XENOGEAR
CREATED CHRISTMAS EVE, DECEMBER 24TH, 2000
NOTE: These Gears are NOT made for Rifts! They are made to be up to
par with their own world stats, not to be thrown into some big Maelstrom of
Hellspawn and Munchkinism otherwise known as Rifts Earth. Please keep that in
mind before bombarding me with emails! Of course, MDC aside, this Gear could
probably beat the living shit out of most Rifts Robots, which is why caution
should be applied ANYTIME you wish to give this Gear, the Xenogear, to an PC.
BACKGROUND INFORMATION: After Weltall-2 made contact with the Zohar
Modifier and the 'Wave Existance', more or less 'God', the already powerful
Weltall-2 was transformed into the Xenogear (also known as Xenogears), probably
the most powerful Gear in existance. This Gear is a modern version example of
the powerful Diabolos Gears that were fought 500 Years ago during the 'Days of
Destruction', only even more powerful. The Diabolos Gears showed up after the
war against Solaris, and were only defeated at the hands of the Omnigears, since
even Solaris gears were no match for Diabolos Gears. Because the Xenogear is
more reminiscent of a Diabolos Gear, it is technically NOT an Omnigear, even
though it shares similar equipment. It is mostly Pure White and Navy Blue, with
several areas trimmed with Yellow and Red. It's most notable frame feature are
the 8 stabilizers that stick out in the back of the frame, as well as the
angelic wings of pure energy that materialize when the Xenogear is in flight, or
fighting at it's highest energy output. Also, unlike other Gears, it does not
use the standard Gear Ether Slave Generator, but upon some mysterious power
source. It's abilities are beyond measure by most conventional instruments, and
it's Ether abilities are astronomical.
STATS:

- Pilot: 1 (Fei Fong Wong).
- Builder: None. Upgraded from Weltall-2 by the Wave Existence upon Contact by
the Zohar Modifier.
- Gear Type: None that really applies. Flat out, this Gear is the Ultimate Gear
of Destruction, an Archangel of sorts... well, OK, if you insist, the only
classification that comes close is a Diabolos Assault Type Gear. NOTE:
For simplicity, this gear is considered an OMNIGEAR in terms of equipment, even
though technically, it isn't an Omnigear.
MDC BY LOCATION:
- Head: 120
- Arms: 250 each
- Hands: 100 each
- Legs: 375 each
- Vertical Stabilizers/Vernier Thrusters (8): 250 each
- *Upper Torso: 750
- **Lower Torso: 650
- Reinforced Pilot's Compartment: 400
*Destruction of the Upper Torso means the top 6 Vernier Thrusters, Arms, and
Head are offline. This also exposes the Pilots Compartment. The Energy Wings and
Energy Blasts can no longer manifest.
**Destruction of the Lower Torso means the legs are offline. Destroying both
halves of the Xenogear destroys it.
DIMENSIONS:
- Height: 19.8 Sharl (19.206m/62.568ft)
- Dry Weight: 18.9 Sharl (20.4 tons)
- Loaded Weight: 21.4 Sharl (23.13 Tons)
STATISTICAL DATA:
- Battery Life: Unknown! When using Frame Fix, it has
been shown to have about 14 hours worth of life. However, even after the 14
hours have been used up from frame fixing, the Xenogear was still online!
- Ether Amplification: X10. An Ether Ability even higher then Vierge (possibly
equal to Regres). However, the Ether Amp CAN still overload if too powerful of
an Ether attack is used with it (so don't even THINK about using Annihilate with
this!!!).
- Ether Induction: 90%
- Land Range: Seemingly unlimited.
- Flying Range: Also Seemingly Unlimited.
- Physical Strength: Equal to a PS of 160.
SPEEDS: (Note: The Xenogear NORMALLY hovers about 7-15ft. off the
ground, but it IS capable of walking and running.
- Ground, Running: Up to 260 Repsol (156.7MPH/252.2KPH).
- Non Thruster Leap: 75ft.
- Thruster Assisted Leap: Up to 800ft.
- Flying: From a stay in place hover up to 1940 Repsol (1168.4MPH/1880KPH),
with unlimited range save for fuel. This Gear can, despite it's speed, breach
Escape Velocity. Cruising speed is around 100-300KPH.
WEAPON SYSTEMS:
1: ENERGY BLASTS: The Xenogear can fire blasts destructive Energy at a
target. These are NOT Ether in nature, but draw upon some mysterious form of
energy. The Xenogear fires them out of it's hands, but if the arms are blown
off, they can be fired from mid air right in front of the Xenogear. This is the
Xenogear's main offensive ability.
- Range: Up to 4000ft. away.
- Primary Purpose: Assault.
- Secondary Purpose: Anti Aircraft/Mecha (and Gears of course).
- Damage: A low powered blast does 4D6 MDC. A Standard Blast of Energy does
1D6X10 MDC. By wasting 2 actions, the Xenogear can charge a blast of energy,
making it capable of doing 2D6X10 MDC. A twin blast from each of Xenogear's arms
does 3D6 MDC low powered, 2D6X10 MDC Normal Powered, and at the cost of 3
attacks, 4D6X10 MDC for a double charged blast.
- Rate of Fire: Up to 6 times per melee.
- Payload: Unlimited, they draw upon the same power source as the Xenogear
itself.
- Note: Energy Blasts are at a +3 to strike.
2: ENERGY WINGS: 2 large angelic wings of whitish-blue energy can
manifest between the top 2 pairs of Stabilizers on the upper back of the
Xenogear. While normally there as an energy venter, they are powerful enough to
deal DAMAGE. For anyone who wants to argue against this: Play the game, go into
the Kislev Battle Arena and use Xenogears, and after some button mashing, you
will probably get Xenogear to cut the enemy with it's wings!
- Range: When wings are manifested, they are normally about 30ft. in length
each. However, they are capable of venting up to 70ft! When the Gear is in
Infinity Level, the wings are automatically extended to 70ft. and cannot be any
shorter due to energy output.
- Primary Purpose: Excessive Energy Venting.
- Secondary Purpose: Defense.
- Damage: A slash with a wing does 1D4X10 MDC per slash. While in Infinity
Level, each wing strike does 2D6X10 MDC. The Xenogear can quickly spin around
and strike everything in a 30-70ft. radius, but this only does 4D6 MDC to
everything in range, and 1D6X10 MDC in Infinity Level. Spinning around and
striking all takes 2 attacks.
- Number of Attacks: 6 Times a Melee.
- Payload: Unlimited.
3: INFINITY LEVEL: While all Omnigears contain this ability, the
Xenogear is easily the most powerful in this area. Infinity Level happens when
the Gear's Energy Output gets to a high enough level, that the Gear strikes
harder and faster then before. In the case of the Xenogear, it's 2 large Angelic
Wings will extend to 70ft. away as well, and it's eyes will glow a whitish blue.
In order to reach Infinity Level, the Gear must be in combat for 3 minutes. At
this point, the Xenogear has warmed up enough to have a chance of hitting
Infinity Level.
- Chance of Hitting Infinity Level each round after 3 melees: 99%, you'll
almost always hit Infinity Level after 3 minutes. Still, to be fair, you should
roll % to see if you hit it (not like your gonna get the 1% and not hit Infinity
Level.).
- Duration: Infinity Level bonuses last only ONE melee. After that, the Gear
has vented all it's energy and is now back to normal. It takes another 3 minutes
to reach Infinity Level again.
- Bonuses while in Infinity Level: Fuel Use drops down to a VERY low fraction
for that time, almost as if the Gear isn't using any at all. Ether Induction
reaches 100%, that means the Gear is IMMUNE to Ether attacks (Magic, Chi, or
Psionic). Double damage and range from Energy Blasts. In addition, the Gear now
REGENERATES MDC at the rate of 5D6 MDC every 2 seconds (8 times total in the
melee). In addition, a +2 to AUTO DODGE, +2 to Strike, and +2 attacks. In
addition, at the opening of the Infinity Mode round, there's a +2 Init.
3: HAND TO HAND: Use Rifts Robot Combat, Robotech Mecha Combat (Any
Veritech or Gladiator Destroid,), or Macross II Valkyrie Combat. While the
Xenogear isn't as reliant on hand to hand combat as Weltall or Weltall II, it is
still devastating up close.

- Restrained Punch: 1D4 MDC.
- Normal Strength Punch: 1D4X10 MDC.
- Full Strength Punch: 1D6X10+10 MDC.
- Power Punch (requires 2 attacks): 1D8X10+30 MDC.
- Restrained Kick/Knee: 1D6 MDC.
- Kick: 1D4X10 MDC.
- Full Strength Kick: 1D6X10+20 MDC.
- Flying/Jump Kick (takes all attacks): 2D6X10+40 MDC.
- Thruster Punch/Kick (takes all attacks): 1D8X10+40 MDC.
- Body Blow: 2D6+8 MDC plus a 60% chance of knocking the target down, causing
loss of init. and 2 attacks.
- Body Tackle: 2D6 MDC and a 70% chance of knocking and pinning the target
down, meaning loss of attacks and init until targets gets out from under the
Xenogear.
- Stomp: 2D6 MDC (due to the fact the Xenogear typically hovers, there's no
height limit to a stomp, but when it's on the ground, it can only stomp targets
14ft. or smaller.).
BONUSES AND ABILITIES:
The Xenogear is easily one of the most powerful
Gear on the planet. While it lacks Weltall-2s System Id, it's bonuses are still
impressive. +4 Attacks, +4 to Strike, +5 to Parry, +2 Init, and +6 to Dodge.
Energy Absorbent: Laser Attacks do 1/4 Damage, all other types of Energy Attacks
do 1/2 Damage.
Limited Bodyguard: If the pilot of the Xenogear is in any immediate
danger (about to be shot, stabbed, or vaporized, for example), the Xenogear
automatically teleports it's owner INTO the Xenogear's cockpit! The Xenogear
must be within 1000ft. of the pilot in order for this to take effect. If it's
beyond that range, and your about to get shot, stabbed, or vaporized... hope
your will's in good order.
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