Paladin Steel Storefront

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:
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?


Hands-free device, because you're going to be either carrying loot, tools, or weapons in your hands.
-------------
"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 »

And I be off for a few days to recharge the little gray cells....
-------------
"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

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taalismn wrote:And I be off for a few days to recharge the little gray cells....


Rest well, and enjoy what is left of summer before it is gone.
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

89er wrote:
taalismn wrote:And I be off for a few days to recharge the little gray cells....


Rest well, and enjoy what is left of summer before it is gone.

Rest those little gray cells... You are only on page 100 :D
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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abtex
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Re: Paladin Steel Storefront

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Wonder if taalismn needs a Snow Cat to get to work in style?

Do he go Fishing?

Did he enjoy his time away?

--------------------

On a different note, this picture makes me wonder what the cost for re-fitting Classic mover vehicles with Walking Truck legs be? Not asking for a convert. Different picture

Part of "Paladin Steel Storefront" topic's catalog is here
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:Wonder if taalismn needs a Snow Cat to get to work in style?]


No, but I am working on a killer Zamboni.

Yep, I'm back. Vacation was shorter than I'd like and as long as I'd dare(working part-time sucks when it comes to long vacation times allowable).
Got many ideas, but mostly just emptied my mind and relaxed from electronic media.
Also rather startled, due to the nearby vicinity of the PIOTUS, to have my ferry escorted by two high speed Coast Guard launches(armed, visibly with M-60 machine guns) who used the ferry as practice---protecting it from other vessels(basically they harassed speedboats in the area) or zipping back and forth in front and behind, so close that a few times I thought they'd rammed, or at least scratched the paint.

Well, back to work and winding down the summer....
-------------
"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 »

abtex wrote:On a different note, this picture makes me wonder what the cost for re-fitting Classic mover vehicles with Walking Truck legs be? Not asking for a convert. Different picture

Part of "Paladin Steel Storefront" topic's catalog is here



Indeed, it's the cheap way of building utility robot vehicles, if you're not worrying about heavy melee combat. Just make sure the foot pads are large enough to distribute the weight, so you don't wind up pegging yourself into soft ground or marsh muck where you were better off just investing in grouser treads or big balloon tires to float you over the bog-silt.
-------------
"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

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(Because I must love the Spinning Blades spell....)

Paladin Steel ‘Gentleman’s Argument’ TWML-3 Fight Stick

“Now, now, you just can’t treat a lady like that. What do I intend to do about it, you ask? Well, before I was your history professor, I was with the Fourth Army Group of the Greater New England Regular Army. That’s where I got my scars, learned proper manners, came to appreciate regular meals, learned how to fight close and dirty, and how to properly deal with junior jerkass-grade dark cultists like yourselves-”
//FWOOSH!//
“GYAAAAHHHHHHH!!!”
“-with FIRE. Who’s next?”
R’yargth fe’-”
//SCCCHHHHRRREEEEECCHHHH//*GLUSH*
“Right, the spellcaster. NEXT!”
*ZARP!*”--uNH!!!!”
“Never did pay attention in my class on the Macedonian Wars, Juna! You get an ‘F’!
Any more of you Darwin Award retro-abortions want to flunk out? Come at me then! ”

The TWML-3 is meant as a fashion accessory with concealed self-defense capabilities; an elegant walking stick(or sword-cane) with a variety of built-in technowizardry and technological weapons. It was supposedly first introduced amongst PS executives from the Elven enclaves of Burlington, and caught on from there.
The staff portion conceals a traditional blade(or rather, in this case, an extendable vibroblade) for stabbing and parrying, but also incorporates a laser pointer enhanced with Laser Blast to be a TW laser, and a lighter, modified to blow through the staff to become a most effective flame-thrower, using the appropriate Flame-thrower spell. The vibroblade itself is enchanted with a Spinning Blades spell for added mayhem in combat. Stun Baton enhances blunt force strikes, for those times when a dandy doesn't want to just casually slaughter his attackers, but leave them alive and thoroughly concussed for the authorities of bodyguards to interrogate or haul off. A TW powerstone in the handle-head provides PPE, and a power level indicator shows through quartz crystals embedded in the metal scrolling and silverwork decorating the stick.
The TWML-3 also features a prominent curved head plated in silver that can be used as a blunt striking or hooking weapon. The main shaft of the stick can be either tough megadamage composite or genuine polished and carved Ironwood.
The TWML-3 may be expensive for a fashion accessory, but those who purchase them claim that they’re worth every credit. Flash and function, and the pricetag just further flaunts ‘filthy rich’, but woe to the bandit who figures the gentlebeing with the expensive walking stick is a pushover mark.

Weight: 2 lbs
MDC: 25
Range:
(Vibroblade/Spinning Blades)Melee when just the vibroblade’s 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.
(Laser Blast) 800 ft
(Flame-thrower) 60 ft
(Stun Baton)Melee
Damage:
(Vibroblade/Spinning Blades)1d6 MD for the vibroblade.
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.
(Laser Blast)1d6+8 MD per blast
(Flame-thrower) 1d6x10 SDC or 2d4 MD per blast
(Stun Baton) Save versus magic at a 17 or better, or parry, or see normal combat bonuses cut in HALF after the first successful strike, HALF again after the second, and flatline at zero after the third. Also reduce Speed by 5% per additional strike. Continued use into the next melee round will have cumulative effects.
Used against targets with MDC armor or protection, the spell does NO damage but after three or more hits in the same melee round and a failed save versus magic, the target is -1 to strike, parry, and dodge, and speed is reduced by 2%. Continued use into the next melee round will have cumulative penalties per successful strike.
Can be used to parry other stun melee weapons.
Effects last for one melee round +1 subsequent melee round after.

Note: Used as a straight-out basic bludgeon, the TWML-3does 1d4 +user’s punch damage.

Rate of Fire:
(Vibroblade/Spinning Blades) ECHH
(Laser Blast) ECHH
(Flame-thrower) ECHH
(Stun Baton) ECHH
Payload:
(Spinning Blades)10 PPE for 7 melee rounds
(Laser Blast)3 PPE per shot
(Flame-thrower)1 PPE for SDC blast, 3 PPE for an MD blast
(Stun Baton) 4 PPE for 1 melee round

Powerstone: *’Light’---75 PPE capacity
Recharge Rate: 2 PPE per hour, 10 PPE at a ley line, 20 PPE/hour on a nexus or in a dimensional pyramid

Special Features:
*Built-in Butane Lighter---Doubles as the pilot light for the mystic flame-thrower.

*Silver-Plated Handle-head; can be used as a blunt force weapon

Cost: 219,500 credits

Options:
A variety of options can be incorporated into the TWML-3, depending on the customer and the desired designs. Even simple cosmetic design customization such as gold, silver, ironwood, and jeweled inlays can increase the price as much as 20%. At least one customer requested a silver cross incorporated into her walking stick(and on Rifts Earth, a silver crucifix has some real power against vampires). A few of the more commonly requested spell additions are listed below:

*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

*(Spell) Thundermaul---2d6+2 MD per strike. PPE Cost: 8 PPE per activation(7 melee rounds). Cost: 83,500 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) Cloud of Ash(Elemental Fire)---90 ft range, covers a 30 ft diameter, persists for 4 melee rounds/1 minute. PPE Cost: 3 PPE per blast. Cost: 30,600 credits

*(Spell)Magic Pigeon--This takes the form of a winged bird shape sculpted into the design of the pommel, the sculpture briefly coming alive before spawning a copy of itself that goes winging off to deliver its message . Typically used for setting an alarm, calling for help, or communicating on the go. Can carry a 30 word message, and flies at 30 MPH. 2 month duration. 10 PPE per use. Cost: 100,000 credits.

*(Spell)Mystic Water Blast---Great for fire extinguishing and simultaneously maiming and humiliating targets. Typically has a spout, or water-carrying naiad worked into the silverwork. 100 ft range, no damage(aside from a thorough drenching) to normal people, 2d6+6 HP to vampires, 2d6+6 MD to fire elementals and other beings vulnerable to water. -1 to dodge. 5 PPE per use. Cost: 50,000 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

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DuoLuminex---TW Holographic Hand Device

“At first glance this thing looks like the sort of tech-toy or stage-dressing a stereotypical technomage could be expected to carry, but if you look behind the chintzy flash and glitter, it’s really quite an effective and useful tool and not the overpriced flashlight others have made it out to be.”
---Garffid Nenete, Battle Magus

“Oh, come ON! I’m smarter that that! I know what that is! You really think you can threaten me with a double disco light stiACKGH!!!”
---Last words of Bartholomew the Red, necromancer.

“Rather expensive little light show, but I’ve made that back easily in all the bounties I’ve collected peacefully while they were looking at all the pretty little lights.”
--- “Deveraux the Dazzler”, Manhunter

A technowizardry wand or power rod resembling a short metal rod capped by two baseball-sized crystal spheres. A PPE powerstone in the hilt powers the device, which uses its crystal projectors to throw light in various mystically manipulated forms.
Globe of Daylight and Lantern Light are good basic illumination spells for dispelling darkness. Blinding Flash is the least of the combat-oriented light spells. Mesmerism and Northern Lights are two Air Elemental spells adapted for grabbing peoples’ attention and holding them fast with swirling, entrancing, light displays. Multiple Image is a defensive spell useful for confusing opponents. Finally, Horrific Illusion can conjure up a useful distraction or startling special effects. .
The DuoLuminex is weighted towards non-lethal light spells, but it can be modified for more damaging magic.
Though initially scoffed at by the serious mage community when it was first released(early reviews compared it to ‘ugly dress jewelery for wannabe mages’ and ‘expensive special effects for mass-media-fed noobs’), the DuoLuminex is starting to pick up in sales, especially among technowizards, Ludicrous Mages, Crazies, and Light Mages.

Weight: 2.5 lbs
MDC: 25
Range:
(Globe of Daylight ) 120 ft area, up to 30 ft away
(Lantern Light) 10 ft
(Blinding Flash)10 ft radius, up to 60 ft away.
(Mesmerism)5 ft
(Northern Lights) 30 ft area, up to 60 ft away.
(Multiple Image) Immediate vicinity
(Horrific Illusion) 30 ft
Damage:
(Globe of Daylight ) Illuminates a 120 ft area with the power of sunlight.
(Lantern Light) Fills immediate area with bright light.
(Blinding Flash) Immediate flash blinds those who fail to save versus magic(robotic, cybernetic, bionic eyes are unaffected); -10 to strike, parry, dodge for 1d4 melees. Can be made particularly bright(-1 to save versus magic) for additional PPE pumped into the spell).
(Mesmerism) Hypnotic light pattern. Held up to peoples’ faces, the hypno-light will cause those who fail to save versus magic to be -4 to initiative, -2 to strike in melee combat, and -6 to strike in ranged combat, -20% to skill performance, reduce speed by HALF, for 6 minutes.
(Northern Lights) Spectacular and hypnotic light show covering a 30 ft area. Those failing a save versus magic are struck dumb, gazing at the lights, as long as the spell lasts or they aren’t attacked.
(Multiple Image) Creates SIX (not three, as normal) copies of the wand’s holder. Enemies are -4 to save to see through the illusion(s), otherwise the wand-holder gets +2 on initiative, +2 to dodge, and +1 to strike, while facing confused opponents.
(Horrific Illusion) Creates a moving horrific illusion of the wand-holder’s choice. Onlookers must save versus magic or be subjected to Horror Factor 14. Great for distractions, and fun at Halloween parties.

Rate of Fire: ECHH
Payload:
(Globe of Daylight )1 PPE for 30 minutes(15,000 cr)
(Lantern Light)1 PPE for 6 hours(8,000 cr)
(Blinding Flash)1 PPE for instant effect, 2 PPE for particularly bright flash. (5,500 cr)
(Mesmerism)PPE for 24 melee rounds/6 minutes(38,000 cr)
(Northern Lights) 6 PPE for 24 melee rounds/6 minutes (78,000 cr)
(Multiple Image)4 PPE for 24 melee rounds/6 minutes(35,000 cr)
(Horrific Illusion) 5 PPE for 12 minutes(53,000 cr)

PPE Capacity:(Light)----100 PPE battery capacity
Recharge Rate: 2 PPE per hour, 10 PPE at a ley line, 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:
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius.

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the device.

Cost: 270,000 credits

Options:
For additional cost, additional spells can be added to the device; most buyers add a ranged lethal spell or two to the mix for variety and versatility.

*Invisible Light-----This spell creates a radiating source of infrared light that can barely be seen with the naked eye, but which shows up brilliantly to those able to see IR-band light. It can be used to flood an area for infrared sensors. Can be radiated directedly from the device, or projected to a distance. 3 PPE, 1 hour, 60 ft radius, 80 ft range, 32,000 cr.

*Illuminate The Invisible-----This area of effect spell causes magically/supernaturally invisible beings caught in its light to fluoresce and become visible to the naked eye. Such beings can still try to hide in the shadow of objects/people standing between them and the eldritch light source, if the cover is large enough, but being caught in the light will cause them to glow. 1 PPE, 16 minutes, 60 ft radius, 80 ft range, 22,000 cr.

*Chromatic Protection---Surrounds the device’s holder with a low glow that flares into a blinding flash if attacked. 5 PPE, 10 minutes, 10 ft range, 55,000 cr.

*Light Target---Paints a target with a persistant glow for easier tracking/targeting. 3 PPE, 12 minutes, 10 ft range, 33,000 cr.

*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


*Laser Blast,----3 PPE per blast, 1d6+12 MD, 1,200 ft range, 28,000 cr. For 6 PPE, the DuoLuminex can fire two blasts simultaneously from both crystals, doing DOUBLE damage.

*Lightblade(Air Elemental spell)-------6 PPE(12 PPE for a double blade), 1d4x10+10 MD per strike(full HP damage to vampires) 10 minute duration, 78,000 cr.
-------------
"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 »

Nice postings, waiting for more.
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 »

Can't wait for my copy of Megaverse in Flames, so I can see how the Minion War on Earth might affect Paladin Steel. :angel: :demon:
-------------
"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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Re: Paladin Steel Storefront

Unread post by abtex »

Is your library Paladin Steel using this system yet?
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:Is your library Paladin Steel using this system yet?


Currently we only deliver grenades that way.

It does suggest, however, that drones shpuld be more common on Rifts Earth if they became so freakin' popular pre-Rifts(more than a few should have survived to be copied by post-Rifts industries).
That can suggest:
a) KS when writing Rifts didn't realize the upward trend in drones.
b) Anti-drone backlash from privacy-concerned groups, law enforcement, and air traffic controllers curtail the proliferation of drones during the Golden Age.
'Quiet skies are safe skies'.
-------------
"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/Aegis Stellar Industries ‘Bradford’ Heavy Interstellar Transport
(aka ‘Enzo’, ‘E-Class’, ‘Gumball-class’, ‘Eddy-cruiser’)
http://i408.photobucket.com/albums/pp164/taalismn/img493_zpsd428650d.jpg

“Thank you for boarding Paladin Steel Corporation Colonial Transport Eliza! We are bound for New Columbia in the Aegisus Sector.
You are assigned to Accommodation Quarters two-one-four, Deck Three, Orange Quadrant, of this habitat module. Quadrant and Section officers for your specific area may be found in the Core section of each respective deck-section; simply follow the yellow line to the Social Core.
Your personal possessions and declared cargo have already been loaded and stowed in Personal Cargo Unit two-one-four in the Number Four cargo hold, Deck Eleven, Orange Quadrant, of this habitat module. If you wish to access it at any time during the trip, please contact the cargo supervisor for the module. Please note that access may be denied during certain maneuvering; if such is the case, the cargo supervisor will inform you.
Orientation will be held for your Deck in your floor’s Social Core at three pee-eem, approximately forty standard minutes from now. This will give you the opportunity to meet your fellow passengers, your Section officers, and to ask any questions you may have. We will be breaking orbit in approximately eight standard hours.
Thank you and enjoy your voyage to your new lives!”

“Sister, I still don’t see why I have to strip naked and travel drugged and asleep in a padded cold-crate on this great voyage while you get to stay awake and see the universe the whole trip!”
“Because, sister of mine, you get carsick even with shock absorbers, you fainted from motion-sickness on the ferry over to the spaceport, and you were barfing all the way on the shuttle up here. I can’t imagine what you’d be like at sustained hyperdimensional relative velocities of three light years an hour for seven weeks across intergalactic space-”
“*-yurk-”
“MEDIC!!!...well, at least that takes care of the recommended ‘no food for twenty-four hours before going into hibersleep’....”

“Have you heard about the Groton? They fitted her tankage globe as a marine habitat, with heaters and water circulators! First it was to transport some big aquatic species ambassadors in style, then later to carry marine life to aquariums and stellar nature preserves, but I also heard they’re using her to ship live seafood! That’s a honking lot of lobsters to be carrying across the stars. Hear also that the ship’s being called the ‘Gorton’...behind the crew’s backs of course.”

“You REALLY want to know how she got her nickname ‘Captain Comet’? Well, the short of it she was in command of the Orion Conveyor when she was jumped by Exile bandits. She was carrying a mixed cargo of colonists, half walking and the other half in cold boxes, so she wasn’t about to be pulled over. She WAS however perfectly willing to dump half her liquid cargo tankage as a smokescreen. Made quite a cloud of crystals trailing behind the ship, and thick enough to foul the lasers coming her direction and snowflake two boarding ships coming her way long enough for her to get across the local Palanski Limit and go to eef-tee-ell. When she dropped back into normal space in front of a sector patrol squadron, her ship was still venting enough it looked like a comet. The name’s stuck.”

The Bradford-class Heavy Stellar Transport is based configuration-wise on the ‘Enzmann’-design, a pre-FTL ‘slowboat’ configuration that uses fusion-nuclear plasma thrusters and a characteristically large fuel storage mass to thrust at low-cee velocities between nearby star systems. Enzmanns, or variations thereof, are common throughout pre-FTL societies, both human and non-human, and so are well-documented in the annals of spaceflight. Once modern FTL technologies are developed (or acquired), few cultures continue to use them, however, exchanging the massive logistics and slow speeds for more versatile and smaller fast transports. PS/ASI is in the minority of organizations that updated the designs with FTL drives.
The basic Enzmann ‘torchship’ consists of a large globular fuel tank several hundred meters in diameter, holding cryogenic slush deuterium, fed through a service conduit and core to a cluster of nuclear fusion engines. Around the service trunk are arrayed several multi-deck accommodation modules carrying cargo, crew, and passengers. The vessel is surprisingly heavily armored, especially the forward hull, as it had to survive collisions with interstellar matter at relatively high relativistic speeds, without the benefit of generated forceshielding. Even after the design was modernized with forcefields, the heavy armor was retained, rather than removed to save weight and mass.
The PS/ASI retrotech ‘Bradford’ design has been updated with the very same technology that rendered the Enzmann class obsolete. Modern contragravity FTL systems make trips that would take an Enzmann decades, even centuries, to traverse, jaunts of only hours. Internal synthetic gravity plating eliminates the need to spin the ships for artificial gravity. More efficient fusion powerplants and the smaller CG FTL drives require only a fraction of the fuel of the older engines, but the massive fuel globe is retained; the extra fuel capacity is kept for especially long range trips or for liquid cargos(see variants). Modern MDC materials and forcefield shielding provide extra protection from threats both natural and man-made(such as pirates and hostile aliens). A basic defense grid has been added, with the ability to upgrade with more powerful armaments, although the Enzmann/Bradford is not considered an ideal warship by more modern Three Galaxies standards. The habitat modules along the service spine can also be detached and used as modular space station or colony components and structures.
The Bradfords retain some of the problems of the original Enzmanns; large awkward maneuvering and an inability to operate in an atmosphere. The latter requires the Enzmann/Bradfords to carry auxiliary vessels to shuttle cargo and passengers to and from a planet’s surface.
Bradfords are also slow in FTL-mode; PS/ASI has yet to figure out how to reliably build and fine-tune the necessary engines for high-FTL speeds on high-mass vessels. Instead the Bradfords must use slower, more energy efficient, FTL systems.
What the Bradfords have in their favor is the ability to move massive cargoes and large numbers of people economically. The ability to carry large liquid(or semi-liquid) cargoes in their forward globular hulls makes them popular as tankers and for resupplying space facilities without their own access to renewable water or hydrogen supplies.
The first PS/ASI Bradfords were constructed with the assistance of the Corianus-Typhen-Rosette League(CTRL) who had actually built Enzmann-class vessels for local in-system ‘commuting’ prior to full adoption of CG drives, and so still had the orbital facilities for constructing the vessels. Under a licensing agreement, PS/ASI shared in the cost of de-mothballing and modernizing the facilities, and is allowed to run them in return for a percentage of the production(the vessels going to the League’s large mercantile fleet). Other subsequent production lines were opened in other systems with the assistance of the WZTechyards consortium. Paladin Steel uses many of the Bradfords it produces for its own purposes, but has enough spare production to sell on the open market.

Type: PS/ASI HInstelT-08 ‘Bradford’
Class: Heavy Interstellar Transport
Crew: 200, plus accommodation for up to 3,000 passengers(2,000 originally) Double to quadruple that if passengers are carried in stasis, depending on how much accompanying cargo is carried as well. If the cargo sphere is also used wholly to carry hibernating passengers, up to 36,000 can be carried.
MDC/Armor by Location:
Forward Sensor Array 6,000
Forward Fuel/Cargo Sphere 25,000
Habitation/Cargo Modules(1-3) 9,000 each
Engine Bloc 15,000
Point Defense Turrets(14) 100 each
Variable Forcefield 1,200 per side, 7,200 total

Height: 305 m(1,006 ft)
Width: 305 m(1,006 ft)
(Main sphere is 305m in diameter)
(Accommodation modules are 91 m in diameter)
Length: 610 m/2,000 ft
(Main sphere is 305m in diameter)
(Accommodation modules are 91 m/300 ft long)
Weight: 12.3 million tons empty, the ship masses some 300,000 tons, plus mass of fuel sphere is some 12 million tons.
Cargo: Each accommodation module can normally carry 18,000 tons of cargo(triple that if not carrying passengers), plus 12 million tons of liquid cargo(water or deuterium typically) in the main sphere.
Powerplant: Nuclear Fusion w/ 80 year energy life
Speed:
(Atmosphere) Not possible
(Sublight) Mach 8
(Kitsune Values: 30% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 3 light years per hour
(Underwater) Not possible
Market Cost: 64 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(4)----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. 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).

Weapons Systems:
1) 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: (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

2) Medium Lasers(3)----These heavier weapons are mounted in the ‘equator’ of the sphere-hull, where they have an excellent arc of fire. They are used for dealing with heavier space junk and keeping pirates at a distance.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per cannon. Only two can fire on any one target at one time.
Rate of Fire: Each cannon can fire four times per melee
Payload: Effectively Unlimited

3) (Optional)Countermeasure Launchers(1-6)----These are decoy launchers meant to divert missiles and other guided weapons:
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 micmic 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---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).

Payload: Each CM array holds 50 Ballute decoys, 20 maneuvering decoys(“Wild Weasels”), 100 ‘Smart Chaff’ canisters, 50 laser aerosol canisters


Auxiliary Craft:
Typically 8 heavy shuttles
16 EVA Work Pods

Options:
-Additional Weaponry:
In standard transport configuration, each cargo module has provision for being fitted with up to THREE medium weapons turrets, while the spherical liquid cargo/fuel sphere can mount up to SIX medium weapons stations. Up to an additional 46(!) PDS turrets can be added.
Heavier weapons are typically reserved for combat-conversion vessels and are NOT available to commercial craft.

-Hangar Modules:
These have provision for carrying up to 40 aerospace craft, typically 36 fighters and 4 light shuttles.

Variants:
*PS/ASI-SBB08 ‘Dewey’---A warship conversion of the Bradford-class. Though nowhere near as maneuverable as modern warships, the Bradford still makes for an effective weapons platform, and several buyers have commissioned or converted the vessels into combat vessels, in many cases using the large liquid-slush cargo tankage to provide cooling for heavy energy weapons. Additional armor has been added to critical sections, and variable force-screening has been beefed up to take the anticipated damage of heavy combat. There is no specific configuration of armaments, owing in part to PS/ASI’s inexperience with producing warships of this size, and because the design is meant to be custom-ordered and partially-designed by potential clients. A notable example is the PRC-SBB01 ‘ShenLong’, a warship conversion of the Bradford, built for a spacefaring alternate version of the Chinese Geofront Nation. The Shenlong mounts a mix of long range lasers, particle beam cannons, and long range missile launchers as its primary weaponry.
It is unknown how many ‘Dewey’-class battleships have been built(at least three though); the Amberjin facilities are too small to produce the massive ships, so presumably the rented shipyards at Corianus, with their tighter security and better local skill at constructing superheavy vessels, are responsible for turning out the first ones.
MDC/Armor by Location:
Forward Fuel/Cargo Sphere 30,000
Habitation/Cargo Modules(3) 10,000 each
Engine Bloc 18,000
Heavy Weapons Mounts(10) 1,000 each
Medium Weapons Mounts(12) 700 each
Point Defense Weapons Mounts(30-60) 200 each
Variable Forcefield 1,200 per side, 7,200 total
Weapons Systems:
1) Heavy Weapons----10 heavy-rating starship weapons systems can be carried.Cruise missile launchers count as heavy weapons installations.
2) Medium Weapons ---12 medium-rating starship weapons systems can be carried.
3) Point Defense Systems---up to 60(!) individual PDS turrets/systems can be mounted, allowing the vessel to fairly bristle with close-in defensive fire. Typically only 30-35 such turrets are mounted, however, divided between lasers, rail guns, and mini-missile launchers. Vessels mounting the maximum number of PDSes are referred to as ‘murderhogs’.
4)Countermeasure Launchers(6)
5) Fighter Complement: 12 fighters

*PS/ASI-SCV08 ’Forrestal’----Carrier warship conversion of the Bradford, retaining the heavy armor and heavy point defense armaments of the battleship conversion, but removing most of the heavy armaments in favor of hangar capacity. Like the ‘Dewey’, the ‘Forrestal’ has no fixed weapons configuration, allowing clients to select what weapons they desire(and can afford).
Again, it is unknown how many vessels of this class have been constructed, though at least one has entered service, and was deployed hidden amongst several other ‘Bradford’ transports in a convoy though a known pirate hotspot. When a particularly large bandit flotilla attacked, the SCV-08 showed its true colors, joined the convoy’s escort squadrons, and deployed its own fighter wings to bloody the piratesand repulse them.
MDC/Armor by Location:
Forward Fuel/Cargo Sphere 30,000
Habitation/Cargo Modules(3) 10,000 each
Engine Bloc 18,000
Heavy Weapons Mounts(5) 900 each
Medium Weapons Mounts(8) 700 each
Point Defense Weapons Mounts(30-60) 200 each
Hangar Bays(8; four on the spinal modules, four mounted around the base of the forward sphere) 3,000 each
Variable Forcefield 1,200 per side, 7,200 total
Weapons Systems:
1) Heavy Weapons----5 heavy-rating starship weapons systems can be carried.Cruise missile launchers count as heavy weapons installations.
2) Medium Weapons ---8 medium-rating starship weapons systems can be carried.
3) Point Defense Systems---up to 40(!) individual PDS turrets/systems can be mounted, allowing the vessel to fairly bristle with close-in defensive fire. Typically only 30-35 such turrets are mounted, however, divided between lasers, rail guns, and mini-missile launchers. Vessels mounting the maximum number of PDSes are referred to as ‘murderhogs’.
4)Countermeasure Launchers(6)
5) Tractor Beams(12)----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. 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)

6)Fighter Complement: 240 fighters
Last edited by taalismn on Tue Sep 02, 2014 5:09 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 »

Yet More Silks of the Magi

“It’s kind of telling about the apparent policy of ‘total mobilization’ in the GNE that besides the regular armed forces and town militias gunning at you, the little forest animals can shoot you to pieces, the little kids have toys that can kill you or spy on you, the senior citizens are packing artillery, the pacifists and conscientious objectors have better armor than you, the outhouses are bunkers, the taxi cabs mount heavy weaponry, the plants will fight you, the furniture has been known to attack, and even the exotic dancers in the local nightclubs have better magic protections than you.”

*Silks of the Sun(Gold)
“Oh that is so HOT! HOT! HAWT! HawT...hot...ha...haaaa(THUD)”

These Silks resemble fine gold lame`, and are related to the Silks of Light in a number of aspects, especially with regard to manipulation of light, but they have a few unique abilities as well. It is said that they are woven from solidified sunlight, collected in crystal bottles and spun into solar silk.
-Environmental Protection: The wearer suffers not from extremes of hot and cold, and takes no exposure damage from being out in the sun. Skin cancer isn’t a concern for the wearer.
-Daylight Glow: The wearer is surrounded by a constant glow of light that has the same repulsive properties as a Globe of Daylight spell for creatures susceptible to sunlight. 180 ft radius.
-Heat/Glare Distortion---The wearer is surrounded by such a bright glow and a rippling heat shimmer that they are difficult to look directly at and correspondingly harder to target; -3 to strike.
-Heat Wave---Raises the temperature by as much as 100 degrees Fahrenheit in a 180 ft radius, and lasting 1 hour. Weaker characters caught in the area of effect may be overcome by heatstroke at temperatures of 110 degrees F or more(40% chance of knocking people out from the sudden climb in temperature).
-Blinding Flash: The wearer can summon and direct a Blinding Flash spell six times every 24 hours, or by pumping in 1 PPE/2 ISP.
-Solar Cleanse: The wearer can summon and direct a circle(approximately 6 ft in diameter of bright light four times every 24 hours, or by pumping in 4 PPE/ 8 ISP. The circle of warm light will work similar to a Cleanse spell, leaving the target feeling clean and warm, but creatures of darkness, such as vampires and Undead will take 2d4x10 HP/damage from being immersed in the light. Range is 20 ft.


*Silks of the Moon(Silver)
“Ah, what a beautiful sight...It’s a ‘Lover’s Moon’ you know? Just perfect for...huh? Where’d she go?”

These Silks resemble fine silver thread, and are related to the Silks of Darkness in a number of aspects, especially with regard to their powers over creatures of the night, but they have a few unique abilities as well. Silks of the Moon are said to be woven from spider webs harvested during a full moon.
-Environmental Protection: The wearer suffers not from extremes of hot and cold, and takes no exposure damage from the cold of night.\

-Invisibility to Vampires----The wearer of a complete set of Moon Silks is effectively INVISIBLE to vampires and Zenith Moon Warpers.

-Silvering---Beings susceptible to silver will take 2d4 HP/damage if struck whip-like by or wrapped/entangled in the Silks.

-Enthrall Werebeasts---The wearer can temporarily stun or enthrall werebeasts. Werebeasts save versus the magic at -1. Effects last for 15 minutes.

-WereControl---The wearer can actually control the transformation of werebeasts with a lunar trigger; the wearer can force them to reveal themselves, or lock them in their current form, as long as they stary within line of sight and 80 ft range.

-Moon-Glow----Similar to Lantern Light, only the light produced looks like the light from a full moon.

-Invisibility: Simple---The wearer can activate an Invisibility: Simple spell (equivalent to 8th level) four times every 24 hours, or by pumping in 3 PPE/ 6 ISP. Effects last 30 minutes.

-Shadowmeld---The wearer can summon and direct a Shadowmeld spell (equivalent to 8th level) four times every 24 hours, or by pumping in 10 PPE/ 20 ISP. Effects last 16 minutes.

-Wave of Frost:----Covers a 60 ft radius, and frost-kills 2d4x10% of flowering plants caught in the area of effect. The wearer can summon and direct a spell (equivalent to 10th level) four times every 24 hours, or by pumping in 6 PPE/ 12ISP. Effects last 6 minutes.

*Silks of Illusion(Rainbow)
“Huh? I thought you used -your- handcuffs on that little thief girl! I didn’t use mine! But you didn’t ‘cuff her and I didn’t ‘cuff her, then whose handcuffs was she wearing? ...Ah, you DID put her in the car, didn’t you? Okay...so where’s our patrol car?”

These swirling silks bend light and can generate a number of effects that manipulate perceptions and appearances. They have no environmental protection qualities, but have powerful appearance-manipulation abilities. These Silks are much sought after by performers, and they remain among the most commonly available of the Mystic Silks. They are also much sought after by thieves and smugglers, as the Silks can disguise their appearance.
-Concealment---The wearer could be naked but for the Silks, but they are still able to conceal contraband effectively in plain sight. The objects must be hand held or strapped to the body, and cannot exceed sixteen inches in length/height, 7 inches in width, or weigh more than 15 lbs(although several smaller objects can be carried simultaneously, as long as they don’t exceed the size limit or weigh a total more than the maximum 15 lbs). Note that the Detect Concealment spell will see through this effect.

-Manipulate Appearance---The wearer can alter their appearance, disguising their true looks. The Silks can maintain a pre-set appearance or can render the wearer’s face and body as a generic blur(looking out of focus). This has no PPE cost.

-Advanced Image Manipulation: This is somewhat more elaborate than simply altering facial features, and the extra capability does cost PPE to maintain. The wearer can radically change their body appearance, including gender and species. The wearer can also change the appearance of their clothing(including concealing the Silks) and edit their accessories. 10 PPE/20 ISP per 200 minutes.

-Invisibility: Simple---The wearer can activate an Invisibility: Simple spell (equivalent to 8th level) four times every 24 hours, or by pumping in 3 PPE/ 6 ISP. Effects last 30 minutes.

-Multiple Image: The wearer can summon and direct a Multiple Image spell (equivalent to 10th level) four times every 24 hours, or by pumping in 5 PPE/10 ISP. Effects last 10 minutes.

-Trance: With the flowing movement and attention-grabbing patterns of the Silks the wearer can summon and direct a Trance spell (equivalent to 8th level) four times every 24 hours, or by pumping in 5 PPE/ 10 ISP. Range is about 20 ft. Effects last 40 minutes. Victims are hypnotized and totally enraptured by the Silks, and are oblivious to anything else going on around them.

-Illusory Wall: The wearer can summon and direct an Illusory Wall spell (equivalent to 8th level) four times every 24 hours, or by pumping in 8 PPE/ 16 ISP. Effects last 5 minutes.

*Silks of the Stars(Black and Silver)

“I tell people again and again Shazzir’s more than a club dancer entertaining the astrominers and orbital workers, and she’s definitely not a hooker. She’s the station’s Stardancer. She’s part entertainer, part mystic, part astrologer---and before you give me that skeptical eye, she’s warned us of incoming danger well before the sensors pick it up, time and again--- and part angel of the void. She dances around the hull like she was born to the stars, and twice she’s saved a vac-ape who’s drifted off the station and was heading for the deep cold. She’s the station’s angel, and newbies better wise up that fast, because to imply otherwise is asking for some serious correction by the old hands around here.”

Silks of the Stars are very specialized mystic Silks that are meant to be worn in space. The Silks are generally deepest black in color, but adorned with ever-shifting patterns of stars, nebulae, galaxies, and other astronomical sights, as if the Silks were cut-out windows opening up on distant galactic vistas. Their environmental protection is unparalleled among the Silks, as they allow the wearer to survive, seemingly unprotected, in hard vacuum. They also allow the wearer to move freely in microgravity, swimming or dancing without the use of umbilical tethers or manuevering thrusters.
The downside is that the powers of the Silks of the Stars generally work only in space, and not anywhere else, limiting their usefulness as anything more than ostentation when on a planet.
It is said that the Silks of the Stars are woven from the web extrusions of space-bred arachnoids, possibly Asteropids(See AU: Galaxy Guide, pg. 124). As nobody is saying anything about the origins of the Mystic Silks, let alone the Silks of the Stars specifically, the truth of this remains unconfirmed.
-Environmental Protection: The wearer suffers not from exposure to open vacuum, space’s burning heat, freezing cold, and cosmic radiation as they normally would, and the wearer can safely survive in hard vacuum for as many hours as they have PE points.
-Space Swim(No PPE cost)---The wearer can ‘swim’ through space at about twice their running speed.
-Suspended Animation: Activating this power causes the Silks to wrap around the wearer like mummy wrappings, and puts the wearer into a coma-like sleep for up to 100 years. Good for ‘lifeboating’ and conserving resources like food and oxygen.
-Magic Tether: The wearer can extend a tendril or glowing thread of Silk 120 ft long, that lasts for 24 minutes, four times every 24 hours, or by pumping in 5 PPE/ 10 ISP(DOUBLE in atmosphere). The Tether has a strength of about 1,400 lbs(tensile strength of 4,200 lbs in zero gravity).
-Magic Escape Bubble: The wearer can summon an Escape Bubble spell (equivalent to 8th level) four times every 24 hours, or by pumping in 8 PPE/ 16 ISP. Effects last 8 hours. When activated, the Silks swirl around the wearer to form a globe. This can be used to extend the Silk wearer’s endurance in space, and/or to rescue another person, as the bubble can encompass one other person in addition to the Silk wearer.
-Hide Among the Stars: The wearer can wrap the Silks around themselves and actvate this camouflage spell, allowing them to blend in among the black and starry background (equivalent to 8th level) four times every 24 hours, or by pumping in PPE/ ISP. Effects last 8 minutes.
-Space Flight---: The wearer can activate a Space Flight spell (equivalent to 8th level) four times every 24 hours, or by pumping in 8 PPE/ 16 ISP. Effects last 4 hours. When activated, the wearer seems to take on the appearance of a swarm of star-like fireflies or a miniature comet, and can ‘fly’ at a speed of Mach 1 per level of experience.
-Space Push: The wearer can summon and direct a Space Push spell (equivalent to 8th level) four times every 24 hours, or by pumping in 8 PPE/ 16 ISP. Range: 30 ft.
-Star Light(Star Glow): The wearer can activate a minor Star Light spell (equivalent to 8th level) four times every 24 hours, or by pumping in 11PPE/ 22 ISP. Effects last 16 minutes. The Silk wearer becomes surrounded by an intense star-like glow that is so bright it’s difficult to look directly at the person. The sphere of brilliance is roughly 100 ft in diameter. Being vulnerable to sunlight will take 1d6x10 points of damage per melee of exposure and must roll versus a Horror Factor 19 at the apparent mini-nova.
-------------
"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
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

MMMMMM.....just got my copy of Megaverse in Flames. It's definitely going to have an impact on Paladin Steel and the GNE, so some modification of existing production lines, and the formulation of proper responses is going to be in order....
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:MMMMMM.....just got my copy of Megaverse in Flames. It's definitely going to have an impact on Paladin Steel and the GNE, so some modification of existing production lines, and the formulation of proper responses is going to be in order....

Waiting for my copy it's in the mail.

so some modification of existing production lines
Demon-ing is some modification, adding heavy armed and armored troops and vehicles as watch dogs, may be. To start with...

Should be fun to see.

Happy Page 101!!!
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:MMMMMM.....just got my copy of Megaverse in Flames. It's definitely going to have an impact on Paladin Steel and the GNE, so some modification of existing production lines, and the formulation of proper responses is going to be in order....

Waiting for my copy it's in the mail.

so some modification of existing production lines
Demon-ing is some modification, adding heavy armed and armored troops and vehicles as watch dogs, may be. To start with...

Should be fun to see.

Happy Page 101!!!



Well, for one, there's several Plagues that can threaten mage and psychic populations---PS depends heavily on its TW industry, so the former threatens their manpower...and many bio-mods induce psionics in people, leaving them susceptible to infection.


The Infernals' new warmachines are impressive, but they're also liabilities. Give the forces of Earth something to simply hammer on, and they'll enthusiastically hammer on it until it breaks. The Infernals' shiny new combat hardware may as well have targets painted on them.

However, there's a whole lot of gear that PS already has out that can prove simply murderous to the Infernals, plus prototype gear rushed through development and into service, and even newer stuff made in response...and with everybody else gearing up to fight, a (temporary) suspension of hostilities with rivals like Northern Gun and even the CS, Greater New England is going to be pulling out the stops.
-------------
"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 »

Ideas for anti fiend tech-

1. Develop ectoplasmic virus that infects the souls of fiends. When the infected soul is sent back to their respective Hell, the virus spreads and weakens any developing demon or deevil.

2. Launch TW terraforming engines into fiend realms to convert the dimensional PPE into one toxic to the natives.

3. Create permeate way to bar souls from entering or leaving said hell realms, can combine with plan 2.

4. Develop new materials that have anti supernatural properties.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Ideas for anti fiend tech-


4. Develop new materials that have anti supernatural properties.


Megaverse in Flames notes that Northern Gun has pretty much cornered the market on available silver in North America.
Paladin Steel and Greater New England have extradimensional trade contacts, so bringing in silver from offworld is a priority. Finding it, mining it, refining it, and hipping it home by the traincar -load.
In economic terms, PS trying to bring in enough silver that it would flood the market and render it cheap as lead sewer pipe in our modern economy, causing prices to plummet, but on Rifts Earth, silver's high price isn't due to it being a monetary metal, but because the price is kept high by the high demand for silver-plated weapons and ammunition. Silver is WAR material.

And proper cold-worked iron is another biggy....not hardened steel, but softer. more brittle, cold-worked iron...like taking a step backwards in industry. Though PS will adapt and modify some production lines. Maybe even modify some labor 'bots and equip mining/labor cyborgs to work portable forges for onsite work.
-------------
"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 and the Minion War

“So the Infernals think they’ve discovered modern warfare? They bring their tanks and power armor to the fray? I do not see an unstoppable army of monsters; I see formations of targets waiting to be wiped from existence. Come, let us teach those wannabes who the TRUE masters of modern war really are.”

“Before the Rifts, New England was often historically noted for its fanatic blather-headed witch-hunters; now we’ve got to prove ourselves professional demon-slayers.”
“Well, I’m a New England New Methodist; we pray, lock, load, praise the Lord, and pass the ammunition. If Hell comes to my hometown, it will have reason to wish it had chosen somebody else to bother.”

Through their own psychics and other dimensional contacts, Paladin Steel and Greater New England have had some hints and forewarning of the Minion War. They’ve also listened to the Edicts of Planetary Distress issued from Lazlo, and take them seriously. So, subscribing to the philosophies of ‘better safe than sorry’ and ‘hope for the best, prepare for the worst’, PS/GNE have been preparing for trouble. Horrorhunters have been trained, new weapons and augmentations developed, supplies stockpiled and regularly refreshed, and a wary weather eye peeled for storms on the horizon.
First-hand accounts of the fighting in Central on PhaseWorld gave the GNE an early dose of reality as what they might be facing in the Minion War. Scattered reports from other dimensional outposts in the Three Galaxies have also provided data on what to expect. So the GNE isn’t exactly shocked or surprised when the Minion War comes to Rifts Earth; just wishing they had more time to prepare.
Greater New England and Paladin Steel are not spared Infernal attention; the unexpected population densities in the GNE territories, and the proliferation of technowizardry-based industries made the GNE an attractive target for the Infernals, eager to reap both death-PPE and magical weaponry. Forces from both Infernal factions raid the GNE and its affiliated territories, looking to sow chaos and the opportunity for quick loot.
Two things save the GNE; its diversity and its decentralization.

Diversity serves the GNE well in that their ‘-and the kitchen sink’ approach to any problem meant that any Infernal attack or ploy was met with an unpredictable variety of counter-attacks and counter-measures.A demonic raiding party might find itself facing retaliation using improvized wooden pencil crossbows to tactical nuclear weaponry. The cosmopolitan nature of the GNE populace also meant that Infernal tactics effective against one species were less effective against GNE populations, integrated as they were; enough citizens would be less effected or impervious to the attack, that they could scramble to shelter, get their neighbors to safety, or mount an immediate defense. And some GNE residents had integral weaponry, so they could lash back MOST effectively.
Once word got out of Infernal mind control and possession, the normally privacy-minded GNErs shifted into ‘check your neighbor’ mode. With so many residents possessing paranormal senses or advanced technowizardry sensory capabilities, possessees and dopplegangers were quickly spotted and rooted out.

Decentralization: Paladin Steel’s spreading out across the landscape and across dimensions also saves the GNE. Redundant facilities and capabilities may have added to PS’s overhead and strained corporate budgets, but when the Infernals strike at critical services and facilities, keeping power going, clean water running, and the production lines going, keeps the nation state working and coordinating together. Though the widespread facilities made security and convenient travel problematic at times, it also saves the company and nation from losing everything to a single decapitating strike. The Infernals might grab one or two faiclities easily enough, but manufacture of vital goods and services would continue from other facilities. A fair amount of redundancy was also built into the PS/GNE system; other production facilities can be quickly retooled to produce needed hardware. Though there is some disruption of interdimensional travel through this network, PS is able to route enough traffic through new dimensional gates that necessary war material reached their defense forces.

Once the initial shocks of the Minion War outbreak wear off, the GNE will quickly begain mounting a counteroffensive. The nation-state reaches out to its neighbors to help coordinate defenses. In some cases, this means reaching temporary accommodation with enemies and rivals; an informal ceasefire in the cold war with Free Quebec allows horrorhunters from both sides to coordinate efforts to sweep the Saint Lawrence buffer zone free of Infernals. A similar deal with Northern Gun allows like-minded anti-paranormal experts to deal with incursions in the northwest(indeed, of particular note is when forces from both Northern Gun AND Greater New England rush to New Lazlo’s aide). The GNE and PS have also suspended harrassing operations of the Coalition States, and, like so many others, will fight by the CS’s side against the common enemy.

Still, the GNE is going to be hit hard in some ways more than ever.

The Enemy
Greater New England is most likely to find its challenges coming from:
*Hell Lord Pain---Hell Lord Pain’s demonic armies might be located far south, but ‘far’ is trivial; they’re close enough to give the GNE serious concerns. Greater New England’s southern affiliates and their coastal shipping will feel the bite of Hell Lord Pain’s forces. Worse yet, Hell Lord Pain has decided that Paladin Steel and the GNE make for a convenient source of weapons, materials(including slaves), and magic to bolster his intended invasion of Atlantis, and starting eying it as a side target(his conquest of the GNE and the confiscation of its weaponry will be all the sweeter because those armaments have been produced for use AGAINST the Splugorth, albeit in a defensive role).

*Hell Lord Rune---Located to the west in the Magic Zone, Hell Lord Rune’s armies are also pushing into areas that have been good customers and potential allies for PS and the GNE. Though more interested in the Coalition States to the west, Lord Rune is also sending scouts and raiders to the east to gauge resistance and sow chaos where opportinity presents itself.

*Overlord Shard---Overlord Shard’s Cuba-based oceanic marauders may be focused on making things harder for Hell Lord Pain’s forces, but they’re not above raiding targets of opportunity up and down the eastern seaboard. GNE maritime shipping to South America, already risky due to the Splugorth, has all but ceased altogether between Shard and Pain’s disruptions in the region.

*Overlord Sindel---Sindel’s concentrating mainly on Free Quebec and the Xiticix, but his scouts are already skirting around the American coastline, sowing terror. It’s not beyond reasoning that GNE forces along the Saint Lawrence and in the northern territories(Maine, New Brunswick) could encounter Sindel’s outriders. He also poses a direct threat to Paladin Steel’s CHeVAR facility and its surrounding enclave. Fighting between Overlord Sindel’s and Hell Lord Fury’s forces in the region only makes it worse for anybody caught in the middle.

* Hell Lord Doom---Hell Lord Doom’s Calgary incursion DEFINITELY threatens Paladin Steel West and the nation states of the American West Coast. PSW being cut off at its northern links to the GNE makes the movement of supplies and finished equipment in BOTH directions problematic. Calgary is Paladin Steel West’s big thorn, one that its forces, oriented towards the Pacific to prevent another Horune-Pacific War and Reacher outbreaks, is forced to re-align against.

*Hell Lord Fury---The Terror Army poses a direct threat to the CHeVAR community, already having to deal with the threat from Overlord Sindel’s marauders. This double-whammy also essentially cuts off PS’s northern travel lanes to the PSW enclaves and colonies. The CHeVAR facility is cut off for months at a time, resupplied intermittantly from both the GNE and PSW; several times PS will consider abandoning the facility(its functions have been superceded by other facilities elsewhere) but for the support it offers still-operational outposts in the Far North(some of them lying doggo to avoid drawing Infernal attention), and the services it provides to the desperately fighting Tundra Rangers.


The Seven Demon Plagues
“####ers. Of COURSE demons would use bioweaponry against us! Oh, the Coalition States might, too, but at least some of those bastards would feel BAD about it.”

The GNE’s public health system will be better prepared than most to counter the Seven Demon Plagues; the Marble Plague bioweapon unleashed by the Splugorth amongst escaping slaves during the Great Escape, rumors of Coalition State-sponsored germ warfare capabilities, OTAR’s acquisition of potentially contaminated alien technology, and the hazards of cross-dimensional travel have all pressed home the need for a comprehensive and effective public health policy against exotic biological threats. Identification, containment, and control are drilled into every GNE community and territory, and where a resident bio-haz unit cannot be maintained by the local hospitals and police stations, flying response teams can be rushed to assess and quarantine.
Still, when demons and dyvals teleport in on raids, bypassing borders and front lines, outbreaks are inevitable. The GNE will have its hands full dealing with the Plagues, and for a time will even **** its dimensional gates to travel from Rifts Earth in order to protect its outposts and out-dimension allies from possible contagion..

*Mystic Blight
This disease will pose a serious hazard to Greater New England’s magic-using communities and threaten the technowizardry industry’s manpower. Fortunately, enough TW devices are created with the ability to cast expulsion and exorcism spells that non-vulnerable personnel can be used to force the parasites out of victims and into ‘killing jars’.

*Mind Scream
Like Mystic Blight, this plague threatens the GNE’s psychic communities and the many new ly endowed bio-mod psychics. Again, PS quickly learns that an appropriately selected TW multiplexor spell arrangement can be issued to appropriate personnel and the possessing plague entities displaced into disposal apparatus.

*Achilles Syndrome
This threatens to weaken the populations of MDC beings, including bio-borgs, in the GNE, and also poses a serious danger to the Cambridge Jungle’s many bioweapons and biotic warriors. Fortunately, containment proves to be fairly easy, as immediately sanitizing blood and fluid spills from infected beings proves easy enough for GNE’s biosanitation and hazmat units, many of whom are cyborgs or robots.

*MDS-Metabolic Degeneration Syndrome
The GNE’s large population of beings with advanced regenerative powers, as well as Paladin Steel’s Genetic Medicine Division, which had been promoting the new Bio-Mod regenerative treatments, are going to prove particularly susceptible to this Plague. Soldiers and warriors who had invested in the super-regenerative genetic upgrades will find their acquired ability to super-heal from injuries suddenly a liability.
For a time,while PS scientists and healers attempt to crack the MDS plague and devise counters, including genetic ‘patches’ for the bio-mods, cybernetic and bionic organ and full body replacements will become more common, as many of the afflicted push to ‘get back into the action’ against the Imfernals.

*Mystic Burnout
Together with Mystic Blight, Mystic Burnout threatens PS’s TW industry by hitting the very personnel necessary to keep the lines producing. The lack of a quick cure to the plague makes treatment particularly difficult, but once the means of transmission is understood, quarantine, containment, and sanitization protocols are quickly implemented.

*Blood Boils
This vicious disease will take its toll in the outlying communities of the GNE and will be stemmed by only two things; vigorous vermin control to prevent the spread of the ticks, fleas, and other insect vectors that spread it(this is complicated by the fact that many species, especially among the Smallkin, are insectivores who regularly eat such parasites as a supplemental form of protein and may become infected that way), and by the GNE’s access to supplies of powerful antibiotics. Once effective agents are identified, PS will use its interdimensional contacts to manufacture or purchase the drugs in bulk and send them to Earth.

*Bone Rot
Bone Rot is easily enough countered by the GNE health agencies’ supplies of antibiotics.


Taking the Fight to the Enemy:

“At last! We just got an offworld shipment...Somebody ordered silver bullets? We got five tons of them, up to twenty millimeter.”

Once the initial shock wears off, the GNE quickly girds for battle. Some considerations on the GNE’s strengths:

Multiplexors and Regenerator TW Weapons----These signature TW weapons of Paladin Steel will prove invaluable to the resistance. Though their production facilities will draw the attention of the Infernals, those weapons already distributed to the troops and Irregulars will quickly prove their worth.

Anti-Theron Weapons----These biotech weapons that turn supernatural creatures’ own nature and inherent PPE against them will prove to be the bane of the Infernals. PS Biotech will be hardpressed to keep culturing the altered bacteria that produce the anti-theron effect in sufficient quantities to supply all the forces calling for fresh ammunition.

Cyborgs---Paladin Steel’s many cyborg types prove their worth in fighting the Infernals. Immune to the Plagues and many of the Infernals’ mystic attacks, the multitude of PS-made cyborg types becomes the ‘walking steel wall’ against the monsters. Many surviving victims of the Infernals, their bodies too damaged or infected with disease to be properly regenerated, opt for bionic conversion, and PS obliges them, the resulting cyborgs further bolstering the ‘wall’. TW-enhanced cyborgs such as the Metal Mage and ‘Devilborg’ prove especially effective against the demonics. The Parahunter, designed specifically to counter supernatural threats, arrives on the scene just in time to start murdering Infernals.

Bio-Mods---Although some bio-mods, especially those with endowed psionics and regenerative abilities, prove vulnerable to the Plagues, many more of these gene-amped superbeings are immune to the effects and are very effective operatives against the Infernals. PS’s RED KINE bio-mod, given to unsuspecting ‘at-risk’ civilians or sleeper operatives salted amongst general populations, together with the more active ZINC FAHRENHEIT bio-augs, prove a particularly unwelcome surprise to the Infernals. The ability of PS biotechnology to grant superhuman powers to the recipients and turn prey into predators shocks and appalls the demonics, with their might-dominates-all society.

Robots---Even more than Northern Gun, Paladin Steel relies on artificial intelligence robots in both commercial and military operations. The GNEAS relies on a variety of robots as ‘force multipliers’, from infantry ‘bots and robot tanks, to drone fighter jets and sophisticated humaniform vampire-slaying androids. Though reluctant to grant autonomous capabilities to combat robots and mobile heavy weapons platforms, GNE’s policies on the recognition of artificially-born sentience makes them particularly open to ideas of AI, despite lingering fears from the Mechanoid Incident. The Minion War will force some issues, as Greater New England will find itself emulating the Coalition States in sending legions of robot warriors to swamp Infernal positions in relentless mechanized firepower. Hordes of Magnus, Spartoi, and Damnthing robots will be dropped on Infernal lines to punish the demonics, and a number of other AI projects that have been hamstrung by concerns over AI will be pushed to completion and deployment. The GNEAS, however, will be careful not to allow the Infernals any opportunities to turn their own robots against them via the use of techno-possessing entities like Tectonic Entities and the Kar-Goma.

Offworld Forces---Even though travel OFFworld is prohibited to prevent the spread of demonic contagion, the GNE can do little to prevent volunteers from the out-colonies and allies from accompanying the supplies and war material being shipped to Rifts Earth to join the fight. Properly prepared, and some of them hailing from worlds with their own demonic problems, the fresh troops will greatly enhance and bolster the GNE’s fighting strength. The GNE even contemplates bringing in some of their space warships under the Dimensional Storm Zone to reinforce the terrestrial forces....This particular plan is later modified to include a relief expedition to the NGR, GNE offworld forces dropping in to suppor t the Germans in their campaign against the many monster armies arrayed against them.
Note: The offworld volunteers can be a means via which various other characters and species, like Holy Terrors, can travel to Rifts Earth to fight the looming crisis there.

Strategic Weapons---The GNE Armed Services also draw up plans to use strategic weaponry---’citybuster ‘nuclear weapons and TW devices of mass destruction---originally meant to keep the Coalition States and the Splugorth at bay, against the Infernals. These weapons include the massive anti-spacecraft nuclear Long Lance weapons normally proscribed from use on planets...but only as a last resort. The GNE WILL most definitely deploy Tempest TW cruise missiles and other smaller devices against the Hell Pits; the Calgary, Tundra, New Mexico and Cuban sites being the most immediate targets for attack.


The Hell Pit in Georgia will likely be the first target of GNE forces, as naval forces can also easily reach engagement range. With some luck, GNE forces will be able to split Lord Pain’s forces. weakening his overall strength. With major luck, they’ll be able to cut off his Atlantis invasion force, or at least any reconnaisance forces he’s sent, and the Splugorth will grind them apart.

The Magic Zone Hell Pit is also high on the GNE’s priorities, once they can narrow down the location of the site. The Magic Zone Pit is another case where the GNE may find itself working directly or indirectly with an enemy nation; the Coalition States military will also be hunting the Infernals in the Magic Zone, and the two military powers may well find themselves setting aside their usual animousity towards each other in favor of sharing information and even providing cover for each other in the event fighting really heats up.

Cuba represents a problem in extension of force, what with the Coalition States Navy also heavily active in the area trying to get solid intel on the Infernals in the area. However, the GNEN will definitely have assets deployed in the region, ready to launch cruise missile strikes against strategic targets if and when they are identified.
-------------
"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 »

TW Auditory Intimidation Weapon Enhancement
(aka ‘Scarator’)

“Snikt.”
“...oh fudgenuggets....he’s drawn ‘Delineator’!....”

“Because the psycholgical component’s half the battle.”

This is simply a new TW application of the Fear spell and can be applied to a weapon scabbard, holster, or modern weapon in the form of a small lozenge-shaped device akin to a ‘clicker’. The device activates when the weapon is drawn, taken off safety, hammer cocked, or otherwise cleared for action, with a loud and distinctive sound apropriate to the weapon type, but amplified and enhanced to sound especially intimidating. Even allies standing nearby will react when they hear the sword or gun being pulled out, because they’ll know the wielder means BUSINESS.
Range: 60 ft radius
Effect: Instant. Those in earshot must save versus Horror Factor 16 or be majorly intimidated by the source of the sound. Those failing their save will lose initiative and 1 APM, be the last to attack, and will be unable to defend themselves for that first melee from the source of the sound. Even allies will be stunned, wondering “oh DAMN, this just got REAL!”.
PPE Cost: 2
The AIE can be powered by a replaceable, rechargeable PPE-clip(or by 5 PPE, 10 ISP per use) or by the weapon if it is already magic/magic-powered.
Cost: 7,000 credits


PS-TMED05 ‘Lax-Gun’ TW Medical Applicator

“Listen up! Normally we’re behind the front lines patching up whatever bits and pieces of people the line troopers carry back to us! Today we ARE the front line! There’s people dying of the damned Demon Plagues in our streets and in our communities, and we are fighting those plagues here and now! You have your instruments, you have your tools, you have your medicines, you have your training, and you have your charming bedside manners, and you will need all of those to pull people through! So let‘s go and start saving lives!”

The TMED05 was a TW device under testing before the outbreak of the Minion War but rushed into production when it was discovered that several of the Demon Plagues could be treated with Purge spells.The short, stubby, plastic-shelled TW device was at once dubbed the ‘Lax-Gun’ for its purgative/laxative effects(this would cause some confusion due to an existing Ludicrous Mage TW weapon using the Diarrhea spell, until the Ludicrous Mages compromised and decided to officially call their device the ‘X-Lax Gun’).
The TMED05 initially didn’t use a regenerator clip, but instead used a simple rechargeable clip-in PPE clip. However, heavy demand on the devices during the Minion War’s Demon Plague outbreaks would justify the option of fitting a PPE regenerator crystal to the devices. So equipped with these devices, PS/GNE health care workers who were immine/more resistant to the Plagues could more effectively attend to the afflicted.
Weight:1 lb
MDC: 10
Range:Touch
Damage: None, the Purge spell cleanses the targeted body of contaminants and pathogens, and will expel parasites and symbiotes. It will even exorcise possessing entities.
Those unwilling to lose symbiotes , or those possessed, will be at +8 to save versus the magic purification.
Rate of Fire: ECHH
Payload:(Purge) 50 PPE per application
*PPE Clip: 50-100 PPE
*TW Powerstone---This refits the TMED05 with a Greenstar PPE Powerstone:
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’--- 200 PPE capacity, cost: 24,000 credits
Recharge Rate: 2 PPE per hour, 10 PPE at a ley line, 20 PPE/hour on a nexus or in a dimensional pyramid

Special Features:
*LED PPE Charge Indicator
Cost: 507,000 credits for baseline device; Minion War exigencies and mass production would bring the cost down to 250,000 credits per unit.
-------------
"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 IMPG-11 ‘G-Gauntlet’ Gravitonic Projector Glove
(aka ‘G-Gaunt’, ‘Repulsor-Fist’, ‘G-Punch’)

“You know what happens when I raise my hand and wiggle my fingers like this? You go flying away! Wheeeeee!!!”
“Ohshiiiiiiiiiiiiiiiiiiiii-”

The IMPG-11 was developed from Paladin Steel/Aegis Stellar Industries’ research on understanding the gravitic technology of the Three Galaxies. Working to understand and better apply the principles behind such weaponry as G-guns has already yielded the Repulsor Grenade, but PS wanted something more controllable and versatile. The IMPG-11 was one of the products of this research.
The IMPG-11 ‘G-Gauntlet’’ is an armored gauntlet covering the hand and forearm, incorporating a small gravitic generator in its palm. An e-clip slot on the back of the forearm powers the device. The device generates a short-range directional gravitic pulse which acts against objects in its direction, with enough power to deflect or even heave material targets away. Counter-balance cancellor fields generated in the wrist bands allow the wearer to ‘throw’ gravitic force in one direction without themselves sailing off in the other direction. This makes the gauntlet very useful for hand to hand combat.
Besides being used to violently repel targets, the G-Gauntlet can also be used, on lower power settings, to levitate small objects, allowing the wearer to levitate and manipulate them without coming into actual physical contact with them.
The ‘G-Gauntlet’ has caught on among PS/GNE forces as a less expensive alternative to the Hextus’ TW Combat Gauntlet. It is also seeing popular use in industry(especially zero-gee work) and in the commercial sector as the basis of a new sport called ‘G-Ball’, where players in a zero-gravity arena push a ball about, while also tossing back opposing players.

Weight: 2 lbs.
MDC: 10
Range:(Repulsor Field) 10 ft
(G-Blast) 100 ft
Damage: (Repulsor Field) None, but the repulsor affect pushes/lifts with a P.S. equivalent of 30. This means that the person can effectively levitate or throw back/over up to 1,200 lbs with the gauntlet, and effectively CARRY up to 600 lbs. The field can also bat away arrows, grenades, bullets, and hypervelocity projectiles doing up to 1d6 MD each. Kinetic projectiles doing more than 1d6 MD each, passing through the field, do 1d6 MD LESS damage. It CANNOT parry energy blasts such as lasers and plasma.
(G-Blast) The G-Gauntlet can throw back/over targets up to 1,200 ft. The G-blast itself does no damage, but using it to propel objects held in the hand, it can do 1d6 MD(no bonuses to strike unless the character has W.P. Small,Thrown).
Rate of Fire: ECHH
Payload: 45 minutes of Repulsor Field usage at maximum strength, using a standard e-clip(90 minutes if using half-power setting of 300 lbs or less). 15 G-Blast shots per e-clip, 30 blasts per long e-clip. Each shot takes up 3 minutes(12 melees) of maximum strength repulsor field operation.
Bonus: +1 to Parry
Cost: 25,000 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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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

BLACK REMUS Augmentation Package:
(PU2 budget of 12.75 million per operative)

“Become the alpha predator in your jungle.”

“It’s gotten to the point where I can’t tell the difference between the dog-boys and the remis in my unit. They just seem to blur together.”
-Lieutenant Edith Malso, Horrorhunter

“They call her the Red Wolf in the northern sectors. She was already pretty feral when she got remi’ed, and maybe that even calmed her down some, since she doesn’t have to work so hard to prove she’s really a wolf. Word is, too, her clan’s in thick with the Shemarrians; they bankrolled her bio-mod. That might also explain how her pack can afford the tech-toys they sport. I discount the rumors though that she’s a cannibal.”

Another bio-aug package that raised a controversy when it became public knowledge, BLACK REMUS has been criticized by genetic ethicists as an erosion of PS’s earlier stated policies against ‘disfiguring’ or ‘vanity’ genetic engineering. BLACK REMUS has been called the ‘genetic werewolf’ because it seeks to implant the recipient with ramped-up physical abilities typically ascribed to wolves. It has also been called an ‘artificial psi-stalker’ owing to its enhanced psionic abilities, particularly with regards to sensing the supernatural. Even more controversy was generated, and questions raised, when it was learned that much of the BLACK REMUS work was carried out at he behest of, and with the cooperation of, a fringe tribe associated with the Wolf’s Path Tribe of the Shemarrian Nation.
BLACK REMUS recipients often sport extravagent hair growth or heavy body hair as a side effect of this package. Increased aggressiveness and/or a pack mentality have also been reported, though whether these traits are a result of the genetic engineering or existing psychological aspects in the recipients is arguable.
BLACK REMUS appeals most to diehard survivalists and wilderness folk seeking to get by with a minimum of tools. Interestingly enough, most who sign up for the bio-aug often do so in GROUPS that have already thrashed out a pack-like organization. The bio-aug also interestingly enough seems to attract equal amounts of attention both on Rifts Earth(despite the fact that recipients might be mistaken for mutants or d-bees) and off it(where in alternate dimensions it is considered a ‘colonial’ augmentation like BUNNY BLUE).


Powers/Abilities:
-Ambidextrous---Okay, so you may be a wolf, but you’re still a tool-user. +1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.

-Heightened Sense of Awareness---Because wolves are AWARE. +2 initiative, +1 roll, +2 save vs Horror Factor.

-Supervision: Paranormal Vision----Yeah, we see you, you ####ing sparkly vampires.

-Supervision: Nightvision----See the night.

-Improved Heart---You got a wild heart. Really. +2d6 SDC, +2d6 Hit Points, +1 save versus disease, +4 save versus heart and blood diseases, +14% save versus coma/death, and fatigues at 1/3 normal rate.

-Spinal Column---Roll and romp and without breaking your back. +3 roll, and takes only 1/3 normal damage on a successful roll.

-Reinforced Skeleton---It’s a rough and tumble world out there; don’t break anything. +2d6+10 SDC, +3 roll with punch, +2 to damage from punches, elbows, and kicks.

-Increased Physical Endurance---Go the distance. +1 P.E.

-Extraordinary Physical Strength----Yeah, beastly strength. Strength is automatically 20 +2d6, or if already 20, +2d6+6, and is classed as EXTRAORDINARY for lifting(P.S. x200), carrying(P.S. x100), and damage purposes.

-Enhanced Physical Strength---Add more strength for pulling down BIG prey. +1d6+1 P.S.

-Enhanced Leaping---Because you want your prey to know climbing isn’t going to save them. P.S. x25 ft across, can fall twice horizontal leaping distance without harm, +15 SDC, +6 Spd., +1 roll, +1d6 to kick attacks.

-Extraordinary Speed--- The BLACK REMUS bio-mod is capable of nothing short of INSANE and SUPERHUMAN speeds; can run at 220 MPH+20 MPH per level of experience, +50 SDC, +1 APM, +1 to initiative at levels 1,3, 4, 5,7, 9, 11, 13, & 15, +2 strike, +3 parry, +2 pull punch, +4 roll, +6 dodge, +2 auto-dodge, and +4 to damage for every 20 MPH of speed.

-Cold Resistance--- It gets COLD in the wilds, so subcutaneous layering protects from extreme cold. Takes HALF damage from cold-based attacks, and temperatures as low as freezing have no adverse effects.

-Polarized Vision---Built-in glare protection; also protects against UV. Because wolves look silly in sunglasses.

-Lungs: Filtration---Pollution’s not going to save you, you city-apes. The recipient can now breath tainted air, while fibers in the sinuses and tissues in the airway filter out fine grit; +5 save versus gases.

-Energy Reserve:(Fatty Bladder)---Just because you’re hungry like a wolf doesn’t mean you have to starve between meals. An extra energy-storage organ that stores water and nutrients, allowing the person to last one day per P.E. point without food or water.

-Enhanced Kidneys---+2 save versus poisons, +1 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 50% of normal.

-Extraordinary Physical Prowess--+2d4 P.P., +3d4 Speed, +1 APM, +3 Automatic Dodge. +10% to acrobatics/gymnastics, climb, and prowl.

-Claws(Retractable)---Rip and tear. Nature red in tooth and CLAW. 2d4 damage. Hands AND feet are so equipped.

-Fangs(Small, Retractable)---You got teeth; use them. 1d6 damage on a bite.

-Pheromones---Wolves communicate much more by scent than apes; why should you be any different?
a) Attract Opposite Sex---Twice per day the recipient can affect an area of 100 ft per point of the person’s M.A., raising their M.A. and P.B. by +10 when dealing with the opposite gender, and adding +10% to Seduction rolls.
b) Scent Marker(marks presence for 2-4 hours). Let ‘em know this is YOURS or else that you’ve been here recently.
c) Territorial/Warning---Members of the same gender as the recipient will either challenge or back down from this pheromone cue, but even if they attack, they’ll be -1 on Initiative due to the subconscious feeling that they don’t have the home ground advantage.

-SDC Augmentation---Because you’re wild tough. +80 SDC.

-Immune System--- Don’t be a plague dog. Impervious to disease and +1 to save poisons and toxins.

-Modified Stomach---Eat raw plants and animals, drink from wild streams without getting the runs. Reduced fatigue rate by 25%, +1 save vs poison, +6 to save versus food poisoning and stomach illnesses. Also gets a +1 to initiative and +1d6+1 to Speed for 1 hour after eating.

-Butcher’s Gland---Eat raw meat like a wolf.

-Enhanced Endurance---Push yourself harder. +1 P.E., +2d6 SDC.

-Heightened Sense of Awareness---Always be aware of your surroundings. +2 initiative, +1 roll, +2 save vs Horror Factor.

-Mental Acuity---Remember what you did last night, avoid danger, and block out attempts to screw with your mind. Adds psionic powers Total Recall, Sense Time, Mind Block, and Sixth Sense. ISP: 1d6+10+M.E.

-Increased Mental Endurance---Don’t be persuaded to do anything you don’t WANT to do. +1 M.E.

-Brain: Physical Perceptions Acuity---Know what the ape’s thinking by looking at their body language. Focusing on a person, the biomod gets the equivalent of the power Living Anatomy to discern the person’s emotional and physical state, whether they’re lying or telling the truth(60% chance).

-Parabolic Hearing---Pick up on a specific noise in the wilderness. Can focus on a single noise or voice to the exception of all others. The bio-mod’s ears are slightly larger and more articulated. 50%+4% per level of experience.

-Heightened Sense of Smell--- You’ve got a nose for the wild. 100 ft range, Recognize specific odors: 70%+4% per level of experience, recognize poisons/chemicals by smell: 50%+4% per level of experience, recognize specific person: 50%+3% per level of experience, track by scent: 40%+3% per level of experience every 200 yards. In circumstances where smell can come into play: +1 dodge, +1 initiative.

-Heightened Sense of Hearing---Hear your world in all its wildness. 360 ft range, +6 to initiative, +1 parry, +2 dodge(where applicable). Estimate sound distance(60%+5% per level of experience), estimate speed and direction(50%+5% per level of experience), recognize voice/sound(40%+5% per level of experience), and can hear very soft sounds(under one decibel) under 75 ft away, under 10 decibels up to 150 ft away.

-Heightened Sense of Taste----Can discriminate between and identify common substances with 70%+5% per level of experience proficiency, and can identify exotic tastes and poisons at 30%+5% per level of experience. +10% to cooking ability.

-Brain: Psionics(Sensitive)---One Super psionic power of choice, Telepathy(4), and 1d4+3 sensitive powers of choice. Baseline ISP: 2d4x10+M.E.

-Brain: Psionics(Physical)---Psychic Body Field OR Psi-Sword, plus 1d4+3 physical powers of choice.

Total bonuses:
+3 APM
+5 initiative +1 to initiative at levels 3, 4, 5,7, 9, 11, 13, & 15
+155 +4d6 SDC
+2d6 Hit Points
+1 P.E.
+1 M.E.
+1d6+1 P.S.(Extraordinary)
+2d4 P.P.
Run at 220 MPH+20 MPH per level of experience+6 +3d4 Speed
+2 strike
+6 dodge
+5 Automatic Dodge
+4 parry
+2 pull punch
+13 roll with punch, takes only 1/3 normal damage on a successful roll.
+4 save vs Horror Factor
+1d6+2 damage to kick attacks.
+4 to damage for every 20 MPH of speed.
+2 to damage from punches, elbows.
Leap P.S. x25 ft across, can fall twice horizontal leaping distance without harm
Fatigues at 25% normal rate.
+10% to acrobatics/gymnastics and prowl.
+5% to Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
+15% to Climbing
+6 to save versus food poisoning and stomach illnesses.
+5 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 50% of normal.
+5 save versus gases
Impervious to disease
+14% save versus coma/death
Gets a +1 to initiative and +1d6+1 to Speed for 1 hour after eating.

Baseline ISP: 2d4x10+M.E.+1d6+10
Save as a Major Psychic.

Options:

-Tail---A non-prehensile and purely decorative tail is a common add-on to the BLACK REMUS bio-aug. (3,000 credits)

-Strength: Superhuman---(500,000 credits)

-Steroid Bulk-Up----+1d6x10 SDC, +6d6 Hit Points, +1 P.E., +1 P.S. , increase weight by 4d6x10%.(350,000 credits)

-Enhanced Vocal Cords---Modified to allow howling of up to 80 decibels, and growl animalistically convincingly. (50,000 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 »

A Note on Bio-Mod Prices:

“Incredible, for a mere ten million, I can get all that? That’s an investment for LIFE! A very healthy, very active life, if I’m not mistaken! Sign me up!”

“Wow, ten million in bio-augs, and he got wasted by a punk with a ten-kay laser psitol! Shoulda invested in a suit of power armor instead; even a cheap Chipwell would have saved his life!”

You may note that I post the Paladin Steel Bio-Mods in ‘PU Prices’ or the original Powers Unlimited budget costs, rather than credits. This is deliberate; without knowing what the exchange rate between Heroes Unlimited and Rifts Earth, I can only guess at the buying power of the Rifts Earth credit, where you can buy an armor-blasting laser pistol or better personal armor than a personnel carrier for a few thousand credits. And even in expensive Splynn, 12 million credits will get you transformed with 500 MDC, so 12 million for a freaking SDC seems pretty steep, right?
Depending on how you want to view it, the mainly SDC power-ups of the bio-mods presented here can seem prohibitively expensive; for the same price as it takes to amp up a bunch of troopers to high SDC levels, with psionics and superspeed, you could buy a squad of power armor or heavy robots that could saturate-blast those bio-mods into vapor. On the other hand, bio-mods also feature psionics, superhuman abilities(like running at the speed of many racing motorcycles), and other features that are stable for LIFE, so they OUGHT to be expensive. Right?
Add in that this is uber-tech, even for Paladin Steel, and the sort of stuff not seen outside Desmond Bradford’s secret LoneStar labs. On the other hand, it’s also being offered outside Atlantis, and PS isn’t like Splynncryth and his cronies, who will dangle bio-augmentations like a carrot to interested parties, with all sorts of strings attached. Paladin Steel and Greater New England WANT to build large numbers of super-enhanced soldiers and adventurers with good feelings towards them.
So I leave it open-ended; if you’re actually USING this stuff in your games, I leave it up to the individual GM if you want to discount the cost of bio-mods, or jack up the cost because some of the augmentations can be frankly unbalancing to a game. Jinger the exchange rate how you feel is right, and have fun with the material!
-------------
"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 »

*SAILOR--- Subsidiary Artificial InteLligence Oceanic Robotics

<<“Aye-aye, skipper! Setting sail for paradise!”>>

SAILOR is the maritime version of the DRIVER(Directive Robotic Intelligence, Vehicular Enhancement Refit) system Paladin Steel developed for automating ground vehicles. SAILOR can be fitted to marine vehicles, allowing them to be piloted by smaller crews or completely autonomously.
SAILOR is more expensive than the DRIVER system, due to the greater number of variables in piloting and controlling water vessels over land vehicles; wind, current drift, waves, and shoals are all variables that have to be taken into account(a powerless ground vehicle typically comes to a stop, a powerless nautical vessel drifts with the waters and wind). On Rifts Earth, accurate navigation charts and lack of a working GPS system also strain the abilities of this system if not programmed correctly and outfitted with reliable sensors. On those worlds with reliable satellite navigation and regularly updated chart data, the SAILOR system works virtually flawlessly, but, as always, the manufacturer advises that buyers not place too much reliance on the system, and regularly check its operation and service it.
Several applications have already been put in motion. The most common use of the SAILOR system has been as an adjutant autopilot for pleasure craft and river cargo vessels. Ferries and other short-haul vessels have also been fitted with the SAILOR system. A number of search and salvage craft, as well as harbor patrol and monitoring vessels have been automated in this manner.
Paladin Steel has looked at using the SAILOR system to automate freighters and barges in high-intensity conflict zones, reducing the risk to live crews of being lost to pirates and monsters. Convoys of ‘roboships’ could thus proceed under escort and supervision of manned vessels.
Another application under consideration is the automation of ‘schools’ of automated lifeboat pods that can be set to drift in territorial waters. Solar- and wind-powered, these AI life-buoys would drift in place until activated by nearby distress beacons or by being boarded, whereupon they would deploy sails and electric motors and carry survivors to safety.

Type: PS-SAILOR-02

Class: Subsidiary Artificial InteLligence Oceanic Robotics

Crew: None; Robot Intelligence

MDC/Armor by Location:
Same as for the vehicle.
The CPU has about 50 MDC, and external sensors not protected by the vehicle’s own armor generally have anywhere from 5-20 MDC each

Size/Weight: Negligible. The CPU and sensor rigs generally add about 100 lbs at best to the vehicle. Automated rigging systems can add 100 lbs to 15 tons depending on the extensiveness of the sail system.

Powerplant:
Same as for the vehicle. The CPU has an advanced battery/powercell that’s good for 20 years and just runs the CPU and basic sensors.

Market Cost: 160,000 credits for basic system

Systems of Note:
*Basic Robot Optical
*Basic Robot Audio
*Motion Detector
*Sonar----2 mile range
*Wind Sensor
*Voice Synthesizer---The SAILOR’s voice can be selected by the buyer. A variety of preselected speech-pattern packages are available, the most popular being ‘Obedient Robot’, ‘Sexy Mermaid’, ‘Salty Old Sailor’, and ‘Eager Midshipman’.

Programming:
*Pilot Water Vehicles----3 Water Vehicles of choice; typically Motor & Hydrofoil, Sail Types, and Ships, all at 86%.

*Pilot Related----Read Sensory Instruments, Navigation(Water), both at 94%.

*Communications---Radio:B asic 94%

Actions/Attacks Per Melee: 4
Initiative +1

Options:

*Expanded CPU Capacity/Capability: Adds extra programs, typically database programs. Up to three additional programs can be added, typically from the Communications, Technical, Mechanical(Basic) and Electrical(Basic) programs. If being used as a skill database, talking a person through a task, the ‘transferred’ skill proficiency is 38%. If bought directly from Paladin Steel, additional programs cost 25% LESS than than the Black Market price listed in Rifts Sourcebook One(Revised).
-------------
"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 »

Punt Guns
(PS models: ‘NuRemington Ripper’, ‘Maussberg Massdriver’, ‘Maussberg Mauler’)

#BLAM!#
#BLAM!#
#BLAM!#

“Just another day in paradise, hunting giant mosquitos.”

“Used to be, these things were used for slaughtering flocks of poor dumb animals. Now we use stealth boats to creep up on hordes of nasty man-eating monsters and wipe them out, though they’re still occasionally used for hunting...cold fried passenger pigeon drumstick anybody?...and big sport hunting. Me and my partner bagged ourselves a shellback the other day up in the Brunswick marshes.”

“Well, that was an.... interesting...diversion. Can we get back to hunting swamp-geisters instead of wasting ammo sinking these lunies in duck armor?”
“That’s a fascinatingly ironic statement coming from you, Acqu’quas, considering what you are.”
“An oblique and perhaps borderline bigoted reference to me being a Hawrk-duhk? And currently in body armor?”
“Well, yes. Minus the implication of bigotry, because I’ve known you for fifteen years and because you’re sitting on our beer cooler.”
“Whatever, tin-head. Hand me another high-ex round, will you? And signal the rest of the party; I think I hear another one of them thrashing around in the reeds. May as well be thorough about this.”


‘Punt Guns’ are old pre-Rifts hunting guns, essentially oversized shotguns, that saw limited use as commercial hunting guns to harvest large amounts of waterfowl for food, in the days before concerns over wildlife depletion, as well as the advance of food distribution and farming, put an end to the practice and the need. These huge weapons, measuring upwards of 50mm in caliber, with barrels 8-10 ft long, could fire birdshot rounds weighing a pound or more; fired low into an unsuspecting flock of ducks, they could kill dozens of birds with a single shot. Punt Guns were much too heavy to be carried and fired like a conventional rifle, and thus were mounted on boats(the ‘punts’ of their name). Punt guns virtually disappeared, save as firearms curiosities, well before the Coming of the Rifts.
The Coming of the Rifts saw a return, in some parts of the world, of the punt gun concept. Rebounding stocks of avian life(often because of the rifted transplant of animal species), the breakdown of food distribution networks, and the need to feed desperate communities, led some backwoods mechanics and gunsmiths to reinvent the punt gun. Also, too, the need to defend those same communities from roaming monsters and swarms of smaller alien vermin, led to many improvised large-caliber rifles and light cannon.
Today, the modern post-Rifts punt gun is a reality. Although the wider distribution of energy weapons, automatic weapons, and heavy weaponry such as rail guns and grenade launchers, through the efforts of companies such as Northern Gun, has downgraded the military importance of the punt gun, the guns are still used in hunting and vermin control. Super-strong beings such as Juicers, cyborgs, and d-bees, able to handle both the weight and recoil of the punt gun, have also added to its continued existence.
Because of their smoothbore design and low muzzle velocity, punt guns do not have the range, accuracy, or penetration capability of anti-armor weapons of equivalent caliber. Their single shot action and slow manual reloading rate make them poor substitutes for more sophisticated automatic cannon and heavy weapons. Still, their ability to lob large explosive or fragmentation rounds with radius of effect make them not totally useless as weapons, and punt guns see considerable use in controlling problem populations of giant insects, dragon fish, and the occasional dinosauric.
Paladin Steel is among the larger manufacturers turning out punt guns(albeit in small numbers) under the ‘NuRemington’ and ‘Maussberg’ brand names, and their standard make is 50mm in format, with construction of more durable megadamage materials, and better machining on the moving parts, allowing for more reliable operation. They also turn out a variety of ammunition types, including incendiary rounds, chemical shots, and several gyrojet shells, allowing the weapon’s load to be tailored to specific circumstances. Paladin Steel has also adapted several rounds from their PSAGL-50A ‘Sneezer’ 50mm Projectile Gun to the ‘punt’ format. These guns typically go to frontier communities, big game hunters, adventurers, and Irregular units.

Weight: 95 lbs
MDC: 70
Range: 800 ft(an old-style black powder punt gun would have a range of 120-150 ft)
(GyroJet Rounds)2,000 ft. The gyrojet rocket develops most of its thrust OUTSIDE the gun’s barrel.
Damage:
(Solid Slug)1d6x10 SD
(SDC Fragmentation)4d6 SD to 18 ft blast radius
(MD Fragmentation) 4d6 MD to 12 ft blast radius
(SDC Explosive)1d4x10 SD to 5 ft blast radius
(MD High Explosive)1d4x10 MD to 3 ft blast radius
(MD Incendiary) 5d6 MD to 12 ft blast radius. Does an additional + 1d6 MD of damage for 1d4 melees as the flare portion burns down.
(GyroJet Solid Penetrator)1d6x10 MD
(GyroJet Explosive) 6d6 MD to 10 ft area
(50mm RAP)1d6x10 +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.

(Restraint Caster((AKA "Booger") This "safe" munition blasts out an expanding glop of adhesive resin and plastic fibers that entangle and immobilize targets in an instant straitjacket. The tough polymer is non-allergenic and fire-resistant.
The "Booger" suffers from atrocious range; it can only reach 150 ft before flopping to the ground. Covers an area of 4 ft, and is air permeable, so even if a perp is covered head to foot they can still breath.
Damage: 1d4 SDC bruising damage on impact, restrains with a P.S. of 30(characters without a robotic or supernatural PS of 30 or greater are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out).
Note: Police carry solvents that dissolve the "Booger" within 1d4 melees.
(Black Market cost for the solvent is 500 credits per 3-use tube)

(50mm Riot Round)Riot Rd: This munition is an expanding ball of sponge plastic, swelling up to roughly the size of a basketball. The Riot Round has better range than the Restraint Rd, and is designed to deliver a bruising kinetic
slap to resisting perps.
Range: 300 ft
Damage: 4d6 SDC plus 80% chance of knockdown(60% chance of stunning for 1d4 melees, -10 to initiative, strike/parry/dodge/roll, and half APMs. Reduce percentiles for stun and penalties by half if wearing MDC armor)

(Smoke Rd) Smoke in a 20 ft area
(Foam Rd) Designed for firefighting. Covers a 10 ft area in fire-retardant foam.

Rate of Fire: Single shot. It takes 2 actions to reload a single round.

Payload: Single shot. It takes 2 actions to reload a single round.

Special Features:
*Top Rail---Typically used for wide-angle sights or spotlights. Some users deliberately mount high-intensity spotlights in an effort to temporarily blind targets for the kill-shot.

Cost: 9,000 credits for the gun.
(Solid Slug)100 credits
(SDC Fragmentation)100 credits
(MD Fragmentation) 200 credits apiece
(SDC Explosive)190 credits
(MD High Explosive) 245 credits
(MD Incendiary) 280 credits
(GyroJet Solid Penetrator)350 credits
(GyroJet Explosive) 400 credits
(50mm RAP) 500 credits each
(Restraint Caster((AKA "Booger") 120 credits each
(50mm Riot Round)150 credits each
(Smoke Rd) 90 credits each
(Foam Rd) 200 credits each

Note: Use W.P. Shotgun with regards to operating punt guns. Their single shot operation and short range disqualify them from being categorized with Heavy Military Weapons, despite their weight and throw-weight of shot. They also may qualify for use with W.P. Grenade Launcher in those settings with the skill.
-------------
"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 PS-SMG-09 ‘Krugald’ Submachine Gun
(aka ‘nail gun’, ‘kiss-gun’, ‘creaser’)

“This is one ugly bastard of a weapon, both because of its shape and because of the damage it does at close range. If you liked the forty-five hand cannon, you’re going to LOVE its fast cousin. And the built-in recoil control means that you can keep the bursts tight and on target. I’ve seen this thing used in close-order assaults on predator dens; a creature that might shrug off a dozen ‘spray and pray’ bursts instead gets drilled through with one or two blasts. Great ammo economy that way, too.”
---Carlos Lederman, Gunfighter and regular columnist in The Business End magazine

The PS-SMG-09 is Paladin Steel’s version of the pre-Rifts KRISS Vector SMG, a weapon firing .45 ACP rounds. The Vector was noteworthy for introducing an articulated bolt and block design that reduced the blowback recoil of the weapon, adding some bulk to the design but making it easier to control during rapid fire. This translates into more accurate bursts, and more damage on target, especially attractive to those wanting to harness the full power of the ‘manstopper’ .45 round with its powerful recoil. Naturally, with the advent of MD ammunition, Paladin Steel was eager to add a technology that permited more accurate weapons fire to its collection. After making a few improvements in making the workings more reliable, dirt-resisfant, and sturdier, Paladin Steel began producing a version of the Vector as the PS-SMG-09 ‘Krugald’(named after a Dwarven-named species of vicious biting insect).
SMG-09s have begun appearing with security forces, especially those in built-up areas where range is not an issue. It’s also a favored bountyhunter weapon.
Weight: 5.5 lbs
MDC: 30
Range: Accurate out to 330 ft
Damage:( Standard .45 ACP) 4d6 SD
(Express Round) 5d6 SD
(Ramjet) 1 MD per rd
(Wellington/PS Exploders) 12d6 SD per rd
(PSX-2) 1d6 MD per rd, a three round burst does 3d6 MD
Can chamber a variety of other ammunition types, including silver, wood, Glaser, and TW bullets.
Rate of Fire: Standard; rated at 1,000 rpm.
Payload: 10-, 13-, and 30-round clips are most commonly used.
Special Features:
*Recoil Control----Trained shooters using the SMG-09 do not reduce their normal W.P. bonus by HALF for burst fire, instead take only a -1penalty to their bonuses to strike. Similarly, inexperienced users(those without any training) are only -2 to strike.
*Folding Stock
*Optional Forward Handgrip
*Threaded Muzzle---For attaching sound suppressor barrel extensions.
*Accessory Rail---For attaching a laser spot sight or flashlight.
Cost: 1,300 credits
Options:
*Laser Spot Sight---+1 to strike. Cost: 500 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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel PS-SMG-09 ‘Krugald’ Submachine Gun
(aka ‘nail gun’, ‘kiss-gun’, ‘creaser’)

The PS-SMG-09 is Paladin Steel’s version of the pre-Rifts KRISS Vector SMG, .....

I was just looking at the 'KISSem' SMG last night. Thinking that it would make a nice Modular weapon, in more Hi-Tech world of Rifts. You have the machine pistol and the stock could be a second weapon with it's own payload (or just single shot). LeMat like over shotgun and under pistol. Designs based on size of shooter or their power armor.

Bladed Forward Handgrips - from punch knife to the KRISS being an attached grip, cutlass like. 'Always take a gun to a knife fight, just in cause.'

The stock can also be a commonly use tool or Close combat weapon that the Vector attaches to... the blade just folds away (read the text).
Payload: 10-, 13-, and 30-round clips are most commonly used.

...and for the un-commonly used payload.
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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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Paladin Steel PS-SMG-09 ‘Krugald’ Submachine Gun
(aka ‘nail gun’, ‘kiss-gun’, ‘creaser’)

The PS-SMG-09 is Paladin Steel’s version of the pre-Rifts KRISS Vector SMG, .....

I was just looking at the 'KISSem' SMG last night. Thinking that it would make a nice Modular weapon, ]



The pimpmygun website actually has the Vector as one of the weapons whose components you can mix and match, and in fact I've used a couple parts here and there in previous illos for weapons like the Gunloc system. :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
------------
User avatar
89er
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Posts: 569
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Re: Paladin Steel Storefront

Unread post by 89er »

Wow, the GNE has its appendages full of snapping jaws and cultists.
I am just salivating at the new borgs and robotics that will be introduced.
If I can, you should be seeing some updates for Hoyt's s well being and his shards.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Wow, the GNE has its appendages full of snapping jaws and cultists.
I am just salivating at the new borgs and robotics that will be introduced.
If I can, you should be seeing some updates for Hoyt's s well being and his shards.



Part of my 'lo-hi' strategy.....lots of cheapskate products to pay for the R&D on the big-ticket projects. I got so many WIPs, I'm sometimes afraid of a project pile-up. Better too much, than too little, eh?

And sure, if you're feeling creative, go right ahead!
-------------
"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 »

(TWMBW07) Trident Melee Weapon
(aka ‘Mixmaster’, ‘Nixmaster’, ‘Power-Blender Stick’, ‘Chum-Cutter/Stick/Stirrer’,
‘Torpedo-Stick’, ‘Twident’, ‘Grinder-Rod’, ‘Street-Thresher’)

“One does not call the traditional weapon of a daughter of Neptune a ‘pig sticker’ -even if I DID get it from the Paladin Steel shoppe- unless one wants to learn first-hand what it feels like to be the pig so stuck.”
“DAMN, Izumi, you made CHUM of that bastard!”

“It’s not an -elegant- weapon.”
“Mom, it works, and if it scares the bravado out of my enemies and encourges them to not fight me in the first place, it -is- elegant in that respect.”

The ‘Techno-Trident’ is a TW weapon initially developed for underwater combat, but the TW melee weapon has found its share of adherents in combat athletes, ex-gladiators, security personnel, and adventurers.
The Trident is powered by a Greenstar regenerator crystal in its haft, while the weapon itself is made of tough megadamage materials and the triple tine-blades self-sharpening molecularly sharp MD alloy/crystal composite.
PS again shows its love of the Spinning Blades spell by incorporating it into the three tines of the trident, an expensive move but one that pays off by giving the weapon some SERIOUS multiple blade action. A single tine or all three tines can be powered up in this manner, and the intermeshing flying blades, spinning around at high speed, present a particularly horrifying sight for anybody on the wrong end of the trident. Magic Net seems a nod to the Roman gladiators of old, especially the retiarius, with the ability to subdue targets for capture or the coup de grace. Finally, Force Bolt is a handy ranged ‘knockdown’.
A number of additional spell modifications are also available, allowing the weapon to be modified even further, albeit at extra cost.
Though expensive, the TWMBW07 is garnering attention from serious melee fighters, especially those who are skilled in the use of the oft-neglected trident as a weapon. Since the TWMBW07’s introduction, the weapon has seen a spike in overseas sales to Tritonia in particular, and it’s even rumored that the Lemurians have acquired a few through back channels.

Weight: 9 lbs

MDC: 90

Range:
(Unpowered) The MD tines of the trident do 4d6 SDC(+P.S. bonuses) damage.
(Spinning Blades)Melee. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
(Magic Net) 60 ft
(ForceBolt) 700 ft

Damage:
(Spinning Blades)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). Yes, that means when all three tines are powered up, the resulting ‘slash-thresh’ with 21 blades can do 21d6 MD(or 2d6x10) in defensive mode, while the buzzsaw can do 6d6x7 MD!
Can also fire the magical blades like projectiles, 1-2 at a time(or up to 6 at a time with all three tines going), each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
(Magic Net) Holds with supernatural power; only MD weapons or spells can cut free of it, and even then take 2 melees to get free.
(ForceBolt)1d6+1 MD per bolt and is +3 to strike.

Rate of Fire:
(Spinning Blades) 7 melee rounds duration
(Magic Net) ECHH
(ForceBolt) ECHH

Payload:
(Spinning Blades)10 PPE for 7 melee rounds for a single tine. 20 PPE for two tines. Activating all three tines would take 30 PPE.
(Magic Net) 4 PPE for 14 melee rounds.
(ForceBolt) 4 PPE per shot.

*TW Powerstone---The TWMBW07 can be fitted with a ‘Light’ or ‘Heavy’ Greenstar PPE Powerstone:
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’--- 200 PPE capacity, cost: 24,000 credits
Recharge Rate: 2 PPE per hour, 10 PPE at a ley line, 20 PPE/hour on a nexus or in a dimensional pyramid
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:
*Neutrally Buoyant.

*Lanyard----A line can be attached to the end for casting and retrieval, harpoon-style.

*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.

Cost: 397,000 credits + powerplant cost.
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’--- 200 PPE capacity, cost: 24,000 credits

Options:
*Iron/ Silver-Plating----The tines can be plated in cold iron or silver for use against supernatural opponents. Cost: 1,000-3,000 credits

*Extra Telescoping Sections---Adds additional sections, adding weight(+ .5 lbs per 50% extension), but also allowing the staff to extend more(up to 200%, so a six foot staff would now be 18 feet long!).
Cost: 500 credits for every additional 50% extension of length.

*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

*(Spell)Sense Mines and Traps---The trident can be enchanted to act as a super metal(or rather trap) detector; by waving the weapon around, the holder can pick up the presence of traps(including magic traps and wards) in his/her vicinity with 94% proficiency. The tines of the trident may vibrate and hum when a trap is detected. 6 PPE per use for 10 minutes . Cost: 65,000 credits.

*(Spell)Mystic Water Blast---Great for fire extinguishing and simultaneously maiming and humiliating targets. Typically has a spout, or water-carrying naiad worked into the silverwork. 100 ft range, no damage(aside from a thorough drenching) to normal people, 2d6+6 HP to vampires, 2d6+6 MD to fire elementals and other beings vulnerable to water. -1 to dodge. 5 PPE per use. Cost: 50,000 credits.

*(Spell)Fiery Touch---An adaptation of the Fire Elemental Warlock’s Fiery Touch spell, this makes the tines of the trident glow white hot and srrounds them with flames, allowing them to do an extra +4d6 SDC or 2d6 MD of damage. 3 PPE per use for 5 minutes. Cost: 42,000 credits.

*(Spell) Frostblade----One or more of the tines can be can be transformed/enhanced by the Frostblade spell. The blade now does 4d6 MD, 6d6 MD to fire creatures, or DOUBLE damage to those noted as being susceptible to cold-based attacks. Can also attempt to parry energy blasts(with no bonuses). Costs 4 PPE for 8 minutes duration. Cost: 79,000 credits.

*(Spell)Light Blade---Causes the tines to glow with intense light, and now does 1d4x10+7 MD per strike, double damage to creatures sensitive to light, double Hit Point damage to vampires, with a duration of 7 minutes. 10 PPE per use. Cost: 50,000 credits.

*(Spell)Agony---Inflicts the Agony spell on contact, with a failed save versus magic rendering the victim unable to move or do anything for a duration of 1 minute, and the next minute being at HALF APMs, Speed, and -1 to strike, parry, and dodge. 10 PPE per use. Cost: 100,000 credits.

*(Mystic) Oak Haft---Courtesy of trade with the Druids of England, the Trident can be fitted with a mystic Oak Staff of Strength instead of composites. The weather/waterproofed haft is virtually indestructible, and gives a bonus damage of +4d6 SDC to mortal foes or 4d6 MD to supernatural foes, +1 to save versus Horror Factor, +1 to save versus magic and psionic attacks, fatigues at HALF normal rate, and gives the wielder superhuman strength. Cost: 220,000 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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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel EMVR-08 ‘MagHammer’ ElectroMagnetic Rifle

“This masher’s just the thing to go bowling for brodkil. The vortex mode sends them flying all over the place. Set up an ambush right, and we’ve sent them falling off cliffs, impaled into debris, flipping into minefields, bouncing off each other, and into traps. The ranger teams, some of them have serious grudges against the teethers and they can get downright sadistic about setting the brodies up for worlds of pain.”

Rifle-version EMV projector, looking in visual aspect something like the XM25 25mm grenade launcher, only firing EM vortices, instead of physical projectiles. It has the option of firing either a straightforward ‘bolt’, or a degenerating vortice that explodes into a shockwave with attendant concussive force.Its EM bolts have the advantage of being virtually invisible; only a slight shimmering indicates the swift passage of the EM bolts.
Like the MagMaster before it, the EMVR-08 can be used to muzzle-launch rifle grenades. These have the advantage over regular rifle-launched grenades of being much quieter when fired off.
The MagHammer’s biggest shortcoming is its energy usage; the heavy EM bolts eat up e-clips at a prodigous rate, so the weapon is unpopular with line troopers as a result. The MagHammer is more commonly found with SpecOps and Engineering personnel as a result.

Weight: 8 lbs
MDC: 45
Range: (EM Bolt) 3,000 ft
(Vortice) 2,000 ft
(Rifle Grenade)Typically 1,800 ft, but can fire ballistically.
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortice) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knock-down(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
(Rifle Grenade)By grenade/shell type(35-60mm)
Rate of Fire: Standard
(Rifle Grenade) Single shot(takes about 2 melee actions to reload/remount a new shell)
Payload: (EM Bolt)10 shots per standard e-clip, 24 shots long e-clip
(Vortice)10 shots per standard e-clip, 24 shots long e-clip
(SDC Shot) 6 SDC shots equal 1 MD shot
(Rifle Grenade) Single shot. 6 grenade launch shots equal 1 MD shot
Special Features:
*Top Rail---For mounting sight and scopes.
*Laser Spot Sight---+1 to strike
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits
Last edited by taalismn on Sun Oct 05, 2014 6:27 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
------------
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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

I love these new tools. My favorite is the Maghammer, for when you lack a portable cannon that shoots transparent cannonballs.
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:I love these new tools. My favorite is the Maghammer, for when you lack a portable cannon that shoots transparent cannonballs.


Thanks. Edited it slightly so grenade shots are a bit more economical(and easy to keep track of, accounting-wise). :bandit:
Of the two, I'm rather fonder of the Trident, because you CAN see it coming at you, chewing away like a giant food processor. RUN AWAY!
Gotta love Spinning Blades. It's MEANT to be abused.
-------------
"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 PSPA-12 ‘Caliban’ Heavy Power Armor
(aka ‘Heavy Enforcer’, ‘Slugger’, ‘Tortoiseback’, ‘Garshem’, ‘Huncher’, ‘Mountainback’, ‘Super-Pig’)
http://i408.photobucket.com/albums/pp164/taalismn/img394_zpsb5940b80.jpg
“You can try going over the ridge or through this tunnel to get to the valley; the ridge is several hundred feet of sheer granite mountain that even goats don’t try climbing, while this tunnel will take you twenty minutes to get through in relative comfort. Take the ridge way, every airborne asset in the Alliance Army is going to be bombing you, every artillery piece is going to drop fire on you. Come through this tunnel, you’re facing me, and you can come at me only one at a time, and I don’t plan on dying easy. I’m the worst case of constipation a mobile force like yours could face.”
----Sergeant Catto Rodriguez, Caliban Pilot

“You wanna pay extra attention to servicing the rear quarter sensors on this thing; the way the head’s positioned, you can’t see directly past your own shoulders, straight up, or what’s behind you. Makes backing up, especially in formation, a rear teeth-clincher, worrying about crushing somebody behind you. So make sure the remotes are aligned and working properly, and that nothing’s hanging over them, otherwise the all-around HUD’s worthless, and you’re effectively fighting blind in this thing.”
---Corporal Minitz Chorrporal, Caliban Pilot.

“Why we call it the ‘Caliban’? Because it’s ugly, it’s awkward, it’s a misfit, it works hard in a thankless job, it takes a beating, and it’s ill-tempered. It’s a beast. But despite that, it’s built tough, and it can hand out some serious payback. There may not be many in the force, but they can do some serious damage to anything that gets in their way...yeah, like a real serious tempest, hah!”
---Tech-Sergeant Malcoli Emin, Mechanic, Greater New England Regular Army.

The PSPA-12, or PSA-12 as it sometimes appeared in PS R&D records, was the original designation given to the development of a heavy version of the PA-11 ‘Enforcer’ Power Armor. The original plan was to use the chassis of either the Glitterboy or CS ‘Mauler’ heavy armors as the basis of a heavy weapons power armor to compliment the lighter PSA-11a.
In a rare bit of accounting error(though the near-total devastation of PS’s Burlington offices during the Mechanoid Incident contributed to the confusion), the PSA-12S designation would be given to the NEMA Bull Dog/’Mongrel’ programme, which would then become officially the PSA-18 Mongrel, while the ‘Enforcer’ name would be tagged to the PA-11. Further confusion remained as the PSA-18, which has taken over the intended role of the PSA-12, continued to be referred to often as the PSA-12S.
However, in a general clean-up of paperwork, PS management reassigned the PSA-12 designation, and reactivated the original programme, although as a heavy unit in the GNE military, its role had since been taken by the PSA-18.
The PSA-12 is based on an early PS effort to copy Glitterboys, making it arguably the Paladin Steel version of the Black Market’s ‘Shadowboy’. However, in a rare concession to the western Black Markets, Paladin Steel elected not to go ahead with plans to build its own readily identifiable version of the Glitterboy, and instead adapted the basic design to other projects.
The PSA-12 has a distinctive hunchbacked look, heavily armored torso, squat legs, large, oversized arms, and a small, heavily shielded head. The back typically carries two large ammunition drums, feeding the forearm guns via armored feed conduits. The PSA-12 is heavily armored, albeit at the cost of mobility. Armament, as per the original specification, is heavy, consisting of one or two heavy weapons mounted on each arm, and a backpack missile launcher or artillery unit. In close combat, the PSA-12 is devastating, its massive arms able to delivering piledriver punches, and its large armored fingers able to pry apart lesser power armors and vehicles.
The PSA-12S hasn’t quite attained the same popularity as its cousins, the PSA-10, PSA-11, and the PSA-18, and its reliance on ammunition-dependent weapons has curtailed its wider deployment. The PSA-12S sees the most use as a defensive guardian or garrison power armor where it can remain close to ammunition supplies. Its relative slow speed also works against it, as it cannot keep up with faster units. Still, it has its share of adherents and supporters, and a number of variants have been spawned, some an effort to correct what are perceived as its shortcomings, especially with regard to armament.

Type: PSPA-12S ‘Caliban’
Class: Heavy Power Armor
Crew: One
MDC/Armor by Location:
Main Body 480
Head 290
Arms(2) 300 each
Legs(2) 300 each
Ammunition Drums(2) 55 each
Missile Launch Pack(1, back) 100
Height: 10 ft
Width: 5 ft at shoulders
Length: 6 ft
Weight: 1.6 tons
Physical Strength: P.S. of 40
Cargo: Only what can be carried externally
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) 12 ft up/across. Add 10 ft for a running start
(Flying) Not Possible
(Underwater) Limited to running along the bottom at 5 MPH, maximum depth of 1.2 miles.
Market Cost: 19 million credits
Systems of Note:
Standard Power Armor Systems
Weapons Systems:
1) Forearm Weapons Mounts(2-4)---Each massive forearm can be fitted with several modular heavy weapons, projectile weapons being fed from large drums on the back(in early versions of the PSA-12S, the feed-belts from the drums to the forearms proved vulnerable to damage and snagging, until later versions added protective plating)
a) .50 cal Machine Guns(2 each forearm)---Called the ‘Trombone’ because of the paired .50s.
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 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
Payload: 300 rd box magazine
Cost: 8,000 credits

b) PS-M136 7.62mm caliber Minigun(2 per forearm)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 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 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

c)20 mm Rapid-fire Cannon (1 per forearm)
Range:(20mm)4,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits.

d) Plasma Tribarrel Cannon(1 per forearm)----This mounts a Paladin Steel/Keratech PPR-9 ‘Heatwave’ Tribarrel Plasma Cannon, belt-fed with cadmium-telluride cartridges. A PSA-12S mounting TWO such weapons gets the nickname ‘Heatstroke’ or ‘Wastrel’, the latter referring to pilots who burn through the expensive ammunition.
Range: 3,000 ft...Maximum range for a six-shot burst drops to 2,500 ft with a 6-ft wide ‘spread’, and for a twelve-shot burst to 2,000 ft with an eight-foot spread.
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD per six-shot burst(2d6x10 MD beyond 2,500 ft out to its maximum range), and a whopping 6d6x10 MD for a twelve-shot burst(4d6x10 MD beyond 2,000 ft out to its maximum range)
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: 600 rounds per drum
Cost: 45,000 credits. Cadmium-telluride cartridges cost 45 credits each

e) 40mm Automatic Grenade Launcher(1 per forearm)
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds
Cost: 50,000 credits

f) PSAGL-50A 50mm Projectile Gun (1 per forearm)
Range: 800 ft
Damage: (50mm RAP)1d6x10 +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.

Restraint Caster(AKA "Booger") This "safe" ammunition blasts out an expanding glop of adhesive resin and plastic fibers that entangle and immobilize targets in an instant straitjacket. The tough polymer is non-allergenic and fire-resistant.
The "Booger" suffers from atrocious range; it can only reach 150 ft before flopping to the ground. Covers an area of 4 ft, and is
air permeable, so even if a perp is covered head to foot they can still breath.
Damage: 1d4 SDC bruising damage on impact, restrains with a P.S. of 30(characters without a robotic or supernatural PS of 30 or greater
are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out).
Note: Police carry solvents that dissolve the "Booger" within 1d4 melees.
(Black Market cost for the solvent is 500 credits per 3-use tube)

(50mm Riot Round)Riot Rd: This ammunition is an expanding ball of sponge plastic, swelling up to roughly the size of a basketball. The Riot Round has better range than the Restraint Rd, and is designed to deliver a bruising kinetic
slap to resisting perps.
Range: 300 ft
Damage: 4d6 SDC plus 80% chance of knockdown(60% chance of stunning for 1d4 melees, -10 to initiative, strike/parry/dodge/roll, and half APMs. Reduce percentiles for stun and penalties by half if wearing MDC armor)

Smoke Rd: Smoke in a 20 ft area
Foam Rd: Designed for fire-fighting. Covers a 10 ft area in fire-retardant foam.
High Explosive Rd: 6d6 MD to 10 ft area

Rate of Fire: Single shot, ECHH
Payload: 5 shots
Penalties: The shells are 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 50mm shells are -2 to strike. Only the baton and restraint caster rounds lack this problem, being sufficiently fast enough to nail a target without penalty.
Cost: 3,000 credits, 900 credits per round for the RAP shell

g)GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun(1 per forearm)
Range: 4,000 ft
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 30 rd drum or 200 rd belts
Cost: 75,000 credits
Options:
-Gravitonic Counter-Buffer---The standard GrHW-01 has recoil as standard, so standard burst rules apply, However. PS engineers have learned how to fit the weapon with a gravitonic ‘counterwave’ similar to Three Galaxies weapons, that damps recoil and steadies the weapon during rapid fire---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil. This feature is made available ONLY to PS/GNE security and military units; Lord Enno would KILL to obtain this technology if he ever learned of it. Cost: 20,000 credits

h) PS-RL-210 Fragmentation Rocket Launcher(1 per forearm)---A copy of an imported Russian design. Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
At 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Does an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits

i) Heavy Flamer(1 per forearm)---Forearm projector unit fed from backpack tank carried in place of an ammunition drum. One or units can be carried, and the fuel tanks can be ejected 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 flamethrower 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: 27,000 credits.

j)PS-RG-44 Rail Gun(1 per forearm)--A copy of an imported Russian design.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits


2) Modular Backpack Weapons Pod----A modular missile or mortar pod can be mounted between the weapons drums on the back
a) Micromissile Launcher----PS McML-08 ‘BoomBox’(aka ‘Pencil Box’, ‘RacketRak’)----This consists of five disposable plastic cassette-style launch ‘boxes’ stacked on an erectable launch frame and turntable. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette has 25 micro-missiles(5 rows of 5) for a total of 125 projectiles, and can fire them in volleys of 5 to all 125 at once. It uses Pattern 1A -1C micro-missiles, but is problematic in laser-guidance mode due to frequent inadvertent missile fratricide when all 125 micro-missiles are trying to home on the same target(volleys of 5-20 are recommended instead). The entire set-up weighs in at 120 lbs, making it barely manportable, but a trained crew can swap out expended cassettes in 3 actions(typically takes 30-45 seconds to reload the entire weapon with new magazines). Cost: 80,000 credits.

b) Mini-Missile Launcher-----10 shot pod

c) Short Range Missile Launcher----5 shot pod

d) Medium Range Missile----2 shot pod

e) PSM811 ‘Gunther’ 52mm Infantry Mortar
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 ammunition 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, bolluxed 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 flash-burns on vampires! Does 6d6 HP per melee for 3d6 melees to a 50 ft radius. Cost per shell: 2,000 credits


Rate of Fire: 2 shots per melee.
Payload: 24 rds
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhon’s Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 60% chance of hitting moving targets, 85% chance of hitting stationary targets within 2,200 ft range, or 50% chance out beyond that. 60% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
Using a forward observer with direct line of sight on the target will give another +10%

Cost: 50,000 credits


3) (Optional) Use of Handheld Weapons---The Caliban can pick up and use appropriately-scaled weaponry such as combat maces and rifle pods. Its large thick fingers, however, prevent it from using infantry-scale weaponry.

4) Hand to Hand Combat
Use Standard and Elite Power Armor Combat Training, plus the following:
+1 Roll w/ Punch, Kick, or Impact
+1 Parry
Restrained Punch 1d4 MD
Punch 2d4 MD
Power Punch(2 attacks) 4d4 MD
Pry 2d6 MD
Kick 2d4 MD
Leap Kick(2 attacks) 2d6 MD
Running Leap Kick(3 attacks) 3d6 MD
Body Flip/Throw 1d6 MD
Body Block/Tackle 2d4 MD
Full Speed Running Ram(3 attacks) 3d6 MD


Variants:
*PSA-12F----An unarmed firefighting unit with high pressure sprayers for water or chemical retardants fed from large capacity liquid storage tanks in place of the ammunition drums. The PSA-12F also sported a heat resistant armor overcladding(heat and plasma do only 25% damage)
1) Water Sprayers
Range: 200 ft
Damage: None usually, but if used to throw water at vampires, does 1d4x10 H.P. per blast. Used against a human-sized being, it has a 50% chance of bowling them over from the water pressure(lose initiative and 1 APM while getting back up)
Payload: The two backpack tanks hold enough for 50 blasts each, or can be hooked up to a vehicle or municipal water supply

*PSA-12L----This version does away with the ammunition-dependent arm weapons and substitutes lasers instead. The shoulder ammunition drums have been replaced with point defense turrets.
1) Forearm-Mounted Pulse Lasers(2x2)---Based on PS’s ‘Widower’ laser rifle and capable of putting out impressive armor-vaporizing pulse bursts.
Range: 3,000 ft
Damage: 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
A single shot blast from BOTH forearm guns does 8d4 MD, a simultaneous pulse blast (counts as one attack) does 1d10x10 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Backpack Turret---Taking inspiration from the NEMA Gunbuster’s overhead weapons mounting, PS engineers have refitted the two backpack hardpoints each with a powered turret similar to those available to the PSA-11, directed by either computer control or by eyeball-directed HUD. The turret can be fitted with the following:

Turret Base Cost: 25,000 credits

*1A) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 600 rd drum (60 bursts per gun)
Cost: 30,000 credits

*2A) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range. The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Effectively Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

*3A) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

*4A) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits


*PSA-12M----This version mounts a M-82D 81mm Mortar Cannon slung under one arm. The M-82D is based on a Glitterboy weapon, but isn’t shoulder-mounted, making direct fire ‘from the hip’ on the Caliban a somewhat more difficult operation. To fire in mortar mode, the power armor drops to one knee, and tilts the gun arm back, so the ‘elbow’ baseplate of the massive gun can rest on the ground. The M-82D also requires that BOTH ammo drums be taken up by a single large magazine back fed by a thick armored feed conduit.
The Caliban will mount an energy weapon in the other arm.
MDC: 100
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 6 rounds ready to fire, 18 in the back drum.
Special Features:
*Reinforced Baseplate
*Fold-down Forward Handhold
*Flip-out Basic Sights
*Optional Bipod
Cost: 220,000 credits


*PSA-12N---Navalized version, fitted for amphibious operations. Equipped so as to be neutrally buoyant, and able to ‘swim’ using hydrothrusters that can push it through the water. The projectile weapons
Speed: (Water) Can float, and ‘swim’ at 35 MPH on the surface of the water, and 20 MPH underwater, maximum depth of 1.2 miles.
Systems of Note:
*Sonar---5 mile range
Weapons Systems:

1) Forearm Weapons----The standard forearm projectile weapons can be fitted to fire supercavitating ammunition(in the case of the rail guns and machine guns), but the most popular configurations fit the forearms with two weapons; a projectile weapon and an energy weapon:
a) Blue-Green Pulse Laser
Range: 2,000 ft, 1,000 ft underwater
Damage: (SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst.
Rate of Fire: ECHH
Payload: Effectively unlimited


b) Ion Blaster
Range: 1,600 ft (1,000 ft underwater)
Damage: 5d6 MD single shot
Rate of Fire: ECHH
Payload: Effectively unlimited

c) Sonic Blaster---Modified ‘Strakker’
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 dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: Effectively unlimited

d) Harpoon Gun
Range: 500 ft
Damage: These weapons can be tipped with an explosive head(2d6 SDC or 5d6 MD exploding head), armor-piercing hunting point(1d6 MD), magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
Rate of Fire:( Volleys of 1,2, 3, or 4 (all)
Payload: 4 shots

e)Machine Gun---&.62mm or .50 cal. as above, and fed from the backpack drum.

f) Micro-Torpedo Launcher(Drum-Fed)
Range: 2500 ft underwater, 500 ft in air
(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 -T1) 6d6 MD to 3 ft radius per torpedo
(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 anywhere up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is approximately 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: Standard(Yes, bursts are possible)
Payload: 125 rd drum


2) Backpack Drums---If not carrying drum-fed forearm weapons, the backpack ammunition drum slots can (one or both) be fitted into additional weapons stations.
a)Micro-Torpedoes----150
b) Mini-Torpedoes----4
c) Short Range Torpedo----1
d) Mine/Limpet----An explosive device that can be laid on the bottom and remote/sensor detonated, or can be attached(by magnetic or molecular adhesion clip) to an object(such as a wharf or ship hull).
e) Screamer/Deep Flare Decoy Pod---Holds 3 ‘screamer’ acoustic decoys or ‘deep flare’ devices.

3) Modular Backpack Weapons Pod----The backpack centerline pod can accommodate the standard weapons fitout(for surface attack) or can be outfitted with the following:
a)Micro-Torpedoes----150
b) Mini-Torpedoes----6
c) Short Range Torpedo---1

*PSA-12P----A ‘throwback’ to the original Glitterboy inspiration, the -12P variant replaces the forearm weaponry with non-ammunition dependent lasers, and replaces the backpack missile launcher and twin ammo drums with either a pair of PS-made PS-MMLR-14 Mini-Missile Launcher Rifles or a single 105mm Recoilless Rifle
1) Forearm-Mounted Pulse Lasers(2x2)---Based on PS’s ‘Widower’ laser rifle and capable of putting out impressive armor-vaporizing pulse bursts.
Range: 3,000 ft
Damage: 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
A single shot blast from BOTH forearm guns does 8d4 MD, a simultaneous pulse blast (counts as one attack) does 1d10x10 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Backpack Launcher(s)
a) PS-MMLR-14 Mini-Missile Launcher Rifle(2)
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to the armor’s nuclear powerplant, or 20 shots per standard E-clip/30 per long E-clip as backup.

b)105mm Recoilless Rifle(1)
Range: 6,000 ft
Damage: (Fragmentation) 5d6 MD to 40 ft blast radius
(High Explosive) 6d6 MD to 20 ft blast radius
(Armor-Piercing) 2d6x10 MD to 5 ft blast radius
(HESH)3d6x10 MD to 6 ft blast radius, plus 3d4x10 SDC to anyone inside the armor(or 1d4x10 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.

(Plasma) 1d6x10 MD to a 25 ft blast radius
Rate of Fire: ECHH
Payload: 20 rounds


*PSA-12R----An anti-supernatural variant rushed into service with the outbreak of the Minion War on Rifts Earth. The PSA-12R replaces the ammunition drums on the back with the EE-canisters for twin anti-theron blasters mounted on the arms. Each forearm mounts an anti-theron blaster and an particle beam blaster in over-and-under configuration. The PSA-12R also incorporates a PPE sensor and Kirilian optics in its helmet/head.
Systems of Note:
*PPE Sensor---This is an extra sensor package, developed with the help of Paladin Steel’s Japanese trade contacts, built into the helmet/head section. Range: 2,000 ft.
Weapons Systems:
1) Anti-Theron Projector Cannon(2, one each forearm)
Range: 2,000 ft, and affects a 20 ft wide area. In focused mode, it has a 3,000 ft range, and a 5 ft spread.
Damage: Does 5d6 HP/MDC damage(modified effects based on what the creature is). In focused mode it does 6d6 HP/MDC.
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.

Rate of Fire: Standard, ECHH
Payload: 20 shots per EE-Canister
It can also use a gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system

2) Forearm Particle Beam Blasters(2, one each forearm)---Based on the rifle-mode PSPBW-7 ‘Kurang’.
Range: 3,000 ft
Damage: 1d6x10+20 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

Other Options:
*Laser Ablative Armor---Laser Ablative Armor, or LAA is not standard on this mecha but is available. Laser Ablative Armor is a special ceramic composite specially created to defeat laser weapons. All laser weapons do half damage, and because it's not reflective Variable Frequency lasers may not compensate.
Cost: To have all the armor Laser Ablative costs 200,000 cr.
Last edited by taalismn on Tue Oct 28, 2014 7:27 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
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Re: Paladin Steel Storefront

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Project MOSAIC EYE

“I’m scheduling Subject Sixty-Four for time in the Big Tank. She’s shown consistantly high cross-dimensional verifications both of shared lucid dreaming and farsensing in the Lens Bed. We’ll see how she handles the sens-dep amplification.”
“Nata? I thought she was part of the gestalt-link trials?”
“She’s better at individual scrying and she doesn’t need any drugs for it. In fact she insists on not taking any drugs. The four we have for the gestalt-link have been working together for a while now and they’re used to each other, and comfortable with the current arrangement. Introducing a new member might not be a good idea just yet until we can pin down some protocols for the psi-links and see how the amps affect the gestalt.”
”Undestandable. So why the nervous looks?”
“I’m still worried, though, about the new aura filters. You handled their installation; just how good are they really?”
“Pretty good; we’ve tested the postively-tuned versions against intrusion by some of our higher-level psis and demi-gods, but short of somehow goading a high level negative-aura entity into attacking through one, we don’t have any full-power fire trials. The filters should be good, though.”
“I really don’t want another repeat of Installation Seven. We lost some good people there.”
“We’ve reviewed every security measure, tightened them, and implemented new ones. I feel good about our work here.”
“She’s going to be probing the extradimensional realm deeper than before. Greater chance of encountering non-verifiable targets outside the perimeter zones of our tests. And I am also concerned about her focus. She claims to be getting more and more imagery of one of her former associates. She seems to think they’re actual real-time, but I’m not so sure. She did encounter one of his avatars in-universe and that may be triggering distorted memories-”
“Or she could be picking up the real thing. Let me guess, her ex-boyfriend’s out in the mega?”
“By her own account. If she’s fixating on something we can’t verify, putting her in the center of a big psi-amp array might boost her sensitive faculties seriously, or it could boost an internal fixation to a full-blown critical mass obsession. Either way, I’m going to be monitoring the situation closely.”

MOSAIC EYE is Paladin Steel’s sanctioned experiments in high-end psionic amplification, with an eye towards perfecting long range sensing and communications systems. MOSAIC EYE is a sub-program of COBWEB ATTIC, and benefits from the latter’s many R&D projects into utilizing psionics in technology in much the same way as magic in technowizardry. MOSAIC EYE is considered among PS/GNE’s Top Secret classified research programs, given its potentially game-changing implications and applications. Aegis Stellar Industries, PS’s Three Galaxies branch, also hides a section of MOSIAC EYE, studying what information is available from psychic species such as the Noro.
Some of the experimental apparati created by MOSAIC EYE include:

‘Big Tank’---Apparatus P-0757---An oxygenated fluid-suspension bio-stasis tank in the center of a large adjustable array of specially configured psylite crystals. Similar in concept to low-impact sensory deprivation ‘float tanks’, but with the addition of psionic amplification to allow psychics to pick up on more sublime external sensory information. Among observed effects; range of senstive psychic ability is now reliably measurable in MILES rather than feet. Less reliable targeting has been shown to possible over much greater distances and possibly even cross-dimensionally(one blind test involves identical test stands set up at various PS/GNE outposts, with changes made at particular site, to see if the psychics can register the differences).

‘Lens Bed’ ---Apparatus P-0553---An acoustically-isolated mattress/sleep cubicle sandwiched between two psionic-amplification ‘lenses’. It is used in experiments with sensing test objects at other MOSAIC EYE installations and in shared ‘lucid-dreaming’ with other sensitives. Among effects observed is that Astral Projection psychics have their psychic ‘cords’ reinforced(normally the ectoplasmic cord connecting them to their phsyical bodies has TWICE their SDC and Hit Points COMBINED. Apparatus P-0553 QUADRUPLES this figure).

‘Gestalt Lab’---Experiments in creating more powerful group mind bonds, allowing for the sharing of information, pooling of ISP, and amplification of psionic abilities. Surgical connection was discarded early on for ethical reasons, and even cyberlinkage is looked at askance(though the PS bionics division continues to experiment with cyberlinking of minds). Currently, the Gestalt Labis pursuing psycho-chemical and electro-inductve means of assisting linking. Among others, one exotic psionic-sensitive chemical, Psikasana-Blue, is showing promise, allowing even non-psionics to sense the thoughts of others when both subjects are immersed in it. Great care is being taken with the selection and monitoring of gestalt test subjects, owing to the possible dangers of personality conflicts while in-linkage, and possible memory/persona ‘bleedover’ during mental immersion.

‘Aura Filters’---An attempt to protect ‘open-state’ sensitives from align psychic intrusion and possession attempts by use of automated psi-crystal monitors that detect and read intruding auras. Aura Filters then trigger alarms to alert both the sensitive and observing staff of the danger, and may also attempt to activate automatic Mind Blocks and/or break the psychic from the open ‘circuit’. Serious research into, and implementation of, Aura Filters came about as a result of the Installation Seven incident.

‘Installation Seven’---Former early MOSAIC EYE test installation engaged in long range extradimensional scrying work. Unfortunately, a malign alien intelligence used the ‘open’ state of the sensitives there to gain a foothold on Rifts Earth, and initial attempts to contain it and repulse it proved futile, requiring the use of a heavier military response and lethal force. Fifteen people were killed in the incident, which nearly caused a total shutdown of the MOSAIC EYE program until better safeguards could be implemented. Installation Seven was never re-opened.
-------------
"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 »

Good work on the cleanup and revealing a classified project.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Good work on the cleanup and revealing a classified project.


Thanks. Yep, PS has some out-there programmes, and they learn from their mistakes. While there might not be anything usable on the adventurer or tactical level emerge from MOSIAC EYE, on the strategic level, there's great potential for long-range sensing and communications.
-------------
"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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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

The 'Caliban' Power Armor gets a rough pic:
http://i408.photobucket.com/albums/pp164/taalismn/img394_zpsb5940b80.jpg


Also cleaned up some bad spelling in the post.
-------------
"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 »

Paladin Steel TWSP02 ‘Kleener’ Spray Pistol
(aka ‘Hoser’)

“Hold still, you’re covered in fiend-ichor.”
FFFSSSHHHTTTTTTTTTT
“EEEYyaaaahhhh!!!!”
“There, that takes care of the problem. You can never play it TOO safe when dealing with demonic bodily fluids.”

The ‘Kleener’ is a TW device that resembles a heavy-duty variable-spray spray attachment for a hose. In reality, it is a multimode technowizardry projector for thorough cleaning and decontamination of objects. It can also be used as a firefighting tool and anti-vampire weapon. In many ways, the Kleener is considered a ‘softened’ version of the Inundator TW Pistol.
Cleanse---The mystic quicker-cleaner-upper. Removes surface contaminants, including parasites, from living beings and clothing, but doesn’t work on larger objects, surfaces, and body armor.
Extinguish Fire---Because you can never have too much fire preparedness. Point and put it out.
Create Water---Sometimes you just need lots of water to deal with a problem. This spell has been modified to distribute the water outflow through the spray nozzle to allow for full melee hose-downs, or fast, sharp bursts.
Mystic Water Blast ---May seem redundant, but it is a low-cost and effective high pressure water weapon appropriate for putting out spot fires, water-blasting stains, and dissolving vampires.
Create Fog---Creates a gentle aerosol fog appropriate for soaking objects and surfaces, but is also useful for creating concealment.
A variety of accessory spells are available to the Kleener, with modification being largely a matter of changing the nozzle head, in a manner similar to Multiplexors. Most of the options are spells meant to enhance the device’s utility in cleaning, but quite a few are also meant to alter it into a weapon.
Kleeners are often issued to HAZMAT and NBC-cleanup crews, alongside other useful tools such as the TW ‘Ctesibius’ Fire Suppression Rifle and the TWER-01 ‘Straightener’ TW Environmental Repair Tool. Though fairly expensive(even with mass production lowering the price by 30%) for a ‘simple cleaning tool’, HAZMAT teams love the little devices for their convenient size and utility.

Weight: 2 lbs
MDC: 10
Range:
(Cleanse) 10 ft
(Extinguish Fire) 130 ft, 20 ft radius
(Create Water) 10 ft; but the spray function can toss it up to 100 ft.
(Create Fog) 60 ft
(Mystic Water Blast) 150 ft
Damage:
(Cleanse) Removes dirt, grime,and surface parasites from living beings and clothing.
(Extinguish Fire) Puts out fire in the area of effect. Prevents re-ignition for 5 minutes
(Create Water) Creates 3 gallons of water per activation. Does 2d4x10 HP to vampires. Can also be sprayed to do 4d6 HP to a 20 ft wide area(in which case targets are -8 to dodge).
(Create Fog) Covers (up to) a 100 ft radius in soaking fog that lasts 5 minutes. Visibility inside the fog is limited to 20 ft.
(Mystic Water Blast) None to people, but 2d6+6 damage to vampires and fire elementals. Targets are -1 to dodge.
Rate of Fire: ECHH
Payload:
(Cleanse) 3 PPE per use
(Extinguish Fire)2 PPE per use
(Create Water)8 PPE per use
(Create Fog) 3 PPE per use
(Mystic Water Blast)5 PPE per use

Uses PPE-clips or can be fitted with a Powerstone(see Options)

Special Features:
*Selective Nozzle---Liquid emissions can be controlled to produce a tight stream an inch wide or a fog-spray covering a 20 ft area.

*Temperature Regulator---Integral heating coil that can raise the temperature to about 90 degrees F for warm water treatments.

*Handle Hose Attachment---A hose can be connected to the bottom of the device. In the alternative, this can be used to attach chemical canisters for dispersing special mixtures, such as fertilizer, paint, pesticide, and decontamination chemicals. Note that due to the mystic assist, the range for spraying is increased to 200 ft.

Cost: 140,000 credits

Options:
*TW Powerstone---This refits the Kleener 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

*(Spell) Cloud of Steam----This is meant for ‘steam cleaning’, but it’s a very effective antipersonnel spell as well. 90 ft range, those caught in it take 2d6 SDC per melee, 1 minute duration, 2 PPE per shot, Cost: 22,000 credits

*(Spell) Cloud of Slumber----90 ft range, 20 ft x 20 ft x 20 ft area, those failing to save versus magic fall asleep for 3 minutes, 2 PPE per shot, Cost: 22,800 credits

*(Spell) Water Pulse----More serious high pressure blasting; 100 ft range, 2d6 SDC damage, and 1d4x10 yards knockback/down. 1 PPE per shot, Cost: 10,000 credits

*(Spell) Water Dump----Ludicrous Mage spell; point and instant shower (5 gallons’ worth), 60 ft range, 1d6x10 HP to vampires, -8 to dodge, 4 PPE per shot, Cost: 40,000 credits

*(Spell) Sand Blast---Modified Earth Elemental Sand Storm spell; rather than produce a wide area of effect, the spell instead is ‘dumbed down’ to a narrow stream of accelerated abrasive more appropriate for sandblasting surfaces. 120 ft range, 3 minute duration, 1 SDC per melee, 6 PPE per shot, Cost: 70,000 credits

*(Spell)Rust Removal---Modified Create Steel spell, this version temporarily reverses the effects of rust and restores metal in place, rather than produce new raw material. 10 ft range and affects 300 lbs of metal---30 PPE per shot, Cost: 310,000 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 »

PS USP-12 Multi-Mode Sonic Pistol
(aka ‘Skrakker’, ‘Skreeker’, ‘Hummdinger’)

“I don’t know who you are or what you think to accomplish breaking into my cab, but if you don’t give up and surrender nice and peaceful, you’re going to get a major headache. You make a move I don’t like, that headache’s going to be fatal for you.”
----Ayen Adjestra 713, Emerald Valley Cab Driver, surprising an intruder with her USP-12 put up behind the intruder’s ear.

The ‘’Skrakker’ is an attempt to make a pistol-class sonic handweapon. The USR-10 Howler Sonic Rifle was considered a prototype weapon and also too unwieldy for single hand use, limiting its popularity as a production weapon. Paladin Steel, after better success with later weapons, sought to address the issues associated with the USR-10 and refine its findings into a more versatile and effective weapon. The USP-12 still borrows heavily from alien source technologies, though PS has managed to improve on some aspects, particularly with regards to range and damage(MD capability being considered a must in a Rifts Earth weapon). The weapon has built-in versatility, able to shift between stunning blasts and more focused damaging blasts that can be graded up to armor-pulverizing blasts(albeit at the cost of range).
The USP-12 has a heavy machine pistol look with an e-clip receiver ahead of the trigger guard. It’s fairly heavy and on the edge of being unwieldy for a pistol, especially due to its front-heaviness. However, its size and the large emission bulb make it look particularly intimidating, with a bore more suggestive of a plasma weapon. Its versatility also makes it popular as a defensive weapon.
Like all sonic weapons, however, the USP-12’s range is sorely lacking, and its megadamage mode is essentially pointblank by Rifts Earth standards, making it unpopular with those wanting a little more distance between themselves and trouble. This has limited demand and the weapon is in only limited production. The USP-12 hasn’t been adopted by any branch of the GNEAS, though various security organizations have shown an interest in it. The USP-12 has seen its biggest sales to urban security forces, militias, and city citizens for self defense in built-up urban zones where long range isn’t such a concern.
In general, the overall short range and low damage of sonic weaponry has kept the category fairly neglected by Rifts Earth manufacturers, and mass production of the weapons is low priority on Rifts Earth. Paladin Steel continues to develop and produce sonic weaponry mainly because of its reduced lethality capabilities, and as a hedge against potential future threats that may prove vulnerable to sonic attacks.

Weight: 2.2 lbs
MDC: 15
Range:(Stun)250 ft
(Disruptor)220 ft
(Heavy MD Shot)100 ft
Double all ranges underwater
Damage:(Stun)1 SDC, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful savem the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration.
(Disruptor)4d6 SDC, or 1d6 MD per blast.
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
(MD Shots)5d6 MD per blast
Characters in EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 200 MDC in their main body, or forcefield protection, will NOT be affected.
Rate of Fire: ECHH
Payload: 36-shot E-clip(1 MDC shot equals 10 SDC shots or 30 stun shots), 55 shots from a long E-clip.
Special Features:
*Top Mounting Rail---Compatible with a variety of scopes and spot-sights.
Cost: 54,000 credits
Variants:
*USP-12B---Variant optimized for aquatic operations. The USP-12B has a somewhat stubbier, more rounded, and blunter look, due to its workings being housed in a more resilient water-sealed and pressure-proof frame. The weapon is neutrally-buoyant, balanced and floated so it neither sinks like a stone, nor bobs to the surface like a balloon if released/lost. The USP-12B has seen somewhat greater acceptance in the Greater New England Navy and Coast Guard, especially with Shore Patrol and military police units.
-------------
"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 »

Oh do not fret sound warfare, I still love you. You are also cute cleaning firearm, I personally prefer scalding threats to igniting them.

Quick question for R+D, how would multiple borg brains. say four, handle being in one body? That body would also be a small manned robot for first trial and error.
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taalismn
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Re: Paladin Steel Storefront

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Paladin Steel VBA-08 ‘Stud-Mesh’ Bodysuit
(aka ‘Rip Mail’, ‘Lux-Links’, ‘Barbed Wire Long Johns’)

“Look, but don’t touch!”

“It was kinda inevitable that the company that created anti-vampire lingerie would come out with something like this. Look good and stay protected. ”

“Don’t be thinking this stuff makes you invincible in a back alley encounter. Your head is still unprotected, as well as your hands and your feet. And the smart monsters go for the head anyways, and are perfectly happy chewing off a hand or foot. If you think you’re in real danger, invest in a hood, a helmet, gloves, and good boots. If not, and you find yourself in a fix, learn to cover your head.”

“Look, I’m a stud!”
“No, Bob, you’re an idiot in a metal fishnet bodystocking. Admittedly you can now benchpress a TRUCK wearing that bit of nothing, but then technology does have a way of compensating people for their shortcomings in other departments.”

“It’s shiny, it’s sexy, it’s almost see-thru, it looks good on me, the audience likes how it looks on me, and it’s effective! I’m good with it!”
---Jenny ‘The Gyrator’ Martial Arts Athlete

This is a skinfit skinsuit apparently made of very fine chainmail with raised studding on its surface. It affords more protection than softer and more flexible skinsuits, but is more expensive and takes longer to custom-fit. Nor can it be as easily worm under regular clothing, due to the armor’s raised studs and ridges(wearers typically have to wear clothing two or more sizes larger than than their normal clothing).
As stud-MESH, VBA-08 is as permeable to gases and acids as a window screen. An environmental skinsuit CAN be worn under the stud-mesh, but the underskinning cannot exceed 20 MDC(VBA-UC-1 max spec), and adds a -5% to physical skill performance with the layering.
Despite its added expense, Stud-Mesh is becoming popular with many combat athletes, high-class entertainers, and high society types. It is also becoming popular with technowizards, who have discovered that its fairly rigid structure makes it amenable to effectively be modified into a magically-powered light exoskeleton.
Stud-Mesh comes in a variety of colors, but silver, gold, and black are the most popular.

Weight: 6 lbs
MDC: 50
Penalties: -5% to Prowl(the mesh chimes and clinks)
Special Features:
*Hood and Gloves---The suit can be fitted with special mesh gloves and a protective hood/cowl. The suit has A.R. 19 w/o the hood/head protection, A.R. 20 with it attached/up.
Cost: 32,000 credits
Options:
*Light Studs----Fits the Skinsuit with special LED studs, bright enough to read by, for either utility or presentation purposes.
Cost: Depending on the extent of the pattern, this can cost 10 credits for a simple hand pad, to 400 credits for a full body light show.

*Kinetic Flex-Capture----Special myomer threading inserts that convert body movement into usable electrical power. 30 minutes of vigorous activity (running, calisthenics, running up stairs, etc.) is enough to charge the built-in batteries with enough power for two hours worth of running basic electrical systems like a wrist comp, basic radio headset, or a flashlight. Two hours’ worth will charge features like the Blast Studding with enough power for 5 MD blasts.
Cost: 2,000 credits

*Shock Resistance---Available ONLY to military and police registered Skinsuits, this incorporates special strips of superconductor that dissipate shock weapons and energy-stun weaponry, negating the HALF-damage penalty noted above.
Cost: 10,000 credits

*Kinetic Gel Padding---An attempt to correct the weakness of Skinsuits against blunt force trauma, this feature adds a layer of ‘smart’ kinetic-sensitive gel to the suit, plus artificial myomer strands. When being hit by something, such a club or wall, the gel goes from a fluid state to a thick state, cushioning the impact, dissipating impact energy, and swelling up to protect critical portions of the anatomy, such as the neck, elbows, knees, and pelvis. Kinetic Gel Padding gives a +2 to Roll with Punch, Fall, or Impact, and reduces damage from SDC-attacks by 75%. Very popular with motocross racers and combat athletes. Can be combined with other mod-types.
Cost: 9,000 credits

*Shock-Studding---Electrical shock studs similar to a Neural Mace. Stun that groper. Really, really stun him.
Range: Melee
Damage: 2d4 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 40,000 Credits

*Blast-Studding---Lines the suit with Paladin Steel’s contact exploser studs, turning every potential body contact into a flesh-ripping directional blast.
Range:(Model 1 Stud Pad) Melee
Damage:(Model 1 Stud Pad) Two settings; 5d6 SDC or 1 MD
Rate of Fire: ECHH
Payload:(Model 1 Stud Pad) Mini-Eclip has enough power for 50 SDC jolts or 5 MD shots, 60 blasts from a Standard E-Clip pack
Cost: 75,000 credits

*TW Enhancements---These can be powered by the wearer’s own PPE/ISP, attached PPE battery, or a ‘Greenstar’ regenerating PPE powerstone amulet.

-Superhuman Strength ---Amps strength to SUPERNATURAL P.S. of 30 and P.E. of 24, +30 SDC for 30 seconds/2 melees duration, 5 PPE/10 ISP per activation, 50,000 credits+500 credits per level/duration per activation.

-Superhuman Speed ---Amps speed up 44(30 MPH), +2 parry, +6 dodge, for 1 minute duration, 5 PPE/10 ISP per activation, 50,000 credits+500 credits per level/duration per activation.

-Superhuman Agility ---Boosts reflexes;+1 on initiative, +1 parry, +5 dodge, +5 roll, Automatic Dodge +5, Automatic Roll, +20% to Climb/Rappel, Tightrope skill of 88%. 2 melee rounds duration, 8 PPE/16 ISP per activation, 80,000 credits+500 credits per level/duration per activation.

-Freefall ---Can now safely drop, land, and roll safely without damage up to 2,000 ft per level, 9 PPE/18 ISP per activation, 90,000 credits+500 credits per level/duration per activation.

-Armor of Ithan ---10 MD per level, 1 minute duration per level. 5 PPE/10 ISP per activation, 50,000 credits+500 credits per level/duration per activation.

-Impervious to Fire ---Normal, magical, and MD fire does NO damage to the wearer, 5 minutes duration per level. 3 PPE/6 ISP per activation, 30,000 credits+500 credits per level/duration per activation.


-Impervious to Energy ---Energy attacks do NO damage to the wearer, 2 minutes/8 melees duration per level/activation. 10 PPE/20 ISP per activation, 100,000 credits+500 credits per level/duration per activation.


-Chromatic Protection ---Creates a faint glow around the wearer; if attacked, the aura will suddenly flash, rendering bystanders in a 10 ft radius temporarily blinded for 1d4 melees. The field is up for 1 minute per level of activation. 5 PPE/10 ISP per activation, 50,000 credits+500 credits per level/duration per activation.

-Buzzer---Adaptation of the Ludicrous Magic spell Hand Buzzer. This spell can be deliberately triggered, or activated in ‘passive alert’ and anybody coming into contact with the stud-mesh’s wearer will receive a slight electric shock accompanied by a loud buzzing noise. Save versus magic or be -1 APM and -4 to all combat actions for 1 melee round. 2 PPE/4 ISP per activation, 15,000 credits.

-Electric Arc --- The metallic mesh crackles with electrical energy and the wearer can unleash an electrical bolt that does 2d6 MD, +2 to strike, at a range of 90 ft. 4 PPE/8 ISP per activation, 41,500 credits.

-Shockwave ---Produces an area of effect shockwave for knocking away multiple attackers. 10 ft radius per level, 1d4 MD per level, and knockdown as described under the spell. 23 PPE/45 ISP per activation, 225,000 credits+500 credits per level/duration per activation.

-Deflect --- This spell can be deliberately triggered, or activated in ‘passive alert’ and any physical/energy attack will thus be automatically deflected, expending PPE for the deflection, as per the spell description. 5 PPE/10 ISP per activation, 50,000 credits+500 credits per level/duration per activation.

-Kinetic Ricochet/Slamback---This spell can be deliberately triggered, or activated in ‘passive alert’ and any physical attack will thus be automatically deflected, expending PPE for the deflection.. This is a modification of the Ricochet spell, and energizes the armor to slam back kinetic strikes(melee weapons and projectiles, but NOT energy attacks, bullets, missiles, or rail gun blasts). The mesh flexes and bounces back, sending the kinetic strike back the way it came. If a contact strike with an appendage or handheld weapon, the damage is slammed back into the limb/weapon. If a ranged attack, the projectile is sent winging back at the point of origin, ideally to strike the thrower/shooter(no bonus to strike) doing HALF damage.
---6 PPE/12 ISP per activation, 60,000 credits

-Targeted Deflection---Advanced form of the previous spell; the stud-mail is polished extra-shiny on appearance and can now deflect energy blasts. This spell can be deliberately triggered, or activated in ‘passive alert’ and any physical/energy attack will thus be automatically deflected, expending PPE for the deflection, as per the spell description. Effective deflection range is 500 ft +50 ft per level. 8 PPE/16 ISP per activation, 75,000 credits+500 credits per level/duration per activation.
-------------
"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 »

89er wrote:
Quick question for R+D, how would multiple borg brains. say four, handle being in one body? That body would also be a small manned robot for first trial and error.


You can handle it a number of ways...if the 'bot/borg body is large enough, handle it like the crew of a ship...each individual brain handles a set of systems, and in their off-time they can have something like a shared VR 'lounge; while they decide who's in charge of the overall body when interacting with others.

The alternative is something like the Gestalt Superhero from Powers Unlimited Two...maybe the cyborg'ed brains are psychic and they get to pool their ISP and abilities that would bring them up to the level of an uncyborged psychic(or better). There's precedence in the Mechanoid 'Multi-Brain', but that seems more a crewed vessel than a psionic gestalt(which would be truly nasty).
-------------
"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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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel PSLR-6 ‘Pointer’ Light Laser Rifle

“The Pointer’s a sop to the more conservative customer base, and requires a new assembly line to produce what is essentially the same weapon as the PSLR-5, but the conventional configuration does have its advantages; the added space in the buttstock’s welcome, the added length of barrel and workings makes it a more effective mounting for bayonets, and the forward-mount e-clip receiver accepts e-canisters a lot more easily than having to tuck it under your arm.”

“Equipped with an e-canister, and firing only low power mode, this zapper seems to NEVER run out of shots! I be lovin’ this tagger!”

The PSLR-6 is a spinoff variant of the PSLR-5 ‘Partisan’ Laser Rifle, but adopts a more conventional configuration with the magazine mounted ahead of the trigger, rather than the ‘bullpup’ design of the PSLR-5. The PSLR-6 retains the high energy efficiency of the ‘Partisan’, as well as the lower damage mode. The reconfiguration of the stock allows for a variety of different stocks to be mounted , from wooden and wire, to hollow composite units with internal space for storing extra e-clips, tool kits, or survival pouches.
The PSLR-6 is often designated for production at PS’s satellite factories and out-dim facilities as a way of introducing new associates to high-tech megadamage weapons manufacture, and for quickly building up and arming allied militaries. In that regard it has often been compared to pre-Rifts weapons such as the FN FAL, which see widespread distribution and licensed manufacture.

Weight: 6 lbs
Range: 2,000 ft
Damage: (SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst.
Rate of Fire: Standard
Payload: 30 shots(200 SDC shots) standard E-clip, 50 shots long E-clip(or 600 SDC shots), 100 shots (1,200 SDC shots!) from a E-canister.
Bonuses:-----
Special Features:
*Underbarrel Attachment for a grenade launcher, bayonet, flashlight, mini-flamethrower, grapple-launcher, or other attachment.
*Sight Rail for mounting various existing sights and scopes.
*Compatible with laser-pulse ignition adaptor for PS Rifle Grenades.
Cost: 15,000 credits
Options:
*Blue-Green Frequency Kit---This modifies the ‘Pointer’ to fire more effectively underwater, down to 1,000 ft. Comes with a slip-on casing for the laser that gives the weapon neutral bouyancy if dropped in the water. Cost: 6,000 credits

*Long Shooter---A 38 cm barrel extension with focusing optics that allows the weapon to shoot an extra 1,000 ft, but reduce the damage to 1d6 MD per single shot, 4d6 MD for a triple burst. Cost: 5,000 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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Posts: 47908
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 TWMBW11 ‘SebaKatar’ TW Melee Weapon
(aka ‘Moonblade’, ‘Sunburst’, ‘Starknife’)

“The design’s a bit more awkward for conventional knife-fighting; you can’t roll the blade around in your hand to present different angles, and you can’t throw it like an ordinary knife, so if you use your accustomed style, you’re going to be thrown off by the katar design. On the plus side, the design allows you to really throw your strength behind the blade, and it’s megadamage alloy, which means that if you already have superhuman strength, the blades actually add to your damage. The triple spring-blades are also seriously wicked for parrying if you have any experience with a sai, and if you time a strike just right, opening the blades can make a puncture into a wide open gash. So practice when you have the time and get the feel for the weapon.
Then there’s the magic features, and that’s another serious level in whupass...”

---Assashi Shido, Martial Arts Warrior and founder, Assasshi Defense Studio, Paladin Steel West

“No, this isn’t your sacred weapon! It was produced in a New England technomanufactory and retails for three hundred fifty thousand credits! Get your own!”
---Ensign Orrin Redec, Paladin Steel Project Outstep Dimensional Scout

“Expensive? Maybe initially, but I’ve made every credit I spent on this thing back, and then some, from the pit prizes I’ve won, and off the bodies of the bandits I’ve disemboweled with it.”
---Fahn Furious, Combat Gladiator and Bounty Hunter.

The TWMBW11 is a multimode technowizardry handweapon that combines aspects of the ‘Luxxar’ Laser Pistol and DuoLuminex Wand Weapon with multi-blade close combat capabilities. The sebakatar is based on the Hindu katar-dagger, resembling a thick crescent handguard wrapped around a power crystal handgrip. The curved outer edge of the handguard sports a triangular 20cm blade of megadamage alloy, inlaid with quartz or obsidian crystal. The blade is actually three interleaved blades, that scissor open on command; this can be used to open up a wound into an even more serious injury or can be used to produce a parrying tine-weapon. The fully opened weapon resembles a sun- or star-burst, hence its name ‘sebakatar’, from the ancient Egyptian word (‘seba’) for ‘star’ and from the katar weapon on which it is based.
Laser Blast----A hidden laser pointer in the central blade provides the channel for a ranged laser attack. Surprise that blade-spinner who’s looking to engage you in close combat.
Starburst----Unleashes an area of effect lightshow that denies the enemy ground.
Blinding Flash----A quick disorienting attack for blinding an opponent for quick incapacitation or a finishing stroke.
Light Blade---This can shoot from the existing blade(s) or from the end of the handguard, making for a potent magic blade.
Spinning Blades---A Paladin Steel favorite, this force multiplier spell turns one blade into a swarm, and also provides an extra ranged attack.
Megadamage Haymaker---This empowers the user to deliver truly devastating punches, reinforced by the blades.

Despite the sebakatar ‘s great expense, the weapon is quite popular with serious blade-warriors, who often get their weapons customized with such features as silver plating on the blades, gold and jewel insets on the handguard, and engraved metalwork. The weapon has also begun to appear outside GNE territory in the hands of combat gladiators and other close combat specialists, and it has even been reported to have been seen being used by the EShemar(though whether the observed weapon was really a PS-made sebakatar, a copy, or a similar weapon, is unknown).

Weight: 1 lb.
MDC: 25
Range:
(Blades) Melee
(Laser Blast)1,200 ft
(Starburst)210 ft
(Blinding Flash)10 ft radius, up to 60 ft away.
(Light Blade) Melee
(Spinning Blades)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:
(Blades)2d6 SDC for a single blade. Note that the blade will only do MD damage if backed by superhuman or supernatural strength(or is replaced with vibroblades...see Options below).
Special Attack: If punching with the blades nested against each other, on a strike roll of Natural 19-20, the blades can instantly scissor open, enlarging the wound(critical/DOUBLE damage).
When fully opened, the three tines of the weapon give a +1 to catch and parry attacks.
Closing them like snips, the weapon only does 2d4 SDC.
(Laser Blast)1d6+12 MD
(Starburst)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
(Blinding Flash) Immediate flash blinds those who fail to save versus magic(robotic, cybernetic, bionic eyes are unaffected); -10 to strike, parry, dodge for 1d4 melees. Can be made particularly bright(-1 to save versus magic) for additional PPE pumped into the spell).
(Light Blade)1d4x10+10 MD per strike(full HP damage to vampires)
(Spinning Blades)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(+1d6 from the blade) and is +1 to strike
Rate of Fire: ECHH
Payload:
(Blades)
(Laser Blast)3 PPE per blast
(Starburst) 6 PPE per shot
(Blinding Flash)1 PPE for instant effect, 2 PPE for particularly bright flash.
(Light Blade)6 PPE per 10 minute duration
(Spinning Blades)10 PPE for 7 melee rounds
(Megadamage Haymaker Punch)5 PPE per shot
PPE Capacity:(Light)----100 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:
*Wraparound Hilt Configuration---Protects the knuckles and sides of the hand

Cost: 344,500 credits
Options:
*Silver Plating---Adds a touch of silver to the blades for extra effect against supernatural targets. Cost: 600 credits for all three blades

*Cosmetic Customization---Many buyers like to add custom metal engraving, gilding, and jewel work to the weapon. Depending on the work and materials, this can add substantially to the cost.

*Vibroblades---Some buyers replace the blades with vibroblades, and some go even further replacing them with Naruni-style ‘ripper’ blades(that have the added bonus of adding ‘wavy’ kris-style edges to the blades).
Damage: 1d6+1 MD per vibroblade.
‘Ripper’ blades do 2d6 MD per blade and take longer to heal.
Cost: +21,00 credits for all three tines
‘Ripper’ blades cost 33,000 credits for all three tines

*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

*Lantern 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

*Illuminate The Invisible-----This area of effect spell causes magically/supernaturally invisible beings caught in its light to fluoresce and become visible to the naked eye. Such beings can still try to hide in the shadow of objects/people standing between them and the eldritch light source, if the cover is large enough, but being caught in the light will cause them to glow. 1 PPE, 16 minutes, 60 ft radius, 80 ft range, 22,000 cr.

*Globe of Daylight(1 PPE for a single shot)--- 30 ft range, lasts for 15 minutes, and illuminates a 180 ft area. Additional duration can be bought for 500 credits per additional 3 minutes of spell life. Cost: 12,500 credits

*Paralysis: Lesser---Magically ‘envenoms’ the blades to deliver a pinpoint paralysis strike on contact. Victim must save versus magic or suffer the effects of a Paralysis spell to the affected body part(i.e. limbs). 3 PPE per shot. Duration of 2 minutes. Cost: 30,000 credits.


*Power Weapon---Causes an SDC blade to do its equivalent in MD, or increases vibroblade damage by 25%(baseline vibroblade does 1d6+2 MD per tine now, while ‘Ripper’ blades do 4d4 MD per tine). 18 PPE for 2 melee rounds (baseline). Cost: 175,000 credits +500 credits per level.
-------------
"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: 47908
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 HPRL-07 ‘Dannekin’ Heavy Pistol

“Does the Dannekin break new ground? No. Everything about it is a refinement of equipment already in production. Is it a war-winner? No, no more than any other mass-production revolver or laser pistol already out there. Is it easier to use? No, the added weight of the laser makes the pistol heavier than many shooters are comfortable with. So what is it good for? Well, convenience. It packages a projectile and an energy weapon in one handful so you don’t have to fumble for a new weapon if you suddenly need to vaporize a brawler who’s sucking up bullets without care, or need to put a silver bullet up a werewolf’s nostrils. It’s all there under your thumb, it’s reliable, and it’s fairly cheap as ‘weapons systems’ go.”
---Carla Midnight, Gunfighter

The HPRL-07 takes the concept of the R-7 Dekar Revolver one step farther; rather than mount a larger caliber barrel below the regular one, the HPRL-07 mounts a light laser weapon(a modified cyborg finger laser), fed from an e-clip in the pistol grip. A mode selection flip switch next to where the hammer normally would be, allows for quick changeover on the trigger between the revolver and laser mode.
As with the Dekkar and other ‘hybrid’ handweapons, the HPRL-07 is popular only with a limited few. Most users find the hybrid to be a “jack-of-all-trades, master of none”, with the pistol too heavy and the laser too short ranged and limited in damage capability to substitute for a dedicated machine pistol or energy sidearm. Still, among many gunfighters and headhunters, there’s enough interest and repeat business in the HPRL-07 to keep the weapon in production by Paladin Steel’s smaller production shops.

Weight: 3.4 lbs
MDC: 20
Range:(.44 Magnum) 197 ft.
(Laser) 300 ft
Damage:(.44 Magnum)( Standard .44 Magnum) 4d6 SD
(Express Round) 5d6 SD(increase range to 280 ft)
(Ramjet) 1 MD per rd
(Wellington/PS Exploders) 12d6 SD per rd
(PSX-2) 1d6 MD
Can chamber a variety of other ammunition types, including silver, wood, Glaser, and TW bullets.
(Laser)1d4 MD per shot
Rate of Fire: ECHH
Payload:(.44 Magnum) 6 shot cylinder
(Laser)30 shot e-clip
Special Features:
*Top Sight Rail---Can be fitted for a variety of sights, laser spots, and scopes.
*Corrosion-proof Construction
*Integral Laser Spot-Sight---+1 to strike
Cost: 5,000 credits
Last edited by taalismn on Wed Dec 03, 2014 2:10 am, 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
------------
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