Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

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Paladin Steel McCall GMR Platforms
(aka ‘Flylands’, ‘Iron Clouds’, ‘Stratopelagos’, ‘Cloud Cities’)
(Inspired by the artworks of Robert McCall)

“See that hot orange gunk down that? That’s pure thalanium, fresh from the cooker deep down in this mother planet’s guts! Give it time to cool and oxidize and the stuff is worthless, but if you can catch it fresh and alloy it before it has a chance to cool down and spoil, it’s worth several times its weight in gold! That’s why we’re here, to harvest the stuff! And we couldn’t get anywhere near the stuff if it wasn’t for rigs like this one! This thing’s steady as a rock and it can hover over the magma fields without any trouble. We just let down insulated sucker pipes and draw the stuff up to be stabilized and ingot-formed for shipping!
What if the anti-gravs fail? Yeah, we would be $#!+ outta luck if something like that happened, but I wouldn’t worry. We got quadruple redundancy on the lifters and the entire bottom of the platform’s lined in refractory shielding like what they have on super-kiln linings. That should allow us to float on that lava for long enough for us to scramble into heat suits and the lifefloaters and get picked up by the other rigs in this sector. We hold constant drills, just in case.
Yeah, working in this heat over one big giant slow-erupting volcano can get to a guy, but we rotate out often enough. Then it’s a nice stay on another platform rigged out as a resort, out over one of the proto-oceans around here where the air ain’t so hot and the water ain’t acid. Gives us a chance to appreciate how wild and beautiful this place is for a young planet and how much we’re earning with the operations here! Company takes good care of us wildcats with good equipment like this because they know we’re worth every centi-credit of it!”

----Milo McGruthrie, Paladin Steel Resource Division.

McCall Platforms are large anti-gravity platforms that rely on the ‘steady state’ repulsion properties of Gravi-Magnetic Repulse technology to float, apparently effortlessly, above land and sea. Because of their similarity to ‘floating cities’ that featured prominently in the artwork of a pre-Rifts artist, they came to be called ‘McCall Platforms’. For very little power expenditure, the massive platforms can silently hover in place or slowly fly across the countryside, making them ideal for a wide range of civil and commercial applications.
Such performance requires careful, even meticulous, tuning of the GMR systems; local gravity conditions on a planet, even differences in regional electromagnetic activity, can cause aberrations that can affect the GMR systems.
A typical McCall has a circular basic plan, with a ‘wedding cake’ series of built-up levels on top of the foundation GMR repulsor ring. Various balconies, lookouts, anding pads, sensor platforms, and (possible)weapons stations adorn each level. The Platform can be enclosed by an enviro-dome(or series of them) or left open like a building block. McCalls are powered by onboard fusion powerplants, often supplemented by solar cells, wind turbines, and even TW PPE generators. McCalls can move, albeit slowly, using jet engines, or even contra-gravity ‘pulsers’, pushing the platforms leisurely along.
McCall Platforms are typically assembled from prefab components onsite, which also allows the assembly crews to finetune the repulsor systems. However, Paladin Steel/Aegis Stellar Industries is also experimenting with deploying McCalls from orbit, releasing them from delivery spacecraft, the Platforms riding a heatshield down to lower altitudes before leveling off and assuming their operational altitude(this would be especially true when exploring/exploiting gas giant worlds).
On Rifts Earth McCall Platforms have the disadvantage of being BDTs(Big Dumb Targets) for the many threats, technological and biological, roaming the planet, so they operate only well within secured territory or with a heavy security escort. McCall Platforms can mount considerable amounts of weaponry, but their slow speed and decided lack of stealth makes them ill-suited for military operations. McCalls can operate far more openly on other worlds that PS does business on.
The ability of McCall Platforms to hover over hostile environments(lava fields, chemical oceans, dense jungle, ice fields, etc.) makes them attractive as scientific research platforms, observatories, weather stations, and resource development/construction/industrial rigs. McCalls have also been fitted out as mobile hospitals, disaster relief/assistance vessels, communications stations, even flying schools, residency blocs, resort complexes, and private homes/yachts. Only a few McCall Platforms have been militarized(aside from point defense weaponry), as flying airfields or anti-aircraft platforms, as the GNEAS(and most mi,itary organizations) consider them, as mentioned before, to be ‘big dumb targets’ ill-suited for combat.

Type: PS-GMRCP-02
Class: Heavy Anti-Grav Platform, Multi-Use, Permanent State
Crew:(varies) 25-12,000
MDC/Armor by Location:
Main Body 1,000-20,000
Command/Control Block 800-4,000
Power Cores(1 or more) 1,000 each
Sensor/Communications Array(typical) 200-1,000
Landing Pad(typical) 200-400
EnviroDome(typical) 600-3,000
Heavy Weapons Turret(typical) 150-400
Point Defense Turret(typical) 50-100
Height: 80-300 ft
Width: 300-1,500 ft
Length: 300-1,500 ft
Weight: 80,000-650,000 tons
Cargo: Typically has capacity for 40,000-450,000 tons of supplies.
Powerplant: Nuclear Fusion w/ 25 year energy life
Typically supplemented by solar, wind, and/or TW power systems.
Speed:(Flying) Hover to 180 MPH. Typically operate 500-800 ft off the ground, but can ascend as high as 100,000 ft.
Permanent-State Levitation: Can land on dry land or water, but rarely does so.
Market Cost:
Varies: A small(300 ft diameter) unarmed McCall Platform costs around 80 million credits.
Larger McCall Platforms can cost 1.8 billion credits and up depending on their fittings.
Systems of Note:
Standard McCall Platform fittings include full environmental life support, basic navigation, altitude and airspeed instrumentation, long range radio, navigational lights and beacons, searchlights, and radar systems. For bringing cargo and passengers aboard, they will be fitted with at least one crane-hoist.
Weapons Systems: None standard, but on Rifts Earth McCall Platforms will have at least basic point defense weaponry installations(5-15 PDS turrets or mountings similar to those available to nautical mercantile ships), as well as anti-missile chaff/flare launchers, decoy launchers, and jammers.
Depending on their function and operating environment, larger Platforms can be quite heavily armed, with 16 or more heavy(5 inches or more in caliber) gun turrets, dozens of lower caliber guns, and multiple missile and rocket launchers ranging from mini-missile to long range types.


Auxiliary Craft:
Most McCall Platforms have provision for 1-8 small aircraft(helicopters, hovercars, VTOL jets, TW Fliers) as a means of moving people back and forth from the ground(otherwise, a crane elevator will have to be used). Those modified to act as flying airfields can carry considerably more aircraft and auxiliary vehicles.

Options:
*Dome Top---Depending on the size and purpose of the Platform, environmental enclosure can consist of a single large dome, or several. These run in protective value from 600-3,000 MDC. A tyical skydome top costs 3 -12 million credits.

*Forefields---Many McCall Platforms in the Three Galaxies (and other appropriate high-tech settings) get modified with forcefield generation capabilities similar to those employed by spacecraft. These generators are usually taken straight from spacecraft subsystems and priced accordingly, depending on make, model, and protective values. Single-barrier and variable-forcefields are available.

*TechnoWizardry Enhancement----Given that the floating platforms are sometimes called ‘Wizard Towers’, it’s no surprise that many McCall Platforms get fitted with PPE Generators and battery systems, and modified with TW systems, typically in the form of protections or environmental manipulation.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Atenus’ Heavy Utility Crawler
(aka ‘Big Ant’, ‘Big Ten’)
http://i408.photobucket.com/albums/pp164/taalismn/img470_zps8a04c03c.jpg


“We can literally move mountains with these things. Maybe the mountain might not look too good afterwards, but it will be moved.”

“Devils and Demons attacking on the hour, perpetual duststorms and grit that gets into everything, heat that never lets up, and a red overcast that doesn’t quit. But there’s riches to be dug out of the rock and sand, fortunes to be made, and the Company to feed, and grubbers don’t sign looking for cushy jobs, so we don’t look at the sky, we sweat on the inside, we eat the grit, and we kill the vermin. We keep the buckets digging and the dumpers rolling, and if there’s an ounce of platinum in Hell to be dug out, we’re certified to pull it out from whatever mountain or pit it’s hiding under!”
----’Hardhead’ Mac Renolds, Cyborg Miner, Outpost Hotel Eddy Lima(Scorched Lands)

Paladin Steel’s yearly consumption of raw materials between all its various facilities requires major effort to feed. And not all Paladin Steel’s big-spender costumers are looking for war vehicles or combat gear; most are looking to improve their infrastructures and supply chains. To meet the needs of both, PS constructs and deploys a wide array of industrial vehicles. The largest of these, thus far, is the giant Atenus Heavy Utility Crawler.
The Atenus looks like a cross between an old-style heavy coal stripmining rig and a Benemoth Explorer robot, only with four giant leg/tread units. These massive vehicles are among the largest robot vehicles manufactured anywhere on Rifts Earth. Paladin Steel actually sells very few of them, due to their great cost and the problems of transporting them long distance to potential buyers, but rents the services of many, as part of their Contract Engineering operations. PS typically has to ship the HUCs in sections and assemble them on-site. Only with the introduction of the giant Foss-Flier AG Freighters has PS acquired the ability to ship these huge labor-mechs in one piece quickly and direct to customers.
These giants are used for large-scale excavation, open-pit mining, and ruin demolition-salvage. Their giant derricks can be outfitted as cranes, drag lines, or chain-bucket excavators. Heavy duty powerplants provide plenty of power for the hardest work, and the dual robot walker-and-tread legs allow the giant vehicle to clamber over rough terrain or move fairly quickly over smooth and level ground. The crew cabin is fully armored and environmentally sealed, and has living quarters(small, but comfortable), a small kitchen and bathroom facility, for the crew for extended operations.
The Atenus is NOT designed for combat, although it mounts plenty of armor and self-defense weaponry to deal with bandits and hostile monsters that invariably seem drawn to any sort of activity. These fittings effectively make the Atenus a mobile fortress; a necessity owing to the fact that the giant machine is typically the highest ground and the biggest target around its worksite in event of an attack.
Paladin Steel has to date only produced sixteen of these goliaths. One was actually purchased by a private group hoping to dig into the remains of MadHaven in search of treasure, but the effort failed, and the surviving salvagers abandoned the giant rig in place. PS later hired a second team specifically to go in and recover the giant robot at no small risk and expense, and managed to get the machine out of the city before the local mutants could strip the Atenus bare of parts. Two more machines are believed to be working at an out-dimension outpost known only as the ‘Scorched Lands’.

Type: PS-HUC-08 Atenus
Class: SuperHeavy Utility Crawler
Crew: 20(can operate with a skeleton crew of 3)
MDC/Armor by Location:
Main Body 900
Command Cabin 400
Derrick 300
Legs(4) 400 each
Treads(4) 400 each
Height: 60 ft
Width: 80 ft at tread-base.
Length: 120 ft at tread-base. Derrick adds an additional 180 ft to length
Weight: 1,380 tons
Cargo: Internal cargo capacity of 6 tons(typically supplies for the crew and spare parts)
Powerplant: Nuclear Fusion w/ 25 year energy life
Some Atenuses carry supplemental solar panels to power additional systems.
Speed: (Treads) 25 MPH
(Walking) 10 MPH
(Water) Limited to fording bodies of water up to 20 ft deep.
Market Cost: 73 million credits
Systems of Note:
Standard Robot Systems, plus:
Weapons Systems: None standard, but has provision to be fitted with up to ten gunmounts(manned or automated). Weapons such as the PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”) are particularly popular.

Options:
Because they’re so HUGE, most post-sale Atenuses see some modification in the form of worksite-specific exterior lighting, environmental sensors. extra environmentally-resistant cladding(heat shielding is particularly popular) or coatings(such as corrosion- or acid-resistant paint), and, of course, self-defense weaponry. PS is also developing an AI system that would allow the Atenus to operate on ‘autopilot’ in mining operations.

Variants:
Variants of the HUC are primarily based on what it’s fitted as. The derrick can be modified to mount a crane(with a lifting capacity of 700 tons), a bucket excavator, or a dragline scoop.
Last edited by taalismn on Sat Jul 19, 2014 9:26 am, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48024
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel R-DWB-01 Domestic Worker ‘Dweeb’ Assistant Robot
http://i408.photobucket.com/albums/pp164/taalismn/img480_zps59124925.jpg

“They’re just so freakin’ cutesy I wanna kick ‘em!”

Elegance Freed came out of her down-time cycle precisely on time, with all the punctuality of her CILA programming. The space beside her on the bed was still empty; her husband wouldn’t be home from his business trip for another three days(provided nothing else cropped up in the interim) and calculating the exact time of his arrival was problematic, not to mention a poignant reminder of how much she missed her biological half, so she didn’t engage in those calculations.
She raised herself up on her arms in bed, stray electron-fuzz from her start-up still sparkling in her consciousness. Her skin sensors registered the warm rays of the morning sun slanting into the bedroom, illuminating the bed.
-GOOD MORNING, ELLE!-
“Good morning, boys and girls,” she smiled at the DWBs bustling into her bedroom bearing her pre-selected clothes for the day, the morning print-mail, and her slippers.
Elegance found it ironic; robots waiting on a robot, but such was the way of the world. Though she wondered; would one day advanced DWBs be waited on by lesser machines in turn? Handitracs, perhaps?
An amusing image to be sure, she thought, as she slipped her feet into her slippers and rose to meet the day.


<“Car Fifty-Four, we have a report from the neighborhood of Elfelm and Ogrelane of an animal disturbance; looks like the Collisons’ dragonsaurus has dragged their DWB up into a tree again. Mind driving over there and assisting?”>
“Car Fifty-Four responding; Mikletts here. On our way. When will they learn you can’t use a forty-pound ‘bot to walk a four hundred-pound domesticated predator?”
<“Ours is not to reason why, just to serve. Try not to get slobbered on.”>


These short, stubby, big-headed space-suited beings with the energetic personalities are often mistaken for some new race of d-bee as they run around underfoot in a number of GNE/Alliance cities. In fact, they are civilian-application robots produced by Paladin Steel.
Dweebs look like small dwarf astronauts, with stubby limbs, a large glass-visored helmet, backpack, and fabric covering. Some retrotech experts have wondered if perhaps the Dweebs aren’t a chibification of the ancient ASIMO robot, arguably their ancestor.
DWBs aren’t terribly strong, and their short stature means that they often have problems reaching high objects, but they’re versatile, durable, and reliable. Depending on their assigned duties and owner preference, DWBs can be fitted with a variety of power source options, though most are battery-powered, and must regularly recharge off the house or community power grid. The standard DWB is encased in high-impact plasic, but this can be upgraded, at extra cost, to megadamage polycarbonate armor similar to that used to make ‘Plastic-Man’ EBA.
Dweebs are programmed with happy, merry, child-like personalities, ever-helpful and eager to please. On the minus side, if they run into problems they can’t handle, they can devolve into a trembling, frantic ‘panic’ mode until they can receive further orders on how to proceed.
Dweebs are primarily meant as domestic assistants, working around homes and gardens, acting as teaching aides, office gofers, and scut-workers, but they have also begun appearing in technical and utility work, modified accordingly.
Since their introduction, DWBs have become fairly ubiquitous around the GNE, reinforcing the appearance that they’re really a d-bee race, and in spite of such lurid low-budget horror vids such as the popular Revenge of the Dweebs.

Type: PS-R-DWB-01
Class: Domestic Work Robot, Light
Crew: None; semi-autonomous Robot Intelligence
SDC/Armor by Location:
Main Body 90
Head 30
Arm/Leg 30 each
Hand/Foot 15 each
Armor Rating: 16
Height: 3.2 ft
Width: 1.2 ft
Length: 1.2 ft
Weight: 40 lbs
Cargo: Only what can be carried or strapped to the outside. A concealed compartment, similar to those available to cyborgs, can be installed in the utility backpack, at extra cost.
Physical Strength: Robotic P.S. of 8
Other Notable Attributes: I.Q. 10, P.P. 12
Powerplant: Battery( 96 hour power life), Fuel Cell( 18 day power life), or Micro-Nuclear(5 year energy life)
Speed:(Running)Spd. 8(about 4 MPH)
(Leaping) Can manage a short hop of 1 ft up, 2 ft across, double that with a running start.
(Climbing)Not possible unless specifically programmed and modified. Most DWBs are restricted to climbing stairs and ramps.
(Flying) Not possible
(Underwater) Sinks like a brick unless fitted with flotation devices. Can survive being submerged and can walk along the bottom at roughly 3 MPH, but has a low depth tolerance of 100 ft.
Market Cost: 40,000 credits for a basic R-DWB-01
Battery Packs cost 1,000 credits each
Fuel Cell Pack costs 12,000 credits each
Micro-Nuclear Pack costs 900,000 credits each
Systems of Note:
*Basic Robot Optics
*Basic Robot Audio
*Basic Voice Synthesizer(voice sounds obviously artificially and deliberately robotic, but in a ‘cutesy’ manner)
*Locking Joints
*Integral Spotlight/Headlight
*Facial Expression Display---Rather than an articulated facemask, the Dweeb has a basic flatscreen display in the faceplate(the display does not interfere in any way with the drone’s sensor abilities) that can be used to display basic CGI facial expressions...ranging from simple line ‘stick figure’ faces to more elaborate creations, depending on how much the buyer wants to spend. The cheapest and most popular package consists simply of illuminated pixelated lines on a black background, with a light blue ‘nuetral’ expression, bright blue or green ‘happy face’ and a glowing red ‘unhappy/angry’ face to accompany such simple statements like ‘Job Done!’ or ‘Do Not Enter This Area!’.

Weapons Systems: None standard
Hand to Hand Combat: None standard
Programming:
ALL DWBs get the equivalent of the basic Human Emulation routine as part of their baseline DWB1 core programming. Thanks to the biochip technology, this does NOT cost any additional skill slots.

Commercial service DWBs typically have selections from the following:
-Any of the Domestic programs(Rifts Sourcebook One(Revised))
-’Pirated’ versions of Triax Domestic Robot programs are also available.

Options:
DWBs are almost ALWAYS modified with additional options by their owners. Most modifications are cosmetic(changes in body shell styling or color, or voice alterations), additional sensors, or to the manipulator hands(fitting the hands with cybernetic-style fingers, or specialized tool hands), but there are a few more extensive modifications available, as follows:

*Extending Stilts---These telescope out of the legs, allowing the DWB to raise its height up to an additional 3 ft. Reduce speed by 25%, however, when at maximum extension. Cost: + 6,000 credits.

*Megadamage Construction
MDC/Armor by Location:
Main Body 90
Head 30
Arm/Leg 30 each
Hand/Foot 15 each
Market Cost: 300,000 credits

*’Marshmallow Armor’---The ‘bot is covered in a rubbery padded oversuit that absorbs kinetic energy, kicks, punches, concussive explosions, and falls/tumbles/collsions doing HALF damage. Cost: +50,000 credits, +90,000 creditsfor the MDC version.

*Environmental Sealing---Can be sealed for deep sea work, deep space work,
Cost: +50,000 credits

*Increased Strength----Strength can be increased to a maximum of 16, at a cost of 8,000 credits per point over 8.

*Increased Speed----Speed can be increased to a maximum of 16, at a cost of 10,000 credits per point over 8.

*Improved Agility---The speed and accuracy of the DWB’s responses can be sharpened, with enhancements to P.P. , at a cost of 10,000 credits per point over12, to a maximum of 20. Particularly popular with sports-model DWBs.

*BounceRods---The same system available to cyborgs and integral to ‘Tumbler’ EBA.
Effects: Allows leaps of (Bionic) P.S. x25 ft across, half that vertically. Allows for jumps down of TWICE horizontal distance.
Cost: 200,000 credits

Variants:
A variety of DWB variants exist, from streetcleaner DWBs to rollerblade-equipped courier DWBs, but the following are several of the more radically-enhanced models:

*R-DWB-01F---The ‘Fweeb’, or fire-fighting DWB, is designed to withstand fire and hazmat suitations. The -01F is covered in heat-resistant materials similar to those used in the NEMA ‘Roscoe’ armor, and the head sports an armored visor that protects the optical plate from extremes of heat(regular fires do NO damage, MD fires, magic, and nuclear/plasma do 10% less damage). It typically is fitted with thermal imaging optics and carries a thermally resistant rescue bag or a large fire extinguisher on its back.

*R-DWB-01H---Hazmat unit, aka ‘Pipecleaner’ and ‘Sewer Diver’. The ‘bot appears to be wearing full hazmat-suiting, with a chemical-resistant material covering that allows the little ‘bot to swim in toxic waste and corrosive acids without harm(do NO damage). Also comes with a molecular analyzer and radiation detector as standard equipment.

*R-DWB-01M---’Windowasher’ or ‘Mountaineer Dweeb’; the lower legs of this variant have knees that bend backwards, and the arms and feet are fitted with pads that that be swapped out for suction cups, ‘gecko pads’, electromagnets, or molecular adhesion pads. The -01M has the Climbing/Rappeling skill at 98%, and is typically programmed for maintenance or Search and Rescue.

*R-DWB-01N---’WaterDweeb’; variant DWB configured for underwater operations. Has neutral bouyancy aides, a small hydro-propulsion unit(can swim at 9 MPH) and depth tolerance of 12,000 ft. Has Navigation(Underwater) at 80%

*R-DWB-01S---’AstroDweeb’; variant DWB configured for deep space. EM and radiation shielding, along with thermal insulation are standard, and the unit can be fitted with a zero-gee maneuvering unit(30 MPH speed, six hours total burn remass). Standard programming includes Movement: Zero Gravity and EVA(80%).

*‘Dark Dweeb’----The rumored military versions of the DWB are known as Dark Dweebs. Alledged features include MDC construction, maxed out stats, and combat programming.
Last edited by taalismn on Tue Jul 08, 2014 5:23 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

LifeShell Symbiote
(aka ‘biosarcophagi’)

“One moment I’m in my apartment getting breakfast, the next there’s a flash and sudden darkness, and the next thing I know I’m waking up in a field stark naked with no idea of what just happened. I’m really glad it was just a fertilizer plant explosion and not nuclear war that triggered my LifeShell, but my apartment building was still obliterated, along with most of my stuff.”

“Found another ‘seashell’ under the debris over here! Bring the winch and the carry-cart! That’s the eighth survivor of ours we’ve found so far!”
“Out of several hundred local people in this area...”
“Yeah, but better some than none...”

“LifeShell---Your Personal Shelter Against the Unthinkable.”

The LifeShell is a symbiote that has recently been made available through Paladin Steel. It is unknown if the LifeShell is a pirated Splugorth product(brought to North America by escaping slaves) or a entirely new creation of the MIT Forest/Cambridge Jungle bio-meisters(it’s even rumored that it’s a product of the fabled Hedro Complex). The LifeShell is essentially a last-resort life insurance policy meant to protect those most at risk from sudden catastrophe; unarmored personnel(aka ‘civilians’).
The symbiote will quite happily lie quietly inside its host, appearing as nothing more than a slightly raised pattern of flesh on the upper back. However, the rather simple-minded little creature has an environmental awareness and an extreme danger sense. The LifeShell will react to extreme danger ( a blast wave, sudden decompression, radiation blast, drowning, etc., but not a punch, kick, or thrown rock) to its host by instantly extruding rapidly-hardening microfibers that solidify into a thick, layered, near-impenetable shell around its host that protects the person against thermal blast, radiation, crushing pressure, concussive blast, kinetic shock, and other hazards. At the same time, the host is plunged into a coma-like biostasis that reduces their need for life support, and their anxiety at being paralyzed, in darkness, and doubtlessly surrounded by an environment of extreme danger. The symbiote can maintain this state for years, if need be, keeping the host snuggly safe in the middle of biohazard zones, irradiated wastelands, crushing ocean depths, firestorms, glaciers, avalanches, and the deep of space. Only when the symbiote senses safe conditions around itself, its lifespan runs out, or it senses a specific pheromonal trigger(carried by PS/GNE rescue operatives) will the LifeShell unsheath and allow its host to wake up and be released.
The LifeShell is not without its drawbacks. The host has little control over the LifeShell’s activation, is insensate and immobile while encapsulated inside it, and the LifeShell has the unfortunate tendency(75% chance) to destroy what the host is wearing at the time of the activation, either bursting it apart as the shell is exuded, or actually breaking clothing and gear down to help form the shell. Thus, the host may be unaware of the situation around them, is unable to affect their own rescue, and if and when the LifeShell does open up and release them, they’re likely to find themselves without clothing and equipment.
Because it is restricted to deploying around people not wearing heavy armor(such as soldiers), the LifeShell is typically made available to civilians.
Paladin Steel is working on acquiring/breeding/creating even more damage-resistant LIfeShells with greater hibernation capabilities, resistance to chemicals, energy, and other factors, and greater healing abilities, with an eye towards hostile world and deep space survival.

Host Type: Humans and humanoids
Host Environment: Implanted in the upper back, under the skin and shoulder blades, straddling the spine.

Reproduction: Unknown

MDC: By itself, the LifeShell has 10 MDC; fully morphed, it has 800 MDC.

Average Life Span: Same as its host; in hibernation mode it can last for as many years as its host has Hit Points+P.E..

Alignment: Neutral; the LifeShell isn’t intelligent enough to have any opinions or alignment considerations. It exists to keep its host safe.

Powers:
*Invincible Bio-Armor----This material seems to come out of nowhere, suggesting possibly an extradimensional pocket. The shell is thick and mineral-laced, shielded against nuclear radiation, and has 800 MDC, and resembles a nautiloid seashell. It takes HALF damage from blunt force physical strikes, punches, kicks, falls, and rolls, and even repairs itself at 1d6 MDC per 15 minutes. It can handle ocean pressures down to 3 miles, but is neutrally buoyant.

*Hibernation---The host is placed into a deep state of unconsciousness and hibernation, during which they are completely unaware of their surroundings. This state can last for as many years as its host has Hit Points+P.E..

*Bio-Regeneration/Healing Factor---The LifeShell has a limited ability to heal the host, especially if they took damage immediately previous to the shell full enclosing them. Heals 2d6 Hit Points/3d6 SDC per melee, and purges the host of toxins and pathogens(+20% save versus coma/death, +3 save versus magic/poison/toxins, +3 save versus psionics) .

Bonuses: When not deployed, the symbiote’s inherent danger sense may ‘bleed over’ to its host for things less than catastrophic-end-of-the-world; the host gets a +1 to initiative, +1 to dodge, and +2 to perception in ambush or sudden danger situations. When deployed, it makes the host pretty damned near indestructable, but unable to move.

Side Effects:
*Clothing Destruction---As noted, the LifeShell will tear through anything less than 30 MDC of clothing/protective garments. Small items like wristwatches and jewelry may survive.

*Size---The LifeShell, fully deployed, is fairly large; about a 1-2 ft thickness around its host, and increases their weight by x3. This can make rescuing the encapsulated host somewhat difficult in a confined environment.

*The host may notice an increased need/desire for minerals in their diet.

Size: Roughly the size and shape of two splayed-open hands held together at the wrists. With the shell fully deployed, the LifeShell is 1-2 ft thick around its host(who is typically shifted into a fetal position), and weight is increased by x3.

Means of Elimination: Surgical; considered to be difficult (-30% to surgery rolls) because the chance the symbiote may react to attempts to remove it the same way as a threat to its host.

Notes:
*The LifeShell is tolerant of other symbiotes in its host, as long as they don’t compromise the host’s health.

Market Cost: Could cost upwards of 9 million credits. Rarely available, but it’s rumored that many high-ranked PS and GNE officials have recieved them. It’s also rumored that PS’s ‘gray ops’ division ‘rewards’ ‘individuals of benign interest’ who are considered ‘at risk’ with LifeShell symbiotes.
Last edited by taalismn on Mon Jul 21, 2014 8:12 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/American Volkswagon Automotive Volkschlepper
(aka ‘Schlep’, ‘Stepper’, ‘Omni-Walker’)

“Introducing this season’s Popular Choice of the People, the Volkschlepper Ultralex “Traveler”! Quiet, comfortable, affordable, and reliable, with all the all-terrain performance you’d expect of a robot vehicle, but at a fraction of the cost! Sporty, yet utilitarian. Equally at home on the street, on the battlefield, on the farm, or on the path not taken! Volkschlepper Traveler...you can’t go wrong with your money!”
-PS Sales Vid

“Yeah, just bloody great...cheap armor for people who have no idea how to use it responsibly...Last week we had some teenager steal his father’s militia-modified Volkschlepper...with the extra armor and guns...and go crashing into the local shopping mall and his apprentice shop after he got suspended, looking to off everyone who’d ticked him off....Took a tacsquad to bring him down and then we discovered his identity...Bloody little he-man killed over a dozen people, and ruined the first decent marketplace we’ve had in these parts since the Golden Age...”
-Carol Ansom, VFS Militia.

The Volkschlepper is a small, multi-purpose, inexpensive robot vehicle developed by the engineers at PS/AVA. The Volkschlepper is an attempt to create an affordable, ‘minimalist’ all-terrain robot vehicle that anyone can learn to pilot and service. Using common components from the SuperBug production line(particularly the robotic legs of the “spider’ option package) PS has designed a fairly simple vehicle, with an open cockpited main body slung between two robotic legs, which can slide the hip joints to the bottom for a higher and narrower profile, or up the sides to bring the main body lower to the ground for easier access. The crew are seated in an open cockpit, with minimal protection afforded by a roll-cage and the light armor of the main hull. The main powerplant is a liquid-fuel or electric battery system(a mini-pack nuclear powerplant can be fitted, but that triples the vehicle’s price, and negates its primary advantage....its cost). The operation of the vehicle is incredibly simple; utilizing foot-pedals and leg-servos that ‘read’ the driver’s own movements and direct the ‘walker’s legs accordingly, as opposed to more expensive and complex comp-drive and somatic-sensor hookup systems of larger robots(note that over prolonged distances/at high speed, this does tend to tire the operator, but at a tenth of the normal fatigue rate). Compared to other, larger, robot vehicles, the Volkschlepper is slow, unarmed, unarmored, and a sitting duck in combat, but that’s because it really isn’t designed for combat. As an all-terrain light transport and exploration vehicle it’s great; it’s dirt-cheap, easy to repair, and relatively easy to pilot(in fact, many purchasers buy the Volkschlepper as a training vehicle).
Naturally, of course, PS has seen fit to offer a range of option systems, though the Volkschlepper is too light-framed to be fitted with any serious augmentation. Still, the performance of the little vehicle can be tweaked, and utility options can be added. And for diehards who simply must have weapons and armor, the Volkschlepper can be upgraded with some light weapons and protection.
Since its introduction, AVA has sold several hundred to various concerns across the Northeast. Many commuters in the Vermont Free State have purchased them as private transportation, and the State Police have several outfitted as security patrol vehicles. It’s rumored that a similar vehicle has begun appearing in Kittani markets on Atlantis; whether this is a parallel development or a Kittani copy is unknown. Triax has almost certainly taken exception to the vehicle and its name(on the chance that it will be confused as a German product and not a bastardized American company claiming ties to the legendary Volkswagon name), and is reportedly planning on releasing a similar (‘But better!”)vehicle next season.

Type: PS-LRB-UV-2
Class: Light Bipedal Utility Vehicle
Crew:One+ one passenger seated directly behind the driver(concievably, a third person, if small enough, could fit in the the rear seat, in the lap of the other passenger).

Pilot Skill: Pilot Automobile(at -15%), Pilot Tank/APC(at -10%), Pilot Power Armor or Pilot Robot: Basic(no penalty)
MDC/Armor by Location:
Main Body 90*
Legs(2) 40 each
*The crew/passengers are fairly exposed by the open cockpit, though the legs and roll-bar assembly offer some protection or cover. Riders are -3 to hit on a called shot, -5 to strike from weapons targeted at the Main Body.
Height: 10 ft; 13 ft with legs fully positioned under the main body.
Width: 4 ft
Length: 8 ft
Weight:1,700 lbs
Cargo: Glove-compartment sized space in driver’s compartment, and an additional 200 lbs of gear can be carried in a ‘trunk’ compartment behind the passenger. If not carrying a passenger, and additional 300 lbs of gear can be carried in the rear seat.
Powerplant:(Liquid Fuel) 200 mile range
(Electric) 250 mile range
(Nuclear)---5 year energy life
Speed: (Running) 40 MPH(note that pilot fatigues at 10% of normal)
(Leaping) Not possible
(Water) Can ford shallow bodies of water
Market Cost:(Liquid Fuel) 21,000 credits
(Electric) 25,000 credits
(Nuclear) 255,000 credits
Systems of Note:
*Radio---50 mile range
*Headlights---300 ft
*Winch---Hook and cable(200 ft) that can haul up to 3 tons
*Trailer Hitch---The Volkschlepper can haul up to 10 tons of trailer(though reduce speed to 20 MPH).
*Locking Leg Joints----Lock the ‘walker’s legs in position for those tough pulling jobs.
*Hardpoint---The Volkschlepper mounts a single Hardpoint, on the uppermost roll-bar assembly, identical to those on hovercycles, and is compatible with most PA-scale weapons and options fitted for the system. The Hardpoint can also mount any energy rifle, light rail guns, or other heavy infantry weapons the owner has available. The hardpoint, though, is typically used to count flasher bars, bullhorns, and sensor mounts on civilian Schleppers.

Weapons Systems: None Standard
Hand to Hand Combat: Minimal---The Volkschlepper can kick/stomp(the latter limited to targets under 4 ft tall) for 1d4 MD and Body block/Ram for 1d4 MD, but that’s about it.

Option Systems: It wouldn’t be a PS design without some options, now, would it?

*Extra Speed-- Enhances the power transfer systems, and increases stride-length for added speed. Maximum of 100 MPH. Cost: 8,000 credits per +10 MPH(+60 MPH maximum)

*Extra Range---Doubles the range with additional fuel tanks or battery packs, and adds 100 lbs to overall weight. Cost: 5,000 credits for liquid fuel, 7,000 credits for electric.

*Leaping Ability---By modifying the leg joints and plugging on a small jet-assist air-thruster, the Volkschlepper can leap 10 ft up, 20 ft lengthwise(15 ft/50 ft w/ running start) . Combined with the Extra Speed option, this can add +10 ft of distance to the vehicle’s leap. Cost: 35,000 credits

*Muckers---Muckers are large snowshoe like pads that effectively increase the surface-area of the feet, allowing the Volkschlepper to move across soft surfaces like snow or mud without becoming mired down. Reduces speed by 15%. Cost: 10,000 credits

*GyroWheel---For diehard motoring enthusiasts, this option adds a second engine and a gyro-stabilized mono-wheel that swings down from behind and between the legs when in use, and allows the Volkschlepper to move on roads as a mono-wheeled vehicle at speeds up to 100 MPH. MDC of Wheel Assembly: 10 MDC. Cost: 80,000 credits

*Enclosed Cabin---Adds a sheltering canopy of armor-glass and MDC plastic/light alloy. MDC: 60. Cost: 30,000 credits basic protection, 40,000 credits advanced airtight canopy with 6 hour emergency life support/air supply.

*Extra Armor---Not much additional armor can be added, but it is available. Cost: 16,000 credits per additional 10 MDC. Maximum Main Body: +100 MDC, Legs: +50 MDC. Reduce speed by 10% per 10 MDC over 50 MDC.

*Second Hard Point--A second hardpoint(usually next to the first) can be added, for mounting additional weapons. Cost: 1,000 credits

*Forklift----This adds a forklift and counterbalance assembly capable of lifting 5 tons and reaching up 18 ft. Volkschleppers with this feature are often designated “Busybodies” and are becoming quite common around PS’s industrial sites. Cost: 8,000 credits

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 45,000 credits

Variants:
A three-seater version is also available, squeezing in two small seats behind the driver.
Last edited by taalismn on Tue Dec 09, 2014 7:37 pm, edited 3 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Grav-Scows
(Aka ‘Air Barges’)

“You can NEVER have too much transport capacity. There’s always something that needs to be moved; people, food, materials, garbage. This is just one more means of getting those things from where they are to where they need to be.”

“Congratulations, SkyReapers! The rangers have confirmed your kill of that aerial convoy...as well as their contents. Those air transports you blasted out of the sky over the Appalachians just outside the GNE’s borders? Under the noses of their air defenses? That ‘important air transport formation’? Guess what they were carrying? Come on, guess. Ash. Furnace ash. That’s right, it was kiln and powerplant ash from their factory plant in New Lazlo being transported back home to be chemically re-treated and disposed of. Air transport’s gotten so inexpensive with them they can afford to ship their trash home. Your stealth attack bounced three GARBAGE SCOWS and has now clued the GNEAS that we got stealth fighters lurking around their borders, sniffing for our birds. We already got reports that they’re doubling up their convoy escorts and their air defense traps. Way to go, heroes!”

Grav-Scows are permanent-state gravi-magnetic resist vehicles that occupy a niche between GMR Hoverplates, GMR Trains, and true GMR grav-ships. Grav-Scows are larger and can operate at higher altitudes than Hoverplates, can operate away from the superconduction grids that GMR Trains use, but are smaller and slower than grav-ships.
While similar craft are quite common in the advanced cultures of the Three Galaxies and around Atlantis, and arguably in places like the China Geofront, the class of vehicle is still relatively novel to Rifts Earth(the Triax Work-Barge is the most extent example of this type).
As their name suggests, Grav-Scows tend to be working vehicles used to transport cargo and passengers, mainly on local runs. Of course, a few have been modified into mobile residences, headquarters, research craft, or gun platforms. Grav-scows are really too slow and awkward to be effective warships, especially against faster air vehicles and dedicated anti-aircraft systems, but many people modify them with at least a few weapons for self-defense, extra armor, and countermeasure gear, and more than a few militia units have piled on long range artillery and ordnance launch systems to use the craft as SPG/MRLSs.

Type: PS-UGMRV-11
Class: GraviMagnetic Utility Cargo Transport Vehicle
Crew: 2, plus typically 5-25 additional crewmembers, depending on the function of the vessel.
MDC/Armor by Location:
Main Body 700
Bridge 300
Sensor Mast 100
Height: 50 ft
Width: 50 ft
Length: 100 ft
Weight: 175 tons
Cargo: Can hold up to 250 tons of freight
Powerplant: Rechargeable battery or fuel cell, good for 60 hours of continuous operation
Solar, or Nuclear Fusion
Speed: 100 -300 MPH, maximum altitude of 5,000 ft, but typically cruises along at 100-800 ft.
Cost: A typical GravScow costs anywhere from 375,000-1 million credits, depending on features and configuration.
Systems of Note:
*Air Conditioning
*External Warning Lights and Siren
*Airbag Crash Landing Gear(‘Pontoon Bags’)

Weapons Systems: None standard. Some refits add as many as eight weapons stations.

Options:
*Amphibious Operation---This allows the ‘scow to land and float on water, and take off again. Fitted with an aquatic engine, the scow can move through the water at roughly 7 MPH. Cost: Increase cost of the ship by 20%.

*Enhanced Poweplants---This adds more powerful engines for greater speed and performance.
Speed: Can improve top speed by up to 50%
Cost: 25,000 credits per 10% of improvement over base.

*Environmentally-sealed Cabin---*Enclosed Cabin---Adds a sheltering canopy of armor-glass and MDC plastic/light alloy. MDC: 80. Cost: 50,000 credits basic protection, 75,000 credits advanced airtight canopy with 8 hour emergency life support/air supply.

Variants:
Note: Many other GravScow variants exist as well, from large open deck flatbeds used to transport prefab ship components(and sometimes entire vessels), robots and artillery, and rolls of sheet steel, to large tanker modules for carrying liquid cargoes.
The military(and Paladin Steel) is known to have armed and armored transport modules, with as many as eight gun positions and twice as much armor. Rumors persist of ‘missile cars’ carrying large batteries of missiles, including massive LRM launchers, and even train-transported IRBMs, targeted at Atlantis. And in one reported instance, GNE forces used ‘Q-boat’ tactics to lure an entire squadron of a high-powered mercenary unit engaged in privateer operations against GNE shipping, into range of a GravScow outfitted as a disguised AAM battery. The entire squadron was obliterated with one massive salvo of homing missiles.


*MagLev Type-02 ‘Floaters’----These are simply MagLev modules fitted with more powerful GMR repulsor systems, allowing them to operate like regular hovercraft off the superconduction lines. Larger than hovertrucks and smaller than GMR Grav-Ships, MagLev Floatersfill an intermediate cargo transport roll between those vehicles. They can still be linked in massive ‘trains’, but beyond a single car, larger ‘trains’ may need a separate engine to pull them at any great speed. The advantages of Type-02 Floaters are that they can operate off set ‘lines’ and have greater freedom of movement, but at the expense of generall slower speeds and higher cost per unit
Size: Unchanged
Speed: 80 MPH, at altitudes of 20-200 ft. Higher speeds will require a dedicated external ‘puller/pusher’ engine/tug
Powerplant: Varies: a low end ‘floater’ has electrical propulsion batteries good for 248 hours of continuous operation (it will still levitate even with the batteries drained, but won’t move under its own power) before needing a recharge, but nuclear and technowizardry powerplants are available at extra cost.
Cost: 50% extra over the regular cost of a MagLev Car.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

PSLP-8 ‘Rinkhal’ Laser Pistol
(aka ‘Long Rinnie’)

“Bit of advice if you’re looking for a heavy pistol and are interested in the Rinkie; skip the initial offering and go for the later -x model. It’s only slightly heavier and armor-penetration is superior for a bit greater cost. Against mirror-chrome you’ll make up the extra cost in saved e-clip rechargings and in your life if you shoot true and dodge fast.”
-Mallay Cantrell, Headhunter

The PSLP-8 ‘Rinkhal’ is a heavy laser pistol meant to possess both range and damage, albeit at the expense of rate of fire and payload. Because it can accept a side-mounted e-clip, many weapons experts class it as a light laser rifle, rather than a laser pistol, and complaints that the long-barreled weapon is too front-heavy to effectively fire one-handed, seem to bear this out, though it is quite accurate to those who CAN heft it. However, others consider the PSLP-8 a ‘shooter’s pistol’ in that properly using it requires a pistoleer’s skill, rather than ‘spray and pray’. The PSLP-8 struggles in sales againsy the Wilk’s 350, however. on account of the latter’s lighter weight and superior accuracy.
Weight: 4.1 lbs
MDC: 18
Range: 1,700 ft
Damage: 4d6 MD per shot
Rate of Fire: Single shot, ECHH
Payload: 6 shots per short e-clip, 12 shots with a long e-clip.
Special Features:
*Top Rail for mounting an optional laser spot sight(+1 to strike) or flashlight.

*Shoulder Stock Socket----a shoulder stock can be fitted to the pistol, effectively making it a carbine.
Bonus: +1 to strike; excellent balance
Cost: 15,000 credits
Options:
*Blue-Green Frequency Kit---This modifies the PSLP to fire more effectively underwater, down to 1,000 ft. Comes with a slip-on casing for the laser that gives the weapon neutral buoyancy if dropped in the water. Cost: 6,000 credits

Variants:
*PSLP-8X---This is an x-ray laser variant with slightly heavier insulation on the barrel and workings. The main advantage of this weapon is that its x-ray frequency modulation allows it to shoot through most laser-reflective armors(like Glitterboy armor) without taking several shots to remodulate. Cost: 19,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
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Posts: 569
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Re: Paladin Steel Storefront

Unread post by 89er »

Well, someone has been busy. Happy 4th to all.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Well, someone has been busy. Happy 4th to all.


I keep pushing the envelope, but like the Sound Barrier, that Page 100 seems just out of reach!

As for the 4th, we had a more spectacular -3rd-. Coming home from work in a thunderstorm that I swear had strobing lightning...just about every three seconds. Plus, I have a set of really big radio towers up the hill from where I live and on my route home...Saw lightning hit them at least four times...-incredible-...I could see the arcs dancing up and down the tower(probably what little paint they ahve sparking off). Manmade fireworks got nothing on the natural stuff.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Posts: 2294
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel R-DWB-01 Domestic Worker ‘Dweeb’ Assistant Robot

Crew: None; semi-autonomous Robot Intelligence

*‘Dark Dweeb’----The rumored military versions of the DWB are known as Dark Dweebs. Alledged features include MDC construction, maxed out stats, and combat programming.

Does PS have a version of the 'Dweeb' that can drive and maintenance your vehicles? If my character or crew does have the skills to operate their new vehicle. Can we something to do it for us. Driving is one thing, but what about repairing or help us keep it running for a while.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Paladin Steel R-DWB-01 Domestic Worker ‘Dweeb’ Assistant Robot

Crew: None; semi-autonomous Robot Intelligence

*‘Dark Dweeb’----The rumored military versions of the DWB are known as Dark Dweebs. Alledged features include MDC construction, maxed out stats, and combat programming.

Does PS have a version of the 'Dweeb' that can drive and maintenance your vehicles? If my character or crew does have the skills to operate their new vehicle. Can we something to do it for us. Driving is one thing, but what about repairing or help us keep it running for a while.


I'd certainly consider the Dweeb to be readily programmable as an auto mechanic and a commercial driver(just make allowances for their short size), though DWBs assigned driving tasks are licensed such that their owners are liable for any accidents they cause.
Of course, you could have your car/truck/ground vehicle fitted with a DRIVER, but that's a separate system. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Early neighborhood watch pod

One with full options and modified drive. Also equipped with a full grill setup and has the ability to delivery beer cans to it's owner without leaving home, even miles away. Who says short missile launcher have good use, outside of combat and delivering newspapers.
Last edited by abtex on Sun Jul 13, 2014 10:17 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Zhuge Nu-Class Carrier
(aka ‘Zhuge’, ‘Zuggernaught’, ‘Zuggie’)

“Will you look at that swarm of gnats! That’s quite a collection of fighters for a pirate group! Looks like they must have hit every salvage and military surplus yard between two Arms to get that lot!”
“Heh, and it looks like they’re going to try to surround us. Notice how their big ships are hanging back? They scanned us earlier and know we got guns for big ships. They’re not going to threaten us with the blunderbuses, they’re going to sting us until we give up.”
“Haven’t spotted the hangar bays yet, have they?”
“No. Well, roll open the storefront shutters and release our own hornets.”

Paladin Steel/Aegis Stellar Industries found itself with the problem that they were producing multiple aerospace fighter designs of some promise, but had few dedicated carriers to base them from. Their largest Three-Galaxies standard ship, the Webbe Hayes class, was a dedicated transport, but already had a large hangar capacity, copious modular cargo space, and military-rated systems, so the design was seen as a good basis for a carrier conversion. In surprisingly short order, several in-process Webbe Hayes frames were modified into the new Zhuge Nu-class SCV(named for a Chinese heavy repeating crossbow of antiquity, and more often than not simply referred to as the ‘Zhuge’-class).
External cargo frames were modified to become permanent extension pods of the hangar bays, allowing the fighter contingent to be effectively doubled. Because the Zhuges would be expected to stay around battle zones to serve their small craft contingents, rather than seek to avoid conflict, the armor and armament, particularly with regards to point defense, were beefed up. Structural reinforcement around the expanded midsection hangar bays and extensions was carried out, protecting vulnerable(and volatile) fighter ordnance and systems while they were being stowed and serviced. Force-shielding has also been slightly increased, thanks to additional power boosters installed in former cargo bays and chutes. The Zhuges retain an almost obscene number of weapons, providing coverage at a variety of ranges, and incidentally allowing the ship to retain a role as a ‘super escort’. In fact, the mounted heavy armament of the Zhuge Nu has drawn criticism that the ship is over-armed for a ship meant as a stand-off fighter carrier, and that by stripping away some of the redundant armaments, PS/ASI could instead increase the available internal space and add substantially more fighters.
From a distance, the Zhuge can still be mistaken for a Hayes on sensor scans, but only closer scrutiny will reveal the permanent hangar bay extensions and increased armaments. This has been used to advantage on at least one occasion by Zhuges intermingled with Hayes-class transports to deceive enemy surveillance.
The Zhuge Nu has mainly seen deployment with PS/ASI’s security forces and nationalist mercenary units, especially as their aerospace fighter capabilities have grown both in number and experience. However, a number of Zhuges(especially later production) have been loaned or sold to affiliates.

Type: PS/ASI-SCV07 Zhuge Nu
Class: Space Carrier
Crew: 40 officers, plus 320 crew +150 person air group
MDC/Armor by Location:
Main Body 80,000
Bridge 10,000
Heavy Particle Beam Cannon Turrets(2) 500 each
Medium Particle Beam Cannon Turrets(6) 360 each
Light Particle Beam Cannon Turrets(10) 200 each
Medium Laser Cannon Turrets(8) 360 each
Heavy G-Cannon Turrets(4) 400 each
Medium Range Missile Turrets(24) 200 each
Point Defense Turrets(14) 100 each
Main Engines 40,000
Secondary Engines(2) 7,000 each
Sensor/Radiator Wings(3) 6,000 each
Secondary Sensor Arrays(2) 900 each
Hangar Bays(3) 12,000 each
(Variable Forcefield) 6,500 each side(39,000 total)
Height: 210 ft
Width: 480 ft
Length: 1,100 ft
Weight: 400,000 tons
Cargo: 80,000 tons internally
Powerplant: Nuclear Fusion, w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
Under secondary drive power, the Zhuge can go Mach 7
(FTL) 4 light years per hour
(Underwater) Not possible
Market Cost: 3.9 billion credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 4 million miles

*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles

*Communications Suite:---Long Range Radio and Video

*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles

*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EM Shielding---Using special electromagnetic radiation shielding, saves on the need for bulky metal or water radiation shielding.

*Tractor Beams(9)----Effectively each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Two emitters are mounted in each wing, and and one is mounted in each hangar bay.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
1) Heavy Particle Beam Cannons(2, 1 forward, 1 aft)---These are the big guns of the Hayes and are retained by the Zhuge, but their slow rate of fire limits their effectiveness. They are typically used to engage small enemy spacecraft such as destroyers and frigates that get too close, hoping to incapacitate them with a single hard-hitting shot, or at least dissuade them to back off.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d6x1,000 MD per blast
Rate of Fire: Once every two melees/30 seconds
Payload: Effectively Unlimited

2) Medium Particle Beam Cannons(6, 2 each side, 2 rear)---These are less powerful cannons with similar range, but greater rate of fire, used for engaging strike ships and fighters.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

3) Light Particle Beam Cannons(10, 2 forward, 2 rear, 3 each side) --Again, short range is the major shortcoming of these weapons, but their number, high damage potential and high rate of fire allow them to smash fighters and power armors that get within range.
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

4) Medium Laser Cannons(8, 3 each side, 2 rear)---These are powerful laser cannons, positioned to cover the sides and rear of the ship.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

5) G-Cannon(4, 2 forward, one each side)---These weapons, holdovers from PS’s first generation warships, are powerful massdriver cannons capable of firing kinetic kill projectiles or exploding flechette ‘shotgun’ shells.
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 80 miles in atmosphere, 80,000 miles in space)
Damage:(Exploding/Fragmenting Flechette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 12 rounds)

6) Medium Range Missile Launchers(24)---The Zhuge fairly bristles with MRM launchers, providing extensive ‘swarm’ coverage against fighters and missiles. Fired rapidly enough, the missiles can even knock out small warships.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-20
Payload:60 missiles each, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 24 missiles)

7) Point Defense Turrets(14)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

Auxiliary Craft:
Typically 14 transport/rescue shuttles
48 Fighters
20-60 Power Armors(mainly used for shipboard security and heavy labor on the hangar decks)

Variants:
*PS/ASI-SCV07B---A variant implemented using the more common suggestions and criticisms of critics of the Zhuge. The -SCV07B strips out half of the medium range missile launchers and ALL the medium particle beam cannons to add capacity for an additional 24 fighters(for a total of 72).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

THe 'Uchi' Smallkin VTOL gets its illo(w/gnome pilot):
http://i408.photobucket.com/albums/pp164/taalismn/img483_zps03d64551.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘SuperMutt’ Heavy Robot Vehicle

“I got reservations about bringing this old clunker back....sure, it’s pre-Rifts and all that, but compared to some of our more modern designs, it’s a slow moving brick that has to retreat and reload once it’s shot its main armament dry, thus losing any ground it may have gained on a slow advance....This thing’s meant for a different age and different circumstances that have since changed with the Coming of the Rifts...Nowadays the emphasis is on armor AND mobility...Be fast and bad like the dragon, or rather, be FASTER than the dragon that’s trying to swallow your ass!”
----Lieutenant Telsis Amageo, Vermont Free State 2nd Army Corps.

“I’ve already had the pleasure of taking the ‘Mutt into combat as part of the 88th Combat Engineers, and I can personally attest that the ‘bot’s as good as the legends say. She can excavate better than any smaller industrial exoskeleton or power armor, and she’s steady on the legs even with direct kinetic strikes banging into ‘er.”
----TSgt Samuel Proust, 88th Combat Engineers(‘Posthole Kings’)

“It’s time to take out that monster. We have the firepower and our allies have brought SuperMutts. Anybody bring the popcorn?”

The ‘SuperMutt’ is a latter-day, post-Rifts revival by Paladin Steel of the old NEMA ‘Mastiff’ civil defense robot vehicle, based on records and remains recovered from the Mountain Warfare School in Smuggler’s Notch, Vermont. However, with post-Rifts improvements in some technologies(courtesy of d-bee technology studies and exchanges), Paladin Steel has seen fit to make a few modifications and improvements in the design, to make it better suited to both the modern day environ and PS’s own market needs. These changes focus mainly on upgrading the Mastiff’s firepower; more than adequate for its time, the Mastiff’s original weaponry configuration leaves it fairly underpowered for the modern post-Rifts battlefield. Fortunately, the heavy armor cladding encasing the ‘bot required little modification, and the Mastiff/SuperMutt gets high praise for its protection.
Despite Paladin Steel engineers’ best efforts to redesign the legs, the SuperMutt is still a slow and lumbering machine, compared to other, post-Rifts PS designs. Still, many regard the SuperMutt as the ‘Paladin Gladiator’. Certainly, current tactical thinking is to use the SuperMutt as a point defense ‘brick’ or slow advance line attacker, anchoring a defensive position or seige line.
As with the Mongrel, PS has experimented with various options for the SuperMutt, including various configurations of new armor types, different weapons fitouts, and new fire control systems. In particular, PS engineers have swapped out/replaced the chest missile launchers and top-mounted searchlights with various combinations of weapons types, including autocannon and ordnance pods. The upper searchlight mountings, for example, have been made compatible with the Paladin Steel Modular Energy Weapon Mounts(MEWMs). A number of new variants also exist, taking the old NEMA design in wholly new directions, including the bottom of the sea, deep space, and the heart of raging infernos.
The ‘SuperMutt’ has begun appearing with GNEAS units and trusted affiliates(allies and ‘house’ mercenary units).

Type: PS-CR-008 ‘SuperMutt’
Class: Heavy Infantry Assault & Rescue Robot
Crew: One(can carry one passenger, but conditions will be cramped)
MDC/Armor by Location:
Main Body 600
Reinforced Crew Compartment 100
Hands(2) 200 each
Forearms(2) 250 each
Upper Arms(2) 180 each
Legs(2) 240 each
Feet(2) 100 each
Mini-Missile Launchers(4, chest) 90 each
Forearm Mini-Missile Launchers(2) 50 each
Belly Gun Turret(1) 50
Sensor Eye(1, chest) 60
Shoulder Searchlights(2, top-mounted) 30 each
Cameras and Electronic Eyes(4, concealed) 2 each
Height: 15 ft
Width: 9 ft
Length: 8.5 ft
Weight: 16 tons
Cargo:Small space inside cabin for a backpack and sidearms
Physical Strength: Robot P.S. of 52
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:(Running) 42 MPH
(Leaping) Not possible
(Underwater) Limited to walking on the bottom at 5 MPH, maximum depth 300 ft.
Market Cost: 32 million credits
Systems of Note:
Standard Robot Systems
Weapons Systems:
1) Belly/Chin Laser Turret----The original NEMA MR-44 Laser, more than sufficient for dealing with threats in the era when megadamage armor was the monopoly of the Great Powers, has proven inadequate in the post-Rifts age. Paladin Steel has upgraded the weapon with more powerful pulse technology, based on the popular Juicer Laser Rifle. The low chest-mounted position does limit arc and range of fire somewhat, however.
Range: 4,000 ft
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Chest Mini-Missile Launchers(4)----These weapons are unchanged, but the fittings have been made modular, allowing replacement with other configurations.
Range: Varies by Missile Type(mini)
Damage: Varies by Missile Type(mini)
Rate of Fire: Volleys of 1-6
Payload: 12 each launcher, 48 total

In the alternative, the MMLs can be replaced with the following:
a) ‘Black Talon’ L-SAM Launchers
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

b) ‘Copperhead’ ATM Launchers---Shorter range, better accuracy, and armor-busting capabilities. (1 mile, 2d4x10 MD, +5 to hit)
Payload: 8 per launcher

c) Rotary Mini-Missile Launcher---This GREATLY expands the missile capacity, but also adds a ton of extra weight, and gives the SuperMutt a pronounced ‘busty’ appearance. Another advantage of the easy swap-out ‘cassettes’ is easy and fast reloading from accompanying loading vehicles(in similar fashion as Free Quebec’s Glitterboy ‘Loadout’ teams).
Range: Varies with missile type.
Damage: Varies with missile type.
Rate of Fire: Volleys from one to 24! Typically no more than 6 are fired at a time to save ammo.
Payload: 48 mini-missiles (8 cassettes of 6 missiles)
Cost: 800,000 cr. A disposable/reusable cassette costs 2,000 cr.

d) Plasma Cannon----Replaces the missile launchers with energy weapons instead. Each cannon pod has a 45-degree angle of fire.
Range: 2,000 ft
Damage: 2d4x10 MD per blast, 4d4x10 MD for a double simultaneous blast from two cannons at the same time(counts as one attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited

e)Multiplexor Pod(s)----Similar to the ‘MetalMage’ TW Cyborg and Mongrel, this option replaces one or BOTH chest mini-missile arrays with Techno-Wizard MultiPlexor Projection Systems, spell card tray, and larger independent Power Stone PPE Battery or PPE Generator/Accumulator.
Each Pod has provision for 7 spellcards---that’s seven different spell types the Multiplexor can cast.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the Mongrel’s own PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic mage Pod system costs about 1.4 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.


3) Forearm Mini-Missile Launchers(2, one each forearm)---These, too, are unchanged from the original design. As with the torso launchers, the arm launchers have been made modular, allowing refit with other equipment.
Range: Varies by Missile Type(mini)
Damage: Varies by Missile Type(mini)
Rate of Fire: Volleys of 1-4
Payload: 8 each launcher, 16 total

In the alternative, the MMLs can be replaced with the following:
a) Extendable Super Chain-Blade----Modified from vehicle-mounted mining equipment.
Range: Fully extended, the chainsaw is 8 ft long
Damage: 6d6 MD on a slash, 2d4x10 MD on a full melee cut.

b) Heavy Flamer---A multi-fuel flamethrower. The fuel tanks can be jettisoned in an emergency.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.


c) Double-Barreled Particle Beam Blaster(PS-AWD-DBPBC-2)------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Weight: 1,000 lbs
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) PSPUD-01 Air Blaster----Originally exclusive to the Pathfinder Scout Robot, this Powered Utility Device is designed for clearing dirt and debris from buried objects.
Essentially it’s a super-powered leaf blower that has some limited utility as a melee weapon, being able to knock over infantry and small robots, similar to a concussion charge. Also known as a ‘vortex blaster’.
Range: 500 ft, and affects a 15 ft wide area at maxmum range, 30 ft area at 100 ft or less.
Damage: On maximum setting, does NO damage
HOWEVER, humanoid-sized beings(7 ft or smaller) will have an 88% chance of being knocked over and pushed 1d6x10 ft by the air blast, as well as a 65% chance of being stunned or knocked out.
Creatures and bots weighing over a ton, or standing 8-20 ft, will only have a 40% chance of being knocked over, and only a 15% chance of being stunned.
Creatures and 'bots taller than 21 ft, will be unaffected.
Rate of Fire: EPCHH
Payload: Effectively unlimited


4) Hand to Hand Combat---The particular design of the SuperMutt’s hands prevents it from picking up all but the crudest mecha-scale acessory hand weapons(i.e. none of the gun pods, but certainly items like the Gargoyle Mace), but it can still deliver a helluva punch.
Restrained Punch 2d6 MD
Full Strength Punch 6d6 MD
Power Punch(2 attacks) 2d6x10 MD
Tear/Pry 5d6 MD
Kick 4d6 MD
Power Kick(2 attacks) 1d6x10 MD
Body Block/Ram 4d6 MD
Full Strength Running Ram: (3 attacks) 2d4x10 MD
Stomp(effective against objects 6 ft tall or smaller) 3d6 MD

Options:
*Smoke Mortars(1-4)
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher
Cost: 1,800 credits per launcher

*Replace the Top-Mounted Searchlights with the following:
a) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits


b) Laser Cannon---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

c) Plasma Cannon----PS-AWD-PC3------Based on the Mechanoid Brute Plasma Cannon
Range: 4000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

d) Mini-Missile Launchers---Similar to the chest replacement options listed above

e) Short Range Missile Launchers----8 shot launcher per hardpoint

f) Medium Range Missile Launchers---4 shot box per hardpoint

g) Air Defense Flak Cannon----(PS-862 FC Interchangeable, Recoilless, Anti-Aircraft Flak Cannon(TX-862FC))
Weight:4.5 tons
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by pilot

h) Massdriver Rifles---45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload. Up to four(two on each lateral point) can be carried by the SuperMutt.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round


i) Mrk 1 Mini-missile ‘Calliope’ Launcher---This top-mounted multi-tube “pipe organ” missile launcher turns the ‘bot into a light bombard platform. It replaces BOTH spotlights.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits

j) Mrk 2 Mini-missile ‘Calliope’ Launcher---A larger version of the above, with sixty single-shot tubes. It replaces BOTH spotlights.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 1 missile each tube
Cost: 65,000 credits

k) Mrk 3 Mini-missile ‘Calliope’ Launcher---A larger version of the Mrk 1, with sixty tubes as the the Mrk 2, but with ‘metalstorm-stacked’ mini-missiles similar to the PS Missile Rifle. It replaces BOTH spotlights.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 4 missiles each tube, 240 mini-missiles total
Cost: 220,000 credits

l) Mrk 1 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower. This particular option equipment is a hold-over from the LBT-01 line, quantities still being in stock and available. It replaces BOTH spotlights.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, (all)
Payload: 6
Cost: 20,000 credits

m) Mrk 2 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower. It replaces BOTH spotlights.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, or 24(all)
Payload: 24
Cost: 85,000 credits



Other Options:
*Forearm Super Shields---Inspired by Japanese war-fans, these folding armor shields add even more armor to the forearms, allowing the robot, with shields fully openned and deployed, to crouch behind their protection, or to shield smaller companions.
Shields can be fitted with Laser Ablative Armor(LAA) or special thermal resistant armor with integral cooling systems(especially useful against dragonfire, fire elementals, or plasma attacks(Cuts the damage from plasma and other heat based attacks by 3/4! ).
MDC of Shield: 200 each
Bonus: +1 to parry when fully unfolded(otherwise use the robot’s regular parry bonuses).
Cost: 60,000 credits each for regular shields, 90,000 credits for Laser Ablative, 120,000 credits for thermal shielding

*Integral Forcefield Protection----Yes, a Naruni--style forcefield generator can be added for additional protection, or a smaller single-direction, but more focused, pinpoint barrier shield can be installed.
MDC:(Omni-Directional) 160
(Pinpoint Barrier) 300
Notes:(Omni-Directional)---Covers a full 360-degrees.
(Pinpoint Barrier)----Altering the placement of the barrier(from arms to rear of torso or to front of torso or other location) takes 1 APM.
Cost: (Omni-Directional)Credits
(Pinpoint Barrier)Credits

*Hover Boots---An attempt to increase the mobility of the SuperMutt, by mounting special ‘hover overshoes’ to the already large feet. The ‘boots’ hamper normal leg movement, but allow the SuperMutt to move faster in ground effect ‘blower’ mode.
MDC: 100 each(2 units)
Speed: Reduce running speed to 20 MPH, but hovermode allows 100 MPH, 1-3 ft off the ground. Can sustain maximum speed for 2 hours before needing 30 minutes for the turbines to cool off.
Cost: 3 million Credits

Variants:
*PS-CR-008F---’Fire-Eater’---Special purpose variant, armored in heat-resistant materials and fitted with additional thermal protections. Cryo-lasers replace the laser systems, and the missile systems typically carry a mix of fire-retardant payloads.
Changes/Modifications:
-Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
-0-C Laser Systems
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma..still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited

*PS-CR-008G---(aka ‘Gauntlet’,’True Gladiator’)---After the rather disappointing debut of Paladin Steel’s ‘sport’ IronFist gladiator robot, PS engineers hurriedly outfitted a SuperMutt as a pit fighter, hoping to regain some company pride. The PS-CR-008G swaps out the nuclear powerplant for an ionic battery electric system, and does away with any weapons that do more than 3d6x10 MD a shot or use magic. A number of tool accessories have been adapted from other PS lines, mainly because of their spectacle-value in arena fights. Appropriately accoutered for pit-combat, the ‘Super Brick’ has begun acquiting itself well(as the ‘Blast from the Past”) even in the slanted NG-sponsored robot combats outside NG territories, though the PS-CR-008G has yet to appear IN the Robodome due to continuing animousity between Paladin Steel and Northern Gun.
Changes/Modifications:
-Battery-Electric Powerplant(6 days endurance at full performance load)
-Lasers and Energy Weapons now battery-powered(typically 200 shots per weapon)
-(Optional) Wrecking Ball Gantry---Replaces the searchlights/upper shoulder hardpoints with a powered traverse crane arm sporting a wrecking ball.
MDC: 120 for the crane arm, 200 for the wrecking ball.
Range: 30 ft swing
Damage: 4d6 MD on a swing (-1 to strike)
Rate of Fire: ECHH
Cost: 18,000 credits

-(Optional)Spinner Ball Turret---Adapted from the Wrecking Ball Gantry, this is actually a retractable(can raise up to 10 ft) high-speed turret fitted with two plasma ball-and-chains. The two morningstars can be reeled out to in opposite directions from each other. In full spin, these whirling balls of doom are extremely effective at mowing down approaching infantry, especially as the spinning chains can be ‘dipped’ unpredicatibly to prevent anyone from timing and ducking. This weapon caused some controversy at first, Robodome-rules authorities citing its similarities to Gargoyle Empire weaponry, and thus subject to banning under the ‘alien technologies’ prohibition, but when it was proven that the devices were Earth/human-manufactured, even the NG judges grudgingly allowed them(and NG engineers began looking to copy them).
MDC: 120 for the crane arm, 130 for the wrecking balls.
Range: Chains have a 50 ft reach
Damage: 4d6 MD per strike
Like the neural whip, the Blast Ball can release a charge on impact that temporarily shorts out nervous systems and overloads electronics.
SDC characters/beings are fried on contact. Creatures in environmental or power armor, as well as human-sized robots, stand a 40% chance of having electronic systems being knocked out for 1d4 minutes.
MDC beings must roll a 16 or higher versus non-lethal poison or be stunned for 1 melee(lose initiative, 1 melee action/attack, and -2 strike/parry/dodge.
Rate of Fire: ECHH
Cost: 80,000 credits

-(Optional)Chain Flail Fist---Inspired by the anti-mine ‘flail tanks’ of WWII, this fits a powered sprocket armature rig to the outside of the forearms, to which multiple lengths of heavy chain are affixed. Meant originally as an anti-mine device, these devices do little actual damage, but are spectacular in arena combat, and can flay anything that gets too close, and remove sensor mounts and other delicate equipment from the hull of an opposing robot. Roll to strike; a natural 20(critical strike) means that the victim is _entangled_ briefly in the chains for 1d4 melees, taking DOUBLE damage each melee as they are spun around and smashed about. Nicknamed the ‘Paintscratcher’by arena announcers.
MDC: 120
Range: Chains have a 10 ft reach
Damage: 1d6 MD per strike
Rate of Fire: ECHH
Bonuses: +1 parry, +1 entangle
Cost: 30,000 credits

-(Optional) ‘Tooler Arm’---A utility fitout, repurposed for pit combat. It adds a laser torch, cutter arm, and drill to the forearm.
Range: (Drill/Buzzsaw) Melee
(Laser Torch) 10 ft
Damage: (Drill) 4d6 MD
(Buzzsaw) 3d6 MD, or 3d6x6 MD for a full melee cut
(Laser Torch) 1d6x10 SDC, 1d6 MD, 2d6 MD, or 4d6 MD
Payload:(Torch) Effectively unlimited
Cost: 25,000 credits

-(Optional) Power Claw---A large pincer, modified from a tree cutter-and-lifter, can be outfitted to the outside of the SuperMutt’s forearms. It can be used to grab and pinch an opponent in two, or locked around them and used to hold them in place for bashing into the ground.
MDC: 120
Damage: 2d4x10 MD on a full-melee squeeze/snip
Cost: 50,000 credits

-(Optional) Hydro-Cutter-----The Hydro-Cutter is a heavy vehicle mounted power-tool that is essentially a electro-magnetic squirtgun. Using
electromagnetic stator rings similar to a railgun's, the Hydro-Cutter
instead accelerates water thru an intense magnetic field, pushing it up to
supersonic speeds, pumping it thru in tremendous amounts at tremendous
velocity. The result is an extremely fine, precise, sharp cutting tool that
doesn't require the replacement of expensive cutting heads, makes a neat,
precise cut(perfect for slicing composites and ceramics), and is relatively
quiet. The Hydro-Cutter has found employment in rock-cutting and quarrying
as well, where the hypersonic stream of water raises little dust while
cutting thru the toughest rock.
Though not intended as a weapon, the Hydro-Cutter is extremely
dangerous to anyone stupid enough to stand within its short range. The
hypersonic water stream can easily slice thru MDC armor and the person
inside it in seconds. However, its most lethal effects are on vampires, as
was discovered by miners in the West, who turned their Hydro-Cutters on
marauding bloodsuckers in desperation. The ultra-high powered water stream
punched thru the front ranks of the invading vampire pack, and often lost
enough velocity slamming thru the front vampires, to fan out into a spray,
drench-burning the vampires behind them!
The Hydro-Cutter has been offered as a combat arena weapon because of its novelty. It has been nicknamed the ‘supersquirt’ by combat announcers.
MDC: 150
Range: 500 ft
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst( takes up 2 APMs and 5 regular bursts).
Does 2d6x10 hit point damage to vampires
Rate of Fire: EPCHH
Payload: 300 bursts
Cost: 30,000 credits



*PS-CR-008HMX High Mobility Testbed---An experimental model which attempts to increase the base running speed of the ‘bot by refitting the lower torso with reverse-articulated legs(similar to those tested on the K-18HMX), based on the lower body of the Columbian G-95 Jaguar ‘bot. The new legs add some extra to overall height, and allow the SuperMutt to run at speeds of 90 MPH, and leap greater distances, but testpilots have complained that the new leg configuration puts strain on the gyrostabilizers, as the CR-008HMX is decidedly top-heavy(earning the variant the nickname ‘JiggyMutt’). Modification efforts continue to address the problems revealed during testing.
Changes/Modifications:
-Reverse-articulated Legs( MDC each)
Height: +4 ft
Speed:(Running) 90 MPH
(Leaping) 30 ft up/across

*PS-CR-008HMX-B---’Aka QuadraMutt’, ‘Spider-Mutt’, ‘Bug-Mutt’) Another experimental version that apes the Coalition’s SpiderWalkers by mounting the upper torso of the Mutt on a four-legged crawler torso.
Changes/Modifications:
-Spider Legs(4) 180 MDC each, and can propel the ‘bot at 60 MPH.

*PS-CR-008ATMX-D---Another mobility experiment, this time doing away with legs altogether and placing the upper torso of the ‘Mutt’ on a heavy crawler chassis, with treads instead of legs.
Changes/Modifications:
-Treads(2) 250 MDC each, and can propel the ‘bot at 50 MPH.

*PS-CR-008N---Navalized version with a more streamlined hull, variable buoyancy devices built in, and hydrojet propulsion. Sonar has been added, lasers have been replaced with blue-green frequency models, and torpedoes can be substituted for the missiles.
Changes/Modifications:
-Neutral Buoyancy
-Improved Underwater Endurance---Maximum depth of 1.5 miles
-Hydrojets---Can swim, albeit slowly, at a leisurely 10 MPH.
-Sonar---50 mile range
-Blue-Green Lasers---Lasers are now tuned to blue-green frequencies.
-Torpedoes----Missile weaponry can be replaced one-to-one with equivalent torpedo types.

*PS-CR-008S---Space-mobile version, intended for offworld operations
Changes/Modifications:
-Space Maneuvering Jets---Can hit speeds of 120 MPH.
-Magnetic Lock Footpads
-Cockpit Airlock Connector

*PS-CR-008TW-E---(aka ‘Rocky’, ‘Monolith’) Techowizardry-modified variant, equiped with Earth Elemental and earth-alteration magic systems.
Changes/Modifications:
*Stealth---The stony exterior of the ‘bot masks its internal workings; by standing still, the cyborg can easily be mistaken for a statue. Special thermal and ectoplasmic linings conceal its internal electronic, thermal, and magical systems. -20% to Detect Ambush/Detect Concealment rolls.

*Rock-Up Armor---By standing on or against a rock surface, the CR-008TW-E can add appliqué armor of rock or gravel. It can increase the MDC per location by up to 100%, but for every 25% of increased MDC, increase the weight by 20%, and decrease speed by 10%. For every 25% of added MDC, the cyborg is also -1 to Dodge, and -1 to Initiative rolls.

*Self-Repair Capability---By standing on or against a rock surface, the CR-008TW-E can repair its external armor by 4d6 MD per melee(takes 3 APM).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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89er
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Posts: 569
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Re: Paladin Steel Storefront

Unread post by 89er »

It lives, from the ruins of an Earth in chaos. Oh, and happy 100 pages.
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abtex
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Joined: Sat Jan 04, 2003 2:01 am
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Re: Paladin Steel Storefront

Unread post by abtex »

Happy, Happy Page 100!!!!
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

happy 100 pages!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Yes! It took the equivalent of a brick, but the 100-page barrier is broken at last!

More to come, obviously. :D :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Attilus’ TW Combat Gauntlet(TWPMCG02)
(based on the original Kevin Siembieda ‘Mechanoid Invasion Trilogy’ Multi-Arm Antagonizer’)

“I’m going to flip this guy the finger; the question is, which finger? The finger that fires the magic mincing blades, the finger that shoots off the searing laser, or the finger that lets loose with the ###ing hot plasma blast? Or maybe I’ll just give him the whole knuckle sandwich and punch him in the face!”

The ‘Attilus’ TW Combat Gauntlet is a TW personal combat system based on an OTAR acquisition of a d-bee device known as a ‘Multi-Arm Antagonizer’, described as an exoskeletal sleeve fitted with multiple ranged weapons, powered by a cantankerous manportable nuclear plasma generator. While PS engineers puzzled out various modifications and improvements to the concept, the technowizards saw the opportunity to create their own version with a few shortcuts, thanks to magic.
Taking a number of off-the-shelf components, such as a ‘muscle jacket’ myomer amplification sleeve, arm armor from a ‘Crusader’ EBA, a vibroblade forearm gauntlet, modified laser wand, and ‘Greenstar’ PPE powerstone, the technowizards created the ‘Attilus’ TWCGt.
The original MAA’s plasma projector has been replaced with a modified Fire Ball spell, while the armor-piercing projectiles have been replaced by a more versatile and renewing Spinning Blades enhancement on a set of attached vibroblades. The laser wand has been replaced with a low-poweredTW Laserblast spell acting through a modified laser pointer.
Though very expensive for a partially covering ‘demi-armor’ accessory, the Attilus makes up for it, in the minds of many, by being a versatile package of TW weapons options. Combined with accompanying body armor and user skill, the ‘Attilus’ TWCGt can be a devastating tool of destruction.

Weight: 8 lbs
MDC: 50
Range:
(Fire Ball)160 ft
(Laser Blast) 800 ft
(Spinning/VibroBlades) Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
(Megadamage Haymaker Punch)Melee.
Damage:
(Fire Ball)5d6 MD per shot, and can only be dodged on an 18 or better.
(Laser Blast)1d6+8 MD per blast
(Spinning/VibroBlades)2d4 MD for the twin vibroblades.
When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.

(Megadamage Haymaker Punch) 2d6 MD and is +1 to strike
Rate of Fire: ECHH
Payload:
(Fire Ball) 5 PPE per shot
(Laser Blast)3 PPE per shot
(Spinning Blades)10 PPE for 7 melee rounds
(Megadamage Haymaker Punch) 5 PPE per punch
PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The device accepts PPE clips or the user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Muscle Amplification---The myomer fibers in the sleeve give a bonus of +4 to P.S., plus Damage Resistance---The tensor network of the suit actually helps redistribute the force of blunt force damage(both SDC and MDC, though the damage applies first to any armor worn over it), reducing it by HALF.

Cost: 260,500 credits

Options:
*(Spell) Mystic Throwing Pitch---DOUBLES normal throwing range(remember to factor in exoskeleton PS bonus) +210 ft. +2 points of damage to the thrown object’s, and targets dodge/parry at -3. PPE Cost: 3 PPE per throw. Cost: 30,000 credits

*(Spell)Starburst---210 ft range, 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long. PPE Cost: 6 PPE per shot. Cost: 63,500 credits

*(Spell) Thundermaul---2d6+2 MD per strike. PPE Cost: 8 PPE per activation(7 melee rounds). Cost: 83,500 credits

*(Spell) Ballistic Fire---1,070 ft range, 1d6 MD per missile(7 missiles), targets are -10 to dodge. PPE Cost: 13 PPE per shot . Cost: 78,500 credits

*(Spell) Fire Gout---210 ft range, 6d6+7 MD per blast, targets are -3 to dodge. PPE Cost: 10 PPE per blast . Cost: 103,500 credits

*(Spell)Fire Globe---The globe forms in the palm of the gauntlet’s hand and can be thrown up to 250 ft. Does 5d6 MD on impact, and an additional 5d6 MD per melee for 1d4 minutes afterwards. PPE Cost: 20 PPE per globe. Cost: 200,000 credits

*Silver Studding---The Attilus can be lined and studded with silver studs, allowing the wearer to do damage to silver-vulnerable opponents. Similarly, the vibroblades can be silver-plated for extra effect. Cost: Typically 200-500 credits per silver-plated stud or spike.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel PPRMCG-01 Plasma Combat Gauntlet
(based on the original Kevin Siembieda ‘Mechanoid Invasion Trilogy’ Multi-Arm Antagonizer’)

“Shooter behind the door gets two stabber-slugs punched into him; that door’s cardboard cover. The dipwad dropping garbage on us from the fire escape gets a shot from the laser to keep him down. That street-borg pounding up the alley at us? He gets to taste the sun full on!”

When agents of OTAR acquired a d-bee device called a ’ Multi-Arm Antagonizer’ which consisted of an exoskeleton-enhanced vambrace coupled to a backpack constant-cycle plasma generator and projector, with several accessory weapons, Paladin Steel engineers were intrigued and set about seeing if they could adapt and improve upon the design for their own use. PS’s technowizards were also intrigued, and came up with their own version, the TW-poweredTWPMCG02 ‘Attilus’ Combat Gauntlet, before the engineers could come up with theirs.
The MAA was clearly a prototype weapon developed under a deadline, as indicated by several glaring problems in the design, especially in the portable plasma generator. The weapon was prone to leak dangerous amounts of radiation, overheating, and even exploding under heavy combat loads, posing a deadly serious risk to the user. Paladin Steel engineers felt that addressing those issues came first and foremost. While the technology was not as advanced as some societies on Rifts Earth, the miniature fusion reactor was still a major obstacle to realizing the full potential of the device. Fortunately, Paladin Steel had recently begun manufacture of copies of the power cores of the NEMA-RPX 201 and -RPX 202 Spider/Flying Drones, and the compact powerplants were light enough to fit quite nicely into the evolving MAA adaptation(called at the time the XPPRMCG-01), providing enough power for up to two years, without the attendant radiation and overload problems of the original MAA powerplant.
The power problem solved, PS now moved to address the plasma generation and projection problem. Paladin Steel was already quite familiar with plasma weaponry(it even being considered something of a specialty with the company) so experimenting with adapting some of their existing plasma weapons was no difficult task. The rugged and well-tested PSPPH-12 ‘Incendii’ Plasma Pistol proved to be the best fit for the XPPRMCG-01; some tinkering with the plasma superheating system allowed for a 20% increase in power per shot.
The exo-armor and augmentation systems were taken care by using existing off-the-shelf systems; existing EBA vambraces and ‘muscle jacket’ myomer amplification sleeves.
The ‘laser wand’ was similarly taken care of using a modified(and detachable) bionic concealed arm laser rod, while the projectile launcher was replaced with either a set of gyrojet slug- or bionic finger grenade-launchers.
The greatest strength of the PPRMCG-01 is its handiness; so many weapons options easily at hand. The PPRMCG-01’s biggest criticisms are its lack of range; its integral weaponry is little better than most contemporary energy pistols on Rifts Earth when it comes to engaging distant targets. Still, the PPRMCG-01 has become popular with PS’s ‘aug-warriors’, such as the Alt-Juicer and Alt-Crazy, in much the same way as the Black Market version of the Coalition’s FIWS Forearm Integrated Weapons System has caught on with traditional Juicers.

“I really wish we’d had these on Gideon when we were being overrun by the mech-bastards. Would have saved a LOT of lives if we had.”
---Overheard in a bar in the Relic, speaker unknown.

Weight: 8 lbs
MDC: 50
Range:(Plasma Blaster)500 ft
(Laser) 800 ft
(Projectile Launcher)(13mm Gyrojet Rounds)300 ft
Damage:(Plasma Blaster)1d4x10 MD per blast
(Laser) 1d6 MD per blast
(Projectile Launcher)(13mm Gyrojet Rounds)
(Solid Penetrator)4d4 MD at 100 ft or less, 1d6 MD out to 300 ft
(Explosive) 3d6 MD per round
Rate of Fire: (Plasma Blaster)ECHH
(Laser)ECHH
(Projectile Launcher)ECHH; volleys of 1-3(all).
Payload:(Plasma Blaster) Effectively unlimited; miniature nuclear battery provides up to 2 years of continual power.
(Laser) Effectively unlimited linked to the PPRMCG-01; 10 shot mini-e-clip/battery(40 shots conventional e-clip)if removed from the gauntlet.
(Projectile Launcher)3 rounds; a special speedloader can reload all three chambers in one action.
Special Features:
*Muscle Amplification---The myomer fibers in the sleeve give a bonus of +4 to P.S., plus Damage Resistance---The tensor network of the suit actually helps redistribute the force of blunt force damage(both SDC and MDC, though the damage applies first to any armor worn over it), reducing it by HALF.

*PowerLink---The mini-fusion generator can powerlink to an energy pistol held in the gauntlet, providing effectively unlimited shots. This may require some modification to the pistol, however, such as a cable link, or modified e-clip with plug connector(300 credits for the ‘plug-clip’).

Cost: 89,000 credits
Options:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: HotShot modding on the PPRMCG-01 costs +8,000 credits, and a recharged cylinder of refined d-gas costs 500 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

*Scatter-Fire---This modifies the muzzle plasma ejector mechanism to fire a dozen or so smaller plasma bolts at shorter range and with less individual damage, but with a scatter effect like a shotgun---ideal for clearing out rooms and compartments.
Reduce range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or roughly 15 ft wide area)
Cost: +4,000 credits

*Plasma Bolt-exploder----Rather than a single plasma bolt, this mod supercharges the outgoing shot into a sort of freeform plasma ‘grenade’ whose cohesion deteriorates faster, resulting in shorter range, but which explodes with greater area of effect and intensity.
Reduce range by HALF, but the bolt now does 1d6x10+8 MD and explodes in an 8 ft blast radius .
Cost: +6,000 credits

*Micro-Grenade Launcher---Some engineers thought that the accuracy and power of the 13mm gyrojet slugs lacked punch, especially being launched without the benefit of a barrel to help spin-stabilize them at launch, so an alternative was proposed; the PSMcAGL-03 23mm ‘finger bomb’ launcher.
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; volleys of 1-3(all)
Payload: 3 shots; a special speedloader can reload all three chambers in one action.
Cost: 1,200 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

*Vibroblades---Citing the lack of a true close-in melee weapon, some engineers have proposed replacing the limited projectile launcher entirely with a triple-tined vibroblade claw instead.
Damage: 3d4 MD
Cost: 11,000 credits

*ZapTaps----The knuckles of the blast-gauntlet can be fitted with PS’s energy-expulsion ‘blast studs’, which release a powerful blast of energy on contact.
Weight: (Model 1 Stud Pad) 8 ounces
(Model 2 Blast Pad) 1.8 lbs
Range:(Model 1 Stud Pad) Melee
(Model 2 Blast Pad) Melee
Damage:(Model 1 Stud Pad) Two settings; 5d6 SDC or 1 MD
(Model 2 Blast Pad) 2d4 MD
Rate of Fire: (All models) ECHH
Payload:(Model 1 Stud Pad) Mini-E-clip has enough power for 50 SDC jolts or 5 MD shots. Effectively unlimited linked to the fusion power cell.
(Model 2 Blast Pad) 50 blasts from a Standard E-Clip pack. Effectively unlimited linked to the fusion power cell.
Bonuses:
Special Features:(Model 1 Stud Pad)--Optional clear high-density plastic cover slip(prevents backflash damage to leather/fabric mounting...like the glove it’s mounted in)
(Model 2 Blast Pad)---Optional light-up when powered up
Cost:(Model 1 Stud Pad)20,000 credits
(Model 2 Blast Pad)80,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel TW Ice Saber(TWMBW05)

“You’re cold, Danzu, colder even than that frost-slicer you carry. You’re a glacier-cold killer. While that cryo-saber may be what goes through your enemies’ flesh, it’s the hand that wields it that’s the real touch of death. That thing’s just a stylish accessory.”

Resembles a sword-hilt, typically done in shades of blue or white, with a TW Powerstone concealed within. Activating the blade causes an icy blade to form from the end. The Ice Saber also features Shards of Ice and Hail ‘shotgun’ modes and can be further modified to fire a stunning Frost blast.
The Ice Saber is believed to have been the result of collaboration between the budding TechnoWizards of the Kingdom of Takamatsu and those of the Paladin Steel trade mission to the island. Indeed, the weapon is proving quite popular with the more sword-oriented Japanese, and custom decorative hilt and scabbard work can up the price as much as 25%, depending on the degree, quality, and materials.

Weight: 1.4 lbs
MDC: 16
Range:(Frost Blade) Melee; about 3 ft long.
(Shards of Ice) 90 ft
(Hail) 50 ft, and affects a 10 ft area.
(Wave of Frost/Cold)100 ft and affects a 6 ft radius
Damage:(Frost Blade) 4d6 MD per strike
(Shards of Ice) 1d4 MD per attack. Dodge on a 17 or better.
(Hail)1d4 MD per melee.
(Wave of Frost/Cold) The intense cold can stun beings caught in its area of effect. Roll versus magic or be numbed , taking 3d6 SDC, loses 1 APM, -2 to initiative, -1 strike, parry, dodge, and roll, and speed is reduced by 10%. for 1d4 minutes. Withers plants within the radius of effect(1d4x10% of flowering plans will suffer fatal frost damage)
Rate of Fire:(Frost Blade)ECHH, Lasts 16 minutes per activation
(Shards of Ice) ECHH, Lasts 3 melees per activation
(Hail)Lasts 4 melees(1 minute) per activation
(Wave of Frost/Cold)Lasts 4 melees(1 minute) per activation
Payload:(Frost Blade)4 PPE per activation
(Shards of Ice) 8 PPE per activation
(Hail) 10 PPE per activation
(Wave of Frost/Cold)3 PPE per activation
PPE Capacity:(Light)----75 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.

Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Immunity to Cold---A side effect of the weapon’s affinity for cold-based magic; though the Ice Saber is cold to the touch, anybody holding it will be effectively IMMUNE to normal extremes of cold, and cold-based magic attacks will do HALF damage.

Cost: 269,100 credits

Options:
*Encase in Ice---With a touch of the blade, the wielder can encase a target in ice. The block has 10 MDC and does 4d6 SDC exposure damage to bare flesh. Lasts until it melts or is broken. PPE Cost: 20 PPE per use. Cost: 200,000 credits

*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash blue if an Air or Water Elemental comes within 100 ft of the weapon. Cost: 15,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

You have been busy again. Nice simple work.
More please!!!
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

PS-McLBT-05 ‘Sica’ Mini-Tanks

“Damn it! Does EVERY country road, barn, and roadside stop in this accursed land have these things in attendance?! Even if we kill five of them for every one of our own they kill, if this holds up my army will be bled to death by the time we reach their capitol!”

“There’s a tank coming down the hallway at us!”

“I really hate these #####ing GNErs and their toys. They practically define ‘power creep’ and ‘munchkin’. I got #####ing GNOMES raising hell in my rear echelons, riding toy tanks that do more damage than the power armors I hocked my kids to acquire for my troops. And the GNErs practically GIVE them away to the stumps. What is wrong with this #####ing world?! Where’s the #####ing BALANCE?! Might makes right, so who gave the #####ing SQUIRRELS the loophole-right-of-way to blast my guys?!”
----Commander Daggit Masterson, owner and commander of ‘Masterson’s Marauders’ mercenary company.

“So the apes think they’re hot stuff because they inherited a world full of guns and $#!+? Let’s show those dirty primates that it’s really a hamster’s world! On my command, roll out!”


Though the ‘Tom Thumb’ MicroTank had proven itself quite well as a fighting vehicle in its own particular niche, PS still regarded it very much as a successful proof of concept vehicle for introducing mechanized warfare to Smallkin military units. Both the growing affluence and importance of the Smallkin in the GNE community meant that the Smallkin were looking for more durable units with more staying power that could take the field alongside their BigKin brethren.
Fortunately, Paladin Steel had, by then, a wide range of small vehicles and UGVs(unmanned ground vehicles), accompanied by a wider range of options and technologies, to use as the basis for an improved Smallkin AFV. Among PS’s acquisitions was the salvage of the records of the Howe and Howe Industries works of pre-Rifts Maine. Once a smalltime contractor for industry and military, Howe and Howe ballooned during the Golden Age with the megadamage revolution and greater interest in RPVs for various purposes. PS had already begun using several of their designs as the basis for various modular mobile utility drones, extensions of the ‘HandiTrac’ concept.
Combining the H&H design data with that from several other UGVs, Paladin Steel developed the Sica(named for a short sword), a small treaded vehicle well-suited to urban combat and Smallkin operation.

The Sicas are much larger than the Tom Thumb, being roughly the size of a golf cart or small car, and have MUCH higher silhouettes, making them less easy to conceal, but they have better endurance, range, speed, and can mount heavier armor and armaments. The standard fitout is a pair of infantry-scale longarms connected to heavier powerpacks, or to the tank’s micro-nuclear power cell, backed up by a bow-mounted light weapon, and possible body-frame launchers or reactive armor.

Sicas(and their cousins) are often deployed as urban security vehicles, rural scout vehicles, and special operations support. They also have begun doubling as utility ‘mules’ and security vehicles at GNE airfields and other facilities, pulling cargo trolleys and flatbeds. The GNEAS has also been experimenting with assigning light tanks such as the Zerkat/Ontos II, LAFV027 Winsor, M65 Skorpion III, and M24-LBT Chaffee ‘squadrons’ of Sicas to act as scouts, antipersonnel pickets, and ‘beaters’. Other deployment tactics under consideration include grouping Sicas with heavier Smallkin-‘manned’ versions of the ‘Damnthing’ robotank, or heavier support or ‘tank destroyer’ vehicles based on the treaded lower-torso propulsion unit of the ‘Mazcek’ full conversion cyborg.

Type: PS-McLBT-05 ‘Sica’
Class: Armored Fighting Vehicle
Crew: 3 Smallkin
MDC/Armor by Location:
Main Body 250
Reinforced Crew Compartment 30
Main Turret 60
Treads(2) 120 each
Height: 55 inches, 5 ft
Width: 35 inches 4 ft
Length: 74 inches, 6.3 ft
Weight: 1,600 lbs
Cargo: Can carry about 25 lbs of extra cargo internally.
Powerplant: Battery-Electric(200 mile range), Liquid Fuel(150 mile range) , Micro-Nuclear(2 year energy life), or TWizardry
Speed: 70 MPH
Can clamber over 9-inch obstacles and get up a 60-degree grade; can withstand falls of up to 25 ft without damage.
Market Cost: 90,000 credits for Liquid-Fuel, 100,000 credits for Battery-Electric, 500,000 credits for Micro-Nuclear, and 400,000 credits for Techno-Wizardry.
Systems of Note:
*Radio(10 mile range)
*Laser Targeting
*IR/Normal Light Spotlight
*Basic Robot Optics(effective range 3,000 ft)
*Basic Air Filtration
*Waterproof/shockproof construction
*Optical Periscope---Extends up to 6 ft.
*Mini-Winch--w/ 60 ft of line, 100 lb test strength
Weapons Systems:
1) Main Turret---The main turret has a full 360-degrees of rotation, and a 45 degree elevation capability. It can mount TWO weapons, typically modified infantry long arms like rifles and LAWs; the following are the most commonly available from Paladin Steel(typically an antipersonnel and an anti-armor weapon, or a direct-fire and a missile launcher will be mounted):
a) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 600-rd belt
Cost: 8,000 credits

b) 12 Gauge AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armor & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip(up to 10 clips can be carried internally)
Or a 50 shot drum can be added
Cost: 9,000 credits

c)30mm Automatic Grenade Launcher
Range: 1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.

d) 5.56mm Medium Machine Gun---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maximum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 180-rd Belt
Cost: 3,800 credits

e)Laser Cannon---Adapted model of the PS-RFL2-33 ‘Blazer’ Heavy Infantry Laser
Weight: 27 lbs
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Effectively unlimited for nuclear-powered models.
Cost: 75,000 credits

f) Heavy Ion Cannon--Adapted model of the PS PSIC-01 Tesla Ion Infantry Cannon
Weight: 28 lbs
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload:(Ion Bolt/Burst Shot) 10 shots standard e-clip, 20 shots long e-clip, 55 shots e-canister, 65 shots(and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled)for a heavy regenerating e-clip, for conventionally powered models; effectively unlimited for nuclear-powered.
(Lightning Blast) Each blast takes 2 shots
(Shock Zone) The shock zone uses up 1 shot per minute of operation
Special Features:
*Sighting Laser---+1 to strike in single-shot mode
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 25,000 credits

g) Ion ‘Long Gun’----Adapted from the PS PSIR-9 ‘Murchison’ Ion Rifle, complete with underbarrel bayonet lug.
Weight: 13 lbs (52 inches long)
Range: 2,500 ft
Damage: 3d6 MD per shot; cannot fire bursts
Rate of Fire: single shot, ECHH
Payload: 20 with a standard e-clip, 35 with a long e-clip, 75 shots(and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled)for a heavy regenerating e-clip, for conventionally powered models; effectively unlimited for nuclear-powered.
Special Features:
*Underbarrel Bayonet Lug
*Laser Spot Sight---+1 to strike on an aimed shot
Cost: 22,000 credits

h)Ion Gattler---Adapted model of the PSIP-15 Ion Arc Pistol--Short range, but light weight, and superb short-range effects against multiple targets.
Weight: 7 lbs
Range: 800 ft
Damage: 6d6 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(3d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 12 shots standard E-clip, 20 shot long e-clip, 60 shots(and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled)for a heavy regenerating e-clip, for conventionally powered models; effectively unlimited for nuclear-powered.
Bonuses: +2 to strike metallic targets
Cost: 20,000 credits

i) Plasma Cannon---Adapted model of the PS PSR Nimro Plasma Rifle, complete with options.
Weight: 10 lbs
MDC of Weapon: 20
Range:(Stream) 1,500 ft
(‘Popper’) 1,000 ft
(Cutter) 10 ft
Damage:(Stream) 1d6x10 MD per blast
(‘Popper’) 4d6 MD to 10 ft blast radius
(Cutter) 1d6x10 SDC, 1d6 MD, 4d6 MD, or 4d6x10 MD per full melee burn
Rate of Fire: Standard
Payload: 10 shots standard e-clip, 16 shots long e-clip, 45 shots(and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled) for a heavy regenerating e-clip, for conventionally powered models; effectively unlimited for nuclear-powered.

(Cutter) 1 shot equals 2 MD torch blasts/cuts or 20 SDC blasts. A full melee cut will use up three shots worth of charge
Bonuses:+1 to strike from the mini-HUD targeting display and laser range finder.
Special Features:
*Integral Laser Range Finder---This system not only designates the target with a ‘red dot’, but also provides a precise range and measurement to the HUD. The laser can also be set to produce a visible horizontal or vertical red line , allowing the engineer to ‘sketch out’ a cut for companions.
Cost: 35,000 credits
Options:
*SprayFire Barrel Modification Kit---PS weapons engineers seem to have discovered a fetish for area of effect shotgun-style weaponry, because just about every weapon they’ve put out has subsequently been modified for such; the Nimro is no exception. This mod mounts a ‘watering can’ of multiple short projection coils on the barrel, splitting the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 500 ft, but the bolts do 3d6 MD to a 20 ft wide area.
Cost: 9,000 credits

*Barrel-Mount Heat Screen---This is a folding ‘fan-brella’ mesh of special heat-refractive light alloys that wraps around the barrel, and expands into a 2.5 ft diameter shield. It has only 30 MDC, but its special design and materials reflect and shed heat very efficiently; plasma and heat-based attacks do only 1/3 normal damage.
Cost: 8,000 credits

*Supercharger---This is a 20-lb, 40 MDC backpack with armored cable(10 MDC) that feeds the rifle with extra power, coolant, and plasma-reactant gas, allowing the torch-mode to burn hotter, longer(just perfect for cutting into those Coalition Black Vaults). Expand the payload of normal blasts by x4, increase plasma torch damage by +2d4 MD and add a new higher damage rating for the plasma torch mode of 6d6x10 MD for a full melee burn.
Cost: 10,000 credits

*Metal-Mister---This originated in solder-application devices mounted on the barrel, but some engineers took it it further. This allows the weapon in tool mode to produce a fine mist of metallic vapor, for spray-plating surfaces in a quickset metal paint or, with repeated applications, thicker coatings. Used offensively, this can be used to clog air intakes, cover sensors, and mess up sensitive external electronics on machines; against living targets the metal mist is stinging and burning on bare flesh, blinds if hitting unprotected eyes, and can prove lethal if inhaled.
` The material usually used is solder, lead- or aluminum-based, though some engineers have experimented with nearly pure silver(spraying a vampire with it will do 4d6 HP...and spraying a vaporous-form vampire with silver will cause it to drop out of its vaporous form---bear in mind, though, it will be at best 60 ft away from the shooter, so have help ready with better weapons).
Range: 60 ft range; short range because the vaporized metal condenses quickly. A single application can be typically used to cover a 12 ft square area of surface with a thin (paint-thin) coating of metal.
Damage: Does 4d6 SDC burn damage against unprotected flash, 3d6 Hit Point damage if directly inhaled. Can cause (60%) chance of permanent blindness if sprayed into unprotected eyes. Will clog air filters within 1d4 melees. If sprayed on electronic antennae, it interferes with their operation(cut range and effectiveness by 1d8x10%), and if sprayed on artificial optics, the cooling metal becomes congealed and difficult to remove(victim is effectively blinded until the coating is removed....typically takes 1d4 minutes).
Payload: Typical soldering rod can give up to 3 spray applications....A ‘melt’ takes 1/3 of a normal MD shot(1 MD shot = 3 spray-melts)
Cost: 9,000 credits

j) Particle Beam Weapon--Typically a modified PSPBW-12.
Weight: 7.9 lbs
Range: 1,500 ft
Damage: 5d6 MD single shot, 1d6x10+20 MD per triple shot burst
Rate of Fire: Single shot of three-shot burst, ECHH
Payload: 15 shots from a standard e-clip, 30 shots from a long E-Clip, 55 shots from an E-canister, 55 shots(and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled) for a heavy regenerating e-clip, for conventionally powered models; effectively unlimited for nuclear-powered.
Cost: 21,000 credits

k) Heavy Particle Beam Weapon--Typically a modified PSPBW-8.
Weight: 17 lbs
Range: 4,000 ft
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: 20 shots from a long E-Clip, 45 shots from an E-canister, 50 shots(and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled) for a heavy regenerating e-clip, for conventionally powered models; effectively unlimited for nuclear-powered.
Bonuses: +1 to strike from the laser spot sight.
Cost: 180,000 credits

l) ‘Fanblaster’ Particle Beam Weapon
Weight: 19.5 lbs
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: 20 shots from a long E-Clip, 45 shots from an E-canister, 50 shots(and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled) for a heavy regenerating e-clip, for conventionally powered models; effectively unlimited for nuclear-powered.
Cost: 150,000 credits

m) Micro-Missile Launcher(s)----25 shot cassette for 15mm McMs. Cost: 16,000 credits, plus cost of missiles.
OR 9-shot tube-bundle for 20mm McMs. Cost: 28,000 credits, plus cost of missiles.

n) Mini-Missile Launcher---4 shots. Cost: 32,000 credits, plus cost of missiles.

o)65mm Mortar---Only ONE of these can be mounted and it takes up BOTH weapons spaces. Not capable of direct fire(unless the Sica is somehow turned over on its side), but it turns the micro-tank into a mobile artillery platform!
Range: 6,500 ft (over a mile!)
Damage: (PSX-II High Explosive) 2d4x10 MD to 20 ft blast radius. Cost per shell: 800 credits
(Fragmentation) 6d6 MD to 50 ft blast radius. Cost per shell: 600 credits
(Incendiary) 4d6 MD to 30 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 700 credits
(Armor-Piercing Self-Forging)----This is a new experimental special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target-profiles with its micro-sensor. When it spots a likely target profile(thermal or optical outline)(the limited size and complexity of the micro-sensor severely limits its targeting ability to a total of 6 targets...fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro-guidance system that would allow these munitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendency to be distracted by flaming wrecks in the vicinity of the ‘live’ target. Cost per shell: 4,000 credits
(Plasma) 2d6x10 MD to 10 ft blast radius. Cost per shell: 3,000 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 20 ft area. Basic smoke shells cost 100 credits apiece
(Illumination) Fires a high altitude illumination flare that burns brightly for 1d4 minutes. The flare also has a 40% chance of decoying/confusing heat-seeking sensors/weapons systems. Cost per shell: 500 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands. Cost per shell: 700 credits
Noisemaker decoys are similar, but they emit random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys. Cost per shell: 400 credits

TW Warheads
One of Paladin Steel West’s refinements to TW armaments was the use of specially-treated cracked crystal quartz and quartzite in expendable TW munitions. The ability of to use lower-quality flawed crystalline materials meant that self-destructing ‘one-shot’ TW weapons could be produced much more cheaply, and thus in bulk, while reserving higher-quality materials for superior TW creations.

(TW Sandstorm)-----Creates a sudden sandstorm that lasts 5 minutes, covering a 100 ft area. People trapped inside it will find visibility cut down to 3 ft, hearing is reduced by HALF, speed by 75%, lose initiative, 2 APM, and -5 strike, parry, and dodge. The scouring sand does 1d4 SDC per melee. Even robot vehicles will find their sensors, including radar, bolloxed by the flying grit. Cost per shell: 4,000 credits
(TW Chasm)---Opens up a chasm 160 ft long, by 80 ft wide, by 80 ft deep, that remains open for up to 40 minutes. Objects falling in take 2d6 SDC per every 20 ft of depth. At the end of the spell, the chasm belches everything up to the surface as if they’d never fallen(in other words, they don’t get crushed by the closing fissure). CANNOT be used against buildings. Cost per shell: 7,000 credits
(TW Lava Pool)----Creates a pool or lane of lava 60 ft long. 10 ft wide, 10 ft deep. Objects caught in this pool take 2d6x10 MD per melee. Cost per shell: 9,000 credits
(TW Air Burst)---Sets loose a Whirlwind that does 2d6+2 MD to everything caught up in its 20 ft wide funnel. The Whirlwind tracks randomly about a 300 ft area for 2d4 melees before dissipating. Cost per shell: 8,000 credits
(TW Storm Shell)---Essentially a longer-ranged version of the TW anti-vampire Stormflare. Effects are the same. Cost per shell: 3,000 credits
(TW SunBomb)---A more powerful version of the Globe of Daylight Flare, only this version is powerful enough to inflict flashburns on vampires! Does 6d6 HP per melee for 3d6 melees to a 50 ft radius. Cost per shell: 2,000 credits

Rate of Fire: (Auto-Fire Model) 4 shots per melee
Rounds can be handloaded; a single operator can typically get off one shot a melee, while a well-trained/coordinated fireteam(2 members with at least 3rd level W.P. Heavy Weapons or a single person with 5th level W.P. Heavy Weapons), can load and fire 2 shells per melee.
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhons' Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 50% chance of hitting moving targets, 75% chance of hitting stationary targets within 2,200 ft range, or 50% chance out beyond that. 50% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
Payload: typically carries 2x8 shot clips(16 rounds total). Additional rounds can be carried in a trailer.
Cost: 60,000 credits

p) Variable-Caliber ‘Flex-Rifle’---Modified S-11 Flexus, capable of chambering ammunition ranging up to 14.5mm.
Weight: 10 lbs
Range: Varies by ammunition type(for rifle rounds, reduce the range by 1/2, due to the shorter barrel length)
Damage: Varies by ammunition type(can use anything up to 14.5mm )
Rate of Fire: Standard
(Railgun Mode) Single Shot
Payload: Varies; can accommodate just about any box-style magazine
The long e-clip is good for 2,500 shots before needing replacement
Bonuses: +1 to strike from the integral laser spotsight
Cost: 20,000 credits
Options:
*Barrel Booster---Adds an eight-inch barrel extension that acts as a rail accelerator assist-booster. Take the original ammunition range and increase by 1/3, but the extra power draw is DOUBLE. Cost: 9,000 credits.

q) FIM100A ‘Black Talon’ Manportable Anti-Aircraft Missile/Light Surface-to-Air Missile
Weight: 25 lbs; each missile weighs 16 lbs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Single shot
Payload: One missile
Bonuses: +5 to strike airborne targets, and gets TWO attempts to strike the target(agile enough to loop back on a target for a second try).
Special Features:
*MIni-Radar: 5 mile range
*Laser Targeting----Target Acquisition lock-on laser, but it also gives a +1 to strike in ‘Dumb Fire’ mode.
*IR/Thermographic Optics and Target Profiling
*Fire-and-Forget Operation
Cost: Launcher costs 30,000 credits. Each encapsulated missile currently costs 10,000 credits. Currently available ONLY to PS/GNE and affiliates.

r) Robot Arm:---A standard robot arm, similar in size and configuration to a regular human-sized bionic arm(and uses the same technology and components). Megadamage-clad for those grueling tasks like furnace work, handling corrosives, and other hazardous materials.
Base MDC: 10
Basic Strength: 15
Basic Cost: 25,000 credits

s) Sonic Stunner---Modified PSSW07
Weight: 6 lbs
Range:
(Sonic Jackhammer) 5 ft
(Contact Stun) Melee
(Ranged Stun) 500 ft (double range underwater)
(Ranged SDC) 280 ft(double range underwater)
(Ranged MD) 180 ft(double range underwater)
Damage/Effect: (Bludgeon) 1d8 SDC
(Sonic Jackhammer) Variable; 1, 1d4, 1d6, 3d6 SDC, 1 MD, or 1d4 MD per melee operation.
(Contact Stun) 2 SDC, plus save at 16 or better, or be rendered unconscious for 1d4 melees(if the contact stun is made to the face, it’s a save at 17 or better, and unconsciousness lasts 2d4 melees). Even on a successful save, the victim is -2 to initiative, strike, parry, and dodge for 1d6 melee rounds.
(Ranged Stun) 1 SDC, plus save at 16 or better, or suffer -7 on initiative, -6 to strike, parry, and dodge for 1d6 melees. Reduce Spd by 20%.
(Ranged SDC) 3d6 SDC per shot
(Ranged MD) 3d6 MD per shot
Save: Standard; 16 or higher
Rate of Fire: ECHH
Payload:
(Sonic Jackhammer) Continuous SDC operation for up to 3 hours per E-clip
Continuous MDC operation for 30 minutes per e-clip
(Ranged Stun) 200 shots per E-clip
(Ranged SDC) 150 shots per E-clip
(Ranged MD) 15 MDC shots per E-clip
x3 shots from a long E-Clip, x4 shots from an E-canister, x5 shots(and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled) for a heavy regenerating e-clip, for conventionally powered models; effectively unlimited for nuclear-powered.
Cost: 9,000 credits

t) TechnoWizardry Weapons---The Sica can mount any TW rifle, including PS’s ‘Regenerator’ weapons, powered by either integral PPE clip, PPE from the crew, or attached directly to the TW powerplant if the Sica is PPE powered.


2) Bow Weapon---Mounted in the bow plate, with a 30 degree arc of fire, is a small weapon, equivalent to a pistol, and operated by the driver.
a) 9mm AutoPistol
Range: 650 ft
Damage:(Standard .32 ACP Rd) 2d6 SDC per rd
(Armor-Piercing) 3d6 SDC, and has an armor penetration factor of +1 against
A.R. (Armor Rating)
(Standard Wellington/ Exploders) 6d6 SDC per rd
(PSX-2) 1d4 MD per rd, a three round burst does 2d6 MD
Rate of Fire: Standard; single shot or three-rd burst
Payload: 20 rd standard clip, 50 shot long clip
Bonuses: *Superior balancing gives the weapon a +1 to strike
Special Features:
*Integrated Flash Suppressor
*Muzzle Threaded for Silencer, Flash Suppressor, Rifle Grenade Launcher, or Water-Seal Membrane Attachment(for amphibious operations)
*Standard Attachable Sight Package ---
+Laser Spot Sight
+Lowlite Optics(2,000 ft)
+ Integral Photovoltaic Mini-Solar Cell(extends the battery life of the electronics)
Cost: 2,000 credits

b) Laser Pistol---Adapted PSLP-3 ‘Asp’ laser pistol
Range: 400 ft
Damage: Two fire modes: 2d6 MD or 4d6 MD per shot
Rate of Fire: Standard
Payload: 20 shot E-Clip. Effectively unlimited for nuclear-powered models.
Bonuses: +1 to strike from integral laser targeting
Cost: 10,000 credits

c) Ion Pistol
Range: 500 ft
Damage: 2d4 or 3d6 MD per shot
Rate of Fire: Standard
Payload: 18 shot long E-Clip. Effectively unlimited for nuclear-powered models.
Cost: 7,000 credits

d)PS-McGPMG07 ‘Frenzy’ Micro-Light General Purpose Machine Gun
Weight: 2.8 lbs
MDC: 9
Range: 500 ft
Damage: (.22LR) 1d6 SDC or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d4x10 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d6x10 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a ten-round burst does 1d4x10 MD, and a full twenty-round burst does 2d4x10 MD!!
Rate of Fire: Automatic
Payload: 50-round box magazines are available, but 250 and 360 rd belts are the norm
Cost: 2,500 credits

e) Chemical Sprayer
Weight: 3 lbs
Range: 80 ft
Damage: Varies by chemical used
Rate of Fire: Standard
Payload: Enough liquid for 15 blasts
Cost: 500 credits

f) Mini-Flamer----A larger version of the ‘roman-candle’-type unit typically slung under barrels. Uses PS’s patented chemically-inert lining material, variable flow, and adjustable ignition system, allowing the same weapon to handle a variety of different fuel-substances from underslung canisters, as long as they run and burn, from SDC kerosene to superhot thermite gels.
Weight: 4 lbs
Range: 250 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 5-10 blasts
Special Features: *Multi-Fuel Capacity
Cost: 8,000 credits

g) Robot Arm:---A standard robot arm, similar in size and configuration to a regular human-sized bionic arm(and uses the same technology and components). Megadamage-clad for those grueling tasks like furnace work, handling corrosives, and other hazardous materials.
Base MDC: 10
Basic Strength: 15
Basic Cost: 25,000 credits


3) Body Hardpoints(2)----Mounted on the front or back, or the sides, these are fixed-position hardpoints typically used as equipment tiedowns or hitching points, However, they can also be used to four-shot ‘spigot’ launchers for firing 35-60mm Rifle-Launched Grenades.
a) Rifle Grenade Launcher
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Volleys of 1-4(all)
Payload: Each launch array holds four RLGs.
Cost: 2,000 credits for the four-shot array.
A grenade kit also exists that allows one to quickly fit a conventional grenade with a propulsion stick and contact fuzing strip, but standard grenades aren’t as aerodynamic as the dedicated RLGs; range is only 600 ft. Cost is 60 credits per grenade ‘launch stick’.

b) RAP-(Rifleman’s Assault Projectile)---These spherical rockets are meant for blasting through stationary obstacles like walls, doors, bunkers, and parked vehicles. Each launcher is a twin rail, with two projectiles ready to launch.
Weight: 5 lbs each
Size: Warhead is 140mm/5.51 inches in diameter; rocket stage adds 6 inches
Range: 4,800 ft
Damage: 4d4x10 +40 MD to 6 ft blast radius, plus 1d4x10 SDC to anyone inside the armor(or 6d6 SDC to anyone within 10 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are constructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection).
More advanced modern armors, such as those used by the Coalition, Triax, and other very high tech nations(the Kittani, for instance), for their EBA, power armors, robots, some vehicles, and special purpose fortifications(such as high echelon command bunkers) are designed NOT to spald, due to multiple composite layers of megadamage fabric and netting.....for these armors, spalding/bleed-through damage may be reduced to 1/4, or may not apply at all(GMs, use your discretion). Normal blast damage still applies, though, as the outer layers of armor are blown off/vaporized.
Rate of Fire: Volleys of 1-2
Payload: 2 per launcher
Penalties: The RAP is rather slow (250 ft per second) and is meant to be used against stationary and slow-moving targets(like vehicles)...Against faster, more agile, targets like power armors and hovercycles that actually get a dodge, the RAP is -2 to strike.
Cost: Launcher: 1,500 credits each, Projectile: 2,000 credits each


Options:
*Hedgerow Cutters---The bow plate can be fitted with several retractable vibroblades for cutting through undergrowth. Nicknamed ‘lawnmowers’ by the troops.
Damage: 2d6 MD
Cost: 10,000 credits

*Oversized Treads---Fits the Sica with treads that are twice as large in all dimensions, making it easier to travel over soft ground without bogging down, and ‘float’ over mud. Adds 2 ft to overall width.
Cost: 3,000 credits

*Laser Designator----When you don’t already have enough firepower on hand to kill something, and need to call for help. Give’em the laser finger.
Weight: 4 lbs
Range: 3 miles
Damage: None. Illuminates the target for laser-guided munitions.
Cost: 7,000 credits

*Lumer Scanner---A derivative of Anti-Theron Projector research and the PPE Scanner copied from Japanese designs, this device resembles a large aperture flashlight clipped under the weapon muzzle. Instead of visible or infrared light, this device projects a stream of invisible particles that fluoresce when they hit magically-charged objects---especially magically invisible beings. The Lumer is relatively inexpensive, and extremely easy to use, but is limited by the short range of the beam and its narrow scope of effectiveness. The particle-source is a PPE-reactive metal held in hardened gel-suspension in a replaceable cartridge that clips into the device, and is activated by an e-clip inserted into the back end.
Weight: 2 lbs
Range: 100 ft, with an 18 ft wide beam at maximum effective range
Damage: None; causes PPE-imbued(15 or more PPE) objects to light up
Rate of Fire: Standard
Payload: Standard E-clip provides 6 hours of continuous operation. Replaceable particle-source is good for 48 hours of continuous operation.
Special Features: *Ruggedized water/shockproof covering
*Adjustable Focus(can expand the width if the beam, but reduce range accordingly)
Cost: 2,000 credits. Replacement cartridges cost 800 credits each


*Amphibious Operation---Allows the Sica to float on the water’s surface and paddle about using its treads at a speed of 5 MPH. For additional cost, a small hydrojet propulsion unit can be added, increasing water speed to 10 MPH.
Cost: 4,000 credits, + 3,000 credits for the hydrojet propulsion unit.

*Claymore Point Defense---This consists of mounting directional mines, facing outwards, on the sides of the Sica.
*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the APC(sides, front, back) can be fitted with 2 flechette packs each(8 total)
Cost: 200 credits per flechette pack
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:PS-McLBT-05 ‘Sica’ Mini-Tanks

I did not cause this did I? If so how
taalismn wrote:Special Features:
*Underbarrel Bayonet Lug

Is there a list of Bayonets available?

Powerplant: Battery-Electric(200 mile range), Liquid Fuel(150 mile range) , Micro-Nuclear(2 year energy life), or TWizardry

No wind up key option :-(
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:[No wind up key option :-(



No hamster wheel-power back up either. We're micro-nuke tech, not brasspunk.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Paladin Steel Storefront

Unread post by kronos »

Gah.. I haven't been around in a month and so much goodness I've missed! (New roommates/lady friend in my life taking up time).
Awesome stuff!
User avatar
taalismn
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Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:Gah.. I haven't been around in a month and so much goodness I've missed! (New roommates/lady friend in my life taking up time).
Awesome stuff!


Thanks. I've had a bit of a slowdown myself in part due to the state governor declaring that in celebration of 100 years of our state parks, the entrance fees for a weekend have been waived, which gives me no excuse NOT to get off my fat behind and do some exploring.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:[No wind up key option :-(


No hamster wheel-power back up either. We're micro-nuke tech, not brasspunk.

"That's not a WIND up KEY!!! It's the Long Range Sighting array! Want to see how well?"
......
"That's not fair!! Turn Us back over so we can shoot you!! Stop laugh!!"
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
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Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

The Vader back on pg. 98 gets a rough little illo: http://i408.photobucket.com/albums/pp164/taalismn/img497_zps1f7e5292.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

(From an idea fielded by 89er)


Paladin Steel/Aegis Stellar Industries ‘Roswell’ Light Lenticular Aerospace Transport
(aka ‘Chakram’)

#“Sure we want that one?”#
#“Milintel wants an officer to question about where the neobarbs are getting their ‘holy weapons’ from. That one’s the best opportunity we’ve seen thus far.”#
#”Right! Have the psych-team ready then to catch, because this will be quick!”#


The Inaran guard-captain stepped to the watch-post overlooking the Outsiders’ valley, to take her turn watching the aliens and making sure they did nothing untoward. The conscript rabble of the Inaran army, even some of the volunteers, tended to quail at the prospect of guarding the approaches to the valley, fearing the worst of those who had thrown back three Imperial armies. There had already been several attempts at desertion, many disciplinary lashings carried out, and even one summary sentencing of death for cowardice. Time for a veteran to prove that there was nothing to fear. Those who defied the Empire would know their place in due time, especially with the Gods showing their favor and gifting weapons of might to the Inara.
She looked up at the stars to offer a prayer for victory from the Watchers in the Dark, the spirits of night. She picked out the Houses of the Dark Maiden, the Axe-Maker, the Judge of Souls, the-
That was funny; it was a clear night. Why did it seem the House of the Slave Breaker was somehow occul-
The guard-captain barely had time to feel the tingle across her skin before her world went darker than night, The last sensation she had was of her feet leaving the ground.

#”Got her! Tell your probe-girls to expect a gift-wrapped overnight special delivery incoming.”#


The LAT026 is the latest in a range of Paladin Steel/Aegis Stellar Industries-produced light spacecraft. The LAT026 is distinguished mainly by its distinctive shape and exceptional maneuverability.
Nicknamed the ‘Roswell’ for some obscure reason, the LAT-026 has a saucer-shaped configuration and no apparent engine venturis. The annular design of its contra-gravity engine offers a number of advantages; the lack of a readily discernible engine section prevents that section from being targeted, the even projection of the CG drive field means the vessel can move very easily, with incredible agility, in just about any direction, and the blending of propulsion and defensive fields means the forceshielding can be easily powered up and regenerated using direct engine power. The downside is the Roswell is not as fast, overall, as other designs, with regards to engine-weight-to-total-mass ratios(though the Roswell was deliberately ‘over-engined’), the engines cannot be as easily upgraded(integrated as they are into the main hull of the vessel), and the system is somewhat more expensive that standard engines.
The Roswell’s annular drive configuration gives it a maneuverability comparable to smaller fighters, and crews claim the ship handles exceptionally well, and is a ‘trickster’ in aerial combat. Pilots and crew more used to a more linear-laid-out spacecraft, however, find that getting accustomed to the circular design with advanced inertial dampening and its ability to change directions instantly, takes some doing.
Armor protection on the Roswell is modest, but tough. As a side-effect of the drive configuration, the Roswell’s CG drive can more easily and efficiently generate a defensive forcefield, affording the ship even more protection. Standard armament is light, consisting of a point defense laser array, although this can be swapped out for more powerful armaments.
Internally, the Roswell follows a circular plan; the engines and three fusion powerplant pods are arranged around a central cockpit core. The habitation core consists of two levels; the upper level holds the cockpit for up to six crew members, plus basic habitation facilities for them, while the lower level is a modular cargo bay that can be configured for cargo, short range troop/passenger accommodation, field laboratory, extra crew space, sensor pallets, or a weapons bay.
The ‘Roswell’(or ‘Chakram’ as it is known in its military capacity) is being groomed as a replacement in the GNE Aerospace Forces for the rather cramped and limited ‘Angon’ scoutship. The vessel is already getting rave reviews from GNE Aerospace Force crews assigned the first released models.

Type: PS/ASI-LAT026 ‘Roswell’
Class: Light Aerospace Transport
Crew: 3 minimum, up to six in upper cabin
MDC/Armor by Location:
Main Body 900
Reinforced Cockpit/Core Section 200
Variable Forcefield 1,800 (300 per side)
Height: 18 ft
Width: 70 ft diameter
Length: 70 ft diameter
Weight: 85,000 lbs(47.5 tons)
Cargo: 4 tons in standard configuration
If carrying a dedicated cargo deck, the Roswell can carry up to 10 tons.
If carrying a short-haul passenger/shuttle deck, the Roswell can accommodate up to 10 passengers/troops.
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.8% of light speed per melee)
(FTL) None standard; see Options
(Underwater) Not standard; see Options
Bonuses: +3 Dodge, +15% to piloting skill rolls when performing maneuvers like
Market Cost: 25 million credits
Systems of Note:
Standard Aerospace Systems, plus:

*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*ECM Suite----- The Roswell has a standard ECM suite for confusing sensor-guided weapons; -5 to strike

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.

Weapons Systems:
1) Laser Point Defense Array(3 nodes)---Three small lasers are mounted equidistant around the hull and used to dissuade missiles and enemy combatants from closing with the saucer.
a) Lasers
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD single shot, 1d4x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 15,000 credits

In the alternative, the lasers can be swapped out for the following:
b) Ion Cannon
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 5d6 MD single shot, 1d6x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 20,000 credits


c) Particle Beam Projectors
Range: 4,000 ft in atmosphere, 2.5 miles in space
(Kitsune Values: 2.5 miles in atmosphere, 250 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: EPCHH
Cost: 80,000 credits

d) Tachyon Sprayers
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 280,000 credits

Auxiliary Craft:
None typically, though some Roswells may be fitted to carry several hover/flycycles, a hovercar, or several small lifeboats.

Options:
*Amphibious Operation----The Roswell can be fitted to be able to operate underwater. Can travel at speeds up to 55 MPH underwater, and can dive to depths of 1,000 ft.
Cost: 18 million credits

*Drive Boost Adjustment---Growing experience with the annular drive system made possible late mode drive improvements and refit adjustments. Pushes the normal space speed up to Mach 16. Cost: 7 million credits.

*FTL Drive Booster---Gives the saucer the ability to perform relative short duration FTL jumps. The basic system is a CG-A drive unit:
Speed: 1 light year per hour; the FTL drive can go as far as 25 light years in a jump, before needing to drop out and recharge for four hours.
Cost: 10 million credits

*Heavy FTL Drive System---A more powerful FTL drive system for extended range trips can be installed.
Speed: 5 light years per hour; the FTL drive can go as far as 25 light years in a jump, before needing to drop out and recharge for four hours.
Cost: 50 million credits

*Jamming Systems---An automated low-end A.I.-managed, but powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 60 mile radius.
Cost: 7 million credits

*ECM Suite----- A more powerful ECM suite for confusing sensor-guided weapons; -8 to strike.
Cost: 10 million credits

*Particle Scrambler Shield--- Special modules mounted on the drive ring generate a powerful particle dispersion field that HALVES the damage from ion-, plasma-, and particle-beam weapons. Also helps deflect missiles 40% of the time. Cost: 35,000 credits

*Sensor Refits---The main sensor ‘ring’ is designed for quick swap-outs of different systems, allowing different(presumably upgraded) systems to be quickly added.
A basic list of available different upgradeable sensors can be quickly reflected/represented by Eric Fackler’s Rifter article on Galactic Tracer Starship Creation Rules(Rifter # 34, pg. 47-57) with prices as follows:
-Premium SoroCom Sensor System(or equivalent)---- Normal Space Detection: 210,000 miles, FTL Detection: 1.1 light years. Cost:10 million credits.
-Military Grade Sensor System--- Normal Space Detection: 240,000 miles, FTL Detection: 10 light years. Cost: 24 million credits.
-CAF Deployable Listening Array(available only as a Main Pod option)---Normal Space Detection: 9 million miles, FTL Detection: 25 light years. Cost: 30 million credits.

*Modular Lower Deck---The lower deck of the Roswell can be fitted for a variety of different purposes:
a) Cargo----Can hold up to 10 tons of palletized cargo.

b) Extra Crew Accommodations--Gives the crew extra space for long-haul flights/missions.

c) Shuttle Accommodations---Facilities for carrying up to 14 passengers or up to 10 fully-armed troops on short-duration(24 hours typically) shuttle trips.

d) Sensor Pallets---The lower core can be fitted to hold automated sensor pallets, such as optical cameras, geoscience sensors, magnetometer arrays, tachyon and neutrino detectors, etc.

e) Field Laboratory----A largely automated compact field laboratory for scientific expeditions. Depending on the mission focus, the laboratory has the necessary equipment for assisting scientists in performing onsite archaeological , biological, environmental, and/or geophysical research, and has room for up to a ton of samples.

f) Capture Pod----The deck is fitted with a large extendable grapple-net that can be used to grab targets(up to the size of a car) and haul them back inside the ship and into a reinforced containment cage(300 MDC, and depending on the target, the cage can be further reinforced with forcefields or magic).

g) Chemical Sprayer---Can hold and dispense 8 tons of liquid. If carrying water, it can treat a 100 ft-wide and 1 mile long swathe of real estate to the equivalent of a hard thundershower(does 1d4x10 HP to vampires). If using other chemicals, effects and dispersion vary.

h) Hangar Pod---This is a dedicated garage for one or more small vehicles. It can hold up to 3 CANOU stealth space capsules in greater comfort and ease of access than the earlier ‘Angon’ scoutship.

i) Drive Booster---Pushes the normal space speed up to Mach 20. Cost: 9 million credits.


*Modular Lower Weapons Pod---Rather than carry a civilian-application modular pod, the Roswell can carry a dedicated weapons pod. This is more typically seen of the military ‘Chakram’ variant than the standard ‘civilian’ version.
a) Bomb Bay---Can deploy freefall(typically ‘smart’) munitions or spacemines. Can carry up to 8 tons of ordnance.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
*Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
TW Weapons---Based on the work done between Paladin Steel and its allies, strategic TechnoWizardry weapons are a safer, more ‘morally acceptable’ alternative to vaporizing enemy cities with nuclear weapons. TW warheads also have certain advantages against magic-vulnerable opponents.
The downside is that strategic TW weapons are hellishly expensive in both the crystal matrices needed to hold the weapons-grade spells, and the high-level mage talent needed to produce and empower them.
Still, PS produces and deploys a wide variety of these weapons, just in case.

*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing incantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.
Each MIRV can carry up to 200 ‘skeets’ each. The Roswell can carry up to 8 MIRV ‘buses’.

*TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 Magma-MIRV ‘buses’.

*TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 5 independently targeting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.


*TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each MIRV creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.

*TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 5 independently targeting RVs that each generate a sizable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.

*TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.

*TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.

Rate of Fire: Volleys of 1-8
Payload: 6-8 free-fall RVs.

b) Heavy Bomb---Rather than multiple weapons, the lower core bay is actually one massive bomb/mine, typically used for destroying entire ships/spacestations/asteroids
Damage: 1d6x1,000 MD to a 200 ft wide, 5,000 ft long, area.

c) Laser Cannon Pod---A medium laser cannon in a ventral mount.
Range:(Palladium) 8 miles in atmosphere/ 16 miles in space
(Kitsune) 8 miles in atmosphere/ 8,000 miles in space
Damage: 1d4x100 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

d) Ion Cannon Pod
Range:(Palladium)5 miles in atmosphere,10 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space Damage: 1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

e) Plasma Cannon Pod
Range: (Palladium) 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values)2.5 miles in atmosphere, 250 miles in space
Damage: 1d4x100 MD per blast
Rate of Fire: 5 times per melee
Payload: Effectively Unlimited

f) Variable Mode Plasma Projection Pod----This can fire either an exploding ‘bomb’ of plasma energy, or can fire a ‘spray’ of plasma that incinerates an area.
Range: (Plasma Torpedo) 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
(Plasma Spray) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage:(Plasma Torpedo) 5d6x10 MD to an 80 ft blast radius
(Plasma Spray) 3d6x10 MD to a 120 ft blast radius
Rate of Fire:(Plasma Torpedo) Four times per melee
(Plasma Spray)5 times per melee
Payload: Effectively Unlimited

g) Particle Beam Projector Pod
Range:(Palladium) 4 miles in atmosphere/ 8 miles in space
(Kitsune)4 miles in atmosphere/ 4,000 miles in space
Damage: 1d6x100 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

h) Tachyon Sprayer Pod
Range: 4 miles in atmosphere, 8 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

i) Neutron Cannon Pod----Advanced neutron weapon with the capability of using an enhanced ‘R1 effect’ neutron flux to disrupt fission-based powerplants and weapons.
Range: 9 miles in atmosphere, 18 miles in space
(Kitsune Values: 9 miles in atmosphere, 900 miles in space)
Damage: 3d10x10 MD per blast
On an Natural 18-20, fission-based power systems, including critical-mass nuclear weapons, will be adversely affected by the neutron stream; nuclear reactors will have a 75% chance of becoming HALF as effective(cut range, damage, and rate of fire of weapons connected to the reactors by HALF, cut the effectiveness of fisson-powered systems by HALF), and a 25% chance of overheating due to out of control reaction(scramble the reactor or face meltdown). Nuclear weapons will be rendered inert(75%), with a 25% chance of becoming radioactive in their casings(will have to be scrapped/ejected).
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

j) Missile Launcher Pod---Can hold 5 tons of ready-to-fire missile ordnance; 470 mini-missiles OR 240 short range missiles OR 120 medium range missiles OR 60
long range missiles OR 10 Cruise Missiles.

k) Fuel Air Explosive Munitions---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM carried by the Roswell can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....
Payload: 3 FAEMs can be carried by the Roswell.

l) Kinetic Kill Vehicle Launcher---- Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. The LKP module actually carries three separate RVs on a maneuverable ‘bus’ stage, allowing three separate targets to be hit, or a single target to be bracketed. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete).
Payload: 3 LKP module ‘buses’ with 3 individual KKVs can be carried(that’s 9 RVs all total).

m) ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect.
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.
Payload: Up to 6 EMP weapons can be carried by the Roswell.

n) Decoy Pod---Heavy countermeasures launcher module.
Range: Typically launch out to 10 miles or more from the ship under the initial expulsion charge.
Damage/Effects:
-Ballute Decoy---This is an inflatable metallic balloon-form meant to be highly visible to enemy radar and optics. A small maneuvering drive (equivalent to a heavy Manned Maneuvering Unit) gives the decoy some capacity to mimic a ship’s normal movement.
-Wild Weasel---A more maneuverable version of the above, but the WW relies not on passive sensor reflection but on active emissions to fool enemy sensors. The WW is more robust, and can ape a more vigorous range of maneuvers on the part of the ship it’s supposed to be imitating. Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).

-Smart Chaff--- Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.

-Laser Aerosol(aka ‘Sand Caster’)---Releases a cloud of ultra-fine faceted particles that reflect and break up coherent laser light. Covers a 1,000 ft area for 5 melee rounds, during which lasers fired through it do 30% LESS damage. Anything flying through the cloud at high speed will also take 4d6 MD abalative damage. Laser Aerosol Clouds are chancy; they impede the lasers of the ship they’re supposed to be shielding as readily as those of the attackers, and the cloud does not move with the ship if maneuvers are necessitated(it will continue moving and expanding in a straight line until it completely dissipates).
Rate of Fire: EGCHH
Payload: Decoy Pod holds 25 Ballute decoys, 10 maneuvering decoys(“Wild Weasels”), 50 ‘Smart Chaff’ canisters, 25 laser aerosol canisters.



*TechnoWizardry Enhancement---This expensive option adds modified spell enhancements and PPE Batteries/Accumulators/Generators to the ship to allow for a variety of special capabilities, including true invisibility.
*PPE Battery and Generator---Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus.
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus.
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus.
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus.
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

Popular General TW Enhancements:
*Impervious to Energy( 80 PPE per activation, duration of 5 minutes per activation). Cost: 800,000 credits

* Star Light----Causes the starship to glow brightly in a 2,000 ft diameter sphere, making it impossible for anyone to get a hard optical lock on the spacecraft or parts of it. Similarly, radar and other sensors cannot able to make out anything inside the area of the sphere(only the sphere itself). Vampires, most undead, and other creatures vulnerable to sunlight will take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.(24 PPE per activation, duration of 20 minutes per activation). Cost: 230,000 credits

*Mystic Invisibility---Renders the vessel invisible to all means of detection, but the ship is limited to only using passive sensors while cloaked. (30 PPE per activation, duration of 3 minutes per activation). Cost: 3 million credits

*Hide in Space---Cheaper (PPE-wise) stealth system, but works only in space.(15 PPE per activation, duration of 5 minutes per activation). Cost: 1 million credits

*Spell Shield---This weaves a network of PS’s new EctoFiber Magic Superconductor in and around the Kepler’s hull, producing a sort of magic ‘Faraday Cage’ that shields it from most magic attacks. This is ALWAYS on; a permanent feature of the craft.
Effects: Effectively INVULNERABLE to Magic energy attacks and mind control spells. All crew are +6 to save versus possession, and magic sensors are -2 to spot/detect/discern the craft.
The ship can, however, still be affected by indirect attacks like magically summoned wind to blow it around, meteorites, and other natural forces that are summoned, then directed at or near the protected vessel.
Cost: Currently available ONLY to PS/GNE and its allies; costs 12 million credits to produce.

*’Saucer Ops’ TW Multiplexor Mount---Specially developed and configured to mimic the capabilities of ‘classic’ flying saucers of pre-Rifts Earth lore. The saucer multiplexor uses more power and more powerful TW focusing elements, so the spells often have greater range and effect, albeit at greater PPE expenditure.
Range: (Levitation) 160 ft
(Trance) 100 ft
(Cloud of Slumber) 500 ft, and covers a 500 ft radius
(Energy Disruption) 500 ft, and covers a 100 ft radius
(Magic Tether) 190 ft
Damage: (Levitation) Can lift up to 400 lbs of weight for 30 minutes.
(Trance) Targets must save versus magic of be placed in a trance state for 50 minutes.
(Cloud of Slumber) Everybody caught in the cloud must save versus magic or be put to sleep for 15 minutes.
(Energy Disruption) Knocks out electronics for 30 minutes.
(Magic Tether) Holds fast on targets weighing less than a ton for 65 minutes.
Rate of Fire: EGCHH
Payload: (Levitation) 5 PPE per activation
(Trance) 5 PPE per activation
(Cloud of Slumber) 40 PPE per use
(Energy Disruption) 12 PPE per use
(Magic Tether) 5 PPE per use in space, 8 PPE in atmosphere
Cost: 2 million credits

*Magic Teleporter
Range: 300 miles
Payload: 300 PPE per use
Cost: 3 million credits


Variants:
“Confirmed, team is aboard. Repeat, team is aboard with the parcel and extra. Get this frisbee moving!”
“ Locking down the airlock and moving out. Say again, got an extra?”
“Got a bonus. Parcel was practically wrapped around him. Don’t worry, he’s not in any condition to cause trouble. We put both of them out and are packing them up as we speak. We had to zeke two fliers, though. Their own search and snatchers, so better get moving in case they had backup behind them.”
“We eyeballed that. Good shooting. No worries, even if they can see through our stealth, we got a route headed straight by the allis’ lines to keep the krommies busy. ”
“Now I AM worried. I don’t think either of ‘em’s going to be too pleased with a third party playing through.”
“Just leave the flying to us, spooky, you’ll be buying us the first round of beers before you know it.”


*LAT026D/ ‘Chakram’---Developed originally as a ‘stealth ambulance’ for medical evacs in battlefield situations, the ‘D’ variant was adopted by Paladin Steel Security and used so frequently for ‘black’ operations such as personnel extractions(including the voluntary or involuntary defections of various scientists and engineers) that the vehicles came to be nicknamed ‘Abductors’.
Changes/Modifications:
*Advanced Fire Control---Weapons are +4 to strike.
*Jamming Systems---Jams and distorts radar returns in a 25 mile radius of the aircraft, and communications in an 90 mile radius.
*EW Suite---The -E-026D carries a powerful radar and communications jamming suite, and attendant EW officer/operator, in order to allow it to penetrate enemy air defense nets more effectively. Enemy sensor(IR, laser)-guided weapons are -6 to strike the aircraft, radar-guided weapons are -7 to strike.
*Stealth Systems---95% chance of avoiding all forms of detection. By default, sensor-guided weapons are -5 to strike the ship.
Weapons Systems:
1) EMP Blaster----Developed to ape the reported effects attributed to ‘classic’ flying saucers of pre-Rifts Earth lore. This is a directed energy weapon, and not the explosive ordnance device described above in the munitions options.
Range: 5 miles in atmosphere, 10 miles in space. Affects a 5 mile wide area.
(Kitsune Values: 10 miles in atmosphere, 1,000 miles in space)
Damage: None physical/structural, but unshielded electrical equipment(including cybernetics and bionics) is temporarily knocked out of commission/performs erratically for 2d6 minutes. 50% chance
of the electrical system suffering a MAJOR short requiring extensive repairs, and possibly even
smoking and catching fire in overload. Unshielded digital recording systems will have lost
2d4x10+20% of their memory.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Heavy Stun Blaster---Developed from the Neural Blaster, only larger and with an area of affect.
Range: 1,400 ft. Affects a 200 ft wide area.
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
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Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Roswell came home, Roswell came home. Oh, she is wondrous, and ready to scare some alternate Earth 1950s humans...

On second thought, maybe just some cuddle probing would be best with dearly beloved, would be safer.
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Roswell came home, Roswell came home. Oh, she is wondrous, and ready to scare some alternate Earth 1950s humans...

On second thought, maybe just some cuddle probing would be best with dearly beloved, would be safer.



Started working on the Mothership, which has seen substantial design changes. Have been using the Government Communications Headquarters(http://en.wikipedia.org/wiki/The_Doughnut) to get some sense of what a 600-ft diameter circular/saucer hull would look like in comparison to people.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel CTAV-10 ‘Sparo’ Light Aerospace Shuttle
http://i408.photobucket.com/albums/pp164/taalismn/img481_zps705f4165.jpg

“Mister Valins, I want you and Miss Awndi to take LB Seven down to do an extended surface survey for the next week. Exact location is your discretion. Pack accordingly.”
“Captain? Me? A surface survey? Me and Awndi? With a light boat? Pardon my asking, but that seems rather ...irregular. I’m not a planetary scientist and the LB Seven’s not exactly a scientific survey platform. And besides, Evernice is a secured colonial planet; it’s been pretty well surveyed already! We can just ask the natives-”
“Mister Valins, this is my not-so-subtle or clever way of telling you and Awndi to get off the ship and have a proper honeymoon, or whatever you want to call it. The two of you have been working too hard for too long. Time to play. Just find a nice place, a forest, a lake, a village, a beach, and stay away from the ship for a while. The Light Boat will give you enough privacy for the two of you, enough cargo to see you through in comfort, and enough protection to get you out and back here in an emergency if it comes to that. I don’t want to see either of you for a week, understand?”
“Understood, Captain.”

A derivative of the ‘Tercel’ Light Aerospace Fighter, the CTAV-10 bears a strong resemblance to the pre-Rifts Northrop HL-10 experimental lifting body rocketplane. The CTAV-10 is slightly larger, though, with room for two crewmen, and is not powered by a liquid fuel reaction engine, but by a more modern contra-gravity drive system.
Though it can be armed and serve as a light aerospace fighter, the CTAV-10 is not meant primarily as a combat aircraft, but as a personal transport, inspection and exploration craft. Many GNE-flagged mercantile spacers carry CTAV-10s as small aerospace boats, where they see yeoman service.
Like most PS-made vehicles, the basic ‘vanilla’ CTAV-10 can be modified from a large catalogue of accessories, including weaponry.

“As a lifeboat the cee-tav ten’s somewhat lacking in accommodation space, plus its boat-shaped hull means that it’s difficult to take shelter under its wings; water just runs down the sides to the very bottom to drip on you. As a light, fast, and agile ride, though, the Sparo’s hard to beat. Economical, too. For its narrow set of functions, it’s a good little craft. Reliable, too; it’s loyal to you and won’t break down in any situation short of having half its airframe ripped off it.”
---Tylan Nancer, Aerospace Industry Technology Analyst, -E-journal of Applied Aerospace Engineering-

Type: PS-LSTS-CTAV-10 ‘Sparo’
Class: Light Aerospace Shuttle
Crew: 1+1 passenger
MDC/Armor by Location:
Main Body 290
Reinforced Crew Compartment 100
Fins(3) 70 each
Landing Gear(3) 75 each
Height: 10 ft
Width: 15 ft
Length: 25 ft
Weight: 7,200 lbs
Cargo: Can carry 1,000 lbs in a small cargo bay, plus survival packs in the crew compartment.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Ground) Can taxi at about 30 MPH.
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 15% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) Not possible unless attached to an external FTL drive system
(Underwater) Not possible(see Options)
Bonuses: +1 to Dodge in atmosphere, +5% to Pilot
Market Cost: 900,000 credits
Systems of Note:
Standard Aerospace Craft Systems, plus:

*Life Support---Robot vehicle standard

*Long Range Radio and Laser Communications---Radio range: 100,000 miles, Laser range; 200,000 miles, Scrambler/Signal Decryption standard.

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.

Weapons Systems: None standard
Options:
*Weapons(2)--Two light fixed-forward-firing energy cannons can be fitted to the nose.
a) Lasers
Range: 1.2 miles in atmosphere, 2.4 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 4d6 MD per single blast, 8d6 MD double blast
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 22,000 credits

b) Ion Cannon
Range: (Palladium) 7,000 ft in atmosphere, 5 miles in space
(Kitsune Values) 5 miles in atmosphere, 500 miles in space
Damage: 1d6x10 MD per blast, 2d6x10 MD double blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 38,000 credits


*Missile Launcher---A ‘chin tray’ can be added with a limited number of launchable projectiles, a light rail gun, or additional sensors.
a) Mini-Missiles----16.
Can also accommodate PS’s ‘S-Stinger’ space-to-space mini-missiles. The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

b) Short Range Missiles---4

c) Rail Gun
Range: 4,000 ft in atmosphere, 2.4 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits

d)Flare/Chaff Launchers
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

e) Sensor Pallet---Specialized sensors can be mounted in the chin tray instead, typically surface observation sensors such as mapping cameras, spectrographic analysis optics, atmospheric samplers, and radiation sensors.

*Manipulator Arms---In place of the chin tray, a pair of extendable manipulator arms can be mounted.
MDC: 25 each
Special Features:
-Robotic P.S. of 20
-12 ft reach
-Modular Hand Unit---Compatible with Cyborg forearm tool modules.
Cost: 25,000 credits

*Amphibious Operation---Allows the shuttle to land in and take off from water, and even act as a mini-sub( 100 MPH on surface/70 MPH underwater, maximum depth 800 ft).
Cost: 1.2 million credits

*Inflatable Airlock---MDC fabric airlock that enshrouds the nose of the aerospace plane and allows it to dock and the crew to enter/exit other spacecraft without having to use spacesuits or enter a pressurized hangar bay. Has 80 MDC and takes 6 minutes to fully deploy, 3 minutes to fully retract.
Cost: 24,000 credits

*Laser-Reflective Armor----Chromes the hull to that sleek shiny perfect polish, Lasers do HALF damage.
Cost: 3 million credits

*Stealth Coating----This covers the Sparo in a matte-black coating of radar-stealthing composite. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost.. Shuttle is -30% to be detected by radar and laser rangefinding systems
Cost: 5 million credits


*ForceField Generator----A variety of small, compact, forcefield generators may be mounted inside the shuttle; the standard model provides 150 MDC, and costs 80,000 credits.

*TechnoWizardry Enhancement---The Sparo can be fitted with PPE powerplants to power enhancements. The most common TW enhancements are typically defensive measures such as Mystic Forcefielding, Multiple Image, Invisibility, and Impervious to Fire/Energy.
PPE Generators---These can be used to power any incorporated spells.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

*Top-Mounted Equipment Pod---A streamlined equipment pod can be mounted on the dorsal rear of the spaceplane, between the rear fins. This is typically used to carry additional sensors, cargo, or countermeasures.
MDC of Pod: 100
Weight: 300 lbs

a) Cargo---500 lbs

b) Flare/Chaff Launchers
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher
Cost: 8,000 credits for the launcher, 60 credits per chaff bundle

c) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).
Cost:50,000 credits

d) Drone Launch Rail---This can be used to mount and launch a sensor/recon drone or a decoy drone(like a Tacit Rainbow RPV).

e) EW Jammer Pod-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.
Cost: 100,000 credits

f) Forcefield Generator---Heavier than the internally-mountable unit.
MDC: 200, recharges at a rate of 10% per hour.
Cost: 100,000 credits

g) Mini-Missile Launcher Pod---20

h) Short Range Missile Launcher Pod--- 10

i) Medium Range AAM Launcher Pod---6

j) Sensor Pod---Additional specialized sensors can be installed in the pod.

Variants:
Reported variants of the Sparo are mostly cosmetic alterations to the hull, including forward-swept fins, a third central fin, or reconfigured cockpit canopy. These ‘variations’ are otherwise identical in performance to the baseline LSTS-CTAV-10.
Last edited by taalismn on Tue Aug 05, 2014 8:17 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
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Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

taalismn wrote:
89er wrote:Roswell came home, Roswell came home. Oh, she is wondrous, and ready to scare some alternate Earth 1950s humans...

On second thought, maybe just some cuddle probing would be best with dearly beloved, would be safer.



Started working on the Mothership, which has seen substantial design changes. Have been using the Government Communications Headquarters(http://en.wikipedia.org/wiki/The_Doughnut) to get some sense of what a 600-ft diameter circular/saucer hull would look like in comparison to people.


Hey, I have no problems with your refinements. Just warn the locals in advanced on where you park and when departing.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:[Hey, I have no problems with your refinements. Just warn the locals in advanced on where you park and when departing.



"I don't remember a high rise parking garage there yesterday? Do you remember a high rise parking garage there yesterday?"
"That isn't a parking garage."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Plasma-Pumped Laser Grenades(PPLGs)

“So we got a pair of Glitterboys the FreeQuees claim are running rogue, and just happen to be doing so on OUR territory. They’re hunkered down behind cover while they provide boomgun support for their bandit friends ripping up the town. We can probably bury them or dig them out with enough artillery, but the nearest heavy hitters are still hours away and all we got are regular grenades. We just really need to smash those boomguns, then we can chip away at the rest. Your new fireworks up to the task?”

PPLGs may be the smallest nuclear explosive-pumped X-ray lasers in existence; they are wonders of miniaturization in both laser-generation hardware and the fire control systems needed to properly aim them. PPLGs are based on 60-mm rifle grenades(meaning they cannot be fired from 40mm ‘shotgun’ launchers), with a plasma warhead. The difference is in the addition of an advanced sensor head(based on the Merlin ‘smart’ mortars and advanced micromissile systems), attached vernier and vane control system, and a small laser crystal assembly. In operation, the PPLG is quickly loaded(via smartlink) with a target profile, then fired off over the area the target is located. In flight, the sensor head scans for the target profile, selects an optimal detonation point in its arc over the target, directs the verniers and vanes to tumble the grenade into the correct facing for the laser array, then detonates. The plasma warhead, as it destroys itself, energizes the crystal assembly(itself destroyed immediately afterwards in the blast), which unleashes a powerful laser pulse at the target.
The reasoning behind the PPLG is to thwart ballistic defense systems that engage projectiles heading at high-value targets. By using a ‘standoff’ attack with an energy weapon, it is hoped to reduce the effectiveness of such countermeasures, as well as hampering the enemy’s efforts to dodge what initially looks to be a projectile attack.
The main criticisms of the PPLG is that it wastes a perfectly good(and expensive) plasma warhead for the dubious damage of a laser blast at a single target.
PPLGs are still considered to be experimental weaponry, and have only begun field testing with the GNE Armed Services. As such, they are not yet available to the open market.
Subsequently, Paladin Steel is working on refined PPLGs that can engage several targets at once, or can switch between regular area of effect plasma blast and a proximity laser blast(in the event the grenade overshoots its target, it can detonate anyway, and send a laser blast at the target).
Weight: 2.3 lbs
Range:(Grenade phase)1,800 ft
(Laser) 2,000 ft
Damage:(Grenade phase) 1d6x10 MD to 8 ft blast radius
(Laser) 1d4x10 MD
Laser-reflective armors take FULL damage from the x-ray component of the laser strike.
Rate of Fire: Single shot
Bonus: +1 to strike
Special Features:
Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Cost: 1,900 credits per PPLG.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PS-FC-42 ‘Levitor’ Full Conversion Borg---Aerial Operations
(aka ‘Blimp-Borg’, ‘Zep-Borg’, ‘Zepper’, ‘Hindenborg’, ‘Bob-goblin’)
http://i408.photobucket.com/albums/pp164/taalismn/img505_zpsdb750017.jpg

“Up up, and away in my beautiful baaalllloooooonnnnn...!”

“You’re not blaming this one on me!”
-Doctor Calvin Howletts, freelance cyborg designer

“The blimp’s about as maneuverable as , well, a blimp, and it bloody gets in the way of your perceptions, especially from above and behind. It’s also slow as heck; birds can out-race it.
This thing reminds me of the accounts of the first days of military aviation back in the First World War; the early observation balloons where they’d send up a hydrogen-filled gasbag with some poor observer in a basket underneath. The poor sap would be up there trying to take notes and praying he could spot an enemy aircraft early enough that he could get to his parachute and jump free before the fighters popped his balloon with machine gun fire. Of course, nowadays it’s laser and missile fire the poor sap would have have to worry about, but the principle’s the same.”
-Colonel Elrin Chuns, New Lazlo Defense Militia

“So what if it’s a lightweight? You still got a cyborg capable of dropping in on you and ruining your day. And Levitors tend to attract paratrooper mentalities, folks used to fighting light and hard.”
-Supdor Mahitmar, ‘The Flying Chainsaws’ mercenary company

“Man, get me into the jet stream and I can see the world!”
-’Dandelion’, Levitor-conversion cyborg

The FC-42 ‘Levitor’ is confirming proof)as if any more was needed) that there are some really strange people working at Paladin Steel..or perhaps sleep-deprived people. How else can one explain a cyborg chassis designed for high altitude Lighter-Than-Air operations, with a built-in lifting balloon?
The FC-42 uses the same lightweight chassis-frame as the PS/PP--FC-27 ‘StormSurge’ Water Elemental Emulation Assault Cyborg, with its light bionic actuators, short limbs, and large head. The Levitor, however, has a prominent set of large ears, sloping forehead, and bulging eyes that give its head and face a decidedly goblinish look. It also has a distinctive hunchback. The lighter chassis is to save weight and facilitate the cyborg’s flying. The ‘hunch’ conceals an inflatable gas-envelope that can be filled with hydrogen gas produced through the electrolysis of water by the cyborg’s nuclear power cell. The cyborg can inflate the gas bag within fifteen minutes; faster if it has re-pressurized gas cylinders to instantly (1d4 minutes) fill the envelope.
The gasbag is made of light megadamage fabric, and has an inner ‘hot bladder’ that can be filled with temperature-controlled air, acting to control buoyancy and allowing the cyborg to control altitude without venting gas(though the inflation system can top off the hydrogen). Directional movement is accomplished in flight through the use of small thrusters in the back and legs. As a backup, the cyborg has a secondary descent system of a folding paraglider in the event the gasbag is ruptured, or the cyborg needs to make a quick landing.
Once grounded, the gasbag can be quickly packed away within 1d4 minutes, using a system adapted from PS’s specforce parachute repacking backpacks.
Because of its specialization, the Levitor receives very specific special training. Converts are trained in the fine art of aerostat piloting, hanggliding, and parachuting. Graduation exercises involve rising to altitude under the cyborgs’ own power, then coming back down safely.
Being a cyborg, the Levitor can remain aloft at high altitude for days, even weeks and months, immune from altitude sickness, the need to exercise, defecate, and perform other physical functions that limit the endurance of normal flesh-and-blood aeronauts. Their enhanced bionic sensors give them an excellent view of the earth below, and under the right conditions they can silently orbit over a target for hours, watching from above.
The main criticisms of the Levitor are that it makes too many concessions to float on the air. The relatively fragile design structure and need to save weight means that the Levitor isn’t as tough, strong, or well-armed as other cyborgs, and its particular form of flight makes it vulnerable to other fliers, who would treat the blimp-borg as a Big Dumb Target.
Despite its eccentric design(or perhaps BECAUSE of it), the Levitor is proving surprisingly popular with explorers and daredevils eager for aerial adventure. The most common conversion requests have come from ex-Crazies and maimed Paratroopers.

Type: PS--FC-42 ‘Levitor’
Class: Full conversion Borg, Aerial Operations
Crew: One volunteer
Minimal Requirements: Because of the strain placed on the recipient’s psyche by prolonged high altitude operations, the conversion is available ONLY to those with a demonstrated M.E. rating of 14 or better. Acrophobiacs need not apply.

M.D.C. By Location:
Hands(2) 25 each
Arms(2) 60 each
Legs(2) 85 each
Feet (& Foot Pads)(2) 25 each
*Head 80
**Main Body 160
Gas Envelope 100
Paraglider 80
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Levitor be fitted with any additional armor up to LIGHT Cyborg Armor

Speed:
Running: 80 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Can float with the wind at altitudes up to 80,000 ft. In conditions of low or no wind, the cyborg can use its station-keeping jets to move along at 75 MPH.
In the alternative, the gas envelope can be replaced with a conventional cyborg jetpack.
Underwater: The Levitor actually CAN swim, thanks to its light weight and internal flotation chambers, meant to allow it to safely ditch over water. Can hit speeds swimming of roughly 20 MPH.

Statistical Data:
Average Height: 7 ft
Width: 2.5 ft
Length: 2 ft
Note: The gas envelope typically expands to roughly 80 ft in diameter
Weight: 400 lbs. Can carry an additional 180 lbs aloft.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+4 initiative
+5 strike/parry
+7 dodge(no bonus while dangling under the gas envelope)
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Commando, or Paratrooper, and add the following skills:
*Parachuting(+15%)
*Pilot: Hangglider (65%+ 5% per level of experience)
*Pilot: Lighter Than Air(LTA)(75%+ 5% per level of experience)
*Navigation: Air(+10%)
Black Market Cost: 10 million credits with all standard features, weapons,
and sensors.

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
*Hardened Circuitry---The cyborg’s systems are shielded against EMP, including high altitude lightning strikes.

*Extended Life Support/Recycler---The Levitor can live off a (soda can-sized) internal nutrient cartridge for up to two weeks before needing to replace it.

*Leg Compartments(2)---Large compartments in each leg can be used to hold additional tools, nutrient cartridges, flares and weapons...or grenades/mortar bombs, that can be dropped from altitude(no bonuses to strike).

*Altimeter and Air Pressure Sensor

*Wind Speed Sensor

*Radar Detector---Alerts to the presence of radar activity.

*Radar---10 mile range

*Advanced Macro-Optics---The large eyes have acute vision resolution out to 10 miles, and can read a license plate from 10 miles up.

*Wide Angle Optics---The two bug-eyes have 180-degree vision. Good for dealing with multiple aerial attackers. (+1 initiative, +1 Dodge)

*Laser Designator---A long range shoulder-mounted laser designator for 'painting' targets for laser-guided weaponry. A very useful tool, given the position the Levitor can assume, floating above a battlefield or target zone, and able to act as a spotter for other weapons platforms. Range: 5 miles.

*Gas Envelope---A deployable hydrogen balloon that is inflated via hydrogen from electrically-cracked water. The balloon can be deployed in 5 minutes(or one minute with pressurized gas already available in cylinders), and can be safely re-stowed in 1d4 minutes. The standard gas envelope has 100 MDC, and has an inner air bladder that can be pumped with hot air similar to a fish’s swim bladder , controlling gas density and lift. Besides hydrogen, other lift gases can be used, but these require bottled supplies of them, as the Levitor can only manufacture its own hydrogen.
The standard aerostat envelope is roughly blimp-shaped with inflated fins, but other balloon types are possible, depending on mission-type. PS has been experimenting with fabrics impregnated with sensor webs, solar energy collection nodes, ‘stealth’ fabrics, and ‘smart’ camouflage.

Weapons Systems:
1)Forearm Weapons---The forearms can be fitted with standard cyborg forearm weaponry
a) Mini-Missile Launcher(6 mini-missiles)
b) Micro-Missile Launcher(18 micro-missiles)
c) Any standard Forearm Blaster may be substituted.

2) Forearm Vibroblades(2)---The Levitor sports two retractable vibroblades, one in each forearm, for melee combat.
Range: Melee
Damage: 4d6 MD per strike

3) (Optional) Use of Handheld Weaponry---The ‘borg can pick up and use just about any infantry-scale weapon. The Levitor typically carries a paratrooper-style weapon such as a folding-frame rifle, often with an underbarrel micro-missile launcher.

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch( 2 attacks) 4d6 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 4d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The Levitor can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry and sensory capabilities. Cyborg wings are also popular. Unless the cyborg is a non-human, extra limbs are rarely ever added.
Large or excessively heavy add-ons will interfere with flight operations and may even ground the cyborg until the extra weight is jettisoned, so Levitors tend to favor lightweight options.

* Mini-Jammer---Battery-powered mini-ECM pack; A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 5 mile radius.
Cost: 80,000 credits

* Radar Jammer Pod---1.5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -4 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost: 40,000 credits

*Full Body Airbags----A landing device of last resort, this option inflates tough plastic sacs(or exudes and blows up a froth of polymer) around the cyborg, cushioning impact like a Mars Rover coming down. For drops from 200 ft, the cyborg takes NO damage; for falls from over 500 ft up, this reduces ground impact damage by HALF. Note that the cyborg may rebound and bounce 2d4x10 yards around in a random direction before coming to a complete stop, depending on ground conditions.
Cost: 90,000 credits

*TW “Borg Amulet---This is actually a highly specialized mini-Multiplexor/Amulet wired directly into the cyborg’s central nervous system, so their minds can trigger the TW device. The ‘Borg Amulet is powered by its own separate, replaceable, PPE Battery(the original 100-PPE capacity battery can now be replaced with Greenstar ‘regenerator’ powerstones as they become more available) . The Amulet cannot be used to cast offensive, combat-oriented spells, but can be used to activate defensive/self-effect spells. Levitor ‘borgs particularly like spells like Armor of Ithan(to protect the fragile gas envelope), Chromatic Defense, Wind Rush, and Invisibility spells, or even Magic Pigeon for communications with the ground. Note, however, that when in action, the ‘Borg Amulet can be detected by PPE-sensitive beings, like Dogboys.
A standard ‘Borg Amulet can hold up to one spell card, but additional slots can be added.
PPE Battery: 100 PPE (or can purchase a GreenStar Greenstar ‘regenerator’ powerstone)
Cost: 50,000 for the amulet itself, additional slot capacity costs 3,000 credits each; spellcards cost extra(500 credits x creating caster’s level +(5,000 credits x spell PPE)). Warlock spells cost 20% more.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

The Levitor gets an illo; crude, but to the point.
http://i408.photobucket.com/albums/pp164/taalismn/img505_zpsdb750017.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Solarex TW Laser Pistol (TWLP-07)

(aka ‘Drac-pointer’, ‘Sunfang’)

’Stick it where the sun don’t shine’? Interesting choice of words, bloodsucker punk! Because the sun’s going to be shining a whole LOT of places on you!”
----Ernesto Mortabane, Vampire Hunter

Developed originally from a TW Sunlight Laser Arm Rod for cyborgs, the Solarex Laser Pistol combines the mystic effects of solar energy with laser pistol convenience. The Solarex was developed mainly as a proof-of-concept weapon after the TW-SLAR proved itself a most effective anti-vampire weapon with the VK-series androids and the MetalMage cyborgs, and regular soldiers and other interested parties began agitating for a handgun model. However, the design was finalized and approved for mass production, the weapon ultimately looking like a crystal-plastic flashgun or taser pistol(some say it bears some resemblance to a slightly bulkier Wilks product), with gold finishes being particularly popular.
Though a fairly crude weapon in terms of capability(and certainly lacking in the many features of other PS/GALtd. efforts), the Solarex is simple, accurate, has excellent range for a handgun, and is inexpensive for a TW weapon. With its release to the market, the Solarex has been snapped up, with customers pointing out PS’s need to fill a gap in its product line for solar-based anti-vampire weapons(The Luxar RW laser pistol and the Suncutter TW chainsaw being the other available weapons). Lately, after the initial rush, the trend has been to upgrade the Solarex to the level of other PS/GALtd. TW energy weapons with the addition of a powerstone, and GALtd is already talking about a multi-mode ‘heavy’ model of the Solarex in development.

Weight: 1.5 lbs
MDC: 20
Range: 2,000 ft
Damage: 2d6 MD single blast, double damage to beings sensitive to sunlight, 4d6 HP to vampires.
Rate of Fire: ECHH
Payload: 4 P.P.E. per shot. Uses PPE-clips or can be fitted with a Powerstone(see Options)
Bonuses: +1 to strike
Special Features:
*LED PPE Counter(keeps track of available power)
*Laser Rangefinder/Spotsight
*Attachable Folding Wire Shoulder Stock
*Top Sight Rail
Cost: 23,000 credits
Options:
*Lattern Light(1 PPE and lasts 4 hours)---Fills a ten foot area with soft illumination, but CANNOT drive off vampires or other sunlight-sensitive beings. Cost: 2,000 credits

*Blinding Flash(1 PPE per shot)----60 ft range, 10 ft radius. The crystal can be used offensively to deliver a blinding flash of light that leaves victims dazed; save versus magic or be -10 to strike, parry, and dodge, with a 50% chance of falling for every 10 ft of distance they attempt to move. Effects last 1d4 melees. Cost: 2,000 credits

*TW Powerstone---This refits the Solarex with a Greenstar PPE Powerstone:
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits
Recharge Rate: 2 PPE per hour, 10 PPE at a ley line, 20 PPE/hour on a nexus or in a dimensional pyramid
-Starglow---The PPE cylinder normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE.

*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits

*Double Barrel---The mechanism of most GALtd. weaponry prevents conventional automatic fire modes, but by modifying the firing mechanism and adding a second focusing barrel next to the first, the weapons can be altered to fire two shots simultaneously(counts as one attack). This of course uses the same PPE as for two shots, but allows the gunner to do double damage in a single attack.
Double-Barreling increases weapon weight by 20% and cost by 25%.

*Carbine Conversion Kit---This attaches a rifle butt for steadier shooting(+1 on aimed shots) and a 1.2 ft barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots. Cost: 75,000 credits.

*Mystic Markmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safetied; and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

"Keep your shine ray, I'll make due with my micro star-spitter"
"Ian, it's just not the same, the rules of magic.."
"Were fabricated by bitter old folk who, uh, were afraid of progress. It will work, it will..quietly sobs"
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

(another 89er concept fleshed out)

Paladin Steel/Aegis Stellar Industries ‘Ramey’-class Deep Space Transport Cruiser
(aka ‘Jenga-Cruiser’, ‘Hub-Cruiser’)
http://i408.photobucket.com/albums/pp164/taalismn/ramey-classcarrier_zpsd607b4e3.jpg


“I sometimes feel like I’m captain of a flying zoo; just about every one of my embarked LATs seems to have a different story, theme, or complement of characters. There’s a ship carrying a complement of roboninja, another that collects sentient ‘specimens’ for the genetic augmentation lab in the adjacent bay, three of the LATs are beholding to a Cambridge Jungle-owned terraforming concern, there’s a zoological sampling team in Bay Eight, four corporate-sponsored mercenary crews between Bays NIne, Ten, Eleven,and Twelve, a gov black ops crew in Thirteen that never comes out to talk to anybody, a bounty-hunting dragon owns the ship in Bay Fourteen, a xenoarchaeological crew in Eighteen, and a merchant apparently using his LAT to collect FURNITURE in Bay Twenty-Five! The zoo image just got worse the time one of the patients from the aug lab came out from under anesthesia early, escaped, and got lost in the terraformers’ greenhouse modules, and the mercs, bounty-hunter, and animal capture squad all responded to the security alert-”
--Captain Raul Tegiss, GNESS Bristol.

“Ah, Travel Master Chi’ugas, we’ve been hearing some disturbing reports about your transit service that you’ve openned using both the cruisers and the LATs our company gave you.”
“Indeed?”
“Yes, apparently you’ve been abducting people from their homes or from wilderness areas-”
“Ah, part of our service; ‘pick up from your doorstep’. Or from unobserved areas so you don’t have to reveal to the unsophisticated locals that you’re going offworld. We’re just using the LATs as airline limo service to our motherships. We just bypass the airports and spaceports, many of which don’t exist in the first place on the planets we service. We arrange these pickups well in advance, but some people may be forgetful or, if they’re seeing them taking place, may assume an ‘abduction’ is taking place.”
“-you then subject the people to...invasive..medical exams.”
“Perfectly standard procedure for insuring we’re not transporting sick people between planets. Also screens for security issues and internally carried contraband. We can’t rely on spaceport security because, as I’ve said already, we often service planets that don’t have such facilities and services in place. Nobody’s ever been harmed during our procedures, and we’ve even been able to spot and report health problems the clients were unaware of.”
“There’s also the matter of the partial mindwipes.”
“Procedural sedation. Just unfocuses the sharpness of perception temporarily. Again, part of the service; takes the edge off the security and health screenings. Most of our clients would be much more upset and unruly if we DIDN’T use the sensie-foggers.”
“You then pack the people into hibernation systems.”
“Our ships aren’t luxury liners as you well know, since you sold us the ‘Rameys’ to begin with. They’re not cruise-ships by design configuration and we use them accordingly; people use our service to get other places quickly, not dawdle along the way. Putting them in stasis means we can operate more efficiently and even goose the engines on our motherships for faster speeds, which we couldn’t do if we had in-ship swimming pools and hosting ballroom dancing aboard...strange customs you humans have, flailing in water or prancing around to syncopated noise, especially when you’re traveling.”
“Okay, well, technically none of those are illegal, but there have been concerns voiced about your spaceline’s operating methods.”
“Perfectly understandable. We’d be concerned too if we had reports of you humans apparently manhandling our people, especially if it was aboard ships WE’d sold you. We’ll review our procedures nevertheless to address some of those concerns. Can’t say Gray’star Space Transit doesn’t listen to what the galaxy is saying about us.”

HOW many smaller contacts did you say that boogie just launched at us?!” :shock:
----Anonymous space traffic control commander, pirate outpost in the Thundercloud, during a raid by ASI security forces.

The ‘Ramey’ -class Transport Cruiser is an unusual design vessel that was developed in parallel with the Roswell-class scout ship, and meant to be introduced into service at the same time as the smaller vessel. However, multiple design revisions and development problems delayed the finalization of the design, and the commissioning of the first of the class wouldn’t come until nearly two years after the Roswells entered service.
The Rameys were a product of the Outpost Hedro thinktank, under the CELESTIAL WAREHOUSE and ACME project headings. and were meant from the start as support motherships and tenders for the smaller Roswells. The original concept was for a large saucer-shaped ‘stack’ (or ‘jenga tower’ as one designer put it) using an annular drive system similar to the Roswells’. Gravitic control problems with the larger and extended drive system led to substantial changes, however, and a more conventional system was adopted, with scaled-down annular components. The final overall design configuration is of a thick streamlined upright tower, with a flared base, sitting on its ‘tail’ when landed. Multiple bays(eight, each holding ten individual hangars) running up the sides hold Roswell scouts ready for launch, serviced from a central systems core and cargo holds between the hangar bays. Development was delayed again short of production commencement to modify the Roswell bays to be modular, allowing unused bays to be fitted as additional cargo space, accommodations, or mission-specific facilities, such as prisoner transport pods, quarantine modules, or laboratory space.
Armor is fairly heavy on the Rameys, while armament is roughly equal to a transport-conversion Warshield cruiser. The Ramey’s primary weapon against other spacecraft is its complement of LATs, and the mothership will try to stay away from the combat zone. Most of its weaponry is designed around point defense and intercepting fighters and missiles. While the radial gravitic drive configuration hasn’t delivered on the promised speed and agility, however it HAS made generating heavier variable forcefields easier, and the Ramey sports fairly strong force screening.

The main criticisms of the Ramey are that it is overly specialized, designed to service a specific type of small craft. PS/ASI, in response, altered several spaceframes in the production stream to be modified as more conventional carrier-craft. Another complaint is that the ships look utterly unlike anything else deployed to date by PS/ASI, but the company contends that this works to their favor; especially around Rifts Earth, the Ramey and its attendant Roswells are more likely to be mistaken for d-bee or alien spacecraft, and not associated with Paladin Steel and Greater New England.
As noted before, attempts to give the Ramey the same degree of maneuverability as the Roswell fell short of expectations. The Ramey is still fairly agile for its size, and at all-out open throttle can out-race Smasher- and Bindas-class cruisers.

Besides their space-based LAT-tending, Rameys find use in supporting PS/ASI outposts, and when grounded serve as impromptu spaceports and hangar facilities for the outposts’ complements of scouts and light transports. While the bulk of production thus far has wound up in direct PS/ASI/GNE service, a few ships have sold/loaned/gifted to Alliance affiliates.

Type: PS/ASI-HInstelCvT-10 ‘Ramey’
Class: Heavy Transport Carrier Cruiser
Crew: 400 plus 340 man air group
MDC/Armor by Location:
Main Body 95,000
Bridge 11,000
Roswell Bays(8) 2,000 each, each individual bay(10 each) has 200
Heavy Lasers(2) 500 each
Medium Lasers(8 ) 400 each
Point Defense Turrets(20) 100 each
Engine Block(flared bottom of the ship) 60,000
Variable Forcefield 7,000 each side(42,000 total)
Height: 600 ft diameter, 700 ft at base.
Width: 600 ft diameter, 700 ft at base.
Length: 1,052 ft
Weight: 540,000 tons
Cargo: 100,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 11
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Limited; can land in water and take off, but cannot maneuver on or under the water. Also, unless the hangar bays have been specially modified, deploying the small craft complement underwater is impossible/not advised. Maximum depth capability of 1,000 ft.
Market Cost: 7 billion credits
Systems of Note:
Standard Starship Systems, plus:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 4 million miles

*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles

*Communications Suite:---Long Range Radio and Video

*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles

*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*Tractor Beams(8)----Effectively each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. One emitter is mounted above each hangar bay ‘strip’. These systems are typically used to assist in the recovery of small craft and the handling of cargo in zero-gee.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

*EW Jamming Systems---In combat, the Ramey will attempt to use a powerful electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Ramey uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

Weapons Systems:
1) Heavy Lasers(2)---Mounted in the top of the spacecraft are two heavy lasers. When grounded, these lasers serve as heavy antiaircraft/air defense weapons atop the towering Ramey.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Medium Lasers(8, 4 forward, 4 aft)---The Ramey mounts secondary batteries of medium-rating laser cannons for dealing with fighters and small craft.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

b) Kinetic Kill Cannons---In the alternative, the laser mounts can be replaced with KKCs, which are more effective against opponents shielded against energy weaponry.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

3) Point Defense Turrets(20)---The Ramey fairly bristles with PDS mounts. These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile


Auxiliary Craft:
80 Roswell LATs
8 Large Shuttles
10 Light Shuttles

Variants:
*HInstelCv-10CV
---Dedicated aerospace fighter carrier conversion, put into production after allegations that the ‘Ramey’ was too specialized around the Roswell LAT. The HInstelCv-10CV carries 80 fighters instead, one to a hangar bay(two can be squeezed in if small/light models like the CAF Scorpion). Since its introduction, the HInstelCv-10CV, as a purpose-built carrier, is becoming more popular as a fighter carrier than the earlier Zhuge Nu freighter conversions.

*HInstelT-10D---This is a pure transport variant, with the Roswell bays converted to additional cargo space. In this configuration, the ships can carry 250,000 tons of cargo.

*HInstelCH-10---(aka ‘Deathcob’, ‘DeathCurler’) Another production-line conversion meant to produce a heavy missile cruiser. The HInstelCH-10 adds two additional heavy laser mounts, and replaces most (64) of the Roswell bays with missile launchers of various weights, depending on the intended mission profile. This variant is being considered as a replacement in some postings for the older and cruder PS/ASI-S-M/DDG08 Orion II System Monitor.
a) Short Range Missile Launchers
Range: Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-30 each launcher
Payload: 100 per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 48 SRMs)

b) Medium Range Missile Launchers
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 80 missiles each launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes .(1 ton of cargo capacity holding 24 MRMs)

c) Long Range Missile Launcher
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 40 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 12 LRMs)

d) Cruise Missile Launcher
Range: Varies by Missile Type(x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-6
Payload: 6 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo per 2 missiles)

e)Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces.
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1-3
Payload: 12 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo per 1 missile)


f) X-Ray Laser Bombs
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
Rate of Fire: Volleys of 1-4
Payload: 12 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo per 1 missile)


g) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.
Rate of Fire: Volleys of 1-3
Payload: 12 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity per 1 missile )

h)Long Lance IV ----PS/ASI still produces this earlier, heavier, crude cruise missile on account of its massive destructive capabilities and its carried penetration aides.
Range: 1,500 miles(6,000 miles in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d4 x 1,000 MD to a 2.6 mile destruction radius in space
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Rate of Fire: Volleys of 1-3
Payload: 3 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (A Long Lance IV takes up four tons of cargo space)


i) Decoys---Decoy or ‘noisemaker’ warheads are also often used to increase the difficulty of successful missile interceptions, by confusing sensor returns and jamming radar and lidar accuracy. Although this does mean few ‘live’ warheads can be carried to make room for the decoy rounds, against technological opponents the ‘fakers’ can increase the changes of successful volley penetration.
Last edited by taalismn on Mon Aug 18, 2014 1:03 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

taalismn wrote:(another 89er concept fleshed out)

Paladin Steel/Aegis Stellar Industries ‘Ramey’-class Deep Space Transport Cruiser
(aka ‘Jenga-Cruiser’, ‘Hub-Cruiser’)

.

OK this is bad ass man you rock
Spoiler:
even if don't reply any more
still you rock man !!!!!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

I just realized that if the Ramey was just loaded with the same RVs that the LATs can drop(kinetic penetrators, TW Elemental bombs, etc), you've got one seriously sick planetary bombardment craft. Like a giant THOR 'girders from heaven' assault platform. Don't even bother with nukes; drop giant spikes. For added hell, run up to a god percentage of light speed on your attack run towards the planet before kicking out the kinetic kill heads and veering off to avoid smashing into the planet yourself.
It's a planetary bomber.... :shock:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel (Mc)MFB-01 ‘Sea Owl’ MicroScale Patrol Boat

“Arrrr!!! We’re supposed to be the mighty pirates of the Sanderling Isles! Dread scourges of these waters with our mighty warship! Why are we not making headway?! Why, in fact, does it appear we are SINKING?!”
“Because those ‘little toy boats’ as you called them that we encountered earlier have chewed up the sides and bottom of our ‘mighty warship’. We’re taking on water from several hundred holes below our waterline!”

“Wow, that’s a LOT of little speedboats coming at us!”
---Last words of Captain Nicoli ‘Redshirt’ Robeson, Pirate

The ‘SeaOwl’ is a light, cheap, easily produced maritime patrol boat meant for Smallkin operation(but also available as a Unmanned Surface Vehicle). The ‘Sea Owl’ is based on a pre-Rifts design, among the earliest USVs designed for the United States Navy, the Navtec Inc. ‘Owl’ series. The design has been resurrected by Paladin Steel, using jet skis(specifically the Coalition’s own Navy version) as the basis of the low-sitting speedcraft.
The ‘SeaOwl’ shares the same streamlined wedge shape of the original, with a raised antennae/sensor housing/conning tower at the back. The construction is of tough megadamage plastics and composites, with integral floatation built in. Three hardpoints provide mounting for plenty of short range firepower or external equipment.
‘Sea Owls’ are regularly deployed as maritime scouts, harbor patrol and security vessels, and fisheries protection craft. Despite their small size. they can pack a punch, especially at short range, and the enemies of the GNE have learned to fear these small water-borne attackers. The Nomancer smallkin use these craft extensively for marine operations and island security.

Type: PS-(Mc)MFB-01 ‘Sea Owl’
Class: Microscale Fast Patrol Boat
Crew: 2 Size Level 1-2 sentients, plus 1-2 passengers/troops of similar size
MDC/Armor by Location:
Main Body 130
Sensor Tower 50
Spotlight 10
Gun Mounts(3) 25 each
Hydrojets(2) 50 each
Height: 3 ft
Width: 3 ft
Length: 8 ft
Weight: 900 lbs
Cargo: Equivalent to a survival pack. Can also pull up to 300 lbs of rafted cargo.
Powerplant: Liquid Fuel(w/ 500 mile range), Electric(w/ 600 mile range), or micro-nuclear w/ 5 year energy life.
Speed: (Water) 110 MPH
(Underwater) Can briefly ‘reverse porpoise’ 1-10 ft under the water at high speed for 1d4x10 yards.
Market Cost: 45,000 credits for liquid fuel, 49,000 credits for electric, and 1 million credits for nuclear
Systems of Note:
*Radiation Detector
*Directional Spotlight---Essentially a high-powered flashlight on a positionable mount). 200 ft range.
*Mini-Radar---2 mile range
*Radio---25 mile range
*Laser Illuminator Pod---Range: 3 miles
*Sensors---The cockpit of the Sea Owl can be fitted with the equivalent of Environmental Body Armor helmet sensors, including night vision optics, infrared vision, and image magnification.

Weapons Systems: None standard, but has three hardpoints; one front and center, and one on each side.
1) Weapons Hardpoints
a) Micro-Torpedoes
Size: The standard Micro-Torpedo is about 18mm in diameter and 7 inches long. Weight about 38 grams
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is aproximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Volleys of 1-6
Payload: 18 round drum per hardpoint
Cost: (Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

b) Mini-Torpedoes---2 per hardpoint

c) Micro-Missiles---20 round drum

d) Mini-Missiles---4 per hardpoint

e) Light Machine Gun---Adapted cyborg forearm weapon; often loaded with supercavitating ammunition.
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MDC) 1 MD per single rd, 2d4 MD per 10 rd burst
Rate of Fire: EPCHH
Payload: 300 rd magazine

f) 30mm Grenade Launcher---Modified ‘chunkagun’ AGL.
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Special Features:
*Top Carrying Handle
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.


g) 40mm Grenade/Depth Charge Launcher---Modified 40mm ‘Dhunker’ GL.
Range: 2,000 ft. Grenade charges are typically fused effective to a depth of 120 ft.
Note: CANNOT operate underwater.
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
High Explosive/Concussion rounds do 5d6 MD to a 32 -foot radius.
and Plasma rounds do 1d4x10+10 to a 5-foot radius.

(Sonic)3d6 MD per blast to an 16 ft blast radius, 1d6x10 SDC to another 20 ft beyond that, Does only 1d6 MD to a 6 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).

(ElectroShock)--Unleashes a powerful electrical surge that stuns against a saving roll of 17 or less. Does 3d6 SDC to a 25 ft radius, and stuns for 1d4 minutes. Also has a 60% chance of temporarily knocking out unshielded bionics and cybernetics for 1d6 melees.

(Chemical) Varies by specific chemical used. Generally covers a 20 ft area, and persists for about 1d4 minutes before being broken up by water currents.
(Dye Pack) Dyes the water a bright color. Generally covers a 30 ft area, and persists for about 1d4 minutes before being broken up by water currents. May last longer if it coats solid objects passing through it.
(Floating Flare) Burns for 50 seconds floating on the water
(Screamer) Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 40mm screamers is aproximately 2,500 ft

(MicroTorp)---Drops two micro-torpedoes into the water. Typically homing variety.

(TW TangleBomb)----Explodes into a twitching, twining, expanding mass of green-black unearthly vegetation with 25 MDC per 20 ft area(covers a 40 ft area). Has an effective Horror Factor of 14, and victims have to Dodge at 16 or better to avoid getting tangled up in its fronds/tentacles. Victims trapped in the weed are -1 to initiative, -2 to strike, -4 to parry, and -6 to dodge, and will have to inflict 25 MDC or more to move more than 10 ft. Unprotected beings take 3d6 SDC per melee of thrashing against the weed, from its thorns and whipping around; those in MDC armor(or who remain calm and don’t fight it) take no damage. Duration: Lasts up to 50 minutes

(TW Blackwater Bomb)---Covers a 50 ft area in ominous darkness, Effects identical to the Ocean Magic spell Black Water. Effects last 8 minutes.

Rate of Fire: Volleys of 1-2
Payload: 8 rounds, four per tube
Cost: 7,000 credits

h) Sonic Blaster
Range: 1,200 ft in water, 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to disipate and insulate the sound waves.

Rate of Fire: ECHH
Payload: 30-shot E-clip(1 MDC shot equals 10 SDC shots), 50 shots from a long E-clip
Cost: 80,0000 credits

i) Ion Blaster----Modified PSIR-6B (Naval version) ‘Viper’ ion rifle.
Range: 1,600 ft (1,600 ft underwater)
Damage: 5d6 MD single shot
Rate of Fire: Standard
Payload: Regenerating E-clip Power Pack provides 42 shots, and regenerates 4 shots per hour. The buttstock powerpack can be swapped out and replaced with a fresh pack in an emergency, or the weapon payload can be supplemented with a side-feed conventional e-clip(which provides 16 shots), or can be linked to nuclear powerplant for effectively unlimited shots.
Bonuses: Laser Targeting gives a +1 to strike on an aimed shot
Special Features:
*Laser Targeting--+1 to strike on an aimed shot
*Sliding Wire Stock
*Underbarrel Mounting Lug---Compatible with bayonets, light grenade/micromissile launchers, tazers, and other accessories.
* Water/pressure-sealed assemblies, and neutral-bouyancy weighting in the casing.
Cost: 22,000 credits

Options:
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIR-6 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 12 ft wide area. Cost: 6,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits


j) Blue-Green Pulse Laser---Modified PSLR-7 ‘Rattler’ Rapid-Fire Light Laser Rifle.
Range: 900 ft
Damage: 2d6 MD single shot, or 1d6x10 MD per 5 shot burst
Rate of Fire: Standard
Payload: 20 shot E-clip, 35 shot long E-clip
Can also be fitted with a special ‘drum clip’ adapter that allows it to use Coalition-style E-Canisters; 30 shots can be added, or can be linked to nuclear powerplant for effectively unlimited shots.
Special Features:
*Water/pressure-sealed assemblies, and neutral-bouyancy weighting in the casing.
Cost: 17,000 credits, an e-canister adaptor costs 5,000 credits
Options:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Flash-Blinder---This adds a special power-stepdown chip to the weapon’s power regulation/draw system, and a scattering optic to the barrel. allowing the weapon to produce blinding flashes of light that can temporarily blind those with unprotected optics/eyes. Effects are roughly equal to a Blinding Flash spell. One MD shot equals 200 ‘flash’ shots.
Cost: 4,000 credits

*Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the PSLR-7 into a short ranged ‘laser shotgun’, doing 2d4 MD to an 9 ft-wide area, at about 400 ft range, with a single shot, and 4d6 MD to a 10 ft area with a burst shot. Cost: 7,000 credits

k) Flamer-------Barbecue time.Fire on the water can be particularly frightening, because it forcs victims to choose between burning and drowning. Weight: 8 lbs, 400 ft range, does 3d6 MD per burst, plus does an additional 2d6 MD per melee for 1d6 melees, 10 shots, 30,000 credits

l) 5.56mm Gattler---Rapid-fire machine gun based on the PS ‘Fhizer’ . Because sometimes you don’t want or need to reduce somebody to a fine red vapor.
Weight: 11 lbs
Range: 700 ft
Damage: (Rubber Baton) Range 300 ft, 1 SDC, and a 15% chance of knocking down a suspect. This option is best used in a burst, for maximum chance of knockdown.

(Taser) 1d6 SDC, victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconscious.

(Tear gas) None...Due to the small internal volume of the bullet, this shell can deliver only a small amount of chemical agent to the target area; enough for a 5 ft cloud. It’s best used in a burst for maximum effect. Victims are -10 to strike, parry, and dodge, plus lose one attack/action per melee for 1d6+1 melees

(Tag) None...This is either a paintball round or a special scent pellet...the scent pellet gives a +20% to anyone with an advanced sense of small to identify and track a tagged suspect. Paint or scent tags can only be removed with a paint remover like turpentine.

(Drug Dart) Does no damage, but victim must make a save versus nonlethal poison or fall asleep for 3d6 minutes. A successful save means that the victim has fought off most of the drug, but is still dizzy and disoriented; -5 to initiative/strike/parry/dodge/ and roll, and -1 APM for 1d6 melees.
The danger comes in multiple strikes; for every dart strike after the first, while its effects are still being felt, the victim has a chance of suffering physical damage from drug overdose...each strike/unsuccessful save thereafter does 1d4 SDC, as well extends the effects of the dart. For this reason, police rarely ever fire drug darts in bursts, except against exceptional physical specimens, like Juicers or Crazies.

(5.56 mm Cartridge) 3d6 SDC per single rd

Note: PS is also developing other specialized ammunition types...the ‘Fhizer’ is fully compatible/able to fire wood and silver rounds as well.

Rate of Fire: Standard; single shot, 3, 5, or 10 rd burst
Payload: 300 rd magazine
Cost: 2,500 credits

m)Multiplexor--- The PS modular TW projection system. The system described here has three Spellcards. Many users favor using water- or air-based spells for use on the open seas, but other magical attacks are also favored. Surprise them with a little magic.
Weight: 8 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery, . In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 37,000 credits
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE
(PPE Clips cost more than PS’s regular line of car-battery-sized PPE Batteries because of their more compact size and configuration.)
Any of PS’s ‘Greenstar’ regenerating powerstones can also be isntalled for extra cost.
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.



Options:
*Flare/Smoke Launcher----Modified grenade tubes that can light off flares or smoke. Up to two launchers can be mounted without using any of the hardpoints.
Range: 150 ft
Damage: Negligible; not designed to be fired AT targets(you’d have to be standing over the launcher, in which case it does 6d6 SDC)
Smoke rounds cover a 20-40 ft area, and can burn for 10 minutes. Typically used to mark a position for other craft to investigate.
Rate of Fire: Single shot per action
Payload: 4 per launcher
Cost: 80 credits for the launcher, 10 credits for each flare, 3 credits for smoke.

*Escape Pod---- Adapted from the MicroWarbird programs, this is a modified MDC(50) helmet that closes around the tiny crewmember, providing additional protection similar to a high speed raceboat’s ejection pod. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the speedboat by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up), and the pod can safely float on the water. The escape pod can rocket up to 5,000 ft away.
Cost: 3,000 credits for each pod installed.


*Sonar Dipper---The Sea Owl generally moves too fast for hull-mounted sonar to be effective, but when drifting, the crew can deploy a mini-hydrophone and sonarpinger. Effective range of 2 miles. Cost: 24,000 credits

*Echo-Location/Mapping System---A more sophisticated version of the Sonar Dipper, this system can, with 78% proficiency and accuracy, create a detailed sonar map. Range: 3,000 ft. Cost: 60,000 credits.

*Sealed Life Support---Seals the cockpit against submersion, and chemical contamination. Roughly equivalent to EBA filtration, recirculation, and air scrubbing. Cost: 18,000 credits.

*Stealth---Insulation on the engine and mechanicals muffles noise and reduces the IR profile, while special materials on the hull reduce radar signature. Chance of detection is reduced to a mere 20%, Cost: 100,000 credits.

*Parawing---A folding parawing assembly with ducted-fan propellor and engine can be attached to the SeaOwl, allowing it to actually fly. The parawing has a wingspan of 32 ft, and is made of megadamage fabric with 60 MDC. The entire assembly can fly at 75 MPH, maximum altitude of 10,000 ft, and can be detached in an emergency. PS is also working on a remote control system and solar-powered wing version. Cost: 25,000 credits.

*UUV Rack---The SeaOwl can carry a single small Unmanned Underwater Vehicle on a back rack for deployment. The PS-ABA-1 Wrasse Autonomous Benthic Assistant is the most commonly used UUV for this, but PS is supposedly working on an ampibious version of the old NEMA ‘sphere probes’.

Variants:
*USVMFB-01 ---Robot drone version of the ‘Sea Owl’. Frequently used to patrol harbors, recon coast lines, and drag mine detection gear through suspected boobytrapped areas.
Programming:
Radio: Basic 90%
Navigation(Water) 85%
-Combat Program(see Combat Bonuses)
Actions/Attacks Per Melee: 3 (5 From Combat Program*)
Initiative +2*
Strike+3*
Dodge +1(+2*)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48024
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
Adventurer
Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

taalismn wrote:The Ramey-class Carrier gets its own picture:
http://i408.photobucket.com/albums/pp164/taalismn/ramey-classcarrier_zpsd607b4e3.jpg


She is out of this world, and an orbital strike into my heart.

Quick question, what would a Paladin Steel brand post Rifts smartphone look like?
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