Cataphract
Piloting a Cataphract
Cataphracts use a Man-Machine Interface. The basic models use a halo rig for sensory input combined with a series of levers, switches, cranks and pedals to operate the device, while the most advanced combine cybernetics along the spine and base of the skull with a cyberdeck and a screwjack interface to make the user feel as if the cataphract is their own body, operating it accordingly.
Building a Cataphract
Cataphracts come in a few standard configurations, but really they're all custom-built. They start with a frame, install an engine, a capacitor, a pilot station, Cooling System, Sensor Suite, Comms, Life Support, Stabilizers, and Batteries. Next layer the armor, weapons, and external accessories. No self respecting Cataphract Jock would ride around in an off-the-line mech without making upgrades.
Frames
Frames are the scaffold upon which the cataphract is built. They provide the basic machinery of the device, it's strength, it's overall durability and its stability. All Cataphract frames are SM +6. A frame determines the ST, HT, base HP, and DX. Base HP is equal to 10xHT, and DX is relative to the pilot's DX attribute. All frames are self-supporting and their weight doesn't factor into encumbrance.
Tracked: Two large tracks and a 360-degree swivelling hips. Very sturdy design, though it has trouble with deep mud, sand, slopes and stairs. $700,000. ST 160, HT 15, DX 60% of pilot's. Weight 170,000
Tri-Track: Three sets of medium tracks. Fast, generally roadbound mech meant for urban combat and rocky terrain. $800,000. ST 150, HT 14, DX 80% of pilot's. Weight 160,600
Bipedal: A standard humanoid design. Two legs, two arms. $1,000,000. ST 140, HT 13, DX 100% of pilot's. Weight 144,600.
Tripod: A three-legged model. A little ungainly but sturdier than a biped and faster than a quadurped. One leg lost only reduces Move by half. Two legs lost causes the mech to fall, as normal. $1,500,000. ST 150, HT 14, DX 80% of pilot's. Weight 160,000.
Centaur: A four legged model with two legs in front beneath the main body like a biped with two bracing legs in the rear. Typically for artillerist setups. One leg lost only reduces Move by half. Two legs lost causes the mech to fall, as normal. $2,000,000. ST 150, HT 15, DX 50% of pilot's. This frame ignores recoil. Weight 188,800.
Nacklavee: A four legged model with the legs evenly spread beneath the main body. Highly stable design, usually featuring 360-degree swivelling hips. One leg lost only reduces Move by half. Two legs lost causes the mech to fall, as normal. $3,000,000. ST 160, HT 15, DX 90% of pilot's. Weight 200,000.
Octonid: A rare eight legged model, usually intended for space and submerged combat, though an exploration model meant to house multiple specialist scientists in the crew station is somewhat popular from universities. Each leg lost reduces Move by 10% until only three legs are left. At that point, the cataphract's Move is 40% normal. Loss of another leg causes the mech to fall. 15 points. $3,000,000. ST 100, HT 8, DX 50% of pilot's. This frame has an added benefit of doubling encumbrance thresholds. Weight 180,000.
Aetherframe: A lightweight dual-configuration model. One configuration is a biped for terrestial fighting, and the other is a starfighter. ST 110, HT 14, DX 120% of pilot's. Weight 60,000. $2,000,000.
Engines
Cataphracts use a miniaturized Fitch-Fennig drive, without dimensional capability. These engines come in hypersphere, hypercube, and pentachoron varieties. There is also a 'dirty' version that uses a tritium reactor, which requires fuel input and has a tendency to leak radiation during operation. Fitch-Fennig engines have been around a long time, and worked off of an even older precursor called the Gravity Drive. As such, many gigacorps manufacture models, and brands can be found from YSLU, Vanguard Dynamics, Celestial Securities, Helios Innovations, Galactic Trade Syndicate, Stellaris Mining Consortium, AetherTech Solutions, Quantum Dynamics, AstraTech Industries, Titanium Star Enterprises, Orbital Dynamics, Eclipse Entertainment, NovaTech Solutions, Transtar Shipping Corporation, and Gentleman's Creed International.
Tritium Engine: This 'dirty fusion engine' is only as illegal as building a nuclear reactor in a garage. Most non-aligned cataphract pilots including those working for militias, terrorists, and technobarbarians use these. They are prone to radiation leaks and if the cataphract fails, it will explode, vaporize anyone in the immediate area, and irradiate the surrounding mile for ten years. BS 80%. $250,000. Basic Speed and ST unchanged.
FF-Hypersphere: The basic hypersphere engine uses a crystal-matrix sphere pushed slightly into Grayspace, creating a rotating hypersphere over which red mercury from Jupiter is cycled. The result is a smooth function with relatively low complexity, making these engines reliable, quiet, and durable. $400,000. Basic Speedx5, Strike ST and Lift STx1.5.
FF-Hypercube: The mid-tier FFD uses a hypercube. The hypercubes 'beat' like a heart, creating a signature staccato thump as they cycle through. This beat ripples and counter-ripples the red mercury and The engine is louder and less quiet but has a much higher output than a hypsersphere. This arrangement is more fragile than hypersphere models and can explode with serious force, blasting a city block into ashes and dust. $800,000.Basic Speedx10, Strike ST and Lift STx2.
FF-Pentachoron: The high-tier FFD uses a 4-dimensional pyramid crystal as its central component. A Pentachoron actually pulls some of the red mercury into Grayspace and pulls it out again, exponentially increasing output. This arrangement is fragile and if the engine goes critical can implode, yanking most of the mech through a pinprick sized hole into Grayspace. $1,200,000. Basic Speedx20. Strike ST and Lift STx4.
Manufacturer(s) | Engine | BS | Strike ST | Lift ST | Weight | LC | Cost | Notes |
---|---|---|---|---|---|---|---|---|
Three Suns Paradisio, HI, EE, GCI, YSLU | Tritium engine | 0 | 0 | 0 | 1,500 | nil | $250,000 | Engine Critical makes a 'dirty' nuclear explosion. Damaged engines leak radiation. |
VD, CS, HI, GTS, SMC, ATS, QD, ATI, TSE, OD, EE, NTS, TSC, GCI, YSLU | FF-Hypersphere | x5 | x1.5 | x1.8 | 2,000 | 2 | $400,000 | Pilot rolls to avoid engine failure are made at +4 |
VD, CS, HI, GTS, SMC, ATS, QD, ATI, TSE, EE, TSC, GCI | FF-Hypercube | x10 | x2 | x3 | 2,500 | 1 | $800,000 | Rolls to avoid engine failure are made at +0 |
VD, CS, GTS, ATS, QD, ATI, TSE, TSC, GCI | FF-Pentachoron | x20 | x3 | x5 | 3,000 | 0 | $1,200,000 | Rolls to avoid engine failure are made at -2 |
Mods
There are two variants to the basic FFD engine models. One pushes the polychora into other-than-Grayspace. These come with unique hazards or costs.
White Mod: A White Mod uses Whitespace instead of Grayspace. TRIPLES the bonuses noted on the table, but require maintenance. Unlike in the standard model, some of the red mercury is lost each cycle, and will have to be refilled every 18 hours of operation. Filling an engine with red mercury requires $5,000 and a specialized facility, assuming that you can even acquire enough of it. Cost x3
Red Mod: A Red Mod shifts the polychora into Redspace instead. This DOUBLES the bonuses noted on th table, but has the hazards associated with utilizing Redspace; namely, Redspace Adversarial Intelligences. There is a cumulative 1% chance every time the engine takes a hit that an entity may 'sneak through.' Additionally, the system generates immense heat, downgrading the effects of the Cooling System by one. Cost x2, illegal.
Capacitors
A Capacitor takes the energy of the engine and stores it in a solid-state 0K carbon-lithium chemical bond. Most gigacorporations manufacture all sizes of Capacitor, and they vary little from corp to corp. A Capacitor determines the cataphract's FP max and recovery. They gain double the noted rate with inactivity.
Name | Max FP | FP Recovery | BC | LC | Weight | Cost | Notes |
---|---|---|---|---|---|---|---|
Grade 1 | HTx0.7 | 1 FP/hour | I | 4 | 150 | $10,000 | |
Grade 2 | HTx0.8 | 1 FP/50 minutes | I | 4 | 300 | $10,500 | |
Grade 3 | HTx0.9 | 1 FP/40 minutes | I | 4 | 600 | $20,000 | |
Grade 4 | HTx1 | 1 FP/30 minutes | J | 3 | 1,200 | $20,800 | |
Grade 5 | HTx2 | 1 FP/20 minutes | J | 3 | 2,400 | $30,200 | |
Grade 6 | HTx3 | 1 FP/10 minutes | J | 2 | 4,800 | $50,000 | |
Grade 7 | HTx5 | 1 FP/5 minutes | K | 1 | 9,600 | $50,500 | |
Grade 8 | HTx8 | 1 FP/minute | K | 0 | 19,200 | $80,000 |
Pilot Stations
1 Pilot: One pilot is a one man show and must rely entirely on their own abilities and their on-board computer. 1,200 lbs, $2,000. LC 4.
2 Pilots: A two pilot cockpit allows the pilots to work in tandem, using the best of both of their abilities for rolls, while using the worst of their Initiative rolls. 2,000 lbs, $2,800. LC 4.
4 Crew: A four-man crew bridge primarily used by mechanized infantry commando squads. They can each take on a station; weapons, engineering, sensors, and limbs and evasion. Standart tactic is for a platoon of commandoes to assault a hardened targets in 3-4 cataphracts, and then some will stand watch while other crews insert themselves into the objective where the mechs cannot go. 3,800 lbs, $3,000, LC 4.
6 Crew: A six-man crew bridge is almost always built on light-armored frames for the purposes of scientific missions rather than for strictly combat cataphracts. The bridge has a pilot who drives the cataphract and a co-pilot who runs any weapons systems, with four other crew getting access to presumably advanced sensors. 4,200 lbs, $3,200, LC 4.
Type | Crew | BC | LC | Weight | Cost | Notes |
---|---|---|---|---|---|---|
Cockpit | 1 | B | 4 | 1,200 | $2,000 | A pilot and their AI |
Cockpit | 2 | B | 4 | 2,000 | $2,800 | Use better of the two abilities for everything except Initiative |
Bridge | 4 | C | 4 | 3,000 | $3,000 | One station for each: Weapons, Engineering, Sensors, and Mobility |
Bridge | 6 | D | 4 | 4,200 | $3,200 | A Pilot and Copilot, and +4 to all IQ based knowledge rolls for up to 4 others. |
Computer
All Cataphracts require some level of computing. Without it, they would be simply too much for any number of pilots or crew to handle. The computer dynamically adjusts the balance and weight distribution of the leg arrays, tracks data from the sensors, and assists in aiming.
RI: An RI setup is simply detramental to the functioning of the cataphract. It cannot maintain enough instructions for the requirements. Dx-3, $2,000.
SI: An SI setup is barely adequate, and the entire computing power and attention of the SI is taken up by the requirements. This rig uses the base DX from the frame, and costs $3,000.
AI: Cataphracts are meant to use AI. An AI rig is adequate for computing power and can act as a 'force multiplier,' and can intelligently decide to save its pilot's life if their engine is going critical. Additionally, they develop a complementary personality to the pilot. DX+3, Aim+3 $5,000
GME: A significant subset of cataphract pilots use a GME of either themselves or a fallen comrade. DX+3, and the AI can efficiently 'co-pilot' using the GME's skills, freeing up valuable mental and physical bandwidth from the pilot. DX+3, Aim+3 $5,000
Controls
The controls for cataphracts require some level of MMI technology. There is simply too much for two hands to do to operate it at full capacity. If the MMI rig goes down for whatever reason (usually the result of an enemy AI defeating the on-board AI in electronic warfare) then the pilot can move OR operate one weapon OR system per round. Costs and weights are per crewman.
Halo Rig and Console: This is a 'crown' worn on the head with a braid of thick wires that connect to the cataphract, or simply plugged into a combat helmet. A console with two pedals beneath it and two flight-sticks with a dizzying array of controls between them completes the arrangement. This is the most basic, and the heaviest option, weighting in at 1,200 lbs and costing $3,000 per crewman. The real benefit to this rig is that it is easy to get on and off, requiring simply a single action to unplug and stand up.
MMI Web: This is a cluster of wires that that wrap around the pilot, resembling cargo webbing but with pads that secure to their person. This rig is lightweight and easy to use, but can be a problem unplugging. Using a biomon bodysock can circumvent this, as plugging into the system basically converts the garment into a web. This is the most popular option, weight is negligible, and the system costs $2,500.
Cybernetic Chair: This is the most intricate system. It relies on the user having an MMI spinal tap cybernetic. Upon sitting in the crew chair, wires connect the user to the chair and the system itself. This allows the user to operate the system as if the cataphract had the Combat Reflexes Advantage.
Cooling Systems
FFDs can generate immense heat. In starships, this is usually handled by either venting the heat into space or in the higher end models on capitol ships, into Grayspace. Neither of these options are available to Cataphracts while planetside, so they typically use a carbon-capture 'respirator' that sucks ambient carbon from the atmosphere and venting it 'safely' upwards. The particles dissipate immediately, too hot to exist together, and there is little to no visual effect. There are five levels of Cooling Systems, simply identified as Class A-E. Nearly every Gigacorporation manufactures a version of this system for terrestrial vehicles. They roughly correspond to a fitness level of a ground soldier. E
Name | Effect | BC | LC | Weight | Cost | Notes |
---|---|---|---|---|---|---|
Class A | You get -2 to all HT rolls to avoid subsystem damage. This does not reduce your HT attribute or HT-based skills! As well, you lose FP at twice the normal rate. In addition, you recover FP at only half the normal rate. | E | 4 | 500 | $1,200 | |
Class B | You get -1 to all HT rolls to avoid subsystem damage. This does not reduce your HT attribute or HT-based skills! As well, you lose FP at twice the normal rate. | E | 4 | 800 | $3,000 | |
Class C | You roll HT at level as normal to avoid subsystem damage. | F | 3 | 1,000 | $5,000 | |
Class D | You get +1 to all HT rolls to avoid subsystem damage. This does not improve your HT attribute or HT based skills! You also recover FP at twice the normal rate. | F | 3 | 1,200 | $8,000 | Plume is visible for 1-5 miles depending on atmospheric interference. |
Class E | You get +2 to all HT rolls to avoid subsystem damage. This does not improve your HT attribute or HT based skills! You also recover FP at twice the normal rate. In addition, you lose FP at only half the normal rate. | G | 2 | 1,400 | $10,000 | Plume is visible for 5-10 miles depending on atmospheric interference. |
Sensor Suites
Visual sensors roughly equivalent to the human experience (forward facing, visual spectrum) is standard as part of a basic cockpit. Below are some of the gadgets and modifiers that can be stacked on.
Panoptes System: The cataphract has a 360° field of vision. It has no penalty to defend against attacks from the sides or rear. It can attack foes to its sides or rear with out making a Wild Swing, but itis at -2 to hit due to the clumsy angle of attack (note that some techniques do not suffer this penalty). Finally, it is at +5 to detect Shadowing attempts, and is never surprised by a danger that comes from behind, unless it also is concealed from sight. This is simply a matter of cameras arranged in unobtrusive areas around the chassis. Weight 250, $4,500
BGM Detection: Your sensors constantly monitor the cosmic background microwave radiation, noting the subtle disruptions and reconstructing it. This sensor functions as Dark Vision, and the cataphract can 'see' anything within line of sight as if it was a bright, sunny day, except it doesn't detect colors. 25 points. Weight 25, $2,500
Life Detection System: This combines heat, carbon radiation, and movement detectors fine tuned to discern living organisms. It only works on carbon-based lifeforms and generally only on animals or animal-like entities, but such a system can give a massive boost to battlefield planning or scientific surveys. Weight 300, $5,400.
EM Detection System: This detects the EM signatures of machines. Weight 300, $5,400.
Predictive Combat Suite: This suite adds +2 to defensive maneuvers, specifically Parry and Dodge, by reading the movements of enemies in sight and predicting the outcome of their attacks. Weight 500, $9,000.
Hyperspectral Vision Suite: This extends the visual spectrum in both the low-band (IR, RADAR, radio) and into the extended high band (UV, X-Ray, Gamma Ray). Weight 400, $7,200.
Peripheral Vision: This is a visor camera that grands 240 degree vision. If the cataphract is attacked from the side, it defends at no penalty. Even against attacks from the rear, it only receives a -2 penalty. Out of combat, it gets +3 to all rolls to detect Shadowing attempts or ambushes from behind, and the GM will always make a Vision roll for you to spot dangers "behind your back." Weight 150, $2,700.
Radar: Often considered a basic sensor, this projects radio waves and calculates how many and how long it takes for them to return. Range is 12 miles. This one diplays a hit as a "ping," so the pilot has to guess based on the size of the ping what he might be dealing with before checking with other senses. This system will not detect anything smaller than an adult human. Weight 200, $3,600.
Imaging Radar: A larger and more involved system that uses millimeter-wave radio waves. The base range is 2 miles. It can detect small objects. Weight 200, $3,600.
Ladar: This uses an IR and UV laser grid, detecting everything within visual range within 1 mile. Weight 200, $3,600.
Sonar: This bounces sound off of objects and detects the return time and direction of the echo. It functions for 100 miles underwater, and 30 miles in an Earth-like atmosphere. This does not function in space. This system erupts with noise that sounds like a high-pitched whine just at the top of human hearing, and can be harmful to unprotected people nearby. Weight 200, $3,600.
Zoom: This is an array of lenses that can zoom up to 100x. You ignore -5 in range penalties to Vision rolls, or -10 in range penalties when taking the Aim action. You also gain up to +5 Accuracy provided you're taking the Aim maneuver. Weight 250, $4,500.
Comms
Quantum-Entanglement Systems come standard with most Cataphracts, allowing for instantaneous communication using quantum entanglement with no loss of resolution or delay over distance. It can optionally be removed, but this is such basic technology in the Age of Convergence such a thing is generally pointless.
Armor
Armor over the frame is the most basic defense. It comes in five basic levels, rated for increasingly heavy challenges. Cost and weight are based on the frame's armor and weight. While the frame is self supporting and doesn't contribute to encumbrance, the armor isn't supported. Add the difference in weight for the purposes of encumbrance.
Ultralight: Bare minimum protection, for lightweight speed-attack models. 15(4) DR. 10% of base cost and weight. Allows 2 gadget mounts.
Light: This is the most common armor for military models. It provides good protection from most opponents, except other cataphracts. 20(6) DR. 20% of base cost and weight. Allows 4 gadget mounts.
Medium: This armor is popular among mercenaries, even if its encumbrance causes a certain amount of plodding. 50(8) DR. 30% of base cost and weight. Allows 8 gadget mounts.
Heavy: This armor is generally for Antibattles where trading blows is expected. 60(10) DR. 40% of base cost and weight. Allows 16 gadget mounts.
Ultra-Heavy: This armor is for the sort of cataphracts that stand firm on a battlefield and don't plan to move. 80(10) DR. 50% of base cost and weight, and a full move action costs 1 FP. Allows 24 gadget mounts.
Weapons
Weapons for cataphracts are big and expensive. They're not designed to kill infantry; that's basically taking a handgun to a beetle. Cataphract weapons are for enemy vehicles and fortifications, alien behemoths, and most especially other cataphracts.
Ranged Weapons
Ranged weapons for cataphracts come in two varieties; up-scaled infantry weapons and mounted turrets.
Gunner (Beams) (DX-4 or other Gunner-4)
Manufacturer(s) | Weapon | Damage | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
VD, CS | Laser Cannon | 8dx10(2) | 12 | 10,000/24,000 | 350 | 1 | 100(5) | 16 | -10 | 1 | $50,000 | H | 2 | |
VD, CS | Laser Minigun | 8dx10(2) | 12 | 8,000/12,000 | 500 | 10 | 300(5) | 18 | -10 | 1 | $120,000 | H | 1 | |
VD, CS | Multi-Phasic Cannon | 8dx10(2) | 9 | 20,000/40,000 | 450 | 5 | 50(5) | 18 | -10 | 1 | $60,000 | H | 0 | |
VD, CS | Laser Turret | 6dx10(2) | 12 | 1,000/5,000 | 60 | 8 | 200(5) | 14 | -10 | 1 | $14,000 | H | 2 | |
VD, CS | Blaster Cannon | 5dx10(5) burn sur rad | 15 | 3,000/9,000 | 4,000 | 1 | 60 | 16 | -10 | 10 | $2,000,000 | K | 0+M | |
VD, CS | Heavy Blaster Cannon | 5dx10(5) bur sur rad | 15 | 12,000/36,000 | 4,000 | 1 | 20 | 16 | -10 | 10 | $2,500,000 | K | 0+M | |
VD, CS | Blaster Turret | 4dx5(5) bur sure rad | 15 | 2,800/8,400 | 70 | 3 | 80 | 16 | -8 | 10 | $140,000 | I | 0+M | |
VD, CS | D-HEW Turret | 10 settings, multiply all damage by 10. | 12 | 6,000/19,000 | 70 | 10 | 1200(5) | 18 | -8 | 1 | $70,000 | E | 1 |
Gunner (Cannon) (DX-4 or other Gunner at -4)
Manufacturer(s) | Name | Damage | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
VD, GCT | Railgun | 6dx10(10) imp inc sur | 15 | 10,000/30,000 | 1,000/1Fp | 1 | 100 | 34 M | -10 | 1 | $2,000,000 | L | 0 |
Launchers
For cataphracts, launchers come in catapults, tubes, pods, and batteries. Two methods for laying mines, a launch tube and a fork, are common for cataphracts depending on the needs of the mission or preferences of the pilot.
Tube: A missile tube fires one missile and must be reloaded. A grenade tube fires one grenade at a time, and has six shots. Weight 40, LC 2, $2,000.
Pod: A missile pod fires four missiles before it needs to be reloaded. A grenade pod fires four at a time in a line and has eight shots. Weight 150, LC 1, $6,000.
Battery: A missile battery fires eight missiles before it needs to be reloaded. A grenade battery fires eight shots at a time in two clusters and has sixteen shots. Weight 280, LC 0, $10,000.
Gravitic Catapult: A catapult loads a single missile or grenade using a gravity sling. The catapult launch a missile before it engages, doubling the missile's range. A grenade launched this way has ballistic value and still explodes when its fuse is up. Unlike other launchers, it's not entirely useless once its shot has been spent; the gravity sling will still fling debris that's been set on it, such as large chunks of rubble or pieces of enemy cataphract. Weight 280, LC 0, $30,000.
The missile table below reflects a missile with a dummy warhead.
Artillery (GUIDED MISSILE) (IQ-5, or other Artillery at -4)
Manufacturer(s) | Weapon | Damage | Acc | Range | Weight | RoF | Slots | ST | Bulk | Rcl | Cost | BC | LC |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
VD, CS | Thrall Missile | 6dx30 pi++ | 3 | 6,000/16,000 | 1,100 | 1 | 8 | 30M | -10 | 1 | $23,000 | E | 0 |
VD, CS | Splinter Missile | 1dx3 pi+ | 3 | 6,000/16,000 | 1,100 | 1/60 | 0 | 45M | -10 | 1 | $44,000 | E | 0 |
VD, CS | Sniffer Missile | 6dx30 pi++ | 3 | 6,000/16,000 | 1,100 | 1 | 3 | 40M | -10 | 1 | $40,000 | E | 0 |
VD, CS | Librarian Missile | 6dx30 pi++ | 3 | 6,000/16,000 | 1,100 | 1 | 3 | 40M | -10 | 1 | $42,000 | E | 0 |
VD, CS | Slacker Missile | 6dx30 pi++ | 10 | 6,000/16,000 | 800 | 1 | 1 | 40M | -10 | 1 | $43,000 | E | 0 |
VD, CS | IR Missile | 6dx30 pi++ | 3 | 6,000/16,000 | 1,400 | 1 | 8 | 40M | -10 | 1 | $20,000 | F | 0 |
VD, CS | Mult-Spectral Homing Missile | 6dx30 pi++ | 3 | 6,000/16,000 | 1,600 | 1 | 4 | 40M | -10 | 1 | $23,000 | F | 0 |
VD, CS | Multiscanner Homing Missile | 6dx30 pi++ | 3 | 6,000/16,000 | 1,800 | 1 | 3 | 40M | -10 | 1 | $25,000 | F | 0 |
VD, CS | Brilliant Missile | 6dx30 pi++ | 3 | 6,000/16,000 | 2,000 | 1 | 2 | 60M | -10 | 1 | $1,000,000 | G | 0+M |
VD, CS | Genius Missile | 6dx30 pi++ | 3 | 6,000/16,000 | 3,500 | 1 | 1 | 650M | -10 | 1 | $100,000,000 | H | 0+M |
Thrall Missile: Guided by Cataphract's AI
Splinter Missile: Shatters into a cone of damage.
Sniffer Missile: Programmed to 'track' chemical markers.
Librarian Missile: Programmed to 'track' certain pitches and volumes of sound.
Slacker Missile: A loitering munition that can hover up to 1 hour waiting for certain conditions to be met.
IR Missile: Programmed to 'track' IR signatures. Always chases the highest nearby heat.
Multi-Spectral Homing Missile: Programmed to 'track' targets by silhouette, utilizing ultra high and low spectrums as well as visual.
Multiscanner Homing Missile: Programmed to lock on to energy signatures.
Brilliant Missile: Uses an onboard SI to intelligently track and kill enemies.
Genius Missile: Uses a Logic Bomb to seek out and destroy enemies. Tends to be disturbingly enthusiastic.
Melee Weapons
AXE/MACE (Dx-5, Flail-4, or Two-Handed Axe/Mace-3)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
VD, CS, GCT | Molecular-Ceramic Axe | sw+2x10(3) cut | 8 | 0U | $1,500 | 180 | 110 | 1 | |
VD, CS, GCT | Molecular-Ceramic Hatchet | swx10(3) cut | 8 | 0 | $1,000 | 90 | 80 | 1 | Throwable |
VD, CS, GCT | MAW Mace | sw+3x30 cr! dkb | 8 | 0U | $4,000 | 230 | 110 | 0 | |
VD, CS, GCT | Small MAW Mace | sw+2x15 cr! dkb | 8 | 0U | $3,000 | 60 | 120 | 0 | |
VD, CS, GCT | Particle Ripper Pick | sw+1x10 corr sur (5)* | 8 | 0U | $10,000 | 40 | 100 | 0+M | Wounds do not bleed |
BOXING, BRAWLING, KARATE, OR DX
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
N/A | Punch | thrx10 cr | 7 | 0 | - | - | - | - | ‡ |
VD, CS, GCT | Gravity Pistons | thr+1x10 cr! dkb | 7 | 0 | $800 | 250 | - | 1 |
‡:Natural attack, requires at least one functional limb
BRAWLING-2, KARATE-2, OR DX-2
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
N/A | Kick | thrx10 cr | 7, 8 | No | - | - | - | - | † |
†:Natural attack, requires at least two functional legs
BRAWLING or DX
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
VD, CS, GCT | Dragonmaw Follow up | thr+1x10 2dx10 burn | 7 | 0 | $34,000 | - | - | 3 | Weight incuded in frame |
VD, CS, GCT | Molecular-Ceramic Pincer | sw+1x10 (3) | 7 | 0 | $55,000 | - | - | 3 | Grapples, weight included in frame |
BROADSWORD (DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
VD, CS, GCT | MAW Shillelagh or | sw+1x10 cr! dkb thr+1x10 cr! dkb | 8 | 0 | $500 | 160 | 100 | 3 | |
VD, CS, GCT | Molecular-Ceramic Broadsword or | sw+1x10 cut thr+1x10 imp | 8 | 0 | $5,000 | 220 | 100 | 3 | |
VD, CS, GCT | Molecular-Ceramic Thrusting Broadsword or | sw+1x10 cut thr+2x10 imp | 8 | 0 | $6,000 | 580 | 100 | 3 | |
VD, CS, GCT | Molecular-Ceramic Bastard Sword or | sw+1x10 cut thr+1x10 imp | 8, 9 9 | 0U | $6,500 | 600 | 110 | 3 | |
VD, CS, GCT | Molecular-Ceramic Katana or | sw+1x10 cut thr+1x10 imp | 8, 9 9 | 0 | $6,500 | 600 | 110 | 3 | |
VD, CS, GCT | Molecular-Ceramic Saber or | sw+1x10 cut thr+1x10 imp | 8 | 0 | $5,000 | 350 | 100 | 3 |
FLAIL (DX-6, Axe/Mace-4, or Two-Handed Flail-3)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
VD, CS, GCT | MAW Morningstar | sw+3x10 cr! dkb | 8 | 0U | $8,000 | 600 | 120 | 1 | |
VD, CS, GCT | Dragontail | sw+2x10 cut 2dx10 burn | 10 | 0U | $11,000 | 800 | 80 | 0 |
FORCE SWORD (DX-5 or any sword skill at -3)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
GCT, GTS | PR Smallsword | thr+3x10 corr sur (5) | 8 | 0F | $50,000 | 80 | 40 | 1 | |
GCT, YSLU, GTS, CS, VD | PR Saber or | sw+1 corr sur (5)* | 8 | 0F | %55,000 | 95 | 50 | 1 | |
GCT, GTS, VD, EE | PR Longsword or | sw+2 corr sur (5)* | 8, 9 9 | 0 | $80,000 | 110 | 60 | 0 | |
GCT, CS, VD | PR Two-Hander or | swx2 corr sur (5)* | 9 | -2 | $120,000 | 250 | 80 | 0+M |
POLEARM (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)
Manufacturer(s) | Weapons | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
SG, EE, YSLU, GCT | Mollecular-Ceramic Glaive | sw+3 cutx10 (5) thr+3x10 imp (5) | 9, 10 10 | 0U | $6,000 | 200 | 110 | 1 | |
SG, EE, YSLU, GCT | Mollecular-Ceramic Naginata | sw+2x10 cut (5) imp+3x10 (5) | 8, 9 9 | 0U | $6,000 | 300 | 90 | 1 | |
SG, EE, YSLU, GCT | Mollecular-Ceramic Halberd | sw+5x10 cut (5) sw+4x10 imp (5) thr+3x10 imp (5) | 9, 10 10 8,9 | 0U | $9,000 | 960 | 130 | 0 | |
SG, EE, YSLU, GCT | Mollecular-Ceramic MAW Poleaxe | sw+4x10 cut (5) sw+4x10 cr! dkb | 9, 10 9, 10 | 0U | $9,000 | 1,000 | 120 | 0 | |
GCT, YSLU, EE, VD, CS | PR Spear | thr+2x10 corr rad sur (5)* | 8, 9 | 0U | $40,000 | 140 | 70 | 0+M |
SHIELD (DX-4)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
VD, CS, GCT | Shield Bash | thrx10 cr | 8 | No | - | - | - | - | Attack w/ a shield accessory |
VD, CS, GCT | Shield Bash w/Mollecular-Ceramic Spike | thr+1x10 imp | 8 | No | $200 | +35 | - | - | Spike added to shield |
TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)
Manufacturer(s) | Name | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
VD, CS, GCT | Mollecular-Ceramic Great Axe | sw+4x10 cut (3) | 8,9 | 0U | $6,000 | 1,200 | 120 | 1 | |
VD, CS, GCT | Mollecular-Ceramic Scythe | sw+2x10 cut (3) | 8 | 0U | $900 | 900 | 110 | 1 | |
VD, CS, GCT | PR Scythe | sw+2x10 corr burn sur (5)* | 8 | 0U | $54,000 | 90 | 100 | 1 | |
VD, CS, GCT | Mollecular-Ceramic Chainsaw | sw+1dx10 cut (5) | 8 | 0U | $9,000 | 1,300 | 100 | 1 | Can grapple for damage/round |
VD, CS, GCT | MAW Maul | sw+4x4cr! dkb | 8,9 | 0U | $64,000 | 540 | 130 | 0+M |
*This weapon has follow-up damage. If the attack hits AND penetrates armor, then the follow-up is delivered. The follow-up for particle rippers is as follows: 1dx10 burn, 1d-1x10 Rads
Particle Rippers, Molecular-Ceramic Blade, MAW
External Accessories
Accessories are attached to the outside of the armor, typically in a way that minimizes their obstruction to the cataphract's movements.
Point Defense System: A series of UV lasers and pressors scattered around the armor of the cataphract that shoot down incoming projectiles. The on-board AI contests the opponent's roll with an IQ/2. Success forces the projectile to miss, success by 5 or more destroys the projectile harmlessly. Weight +2% of frame. $28,000, LC 3
Shield Generators: Shield projectors, located evenly across the armor, that put up a layer of hardlight protection close to the armor, causing a shimmering outline. DR d120(6). Weight +1% of frame. $30,000. LC 3
LI Pod: This pod contains a fireteam of ATS SM Fireteam drones. These robot infantry will attempt to identify objectives to take that allow them to be a nuisance to other cataphracts and a danger to enemy troops. Weight 1,200 lbs. $40,000. LC 1.
Utility
Manufacturing
Social Impact
VDC Hoplite
VDC Ogre
VDC Centurion
YSLU Amalgam
Omega Systems Apehanger
Starlight Pharmaceuticals Scarab
NTS EnviroSafe Mukluk
GR Crusher
SMC Surveyor
"Ivory Coast," Custom mod based on the VDC Centurion design, built from scratch by a hobbyist
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