War-roid OCC/RCC War-roids are robots that were built by the Imperial Army on another world, Gaiarth. They are robots, but have all aspects of a transferred intelligence. Whether or not they were actually once human and had their essences transferred into robot bodies or whether they were somehow created with an essence is unclear. War-roids were developed as troops for the Imperial Army to combat the enemy's autosoldiers (robot animal-like drones), and were paired with human partners to make a balanced team. The typical War-roid is much like a soldier, except that they all have exceptional loyalty. To date, not one War-roid has been reported as a menace or a danger to humans. There is no movement in the face of a War-roid, it is totally mechanical. The eyes do not visibly move, and although there is obviously a mouth, it is merely cosmetic. (there is no opening) There are 3 types of War-roids, the War-roid Soldier (the front line troop), the War-roid Warlock (the commander/general, rare), and War-roid Zaxon, who is a unique individual and the "Warlock of Warlocks". (War-roid Warlocks) Energy barriers were developed on Gaiarth, and led to melee weapons being developed to a much higher degree than those of Rifts Earth, since melee weapons are unaffected by energy barriers. The energy barriers would protect War-roids from enemy energy attacks while they charged, giving them time to reach the enemy and engage them in melee combat. War-roids have long life spans, and can operate with little or no maintenance for extremely long periods of time, several have operated for over 100 years without major malfunction, though routine maintenance is recommended. (it should be noted these were also in isolated areas and did not engage in combat for these extended periods of time) War-roids cannot wear additional armor. Attributes: (unlisted rolled as normal) War-roid Soldier PS 32, PP 20, PE N/A, Spd 220 War-roid Warlock PS 36, PP 22, PE N/A, Spd 220 Bonuses: (sensor bonuses calculated in, but not PP) +1 melee attack War-roid Soldier: +1 strike, +2 parry, +3 dodge, +3 initiative War-roid Warlock: +1 strike, +2 parry, +3 dodge, +3 initiative All War-roids are -6 to parry ranged attacks, -4 to dodge them Attribute Requirements Soldier IQ 10, ME 12 Warlock IQ 13, ME 12 OCC/RCC SKILLS: Language: American (98%) Literacy: American (+20%) Math: Basic (+20%) Computer Operation (+20%) Climbing (+5%) Pilot: Hovercraft(+5%) Read Sensory Equipment (+15%) WP Sword WP Chain WP choose 1 ancient Hand to Hand Expert For Warlocks, add Computer Programming (+15%) Computer Hacking (+15%) OCC RELATED: Soldiers pick 6 skills, plus 1 more each at levels 3, 6, 9, and 12 Warlocks pick 4 skills, plus 2 more each at levels 5, 9, and 13 Communications: Any (+10%) Domestic: Any Electrical: Basic only Espionage: None Mechanical: Basic only Medical: First Aid and Paramedic only (+10%) Military: None Pilot: Any except Robots/PA and aircraft (+10%) Pilot Related: Any (+5%) Physical: Hand-to-Hand only Rogue: Computer Hacking only Science: Any Technical: Any Wilderness: None WP: Only ancient to start SECONDARY: also gets 3 secondary skills, with the above restrictions but without the bonuses; one more each can be selected at levels 6, 10 and 14 ROBOT FEATURES: (most of these found in Source Book 1) 1. Transferred Intelligence - all War-roids exhibit TI features A slight exception to this is that War-roids, if they possess psionics, will only possess minor psionics, and the specific powers empathy and presence sense. Approximately 15% of War-roids possess psionics. 2. Humanoid Body War-roid Soldier - Basic Humanoid: 420 MDC (8 feet tall) War-roid Warlock - Giant Humanoid: 600 MDC (10 feet tall) 3. Power Supply Super-Solar Power System Nuclear: Soldier 10 years Warlock 20 years 3. Audio Advanced Audio System Radar Signal Detector Radio Signal Scrambler Single Voice Synthesizer Inaudible Frequency Transmission 4. Optics Basic Robot Optic System Targeting Combat Computer Telescopic Vision 5. Sensors Bio-Scan Medical Survey Unit Micro-Radar 6. Weapons Power Punch - add 2D6 to punch damage for power punch War-roid Sword - War-roids are generally armed with an MDC sword, that, combined with their strength, does 1D4*10 (they were made to specialize in melee combat using these swords) However, 20% of War-roid Soldiers, and 50% of War-roid Warlocks are armed with an Energized Sword/Energy Whip Energized Sword/Energy Whip - 1D6*10 MDC as a sword, 1D4*10 as a whip, whip has a length/range of approximately 50 feet This weapon is a hilt that juts out slightly from one side of the War-roid's lower chest, usually the left side. It becomes an energy sword or whip when grasped. Nano-sensors built into the hilt recognize the imprint of that specific War-roid's hand, activating the weapon. Effectively indestructible for parrying attacks, energy supplied by the War-roid's power supply. Attacking with this weapon as a whip does not require the War-roid "switch" it to whip form if it was used last attack as a sword, instantaneous. (though if the last attack was as a whip, parry for the next attack will be impossible) 7. Energy Barrier All War-roids can form an energy barrier that protects from energy attacks. The barrier is centered on the War-roid, and extends a few feet beyond the War-roid. The barrier replenishes its MDC in 24 hours if damaged. If the barrier is reduced past zero, it absorbs up to an additional 50 MDC. (ie: barrier at 3, 50 MDC inflicted, barrier absorbs all damage as it is destroyed) MDC War-roid Soldier: 100 MDC War-roid Warlock: 150 Disadvantages of the Energy Barrier 1) The energy barrier protects only from ranged energy attacks, it has no effect on physical or melee attacks. (a TW flaming sword has full effect) 2) If the barrier is destroyed, the War-roid is stunned for 1D4 melees unable to take any action. (systems overloaded) 3) Once the barrier is destroyed, it will not function again until the War-roid has his systems repaired. 4) The War-roid must activate the barrier initially, similar to a dodge, requiring the use of a melee attack. (functions from then on until the War-roid deactivates it - deactivating doesn't take an attack) 8. Star Satellite - exclusive to the War-roid Warlock Approximately 20% of Warlocks have a "star" that is still "alive". This "star" is an orbiting satellite which can give the War-roid a boost if power systems are failing, or if there is great need for a powerful strike. This is not done consciously by the War-roid, but is activated automatically by computers on the satellite that monitor the War-roid's systems. None of these "stars" are known to exist in Rifts Earth. (though it is possible, if extremely unlikely, that one came through a rift into Earth space) 9. Jack System - exclusive to the War-roid Warlock War-roid Warlocks have a jack system that enables them to patch into any computer controlled facility and take direct control of it. For example, if Archie (the box) was destroyed, a War-roid Warlock could patch in to the Aberdeen complex and take complete control of it, similar to the control Archie has now. EQUIPMENT: Very little in the way of equipment, mostly self-sufficient, may have a vehicle such as a hovercycle for transportation. War-roid Soldiers have a sensor helmet with thermo-imaging and ultraviolet optics built in. Has 20 MDC. (only fits the smaller Soldiers) MONEY: War-roids have very little value for money, rarely have more than 2D4x100 credits at any one time CYBERNETICS: None OTHER NOTES: War-roids cannot start with any ranged WPs. They have been made to fight in a particular style, namely charge the enemy and engage in. melee. They were not made with ranged firefights in mind. They have a barrier to enable them to reach the enemy relatively undamaged, where they can engage them in melee combat, eliminating the advantage of any enemy barrier systems. They do not use ranged weapons unless absolutely necessary. Generally this is left to their human partner(s) if required. War-roids that have their MDC completely depleted are deactivated, however, they can be repaired and the essence is completely undamaged, although it passes into a dormant state. The War-roid must be completely destroyed to destroy the essence, anywhere from 50-100% more damage must be inflicted. War-roids have been known to lay dormant for over 100 years. Psionics that affect living beings affect War-roids the same way. (not if of physical nature, though - ie: healing, etc) Alignment, if used, will be good. By Hugh King