Shadow Metal Siren
The Metal Siren is a marvel of versatility and destructive power. Two powerful gravity guns are stowed on each wing and can be fired in all three configurations. Heavy pulse plasma cannons are mounted over the shoulders in soldier configuration and just behind the cockpit in gerwalk. A set of high intensity lasers are located on each hip in soldier and gerwalk configurations and the forward undercarriage in the gerwalk and jet configurations. The "big" gun is the powerful plasma spear which can fire a plasma bolt or be used as a mega-damage stabbing and striking weapon. As if this were not enough, the Metal Siren is bristling with missiles located in the chest, hips, and lower legs of the fighter and additional body armor!
Vehicle Type: XVF-1MS Shadow Metal Siren
Class: Valkyrie III: Space Fighter (transformable)
Intelligence: Neural
Alignment: Scrupulous
Crew: None needed. But two people can sit in the cockpit w/gear.
Attributes:
I.Q.: 52
P.S.: 63
P.P.: 41
M.D.C. by Location:
Head Shield (1, top) -- 533
*Head -- 533
*Shoulder Pulse Lasers (2) -- 533 each
Shoulders & Missile Launchers (2) -- 533 each
Forearms (2) -- 586 each
*Hands (2) -- 266 each
Legs (2) -- 800 each
*Hip Auto-cannons (2) -- 266 each
*Hip Missile Launchers (2) -- 400 each
*Leg Missile Launcher Ports (4 per leg) -- 266 each
*Leg Thrusters (3 per leg) -- 266 each
Wings (2) -- 1066 each
Jet Thrusters (2, rear) -- 640 each
*MS-50 Beam Cannons (2) -- 533 each
*Plasma Spear (1) -- 800
Cockpit Shield -- 800
Reinforced Pilot Compartment/Cockpit -- 586
**Main Body -- 2773
***Brain - 500
****Cross Dimensional Device - 600
*All items marked with a single asterisk means they are small and/or difficult to strike. An opponent must make a
called shot to strike these areas and even then suffers a penalty of -2 to strike.
Destroying the head will destroy all forms of optical enhancements. The range and targeting capabilities of
radar and all other sensor (non-optical) are reduced by half. The head is a difficult target to strike: an attacker is -3
to strike even when a called shot is made and -5 to strike when the protective head shield is in place.
**Depleting the M.D.C. of the main body will shut the mecha down completely, making it useless. Note: Destroying a wing will make flight in an atmosphere impossible; in space reduce the dodge bonus by two points.
***Depleting the M.D.C. of the "Brain" will destroy the Shadow Metal Siren. Note: To hit the brain you must first deplete the M.D.C. of the main body. Depleting the M.D.C. of the main body will cause the brain to eject out of the Shadow Metal Siren.
****Depleting the M.D.C. of the Cross dimensional Device will make dimensional travel impossible. Note: To hit it the M.D.C. of the main body must be depleted first.
Speed:
Jet Mode: Mach 3.5 (2660 mph) max.
Jet Mode Cruising Speed: 990 mph
Guardian Mode - Running: 100 mph
Guardian Mode - Flying: Hover stationary to 4560 mph (Mach 6)
Battloid Mode Flying: Hover stationary to about 550 mph.
Battloid Mode, Running: 150 mph
Battloid Mode, Leaping: 180 ft up or across without assistance, unlimited with anti-grav assistance.
Maximum Speed Underwater: 50 mph without assistance, 200 mph with aid of force field.
Space Propulsion: Mach 30 (19,800 mph)
Sublight: .5 the speed of light (335,000,000 mph)
Stardrive: 200 light years/hour
Spacefold: A hyperspace system that catapults the Metal Siren through space and time. The space fold system is used for traveling from one galaxy to another quickly. Range: Unknown, presumably limitless. Note: When the Metal Siren uses its space fold it will also transport all vessels within half a mile.
Statistical Data
Height:
42 ft in Battloid mode.
21 ft in Guardian mode.
16 ft in Jet Fighter mode.
Width:
17 ft at shoulders in Battloid mode.
40 ft in Jet and Guardian mode with wings fully extended.
Length:
16 ft in Battloid mode.
30 ft in Guardian mode.
46 ft in jet and guardian mode.
Weight: 41 tons fully loaded.
Cargo: Standard, small compartment behind the pilot's seat.
Main Engine: Micro-Fusion Reactor, Estimated life span of 500 years.
Secondary Engine: Protoculture Reactor. The reactor gives the Metal Siren an estimated 500 years of use. Primarily used for the symbotic link it provides, but can be deactivated in order to evade detection of protoculture sensors such as the Invid. If deactivated any live pilots have a penatily of -2 to strike, parry, and dodge.
Range: Effectively unlimited. The reactor style power source provides enough energy to operate for 500 years of continual use before requiring replenishment.
Cost: 15,521,832,733,400 credits. One of a kind custom made in another dimension.
Sensors and Equipment:
- Shadow Cloaking Device: The cloaking device hides the veritech from enemy radar, protoculture sensors/targeting, and scrambles all other detection methods such as microwaves and lasers. Only conventional optical systems and the opponent's own vision can be used to see the veritech. Consequently, the Omega on a target completely undetected by radar or other sensor. It is only when they come into visual range that they can be detected. Note: Unless somebody sees the Omega coming, the Omega always has the initiative (strikes first) for the first melee round. After that, everybody rolls initiative each melee of combat.
- Radar (improved): Range 5,000 miles (200,000 miles in space); can track up to 600 targets simultaneously. The radar is constructed into the skin of the omega. This allows the omega to take a 360° image in a few seconds. The radar has three modes: off, stealth, and on. In Stealth mode the radar will only stay on long enough to take a complete image of the surrounding area and then turn off. The system is designed to vary the time between the scans so that a pattern does not appear to the enemies detectors.
- Gravity Wave sensor: This system can detect ships as far away as 200,000 miles if they are in normal space. Ships using a gravity or P-Drive make disturbances in the normal space-time continuum which can be detected from as far as 10 light years.
- Radar Signal Detector: A tiny radar receiver which will alert the omega when he is being scanned by radar. 85% accuracy.
- Radio/Video Communications: Wide band and directional, radio and video telecast capabilities. Range is 20,000 miles or can be boosted indefinitely via satellite relay.
- Laser Communications: Long range, directional, communication system. Effective Range: 250,000 miles.
- Targeting Sight & Combat Computer: Calculates, stores and transmits data onto the cockpit computer screen or Head Up Display (H.U.D.). Patches in with targeting computer. Combat Computer has over 4 billion robots, vehicles, uniforms, insignias, & monsters (96% chance of identifying something). Up to 5 billion more can be added.
- Laser Targeting System: Range: 150 miles.
- Motion Detector & Collision Warning System: Close range: 200 ft; sounds alarm and red light warns the omega of impending collision and/or immediate target.
- Head Spotlights: Range: 1000 ft
- Loudspeaker: Can amplify the pilot's voice up to 90 decibels.
- Self Destruct: A last ditch effort to prevent the capture of the Omega (usually preceded by the Intelligence ejection from the veritech) is self destruction. Explosive damage is fairly contained. Without missiles (or few) does 2D6x10 M.D., but with all or most of its missiles (60) will do 3D6x100 M.D. to a 50 ft radius. Triple damage to the omega. Note: If any AP-clips are present they will explode adding to the damage sustained. If the standard five are present then the damage is 10D20x2500+500 M.D. to a 1000 ft radius. (25500-500500 M.D.)
- Underwater Capabilities: All internal mechanisms, joints and access panels are sealed and waterproofed. The entire physical structure is conditioned for water pressure and stress, as well as maneuvering jets installed. Maximum Depth Unknown presumably limitless.
- Radiation Shielding: Special Shielding prevents the penetration of life threatening heat and radiation. The shields are so strong that they can survive a supernova.
- Provisions Storage: 100 gallons of water and an airtight compartment with 52 weeks of MRE's.
- Recycling Plant (type two): This system recycles everything (ex: oxygen & purifies the air). With this system running the duration the omega can sustain a crew is extended to 5 years before needing to put into a port.
- Hardened Circuits: The Omega's systems have been hardened to withstand the effects of scramblers, EMP's, electrical blasts and similar attacks. No damage is taken.
- Advanced Robot Optic System: Color vision, 3-D analysis, passive nightsight, infrared, ultraviolet sight. Range: 20,000 ft.
- Nightvision Optics: Range: 3000 ft. An image intensifier that is passive and relies on ambient light which is electronically amplified to give a visible picture. Nightvision can not work in absolute darkness.
- Telescopic Optical Enhancement: Range:40,000 ft. Field of vision: 100 ft.
- Thermo-Imager: Range: 20,000 ft. A special optical heat sensory unit that allows the infrared radiation of warm objects to be converted into a visible image. It also enables the omega to see in darkness, shadow and through smoke.
- Advanced Audio System: Amplified stereo hearing; hears in the full decibel range. Ultra-ear enables the omega to hear frequencies inaudible to the human ear.
- Modulating Voice Synthesizer & Sound Analysis Computer: Enables the omega to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 2 billion different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 5 million new sounds; 98% likelihood of identifying a person by voice pattern. Can imitate another person's voice with 95% accuracy.
- Inaudible Frequency Transmission: The omega can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior hearing, such as mutant dogs.
- Bug Detector: A small device that picks up radio signals from surveillance listening devices. Range: 700 ft.
- External Audio Pickup: Sound amplification listening system. Range: 1500 ft.
- External Video and Audio Surveillance System: A high-resolution video camera, relays images directly to the Omega's optic scanners and these images can be recorded as a record of events. A video receiver and transmitter system enables the omega to receive video transmissions for viewing and recording. The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the cockpit.
- Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of biological life forms. Sensors are built into the cockpit of the omega. Monitors vital signs, such as respiration, blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition.
- Chemical Analysis System: A fully automated computer analysis system that can do complete chemical analysis of blood, drugs, liquids, and gases within 2D4 melees (45 to 120 seconds). Over 2 million chemicals are preserved in its memory with room for 8 million additions. Likelihood of a full, exact analysis is 95%. A failed roll means it can not identify the substance.
- Time Machine: A moving time machine. Once set it transports the Omega across Time. It can still only access neighboring Twists or Cycles. Recharge Time: 20 minutes. Maximum Area of Effect: A radius of up to 40 feet.
- Micro-Twist Time Travel Locator: This device works with the time machine letting it 'jump' inside the Twists of the time stream. This allows access to periods closer than 125 year apart. This is only possible along the special spiraling whorls of the temporal fabric that corkscrew between the twists. Although the whorls are basically random, they tend to allow for 7, 49, 57 and 89 year increments. Note: After the "jump" when the time machine is reengaged it will automatically return to the time zone it came from.
- Cross-Dimensional Device: A moving dimensional traveling device. Once set, it teleports the Omega to a Cross-Dimensional location. Recharge Time: Requires about fifteen minutes to recharge and recalibrate for another dimensional locus. Maximum Area of Effect: A radius of up to 75 feet.
- Cross-Dimensional Disturbance Detector: A very sensitive device, it simply scans for the presence of active Cross-Dimensional devices and homes in on their signal. Useful for following other Cross-Dimensional Travelers, or for locating new and interesting dimensions. Also picks up the signals of nearby Cross-Dimensional Signal Beacons. (+20% chance when jumping directly to an emitting Detector signal, +5% to a signal that has been recorded but has faded away.
- Absolute Referent Device: Based on the measurement of temporal energy. All measurements are given in years, months, weeks, days, hours, minutes, seconds, and nanoseconds, relative to the "home time". (+10 to success)
- Temporal Energy Sensor: This device is used for checking the T.E. of any object or area. Automatically reads out the local temporal energy, with an estimate of the time relative to the Omega's starting place. Also can pick up the T.E. of any object within 40 feet. It will indicate whether the item or creature is native to the area, or whether it comes from the past or future.(+15%)
- Dimensional Continuum Measurement and Recording Device: This device is used for recording the relative coordinates of Cross-Dimensional locations. It's designed to record the changes that take place over any Cross-Dimensional Hop. Up to 1,000 transits can be recorded directly on the Dee-Cee-Dee, and it comes with recording chips that can be used for storing additional recording and for transferring recordings to other Dee-Cee-Dees. (+15% to success)
- Cross-Dimensional Signal Beacon: Designed to "mark" various dimensions by emitting strong Cross-Dimensional signals. The device can be set to broadcast continuously so that anyone can pick it up, or to be transmitting on a select coded band. If coded, the Detector must be tuned to the specific code in order to get a strong signal.
- Quantum Differential Device: By far the most accurate and precise of all temporal measurement instruments. This works by calibrating the quantum "positions" of the electrons around a hydrogen atom. Since this changes exactly as all matter moves away from its moment of creation, it is useful for determining the exact moment anywhere in the universe. (adds +20% to success)
- Temporal Energy Stoper: This device is designed to prevent the Omega from being effected by the ravages of Temporal Energy distortion caused by extreme travel to the far reaches of time. The Omega is completely impervious to T.E. change. Because of the importance of this device it is quintuply redundant.
- Trans-Location Manipulator: This device allows the Omega to specify an exact unigraphical destination when used with Cross-Dimensional or Time travel. Roll under Cross-Dimensional Piloting & Navigation or Temporal navigation/Time Detection Equipment skill without any educational or I.Q. bonuses to achieve a successful trans-location.
- Skills: Can Speak and is Literate in all of the
following languages. American, Aleanten, Dragonese, Euro, Faerie Speak,
Greek, Japanese, Latin, Norman French, Portuguese, Russian, Spanish,
Splugorth, Techno-can, Wolfven all at 98%
Radio: Basic, Scrambler, Satellite Relay 98%, Electrical Engineer 96%, Circuit Board Micro-Electronics 98%, Mecha Electronics 98%, Robot Electronics 98%, Mechanical Engineer 96%, Veritech Mechanics 98%, Mecha Mechanics 98%, Weapons Engineer 98%, Drive Repair: Traction/ Plasma 98%, Cross-Dimensional Trans-Location Hopper Mechanics 98%, Time Machine Mechanics 65%, Math Basic 98%, Math Adv. 98%, Chemistry 98%, Chemistry Analytical 98%, Trans-Dimensional Physics 98%, Cross-Dimensional Physics 98%, Temporal Physics 98%, Demolition/ Disposal 98%, Detect Concealment 90%, Detect Ambush 98%, Air to Air Combat 160%, Pilot Omega 98%, Mecha Combat (Omega), Pilot Space Shuttle 94%, Pilot Spacecraft 98%, Pilot Cyclone (all) 98%, Mecha Combat Cyclone (all), Pilot Time Machine 75%, Cross-Dimensional Piloting & Navigation 98%, Aerial Nav 98%, Interplanetary Nav 98%, Navigation (air/land/sea) 96%, Orbital Nav, 98%, Read Sensory Instruments 98%, Weapon Systems 98%, Temporal Navigation/Time Detection Equipment 98%, Land Nav. 98%, Climbing 94%, Swimming 94%, Gymnastics 94%, Wrestling, Boxing, Computer Ops 98%, Computer Programing 98%, Computer Hacking 98%, Computer Repair 98%, Computer Networks 98%, Supercomputers 98%, Artificial Intelligence 98%, Cyber-jacking 98%, Paramedic 88%, Prowl 67%, Sniper, WP Archery & Targeting, WP Blunt, WP Knife, WP Paired Weapons, W.P. Staff, WP Sword, WP Auto Pistol, WP Auto & Semi Rifle, WP Heavy, WP Energy Pistol, WP Energy Rifle, WP Heavy Energy Weapons, WP Vehicle Mounted Weapons, WP Sharpshooter Energy Pistol, WP Sharpshooter Energy Rifle.
Weapon Systems:
- XVF-1MS Force Field: The marvel of the barrier
is that it is continually renewed every melee. Thus, if the barrier took 11000
M.D.C. damage, it is restored to its full 12000 M.D.C. fourteen (14)
seconds later. If completely destroyed, the barrier will rematerialize
within fourteen seconds.
Primary Purpose: Defense
Range: All around the Metal Siren.
Mega-Damage: Inflicts none, but can sustain 12000 M.D. every melee.
Payload: Nearly Inexhaustible. - Rapid-Fire HI-Laser Cannons (2): These powerful HI-Lasers are mounted behind the shoulders on either side of the head when in battolid mode, but located behind and above the cockpit when in gaurdin and jet mode. They can be fired in any configuration, but are fixed in a forwared position in the gaurdin and jet modes. Only in battloid mode can the lasers rotate 360 degrees and point up and down in a 45 degree arc. Each can be operated individually or in tandem with the other. Primary Purpose: Assault Secondary Purpose: Anti-missile/Anti-fighter Range: 8 miles in an atmosphere, but 26 miles in space. Mega-Damage: 2D6x100 M.D. per single blast, or 4D6x100 M.D. per dual blast fired from both simultaneously at a single target. Rate of Fire: Equal to the total number of hand to hand attacks of the pilot. Payload: Effectively unlimited.
- MSGR-2 Auto-cannons (2): A short range gravity auto-cannon is mounted on each side of the hips when battloid mode and fixed forwared on the undercarriage when in gaurdin and jet modes. The auto-cannons can rotate up and down 90 degrees in battloid mode and can angle to the right or left up to 45 degrees. Primary Purpose: Assault Secondary Purpose: Defense Range: 9 miles in an atmosphere, and 26 miles in space. Mega-Damage: A single burst fires 10 rounds and does 6D6x10 M.D. Can only fire bursts. Rate of Fire: Equal to the total number of hand to hand attacks of the pilot. Payload: 10,000 round drum clip providing 1000 bursts per cannon.
- Short Range Mini-Missile Launchers (12): The
entire Shadow Metal Siren seems to conceal missiles! All can be accessed and launched
while in battloid mode but only the 26 leg missiles can be launched when in gaurdin and
jet modes. The most destructive missile types are its usual payload.
Primary Purpose: Assault; anti-space fighter
Secondary Purpose: Defense
Range: Varies with missile type, but typically
four miles. Double in space.
Mega-Damage: Varies with missile type; any
mini-missile can be used. Plasma or armor piercing are typical and inflict 2D6x10 M.D.
per missile
Rate of Fire: One at a time or in volleys of
two, three, four, six or nine. One volley counts as one melee attack regardless of the
number of missiles fired.
Payload: 108 total!
18 in each shoulder (26 total).
8 in each side of the chest (16 total).
12 in each hip (24 total).
26 in each lower leg (42 total). - MS-60 Particle Bean Cannons (2): One of these rifle-like gun pods is mounted on each wing of the Metal Siren. When mounted on the wings they can rotate or swivel 90 degrees to the left or right. When in battloid mode, one or both of the cannons can be removed from the wings and used like a handheld weapon. The MS-60 is also designed so that one can be fitted into the plasma spear, enabling the pilot to hold and fire the plasma spear and an MS-60 in one hand and use another MS-60 (or other weapon) in the other. Primary Purpose: Assault Secondary Purpose: Defense Weight: 400 pounds Range: 6 miles in an atmosphere, 70 miles in space. Mega-Damage: 1D6x1000 M.D. per single blast. Rate of Fire: The weapon can fire a single blast per melee action or release a short burts of five rapid-fire blasts Payload: When mounted to the wing the cannons draw upon the Metal Siren internal energy supply giving effectivly unlimited shots. But when disconnected from the Metal Siren the cannons relay upon their own internal energy clips giving each 80 individual shorts or 20 bursts.
- Plasma Spear (1): This powerful cannon fires a bolt of fiery plasma. It is handheld when in battloid or gaurdin modes or mounted on the nose when in jet mode. In the latter case, the plasma spear is fixed forwared. Primary Purpose: Assault; anti-space fighter Secondary Purpose: Defense Range: 6 miles in an atmosphere, 120 miles in space.. Mega-Damage: 5D6x10 M.D. per single blast! 6D6 M.D. using the spear as a stabbing weapon or 3D6 M.D. from blunt strikes with the side of the spear. Rate of Fire: The plasma spear can be fired twice per melee round (every 15 seconds) and can be combined with other actions/attacks per melee. Payload: Effectively unlimited.
- Other Weapons: Any hand held weapon can be used if needed. Must be to the scale of robots or power armor.
- Optional Hand to Hand Combat: Rather than use
a weapon the Metal Siren can engage in mega-damage hand toohand combat.
Note: The Metal Siren is extremely agile when in
battloid mode and can execute any hand to hand combat move, such as punhces, jump kicks,
leap attacks, rool with impact, etc., that the pilot woule care to attempt.
HtH: Martial Arts
No. of Attacks: 4 + pilot Strike: + 2 Parry: + 2 Dodoge: +3 in Battloid, + 4 guardian mode, +6 in jet Roll: + 4 Initiative: + 3 Leap Dodge:* + 3 Restrained Punch: 1D4 M.D. Kick: 1D6 M.D. Full Strength Punch in Gaurdin Mode: 1D6 M.D. Leap Kick: 2D6 M.D. Power Punch: 3D6 + 3 M.D. Stomp: 1D6 M.D. Body Block: 1D6 M.D. Body Flip: 1D4 M.D. Tear or Pry w/Hands: 1D6 M.D. Full Strength Punch in Battloid Mode: 2D6 M.D. Stab Attack w/Plasma Spear: 4D6 M.D. Blunt Attack w/Plasma Spear: 2D6 M.D.
ShadowMetalSiren.php -- Revised: March 24, 2007.
