Shadow Alpha

Model Type: XVAF-8A Shadow Alpha
Intelligence: Neural
Alignment: Scrupulous
Crew: None needed, but one pilot can sit in the cockpit.
Attributes:
I.Q.: 40
P.S.: 55
P.P.: 38
M.D.C. by Location:

*Depleting the M.D.C. of the head sensor will destroy the motion detector & warning system as well as the back up micro radar. Do to the small size attackers are -6 to strike.

**Depleting the M.D.C. of the Neural Housing will destroy the intelligence of the robot. Note: The housing is located inside of the main body, which must be destroyed to reach the housing.

***Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless.

****Depleting the M.D.C. of the cross dimensional device will make cross dimensional travel impossible. Note: The device is protected by the main body which must be destroyed first.

Speed

Statistical Data

Sensors and Equipment:

Weapon Systems:

  1. XVAF-1 Force Field
    Primary Purpose: Defense
    Range: Covers the entire veritech.
    Mega-Damage: Inflicts none, but can sustain 5000 mega-damage every 15 seconds.
    Payload: Nearly inexhaustible.
  2. Head HI-Lasers (2): The Shadow Alpha has dual lasers mounted in the "cheeks" of the head. This weapon can only be used in Battloid mode and is usually used as a last means of defense in close combat.
    Primary Purpose: Defense.
    Mega-Damage: 2D6 M.D. each (4D6 M.D. per dual blast).
    Rate of Fire: Equal to the number of HtH attacks of the pilot.
    Range: 1000 feet (double in space).
    Payload: Effectively Unlimited.
  3. MM-80 Multi-Missile System: The Alpha is bristling with short range missile, 168 in all.
    Shoulders:   24 each
    Forearms:    28 each (14 on both sides of the arm)
    Lower Legs:  32 each (3 missile launchers on each leg)
    Primary Purpose: Assault
    Secondary Purpose: Anti-Aircraft
    Missile Type: Any short range missile type will work. A typical combat mix of missiles is 65 armor piercing, 25 slammer concussion, 65 plasma, 8 fragmentation, 5 smoke.
    Mega-Damage: Varies with missile type.
    Rate of Fire: One at a time or in volleys of two, four, eight, sixteen, thirty or all. The number of volleys the alpha can fire per melee is equal to his number of HTH attacks.
    Range: Varies with missile type; 1 to 5 miles.
    Payload: A maximum capacity of 168 short-range missiles. Mini-missiles or medium and long range missiles can not be used.
  4. GR-35 Shoulder Launch System: The shadow alpha has an additional pair of missile launchers built into the upper chest area.
    Primary Purpose: Assault/Defense
    Missile Type: Any short range missile, usually armor piercing or plasma. Slammer's are used if Heavy combat is expected.
    Mega-Damage: Varies with missile type.
    Rate of Fire: One at a time or in volleys of two, four, six, twelve, or sixteen.
    Range: Varies with missile type
    Payload: 40 in each shoulder launch unit, for a total of 80.
  5. HI-Laser Cannons (2): These are plainly seen on the nose of the Alpha in Jet and Guardian modes, between the cockpit and nose tip. These lasers have been upgraded to provided more damage and increased range. This weapon can only be used in fighter and guardian mode.
    Primary Purpose: Assault/Defense
    Mega-Damage: 2D6x100 M.D. per blast. 4D6x100 M.D. per dual blast.
    Rate of Fire: Equal to number of hand to hand attacks.
    Effective Range: 5 miles in an atmosphere, 16 miles in space.
    Payload: Effectively unlimited.
  6. TW Flare Launcher:
    Primary Purpose: Anti-Vampire
    Flare Type: Any type of TW flare. 12 Globe of Daylight, 12 Storm Flares
    Mega-Damage: Varies with Flare Type. Globe of Daylight- None, Storm Flares- 4D6x10 Hit Points for every half melee.
    Range: 2000 ft
    Payload: 24 total
  7. Water Cannons (2): Can only be used in battloid mode.
    Primary Purpose: Anti-Vampire
    Hit Point Damage (1 cannon used): 2D6x10 short burst, 4D6x10 long burst, 6D6x10 for a full melee shot.
    Range: 2000 ft
    Payload: 1000 short, 500 long, 250 full melee per cannon. Or a combination of them.
  8. Shield: This shield is capable of parrying energy blasts. When not in use it is folded up and stored in a arm compartment.
    Primary Purpose: Defense
    Range: Within reach
    M.D.C. Special: 100 when not in use, but a renewing force field provides the shield with unlimited M.D.C. when in use.
    Number of Attacks per Melee: Equal to number of hand to hand attacks.
    Special Bonus: Adds +2 to parry in hand to hand combat and even enables the character to attempt to parry/block energy blasts, but with absolutely no bonuses (natural, unmodified dice rolls only).
  9. EU-14 Destabilizer: Only one can be carried in jet mode. Has it's own fusion reactor (80 year life). The Destabilizer fire a special burst of energy that will disrupt force fields. Against large shields one blast has an 80% chance of creating a 6D6 foot hole in the field lasting 4D6 minutes. Against power armor/robot force fields one blast will obliterate the force field for 4D6 + 20 minutes.
    Primary Purpose: Assault/Defense
    Secondary Purpose: Force field disruption.
    Mega-Damage: Does 4D6x10 M.D. per each blast.
    Rate of Fire: Can fire up to the combine # of HTH attacks.
    Range: 6000 ft
    Payload: Effectively Unlimited.
  10. SPB-XX Symbiotic Particle Beam: This weapon has a symbiotic weapons modification. This mod. links the weapon to the alpha and gives the cannon a pseudo intelligence. The weapon can sense when it is needed and magically appear in the alpha's hand. Likewise, it can be mentally summoned or placed in a particular location by the alpha. The range is limited to a 40 mile radius of the alpha.
      The weapon has the following magic properties: A pseudo-intelligence enabling the device to recognize the needs of the alpha and follow simple instructions for teleportation, hiding and finding locations. Teleportation: lesser, levitate, and shadow meld can be performed at will and without limitation.
      The weapon is mounted on the underside of the alpha in fighter mode, and is carried in the hand in guardian and battloid mode. Can be used in any mode.
    Primary Purpose: Assault and anti-armor
    Secondary Purpose: Defense
    Weight: 660 lb
    Mega-Damage: 5D6x10 M.D. per particle beam blast.
    Rate of Fire: Equal to number of hand to hand attacks. Bursts and sprays are not possible.
    Maximum Effective Range: 11,000 feet (2.08 miles), double in space.
    Payload: Effectively unlimited
  11. 60mm Wood Rail Cannon: This cannon is primarily designed for use against vampires. It is hand held like a rifle.
    Primary Purpose: Anti-Vampire
    Mega-Damage: Does 4D6x10 H.P. to vampires and 2D4x10 M.D. 75% of having one or more rounds hit and stay in the heart.
    Rate of Fire: Can fire up to the # of HTH attacks.
    Range: 6000 ft
    Payload: 200 blasts. It takes two melee actions to reload.
  12. Flame Thrower: A small unit with a retractable nozzle and hose is housed in the left forearm.
    Primary Purpose: Defense
    Secondary Purpose: Anti-Personnel
    Damage: 1D4 M.D. per blast of napalm like fire. Plus there is a 90% likelihood of setting all combustible material, including fuel, wood, dry grass, clothes and hair on fire. The naplem like fire does an additional 1D4 M.D. per melee round and burns for 2D4 minutes.
    Rate of Fire: Equal to hand to hand attacks per melee.
    Range: 200 ft
    Payload: 150 blasts, recharging the fuel tank takes two minutes.
  13. Any Hand held weapon can be used desired.
  14. Combat Skills: Attacks/actions per Melee: 12
    Bonuses: Critical strike on a natural roll of 18-20, Knock out on a natural roll of 18-20, +10 to pull punch, Death blow on a natural 20.
       Strike: +16    Parry: +22      Dodge: +24 in battloid & guardian mode, +26 in jet mode
       Roll: +14      Initiative: +12  Pull Punch: +8    Long Dist. Weapon's: +9
      Restrained Punch: 3D6 M.D.
      Full Strength Punch: 1D6x10M.D.
      Power Punch: 2D6x10 M.D.
      Kick: 5D6 M.D.
      Leap Kick: 3D6x10 M.D.
      Body Block: 5D6 M.D.
      Tear/Pry: 3D6 M.D.
      Stomp: 3D6 M.D.
      Body Flip: 4D6 M.D.
  15. Cyclone Storage Compartment: This compartment is located on the top of the alpha. A VR-041 Saber Cyclone is stored in here.

Shadow-Alpha.php -- Revised: January 27, 2021.