The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by archangel777, 2022-09-24 14:49:49

Sorcerers' Revenge

Sorcerers' Revenge

speed up to 1200 feet (366 m) deep in five seconds. Maximum Secondary Purpose: Defense.

Depth is five miles (8 km)! Iron Juggernauts do not need to Missile ~: Any mini-missile can be used, but standard issue

breathe or eat, so the Earthwake can remain underwater indefi­ is armor piercing (1D4x I0 M.D.) or plasma (I D6x 10), or a

nitely. comparable mini-torpedo.

Mega-Damage: Varies with missile type.

Statistical Data Range: Usually about a mile (1.6 Ion).


Height: 20-30 feet (6-9 m). Rate ofFrre: One ai-i -iiffi-e, or in volleys of2, 4 or 8.


Width: 9-11 feet (2.7 to 3.3 m) at the shoulders. Payload: 16 total, eight in each launcher.

4. Steam attack: A cloud of steam can be created from the vent
~: Approximately 6-8 feet (1.8 to 2.4 m).
tubes covering a 40 foot (12 m) diameter. It is hotter than a
Weight: 22-30 tons. sauna and will inflict 306 S.D.C. damage every melee round.
Those not protected by environmental body armor or helmets
Color: Dull, grey-brown with red, rusty looking tarnishing will be temporarily blinded (-9 to strike, pany and dodge).
along its seams. Trimmed with gold, and crowned with grey, Characters inside M.D.C. structures from armor to vehicles
tentacle-like hoses. are unhurt, but the steam creates a mist that reduces visibility
by half and plays havoc with heat sensors.
Power System: Magical. A Major Earth and Minor Water El­ 5. Physical Combat: Its magical nature and supernatural P.S.
emental supply an endless, renewable source of energy and mean the Iron Juggernaut can battle and hurt other
power. Mega-Damage robots, monsters, dragons and supernatural
creatures.
Cargo: None, but can carry up to 10 tons and pull over 30! Attributes of Note: Equivalent of a Supernatural P.S. 42, P.P.

22. I.Q. varies from 6-14.

Cost: Presumably millions of credits, but acts and thinks like Attacks ~ Melee Round: Nine physical (hand to hand or en
­
a living being, so it is less a possession or machine and more of ergy blasts) or two by magic spell (each spell attack counts as

a supernatural being made of iron and elemental fury. Not avail­ the equivalent of three physical attacks) when on land.

able for sale, although the Splugorth would love to get a few for
the Gladiatorial arena. Only seven hand to hand or two spell attacks when in the wa­
ter.

Weapon Systems:
Bonuses Underwater: + I on initiative, +5 to strike, +3 to parry,

1. Lava Bolts from the Fingers: The Earthwake Iron Jugger­ +2 to automatic dodge (meaning the act of dodging does NOT

naut can magically generate and fire bolts of molten lava use up a melee action), +4 to pull punch, and +2 to roll with im
­
from its hands. pact. + I 0 to save vs Horror Factor, +8 to save vs mind control

and it does not seem to breathe or need to eat food, drink water

Primary Purpose: Defense and assault.
or rest; can travel without tiring. Note: Double all physical/com­

Mega-Damage: 6D6 M.D. from one large bolt or 406 M.D.
bat bonuses by when out of water and on dry land, but it loses

from a volley of four small bolts fired from the fIngers (106
its automatic dodge (+4 to dodge).

M.D. each).
Special Abilities: Keen vision and can see clearly up to two

Range: 1200 feet (366 m) for the single bolt and 2000 feet (610
miles (3.2 km) away, 180 degree peripheral vision, sees through

m) for a volley of 1-4 small ones. If the fmgers are spread wide
dark murky water, nightvision 3000 feet (914 m), and see the in
­
apart the volley can be fired at two or more targets simulta­
visible.

neously, provided they are within 20 feet (6 m) of one another.

However, such a "scatter shot" is -3 to strike any of its targets. If
The Earthwake Iron Juggernaut is impervious to possession,
the volley is clustered close together to hit one target there is no
disease, gases, toxins, and"" normal cold and heat. Electricity,
strike penalty.
lightning, storms (including ley line storms, tornados and hurri­
Rate of Fire: Each single blast or volley counts as one melee at­
canes) and explosions do half damage.
tack.

Payload: Effectively unlimited.
In addition, it can use Land Navigation 98% on dry land
2. Forearm Spear Launchers (2): Each arm has nine openings (85% underwater), Sense Magnetic North (see Rifis® Under­
seas), senses the approximate water temperature around it,
(three on top and three on each side) that contain stone senses the depth below it, sense and locate water (including un­
spears. These spears can be fired at will and magically reap­ derground springs) within 50 miles (80 Ion) at 88%, magically
pear at the beginning of each new melee round. They are understands all languages, and regenerates M.D.C. at a rate of
used like an underwater speargun or crossbow when on dry lD4xl0 every melee round!
land.
Primary Purpose: Defense and long-range assault.
Vulnerabilities: Most M.D. weapons and spells do normal dam­

Mega-Damage: 106 M.D. per individual spear, 306 for a volley
age. Rune weapons inflict double damage.

ofthree fired simultaneously at the same target. 5D6 for a volley
Damage: Double damage to creatures vulnerable to magic or

of six and ID4xI0+6 for a volley of nine.
water.

Range: 1200 feet (366 m)

Rate of Fire: Counts as one melee attack whether one or nine are
• Restrained Punch: 106xlO S.D.C. or 106 M.D. depending
fired simultaneously. Can be fired one at a tLtne or in volleys of
on how hard the [ron Juggernaut desires to hit.
3,6 or 9.

Payload: Effectively unlimited; magically replenished at the be­
• Full Strength Punch: 606 M.D.
ginning of each melee round.

3. Mini-Missile Launcher: Built into each shoulder is a con­
• Power Punch: 2D4x I0 M.D., but counts as two melee at­
ventional mini-missile launcher. tacks.
Primary Purpose: Anti-Aircraft and Anti-Missile.

76














































Click to View FlipBook Version