Triax(TM) EIC-170 Brodkil Cyborg


Triax has been using EIR's and EIC's in the form of gargoyles, gurgoyles and gargoylites for years. When they were first put into service, they were incredibly effective spies and saboteurs. Now, as the gargoyles become more and more adept with technology, it becomes harder and harder to insert robots behind enemy lines.

In the spring of 104 PA, a general by the name of Kurt Roesrath realized that the gargoyles looked for robots in their own forces only, not in their D-Bee allies. He decided that robots and cyborgs designed to look like simvan, brodkil, srrynn, or one of the many other demonic species in the Empire, would be able to infiltrate the gargoyles with very little chance of detection.

He quietly ordered the construction of 200 cyborgs based on brodkil. He reasoned that brodkil would be the easiest to portray because they had no magic, psionic or supernatural powers, other than the ability to turn invisible; plus, many of them had bionic limbs, so the borgs could have heavy weaponry mounted on them without looking conspicuous; and there was already a large concentration of them in the empire.

When they were completed, the cyborgs infiltrated the Gargoyle Empire in three fake tribes. They gathered lots of information about troop movements, city areas, weapons from Atlantis, the Phoenix Empire, and the new G-40 Super Bots. A fourth tribe has been sent into Poland to spy on the growing Brodkil Empire.

The EIC-170 Brodkil Cyborg looks just like any other Brodkil, complete with heavy cybernetic augmentation, or, in some cases, partial bionic reconstruction. All of these borgs have obviously cybernetic arms and eyes. This allows heavy bionic weapons to be mounted on the cyborg frame without causing suspition among the real Brodkil. A variety of weapons and implants are instaled, and the cyborg is equiped with fake blood incase it has to pass an inspection.

Triax EIC-170 Brodkil Cyborg


Exclusive to the NGR(TM) Military
Model Type: EIC-170
Class: Cyborg
Crew: One human volunteer -- typically with a background in intelligence.
M.D.C.(TM) by Location:
Hands (2) -- 75 each
Arms (2) -- 100 each
Legs (2) -- 100 each
* Head -- 150
** Main Body -- 300 plus an additional 270 from light infantry armor or 420 from heavy infantry armor
* Destroying the head of the cyborg will kill the character! However the head is small and a difficult target to hit. The attacker must make a called shot and even then the character is -3 to strike.
** Depleting the M.D.C.(TM) of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 36 hours. Recovery of the severely damaged body will enable doctors to place the character on a life support system that will keep him alive until a new bionic body (EIC or other) is available for full conversion. Failure to find the damaged borg within 36 hours means the character dies. Similarly, massive amounts of damage (125 points below zero) completely destroys the borg with no hope for recovery.
Speed:
Running: 90 mph (144 km)
Leaping: The over-sized bionic legs are strong and capable of leaping 20 feet (6 m) high or lengthwise. A running leap adds 1D6+6 additional yards/meters.
Range: Unlimited.
Statistical Data:
Average Height: 9 feet (2.7 m).
Width: 4 feet (1.2 m)
Length: 3 feet (0.9 m)
Weight: 1000 lbs (450 kg)
Physical Attributes: Equal to a P.S. 30, P.P. 24, Spd. 132.
Power System: Nuclear, average life is 20 years.
Market Cost: Not available; unknown to the black market.
Standard Bionic Features (non-weapon types)
Note: These features are all found in the bionic and cybernetic sections of the Rifts® RPG and Triax and the NGR(TM).
1. Bionic lung with gas filter & oxygen storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Camera finger
5. Climb cord (concealed)
6. Clock calendar
7. Concealed energy-clip hand or arm port (1)
8. Fingerjack
9. Gyro-Compass
10. Modulating voice synthesizer
11. Multi-optic eyes
12. Universal headjack & amplified hearing
13. Bio-comp self-monitoring system

Weapon Systems:

1. Particle Beam Eyes (2): Each of the cyborg's eyes can fire a powerful energy blast. 180 degree rotation/arc of fire -- look and shoot.
The advantage of the P-Beam eyes is that they inflict massive amounts of damage. On the negative side, they have comparatively short range.
Primary Purpose: Assault
Mega-Damage:(TM) 5D6+6 M.D.(TM) per single eye blast, or 1D6X10+12 M.D.(TM) per double blast (both eyes fire simultaneously at the same target). A double blast counts as one melee action.
Rate of Fire: Equal to the character's total number of hand to hand attacks per melee.
Maximum Effective Range: 800 feet (245 m)
Payload: Effectively unlimited.
Bonus: +1 to strike.
2. VX-370 Particle Beam Weapon Arm (1, standard issue): The right of left forearm is a special particle beam weapon. Point and shoot.
Primary Purpose: Assault
Mega-Damage:(TM) 6D6+6 M.D.(TM)
Rate of Fire: Equal to the character's total number of hand to hand attacks per melee.
Maximum Effective Range: 1000 feet (305 m)
Payload: 50 shots. The VX-370 has an independent, regenerating power supply. Its energy payload recharges at a rate of 10 blasts per hour. In the meantime, a standard energy rifle E-clip can be inserted, providing 10 blasts per clip.
Penalties: -1 to strike and parry; the arm is heavy and a bit awkward.
3. Concealed Arm Laser Rod: A small, rod-like firing mechanism is concealed in one of the arms. When needed for combat, a release stud on the hand or wrist is pressed and the weapon shoots out of the arm and into the hand.
Primary Purpose: Assault
Mega-Damage(TM): 1D6
Effective Range: 800 feet (224 m)
Rate of Fire: Equal to the number of hand to hand attacks per melee.
Payload: Effectively unlimited.
4. Concealed Vibro-Blades (2): A large vibro-sword is concealed in a housing in each arm.
Mega-Damage(TM): 2D6 M.D.(TM)
Range: Hand to hand combat.
5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat.
Restrained Punch: 1D6+15 S.D.C.(TM)
Full Strength Punch: 1D4 M.D.(TM)
Power Punch: 2D6 M.D.(TM)
Kick: 1D4 M.D.(TM)
Leap Kick: 2D4 M.D.
Body Flip: 6D6 S.D.C.(TM)
6. Optional handheld weapons including rail guns, energy rifles, grenades, Mindwerks(TM) weapons, magic weapons, etc. can be used.


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