Kittani Transformable Robot Fighter for Review

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Mica Nowel
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Kittani Transformable Robot Fighter for Review

Post by Mica Nowel » Thu Apr 04, 2019 5:48 pm

Kittani Transformable Robot-Fighter
Humanoid Form
Kittani Transformer RF2.png
Kittani Transformer RF2.png (188.46 KiB) Viewed 849 times
Fighter Form
Kittani Transformer RF3.png
Kittani Transformer RF3.png (108.41 KiB) Viewed 849 times
The Splugoth space fleets rely on this transformable robot to cover the needs of both space fighters and war robots. The designs for the Robot-Fighter are similar to the Kittani Land Skimmer, only much larger, heavily armored and with an assortment of weapon systems. as well as the ability to fly in and out of an atmoshpere. Typically, the Robot-Fighter is deplyed from Dragon Dreadnoughts, or large Kittani spaceships. These cost 15,172,000 credits.
  • Model Type: K-TRF-M
  • Class Robot-Fighter Vehicle
  • Size: 4
  • Crew: 1
  • Strength: d12+3
  • Toughness: 21 (8)
  • Humanoid Form
    • Pace: 20
  • Fighter Form
    • Flight Acc/TS: 50/600
    • Climb: 2
    • Atomospheric
  • Mods Remaining: 1 (cargo space)
  • Systems: Sensors Suite, Targeting System, Transformation System, Anti-Missile Counter Measures
  • Weapons:
    • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
      • Range: 40/80/160
      • Damage: 4d8
      • ROF: 1
      • AP: 4
      • Shots: Unlimited
      • Note: MBT
    • 2 x Mini-Missile Launchers
      • Range: 100/200/400
      • Damage: 5d6
      • ROF: 1
      • AP: 6
      • Shots: 12
    • Dual Linked Light Laser Turret (head mounted)
      • Range: 150/300/600
      • Damage: 2d10+2
      • ROF: 1
      • AP: 5
      • Shots: unlimited
      • Notes: +1 to Hit due to Linked
    • Forearm Energy Blade (2)
      • Range: Melee
      • Damage: STR + d12+1
      • AP: 4
      • Notes: Mega Damage, Built into each forearm.

Code: Select all

[b]Kittani Transformable Robot-Fighter[/b]
[OOC=Humanoid Form]
[img]https://savagerifts.com/sr/download/file.php?id=1680[/img][/OOC]
[OOC=Fighter Form]
[img]https://savagerifts.com/sr/download/file.php?id=1681[/img][/OOC]


The Splugoth space fleets rely on this transformable robot to cover the needs of both space fighters and war robots. The designs for the Robot-Fighter are similar to the Kittani Land Skimmer, only much larger, heavily armored and with an assortment of weapon systems. as well as the ability to fly in and out of an atmoshpere. Typically, the Robot-Fighter is deplyed from Dragon Dreadnoughts, or large Kittani spaceships. These cost  15,172,000 credits.

[list]
[*]Model Type: K-TRF-M
[*]Class Robot-Fighter Vehicle
[*]Size: 4
[*]Crew: 1
[*]Strength: d12+3
[*]Toughness: 21 (8)
[*]Humanoid Form
[list]
[*]Pace: 20
[/list]
[*]Fighter Form
[list]
[*]Flight Acc/TS: 50/600
[*]Climb: 2
[*]Atomospheric
[/list]
[*]Systems: Sensors Suite, Targeting System, Transformation System, Anti-Missile Counter Measures
[*]Weapons: 
[list]
[*][OOC=2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)]
[list]
[*]Range: 40/80/160
[*]Damage: 4d8
[*]ROF: 1
[*]AP: 4
[*]Shots: Unlimited
[*]Note: MBT
[/list][/OOC]
[*][OOC=2 x Mini-Missile Launchers]
[list]
[*]Range: 100/200/400
[*]Damage: 5d6
[*]ROF: 1
[*]AP: 6
[*]Shots: 12
[/list][/OOC]
[*][OOC=Dual Linked Light Laser Turret (head mounted)]
[list]
[*]Range: 150/300/600
[*]Damage: 2d10+2
[*]ROF: 1
[*]AP: 5
[*]Shots: unlimited
[*]Notes: +1 to Hit due to Linked
[/list][/OOC]
[*][OOC=Forearm Energy Blade (2)]
[list]
[*]Range: Melee
[*]Damage: STR + d12+1
[*]AP: 4
[*]Notes: Mega Damage, Built into each forearm.  
[/list][/OOC]
[/list][/list]
Last edited by Mica Nowel on Tue Apr 09, 2019 8:21 am, edited 6 times in total.

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Re: Kittani Transformable Robot Fighter for Review

Post by Mica Nowel » Sun Apr 07, 2019 4:14 am

moved from first post


The following is conversion Notes:
Savaging Rifts Ideas
For Robot Armor vehicles, use the following to set the core Toughness, and also to know what the maximum Armor for that frame should be:
  • Size 4: Toughness 13, max Armor 12.
  • Size 5: Toughness 15, max Armor 14.
  • Size 6: Toughness 18, max Armor 17.
  • Size 7: Toughness 20, max Armor 19.
  • Size 8: Toughness 22, max Armor 22.
Of course, the Armor on any Robot Armor vehicle is automatically M.D.C..
Rifts Stats
Model Type: K-TRF-M
Class Robot-Fighter Vehicle
Crew: One

Speed:
Running: 60 mph
Flying:
Humanoid form: Mach One
Fighter Form: Mach 7 (Mach 9 in space)

Height: 15 feet standing on its legs, about half that in Fight form
Width: 7 ft in humanoid form or 30 feet in fighter form
Length: 6 ft in humanoid form or 30 feet in fighter form

Weight: 5 tons
Physical Strength: P.S. 40
Cargo: small 3x3 foot area
Power System: Nuclear, average energy life is 25 years.
Market Cost: 8 million credits

Weapons:
Pulse Cannons (2)
Mini Missile Launchers (2)
Twin Laser Turrent
Forearm Energy Blades (2)
Compared Strength to other similar sized Robot Armor. PS 40, gave strength according to that.
Compared Pace to other Robot Armor, 60 MPH, Titan TR-001 Combat Robot also moved at 60 MPH in Rifts.
Flight Mode for Humanoid form. no comparable data currently. It can fly but not sure at what rates. Going with 20/100 for Acc/TS in Humanoid form. Went with Climb of 1
Flight Mode for Fighter Form. Used the Small Spaceship Acc/TS from SFC. 50/700. Climb of 3.

Weapon Notes: There was no Pulse Cannon currently so used medium Ion for it.
Twin Lasers is a linked weapon system, so +2 to damage and +1 to hit.

This build is a conversion of the rifts material from Rifts sourcebooks using the compatible information found in TLPG and Savaging Rifts Ideas. It is not a SFC Walker Build.

To cover transformable. reduced armor by 2 mods, 4 armor points. transformation is equal to mod 1/2 size in mod slots.

slacker
Rob...Clint said on the old forums that transformable would be 1/2 vehicle size in mod costs
Patrick and I looked it up for a savage Robotech game
Do build it with rules.
What is the base? Large Vehicle? Ultra Light Walker?

What exactly does Transformable do?

@High Command @Venatus Vinco
Last edited by Mica Nowel on Mon Apr 08, 2019 9:17 pm, edited 1 time in total.

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Re: Kittani Transformable Robot Fighter for Review

Post by Venatus Vinco » Sun Apr 07, 2019 9:41 am

I was only offering the mod cost of transformable based on something I saw on the PEG forum. Given you are not doing a straight walker build it's hard to say how this info helps except to say you may need to sacrifice a couple of mods (maybe armor or weapons) to justify transformation.

VV
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Re: Kittani Transformable Robot Fighter for Review

Post by Ndreare » Mon Apr 08, 2019 4:09 pm

Just stumbled across this because I never come to this forum.

I would not like to see the Acc/TS stat in the power armor form, just the 20 should do.

I would also like to see a write up of the cost it will matter for repair and maintenance cost.

Other than that I do not have a problem with it for the Phase World game. the flight speed is ridiculously high. But honestly compared to some of the other movement abilities in that setting I can go with it.
Benny Counter
The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 8; Mission: Get Revenge on Durrack
  • +8 Players
    +2 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Mica Nowel
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Re: Kittani Transformable Robot Fighter for Review

Post by Mica Nowel » Mon Apr 08, 2019 9:07 pm

I've been working on an actual build for it this evening. Issue being that an ultra light walker doesn't exist in the SFC rules, so need to make that up.

Transformation System
This mod allows the Walker to take options from other templates, such as spaceships or vehicles. Those options are only usable in those other modes.
Mods: Half Size
Cost: 250,000 credits x Size


Build list. deriving the ultra light walker by reducing from the light. Only increased speed slightly.

Ultra Light Walker:
size: 4
pace: 26
strength: d12+3
Toughness 13
Armor: 4
mod slots: 15
crew: 1
cost: 5,000,000 credits

armor to 8 would be 2 mods
transformation would be 2 mods

Flight system is half size, flight, rockets. acc/ts 50/600
atmospheric is 2 mods

Upgrades
  • AMCM (1 Mod)
  • Armor (2, 2 mods): +4 armor
  • Transformation System (2 mods): transforms into Fight mode
  • Flight, Rocket Jet (2 mods): acc/ts 50/600, speed reduced while in robot mode
  • Atmospheric (2 mods): Can flight in atmosphere and space
  • Targeting System (1 mod):
  • Sensor Suite (1 mod):
  • Pulse Cannon (3 mods, fixed):
  • Pulse Cannon (3 mods, fixed):
  • Mini Missile Launcher (1 mod):
  • Mini Missile Launcher (1 mod):
  • Linked Dual Light Laser (2 lasers 1 mod each for 2 * 1/2 = 1 mod):
  • Forearm Energy Blade (2 mod):
  • Forearm Energy Blade (2 mod):
  • Total: 23
  • Fixed reduction (-3 mods)
  • Pace Reduction (3): Reduces pace to by 6, increases mods slots by 6.
  • New Total: 20
Costs
  • AMCM (1): 200,00
  • Armor (2): 800,000
  • Transformation System (1): 1,000,000
  • Flight, Rocket Jet (1): 400,000
  • Atmospheric (1): 2,000,000
  • Targeting System (1): 400,000
  • Sensor Suite (1): 500,000
  • Pulse Cannon (1, fixed): 250,000
  • Pulse Cannon (1, fixed): 250,000
  • Mini Missile Launcher (1): 36,000
  • Mini Missile Launcher (1): 36,000
  • Linked Dual Light Laser (2, dual linked): 400,000
  • Forearm Energy Blade (1): 750,000
  • Forearm Energy Blade (1): 750,000
  • Pace Reduction (3): 2,400,000
  • Total Cost: 15,172,000 credits
Kittani Transformable Robot Fighter
Size: 4
Crew: 1
Pace: 20
Speed in Fighter Form: Acc/TS 50/600
Strength: d12+3
Toughness: 21 (8)
Systems: Sensors Suite, Targeting System, Transformation System, Flight, Rocket Jets, Atmospheric, AMCM
Weapons:
2 x Pulse Cannons (Fixed Medium Vehicle Ion Weapons)
2 x Mini Missile Launchers
Dual Linked Light Vehicle Laser Weapon
2 x Forearm Energy Blade

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Re: Kittani Transformable Robot Fighter for Review

Post by Ndreare » Tue Apr 09, 2019 4:55 am

Mica Nowel wrote:
Mon Apr 08, 2019 9:07 pm
I've been working on an actual build for it this evening. Issue being that an ultra light walker doesn't exist in the SFC rules, so need to make that up.

Transformation System
This mod allows the Walker to take options from other templates, such as spaceships or vehicles. Those options are only usable in those other modes.
Mods: Half Size
Cost: 250,000 credits x Size


Build list. deriving the ultra light walker by reducing from the light. Only increased speed slightly.

Ultra Light Walker:
size: 4
pace: 26
strength: d12+3
Toughness 13
Armor: 4
mod slots: 15
crew: 1
cost: 5,000,000 credits

armor to 8 would be 2 mods
transformation would be 2 mods

Flight system is half size, flight, rockets. acc/ts 50/600
atmospheric is 2 mods

Upgrades
  • AMCM (1 Mod)
  • Armor (2, 2 mods): +4 armor
  • Transformation System (2 mods): transforms into Fight mode
  • Flight, Rocket Jet (2 mods): acc/ts 50/600, speed reduced while in robot mode
  • Atmospheric (2 mods): Can flight in atmosphere and space
  • Targeting System (1 mod):
  • Sensor Suite (1 mod):
  • Pulse Cannon (3 mods, fixed):
  • Pulse Cannon (3 mods, fixed):
  • Mini Missile Launcher (1 mod):
  • Mini Missile Launcher (1 mod):
  • Linked Dual Light Laser (2 lasers 1 mod each for 2 * 1/2 = 1 mod):
  • Forearm Energy Blade (2 mod):
  • Forearm Energy Blade (2 mod):
  • Total: 23
  • Fixed reduction (-3 mods)
  • Pace Reduction (3): Reduces pace to by 6, increases mods slots by 6.
  • New Total: 20
Costs
  • AMCM (1): 200,00
  • Armor (2): 800,000
  • Transformation System (1): 1,000,000
  • Flight, Rocket Jet (1): 400,000
  • Atmospheric (1): 2,000,000
  • Targeting System (1): 400,000
  • Sensor Suite (1): 500,000
  • Pulse Cannon (1, fixed): 250,000
  • Pulse Cannon (1, fixed): 250,000
  • Mini Missile Launcher (1): 36,000
  • Mini Missile Launcher (1): 36,000
  • Linked Dual Light Laser (2, dual linked): 400,000
  • Forearm Energy Blade (1): 750,000
  • Forearm Energy Blade (1): 750,000
  • Pace Reduction (3): 2,400,000
  • Total Cost: 15,172,000 credits
Kittani Transformable Robot Fighter
Size: 4
Crew: 1
Pace: 20
Speed in Fighter Form: Acc/TS 50/600
Strength: d12+3
Toughness: 21 (8)
Systems: Sensors Suite, Targeting System, Transformation System, Flight, Rocket Jets, Atmospheric, AMCM
Weapons:
2 x Pulse Cannons (Fixed Medium Vehicle Ion Weapons)
2 x Mini Missile Launchers
Dual Linked Light Vehicle Laser Weapon
2 x Forearm Energy Blade
Looks good, are you ready to run with it?
Benny Counter
The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 8; Mission: Get Revenge on Durrack
  • +8 Players
    +2 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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