GADGETS & EQUIPMENT

Since the end of the Great Clash, when techno-cosmic weapons were used, Apokolips has become extremely dependent on technology. The conclusion of the Earth War brought the planet to its current state, consisting of vast communication networks, robotic assassins, mounted energy cannons, and new weapons capable of eliminating an entire population in minutes.

Apokolips, however, has a hard time keeping its machines in working order, due to the chaotic nature of the planet. Because the Hunger Dogs can never work fast enough, there are not enough raw materials. Weapons are destroyed during the violent riots, new vehicles are broken in use, and hundreds of experiments meet with fatal failures.

The most common gadgets and weapons are listed below. They are used by many of the inhabitants of Apokolips.


DESIGNING NEW GADGETS

All new gadgets should be appropriate for the style of the planet. Darkseid's scientists are not brilliant or imaginative; they have very little time to design, and their minds are as warped as their master's. This causes their creations to be single-purposed, and unreliable, thus all gadgets tend to break down easily. The gadget's purpose is always very simple; a single word such as kill, hunt, destroy, search, or move will instigate it.

Safety features are often taken for granted by Earthlings who visit Apokolips. There are no seat belts, fire extinguishers, mechanical failure signals, safety-catches on guns, or override controls for robots.

Darkseid's scientists never buy parts; tools and resources necessary for constructing any gadgets are always on hand.


ROBOTS

Darkseid's robots keep getting bigger, but never seem to get smarter. The majority of Apokolips robots look more like vehicles than mechanical warriors. They are colored black, dead green, or gray.

Patrol robots are sent out on "missions," a release period in which they patrol an area, then respond to their programming if they encounter a particular event.

Most of the robots have a self-destruct mechanism. The self-destruct has two uses: to prevent Hunger Dogs from salvaging the parts for use against Darkseid's forces, and as a last attack. The bomb, distributed throughout all parts of the machine, will completely destroy the robot into a smoldering pile of shrapnel. The blast hits everyone within range.

Self-destruct goes off when the robot's Health is reduced to 10 or less. If an attack knocks its Health to zero or below incapacitates the machine and the bomb will not go off.


MAXI-MONSTER

F- RM (30)
A- RM (30)
S- MN (75)
E- MN (75)
R- GD (10)
I- GD (10)
P- GD (10)
H- 210
K- 30

Powers: Absorption EX (20)
Energy Blast IN
Fire Generation RM
Light Flash IN
Body Resistance EX
Hyper-Hearing GD
Life Support RM
Telescopic Vision TY
Thermal Vision TY
Self-Destruct MN (5 areas)

A Max-Monster is a huge, bug-like machine sent out after a hero or other powerful intruder. They are not much good at finding their quarry; so, after the target has been located and occupied, Parademons will drop it into the battle. Each Maxi-Monster is equipped with two energy cannons, and an atomic flame thrower resides in its chest cavity.


PATROL-BOT

F- EX (20)
A- EX (30)
S- RM (30)
E- AM (50)
R- TY (6)
I- TY (6)
P- TY (6)
H- 130
K- 18

Powers: Hyper-Running GD (4 areas)
Hyper-Hearing GD
Life Support RM
Telescopic Vision GD
Thermal Vision GD
Self-Destruct IN (3 areas)

Patrol-Bots are crude humanoid machines over 10 feet tall and weighing three tons. They travel in packs of five, walking through the slum areas looking for criminals. Each has a camera built into it soptical circuitry, linking everything it sees to a control center in Armagetto.

Lightray reprogrammed a group of these once, resulting in the destruction of an entire installation.


PACIFIER

F- IN (40)
A- IN (40)
S- UN (100)
E- AM (50)
R- TY (6)
I- TY (6)
P- TY (6)
H- 230
K- 18

Powers: Fire Generation MN
Body Resistance EX
Hyper-Hearing GD
Life Support RM
Telescopic Vision TY
Self-Destruct AM (4 areas)

This robot releases a Glommer when its Health reaches five or less.

A Pacifier is a special attack robot much like the Maxi-Monster. Although its operation is the same, it has one main difference: a creature as its cargo. Each Pacifier, in addition to its normal abilities, has a Glommer or similar Apokolips beast inside of it.

GLOMMER

F- RM (30)
A- MN (75)
S- MN (75)
E- AM (50)
R- FB (2)
I- TY (6)
P- TY (6)
H- 230
K- 14

MAJOR THREAT

Powers: Neural Manipulation MN
Thermal Vision EX

BACKGROUND: Glommers are rare, lizard-like beasts, originating in the underground of Apokolips. Their bodies are large and green, with two powerful forearms and a short tapered tail; they have no back legs. Their mouths are enourmost, and their eyes are small.

A Glommer is commonly used inside of a Pacifier robot. There, it is linked to the electronic nervous system of the machine, allowing the creature to walk about like a soldier in a powered suit.

A Glommer's normal habitat is among the darkest and wettest pits in the underground. They are solitary beings that will be sleeping when discovered. Their diet consists of lichen and mutated fish, but they can easily be taught to eat fresh humanoid meat.

If attacked, a Glommer will fight until it's reduced to 50 Health or less. At this point, it will retreat to the depths. Its first attack is always a Physical one; made with its mouth, and then followed by a Grappling attack with the tail. In most cases, the large mouth will completely cover the victim's head and shoulders, negating normal vision, speech, and hearing.

On the second and further rounds after a successful mouth attack, the Glommer's Mind Control is used. This power causes the victim's nervous system to lose control. The character will find his muscles spasming, and many power will be activated on their own.

For every round the Glommer's mouth is around the victim's head the power rank is rolled against Agility, Strength and each of the victim's powers. If the roll is successful that Attribute or Power goes out of control: all Powers activated themselves, Agility drops to SH-0. All control and full ranks will return one hour after the Glommer lets go.


EVIL EYES

F- FB
A- IN
S- GD
E- IN
R- GD
I- TY
P- TY
H- 92
K- 22

Powers: Energy Blast EX
Hyper-Hearing TY
Flight GD
Life Detection RM
Sealed Systems RM
Thermal Vision GD
Telescopic Vision GD
Shrinking -1CS to be hit
Self-Destruct EX (goes off when Health reaches 10 or less

Evil Eyes are small spherical robots that float along the alleys and underground of Apokolips, recording all they see through their optical devices. Each Evil Eye has a direct link to the intelligence center in the Tower of Rage, as well as many other surveillance installations across the globe. If attacked by a Hunger Dog or weaker creature, it will fire Energy Blasts; a stronger opponent will cause it to immediately fly to the home base, as it releases emergency signals.

An Eye can be used in tracking mode, allowing a skilled operator to manually control the robot and search an area as if he were actually there. Operation requires the specific skill for the Eye.


SOUND SHARK

F- FB (2)
A- IN (40)
S- GD (10)
E- IN (40)
R- GD (10)
I- TY (6)
P- TY (6)
H- 92
K- 22

Powers: Energy Blast EX
Directional-Hearing TY
Flight GD
Life Detection RM
Sealed Systems RM
Self-Destruct EX (goes off when Health reaches 10 or less

This is another type of surveillance robot. It is exactly like an Evil Eye except it has Directional Hearing in place of Thermal Vision.


MEKKANOID

F- RM (30)
A- EX (20)
S- MN (75)
E- IN (40)
R- TY (6)
I- TY (6)
P- TY (6)
H- 165
K- 18

Powers: Extra-Parts (6 to 8 metallic tentacles)
Claws RM
Body Resistance EX
Hyper-Hearing TY
Life Support RM
Thermal Vision TY
Telescopic Vision TY
Self-Destruct RM (2 areas)

Each Mekkanoid model is vaguely humanoid, with six to eight arms, but no obvious head. Each arm, a metallic tentacle used for Grappling attacks, is 20 feet long and ends in a blade. A Mekkanoid can attack once for each arm. THey are used primarily in Armagetto with a single, day-long programmed command to attack and destroy all non-Apokolips intruders.

ARAKNO-MEKKANOID

F- RM (30)
A- EX (20)
S- MN (75)
E- IN (40)
R- TY (6)
I- TY (6)
P- TY (6)
H- 165
K- 18

Powers: Extra-Parts (6 to 8 metallic tentacles)
Claws MN
Energy Blast AM
Projectile Missile MN
Growth EX
Body Resistance EX
Self-Destruct RM (2 areas)
Hyper-Hearing TY
Life Support RM
Thermal Vision TY
Telescopic Vision TY

Arakno-Mekkanoids are huge combat robots bristling with armor plating, buzzsaws, guns and the like. It is possible that this type of Mekkanoid might not be rigged for self-destruction for some reason. If the GM desires it can have an IN (3 areas) Self-Destruct mechanism.

Arakno-Mekkanoids are combat robots meant to quell serious, armed disturbances; Parademon patrols can sometimes call one for backup if they feel things are really out of hand. This particular one was seen and defeated by Lobo when he crashed a large number of drunken partying bounty hunters on Apokolips.


VEHICLES

Darkseid's scientists have designed many vehicles, each equipped with weapons and armored shells. The military vehicles are operated by infantry soldiers, often three to a craft, and the Aero-Carriers are piloted by drones.

GROUND CAR

CTRL: TY
SPEED: GD
BODY: IN
PROT: RM

Energy Blast RM
Circular Vision
Life Detection RM
Life Support UN
Telescopic Vision GD

Ground Cars are much like the tanks of Earth. They are huge, bulky metal vehicles, packed with weaons and armor casing. Footsoldiers drive them through the streets of Apokolips in search of criminals and creatures. Each is equipped with a monitor screen (see below).


PATROL CRUISER

CTRL: GD
SPEED: EX
BODY: RM
PROT: EX

Fire Generation RM
Life Detection IN
Life Support UN
Telescopic Vision EX

The Patrol Cruiser, a very rare and expensive craft, is a flying search vessel the size of a luxury car. Each is manned by five infantry soldeirs, one of whom serves as company commander and primary pilot.


GRAPPLER

CTRL: PR
SPEED: PR
BODY: AM
PROT: IN

Circular Vision

A Grappler has two giant arms that have MN Strength used to tear down walls and smash other vehicles.


AERO-CARRIER

CTRL: TY
SPEED: GD
BODY: IN
PROT: RM

Energy Blast EX
Life Support AM

Aero-Carriers are used to transport footsoldiers to a riot zone and to pick up Hunger Dogs for the mines and factories. Each Carrier can hold 250 human-sized bodies comfortably (or up to 300 jammed in).


MOLE MACHINE

CTRL: PR
SPEED: TY
BODY: IN
PROT: RM

Digging SH-Z
Energy Blast EX
Life Detection RM
Radar Sense IN
Life Support SH-X

The Mole Machine is a subterranean vehicle with motorized arms and a giant drill mounted on the front. It is used to carve new underground levels and tunnels between installations. Each sports two energy cannons to aid in digging and to deal with rebellious creatures.


EQUIPMENT & WEAPONS

The following gadgets are common across Apokolips. Although some characters may always have one or more of the weapons in their possession, it is up to the GM to determine just how many are available to the rest of the characters.

MONITOR SCREENS

GD material strength

Every installation and major building in Darkseid's organization has a few communication rooms, each with a giant monitor screen surrouned by computer controls. These screens are half of a large planet-wide network to allow scientists and henchmen immediate contact over large distances.


CAMERAS

PR material strength

The other half of the network are the cameras. There are thousands of hidden "eyes" across the globe attache dto vehicles, on top of buildings, in deep corners of the mines, along the ceilings of factories, and camouflaged in Hunger Dog alleys.


Standard Blaster EX (20) damage, 6 areas
Heavy Blaster RM (30) damage, 8 areas
Extra Heavy Blaster AM (50) damage, 10 areas
Hand Weapons EX (20) damage, 6 areas
Grenades RM (30) damage

The standard blaster is a crude, bulky energy pistol. Heavy blasters look like rifles or bazookas. They are almost exactly like the standard blaster, except are more powerful. Extra heavy blasters are the same size as the others but deal much more damage. Apokolips hand weapons are quickly-fashioned spiked clubs, iron truncheons, and axes. The standard grenade is a hand-held metal cylinder often used by the infantry.


MISCELLANEOUS GADGETS

The following Apokolips gadgets have been encountered by various heroes over the years. The GM should feel free to use these devices or develop others appropriate to the adventure.

MEMORY MACHINE

EX material strength
Mind Drain MN
Mental Probe MN

The Memory Machine draws information out of a living creature while causing intense pain. If the operator does not feel that the initial drain was enough, the subject is held until they heal, then the test is repeated. This often results in a few weeks of pain for the subject nad sheer enjoyment for the torturer.


PRESSURE PRESS

UN material strength

The Pressure Press is one of Granny Goodness' favorite torture/test gadgets. It consists of a circular platform, computer console, and mechanized arm extending over the platform. The arm pushes down against the subject, testing the being's strength.

The arm begins pressing down at TY intensity and increases at will up to CL. 1000 intensity.


MIND-TWISTER

TY material strength
Mind Blast UN

The Mind-Twister is used to test the mental strength of its subjects. The machine looks like a toaster giving birth to a series of tubes and cables, with a large metal headset to be work by the subject/victim. The Mind Blast level can be set from Poor to Unearthly.


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