T Riden T M3 Double Grendel



Detail Category Entry
Designation: T-RIDEN-T M3 "Double Grendel"
Class: T-RIDEN-T Mark 3
Pilot: Sarasvati

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T-Riden-T Characteristics
Name Value Bonus Upgrade Modifiers
Weapon Skill 65 6 -
Ballistic Skill 75 7 Trident Sniper -
Strength 30 3 -
Toughness 30 3 -
Agility 50 5 -
Perception 85 8 -

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Body Parts

Body Parts
Body Part Hit Locations AP Wounds
Head 1 – 10 9 11
Right Arm 11 – 20 9 13
Left Arm 21 – 30 9 13
Body 31 – 50 11 17
Right Leg 71 – 85 9 13
Left Leg 86 – 100 9 13

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Movement Speed

Movement Speed
Movement Type Half Move Full Move Charge Run
Normal 12 24 36 72
Normal (Flight) 24 48 72 144
Strategic 3 6 9 12
Strategic (Flight) 6 12 18 24

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Trait Effect
Body Cockpit The Trident's cockpit is buried within the body, whilst the head is the primary sensor point. This has multiple effects. If the Trident's head is destroyed, the Trident does not shut down but rather is treated as blind. It may test Awareness once per round to remove blindness penalties against enemies and attacks within 3dm.
Booster Module The Trident is equipped with a Booster Module, giving it the Flight(AB*2) and the Hoverer traits.
Broadside Interface After making a Full Aim Action with the Trident, instead of gaining the hit bonus you may instead fire all of your weapons at once on single shot, rolling for each weapon individually. Talents and qualities that rely on Aim, such as Accurate, are not triggered.
Integrated Weaponry The Trident's weapons are attached to the hull permanently, and installing or replacing weapons takes hours of work. As a result, the Trident cannot drop any of its weapons. However, its weapons may not be removed or Disarmed by enemy action, and weapons' ammo clips are doubled automatically, unless they're Energy type, in which case they have unlimited ammo. Furthermore, it ignores any penalties associated with the Mounted weapon quality.
Machine The Trident is a Machine, rendering it susceptible to EMP attacks and the like, but immune to toxic-based or similar attacks. It uses the Machine Critical Damage table.
Size (Hulking) The Trident is Size (Hulking). Attacks against it take a +10 bonus, it takes a -10 penalty to Stealth, and increases its movement by +1 AB.

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Advancement Level
Ablative Shell Yes
Agility 0
Durability 1
Strength 0

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Component Slot Component
Sensor Package 1 -

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Component Slot Component
Tertiary Weapons -
Conventional Defense -
Esoteric Defense Kinetic Dispersal Module
Pilot Computer Trident Sniper Module
AI -

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Component Slot Component (Left Arm) Component (Right Arm)
Actuators -
Arms - -

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Component Slot Component
Actuators -
Legs -

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Name Effect
Ablative Shell Body gains a single Ablative shell that is depleted after a single hit that deals damage after TB and AP.
Durability 1 +1 AP, '+1 Wounds
Kinetic Dispersal Energy Barrier You gain a Deflection Rating of 40% for all attacks against Blast attacks. As a Full Action, you may increase it to 80% until the start of your next turn, or expand it to cover all adjacent squares- either method means it now affects Blast attacks. Disruption, AT Penetration and Positron weapons operate as normal, although Positron Weapons double their Penetration for the purposes of breaching deflection. However, unlike AT Field Deflection, you may test Deflection against all attacks automatically; you do not need to sacrifice your chance to dodge or parry to use this field.
Trident Sniper Module System +10 BS

Upgrade Points

Increase Decrease Reason Total
10 0 OD Purchase 10
0 5 Kinetic Dispersal Barriers 5
0 1 Trident Sniper System 4
0 2 Ablative Shell 2
0 2 Durability 1 0

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Favoured Weapons

Melee Weapons

Name Class Base Damage Real Damage Base Pen Real Pen Special Upgrades WUP Cost
- - - - - - - - -

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Ranged Weapons

Name Class Range RoF Base Damage Real Damage Base Pen Real Pen Clip Reload Special Upgrades WUP Cost
Masgun Basic 100dm S/4/6 1d10+3E 1d10+7E 5 5 Unlimited - Maser, Proven (4), Reliable, Variable - 1
Heavy Railgun
Double Heavy Railgun Heavy Longshot S/-/- 3d10+6I 3d10+9I 11 11 24 Full Mounted (20), Recharge, Twin-Linked Dam up, Pen up, Angel Slayers, Manstoppers, EMP 11
W/AS Rounds Heavy Longshot S/-/- 3d10+6I 3d10+9I 11 11 12 Full Felling (2), Mounted (20), Recharge, Twin-Linked Dam up, Pen up -
W/EMP Cartridge Heavy Longshot S/-/- 3d10+6E 3d10+9E 11 11 12 Full +3 to Machines, Mounted (20), Recharge, Shocking (0), Unreliable, Twin-Linked Dam up, Pen up -
W/Manstoppers Heavy Longshot S/-/- 3d10+6I 3d10+9I 14 14 12 Full Mounted (20), Recharge, Twin-Linked Dam up, Pen up -

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