Vinterhound


Vinterhound
Vinterhound and guard on patrol

Vinterhounds are larger specialised Stickhounds,  They appear to be large hounds the size of Great danes with the build of a mastiff, made of  sticks and vines.  If seen they might be thought to be some form of plant creature.  They have the same basic programing, and perform the same functions as Stickhounds appear to be similar to an Irish wolfhound in shape just made of vines.  Vinterhounds coloration is shades of black and Dark Grey grey. 

Unlike Stickhounds and Brambles, Vinterhounds are programmed for guarding Kayakee, and the persons they are assigned to.  They will initiate combat with known threats or aggressive acts towards either Kayakee or members of.

Due to their larger size the sensors equipped in the Vinterhounds are expanded. They maintain radio communications to their “Handlers” via head-up displays or an arm display unit, as well as standard behavioral communication.  This allows them to share the output of their various sensors.  This allows Kayakee to monitor for individuals entering Kayakee that do not disclose Psychic, Supernatural, or Borg, statuses as well a look out for potential bad actors from A.R.C.H.I.E.3

M.D.C. by Location:

* Tail – 30
* Front Legs (2) – 80 each
Hind Legs (2) – 100 each
* Head – 80
** Main Body – 225

* A single asterisk denotes a small and difficult target to strike, requiring the attacker to make a Called Shot, but even then the attacker is –4 to strike. Destroying the head of the robot eliminates all optics other sensory systems are located in the body sensory systems, but the robot continues to fight blindly until it is destroyed. Under these conditions, the robot enjoys no combat bonuses to strike, parry, or dodge.

** Depleting the M.D.C. of the main body destroys the  android, but in the case of the Bot, the insides burn and melt instead of exploding; no recoverable remains.  Note: No additional armor can be worn by this animal robot.

Speed:

Running: 180 mph (288 km) maximum. The act of running does  NOT tire the robot and thus the top speed can be maintained in-definitely.

Leaping: The robot’s legs are strong and well suited for leaping.  Leaps are an impressive 25 feet high and lengthwise from a standing position. A running leap in excess of 60 mph (96 km)  adds a mind-boggling 100 feet lengthwise and a height  of 24 feet (6.1 m) to the leap. Climbing: Well suited for negotiating steep terrain, but can NOT scale vertical trees and sheer walls of rock. Climbing skill is roughly 70%; cannot rappel.

Flying: Impossible.

Statistical Data:

Attribute Equivalents of Note: I.Q. 11, Robotic P.S. 32 (Jaws:  44), P.P. 20, Spd 264 (180 mph/288 km). 

Height: 4 feet at the shoulders, about 5 feet from head to toe.

Width: 2.4 feet at the shoulders.

Length: 6.6 feet to the rump, plus 3 feet (0.9 m) of tail.

Weight: 400 lbs .

Physical Strength: Robotic P.S. of 32 for the legs and body, P.S. of 44 for the jaws.

Cargo: None.

Power System average life is 2-3 years.

Black Market Cost: Absolutely not available!

Weapon Systems:

1. Retractable Vibro-Claws (4): Concealed in each paw are three short, hooked Vibro-Blades. The claws can be extended  or retracted at will upon electronic command from the robot.

  • Primary Purpose: Assault.
  • Secondary Purpose: Defense.
  • Weight: Not applicable, part of the robot’s frame.
  • Range: Melee combat.
  • Mega-Damage: 3D4 M.D.
  • Rate of Fire: Each swipe or stab with the claws counts as one melee attack/action.

2. Hand to Hand Combat: Simulated canine combat. The Bots are vicious scrappers and will fight in packs.  If more are in any given area, they will group to defend one another.

Attacks per Melee: Six.

Damage:

  • Controlled S.D.C. Strike: 2D6+17 S.D.C.
  • Restrained Paw Strike: 1D6 M.D.
  • Full Strength Paw Strike: 2D4 M.D.
  • Power Paw Strike: 2D6+4 M.D. (but counts as two attacks).
  • Claw Strike: 3D6 M.D.
  • Power Claw Strike: 6D6 M.D. (but counts as two attacks).
  • Kick (using hind leg to kick behind): 1D6 M.D.
  • Leaping Pounce: 3D6 M.D. (75% chance of knocking man-sized opponents down: loss of initiative and one melee attack/action, and is -2 to strike, parry, and dodge when fighting a Bot in a prone position.)
  • Head Butt/Body Block: 3D6 M.D.
  • Bite strength is higher than leg/body strength: 2D4x10 S.D.C. or 1D6 M.D. on a restrained nip, 3D6+3 M.D. on a full  strength bite, 6D6+6 M.D. from a Power Bite (counts as two attacks).

Bonuses: +2 on initiative, +3 to strike and parry, +5 to dodge,  +7 to automatic dodge (the act of dodging does not use up a melee attack or action) while running at speeds in excess of 60 mph

(96 km), +5 to pull punch/claw/bite, +1 to roll with impact, and  Critical Strike on a natural roll of 19 or 20.

Speech: The bots cannot carry on a conversation but does growl, roar, whine, yip, howl, sing, snarl, snort, make a hiss-like laugh and whimpers like a dog/ large cat.. 

Note that the Bots intelligence level is equal to a human I.Q. attribute of 11.

Skill Program:  Programming and memory enables the recognition of 40,000 different life forms, including known D-Bees, Coalition, monsters, animals, etc. Combat programming directs the actions and reactions to encounters and attacks.identification . 

 Specific skills: Prowl 85%, Camouflage 75%, gymnastics, swimming 80%, climbing 75% (does not include  rappelling), track by sight 70% track by smell 85%,Trap/mine detection 50%  and understands English. Native American, Spanish, Euro,Gobblely, Techno-caneach, Japanese, Chinese, and Dragonese, all at 94%,

Sensor Systems of Note:

  • Optics: The bots have full optical systems, including the visible light spectrum, infrared, ultraviolet, and polarization, passive night vision (light amplification), thermal-imaging, laser targeting, and telescopic. Telescopic optics function like built-in binoculars with a range of about two miles (3.2 km). All the other optic systems have a range about 3000 feet (914 m).
  • Radar: Can identify and track up to 24 targets simultaneously at a range of two miles (3.2 km). Applicable to flying targets at 100 feet  above the ground or higher only. Radar can not track ground movement.
  • Electric field sensor: Sensor designed for the detection of fluctuations and measurement of electrical fields in and around objects
  • Magnetometer: detect variation in magnetic fields 200’ radius sensitivity when active.
  • Geiger detector: detect various forms and levels of radiation.
  • Seismic sensor: 1000 yd radius
  • Sonar: 1000 yd radius, adds to ability to parry and dodge (see bonuses).
  • Chemical/ Molecular Sensor:  100 radius, The chemical/molecular sensors can detect trace chemical and pheromone signatures from the air. With over 15000 signatures is memory, for various items such as drugs, explosives, chemical agents and toxins, and even species markers.
  • Radio Communication: Medium-range directional radio for coded messages between bots. Range: 10 miles (16 km). Can also scan and communicate via code on conventional radio channels/frequencies; same range. Can also eavesdrop on enemy transmissions and track transmissions (60% success level) to their source.  Or per carried radio equipment
  • Supernatural Sensor array: The name is a slight misnomer as it is not actually a direct sensory array but a interconnected system to the other sensors of the bot.  Through the analysis of data this allows the array of sensors to determine the PPE levels of creatures above 50PPE  or individuals with ISP greater than 100ISP.