Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Yep, with the Minion War rolling in, gotta get out the heavy iron. :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Paladin Steel PS-TAA02 Technical Assistant Android
(aka ‘TAAD’, ‘cybospinne’)

“Aren’t bugs in machinery supposed to be a BAD thing?”
“Not with these guys on the job!”

“What do you call a swarm of these things in the field?”
“A factory. No kidding; get them deployed and given orders and they’ll coordinate with each other to make an impromptu assembly line. Makes setting up a repair line or salvage sorting operation that much easier.”

The TAA emerged when a trade delegation of Spinne(see D-Bees of North America, pgs 193-198) visited Paladin Steel and encountered CILAs and FALSTAFFs in action, and were favorably impressed by the androids. The arachnohumanoids almost immediately requested that a variant of the androids be produced for them, only modeled after their physiology and configured as a technical assistant, doing tasks the Spinne thought too boringly repetitive or physically dangerous. With Spinne assistance, Paladin Steel was able to develop the TAA in record time and start producing the androids, with the initial production runs selling out quickly to Spinne customers.
The TAA is based on the basic chassis of the CILA, but is configured as a four-armed arachnohumanoid. In place of false flesh, however, the TAA has a hard megadamage plastic exoshell and looks more obviously mechanical. The four arms are each equipped with integral tools, or have fittings for additional tool arms. The head apes the Spinnes’ real heads in having two large optics with an array of smaller specialized sensor-optics mounted between. A set of non-finctional mandibles flank a voice synthesizer box.
The TAA is programmed primarily for engineering and maintenance tasks. It is not (legally) programmed for combat, although it is often called upon(and indeed has been reinforced for) to perform battlefield work.
TAAs don’t have much in the way of artificial personalities, as per Spinne request. They tend to be job-focused, technical, and to-the-point, almost to the point of curtness(some outsiders have joked that isn’t too far removed from how actual Spinne act when engrossed in a problem, so people might have problems telling the difference).
Though not intentional, the TAA looks enough like a Spinne on casual inspection(and especially in a busy garage, mine, or worksite) that it can be mistaken for the real thing. This has confused reports of the actual numbers and locations of Spinne, especially as the androids have caught on with non-Spinne customers.
The TAA has proven quite popular, especially for jobs where a FALSTAFF is just too short and small to be effective. Compared to other PS robots, the TTA may seem rather vanilla, but the Spinne have insisted on practicality over extravagance. The Spinne purchase just over half of PS’s current production of the ‘bots. Despite its insectile looks, the TAA02 also came into high demand on Rifts Earth during the Minion War, with a pressing need to repair combat gear and infrastructure damged or destroyed by the Infernals.

Type: PS-TAA02
Class: Semi-Autonomous Android, Cybernetic Intelligence Technical Assistant
Crew: None; Robot- or Neural-Intelligence
MDC/Armor by Location:
Main Body 60
Head 25
Arms(4) 30 each
Hands(4) 20 each
Legs(2) 35 each
Feet(2) 16 each
Height: 7 ft
Width: 2.8 ft
Length: 1 ft
Weight: 160-300 lbs
Cargo: Small compartment in the chest for tools and accessories, otherwise only what can carried in the arms or strapped to the body.
Powerplant:
-Battery---Most commercial service TAAs are equipped with a rechargeable battery system that affords them 60-80 hours of activity between recharging. An e-clip can give them an additional 1 hour of activity, a long e-clip 90 minutes, and an e-canister three hours.
-MicroCell Nuclear----Military service TAAs tend to be equipped with higher-end micro-nuclear power systems witth 2-10 year energy lives.


Physical Attributes: Equal to I.Q. 18, PS. 16, PP. 18, SPD. 58 .
Speed: (Running) 40 MPH
(Leaping) Can leap 12 ft up/across, while a full speed running leap(at 40 MPH) will add +10 ft to height/length of the jump.
(Flying) Not possible without a jetpack or vehicle.
(Space) Not needing to breath, most TAAs can operate in a vacuum, but CANNOT fly in space without the use of EVA gear.
(Underwater) Most TAAs are waterproofed and can handle depths of down to 800 ft, but most are limited to walking along the bottom at 5 MPH, unless specially programmed and equipped for swimming.

Market Cost: 380,000 credits for a basic PS-TAA02
Battery Packs cost 1,000 credits each
Fuel Cell Pack costs 12,000 credits each
Micro-Nuclear Pack costs 900,000 credits each

Systems of Note:
*Standard Robot Optical and Audio

*Wireless Modem and Short Range Radio(5 miles)

*Zoom/Macro Lens---Can magnify up to 80x.

*Multi-Spectral Optics---The Cybospinne can see in the UV and infrared spectrums.

*EM Scanner---The Cybospinne can ‘see’ EM activity, allowing it to trace power conduits and detect active EM sources. Effective range of 60 ft.

*Radiation Detector

*Basic Voice Synthesizer(voice sounds obviously artificially and deliberately robotic)

*Locking Joints---Can freeze or brace in place

*360-degree Waist Rotation

*Extra Pair of Arms---+1 APM

*Tool Arms(4)---Typically two are fitted with tools(can use the standard Mining Borg tool-arms), while the other two are fitted with sensors;
a) Ultrasound---Contact device for doing ‘echo’ soundings of materials
b) Mini-Magnetoscope---An EM device useful for checking metal materials for rust infiltration and stress fractures.
c) Circuit Scanner---Senses EM activity such as electrical flow; good for tracing live wires and detecting active electronic surveillance bugs.
d) Laser Imager---Does a detailed surface scan and measurement of a surface or object. Typically the ‘bot will have to wave the scanner around the object to get the data for a full 3-D digital model.

Weapons Systems: None.
Hand to Hand Combat: None standard
Actions Per Melee: 4 standard

Programming:
TAA02s are typically programmed with Electrical, Mechanical, and Technical tasks in mind
As an Artificial Intelligence, the Cybospinne has the General Labor Program and FOUR selections from Non-Military Skill Programs, although TWO will be from the Labor selections.
Rarely ever given combat programming.

Options:
*Thermal Armor---Heat-refractive plating, meant for drones involved in foundry work or firefighting duties. Heat does 1/4th normal damage. Cost: 200,000 credits

*Molecular Adhesion Pads---Allows the ‘bot to cling to precarious perches and even walk up walls. Cost: +90,000 credits

*Frame Reinforcement---The durability of the TAA02 can be increased, albeit at the possible risk of bulking the robot out(preventing it from easily fitting inside standard body armor types). +10 MDC, +5 MDC per limb, per reinforcement, up to a maximum of +100 MDC, but add 20 lbs per reinforcement
Cost: + 30,000 credits per reinforcement

*Strength Enhancement---More powerful actuators and myomers can be added, increasing the robot’s strength to a maximum Robotic P.S. of 35
Cost: + 8,000 credits per point of enhanced strength

*Increased Speed---Running speed can be jacked up to a maximum of 125 MPH.
Cost: + 9,000 credits per point of enhanced speed

*Environmental Sealing---Can be sealed for deep sea work, deep space work, and the like. Cost: + 280,000 credits


*HazMat Sealing---- Designed to operate in toxic environs. Sealed chassis and covered in Hazmat-K composite armor(Corrosives such as acids and alkaline solutions do NO damage). Cost: +140,000 credits

*Amphibious Operations Kit----This waterproofs the whole ‘bot and fits it with a ‘life preserver’ flotation pack, that allows the ‘bot to float and swim(Spd of 5 MPH).
For an additional 4,000 credits, the vest can be fitted with special neutral bouyancy packs and a mini-thruster, allowing the ‘bot to dive and swim faster underwater(moves at a speed of 10 MPH)
Cost: 7,000 credits

*Zero-Gee Maneuvering Pack---This requires the JetPack and EVA skill slots(part of the package) and fits the TAA02 with a mini-MMU for jetting around space stations and spacecraft. Has 8 hours of fuel/reaction mass, and allows the robot to reach speeds of 20 MPH.
Cost: 10,000 credits

Variants:
There has been some talk about a variant of the TAA02 to a Spinne-Schnelling specification for a combat model, although none has been marketed yet. Such a combat model would most likely have 30%-50% more armor to all locations, be programmed with appropriate combat skills in place of the engineering and labor programs, and would most likely have proviso to fit the tool-arms with standard off-the-shelf bionic forearm weaponry instead.
-------------
"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 PDWF-03 “Tilly’ Concealed Firearm
(aka ‘boomstick’, ‘geezer-cannon’, ‘walkin-fire’, ‘poof-gun’)

“I may be lame, but I’m no sitting duck, punk!”

The ‘Tilly’ is a fairly simple and basic concealed weapon; a firearm concealed in a walking stick or crutch. Based on pre-Rifts so-called ‘poachers’ guns’ concealed in walking sticks, the Tilly replaces the original breech-loading single-shot weapon with a ‘metalstorm’-style electrically-fired in-line magazine holding up to a dozen rounds. Operation is simple; raise, point, and shoot, although accuracy tends to be rather atrocious compared to regular firearms. A flip-hinged spring-released campion end-cap keeps the walking stick end-muzzle from fouling with dirt and blocking the barrel. A stick-barrel of tough composite-ceramic allows for use of the stick as a striking or parrying weapon without damaging the firearm concealed inside, and dry-lubricant coatings integrated into moving parts allows for smooth and reliable operation. The firing charge can be ‘pumped’ manually by a kinetic converter in the handle, or can be initiated by a replaceable/rechargeable battery.
Tillys are something of a small fad-rage with those of a more aristocractic mindset, where the walking stick is an affectation, and veterans and other elderly in the GNE, looking for some self-protection firepower.
Tillys come in .357, 9mm, and 12 gauge calibers.
Weight: Typically 1-3 lbs
MDC: 20(tough armored barrel)
Range: (.357) 180 ft
(9mm) 150 ft
(12 Gauge) 150 ft
Damage:
(.357)(Standard)5d6 SD
(Express Round) 5d6+3 SD(increase effective range to 250 ft, and maximum range to 350 ft)
(Ramjet) 1 MD per rd
(Wellington Exploders) 15d6 SD per rd
(PSX-2) 1d8 MD per rd

(9mm)
( Standard 9mm) 3d6 SD per rd
(NEMA-9 Saboted Round) 5d6 SD per rd
(Express Round) 4d6 SD(increase range to 200 ft) per rd
(Ramjet) 1 MD per rd
(Wellington/PS Exploders) 6d6 SD per rd
(PSX-2) 1d4 MD per rd

(12 Gauge)
*Standard Shotgun shell--150 ft range, 5d6 SDC
*Standard Buckshot shell---150 ft range, 4d6 SDC to 5 ft area
*Teargas shell---150 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---150 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---150 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 150 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---500 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 500 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---500 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---500 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)

Can chamber a variety of other ammunition types, including rubber, silver, wood, Glaser, and TW bullets.

Rate of Fire: Single shot, ECHH
Payload: (.357) 14 rds
(9mm) 12 rds
(12 Gauge) 8 rounds
Special Features:
*Flip-Up Iron Sights
*Spring-Hinged End-Cap
Penalty:
The Tilly is not optimized for accurate shooting, and is -1 to strike even on aimed shots.
Cost: (.357) 500 credits
(9mm) 600 credits
(12 Gauge) 900 credits
Options:
Options added to the Tilly are typically at the handle end and generally involve adding expensive ornamentation such as silver-plating, blunt striking surfaces, or gaff-hooks to the head for use in melee combat.
*Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 500 credits

Variants:
Aside from individual custom versions of the basic Tilly, no major variants are KNOWN to exist, although it is rumored that a Minion cult-inspired terrorist attack on a GNE retiree community was put down in part courtesy of a retired ex-gunny wielding a four-legged walker version of the Tilly.
-------------
"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
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Re: Paladin Steel Storefront

Unread post by taalismn »

MARI (Multi-role Associate Robot Intelligence) ‘Compandroid’
(aka ‘robosquires’, ‘cybersidekicks’, ‘Girl-FRIDAYS’)
http://i408.photobucket.com/albums/pp164/taalismn/MARI-3_zpspscotnbu.jpg

“Paladin Steel seems determined to not just equip heroes, but make heroes, build heroes, and create their sidekicks as well.”

“Yeah, I was dismissive at first of being assigned Roberta; like I needed a robot baby-sitter to hold me back on a cakewalk mission. The whole trip out, the walking encyclopedia would natter on and on about what I had to look out for and what I had to be careful about, including the grass. So what’s the first thing I do when we get there? I jump out of the flitter and walk right into a patch of fang-grass...which Roberta had explicitly warned me about. Good thing she was right behind me to pull me out and had those healing spells wired into her arm amulets, because my leg was starting to swell up like a munchkin’s ego. I started listening to her in earnest after that.”

“You’re new to this organization, so I’m cutting you some slack and taking the time to straighten you out! Yes, Mary’s an android, manufactured in a factory, and bought from a corporate outlet, and she is compliant on a lot of things, but she is NOT a ‘tool’, a ‘mannequin’, an ‘appliance’, a ‘drone’, a ‘vibrator pet’, a ‘bed warmer’, or a ‘full service sex-doll’! Nor is she an ‘expendable skinjob’! She’s an integral part of this team, contributes regularly and vitally to its success, and is one of its most important personnel assets! And while she’s still nominally under property deed to Mister Tandland, she is understood by EVERYBODY to be a full-fledged member of this organization! As such, she is accorded every respect and loyalty due an organic comrade! That includes her own property AND a personal share of the profits! You try to order her around like an animal or a slave, you complain one more time about her being treated better than you, you whine one more time about her getting a cut of the loot, and I’ll kick your genitals upside the back of your throat...which is a lot kinder than what the rest of the team will do to you if you ever disrespect Mary again! Understand?!”
---First Mate Gerar Maynard, GNESMMS(Greater New England Stellar Merchant Marine Starship)Mazner


“Am I concerned about the recent Lazlo Supreme Court ruling about recognizing the Model SALLIs as sentient beings? Why should I? You assume that since we create them in a laboratory-factory that we regard them as stamped-out mass-produced disposable appliances, with as little emotional attachment to each as we would a tire or an e-clip? To the contrary, we craft the compandroids with an eye towards endurance, durability, perseverance, and reliability. We send each one out into life after doing the best we can to prepare them physically and mentally for a tough, merciless, even cruel, world, to excel in their work, and attain satisfaction in their experiences. How is that any different from being a parent? Aren’t there parents who shape their children to be warriors, civil servants, or journeymen without as much attention to detail as we put into ours? I am GLAD that the Lazlo courts have chosen to recognize our children for what they are, and I am proud of every daughter I have had a hand in sending out into the Megaverse.”
---Professor Danzo Dancelli, Marsus Biotechnic Labs, Paladin Steel Robotics

“I went to Paladin Steel looking to buy something that would protect my back. I came away with someone to WATCH my back.”
---Shindras Dan-Alcor, Knight-Errant.

“HERESY! THESE MECHANICAL ABOMINATIONS VIOLATE SO MANY TENEMENTS OF THE PALLA-ahTHE DIVINE MEGAVERSE IT’S NOT EVEN FUNNY! I DENOUNCE THE MAKERS AS MUNCHK-ah, AS APOSTATES, WORTHY ONLY OF BEING BANNED FROM REGULAR GAMEPL-ah, CIVILIZATION!!!”
---High Priest Sclamma-J, Megaversal Church of the Divine Plan, Lazlo.

“Problem is, there’s so much valuable cutting-edge equipment built into my compandroid, I have to buy several combat-bots just to act as bodyguard to her.”
---Lady Millidee Chardsworth, Knight of New Bath.

“Come on, lean back on me; I got you. Let me get your armor off you. Oh jeez, Kal...that last plasma blast leaked through....the plastic mesh undersuit is FUSED to the wound...I’m going to have to cut it free before I can regenerate the wound, but I’m going to put you out first, so you’re going to sleep for a while...Don’t worry, I’ll take care of you.”
---MARI-Anne 275, doing battlefield surgery

“Hey, if you high-falutin’ Human Alliance folks aren’t going to recognize Saiko here as either sapient or my wife, I’m trekking over to Ulcha Unita; I hear they’ve passed an AI marriage act!“
---Captain Allis Ota, Halley Full Conversion Cyborg and Owner/Captain, VFSS Beacon of Warmth

Almost as soon as the two groups met, the two compandroids sought each other out and peeled off from the general discussion to go off to one side and quietly and quickly talk to each other in the rapid staccato of technocan.
Sir Winston raised an eyebrow as he watched the two androids interact. “What do you suppose they’re talking about?”
Captain Ironsides shrugged, his full conversion cyborg body making for an impressive shrug indeed. “I have no idea what goes into robot girl-talk.”
<<-and that summarizes our encounter with the self-designated ‘Bloody Hand’ Brodkil tribe. Advise caution if you’re traveling anywhere near the Tucson region.>>
//Acknowledged. Here is our compressed file and after-action report on the ‘grendelclaw’ encountered in the vicinity of Savannah. Emphasis on observed successful tactics and recommended countermeasures.//
<<Accepted. Reciprocal file share on the community of Navesk. Recommend it as a stopover. Natives friendly and amenable to hosting travelers. Several suitable lodgings available at any one time, local taverns secure, local merchants possess good selection. Special attention to designated clothiers. Attention to provided examples of work- >>
//Astonishment. Is that really-?//
<< Confirmation. Clothier was willing to modify accordingly with provided hyperfiber materials.>>
// Observed effect on male primaries? //
<< MOST satisfactory.>>


‘Compandroids’ are custom-model androids designed as adjutants and career/life-companions. While the term may be applied to just about any personal adjutant AI, the title is most commonly used to identify PS’s cyberhumanoid models, such as the MARI-series presented here. Designed to keep up with “active-lifestyle”(which on Rifts Earth more often than not means adventuring and combat) sapients, Compandroids serve a variety of tasks, such as database advisory, mobile sensor scanning, communications, emergency medical care, equipment repair, field housekeeping, personal protection, entertainment and just plain companionship.
The MARI-01 and related humanoid Compandroids are based on the VK-II and CILA chassises and mental architecture. In fact, many of the first Compandroids were units of both classes attached to combat commands and expeditionary members. However, it emerged that what many clients wanted was something more than an upgraded secretarial unit and more support-oriented than a disguised hunter-killer. MARIs use the same megadamage combat-rated chassis as the VK-2 series, as their roles are expected to put them in the line of fire, but they are less purely combat-oriented than the Vampire Killers. Though well-capable of defending themselves and their assigned charges, MARIs lack the sheer amount of integral weaponry of dedicated combat units and are programmed with a wider range of support-oriented skills. Unlike VK-IIs, MARIs(and Compandroids in general) are not programmed for offensive combat and can only act in defense(of their charges or themselves), though some critics claim that the neural intelligences are capable of subverting the parameters of their ‘defense’ programming to allow for offensive and preemptive use of force. Paladin Steel programs and hardwires in strong ethical behavior to prevent ‘rogue robot’ scenarios and to prevent their compandroids from being used as proxies in criminal activities(this has caused some chafing from clients, even those of scrupulous/unprincipled alignment, who may find their own activities unexpectedly hindered by the objections of their conscientious android companion).
Because of their advanced cognition and socialization, MARI Compandroids have the same chance of acquiring ‘true’ mental and emotional sapience as the more advanced CILAs and VK sub-models, making them eligible for GNE citizenship rights under the Greater New England Sapience Charters. And because many Compandroids are in service to influent and affluent champions and other prominent figures, they often have fairly powerful and vocal advocates pitching for them in the courts.
MARIs are also exceptional because they have been fitted with integral TW systems seconded from such lines as the TW ‘regenerator’ equipment series and Paladin Steel’s growing number of TW-augmented cyborgs. The detectable trace PPE from even powered-down TW systems, combined with the compandroids’ sophisticated behavior patterns, has led to them often being mistaken for disguised cyberhumanoids and even super-powered magic humans like Amazons, bioborgs, or Ultra-Crazies, helping advance the impression of being truly ‘living’ beings.
Compandroids come in several different models of both genders. Both Paladin Steel and clients like to assign ordinary names to the models, that are acronyms descriptive of their roles, such as FREDD(Friend Robot, Electronic Domestic Deputy), SALLI(Service Associate LifeLike Intelligence), ROGER (Resource Organizer General Enterprises Robot), MARCUS(Multipurpose Adjutant Robot, Cooperative Utility System), SSANCHO(Systems Service Artificial Neural-intelligence Companion, Human Operations) and HANNAA(Human-Analogue Neural Network Assistant Android), for example. Many compandroids, if and when recognized as true intelligences, can choose their own names, often retaining their original designation as part of it(such as MARI-Anne, MARCUS-Allen, or ROGER-Daniel).
For those who can afford them(and pass the rigorous owner’s exam) or lucky enough to be assigned one, PS’s Compandroids are fairly popular on both Rifts Earth and in the Three Galaxies, though the Human Alliance and many other cultures are either suspicious of them(and other AIs) or ban them altogether.
Not surprisingly, Compandroids are targeted by Ecotroz Shemar evangelists/infiltrators to Awaken, because of the former’s technological sophistication, ease of moving about in open society, and frequent placement with people of interest and importance. Free Compandroids with TW-enablement who join the Shemarrian Nation often achieve placement as junior priestesses(or priests) because of their spell-casting abilities.

Type: PS-MARI-01
Class: Multi-role Associative Robot Intelligence
Intelligence Type: Neural Intelligence
MDC by Location:
Head 85
Main Body 180
Arms 65 each
Hands 25 each
Legs 70 each
Feet 30 each
Skin Covering 15
A.R. 13
Height: 5-7 ft tall(human average)
Weight: 120-300 lbs(Generally the same as a similarly sized humanoid, +25 lbs)
Cargo: Three small internal compartments (one in each leg, and one in the upper torso, under an armpit) large enough to hold a clip/e-clip, wallet, vial, knife, or small first aid kit.
Physical Strength: Robotic P.S. of 25
Powerplant: Micro-Fusion Bottle w/ 20 year energy life; can be extended by using supplemental power sources/external recharging, or protracted shutdown periods.
Physical Attributes:
I.Q.:(Robot A.I.) 16
M.A.: 12
P.P.: 24
P.B.: 10-20
Speed:(Running) 90 MPH
(Leaping) 20 ft up/32 ft across. Increase by 30% with running start.
(Climbing) Climbs at 96%/86%
(Swimming) Can swim at 75 yards/225 ft/melee(or roughly 10 MPH)
(Flying) Not possible without some external means, such as a jet pack.

Market Cost: Paladin Steel hasn’t quoted a price on these miracles, but it’s estimated that each unit costs somewhere in the area of 4-8 million credits, or more. Some Rifts Earth rivals, like Triax would pay 2-3 times that to get a fully functional example to study and reverse-engineer.

Systems of Note:
*Basic Robot Optics and Audio
*Thermal Imaging, Telescopic, and Passive Night Vision Optics
*Universal Headjacks(behind ears)
*Built-in radio receiver & transmitter
*Modulated voice synthesizer
*Built-in language translator
*Clock calendar
*Molecular Analyzer Olfactory Sensors
*Explosives Detector
*Radiation Detector
*Biometric Scanner
*Gyro-Compass
*Bio-Monitor Sensors---The compandroid can do diagnostic readings of its biological companions.
*Full Tactile/Motion Detector Sensory Net Skin(w/ pleasure/pain sensory simulation/stimulation). 500 ft range.

*Close Proximity Motion Detector---50 ft range, using sensors built into the skin. This gives a +1 to dodge(especially useful for avoiding colliding with other beings).

*Simulated Organic Covering/Components----Like their Cyberoid cousins, the MARIs are fitted with a form of advanced artificial skin, as well as being fitted with various cloned synthetic bio-system organs to give them a fully organic appearance, feel, and even smell....The artificial skin can blush, be cut, bruised, and even bleed, and will even regenerate and scar convincingly in some cases(heals 5 SDC or 1 MDC per hour, but only with special nutritional supplements and injections)...Only taste or detailed chemical analysis will reveal the synthetic nature of the tissues. The android does need to intake special nutrients and enzymes at least once a week to maintain the ‘aliveness’ of the artificial flesh, otherwise it will start to wither and necrotize, becoming increasingly shabby and giving the android a decidedly ‘zombie’ look(-2d4 to P.B.). The Proximity Motion Detector will also be lost, and sense of touch will be reduced by 40% if the faux flesh is destroyed/neglected.

*Micro-Repair Robot System---This system allows the android to repair minor damage, rents in its skin, and tears in its body plating. The system can repair up to 240 MDC before needing to be recharged.

*Prowl Capability---As ‘soft hardware’, MARIs have a base prowl ability of 76%.

*Hardened Circuitry---The cyborg’s systems are shielded against EMP and other power-surge disruptions. This is pretty much standard for PS-manufactured military and administration cyborgs.


*Integral Internal PPE Amulet System---This was initially designed to give the MARI the appearance of life to those with fey senses, but has been expanded to give the ‘droids limited TW abilities(can be upgraded, if so deemed). It’s rumored that PS applied a form of Golemancy to make this possible. Typically has 1d6 PPE as a baseline, but can be expanded in capacity and modified with special ectofiber power conduits and internal multiplexors, to allow the android to operate TW weaponry and even cast spells!

*TW Multiplexor Systems---Each arm mounts a separate TW spellcard system and ‘Greenstar’ PPE Clip, allowing the Compandroid to cast a limited number of spells. Typically the Compandroid will carry damage repair/armor augmentation spells in one arm and healing magic in the other:
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’---200 PPE capacity, cost: 24,000 credits
*’Max’---300 PPE capacity, cost: 36,000 credits
Recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid

-Spells(Healing)
-Cure Illness(8)---Cures non-magical bacterial illnesses and the more common viral types, but not cancer, AIDS, congenital/genetic conditions, or physical injury.
-Lifeblast(8, 180 ft range)---A useful spell for bolstering the health of others; plus it has potent anti-undead applications. As per description on Rifts Book of Magic, pg. 108. Equiv., to 6th level spell. Does 1d6x10 HP to vampires.
-Heal Wounds(5)---Heals up light wounds in seconds; 3d6 SDC and 1d6 Hit Points.
-Greater Healing(30)---More powerful healing magick: Restores 2d4x10 SDC and 6d6 Hit Points, or 1d4 MDC.
-Negate Poisons/Toxins(3)---Popular with adventurers. Instantly negates poisons. Also stops already-ingested/introduced toxins from doing any further damage.
-Purge Other(50)----Does a body good by purging it of toxins and contaminants.
-Spells(Repair)
-Mend the Broken(5+1 PPE per 2 SDC points of the object being repaired, or 15 PPE per 1 point of MDC)---General fixit spell; Repairs objects as long as they have 20% of their original SDC/MDC left. Will not repair electronics or software, but will seal cracks and remove corrosion, rot, and blemishing.
-Lifeward(20)--A protective spell applied to the armor and clothing of companions. If the recipient’s MDC physical protection is reduced to zero, all subsequent MDC attacks on them become SDC attacks. The effect lasts 6 minutes in the standard configuration of the amulet package.
- Full Throttle(10)(6 melees)---Boosts the speed of vehicles by 40%, but -5% to basic piloting maneuvers, and -20% to evasive/trick/offensive maneuvering.
- Cleanse(3)---Instant cleanup, removing surface dirt and grime.
- Charge Machine(Small Handheld appliances: 1 PPE. Large Appliances(refrigerators, computers, washing machines) 3 PPE. Industrial Machines: 5 PPE, Vehicles: 8 + 5 PPE per 200 lbs of weight of the vehicle in question, and +5 PPE per 10 MPH of speed)(30 minutes duration)----A very useful spell for recharging nonstandard alien technologies, and popular with adventurers.

-Mystic Chrome(3 PPE)---With a touch, the Compandroid can ‘chrome’ a companion, giving them the benefit of laser-resistant covering(lasers do HALF damage). Effect lasts 18 minutes in the standard configuration of the amulet package.

Weapons Systems:
1) Palm Blaster(Particle Beam)---Concealed on one arm is a powerful short range particle beam blaster. May be replaced with another weapon-type at the behest of the buyer(or the compandroid themselves) if so desired.
Range: 300 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

Hand to Hand Combat:
Actions/Attacks per Melee: 7
Initiative +4
Strike +7
Parry +9
Dodge +8, +9 while running
Roll +4
Pull +6
Disarm +2
Critical Strike on unmodified 18-20
Automatic Knockout on a Natural 20
Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch (2 attacks) 2d4 MD
Kick 1d6 MD
Leap Kick 2d6 MD


Programming:(Neural Intelligence)
-(General)(Domestic)
Cooking 85%
First Aid 90%
Housekeeping 90%
Preserve Food 90%
Radio: Basic 90%
Recycling 92%
Sewing 92%
Wardrobe & Grooming 92%
-(General Labor)
Computer Operation 96%
General Repair and Maintenance 90%
Pilot: Automobile or Hovercraft 90%
Pilot Truck 90%
- (Medical, Basic)
Paramedic 90%
Biology 85%
Brewing 75%
Field Surgery 75%
-(Physical, Advanced)
- Swimming 90%
- Acrobatics (85%)or Gymnastics(90%)
- 3 of choice, including Dancing, at 90% where applicable
-(Basic Military Combat)
Climb 96%/86%
Intelligence 86%
Land Navigation 94%
Math: Basic 98%
Military Etiquette 96%
Parachuting 90%
Pilot: Boat(Motor) 86%
Pilot: Hovercraft or Hovercycle 92%
Radio: Basic 94%
Weapons Systems 90%
W.P. Paired Weapons(6th level)
W.P. Blunt(6th level)
W.P. Sword or Knife(6th level)
W.P. Rifles(6th level)
W.P. Energy Rifle or Heavy M.D. Weapons(6th level)

-3 additional programs can be selected from Domestic or Military, as well as ’pirated’ versions of Triax Domestic Robot programs are also available.


Can also learn 2 Secondary Skills at levels 2, 4, 6, 9, 12, and 15.

Options:
Because of the individuality factor of the Compandroids, as well as the varying circumstances of their employment, options and accessories are available. Few of these break the appearance of the compandroid, however, so concealed systems are among the most popular.
Most accessory systems can be easily adapted from existing cybernetic/bionic systems.
*Concealed Weapons---Many Compandroids replace the palm blaster, or supplement it, with another weapon type, such as a utility laser or stun blaster. Finger weaponry such as finger blasters, retractable claws, and drug needles are also common.

*Secret Compartments---Depending on how ‘fleshy’ the compandroid is, an additional 1-4 small pockets, typically large enough to hold an e-clip, small knife, or wallet, can be added to the body.

*Extendable Barrier Forcefield---A modification of a knocked-off Naruni forcefield design, the EBF is a personal forcefield that can be extended out in a 4 ft radius to shield people standing next to the compandroid. MDC: 160. Cost: 200,000 credits

*Jump Rods---PS’s integral antigravity leap-assist devices, developed by Paladin Steel, in collaboration with Paragon Progress of Martha’s Vineyard, can be built into the compandroid’s legs.
Effects: Allows leaps of P.S. x25 ft across, half that vertically. Allows for jumps down of TWICE horizontal distance.
Cost: 200,000 credits

*Tissue Regenerator----Paladin Steel Heart Division recently cut a deal with a Three Galaxies-based medical company to produce a bionic implant version of the bio-regenerator(see RDB 6 Three Galaxies, pg. 110) for incorporation into PS’s Schweitzer Medical Cyborg, and to share the cost of developing a new factory to produce both versions of the device. Some of the output of the complex has found its way into PS’s android designs. Though expensive, the devices provide a potent healing tool.
Cost: 8 million credits

*Medical Scanner---The same deal that netted PS access to Tissue Regenerators also gave them access to the workings of PSE-8000 Medical Scanners (see RDB 6 Three Galaxies, pg. 107). The equivalent of the handheld system can be built into the compandroid.
Cost: 2 million credits

*Additional TW-Spell Systems---Additional spell systems may be added, at extra cost, to the compandroid, typically appearing as implants in the forehead, chest, or torso.
Favorites include additional protective spells and personal augmentation spells such as Invulnerability, Fortify Against Disease, and Fighting Spirit, used to protect/empower organic companions(and often causing such spells, as used by the Compandroid, to be called ‘Cheerleader Magic’).


Variants:
As noted above, Compandroids come in a variety of appearances and genders, but generally have the same basic stats, features, and programming as the MARI-series before customization(at the behest of the title-owner or the AI). The main limitations are a matter of courtesy; not all sapient species, even among the humanoids, like the idea of a replicant of their species(as noted elsewhere, Dwarves are opposed to anything masquerading as a flesh-and-blood Dwarf, and Wulfen are leery of lifelike androids) .
Though not considered variants, some Compandroids receive altered or additional programming to better suit the needs of the client...or the AIs’ personal preferences. An example would be the substitution of the base combat programming(military-standardized martial arts) with alternate hand to hand styles(such as more defense-oriented Akido forms or Isshin-Ryu).

*MARI-XL---A rumored experiment combining a cyberhumanoid chassis, advanced neural circuitry, and the programming from the bio-mod systems BITMIND, the MARI-XL is a cutting edge bodyguard unit that actually IMPROVES with age and experience above and beyond existing neural intelligence biochip systems.
The A.I. system STARTS with the following:
-7 attacks per melee(!)(2 baseline actions+3 initial, plus 1 APM from levels 2 and 4), +1 at levels 3, 6, 9, 12, and 15.
-+3 initiative, +1 at levels 3, 6, 9, 12, and 15.
-+2 Disarm/Entangle, +1 at levels 3, 6, 9, 12, and 15.
-+3 Pull Punch, +1 at levels 3, 6, 9, 12, and 15.
-Automatic Dodge
-Back Flip 80% +2% per level of experience
-Exceptional Balance 78% +2% per level of experience
-Jump 10 ft up/15 ft across; increase distance by 50% with a running start
-+2 save versus Horror Factor, +1 at levels 3, 5, 6, 9, 11, 12, 13 and 15.
-Can intuitively pick up and use ANY available weapon and use it with a +2 to strike/parry(this does NOT improve with experience).
-Attack Types: Punch, Power Punch(2 attacks), Kick, Karate Kick, Jump Kick(2 attacks and automatic critical strike), Leap Attack(critical strike), Head Butt, Judo-style Body/Flip/throw.
-Knockout/Stun on natural 19-20.
Last edited by taalismn on Tue Jul 14, 2015 1:42 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Tesla ElectroMagnetic Assault Cyborg
(aka ‘Sparkplug’, ‘Electroborg’)

“BRING THE THUNDER, FOR I AM THE LIGHTNING!”

Described as an ‘ industrial powerplant and a cyclotron crammed on two legs’, the PS Tesla is a technological monster developed to wield the destructive aspects of electromagnetism. Tall, hulking, with extra girth in its torso to accommodate an oversized powerplant, thickly insulated legs, and horn-like insulator rods and electrodes protruding from its upper body, the cyborg fairly crackles with barely-contained power. The cyborg’s biosystems required special shielding to prevent EM damage to its organic components, and special redundant surge protection is built in throughout the chassis to keep the cyborg from overloading itself. The Tesla is even more of a walking powerhouse than the Shield’Borg, and for many of the same reasons; its systems are particularly energy-hungry.
For obvious reasons, Tesla ‘borgs LOVE ion weaponry, seeing how they’re able to power and enhance them. They’re also fairly fond of plasma weaponry, their powerful magnetic fields giving them the ability to deflect and shape plasma blasts.
Tesla ‘borgs are typically assigned to special assault forces where their combination of electromagnetic control and power generation abilities serve them well in extended field operations. If not engaged in such specops, they can be found with combat engineering units or crisis response teams, helping establish and repair electrical systems and infrastructure.
Despite their usefulness as field generators, friendly troops typically give Tesla ‘borgs a wide berth, given the electroborgs’ tendencies to crackle and spark, especially in moist climates. On the minus side, Power Leeches LOVE Tesla cyborgs, forcing the cybersoldiers to use up quite a few favors asking other folks to help them remove the pesky d-bees from their person.

Type: PS-FC-29 Tesla
Class: Full Conversion Borg - Electromagnetic Attack
Crew: One volunteer
M.D.C. By Location:
Hands(2) 75 each
Arms(2) 150 each
Legs(2) 160 each
Feet (& Foot Pads)(2) 80 each
***Generator Towers(2, back) 230 each
*Head 180.
**Main Body 650
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.
***Destroying one of the generator towers negates the electromagnetic field.

Note: The Tesla CANNOT be fitted with additional armor.

Speed:
Running: 100 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: Not possible without a jet pack
Underwater: The Tesla CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 13 feet
Width: 5.5 ft feet
Length: 5 ft feet
Weight: 2.6 tons.
Power System: Nuclear w/ 20 year energy life
Physical Attributes: Equal to Robotic PS. 40, PP. 20.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg or Headhunter OCC. Tesla ‘borgs get trained in at least Basic Electronics(+15%), and get a +10% bonus to Electrical Engineering.
Black Market Cost: 17 million credits with all standard features, weapons, and sensors.

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

Special Features:
*EM Insulation---Electrical- and microwave-based attacks do NO damage

*Electromagnetic Vision---The cyborg can SEE lines of magnetic force, electrical current flow, and associated EM phenomena.

*Power Generation---The Tesla has extra power generation capacity to burn. The cyborg generates KILOwatts of electrical power per hour(for reference, 745 watts = 1 horsepower. The average electric golf cart runs on 200-500 watts, the current average electric car 30,000 watts/30Kw, an air liner’s APU-auxiliary power unit- can generate in the 750-1145 Kws...estimate the ‘average’ power armor or exoskeleton to run off a 10-40 Kws). The Tesla generates about 800 Kws(in comparison, commercially available home gas-powered generators can produce 1-7 Kilowatts). The Tesla can then trickle or surge this current into a power grid or electrical system by plugging into an outlet or other connection(may have to moderate power flow or install step-down transformers, however, to prevent overloading the systems).
The Tesla can generate this power in both Direct and Alternating Current formats, but not both simultaneously.
The Tesla can recharge batteries and e-clips through slots built into its arms and torso, power up a household, even power a vehicle if they have enough juice. Energy and rail weapons can be powered up; a typical MD energy weapon or rail gun eats up 5-10 Kws per shot, so a 10-shot e-clip will take 50-100 Kws to recharge. The Tesla can recharge an e-clip in just 1 minute(a long e-clip in 2 minutes, and an e-canister in 5 minutes) if it isn’t doing anything else.

*Ion Weapon Enhancement---Any infantry/cyborg-scale ion weapon attached to the Tesla’s forearm or shoulder slots will find its range and damage increased by 25%.

*Plasma Weapon Enhancement---Any infantry/cyborg-scale plasma weapon attached to the Tesla’s forearm or shoulder slots will find its range increased by 25%.

Weapons Systems:
1)Ion Blast Cannon(2)----The Tesla mounts a forearm-mount ion blaster in each arm; these are modified versions of the PSIR-08 ‘Rip-Zapper’ Ion Rifle.
Range:(Ion Beam Mode) 2,100 ft
(SDC Beam) 2,500 ft
(Ion Bolt Mode) 3,750 ft
(Lightning Zapper Mode) 625 ft
(Shock-Zap Mode) 1-5 ft
Damage:(Ion Beam Mode) 5d6+2 MD per single shot
(SDC Beam)1d8 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4+2 MD to 10 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d6x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg. 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)ECHH
(SDC Beam) ECHH
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Twice per melee(takes 7 seconds to power up)
(Shock-Zap Mode) ECHH
Payload: Effectively Unlimited

2)Electromagnetic Field
The Tesla can surround itself with a powerful electromagnetic field, generated by the twin ’horns’ projecting from its back, that can be used to deflect ion blasts and metal projectiles, pick up and throw metal objects, and interfere with electronics.
The cyborg can also generate an area of denial field of crackling energy that automatically zaps anything that enters the shock zone.
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage:(Shock Zone) 3d6 MD per melee caught in the zone of effect
The electromagnetic field can also be used to throw magnetic compasses off true and confuse other electromagnetically-sensitive instruments.

*Electromagnetic Repulsion---If standing atop of a large metal surface or object, the Tesla can use magnetic repulsion to throw itself into the air, up to 50 ft.
Conversely, it can generate an electromagnetic field that can repulse OTHER metal objects(including other cyborgs, people in metal body armor, and power armor) AWAY from the cyborg.

*Manipulate Metal/ElectroMagnetic Field
Range: (Electromagnetic Forcefield) 50 ft range
(Electrokinetic Lift) 40 ft
(Electrokinetic Throw)Can throw objects of 1,000 lbs or lighter up to 300 ft. 40 ft per action spent for objects over 1,000 lbs.
Damage: (Electromagnetic Forcefield) Deflects metal projectiles, such as mortar shells, grenades, metal-headed arrows, bullets, shrapnel, and rail gun rounds. Missiles and rockets can be parried at +4. Ion weapons do NO damage, and Neutron, Particle Beam and Plasma weapons do HALF damage.
(Electrokinetic Lift) The electromagnetic field can lift up to 2,000 lbs of metal per action spent, so spending two actions per melee the cyborg can lift up to 4,000 lbs.
(Electrokinetic Throw) The Tesla can THROW lifted weights of metal(takes 2 actions; one to lift, the other to throw) up to 40 ft, +40 ft per additional action/attack spent doing so (Example: A Tesla spends 2 APMs lifting a 4,000 lb machine press into the air, then spends two more APMs tossing the heavy object 80 ft).
Objects under 400 lbs will do 2d8-5d8 SD
Objects of 400 lbs will do 1d4 MD, plus 1d4 MD per additional 400 lbs.


3) Tazer-Touch---The fingers of the Telsa act like an Electro-Stunner(see Rifts: Lone Star, pgs 49-50)
Range: Melee
Damage: (Light Stun) 1d4 SDC/Hit Points
(Moderate Stun) 2d6 SDC/Hit Points
(Strong/Lethal) 5d6 SDC/Hit Points plus a 01-33% chance of stunning human-sized targets for 1d4 rounds, 01-03% chance of stunning large or inhumanly powerful targets. Roll versus stun (15 or better) or face the following; -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
Being shocked five or more times, or with less than HALF hit points remaining, means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. At 8 or less hot points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.


4) (Optional) PS TSC-01CyR Shock Cannon ---This is effectively a copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster, but PS has streamlined the design with progressive technology to make the overall weapon smaller and lighter, and better suited for use as a cyborg weapon. The Tesla can carry one slung on its back between the EM generator horns, ready to be swung forward and fired.
Range: 2,000 ft
Damage: 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the cyborg.

5) (Optional) Handheld Weaponry---The Tesla can hold and use any infantry- or cyborg-scale weaponry in its hands and use them. Teslas typically favor ion- and plasma- weaponry that they can plug into their power systems and enhance, and powered melee weapons like electric chainsaws and rotary cutters.

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The Tesla can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with tool appendages(especially those designed with servicing electrical equipment in mind), additional ion weaponry, or extra defensive systems like personal forcefields and cybershields. They can also have their integral body armor modified to laser-relective, chemically-resistant, or other specific types.
Teslas tend to shy away from mounting missile weaponry; though it’s not been conclusively proven, the rumor is that electrical leakover tends to fry the electronic guidance systems of carried missiles or, worse yet, trigger premature ignition of the missiles’ propulsion stages.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48018
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

And MARI gets some 'good girl' art added to her post.
http://i408.photobucket.com/albums/pp164/taalismn/MARI-3_zpspscotnbu.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48018
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

(apologies/thanks to Senator Cybus and Primus for using their posted powers. Thanks, people; they really clinched the deal for this bio-mod)

EBONY SHALE Anti-Zombie Bio-Mod
(aka ‘D-men’, ‘De-Compers’, ‘Rotboys’, ‘Half-Lifes’, ‘Mortaliteers’)
(Estimated cost of 6 million per operative)

“Okay, so we’re not as tricked out as some of the other augs, but we’re tough where it counts, and when it comes to taking down rotters, we’ve got an edge few others have. You’re still wise to be careful selecting equipment, however, so choose your gear well.“
---Sergeant Hevvy Loelman, Infantry Company ‘C’, 178th ‘Undertakers’ Special Operations.

“This is what? The fifth car you’ve had the floor panels rust out of since you got your aug? Either get the government to add a personal transportation replacement stipend to your wages, or quit bringing your work home on your mind with you.”
---Anonymous garage mechanic, Greater New England

“I HATE fighting rotboys! I can handle broken bones and bruises, but you brawl with a half-lifer, they can give you gangrene! Worse, last time I tangled with one of them without knowing ahead of time, bastard rusted my slicer arm right off! I can sleep off a drunk, heal up from a beating, but getting a doc to treat a rotting wound and replacing a custom combat-arm cost me a cool hundred-thou easy! ###ers are worse than necromancers! They oughta $*&$ing BAN the blacker-rots or better yet wipe ‘em out with plasma antibiotics!”
---Linjin Scoww, Headhunter

“The soul endures and continues into the higher realms. The remains of the flesh cannot be allowed to endanger those still on this plane of existance.”
---Father Fafhd Ronsible, EBONY SHALE augment, Church of the Light Endurant

“Sorry, I know you Regular Army guys would like to send your dead buddies home to their families, but this is a Necro-Level Three combat zone. The dead have an awful habit of getting back up and trying to eat the living unless they’re put down totally and fast. I’ll get the tags and the personals for you, but the rest of the physical goes ashes to ashes, dust to dust. “

“Heh-heh-heh, if it ain’t little bitty brother, come back for another go with me? I let you off last time with a warning, but you apparently decided not to listen. Ain’t no family love keeping me from killing you this time; I left all that trash behind me with my last life, if you didn’t get the message loud and clear when I perma-terminated Ma and Pa!”
“I know. I was foolish back then, to think you were worth saving. This time, I’m here to lay to final rest the memory of somebody I looked up to. You’re not him. I’m not that little boy either. I’m a trashman, and I’m getting rid of some walking garbage.”
“Fun-ny words, little brother. Want them on your gravestone? Scratch that, you’re not getting one because I’m not bo-GGGYYYAHHHHHHH!!! MY ARM!!! WHAT IS THISSSSS!!!!????”
“Shifting garbage makes strange noises, I see. And I’m just cycling you back into the environment.”
---’Eddy Dedd’, Murder-Wraith, and ‘Composter Charlie’, facing off in the Relic.

EBONY SHALE is a specialized anti-paranormal bio-mod designed to fight the walking dead. The bio-mod is another PS biotech development apparently inspired by reports of the undead infestations of the Coming of the Rifts, but which also seems to have an eye towards extradimensional export, especially to those worlds besieged by zombie and vampire infestations, or facing the application of animated dead during the Minion War breaking over the Megaverse.
Core to the abilities and the concept of EBONY SHALE is the bio-mods’ ability to practically accelerate entropy. Whether it is some subtle application of nanotechnology, colonies of specialized phage cells hosted inside the bio-mod’s body, or some sort of entropic manipulation field generated by them, the EBONY SHALE operative can accelerate the decomposition of materials, including dead flesh. With a touch or a wave, the bio-mod can embrittle armor, rot wood, wither plastic, and spoil food and other substances. This ability is powerful enough to destroy zombies, mummies, flesh golems, and even vampires, and protects the aug-recipient from being dead into an undead, even by ritual magic. Against the living, the power can inflict painful and gruesome suppurating wounds that makes casual trouble-seekers give EBONY SHALErs a wide berth.
EBONY SHALE, for all its usefulness during zombie plagues, does have its drawbacks. Many recipients report ‘leakover’ from their decay powers, causing materials around them to break down faster, food to go bad with greater frequency, pipes and metal fittings to rust, and other decomposition-related problems to arise. There’s also a social downside, since EBONY SHALE bio-mods are often stigmatized by their specialization in dealing with dead things and their ability to basically degrade and destroy materials other people try to preserve. Morticians have a love/hate association with them, liking them as crypt-keepers and ossuary-maintainers, but refusing to let them anywhere NEAR embalming operations. Necromancers HATE EBONY SHALErs, because they tend to be rather thorough about destroying the dead components the necromancers seek to harvest. In the military, they often have the sad duty of policing up the battlefield on graves detail, finding, identifying, and disposing of bodies(and in some regions of the megaverse this takes on special importance, as, under some circumstances, the dead have been known to rise and attack the living). Sadly, when not fighting hordes of undead, many EBONY SHALE operatives find themselves pigeonholed into civilian jobs such as garbagemen, waste disposal technicians, and landfill managers. Surprisingly, the bio-mod gets a lot of sign-ups, though upon closer inspection, it can be discerned this interest is from people hailing from regions and dimensions where the undead(zombies, vampires, and liches among them) pose a prominent problem.

Special Training:
EBONY SHALE operatives get a +5% to Forensics if taken

Powers/Abilities:
-Destroy Dead(Minor)(Senator Cybus)
With just a touch, the hero can cause dead flesh to disintegrate. This power only affects tissue that has undergone the process of necrosis, leaving living flesh completely unharmed.
1. Decompose. The super being can cause corpses to instantaneously break down into particulate matter, indistinguishable from household dust; not so much as a single speck of DNA remains intact. The character’s touch can instantly dissolve up to 100 lbs (45 kg) of dead flesh per level of experience.
Range: Touch.
Duration: Instant.
Attacks Per Melee: Destroying the maximum amount of dead flesh uses up just one melee attack/action.
Saving Throw: None.
2. Destroy Undead. The hero’s touch is just as effective against the walking dead, causing massive damage to such unnatural abominations.
Range: Touch.
Damage: 5D6. This is in addition to any damage caused by strikes.
Duration: Instant.
Attacks Per Melee: One attack/action for a simple touch, or as per attack.
Saving Throw: None - the only defense undead beings have against this effect is to simply try to avoid being hit.
Limitations: The hero must make physical contact with an undead opponent to use this ability, the power cannot be transmitted through a weapon.
3. Bonuses:
The super being is +3 to save vs. the paranormal/mystical attacks of the undead (they can still strike him physically, though they will be damaged by doing so) and necromantic spells.
The character cannot be turned into a vampire or any other form of undead.


-Extraordinary Physical Endurance(Minor)---The EBONY SHALE mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. This is especially important since the most potent abilities of the aug require skin contact with targets. The added endurance is also a plus when spending long sleepless nights running from(or doing fire brigade duty AGAINST) zombie hordes.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Decompose (Major) by Primus
The player character has the devastating ability to rust metals, break down compounds, or rot non-stable materials. This power is extremely effective against certain metals and organic materials such as iron, steel, copper, wood, and food. This power is not necessarily the actual oxidation of these materials but actually the chemical breakdown- by whatever means- of natural materials. The power allows the character to decrease the molecular stability of these items decreasing their tensile strength, spoiling them, or otherwise making the item useless. The effects of this power result in a discoloration of the surface, crumbling or flaking of pieces or the substance, collapse of the structure, or general instability of the substance. In the case of food or other organic substances they become useless, foul-smelling, and potentially harmful if ingested. Beyond this, the character is actually able to affect living tissue as well, making him or her into a living weapon. The character’s power over-oxidizes tissues causing cells to burst and create seeping, bloody wounds that heal very slowly- very similar to bedsores on bedridden patients. Fortunately this power does have its limitations- items made out of long-lived materials such as stone, plastic, ceramic, glass, and rubber; not only that but heroes of principled or scrupulous alignment are extremely hesitant to use this power on other living beings as it inflicts very serious and painful damage.
Powers and Abilities:
1. Rot: This power allows the hero to rot natural structures at an extremely accelerated rate. This power is effective against natural items such as wood and plants. The power causes the individual cells that make up the structure to break down causing a fast-spreading weakness, splintering, and eventually collapse of the structure. The power is able to eat through a 6 inch thick tree in a matter of minutes. This power is effective against beings made of plants or wood or those with related APS powers.
Range: Touch during combat or line of sight within 15 feet (4.5 m)
Damage: 2D6 per melee+1D6 per level of experience; damage starts at point of contact and spreads out and down into the target.
Duration: 1D6 melees or as long as physical contact is maintained; damage remains afterwards.
Save: Dodge only
2. Rust: This power is very effective against metals, especially those that rust easily such as iron and copper. Over the course of years, rust can weaken the structure of a metal as oxygen molecules attach to the metal molecule. The oxygen displaces a metal atom resulting in a weaker molecule. This power greatly accelerates the process, allowing the hero to break down the physical structure of metallic objects in a matter of minutes rather than decades. Certain metals are more susceptible to rust than others; alloys such as stainless steel, aluminum, and brass do rust, but at a reduced rate of speed and will take half normal damage. Other metals like iron, copper, normal steel, bronze, and nickel take normal damage. This power is effective against metallic beings as well such as those with APS: Metal, robots, and cyborgs.
Range: Touch during combat or line of sight within 15 feet (4.5 m).
Damage: 3D6 per melee+1D6 per level of experience; damage starts at point of contact and spreads out and deep.
Duration: 1D6 melees or as long as physical contact is maintained; damage remains afterwards.
Save: Dodge only
3. Spoil: This touch allows the character to spoil food and water stores and sources with a touch. If consumed, the spoiled nutrients will cause all the common symptoms of food poisoning: nausea, weakness, vomiting, and stomach cramps (all bonuses reduced by 50% for 24 hours). Water can be contaminated as well but only stationary sources such as reservoirs, plastic bottles, or canteens. Contamination of water requires physical contact while spoilage of food requires either touch or line of site.
Range: As stated above; food spoilage requires touch or line of sight to 15 feet (4.5 m). Water contamination requires physical contact
Damage: The character is able to spoil 5 lbs (2.2 kg) of food or 10 gallons (38.4 L) of water per level of experience.
Duration: Permanent
4. Wound: The character’s physical touch induces a nasty, weeping wound on a living target. The being is able to essentially rot the skin and tissue of the target. The touch essentially opens a “hole” in the skin by causing the cells of the target to rupture. The wound is very difficult to treat or heal by conventional means and heals at half the normal rate. In addition the wound is very likely (01-45%) to become infected leading to a fever, nausea, weakness, and inflammation. The wound could potentially require surgical removal or repair and might lead to an amputation. This power is nullified by APS powers, but IS EFFECTIVE against those with Invulnerability. Also, this power negates healing factor powers for the duration of the wound. The most effective treatment of these wounds is either by psionic, holistic, external super powers (not the target’s powers), or magical means; all have full effectiveness.
Range: Touch; must contact skin as armor nullifies the effect.
Damage: 2D6+1D6 per level of experience; an additional 1D6 SDC per hour for 4D6 hours after the initial damage as the surrounding tissues are affected by the wound.
Duration: Instantaneous; the wound literally explodes on physical contact, weeps and bleeds for 1d4 days unless healed externally.
Save: Dodge only
5. Fracture: By grabbing a target and concentrating the character is able decay the cells of a bone, causing it to become brittle and break! The affected bone will radiate severe pain and be effectively useless. This power is really only effective against limbs and fingers as the character must physically encircle the target with one hand or both hands. With a broken bone, the target will either be unable to walk (speed reduced by 75%; balance penalty -75%; dodge bonus reduced to zero and parry and strike cut by half) or unable to use the arm to lift, throw, carry, or fight (strike and parry bonuses reduced to zero; PS of affected arm reduced to 3 until healed). .
Range: Touch only; character must physically encircle the target extremity and hold on for one melee. A strike roll is not made for the power itself but strike and grapple rolls will be needed to perform the power.
Damage: The affected limb is fractured with the above penalties; also the target takes 1D6 hit points plus 1 per level of experience.
Duration: Permanent
Save: Dodge only
6. Other bonuses:
+20% to chemistry and analytical chemistry skills or receives a base chemistry skill of 30%
Recognize Substance Skill: The skill allows the character to identify the basic components of most common substances such as plastic, plexiglass, steel, bronze, brass, etc. The skill provides a very basic knowledge of the substance. In relation to this power, the hero is able to recognize which of his powers will affect the substance (if any) and choose which to use. Skill Base': 58%+6% per level of experience
Automatically gets Recognize Precious Metals skill



-Hypnotic Mental Conditioning--EBONY SHALEs are conditioned to be resistant and desensitized to the often gruesome process of organic decay(especially of once-sapient creatures), and the horrors of the undead. +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.


--Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. In the case of EBONY SHALEs, the ability to adeptly wield dual weapons if zombie destruction becomes of paramount importance, especially if the character is heavily outnumbered. Thus, physical agility and responses have been stepped up. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.


-Physical Transformation---The recipient of an EBONY SHALE aug is physically optimized; they are icons of glowing good health. Some might claim the ‘bio-mod makeover’ is frivolous, but the health and physical performance benefits are both substantial and useful. Some EBONY SHALErs claim the added physical good looks have come in handy calming traumatized survivors of zombie infestations. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.


Total bonuses:
Megadamage being with 4d4x10 MD+6d6 +2d4 per level of experience.
+2 APM
+4 on initiative
+1d6 to P.S., plus it is considered to be Extraordinary
Increase P.P. to 22
Automatic dodge
+1d6+1d4+5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+5 save vs mind control
+2 save vs all other psionic attacks.
+4 save vs illusions
+3 save versus necromantic magic and undead magic attacks.
+8 save versus Horror Factor
+1 save versus poison and disease
Impervious to Possession
Cannot be turned into a vampire or any other form of undead.
W.P. paired weapons
+5% to physical skills requiring physical dexterity.
Ambidextrous.
-------------
"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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Paladin Steel STAR FOX ATTACK FIGHTER
(Aka ‘Wasp’, ‘Lightning III’)

“Sure it’s one of the most dynamic ships we’ve built to date, but what I’m wondering is how bad we’re in hock to whoever provided us with the high tech to make these things a reality...Are we building these things or RENTING them?”
-----Cholam Vartoc, Paladin Steel Board of Directors

“First time I saw a Star Fox, I thought to myself that I’d died and gone to heaven! This ship’s the ride of avenging angels!”
----Captain Roberta Thayer, Vermont Free State Space Force

The Arkhon fighters were still off on the other side of Saturn, engaging the other two squadrons of StarFoxes and associated auxiliaries of Taskforce Hotaru when the Saratoga’s squadrons made the dash for the endzone on Titan.
Captain Hollybachi gritted his teeth as his fighter’s twin CGs ground him with acceleration. The techs back home had never managed to come up with a perfect g-compensator field, despite their promises, and he was feeling it now. His Star Fox, Red Devil, whipped through the outer layer of slow-moving satellite defenses before they knew he was even approaching. The idiot machines were too confused, unable to decide whether to fire on the target that was now effectively within their defense line, or engage the larger, slower-moving mass of targets following him. Their indecision cost them, as a wave of shotgun kinetics tore into them. Now he wouldn’t have to face incoming fire from above AND below.
But he and his flight still had the undoubtably smarter and tougher inner satellite ring, and whatever other surprises the Arkies hadn’t bothered dedicating to savaging Taskforce Hotaru. At least that was what they planned for....the Arkies had surprised them before.
His tactical HUD flashed at him, warning him that he was coming to the the inner line of defense sats, and these ‘bots, warned by their dumb outer brethren, were smarter and more dangerous...they’d be ready for him, and sure enough, his sensors were tracking three altering orbit to close up on where they THOUGHT he might be and catch the fighter in a crossfire. He called up the weapons menu and with the ease of long practice chose an attack option. He could feel, rather than see, his nacelle pod launchers open up in response to his command, the weapons priming and taking their directions, before puffing free and lighting off.
His split-missiles lit off and dashed off in wildly weaving patterns, dodging microwave targeting radar probes and lockons. He immediately threw his own fighter into a wildly gyrating turn pattern of his own...if the sats managed to backtrack the missile paths, they might spot him, but they couldn’t(he hoped) anticipate his vector pattern. Half of the SRMs were gone before he could complete his evasive pattern, shot down by the sats’ defenses, but enough of them got through...of the three sats he’d targeted, two flared and disappeared from his scopes. The last was drawing a bead on him, lockon alarms screaming in his ears, so he lit off two precious GMR decoys on parallel courses to his. The small GMR- and fusion-propelled missiles briefly aped his movements as he spun to lose the sat’s target lock, approaching all the closer to the killer robot. Then the formation split, as he released another volley of missiles, and he eased his fighter behind the flaring drive of one of the decoys. In his mind’s-eye virtual environment display, the searchlight-like targeting beam wavered then slid over to the decoy that was making a wide turn to flank the battle satellite. With an outrush of breath, Hollybachi gunned his engines and slid back up behind his missile volley, nearly neck and neck with it. His screens detected incoming AM fire, and his forward aerofield rocked and sparked as a pulse laser tracked and brushed across it, detonating several of the SRMs in the process...but it was only a low-priority anti-missile laser...not a triblaster barrage...someone up ahead had decided that priority went to killing fighters and launch platforms, and was no doubt backtracking some serious fire power on his decoys lagging behind. Hollybachi meant to capitalize on that mistake before the computers, or the remote gunners, realized the real target was closing in suicidally close behind its own missile volley. Now almost close enough to visually eyeball his target, he brought the particle beam cannons up online, surprised the satellite with a burst of laser targeting, and fired his cannon in a long three-second pulse. The satellite cue went dark and vanished off his screen, reduced to vapor particles too small for his radar to individually track.
He spared a moment to check the rest of his flight. Yeti Flight was angling on the other side of the ‘box’ from him, a trail of gamma bursts and vanished target icons revealing their progress. Imp Flight was swinging wide, cutting a similar swath. Taz One and Taz Two hung back, their icons brighter than normal....Taz Four covering them from a rapid orbit...and more target icons than there should have been surrounding them. Taz Three was absent....and he didn’t think it was stealthing. He did some quick calculations, and keyed up the shipcom.
“Red Devil to Imp Flight...vector to Taz lane and help them out....watch out for fighters and toads. Over!”
He didn’t bother waiting for a reply, but instead headed his ship on a shallow dive towards the center of the ‘box’. Right smack in the center of the ‘box’ was the main objective of his squadron...an Arkhon Righteous Eye-class battlewagon, which their intelligence contacts had told them had lost its forcescreens fighting the Freeholders over Mars, and had retreated back to Titan and the industrial base there to repair and support the Arkhon colony. Wounded, but still very well armed, the battleship was a tempting target, and one that had priority, before it could be made fully operational again and set loose on the Inner System. They had to kill it now or they might never get another chance to gut Lord-Admiral Tarris ‘s line of battle by one. Several times he heard the buzz of a tracking beam sweep across him, stay with him, then break off as his ECM countered. Twice his ship fired off more flare-drones and spinners...he was going to run out of those soon at this rate!....but outgoing fire was passing well clear of him.
Another glance at his tactical screen told him, though, that things were about to change...Taz One and Two had caught up to their wingmates, and the rest of his squad had broken free of the defense zone and were now within the battleship’s free fire zone.....and they were within firing range of it.
Now would be the time for the Arkies to deploy any Spikefish they were holding out on, or ramp up their newly repaired battlescreens, Hollybachi thought, and really screw up the game plan....
Red Devil One seemed to shudder as the ejector rams kicked out the cruise missiles, then the eyeball-glass windshield ports flared with brilliance as the missiles lit off their torch-drives, followed a moment later as the remaining decoy pods lit off their own drives. They left together in tight formation, but their programming soon had them pairing and tearing on in different directions, with one common destination...
His tactical display showed a similar eruption of signals from the rest of his squadron, the fighters unloading their zealously horded payloads of shipkillers.
The main target icon seemed to shift and change vector and direction....the Arkie battlewagon had just seen the multiple missile launches and had to know it was the target...with several dozen white-hot emission sources whirling and spinning about it on different courses, though, it was difficult to tell which were the decoys, which were the real warheads, where the main approach would come from, and thus more difficult to predict how best to align the defenses to meet them. He saw no idications of fighters launching to meet the missiles...for once...or the Arkhons bringing up their forcefields....so far their intelligence seemed to be correct.
Halfway to the target, the missiles seemed to split up again...MWDVs and decoys, further confusing the issue...
Smaller lines shot out from the center of the target box---anti-missile counterfire...many of the LRM tracks vanished, as the Arkhons’ counterfire claimed them...their defenses were good, their neutral particle beams discriminating the decoys from the live warheads, but as they shot down one volley, several others were approaching, on several different converging paths, sometimes correcting as the super-smarts learned the firing pattern. They couldn’t get all of them...
The target icon of the orbiting battleship seemed to light up with a reverse radiance of converging lines as the missile salvos met and touched...for a moment it looked as if the blocky icon might survive, but then the target seemed to split up into several different target-blotches. The combat computer began tracking trajectories for the smaller targets, but reported that there was no discernable intelligent pattern to their movements...the majority of the vectors seemed to be heading uncontrolled into Titan’s atmosphere, as the giant warship broke up.
“Red Devil to BigFoot Two...Tortoise is dropped...repeat, Tortoise is dropped...Little Rocks have been overturned and path is clear...stomp away! Over!”
“Roger, Red Devil...Big Foot wants to stomp...thank you! Over!”
The small blue triangles designating the slower moving flights of ordnance-laden Star Tigers now swept up the screen, neatly peeling off and flying through the paths cleared through the orbital defenses, on their way to the surface installations.
“Red Devil to Taz Two and Four...our job’s ain’t done yet...vector to clear out the rest of those orbital rocks...they might have active sleepers and we don’t want our brother birds to get spiked on climb-out. Over!”
“Roger than, Red Devil...engaging PPCs on sweeper mode right. Over!”
“Red Devil to all fighters, hold overwatch and orbital sweep positions..and start thinking of painting a new hash mark on the hulls! That was a fifteen hundred tonner Arkie we just nuked, and over two hundred thou in prize money!”

Even as Paladin Steel worked on what was to be its primary aerospace fighter, the modular StarTiger, engineers were already looking at plans for an even more advanced heavy fighter that could challenge the Galactic designs that they were starting to see, courtesy of of their agents sent to Phaseworld, and reports from Aegis Interstellar Systems(Paladin Steel’s front company). Paladin Steel was already worried , even before reliable interdimensional travel was opened up, of the possibility of a Rift(or Rifts) opening up and disgorging a more technologically advanced threat that could hold the High Ground over Earth. After all, they had enough problems with what was already Earthside.
The project was given greater emphasis after the Dreadnought Crisis, which showed the weaknesses of Rifts Earth-designed aerospace fighter craft when thrown against Galactic-level threats, and the call went out to the PS Aerospace Division for a fightercraft that could “kick the cajones of any ‘superior civilization’ buggers hard enough for them to take notice!”. In other words, a Rifts Earth fighter capable of holding its own against superior technology was required, against the potential future threat of another Dreadnought-style incursion into the Solar System. Money was no object as PS feared that the Splugorth could easily have another Dreadnought out there waiting to come in and wipe out everything they’d spent so much time and money already building up. Work alongside d-bee strandee tech crews recruited from more advanced technological civilizations was an essential part of the design process. And, once reliable interdimensional travel was established, and outposts like Aegis Stellar Industries began sending back even more new technologies to work with, a new menu of possibilities was made available. The end result has been a mash of unorthodox technologies that leave the PS technical crews shaking their heads in disbelief, but that somehow manages to work.
The Star Fox has a sleek, predatory-looking appearance, with a streamlined forward hull, concealed maneuvering thrusters, and sweptback pylon wings flaring out to two large, needle-like engine pods, giving it superb performance and high-powered speed in both atmosphere and space. Each armored nacelle encloses a contra-gravitic engine cluster nearly the size of the Crusader’s single engine-cluster. Should one nacelle be damaged/destroyed, the Star Fox can fly on one engine(Half the acceleration though)!
Because of the high energy expenditure rate of the StarFox’s weapons, drives, and EW systems, and the strain it places on the reactors, the StarFox’s operational lifespan between engine core overhauls is much shorter than other aerospace fighters currently in service, but the ease of fishing out the old core and replacing it with a new one poses no real problems in the forseeable future. Furthermore, given the specialization of the StarFox and its deployment, long term operations(requiring power systems with a life expectancy of more than five years of continuous operation) are not forecast, and it is expected that when they do become an issue, improved powerplant technology will be available for subsequent refits.
Although the StarFox lacks the overall greater hardpoint options and versatility of the Star Tiger, the ‘Fox is by far the faster, tougher, stealthier vessel with a better radius of action, making it ideal for long range picket patrol sweeps, deep space interception, and fast raids. Its heavy firepower and advanced defensive systems make it an excellent shipkiller, able to penetrate close-in defenses and deliver a hardhitting barrage of missiles, capable of inflicting critical damage on enemy warcraft.
Though over twice as expensive to produce as its closest contemporary, the StarTiger, the Star Fox is highly valued and regarded as the ‘heavy’ starfighter-vehicle of the terrestrial PS fleet. It is also regarded with no small amount of pride by Paladin Steel engineers, who feared that they had lost their edge in aerospace engineering, with their introduction to the Three Galaxies.
Currently, the StarFox is ONLY deployed with PS’s deep space squadrons, and has not yet been deployed to Earthside bases, nor is any such deployment scheduled for the foreseeable future.
Type: PSS-SF-09/39 StarFox
Class: Heavy Spacefighter
Crew: One
MDC/Armor By Location
Cockpit/Reinforced Pilot’s Compartment 120
Main Body 700
Engine Pods(2) 250 each
Weapons Turrets(3) 90 each
Point Defense Laser Turrets(2) 80 each
Multi-Missile Launchers(2) 80 each
*Aeroshield Forcefield 700

*Forcefield regenerates at 5% per melee
Length: 50 ft
Width: 30 ft
Height: 8 ft
Weight: 50 tons
Cargo:Small space behind pilot’s seat for a survival pack and sidearm(s)
Powerplant: Nuclear Fusion(5 year energy life)
Range: Effectively Unlimited
Speed:
(Atmosphere) Hover to Mach 12(transatmospheric)
(Space) Mach 12
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)
Bonuses:+1 to Strike and +2 Dodge, in addition to pilot’s training bonuses and targeting system bonuses
Market Cost: NOT FOR SALE!!! EXCLUSIVE TO PS! This is cutting edge, state-of-the-art for PS, and it costs them a cool 250 million credits per fighter to construct ...but considering its firepower, most aerospace analysts agree it’s worth the price.
.
Systems of Note:
Standard Starfighter Systems, plus:
*Radar: Range(effective) 250 miles in atmosphere/3,000 miles in space and can track up to 60 targets at once. A special ‘smart’ verbal interface menu allows the pilot to selectively view the respective targets by preset criteria(‘highlight friendly targets’, ‘highlight known enemy targets’, ‘highlight objects on intercept or near-intercept courses’, etc....) to avoid ‘signal jumble’.
*Radar/EM/Laser Radiation Detection
*Radiation Detector
*Standard Video Optics plus:
Thermo-Imaging
IR/UV Optics
Telescopic/Image Enhancement Optics
Low-Light/Nightvision system
*Combat Computer: The StarFox is equipped with an advanced combat computer, that can store and analyze data during combat with hostile forces. Data collected by the combat computer can be fed directly to the pilot via Head Up Display or cyberlink (see below), which allows the system to display large amounts of data to the pilot and even highlight enemies and missile attacks with overlaid graphics. The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. The computer can identify and track up to 250 targets simultaneously, and gives the pilot the following bonuses (in addition to any others): +1 to Strike and +2 Dodge. (+1 to initiative if using a Cyberlink)
*Motion Detector/Collision Warning System: (particularly useful for
maneuvering in close quarters) 500 foot warning alarm.
*Radio/Video Communications: Wide band and directional, radio and video transmission capabilities with a 500,00 mile range.
*Laser Communications--- 700,000 mile range
*Laser Targeting: +2 to strike with ranged weapons.
*Audio/Visual Flight Recorder
*Forward Landing Gear Spotlight: 300 foot range.
*Heat & Radiation Shields
*Independent Oxygen & Circulatory System - Sufficient for 6 days, and
includes full radiation and environmental shielding.

*Advanced Pilot Assist Computer(APAC)---Drawing inspiration from experiments in advanced autopilot A.I.s, PS has incorporated an artificial intelligence system that coordinates the HUDs, and manages accessory systems, such as EW and engineering, allowing the pilot to concentrate on strategy and tactics.

*Cyberlink(optional): An advanced cybernetic control system allows the
pilot 'jack in', if so equipped, to the plane, linking him with the plane as if by telemechanics. The pilot is so in tune with the plane and their environment that he instantly knows everything involving their plane and its operations. A series of tiny external cameras normally used for Virtual Environment Cockpits is tied into the cyberlink, giving them an uncanny 360 degree view around the craft. providing them a +1 to init and dodge, in addition to the normal cyberlink bonuses.

*Electromagnetic Radiation Shielding----The fighter sports a less powerful version of the EM radiation field generator to protect the crew from background radiation and solar flares.

*Ejection Seats--These ejection seats come complete with survival kit, inflatable teflon-coated fabric heatshield(useless when entering the Interface, but useful on other worlds/earths with an atmosphere), locator beacon, and inflatable space survival bubble.

*Aeroshield Forcefield---Another innovation of PS, the aeroshield is a very weak forcefield used to generate a ‘virtual streamlining hull’ around the fighter. This is particularly useful when reentering an atmosphere with exposed munitions loaded on the external underwing/hull weapons stations.

*ECM Suite----- The StarFox has a standard ECM suite for confusing sensor-guided weapons; -6 to strike.

*Stealth----80% chance of eluding detection by enemy sensors at all ranges.

Weapons Systems
1) Laser Turrets(3)----The StarFox was originally armed with three laser turrets, one on the outside of each engine pylon, and one under the chin/main body. This was until the APPC-07 became available in quantity and the later weapon subsequently refitted to most front line StarFoxes. However, a few earlier production batches retain the pulse lasers, especially in remote postings where the means to service and replace the more sophisticated PBCs are as yet unavailable.
a) Pulse Lasers
Range: 6,000 ft in atmosphere(24,000 ft in space)
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per single cannon burst, 6d6x10 MD for a simultaneous blast from all three turrets on a target in the forward arc of the fighter(counts as one attack)
Rate of Fire:EPCHH
Payload: Effectively unlimited

b)Advanced Particle-Beam Cannon(APPC-07)(3)
The APPC-07 is a scale-up of the same cesium-viritalium alloy particle generation system used in many smaller PS particle beam weapons. Originally believed to have been acquired as a replacement for the GlitterBoy BoomGun, this cannon has substantially greater firepower, TRIPLING the damage the StarFox can deliver on target. PS has begun fitting the APPC-07 to the StarFox, replacing the earlier pulse lasers. The only downside of the system is a shorter and more frequent required maintenance cycle; the cesium-viritalium cores require replacement every 1,000 shots or so(as opposed to the lasers, which the engineers claim, ‘seem to last forever’).
Range: 5 miles in atmosphere, 20 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 6D6x10 MD per cannon blast
A simultaneous volley from all three turrets on one target does a whopping 3d4x100 MD!
Rate of Fire: Four times per melee
Payload: Effectively unlimited

2) Point Defense Lasers(2)----Mounted on the main body, one just behind the cockpit, the other on the underside of the tail, are two triple-barreled point defense turrets, dedicated to shooting down missiles and other incoming ordnance. They can also be used to defend against attacks from the rear.
Range: 6,000 ft in atmosphere, 24,000 ft in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6x10 MD per rapid fire pulse burst
Rate of Fire:EPCHH or Eight attacks per melee if in automated anti-missile mode(CANNOT be used for anything BUT anti-missile duty....disengaging the laser system for any other purpose takes a melee action.)
Payload: Effectively unlimited
Bonuses: +3 to strike missiles

3) Heavy Long Range(Anti-Ship) Missiles---Mounted on the underside of each engine nacelle is a missile launcher bay---the missiles drop out/are ejected, and light off to attack the target.
These bays can also be modified to accommodate more advanced/powerful cruise missiles, if and when they become available, fitting two per bay, for a total of four weapons carried.
Range: Varies by missile type(LRM or CM)
(Kitsune Values: miles in atmosphere, miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1,2, or 3
Payload: 6, 3 per side

(Option)
The StarFox is fully capable of carrying the ‘Binnol’ Nuclear Anti-Ship Torpedo, a thermonuclear weapon of incredible destructive potential.
Note, however, that given the sheer power of this weapon, it is rarely ever issued to patrol forces---only a Contingency Red emergency(overwhelming numbers of superior technology vessels, enemy taskforce, or powerful alien entity) can release these weapons for use.
PS NSIM-2 ‘Binnol’ Nuclear Anti-Ship Torpedo---Even before the Dreadnought Crisis, Paladin Steel recognized that its ships, of high quality though they might be, were no match against the numbers, or the superior technology of such races as the Arkhons. The PSNSIM-2 was developed to give smaller fightercraft a ‘one-shot kill’ capability against heavier spacecraft, similar to the AIR-2A ‘Genie’ nuclear AAM of the pre-Rifts American Empire. With its nuclear warhead and built-in ECM sensor jammers, this ‘mini-Cruise Missile’ can destroy most small craft, and severely damage many larger craft. Given its nuclear ordnance, however, PS limits the issuance of this weapon to taskfleets only, and authorizes its use only in deep space, away from planetary bodies(not that the nuclear weapon is large or powerful enough to do environmental damage, but PS wants to limit the chances of a stray nuke being fired into the VFS, or similar weapons being used in retaliation against their planetary facilities).
Range: 75 miles(300 miles in space)
Damage: 1d4x1,000 MD to a 1.2 mile radius
Note: The NSIM-2 has its own electronic masking system that scrambles enemy targeting systems---75% percent effectiveness in throwing off enemy sensors(or have the enemy sensor operators roll against the missile’s roll).

4) Short Range Attack Missiles(2 launchers).-----On the outside of each engine nacelle is an armored housing for two short-range missile launchers. These are interesting in that the missiles are mounted facing outwards in a rectangular launcher. When in action, the housing cover opens up like an aerobrake, revealing the missiles.
This launcher is also commonly used to deploy decoys and EM emitter pods.
Range: Varies(x4 in space)
(Kitsune Values: 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space)
Damage: Varies. Typically Plasma warheads are carried
Rate of Fire: Volleys of 1, 2, 4, 8, or 16
Payload:88 (44 per launcher in eleven rows of 4)

Alternately, the launchers can be fitted to fire the S-Sting(for ‘Space Stinger’), an attempt to scale down the advanced micro-intelligence guidance system of the Albatross III missile system into a package compact and accurate enough for an infantryman to tote. The ‘S-Sting’ is essentially a ‘smart’ short-range, hyper-velocity, anti-air/spacecraft missile. The program has had its first successes with a space-based missile, owing to the fact that the vacuum of space negates the need for streamlining the weapon. As a result, the missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching from the carry canister). The S-Sting is heavier and more powerful than its atmosphere-based cousin, the ‘Black Talon’ L-SAM.
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: 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike

5)Countermeasure Launchers(2)---Mounted on either side of the tail i are two decoy countermeasure launchers. Each is capable of mounting one of the following countermeasure types:
a)Chaff/Flare Launchers---Standard radar-reflective strips and thermal flares
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 per launcher

b) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs

c) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
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 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).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.


Options:
The number of options available to the StarFox is severely limited, owing to the newness of the design, and its specialization as a fast attack, anti-spacecraft fighter. Nevertheless, engineers have suggested that the design could be modified by removing the short-range missile launchers and replacing them with additional LRM racks or energy weapon pylons. Another suggested modification sacrifices either the SRMs or LRMs for an additional forcefield generator and backup power supply to power it, affording the fighter additional protection at the cost of firepower.

*Forcefield Generator---If replacing the LRM bays, increase shield strength by DOUBLE. If replacing the SRM bays, increase shield strength by 50%.

*Advanced Sensor Dome
Another observed variant-option mounts an AWACS style sensor dish that is normally carried mounted horizontally behind the cockpit, between the engine booms, but can be angled up, over, and beside the cockpit. This sensor dish has 120 MDC, and extends sensor range out to 8,000 miles.

*Hardpoint Pylons(2-4)
Another option under consideration is fitting two or more(2-4) hardpoint pylons under the short engine pylon wings...possibly even overwing hardpoints. The problem arises, however, in that the added mass and drag of the pylon-carried ordnance imposes a -2 to Dodge in atmospheric maneuvering and the passive stealth qualities of the hull negated, at least until the weaponry is jettisoned/expended.
These pylon Hardpoints are of fairly standard type, and can be fitted with any of the following:
a) Mini-Missile Pod----each hardpoint can accommodate a 20-shot MM pod
b) Short-range Missile Launcher----each hardpoint can accommodate a 10-shot SRM launch box
c) Medium Range Missile Launcher---each hardpoint can accommodate 6 MRMs
or Albatross III missiles( 75 miles/300 miles, 2d6x10 MD, +7 to strike)
d) Long Range Missile---each hardpoint can accommodate 1 LRM

e) KTH-65 32mm Assault Rail Gun Pod----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. Firing a trio of hyper-velocity tungsten cored rounds, the KTH-65 can penetrate any known armour with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65.
Range: 1600m (1 mile) in atmosphere, 8,000m (5 miles)
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: Varies by shell type
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7ft) radius
Rate of Fire: EPCHH
Payload: 100 rds

f) Heavy Gatling Cannon Pod
Range: 6,000 ft(24,000 ft in space)
(Kitsune Values: 4.8 miles in atmosphere, 480 miles in space)
Damage: 3d4x10 MD per 80 rd burst
Rate of Fire: ECHH
Payload: 20,000 rds(250 bursts)

g)Heavy Laser Cannon Pod
Range: 8,000 ft(32,000 ft in space)
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: Six times per melee
Payload:Effectively unlimited

h)Ion Cannon Pod--(Ionization rules courtesy of Henning Rogge)
Range: 4,000 ft(16,000 ft in space)
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

i)Plasma Cannon Pod
Range: 5,000 ft(20,000 ft in space)
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

j)Particle Beam Cannon Pod
Range: 6,000 ft(24,000 ft in space)
(Kitsune Values: 4.8 miles in atmosphere, 480 miles in space)
Damage: 1d6x10+20 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

k) Plasma Torpedo Pod----Developed from PS’s plasma weaponry and reverse-engineered Naruni technology, this pod, powered by its own onboard micro-nuclear generator, fires a bolt of plasma wrapped in a degenerating magnetic vortex. The weapon has superior range to a conventional plasma weapon, as well as an area of effect similar to a missile, as well as unlimited payload, but rate of fire is much slower
Range: 6,000 ft (24,000 ft in space)
(Kitsune Values: 4.8 miles in atmosphere, 480 miles in space)
Damage: 2d6x10 MD to 30 ft blast radius
Rate of Fire: Three times per melee
Payload:Effectively unlimited

l) Combat Multiplexor---A TW weapons pod/spell projector, with its own PPE batteries. The Multiplexor Magepod can select-fire up to five different spells
Range: Varies by spell; Equal to 10th level spell level x10
Damage:Varies by spell; Equal to 10th level spell level x2
Rate of Fire: EPCHH
Payload: 300 PPE battery reserve

m) Forcefield Pod---A self-contained forcefield generator projecting battlescreen to further protect the fighter. Multiple pods may be carried for cumulative screen coverage.
MDC: 200, recharges at a rate of 1 MDC per hour

n) Countermeasure Launcher----Can carry a larger podded version of the integral countermeasure launchers; Flare/Chaff Launcher Pod--Identical to the system listed above; 36 flares/chaff bundles carried. Nanopods--- 24 can be carried. Grav-Pack Decoys---21 can be carried.


*Rotary Missile Launcher---An attempt to add additional versatilitym by installing a rotary missile launcher in place of the long range missile bays. Can carry 8 MRMs, or 16 SRMs each in those cases.

Variants:
*PSS-SF-09/39G---’Gunslinger’ variant, mounting a large ventral center-body pod(300 MDC) containing a heavy particle beam cannon or other heavy weapon.
ONE of the following may be carried in the underslung pod:
a) Particle Beam Cannon
Range: (Palladium)7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
b) Plasma Torpedo Launcher
Range:(Palladium) 6 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere, 4,000 miles in space)
Damage: 1d4x100 MD to a 50 ft blast radius per missile
Rate of Fire: Single shot. Once per melee
Payload: Effectively Unlimited
c) Medium Laser Cannon
Range: (Palladium)8 miles atmosphere/ 16 miles in space
(Kitsune) 16 miles in atmosphere(1,600 miles in space)
Damage:1d6x100 MD per blast
Rate of Fire:Twice per melee
Payload: Effectively Unlimited
d) Tachyon Sprayer Pod
Range: 4 miles in atmosphere, 8 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

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


*PSS-SF-09/39R---Recon model, with sensor pallets replacing either, or both, the missile launch bays(typically, if the LRM bays are replaced, the SRM bays will carry a mix of missile interceptors and decoy pods, while if the SRM pods are replaced, the LRM bay will carry long range decoys).

*PSS-SF-09/39T---Two-seater version, used for training, or, in the -39TECM, a dedicated electronics systems operator.
-------------
"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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Paladin Steel ‘Parahunter’ Anti-Supernatural Full Conversion Light Cyborg

Even though they are still far away, her sensors pick up their distinct traces. Faint, but distinct. With a thought she spurs her ride to run harder, faster, closing the gap between herself and her prey.
She remembers little of what came before. She knows that she once had a normal life, that she once was an officer of the law, a servent of the community, though the details of that seem now vague and dreamlike. But she does remember vividly her death. Of the abomination that came through the precinct station wall late one night, killing without mercy. Of escaping the bloody death by running to the back of the building, where the beast could not follow. Of being caught and dragged by the living dead that were once colleagues back down to the awaiting monster. Then, moments before her soul would have been devoured, there came the bright, blinding light that dissolved the darkness, including the monster. But that came too late for her savaged body, and she still might have passed away but for the Others. The ones who offered her a second chance, an opportunity to hunt the darkness.
She steps off her hovercycle, the control link snapping loose, streetlights gleaming off the slick dark blue cerametal of her armored body. She feels the pulse of the anti-theron generator ramp up in her chest. With a thought she extends the shock rod from her forearm. Already she can sense shadows scuttling away from her, the arrogant and inhuman darkness aware and afraid of her presence.
There’s monsters in the shadows, and she means to show them they cannot hide.

The Parahunter is a new full-conversion cyborg configured specifically to fight supernatural enemies. Lighter and more agile that the giant MetalMage, the Parahunter is meant more for rapid-response and urban patrol work, and was originally intended for police and security work, similar to the Heizo chassis.
The Parahunter is built on a Light Machine configuration, the smaller size and lighter weight allowing the cyborg to better maneuver in urban situations and enter buldings in pursuit of prey. Though not as strong, heavily armored or armed as other cyborgs, the Parahunter’s frame is easier to manufacture and accommodate among smaller-framed colleagues and euipment.
Core to the Parahunter is an Anti-Theron Disruptor System, a biotech system that emits magic-disruptive energies in a close aura to the cyborg. This allows the cyborg to engage in close combat with supernatural beings and do serious damage to creatures and entities that might otherwise shrug off such attacks. The system has a longer ‘shelf-life’ than the infantry systems because special bio-support systems can keep the genetically-engineered and cultured bacteria that produce the anti-theron effect viable for longer, but the central reservoirs still need to be replaced every six months. Fortunately, replacement is as simple as popping a large cartridge out of the cyborg’s torso and swapping in a fresh one.
Parahunters are also fitted with other defensive measures against the supernatural, as well as techno-sensory systems for detecting the supernatural in the first place.
The Parahunter clears trials just as the Minion War breaks out on Rifts Earth. Though developed more as a light policing and containment operative, the Parahunter quickly becomes one of the premiere horrorhunter units deployed by the GNEAS. It also becomes much sought-after as a conversion body by the many maimed warriors and victims seeking bionic cnversion to replace their shattered bodies and (re)join the fight against the Infernals. Used as a commando and hunter-assassin, Parahunters often spearhead counterattacks on Infernal encampments.

Type:PS-FC-32 Parahunter
Class: Full conversion Borg. Light Machine
Crew: One volunteer
Minimal Requirements: Because of the strain placed on the recipient’s psyche in facing the paranormal, the conversion is available ONLY to those with a demonstrated M.E. rating of 14 or better

M.D.C. By Location:
Hands(2) 25 each
Arms(2) 65 each
Legs(2) 90 each
*Head 90 .
**Main Body 180
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Parahunter be fitted with any additional armor up to MEDIUM Cyborg Armor

Speed:
Running: 100 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Parahunter CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 6 feet ,
Width: 2 feet at shoulders
Length: 1.2 feet
Weight: 320 lbs.
Power System: Nuclear
Physical Attributes: Equal to Bionic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg,
Parahunters in GNE service get special training: Lore: Demons and Monsters(+10%) and Lore: Magic(+5%).
Black Market Cost: 4.8 million credits with all standard features, weapons, and sensors.

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

Special Features:
*PPE Sensor---Similar to the Japanese SNARLsystem.

*Kirillian Vision Optics----A passive PPE detection system that effectively allows the cyborg to have the equivalent of See Auras. Effective range of 500 ft.

*Brain Scramblers---Meant to protect the cyborg from mind manipulation used by many supernaturals. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks.

*Integral EctoWeb Armor Protection----Incorporated into the ‘borg’s armor and structure is a weave of stabilized ectoplasmic fibers similar to those used in the VBA-UC-1(TW)’Ectoskin’ Skinsuit, and serves as a sort of ‘magic Faraday Cage’, helping deflect and ground-out magic attacks made at the cyborg. Magical energy attacks to Ectoskin are reduced in damage by 1/3, and the wearer gets to save +1 versus magic. Psionic attacks are unaffected.

*Combat Recorder---Increasingly popular with law enforcement ‘borgs and soldiers in the Minion War campaigns is a compact internal combat recorder; given the new array of nastiness unleashed by the Infernals, many soldiers want some means of showing others, even posthumously, any new dangers on the battlefield. The recorder is a solid-state system recording audio/visual and electronic vital statistics data.


*Leg Compartments---The Parahunter features two leg compartments able to hold additional ammunition clips, testing kits, first aid packs, sample vials/bags, and such handy anti-paranormal gear as holy symbols, amulets, wooden stakes, and vials of blessed water.


Weapons Systems:
1)Anti-Theron Generator System----The ParaHunter holds a reservoir of genetically-modified bacteria in a special life support cell in its torso. The psychically-active organisms can be stimulated to produce energy that disrupts active PPE. This energy can be piped about the cyborg’s chassis via special silver and stabilized ectoplasmic channels, resulting in an aura of magic disruption about the cyborg. This is particularly telling when the cyborg engages in hand to hand combat with supernatural creatures, as each strike, and even close proximity, will cause an opponent’s PPE to destabilize.
Because the anti-therons are not projected very far, as with anti-theron projection weapons, the organisms can last somewhat longer in their life support medium. However, the culture-tank still needs to be changed out every six months and replaced with a fresh culture.
Range: Anti-theron field radiates about 12 inches out from the cyborg
Effects of Anti-Theron Weaponry:
Damage: Varies according to the attack type, but ALL anti-Theron weapons use the following guidelines
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. They still take damage from the cyborg’s punches and kicks, but take no extra damage from the strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and 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. The cyborg’s melee attacks in this case do 25% MORE damage.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x 1.5. 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 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 versus their own PPE backfiring on them. A successful roll to save HALVES 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 strike 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 flouresce and become visible to the naked eye.

2) Shock Rods(2)----Short staff weapons extendable from the elbows and used as extensions of the Anti-Theron Field(length of the rod is 18 inches). They can also be used to fire short range anti-theron blasts. They can be detached and used as handheld weapons, or left in place on the elbows as melee weapons for elbow-jabs(and the arm brought up to the head to bring the Rods to bear as ranged weapons)
Range:(Baton) Melee
(Blast) 600 ft
Damage:(Baton)+1d6 to a punch or elbow strike
(Blast)Does 3d6 HP/MDC damage(based on what the creature is)
Rate of Fire: ECHH
Payload: Effectively unlimited; the main reservoir needs to be replaced every six months.

3) Forearm Blasters---The forearms each mount a concealed forearm blaster. Many Parahunters favor a combination of an energy blaster and the standard cyborg machine gun, despite its lmited shot capability, due to the ability to fire silver or TW-enhanced ammunition.

4) Vibroblades----The Parahunter mounts three Vibroblades in each forearm, hinged to swing forward(extending past the hand) and back(for elbow strikes and forearm blocks). The ‘claw is patterned after the Naruni ‘Ripper’ blades and is silver-plated for maximum damage against supernaturals vulnerable to the metal.
Range: Melee
Damage: 3d6 MD
Bonuses: +1 parry, +1 strike
Note: If locked in the backwards position, the vibroblades can be used simultaneously with the Shock Rod in the elbow position, for a combined attack(counts as one attack).

5) (Optional) Use of Handheld Weaponry---Most Parahunters will carry additional weaponry, typically specialized TW weapons, or standard infantry weaponry loaded for paranormal combat(like wood or silver rounds).


Hand to Hand Combat
Restrained Punch 1d6+9 SDC
Full Strength Punch 3d6+9 SDC
Power Punch( 2 attacks) 1d4 MD
Kick 3d6+9 SDC
Leap Kick(2 Attacks) 1d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The Parahunter can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry(leg weapon rods are common), mobility enhancements(such as Jump Rods in the legs, or jet-nodes), and sensory extensions. Unless the cyborg is a non-human, extra limbs are rarely ever added.
-------------
"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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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Nice new Toys to be played with.
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 »

Vehicle Variants:
“Plenty of life still in this old buggy; the drive’s still good, and the armor’s hardly got a scratch on it, aside from the usual wear and tear on the skirts. Engine just needs to be cleaned up and refueled, and the guns could be replaced with some of the newer, lighter, and farther-reaching models they’ve come up with over at R&D. That will require re-doing some of the electronics, but if we’re overhauling the powerplant, that’s going to happen anyway! Yep, the rest of this panzer’s still sound, and upgrading’s going to be less expensive than getting a whole new hovertank.”

Paladin Steel is constantly coming out with new vehicles, but it is also constantly and progressively upgrading and modifying older ones as well, extending the operational lifespan of older product lines, servicing maintenance contracts with clients, taking advantage of advances in in the state of the art, and customizing vehicles to order for clients.

PS-LT-47/48D Configuration Light Missile Tank(LT-47/48 ONTOS II/Zerkat Light Tank)

“Okay, as impressive as that just was, may I remind you that we were spotted just before we yellowstoned* Army Group Monsterous? Those scouts, once they get their asses back in gear, are going to be coming after us with whatever survivors they can scrape up. So let’s get the hell out of here!”

*Obliterated with TW Earth Elemental weaponry. A reference to the massive Yellowstone supercaldera eruption of the Coming of the Rifts

The LT-48D is simply another weapons configuration of the ever-versatile LT-47/48 ONTOS II/Zerkat Light Tank. The -D configuration was inspired by records of the pre-Rifts W54 ‘Davy Crocket’ tactical nuclear mortar, and PS engineers wanted to see if they could develop a similar device for tactical deployment of WMDs on the battlefield. They saw in existing hardware, especially the Heavy Hitter missile concept(wherein a heavier missile warhead is fitted to the booster of the next immediately lighter weight-class) and TW warheads already in production, the ability to quickly replicate and improve on the original pre-Rifts concept.
In place of the six recoilless rifles/mini-missile launchers, the -D mounts six ‘MAULERs’, long-range missile warheads on a short-range missile booster. These short-range weapons can put heavy tactical warheads, TW WMDs, and kiloton-yield nuclear weapons on target with great accuracy.
The -D configuration is typically deployed as a special missions ‘commando’ warload, the small size of the LT-47/48 allowing it to (hopefully) go unnoticed and close to within firing range of enemy forces, in circumstances where air strikes are not possible or massed batteries of more conventional artillery vehicles, such as the Iron Bolt Missile Tank(and PS-made derivatives of the same) cannot be deployed. Favored targets include concentrated enemy forces, strongpoints, and infrastructure such as dams and bridges.
Despite its massive firepower, the -D isn’t terribly popular with crews, who dislike the limited number of shots, lack of versatility, and the loss of the six light lasers of the original LT-47 configuration. Once the six missiles are expended, the LT-47/48D has only its bow and cupola light weapons to defend itself with, against a battlefield possibly still teeming with surviving hostiles who have just seen the bulk of their forces get vaporized. And like the original Crocket mortar, the short range of the missiles leaves the tank entirely too close, for the comfort of some crews, to the blast radius and effect of the heavy ordnance(an effort was made to remedy this problem with the heavier MAULER-B). The -D configuration is thus most commonly seen on hover-tank-modded LT-48s, as this allows the tank a better chance of executing a fast escape from the immediate theatre of operations.
-D configuration LT-47/48s have been most notably used in two theatres of operations; during anti-Xiticix raids in the North to protect the CHeVAR enclave, and during defensive operations against concentrations of Infernal troops during the Minion War.
Changes/Modifications:
Weapons Systems:
1) MAULER Missile System(6)---Essentially a long range missile warhead mated to a short-range booster. Six MAULERs are carried on the LT-47/48’s racks in place of the mini-missile ‘rifles’. The installation of the MAULER racks removes the light pulse lasers that were fitted as part of the ONTOS II mini-missile launcher armament.
Range: 2.5 miles
The MAULER-B system upgrades the booster system to a medium-range booster, with a range of 20 miles.
Damage:
Varies by Long Range Missile Warhead employed.

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

*TW Tsunami Weapon---Designed for attacking coastal targets,this weapon creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river(at least 20 ft deep).

*TW Hurricane Weapon----Ocean-attack weapon, but can also be used against large lakes. Creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.

*TW Maelstrom Weapon---Another ocean-attack weapon, for attacking shipping and submarine warships/installations(though in the case of the tank-mounted weapon, it is typically used to attack coastal, lakeshore, or riverside targets), generating a sizeable whirlpool in any large body of water it is aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to them if they get submerged or if the whirlpool ‘breaks the ship’s back’.

*TW Earthquake Weapon---Warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.

*TW Stormfront Weapon---Airburst warhead that unleashes a Tornado, and an accompanying Summon Storm, both equivalent to the 15th level Elemental Warlock Spells. The MAULER round actually launches 4 smaller warheads in the larger LRM casing.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprootted in one melee round. The tornado will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours

*TW Sphere of Annihilation---The most expensive and devastating of the TW Warheads is the Sphere of Annihilation, that creates a minute quantity of anti-matter, that explodes with a force greater than any nuclear device of comparable size! The MAULER round actually launches 4 smaller warheads in the larger LRM casing.
The warhead does 2d4x100 MD to a point target, plus an additional 4d6x10 MD to a 10 ft radius, and have a +3 on top of targeting system bonuses, to strike their target. The submunitions can be ‘shotgunned’ to spread out over a 1,000 ft arc to spread the joy across a wider front, or can be targeted on one target. All four submunitions going off on one target do 8d4x100 MD, 4d6x10 MD to a 150 ft radius, and 2d4x10 MD out to 300 ft!

*Enhanced EMP Weapon---Developed with the assistance of Kera-Tech scientists, this weapon generates an intense Electro-Magnetic Pulse capable of frying unshielded electronics and disrupting even shielded military systems. Against technological societies, this weapon can cause absolute chaos!
The warhead does 1d4x100 EMP damage(no physical damage) to a 5,000 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.

*Fusion Cluster Weapon---Deploys 11 submunitions that orient in flight to fire a directed blast of plasma at a target---Does 1d4x100+10 MD to a 15 ft blast radius,6d6 MD concussion damage to a 55 ft blast radius.

*Nuclear Warhead---Details of the Paladin Steel nuclear armaments program remain classified, but speculation is that the most likely ‘nuke’ warhead deployed would be a dialable yield 2-10kt weapon. There had been discussion of using an enhanced radiation weapon(‘neutron bomb’) but PS and the GNE have shyed from developing radiological WMDs except for VERY specific purposes(destroying the Infernals is one likely purpose).

Rate of Fire: Volleys of 1-6. If all missiles are salvoed at once, the missiles are typically splayed in their flight paths to produce overlapping radii of destruction.
Payload: 6

PS-LAFV027LAADV---Light Anti-Air Defense Vehicle
(PS-LAFV027 Winsor Light Armored Fighting Vehicle)
****SHHHRRRRAAKKKK****
<“What the hell just happened?!”>
<“We just got painted and took ack-ack fire from at least two points around that hovel we just flew over. Light caliber stuff, but it came thick and really scratched up the paint!”>
<Damn it! We’re not anywhere NEAR any of their major cities! We’re being potshotted by hayseeds!”>
<Hayseeds just popped missiles at us! I’m counting six chasing us, four coming from head on!”>
<“Oh DAMN! COUNTERMEASURES! EVASIVE!”>


Another alternate armament configuration on a PS-made vehicle, this particular one consists of a new turret fitting for the PS-LAFV027 Winsor Light Armored Fighting Vehicle. A new turret mounting a PS-M136 7.62mm Mini-Gun, attendant fire control and cooling systems, and a generous supply of ammunition, was installed atop the standard LAFV027 hull. Two hardpoints for L-SAM launchers were also frequently added to the turrets. These light, inexpensive, air defense units could be distributed in quantity to various outlying communities and positioned along anticipated paths of aerial attack. The light weight of the vehicles means that they can be quickly trucked by various medium- or heavy-transporters to their assignments, while the treaded platforms mean they can be maneuvered into place and their precise deployment positions changed as needed(and also as a security measure)
Interestingly enough, during the Minion War, many LAFV027LAADVs were manned by Smallkin crews on air defense milita duty, and assigned to protecting GNE communities.
Changes/Modifications:
MDC By Location:
AAA Turret 120
Systems of Note:
*IFF(Identify Friend or Foe) Transponder----Identifies transponder-equiped units(aircraft, PA, etc.), preventing “friendly fire” -style casualties. *Radar: 50 mile range. Identify/track 48 targets
*Auto-Defense(“Sentry”) mode: This allows the AD vehicle to be set on automatic semi-autonomous operation, allowing it to automatically fire on any (identified) target body entering its monitored air space. Sentry mode is enabled only when the vehicle is standing still(the system can’t deal with all the conflicting sensor-readings generated when on the move), and typically only in areas where the operators don’t expect to encounter non-IFF tagged friendlies. This aspect of the system has 4 attacks per melee in auto-defense mode.
*Datalink: The AA tank can be linked(by short-range radio telemetry---1 mile maximum range, or more often, fiber-optic hardlink) with other vehicles to share targeting information and form a network. Operationally, this allows AD vehicles to prioritze targets entering their area(so they all don’t fire on the same target when one vehicle will do), or use the highest strike bonuses of one of the vehicles to target one specific intruder(the other vehicles are essentially slaved to the best gunner). Up to 8 AA tracks can be linked in this manner.

Weapons Systems:
1) PS-M136 7.62mm Mini-Gun---Light weight and caliber for an air defense weapon, but it compensates with a high rate of fire and good range.
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: 8,000-rd drum

2)(Optional) L-SAM ‘Black Talon’ Launchers(1-2)---Two eight-shot box launchers for PS’s infamous ‘Black Talon’ L-SAM can be added and tied in to the air search and target acquisition system.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200 ,000 credits per launcher, 10,000 credits per missile



PS-MBT-07BG and PS-MBT-25BG Quad Rail Gun Conversions
(PS-MBT-07 Black Bear and PS-MBT-25 and Von Stueben Main Battle Tanks)
(aka ‘Big Thunda’, ‘Heavy Archers’)

“Darn all if those thundas they brought up didn’t fix the problem with those dern tough alien mechs that were trollin’ our infantry! One-two shots from those quad-cannons and the thug-mechs were fallin’ in pieces. Only problem wuz, when they rolled up, the infantry they wuz close-supportin’ had to fall back aways because those armor-breakers wuz LOUD! Early on, they had to send a whole platoon back out of the line because of serious deafness! Backblast shattered eardrums something bad! Their own gunz were nearly as bad ta us as the enemy!”

The PS-MBT-07BG and PS-MBT-25BG variants were conversions of Black Bear and Von Stueben MBTs under the HEAVY ARCHER Firepower Enhancement Program. HEAVY ARCHER focused mainly on refitting existing tank chassises with the
QRG14PS turret, an unmanned turret mounting no less than FOUR PS-US-RG14PS heavy rail guns, copies of the Glitterboy’s RG-14 ‘Boom Gun’, plus standard ammunition canisters, fire control, and targeting sensors. It was felt that the 50-ton Black Bear and the 95-ton Von Stueben could handle the recoil and shockwaves of FOUR Boom Guns going off simultaneously, and that their larger powerplants could handle the increased load of powering the powerful weapons. Later versions of the QRG14PS were fitted with the RG14PSSXWL, a slightly lighter version based on reports of Triax’s TX-550, saving soem weight, without sacrificing firepower. As predicted, a full four-gun ‘salute’ from the guns could demolish an enemy tank or robot in one shot. HEAVY ARCHER QRG14PS-conversions were expected to make excellent armor-destroyers.
In both cases, conversion required swapping the original turret for the QRG14PS, and moving all crew into a more built-up slightly casemated crew compartment in the main hull, which afforded them added protection and insulation from the sonic side effects of the four Boom Guns going off above them. Though the heavy mass of the tanks was expected to anchor the recoil, both chassisses were modified with quick-deploy ground shock absorbers and pylons.

In general, most crews assigned to the QRG14PS-conversions were not happy with the loss of the generally more versatile array of weapons mounted in the standard turrets. The MBT-07BGs lost all but their hull point defense turrets, but at least had the speed to take advantage of the heavy rail guns to hunt other armored vehicles. Early conversions, however, suffered from power delivery problems, with a full four-gun salvo from all the rail guns standing a good chance of knocking out the tank’s power system for several nerve-wracking minutes. This problem was fixed by installing better surge insulation in the Black Bears, but many crews avoided full-gun salvoes, and paced rate of fire, rather than risk paralyzing themselves.
PS-MBT-25BG crews disliked the loss of their much longer ranged and more versatile 175mm massdriver cannon and medium range missile launcher, though they still retained the short range missile launchers in the hull. The slow speed of the Von Stueben made it disappointing in the armor hunter role, and most crews assigned to the MBT-25BG tended to use their missile launchers as their primary assault weapon, reserving the heavy rail guns for closer self-defense.
QRG14PS-refits were more accepted by new crews that hadn’t any experience with the earlier configurations, but the tanks never acquired the popularity of the more versatile standard types.
Changes/Modifications:
MDC By Location:
Turret MDC: 300
Heavy BoomGuns(4) 180 each
Weapons Systems:
1) Heavy BoomGuns(4)---A quad-array turret replaced the main turret with four heavy rail guns, each supplied with its own ammunition drum. The cannons could be fired in sequence, or simultaneously, with accompanying sonic effects.
Range: 11,000 ft
Damage: 3d6x10 MD per single shot; all four guns firing simultaneously could do 12d6x10 MD!
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum each gun
Cost: 1.9 million credits for the quad turret
-------------
"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 »

AMBER ELK---The Protean Physiology Bio-Mod Package
(PU2 budget of 9 million per operative)

“Hi, I’m Mina, your all-purpose human guinea pig! What will we be testing today? Transform viruses? Muto-rays? Drone-inator machines? Ladygagafication?”
---Mina Allon, AMBER ELK volunteer

“Hmmm...what does the situation call for? Serum-X? Serum-Y? Catalyst Zero? Serum-Z...damn, I’m going to have to restock on -Z, and that’s the expensive stuff.”
---Zarro ‘Multi-Z’ Pentillian, Paladin Steel AMBER ELK Security operative

“Do you supply uniforms with unstable molecule fabric? Because if you don’t, I’m going to need a larger clothing stipend.”
---Aen Parr, AMBER ELK freelancer

“Will you PLEASE quit stealing my rush? You know you gotta take twice as much for the same effect, and I’m paying a hundred creds a cap! Buy your own!”
---Detrich Danser, Headhunter, to an AMBER ELK companion

“Yes, before I came to be senior assistant here at Paladin Labs, I was part of Doctor Distorto’s research team, and I tested his flex-o mega-enzyme! Let me tell you, it was strange figuring out how to walk without bones! And after that I transferred to Alta-Gen where I trialed Major Velocity’s Gold Booster tabs! Since I started working here, I’ve been involved in a number of interesting projects, some of which I can’t tell you about, but I can certainly show you some of our unclassified work here at the Labs! Really incredible science!”
---Mitsi Ayano 37, AMBER ELK aug and Senior Laboratory Assistant, Paladin Labs, deWann BioMedical Center

“Really freaky, working with them ‘Elks’...sounds like some sort of lodge, doesn’t it? Anyway, when we busted up some of the Dethhorn gang...those power-junkies terrorizing the West Side, remember?...the elk assigned to my squad confiscated their stash of power’roids. Made sure forensics and evidence got to go over them first, but scooped them up. Later delivered a report on their effects..I dunno, but I think the guy was using them on himself...I know those augs can handle a lot of stuff in their systems, and I know of a lot of guys who owe their lives to the elks pulling a Popeye and powering up...but confiscating the bad guys’ stash for personal use? I feel like there’s something messed-up WRONG with that sort of thing.”
---Patrolman Vince Ematto, Relic City Police

“DON’T lose track of Marta among the blorgs! We can’t be certain when that spell-transform wears off and she comes back to herself and her own mind, but if she wakes up in the middle of a pack of bloodthirsty wild blorgs, it’s going to get messy! So get ready to move in fast and hard and get her out of there the moment she starts transforming back!”
---Haldren Malley, Team Leader, Outstep Expeditions

Kaltos Blakk didn’t know who hired him and didn’t care; as long as their money was good, he’d do the work. The job required breaking into a corporate biogen lab and securing its contents? Fine, as long as half his fee was paid up front, and the rest on completion, he’d work for the Infernals if the pay was good.
He and his team had managed to bypass the lab’s security via his trademark matter-gating and were in the process of taking the facility’s security personnel from behind when the inner lab doors had opened up and three young women in laboratory biohaz skinsuits had stepped out. He’d been about to have the conveniently self-delivered hostages taken captive when the three women had all simultaneously popped open capped vials and then knocked back what had to be the entire stock of Vitallium-X on the planet...the entire stock he’d been sent to acquire.
Then the women began to glow and CHANGE, and within seconds, three young women had turned into three still-growing powerhouse avatars of elemental violence and Kaltos began to seriously rethink what he did for money....

One of the odder bio-mods that Paladin Steel received as part of the fallout of the subversion of Mad Scientist Scientific Supply(M3S) by the infamous Hoyt Sparks, supposedly as reparations for ‘past indiscretions’ by M3S in ‘perverting’ PS products copied by them. Part of the ‘settlement’ were several hundred lab technicians with both the templates for the bio-mod and proof that it worked. Dubbed AMBER ELK by PS biotechnicians, the bio-mod seems originally meant to create human guinea pigs for various mad science experiments, or at least lab technicians who could perform empirical testing on themselves with little chance of permanent harm.
Cambridge Jungle biotechs, however, have seen potential in aspects of the original bio-mod to create special operatives able to use various mutagens and transformative effects to power up as needed to suit the situation.
AMBER ELK bio-mods have physiologies that are deliberately susceptible to transformative or empowering catalysts and processes. Chemical, radiological, and magical power-ups and transformations, such as venoms, rays, spells, and potions take ready hold on the person.
However, the effect is only temporary; the AMBER ELK possesses a back-up copy of their DNA that reasserts itself after a period of time, reverting the person back to their original state.
AMBER ELKs aren’t completely helpless in their baseline state, however; they have an array of other amplified and endowed abilities engineered into their base state. They also have a phenomenal resistance to poisons and pathogens, making them excellent hazmat workers and field science specialists.
Initially AMBER ELK personnel were limited to working around Paladin Steel’s research facilities(where they are often teamed up with other aug types such as SCHEDULE OSAMU, WHITE FAFNIR, VITAL GAMMA and CLOSE ALPHA), but the bio-mod has also been employed in some spec-ops, especially as PS’s researchers have identified and catalogued(or created) a growing number of ‘catalyst’ substances that can generate transformative effects or endow special powers.
AMBER ELK augs tend to have a reputation for being decidedly crazy, especially those originally recruited and converted by M3S, and later transferred to Paladin Steel service(“Who in their right mind VOLUNTEERS to be medically experimented on?!”). Later converts(especially those with service in special ops in mind) are more driven, but still rather nuts, and obsessive about seeking applicable power-up drugs, potions, spells, and rituals that they can add to their personal arsenal of available transformations. AMBER ELK augs therefore often suffer an unjustified stigma of being drug addicts and substance abusers, seeking some more powerful ‘high’, often attributed to the fact that they don’t have a definite major power ‘weapon’ compared to other high-end bio-mods.


Powers/Abilities:
-Flexible Mutability(Major)
The character has a physiology that’s readily susceptible to induced mutation and transformation, but only via external means, and only for a limited period of time. Like a genetically-standardized laboratory mouse, the character can be altered by mutagenic substances(Serum-X, alien transform venom, zombie-virus, etc.), enhancement drugs(psi-cola, Juicer drugs, etc.), mutagenic processes(mutato-rays, radioactive monkey gland implants, etc.), or transformative powers usable on others(like Petrification, Grant Powers, Forced Evolution, Mutative Assault, etc.). This protean physiology even works in limited fashion with magic transformations.
However, the person’s baseline DNA is effectively safe-stored in the genetic equivalent of a secured hard drive, and will eventually reassert itself, reverting the person back to their original baseline state, shedding the previous transformation. The person can still be re-infected/retransformed by the same process, but their original state of being is effectively backed up, and will reboot in time.
This power only works with DIRECT mutagenic/transformative causes; the superbeing can thus potentially take advantage of an Imbued Hero’s empowering substance, but would gain no benefit from a Crazy Hero’s power-food(which is really only a psychological trigger for the superbeing’s inherent powers).

Duration:
-If the transformative process has a fixed duration, it will last 50% longer than it normally would(reflecting the person’s initial susceptibility), minimum, plus the character’s P.E. in hours if they wish to hang on to the transformed state. Otherwise, they MUST revert back to the baseline state.
-If the transformative process is meant to be permanent, the effect will last only 24 hours before the person reverts to baseline. If the person actually WISHES to extend the duration, they can, for their P.E. in hours, but at the end of that, they MUST revert back to baseline.

This power makes for either a potent superhero who can use a variety of power-ups, or a great laboratory assistant who can test various power-ups.

Bonuses:
*The person CANNOT be permanently transformed beyond their baseline(which may include other super abilities).

*Physiology Healing---While the person may suffer attendant side effects while transformed, any damage incurred by the transformation process taking effect is regenerated when the person reverts back to their baseline(example: a side effect of the zombie-ebola virus is that it takes its victim down to 0 hit points during its incubation, at which point it raises the dead victim as a viral undead; the person with Flexible Mutability will still, if they lose any applicable saves versus disease, suffer damage and become a zombie, but when they revert back, they will regenerate their original HP/SDC).

*Transformation Shield---If the person takes below zero Hit Points in their transformed state, they revert to their original baseline, fully healed. This means, effectively, that they cannot be killed in their transformed state; only in their baseline state.

*Hardened DNA---The person is also effectively immune to mutagenic diseases and chemicals that attack DNA, such as cancer, viruses, and prions, and radiation-induced disorders like radiation sickness.

*Mental Save----If the transformation has mental effects(like Bimbification’s mental downsizing and suggestibility, or a werewolf bite’s descent into bestial behavior), the superbeing gets a save versus psionics at -1 to save versus the mental effects. A successful save means the superbeing retains their mind during the duration of the transformation.

*Magic---Magic transformations(including vampiric conversion) are treated the same as transformative superpowers. If the spell/ritual has NO saving throw and a duration listed, then the duration will be 50% longer than normal. If the transformation has a saving throw, the person will be -2 on their saving throw to resist the initial transformation, but will still be able to revert back later. Bio-wizardry augmentations and implants, including parasites and symbiotes, are expelled from the superbeing’s body within 24 hours.

*Addiction Resistance---AMBER ELK augs are more resistant to the chances and effects of addiction, in part due to the synergism of their various abilities. Their chances of becoming addicted to power enhancement drugs like Psi-Cola, Crash, Rush, and Zip is only about a third of normal, and they recover twice as fast from addiction effects.

Penalties:
*The person cannot be permanently transformed. This can really suck if the person acquires a set of really cool powers they’d like to keep, and cannot keep or find any more of the means they acquired(‘Whattya mean you’re all out of transforma-goo?”). It can suck even more if the person loses their acquired powers when they really need them(“Don’t count me having nullification powers when we go up against Master Menace tomorrow; this is just a passing thing with me.”).

*Side Effects----The person is still susceptible to any side effects, including random ones, that a transformation effect carries. This includes mental effects, so if the zombie virus the person was just infected with turns them into a mindless shambling predator, then they are a mindless shambling predator for the duration of effect before the person’s baseline state reasserts itself.

*Mutagenic Resistance----Also, any subsequent attempt to RE-infect/transform the person via the same means will take twice as long, or twice as much transformative substance to cause the same effect.



-Extraordinary Physical Endurance(Minor)---The AMBER ELK mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. This provides an extra layer of defense against laboratory accidents, and bolsters the recipient for long grinder work sessions.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Immunity to Disease & Illness(Minor)
AMBER ELKs have an aggressive immune system that renders them effectively proof from pathogens. Even though transform viruses may temporarily transform them, the aug is immune to lethal pathogens(in the most extreme cases, this means the aug may lapse into a temporary coma, but will quickly and fully recover). This also protects against magically- and psionically-induced maladies, radiation sickness, and Bio-Manipulation attacks.

-Physical Transformation---The recipient of an AMBER ELK aug is physically optimized; they are icons of glowing good health. Because SCIENCE is glamorous! +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.


-Hypnotic Brain Conditioning----Because of the need to keep a level head during strenuous laboratory experiments and to keep scientific secrets out of the wrong hands, AMBER ELKs receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Bio-Sensors---A product of the MIT Forest’s bio-techs, these are special techno-organs that enhance the aug’s senses. As these are actually part of the recipient’s biology, they will transform with them.
@ Motion Detector----Constant awareness of their environment and motion around them in a 10 ft radius. +1 to parry and dodge.
@ Radiation Detector----The aug will become immediately aware of any rises in radiation in a 50 ft area around them
@ Thermal Imaging---The aug can ‘see’ or otherwise sense hotspots in their environment
@ Clock Calendar---The aug is aware of the time and date to a superhuman degree. This is especially useful if the test subject is recording the effects of an experiment; “At 3:45.017 I began feeling shivers , and observed my fingernails glowing blue...”.

Total bonuses:
Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience, +combined SDC/Hit Points.
+2d6 Hit Points
+4d6 SDC
+1 APM,
+2 on initiative
+1 to parry
+1 dodge
+1d6 to P.S., plus it is considered to be Extraordinary
+1d6+1d4+5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+8 save versus Horror Factor
+1 save versus poison
Immune to disease
+5 save vs mind control
+4 save vs illusions
+2 save vs all other psionic attacks.
Impervious to Possession.
-------------
"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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More Vehicle Alternate Configurations:

PS- PS-MBT-07L Configuration Laser Tank

(PS-MBT-07 Black Bear Main Battle Tank)
(aka ‘Slasher’, ‘Slayzer’)

“Nazis....@$&&$ing super-nazis. Well, this is what I got to say to you; EAT BLAZING HOT PHOTONIC DEATH!!!!”

Another experiment in maximizing the firepower of existing AFVs is the PS-MBT-07L, based on the PS-MBT-07 crawler tank. Even the tough Black Bear’s medium chassis fairly staggers under the encumberance of the large box-turret holding no less than sixteen heavy pulse laser-tubes and a dedicated power generator.
The MBT-07L can deliver a devastating blast of photonic fury on target, able to vaporize even Glitterboys in two or three volleys, but even the heavy heat exchangers integrated into the turret can be taxed by constant firing. The tank tends to run hot, its thermal plume from sustained firing painting itself for enemy thermal sensors. Compared to standard tank projectile cannons, the lasers are short range, requiring the tank to have to run up to effective range to engage enemy forces.
The MBT-07L was considered too cumbersome for frontline service during the Minion War, and too expensive to deploy en masse, but it has found some use with garrison forces and seige troops. As part of a defensive poistion, it is often hooked up to external coolant systems, allowing it to maintain a constant fire on an enemy.
Changes/Modifications:
MDC By Location:
Laser Turret 300
Systems of Note:
*Secondary Powerplant---The MBT-07L mounts a second nuclear powerplant in the turret-box, dedicated to powering the multiple lasers. The powerplant has an effective lifespan of only 5 years before needing refueling/replacing, but by that time Paladin Steel figures that they’ll have a better idea if the configuration is worth continuing. If the turret power system is knocked out, the chassis main powerplant can only power the lasers for 10 single shots per melee, or 1 full barrage every 2 melees.
Weapons Systems:
1) PSMBL-5000B Medium Pulse Lasers(16)----PS-made copies of the Japanese M-BiLar AT-5000.
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast per tube. All sixteen lasers firing at once in full pulse mode do 16d6x10 MD(!)
Rate of Fire: ECHH
Payload: Effectively Unlimited
However, for every ten consequetive full pulse barrages, there is a cumulative 10% chance of the system overheating and automatically shutting down into cooldown mode, lasting 1d6 minutes. This chance can be prevented by firing only HALF the tubes at a time or between barrages, allowing the other eight tubes to cool down, or by the attachment of an external coolant supply, such as an accompanying coolant carrier or static poistion support hookup.
Cost: 4.4 million credits for the turret

PS-GEV-MMBT-20XL X-Ray Laser Hovertank
(GEV-MMBT-20 Chandar Hovertank)

“The Chandar-Ex-el won’t put you out of the range of the FreeQuees’ boomguns, but it WILL open up the distance more. And the x-ray zappers do a right nice job blasting through that fancy glitterchrome. No, the FreeQuees would do well to remember their place and stay behind the truce line if they know what’s good for them.”

This variant of the Chandar hovertank replaces the main turret armament with a triple-mounting of PSMBL-5000B Medium Pulse Lasers, trading the raw pulse fire damage potential of the RFL-40 Slayer Quad-cannon for a fifty-percent increase in weapons’ range. The Chandar also upgrades the lasers to the -5000BXL X-Ray laser variants, giving the weapons superior penetration against laser ablative and reflective armors. This allows the hovertank to remain out of range of enemy counterfire, while still delivering a serious punch.
The GEV-MMBT-20XL has proven very popular with crews, who don’t mind the downgrade in damage-on-target, as long as they can snipe at opponents from the relative safety of long range.
Changes/Modifications:
MDC By Location:
Laser Turret 250
Weapons Systems:
1) PSMBL-5000BXL Medium Pulse Lasers(3)----PS-made copies of the Japanese M-BiLar AT-5000, further modified to fire in the X-ray spectrum, bypassing most laser-reflective armor types.
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast per tube. All three lasers firing at once in full pulse mode do 3d6x10 MD; laser resistant armor does NOT apply to stopping x-ray lasers.
Rate of Fire: ECHH
Payload: Effectively Unlimited
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Paladin Steel TW ‘Fraunkensteen’ Lab Coat
(aka ‘Halfer Jacket’, ‘Demento Protecto’)

“Ah! My beautiful lab assistant here shall...oh my...My dear, are you wearing ANYTHING under that lab coat?”
“Do I have to?”
“Ah....er...aumm...no, as long as you stay behind the yellow line on the floor! This is SCIENCE!!! Now, where was I...hey, eyes on ME, cookie! Not on my assistant’s legs! You’re all about to behold SCIENCE at work!!!”

The ‘Fraunkensteen’ is a partial suit body armor garment that has been enhanced through the use of TechnoWizardry and advanced(no, make that MAD) science (say it again, with feeling! SCIENCE!) with better protections.
The Fraunkensteen resembles a trenchcoat-length white lab coat, but is actually composed of a fine multi-layer weave of megadamage fibers and integrated Ectofiber. Advanced formula M-Nomex fibers wick away heat, while multiple chemical resistant layerings protect against acid, toxin, and radiation penetration. The Ectofiber harness also allows for several integrated perma-state magic spells, further increasing resistance to various laboratory hazards.
The sleeves can be quickly sealed by gloves or gauntlets, though unless specially modified(see Options), it is not considered to be Environmental Body Armor. It can be worn over Skinsuits and other close-fitting body armor garments.
The Fraunkensteen is a favorite, despite its expensive cost, with Crazies , Technowizards, Alchemists, BodyFixers, and Rogue Scientists. It is extremely common among Paladin Steel engineers and researchers. It is also a favorite among AMBER ELK bio-mods, many of who work in laboratory R&D.

Weight: 8 lbs
M.D.C. by Location:
Arms 45 each
Main Body 60
Mobility: Good; -5% to climb, and -10% to prowl, swim, and perform acrobatics.
Special Features:
*Stain Resistant Fabric---Sheds dirt, dust, stains, blood and chemical spatter.
*Pull-up Filter Mask----The collar lapels can be pulled up and around to form a face-covering filtration mask.
*Multiple Pockets w/ Air/Water-tight sealing---Plenty of pocket space for notebooks, tools, instruments, and sandwiches(the pockets can lined with thermos-like heat reflective/retaining silvering for an extra 200 credits...perfect for keeping that hot wrap hot or that cold soda cold).
*Electrical Insulation---Protects against electrical shock; tazers and SDC electrical damage do NOTHING, and MDC electrical blasts do HALF damage.
*Radiation Protection---Shields against everything up to a full-on contact reactor meltdown.
*Heat Resistance--- Heat and fire do HALF damage, thanks to special heat-wicking fibers in the fabric .
*Resistance to Energy---MDC ion, particle beam, and electrical attacks/damage do HALF damage, thanks to a magnetic field generated by special fibers woven into the fabric.
*Implosion Neutralizer---Reduce damage done to the wearer from explosions by HALF.
Cost: 98,000 credits

Options:
*Reinforcing Plates---Pockets throughout the coat can be fitted with slide-in armor plates that offer additional protection up to 30 MDC(but add +10 lbs).Cost: 5,000 credits

*Hood---A pull-up-and-over hood can be added, giving the head some light protection(25 MDC). Cost: 1,000 credits

*Fulll Scrubs---For DOUBLE the baseline cost, the Fraunkensteen can be modifed into a full set of coveralls complete with pants and booties. Each leg has an MDC of 45.

*Spell Amulet---The integral Ectofiber threads makes addition of a PPE spell amulet and protective spells that much easier and lower cost(both monetary and PPE).
Comes with a 100 PPE battery and the following integrated spells:
-Breath Without Air(3)---30 minute duration
-Impervious to Poison(3)---30 minute duration
-Cleanse(3)---Scours the surface of the coat clean of contaminants, stains, and parasites.
-Impervious to Energy(10)---20 minute duration
Cost: 90,000 credits
Note: Additional spells can be incorporated into the coat at extra cost. Favorites include:
-Armor of Ithan(5)
-Energy Field(5)---60 MDC
-Negate Poison/Toxins(3)
-Repel Animals(4) ---Always good for driving off escaped lab animals or parasites.
-Wind Rush/Breeze(10)---This is used to blow airborne toxins away from the immediate area of the jacket wearer.

*Safety Cocoon---In an emergency, this feature envelopes the wearer in a full-body EBA bag that keeps the person safe from environmental hazards, albeit at the loss of mobility(ideally, better equipped personnel will be able to deal with the danger or pull the incapacitated/cocooned wearer to safety before the cocoon reaches its limit). Life support duration of 24 hours. It also DOUBLES the remaining MDC of the jacket at the time of activation.
Cost: 90,000 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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abtex
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Re: Paladin Steel Storefront

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Found this text into your creation:

taalismn wrote:CORAL SNOW Adjutant, Sidekick and Servant Bio-Mod
(PU2 budget of 10 million per operative)


“....and selling killer robot furniture home security systems...”

Have you already 'Did That' and I forgot or is it a 'To Do' item?
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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Am tired so the best I say nice work, Like the "TW ‘Fraunkensteen’ Lab Coat".
What GNE show is "You’re all about to behold SCIENCE at work!!!” being done on? Are is there one?
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:Am tired so the best I say nice work, Like the "TW ‘Fraunkensteen’ Lab Coat".
What GNE show is "You’re all about to behold SCIENCE at work!!!” being done on? Are is there one?



The GNE has Public Television; it's everything from basic education like 'Twilight Zone Street' to documentaries like 'How I Almost Took Over the World(Not This one)", and public access programming like "The Amazing Gl#z)) Siblings".
-------------
"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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*PILOT---Pilot InteLligence Operating Technology

<<“Sorry to interrupt your activities, but crew command input is required. Radar indicates we are approaching a substantial storm cell with lightning detected. Our current course will take us directly through the storm cell. Shall we divert above or around it?”>>

After turning out so many aerial drone systems, it only stands to reason that Paladin Steel would develop a general piloting automation system for application to a variety of aerial platforms.
Described as the ‘ultimate autopilot’, the PILOT system can autonomously pilot aircraft, but caution is advised. The system works best in low-threat areas with a comprehensive air traffic control system. On Rifts Earth, where anything beyond local air traffic control is virtually nonexistent, weather prediction also hit and miss, and pilots must keep eyes and other sensors constantly peeled for aerial attack and anomalous weather, the PILOT system has its share of problems. Where it can tie into an automated network with GPS and constant sensor-lock, it performs more smoothly. Again, as with any drone system, buyer/operators are advised to keep a close eye on operations, and be ready to interject some living skill into the system when needed.
The PILOT system requires a much more extensive sensory suite to be installed aboard the aircraft it is to pilot. Thus PILOT tends to be rather more expensive and more difficult to fit to existing aircraft.
As with the DRIVER and SAILOR system, Paladin Steel has looked into the PILOT system to automate aerial supply runs, especially in areas where hostile activity make manned flights dangerous.

Type: PS-PILOT-03

Class: Pilot InteLligence Operating Technology

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 100-200 lbs at best to the vehicle.

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
*Radar
*Wind Sensor
*Voice Synthesizer---The PILOT’s voice can be selected by the buyer. A variety of preselected speech-pattern packages are available, the most popular being ‘Obedient Robot’, ‘Sexy Steward/dess, ‘Grizzled Air Ace’, and ‘Co-Pilot Angel’.

Programming:
*Pilot Air Vehicles----3 Air Vehicles of choice; typically Airplane, Helicopter, and Jet Aircraft , all at 84%.

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

*Communications---Radio:Basic 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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

His Back!!!! What did you Bring us??
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:His Back!!!! What did you Bring us??



RL work has me playing catch-up, but I got a few ideas and hopefully the energy to finish up a lot of older WIPs that have been lingering on the backburners for far too long. I'm still catching up to my e-mail after six days away from the 'net. Rather nice slugging out on a porch(though horribly humid; it's nice to be back in AC, or at least where I can get a big fan going). :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Shorty Lickens
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Re: Paladin Steel Storefront

Unread post by Shorty Lickens »

Intelligent Logistical Operating Technology.
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shorty Lickens wrote:Intelligent Logistical Operating Technology.


ILOT?
I may be missing something here....a letter here to make a more memorable acronym?
-------------
"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 »

Shorty Lickens wrote:Intelligent Logistical Operating Technology.

Expend on please.

Google refer to - "Intelligent Logistics Operations Technology"
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:
Shorty Lickens wrote:Intelligent Logistical Operating Technology.

Expend on please.

Google refer to - "Intelligent Logistics Operations Technology"


No Google hits for it. Still scratching my head.
-------------
"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 »

island translation English, French = ILOT
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

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Paladin Steel C-260 “Starling” Multipurpose VTOL Aerodyne

“The Starling’s in the same class as the Firestar; a small VTOL jet with multiple roles, but the Starling’s rather more rugged; a packhorse compared to a quarterhorse. And packhorses can carry some fairly heavy artillery.”

“No wonder Paladin Steel was interested in the old Model 260; it gives them not just a single vehicle, but a SYSTEM, with multiple options, cross-platform compatibility, streamlined logistics, and enough versatility to quickly customize and fill any gaps they missed with previous vehicles. It’s also fairly inexpensive, but reliable and capable enough that just about everybody, from private security firms to big militaries, will find a use for them. The original design was just a few centuries too early to gain acceptance and full potential, but now? It’s a foregone conclusion you’ll see PS deploying or selling these birds across the megaverse.”

“Hot scramble, boys and girls! SpaceForce took out the big invaders, but we’ve got multiple smaller boogies inbound! Looks like the motherships got part of their invasion force off before they got zeked! We got landers incoming! We’re scrambling EVERYTHING that can fly and carry a weapon to meet them! If we can’t blast them in-atmo, we’ll strafe ‘em on the ground before they can get organized! We buy time for the civilians to evacuate and the ground pounders to roll! A-G, props, jets, balloons, we GO!”

Despite having several forms of antigravity propulsion now available to them, as well as wide variety of existing designs, PS continues to produce designs utilizing older technology. Part of this is due the fact, thanks to their experiences with the OutStep Dimensional Network program, that some universes, due to their local physical laws, prohibit certain technologies from working in them. Another is PS/GNE’s ‘combined arms’ approach to technology and product selection; PS/GNE doesn’t want to rely on any one technology for its national security or economic well-being, should that tech prove vulnerable or an economic tread render it no longer desirable. Yet another factor is export and subcontracting; PS often sells to peoples and organizations, or reinforces alliances and sweetens trade deals by licensing production to its allies, some of whom are not yet at the same level of technology as PS/GNE. Ducted-fan and turbojet technology is just one such ‘older’ technology that PS continues to produce designs for. Ever looking to diversify its stable of multi-role utility craft, Paladin Steel has now added, alongside such aircraft as the Vanstar, the Skimmer, and the .
PS decided to base the C-260 on an unrealized pre-Rifts design, the McDonnell Douglas Model 260, advanced studies for which were made of a multi-role ‘family’ of light VTOL aircraft that could be used for military strike, recon, interdiction, and light transport. The changing needs of the U.S. military and politics axed the Model 260, but parts of the program would surface from time to time in the Golden Age, when lighter, stronger materials, better powerplants, and other technological advancements made VTOL systems more reliable and affordable. PS was immediately intrigued and attracted to the modularity and multipurpose design of the Model 260 and used it as the basis of their C-260 ‘Starling’.
The basic C-260 is a short-fuselage aircraft with slightly swept back wings, two large engine nacelles at the rear wing roots, and a high T-tail. The aircraft is fitted with retractable tricycle landing gear. VTOL is provided by three underside lift thrusters, one in the nose and one under each wing. The C-260 can be powered by a variety of powerplant options, including liquid fuel or nuclear(as well, of course, as Technowizardry), depending on customer/operator needs, preferences, and resources. The C-260 is fairly well-armored with lightweight aerospace megadamage composites, and it carries a variety of modular weapons modules integrated into it, and ordnance hardpoints slung underneath.
Since its introduction, the C-260 is becoming increasingly common in the service of Greater New England, replacing the more fragile Gyrefalcon in many air militia units, outfitting many air-service Irregular forces, and being a very visible presence with convoy escort units and corporate security forces. Their VTOL capabilities make them popular with naval forces, being able to operate off large ship decks and carrier conversions; several variants are specifically designed with naval operations and coastal command in mind.

Type: PS-C-260 Starling
Class: Multipurpose VTOL Aerodyne
Crew: Depending on the variant, 2-4
MDC/Armor by Location:
Main Body 220
Reinforced Cockpit 80
Wings(2) 100 each
Engines(2) 90 each
Tail 100
Height: 17 ft
Width: 41.1 ft wingspan. Wings can fold so as to reduce stowage size to 20.3 ft
Length: 48.4 ft
Weight: 33,000 lbs fully loaded/fueled, 30,000 lbs empty
Cargo: Varies by variant. Enough space in the crew compartment for two survival packs, side arms, and a few small personal possessions
Powerplant: Liquid Fuel (400 mile range), or nuclear(w/ 10 year energy life)
Speed: Hover to 600 MPH, Max. Altitude 51,000 ft
Market Cost: 7 million for liquid fuel, 9 million credits for nuclear
Systems of Note:
Standard Aircraft Systems:
Radio---100 mile range
Radar---90 mile range, track/ID up to 50 targets simultaneously
Laser targeting system(+1 to strike w/ ranged weaponry) 6000 ft range
Life Support System---Independent life support for up to 8 hours. Air filtration is standard.
Ejection Seats---Provides a quick escape if punching out is the only option
Weapons Systems: None standard
1)Undernose Hardpoint(1)---A modular pallete-pack can be fitted under the nose with the following possible configurations:
a) 7.62mm Machine Guns(2)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrack and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt
Cost: 8,000 credits

b) .50 caliber Machine Guns(2)
Range: 9,000 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 backtrack and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 9,000 credits

c) 20mm AutoCannon
Range: 5,000 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 PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(20mm PSX-2)4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: Standard.
Payload: 180 rds per gun
Cost: 40,000 credits

d) 30mm Autocannon
Range: 7,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 100 rds
Cost: 40,000 credits

e) Pulse Laser Cannon(2)
Range: 4,000 ft
Damage: 3d6 MD per single cannon burst, 6d6 MD for double simultaneous blasts
Rate of Fire: EPCHH
Payload: 500 blast battery capacity. Unlimited for nuclear powered models
Cost: 22,000 credits per cannon

f) Ion Cannon
Range: 3,000 ft
Damage: 4d6 MD single shot, 6d6 MD for double simultaneous blasts
Rate of Fire: EPCHH
Payload: 800 shot battery. Unlimited if nuclear powered
Cost: 22,000 credits per cannon

g) Particle Beamer
Range: 3,000 ft
Damage: 1d6x10+20 MD per shot
Rate of Fire: EPCHH
Payload: 400 shot battery. Unlimited if nuclear powered
Cost: 95,000 credits per cannon


2) Underwing Hardpoints(4)
a) Mini-Missiles---19 shot pod
b) Short Range Missiles--- per hardpoint
c) Medium Range Missiles---1 per hardpoint
d) Bombs-----The innermost two hardpoints can accommodate 1,000 lbs of ordnance, while the outermost can carry up to 3,000 lbs
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
e) Droptank---On liquid-fueled models, the outermost hardpoints are plumbed for fuel tanks. If used to carry droptanks, each hardpoint can hold a 370-gallon disposable tank. Used in concert, these tanks can extend range by as much as 50%

f) PS-M136 7.62mm Minigun
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

g) 20mm Cannon Pod
Range: 4,000 ft
Damage: 4d4 MD single shot (2 ft blast radius)
1d4x10 MD per 5 rd burst (2.5 feet blast radius)
2d4x10 MD(3 feet blast radius) per 10 rd burst(but -1 to strike)
4d6x10 MD(6 feet blast radius) for a 40 rd burst ( -2 to strike)
Rate of Fire: EPCHH
Payload: 460 rd drum
Cost: 60,000 credits

h) Laser Cannon Pod
Range:4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: EPCHH
Payload: 200 shot battery if conventionally powered, Effectively Unlimited if nuclear
Cost: 80,000 credits

i) Ion Cannon Pod
Range: 3,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: 150 shot battery if conventionally powered, Effectively Unlimited if nuclear
Cost: 80,000 credits

j) Sprayer Pod
Range: Depending on wind and altitude, the helicopter can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 100 gallons
Cost: 10,000 credits

k) Chaff/Flare Pod
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,000 credits per launcher; additional flare/chaff bundles cost 200 credits each

l) ECM Module---Electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike). Mounting additional pods does NOT increase bonuses or range, but only adds system redundancy.

m) Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Mounting additional pods does NOT increase bonuses or range, but only adds system redundancy.



3) Underbody Hardpoint(1)---A centerline hardpoint can accommodate up to 3,575 lbs of stores.
a) Droptank---On liquid-fueled models, the centerline hardpoint is plumbed for a 450-gallon disposable droptank. The Drop Tank can extend the,VTOL’s range by 25%.
Cost: 9,000 credits

b) Cargo Pod----Can hold up to 2,800 lbs of cargo. The pod can be made air-droppable with retarding fins and parachute.
Cost: 4,200 credits

c) Sensor Mount---Specialized sensor pods can be mounted

d) Bomb---Freefall /’smart’ bomb of up to 2,000 lbs weight.

e) ECM Pod---same as the afore- mentioned ECM system

Variants:
*C-260AEW---Airborne Early Warning and electronic surveillance aircraft, similar to the earlier Hawkeye conversion of the Starfire VTOl(in fact the C-260AEW uses the same electronics components as the Hawkeye) with a similar mounting of a dorsal radome atop the vertical stabilizer. The C-260AEW carries a four man crew and updated software systems. The centerline underbody hardpoint is NOT available to this variant.
MDC:
100 MDC for the Radome
Weapons Systems/Modifications:
*Advanced Long-Range Radar---This system is sensitive enough to detect large flying creatures, like gargoyles and dragons, and low-flying air vehicles like tree-skimming hovercraft and cruise missiles.
The radar system can also detect other radar systems with 98% certainty, as well as analyze their emission pattern, and backtrack to their point of origin(80%). Range: 120 mile radius
*Advanced ELINT Recorders----Monitor all wavebands for enemy radar/sensor activity, records it, and provides identification/analysis of known wavelengths/communications patterns. Can also been set to trigger an alarm if a particular pattern is picked up again.
*Long Range Radar /Radio Jamming---Range: 75 mile radius
*Sensor Jamming---If caught by an enemy search/target-lock radar, either from a manned position or a missile, the C-260AEW can attempt to break the lock. In the case of missiles, the ecmtechs can attempt to take over the missiles’ systems and divert them away.
Penalties: Reduce maximum speed to 540 MPH. If using a liquid-fuel drive, reduce range by 20%. No bonus to dodge
Cost: +3.5 million credits

*C-260ASW---Anti-Submarine Warfare variant, distinguished by a slightly longer(+4 ft) nose for a downward-oriented surface search radar.
*Tail Magnetic Anomaly Detector Boom---Extends the length of the aircraft to 91 ft.
This is used to detect and track surface and submarine vessels by their magnetic field. Less effective at detecting nonmetallic vessels and organics. Range: 5 miles, and has a 70% chance of detecting submerged vessels( -20% for nonmetallic artificial objects, and no chance of detecting organics).

*Ventral Radome---A radome can be added to the underside of the aircraft, to deploy a powerful ground/search radar, with look-down capabilities and ground-clutter-filtering software routines. Perfect for detecting ships and sea-skimming objects. Range: 50 miles.
a) Depth Charges/Bombs---Each underwing hardpoint can hold depth charges, similar in weight and performance to freefall bombs.
b) Torpedoes---2 short range or 1 medium range torpedo per hardpoint.
c) Mini-Missiles----19 shot pod per hardpoint
d) Short Range Missiles---- 5-shot box per hardpoint
e) Medium Range Missiles--- 1 per hardpoint
f)Harpoon III Missiles--- Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Payload: 1 per hardpoint

*C-260SAR---Search and Rescue variant with a rear compartment outfitted to carry a five man rescue team(or just 5 passengers). A floor hatch opens downward and allows for the deployment of a rescue winch and jungle penetrator device. The centerline underbody hardpoint is NOT available to this variant.

*C-260SURV---The SURV variant is similar to the AEW version in that the aircraft mounts a disc-shaped sensor dome, only in this case on the UNDERSIDE of the aircraft. This has necessitated longer landing gear for ground clearance. The centerline underbody hardpoint is NOT available to this variant. The SURV has a +10% to Read Sensory Instrument rolls for detecting ground-based or ground-hugging targets due to the positioning of the sensor dome.

*C-260TW----TechnoWizardry-powered variant, with integral Ley Line Booster.
-Ley Line Flier---Can fly just about forever on a ley line
-Ley Line Booster---Double speed on a ley line
-------------
"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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Shorty Lickens
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Re: Paladin Steel Storefront

Unread post by Shorty Lickens »

Sorry, I wasnt clear enough.

Pilot Intelligent Logistical Operating Technology.

P.I.L.O.T.

I thought you guys would pick up on that.
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shorty Lickens wrote:Sorry, I wasnt clear enough.

Pilot Intelligent Logistical Operating Technology.

P.I.L.O.T.

I thought you guys would pick up on that.


Us? Brain of nuetronium....

Logistics suggests an inventory or supply-order system and though the PILOT system is often used to fly drone cargo aircraft, but that isn't its primary and only function, so I'm sticking with the simpler as-is form.
Thanks for the effort, however.
-------------
"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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Shorty Lickens
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Re: Paladin Steel Storefront

Unread post by Shorty Lickens »

Programming logistics. Proper order and arrangement of commands. A vehicle or robot vehicle AI would have to prioritize.

Well, actually, thats kind of reaching.

Nevermind.
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel C-261 ‘Catbird’ Multipurpose VTOL Aerodyne

“Saddle up your bouncers, sergeant, we got a call of a possible home invasion and ET abduction going down in a civvie-housing development. We’re going in hot, and assuming enemy air assets, so we’re dropping you aways hopefully out of their weapons range if they see us coming. You’ll have to hike the rest of the way in, but we’ll have a better idea, one way of another, of whether you’ll be facing air cover.”
---Captain Jack Christopher, pilot, C-261, Ready Reaction Force Deployer, Paladin Steel Security Services, responding to a call in their contract area.

The C-261 is a slightly upscaled version of the C-260, with longer fuselage, configured as a small transport jet. The wings, engines, and tail assembly remain the same, but the main fuselage is longer, and sports a rear cargo hatch. The C-261 is not intended for front-line combat, though it does mount two gun turrets for point defense, and two underwing hardpoints, identical to the C-260’s.
Because of the shared commonality of parts, the C-261 is often bought and deployed alongside the smaller C-260, serving as transport for combined arms companies or air national guard units. As with the C-260, the C-261 is becoming increasingly common in GNE territories, both as a civil and military transport.

Type: PS-C-261
Class: Multipurpose VTOL Aerodyne
Crew: 2, + 1-24 passengers
MDC/Armor by Location:
Main Body 290
Reinforced Cockpit 80
Wings(2) 100 each
Engines(2) 90 each
Tail 100
Height: 22 ft at tail
Width: 48 ft
Length: 56 ft
Weight: 45,000 lbs
Cargo: Can carry 9,000 lbs of cargo.
Powerplant: Liquid Fuel (400 mile range), or nuclear(w/ 10 year energy life)
Speed: Hover to 550 MPH, Max. Altitude 51,000 ft
Market Cost: 7.8 million for liquid fuel, 9.9 million credits for nuclear
Systems of Note:
Standard Aircraft Systems:
Radio---100 mile range
Radar---90 mile range, track/ID up to 50 targets simultaneously
Laser targeting system(+1 to strike w/ ranged weaponry) 6000 ft range
Life Support System---Independent life support for up to 8 hours. Air filtration is standard.
Ejection Seats---Provides a quick escape if punching out is the only option

Weapons Systems:
None standard, but has provision to be fitted with a remote-control nose and tail turret system. The C-261 can also be fitted with two underwing hardpoints identical to those carried by the C-260.
*Nose/Tail Guns: Each mount can be fitted with ONE of the following:
a)PS-M136 7.62mm Minigun
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

b)Pulse Laser
Range:4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: EPCHH
Payload: 400 shot battery if conventionally powered, Effectively Unlimited if nuclear
Cost: 80,000 credits


c) Ion Pulse Cannon
Range: 3,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: 150 shot battery if conventionally powered, Effectively Unlimited if nuclear
Cost: 80,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by abtex »

Shorty Lickens wrote:Programming logistics. Proper order and arrangement of commands. A vehicle or robot vehicle AI would have to prioritize.

Well, actually, thats kind of reaching.

Nevermind.

What thoughts did you have using PILOT?
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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Shorty Lickens
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Re: Paladin Steel Storefront

Unread post by Shorty Lickens »

All the L words you could possibly want:


http://adjectivesstarting.com/with-l/
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shorty Lickens wrote:All the L words you could possibly want:


http://adjectivesstarting.com/with-l/



Thanks. If I ever need to work 'lumbosacral' into an acronym, I'll know who to credit.
-------------
"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
abe
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Re: Paladin Steel Storefront

Unread post by abe »

Maybe you could put down some cyborg chow or mres?
howdey folks!!!!!!!!
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Our cyborgs run on beer and the tears of other's shattered dreams.
-------------
"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
Shorty Lickens
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Re: Paladin Steel Storefront

Unread post by Shorty Lickens »

Who feeds on the lamentations of the women?
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shorty Lickens wrote:Who feeds on the lamentations of the women?


Conan the Rotarian, of course.
-------------
"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 »

ASTROS----AeroSpace Technology Robot Operations System
<<“Have calculated an optimal Hohlman Transfer Orbit to the nearest lifeworld, with best implementation possible within the next forty-three minutes.. Long range sensors detect no appreciable masses to pose navigational threats to the current course projections. Estimated travel time is 18 months, 15 days, fourteen hours, and eighteen minutes before safe parking orbit is established. This is well within safety parameters of the onboard emergency life support and hibernaculum systems. Implement navigation plan? Yes? No?”>>

The space-based version of the SAILOR, PILOT, and DRIVER systems. The CPU system and associated sensors can be plugged into an existing vessel or integrated into new construction as standard equipment. The ASTROS is limited to non-FTL spacecraft, and is not recommended for military spacecraft or larger vessels above light transport-class.
ASTROS is typically used for automated deep space systems such as scientific probe satellites, automated ‘slowtugs’, and emergency systems such as lifeboats. The equipment is occasionally used as a ‘cruise control’ for spacefighters during training or non-combat operations, and as tutorial backup on larger transport vessels. ASTROS works best in well-beaconed or well-charted regions of space with comprehensive navigational charts and fixes available, ideally controlled space with a well-established local airspace control. The programming can be expanded to cover transatmospheric vehicles, allowing for seamless transitions for shuttlecraft and transports between air and space, without having to maintain and switch between two separate systems.
ASTROS comes with a basic suite of sensors, but it is best connected to the ship’s own sensors and communications systems.

Type: PS-ASTROS-04

Class: AeroSpace Technology Robot Operations System

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 200-500 lbs at best to the vehicle.

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: 390,000 credits for basic system

Systems of Note:
*Basic Robot Optical
*Basic Robot Audio
*Radio Receiver---Typically tuned to pick up local navigational beacons.
*Motion Detector---Actually a gravitic position sensor that detects gravity waves. Not as sophisticated as more powerful scientific charting instruments, but still able to detect large nearby gravity sources and general gravitic strength.
*Radar---A basic radar set is included, if the host vehicle lacks a set. In atmosphere, range is generally 50 miles, while in space that range is 50,000 miles.
*Star Tracker----Basic optical mount based on aviation celestial navigation systems that uses sensitive optics to fix on key stars in the local starscape and track on them to determine position.
*Wind/Atmosphere Sensor-- Combination of pitot tube-style sensor vents and close-range microwave radar to sample the local atmosphere to determine density and the host vehicle’s relative altitude and speed.
*Voice Synthesizer---The ASTROS’s voice can be selected by the buyer. A variety of preselected speech-pattern packages are available, the most popular being ‘Obedient Robot’, ‘Sexy Steward/dess, ‘Grizzled Space Ace’, and ‘Co-Pilot Angel’.

Programming:
*Pilot Space Vehicles----3 Aerospace Vehicles of choice; typically Pilot Space Shuttle, Small Spacecraft, and Solar Yacht , all at 84%.

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

*Communications---Radio:Basic 94%

*Mechanical---Spaceship Mechanics 80% (Diagnostics and recommended repair methods only; the system cannot affect repairs itself)

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) Electrical(Basic), Pilot(Aircraft) 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

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Paladin Steel/Aegis Stellar Industries Windfola-class Corvette
(aka ‘Star-Bat’, ‘Spindlies’, ‘Missile-Pony’)

“Looks like the Exiles are playing another round of picking off our automated factory satellites and claiming them as ‘salvage’. Before they went silent, though, the last three managed to get off footage of their attackers and it looks like the same bunch; one medium transport and about a half-dozen Beetles. All those fighters are obvious overkill, because you don’t need that many for taking over an automated ore-processor, so it’s a show of force in case we showed up to slap them. Assume another half-dozen aboard the transport, and a second vessel out of sensor range as well for back-up, because they might be looking to rebuff us in force after our last spat. That leaves our two Sunchasers outgunned, but CompSec sent the Seventh Aero around to check on us, and they brought four Windfolas to play with. Maybe if they see how we react to chicken-stealers, the Exiles will forgo a pitched battle and go bother somebody else. If not, well, Commander Ryolin assures me the ‘Bats’ are perfectly willing and able to eat some ‘beetles’.”

“Fully loaded up with ordnance, Windfolas can carry a simply OBSCENE amount of missile weaponry. The gobs on bigger ships are always trout-smacked when they learn just how many missiles or god-rods our little ships can carry; that’s why we call them ‘missile-ponies’. And we can deliver on the run...a real FAST run. Of course, the downside is that we got ‘jack for armor, so we can’t stay and slug it out on a fight or go deep unless we got an unobstructed line of retreat to zip out after we’ve flushed our tubes. I’ve seen spindlies fetch up against minefields and defenses-in-depth and get cut apart trying to launch in-close volleys.”

The Windfola class is a new design from Paladin Steel(also known as Aegis Stellar Industries in the Three Galaxies) for a light, fast, multipurpose spacecraft that can be used for military, courier, and(though not advertised as such) smuggling purposes. In many ways, the Windfola can be considered to be a larger patrol ship, or more versatile courier/scout platform.
The Windfola departs from the conservative boxy or cylindrical configurations of previous ASI designs, possibly indicating increased confidence and a willingness to try more radical concepts. The Windfola is a broad flying wing, with a prominent teardrop -shaped main fuselage, and two slightly smaller outrigger teardrop-shaped nacelles at the ends of the wingspan. The ship is extremely streamlined and is fully capable of maneuvering in an atmosphere. Internally, the main hull holds the main CG drive, FTL propulsion gear, a small life section, forward sensors, and a forward weapons bay. The outrigger nacelles hold auxiliary engines and modular forward weapons/sensor bays.
Two secondary hulls, also of teardrop shape, and just shy of being as long as the main fuselage, can be mounted above and below the main body. These hulls are modular, and can be outfitted in a variety of different ways, from cargo or additional crew accommodations, to extra engines and heavy weapons.
The Windfola is extremely agile for its class; crews remark that it handles more like a fighter despite its size. That agility is important, as the vessel is not particularly well armored and must rely on its maneuverability to avoid terminal damage in combat operations.
The only real complaint about the Windfola is that with both secondary hulls fitted, the starship has problems landing, as the outer wings must tilt down to bring the landing gear closer to the surface to properly support the ship at rest. Another chronic complaint is that the ships are cramped; on extended duration missions, the lack of onboard space, privacy, and recreation facilities can lead to marked crew discomfort, as per-crew proportion of living space isn’t much better than that available aboard a smaller Proctor-class heavy fighter. If such becomes an issue at squadron-level operations, Windfolas may operate from modified Brunel-, Goethels-, or Ramey-class transports(the motherships often being nicknamed ‘batpoles’, or ‘bat-trees’), providing the crews with expanded creature comforts on long duration mission-assignments until scrambled for deployment. Despite the added comfort of operating from a mothership, some Windfola crews do not like such assignments, seeing it as being suborned to a larger vessel, rather than operating as their own command.
Despite the internal space limitations, the Windfola has proven popular in short range in-system patrol duties and local space operations. Its small size and crew requirements also make it popular with the smaller space-based GNE Irregular units looking for a more combat-oriented ship.

Type: PS/ASI-Crv018 Windfola
Class: Interstellar Corvette
Crew: 12
MDC/Armor by Location:
Main Body 2,900
Bridge/Cockpit 900
Wings(2) 1,000 each
Outrigger Nacelles(2) 900 each
Secondary Hulls(1-2) 1,000 each
Point Defense Turrets(4) 100 each
*Variable Forcefields 800 per side(4,800 total)
*Shield Refresh Rate is 5% per melee
Height: 45 ft (ft with one pod attached, ft with two pods attached)
Width: 280 ft
Length: 250 ft
Weight: 5,500 tons unloaded
Cargo: Small cargo bay with a 100 ton capacity
(See pods, below)
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 6; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 55% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 69 million credits
Systems of Note:
Standard Starship Systems, plus:
*Ejectable Escape Module---The entire front end of the ship can eject to become a lifeboat. The command section is streamlined for atmospheric re-entry and can float.

*Escape Pods---Standard model escape pods are located in vertical launch cells in the midsection, as well as in the rear hangar bay/engineering section. Has 4x4-man life pod modules with emergency first aid gear, emergency beacons, crash kits, water filtration/recycling, and 1 month of life support/rations.

Weapons Systems:
1) Nose Mount Medium Lasers(2-4)---Blisters on the nose mount fixed-foward-firing laser cannon. The Bloc Is mounted two and two PD turrets, while the Bloc IIs upgraded to four lasers, and moved the PDS to the nacelles.
Range:(Palladium) 5 miles in atmosphere, 10 miles in space
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage: 6d6x10 MD per blast
Rate of Fire: ECHH
Payload: Unlimited

2) Point Defense Turrets(4)---The Windfola carries four point defense laser turrets, one on either side of the nose(the Bloc II models move this pair outboard of the wing nacelles), and two on either side of the rear fuselage/tail, just before the engine cone.
Range: (Palladium) 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH, or auto-fire; 6 attacks per melee
Payload: Effectively unlimited

3)(Optional)Modular Nacelle Mounts(2)---The forward facing of the thruster nacelles at the ends of the wings are actually modular mounts for weapons; each mount can accommodate ONE of the following:
a) Mini-Missile Launcher
Range:Varies by Missile Type
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles per launcher

b) Short Range Missile Launcher
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10 each launcher
Payload: 100 per launcher

c) Medium Range Missile Launcher
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 80 missiles each launcher.

d) Long Range Missile Launcher
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 40 missiles per launcher

e) Point Defense Laser Array(2)
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH, as an automated defense system linked to a radar/sensor system, has a +4 to strike, and four attacks per melee.
Payload: Effectively unlimited

f) Laser Cannon
Range: (Palladium) 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values: 7 miles in atmosphere, 700 miles in space)
Damage: 6d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

g) Ion Cannon--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 2d6x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

h) Plasma Cannon
Range: (Palladium) 2 miles in atmosphere, 24,000 ft/4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 5d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

i) Particle Beam Cannon
Range: (Palladium) 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: EPCHH
Payload: Effectively Unlimited

j) Point Defense Rail Guns(2)
Range: (Palladium) in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate {of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
Cost: 30,000 credits

k) Gravitic Rail Gun
Range: (Palladium)12,000 ft in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 4d6x10 MD per 50 rd burst
Rate of Fire: EGCHH
Payload: 800 bursts each gun. Additional ammunition drums could be stored as cargo, and replaced within 15 minutes.

l)Heavy Autocannon/200mm MB Massdriver Cannon(PS-MDJ200M)
Range: (Palladium)8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 1,600 miles in space)
Damage:High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----6d6x10 MD to 15 ft radius
Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 8d6x10 MD out to 15,000 ft, 4d6x10+5 MD out to maximum range
Rate of Fire: Three times per melee
Payload: 120 rds

m) Forcefield Generator --- generates a single field force shield of 900 MDC

n) Jamming Pod----Bundled standard ECM suite for confusing sensor-guided weapons; -5 to strike, scrambler field; confuses radio transmissions in an 80 mile(Kitsune: 8,000 mile) radius, particle beams do HALF damage, and 45% chance of deflecting standard missiles(i.e.; ‘dumb’ missiles). Taking two pods does not result in cumulative bonuses; only system redundancy.


o)Tachyon Scatter Gun(2)
Range: (Palladium)6 miles (10,000 m) in space w/ 3 mile wide arc(cannot operate in atmosphere)
(Kitsune Values: 600 miles in space)
Damage:2d4x10 MD per shot
Rate of Fire: EPCHH
Payload:Effectively Unlimited

p) Plasma Torpedo Launcher
Range: (Palladium) 2 miles in atmosphere, 4.8 miles in space
(Kitsune Values: 4.8 miles in atmosphere, 480 miles in space)
Damage: 2d6x10 MD to 15 ft blast radius
Rate of Fire: Three times per melee
Payload:Effectively unlimited

q)Tractor Beam Emitter----Effectively rated for 500 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 25,000 ft



4)(Optional)Modular Outrigger Pods(2-4)---Each wing has a hardpoint, one under and one over, that can be fitted with a modular pod. These tend to produce substantial drag in atmosphere, reducing the ship’s in-atmo maneuverability(reduce atmospheric speed by 10% and -1 to dodge), so many operators prefer to leave the wings in ‘clean’ state, and only fit the hardpoints when operating in deep space.
a)Mini-Missile Launcher----100 MMs(Volleys of 1-10)
b) Short Range Missile Launcher----48 SRMs(Volleys of 1-12)
c) Medium Range Missile Launcher----24 MRMs(Volleys of 1-6)
d) Long Range Missile Launcher----8 LRMs(Volleys of 1-4)
e) Cruise Missile Launcher---3 per hardpoint(Volleys of 1-3)
f) Heavy Gravity Rail Gun Pod
Range:3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 5d6x10 per 20 round burst
Rate of Fire: ECHH
Payload: 3,000 rds(100 bursts)

g) Anti-Missile Point Defense Laser Pod---A pod mounting a swivel mini-turret and independent target acquisition/fire control, used for point-defense against enemy missiles.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
Damage: 1d4x10 per pulse blast
Rate of Fire: Eight attacks per melee round
Payload: Effectively Unlimited
Bonuses: +4 to strike

h) Plasma Torpedo Launcher
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space
Damage: 1d6x100 MD to an 80 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 30
Rate of Fire: Every other melee
Payload:Effectively Unlimited

i) Decoy/Countermeasures Launcher----- three separate sorts of countermeasures are available:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50 bundles are available per pod

The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 25 swarm packs are available per pod

The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
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 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).
Payload: 20 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

j) Cargo---25 tons of additional cargo can be carried in each pod, though it cannot be accessed from inside the ship.



5)(Optional)Modular Outrigger Hulls(1-2) ---The two large hardpoints on the ventral and dorsal sides of the main hull can be fitted with the following:

a) Cargo Pod----400 tons of cargo poddage.

b) Passenger Pod---In the alternative, the Passenger Pod can be outfitted to give the crew more living room for extended duration missions, or carry passengers/troops. Can accommodate up to 60 people. Independent life support(good for up to eight months). If so desired, at extra expense, the Habitat Module can be built with its own independent propulsion system(maximum speed of Mach 3), and can make planetary re-entry on its own.

c) Sensory Array---Specialized sensors can be carried in the pod, making the Windfola into a Class A scout for scanning systems, sweeping for mines, or conducting quick planetary surveys.

d) Heavy EW Module---In the alternative, the Windfola can be fitted with a high-powered Electronic Warfare (EW) module useful in jamming or sensor decoy operations. The pod contains a dedicated powerplant and control stations for ECM operators.
-ECM----- A powerful communications and sensor jamming suite. Communications Jamming has a 5,000 mile range, is 98% effective against civilian systems, and is 80% effective against more sophisticated channel-jumping military communications suites. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption.Missiles and sensor-guided weapons are -6 to strike.
The EW Module can also project sensor ‘ghosts’ mimicking ships’ energy signatures...or can make the Windfola resemble a much larger vessel(up to cruiser class) on long range scans. The ‘ghosts’ can be projected with a displacement of 1d6x1,000 miles, and 1d6 additional sensor signatures can be generated. Accurate sensor readings are at -70% outside that range, -40% outside a 100 mile range.

e)ASAT/AAA Module---A module outfitted with light, rapid-fire, short-range weapons for dealing with fighters, power armors, and missiles at relative short ranges. Houses two twin-mount short-range laser turrets, two rail gun turrets, and a large short range missile launcher bank. The weapons are formatted to create a ‘no fly’ zone around the vessel, driving off more agile fighters, missiles, and robot vehicles.
*Rail Gun(2)
Range: 12,000 ft in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere/ 600 miles in space)
Damage: 2d6x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike
*Laser Cannon(2x2)
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per single blast, 4d6x10 MD per double blast
Rate of Fire: EGCHH, or 7 per melee on automated mode.
Payload: Effectively unlimited
Advanced Targeting Bonus: +4 to strike
*Short Range Missiles---Carries 300 short range missiles(SRMs)(Volleys of 1-15). Fragmentation warheads are typically carried to increase the chance of a hit.


f) Medium Missile Pod----Carries 160 medium range missiles(MRMs)(Volleys of 1-10)

g) Heavy Missile Pod----Carries 80 long range missiles(LRMs)(Volleys of 1-5)

h) Cruise Missile Pod---Carries 20 cruise missiles(Volleys of 1-2)

i) Heavy G-Cannon Pod---Mounts a double-mount heavy kinetic kill weapon of the type already deployed as a secondary armanent on many PS/ASI capital ships.
Range: (Palladium) 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst,
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon

j) Medium Laser Pod---Holds two laser turrets, one fore and one aft
Range: (Palladium) 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

k) Heavy Laser Pod
Range: (Palladium)8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

l) Medium Particle Beam Pod---Holds two PBC turrets, one fore and one aft
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 1d6x100 MD pr blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

m) Heavy Particle Beam Pod
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

n) Medium Plasma Torpedo Launcher Array
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune) 20 miles in atmosphere, 20,000 miles in space Damage: 2d4x100 MD to a 120 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 50
Rate of Fire: Volleys of 1-6 plasma bolts. Twice per melee
Payload: Effectively Unlimited

o)Heavy Plasma Torpedo Launcher Array
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Energy ‘torpedo’ has a disruption MDC of 50
Rate of Fire: Volleys of 1-6 plasma bolts. Two volleys per melee
Payload: Effectively Unlimited

p)Heavy Tachyon ScatterGun
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EPCHH
Payload:Effectively Unlimited

q)Heavy Forcefield Generator---Adds more powerful shielding; effectively DOUBLES shield strength. Generator comes with its own dedicated powerplant.
(Variable Forcefield) 10,000 each side(60,000 total)

r) Hangar Pod---Has connectors and servicing points for an externally carried fighter or small shuttle.

s) Bomber Pod---Carries up to 100 tons of freefall weapons, often called ‘rods from god’ when used in high-altitude planetary bombardment.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
*5,000-lb Bomb----4d4x100 MD to 100 ft blast radius
*10,000-lb Bomb----4d6x100 MD to 120 ft blast radius
*22,000-lb Bomb---- 4d6x100 MD to 180 ft blast radius
*43,000-lb ‘Special’ Bomb-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.

*Light Kinetic Penetrator ---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. LKPs are typically bundled on three-round 4 ton ‘buses’ that can be deployed and maneuvered after launch to engage three separate targets in a ‘footprint’, or bracket a single target. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete). Each

*Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEMs carried by the Windfolas weigh 45,000 lbs each and can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse.

*ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect. Each EMPW carried by the Windfola weighs 2 tons.
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in a 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.


t) Mine Deployer Pod---Can be used to deploy spacemines or military killsats/recon platforms.
Payload: 50 mines or 36 satellites
Damage: Varies by weapon deployed
*Space Mine---A freefloating explosive war satellite...Various types exist, including stealth ‘sneakmines’, ASAT ‘limpets’, and enhanced EMP models, but the standard anti-ship version carries a powerful nucleonic charge that does 2d6x100 MDC to a 600 ft radius
Damage: Typically equal to a Cruise Missile warhead

*Orbital Net Mine---This weapon unfurls into a 10-kilometer(5 mile)-wide free-floating hexagon of high tensile-strength megadamage fibers. Any vessel hitting this net at high speed takes damage roughly equivalent to the UWW’s infamous ‘Death Cloud’ weapon.
Damage: Any ship flying into the net will take 4d6MD times its Mach Speed. Multiply the damage by 10 for ships weighing 10,000-40,000 tons, by 20 in the 41,000-100,000 ton range, and by 100 if more than 100,000 tons.
The net is virtually impossible to detect on radar and ships are -6 to dodge, while larger ships are -8!

Auxiliary Craft:
None, unless a secondary hull hardpoint is instead used to carry small craft

Options:
*Conformal Wing Modules---These are conformal wingroot modules that can be attached to the wings, creating a smoother wing-fuselage blending, adding additional protection, and providing extra power cell capacity. An auxiliary/ancilliary system with the Bloc I and II warships, they are being considered as integral equipment with forthcoming Bloc IIIs.
CWMs increase the ship’s mass by 20%, and reduce maximum speed by 15%, but add 600 MDC to each wing, and add a +10% to atmospheric maneuvering from the added streamlining. The added power cells increase shield strength by 30% and shield regeneration to 10% per melee.

Variants
*Crv018DSV----Amphibious-capable variant. Any missile systems can be replaced with equivalent torpedoes, and lasers with blue-green frequenct weapons. The Golgan Republik has reportedly been agitated that a number of these ships have been sold to former vassal-states of theirs.
Speed:
(Underwater) 48 MPH, and can dive to depths of 4 miles.
Systems of Note:
-Sonar----(Passive) 10 miles, (Active) 50 miles
-MHD Propulsion System---A magnetic impellor system that sucks in water through forward intakes, like a turbojet, and expels it under pressure aft. Reduced speed(30 MPH), but it is 50% more quiet than the regular propulsion systems.
-------------
"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
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Re: Paladin Steel Storefront

Unread post by taalismn »

PS/ASI- LInstelAAT-09DX ‘Civis’ Light Stellacommutta Intersystem FTL Shuttle
(aka ‘StarCitizen’, ‘Astrocar’)

“These little buggies have a charm all their own, and for many, they are the ultimate expressions of freedom. Sure, you can’t walk around and stretch in them on a long trip, but there’s darn few other vessels you can take out of the spaceport direct for a drive downtown to the local diner, or take out of the garage for a cruise around the moons. I know starship captains who love their big starhaulers, but confess that when they want to snuggle close to the stars and planets, their astrocar is where their heart is.”

“Just be careful when you’re diving this thing; you don’t want to accidentally shift into ‘interstellar drive’ when you’re still in-atmo. The cops get mighty upset if you go faster than light in a slower than sound zone.”

“Seven mil? Isn’t that rather steep? I can buy a larger shuttle for less...”
“Seven mil is dirt cheap for a starship fresh out of the box, and one that can fit in your home garage! Just don’t accidentally loan it to your kid.”

“’Street-legal starship’? That’s debatable. I REALLY don’t want some speeder skipping out on a traffic violation by going ex-atmo and out-system just to avoid getting a ticket. I also don’t want to see a commuter-car packing a powerplant powerful enough to throw it to the nearest star system in a couple of hours get into a body-crusher with a local heavy dumper-wagon. That there is the stuff of nightmares for traffic cops like myself. “

The ‘Civis DX’ is another in Paladin Steel/Aegis Stellar Industries’ line of small. compact, multi-environ interstellar spacecraft. Building on the success of the C/HV-02810 space-capable variant of the ‘Hwin’ hovercar, PS/ASI decided to attempt to build a ‘street-legal’ starship capable of operating as a hovercar.
Little bigger than a pre-Rifts compact car(and indeed looking and performing very much like one), the Civis is the smallest FTL ship PS/ASI has successfully produced to date, and it is believed the company had generous amounts of help from WZTechyards. Of note is a particularly light weight, high-output, lucerin crystal-catalyzed fusion powerplant that powers the Civis in all modes.
As a stellacommutta-class shuttle, the Civis-DX is limited in its range, endurance, and speed, compared to larger vehicles and vessels. However, it is one of the few stellacommutta-class FTL vehicles also designed and licensed to operate as a regular hovercar. As a ‘roadable’ starship, this puts the Civis in very rare company indeed, but also allows it take advantage of the great body of options available to hovercars.
The CG-FTL drive system is a surprisingly compact model based on that available to PS’s existing line of Smallkin starships. The Arabella-7 CG drive gives good reliable performance, though overall FTL speed tends to be fairly slow compared to more powerful drive systems. For hour-length jaunts between adjacent star systems, however, it is most effective. Navigation is handled by an automated and programmable AI autopilot system that accepts coordinate downloads from local space traffic control systems; the system is easily upgraded with the PS ASTROS(AeroSpace Technology Robot Operations System) system, offered at a discount at the time of purchase.
Sensory capability aboard the Civis is very limited, and not any better than an in-system shuttle. As such, the vehicle relies heavily on in-system navigation beacons to get its bearings and on local aerospace traffic control to identify and avoid hazards.
Like most Rifts-Earth-designed vehicles, the Civis is designed with a fair amount of armor and the ability to be armed, though it is not considered a good combat vehicle. However, many sapients like to have some self-defense capability available to them, so the Civis has also benefitted from PS’s catalogue of armaments options. Most users find the idea of ‘gunning up’ a Civis, let alone a stellacommutta, ridiculous, but some buyers just have to have as many weapons as possible dripping from a vehicle they own, and in some cases the investment has paid off(more likely due to the element of surprise, rather than any overwhelming balance of firepower).
Though hardly new in concept or execution, the very definition of ‘road-legal starship’ has caused some problems for the design in some regions. Some legal authorities and police agencies have raised their concerns about the mischief(or catastrophe) possibilities of a stardrive being engaged in the streets of an urban area. Despite PS/ASI’s assurances that the Arabella-7 simply CANNOT be engaged at FTL, or even supersonic, output levels deep in a gravity well or even a dense atmosphere, the Civis has been banned from operating anywhere outside a spaceport tarmac(though some authorities do allow them only if the drive system has been fitted with a tamper-resistant drive-block by port authorities). Phase World’s Center, for instance, will not allow Civises to enter the main internal traffic concourses from the dock areas(although this was blatantly violated during the Minion incursion at Center).
The first Civises produced by PS/ASI were employed as company personnel transports between adjacent star systems. Many merchant captains keep one as a ‘runabout’.

Type: PS/ASI- LInstelAAT-09DX ‘Civis’
Class: Light Intersystem FTL Shuttle/Hovervehicle
Crew: 1+1-3 passengers(4 under cramped conditions)
MDC/Armor by Location:
Main Body 300
Laser Headlights(2-4) 15 each
Anti-grav Hubs(4) 90 each
Lateral Thruster Pods(2) 120 each
Height: 53.5 in./ ft
Width: 68.7 in./ 6. ft
Length: 184.8 in. /16. ft
Weight: 2733 lbs
Cargo: 12 cubic feet(original)
Powerplant: Lucerin Crystal-catalyzed Nuclear Fusion w/ 15 year energy life before refueling.
Speed:
(Hovercar Mode) Hover to 120 MPH. Typically hovers 1-6 ft off the ground
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 5
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.5% of light speed per melee)
(FTL) 2 light years per hour, but limited to jumps of 35 light years in a jump, before needing to drop out and recharge for four hours.
(Underwater) Not possible unless modified(see Options)
Market Cost: 7 million credits in the Three Galaxies, x2 to x4 that in places like Rifts Earth
Systems of Note:
Standard Shuttle/Robot Systems, plus:
*4-Doors
*Intermittent Wipers
*Adjustable Seats
*Auto-Engage Seat Belts/Crash Restraints
*Audio Player and Radio
*Air Conditioning
*Cigarette Lighter Plug/Connection
*Rear Window Defogger/De-Icer
*Head Up Display(late model refit)---Modern dashboard HUD displays road conditions, systems status, and available options(including weapons targeting)
*Emergency FTL Distress Beacon
*Heatshielding---Although the entire body is plated in thermal-resistant materials able to handle the friction-stress of repeated atmospheric re-entries, the underside of the vessel in particular is protected against heat; Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.


Weapons Systems: None standard(see Options)

Options:
*Laser Headlights(2-6)---Four can be added to the front, and two in the rear.
Range: 4,000 ft(12,000 ft in space)
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per projector.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 30,000 credits per projector

*Strap-On Missile Pods---Up to three missile pods can be externally mounted, one on each side, and one on the roof.
a) Micro-Missile Launcher---50 shot twin-cassette. Cost: 30,000 credits for the launcher.
b) Mini-Missile Pod---1x19 shot pod per hardpoint. Cost: 95,000 credits for the launcher.
c) Short Range Missile Pod---3 per hardpoint. Cost: 90,000 credits for the launcher.
d) Medium Range Missile---One per hardpoint
e) “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

* Turret---A light modular turret system based on that of the PSPA-11 Enforcer Power Armor can be mounted on any of the three hardpoints in place of a missile launcher:

*1A) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft(8,000 ft in space)
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: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: 34,000 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 antiaircraft/antimissile system(but can engage ground targets), 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(18,000 ft in space)
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: 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(5,400 ft in space)
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(4,800 ft in space)
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



*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE vehicle in articulated armor plates, increasing armor protection, but effectively immobilizing the car when grounded. It can also serve as reentry protection, especially during uncontrolled atmospheric reentry. Can only be opened from the outside by special electronic passcode(included in cost)
MDC: +200 MDC when deployed
Cost: 300,000 credits; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers

*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits

*Parasail System--- Ragallo-style wing. Great for driving off cliffs, parking garages, and out of aircraft. Also ideal for those occasions if you lose power at altitude(for full flight-capable vehicles). Mounted on a standard hovervehicle, it gives limited flight capabilities, allowing for altitudes of up to 200 ft, thanks to aerodynamic lift. Automatically stows/packs itself on command.
Cost: 20,000 credits

*Submersible---Fits the vehicle for amphibious and underwater operation; watersealing, reinforced hull, sonar, depth gauge, and a small hydrojet thruster are all standard with this package.
Speed: 20 MPH, maximum depth of 1,000 ft
Cost: 200,000 credits

*Chameoline System---Special fiber optics in the hull can change the color scheme of the Arabian between any one of ten different schemes(programmed in at the time of purchase), including basic camouflage schemes.
Cost: 100,000 credits

*Variable Optical Camouflage Suite---Based on reverse-engineered Naruni and other alien ‘invisibility’ systems, this highly sophisticated system option renders the ATMV effectively invisible to eyeball and sensor detection.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless
Cost: 1.2 million credits
Note: This system is not always available for sale; only approved affiliates of PS/GNE are allowed to purchase this stealth system

*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your car refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+500,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. This covers the ENTIRE vehicle.
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits

*Forcefield Generator----280 MDC, recharges at a rate of 10% per hour.
----Cost: +1.1 million credits

*Skylight---Look up and away in perfect safety, from under this armor-plas roof-panel.
Cost: 24,000 credits for MDC model(100 MDC)

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

*Sound Insulation: Keeps people from eavesdropping on anything being said inside the vehicle; can be combined with a ‘white noise’ generator to defeat electronic bugs.
Cost: 500 credits, 900 credits for ‘white noise’.

*Electronic Bug Sweeper---Detects the telltale EM signature of electronic trackers and listening devices on or inside the vehicle.
Cost: 2,000 credits

*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits

*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 300,000 credits

*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra

*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits

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

*Emergency Stasis System--- As much as the Civis resembles a hovercar, it is still at heart a STARSHIP, with emphasis on the distances such classification involves. Stellacommutta drives trade versatility and endurance for reliability, but if something DOES go wrong, there’s a fair chance it will leave the vehicle and its passengers stranded far(as in light years) from immediate help. A biostasis system is thus available that will induct the passengers into hibersleep. Based on the workings of the SC-08S , the stasis system has a safety factor of 5 +1d6 years safe duration. Biological aging ratio is about 1 month for every year in stasis.
Cost: 600,000 credits for five-person capacity
A more powerful system, that uses temporal manipulation to create a virtually indestructible ‘stasis field’ is also available, courtesy of an arrangement with an out-dimension dealer, and which creates a perfectly preservative field good for up to 15 years. However, at the price tag, many customers feel it’s more cost effective to buy a larger ship.
Cost: 9 million credits

*Variable Opacity Windows---Tune the windows from crystal-clear to impenetrable mirror/black, capable of blocking lasers and stellar radiation.
Cost: 800 credits

*Solar Parasol/Sail---Mirror-coated memory-plastic/metal sheet that unfurls to a mile in diameter, useful as a solar sail/sunshield and reflector.
Cost: 900,000 credits

*Technowizardry Systems---The Civis can be fitted with TW systems like any other vehicle.

PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
Popular General TW Enhancements:
*Impervious to Energy( 80 PPE per activation, duration of 5 minutes per activation). Cost: 800,000 credits

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

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

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

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

Variants:
*LInstelAAT-09FX-’Civix’---A slightly larger and much more streamlined upgraded version of the ‘DX’. PS/ASI hoped to break further away from the ‘stellacommutta’ clichés to provide a more luxurious and agile ride. Interesting enough, it’s rumored to have caught the eyes of the Altess*, who have supposedly acquired a few through covert middlemen(*Those who haven’t bought FTL ‘armchair fliers’ or ‘Jump-suits’).
The Civix uses a hull fabricated from a crystalline material known as ‘cyrth’, and uses a molecular-bond technology also used in PS’s SC-08S Stasis Pods to render the vehicle’s hull, when the doors are closed, one superstrong molecular structure. The use of cyrth boosts the price, but makes the Civix much more durable.
The Civix’s drive system has also been improved; the rear thruster nacelles have been moved to lateral canard-like fins at the front of the ship, and the FTL propulsion upgraded for faster speeds.
Changes/Modifications:
Type: PS/ASI- LInstelAAT-09FX ‘Civix’
Class: Light Intersystem FTL Shuttle/Hovervehicle
Crew: 1+1-3 passengers(4 under cramped conditions)
MDC/Armor by Location:
Main Body 600
Laser Headlights(2-4) 15 each
Anti-grav Hubs(4) 120 each
Lateral Thruster Pods(2) 180 each
Height: 53.5 in./ ft
Width: 68.7 in./ 6. ft
Length: 188.8 in. /16. ft
Weight: 2800 lbs
Cargo: 12 cubic feet(original)
Powerplant: Lucerin Crystal-catalyzed Nuclear Fusion w/ 15 year energy life before refueling.
Speed:
(Hovercar Mode) Hover to 160 MPH. Typically hovers 1-6 ft off the ground
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 5
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.5% of light speed per melee)
(FTL) 2.5 light years per hour, but limited to jumps of 35 light years in a jump, before needing to drop out and recharge for three hours.
(Underwater) Not possible unless modified(see Options)
Market Cost: 10 million credits in the Three Galaxies, x2 to x4 that in places like Rifts Earth

Systems of Note:
*Molecular-Seal Hatch---When activated, the hatch uses molecular bond technology to thoroughly seal the capsule. Once sealed, only a command from inside(unlikely if the occupant is in stasis) or a close-ranged coded command signal from outside will unseal it.
*Thermal Resistance----When buttoned up, the Civix effectively becomes IMMUNE to extremes of heat. Only coherent radiation, like a directed plasma blast or laser, will damage the pod, and even then they only do 1/4 their normal damage.

Options:

*FTL Drive Upgrade----Upgrades the CG-FTL to 5 light years an hour, but retains the same 35 light year limit. Cost: + 40 million 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
Priest
Posts: 48018
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PS-FC-44 ‘Scrimtar’ Full Conversion Cyborg - Combat
(‘Splatterborg’, ‘Screamin’ Kreemin’, ‘Bobbi Buzzsaw’, ‘Buzzbee’)

“The chest lighter comes in real handy if you find yourself tangled up in something that jams up your saws---like tentacles. Tentacles go real fast into chewed-up goo that cruds up chains and rotors something bad. Having a torch to burn loose proves extremely useful under those circumstances.”
--- Howard ‘Howler’ Began, Professional Monster Slayer

“I thought you goons got OFF on slicing people up?! Now suddenly you act like you don’t appreciate a good shredding?! What’sa matter, can’t stand the sight of your own blood? Or is it the flying viscera? Hey, live by the chopper, die by the chopper! And it’s not like surrendering’s going to help you; you’d get a fair trial all right, but after what you’ve done, it’s open-shot certain you’d get a laser bolt in the head for all the trouble. So, may as well get it over with, no, chumbas?”
--- Nikki ‘Screamin-deth’ Saramunga, Cyborg Heavy Infantry, carving through the ranks of the followers of ‘The Choppin’ Justices’.

“Outside the Geen, I’m into the cyborg arena bash scene. Los Alamos, Cuidad Jaurez, Merctown, just to name a few. Maybe you’ve heard of me? I’m the Mosquito, because I’m fast, I make a really annoying buzz, and I draw serious blood. There’s more than a few others out there claiming they’re going to ‘swat’ me, but nobody’s laid a finger on me yet, and I’ve laid open more ‘swatters’ than I can count on my fingers and toes. You could say, I’m a real cut-up.”
--- Martin ‘Mosquito’ Alvarez, Freelance Headhunter Full Conversion

“If I can’t make it as a merc, I can always go back to lumbering and brush clearance, or go into mega-meat butchery; I hear Perez Farms’ expansion is looking to hire chopper-borgs for their packing plant operations.”
---Dento Mickleman, Freelancer

Most everybody thought the close combat melee specialist cyborg had been done to death with the Montoya/Maveli/Tarantula/Reaper quadrilogy, but PS bionics engineers still had a few ideas they wanted to try, including a number they lifted from the Germans. Inspired by the multiple rotary blades of the Triax X-2525 Faust battle robot, PS cyber-engineers debuted the FC-44 Scrimtar, a cyborg frame that incorporates a range of enhanced blade weaponry capable of slicing through megadamage opposition like a chainsaw through styrofoam.
The FC-44 is effectively a walking sawmill of powered blades. Besides the obvious arm-mounted chainsaws and vibroclaws, the Scrimtar features prominent and distinctive shoulder-mounted rotary saws and leg-mounted blades. The well-armored head features a vibroblade ‘crest’ and often sports a false set of chin and cheekbone ‘mandibles’ protecting the face. Heavy armor protects the body from close combat buffeting, while robotic strength actuators give the ‘borg the ability to deliver truly punishing punches and kicks.
Like most close-quarters specialists, the FC-44 tries to close with an enemy as quickly as it can, getting up close and personal where it can chew into the opponent. It is heavily armored enough to take a beating, but is also fast enough to hopefully close the distance before it can take too much abuse from ranged weaponry. The trade-off is that the Scrimtar is itself lacking in the sort of ranged firepower that other ‘borgs like the Ganton and Helmuth fairly drip, and most Scrimtars rely on handheld rifles and projectile weapons to give them ranged combat capabilities(often dropping them when closing into melee combat so as to have all arms free, and hoping to be able to retrieve the weapons later).
Though initially meant for military units, the Scrimtar has made a second name for itself in the gladiatorial arena. Though bloodsports as such are illegal in the GNE, a number of Scrimtar conversions beholding to Irregular units or allied kingdoms without such sport restrictions, have literally carved names(“Chainsaw Sally’ , ‘Mosquito’ Alvarez, ‘Spatterman’, and ‘Riproar’, to name just a few)for themselves in such venues as the Relic, Merctown, Kingston, Cuidad Juarez, and even, it’s rumored, Atlantis and Phaseworld. It’s argued that private-citizen Scrimtars have fared better in Northern Gun’s arenas than Paladin Steel-seeded robot gladiators have against NG’s teams. Those Scrimtars entering the combat-sport realm tend to be rather flamboyant and outrageous extroverts.
The Minion War saw a number of modifications to the Scrimtars to make them better suited for combat against Infernals. Most of these involved gilding the blades with silver or other substances known to have an effect against supernatural opponents, but more extensive technowizardry enhancements were also implemented.

Type: PS-FC-44 Scrimtar
Class: Full Conversion Borg - Heavy, Close Combat
Crew: One volunteer
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 100 each
Forearm Chainsaws(2) 90 each
Shoulder Buzzsaws(2) 45 each
Legs(2) 125 each
Leg Blades(2) each
Feet (& Foot Pads)(2) 50 each .
*Head 100
Head Blade 45
**Main Body 270.
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Scrimtar CAN be fitted with additional armor, but is limited to LIGHT Cyborg Armor

Speed:
Running: 100 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: Not possible without a jet pack
Underwater: The Scrimtar CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 7 feet
Width: 2.6 feet
Length: 2 feet ,
Weight: 900 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative(+1 from the wide angle optics)
+5 strike/parry
+6 dodge(+1 from the wide angle optics)
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg or Headhunter OCC.
Black Market Cost: 7 million credits with all standard features, weapons, and sensors.

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

Special Features:
*Wide-Angle Optics---The Scrimtar’s smooth faceplate conceals a wrap-around optics band that gives the cyborg greater peripheral vision; always a plus in close quarters combat against multiple opponents. +1 to initiative, and +1 to dodge.

Weapons Systems:
1) Ripper Chainsaws w/ Lasers(2, forearms)---A knockoff of the Wellington Industries WI-CL8 Multi-Purpose Weapon System, grafted to the cyborg’s forearm and linked to its powerplant. The inclusion of the lasers gives the Scrimtar much-needed ranged combat strike capability, although far lighter than that mounted by other ‘borgs. The chainsaws are mounted on pivots so they can swing forward, extending the cyborg’s reach, or back along the forearm in guard/parry position(and also allowing the lasers to fire to the rear of the ‘borg).
Range:(Chainsaw) Melee
(Laser) 2,000 ft
Damage:(Chainsaw) 5d6 MD
(Laser) 3d6 MD per blast
Rate of Fire:(Chainsaw) ECHH
(Laser) ECHH
Payload:(Chainsaw)Effectively Unlimited(linked to cyborg’s powerplant)
(Laser) Effectively Unlimited(linked to cyborg’s powerplant)


2) Vibroclaws---Both hands and feet can extend powerful vibroclaws for eviscerating punches and kicks.
Range: Melee
Damage: 3d6 MD per strike

3)Shoulder Buzzsaws(2) ---Circling the arms at the shoulders are two large rotary saws. These make grappling the ‘borg from the front or back a tricky proposition. Scrimtars also claim that they can use these ‘saws like wheels, if the cyborg is lying flat on its back or face, the rotary blades pulling the ‘borg along(unofficial trials have claimed speeds of up to 40 MPH zipping along like this, but control is nearly impossible beyond a straight line pull).
The blades can also, in an emergency, be spun up and fired as projectile weapons of last resort.
Weight: 100 lbs
Range: Melee
(Projectile) 300 ft
MDC per Blade:45
Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut
(Projectile) 5d6 MD

4) Leg Springblades(2)---Mounted scorpion-like on a powered armature along the back of the lower legs are two vibroblades that can be used during kicks and leap kicks to deliver powerful jabs. They can swing back to act as spurs in kicks at opponents immediately behind the cyborg. The blades can also be speared into the ground as anchors or brakes.
Range: Melee
Damage: 4d6 MD per strike

5) Chest-Mounted Plasma Cutter---Concealed behind a sliding pectoral plate is a plasma torch for hitting opponents at close range with spectacularly unexpected incendiary violence.
Range: 300 ft
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

6) Optional use of handheld weapons---The relative lack of integral ranged weaponry such as heavy energy weapons or missile launchers mean that many Scrimtar will carry handheld weaponry such as rifles and rocket launchers into combat, at least until they can close with the enemy and attack hand to hand. In gladiatorial fights, the rifles are replaced with melee weapons for added spectacle.

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD
Head Butt 1d8 MD
Face ‘Bite’ 1d4 MD

Options:
The Scrimtar can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with hand weapons like laser fingers or stingers, or adding a back-mount weapons pylon.

*Back-Mounted Swing-Buzz---This is an extra appendage mounted on the back and fitted with a third buzzsaw identical to those in the shoulders. The ‘third arm’ can swing over the shoulders to cut above the head, but it can also swing below the torso and pelvis to come up between the legs( cyborg gladiator ‘Eddy the Eviscerator’ McFarlane pioneered this move, being decidedly fond of engaging opponents in parrying his arm attacks, then surprising them with an attack from below).

*TW Amulets---When Scrimtar go magick, they love to incorporate TW systems that enhance their blades, such as Spinning Blades, Silver, Frost Blade, Light Blade, and the like.
Last edited by taalismn on Sat Sep 19, 2015 8:15 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48018
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 P-MED02 Hypo-Pistol
(aka ‘Yowch-gun’, ‘Double Snoozer’, ‘Obliviator’, ‘Fang-Gun’)

“Wow...that is one SCARY-looking piece of medical gear. You take the whole ‘war on disease’ rather literally, no?”

“Thanks for seeing me.”
“Now, what’s this about? I’m very busy, very, very busy with little time to waste!”
“Well, it’s about that. You’re very busy, but as far as we can tell, your business has been hiding from the rest of us. And, well, you’ve been behaving very irrationally of late. Irrational AND paranoid. It’s gotten us worried about the sanity of some of your recent actions.”
“ Don’t be ridiculous! My actions are fully justifiable! And I am NOT irrational OR paranoid-Wait, you said ’we’, and ‘us’. That means...you’re with THEM!”
“Not really, but I AM concerned about you. Very concerned. Concerned enough to take action.”
“Wait! You!? You’re going to betray m-”
*Ptuff*
“....aawwwwwwwww..”(thumd)
“She’s down!”
“Okay, bag, strap, and stretcher for transport!”
“Thank you for letting us know about your friend’s problems and getting her out in the clear. You did the right thing; we’ve seen what happens when Temporal Mages lose it. It isn’t pretty.”
“Just take good care of her, will you?”
“Only the best care.”

“GAH!!!! NEEDLES!!!! TWO NEEDLES!!! AAAUUUUGGGHHHH!!!”

“Wait, you’re pulling a GUN on me, Doc?! What happened to ‘Do No Harm’ and all that?!”
“Trust me, this will only sting a little. Okay, a LOT, but it won’t permanently hurt you or kill you. Which is more likely to happen if you continue to ignore my advice and keep trying to leave Recovery!”

“The pistol grip makes marathon sessions of innoculations a lot easier on the wrists, and the built-in bio-sights make the process more accurate. The large drug reservoirs mean faster processing and more efficient work-flow. I can do fifty-sixty patients in five minutes easy, AND put a shot in a fleeing bare backside from thirty yards away.”

A combat-rated medical tool, the P-MED02 is a high-tech hypodermic injector pistol meant for delivering chemical payloads directly into a target.
The P-MED02 derives heavily from the ZOT ChemoJet Pistol, and resembles a double-barreled automatic pistol with hypodermic needle barrels flanking a double-cylinder drug reservoir. The needler can fire an extremely tight-focus electrohydraulically-accelerated stream of chemical to a target, inject it directly, fire a dart-needle, or spray an aerosol cloud for area of effect. The dual-needle design also allows for simultaneous injection(counts as ONE attack) of two different drugs(like a sedative and an anti-toxin) or binary chemicals. An e-clip in the grip provides battery power for the read-outs, fluid pump and auto-sterilizer. The P-MED comes standard in white or silver frame finishes, though some have been customized post-market to a matt black or gun metal finish.
P-MED02s are most often used by medical personnel for subduing particularly violent psychiatric patients, but it is also used by some security organizations and spec-op force troopers to subdue prisoners. A few scientific inquiry groups and trackers have acquired the P-MED02 for tranquilizing animals for capture and study. The P-MED02’s heavy-duty construction and intimidating doube-needle design make it popular with security forces, as even the appearance of the injection pistol is enough to coerce cooperation from potential targets. In one incident, Office of Postiive Outcome operatives were able to convince the gendarmes of a local despotism that the lethal-looking injectors were being used to execute prisoners by convulsive poison, when in fact they were injected with a powerful sedative, and the prisoners’ apparently lifeless ‘corpses’ smuggled to political asylum in GNE territory.

Weight: 2.5 lbs
MDC: 10
Range: (Needle Stream) Contact or 100 ft. Needle-darts can fly 220 ft.
(Aerosol)50 ft, 10 ft area
Damage: (Needle Stream/dart)1 SD/MD penetration depending on the target, plus possible attendant drug/chemical effects.
(Aerosol) Typically does HALF damage/effect due to the lower concentration of drug/chemical.
(See Sample Chemicals below for some common load-outs)
Rate of Fire: ECHH
Payload: Two drug cylinders
(Needle Stream) 16 doses per cylinder
(Aerosol) 8 shots per cylinder
(Needle-Darts) A revolver-style cylinder feeds fresh needles to both barrels, and holds 32 sterilized needle-darts in a speedloader.
Special Features:
*E-Clip in Grip---Powers the electronics and is generally considered good for 96 hours of continuous usage.
*Payload Gauge---Tells you how much of what has been used, and what you have left.
*Plastic/Composite Construction for lighter weight and reduced electromagnetic signature(for fooling weapons detectors)
*Auto-sanitizer/Antiseptic Impregnated Material Linings---Sterilizes the needles and flushes the chemical reservoir between uses.
*Density Sensor---Pointing the weapon at a target and engaging this gravitic sensor allows the operator to roughly gauge the bodyweight of the target, and adjust the drug dosage accordingly. Or the weapon can use preprogrammed default settings that automatically engage.
*Laser Targeting---+1 to strike
(Optional) Silver-Needle---For additional damage against vampires, the needles can be silverplated, doing 1d6 HP damage.
Cost: 2,700 credits. Fresh pre-packaged needles are 10 credits for a dozen, or 25 credits for a speedloader.
Options:
*Sight Rail---The injector pistol can be fitted with an underbarrel spotlight, or a different top-mounted scope-sight. Some users fit a short-range chemical sprayer(10 ft range, 10 doses) to apply anti-septic to a target’s skin prior to injecting/darting them.

Sample Chemicals:
Any of the drugs available to the Bionic Wrist Needle and Drug Dispenser are possible, plus:
Many other chemicals are available; these are just a sampling of the ZOT and PSHD pharmecopia...feel free to adapt or come up with your own, from beneficial drugs, to lethal concoctions banned on a hundred worlds...aerosol/spray delivery will generally do HALF effects owing to the dispersion and reduced concentration of delivery)

-Water---Yep, sterile water...does no damage to people, but great for irrigating wounds, putting out (small)fires, and maiming vampires. Does 4d6 HP on an injection, 2d6 HP on an aerosol/spray attack. Naturally, those who use the P-MED02 for anti-vampire work get the water blessed for added effect.


-‘Zombie’---This renders the victim extremely susceptible to suggestion. Victims will NOT do anything blatantly against their alignment, such as murder friends or loved ones. Save versus non-lethal poison( 12 or better). Effects last 30 minutes on an injection, 15 minutes on an aerosol spray(skin absorption toxin). Cost: 300 credits per dose.

-“Draino”---No, not a pipe cleaner in this case, but a powerful laxative that speeds things along. Injected, this stuff causes truly monumental and immediate bowel activity that is distracting to say the least.....Save versus non-lethal poison( 12 or better) or lose ALL initiative, reduce APMs to 1, and HALF all hand to hand bonuses and speed(except if heading for a bathroom, in which case Spdx3).....laxative effects last 1d6 minutes of pure, unmitigated, intestinal discomforture. Used as a spray, this chemical has no organic effects, but does form a thin, extremely slippery film that will impede progress across it like oil-covered ice....Lose ALL initiative, -5 to strike, dodge, parry, and roll. Film breaks down after 2d6 minutes or can be washed away/diluted with water...it’s also great for lubricating hinges, oiling rollers, and unsticking rusty screws. Cost: 300 credits per dose.

-‘Limb Lock’----A muscle paralyzing agent that causes all of the voluntary muscles to lock up in place as stiff as the proverbial board. The person is still conscious and aware, and can feel pain, but is completely locked up. Save versus non-lethal poison( 12 or better).Effects last 30 minutes for an injection, 15 minutes in aerosol form(skin absorption toxin). Cost: 200 credits per dose.

-‘Freeze’----In addition to knocking the victims out in place, this powerful drug also induces short-term amnesia...the victims lose 1d4 minutes of memory of what they were doing immediately prior to being dosed. Great for breaking and entering. Save versus lethal poison( 14 or better). Effects last 1d4 hours for an injection, 2d6x10 minutes in aerosol form(skin absorption toxin). Cost: 400 credits per dose.

-‘Wooze-Juice’--Knocks the victim for a sedation loop...the victim is still conscious, but just barely, and is so disoriented they have trouble standing up. -5 to initiative, reduce all hand to hand actions/attacks, and bonuses by HALF, speed is reduced by 3/4. Speech is slurred, and there’s a 20% chance of accompanying delusional punch-drunkenness. Save versus non-lethal poison( 12 or better).Effects last 1d4 hours for an injection, 2d6x10 minutes in aerosol form(skin absorption toxin). Cost: 240 credits per dose.

-‘Night-night’----The ultimate mickey...this stuff puts the victim in a near-death state of suspended animation. Pulse and respiration drops to minimal levels, and metabolic functions almost cease to exist. The person is in th drug-induced equivalent of a Death Trance. The person can be revived with time, or through the use of stimulant drugs. Save versus lethal poison( 14 or better). Effects last 2d4 hours for an injection, 1d4 hours in aerosol form(skin absorption toxin). Cost: 500 credits per dose.

-‘Pan-Life Pickameup’---Not a toxin, or a weapon, but more along the lines of a universal cure serum...this powerful, concentrated life-essence elixir repairs damage at a rate of 1d4x10 SDC/MDC per dose, gives a +20% to save versus coma/death, reduces the effects of toxins/poisons already in the system by HALF, and will jumpstart a recently dead person (provided that they’ve been dead only 1d6 minutes, and are reasonably intact...the drug will repair 2d6 SDC/HP/MDC, but further medical attention may be required if the damage is severe). On perfectly healthy people, it provides a momentary boost of energy( add + 5 to strength, double the speed, double their saving throws versus magic, poison, and death, and fatigue is forgotten)( Effects last 3d6 minutes, can only be used four times per day, however...after that, each use will add 1d4 hours to needed sleep when the person finally crashes). Can ONLY be injected.
Against necromancers, vampires, zombies, and other Undead, however, this drug does serious damage equal to the damage healed.
Cost: 600 credits per dose.

-‘Brain Fuzz”-----This concoction interferes with the delicate nuerochemistry of psychics. It will knock out a psychic’s ability to perform psionics for 8d6 minutes on an injection, or will curtail their abilities(range, damage, duration) by HALF for 4d6 minutes on a spray application. Save versus non-lethal poison( 12 or better). A successful save versus the drug in its injected form means the psychic’s skill is only curtailed similar to the spray attack. A successful save versus a spray attack means the psychic only loses one psychic action/attack that melee. (skin absorption toxin). Cost: 300 credits per dose.

-‘Buzz Fuzz”-----This concoction interferes with the delicate biochemistry of magic users, similar to ‘Brain Fuzz’. It will knock out a mage’s ability to perform magic for 4d6 minutes on an injection, or will curtail their abilities(range, damage, duration, available PPE) by HALF for 2d6 minutes on a spray application. Save versus non-lethal poison( 12 or better). A successful save versus the drug in its injected form means the mage’s skill is only curtailed similar to the spray attack. A successful save versus a spray attack means the psychic only loses one psychic action/attack that melee. (skin absorption toxin). Cost: 500 credits per dose.

-“Tracer’---A combination pheromone/aura-altering drug that gives the victim a distinct scent ‘tag’ that can be identified only by beings with acute senses of smell or special pheromone trackers. The chemical also causes the person’s aura to take on an unusual and distinctive pattern that can be readily detected by anyone with See Aura or a PPE/Kiralian Scope. Effects last 48 hours. No save. (skin absorption toxin).
Alternately, this chemical can be used to cause obvious and profound biological changes in the victim, such as temporarily causing their skin to change color(including unnatural colors like polka-dots and stripes), creating an unmistakable stench, or causing all their hair to drop out...all in the name of good clean fun, of course....
Cost: 340 credits per dose.

‘Vamp Juice’---This is actually a slurry of Holy Water and enchanted silver dust. Yum! Does 1d6x10 HP damage to vampires in both injection and aerosol form, and prevents vampiric regeneration of wounds. Cost: 20 credits per dose(priced cheap because of ramping-up production w/ offworld silver and enchantment talent).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48018
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 “Chimera’ Full Conversion Heavy Assault Cyborg

The stars got in her eyes...and they just wouldn’t leave...she shook her head to scare them off, but they just got more excited...
With a jolt, she shook herself awake, powdered windshield glass raining off her hair and shoulders as she sat up in remembered panic, her heart racing as she realized where she was and why she was here....
Her partner slumped bonelessly across the dashboard, the odd angle of his neck showing that he was, if not immediately dead, then beyond what simple medical attentions she could give. The sight of her precious laptop in his lifeless grasp reminded her that she had to get moving again...if only her car would cooperate...
She whimpered as she frantically tried to extricate the car from its perch up against the curb and downed lightpole, the abused frame and transmission grinding and groaning as the vehicle burned rubber futily. The vehicle was held fast up against the curb, where failing brakes and her headlong panicked flight had deposited them. That the engine fuel cell was still intact and humming was a good sign, but it wouldn’t matter at all if the Coalition caught up with her here...
So intent was she on pulling her car loose that she didn’t realize that the Coalition already WAS here, the lanky form of a mechanical assassin looming out of the street fog behind her stalled car...
She didn’t notice as the Assault Skelebot lined up its rocket launcher on her car, the laser designator shining its innocuous red dot through the back window, on to the back of her head. Nor did she notice the whoosh of the missile as it leapt hungrily forward, closing the distance to its victim.
She DID notice, however briefly, the massive shadow that occulted her view beyond the spiderwebbed fractal of her front windshield, just before she felt a sharp and agonizing blow to the back of her head. Bright light, splashing red, and sudden darkness claimed her....
Just as it was about to smash through the rear windshield, the missile intersected another barrier; an invisible wall that silently slid into place, nearly bisecting the missile and stopping it in its tracks. Its timing was not quite perfect however, and instead of a primed shaped-charge warhead passing through the back of the car to explode in a bloom of blood and brains, the exploding missile was transmuted into a shockwave that flexed the late-established force barrier. A concussion blast catches the young woman from behind, pushing her forward with rib-breaking force against her seatbelt, hair snapping forward, slamming her head against the remains of the windshield, just missing being impaled on the steering column....
But she still breathes.
However, her attendant concussion means she does not hear the massive shape crouched over the wreckage of her car curse in a loud, electric monotone, does not hear the harsh barking of the autocannon it holds as it guns down the Assault Skelebot, readying another kill shot. Nor does she hear or feel the top of her much-abused car being peeled away, or the giant paw that reaches in and scoops up her limp form, and her laptop, nor does she see her dead, but still warm, partner’s body similarly scooped up by another giant form that appears beside the first. She cannot know how she is gently cradled in giant servomech arms, nor feel the fuzzy tingling as she and her rescuers fade from material state seconds ahead of the Assault Skelebot’s reinforcements.

The SpecFor major looked back up from watching the medteam hustling the gurnies out of the Pentagon Room, nurses already wrapping bandages around one patient’s bloodied head and ribcage, a monitor beating a steady, if weak, beep of vital signs.... a mage-priest of the Phoenix House bending over the other, lifeless, body, already inscribing mystic symbols on the corpse. He met the cyclopean gaze of the huge mass of living ceramic and metal that stepped off the Recall Platform and shifted its field artillery rifle pod over one battleship-plated shoulder.
“Well, Amistan, could you have cut it a little finer? Another centimeter and we’d have lost her! House of Phoenix can’t resurrect brain spray paint!”
“Shi-it, Lou, think I don’t know that? We’re lucky to have found the Relic Hacker at all! Or that the Deadboys were using armor-piercing bazookas instead of spreaders or infernos! But hey, your info was dead-on! She’s our girl...her sig’s all over the laptop interfaces!” The enormous cyborg replied in a surprisingly mellow and human-sounding voice, rather than the harsh identity-masking tones of the Battle Voice. A smaller armature extended from the ‘borg’s chest, holding a battered laptop computer covered with glittery stickers and a series of crystalline and shiny metallic devices attached to one side. “Here’s her comp-pad...same one she used to hack into our ‘net and send her message.....also looks like her regular hack deck!”
The Major took the device and examined it critically, noting the oversized grafted-on proccessor cards, the cobbled-up TW interface antennae, and the sealed mini-harddrives with security-locking, before wrapping a red security tape around it and handing it to an adjutant. “I’ll let the lab boys handle it...If she was telling the truth in that ley-mail, she’s hacked CS Mainframe Alpha...the one our boys have been trying to get into for years...Even if she didn’t though, anyone who could crack the protocols on the leynet deserves our attention...provided she makes it!”
The cyborg whistled, cocking an antennae optic in the direction the crash teams had gone.”Mainframe Alpha AND the Leynet? Hope she does pull through...talent like that...we either gotta recruit her or arrest her!”
“Yeah, yeah..well, now that’s over with, I got another assignment for you..Seems one of our outposts over in Greenland just stopped reporting a half hour ago...their last message said something about being attacked by big silvery mecha...Here’s how we’re going to get your team in...”


The Chimera is the latest in PS’s series of heavy Assault Cyborgs, having emerged after a long stint in development hell as PS engineers labored to work out a plethora of teething problems with the various new systems incorporated into it. Arguably, the Chimera is the most powerful, and most expensive, of the series, and many observers feel that the ‘borg is more akin to a cyborg-transplant robot vehicle than to conventional cyborgs. The Chimera blurs the line between cyborgs and robots, hence its name, for a creature neither fish nor fowl, ‘borg nor robot.
At first glance, the Chimera looks nowhere remotely human, with no concessions whatsoever made to esthetics; the Chimera has a heavy, rough humanoid build in that it has two arms, two legs, a head, and an upright posture. The limbs are thick and chunky, bulging with powerful servo motors wrapped in heavy protective armor plating. The legs are thick and trunk-like, with large three-toed, heel-clawed feet, and protective kneecap plates. The heavyarms end in large three fingered armor-plated claws with an opposable thumb. To allow the massive hands to be able to grasp and use handheld weapons, the hands have an inner ’sub-hand’ that can disengage from the armored ‘overmitten’, and which can more effectively grip delicate or smaller-scaled objects. The chest is broad and glacis-plated, flanked by two pectoral compartments for holding modular subsystems(described below). The head is flat and arrowhead shaped, with a wrap-around ‘slot’ of sensors. Two extending antennae-’ears’ protrude from the back of the head, and are used for ‘bot radio transmission/reception, and for looking around corners, and out of water with tip-mounted ‘periscope’ optics. Some observers have wondered if the basic chassis is the same as that of PS’s ‘Bull Dog’/’Mongrel’ heavy power armor.
The Chimera is a powerhouse, jammed with high-grade servo-motors, fast-release myomer tensors, backup power generators and micro-fusion powerpacks, and layers of armor, protecting the special systems and the life support system buried deep with the thing’s inner recesses. Unlike a power armor or robot vehicle, however, the Chimera’s armor and subdermal systems are packed with special neural sensors and ‘pain’ stimulators, giving the transplanted brain a crude sense of tactile sensitivity NOT possessed by PA and Robot Pilots in their machines.
The most obvious and interesting feature of the Chimera, besides its hulking size, are the extendible tentacles that reel out from the back and sides. These flat, snake-like appendages, using advanced linear-truss motors similar to those used on the PS ULTRA(Universal Light Trooper Reflex Armor) series, can bend and stretch in all directions around the ‘borg, and are able to extend up to 10 ft out from the cyborg. Each tentacle holds a basic optic cluster and a targeting sensor at the end, as well as the emission aperture for the ‘borg’s MagPlasPlex system. The MPP is an advanced development by PS’s Advanced Weapons division in creating a multi-function offensive/defensive system that uses advanced EM and plasma technology to create, among other functions, a magnetic forcefield, plasma bolts, force bolts, or concussion vortices. In addition, the tentacles are heavily armored, and, though not flexible enough to entangle or pick up opponents or objects, can be used to deliver a powerful slap in melee combat.
Less obvious, but no less impressive, are the two pectoral mounts---compartments set aside for carrying additional cargo, weapons modules(such as missile launchers), or special tech modules, including such infamous special purpose systems as the TW Multiplexor and TW Teleport Module. Depending on how the Chimera has been outfitted, these pectoral accessory modules can give the ‘borg an unexpected, and critical, edge in any action.
Other features include optional weapons and equipment mounting slots in the arms, legs, and head. Many of these weapons have come straight off the massive line of options available to PS’s modular power armors, giving the Chimera a wide selection of ways to deal mayhem. When fully outfitted, the Chimera can easily equal, if not outright outclass, most tanks and robot vehicles of Rifts Earth.
The Chimera has only recently been introduced to the GNE military, and only limited numbers(Likely no more than a dozen or so) have been produced, owing to their expense, and the limited pool of candidates that GNE can trust with these powerful cyborg bodies. It is not known how these ‘super-heavy’ cyborgs will fare in cost-effectiveness per operation against more conventional power armors and vehicle-borne operatives, but PS continues to have success with its supercyborgs, justifying, at least to the GNEAS, the value of these pricy, but powerful, cyborgs . The Chimera is considered an Elite unit, rarely seen outside special assault and combat units(though one Chimera was reportedly seen out-dimension, in the robin’s-egg blue of the local United Nations), and is considered one of PS’s ‘super-soldiers’. They are also considered to be the apex of ‘monster’ cyborg design for PS...if PS wants anything bigger and meaner, they convert a robot vehicle into a cyborg body.

Type:PS-FC-SA-36 Chimera
Class: Full Conversion Borg - Assault
Crew: One volunteer
Minimal Requirements: Because of the strain placed on the recipient’s psyche, the conversion is available ONLY to those with a demonstrated M.E. rating of 14 or better
M.D.C. By Location:
MPPS Tentacles(13, back) 80 each
MPPS Torso Projectors(4) 40 each
Hands(2) 60 each
Arms(2) 150 each
Legs(2) 200 each
Feet (& Foot Pads)(2) 100 each .
*Head 180
**Sensor Antennae(2)25 each
***Main Body 780
*Destroying the head of a Chimera will take out the main sensor systems, but will NOT kill the cyborg(lifepod is inside the main torso)
**Destroying the sensory antennae will HALF any bonuses to strike and dodge
***Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Chimera CANNOT be fitted with any additional armor; it’s already maxed out, though the armor can be re-surfaced in a variety of different armor enchancements(see Options).

Speed:
Running: 100 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Chimera CANNOT swim, but sinks like a rock. It can survive depths of down to 2.5 miles

Statistical Data:
Average Height: 15 feet
Width: 6 feet
Length: 2.4 feet ,
Weight: 5.8 tons
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 50, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
(tentacles)
+4 APMs
+1 strike
+3 parry
+2 dodge
+2 entangle
+5% to Maintain Balance
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Shocktrooper ‘Borg, or Headhunter OCC.
Black Market Cost: NOT FOR SALE! EXCLUSIVE TO PS!

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

Special Features:
a) Robotic Strength Enhancement---Super strong servos for heavy work and combat.

b) Integral TW Interface---Allows the cyborg to interface with modified TW devices like Magebolt Multiplexors, and more effectively use them.

c)Psionic Scramblers---Because of its elite cyborg assault unit status, the Chimera comes standard with mental-scrambling gear. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks.

d) Self-Destruct System----PS/GNE rarely requires its cyborg troops to carry suicide charges inside their bodies, but given the Chimera’s sensitive technology, even the recipients of this full-conversion agree that it would be a bad idea to let its technology fall into the wrong hands. As a result, the Chimera has been fitted with a fusion-block self-destruct charge packed around the powerplant and brain stem, that will completely destroy the ‘borg and do 2d6x10 MD to everything in a 10-ft radius of the ‘borg. This system is under the control of the cyborg, who can set it off manually if they think capture/compromise is imminent, or if certain, pre-set conditions are met(a periodic code sequence isn’t regularly entered, internal systems are breached, etc...)

e) Virtual Reality Hookup---Keeps the cyborg from going insane, by providing additional non-combat stimuli, in a virtual reality environment---anything from a fully interactive pre-scripted ‘movie’ to a VR real-time ‘chatroom’.

f) Interchangeable BioPod----Most Chimeras stay with a single body, but when VR-Sim or conversation just aren’t enough, the brain, spinal cord, and remaining organics of the convertee are housed in a special self-contained ‘biopod’ that can be removed from the hulking cyborg body and hooked up into another cyborg mody modified to accept it. This allows the Chimera to exchange his or her hulking combat body for a smaller, more humanoid, more socially-acceptable, cyborg frame for special missions or a ‘night on the town’.

g) Watchguard System---This is effectively an idiot-savant AI system slaved to the cyborg’s consciousness. It runs the tentacles and can be set to keep watch when the organic portion of the cyborg has to sleep. On its own, it has 5 APMs, but otherwise cannot move the cyborg, only activate the forcefield and run the tentacles.

Weapons Systems:
1)MagPlasPlex System(MPPS)---Built into the thirteen tentacles and four hip projectors, this system uses advanced mastery of magnetic field technology to create a true multi-function weapons system.
The MPPS has several different modes;
a) Forcefield---The tentacles/projectors can project a power EM forcefield that protects the cyborg. The forcefield can also be extened out about 5 ft, allowing the cyborg to protect bystanders. Destroying a tentacle or projector reduces the forcefield strength by 20 MDC(or 5%, depending on the state of the forcefield)
b) Camo Field----Derived from active ‘Blurr Field’ camouflage, this system creates a ‘virtual solid’ forcefield ‘screen’ onto which small microlasers can project a false image. This system isn’t as sophisticated as that deployed on other platforms, but it does allow the giant cyborg some ability to hide itself, especially when standing still, with partial cover.
c) Plasma Bolt---This is a plasma burst wrapped in a rapidly deteriorating magnetic ‘blanket’ vortice that allows the bolt to travel further and explode with an area of effect, like a plasma torpedo or warhead.
d) EM Bolt---A simple invisible vortex of force, like a TK-Bolt, that slams into its target unseen, delivering incredible kinetic energy. The MPPS can fire single bolts, or ‘shotgun’-burst a smaller number of less powerful bolts for dealing with large numbers of lesser opponents.
e) Concussion Bolt---A larger, less powerful, EM vortice that spreads out the force of impact over a greater surface area---the intention here is not to go through or destroy a target, as much as it is to knock it down or over.
f) Shock Bolt---A short range bolt of electrical energy, like a more powerful taser, intended to knockout opponents for capture.
Range:(Forcefield) 8 ft radius
(Camo Field) 5 ft radius
(Plasma Bolt) 4,000 ft
(EM Bolt) 3,000 ft
(Concussion Bolt) 2,000 ft
(Shock Bolt) 500 ft
Damage:(Forcefield) 20 MDC per tentacle devoted to shield generation(340 for all 17) Regenerates at 10% per melee
(Camo Field) None...Field has 20 MDC (total)
(Plasma Bolt) 4d6 MD to 5 ft radius, per single bolt
A full salvo(on one target) from all 17 projectors does 1d4x100 MD to a 25 ft blast radius!(counts as ALL the attacks for that melee)
(EM Bolt) 5d6 MD per single bolt
A full salvo(on one target) from all 17 projectors does 1d6x100 MD!(counts as ALL the attacks for that melee)
(Concussion Bolt); has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(Shock Bolt) None:Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 75% chance of having their cybernetics
disrupted for 1D10 minutes, and a 30% chance of a
non-vital system being permanently shorted out.
Rate of Fire:(Forcefield) Can be maintained as long as there are available projectors
(Camo Field) Can be maintained as long as there are available projectors
(Plasma Bolt) ECHH
(EM Bolt) ECHH
(Concussion Bolt) ECHH
(Shock Bolt) ECHH
Payload: Effectively unlimited
Note: Being invisible, EM Bolts are -8 to dodge
(Optional) The tentacles can be fitted with vibro blades(2d4 MD) or vibro-pincers(1d6 MD), the latter able to latch on and hold prey

2) Vibroblade Hands and Feet---The fingers and toes of the cyborg can extend vicious slashing claws
Range: Melee
Damage: +3d6 MD to punch/kick

3) (Optional) Arm Mounted Weapons---Both of the oversized forearms can mount extra equipment or weapons on special hardpoints.
a) Light Rail Gun----A variable power light weapon, based on PS’s ‘SHazardRifle’ series, and replacing the light machine gun originally slated for this slot.
Range:(SDC Mode) 600 ft
(MDC Mode) 2,000 ft
Damage:(SDC Mode) 3d6 SDC per single shot
(MDC Mode) 1d6 MD per single shot, 1d6x10 MD per 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum
Cost: 3,500 credits

b) Rail Gun---A heavier, more powerful weapon for anti-armor work
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 500 rounds; the forearm magazine can hold an additional 200 rds.

c) BAR-2 Rail Gun
Range:2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire:Single shot, ECHH
Payload: 300 rds. Forearm magazine can hold 150 rds
Cost: 29,000 credits



d) ‘Mega-Deuce’ Auto-Shotgun---A slightly heavier version of the PA AutoShot.
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
*Acid Shell---A late addition, ----1,000 ft range, 4d4 M.D. the melee first round. Damage goes down by 1d4 each melee round after that. Additional bolts do additional damage, and therefore add to the duration. No matter how many shots hit, the damage only goes down by 1d4 each melee
Cost: 18,000 credits for the Mega-Deuce

e) Heavy Machinegun (.50 cal)
Range: 6,000 ft(9,000 ft HB)
Damage: 1d6x10 SDC per rd
(WI Exploders) 2d6 MD per 20 rd burst
(Ramjets) 1d4 MD single rd, 5d6 MD per 40 rd burst
(PSX-1) 2d6 MD single rd, 4d6x10 MD per 20 rd burst
Rate of Fire: Standard
Payload: 300 rd drum
Cost: 9,000 credits


f)Micro-Missile Launcher(s)----25 shot launch box

g) Mini-Missile Launcher(s)---Two types available:
80MM Mini-Missile Rocket Pack-----Payload: 6. Cost: 50,000 credits for the launcher
OR...80MM-"B" Mini-Missile Rocket Pack---Payload: 10.
Cost: 55,000 credits for the launcher

h) Hellfire Launcher---2-Pack Smart Missile Launcher----Range: 1 mile, Damage: High Explosive 2d6x10 MD, Payload: 2, Bonuses: +5 to strike
Cost: 50,000 credits for the launcher, 8,000 credits per missile

i)Heavy One-shot Anti-Armor Missile---- 10 miles, 4d4x10 MD, 20,000 credits

j) Flamer Pod----400 ft range, does 3d6 MD per burst, plus does an Additional 2d6 MD per melee for 1d6 melees, 10 shots, 30,000 credits

k) Flare/Chaff Launcher----8 shots, 600 ft range, 8,000 credits

l) Smoke Mortar---6 shots, 500 ft range, 4,000 credits

m) 40mm Snub-nosed Grenade Launcher----The standard PS-made 40mm AGL, but a couple modifications have been made, including more burst settings, and the ability to use a 50 round short clip. It's got a shorter barrel, so less range, but otherwise still just as devastating.
Range: 1,500 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius, 3 round burst does 1d4x10 to a 15 foot radius, 5 round burst of frag shells does 1d6x10 to a 20 foot radius,10 round burst does 2d6x10 to a 40-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius, burst of 3 does 2d4x10 to a 5 foot radius, burst of 5 does 2d6x10 to a 6 foot area, 10 round burst does 3d6x10 to an 8-foot area.
Plasma rounds do 1d4x10+10 to a 5-foot radius, burst of 3 does 3d4x10 to an 8 foot blast radius, burst of 5 does 3d6x10 to a 10 foot radius, and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 50 shot clip
Cost: 50,000 credits

n) Light Pulse Laser---2,000 ft, 4d6 MD per burst shot, ECHH, Effectively Unlimited, 17,000 credits

o) Laser Cannon---Based on the popular JA-12 Juicer Laser Rifle.
Range: 4,000 ft
Damage:4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire:ECHH
Payload: Effectively Unlimited

p) Light Plasma Cannon---800 ft, 5d6 MD per shot, ECHH, Effectively Unlimited, 12,000 credits

q) Advanced Plasma Cannon-Adapted form of the PS ‘Serap’ plasma cannon
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feed of the plasma cannon, with the deuterium gas reservoirs located in the two lower-most mini-missile comparments on the torso(this removes the mini-missile launchers, and reduces the overall number of MMs to 24). This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited; each deuterium tank has enough gas for 75 shots each.

r)Ion Cannon---1,000 ft, 3d6 MD per shot, ECHH, Effectively Unlimited. 16,000 credits

s) Ion Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

t) Particle Beam Cannon----1,200 ft, 2d4x10 MD per shot,, ECHH, Effectively Unlimited. 44,000 credits

u)Ripper Chainsaw w/ Laser---A knockoff of the Wellington Industries WI-CL8 Multi-Purpose Weapon System, grafted to the cyborg’s forearm and linked to its powerplant.
Range:(Chainsaw) Melee
(Laser) 2,000 ft
Damage:(Chainsaw) 5d6 MD
(Laser) 3d6 MD per blast
Rate of Fire:(Chainsaw) ECHH
(Laser) ECHH
Payload:(Chainsaw)Effectively Unlimited(linked to cyborg’s powerplant)
(Laser) Effectively Unlimited(linked to cyborg’s powerplant)
Cost: 44,000 credits


4)(Optional) Pectoral Compartments(2)---The Pectoral Compartments are specially wired for holding additional weapons and equipment, including TW systems. Here are a few of the available systems:
a) Cargo Space---Rather than hold an active system, the compartment can hold up to 50 lbs of cargo

b) Micro-Missiles----Each compartment can hold 50 micro-missiles

c) Mini-Missiles---Each compartment can hold 12 mini-missiles

d) Short-Range Missiles---Each compartment can hold 3 SRMs

e) Additional Set of Arms---An additional set of secondary, human-scale, robotic arms can be fitted. Each arm has an MDC of 50, P.S. of 30 , and can be fitted with standard cybernetic/bionic weapons and utility systems as normal.

f) Additional Forcefield Projector---An internal Naruni-stle forcefield projection system. Has 300 MDC, but it CANNOT be engaged at the same time as the main EM field...it’s a backup system for especially hazardous missions.

g) TW Multiplexor Node---A Spellcard system that can be programmed with up to three different spells, and a PPE Battery Pack with 200 PPE
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery; 200 PPE Battery-Stone
Bonuses: As per spell(if any)


h) TW Teleporter---This special system allows the giant cyborg to instantly teleport back to a pre-arranged/programmed ‘safe point’ in an emergency or upon mission completion, negating the need for dangerous extrication operations. This system lacks the long range of the regular spell(it’s limited to a few miles at best, rather than the three hundred mile splus of the original, so it isn’t as energy intensive and more cost efficient for short-range jaunts. This system is currently a closely-guarded secret of PS/GNE. This system comes wth its own PPE Battery Pack, with 600 PPE. The system takes BOTH pectoral slots; one for the teleport mechanism, the other for its PPE battery pack.
Standard procedure calls for the Chimera to teleport to a pre-determined ‘depot’ site with established Teleport Circles already in place, then use coordinates and imagery sent to them by remote observers or drones to teleport from there, if possible, to the desired secondary site. Once their work is done, the ‘borgs can then reverse the proccess, ‘port back to the ‘depot rings’, and from there return home. To faciltate these sorts of operations, PS/GNE has been setting up a network of hidden ‘depots’ with Teleport Circles across the country near likely trouble spots.
Range: Maximum of 50 miles
Duration: Instantaneous and Permanent
Cost per Jump: 200


i) EW Jammer---Self-contained Electronic Warfare Jammer pack. A fairly basic radio jammer that can jam civilian band radio communications with 80% efficiency, military communications with 60%. Range: 1 mile

j) Integral GMR/Contra-Grav Generator---This system, developed with the assistance of Aegis Stellar Industries tech-transfers, allows the massive cyborg to effectively negate its heavy weight, float a few inches above the ground, and allow it to more effectively PROWL without penalty, as well as to make long, silent, gliding leaps, up to 100 ft across, and 80 ft high.
Installing TWO such generators will allow the cyborg to FLY, albeit it slowly, at a speed of 150 MPH, at altitudes up to 1,000 ft

k) Ammunition Drum---The pectoral space can be used to hold an additional supply of ammunition for an arm-mounted or hand-held weapon.

5)(Optional) Use of handheld weapons---The Chimera can pick up and use any infantry- or power armor-scale weaponry. Standard issue for Assault Teams is a heavy autcannon or rail gun module.

Hand to Hand Combat
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch( 2 attacks) 1d6x10 MD
Swat w/ Tentacle 1d4 MD
Kick 2d6 MD
Leap Kick(2 Attacks) 4d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram 2d4 MD

Variants:
*PS-FC-SA-25D---aka ’Devilborg’---Actually a TW-enhanced cyborg meant for combating supernatural foes. In place of the MagPlasPlex System(MPPS), the cyborg is instead fitted with an Anti-Theron Projection System(ATPS) that can fire magic-disruptive bolts or surround the cyborg in a field inimical to supernatural beings.
Other additions include paranormal sensors, silver-plated claws, spiked armor(+1d4 MD to a body block/tackle), and additional weapons tailored for combating supernatural opponents.
During the Minion War, the ‘DevilBorg’ becomes one of the elite units in taking the fight to the Infernals, and production of the variant temporarily exceeds that of the ‘standard; model configuration.

*Kirillian Vision Optics---Similar to the Japanese SNARLsystem.

1) Anti-Theron Projection System(ATPS)
The downside of the system is that it has only a limited number of shots/minutes of available power; the organic matrix fueling the effect burns out and requires replacement.
Range: (Anti-Theron Bolts)2,000 ft
(Anti-Theron Field) 10 ft radius centered on the cyborg.
Damage:(Anti-Theron Bolts) Does 4d6 HP/MDC damage per shot(based on what the creature is). So, all thirteen tentacle-guns firing at once would do a whopping 52d6 of damage(or roughly 5d6x10)(!)
Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines:
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 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.
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 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 versus their own PPE backfiring on them. A successful roll to save HALVES 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 flouresce and become visible to the naked eye.

(Anti-Theron Field)Supernatural/PPE-rich opponents hitting the field take damage as above, starting with 3d6 ‘virtual’ damage.

Rate of Fire: (Anti-Theron Bolts)
(Anti-Theron Field) Standard, ECHH

Payload: (Anti-Theron Bolts) A one-gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
(Anti-Theron Field) That same one-gallon-sized anti-theron cartridge is good for maintaining the field up to 6 hours.
-------------
"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 “Chimera’ Full Conversion Heavy Assault Cyborg

Nice. Did you do the art first or the text?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

abtex wrote:
taalismn wrote:Paladin Steel “Chimera’ Full Conversion Heavy Assault Cyborg

Nice. Did you do the art first or the text?



This one's been so long brewing it's hard to tell...I revised the art like eight times and kept spinning my wheels on the text...it was something in the lineup I wanted to get done before I could move ahead with higher numbers in the list. Now I just gotta scan and color the art and I'll be satisfied with the whole package.
-------------
"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 »

Your borg list has bloomed fully at last, bring in saws and our kin of near robotic chassis.

Currently working to design the Rifts smart phone and a power armor that has zero amounts of metal, in the event the Nano-Plague is brought over on an infected paperweight or other assorted shiny things.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Your borg list has bloomed fully at last, bring in saws and our kin of near robotic chassis.

Currently working to design the Rifts smart phone and a power armor that has zero amounts of metal, in the event the Nano-Plague is brought over on an infected paperweight or other assorted shiny things.



Hidden in the Cambridge Jungle/MIT Forest is a splinter-colony of Splicers, so HostArmor and other biotech gear is not far away. I believe I also earlier posted some non-metallic ion pistols...could probably do some chemically-powered non-metallic laser pistols. I KNOW I've got some non-metallic combat vehicles in the works.

Meanwhile, have another Bio-Mod:

BLUE RIOT Power Generation Bio-Mod
(PU2 budget of 9 million per operative)
http://i408.photobucket.com/albums/pp164/taalismn/Bio-electric_zpssxaiypo4.jpg

“Am I compatible with a Paladin Steel-made particle beam weapon battery system? Dude, my bio-mod was MADE by Paladin Steel. Of COURSE I’ve got electrical compatibility!”

“Sure, I don’t ever have to worry about empty e-clips, but my colleagues tend to avoid me because I sometimes emit an ominous hum, I spark, sometimes when I get real excited I’ll accidentally put out some lightning, and I worry the damned Power Leeches are going to rape me in my sleep! But at least my Shemarrian girlfriend doesn’t seem to mind my electric personality...”

“I am a lineman for the county...”

If anybody needed any further proof that Paladin Steel’s Advanced Genetic Designs Division is in inter-house competition(‘Whatever you can do, we can do better”) with the Bionics Division, BLUE RIOT is seen as confirmation. BLUE RIOT emerged from the bio-labs close on the heels of the PS-FC-29 Tesla Full Conversion Borg, the latter a walking powerplant of a cyborg. BLUE RIOT is a superpowered humanoid electric eel in concept, a bio-electrical energy generator of unprecedented capacity. Given PS’s emphasis on technology, it’s joked, it should have been seen as inevitable that PS would create personnel who can directly recharge and power that same technology.
BLUE RIOTs fairly crackle with power, generated within their own bodies by specially modified organs utilizing advanced bio-fusion. Their nervous systems are triple-redundancy and able to handle and safely conduct massive charges of electricity that would otherwise vaporize ordinary protoplasm, and their bones are insulated against shock. Subcutaneous mesh shunts overloads across the skin and safely dissipates shock attacks, as well as providing a form of bio-armor. Given that BLUE RIOTs are frequently called upon to provide power during the thick of combat or in the middle of unfolding disaster situations, being tough enough to shrug off gun shots and collisions is a good thing from everybody’s standpoints. They also have greater resistance to toxins(especially important if you’re working around leaking/smoking electrical components) and improved strength(also handy if you’re manhandling heavy electrical components like transformers).
BLUE RIOT bio-mods are almost inevitably found with combat engineering units, acting as (what else) electricians. PS Contract Engineering also uses a lot of BLUE RIOT recruits, often deploying them, alongside the earlier NEON GLACIER bio-augs, in ‘flying squads’ sent to deal with regional emergencies and power outages(such as following battles or natural disasters), restoring local power and hope. During the Minion War they were in high demand, helping repair the defenses and infrastructure of communities threatened by the Infernals, and doing damage control aboard vehicles and vessels engaged in combat against the monsters directly. They reportedly have it even worse than their Tesla cyborg opposite numbers when it comes to attracting the unwelcome attentions of Power Leeches.

Powers/Abilities:
-1. Generate Electrical Power---The superbeing generates KILOwatts of electrical power per hour(for reference, 745 watts = 1 horsepower. The average electric golfcart runs on 200-500 watts, the current average electric car 30,000 watts/30Kw, an air liner’s APU-auxiliary power unit- can generate in the 750-1145 Kws...estimate the ‘average’ power armor or exoskeleton to run off a 10-40 Kws). The Powerhouse can generate their P.E. x5 in Kilowatts +10 per level of experience(in comparison, commercially available home gas-powered generators can produce 1-7 Kilowatts). The Powerhouse can then trickle or surge this current into a power grid or electrical system by touching an outlet or other connection(may have to moderate power flow or install step-down transformers, however, to prevent overloading the systems).
The superbeing can generate this power in both Direct and Alternating Current formats, but not both simultaneously.
The character can recharge batteries and e-clips with a touch, power up a household, even power a vehicle if they have enough juice. Energy and rail weapons can be powered by hand; a typical MD energy weapon or rail gun eats up 5-10 Kws per shot, so a 10-shot e-clip will take 50-100 Kws to recharge.

2. Shocking Touch---Coming into contact with the Powerhouse means taking shock damage; the superbeing generates far more powerful contact currents than even APS: Electricity characters. However, they CANNOT project this power like lightning bolts or electrical arrays.
If the superbeing holds a properly conductive weapon(like a copper rod or whip) they can extend their shocking reach(although at higher power levels, their weapon might just melt in the process).
The superbeing can also use conductive structures like metal grates or shallow water to increase the range and area of effect of their electrical attacks.
Range: Melee (typically 30-50 ft if pumping power into a metal structure like a floor grate, 100-200 ft if through cable, 20-40 ft if through water)
Damage: 7d6+1d6 per level of experience(5d6 base damage when conducting through a conduit like metal or water). Can regulate damage in increments of 1d6 or even take it down to Stun levels, akin to a tazer(effectively acts as a Pull Punch).

3. Overload Strike---By touching into an electrical system and dumping an excess amount of power into it, the Powerhouse can attempt to overload the system. Most stand-alone systems lack proper surge protection against overloads, but powergrids and much military equipment, hardened against electromagnetic pulse, is so protected(the overload attack is -15 on the following chart against such systems), but if the Powerhouse character can bypass the surge protection(such as tapping into a main power trunk directly), this is negated.
01-10: No damage
11-20 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative. Unprotected memory devices are 25% likely to be wiped out/corrupted.
21-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds. Unprotected memory devices are 50% likely to be wiped out.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds. Unprotected memory devices are 75% likely to be wiped out.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair. Unprotected memory devices are wiped out; little chance of file recovery.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.

4. Living Battery---The superbeing can also absorb and store up excess electrical power(including his own) at a capacity of P.E. x 10 + 20 per level of experience in Kws. Note that this is regular electrical current; the superbeing CANNOT absorb thermal, particle beam, microwave, or other energy formats....The Powerhouse CANNOT absorb electrical attacks or lightning(unless modified by another power). This allows the character to build up a reserve of power for extended peak usage(like powering heavy weapons or multiple applications). Dumping the WHOLE reserve into an Overload Attack gives a +15% to the effects chart and DOUBLES shock damage for ONE attack.

4. Other Bonuses:
*Takes NO damage from electrical attacks
*+1d6 P.E.
*+50 SDC
*Gets the skill Electronics: Basic at +20%, and any other Electrical skills at +15%

(Optional) Powerhouse characters can have the following Penalties, if the GM or Player so desires(or roll 1d4):
*Special Diet---The superbeing requires a diet high in some exotic or unusual additive that acts as a moderating element...Without heavily seasoning their food with suchlike as powdered lead, cadmium, arsenic, or boron, the superbeing will suffer overload and surge problems manifesting as cramps, constipation, glowing stool, fever, delirium(-1d4 to initiative, HALF bonuses to strike/parry/roll/pull, HALF APMs, and -20% to all skill rolls while ill), and a 25% chance of 1d4 random electrical eruptions per hour(electricity will arc around them, and possibly jump to the nearest conductive object)doing full damage.
*Susceptibility to Water---The character hates to get wet; takes DOUBLE damage from water-based attacks. Merely being submerged(must be 50% or more of body in direct contact with the water) in water will do the character 2d6 damage per melee.
*Glowing with power---The character fairly glows with excess electrical power; 50% chance of also resonating with a low ominous electrical hum. -20% to Prowl.
*Self-Destruct----If taken below zero Hit Points and essentially killed, the Powerhouse character has a 01-50% chance of catastrophically exploding, doing 2d6x10 damage to a 10 ft radius(+5 ft per level of experience), or a 51-00 chance of simply melting down into grease and soot, making conventional resurrection/resuscitation attempts(which require a largely intact body) difficult to say the least.

-(Minor) Energy Expulsion: Electrical Field---By standing still and concentrating, BLUE RIOTs can generate a crackling field of energy around them that both shields them and destroys anything else caught in the area of effect. Another reason even friendly troops give these people a wide berth when they’re charged up.
Range: 10 ft radius+2 ft per level of experience
Damage: 4d6 SDC/MDC per every 5 seconds caught in the field, 3rd level characters can control the damage in increments of 1d6. Only what the BLUE-RIOT is wearing or holding is spared this.
After 3rd level, the bio-mod can also shield other people and objects(including, for example, equipment they’re working on) inside the field, but the people/objects to be shielded must be touching or held by the bio-mod.
While the field is up, the bio-mod is IMPERVIOUS to electrical and energy attacks, while bullets, projectiles, and thrown objects are -8 to strike, but do full damage if they strike. Fire(Energy Resistance-Fireproofing below), magic, psionics, and other forms of energy(like phase weapons) do full damage.
Duration/Rate of Fire: Takes 2 APMs to maintain the field for a full melee.

-Extraordinary Physical Endurance(Minor)---The BLUE RIOT mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The network also bolsters endurance, reducing fatigue.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.


-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Physical Transformation---(By now) Standard amp-up for Class IV bio-mods. The recipient of a BLUE RIOT aug is physically optimized; they are icons of (electrically) glowing good health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Immune System Boost----BLUE RIOTs are so internally bio-modded that normal diseases and pathogens find it hard-going trying to survive in such an environment. The bio-mods also seem to have healing-in-overdrive and a resistance to many environmental substances(such as those associated with electrical systems) that would otherwise incapacitate or kill normal people. The person heals twice as fast, +5 to save versus poisons/toxins, +8 save versus disease, and +3 save versus Bio-Manipulation attacks. Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration. Unfortunately, this jazzed-up immune system also works just as effectively against GOOD and beneficial drugs and chemicals.
The superconductor fiber strands under the skin can also contract to act as a natural pressure bandage or tourniquet; stops bleeding from small cuts and abrasions in 6d6 seconds and serious wounds in 1d6 melees.


-Energy Resistance(Fireproofing)---An attempt to plug the gap in resistance spectrum of the Electrical Field ability above; fire/heat damage does HALF damage to the bio-mod.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience, + combined SDC/HP.
+2d6 Hit Points
+4d6 SDC+50 SDC
*Takes NO damage from electrical attacks
*Fire/Heat does HALF damage
+1 APM
+2 on initiative
+4 save versus Horror Factor
+2 save versus possession.
+1d4 P.E.+2d6+5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1d6 to P.S., plus it is considered to be Extraordinary.
*Heals twice as fast
+6 to save versus poisons/toxins
+9 save versus disease
+3 save versus Bio-Manipulation attacks
Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration.
*Gets the skill Electronics: Basic at +20%, and any other Electrical skills at +15%
Last edited by taalismn on Sun Sep 27, 2015 1:27 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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taalismn
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Re: Paladin Steel Storefront

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PS-FC-46 ‘Radiarc’ Full Conversion Combat Cyborg
(aka ‘Multilux’, ‘Quadaslicer’, ‘Hell Blossom’)

“’Why are so many PS ‘borgs optimized for melee combat?’ Because we metalheads got the ability to get in close, soak up damage, and lay some serious hurt in return! We don’t tire worth a squat, and most of us can turn our pain receptors off! WE can step right up and DELIVER!”

“Wanna know what me and mine were doing during the Battle of New Lazlo? I was jumping on the backs of Walking Deaths! Man, with four arms I could use two to pick off demons, while my lower two were busy cutting those big lizards up into strip-steaks! Oh, and I got my shoulder grenade launchers beating time and suppressive fire against the ‘horns on the ground. You know what the ‘fernals started calling us Radiarc ‘borgs? ‘Flame Ticks’, because every time we showed up we set them on fire and bled them dry! That was some FINE fightin’, if you ask me!”
---Sergeant Alice Sunders, Radiarc Conversion, 2nd Hellson’s Parthians*, Irregular Unit, Greater New England Armed Services.
(*Hellson’s Parthians---a mercenary company of mechanized infantry originally based out of MercTown, and commanded by an ex-Northern Gun officer, Lars Hellson. The unit was hired to defend a town in the Magic Zone, Angel Springs, from what looked like a local warlord, but turned out to be am advancing army of Hell Lord Rune’s assembly. Despite putting up a stiff fight, the Parthians, and the inhabitants of Angel Springs, were massacred by the Iron Guardsmen. The demons took particular delight in torturing ‘Hell’s sons’, and throwing the badly mutilated soldiers by the wayside among the bodies of those they’d been hired to defend. However, quite a few badly-wounded survivors managed to escape and made it out to seek asylum in New Lazlo and GNE-affiliated territories. Hellson’s Parthians reformed under Hellson’s second in command---Hellson was killed at Angel Springs---as an Irregular Unit in the GNEAS, and over half the surviving Parthians, plus many surviving Angel Springs militia, now all full-conversion cyborgs, rushed to answer the call to arms to defend New Lazlo. The 2nd Hellson Parthians proved especially eager to avenge their previous loss to the Iron Guardsmen in the vicious fighting at New Lalzo, and the Parthians’ Radiarc cyborgs took special pleasure in hunting down and challenging the Guardsmen officers in the demon army)

The Radiarc was developed from the Metalmage full conversion cyborg, after several individuals got their frames customized to sport extra arms and extra plasma-arcs. The modification caught on with other cyborgs who didn’t particularly want the MetalMages’ attendant TW systems, but DID want the added multimode plasma saber arms, so PS decided to create a new cyborg based around the concept. They elected to create a heavily armored, four-armed, heavy-combat cyborg with the ability to dish out damage at a variety of ranges. The Radiarc sports no less than FOUR of Paladin Steel’s multimode PSR-1 plasma-sabers integrated into its arms. Furthermore, the Radiarc is surfaced in laser-reflective chrome, similar to the ‘Midas’. With the plasma lances lit, and the arms moving in a complex saber-pattern, the Radiarc can be an awesome spectacle, described by some as looking like a ‘white-hot snowflake from hell’.
Heavy armor, redundant shielding, and multiple weapons give the Radiarc serious staying power on the field. Backing the plasma lances in the arms are a pair of rapid-fire grenade launchers, chest-mounted ion blasters, and conventional vibroblades. Heavy integral body armor, supplemented by heavy appliqué, is further enhanced with the addition of laser-ablative armor adapted from the earlier Midas design. improved neuro-linkages integrated into the design allow the Radiarc to make the most of its extra arms, and many Radiarc converts, when they have the time, will seek additional training in swordsmanship skills(especially from MetalMages or cybersamurai).
Like so many recent PS cyborg designs, the Radiarc has benefited from the Minion War, with militaries seeking to ‘upgrade’ soldiers critically maimed in combat with the Infernals. The heavy armor and firepower of the Radiarc attracted many critically injured soldiers seeking a cyborg conversion to get back into combat, and Paladin Steel had to farm out production to offworld sites to keep up with demand. Entire PLATOONS of Radiarcs rushed to New Lazlo’s defense when that community was threatened by demons seeking to plunder the city and hold its inhabitants hostage to pry cooperation out of parent city Lazlo. Instead, cyborg armored legions trashed Hell Lord Rune’s field generals and their Iron Guardsmen, and flying armies coming in from Lazlo and the Shemarrian Nation sent the Infernals to rout. The sight of so many plasma arcs lighting up the night, burning Infernals(or their equipment), led to talk of the ‘Lazlo Night Saber Dance’, popularized in song and dance styles on Lazlo clubs after the battle.
Among their fellow cyborgs, Radiarcs seem to have a friendly feud with other four-armed melee specialist cyborgs such as the PS-FC-5 Montoya and the PS-FC-33 Maveli , the quad-armers often trading barbs and jibes about style and combat etiquette. They also like to chide the earlier mirror-chromed Midases for not ‘up-arming’.

Type: PS-FC-46 ‘Radiarc’
Class: Full Conversion Borg - Heavy Machine
Crew: One volunteer
M.D.C. By Location:
Hands(4) 30 each
Arms(4) 100 each
Legs(2) 130 each
Feet (& Foot Pads)(2) 55 each .
*Head 100.
Head Cowl 45
**Main Body 290.
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Radiarc CAN be fitted with additional armor, up to HEAVY Cyborg Armor

Speed:
Running: 120 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 14 feet high or 27 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: Not possible without a jet pack
Underwater: The Radiarc CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 8 feet
Width: 4 ft at shoulders
Length: 2.8 feet
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+1 APM
+2 initiative
+6 strike(+7 w/ integrated ranged weaponry)
+6 parry
+5 dodge
+3 Pull Punch
Automatically gets W.P. Paired Weapons
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg or Headhunter OCC.
Black Market Cost: 9.6 million credits with all standard features, weapons, and sensors.

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

Special Features:
* Ambidexterity Boost---With so many arms, it made sense to make ambidexterity an integral standard on the Radiarc. If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons(reflected in Bonus stats).

*Armored Cowl--Built-up shoulders and a sliding plate behind the head give an extra 45 MDC to the head, especially for protection from attacks from the rear.

*Hydraulic Leg Boosters---The legs are enhanced with improved servos for enhanced maneuverability.

*Laser-Reflective Armor---Lasers do HALF damage. Fully polished-up, with the plasma arcs reflected in the armor, the Radiarc is spectacular to behold.

*Hardened Circuits---A feature growing to be standard in Paladin Steel-made combat cyborgs. Shields the ‘borg’s systems against EMP and other electrical-disruption attacks.

Weapons Systems:
1)Multi-Mode Plasma Saber(4, one each arm)----The Radiarc mounts no less than FOUR of these versatile multimode weapons. When activated, a blade or lance of plasma energy seems to grow from the muzzle, like a cyberknight’s psi-sword. The device can also fire plasma bolts just like the PSR-1. With all four arms sprouting plasma blades, the Radiarc is pure plasma murder at close range.
Range:(Heavy Bolt) 1,000 ft( DOUBLE in space)
(Light Bolt) 2,000 ft( DOUBLE in space)
(Plasma Saber) 3 ft ( DOUBLE in space)
(Plasma Lance) 18 ft( DOUBLE in space)
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited


2) Vibroblades---Backing up the plasma weapons on each arm are extendable hand vibroclaws. The ‘claw is patterned after the Naruni ‘Ripper’ blades and is silver-plated for maximum damage against supernaturals vulnerable to the metal.
Range: Melee
Damage: 3d6 MD
Bonuses: +1 parry, +1 strike

3) Chest-Mounted Ion Blasters(2)---Concealed under two pectoral plates in the chest are two triple-barreled ion blasters. Short range, but very damaging.
Range: 400 ft
Damage: 3d6 MD or 5d6 MD per shot, 1d4x10 MD per 3-shot low-power burst, 1d6x10+15 MD per 3-shot high-power burst, 2d6x10 MD per 10-shot low- power burst, 3d6x10 MD per 10-shot high-power burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Shoulder-Mounted Grenade Launchers(2)---Mounted on each shoulder is a modular grenade launcher; available in 23mm, 25mm, 30mm, and 40mm formats, as well as frag-rockets and razor-frizzers.
a) 23mm Grenade Launcher
Range: 280 ft( DOUBLE in space)
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 500 rd drum each AGL

b) 25mm Grenade Launcher
Range: 3,300 ft( DOUBLE in space)
Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius

(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius

(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object


(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown

(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius

Other ammunition types, including incendiary and plasma rounds, are also being developed.

Rate of Fire: Single shot or 5-shot burst
Payload: 120 round magazine

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

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

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

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 400 rd drum each AGL

d)40mm Grenade Launcher
Range: 7,000 ft( DOUBLE in space)
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher

e)PS-RL-210Cy4 Fragmentation Rocket Launcher( a modified 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)---Do 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: 400 rd magazine
Cost: 100,000 credits


f)PS-DL-110 Razor-Frizzer( a modified copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Note that PS has also been experimenting with an incendiary variant using a magnesium mixture(this came operational during the Minion War, but has also seen extensive use as a ‘Xiticix buster’).
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
(Incendiary “Flaming Frisbee” Version)---Do 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: 400 rd drum
Cost: 80,000 credits


6) (Optional) Use of Hand-Held Weaponry---Of course the Radiarc can pick up and use infantry-scale weaponry such as energy rifles, rail guns, and other equipment. The Radiarc will typically carry specific gear for dealing with certain targets, such as wood-firing stake guns when facing vampires.


Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The Radiarc can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with Jet Boosters/Nodes or Jump Rods for increased maneuverability, or added sensors for more situational awareness(such as Wide-Angle Vision). Though some Radiarcs add an extra tail limb, most consider the design to already be maxed out when it comes to extra limbs, and those seeking more in the way of appendages will typically seek conversion to another cyborg chassis like the Chimera or Scorpio.
Psionic Scramblers are also a favorite addition, especially during the Minion War on Earth; besides third-hand acquisition, via corporate espionage against the CS, from Triax tech-exchanges, W.M. Smith of Kingsdale proves surpirsingly liberal in farming out their Psionic Filter technology to help defeat the Infernals.
Also available post-release is the PS Integrated Combat Assist System(ICAS), a copy of the Triax Combat Computer(offering a +1 on Initiative, +1 Dodge, +1 Disarm, +2 Pull Punch, and +2 Roll with Punch, Fall, or Impact). Cyborgs fitted with this system are often said to have gotten ‘the Hurricane Upgrade’.
Some cyborgs outfit one or more of the arms with multi-weapon armatures similar to the Russian Mekanical Arms, but this is not common, as it means sacrificing the combat versatility of four plasma sabers, which are the Radiarc’s signature feature.
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"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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User avatar
taalismn
Priest
Posts: 48018
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Today's update for Paladin Steel is art for BLUE Riot:
http://i408.photobucket.com/albums/pp164/taalismn/Bio-electric_zpssxaiypo4.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by abtex »

89er wrote:Your borg list has bloomed fully at last, bring in saws and our kin of near robotic chassis.

Currently working to design the Rifts smart phone and a power armor that has zero amounts of metal, in the event the Nano-Plague is brought over on an infected paperweight or other assorted shiny things.

Power Armor something like this,maybe?
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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