Paladin Steel Raptorex Flying Heavy Power Armor (aka ‘Flying Helmet’)
(The following is based on a design by Kitsune; the various versions of the ‘Troll’ can be found at the following locations:
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Triax/Triax_X-1550_Ultra_Troll_Heavy_PA.htmhttp://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Technowizard/TW_Holy_Vengeance_Troll_Power_Armor.htmhttp://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Northern_Gun/NG_X-200_Super_Troll_PA.htmhttp://www.kitsune.addr.com/Rifts/Rifts-Pre-Rifts-Vehicles/China/NORINCO_KRS-12_Troll_Heavy_PA.htmhttp://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Chipwell_War_Troll_Heavy_PA.htm) “HOW many missiles did those bandits just shoot at us?!”
---Coalition officer , during a ‘Raptor Raid’.
“Just because you LOOK like a jet fighter and can fly doesn’t mean you ARE a jet fighter. Top speed on this thing’s only two fifty empee-ech, and ceiling’s just under three thousand feet; that’s well within range of manpad missiles and many energy rifles, so you can expect to attract a lot of ground fire, especially if you’re cruising low and shopping for targets to strafe. And groundhogs with guns just LOVE to work out their anger on any flyboys who are dumb enough to come down inside retribution range.”
The Raptorex has its origins pre-Rifts in the Chinese NORINCO ‘Troll’ Heavy Power Armor, a crude heavy attempt to match the American SAMAS. The ‘Troll’ however became popular in its own right and an export success for NORINCO, as the large flying robot exoskeleton assumed a role similar to that of light attack helicopters. The design was soon adopted by a number of African, South American, and Central American nations, with examples even showing up in Mexico and Cuba. Examples even could even be found in Canada and the United States(the latter, it was rumored, belonging to high-tech gangs).
Post-Rifts, enough Trolls survived that a number of North American manufacturers would rediscover the design and start turning out their own copies. Both Northern Gun and Chipwell Armaments are producing their own versions of the ancient design, and even Triax took the Chinese design seriously, recently producing the Ultra-Troll. A number of vehicles that appear to be much-refitted examples of ex-Mexican military Trolls have also appeared in the New West, extensively modified into anti-vampire weapons platforms.
Paladin Steel also saw promise in the design, and decided to investigate what could be done with the basic design configuration and their own tech-base, ultimately producing their own version of the venerable design. The result, the Raptorex, is much more streamlined in appearance than any of its cousins, with a distinctive bulbous cockpit, reverse-articulated legs, and MAW(Mission Adaptive Wing) ‘bat’wings reminiscent of a pre-Rifts stealth bomber.
Though Paladin Steel did not seek to make a low-end flying robot as in the case of Chipwell’s version, the PS redesign emphasizes versatility in the newly dubbed Raptorex’s modular systems, with hardpoints on the arms, wings, and legs. The modularity means that there is no one standard weapons configuration for the Raptorex, as pilots are quick to mix and match various types of armament, but most favor a missile-heavy fitout with backup energy weapons. PS’s successes with advanced missile guidance systems and micromissile design have allowed the Raptorex to be a much more effective air combat platform, especially when carrying short range micro- and mini-missile systems.
The Raptorex has earned the nickname ‘Flying Helmet’ because the streamlined one-way smart-glass cockpit and under-seated chin sensor turret bear a strong resemblance to the ‘raptor’ helmets of the Greater New England Armed Services standard-issue EBA. Overall, the Raptorex is much more streamlined than any of the other ‘Troll’ descendants currently in production, and it is rumored that PS used data from captured Kittani Robo-Skimmers to influence the design.
Ultimately, due to delays in the program(during which other designs, such as the PS-KVAR-02 Jayhawk and PS-RHv-03 ‘Tizon’ reached deployment status), constant revisions, and substantial changes in the overall configuration, the Raptorex finally emerged to full production status, but some claim that the Raptorex can no longer be considered a variant on the original NORINCO Troll design, and more a major derivative of same.
Since their introduction, the new Raptorexes have caught on like wildfire with GNEAS and Paladin steel corporate security units as the equivalent of light helicopter gunships and rapid response units. The GNE State Police are also reportedly looking into a variant for their own use. The design has done less well with customers seeking a low-cost aerial combat unit like the original NORINCO Troll or its Chipwell and Northern Gun descendants.
Type: PS-HPA017 Raptorex
Class: Heavy Airborne Power Armor/Light Robot Vehicle
Crew: One
MDC/Armor by Location:
Main Body 480
Reinforced Cockpit 100
Arms(2) 200 each
Hands(2) 50 each
Legs(2) 270 each
Leg-mounted Thrusters(2) 80 each
Rear Thrusters(4) 120 each
Tail Thruster Unit 180
Wings(2) 130 each
Height: 16 ft
Width: 15 ft
(Wingspan) 32 ft
Length: 13.2 ft
Weight: 7 tons
Cargo: Small space in cockpit for a survival pack and sidearm
Physical Strength: Robotic P.S. of 36
Powerplant: Fusion Nuclear w/ 15 year energy life
Speed: (Running) 60 MPH
(Leaping) 60 ft up/120 ft across with jet assist
(Flying) Hover to 260 MPH, maximum altitude of 2,650 ft
(Underwater) Can run along the bottom at 30% of its running speed, skim along the surface of the water at 50 MPH, or thrust through the water at 35 MPH. Maximum depth: 1,800 ft.
Market Cost: 11.7 million credits
Systems of Note:
Standard Robot Systems, plus:
*Emergency Ejection System (blows pilot free in an emergency)
*Spotlight: 800 ft
*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.
*External Loudspeaker: 80 decibels
*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
*Laser Illuminator---’Paints’ targets for attack with laser-guided weaponry. Effective range of 3 miles.
Weapons Systems:
1) Forearm Hardpoints---Each forearm can be fitted with ONE of the following:
a)Pulse Laser(modified RFL2-33E ‘Blazer’ Laser Cannon)
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst, 2d6x10 MD long burst, 4d6x10 MD full melee burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively unlimited
Cost: 78,000 credits
b)Particle Beam Blaster(modified PSPBW-8)
Range: 4,000 ft
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively unlimited
Cost: 180,000 credits
c)Particle Fan Blaster (modified PSPBW-10)
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 150,000 credits
d) Plasma Cannon(modified PSPPR05D ‘Lewiston’ Light Plasma Cannon)
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively unlimited
Cost: 33,000 credits
e) Ion Gattler(modified PSIC-02 Infantry Ion Cannon)
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively unlimited
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits
f) Ion Cannon(Modified PS PSIC-03 “Scheffer’ Ion Cannon)
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively unlimited
Special Features:
*Underbarrel Bayonet Lug
*Laser Spot Sight---+1 to strike on an aimed shot
Cost: 32,000 credits
g) Heavy .50 Machine Gun
Range: 19,000 ft(38,000 ft/ 7.6 miles in space)
(Kitsune Values: 760 miles in space)
Damage:(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst per single gun
(Exploders)1 MD per single rd, 4d6 MD per 40 rd burst per single gun
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst per single gun
(PSX-1)1d4 MD per single rd, 2d4x10 MD per 40 rd burst per single gun
Rate of Fire: EPCHH
Payload: 2,000 rds(50 bursts) per gun
h)12.7mm PS-MRG03 Snub-nose Short Gatling Gun
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 500 rounds; the forearm magazine can hold an additional 200 rds.
Market Cost: 12,000 credits
i)PS GL-20 40mm Automatic Grenade Launcher: This is the popular knockoff of the WI-GL20.
Range: 7,000 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3-round burst of frag shells does 1d4x10 to a 15-foot radius, a burst of 3 AP shells does 2d4x10 to a 5-foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8-foot blast radius.
A 5-round burst of frag shells does 1d6x10 to a 20-foot radius, a burst of 5 AP shells does 2d6x10 to a 6-foot area, and a burst of 5-plasma shells does 3d6x10 to a 10-foot radius.
A 10-round burst of frag shells does 2d6x10 to a 40-foot radius. A 10-round AP burst does 3d6x10 to an 8-foot area, and a 10-round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 150 round drum clip.
Cost: 150,000 cr. Frag Grenades cost 300 cr. each, AP cost 400, and Plasma cost 500. Empty drum clips cost 200, empty short clips cost 100. PS offers special deals on buying fully loaded clips. A fully loaded Frag clip cots 30,500, a fully loaded AP clip costs 40,500, a fully loaded Plasma clip costs 50,500. (Short clips cost 12,500 for frag, 16,500 for AP, and 20,500 for plasma)
j)Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) 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)
Rate of Fire: EGCHH
Payload: 500 rd magazine
Cost: 20,000 credits
k) ATHW02 Anti-Theron Cannon-
Range: 2,000 ft, and affects a 20 ft wide area. In focused mode, it has a 3,000 ft range, and a 5 ft spread.
Damage: Does 5d6 HP/MDC damage(modified effects based on what the creature is). In focused mode it does 6d6 HP/MDC.
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: Standard, ECHH
Payload: A gallon-sized EE-Drum, providing it with 300 shots.
l)Type One-C Anti-Theron Cannon---A refined(lighter weight) version of the original Type-One ATC, this unit only weighs in at 400 lbs(rather than the original’s 600 lbs) making it possible for the Raptorex to carry one. Its main advantage is its range.
Range: 4,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)
Rate of Fire: EGCHH
Payload: A gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement
2) Wing Hardpoints(2)---Mounted atop each wing, immediately outboard of the engine intakes, is provision for a weapons pack; ONE of the following:
a) Micromissile Launchers---25 shot micro-missile launcher using Paladin Steel micro-missiles/rocket-propelled grenades
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-10
Payload: 25-shot box cassette
Cost: 10,000 credits
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
b) Anti-Air Micromissile Launchers
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 18 rds
c) Mini-Missile Launchers---12 each
d) Short Range Missile Launchers---2 each
e) ‘Black Talon’ LSAM Launchers---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 3
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
f) Medium Range Missiles---1 each
g) Pulse Laser Pack----Twin light pule lasers in a mini-turret. The basic lasers are suspected of having been copied from the Titan Robotics’ Flying Titan and don’t do much damage individually, but are very energy efficient and relatively inexpensive to acquire and operate. Mounted on the upper wing, the mini-turret(s) can actually spin around to shoot above and behind the Raptorex.
Range: 4,000 ft
Damage: 2d6 MD single laser, 4d6 MD for both lasers firing simultaneously
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 60 ,000 credits
3) Underwing Hardpoints (4) ----Mounted under each wing are two small hardpoints for carrying additional ordnance. The wings can still fold with the weapons on the stations, but carrying ordnance on the hardpoints imposes a -10% (25% if all four hardpoints are used) drag penalty to top speed until the underwing stores of expended/ejected. Each hardpoint can carry ONE of the following.:
a) Micromissile Launchers---25 shot micro-missile launcher using Paladin Steel micro-missiles/rocket-propelled grenades
Rate of Fire: Volleys of 1-10
Payload: 25-shot box cassette
b) Anti-Air Micromissile Launchers---Payload: 18 rds
c) Mini-Missile Launchers---12 each
d) Short Range Missile Launchers---2 each
e) ‘Black Talon’ LSAM Launchers---PS’s ‘brilliant’ mini-missile. Payload: 4
f) Medium Range Missiles---1 each
g) Pulse Laser Pack----Twin gun laser pod, with a fixed forward firing arc.
Range: 4,000 ft
Damage: 2d6 MD single laser, 4d6 MD for both lasers firing simultaneously
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 60 ,000 credits
h) Jammer Pod---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). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
Cost: 160,000 credits
i)Bombs---One 250-lb bomb can be carried per hardpoint.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
j) Wing Razors---This takes the place of the outermost wing hardpoint and mounts a vibroblade edging to the leading edge of the wings, for those pilots who absolutely HAVE to perform a close combat ramming sideswipe attack.
Range: Melee
Damage: 2d6 MD on a wing swipe
Cost: 20,000 credits
4) Leg Hardpoints(2)----Armament packs can be added to the legs, wrapping around the back and outside of each lower leg. These provide additional hardpoints for armaments, and some extra protection(+30 MDC each to the legs), but also impose a drag penalty of -15% to top speed until ejected. .
a)Micromissiles---Payload: 25-shot box cassette
b) ‘Copperhead’ Anti-Armor Missiles-------Laser-guided anti-armor missiles
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 1 per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile
c) Flare/Chaff Dispensers
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 fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 5 per launcher
d) Bombs---One 250-lb bomb can be carried per leg.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
e) Grenades----Light Weapons Dispenser(L-WD)--This is essentially an oversized bomblet dispenser that can be used to bomb targets directly or ‘seed’ areas with minelets.
Range: Submunnitions can be launched up to 300 ft out to either side of the Raptorex’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A WD can volley its submunitions in any combination
Payload:(Typical loadouts)
50 AP/Chemical grenades
OR
10 HE/anti-vehicle grenades
OR
10 Fragmentation Mines
OR
6 Incendiary Bombs
OR
50 spools of wire, each spool holding up to 4,000 ft of aluminum-coated thread.
5)(Optional) Handheld Weaponry---The Raptorex can carry and use power armor-scale heavy weapons such as rifle pods. The PS PTT-M20B Missile Rifle/Pod is the most popular with aircrews.
a) PS PTT-M20B Missile Rifle/Pod---Rather than carry a standard aviation-style missile pod, this box-style ‘missile rifle’ can be carried instead. An extremely popular CS knockoff, especially among pilots who plan on going up against flights of SAMAS, or other aircraft. The range and additional laser targeting system for the mini-missiles makes it a more effective and attractive weapon for use against hard to hit power armors or aircraft, but it is still popular against armor.
Weight: 110 lbs fully loaded. 80 lbs empty
MDC: 100
Range: (Mini-Missiles) Varies by Missile Type,
(Laser)2000 feet
Damage: (Mini-Missiles) Varies by Missile Type
(Laser) 2d6 MDC per shot
Rate of Fire: (Mini-Missiles)Volleys of 1, 2, or 4 for the missiles,
(Laser) Single shots (EGCHH) with laser.
Payload: (Mini-Missiles)20 missiles total (10 per tube),
(Laser) Effectively unlimited shots when attached to a vehicle
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr
b) PS-M136 7.62mm Minigun
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
c) 12.7mm Rapid Fire Gatling Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per 40 rd burst
2d6x10 MD for a simultaneous double burst from both guns.
Rate of Fire: EPCHH. Can only fire bursts.
Payload: 2,400 rds per gun(80 bursts)
d) PS-100 Rail Gun
Weight: 300 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 80,000 credits
e) 30mm AutoCannon
Range: 9,500 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot , two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits
f) KTH-65 32mm Assault Rail Gun (Raven)----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 on full auto mode, the KTH-65 can penetrate virtually any known armor with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s)
inside the object.
HE (High Explosive) 1D6x10 to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7 ft) radius
Rate of Fire: single shots, ECHH
Payload: 40 rds per drum
6) Hand to Hand Combat: Rather then using a weapon, the Raptorex can engage in mega-damage hand to hand combat. Equivalent to standard Power Armor Basic or Elite Combat training.
Restrained Punch - 1D4 MD
Full Strength Punch - 2D6 MD
Power Punch (2 attacks) - 4D6 MD
Kick - 2D8 MD
Flying Power Kick (2 attacks) 5d8 MD
Body Block/tackle - 1D6 MD
Flip/Throw - 1D4 MD
Options:
*Laser Reflective Armor---Cuts laser damage by HALF. Cost: 1 million credits
*Radar Absorbent Stealth Armor--- Enemey radar systems will have only a 15% chance of spotting the power armor. If external ordnance is fitted to the Raptorex, this rises to 25%. Note: CANNOT be combined with Laser Reflective Armor. Cost: 1.3 million credits
*Top-Mounted Sensor Mast---Permits the Raptorex to act like an antitank helicopter gunship, hiding behind cover while painting an enemy with lasers and sensors for guided weapons. The mast can extend up 4 ft from the top of the power armor. Cost: 30,000 credits
Variants:
*PS-HPA017D---Variant with plasma-electric thrusters replacing the turbojets, allowing for higher airspeeds( 490 MPH and maximum altitude of 12,000 ft ).
Costs about 30% more than the standard model.
*PS-HPA017G-Three Galaxies’ model, replacing the turbojets with a contra-gravity system. This propulsion allows for speeds of up to 600 MPH in atmosphere, no altitude limit, and the robot is able to fly at 7,000 MPH(Mach 9) in space.
The upper wing modules can also carry one or two forcefield generators(150 MDC each) at the expense of weapons capacity.
The HPA017G costs about 120% more than the standard model.
*PS-HPA017P---Police model. Typically done in white and silver with black accents, or blue and silver. Features prominent police color flashers and a high-powered siren.
The HPA017P typically carries self-deploying barricade strips or foam bombs on its lower leg hardpoints, but can also be fitted with fold-down plates that a single person can stand or sit on, allowing for passengers to be carried externally(typically used to quickly deploy police operatives in rough terrain).
The police model can use the same forearm modules as used by the Gendarme models of the PSPA-11:
*E-Zapper--Another forearm assembly designed with security forces in mind. A combination EM-bolt gun and neuro-electric shock cannon. This system is built into a Manipulator Forearm Assembly, firing from an opening in the back of the wrist.
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortex) 300 ft
(Shock Ball) 300 ft
Damage: (EM Bolt) 4d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 6d6 SDC per bolt
(Stun Vortex) None; 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 ball) Basically an electrically-charged Stun Vortex that works like a more powerful Taser. No damage, but humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have an 80% chance of having their cybernetics disrupted for 1D10 minutes, and a 40% chance of a non-vital system being permanently shorted out.
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortex) ECHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 95,000 credits
*PAM(Pursuit Apprehension Module)---This option is most often taken by police units(further modified with light bars and sirens), prison guards, security squads, and specialized ‘capture’ teams. The PAM-02 combines a light grenade launcher, electro-zap taser gun, light machine gun, and an extendable claw arm. A number of later models for security forces mixed various combinations of autoshotguns, tasers, stun-bead shooters, tear gas sprayers, and other ‘limited lethality’ devices.
Range:(Grenade Launcher)1500 ft
(Taser) 100 ft
(LMG) 2000 ft
(Claw Arm) Extends out to 8 ft
Damage:(Grenade Launcher) Varies by grenade type
(Flash/Bang)---Makes a loud, disorienting roar and a blinding flash and causes anyone not wearing protective gear(eye protection, ear protectors, or EBA) in a 15 ft radius to be -10 to strike, parry, dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Even characters in EBA will be distracted for 1d4 seconds(about 1 APM) and lose initiative.
(Smoke) Fills a 20 ft area with thick, obscuring smoke
(Chemical)---Varies by chemical used(typically mace or tear gas)
(‘Loogie’ Restraint Round)1d4 SDC bruising damage on impact, restrains with a PS of 30 (characters without a robotic or supernatural PS of 30 or greater are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out). Affects a 6 ft area.
Note: Police carry solvents that dissolve the "Loogie" within 1d4 melees.
(Taser-Shock Beads)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. Area of effect: 15 ft
Megadamage Rounds(Rarely carried by police/security forces)
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Popular load-outs include stun-flash grenades, gas shells, and other specialized munition types.
(Taser) Victims must save versus non-lethal poison(12 or better) or suffer
-10 to strike, parry, and dodge, reduce speed and APMs by HALF, for 2d4 melees per hit.
Cyborgs(full and partial conversion) save at 8 or better.
Also has the effect of shorting out vehicle ignition systems(60% chance)
(Claw Arm) 2d4 MD crush or tear
(LMG) 3d6 SDC per 15 rd burst, 6d6 SDC per 30 rd burst
Rubber bullets do 1d4 SDC and a 50% chance of knocking a human-sized target off its feet, losing initiative and 1 APM. 25% chance of stunning the target for 1d4 melees.
Rate of Fire:(Grenade Launcher) ECHH
(Taser) ECHH
(LMG) ECHH
(Claw Arm) ECHH
Payload:(Grenade Launcher)30 rd drum loads under the forearm
(Taser) Effectively unlimited
(LMG) 1,000 rds; helical magazine loads near the elbow
Cost: 22,000 credits
*Heavy Stunner----A powerful sonic cannon
Range: 800 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(aircraft and tanks are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 100 shots conventional battery, effectively unlimited linked to a nuclear power source
Cost: 200,000 credits
*PS-HPA017TW---TechnoWizardry model. The armor is replaced with lighter MagePlate-1C, and a PPE Generator/Accumulator powerplant installed. Standard performance
Has the following TW enhancements:
*Mageplate Formulation-1C Armor---- Though adding considerably to the aircraft’s cost, this armor and structural material actually repairs itself with the application of PPE/ISP: 1 MDC= 2PPE/4 ISP.
*PPE Powerplant: 400 PPE capacity that, once exhausted, recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Furthermore, the Raptorex has two spaces for additional PPE Batteries that can only be recharged by Pyramid or Mage. However, these Batteries can be swapped out and replaced with fresh packs. The PPE of these units can vary from Light(50 PPE, 5,000 cr), Regular(100 PPE, 10,000 cr), Extra-Strength(250 PPE, 25,000 cr), and Maximum(500 PPE, 50,000 cr)
*Leyline Booster(Accelerates the PA up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
*NIghtcloak System---Effective only at night, this system renders the aircraft virtuallly invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
*Forearm Multiplexors---One or both forearms can be fitted with a four-card multiplexor.
Cost: 15.8 million credits