes and cross fire tactics with other drones or soldiers and retreat and advance as needed until destroyed or the attacker has been pushed back to a specified distance from the building, place, person or item they are defending. These clever drones also report in to the person or base that dispatched them once a day or week as needed. The Guardian will automatically return to its baseor designated point of refitting to be reloaded or repaired or if needed will contact a Fix-it or Grappler for the same.

Weapon Systems

The Guardians dual weapon configurations consists of 2 variations. All will have a rapid fire laser cannon (made only for the Guardian and is NOT detachable) for anti-air and anti-personel attacks, then either a mini-missile launcher or a heavy matter rifle for heavier ranged attacks. For hand to hand, these drones use thier spiked spider like legs to punch through armour or impale foot soldiers.

1) Rapid fire Laser Cannon

Damage: 6D6 MDC short burst, 1D10 x 5 MDC long burst
Range: 5500ft
Rate of fire: Bursts only
Payload: Fed by drone's power source. Effectively unlimited.

2) Mini-missile Launcher

Damage: Varies depending on missile, usually plasma.
Range: Varies, about 1 mile.
Rate of fire: Single shot or in vollies of 1, 2 and 4
Payload: 16 total.

3) Heavy Matter Rifle

* Same as the hand held weapon *
Payload: 60 rounds.


Robotic Air Recovery Unit (a.k.a. Grappler)


See Air Unit section for stats.


Robotic Air Assualt Unit (a.k.a. Phoenix)


See Air Unit section for stats.

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Dratoulian Aircraft

Dratoulian aircraft are quiet, sleek vehicles. Having been trained in the fundemantals of all air vehicle operations, a pilot starts off in the light or heavy air assault vehicle and the high speed troop/cargo transport before going onto the long range S & D aircraft and the air recon. unit. Once a pilot of experienced enough he or she can be transferred to duty aboard a startship or Dratoulian Protector.


Standard equipment for Dratoulian aircraft

Radar 100 miles
P.P.E. crystal with 14 month life span before requiring a level 5 lightning spell to recharge.
V.T.O.L.
Sub-space Enertial Jump Navigation System (Power system requires a 2 minute energy build up before jump can take place and reduces power crystal charge by 2 weeks. (Not installed in the Avenger.)
Combat Computer
Laser Targeting 30 miles
Sub-Space Radio .5 Light year range
Directional Radio 200 miles
Long Range Psi-emitter beacon 350,000 miles (used primarily as an emergency beacon).
Auto-pilot
Collision/Impact Evasion Radar System 1 mile
Cockpit/Crew escape pod (for each crew member)
Video/Audio communications 20 miles
Video surveillance 15 miles
Emergency Life support system: 60 hours
Cargo capacity (for all but the Hopper and Grappler) 100 lbs in a 3 x 2 x 2 compartment behind the pilot.
All vehicles possess trans-atmospheric flight capabilities
IR/Radar enhanced Optic system 10 miles
Environmental sensor system 1 mile (includes everything from temperature and air mixture to radiation detector).



Light Air Assault Vehicle (a.k.a. Avenger)


This sleek and agile aircraft is the light fighter of the Dratoulian Meth forces. Armed with dual Ion cannons and 6 short/2 medium ranged missiles. This craft packs a punch on either side of the atmosphere with its transatmospheric abilities, but does not have the greater sub-space jump capabilities.

Crew: 1 with space for 1 passenger in armour

MDC by location

Cockpit/crew escape pod: 175 MDC
Main body: 440 MDC *
Sensor pod (nose): 75 MDC **
Nose Wings (2): 25 MDC ***
Wings (2): 75 MDC ***
Tail section: 100 MDC ***
Landing gear: 20 MDC
Ion Cannons (2): 15 MDC
Power Converter Unit (1): 90 MDC
Gravametric Focused Pulse Engines (2): 130 MDC

* Depletion of the main body or the power converter will shut the vehicle down leaving the craft to crash land or float in space. Life support and the psi-emitter will still function as they are built into the escape pod itself.
** Destruction of the sensor pods causes the pilot to rely on his or her own abilities.
*** This craft will still be able to fly with 2 wings missing as long as it is one per side irrigardless of which. Flight without the tail section is possible but turning is slow and repsonse is sluggish.
**** Destruction of the engines will cause the aircraft to lose all flight capability but will not hamper the functioning of any other system.

Height: 24ft
Length: 75ft
Wingspan: 70ft
Weight: 8.4 tons fully loaded

Speed

Flying: Maximum speed of Mach 4 in an atmosphere, doubled in space. Maximum speed can be maintained for a maximum of 16 hours before a 12 hour cooling period is required although cruising speed can be maintained indefinately. Max speed can be maintained for 3 times the duration in space.
Cruising speed: Mach 2.3
Transatmospheric Flight: The Avenger like other Dratoulian aircraft can breach atmosphere by obtaining a speed of Mach 15 with the flight pods. This speed can only be maintained for a 30 minute max before the engines are automatically shut down by its cooling systems more than 30 minutes will result in a 10% +5%/minute chance of the engines failing and require replacement.

Weapon Systems

1) Ion Cannons

Each ion cannon is mounted in the nose on either side of the cockpit and are fixed.

Damage: 6D6 MDC (single shot), 1D6 x 10 MDC (dual blasts)
Range: 6000ft
Rate of fire: Single shots or dual bursts
Payload: Effectively unlimited

2) Short Range Missiles

The Avenger in addition to its ion cannons carries 9 short ranged missiles on each wing. One of these on each wing is a leech missile. The leech when it reaches its target attaches itself by a magnetic coupling and emits an energy dampening field that drains all electrical systems within a minute. The coupling is so powerful that when activated will stay on force fields while being drawn to the target's metallic hull. The leech will drain even reactor cores within 10 minutes if not detached or if the target does not leave the range of the dampening field. Borgs and other equipment which is protected from such attacks wil be -5/-30% on all rolls and will be functioning at only 40% effiency.

Purpose: Assualt/Anti-aircraft/Anti-missile
Damage: Varies with missile used. 3D5 MDC (Leech)
Range: Varies
Rate of fire: Single rounds or in vollies of 2, 4, 8 or all 16
Payload: 9 per wing, 18 total

Air Recon. Unit (a.k.a. Looker)

The Looker is identicle to the Avenger. The only difference between the two is the Looker has additional sensors under the nose in the form of a 4ft rotating disk.

Crew: 1 with space for 1 passenger in armour

MDC by location

Cockpit/crew escape pod: 175 MDC
Main body: 440 MDC *
Sensor pod/disk (nose): 85 MDC **
Nose Wings (2): 25 MDC ***
Wings (2): 75 MDC ***
Tail section: 100 MDC ***
Landing gear: 20 MDC
Ion Cannons (2): 15 MDC
Power Converter Unit (1): 90 MDC
Gravametric Focused Pulse Engines (2): 130 MDC

* Depletion of the main body or the power converter will shut the vehicle down leaving the craft to crash land or float in space. Life support and the psi-emitter will still function as they are built into the escape pod itself.
** Destruction of the sensor pods causes the pilot to rely on his or her own abilities.
*** This craft will still be able to fly with 2 wings missing as long as it is one per side irrigardless of which. Flight without the tail section is possible but turning is slow and repsonse is sluggish.
**** Destruction of the engines will cause the aircraft to lose all flight capability but will not hamper the functioning of any other system.


Height: 24ft
Length: 75ft
Wingspan: 70ft
Weight: 8.4 tons fully loaded

Speed

Flying: Maximum speed of Mach 4 in an atmosphere, doubled in space. Maximum speed can be maintained for a maximum of 16 hours before a 12 hour cooling period is required although cruising speed can be maintained indefinately. Max speed can be maintained for 3 times the duration in space.
Cruising speed: Mach 2.3
Transatmospheric Flight: The Looker like other Dratoulian aircraft can breach atmosphere by obtaining a speed of Mach 15 with the flight pods. This speed can only be maintained for a 30 minute max before the engines are automatically shut down by its cooling systems more than 30 minutes will result in a 10% +5%/minute chance of the engines failing and require replacement.

Weapon Systems

1) Ion Cannons

Each ion cannon is mounted in the nose on either side of the cockpit and are fixed.

Damage: 6D6 MDC (single shot), 1D6 x 10 MDC (dual blasts)
Range: 6000ft
Rate of fire: Single shots or dual bursts
Payload: Effectively unlimited

Systems of Note: All sensors have double range and are hyper accurate. The Looker's sensors are able to pick up psionic power sources upto 5 miles away.

Heavy Air Assault Vehicle (a.k.a. Buster)

The Buster is the Dratoulian version of the mutli-purpose all weather and condition fighter/bomber. It is usually the heavy assualt weapon and long ranged bomber that will soften hardened targets up or will be used in front line heavy offenses. With a mix of short, medium and long ranged weapons it is by far the deadliest of the Dratoulian armoured units. It also is used as an anti-spacecraft platform with its HETLRAM (Heavy Tactical Long Ranged Missile) Missiles system, which uses either nuclear, proton or the new "electron accelerator" warhead.

Crew: 1 Pilot, 1 Navagator. With space for 2 passengers

MDC by location

Cockpit/crew escape pods (2): 175 MDC
Main body: 650 MDC *
Sensor pod (nose): 75 MDC **
Nose Wings (2): 45 MDC ***
Wings (2): 85 MDC ***
Tail section: 170 MDC ***
Landing gear: 20 MDC
Ion Cannons (2): 25 MDC
Heavy Matter Cannon Turret: 60 MDC
Short Ranged Missile Launchers (2): 50 MDC
Bomb Bay Doors (2): 30 MDC
Particle Beam Cannons (2): 45 MDC
HETLRAN Missiles (2): 50 MDC
Heavy Matter Bombs (12): 15 MDC
Power Converter Unit (1): 90 MDC
Gravametric Focused Pulse Engines (3): 130 MDC

* Depletion of the main body or the power converter will shut the vehicle down leaving the craft to crash land or float in space. Life support and the psi-emitter will still function as they are built into the escape pod itself.
** Destruction of the sensor pods causes the pilot to rely on his or her own abilities.
*** This craft will still be able to fly with 2 wings missing as long as it is one per side irrigardless of which. Flight without the tail section is possible but turning is slow and repsonse is sluggish.
**** Destruction of the engines or the tail section will cause the aircraft to lose all flight capability but will not hamper the functioning of any other system.


Height: 32ft
Length: 105ft
Wingspan: 85ft
Weight: 31.2 tons fully loaded

Speed

Flying: Maximum speed of Mach 3.6 in an atmosphere, doubled in space. Maximum speed can be maintained for a maximum of 16 hours before a 12 hour cooling period is required although cruising speed can be maintained indefinately. Max speed can be maintained for 3 times the duration in space.
Cruising speed: Mach 2
Transatmospheric Flight: The Buster like other Dratoulian aircraft can breach atmosphere by obtaining a speed of Mach 18 with the flight pods. This speed can only be maintained for a 30 minute max before the engines are automatically shut down by its cooling systems more than 30 minutes will result in a 10% +5%/minute chance of the engines failing and require replacement.
Sub-space jump system: An addition to most Dratoulian aircrafts is thier enertial jump drive. The pulses from the Gravametric pods are refocused to one central point and encased in a sort of stasis field. Once the aircraft is encased within the resulting Gravametric Field, the aircraft slips into sub-space and the Gravametric pulse buildup is vented from the rear of the aircraft through its blast vents propelling it at incredible speeds allowing it to cross the vast areas of space between planets within a few hours. This drive overheats after 20 hours of constant use and must cool for atleast 5 hours. Other aircraft can be 'towed' along but speed is reduced by 25% per each additional aircraft. The aircraft must link thier power systems and navigation by docking along the back and underbelly.
Speed: 1.7 light years/hour
Range: Limited by supplies,Dratouls with PPE crystals - indefinately.

Weapon Systems

1) Ion Cannons

Each ion cannon is mounted in the nose on either side of the cockpit and are fixed.

Purpose: Anti-aircraft/Assualt
Damage: 6D6 MDC (single shot), 1D6 x 10 MDC (dual blasts)
Range: 6000ft
Rate of fire: Single shots or dual bursts
Payload: Effectively unlimited

2) Heavy Matter Cannon Turret

The HM turret is located under the nose and behind the sensor pod. The ball turret can rotate 360 degrees by 180 degrees allowing it to not only fire forward and down but also behind it.

Purpose: Anti-armour/Ground assualt
Damage: 1D6 x 10 MDC (single shot), 2D6 x 10 MDC (dual blasts)
Range: 4500ft
Rate of fire: Single shots or dual bursts
Payload: 50 rounds per gun, 100 total

3) Particle Beam Cannons

These heavy weapons are mounted wher the wing and the fuselage meet and are fixed. They are used for long ranged bombardment and against armour.

Purpose: Anti-armour/Assault/Anti-spacecraft
Damage: 2D6 x 10 MDC (single shot), 4D6 x 10 MDC (dual blasts)
Range: 6000ft
Rate of fire: Single shots or dual bursts
Payload: Effectively unlimited

4) Medium Ranged Missiles

Purpose: Assualt/Anti-aircraft
Damage: Varies with missile used.
Range: Varies
Rate of fire: Single rounds or in vollies of 2, 4, 6 or all 12
Payload: 6 per wing, 12 total

5) Short Ranged Missile Launcher

The short ranged launchers are built into either side of the Buster and extend from a hidden panel when ready to fire. They do not retract to reload but are reloaded automatically as the missiles roll out of the launcher to launch. Launcher can also fire the Leech Missile.

Purpose: Assualt/Anti-aircraft/Anti-Missile
Damage: Varies with missile used.
Range: Varies
Rate of fire: Single rounds or in vollies of 2, 4, 8, 16, 32 or all 64
Payload: 32 per launcher, 64 total

6) HETLRAN Missiles

The HETLRAN missile system varies depending on role it is needed for. It can be fitted with 3 different warheads (Proton, Nuclear, Electron Accelerator). The first two are ususally anti-spacecraft or assualt. The second is a specially made weapon primarily for the use against targets with reactors such as spacecraft, ground installations or orbital platforms. The electron accelerator causes little physical damage but releases massive amounts of electrons and neutinos which increases the chain reaction within reactors to danger levels almost instantly causing a 95% chance of melt down which of course results in massive amount of damage or total destruction of target.

Purpose: Assualt/Anti-aircraft/Anti-spaceship
Damage: 4D6 x 10 MDC (Proton), 2D6 x 50 MDC (Nuclear), 1D6 x 10 MDC (HETLRAN)
Blast radius: 50ft (Proton), 250ft (nuclear), 60ft (HETLRAN)
Range: 2500 miles (double in space)
Rate of fire: Single rounds or in vollies of 2
Payload: 2 total

High Speed Troop/Cargo Transport (a.k.a. Hopper)

Crew: 1 Pilot, 1 Co-pilot, 1 Navagator, 2 Engineers, 1 Bravthin Monk. With space for 4 passengers

Equipment of note: 4 Phoenix A.I. units, 2 Strongmen, 2 Guardians, 1 Fix-it and a grappler.

MDC by location

Cockpit/crew escape pods (10): 175 MDC
Magnetic couplinks (8): 50 MDC
Main body: 1500 MDC *
Sensor pod (nose): 75 MDC **
Wings (4): 75 MDC ***
Tail section: 370 MDC ****
Landing gear (4): 20 MDC
Laser Turret (4): 65 MDC
Cargo Bay Doors (2): 80 MDC
Tractor Beams (2): 60 MDC
Gravametric Focused Pulse Engines (5): 130 MDC
Airlocks (3): 60 MDC

* Depletion of the main body or the power converter will shut the vehicle down leaving the craft to crash land or float in space. Life support and the psi-emitter will still function as they are built into the escape pod itself.
** Destruction of the sensor pods causes the pilot to rely on his or her own abilities.
*** This craft will still be able to fly with 2 wings missing as long as it is one per side irrigardless of which. Flight without the tail section is possible but turning is slow and repsonse is sluggish.
**** Destruction of the engines or the tail section will cause the aircraft to lose all flight capability but will not hamper the functioning of any other system.


Height: 48ft
Length: 345ft
Width/Wingspan: 120ft/150ft
Weight: 210 tons/1810 tons fully loaded

Speed

Flying: Maximum speed of Mach 5 in an atmosphere, doubled in space. Maximum speed can be maintained for a maximum of 16 hours before a 12 hour cooling period is required although cruising speed can be maintained indefinately. Max speed can be maintained for 3 times the duration in space.
Cruising speed: Mach 2
Transatmospheric Flight: The Hopper like other Dratoulian aircraft can breach atmosphere by obtaining a speed of Mach 18 with the flight pods. This speed can only be maintained for a 30 minute max before the engines are automatically shut down by its cooling systems more than 30 minutes will result in a 10% +5%/minute chance of the engines failing and require replacement.
Sub-space jump system: The Hopper is the only Dratoulian cargo hauling aircraft other than a spacecraft that can traverse the long distances between the stars to fullfill its role as a heavy duty longed range supply craft. Built with more powerfull focused pulse engines the Hopper can usually be seen ferrying cargo to distant outposts, bases or ships. It can also increase the stasis field to a 500ft radius around the ship taking other aircraft with it. A typical tactic is to sub-jump into a hot zone with a full compliment of Avengers, a Looker, a compliment of troopers or mechanized units and upto 8 Busters for a reinforced insertion. Of course any mix of vehicles can be used.
Speed: 3.9 light years/hour
Range: Limited by supplies,Dratouls with PPE crystals - indefinately.

Weapon Systems

1) Laser Turrets

The Hopper has 4 dual laser turrets placed in different locations on its hull. These computer controlled weapons are used primarily as defense and anti-missile weapons or used to provide cover for the troops/vehicles it offloads.

Purpose: Anti-missile/Defense
Damage: 1D6 x 10 MDC
Range: 2500ft
Payload: Effectively unlimited
Rate of fire: Dual blasts only

2) Tractor Beams

The Hopper has two tractor beams (one above and one below) that are used to place cargo into the hold when operating in 0 gravity. The tractor beams have the hold equivalent of 2000 PS each.

Cargo capacity: The Hopper can hold 1600 tons of cargo in its 40" x 200" x 100" three layered cargo space which is large enough to hold almost 15 (5 x 3 rows) of Archammer Units and an additional 1000 troops in EBA's. The floors between the layers are adjustable and uses an anti-gravity cargo lifts to go between them, upto 3000 troops can be carried at once in the environmentally sealed cargo hold which has an independant life support system to the rest of the Hopper. In addition to its internal cargo hold, the Hopper also has 8 magnetic couplinks on its hull which allows either 8 Avenger/Looker aircraft, upto 4 Busters or 4 Hunters. These aircraft sometimes travel with the Hoppers in this way as long range escorts and can detach within seconds if needed. The pilots can travel between thier aircraft and the Hopper through a small tube in the middle of the couplink.

Long Range Air Search & Destroy Vehicle (a.k.a. Hunter)

The Hunter is a dual role long ranged aircraft designed to be used in a larger operating area than the Buster, the Avenger and the Looker. It contains the same sensor packs as the Looker and is usually sent on patrols lasting days at a time. Flying at high altitudes the Hunter carries an arrangement of medium & long ranged missiles, a single HETLRAM (Heavy Tactical Long Ranged Missile) with a small payload of sensor guided heavy matter smart bombs. It carries no other weapons as the weight and space we reincorporate into faster more powerful engines allowing it to simply out run most weaponry and attacking vehicles. All its weapons systems and sensor pods are buit into the ship itself giving it a more streamedline look and greater speed, the Hunter is also the only Dratoulian aircraft that uses cloak technology but must decloak to fire its weapons.

Crew: 1 Pilot with space for 1 passengers

MDC by location

Cockpit/crew escape pods (2): 175 MDC
Main body: 350 MDC *
Sensor pod (nose): 75 MDC **
Wings (2): 85 MDC ***
Tail section: 120 MDC ***
Landing gear: 20 MDC
Medium Ranged Missile Launchers (2): 50 MDC
Long Ranged Missile Launchers (2): 50 MDC
Bomb Bay Doors (2): 30 MDC
HETLRAN Missiles (1): 50 MDC
Heavy Matter Smart Bombs (6): 20 MDC
Power Converter Unit (1): 90 MDC
Gravametric Focused Pulse Engines (2): 160 MDC

* Depletion of the main body or the power converter will shut the vehicle down leaving the craft to crash land or float in space. Life support and the psi-emitter will still function as they are built into the escape pod itself.
** Destruction of the sensor pods causes the pilot to rely on his or her own abilities.
*** This craft will still be able to fly with 2 wings missing as long as it is one per side irrigardless of which. Flight without the tail section is possible but turning is slow and repsonse is sluggish.
**** Destruction of the engines or the tail section will cause the aircraft to lose all flight capability but will not hamper the functioning of any other system.


Height: 24ft
Length: 85ft
Wingspan: 60ft
Weight: 10.2 tons fully loaded

Speed

Flying: Maximum speed of Mach 9.6 in an atmosphere, doubled in space. Maximum speed can be maintained for a maximum of 16 hours before a 12 hour cooling period is required although cruising speed can be maintained indefinately. Max speed can be maintained for 3 times the duration in space.
Cruising speed: Mach 6.7
Transatmospheric Flight: The Hunter like other Dratoulian aircraft can breach atmosphere by obtaining a speed of Mach 21 with the flight pods. This speed can only be maintained for a 30 minute max before the engines are automatically shut down by its cooling systems more than 30 minutes will result in a 10% +5%/minute chance of the engines failing and require replacement.
Sub-space jump system: An unusual addition to most Dratoulian aircrafts is thier enertial jump drive. The pulses from the Gravametric pods are refocused to one central point and encased in a sort of stasis field. Once the aircraft is encased within the resulting Gravametric Field, the aircraft slips into sub-space and the Gravametric pulse buildup is vented from the rear of the aircraft through its blast vents propelling it at incredible speeds allowing it to cross the vast areas of space between planets within a few hours. This drive cannot be used to cross between stars as the drive focus elements are fragile and will break after 20 hours of constant use. Other aircraft can be 'towed' along but speed is reduced by 25% per each additional aircraft. The aircraft must link thier power systems and navigation by docking along the back and underbelly.
Speed: 2.9 light years/hour
Range: Limited by supplies,Dratouls with PPE crystals - indefinately.

Weapon Systems


1) Medium Ranged Missile Launchers

Built into the fuselage of the Hunter, the launcher extend out from thier concealed hatches when they are to be used and are retracted when not in use or if the cloaking field is engaged.
Purpose: Assualt/Anti-aircraft/Anti-Armour
Damage: Varies with missile used.
Range: Varies
Rate of fire: Single rounds or in vollies of 2, 4, 8, 16, 32 or all 64
Payload: 32 per launcher, 64 total

2) Long Ranged Missile Launchers

These launchers are built into the underside of the wings and like the medium ranged missiles, they are extended from concealed hatches when they are to used and are retracted when done or if the cloaking system is to be used.

Purpose: Assualt/Anti-aircraft/Anti-Armour
Damage: Varies with missile used.
Range: Varies
Rate of fire: Single rounds or in vollies of 2, 4 or all 8
Payload: 4 per launcher, 8 total

3) HETLRAN Missile

The HETLRAN missile system varies depending on role it is needed for. It can be fitted with 3 different warheads (Proton, Nuclear, Electron Accelerator). The first two are ususally anti-spacecraft or assualt. The second is a specially made weapon primarily for the use against targets with reactors such as spacecraft, ground installations or orbital platforms. The electron accelerator causes little physical damage but releases massive amounts of electrons and neutinos which increases the chain reaction within reactors to danger levels almost instantly causing a 95% chance of melt down which of course results in massive amount of damage or total destruction of target. One missile of any configuration can be mounted in the bomb bay along WITH the smart bombs.

Purpose: Assualt/Anti-installation/Anti-spaceship
Damage: 4D6 x 10 MDC (Proton), 2D6 x 50 MDC (Nuclear), 1D6 x 10 MDC (HETLRAN)
Blast radius: 50ft (Proton), 250ft (nuclear), 60ft (HETLRAN)
Range: 2500 miles (double in space)
Rate of fire: Single rounds or in vollies of 2
Payload: 2 total

4) Heavy Matter Smart Bombs

These bombs once drop extend small fins which guide it down to its target. The navigational information is sent to the bomb via a sub-space relay built into the bomb from the Hunter's combat computer and with the advanced sensors, the bomb is accurate within 18 inches of the target.

Purpose: Ground Assualt
Damage: 2D6 x 15 MDC
Blast Radius: 60ft
Rate of fire: Single bombs or in vollies of 2, 4 or all 6
Payload: 6 total

Systems of Note: All sensors have double range and are hyper accurate. The Looker's sensors are able to pick up psionic power sources upto 5 miles away. The same bonuses from the EBA cloaking device is used for the Hunter.

Robotic Air Recovery Unit (a.k.a. Grappler)

The Grappler is used on starships, depots or on cargo drops. These drones are the backbone of all heavy work done in building or cargo hauling done in space. With reinforced lifter arms, they are able to lift nearly 6 tons of cargo with ease and have been known to tear mecha apart limb from limb and pry open armoured vehicles like foil. These are rarely seen in any other role and usually return to a holding area until they are put to use. The Grappler will only attack in defense of itself or Dratoulian civilians or under orders. It will report intruders to a '4 eyes' or the nearest armour or military unit then return to its duties.

MDC by location

Main body: 150 MDC
Sensor pack: 50 MDC
Sensor eyes (small) (4): 20 MDC
Retractable utility arms 2: 15 MDC
Gravametric Pod: 75 MDC
Power Unit: 75 MDC
Retractable antennae: 15 MDC
utility Arms (4): 50 MDC
Large Heavy lift Arms (4): 125 MDC

Height: 10ft
Width: 8ft
Length: 20ft
Weight: 1200 lbs

Flying: 300 MPH

Crush/pin (Reinforced lifter arms): 1D6 x 10 MDC
Crush/pin: 4D6 MDC
Ram/Tackle: 2D6 MDC

Robotic Air Assualt Unit (a.k.a. Phoenix)

The Phoenix air assault unit is one of the Dratoulian A.I. units which help defend everything from the core worlds to Hoppers. these sleek and fast drones usually lie in wait until needed or can be sent on constant patrol around places of importance in space or in an atmosphere.

MDC by location

Main body: 175 MDC
Sensor pod: 30 MDC
Wings (2): 35 MDC
Sensor Eye: 25 MDC
Tail/engine section: 90 MDC
Ion cannons (2): 45 MDC
Mines (3): 15 MDC
Short Ranged Missile Launcher: 50 MDC

Height: 7 ft
Length: 20 ft
Width/Wingspan: 3ft/10ft
Weight: 950lbs

Flying: Mach 3 (Doubled in space)

Weapon Systems

1) Dual Ion Cannons

The Phoenix has an ion cannon ounted on each side of its fuselage close to the nose. They fire togther and are fixed forward.

Purpose: Assault
Damage: 1D6 x 10 MDC
Range: 4500ft
Payload: Effectively unlimited
Rate of fire: Dual blasts only

2) Short Range Missiles

A short ranged missile launcher is mounted on top of the Phoenix and the missiles are ejected out of the top as they are fired.

Purpose: Anti-Aircraft/Assault
Damage: 1D6 x 10 MDC (High Explosive)
Range: 10 miles
Rate of fire: Vollies of 1, 2 or 4
Payload: 16 total

3) Mines

These mines are attached to the back of the Phoenix between its engines and are used against aircraft and missiles that follow it. The mines themslves are magnetic and are attracted to anything within 20 feet.

Purpose: Anti-Aircraft/Anti-missile
Damage: 1D6 x 10 MDC (High Explosive)
Range: 20 feet
Blast Radius: 30ft
Payload: 3 total


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