Deadlands Classic

Useful Stuff

Almanac (from gimme shelter archive) May -Nov 2000

Technomancer Class (smiling bandit)

Powers and Stuff

Junker Powers

Transfer

TN: 5+ rate of transfer

Speed : 1

Duration: concentration or until one battery is empty

Range: touch

Associated Spirits: appliance

Description : This power allows the junker to use his hands as a safe conduit for G-ray energy, allowing him to transfer g-ray energy from one "source" to one "sink" (a source is any capacitor that has a ghost rock component, a sink is any g-ray using device or storage capacitor). At the time of casting the junker must specify the rate of transfer between items. This rate is then constant per round irrespective of actions as long as the junker is touching both items. Should his connection with an item be broken before the power is finished, the junker must draw for backlash on himself and roll for instability on the source.

Bad guys and Black Hats

Hunter Drones

Killbots/Killbot droids (formerly Hunter/Killer)

Description:

A sleek, menacing torpedo shaped droid. It is powered by two external power packs connected in series with its gun. The gun is a six barrel repeating laser under slung with a fixed front 90 degree fire arc. The droid can move at a top speed of 200mph, and has an acceleration of 10 mph. The two main VTOL engines are hung on either side of the droid's body with a long control fin running down the back. The exterior power packs are hung on either side of the fin. The sensor package is contained in the nose section of the droid and has a 180 degree arc of view.

Stats:

Size: 7, Acc: 10mph/max speed 200mph VTOL

AI: 5d6 Smarts

Brains: 1d4, running attack and evade programs (4 slots)

Attack: 5d10, Dodge: 5d10

Quickness: 5d10

The hunter is unarmored, but has a durability of 10/2 and takes 1/5 damage from small arms (pistols and rifles of D8 or less damage). The sensor is active sonar with a 1000 yard range and a passive 10 yard infra red capability (for finding the little ba****ds when they hide). It has a power jack for energy transfer from the batteries (-10 to hit) and if hit power to the engines stops and the hunter falls like a lump of metal.

The gun has a RI of 10 and can ignore the first -2 of range penalties, the first -3 of relative speed penalties, and the first -5 of motion penalties due to a complex targeting computer. It has a ROF of 15, doing 3d8 damage per shot. It will not fire if the target cannot be clearly located (any minus modifiers left over and the gun doesn't fire). It also has a power input socket, but this is easier to hit (-6) and if hit will prevent the gun from firing for 1d6 rounds per weapon damage die.

The hunter droid has a drain of 25/hr +2 per day. The gun has cost 37 points of drain for a 15 round burst. When down to 60 points of drain the droid will call reinforcements and retreat at maximum speed to base.

Worker/Repair Droids

Description:

A 5'10'' metal box with three arms: left, right and one extending over the head area. Two small feet protrude from a small gap about 4'' above the floor. A large black disc lies at the mid point of the body front (this is -4 to hit and contains all the visual sensors - it is unarmored). The upper arm carries a small laser nozzle which is used for welding. The left arm has an under slung circular saw (please use the appropriate safety equipment when you are being sliced up by it). All the hands have opposable thumbs and three finger attachments (the upper arm has 2 finger attachments and one nozzle). A small cable runs from the left side of the robot to a power conduit in the floor.

Marshal notes: The droid has no peripheral vision and is therefore at +6 to be hit from the flanks or behind but it gets a +2 bonus to attacks at the front, if the party "pulls the plug" (cable leading to floor), the droid will run on internal power with all weapons for 10 rounds and will then wander off, completely oblivious to all that is happening to recharge. The droid takes 1 extra die damage to the arms but no extra damage to the gizzards unless the roll had one raise in which case it hits the visual sensor (treat a head hit as the upper arm). The droid is perfectly silent as it goes about its business, even if that is beating up on a posse. This requires a foolproof 3 guts check. If failed, roll 1d4 on the scart table.

Stats:

Size: 6

Attack: welder 5d6, fightin' saw 2d6

Armor: 2, durability 9/2

Damage: welder 5d6, AP 5, speed 4, ROF 1

Damage: saw Str(5d12+2) + 2d12+2, speed 4, def +1

Brains: processor 2d4, two slug slots

Agility, Deftness & Nimbleness: 5d6

Passive visual sensor: 2d4, range 100yrd

Super strength: 5d12+2

Armor 2

Welder (flash gordon see above)

Saw arm (weapon smith see above)

Locomotion acc 5mph bipedial max speed 20mph

14 x 10 point power packs for exterior work, one power jack for interior connection & recharge.