NG-X44 Demon Slayer
NG-X44 Demon Slayer
The Demon Slayer is a new power armor that has garnered Northern Gun a great deal of attention by some people. It was conceived by the R&D team spearheaded by engineers Andy Hegert, Chris Jones, Jacob Rich and Carl Wathelson. The concept was simple, to create a power armor well suited to fighting not just any “monsters,” but demons and other supernatural threats. Unlike most Northern Gun power armor and vehicles which are usually designed for versatility and a wide range of functionality, the Demon Slayer power armor is designed strictly for the task of fighting and destroying demons and supernatural monsters.While it can hold its own against many other opponents, it is likely to be outgunned and overpowered by traditional infantry power armor, combat robots, and vehicles, as its true strength and purpose is fighting the supernatural.
To that end, the power armor is something of a walking arsenal of weapons coated in silver and capable of firing wooden stakes and ammunition made of wood or coated in silver. Its primary handheld weapon is a sort of pole arm with a large, wicked looking, silver-plated Vibro-Sword on both ends. This makes it possible to use martial art style moves to slash and stab enemies in front, behind and to the side in a fluid motion. When desired, the blades can be separated at the middle to have a sword in each hand. This is especially appealing to Cyber-Knights and warriors trained in swordsmanship.
When no longer needed, the blades snap back together to form one large weapon that is carried as one piece in one hand and leaves one hand free for other things. Against supernatural foes vulnerable to silver – which includes vampires, werebeasts and most demons – the Vibro-Blade feature is unnecessary and turned off, because silver alone is enough to slay such monsters. When fighting armored troops and creatures affected by M.D. weapons, the Vibro-Blades are activated to inflict Mega-Damage.
Wooden stakes can be fired from the right forearm and fiery plasma blasts from the left. Hex and other grenades are carried in the hard-shell compartments that line the side of the armor’s rib cage (two in each, eight total) and more can be carried in belt pouches.
Thrusters in the lower legs enhance leaps and the ability to dodge and move quickly, and a flamethrower and its fuel drum are concealed in the back for use against beings vulnerable to fire. To use it, the wearer of the suit reaches back to unhook a short nozzle attached to a hose. Point, press the trigger, and shoot blasts of fire. The flamethrower is usually mounted on the side of the dominant hand.
The spine of the Demon Slayer power armor is lined with fins that are actually silver-plated blades. These blades run from the waist up over the neck, and even the crest of the helmet is a silver-coated blade. This is done to discourage savage supernatural predators from leaping on top of the warrior from behind lest they cut or impale themselves on the silver blade-fins (suffering 5D6 M.D.).
It should be noted that wearers of the Demon Slayer suit must learn to tread carefully, as the blade-fins and double-ended sword are hazardous to others. If not careful, they can damage seats and furniture, accidently cut innocent bystanders and hurt teammates who get too close. Matters are further complicated by the fact that the “weapon collar” connected to the back of the armor impairs peripheral vision, so accidents, especially in combat may occur.
The weapon that has most people talking, however, are the two, independent action, robot weapon arms. “Inspired” by the Juicer Killer, without blatantly infringing upon the CS designs, each weapon arm can identify, target and fire upon a different supernatural target independent of the power armor operator. That means the wearer of the power armor suit can direct his attention on one specific opponent while the two weapon arms fire at others. In the alternative, both weapon arms and the power armor pilot can direct all their efforts on the same target to take it down as quickly as possible.
If the Demon Slayer has a drawback, it is that the power armor is top-heavy with the weapon arms, ammo drums and computer/sensors all being above the chest and shoulders contained within the large, heavy collar or umbrella-like portion of the armor. This makes running, leaping and quick hand to hand response difficult (-20% to skills such as Acrobatics, Gymnastics, Prowl and Swim, and -1 on Perception Rolls, -1 on initiative, -1 to dodge and -1 to roll with impact).
The large weapon collar also limits peripheral vision to about 90 degrees. This is especially true when the sensors and targeting computer system are knocked out. If the computer and its sensors are destroyed, the power armor pilot loses the extra four attacks per melee round and is suddenly more vulnerable to enemy attacks.
However, as long as the computer is up and running and the two gatling gun arms are intact, the guns can target and fire upon enemies independent of any attacks being made by the wearer of the suit. Of course, the power armor pilot can designate which enemies to fire upon, but after he has done so, the robot arms function independent of him, in effect providing four extra attacks per melee as long as they are operational.
Each gatling gun fires demon-slaying rounds of silver and/or wood ammunition. In fact, some wearers of Demon Slayer power armor load one gun with silver rounds and the other with wood rounds, or a combination of wood and silver (typically every fourth or fifth round is wood) for engaging creatures of magic and supernatural foes vulnerable to such things.
The ammo drums for these weapons are housed inside the protective collar/umbrella on the back.
NG does not take the presence of demons lightly, and appreciates those who hunt and destroy all things demonic. For this reason, the corporation works hard to keep the Demon Slayer power armor in stock and the price point as low as possible while still making a decent profit. This has made groups such as Reid’s Rangers of Mexico, the Cyber-Knights, vampire hunters and demon slayers across the continent extremely happy and grateful.
Though no one knows it now, in a few months, releases like the Demon Slayer will make the designers at Northern Gun seem like oracles who glimpsed the future. Only NG has had the presence of mind to create power armor, robots and weapons for combating the supernatural. Even the mighty Coalition States has been more focused on rooting out magic and D-Bees, and securing their own power base than preparing for a possible invasion from supernatural forces.
When the Minion War erupts on Rifts Earth – unleashing new waves of demon plagues and legions of supernatural horrors into the world – it is Northern Gun to whom many people – human and D-Bee – will turn. Power armor such as the Demon Slayer, as well as the Cougar, Lynx, Mantis and others suitable for easy modification to battle the supernatural, will place Northern Gun square and center in a war against demonic forces. People will flock to NG, as will the forces of Hades and Dyval who seek to crush all resistance.
Only the Coalition Army will play a bigger and more direct role in the defense of North America. The Coalition’s response will be like calling down the sword of God, and the nation will prove itself to be true heroes of humanity as they lead the charge against the demonic hordes. Together, these two great human nations and their allies will represent humanity’s best hope for survival in North America.
Demon Slayer Power Armor
Model Type: NG-X44Class: Anti-Demon, Anti-Monster Fighter and Assault Power Armor.
Crew: One.
M.D.C. by Location:
- * Head – 90
- * Blade Fins & Spartan Crest (11 along spine) – 20 each
- * Robot Weapon Arms with Gatling Guns (2) – 80 each
- * Gatling Gun Ammo Drums (2, behind shoulders under collar) – 50 each
- ** “The Collar” Armored Weapon Platform – 120
- Shoulder Plates (2) – 70 each
- Arms (2) – 65 each
- * Forearm Impaler (1, right) – 18
- * Forearm Stake Launchers (4, right) – 10 each
- * Forearm Plasma Blaster (1, left) – 20
- * Chest Storage Locker (2) – 25 each
- * Ribcage Storage Boxes (4) – 10 each
- Legs (2) – 100 each
- * Leg Jump Jet Boosters (2, lower leg) – 25 each
- * Flamethrower (1, concealed on back) – 20
- * Flamethrower Fuel Drum (1, lower back) – 40
- * Dual Vibro-Sword (2 that are one) – 50 each
- *** Main Body – 200
Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half.
** Depleting the M.D.C. of “the collar” knocks out the ERTRCS Targeting system and the robot weapon arms. Without it, the weapon arms do not work.
That said, the low-profile “collar” is mounted on the back and protected by the main body, weapon arms, shoulders, and head of the power armor, making it very difficult to target and shoot from the front; -4 to strike on a “Called Shot.” From the side, attackers are -2 to strike on a “Called Shot,” but suffer no such penalty from attacks from the behind. If the shooter has a clear view of the Demon Slayer’s back, it’s just a Called Shot.
*** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Speed
Running: 90 mph (144 km) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate at full speed. Fatigue is reduced to 10% when maintaining a speed of 50 mph (80 km) or less.Leaping: The powerful robot legs can leap up to 20 feet (6.1 m) high or across unassisted by the jet boosters; increase by 30% with a running start. A jet booster assisted leap can propel the unit as far as 100 feet (30.5 m) high and 200 feet (61 m) across; increase by 30% with a running start. This is not flight and it cannot hover above the ground.
Flying: None.
Water: The Demon Slayer is not designed for use in the water, but can walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m).
Penalties: The Demon Slayer is top-heavy, inflicting a penalty of -20% to skills such as Acrobatics, Gymnastics, Prowl and Swim, and -1 on Perception Rolls, -1 on initiative, -1 to dodge and -1 to roll with impact.
Statistical Data
Height: Man-sized, 6-8 feet (1.8 to 2.4 m) tall, depending on the size of the purchaser.Width: 4.5 feet (1.4 m) depending on the size of the purchaser.
Length: 3.6-4 feet (2 to 1.2 m) depending on the size of the purchaser.
Weight: 682 pounds (307 kg), fully loaded.
Physical Strength: Robot P.S. 24.
Cargo: None.
Power System: Nuclear; average energy life is 12 years. A Solid Oxide version is also available.
Cost: 1 million credits for nuclear and 760,000 credits for Solid Oxide. Not available as an electric powered unit.
Weapon Systems
1. NG Gatling Gun Robotic Weapon Arms (2): Two automated weapon arms are built into the massive “collar” of the Demon Slayer. These robot weapon arms are based on the same combat system incorporated into the CS Juicer Killer, except it has two arms instead of four. Each arm has two concealed gun cameras, targeting computer and an Enemy Recognition System that enables each gun arm to target and fire upon demons and enemies independent of the power armor’s wearer/pilot and each other.This means the suit can fire upon as many as three different targets: one for each of the two guns and one engaged by the power armor pilot. Of course, all three can fire at the same target if there is only one or if the strategy calls for a focused attack to quickly eliminate one specific target. Though each gun arm can function independent of the pilot, he can command them to direct their fire on the targets he specifies. Regardless of how the attacks are divided, the weapon arms give the Demon Slayer power armor four extra attacks per melee round (two for each weapon arm).
At least as long as the ammunition holds up.
Since the gun arms are intended to target supernatural beings vulnerable to silver and/or wood ammunition, the ammo is kept light and small to provide a much larger payload than rail gun or heavy machine-gun rounds. However, that means they inflict S.D.C./Hit Point damage, not Mega-Damage.
Each is designed to fire special wood tipped rounds and/or silver-coated rounds which are belt-fed from ammo drums mounted in the power armor’s weapon harness on the back. When not in use, the gatling gun arms fold up and out of the way behind the power armor. The gatling gun arms come pre-programmed to move out of the way of the manual power armor, so that they don’t disrupt any action by the pilot.
Primary Purpose: Anti-Monster and Assault.
Secondary Purpose: Anti-Personnel and Defense.
Range: 2,000 feet (610 m).
Damage: 3D6 S.D.C. for a single shot, 1D4x10 S.D.C. for a light three round burst, or 2D4x10 S.D.C. (the equivalent of 1 M.D.) for an eight round burst.
Rate of Fire: Each single shot, short or long burst counts as one melee attack. Note: Though two of the weapon arms can target and fire upon the same target, they can NOT be linked to fire at the same target simultaneously. Each blast from each arm counts as ONE melee attack. Roll for each attack from each weapon arm (two each per melee).
Attacks per Melee Round: Each weapon arm has TWO attacks per melee round. This is in addition to the attacks of the pilot wearing the power armor. If an attacker should destroy one weapon arm, the power armor loses the two melee attacks from that weapon.
Note: The computer’s independent actions frees the power armor pilot to engage in his own attacks or melee actions while the weapon arms attack. All of the pilot’s usual number of attacks inside the power armor apply as usual. So if he has six attacks per melee round, he can continue to fight even after the weapon arms have expended theirs and stop shooting.
Weapon Arm Combat Bonuses: +2 on initiative and +1 to strike.
Payload: 800 rounds per each weapon arm, providing 100 long bursts per each weapon arm. A counter continually displays the diminishing ammo count via the Heads Up Display (HUD) in the helmet.
2. Dual Silver Vibro-Sword: The Demon Slayer is one of the NG power armors that comes with a specialized handheld weapon exclusive to that product. In this case, it is a specialized pair of Vibro-Blades designed to fit together as a dual, pole arm-like weapon that can detach to become two twin weapons; one for each hand. This gives the power armor pilot the option of one large weapon with long sword blades on both ends, or two swords for deadly melee combat.
Primary Purpose: Anti-Monster and Close Combat.
Secondary Purpose: Assault and Defense.
Range: 4 feet (1.2 m) beyond arm’s reach; a melee weapon.
Mega-Damage: When the Vibro-Blades are turned on, each of the large blades does 2D6 M.D.
Damage to the Supernatural: Against supernatural beings vulnerable to silver, damage is 4D6 Hit Points/S.D.C., sometimes more depending on the creature. Magic Note: Though it is not officially supplied by NG sales staff, some purchasers of the Demon Slayer power armor sometimes swap-out its sword (and sometimes its tech weapons) for Techno-Wizard, Bio-Wizard and other magic weapons.
A magic weapon that discharges electrical blasts, fire balls or ice shards can be quite effective against the supernatural, as can a magical flaming sword. Remember, with a few exceptions, “magic” and “magic weapons” inflict damage to supernatural beings and creatures of magic.
3. Silver Impaler: Mounted on the central chamber of the right forearm is a hydraulic spike impaler. The spike that is used to “impale” is a 14 inch (36 cm), silver-coated wooden spike that can extend forward for punching action or be plunged into an opponent with hydraulic force. It is used to impale vampires in the heart (to temporarily immobilize, hurt or torture them) and for stabbing other creatures vulnerable to silver and wood. This spike does not fire from its housing, but a hydraulic mechanism can “punch” the spike into an opponent as if it were a power punch, without the wearer of the suit winding up to deliver a power punch of his own.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: Arm’s reach/melee combat.
Damage: 2D6 Hit Point/S.D.C. damage to mortals and supernatural beings vulnerable to silver and wood. A hydraulic power punch does 4D6 Hit Point damage. When plunged into a vampire’s heart, the “staked” vampire is rendered unconscious, as if in a coma state, but revives the instant the stake is removed. To keep a vampire down for the count, one of the wooden stakes should be used and left inside of the demon until it can be properly, and permanently destroyed.
The impaler can also be used to battle (and torture) any supernatural creature vulnerable to silver or wood. Since the spike extends above and beyond the hand of the Demon Slayer, it can be used as a slashing and stabbing weapon much like any retractable blade. Of course, being silver-coated wood, it is really only suitable against S.D.C. targets and specific types of supernatural beings. It may also break over time and will need to be replaced (typically costs 1D4x1000 credits, mainly due to the increasing demand and cost of silver).
Rate of Fire: Each stab or impalement counts as one melee attack.
4. Stake Launchers (4, right arm): Located off to the side of the impaler are housings for four ordinary wooden stakes. Each stake can be removed by hand to use against vampires or they can be launched at the undead at close range (40 feet/12.2 m maximum, but usually fired within a few feet to make sure the stake hits its mark). Each stake can be chambered and replaced individually from a stake bandolier or kept in the storage lockers located between the shoulders and neck; each holds six additional stakes sized to fit in the launchers.
Primary Purpose: Anti-Personnel & Assault.
Secondary Purpose: Defense.
Range: 40 feet (12.2 m) maximum, but usually fired at the very close range of 1-8 feet (0.3 to 2.4 m).
Damage: 2D6 S.D.C. to ordinary humans and S.D.C. creatures, double damage to vampires and other supernatural monsters with a vulnerability to wood.
Rate of Fire: One at a time. Each single shot counts as one melee attack.
Payload: Four with a reload of 12. It takes one melee round (15 seconds) to retrieve and load all four stake launchers.
5. Forearm Plasma Blaster (1): A low-profile plasma blaster is mounted on the left forearm. It is not so much a heavy M.D. weapon as another heat-based weapon to use against supernatural beings vulnerable to fire and heat.
Primary Purpose: Anti-Monster and Assault.
Secondary Purpose: Defense.
Range: 1,000 feet (305 m). Mega-Damage: 5D6 M.D. per blast.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
6. NG-F44 Flamethrower: Mounted on the lower back of the power armor is the fuel tank for the flamethrower. Clipped to the side of it, where the wearer can reach it, is the flamethrower itself, a simple hose and basic firing mechanism for close combat. It is usually placed on the right side, unless the pilot is left-handed.
The flamethrower is designed to be waterproof and comes with valves that automatically seal it off underwater, deactivating it and preventing water from contaminating the napalm reserve.
Primary Purpose: Anti-Monster and Anti-Personnel.
Secondary Purpose: Assault and Defense.
Range: 50 feet (15.2 m).
Mega-Damage: 4D6 M.D. to the target and anyone within 4 feet (1.2 m). Those caught within reach of the flamethrower’s attack inside small, enclosed areas like bunkers, caves or non-sealed vehicles and without environmental gear or oxygen, must roll to save vs poison (smoke inhalation and lack of air) or be rendered unconscious for 1D4 melee rounds.
Rate of Fire: Each fiery blast counts as one melee attack.
Payload: 10 bursts. The flamethrower can be refueled with militarygrade napalm or use normal diesel/gasoline (reduces damage to 1D6 M.D. for the latter). 10 gallon (38 liter) fuel reserve.
7. Hand Grenades (8): Eight hand grenades are stowed in the small compartments on the side of the armor’s rib cage. They can be any type of grenade or combination of them. A common combo for this armor is two plasma, two Hex, two explosive and two smoke.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: Hand thrown with a typical range of 250 feet (76 m) maximum for this power armor. Roll to strike on a D20 to determine if the grenade lands on target. Live targets get to try to dodge and leap out of harm’s way. To hit a large stationary target such as a van or bunker, the character needs to roll a 10 or higher to be on the mark from a distance greater than 100 feet (30.5 m). 16 or higher if the target is small, say the size of a soccer ball; 18 if the target is farther than 100 feet (30.5 m).
Mega-Damage: Varies with the type of grenade.
Rate of Fire: One at a time.
Payload: 8 total. All the hand grenades can be the same or a mixture of two or more types.
8. Handheld Weapons (optional): Additional handheld weapons such as a side arm, Vibro-Blade, Neural Mace, shotgun, or backup weapon may be used by the wearer of the power armor.
This may include a Techno-Wizard (TW), Splugorth Bio-Wizard, Lemurian Biomancy or other type of magic handgun, rifle, melee weapon, or magic item. All such weapons may be carried on one or two belts around the waist, or in a carrying bag or backpack.
9. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Ground-Based Power Armor Training on page 352 of Rifts® Ultimate Edition.
- Damage as per Robotic P.S. of 24.
- Restrained Punch – 6D6 S.D.C.
- Normal Punch – 1D4 M.D.
- Power Punch – 2D4 M.D., but counts as two melee attacks.
- Kick (special) – 2D6 M.D.
- Leap Kick (special) – 4D6 M.D., but counts as two melee attacks.
10. Sensors and Features of Note: All standard features plus the following. a) Weapon Arms ERTRCS Targeting System: The Demon Slayer has TWO weapon arms that fire silver-coated or wood bullets. They are controlled by the Enemy Reflex Targeting and Response Computer System (ERTRCS), a high-speed, computerized recognition and targeting system, quietly adopted from the Coalition’s Juicer-Killer. When an enemy is identified – in this case, demons and other supernatural monsters, as well as dangerous creatures of magic and monsters – the weapon arms lock in on the target and are ready for immediate action. If the pilot has the weapon arms on “ready assault,” they will immediately engage and fire upon the target.
In “alert mode,” the weapons target and train on the enemy but remain in a standby position attacking only on the following conditions: 1. Voice command from the pilot to attack, or to attack specified targets. 2. The power armor pilot attacks and the weapon arms follow his lead, firing at the same target or engaging the next most threatening targets. 3. The power armor unit is attacked and the weapon arms immediately respond with lethal force. If attacked first, the weapon arms fire upon the attackers and any other obvious threat.
The combination of cameras, sensors, recognition system, advanced combat computer and the actions of the armor’s wearer enables the two weapon arms to instantly and continuously respond to aggressors, gunning them down with deadly efficiency until the armor’s operator orders them to stop. This often makes the weapon arms seem to respond as if by reflex. Furthermore, the recognition system will identify common features (uniforms, patches, symbols, even tattoos and other thematic elements) to surmise that those with the same or similar features and markings are part of the same “enemy group” and fire upon them at the slightest hostile gesture.
The computer recognition and targeting system tracks enemy targets relentlessly, focusing one or two guns on them. If there are multiple “aggressors” the attacks of the weapon arms may be divided between them, up to a maximum of two different targets.
Regardless of who the weapon arms may be firing at, the power armor pilot may engage one of them, or select an entirely different target of his own, or take other action (leap, dodge, charge forward, retreat, etc.). In the alternative, the power armor pilot can direct each arm to fire at a specified target or all, pilot included, can fire upon the same ONE.
This is how the suit is, in part, designed to compensate for the speed and ferocity of its demonic enemies, by having more attacks and, therefore, more chances to hit, injure and pacify the target.
ERTRCS Recognition System: The computer can track via its sensors and its array of concealed cameras (two in each weapon arm, two in the helmet, several scattered across the massive “collar,” including the back and sides), and attack as many as TWO targets simultaneously. However, to maximize the effectiveness of the weapon arms, attacks are often combined to have both weapon arms firing upon the one, most immediate and threatening target. It is programmed to identify 4,000 different enemy targets, including all known Juicers, Crazies, fast D-Bees such as the Quick-Flex Aliens, the common armors and power armors they wear, and known group insignias/colors, as well as fast monsters and supernatural beings such as vampires and other notable and dangerous beings and outlaws.
Maximum sensor and camera range is 5,000 feet (1,524 m).
Weapon Arm/ERTRCS Glitches and Penalties: If the computer and sensor array, located in the collar” weapon platform, loses half or more of its 120 M.D.C., one of the following may happen. Roll again for each additional 20 points of damage.
- 01-40 One weapon arm falls temporarily off-line and does not fire as expected. The pilot loses the two attacks for that gun for one entire melee round (15 seconds), until it comes back online.
- 41-60 Sensor and tracking failure; reduce strike bonuses by half.
- 61-80 Sensor and tracking hiccup; no initiative bonus.
- 81-00 Does not respond to the power armor pilot’s commands for one melee round (15 seconds), selects its own target and fires upon it. The recognition system remains working so this should be an “enemy” target, but it is possible that the attack is leveled at someone the pilot wants to take alive but the blast kills him, or the attack might be leveled against an ally or innocent bystander mistaken as a hostile.
c) Camera System: The helmet has two cameras, each weapon arm has two cameras and there are a dozen concealed cameras scattered across the “collar” of the Demon Slayer to see forward, back and to the sides. They are all basic, no frills, dashboard-style cameras to film the fight from the combatant’s point of view and to provide visual data to the ERTRCS system.
11. ALTERNATE Magic/Techno-Wizard (TW) Weapon Systems: Though not officially endorsed by Northern Gun, some purchasers of the Demon Slayer power armor have been known to replace some of the weapon systems with TW and other magic weapon systems. Such magic weapons are strictly aftermarket enhancements built into the power armor after it is sold by Northern Gun, however, many NG salespeople plant the idea. (“Not that we would ever encourage such a dangerous measure, but you know, some people augment the demon fighting capabilities of this wonderful power armor with Techno-Wizard modified weapons. Oh, yeah. We hear about our systems being replaced with TW weapons that shoot magical lightning and fire balls all the time. Ice, too. Crazy, eh? Not that we’d ever suggest such a thing. I don’t even know where you’d go to get something like that done. Lazlo or New Lazlo maybe.”)
Remember, magic and magic weapons do damage to supernatural monsters and creatures of magic, so swapping out some of the standard tech-weapons may make sense. As does getting a TW, Biomancy or Bio-Wizard side arm such as a pistol, melee weapon or other magic item. Of course, unless the wearer of the power armor or a member of his team has P.P.E. or I.S.P. to pump into TW weapons, he will not be able to “recharge” the magic to reload his weapons, and magic payloads are comparatively small.
Thanks to its own prejudices about magic and its pact with the CS, Northern Gun does NOT ever build or sell any sort of Techno-Wizard or magical weapon options, but places like Lazlo, New Lazlo (down in Lower Michigan), the Colorado Baronies, and the Federation of Magic most certainly do. Likewise, there are rumors of a tiny underground network of TW shops operating within or somewhere around Ishpeming and Manistique who are able to make TW alterations and augmentation to power armor, and sell a small selection of TW melee weapons and side arms.
Biomancy and Bio-Wizard items as well as off-world magic items are much harder to come by in North America.
The following are a few of the common Techno-Wizard (TW) weapon systems sometimes used in place of the Demon Slayer’s original ones. In most cases, the existing weapon is used for parts and converted into one of the weapons below.
OPTIONAL TW Upgrade: Forearm Lightning Bolt Discharger:
The plasma blaster built into the forearm is changed to fire electrical bolts.
Primary Purpose: Anti-Monster/Demon.
Secondary Purpose: Defense.
Range: 500 feet (152 m).
Mega-Damage: 3D6 M.D. per electrical bolt. Ideal for fighting demonic beings vulnerable to electricity.
Rate of Fire: Fires a single shot. Each blast counts as one melee attack. Payload: 12 blasts for a forearm energy weapon. Needs 32 P.P.E. or 64 I.S.P. to recharge the weapon system with six blasts.
Cost: 245,000 credits.
OPTIONAL TW Upgrade: Forearm Fire Ball Discharger:
Rather than fire a plasma blast, the TW weapon fires a fire ball.
Primary Purpose: Anti-Monster/Demon. Secondary Purpose: Assault and Defense. Range: 500 feet (152 m). Mega-Damage: 4D6 M.D. per fire ball for fighting creatures vulnerable to fire. By the way, most demons of Hades are impervious to fire, but other supernatural beings and creatures of magic are not.
Rate of Fire: Unleashes a single fire ball that expands in size to that of a basketball by the time it strikes. Each fire ball counts as one melee attack.
Payload: 12 total blasts can be held by a TW Fire Ball Discharger. Needs 25 P.P.E. or 50 I.S.P. to recharge the weapon system with three fire balls.
Cost: 195,000 credits.
OPTIONAL TW Upgrade: Weapon Arm “Light” Fire Bolt Gatling Gun.
Rather than fire ammo, the TW weapon shoots small fiery bolts.
Primary Purpose: Anti-Monster/Demon.
Secondary Purpose: Assault and Defense.
Range: 1,000 feet (305 m).
Mega-Damage: 2D6 M.D. per blast.
Rate of Fire: Each shot counts as one melee attack.
Payload: 48 total fire bolts can be held by this weapon arm. Needs 40 P.P.E. or 80 I.S.P. to recharge the weapon system with 12 fire bolts.
Cost: 350,000 credits per weapon armor and TW power supply.
OPTIONAL TW Upgrade: Weapon Arm “Heavy” Fire Bolt Gatling Gun.
Rather than fire ammo, the TW weapon shoots fiery bolts.
Primary Purpose: Anti-Monster/Demon.
Secondary Purpose: Assault and Defense.
Range: 1,000 feet (305 m).
Mega-Damage: 4D6 M.D. per blast.
Rate of Fire: Each shot counts as one melee attack.
Payload: 24 total fire bolts can be held by this weapon arm. Needs 40 P.P.E. or 80 I.S.P. to recharge the weapon system with six fire bolts.
Cost: 500,000 credits per weapon arm and TW power supply.
OPTIONAL TW Upgrade: Weapon Arm Wood Shard Gatling Gun.
Rather than fire conventional ammo, the TW weapon magically fires shards of wood about the size of a half-used pencil, but twice as thick.
Primary Purpose: Anti-Monster/Demon.
Secondary Purpose: Assault and Defense.
Range: 1,200 feet (366 m).
Damage: 3D6 S.D.C. per burst of six wood shards.
Rate of Fire: Each burst counts as one melee attack.
Payload: 72 total bursts of wood projectiles can be magically fired by this weapon arm. 40 P.P.E. or 80 I.S.P. is needed to recharge the weapon system with eight bursts.
Cost: 350,000 credits per weapon armor and TW power supply.
OPTIONAL TW Upgrade: Forearm Ice Shard Discharger.
Rather than fire a plasma blast, the TW weapon fires a burst of ice shards.
Primary Purpose: Anti-Monster/Demon.
Secondary Purpose: Assault and Defense.
Range: 500 feet (152 m).
Mega-Damage: 2D6 M.D. per burst of three ice shards.
Rate of Fire: Each burst counts as one melee attack.
Payload: 12 total bursts can be held by a TW Ice Shard Discharger. Needs 25 P.P.E. or 50 I.S.P. to recharge the weapon system with four bursts of ice shards.
Cost: 275,000 credits.
OPTIONAL TW Upgrade: Weapon Arm Ice Shard Gatling Gun.
Rather than fire ammo, the TW weapon magically fires a ice shards.
Primary Purpose: Anti-Monster/Demon.
Secondary Purpose: Assault and Defense.
Range: 1,000 feet (305 m).
Mega-Damage: 4D6 M.D. per burst of six ice shards.
Rate of Fire: Each burst counts as one melee attack.
Payload: 24 total bursts can be held by a TW Ice Shard Gatling Gun. Needs 40 P.P.E. or 80 I.S.P. to recharge the weapon system with four bursts of ice shards.
Cost: 580,000 credits per weapon arm and TW power supply.
OPTIONAL TW Magic Melee Weapon:
The standard tech sword can be replaced with any handheld TW sword or other magic melee weapon. Or a second handheld weapon that is magical can be part of the wearer’s arsenal to combat demons.