Below is a list of Monsters that have been converted from the Warzone TTG for use in the Mutant Chronicles RPG. This list was compiled by JoDa a regular on the Forum. More monsters will be added to this list as they are submitted.
ChemimanChemiman, or "the walking mincing machine" as it's called by Capitol's troops, is an anti infantry droid. It was designed to support Chasseurs and standard infantry.
A Chemiman is around 180 cm tall with a grenade launcher on the back. RDM tried hard to make the Chemiman as frightening as possible. But the question is if they really succeeded with this? The Chemiman has a large twisted grin and large insectoid eyes. The also implemented a limited speech ability. It make sounds like "Grrr" and "Crush, kill, destroy". Or "Mohahahahaha" when it kills an enemy. Some critics just find this hilarious. Perhaps this was the designer's intention, as a joke or a taunt to the enemies of Cybertronic? Despite this, they are Cybertronic's ultimate solution. It's often used as a weapon of terror against their opponents. The Chemiman are very skilled in hiding and sniping soldiers with its powerful sniper rifle. When it's finally found it wreaks havoc with its grenade launcher. Nevertheless it's programmed to avoid detection and to use it's grenade launcher as a last resort.
Combat Statistics STR: 20 PHY: 20 Movement Allowance: 5/325 Location BP AV INT: 10 MST: 25 OB: +2 Head 4 4 COR: 25 PER: - Actions/CR: 5 Stomach/Arms 8 5 Avoid/Parry: 10 Total BP: 45 Chest/Legs 9 6
Skills: Rifle: 16, Grenade Launcher: 14, Stealth: 9, Unarmed Combat: 8Equipment: SR3500, Double linked grenade launchers loaded with chemical grenades. Card slots: 65.
SR3500 W L MC Range Func STR RT JF Dam SR - - 12 100/150 S - 2 8 * 10 *The grenades are loaded with a chemicals that poison the target on contact. The chemicals are airborne. The chemicals should be treated as gas. Everybody who doesn't wear gas masks may try to avoid the chemicals by rolling a D20 below the chemical's SG 16 or die. Gas masks give some protection and the saving throw is halved (8). Death zone armor or similar equipment gives immunity to the chemicals. All persons within 10 squares are affected.
Special Ability: The Chemiman has some advanced targeting equipment. It can calculate distance and speed between itself and the target. It never receives any negative modifiers when using firearms.
ScorpionThe Scorpion's purpose on the battlefield is to knock out the enemy from far away, before they get in range to use their own weapons. The scorpion handles this task with almost perfection. Its stream lined body and strong catapult legs gives the Scorpion the ability to move in almost any terrain without problem, and it can perform long jumps. On it's tail is a needle gun called, Stinger, and on the back of the Scorpion is an Obliterator, a grenade launcher.
It is known to perform especially well with Chemiman. As the Chemiman they operate solo or in small numbers. In most operations where Chemimen and Scorpions are used companions won't be able to be there and control them. Therefore they are either remotely controlled or Cybertronic has to count on the their own AI. This is dangerous and therefore they are only used against the Dark Legion or against a clearly defined enemy, far from populated areas.
Combat Statistics STR: 30 PHY: 30 Movement Allowance: 6/400 Location BP AV INT: 6 MST: 25 OB: +4 Head 5 5 COR: 30 PER: - Actions/CR: 6 Stomach/Arms 9 6 Avoid/Parry: 10/9 Total BP: 55 Chest/Legs 10 7
Equipment: Stinger, Obliterator, CSA 404. Card Slots: 75
Stinger W L MBL Range Func STR RT JF Dam - - 1000 1200 A - 2 8 1D6+4
Obliterator W L MC Range Func STR RT JF Dam #TA SR - - 19 200/300 S - 3 8 1D6+3 1D6 2 Special Ability: The Scorpion has hydraulic catapult legs. It can jump 15 m when using them. When the Scorpion tries to jump it must succeed with an easy PHY throw. If the throw fails the Scorpion lands somewhere off target. Use the grenade table.
MachinatorThis close combat droid is reliable and cheap to manufacture. The bad thing is that few of them come back from battle but as most tronic commanders says, "at least they're cheap". The Machinator's only purpose is to act as a distraction to protect the more valuable Cybertronic troops or to break through the enemy lines and wreak havoc. Though Cybertronic is rarely engaged in such warfare so Cybertronic commanders have found other areas to use the Machinators. Because of their very limited AI they can't really be used effectively in complex warfare. Cybertronic has found them very effective in direct assaults. Where there is no question of whose the enemy or what to do. They just pour in Machinator which overwhelms the enemy. There is few soldiers who dare to continue the battle when an endless stream of close combat droids run over the defenses and cut their friends in pieces with their swords...
They look exactly like metal skeletons, Just slightly smaller than most humans. In combat they are often covered in blood after all the hacking with their swords. This gives them a really scary appearance.
Combat Statistics STR: 20 PHY: 20 Movement Allowance: 5/325 Location BP AV INT: 3 MST: 25 OB: +2 Head 4 5 COR: 25 PER: - Actions/CR: 5 Stomach/Arms 8 6 Avoid/Parry: 9 Total BP: 45 Chest/Legs 9 7
Equipment: CSA 404 or SSW 4100, Card slots: 50
Doomsday ProclaimerIt proclaims Muawijhe's most blasphemous visions. Nothing is sacred and no one is unreachable. You will learn this one day, when you receive your judgement...
At first glance something seems very wrong with the Doomsday Proclaimer. It is just a vague feeling that this is not a human. Then it hits you. It don't walk, but floats through the air! It has no shadow and is completely silent until it speaks. And when you hear it speaking, then you probably just have a moment left to live. For you have just received your judgment. You can run, but you can't hide. The Doomsday Proclaimer notice everything. Illusions or no illusions. It knows everything about madness and it sees through even that. Art or Ki won't help. No illusions in the world can hide you from the Doomsday Proclaimer.
It's most feared ability is to reach you everywhere and anywhere. In the sleep, in your madness or under the influence of drugs. They are seldom seen in the true world, but seek out their victim in these mentioned states...
Combat Statistics STR: 23 PHY: 25 Movement Allowance: 5/325 Location BP AV INT: 17 MST: 30 OB: +3 Head 5 2 COR: 15 PER: 24 Actions/CR: 5 Stomach/Arms 9 6/2 Avoid/Parry: 9 Total BP: 55 Chest/Legs 10 6/2
Skills: Combat: 13, Firearms: 15, Comm: 15, Movement: 16, Tech: 13Equipment: Dark gifts, 2 Doomsday auto shotguns (one in each hand)
Doomsday Shotgun W L MC Range Func STR RT JF Dam CF 7.4 92 14 14/21 A 20 1/rnd 6 1D6+1 6 Dark Gifts: All Muawijhe's, dark aura, blindness, inflict pain (I don't know the correct names for the Dark Gifts since I have the Swedish SBs...)
Special Abilities: It automatically discover everything within 45 m. It doesn't help to be hidden (naturally or by the help of the Art, Ki or DS). It floats in the air. Therefore it's no problem for it to travel over water.
Pretorian BehemothThe Pretorian Behemoth is primarily used to wreak havoc among corporate troops in the red deserts of Mars, but have also been sighted on other planets, like the Venusian jungles and ice rings. The Pretorian Behemoth is a huge creature with four arms. It wields a super heavy machine gun and a mega Azogar. It is Biogiant sized and is extremely fierce. However these monsters are unable to receive Dark Gifts.
Combat Statistics STR: 100 PHY: 100 Movement Allowance: 9/700 Location BP AV INT: 11 MST: 14 OB: +11 Head 8 4 COR: 10 PER: 26 Actions/CR: 5 Stomach/Arms 14 10/4 Avoid/Parry: 9 Total BP: 114 Chest/Legs 15 10/4
Skills: Combat: 16, Firearms: 14, Comm: 5, Movement: 0, Tech: 0Equipment: Decimator HMG, Mega Azogar, Biotech: 1D6
Decimator HMG W L MBL Range Func STR RT JF Dam CF 40 600 300 2000 A 50 4 4 1D10+8 25
Mega Azogar W L STR Dam(1h) Dam(2h) CF 40 600 80 1D10+10 2D10+10 30 Special Abilities: The first time anyone see the PB a hard MST throw is needed to avoid fleeing in panic for 1D6 CR.
The PB has four arms and can therefore perform 2 attacks for each action.
It can throw human sized creatures up to 30 m and larger creatures 15 m. The Pretorian Behemoth also has a stomp attack which requires everyone within 5 squares to succeed with a COR throw or fall to the ground.
Gomorrian EmasculatorThe tribes and corporate forces on Dark Eden have learned to fear for their lives when the Gomorrian Emasculator is rumored to be on the battle field. It is almost only used on Dark Eden but has been sighted on Venus as well as Mars on a few occasions. It is extremely fierce and violent. It tries to get into close combat as fast as they can and on the way it mows down troops with its miniguns.
Combat Statistics STR: 30 PHY: 25 Movement Allowance: 4/375 Location BP AV INT: 12 MST: 20 OB: +4 Head 4 5 COR: 15 PER: 23 Actions/CR: 4 Stomach/Arms 8 7 Avoid/Parry: 9 Total BP: 45 Chest/Legs 9 7
Skills: Combat: 13, Firearms: 15, Comm: 6, Movement: 6, Tech: 6Equipment: Ageth Minigun, Brainbuster War Hammer, Biotech: Pain Endurance and 1D6, Dark Gifts: 1D6
Ageth Minigun W L MBL Range Func STR RT JF Dam CF - - 500 900 A - 2 2 1D6+4 9
Brainbuster War Hammer W L STR Dam(1h) Dam(2h) SR #TA CF 3.5 125 25 1D6+2 1D6+4 *2 *1D4/1D2 19 *SR and #TA on Brainbuster: The #TA is represented 1D4 on the one the hammer hits and 1D2 for all those in the SR. This blast of Dark Symmetry causes damage at the same power of the strike on the target.Special Abilities: They inflict fear. A MST throw is required the first time someone see a Gomorrian Emasculator. A failed throw means that the victim flees in panic for 1D6 rounds.
Special Equipment: Ageth Miniguns are a twin minigun which is surgically implanted on the GE. Brainbuster is a huge war hammer which emits a blast dark symmetry when it hits the target, and therefore the SR.
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