ASGARD

This page contains more specific information on the Asgardians. In the future, it will list such diverse information topics as culture, equipment, language etc.


ARMORS
     There are several types of Asgardian armor, varying in capabilities according to the status of the intended user. They are composed of plates made from special alloys developed by the Asgardians and layers of energy-dissipating material. All models have a micro fusion plant capable of sustaining the armor's systems for two centuries of use. The Aesir model has a more advanced power source

Aesir Armor
     This is the armor used by the gods themselves (Thor, Tyr, Freyja etc). It is the most advanced model to be found in Asgard. It possesses a power source that is good for several centuries of continuous use and a computer that displays tactical information, alerting the user for possible threats, and can take control of the armor in case the user is knocked out.
      Although there is not much variation between each unit's systems, their appearances are as varied as their divine users.
KD: 25*   EKD: 25*   EV -0     (*Hardened)
INT: 5      DEX: 5        STR: 5
The Armor’s computer is programmed to take its user to safety if he or she loses conscience during a battle.
Skills
Flight 4 (9)
Perception 4 (12)
Tactics 4 (9)
Powers (All are NoEND Cost)
Enhanced Perception [Sight & Hearing]
Flash Defense [Sight & Hearing, 10 phases]
Flight [50m, x4 NCM: 300m (360km)]
Infrared Vision
Life Support [Self-Contained Breathing; Safe in: Vacuum, High-Pressure, High Radiation, Intense Heat & Cold]
Mental Defense 30
Mind Link: Asgardian armors [Planetary range]
Spatial Awareness
Supersonic Flight [Mach 1]
Ultra-Sonic Hearing

Einherjar Armor
     This is the armor used by the defenders of Asgard. It is not as powerful as the Aesir or even the Valkyrie model, but it is still highly advanced by Earth standards.
     The level of appearance customization in this model is minimal.
KD: 15*   EKD: 15*   EV -1    (*Hardened)
Powers (All are NoEND Cost)
Enhanced Perception [Sight & Hearing]
Flash Defense [Sight & Hearing, 10 phases]
Flight [50m, x4 NCM: 300m (360km)]
Infrared Vision
Life Support [Self-Contained Breathing; Safe in: Vacuum, High-Pressure, High Radiation, Intense Heat & Cold]
Mental Defense 10
Mind Link: Asgardian armors [Planetary range]
Ultra-Sonic Hearing

Valkyrie Armor
     This is the armor used by the Choosers of the Slain. It is second only to the Aesir model, sharing many of that model's abilities. Although this model is capable of flight, most Valkyries prefer to use their mounts, which can, at top speed, surpass even the mighty Aesir model.
      Valkyrie units display far more cosmetic changes than the Einherjar model, but it is not as total as the one seen in the Aesir model.
KD: 20*   EKD: 20*   EV -0     (*Hardened)
Powers (All are NoEND Cost)
Enhanced Perception [Sight & Hearing]
Flash Defense [Sight & Hearing, 10 phases]
Flight [50m, x4 NCM: 300m (360km)]
Infrared Vision
Life Support [Self-Contained Breathing; Safe in: Vacuum, High-Pressure, High Radiation, Intense Heat & Cold]
Mental Defense 20
Mind Link: Asgardian armors [Planetary range]
Spatial Awareness
Ultra-Sonic Hearing

Regular Armor
     Asgardian regular armor is anything but regular. Such things as leather vests and chainmail shirts are made from advanced materials that confer a greater degree of protection. These items are used mostly by regular Asgardians or off-duty Einherjar. Such weapons will have the following bonuses:
KD: +2*  EKD: +2*  EV +1 (Only to negate penalty) (*Hardened)


WEAPONS
     Asgardians use technologically advanced weaponsmithing techniques to produce master quality weapons. Any weapon of Asgardian manufacture will be more resistant and precise than its Earth counterpart.
     In keeping with their tradition, Asgardians use melee weapons. However, all of them have energy projectors capable of delivering, at least, 10 kW discharges at a range of up to 80 meters. These projectors are powered by fusion cells with an endurance of a few centuries.
      More conventional ranged weapons exist: the powerful Asgardian fusion guns that are used only during war.

Einherjar Sword
     This very fine broadsword is the standard issue weapon of the Defenders of Asgard. It is perfectly balanced and has a monomolecular edge created by gravitic collapse of synthetic diamonds. Its energy projector is more powerful than the average, generating a 40 kW discharge at up to 100 meters.
WA +2   Min STR 5   DC 6 (Armor Piercing)   EDC 11S  ROF 1   Rng 100 m/ys

Valkyrie Lance
     This is the dreadful office badge of the Choosers of the Slain. Besides being a masterwork weapon, it is also a sophisticated psychotronic device. Its system can absorb a person's mental patterns and record his complete DNA sequence. This data can then be transmitted or directly downloaded into Asgard's computers and used to create a clone of that person. The copying process is fatal, so even if the person was healthy, he will die as result of it. Complementing the lance's ability, its energy projector is stronger than the Einherjar Sword one, being able to discharge 160 kW at up to 120 meters.
WA +4     Min STR 4     DC 7 (Armor Piercing)   EDC 13S  ROF 1   Rng 120 m/ys
Power: 16d6 Drain INT [Killing, No END Cost, No Range]

Regular Weapons
     Like the armors, regular Asgardian weapons are more than regular. They have the following bonuses:
WA +1 DC +1 (Armor Piercing where applicable)   EDC 9s   ROF 1   Rng 80 m/ys

Fusion Guns
     These are the Asgardian heavy weapons. They can deliver devastating power and are only used in extreme cases. Only the gods, Valkyries and high-ranking Einherjar have permission to use them. Unlike other Asgardian weapons, fusion guns require a recharge ferquency similar to Earth weapons. This is because fusion guns are actually hand-held fusion power plants whcih can release their energy as a powerful exhaust. The process drains considerable energy of the gun, which then must be recharged in specially designed units.
Fusion Pistol
WA +1    DC 14 (Armor Piercing)     ROF 3     Shots 15   Rng 250 m/ys
Side Effect: Every hit also delivers a 6DC Radiation attack that can eventually cause sickness.

Fusion Rifle
WA +2   DC 20 (Armor Piercing)   ROF 5   Shots 30     Rng 500 m/ys
Side Effect: Every hit also delivers a 10DC Radiation attack that can eventually cause sickness.

Fusion Cannon
WA +4   DC 28/2K (Armor Piercing)   ROF 10   Shots 60   Rng 1000 m/ys
Side Effect: Every hit also delivers a 14DC Radiation attack that can eventually cause sickness.


 

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Last Update: 7-June-01