Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:I was "sickly" thinking about mixing the "Weeper" as a 'Remote Emergency Respect' system. Dropping kit at scene of accident, have drone use TW means to raise the victims. Mix with gear from the kit or location.
Then start going home for full recovery.
Begin repairs and clean-up at site.
Mix their bodies with vehicle(s) to move away quickly or start fighting back till real forces arrive.
Make a 'Haunted' vehicle come alive.
As "After Life" system in a spacesuit or ship.
...for a start



That's...woe...utter post-mortem post-human.
It also has echoes of Poul Anderson's 'Operation Chaos' series, where the US government, in a magic-using alternate universe, deploys necromancers to use battlefield casaulties as zombies to build field facilities and fortifications. PA doesn't specify whether the dead of only one side are used, or it's assumed that 'you signed to fight, you body belongs to the Army until hostilities cease, and THEN we send your remains home to be buried/cremated'.
-------------
"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 »

Necrolis

“Just so we’re clear; we go in there, if you take this stuff, you get killed in there, you’re dead for good. No magic revival, no psychic jump start, no priestly up-and-at-’em. On the other hand, you won’t have to worry about us having to blow away your animated corpse if it comes after us. Any questions? Any objections? Okay, anybody wanting the black ampules, get ‘em now. We go in in ten.”

Necrolis is an alchemetic concoction(said to be made from pulverized and dissolved zombie dust, necromancer blood, and extracts of mutant deady nightshade plants growing on leylines) that provides a temporary defense against being turned into an Undead. Injected or taken orally, the jet black substance permeates the body and blocks paranormal attempts to control the body, post-mortem. Even removed body parts and organs cannot be used in magic zombie rituals; the body is essentially rendered zombie-inert and unusable.
Duration: 8+1d6 hours per dose
Effects:
Under the effects of Necrolis, if the person is killed, they cannot be raised as an Undead. Spells such as Create Zombie, Animate and Control Dead, zombie bites and the Black Obelisk Transmissions will NOT have any effect; the person stays dead, permanently. Necromantic spells like Summon Dead, Consume Power and Knowledge, Locking Hand, Wear Face of Another, Bone spells and Greater Animated Dead, that use a person’s corpse, or parts thereof, will also not have any effect. Necrolis also has some effect against vampirism; a vampire’s Killing Bite will NOT turn the person into a vampire, and vampire mind control is HALF as effective with regards to the victim’s saving throws.
Side Effects:
Necrolis stains the whites of the eyes a jet black.
Takers of Necrolis also roll versus non-lethal poison; on a failed roll, the person suffers a -1 on initiative for the duration of the drug. Users complain the drug makes them feel ‘less vital’ and ‘stuffed up’.
Penalties:
Necrolis unfortunately also blocks benign resurrection/revivification magicks: spells such as Spark of Life, Restore Life and Resurrection will also NOT work on the user.
Necrolis does not affect purely chemical revival methods or technological resurrection means like nano-reconstruction, stasis preservation, or brain-scan uploading.
Cost: 400 credits a dose
-------------
"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 »

TWWCT-03 ‘Pathmaker’ TW Forestry Tool
(aka ‘Peeler’)

“What is this, ‘Luckless Native Day’?! This is the third local we’ve rescued from the local wildlife and we’re not even halfway across the valley! Carnivorous slugs, carnivorous vines, carnivorous plants; you’d think the locals KNEW their way around those things! Did we just find the careless ones or did our appearance here upset some natural balance of things?!”
“Dunno. But keep your eyes peeled and your ‘peeler ready, just in case the local plant and animal life decide to try us for taste.”

The TWWCT-03 ‘Pathmaker’ TW Forestry Tool is a multi-mode TW powertool for getting through thick forests and undergrowth. Though sometimes derided by the more eco-conscious GNE members as a ‘weapon of habitat destruction’, even most wilderness folk of the GNE territories agree that sometimes one has to carve a path through treacherous wilds if one is to survive.
The Pathmaker resembles a power hedge-trimmer or small chainsaw; its technological base is a vibrosword. Attached to it, however, is a power-stone PPE matrix and multi-spell multiplexor system.
Fire Gout is an obvious, flame-thrower-like brush-clearer that is also an effective animal repellant and anti-personnel weapon.
Shrink Plants allows for the temporary alleviation of an obstacle such as a large tree or thick hedge.
Earth Elemental spell Wither Plants is magical defoliant; it will kill plants and damage trees in its path, effectively clear-cutting an area.
For more eco-friendly, less obstrusive, passages, the indie spell Path of Green makes for safer and stealthier movement through dense growth.
Finally, perenial PS favorite Spinning Blades makes its appaearance again, allowing for buzzsaw madness in both brush clearance and melee combat.
The Pathmaker was originally issued to GNE-affiliated Wilderness Scouts and exploration teams, both on and off-world, but it has also been snapped up by utility and construction crews, colonial expeditions, and military recon forces.

Weight: 6 lbs.
MDC: 50
Range:(VibroSword)Melee.
(Fire Gout)150 ft
(Shrink Plants)Touch
(Wither Plants) 60 ft and affects a 10 ft area
(Path of Green): 300 ft
(Spinning Blades)Melee. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.

Damage:(VibroSword) 2d6 MD
(Fire Gout) 6d6+5 MD, -3 to dodge
(Shrink Plants)Shrinks plants by as much as 90%, allowing for easier passage past it. The plant DOES get a saving throw against being shrunk(supernatural plants get a +6 to save). Effect lasts for 7 minutes.
(Wither Plants)Causes plants and fungal infestations in the area of effect to wither and die within 1d4 minutes. Trees and shrubs take 1d6x10 SDC, and tree/plant Elementals take 1d4x10 MD.
(Path of Green)Clears a path through the underbrush equal to the range of the spell, and 16 ft wide. Effect lasts 10 minutes.
Saving Throw: None; the plants get no saving throw.
(Spinning Blades)When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.

Rate of Fire: ECHH
Payload:(VibroSword) Effectively unlimited
(Fire Gout)10 PPE
(Shrink Plants) 5 PPE for 7 minutes, 50 PPE for permanent
(Wither Plants)5 PPE
(Path of Green) 7 PPE for 10 minutes
(Spinning Blades)10 PPE for 7 melee rounds
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Double Hand-Grip
*Blade Block Bar
*Mounting Rail for underslung flashlight
Cost: 409,000 credits
Options:
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits

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



Paladin Steel ‘Gigantafist’ TW Combat Gauntlet
(aka ‘Pop-Fist’)

“Yeah, like a midget like you’s going to take me down! Let’s get this over with so I can get back to cruising that sweet bit of booty hiding behind yo :shock: HOLY FU-*WHAM*
----Reginald ‘The Plow’ Pusguard, getting his face punched in and out a window in the Relic.

The’Gigafist’ is a forearm vambrace that amplifies close combat capabilties. Impressed by the ‘Hextus’ TW Combat Gauntlet, several technowizards and Ludicrous Mages had a go at creating an alternate version with a lower cost and ‘more pizzazz’.
When activated in its signature-name mode, the vambrace produces the illusion of the person’s normal hand suddenly expanding to inhuman and gargantuan porportions. More than a few brawlers have been thrown off or sent fleeing by the sight of a set of knuckles as large as a pickup truck coming in at them.
The Gigafist also incorporates the following spells into it, each one activated by flexing a finger.
Haymaker---Classic punch-you-in-the-face magic amplifier.
Megadamage Haymaker---Armor-piercing punching; what’s wrong with that? Nothing, say Gigafist users.
Crushing Fist---Another strength enhancer that allows the user to put the squeeze on an opponent.
Magical Boxing Glove---A clear concession to the Ludicrous Mages that helped design the Gigafist, this spell makes beating the snot out of somebody look humiliatingly comical to bystanders(though in several incidents in bars in territories bordering on the Coalition States, this actually caused other patrons to turn on the Gigafist user).
Long Range Slap---Another concession to Ludicrous Magic, and considered a must for taunting opponents.
Giga-Fist is simply an application of the Horrific Illusion spell, and was tacked on for laughs. It can be used in conjunction with any of the other spells to give the illusion of one BAAAAADDDDD hand smasher.
Besides the magic, the Gigafist also provides the wearer with hand and forearm protection, and incorporates a conventional taser for added zap in hand to hand combat.
At extra cost, Gigafists can be modified with a variety of extra ‘damage enhancers’, most meant to add to the incapacitation and/or humiliation of an opponent.
Gigafists are quickly becoming a favorite of sport-boxers, Crazies, prankster technowizard-warriors, Ludicrous Mages, and Drunken Kung-fu master martial artists.

Weight: 1 lb
MDC: 35
Range:(Taser) Melee
(Haymaker) Melee
(Megadamage Haymaker)Melee
(Crushing Fist)Melee or 300 ft
(Magical Boxing Glove)15 ft
(Long Range Slap) 2,000 ft
(Giga-Fist )Melee, but the illusion can seem to stretch out up to 30 ft.
Damage:(Taser)1d4 shock damage, plus victims must save at 16 or better or be knocked unconscious for 1d8 melees. Those who manage a save are -4 to strike, parry, and dodge for 1d8 melees. Useless against armored(more than 40 MDC) or MDC opponents.
(Haymaker) +2d6 SDC, +1 to strike. Note that on a successful parry of the strike, the defender (the wearer of the gauntlet) takes NO damage due to its padding.
(Megadamage Haymaker)2d6 MD
(Crushing Fist)2d6 MD per attack, and +2 to strike in melee combat, +1 strike ranged attack
(Magical Boxing Glove) 2d6 MD single strike, and targets are -3 to parry/dodge. Knockout on a critical roll, in addition to double damage.
(Long Range Slap) 1 SD/MD(depending on what the target is) but stings like hell!
(Giga-Fist ) None, but it creates the illusion of a giant, clawed, mailed, or otherwise monstrously-damaging fist, with a Horror Factor of 14. Illusion can last 10 minutes per activation.
Rate of Fire: ECHH
Payload:(Taser) Battery powered; good for 100 shots before the battery needs replacement/recharge.
(Haymaker) 2 PPE per activation
(Megadamage Haymaker)5 PPE per activation
(Crushing Fist) 6 PPE per 5 minute activation
(Magical Boxing Glove) 10 per activation for 12 melee rounds
(Long Range Slap) 3 per activation
(Giga-Fist ) 5 PPE per activation for 10 minutes
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Cost: 310,000 credits. PS offers a 10% discount if two gloves are bought as a matching set.

Options:
*(Spell)Joy Buzzer(from Rifter0-1)--- Those touched by this spell must save versus magic of be afflicted with convulsions and violent twitching(-2 to strike, parry, dodge, and -10% to skill rolls). It will also temporarily short out unshielded and electrically sensitive equipment(like tape recorders, personal wires, cell phones, etc.). Those who touch the victim while the spell is still active will also need to save versus magic, or be caught in the effect. 3 PPE per use for 5 minutes. Cost: 42,000 credits.

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

*(Spell) Mystic Pitching Throw---Allows the wearer to throw objects(like knives or grenades). The thrown object gets DOUBLE its normal range(+30 ft per level of experience), an addition +2 points of damage, and the intended target is -3 to dodge or parry. 3 PPE per use. Cost: 42,000 credits.

*(Spell)Descriptive Combat---This does nothing for actual combat bonuses or enhancement, but just accompanies every action made with the glove with a large visible word bubble or action word spelled out in mid-air(“WHAM!’ ‘POW!’ ‘PUNCH-OUT!’, ‘SLUG-O!’, ‘PIMP-SLAP!’). Expensive special effects, but some TWizards, LudiMages, and Crazies LOVE the effect. 6 PPE per 6 minutes. Cost: 61,500 credits.

*(Spell) Moron IQ---Punching somebody with this knocks them stupid(on a failed saving roll); temporary memory is shot, skills are performed at -20%, and IQ is reduced to 3. Costs 5 PPE for 10 melee rounds. Cost: 55,000 credits.

*(Spell) Punch Telegraph---If the glove-wearer can land just one punch on an opponent while this spell is up, and the target fails their saving roll, they are magically compelled to shout out their intentions/attacks, giving their targets a +2to parry and dodge. Costs 6 PPE for 5 minutes. Cost: 56,000 credits(reduced cost because the spell is not ranged as in its original Heads Up! form).

*(Spell) Blissful Confusion---Another spell formatted to be delivered on contact and made to look like a concussion; on a failed save vs magic, the target is -2 to strike, -1 parry/dodge, and loses both initiative and 1 APM. They are also -15% to perfom skills. Costs 4 PPE per strike. Cost: 32,000 credits(again, slightly cheaper due to the ranged aspect of the original spell being cut out).

*(Spell) Punch-Drunk---Yet another spell made to look like the target just got their brains punched out; on a failed save, the target acts drunk; -4 on initiative, -2 strike/parry/dodge, speed is cut by HALF, skills are at -12&, speech is slurred(-25% to Language) and the character is staggering all over the place. Roll also on the Effects of Alcoholism tables on RMB. Costs 5 PPE for 15 minutes, Cost: 55,000 cedits

*(Spell) Depth Perception---Another ‘bonker’. On a failed save versus magic, the target has trouble with depth perception regarding anything more than 15 ft away; -4 to aimed shots, -2 to burst and wild firing, -4 to strike with thrown objects, and -3 to dodge projectile attacks. Very useful if your opponent is known for pulling a gun in a fist fight. Costs 5 PPE for 10 melee rounds. Cost: 55,000 credits

*(Spell) Funny Bone Strike---If the glove-wearer can hit an opponent in a limb, the effect is, on a failed save(at -1), as if a nerve has been struck; -1 on initiative, strike, parry, and dodge, and -5% to any skills performed with the affected limb. More than one limb can be struck. Costs 2 PPE per strike. Cost: 15,000 credits.

*(Spell) Knock Your Pants Off---Modified Caught With Your Pants Down spell; on a failed save the punched target’s pants(if they’re wearing pants) drop to the floor, revealing rather embarassing underwear, and entanglement (-4 dodge, -1 strike/parry, and Speed reduced to 4)for 3 melee rounds. A SUCCESSFUL save means the victim is only inconvenienced for 1d4 melee actions while they either re-adjust their pants or discard them altogether. Costs 2 PPE for 3 melees. Cost: 23,000 credits.

*(Spell) Beaten Ugly---An application of the Ugly Kid Joe spell, this makes it look as if the target is being beaten into a disfigured mess! On a failed save, the target is reduced in P.B. to 1d4+2(no effect on those with a PB of 6 or lower). Especially useful against those with a PB of 15 or better, and those with a PB of 20 or better will be -3 to save. Ideal for punching out that vain primping @$$hoyle with the picture-perfect looks. Costs 5 PPE for 32 minutes. Cost: 54,000 credits.

*Sense Evil---The special ectofibers woven into the glove can flash red if supernatural evil entities approach within a 90 ft radius. Nifty for detecting if you’re facing supernatural evil in your boxing matches. Cost: 10,000 credits

*Sense Magic---The PPE ectofibers can flash yellow if active magic occurs within 120 ft of the weapon. Great for detecting if your opponent is also using magic in combat. Cost: 10,000 credits

*Lantern Glow---Those ectofibers again can be made to glow softly, allowing for late night boxing matches, or combat in the dark. Also rather spectacular and popular for ‘dark combats’. Costs 1 PPE for 30 minutes of light. Cost: 10,000 credits

*Globe of Daylight---Once again, the ectofibers can be made to radiate mystic sunlight with the added bonus of repeling, if not outright damaging, creatures susceptible to sunlight. Costs 1 PPE for 15 minutes of light. Cost: 12,500 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48004
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Re: Paladin Steel Storefront

Unread post by taalismn »

PS MBT-28 Vyrmm Tyrannis Main Battle Tank
(aka ‘Vyrman Tank’)
http://i408.photobucket.com/albums/pp164/taalismn/img715_zpshsycblgu.jpg

“You get a lot of immediate talk amongst the armor-jocks about who’s the better heavy-dealer, the Vyrmms or the Shadowfists. The Von Stueben crews try to get in on it, but they’re essentially self-propelled guns. Same thing for the Slepnirs, much as they try to act like tanks. Hovertanks don’t count. No, it comes down to the ‘fists and the Tyrannises. The Shadowfists claim they have the armor and the guns, but they’re stealth units; hit and run, ideally from a distance. They don’t like to brave open field fire. Vyrmm -jocks? We’re meant to be seen. Because when we take the field it shows we got so much confidence that we’re going to kick somebody’s ass, we can afford to be big, bold, and bad. See us advance, hear us roar. And after they see their first few shots get deflected, or shrugged off, the enemy starts thinking we’re UNSTOPPABLE. Thoughts like that can break an enemy.”
----Lieutenant Bakar Scabbis, 1st ‘Saber Rattlers’ Armored Company, GNE Irregulars.

“Oh , the extra frippery on the armor gives our mechanics bloody ulcers when it comes to repairing the stuff, but it sure comes in handy when we’re dealing with more primitive peoples. I’ve had entire armies decamp and run when we show our ugly selves on the battlefield. One warlord thought he could arm a bunch of bronze-age tribals he’d recruited on the other side of a rift with ‘god weapons’, and use them as cannonfodder against one of our settlements. One look at us advancing in formation, and those brave ‘chosen of the gods’ started screaming about monsters of their underworld and ran for the hills. Mopping up the remaining diehards, the stupid, and the few real troops left behind was almost anticlimactic.”
---Captain Halsdis Chemark, 17th Armored Battalion, GNE Regular Army

Paladin Steel is not known for aesthetics when it comes to its heavy combat vehicles, believing that form follows function, which has earned it the dubious distinction of being the ‘chunky but functional’ company. In the past, PS has capitalized on this by using the rather nondescript looks of its vehicles to conceal their modularity. Therefore, the recently-introduced Vyrmm Tyrannis Main Battle Tank comes as a shock to just about everybody; the tank is as aesthetically sculpted for visual impact as it is designed for functionality.
Some analysts credit ex-Tolkeenites living in the GNE for the Vyrmm Tyrannis design, while others cite the placement of a dragon on the PS Executive Board as the reason for the change in looks. Yet others claim that expeditionary reports from the Far East have influenced the look of the new vehicles.
The Vyrmm is shaped for both visual shock value and functionality, and many observers, seeing it for the first time, have trouble telling if they’re seeing a technological creation or a living creature, or some fearsome hybrid of both. The Vyrmm Tyrannis follows the general configuration of PS’s earlier MBT-07 Black Bear in having four separate articulated tracks, only each unit is larger, wider, and protected by a ‘clawed’ over-cestus of armor. The Vyrmm has the option of moving on treads, or shambling via robotic walking over rough terrain. Though wider than most other tanks(and this sometimes causes problems in transport), the Vyrmm has a larger ‘footprint’, lower ground pressure, and faster speed than most other MBTs.
The main turret is sculpted to look like a crouching dragon, the long outstretched main gun capped by a muzzle-brake shaped like a dragon’s head, mouth open around the weapon’s muzzle. Two coaxial rapid-fire weapons are mounted at the base of the gun barrel, flanked by two articulated wing-shields that serve both to conceal a pair of missile launchers, and act as standoff shielding against anti-armor missiles. A powered cupola sports a secondary weapon, and the turret sports an articulated tail that acts as both another light gun mount and a sensor mast.
Paladin Steel’s traditional modularity and option-tolerance has not been shirked, either. This means that it is nearly impossible to know ahead of time what a Vyrmm Tyrannis may be sporting in the way of armaments. It has also made positive identification of any given formation of the tanks and their affiliation that much more difficult, especially if the operators have the resources and disposition to frequently change out weapons and accessory fits.
The Vyrmm Tyrannis’s exotic looks were so much of a departure from PS’s regular aesthetics that, during the first large scale deployment of the type off-world/outdimension on the contested world of Stratus Azurakis, opposing Kretig commanders assumed that an entirely different faction, aside from the CAF(which PS/ASI was quietly supporting in the campaign) had entered the fray. The confusion bought the GNE forces enough time to seize a search area in a disputed war zone, extract several personnel, and escape. In another incident, however, the Tyrannis’ monstrous looks worked against it, when a company of the tanks were mistaken for an incursion of Infernal war machines, triggering a planet-wide alert, and the unwelcome attentions of several divisions’ worth of local defenders rallying to surround and attack the surprised mercenary unit that was just passing through.
Though still relatively new, the Vyrmm Tyrannis has caught on with a number of Irregular units in GNE employ. It has also, interestingly, been seen in numbers deployed with the NeShemar defense militias of the Shemarrian Thousand Dragons’ fringe clan. It is unknown if these vehicles are direct sales, license-built copies, or knockoffs of the PS design.

Type: PS-MBT-28 Vyrmm Tyrannis
Class: Main Battle Tank
Crew: 4
MDC/Armor by Location:
Main Body 650
Main Turret 375
Main Gun 180
Foreclaw Guns(2) 75 each
Command Cupola 110
WingShields(2) 200 each
Tail Mast 150
Treads(4) 150 each
Height: 20 ft. The tail mast can rise up to 32 ft above the tank.
Width: 24 ft
Length: 40 ft
Weight: 74 tons
Cargo: Small space in hull and turret for survival packs, side arms, and a few small personal possessions.
Powerplant: Nuclear Fusion w/ 20 year energy life
Can be fitted with supplemental TW powerplants: typically (‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
OR...(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost: (‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

Speed: (Treads) 100 MPH
(Walking) 15 MPH, but can clamber over obstacles and climb a 60 degree grade.
(Underwater) Limited to fording and driving along the bottom; can seal itself up and drive underwater along the bottom of rivers and lakes. 7 MPH maximum, and can survive depths down to 100 ft.

Market Cost: 38 million credits
Systems of Note:
Standard robot features, plus:
*Laser Targeting---+1 to strike with ranged weaponry
*Short Range Radar---50 mile range, w/ trajectory backtrack capability

*ECCM system--- Because of the Coalition’s(and other high-tech adversaries’) increasing use of jamming during assaults to divide defenders and cut them off from reinforcement, PS decided to install an ECCM system in its MBTs to insure that the slow moving tanks can receive and send in the thickest EW-jamming conditions. 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.

*Jamming Systems---The tail mast is lined with emitters for radar jamming systems. Enemy radar-guided weapons are -3 to strike.
Radio Jamming---The Spoofing system can jam all radio communications (65% effectiveness)in a 5 mile radius. ECCM must be employed to cut this jamming.

*Stabilization Jacks---The Tyrannis’s claw-paws can dig into a surface, anchoring the tank within 5 seconds, affixing it like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.

*Tail Mast----The Tyrannis’s turret-tail ends in a sensory cluster surrounded by protective blades and weapons mount, that holds a variety of optical sensors useful for ‘periscoping’ from underwater and behind cover. Also holds a laser designator (50,000 ft range) useful for ‘painting’ targets for laser-guided ordnance.

Weapons Systems:
1) Main Gun----The turret mounts a heavy long range weapon, typically an energy weapon, for greater battlefield endurance.
Magic Weapons are also possible and popular, though these tend to be more expensive, shorter ranged, and require special equipment; onboard PPE generators and batteries, and special crystalline booster barrels(based on Ghanam Arms’ booster barrels for TW small arms). Still, when facing targets vulnerable only to magic, these weapons can be well worth their expense.

a) 120 mm Cannon(PS-AC-B120)
Range: 6,000 ft
Damage: High Explosive(HE): 1d6x10 MD to 20 ft blast radius
High Explosive Anti-Tank(HEAT): 2d6x10 MD to 10 ft blast radius
Armor Piercing(AP) 1d4x10 MD, no blast radius
APSD: 2d4x10 MD, no blast radius
Rate of Fire: 3 times per melee
Payload: 80 rds
Cost: 240,000 credits

b) 100mm MB Massdriver Cannon(PS-MDJ100M)
Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles)
(Indirect Fire) 67,500 ft( 13.7 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four times per melee
Payload: 100 rds
Cost: 1.8 million credits

c) Heavy Rail Gun
Range: 11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire: ECHH
Payload: 8,000 rd drum(200 bursts)
Cost: 250,000 credits

d) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and antiaircraft roles.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Cost: 250,000 credits

e) Heavy Pulse Laser
Range: 8,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: Unlimited linked to nuclear power source
Cost: 3.7 million credits

f) Series 2098 Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Cost: 1.2 million credits

g) Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EGCHH
Payload: Effectively unlimited linked to nuclear power source
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 3 million credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.

h) Particle Beam Cannon---A rapid-fire particle beam cannon, adapted from the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon.
Range: 11,000 ft
Damage: 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 4.2 million credits

i) Disruptor Cannon---PS apparently wanted to mix it up a bit more with this knockoff of a Golgan Republik weapon(this raises some questions of how PS got hold of examples in the first place, but it seems likely they got the data in trade from a third party). During operations in the Three Galaxies, early deployments of the Tyrannis sometimes used these weapons to mislead opponents into falsely identifying the tanks as belonging to Golgan-affiliated forces(especially when the GNE wasn’t feeling particularly charitable towards the Republik).
Range: 5,000 ft
Damage: 1d6x10 MD per blast, plus 1/4 that to a 10 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: Exclusive to PS/GNE forces

j) Spiral Wave Particle Cannon---Another ‘false flag’ weapon knocked off from an enemy nation, this time the Naut’yll. It’s rumored that this weapon’s specs came to the GNE courtesy of trade with the DarkWaters Tribe of the Shemarrian Nation, and has since appeared on a number of GNE covert-operations platforms, mainly to confuse opposition forces.
Range: 5,000 ft
Damage: 1d6x10+6 MD per single blast blast, 2d6x10+12 MD double blast, and 3d6x10+20 MD triple blast.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: Exclusive to PS/GNE forces.

k) EM Bolt/Electromagnetic Vortex Cannon
Range: 8,000 ft
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: Three times per melee
Payload: Effectively unlimited
Cost: Exclusive to PS/GNE forces.

l) TW Lightning Cannon----This weapon requires that the tank be fitted with PPE generators to power it. Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits

m) TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot
Cost: 600,000 credits

n) TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits

o) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits

p) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits

q) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits

r)TW Magma Cannon---- This TW weapon projects a stream of incandescent magma conjured from magical energy, that hits like napalm and can be panned to form a river or lane of red hot lava. Short range, but scary as hell.
Range: 1,500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: EGCHH
Payload: 25 PPE per shot
Cost: 500,000 credits

s) TW Sonic Cannon---PS TechnoWizards got the idea for this after studying examples of the Immaterial Hand’s Ironmage TW Glitterboy Armor and its ‘shrieker’ cannon(see Rifts Black Market, pg. 187-189) . Using their booster barrel technowizardry, PS TWs were able to increase the range
Range: 7,000 ft
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot
Cost: 1.2 million credits

t) Anti-Theron MagnaBlaster ----This superheavy anti-magic weapon has been ONLY seen with special PS/GNE monster-hunter units. MagnaBlaster-equiped PS-MBT-28s made their debut during the Minion War incursion on Rifts Earth.
Range: 12,000 ft
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
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 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: Three times per melee
Payload: 25 shot canister of genetically modified bacteria providing the anti-therons
Cost: EXCLUSIVE to PS, not available for sale


u) ElectroMagnetic Bolt Cannon
Range: 9,000 ft
Damage: 1d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
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: Twice per melee
Payload: Effectively Unlimited
Cost: 1.8 million credits


2) Co-Axial Light Weapons(2)---Mounted under and alongside the main gun, on two armatures that make them look like forelegs, are coaxial light weapons, for engaging targets that don’t need the overkill of the main gun.
a) Light Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 30,000 credits

b)Ion Pulse-Gun
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.

*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits

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

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

d) Particle Beam ---Adapted version of the PSPBW-9 ‘FlareHammer’ Particle Beam Weapon
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 29,000 credits

e) Flame Thrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 30,000 credits.

f) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 1,200-rd belt
Cost: 8,000 credits

g) .50 caliber Heavy Machine Gun
Range: 9,000 ft
Damage: (Standard Ammunition)1d6x10 SDC per single shot, 1d6x100(1d6 MD) per 10 round burst;
(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
(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: EGCHH
Payload: 2,000 rds(50 bursts) per gun
Cost: 9,000 credits

h) PS-100 Rail Gun
Range: 4000 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

i) Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)

(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)

(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the CS Skullcrusher) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)

Rate of Fire: ECHH
Payload: 100 gallon internal tank
Cost: 10,000 credits

j) Stun Gun---An electrical zap-arc that works similar to a taser, but based on a design acquired from Japan, via PS’s limited trade with that island-nation. (Stats from Rifts: Japan, pg. 124)
Range: 800 ft
Damage: Setting One: (Weak Stun--Children, elderly, pregnant women, disabled)1d6 SDC
Setting Two: (Light Stun--elderly, teenagers, weak adults, small to medium animals)2d5 SDC
Setting Three: (Moderate Stun---Adults)3d6 SDC
Setting Four: (Heavy Stun---Adults in superior condition, drug-addicts, PR-Borgs, augmented humans, large animals)6d6 SDC
Setting Five:(Super-Shock---superhumans, augments, partial conversion Borgs, monsters) 1d6 MD
Stun Damage: On _correct_ setting, adults must save at 14 or higher(children and animals save at 18 or higher) or be -9 on initiative, -7 to strike/parry/dodge/roll, reduce speed/melee actions/and skill performance by HALF for 2d4 melee rounds. Additional strikes are cumulative. A successful save means the target takes damage, and loses 1 APM, but is otherwise fine.
Cumulative 15% chance per subsequent stun blast that the target will be knocked unconscious for 1d4 minutes.
Penalties: If setting is too low, the target can more easily shrug off the effects. Targets are +4 to save per each level that the blast is too low.
If setting is too high, target is +15% to lose consciousness .
Ineffective against EBA, robots, full conversion Borgs, vampires, androids, and the more powerful creatures of magic.
PR Borgs, Juicers , and Crazies are only really susceptible to Settings 4 and 5, and are +1 to save
FC Borgs are only affected by Setting 5, and are +4 to save, penalties and duration are HALF.
Young supernatural beings and lesser demons can be affected by Setting 5, but are +3 to save.
Rate of Fire: ECHH
Payload: Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits

k) PS-DL-110L Razor-Frizzer( a cut-down 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.
Range: 1,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 500 shots per launcher
Cost: 18,000 credits

l)TW Starburst Throwers---A light TW weapon that throws out an intensely bright flare of light capable of burning and blinding enemy personnel.
Range: 600 ft
Damage: 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long
Rate of Fire: EGCHH
Payload: 6 PPE per shot
Cost: 75,000 credits

m) TW Hell Fire Throwers---A light TW weapon rushed into service during the Minion War, these weapons throw mystic fire bolts that do extra damage to Infernals.
Range: 600 ft
Damage: 2d6 MD to normal targets, 1d6x10 MD to demons and Deevils. Infernals normally impervious to fire take HALF damage, and others(non-Infernals) resistant to normal and magic fire take FULL damage.
Rate of Fire: EGCHH
Payload: 33 PPE per 10 melees of continuous fire.
Cost: 350,000 credits

n) TW TK Heavy Machine Gun
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: EGCHH
Payload: 1 PPE per shot, or can be Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 140,000 credits

o) TW Ice Shard Gun
Range: 2,200 ft
Damage: 2d6+1 MD single shot, 4d6 MD per five-shot burst, 1d6x10 MD per 24-shot burst.
Rate of Fire: EGCHH
Payload: 12 PPE for 5 shots, or can be Effectively Unlimited; powering spells must be recast every six months. 240 shot ‘back-up’ PPE clip
Cost: 150,000 credits

p) TW Plasma Rifle
Range: 3,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD on a ley line
Rate of Fire: EGCHH
Payload: 12 PPE for 5 shots, or can be Effectively Unlimited; powering spells must be recast every six months. 100 shot ‘back-up’ PPE clip
Cost: 110,000 credits


3) Wing Shield Missile Launchers(2)---Mounted under each wingshield is a hardpoint for a missile pod.
a) Micro-Missiles----36 shot pod

b) Mini-Missiles----6 shot pod

c) Copperhead Anti-Armor Missiles
Range: 1 mile
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 credits per launcher , missiles cost 600 credits each

d) Short Range Missiles---3 per hardpoint

e)L-SAM ‘Black Talon’ Launchers
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-3
Payload: 3 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: 75,000 credits per launcher, 10,000 credits per missile

f) Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 3 per launcher
Bonuses: +5 to strike
Cost: 100,000 credits for the launcher, 20,000 credits per missile

g) ‘Slammer’ Concussion Missiles---Knockoff Triax Weapon, acquired through industrial espionage.
Range: 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
88% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Payload: 3 per launcher

h)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---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, Volleys of 1-10
Payload: 800 shots per launcher
Cost: 16,000 credits

i)PS-DL-110L Razor-Frizzer( a cut-down 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.
Range: 1,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 500 shots per launcher
Cost: 18,000 credits

j) Smoke/Flare Launchers(2)---12-shot general purpose 30mm grenade launcher(see below for details)

4) Cupola Gun Mount---Mounted atop the main turret is a pintle-mount weapons station that can be manually operated by the commander standing in the open top hatch, or operated remotely from inside the cupola. The pintle is typically fitted with a PS-100 Rail Gun or light energy weapon, or can be replaced entirely with a twin air-defense auto-mount.
a) PS-100 Rail Gun
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)

b)PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Effectively Unlimited linked to the tank’s powerplant.
Cost: 78,000 credits

c) 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: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister. Effectively Unlimited linked to the tank’s powerplant.
Cost: 32,000 credits

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

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

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

5) Tail Gun Mount----Under the sensor bulb on the end of the tail is a slot compatible with standard cyborg forearm weapons. This weapon is typically used to fend off infantry and smaller targets, but it also allows the tank crew to engage targets from behind or under cover.

6) Forepaw Weapons Mounts(2)---Similar to the hood-mounted weapons available to many Paladin Steel jeeps and trucks, the Tyrannis’s claw ‘backs’ can be fitted with forward-firing weaponry, typically obstacle-clearing ordnance launchers.

a) Light 20mm Autocannon
Range: 3,000 ft
Damage:(20 mm) 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 TX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 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: ECHH
Payload: 400 rds
Cost: 20,000 credits

b) Machine Guns(2)---Twin-Mount cyborg-standard MGs
Range: 2,000 ft
Damage: 1d6x10 SDC per 10 rd burst, or 1 MD per explosive round, 2d4 MD per burst of 10 rds, per
single gun. Can also fire silver and wood rounds, and rubber riot bullets.
Rate of Fire: Standard
Payload: 600 round box magazine per gun
Cost: 16,000 credits

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

d)Grenade Launcher---Modified rifle-grenade launcher firing larger(and more destructive)
projectiles than those associated with underbarrel ‘shotgun’ or pump-action launchers...This is
basically a four-shot ‘spigot mortar’ assembly allowing up to four rifle-grenades to be mounted on
the forward hood and fired by an electronic switch attached to the dashboard. The launchers can
be angled up to a 45-degree angle. Can sometimes be mistaken for a mini-missile launcher.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and
dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have
a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast
radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter
area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4
melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4
melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost:
15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Volley of 1-4
Payload: 4. Must be externally hand-reloaded. Typically takes 2 APMs to reload a single round
Cost: The firing assembly costs 8,000 credits. Rifle grenades cost extra.

e) Mini-Missile Launcher----Holds up to 4 mini-missiles(fires volleys of 1-4). Cost: The firing
assembly costs 9,500 credits. Mini-missiles cost extra.

f) Micro-Missile Launcher---The advent of PS micro-missiles has led to a variety of different new
mountings being tried. The JW has been tested with a large, wide, multi-tube ‘xylophone’ box
launcher that fires the earlier Pattern-1A and -1B missiles. Though damage per individual missile is
low, their range is quite good, and their small size means that many missiles can be carried, and
fired, to devastating effect, in a volley. The actual launcher consists of four launcher boxes arrayed
across the front of the vehicle. Bringing to mind the ‘Metalstorm’ guns of the past, each box-
cassette has 25 micro-mssiles(5 rows of 5) for a total of 100 projectiles, and can fire them in volleys
of 5 to all 100 at once. The entire set-up weighs in at 80 lbs,
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Rate of Fire: Volleys of 5-100
Payload: 25 missiles per box, 100 total
Cost: 40,000 credits for the launcher
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM


g)Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing: 2d4x10 MD, no blast radius
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 3
Bonuses: +5 to strike
Cost: 200,000 credits


h) Smoke/Flare Launchers---12-shot general purpose 30mm grenade launcher(see below for details)

i) ‘Bangalore Tape’ Launcher---This is a modified version of the PLDK02 ‘Stringbang’ Personal Lane Demolition Kit---This consists simply of a tube launcher holding a micro-missile propulsion rocket attached to a coiled line of det-cord. The operator inside the tank aims(by positioning the tank) the rocket down a suspected trap-zone, and fires. The rocket will pull the det-cord the length of its flight path, laying it down, whereupon the cord is detonated, its shockwave hopefully removing any traps and explosive devices in a blast-cleared lane.
Range: 250 ft
Damage: 6d6 MD to an area roughly 200 ft long and 20 ft wide
Rate of Fire: Single shot
Payload: 200 ft of detcord(1 shot) per rocket. Three kits can be mounted on each tank forepaw.
Cost: 2,000 credits for the case/launcher. 48,000 credits per length of cord

7) Smoke/Flare Launchers(2)--- 30mm grenade/smoke/flare cluster mortars. Can also be fitted to fire Triax- or Northern Gun-style flare/chaff countermeasure bundles.
Range: (Smoke/Grenades) 1,200 ft
(Triax Style) 500 ft
(Northern Gun Style) 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
Damage:
(Smoke) Smoke in a 30 ft radius+15 ft per additional round launched in the volley.
(30 mm Grenade)(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
(HE) 2d6(12 ft blast radius)
(Chaff-Triax Style)
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
(Chaff-Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Rate of Fire: Volleys of 1,2,3, or 6
Payload: 24 total. 12 flares/smoke charges per launcher
Cost: 2,000 credits per launcher, Smoke grenades cost 60 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each. Triax flares/chaff cost 75 credits a bundle, NG-style flares/chaff cost 65 credits each.


8 ) Hand to Hand Combat
Forepaw Stomp 2d6 MD
Forepaw Slash 3d6 MD
Spinning Treads Paw Strike(2 attacks) 4d6 MD
Tail Lash 1d8 MD

Options:
The Tyrannis can be modified to a high degree, with electronics swap-outs and added targeting sensors(including PPE sensors and optics) being the most common. Some of the more extensive modifications are as follows:

*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.
Cost: 1.4 million credits

*Chemically Inert Armor---Covers the tank in the same jet-black, chemically-inert material as used by the Toxic Avenger Hazmat Cyborg. This material is slicker than Teflon, and resists chemical corrosion as well as adhesives. Paint, glue, and other chemicals simply refuse to stick to this stuff, and corrosive chemicals just slide off, doing NO damage.
Cost: 1.3 million credits

*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation.
Cost: 1.3 million credits

*Mrk 1 Mini-missile ‘Calliope’ Launcher---This turret-mounted multi-tube “pipe organ” missile launcher turns the tank into a light bombard platform. This particular option equipment is a holdover from the LBT-01 line, quantities still being in stock and available. Calliope launchers aren’t quite as common with Tyrannis crews as on other tanks, however, owing to the placement atop the turret interfering with the AA armament and the tail mast.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits

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

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

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

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

*Maw Cutters----This takes the dragon iconography even further by fitting the main gun muzzle end with a pair of articulated jaws . This feature allows for wire/obstacle-cutting bites of 2d4 MD, and when closed the jaws serve as a protective tampion to protect the gun, but care must be taken to make sure the snap-jaws are not closed when the main gun is fired. Cost: 34,000 credits.

*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades. This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the MBT(sides, front, back) can be fitted with 18 flechette packs each(72 total)
Cost: 200 credits per flechette pack

*Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more safely detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%

*Mine Flail---Inspired by the old WWII Scorpion “Flail Tanks”, this option mounts a long roller-supported assembly on the front of the tank, with a rapidly rotating drum on the end, to which are attached dozens of lengths of high-strength chain. The theory goes that by advancing behind the flailing chains, the tank can safely detonate mines at a standoff distance, triggering them prematurely with the ground-hammering chains. In practice, though, this worked only against the simplest of mines, and the device was easily defeated by time delay fuzes, greater blast radius explosives, and ‘smart’ mines like the Wellington SAW, which could attack targets from the side and from a distance. Most of the flail packages sold by PS ended up being used to clear brush or in riot control. It had some some success against infantry, but as the tank is made rather slow and cumbersome by pushing the flail assembly, it’s easily avoided.
The Tyrannis can mount two, one on each forepaw, angled so as to cover the gap in the center, and clearing an extra-wide lane for following vehicles and troops.
MDC of Assembly: 80
Size: The flail assembly adds ten feet to the length of the tank
Range: 8 ft range
Damage: 1d6 MD per chain strike(Roll 1d6 to determine number of chains hitting)
Penalties: Reduce speed of tank by 20%, and -10% to Pilot Tank skill
Cost: 20,000 credits

*Mine Detector-----A detection coil can be installed in the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy. Cost: 3,500 credits

*Hedgerow Cutters---A classic and simple device inspired by accounts of the Second World War, this device simply consists of sharpened blades of megadamage armor mounted to the front of the AFV, and used for assisting in getting the vehicle through dense underbrush, though it can also aide in ramming doors and vehicles. Adds +1d4 MD to a ram attack. Cost: 1,000 credits
A vibroblade version is also available; it does 3d6 MD and costs 15,000 credits.



Variants:
The sheer variety of different configurations possible with the various weapons and systems options makes any major variants a moot point at this stage of the Tyrannis’s operational history. Early plans for an APC model/conversion became the PS-HAPC-17 ‘Krenek’ Heavy Personnel Carrier.
Last edited by taalismn on Thu Jan 28, 2016 2:02 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by abtex »

So how would you rig the above for 'Snow Remove'?
How to see more like it or refits of other PS armored.
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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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Since the Eshemarrians tend to copy Paladin Steel designs, does the opposite happen as well? GNE grey sites studying scrapped war mounts and Eshemar remains, experimenting on making a new generation of full convert borgs and synthetic mounts to sell?

Side note: Has the company looked into the untapped market of tailoring power armor to non humanoid lifeforms?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:So how would you rig the above for 'Snow Remove'?
How to see more like it or refits of other PS armored.


I think I have a snow-removal spell or two...but using the MBT as a snowplow is entirely possible(back during one particularly bad blizzard in Connecticut, I remember they were using National Guard M60 tanks to tow stranded trucks off the highways).

And here's the Tyrannis:
http://i408.photobucket.com/albums/pp164/taalismn/img715_zpshsycblgu.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
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Since the Eshemarrians tend to copy Paladin Steel designs, does the opposite happen as well? GNE grey sites studying scrapped war mounts and Eshemar remains, experimenting on making a new generation of full convert borgs and synthetic mounts to sell?

Side note: Has the company looked into the untapped market of tailoring power armor to non humanoid lifeforms?



The Steel Gaians will be increasingly credited with having a hand in helping design some PS hardware, yes.
And tailoring for specific species? Yes. we have....but it's been mostly on a per-case, contractual, handcrafted basis(aside from the Wynaro power armors)....If a client species drops a big enough contract, or a non-humanoid species with an inclination towards PA usage becomes a large enough component of the GNE or Alliance associates, then PS will provide. :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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:So how would you rig the PS MBT-28 Vyrmm Tyrannis Main Battle Tank for 'Snow Remove'?
How to see more like it or refits of other PS armored.


I think I have a snow-removal spell or two...but using the MBT as a snowplow is entirely possible(back during one particularly bad blizzard in Connecticut, I remember they were using National Guard M60 tanks to tow stranded trucks off the highways).

You would not use any of the MBT-28's stock or Optional gear to clear the Snow?

Well you could always just -- play with it. :D
Is that in your backyard? :shock:
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:[
You would not use any of the MBT-28's stock or Optional gear to clear the Snow?

Well you could always just -- play with it. :D
Is that in your backyard? :shock:



Really hoping that isn't somebody's yard in Russia....Instant Red Army advance through your living room in 3, 2, .....

Wait...just noticed the cyrillic...oh damn....

Kinda interested how he did the gun barrel....styrofoam?
-------------
"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 »

PS-GMR-LAH17 ‘Xaos’ Contragravity Attack Sled
(aka ‘Double-Breasted Devil’)

“This is another one of those small, fast, light craft that the GNE’s enemies aren’t going to be able to afford to ignore. While the ‘steel’s been grabbing attention for its high-end supersoldier augments, they’ve also been building more factories for the purposes of putting out inexpensive stuff like this and arming up their territorial militias. Worse, they’ve been selling them to interested parties, most of whom are either favorably disposed towards the GNE or facing a common enemy.”
---Captain Anthony Pierce, Coalition States Military Intelligence Directorate

“The low placement of the main armament on these sledders is a headache for the mechanical pool. Yes, they’re easier to access and load, but they’re also more susceptible to damage on groundings and NOE flying. And grav-sled jocks LOVE shaving the ground. I can’t tell you how many times I’ve had to completely replace hardpoint shackles and gun mounts because some hotdog pulled a wormburner and scraped off her ordnance. At least the Seb has high-mounted main armament and has bumpers; the Xaos is a flying spatula.“
----Rendel Xhovens, Senior Mechanic, GNEAS

The GMR-LAH17 ‘Xaos’ is a light, fast, high-altitude hovercraft/low altitude GMR vehicle that emerged as a result of design studies work conducted with Kera-Tech. The original design specs called for a small, fast, strike craft useful for reconnaisance and raiding.
The Xaos, named for a Wynaro throwing weapon, is sometimes referred to as a ‘contragravity attack sled’. Multiple manuevaring thrusters around the hull give it a high degree of agility control. With a little practice, anybody already qualified on an Asateague GEV or a Barracuda Hovercycle can learn to fly a Xaos with competence, sideways and backwards. And with the throttle open, the Xaos can keep up with helicopter gunships and other aerodynes.
Armament on the Xaos is heavy; two large ion pulse cannons jut prominently from the front of the hull, while underneath, two heavy hardpoints allow for podded ordnance to be carried and deployed. Between the gun mounts and hardpoints on the underside of the hull are a half-dozen smaller hardpoints for additional ordnance. Overall, the Xaos reminds many observers of a light helo gunship, and that is how it is often used in combat. Xaos are replacing Asatague GEVs in many frontline formations in the GNE Armed Services, due to their faster speed and agility. The Xaos has also seen use as a security vehicle and highway patrol craft. The ChaiChuk of Sei-Chan are a prominent buyer of the type, making it the first contra-gravity vehicle to enter military service with their nations.

Type: PS-GMR-LAH17 ‘Xaos’
Class: Light Contra-Gravity Attack Vehicle
Crew: One
MDC/Armor by Location:
Main Body 200
Ion Cannons(2) 65 each
Main Thrusters(2) 55 each
Maneuvering Thrusters(6) 30 each
Height: 6.9 ft
Width: 8 ft
Length: 12 ft
Weight: 5,500 lbs
Cargo: Small space behind seat for a backpack, sidearm, and several small personal items.
Powerplant: Nuclear Fusion w/10 year energy life
Speed: (Flying) Hover to 450 MPH, maximum altitude of 700 ft
Bonuses: Very maneuverable; +2 to dodge, +1 to roll with strikes/concussion blasts
Market Cost: 1.3 million credits
Systems of Note:
Standard Power Armor Systems, plus:
Headlights--Normal and Infrared
External Loudspeaker/Sirens---90 decibels
Weapons Systems:
1)Ion Cannons(2) ---Original studies anticipated the development of a new ion weapon specificially for the Xaos, but PS elected to adapt existing weapons to the new hovercraft, a move that shortened development time, cut costs, and streamlined logistics. The Xaos could be fitted with the following:
a) *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 disipates. 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 non-metallic 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 each

b) *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
Cost: 32,000 credits each

c) Plasma Cannon---In the alternative, the Xaos can be fitted with Asateague-style plasma projectors, including the heavier ‘Nimro-B’ Plasma Rifle with variable settings. The Nimro-B has less range, but it can be set to fire an area of effect plasma ‘bomb’.
Range:(Standard)2,000 ft
(Nimro-B)(Stream) 1,500 ft
(Popper) 1,000 ft
Damage:(Standard)1d6x10 MD per blast
(Nimro-B)(Stream) 1d6x10 MD per blast
(Popper) 5d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost:(Standard) 80,000 credits
(Nimro-B) 35,000 credits


2) Heavy Hardpoints(2)---Mounted below and outboard of the ion cannons are two hardpoints for podded weaponry. Each hardpoint can accommodate ONE of the following:
a) Micro-Missiles---3x25 shot cassette mounting(75 micro-missiles total)

b) Mini-Missiles----12 shot pod

c) Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1,2,3, 4, or 6
Payload: 5 shot pod
Bonuses: +5 to strike
Cost: 70,000 credits

d) Heavy ATGM---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 1 per hardpoint
Bonuses: +5 to strike
Cost: 20,000 credits per missile

e) L-SAM ‘Black Talon’
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2, or 3(all)
Payload: 3 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: 90 ,000 credits per launcher, 10,000 credits per missile

f) MAULER Missile ---Essentially a long range missile warhead mated to a short-range booster. This system is perhaps best known for being used to deliver tactical WMDs of both nuclear and TW types. The Xaos offers a faster delivery platform than ground units, often using a ‘toss-launch’ maneuver to launch the missile on a ballistic course and add extra freeflight time, allowing the hovercraft more time to escape the battlezone.
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.
Payload: One per hardpoint

g) Bomb---Freefall bomb---1 per hardpoint
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*Slammer Concussion Bomb---Knockoff Triax Weapon, acquired through industrial espionage. 1d4x10 MD to 90 ft blast radius. 88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)

h) L-SAW Mine Dispenser
Weight: 500 lbs
Range: Effective freeflight range of 5 miles. Submunitions can be launched up to 300 ft out to either side of the SAW’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 SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

i) Torpedoes---Can carry the equivalent types of torpedoes as missiles.

j) .50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits

k) 40mm Grenade Launcher
Range:7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 100 rds
Cost: 50,000 credits

l) Light Rail Gun(PS-RFG202)
Range: 4,000 ft
Damage: 1 MD single rd, 3d6 MD per 15 rd burst, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 9,000 rd drum per cannon
Cost: 75,000 credits


m) 12.7mm PS-MRG03 Snub-nose Short Gatling Gun --- This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
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: 1,000 rounds
Market Cost: 12,000 credits


n) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 18 shots standard E-clip, 24 shots long e-clip, 50 shots canister-clip. Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 credits

o) Sprayer Pod---This liquid storage pod deploys two diffusers from the back to spray chemicals from the back. This is typically used to control agricultural pests(if the infestation is too great, the ‘copter crew typically fires the affected field), crowd control, firefighting, or other vermin management roles.
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

p) Beacon Launcher---This fires tracer beacon pod rocket-harpoons that have 4,000 ft range, do 1d4 MD on a strike, and have an active transmitter beacon with a 72 hour life, and can be traced from 8 miles away. The pod holds 12 tracer-harpoons.

q) Spotlight Pod---A high-powered directable searchlight: 9,000 ft range

r) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost:50,000 credits

s) Plasma Machine Gun Pod----This is a limited payload plasma machine gun, using ‘light’ cadmium-telluride cartridges. Short range, but good damage.
Range:(Plasma)1,700 ft
Damage:(Plasma) 6d6 MD per shot
1d6x10+10 MD for a three-shot burst
Rate of Fire: Standard
Payload: 360 rd magazine
Cost: 40,000 credits. ‘Light’ cadmium-telluride cartridges cost 16 credits each.
t) Heavy Plasma Cannon---A heavier 40mm cadmium-telluride cartridge weapon with much better damage and range, but only capable of a dozen shots, due to its limited magazine capacity.
Range: 5,000 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: 12 shot drum-clip.
Cost: 145,000 credits. 40mm cadmium-telluride cartridges cost 95 credits each.

u) Specialized Sensors---The lateral pods can be used to carry specialized sensors, such as side-looking optics, wide-angle cameras, chemical samplers, and the like.

3) Light Hardpoints(6)---Located on the underside of the main body, between the heavy hardpoints and ion cannon pods, are a half-dozen smaller hardpoints, each of which can mount ONE of the following:
a) Mini-Missiles---1 per hardpoint
b) Copperhead Anti-Tank Missile ---1 per hardpoint
c) Mini-Torpedo---1 per hardpoint
d) Bomb/Mine
(PSX-II High Explosive) 2d4x10 MD to 30 ft blast radius. Cost per shell: 800 credits
(Fragmentation) 6d6 MD to 50 ft blast radius. Cost per shell: 600 credits
(Incendiary) 4d6 MD to 30 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 700 credits
(TW Sandstorm)-----Creates a sudden sandstorm that lasts 5 minutes, covering a 100 ft area. People trapped inside it will find visibility cut down to 3 ft, hearing is reduced by HALF, speed by 75%, lose initiative, 2 APM, and -5 strike, parry, and dodge. The scouring sand does 1d4 SDC per melee. Even robot vehicles will find their sensors, including radar, bolluxed by the flying grit. Cost per shell: 4,000 credits
(TW Chasm)---Opens up a chasm 160 ft long, by 80 ft wide, by 80 ft deep, that remains open for up to 40 minutes. Objects falling in take 2d6 SDC per every 20 ft of depth. At the end of the spell, the chasm belches everything up to the surface as if they’d never fallen(in other words, they don’t get crushed by the closing fissure). CANNOT be used against buildings. Cost per shell: 7,000 credits
(TW Lava Pool)----Creates a pool or lane of lava 60 ft long. 10 ft wide, 10 ft deep. Objects caught in this pool take 2d6x10 MD per melee. Cost per shell: 9,000 credits
(TW Air Burst)---Sets loose a Whirlwind that does 2d6+2 MD to everything caught up in its 20 ft wide funnel. The Whirlwind tracks randomly about a 300 ft area for 2d4 melees before disipating. Cost per shell: 8,000 credits
(TW Storm Shell)---Essentially a longer-ranged version of the TW anti-vampireStormflare. Effects are the same. Cost per shell: 3,000 credits
(TW SunBomb)---A more powerful version of the Globe of Daylight Flare, only this version is powerful enough to inflict flashburns on vampires! Does 6d6 HP per melee for 3d6 melees to a 50 ft radius. Cost per shell: 2,000 credits
(TW TangleBomb)----Explodes into a twitching, twining, expanding mass of green-black unearthly vegetation with 25 MDC per 20 ft area(covers a 40 ft area). Has an effective Horror Factor of 14, and victims have to Dodge at 16 or better to avoid getting tangled up in its fronds/tentacles. Victims trapped in the weed are -1 to initiative, -2 to strike, -4 to parry, and -6 to dodge, and will have to inflict 25 MDC or more to move more than 10 ft. Unprotected beings take 3d6 SDC per melee of thrashing against the weed, from its thorns and whipping around; those in MDC armor(or who remain calm and don’t fight it) take no damage. Duration: Lasts up to 50 minutes

e) Light Machine Gun---Modified cyborg forearm weapon
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 100 rd box magazine
Cost: 20,000 credits

Options:
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits

*Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targetting System(+1 to strike)
Cost: 12,000 credits

*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits

*Optical Cluster
Sensors: Telescopic
IR/UV
Thermo-Imaging
Audio-Video-Survellance System
Cost: 10,000 credits

Variants:
*PS-GMR-LAH17B---Two-seater version, typically used for training, but also as a scout unit.

*PS-GMR-LAH17F----Civilian fire response vehicle, with twin spray cannon or freezer cannon in place of the ion weapons and missile pods, and either an underbelly reservoir tank(spray cannon) or fire retardant bombs(freezer cannon) in place of the light missile hardpoints.
Last edited by taalismn on Wed May 04, 2016 3:07 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

PS-CGN-8 ‘Aldyriss’ Class Missile Cruiser

“Had this been an actual launch alert, right now we’d have unleashed over a hundred cruise missiles on Atlantis...armed with nuclear warheads in the Golden Age, that would have been enough to toast a major continental power....here and now, with heavy plasma warheads and wizard-munitions, Atlantis would be still taking a hurting....”

Work on the ‘Aldyriss’ had begun shortly before the Day of Wrath, when PS was anticipating the need to shoot its way across the Atlantic. The largest dedicated surface warship contemplated by PS at that time(before the Katrina class carrier), the ‘Aldyriss’ -class is a semi-submersible missile cruiser inspired by a pre-Rifts design(the so-called ‘arsenal ship’ concept) found in one of the old US Empire Defense Department files incidentally downloaded by Victor Canth in his now infamous cache-raid at Area 51. The ‘Aldyriss’ is designed stoutly, for anticipated nuclear warfare, and the launching of tactical nuclear anti-ship weapons, and strategic nuclear cruise missiles. PS found the design well-suited for their naval strategy, which involved heavy naval craft keeping the Splugorth as far away as possible with long range missile assaults, while faster, smaller naval units harassed them at closer range, hopefully allowing mercantile craft to slip through the Splugorth grip on the Atlantic sea lanes.
(Note: What Paladin Steel actually managed to get were scaled down preliminary blueprints of the Kearsage-class, a little known pre-Rifts Warship armed with strategic nuclear weapons)
When the Day of Wrath and the subsequent Grand Banks Accords rendered the Splugorth momentary impotent in the North Atlantic, PS scaled back the ‘Aldyriss’ project to concentrate on the space program, but with the Splugorth recently regaining their confidence and becoming more active in the Atlantic region once again, the shipbuilding program has been restarted, and the ‘Aldyriss’ moved up to priority.
The ‘Aldyriss’ has a long, streamlined appearance, with as many deck structures as possible streamlined into the main hull, so as to present minimal radar return, and drag, when submerged. The traditional ‘antennae forest’ and masts have either been replaced by flat-pane phased array sensors, or placed on retractable ‘snorkel’ masts that rise up out of the main hull when needed. Main gun armament and traditional missile launcher rails have been replaced by low profile, heavily streamlined, embedded emplacements, retractable turrets, and vertical launch system (VLS) beds. The ‘Aldyriss’ is heavily armored for a modern warship; the original design called for a vessel able to survive near-proximity nuclear blasts, a consideration PS has taken to heart, with its knowledge of the Coalition Navy’s nuclear capabilities and the unknown, but presumably extremely advanced, Splugorth naval weaponry.
At the same time, the ‘Aldyriss’ is also configured for stealth. The ‘Aldyriss’ has the ability to submerge itself like a submarine(though only to very shallow depths), though it typically travels with the decks awash, reducing its above water sensor signature. The upper works are also sloped and constructed for maximum sensor deflection, and have special hull material coatings for further defeating active sensors. Its sensor suite is configured for maximum sensitivity and minimal emissions for use in an EW-heavy battle theatre. If necessary, the ‘Aldyriss’ can deploy a network of drones that can deploy their own active sensors and communicate their findings back to the mothership by direct line-of-sight laser, removing the need for the ship to deploy its own active sensors and thus give away its own position.
Heavy automation reduces the overall crew needs, as well as reducing overhead life support energy costs, and reducing ‘crew noise’ that may be detected at range.
The main armament of the ‘Aldyriss’ remains a fearsome array of cruise missile launchers, meant to do massive damage to an opponent from long range, preferably over the horizon from the attacking ship. Backing up the heavy cruise missile armaments are secondary missile armaments, close defense chain guns and lasers, and a conventional cannon capable of firing nuclear shells. As antisubmarine defense, the ‘Aldyriss’ carries twelve light ASW helicopters in an internal hangar at the fantail, as well as ten VTOL attack fighters for antiaircraft and recon, a large contingent for a cruiser-type vessel, and putting the Nemesis firmly in the same class as the pre-Rifts Kirov-class cruisers. The ‘Aldyriss’ also carries a stable of long range drones for communications relay, target spotting, and recon.
As the situation on Rifts Earth is far different from the pre-Rifts political and biological environment, the PS ‘Aldyriss’ class has been substantially modified in order to offer tactical flexibility, as well as the ability to adequately operate independently of an escort force. Given the firepower and value of the ‘Aldyriss’ ’s systems and armaments, however, current fleet doctrine rarely allows the ‘Aldyriss’ to go unescorted.
Two ‘Aldyriss’ -class cruisers have been constructed to date; VFSS ‘Aldyriss’ , and VFSS Sutur(though it is possible additional units may have been built elsewhere, such as on the West Coast or offworld). The vessels have not officially been named or entered in to the fleet records as PS hopes to keep the existence and purpose of these vessels a secret for as long as necessary... even going so far as to disguise the ships when approaching port as barges or freighters(courtesy of elaborate ‘floating docks’ floated into place over the ships). As ridiculous as this may sound, with the absence of satellite reconnaissance, it’s actually quite effective! Were the Coalition to learn of these ships, they would stop at nothing in their efforts to seize or destroy these powerful warships!


PS is supposedly working on a smaller ‘Arsenal Ship’-concept destroyer and possibly a frigate design to complement the ‘Aldyriss’ , but details remain uncertain.

Type: PS-CGN-8 ‘Aldyriss’
Class: Missile Cruiser, semi-submersible
Crew: 150(includes 25 flight crew, and a 25-man Marine security contingent)
MDC/Armor by Location:
Main Body 13,000
Armored Bridge 4,000
Heavy Gun Turret(1) 500
LRM Launchers(2) 500 each
MRM Launchers(2) 400 each
SRM Launchers(2) 150 each
Laser CIWS Turrets(6) 300 each
Vulcan CIWS Turrets(2) 300 each
Underwater CIDS Turrets(6) 300 each
Retractable Sensor Mast 400
Rear Hangar Bay Door 600

Height: 30 ft minimum draft, 40 ft mast height
Width/Beam: 35m----115.5 ft
Length: 280 m----800 ft
Weight: 56,000 tons
Cargo: Limited to space for crew’s (modest) personal gear, and supplies for up to six months
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:(Surface) 42 knots
(Submerged) 25 knots traveling just below the surface(50 ft). Maximum dive depth: 100 ft
Market Cost: EXCLUSIVE TO PS/GNE! NOT AVAILABLE FOR SALE! It costs something on the order of 1.8 billion credits to build one of these vessels.
Systems of Note:
Standard Ship Systems, plus:
*Radio/Laser Communications---600 mile range
*Long Range Radar--500 miles
*Sonar---Depth gauge and detection; 500 mile range
*Towed Sonar Array----This involves reeling out a cable-kite(usually 100-300 ft) of hydrophones behind a float pod, typically mounted in a streamlined pod atop the vertical rudder. It takes about a minute to unreel the array, and two minutes to reel it back in(and there’s always the risk of snagging the array and losing it), but the towed array greatly increases the range and accuracy of passive sonar detection. Furthermore, the towed array can be used to look below thermoclines and temperature variation streams that could be used to hide an enemy.
Bonuses: Increase effective range of passive sonar array by 1/3, or add +10% to Read Sensory Instruments /Sonar roll.

*Advanced Fire Control Computer---This advanced fire control system is designed to allow the ‘Aldyriss’ to make maximum effective use of its weaponry, while retaining its high mobility.
All ranged weapons(except missiles) get a +2 to strike from this system.

*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN.
Effective Range: 4,000 ft radius of detection.

*ECCM Suite---- A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 35% chance of negating radar or communications jamming (non-magical) on its own, or a +8% if the operators have Read Sensory Instruments or Radio: Scramblers skills and devote 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.


*Stealth Design---The use of radar-absorbant materials, thermal-signature-reducing technologies, and hull-shaping, do not render the vessel invisible to radar, but do reduce the vessel’s chances of being detected; -60% chance of detecting the vessel with radar. Radar-guided missiles are -3 to strike the ship, and IR/thermal-homing weapons are -2 to strike.
When the vessel is in semi-submerged running, the ship has only a 15% chance of being detected with radar and other electronics.

*Hull Degausser---This system can be used to periodically demagnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vessel and detonating.

*Closed-environment Life Support System---If necessary, the ‘Aldyriss’ can seal up, and recycle their air for up to a week.

*Desalination Gear---The cruisers, in addition to having their own onboard freshwater supply, have a desalinator for producing fresh water from salt water.

*Degaussing System---Most PS vessels have hulls of composite or concrete, but may have enough metal in their structures to attract and trigger magnetic mines. PS developed this system to counter magnetic mines and has made it available to other shipowners as well. The system was actually developed from a similar system found in the ruins of a pre-Rifts Russian corvette found near the ruins of New York(it was part of the Intrepid museum).
Not effective against suction- or molecular-adhesion limpet mines or boring attachments.

Weapons Systems:
1)Cruise/Long Range Missile Launchers(2)---The ‘Aldyriss’ sports two sets of vertical launch system (VLS) cells/banks of 20 cells each for firing LRMs. However, the launch cells can also be quickly reconfigured to accommodate the new generation of PS sea- and TW-strike Cruise Missiles, and presumably the new Tempest TW-Cruise Missile.
Range: 1,000 miles
Damage:(Varies) The Aldyriss carries Long Range Missile equivalents in its racks, but its intended role as a strategic deterrent means that it typically carries the more powerful nuclear/TW weapons in its launchers.
*Nuclear Warhead(stats courtesy of Coalition Navy)----PS doesn’t like to advertise it, but they DO have strategic nuclear weapons of their own....3d4x100 MD to 1,000 ft blast radius, 1d4x100 MD to everything else out to a 3 mile radius around ground zero.
Rate of Fire: Volleys of 1,2, 5, 10, or 20
Launcher reloads in 5 minutes.
Payload: The ‘Aldyriss’ carries 500 LR/Cruise Missiles in storage!


2) Medium Range Missile Launchers(2)----For the long range interception of missile and aircraft, as well as engaging surface targets, the ‘Aldyriss’ maintains two auxiliary missile beds, of 16 cells each, for firing MRMs---The ‘Aldyriss’ typically carries Shrike III SAMs for air defense, and sea-skimming Harpoon IV anti-shipping missiles for engaging surface targets. These launchers are also used to deploy ASROC rocket-assisted torpedoes for dealing with submerged enemies.
Range: Varies by missile type
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 3, 6, 8, 12, 16, or 32
Payload: 128 per launcher(32 pre-loaded, 96 in ready reserve), 256 total
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes.

*ASROC---(Antisubmarine Rocket)
The Paladin Steel Asroc is the post-Rifts adaptation of the rocket-propelled torpedo commonly used by old U.S. Empire warships. It consists of a short-range torpedo mounted atop a short-range missile booster, and is compatible with most short- and medium-range missile launchers. The chief advantages of the Asroc over conventional depth charge and torpedo launch systems, are response time, standoff range, and the fact that the sudden arrival of the torpedo from above gives the enemy little advance warning.
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage: 2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1000 ft

*Harpoon III Missiles
Paladin Steel has also perfected the torpedo-tube launch capsule method to bring back the submarine-launched Harpoon medium-range anti-ship missile. Thanks to salvage efforts in Pudget Sound, PS can now fit submarines with missile-launch capability, without the need of hideously expensive special launch tubes. 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

*Shrike III ‘Brilliant’ antiaircraft missiles.
Range: 75 miles
Damage: 3d4x10 MD to 50 ft blast radius
Bonus: +7 to strike

*’SeaFlash’ ---Naval SAM version if the ’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles+15 miles for the SRMs
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike


3)Short Range Missile Launchers(2)---The ‘Aldyriss’ has two small banks of SRM-launchers, designated for close-in defense (missile and antiaircraft)
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1,2, 5, 10, or 20
Launcher reloads in 5 minutes
Payload: 140 per launcher(40 pre-loaded, 100 in ready reserve), 280 total
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes.


4)KT-NVC-40 "Hellfire" 40cm Cannon (1): Paladin Steel managed to acquire these powerful weapons courtesy of Kera-Tech, the same type as mounted on the latter’s ‘Metal Rain’ Landship. The ‘Aldyriss’ carries one of these formidable weapons in a retracting forward turret with a 360-degree arc of fire. Capable of firing a 40cm (15.75 inch) shell approximately 70 km, the "Hellfire" cannons are among the most devastating ship-mounted projectile weapons ever designed. While the original cannons were designed for conventional propellant, the redesigned cannons were fitted with a hypergolic propellant system, drastically reducing the storage needed for each cannon. A variety of shells can be carried onboard the carrier platform, increasing the versatility of this weapon as a fire-support artillery piece.
Primary Purpose: Bombardment
Secondary Purpose: Anti-Installation
Range: 70 km (almost 44 miles)
Damage: Varies with shell type
HE: 2D6x100 to a 6m (20ft) radius
AP: 1D6x100 to 3m (10ft) radius
Plasma: 1D6x100 to a 15m (47ft) radius
Frag: 5D6x10 to 25m (82ft) radius

Rate of Fire: Two rounds per minute.
Targeting Bonuses/Penalties: The cannon is designed to engage enemy vessels, not small moving targets, nor aerial targets. There are bonuses to hit on large targets; +1 to strike if larger then 122m (400ft), and +4 to strike targets larger then 305m (1000ft) or more. Penalties are -4 to strike targets smaller then 46m (150ft), -8 to strike targets smaller then 15m (49ft), and -15 to strike targets smaller then 3m (10ft).
Note: The cannon can be used to bombard installations and troop formations at no bonus or penalties (a straight roll of the dice) if there is an artillery spotter in communications contact.
Payload: 100 shells. Additional shells may be carried as cargo, but takes 15 minutes to move one shell through the interior passages of the ship(1 ton cargo = 1 shell)

5)Point Defense Pulse Lasers(6)---The last line of defense is provided by a series of rapid-fire pulse lasers, seconded from PS’s space program.
Range: 1 mile
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH, as an automated defense system linked to a radar/sensor system, the laser system has a +2 to strike, and four attacks per melee.
Payload: Effectively unlimited

6) PS-OTO-CIWS Goalkeeper Point Defense Vulcan Chain Guns(2)--What the lasers can’t deal with(especially if the targets are energy-resistant), these pop-up rapid-fire cannons can catch. The ‘Aldyriss’ wasn’t originally fitted for these weapons, but the admirals insisted, wanting some rapid fire cannon that could deliver a ‘good swift kick’ to incoming enemies.
Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS. The PS-OTO is intended for larger vessels, and is rarely effectively mounted on smaller vessels.
Range: 6,000 ft
Damage: 2d4x10 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

7) 20mm Close-In Defense Cannon(4)----These are light rapid-fire autocannon used for backing up the point defense lasers and the SRM launchers for dealing with small targets and boarders.
Range: 4,000 ft
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)

8 ) Quadruple Short Range Torpedo Tube Clusters(2x4, rear)---These light torpedo launchers are used for engaging submerged targets, especially enemy submarines attempting to attack.
Range: 5 miles
Damage: 1d6x10MD(plasma) or 2d4x10 MD(HE)
Rate of Fire: Volleys of 1-4
Payload: 32 per launcher(4 pre-loaded, 16 in ready reserve), 64 total
Additional torpedoes can be carried in the cargo hold and reloaded in 10 minutes.

9) Underwater CIDS Turrets(6)---These are retractable watertight turrets that emerge from the ship’s hull under the waterline, and can sweep the waters around and under the ship, Meant for driving off attacking swimmers and aquatic monsters. These were not part of the original pre-Rifts ‘arsenal ship’ design, but were added during PS’s redesign to address the realities of Rifts Earth’s oceans.
a) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 230,000 credits

b) PS-44LG Pulse Laser
Range: 4,000 ft
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload: Effectively unlimited
Cost: 250,000 credits

c) PS-100U Rail Gun
Range: 3,000 ft underwater
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 100,000 credits

d)Sonic Cannon(PS-UHFSC-02)
Range: 4,000 ft underwater
Damage: 2d6x10 MD per blast, plus 6d6 MD to a 20 ft diameter area around the blast area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits

e) Micro-Torpedo Launcher---A machine-gun-style micro-torpedo launcher ‘gun’.
Range:(Pattern-MT1A)2,500 ft underwater,
(Pattern-MT1B)2,500 ft underwater
(Pattern-MT1C)3,200 ft underwater
(Pattern-MT1D) 4,000 ft underwater
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is approximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Bursts of 1-10, EGCHH
Payload: 600 round drum.
Cost: 60,000 credits for the cannon
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

10) Electroshock Hull Plate System---The oceans of Rifts are a dangerous place, and PS has installed a special system to send high voltage through the hull, to drive off persistent predators, parasites, and attached explosives. Includes degaussing gear to sweep the hull clean of residual magnetic charge afterwards.
Range: Contact+ 1-2 ft from the hull in the water.
Damage: 3d6 MD per contact with the hull
Rate of Fire: Once per melee

11) TW Defense System---The ‘Aldyriss’ incorporates an experimental TW defense system designed to protect the ship from close-proximity nuclear blasts(such as those from the Coalition’s naval nuclear weapons). The current ‘Sea Buffer’ system uses multiplexors and combined modified Water Wall and Calm Waters spells to ‘harden’ the water around the vessel and provide a counter-pressure against the effects of an underwater nuclear blast, negating damage from them. Detection of a sudden water overpressure around the vessel will automatically trigger the system. The system isn’t 100% effective due to reaction-lag, but PS is working on improving it, and the current Sea-Buffer is considered a much better defense than none at all.
Effect: Reduce damage from tidal waves and underwater explosions to 25%.
Cost to activate: 200 per activation

12) Countermeasures:------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 600 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targeted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse acoustic sensors and homing torpedoes.
The ‘Aldyriss’ has 6 RBOC mortar banks(2 forward, 2 amidships, and 2 rear), and 2 Replica System launchers on the fantail
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are 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!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff launchers have 25 shells each. Replica launchers have 4 decoys per launcher.



Auxiliary Craft:
12 SeaSprite ASW Helicopters
10 Fighters(Typically PS-TBF-9 ‘Batfish’ or PS-A-120 Avenger III/Alkonost )
16 Recon Drones
20 Power Armors(Security Contingent)
6 Launches/Lifeboat Capsules

Variants:
The Aldyriss-class has no variants as yet, but some naval engineers, citing the missile primary armament, have suggested removing the 40 cm heavy cannon in favor of faster-firing multiple heavy energy weapons for better direct-fire capability against other warships. Studies in the works have reportedly recommended double- or triple-mount energy weapons turrets replacing the main gun, and possibly cutting the aircraft capability by HALF to free up space for another second heavy gun 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
------------
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abtex
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Knock! Knock!!#!!
The Wintnesses are at your door. :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by abtex »

taalismn wrote:
abtex wrote:[
You would not use any of the MBT-28's stock or Optional gear to clear the Snow?

Well you could always just -- play with it. :D
Is that in your backyard? :shock:



Really hoping that isn't somebody's yard in Russia....Instant Red Army advance through your living room in 3, 2, .....

Wait...just noticed the cyrillic...oh damn....

Kinda interested how he did the gun barrel....styrofoam?

PPE Plastic pipe 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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Bit of a repost: Blade76 has evinced an interest in how Paladin Steel /Greater New England OCCs defer trom existing OCCs, so I'll be trying to address the issue of GNE/PS-specific occupations. I'll start with a few of my more unique OCCs:

Combat Psychiatrist OCC
(aka ‘SuperShrink’)

“Just let the lady go unharmed, put the plasma grenade down, and let’s talk this out.”
-Burlington PD Combat Psychiatrist

“Doc, when he let go of the girl, you coulda let us go in and take him down. You didn’t have to put him in a...was that properly a head- or an arm-lock? Anyways, it would have been a lot less painful for him.”
-Burlington PD SWAT member

“Just what did you SAY to that Kydian? One moment he’s snarling-ready to blow us all to hell, and the next he’s blubbering like a baby and begging us to take him into custody! What gives?”
“Sorry, doctor-patient confidentiality.”

"So, 'Suna, I understand you're experiencing a bit of a relapse. Fortunately nobody was hurt this time, but you say the voices are back, telling you to eliminate people for the good of the future? While we're checking you out for any lingering geas, or metaphysical possession, can you tell me if it's the same voices from before? Has the medication they've already given you helped this latest incidence?-"

The profession of psychiatry that burgeoned with the boom of industrialized society, advances in behavioral studies, and neural medications, all but died in the Coming of the Rifts. True, the world being ripped asunder and demons and other creatures previously thought to be only myth or nightmare appearing out of thin air, did tend to elevate everyone’s stress levels to previously unheard of levels, but psychiatrists tended not to last very long. Most died in the catastrophe, or else picked up skills more relevant to day-to-day, if not hour-to-hour survival, in a world where a counseling session might be interrupted by a gargoyle attack, or an angry patient might manifest a lethal paranormal ability. Gone were the days of leather couches and the leisure of multiple sessions in the quiet sanctuary of an office. Gone, too, were the chemical arsenals of psychiatrists; supplies of Valium, Prozac, Methadone, and the rest of the Golden Age pharmacopeia were all destroyed, or else became hoarded treasures, often for purposes other than therapeutic. The great psychiatric institutions also fell, or else became fortified structures, where the inmates ran the show, or used the tools of healing for other, less pleasant, purposes.
But like many good doctors in the great crisis, a few dedicated and exemplary healers of the mind survived, adapted, and took great care to pass on their knowledge to others, so that the future might benefit.
What few healers practiced psychiatry, had to relearn its intricacies, and more often than not, psychiatry was a commonsense, hit or miss, affair. What few serious practitioners there were in the CS, were more likely to be intelligence officers or police profilers. In the wilds, psychiatry tends to be limited to the empathy of an experienced rustic healer, the ministrations of a learned priest, or the psionic touch of a Mystic, when people seek something beyond toughing out mental illness or seeking solace in the bottom of a bottle, that is.
Still, in emerging pockets of civilization like the GNE and other industrialized pockets of civilization, people have enough time to actually think about stress. Furthermore, industrialized societies find it necessary to spot and treat mental problems as soon as they can, as workers’ minds and talents are far too valuable to lose to mental illness. This is particularly true of the space industries and communities, where people live perched on a technological tightrope for survival, and confined quarters make for lethal mental blowouts. The modern military also has a use for psychiatrists, especially when the enemy has mind-bending metaphysical abilities, Horror Factor ratings in the stratosphere, or overwhelming firepower of horrific proportions; spotting problems of morale, coping with shellshock, and detecting signs of possession, brainwashing, and treason are among the many duties of military field psychiatrists(and the less scrupulous will be used for interrogations). Police and security forces employ psychiatrists to profile criminals, assist in the interrogation of suspects, and counsel the victims of crime. Prisons use them to rehabilitate inmates, or keep them under control. Abolitionists use them to break the slave conditioning of former slaves, and rehabilitate them to better cope with freedom. SpecOps agencies use them to interrogate prisoners, psych-train agents, profile enemy leaders, and brainwash captured enemy operatives.
The modern Combat Psychiatrist bears little resemblance to the fad-conscious charlatans and well-meaning, but often helpless, physicians of olden days. The exigencies of modern life in the time of the Rifts have bred a hardier individual, who carries the lore of past advances in his or her head with the zeal of a Rogue Scholar, with an eye towards adaptation to circumstances like that of an Operator. The true CP has the dedication of the most altruistic Body Fixer, the perception of a Psi-Stalker, and the mindset of a CyberKnight in combating the demons of the mind. In addition, most CPs have developed some sort of psionic ability or innate talent for reading people’s actions, not merely their words, to ferret out the truths the patients are reluctant to tell. The CP has a working knowledge of drugs and other psychotropic chemicals, but also knows the power of persuasion, and a good hug. He or she is part detective, part interrogator, part confessor, part surrogate parent, and part traditional healer.
The ‘Combat’ aspect comes into play when the good doctors take to the field...Unlike their ancestors, and the truest students of the Hippocratic Oath, Combat Psychiatrists are not afraid to use force to terminate a suddenly disturbed session, provide motivation and direction to a foundering patient, or subdue a raving maniac. And when a seemingly normal case of schizophrenia turns to to REALLY be demonic possession, things can get violent in a hurry. Many CPs study Eastern martial arts styles and philosophies, in part due to the mental exercises and promotion of a controlled mind, and most are accomplished martial artists. CPs aren’t afraid to carry a handy taser, stun-gun, or zapstick to sessions, or carry more powerful weapons when taking to the field. If given enough time to study and observe an opponent in action, they can gain a good idea of their enemy’s most likely course of action, gain insight into their personalities and backgrounds, and can even anticipate their attacks. Their rigorous combat training also hardens them against being paralyzed by the thought of imminent death, allowing them to calmly administer to their patients under the harshest of conditions. It also provides them with added strength of will against psychic assaults and the intimidation efforts of others. Many a torturer, trying to extract information from a captive psychiatrist, has been reduced to ineffectuality by the prisoner’s analysis of their methodology and likely psychological medical history(“You were abused as a child by your mother...I can tell by the way you’re holding that pair of red-hot pincers...”).
For obvious reasons, Crazies and Combat Psychiatrists don’t get along very well, despite the obvious benefits of having someone around who can help smooth over the worse extremes of M.O.M. augmentation. Many CPs hope to find some form of ongoing therapy that can help Crazies overcome the degeneration of their psyches, much like Juicer De-Tox, but the majority of Crazies(almost always those who volunteered for M.O.M. conversion) regard this as a dangerous thing, noting that de-toxed Juicers suffer some of the worst withdrawal symptoms of any substance abuser, and regain their ‘humanity’ only at the cost of their augmented abilities.
It’s a world gone mad out there; the Combat Psychiatrist is here to help you face it.

Combat Psychiatrists in the GNE:
CPs are very much a part of the professional landscape of Greater New England. With so many species working closely together, or in alien environments, with refugees from Atlantis or other hell-zones, and with the pressures of performance at the workplace, Paladin Steel and the GNE have made comprehensive psychiatric care part of their public health initiatives. And when some of your patients are ex-slave bioborgs, shellshocked cyber-auged horrorhunters, on-edge M.O.M. phreakers, bio-auged superhumans having adjustment problems, or hardhat workers coming off a job on a hell-world, having a psychiatrist able to deal with and survive unexpectedly aggressive problems helps. Combat Psyhiatrists are a regular part of PS/GNE public health teams and security screenings. CPs are also a regular part of military training, especially in teaching anti-shock and torture resistance skills. They are regularly called upon to serve with police teams when profiling suspects, talking down holed-up criminals, and taking down particularly violent fugitives.
The following repost reflects GNE-trained Combat Psychologists who have the advantage of a few extra psychiatric skills:


Alignments: Any, but most tend to be Good and Unprincipled. EVIL Combat Psychiatrists are infamous for their interrogation and brainwashing techniques.
Minimum Required Attributes: I.Q. 12, M.E. 14....A high M.A. is also desirable, but not required(just a good ability to listen and observe)
Attribute Bonuses: +1d6 M.E., +1d6 M.A.
Other Bonuses:
+6 save versus Mind Control, Torture, Sensory Deprivation, and Operant Conditioning
+5 save versus Possession and Mind Control psionics and magics
+1 save versus Horror Factor at levels 1, 3, 6, and 12

Special Skills:
*Psychological Profiling---Given enough time and evidence to study, a Combat Psychiatrist can build a psychological profile of a person, and more accurately predict their future actions and tendencies; on a successful roll, the CP gets a +1 to Initiative and a +5% to Detect Ambush when anticipating an enemy’s actions, and a +1 to Initiative and Dodge in actual combat against them.
Base Skill: 45%+5% per level of experience, +10% if the individual being profiled is of a species the CP has taken a specialization in psychoanalyzing(see below).

Special Abilities:
About 30% of all CPs develop Minor Psionics, and another 20% acquire the Minor Superpower Living Anatomy(see Powers Unlimited One). Those without either psionics or superpower get an additional 1d4x1,000 credits in barterable items to start with.
GNE/PS-affiliated Combat Psychiatrists may be eligible for recieving Class I-II bio-mod packages, especially those that induce Sensitive psionics. Few go as far as Class III bio-modification, and none so far are known to have gotten Class IV.

O.C.C. Skills
Interrogation(+15%)
Psychiatry(+20%)
By spending an additional skill per species selected, the CP can specialize in the psychology of a certain species(such as Human, Atlantean, Dragon, Elf, Werewolf, Brodkil, etc.), adding +10% to efforts to psychoanalyze them. Note that some species are harder to get information on than others, so GMs might want to adjust the bonus accordingly(as much as 10% in either direction for commonly known species like Humans, or more reclusive and private species like Vampire Intelligences)
Chemistry: Pharmaceutical(+10%)
Anger Management(+15%)
Pilot: Automobile(+5%)
Math: Basic(+15%)
Computer Operation (+15%)
Language/Literacy
3 of choice(+10% to each)
W.P. Blunt
W.P. Handgun (especially dartguns or tazers)
W.P. Energy Pistol
Hand to Hand: Basic*
*May be upgraded to Expert for the cost of ONE ‘other’ skill selection, or Martial Arts for two(GM’s discretion, GMs might want to allow martial arts styles from Ninjas and Superspies, especially those that promote introspection and mental focus. )
Other Skills: Select 9 ‘other skills at Level One, plus an additional 2 at levels ,3 and 6, and and additional one at levels 12 and 15.
Communications: Any
Cowboy: None
Domestic: Any(+5%)
Electrical: Basic Electronics only
Espionage: Intelligence, Indoctrination(+5%), Horror Desensitization
Mechanical: Basic and Automotive only
Medical: First Aid, Paramedic, and Holistic Medicine(+5%) only
Military: Limited to Torture Resistance
Physical: Any, except Acrobatics
Pilot: Any, except Robots and Power Armor
Pilot Related: Any
Rogue: Any(+5% to Sleight of Hand and Seduction)
Science: Any
Technical: Any(+5%),
Wilderness: None
Weapons Proficiencies(W.P.): Any, except Heavy Weapons
Secondary Skills: Select 5 Secondary skills at level one, +1 additional Secondary skill at levels 3,6, 9, 12, and 15 .
Experience Table: Use BodyFixer Exp. Tables
Standard Equipment:
Suit of Plainclothes Body Armor
Any additional body armor will typically be light to medium
Non-Lethal/Reduced-Lethality Weapon of choice, such as a tazer, nuero-mace, electroshock prod, or stun-gun.
Laptop Computer
Notepads and pencils
First aid kit and Auto-Hypo. About a dozen doses each of sedative, anti-psychotic, and antidepressant.
Portable Electrocardio Encephalogram(ECG) Machine
Biofeedback Machine---A simple headband and sensor-style device that measures stress and trains people in the conscious control of their body functions(breathing, heart rate, muscle tension) through auditory or visual cues.
Inflatable mattress/couch
Also carry 1d4 pairs of handcuffs or other restraints(including straitjackets)
Box of candy
Several changes of clothing, personal hygiene kit, and a few personal possessions.
Transportation can be a riding beast or basic automobile. GNE employees will have access to a hovervehicle or ambulance.
Money: Starts out with 4d6x100 in credits, and 2d4x1000 in barterable items.
Cybernetics/Bionics: None to start with. Most CPs regard cybernetic and bionic augmentation with prejudice, having seen enough cases of patients with cyberpsychosis or dissociative syndromes as a result of receiving artificial replacements or implants, and most CPs will only accept cybernetics/bionics for medical reasons, and prefer bio-systems. Bio-mods are a new field of enhancement/augmentation that is raising much discussion in the psychiatric community as to its psychological effects; some CPs treat them as cybernetics and bionics and avoid them, while others embrace the new possibilities.

NEW Psychiatric-related skills:
*Anger Management(Domestic/Technical)---”Stress; the tension caused by the mind’s overriding the natural impulse of the body to strangle the hell out of some idiot who richly deserves it.”
Normally applied as psycho-therapy or occupational counseling, when taken as a skill, Anger Management signifies a significant effort and investment in time to learn how to control one’s temper, and particular impulses to inflict psychological or physical damage on other people(however deserving they might be of it). Largely meditation-based, but with some desensitization training to teach the student how to ignore distractions and irritations, along with roleplaying and performance to show how to hide obvious signs of personal irritation, such as teeth-gnashing or fist-clenching.
When faced with a bad situation, such as a belligerent coworker or annoying solicitor, the person with this skill can roll to control the impulse to verbally flay, physically throttle, or spontaneously defenestrate the source of irritation. If the person has a pre-existing condition such as an insanity that promotes aggressive behavior, this skill effectively gives a saving throw to control outbursts of violence.
Base Skill: 40 % + 5% per level of experience, plus any bonuses from exceptional M.E.
Bonuses: +2 to M.E. with regards to annoyance-based, or anger-inducing, insanity attacks(such as Empathic Projection: Anger) and powers such as Annoyance Factor.



*Indoctrination(Espionage)---A specialization of Interrogation, Indoctrination is the art of brainwashing the old-fashioned way, without magic or psionics(though those simply make it easier). Via the use of techniques such as sensory deprivation, rote repetition, positive and negative reinforcement, and parlor hypnosis, a skilled indoctrinator (or team of them) can mold and manipulate the behavior of a subject, sometimes radically. While torture and intimidation can induce reaction out of fear, and instill trauma and insanity, an indoctrinator seeks more subtle effects, such as a change in behavior, attitude, and loyalties.
Indoctrination is essentially a battle of wills between the indoctrinator and the subject. While it is unlikely to be effective against PCs(who probably saw The Manchurian Candidate), this skill can conceivably used against NPCs with more effectiveness(and GM judgment).
Prerequisites: Interrogation, Psychology
Base Skill: 20% + 5% per level of experience + any bonuses from the indoctrinator’s MA or PB. A successful Interrogation or Psychology roll against the subject being indoctrinated adds a +5% to the chance of success of subsequent brainwashing attempts.
Modifiers:
*Minor Changes---Minor changes, such as physical posture or a minor behavior such tapping a pen or holding a particular pose, can be easily induced(a classic example is of the psychology class that ‘trained’ their instructor to favor one side of the lectern by having all the class members visibly pay more attention whenever the instructor walked over to that side of the classroom). No penalties.
*Modest Changes----This can include changes in lifestyle, such as giving up(or taking up) smoking, preferences for certain things, and a more open or closed mind on certain topics. -5%
*Substantial Changes---This may include hesitation to use a weapon, an abreaction to certain things(like seeing spiders, bald men, or particular people), or obsessive behavior(food-hoarding, always leaving lights on, etc.). -10%
*Radical Changes----These involve major changes in a person’s psyche, such as alignment shifts and changes in loyalties. -20%
Note that various other factors can modify the chances of success; sleep deprivation, certain drugs, Horror Factor, psionic or magic persuasion used in conjunction, and other things can be used(GM’s discretion) to break a person’s resistance and leave them more susceptible to indoctrination.

Torture Resistance (Espionage/Military)
Advanced training in the techniques of torture, specifically how to resist them. Emphasis is on pain management/accommodation, deep meditation/trance, and recognition of more subtle techniques such as sensory deprivation. Does NOT offer bonuses against blatant biological torture techniques such as drugs, but does offer some resistance bonuses against psionic probes. Self-hypnosis and 'safe word' techniques are often taught to recipients of this training, for post-rescue recovery.
Bonuses:
+1d4 M.E.
+1 P.E.
+2 to save versus pain, torture, hypnosis, and mind control, +1 every 3 levels of experience.
+2 save versus insanity
+1 save versus possession

Horror Desensitization(Espionage/Technical)
This skill training aims to make the recipient less prone to frighten and startle when confronted by the horrifying. Training consists of (over)exposure to graphic imagery(random violence, kittens on fire) and repulsive situations(wallowing in maggots, sleeping with live scorpions, some training programs may include exposure, under closely controlled conditions, to minor supernatural creatures and alien beings), making the trainee less prone to scaring easily. The downside is that the person may lose empathy and become hardened to perceiving others' suffering.
+1d4 M.E.
+1 to save versus Horror Factor, +1 every 4 levels of experience (or at levels 1, 4, 8 and 12).
+2 save versus insanity
+1 save versus possession
Even on an unsuccessful save versus Horror Factor, the trainee only suffers HALF penalties(effect, duration) for being frightened.
-1d4 to M.A.
Last edited by taalismn on Tue Feb 09, 2016 9:40 pm, edited 3 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
blade76
Explorer
Posts: 179
Joined: Thu Jul 21, 2005 8:15 pm

Re: Paladin Steel Storefront

Unread post by blade76 »

Thanks!!! Looking forward to the rest.
User avatar
taalismn
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Posts: 48004
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

blade76 wrote:Thanks!!! Looking forward to the rest.


The big problem is, if I wanted to thoroughly represent the emergent rank and file of the 'new military', I'd have to virtually retype Ninjas and Superspies' skill programs(15+ pages, double-columned). Of course, that doesn't include the bulk of the military, which is recruited from the ranks of canon OCCs and equivalents, including offworld/outdimension sources.
Perhaps that's the best way of representing the GNE military; the GNEAS is cosmopolitan with regards to recruiting and accepting 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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Happy Page 108!!!
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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Posts: 48004
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-TWAFV-Fz01 ‘Glaciator’ TW Freeze-Tank
(aka ‘Glazer’, ‘Freza’, ‘Therminator’)
http://i408.photobucket.com/albums/pp164/taalismn/img511%20copy_zpspordds8o.jpg

“Think we should call Gotham City and let Doctor Freez know that his new ride’s ready?”
“Or that he should contact his lawyers.”

“You geners believe in traveling with all the luxuries, don’t you? You even brought an industrial ice-cube maker for your troops!”
“Yeah, we believe in flash-freezing our enemies so we can eat them later.”
“....”
“That was a joke. We don’t really eat our enemies.”
“...that’s good to know.”
“...at least, we don’t eat them cold. We cook them up well first. That’s why we also brought the plasma grills.”
“...”
“Still kidding. Sorry about that.”

This is another one of those ideas that has industry analysts scratching their heads and wondering ‘what the hell are those people over at Paladin Steel snorting?....”. The idea of turning a pre-Rifts Zamboni ice-surfacing machine into a combat unit just seems too absurd, even for Rifts Earth. Yet, through the investment of arguably too much time and energy, PS has made the concept WORK.
PS has taken a boxy, stodgy, slow-moving, utility vehicle and ramped up its frame to what one knowledgable observer called ‘something resembling a militarized lawn tractor crossed with an Indy racer on steroids’, with the addition of armor, an enclosed crew cockpit, a top-mounted weapons turret, and a forward mini-spray turret. Both superscience and advanced technowizardry reside, co-existing happily, under the Freeze-Tank’s hood.
Mounted under and at the front of the wheeled tank are super-science super-coolers, that slow or outright stop molecular motion in its tracks, drastically lowering the temperature around the vehicle. The front hood sports a combination techno-cryoblaster and TW cold-projection system. Mounted atop the insulated cabin at the back of the vehicle is a more conventional weapon turret that would be right at home on a light tank or AFV.
Understandably, only a few of these uber-specialized vehicles have been produced, and they are typically assigned to special operations, or to decidedly very eccentric Irregular units.

Type: PS-TWAFV-Fz01 Glaciator
Class: Armored Fighting Vehicle, Cryogenic Assault
Crew: One +1 passenger/gunner
(Variant) 4 Smallkin, and up to 10 Smallkin troops
MDC/Armor by Location:
Main Body 400
Crew Cabin 100
Wheels(4) 50 each
Light Turret 100
Height: 120 inches(10 ft)
Width: 84 inches(7 ft)
Length: 198 inches(19.8 ft)
Weight: 12,500 lbs
Cargo: Small space behind the crew for survival packs, sidearms, and a few small personal possessions.
Powerplant: Cold-Fuson Nuclear Powercell w/ 10 year energy life
Supplemental TW PPE Powerstone; (‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus

Speed:(Wheels) Trundles along at a leisurely 15 MPH. Note that the Glaciator AFV suffers NO penalties for slippery road conditions.
(Sliding) The Glaciator makes its best speed by laying down a track of ice in front of itself and then slipping down on it. This lane of ice is roughly 90 inches wide. The Freeze-Tank can hit speeds of 65 MPH(DOUBLE on ley lines) in this manner. The icy lane left afterwards then melts(typically lasts about 1d6 minutes in 60+ degree conditions). The Freeze-Tank can use ambient atmospheric or surface moisture, or can use its water tank to create the ice; can typically travel about 90 miles in this fashion before needing to recharge its water reserves.
(Water) By itself, the Glaciator sinks to the bottom, but can drive along the bottom of shallow bodies of water(no more than 80 ft deep) at about 5 MPH. In the alternative, the Glaciator can freeze a raft of ice around itself and float on the surface, although it must be carrying an outboard motor or similar device, or be towed, to do anything other than float with the currents. On nearly frozen bodies of water (30 degrees F or less) the Glaciator can create a temporary ice bridge for itself across rivers and lakes, and can effectively reinforce ice crusts as it drives across them.
Market Cost: Still considered to be Experimental, but could be expected to cost 15 million credits if mass-produced for sale.
Systems of Note:
Standard Robot Systems Equivalents, plus:
*Thermal Insulation----The Glaciator takes HALF damage from thermal attacks, including megadamage plasma and magic fire. It also takes NO damage from cold-based attacks(see Ice Armor, below)

Weapons Systems:
1) Weapons Turret---Mounted atop the driver’s cab is an armored and fully rotating turret that can be fitted with a variety of weapons in the light- to medium-range. Typically two weapons are mounted, a direct-fire weapon such as a light autocannon or energy weapon, and one or two lighter guns, grenade launchers, or mini-missile launchers.
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) .50 Caliber Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 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) 1d4 MD single shot, 5d6 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) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 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: 2,000-rd belt
Cost: 8,000 credits

c) Model 2N 20mm Chain Cannon
Range:(20mm) 7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 50,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PSX-1 rds costs 3000 credits


d) 25mm OCSW Light Autocannon
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
1d4 MD per 10 rd burst, 14 ft blast radius
4d6 MD per 60 rd burst! 25 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
2d4 MD per 10 rd burst, 12 ft blast radius
6d6 MD per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
2d6 MD per 10 rd burst, 2 ft blast radius
1d6x10 MD per 60 rd burst! 4 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

*(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
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

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
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)

(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
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius

Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: 800 rd drum
Bonuses: From any sensor package fitted
Bonuses from Sensor Package:
*Laser Range-finding and Targetting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.(yep!) Shells cost 10(SDC Fragmentation) 20(High Explosive) 28 (SDC Armor Piercing)- 100 (MD Fragmentation) 200 ( MDHigh Explosive) 350(MD Armor Piercing) credits each;


e) 40mm Grenade Launcher
Range:7,000 ft
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
Cost: 50,000 credits

f) Micro-Missile Launcher----50 shot pod

g)Mini-Missile Launcher----12 shot pod per hardpoint

h) Short Range Missiles----2 per hardpoint

i) L-Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 230,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits

j) PSPPR-5 ‘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

k) PPR-4 ‘Comet Rifle” Plasma Bazooka
Range: (Plasma)3,500 ft
(Plasma Bolt) 2,000 ft
(Magnetic Vortices) 2,000 ft
Damage: (Plasma)1d4x10 MD per plasma blast, 3d4x10 MD for a 3-shot rapid-fire burst(takes two attacks)
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
(Magnetic Vortice-SDC) 2d8 SDC per vortice, plus 60% chance of knocking down human-sized targets, and affects a 10 ft radius
(MDC) 2d8 MD per vortice, 3 ft radius
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonuses: +1 to strike from laser targeting
Note: Magnetic force vortices, being invisible, are -8 to dodge
Cost: 90,000 credits

l) PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively unlimited
Cost: 78,000 credits

m) PSPBW-8 Heavy Particle Beam Weapon
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

n) Rail Gun (PS-100)
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: 60,000 credits

o) GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
Range: 4,000 ft
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 200 rd belt
Cost: 75,000 credits


2) Cryo-Laser---Mounted in a small turret on the front of the vehicle, this compact, but incredibly sophisticated, device uses a laser to counter, slow down, and even stop molecular motion, resulting in dramatic drops in temperature in the target area.
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma..still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited.

3) Water Spray---The Freeze Tank carries 275 gallons of water for icemaking, and can spray it out to freeze on targets, extinguish fires, or melt vampires.
Range: 300 ft
Damage: None normally. Against vampires, unfrozen water does 6d6 Hit Point damage per blast.
If used in conjunction with the cryo-laser, the spray can be used to encase targets in ice. A single blast(about a quart’s worth of water) can encase a human’s limb, and has an AR of 10 and 60 SDC, and does 1d4 SDC per minute to exposed, unprotected flesh; encased hands are -25% to perform skills, -88% for BOTH hands, while if one ft is frozen, -10% to speed, prowl, climbing, and swimming. BOTH feet or one entire leg being encased, reduce the previous by 40%.
Encasing an entire person takes 4-10 gallons, and encases them in 200 lbs of ice with an AR of 10 and 100 SDC. Victims take 4d6 points of damage(MD only if they;re susceptible to cold) per melee if unprotected.
Encasing a target’s head(about a gallon’s worth) causes the victim to be -2 to strike. parry, and dodge until the ice is removed.
Rate of Fire: ECHH
Payload: 275 gallons(1,375 blasts).

4) (Optional) Side Hardpoints(2, one each side)----The sides of the Glaciator can mount hovercycle-style weapons pods, firing in a fixed-forward position.
a) Pulse Laser
Range: 2,000 ft
Damage: (SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst.
Rate of Fire: Standard
Payload: 200 shot battery or unlimited if nuclear powered
Cost: 22,000 credits

b) Ion Blasters
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 100 shot battery. Effectively Unlimited if nuclear powered
Cost: 30,000 credits
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the ion guns into a short range shotguns with an area of effect blast. Reduce range to 600 ft, but does 4d6 MD to a 10 ft wide area. Cost: 8,000 credits

c) Cyborg Machine Gun
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: EPCHH
Payload:600 rd drum
Cost: 18,000 credits

d) PS GPMG M43 ‘Fritz’ General Purpose Machine Gun
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 backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 600-rd belt
Cost: 8,000 credits

e) P-630 Light Machine gun
Range: (7,900 ft)
Damage:(5.56mm) 5d6 SDC single shot or 2d4x10 SDC per 3 shot burst at ranges under 3,000 ft, 3d6 SDC or 6d6 SDC per 3 rd burst beyond 3,000 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; single shot, or bursts of 5, 10, 20, or 30 rds.
Payload:800 box feed
Cost: 3,800 credits

f)PSAGL-23C 23mm Micro-Grenade Launcher
Range: 280 ft
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 incandesence 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: 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

g) Micro-Missiles----25-shot cassette box

h) Mini-Missiles---8 shot pod


TW Systems:
Mounted in the nose, next to the cryo-cannon and concealed in the same housingm, is a modified TW Cryos Rifle Blaster.
Side-vents also can project additional cold-based effects.

*Wave of Frost--- 100 ft and affects a 6 ft radius, The intense cold can stun beings caught in its area of effect. Roll versus magic or be numbed, taking 3d6 SDC, loses 1 APM, -2 to initiative, -1 strike, parry, dodge, and roll, and speed is reduced by 10%. for 1d4 minutes. Withers plants within the radius of effect(1d4x10% of flowering plans will suffer fatal frost damage)3 PPE per activation.

*Snow Storm---1,700 ft range, creates an area (150 ft) of 30 MPH winds, reduced visibility(20 ft), and 1 ft of snow accumulation every other melee. Reduce Speed by HALF, and unprotected targets take 10 SDC per melee round due to the cold. 20 PPE for 30 minutes’ duration.

*Wall of Ice---- 1,250 ft, Creates a wall of ice w/ 250 MDC, and covering an area 10 ft thick x 10 ft tall x160 ft long. Lasts 25 minutes. Alternatively, this spell can cover a 30 ft radius of surface with a thin layer of slippery ice. Or, it can be used to freeze 160 gallons of water instantly. 8 PPE per shot.

*Ice Armor---A modification of the above, except that the ice forms directly on the skin of the Glaciator. The tank can add up to 250 MDC of super-dense ice that lasts 45 minutes. Lasers do 1/3 LESS damage to the shiny ice coat, and magic cold-based attacks actually ADD their damage to the Ice Armor, as ice shards and hail are absorbed into it. 8 PPE per activation.

*Ten Foot Ball of Ice---120 ft range, 15 PPE to summon, and lasts 8 minutes. Does 2d6 MD dropped on somebody, 1d6 MD rolling over somebody, has 70 MDC, and is +2 to strike specific targets.

*Hail---2,000 ft range, 8d4 MD per melee, for 32 melees(8 minutes) to a 40 ft target radius. 10 PPE per activation.

*Shards of Ice--- 1,200 ft, 1d4 MD per shard, Each activation lasts 8 melee rounds, during which the shooter can fire as many shard-bursts ECHH. 8 PPE per activation.


*Sheet of Ice---Creates an area of super-slippery ice up to 1,000 ft away, and covering a 150 ft wide area. Anybody trying to cross it has an 80% chance of losing their balance, -4 to strike/parry/dodge. Reducing speed by half reduces the chance to 32%. Standing still reduces the chance to 15%, and is -1 to strike, parry, and dodge, standing in place. Crawling has only a 6% chance of slipping, but is -5 to strike/parry/dodge. Coating objects with ice causes a 50% chance of losing grip. The ice coat has A.R. 8 and 30 SDC for purposes of trying to chip it off. Lasts 15 minutes. 8 PPE per activation.

*Create Fog--1,800 ft range, 1,500 ft radius. This is a thick, dense, cold fog that reduces visibility to 6 ft. Those caught in it are -2 on initiative, and to strike/parry/dodge, and Speed is reduced by HALF. Fog lasts for 75 minutes. 3 PPE per activation.

*(Special) Increase range by 50% if operating in freezing environments.


Options:

*Dozer Blade---The front of the Glaciator can be fitted with a dozer blade for shoveling and pushing snow(and other materials).
MDC of Blade: 80
Cost: 3,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48004
Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

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

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

Re: Paladin Steel Storefront

Unread post by abtex »

Good!!
it was not just a picture of your car under the Snow.
Before you starting digging to find it. :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Slightly updated repost:


Cyberpsychologist OCC

Simmons looked over at the still form at the end of the room....The android that the hazmat teams had brought in earlier. It looked for all the world like a young woman, laying face down on the stretcher, naked but for the dust sheet covering her from the waist down. But for the prominent barcode and serial numbers tattooed at the base of its spine, it looked like some college co-ed had fallen asleep in the wrong place, and who was going to be royally embarassed when she woke up to find herself buck naked and coming off a drunk in what looked like the morgue. But the accompanying data-plaque said differently; aberrant behavior after some luxury-domer had shuffled off the mortal coil----the domestic ‘droid had assaulted several EMTs and when they’d attempted to remove the body from the residence, before the police had tech-zapped the misbehaving hardware and then sent it down their lab for study, recycling, or trashing.
When the police had first brought in the deactivated biomachine, his senior Doctor Tendii had bustled over and gone to work, brushing back the android’s synthetic hair to poke and probe at the revealed cranial plugs and access ports. She’d hooked up an interface, then spent several hours entering diagnostic routines and launching software virus-crawlers into the cyberbrain, before finally completing a neural net map. She’d then spent another fifteen minutes audibly cursing ‘stupid old men and their vanity’. She’d then hooked in another interface, done some software composing, then, from what Simmons could see, launched another wave of software applications, then went into a quiet frenzy of rapid keyboard and touchscreen manipulation. Several times, Simmons could barely follow his superior’s actions, so fast were her hands moving in complement to the even more rapid computations being done over Doctor Tendii’s cyberport link. Then she stopped, closed down the workstation, disconnected the cyberjack, then sat up and pulled the android’s hook-ups.
Doctor Tendii went over to a locked cabinet Simmons hadn’t seen open before, unlocked it, and reached in to withdraw a folded blanket and a rabbit plushie from a bin of them. She carried both over to the stretcher, reached down, and quickly stripped the plastic sheet from the still replicant. She then lifted one limp shoulder and slipped the plushie under, nestling it against the android’s cheek and neck. The large thick fuzzy pink blanket went over the naked android, and was tucked in at the shoulders. Another deft movement, and the femroid’s mussed hair was combed into some semblance of order.

Doctor Tendii saw Simmon’s querying look and began to patiently explain to the younger man; “She’s a LGC-4371 series...intended as a household companion; “Little Girl’s Companion”....We initiate their activations with a surrogate childhood scenario, so they know what’s pleasant to the people they’ll be working with, and will thus be better predisposed to maintaining that friendly environment. She’s also a OYU-A8274 matrix memory with strong ethics and curiousity-adaptation subroutine complexes...We may be able to purge her of the aberrant programming, but we can’t entirely eliminate her memory of what she did under its influence. And given the strong ethics programming hardwired into the LGCs, that sort of recall can cause serious problems....maybe even melt down her A.I. with a guilt-punishment cycle.
But if we reboot her and bring her back up, and her next immediate impressions are of a warm and friendly awakening, something familiar and reassuring, rather than a cold lab cell, then we reinforce her original activation memories....She’ll be less inclined to try to figure out why she’s missing time by poking around in her memory files and getting backlashed by her ethical sub-routines. She’ll be able to return to normal duties with a minimum of rehabilitation programming and less stress on her core matrix.“

Simmons looked at his superior rather incredulously. “Isn’t that a bit much? You’re treating that servoid like it was a child...”
Doctor Tendii looked back at Simmons, and the young intern almost winced at the disappointment in that gaze. He was suddenly reminded that it had been Doctor Tendii who had talked the Molijinar V Orbital ABM Platform out of vaporizing Space Station Xanadu when the whole UEISF had serious doubts about being able to stop it. And that this same woman had passed up a lucrative position as Head of Research at CereboSynth to bum around at civil servent salary in the AI Crimes lab.
“The children born of our minds are no less worthy of our love and compassion than those born of our flesh and blood. “

When the difference between metal and flesh becomes increasingly blurred, the sophistication of the artificial mind approaches that of the organic, and the definition of ‘human’ becomes less certain, a new type of engineer or technician is needed to deal with the problems that arise. A combination of computer programmer, robot technician, mathematical philosopher, and psychiatrist able to comprehend the artificial mind. These people have expert knowledge of simple machines and systems, but their true love is navigating the tangled program-trees and neural flow-paths of artificial intelligence networks.
Cyberpsychologists study both programming and human psychology, looking both at animal and human analogues, and their translations into machine programming, both to improve future Artificial Intelligence systems, and to diagnose and remedy current malfunctioning systems.
Though cyberpsychologists are not trained for combat, they are often thrust into potentially dangerous circumstances as part of police demolitions disposal teams, robot hunter crews, and corporate rapid-response security forces. They also often work as forensics scientists, studying neutralized hardware to determine what went wrong, and analyzing the equipment of rival companies/nations to glean important details about their capabilities. Corporations often retain their services as developers and evaluators of new artificial intelligence systems, and Mech-Hunters often consult cyberpsychologists when going after rogue robots and AI entities, if not actually hire them to accompany them on the hunt. The more idealistic cyberpyschologists will often get involved in activism for A.I. rights(often while at the same time debunking sentience claims for other machines), while more self-serving professionals may work with the military or organized crime to hack A.I.-run computer networks, or crack automated security systems for profit.
Because of their particular(some would say peculiar) specialization, Cyberpsychologists tend to develop quirky personalities. Many are cold and impersonal in their relationships with others, prefering the company of machines to living people. Others become obsessed with logic and esoteric mathematical belief systems, or exhibit eccentric obsessive-compulsive behavior(obsession with being orderly, or clean, or practically living off only one foodstuff for days on end). The most common personality quirk among cyberpsychologists seems to be a tendancy towards anthromorphizing technology.....talking to machines(even if they aren’t artificial intelligences), treating simple A.I.s like children, thanking their coffee machines, naming their cars, etc....

Cyberpsychologists in the GNE:
Because of Paladin Steel’s growing expertise with A.I., and the recent passing of legislation recognizing certain forms of A.I. as ‘true’ sentients under the law, Cyberpsychologists are a growing and important part of the professional landscape at Paladin Steel. NOBODY wants to be caught offguard by a robot rebellion, or ignorantly abuse a potential ally in the form of a A.I., so cyberpsychologists are increasingly in demand to oversee programming of new machines, and investigate reports of aberrant behavior(and potential ‘awakenings’).
This explosion in the number of cyberpsychologists in the GNE has meet with mixed feelings from the neighboring Shemarrian Nation; on one hand it’s nice that there’s a greater number of people who can appreciate and understand the cyborgs/androids/gynoids, and talk down robots and warmounts that run rogue, but on the other hand, it increases the chances of the many robotic spies infiltrated into the GNE being detected.

Prerequisites: I.Q. and M.E. of 12 or better

Special Abilities:
*Turing Sense---This is the ability of the Cyberpsychologist to quickly determine if a set of responses are being generated by a true A.I., a drone program, or a person. This typically involves several minutes(3d6) of observation, or may involve a more active series of questions, but the Cyberpsychologist can then make an educated determination of the true nature of the responder. 70%+5% per level of experience.

*Mechano-Cognition---A form of psychology, only applied to programmed machines; the Cyberpsychologist is so extensively trained in A.I. systems that they develop a feel for how the systems act, and are likely to act/react, much like a psychologist or police profiler intuites criminal behavior. Given enough information, or time to observe the robot or computer in operation, the Cyberpsychologist can also draw insight as to the nature and mentallity of its programmers, and can recognize the telltale ‘signatures’ of certain systems, species, or individual programmers in the actions of their machines.
Should the Cyberpsychologist roll successfully, he or she gains a +1d4 to initiative rolls when dealing with the A.I., being able to anticipate its moves and most likely courses of action.
Base Skill: 45%+5% per level of experience

O.C.C. Skills
Radio: Basic(+10%)
Surveillance Systems(+10%)
Math: Basic and Advanced(+15%)
Computer Operation(+25%)
Computer Programming(+25%)
Computer Repair(+20%)
Computer: Artificial Intelligence(+15%)
Computer: Hacking(+15%)
Psychology(+10%)
Language/Literacy: Techno-Can(+20%)

Skills: Select 8 ‘other’ skills at Level One, plus an additional 2 at levels 3, 6, and one at levels 9 and 12.
Communications: Any(+5%)
Domestic: Any
Electrical: Any (+10%)
Espionage: Intelligence only
Mechanical: Any (+5%)
Medical: First Aid and Paramedic only(the latter counts as two skill selections)
Military: Intelligence(+5%)
Physical: Any, except Acrobatics or Boxing.
Pilot: Any, except Robots and Spaceships.
Pilot Related: Any(+5%)
Rogue: Any
Science: Any
Technical: Any (+10%)
Wilderness: None
Weapons Profficiencies(W.P.): Any, except Heavy Weapons

Secondary Skills:
Select six skills at Level One
Experience Tables: Use the Operator Experience Tables
Standard Equipment:
Portable laptop computer with diagnostic programs, interface plugs, electronic testing gear, portable external hard drive, pocket audio recorder, notebooks, ID placard.
GNE/PS Cyberpsychologists typically have a suit of Plain Clothes armor and a working suit of light, up to heavy, EBA. They will also have access to anti-tech weaponry such as EM projectors(such as the PSIR-08 ‘Rip-Zapper’ Ion Rifle ), TW Disruptor Guns, and other similar devices.
Starting Money: 4d6x100 credits. Depending on where they work, Cyberpsychologists can command quite high salaries; babysitting the central A.I. for a major megacorp and making sure it doesn’t suffer a nervous breakdown can be a round-the-clock job, and thus is compensated accordingly. Similarly, serving with robot ‘take-down’ teams may qualify the cyberpsychologist for combat pay.
Cybernetics/Bionics: About 70% of Cyberpsychologists will have 1d4 cybernetic implants(or more)---typically sensory and interface augmentations. A small number (5%) of GNE multi-classes are partial- or full-conversion cyborgs(50% partial conversions, 25% cyberhumanoids, 10% Torvald-class , and 5% generic chassis) The remaining 25% will NEVER augment themselves or accept any sort of implant aside from those necessary for medical reasons---they wish to maintain clear lines between man and machine.
-------------
"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 »

JET OPAL Augmentation Package
(Budget Cost: CLASSIFIED, but likely in the tens of millions)

“We’re the stuff of other peoples’ nightmares. We’re so stealth-dark even our own side has trouble tracking us.”
---’Deadknight’, JET OPAL operative

“####ing hell! I spent eight hours trying to get in position to zap that b###h, and she goes and lights off a freakin’ FLARE on me at the last moment! Blew my cover, spoiled my attack, and I almost didn’t get out of her lair alive! And now she’s got her place arc-lit twenty-four-seven!!! Godsdamnitall, now they’re sending in ‘borgs to deal with her and if any of those metalheads gets zeked in the attempt, I ain’t going to hear the end of it about how I screwed up! Damn it, I hope they figure out a better solution to cloaking, because this whole vulnerability to even a strong FLASHLIGHT seriously SUCKS!”
---’Murdershades’, JET OPAL operative

“Heard you did a number on one of our sparkle-girls, shadowsh!t. Let’s see how you do against somebody who hits on your own home turf and can smack you where you live.”
---’Grimm’, JET OPAL operative, hunting a shadowbeast.

“If you want to live, stay right close to me, don’t make a sound, and trust me completely. I’m here to help you stay alive because, believe it or not, you have friends in the shadows and I’m now your closest friend.”
---’Darkeyes’, JET OPAL operative

Developed as the ‘black ops’ mirror-compliment to LUCIN WAVE, JET OPAL focuses on negating light and conferring the ability to manipulate shadows and darkness.
JET OPAL bio-mods have their skin nanosurgically replaced with a sheathing of special photo-absorbant stealth material that uses impregnated J!Ng null-mica to soak up ambient light and effectively blur the person from normal vision. Beyond merely optically excising the recipient from perception, the mod also seems to take them partially out of phase with common reality, as physical attacks pass right through them. The downside of this is that JET OPALs cannot interact with the physical world in this state, making them shadowy observers while ‘ in shadow’. JET OPALs are thus trained in hit-in-run style tactics and combat styles, positioning themselves to be able to de-cloak, strike quickly from ambush to do maximum damage, then quickly jump back to the relative safety of shadow-state.
An interesting and useful side-effect of the bio-mod is a greater sensitivity and perception of the supernatural, specifically creatures of darkness and shadow. It’s as if, in becoming a creature of shadow themselves, JET OPALs have tuned into some universal shadow-band and can perceive others of the darkness more readily. They also cannot be turned into undead, again as if their assumption of powers of darkness somehow shields their souls and life energies from being corrupted by necromancy and shadow magicks.
JET OPALs tend towards dark hair, dark complexions, and all-dark eyes. While not acutely photosensitive, most tend to shy away from bright lights, wear sunglasses, and avoid standing out in broad daylight. Strangely enough, though, JET OPALs get along just fine with LUCIN WAVEs, and the two groups speak of ‘watching each others’ backs’ both on and off-duty.
JET OPALs feature prominently in the tales of the shadowy ‘Gray Hunters’ rumored to be attached to the Greater New England Department of Justice; supposedly extralegal operatives charged with hunting down criminals who have escaped the law, or use jurisdictional loopholes between cultures to escape punishment. However, it was during the Minion War incursions on Rifts Earth and near GNE offworld territories that JET OPALs saw their true test of fire, as they faced the forces of the Infernals in the shadows. Perhaps more than any other superpowered bio-mod, JET OPALs have faced the supernatural on its own home turf, fighting foes and battles few normals ever get to see or even know about.

Powers/Abilities:
--Alter Physical Structure: Shadow:
*Semi-Intangible---All physical attacks, including explosions, gas, poison, heat, and cold pass through the JET OPAL. Only light beams, magic, and psionics can affect the character. Also, in this state they CANNOT pick up objects or carry out physical attacks(aside from the Shadow Bolt).
*Shadow Walk----Can move virtually unseen between shadows. Effective Prowl skill of 60%+2% per level of experience. Is also invisible to motion detectors, thermal, and IR/UV optics.
*Shadow Form---Can squeeze through any opening that allows light(and shadow) to pass through.
*Shadow Cloak(others)---Must be in physical contact with the person to be cloaked.
*Shadow Bolt---Range: 100 ft +10 ft PLE, Damage: 3d6 +1d6 at levels 3,6, 9, 12, and 15. Uses up all APMs.
*Horror Factor of 10 +1 at levels 2, 4, 6, 8, 10, and 12.
*Detect Creatures of the Night; this requires actually seeing/meeting them (line of sight).
*Cannot be turned into undead.
* +30 SDC/MDC at night
*+1 M.A.
*Vulnerabilities: Even harmless light-based attacks do 1d6 damage and blindness effects last twice as long. Lasers do DOUBLE damage, and especially intense bright light forces the JET OPAL back into tangible form.

-*Impervious to Shadows & Darkness(Minor)--- Because of their affinity for darkness, JET OPALs are immune to shadow-based attacks, including magic darkness(spells like Darkness and Cloak of Darkness have no effect on them). Shadow Beasts CANNOT harm them, making JET OPALs perfect foils for the creatures. The bio-mod has perfect nightvision out to 100 ft.

--Extraordinary Physical Endurance(Minor)---The JET OPAL 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, even when not in their Shadow form. This is particularly important, as JET OPALs have to effectively ‘de-shadow’ to launch attacks on physical creatures, leaving them vulnerable during this period.
*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---The recipient of a JET OPAL aug is physically optimized; they are icons of good health, with a touch of darkly handsome or exotic looks to them. +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.

-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. 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.

-Hypnotic Brain Conditioning----Because of what they’re likely to encounter in the shadows, JET OPALs 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.

Total bonuses:

*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience, + combined Hit Points and SDC, (+30 in shadow form).
+2d6 Hit Points
+4d6 SDC
+2 APM
+4 on initiative
Increase P.P. to 22
Automatic Dodge
+1d6 to P.S., plus it is considered to be Extraordinary
+1d4 +1d6+5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1 M.A. (in Shadow form)
+5 save vs mind control
+4 save vs illusions
+8 save versus Horror Factor
+2 save vs all other psionic attacks.
Impervious to Possession.
+1 save versus poison and disease,
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
------------
User avatar
taalismn
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Posts: 48004
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

AQUA PHOTON---Mega-Powered Aquatic Bio-Mod
(Estimated budget of 10 million per operative)

“You’re going under in only that? Everybody else is donning heavy dive armor!”
“Don’t need all that gear. Just the bare essentials. Everything else just gets in the way. All I really need for this is my dive knives and a good underwater rifle for what I’m assigned to doing down there.”
“If I didn’t know any better, I’d say your aug’s gone to your head and you’re coping a real attitude, but I’ve seen ey-ques in action. Still, you might want to be wearing something a bit more durable than that; first sign of heavy action, that stuff will tear right off and leave you swimming lady godiva. At least grab yourself a super-skin and a huntsman vest.”
----Commander Palos Argamegos, dive-master, SS-ATS Beachcomber, and Tanya Madrin, AQUA PHOTON Sea-Ranger

##WHOOMPH##
“That’s the fifth shadowshark we’ve seen punched out of the water today. SOMEBODY’s getting their money’s worth out of their new bio-aug.”
----Captain Maria Peters, GNENSS Teethpuller(MCM-107), minesweeper and dive-support vessel

“I don’t imagine the Golgans are going to be too pleased that we just amped the resident ‘barbarian trespasser’ population of the water world they were hoping to curbstomp-annex into a VERY effective guerilla resistance....”
----’Cloakdagger’, Operations Oversight Officer, GNE OPO(Thundercloud Operations Branch)

“Oh, that is just SO sleek, hard, fast, and sexy over there.”
“Yeah, and the subfighter she’s leaning against ain’t bad either.”

AQUA PHOTON is the Class IV ‘super-rized’ upgrade of the TURQUOISE ECHELON bio-mod.
As the Grand Banks Treaty continued to fray and confrontations in both distant and near-home waters with the Splugorth continued to rise, the GNE Navy and Coast Guard did some serious reassessment of what their state of naval readiness. Improved aquatic capabilities, especially submarine special operations, were among those areas given special attention, and upgrading the bio-mod programs to take advantage of the advancing state of the art was part of the overall buildup.
AQUA PHOTON converts are optimized for underwater operations; they possess sleek tight musculature and protective skin layering that protects them from the cold and brining damage of sea water, special nictating membranes in their eyes and noses protect sensitive tissues, and webbing can extend between their fingers and toes. Their respiratory systems have been modified to be able to breath both air AND water(though fits of bazooka-coughing tend to accompany the transition out of the water), and special blood cells and arterial mechanisms prevent gases like nitrogen from bubbling out of solution(the bio-mods are effectively immune to the ‘bends’). The bio-mods even have sonar senses, allowing them to find their way in deep, dark water, or around the interior of shipwrecks. And becoming megadamage beings, AQUA PHOTONs can more effectively deal with underwater opponents like mutants and monsters on a more even footing.
AQUA PHOTON first appeared with the GNEN’s SEAL teams, but as word of the augment has spread, more and more naval personnel are clamoring that it be made more available. It is still found mainly with elite naval commandoes and strike commands, but some deep water salvage units and exploration teams have acquired access to the mod.
If the New Navy were to learn of AQUA PHOTON, they might suspect that the GNE was trying to make artificial Sea Titans. That isn’t PS’s aim, though they have heard of the mutants. That denial wouldn’t prevent some suspicious tension on the part of the New Navy(though it’s not as if PS hasn’t already been rebuffed on a number of occasions seeking New Navy business). The Lermurians, for their part, will tend to see these ‘false aquarians’ as another drylander effort to exploit the oceans, rather than live in harmony with them, though Lermurian Scouts and some of the more open-minded Serpent Hunters and Bio-mancers might see them as boon companions or intriguing examples of the landers taking a more ‘enlightened’ path of biotech.
Aside from their professional duties, AQUA PHOTON bio-mods have acquired a reputation, perhaps unjustified, of being dangerously laid-back, casual, and even outright uninhibited. Some say that this mindset harkens back to pre-Rifts attitudes when the seas were friendly and not full of things ready to eat humans, or worse, and a visit to the seashore didn’t require packing extra ammunition and body armor. With their megadamage physiques, toned builds, and ability to breath underwater, many AQUA PHOTONs eschew the protective gear and defensive equipment most post-Rifts travelers take when sojourning on the open sea. And many AQUA PHOTONites partake of dangerous activities like surfing monster waves(or just plain surfing in monster-infested waters), skin-diving deep for shellfish, and beachcombing while wearing practically nothing. This has derisively earned them such nicknames as ‘beachbummers’, ‘baywatchers’, ‘waterdummies’, and ‘skinsurfers’. For most AQUA PHOTONs, this is taken in stride, with the occasional offered explanation that if one can safely enjoy the sand and water, then one should take advantage of the opportunity. Thus, AQUA PHOTONs tend to get along well with other aquatic augments, like cyborgs, bioborgs, and fellow bio-mods like TURQUOISE ECHELON and BRASS NITRO.

Powers/Abilities:
- Underwater Abilities(Minor)
* Breath Water(Indefinite duration)
* Maximum Depth Tolerance 1.5 miles
*Extraordinary(Plus) Strength when underwater(PS bioengineers speculate the bio-mods’ muscles are cooled to be more efficient in the water), and increase P.S. to 26, or +8 if P.S. is already 20 or better.
*Underwater Bonuses: +50 MDC when underwater, +2 strike, +2 parry, +4 dodge, +1 APM
* Automatically possesses the Swimming skill(80%+1% per level of experience), and swims at Spd. x5 normal rate.
*Dry Land: +20 MDC, +1 strike

-Sonar(Minor)
The character’s sinuses and ears have been modified for sonar performance.
*Underwater bonuses:
Range: 200 ft per level of experience
Bonuses: +10% Detect Ambush
+1 initiative, +1 strike, +1 dodge, no penalties for being blindfolded.
Interpret Shapes: 60%+4% per level of experience
Estimate Distance: 60%+4% per level of experience
Estimate Direction: 50%+5% per level of experience
Estimate Speed: 60%+4% per level of experience
Estimate Location: 40%+4% per level of experience
Recognize Shapes: 80%+2% per level of experience
Fine details can be discerned at 40%+1% per level of experience
*Dry Land bonuses:
Range: 50 ft +10 ft per level of experience
Bonuses: +1 initiative and dodge
All of the above estimation abilities but -30% in the air, and only -2 to strike. parry, and dodge when blind.

-Impervious to Cold and Freezing(Minor)---AQUA PHOTONs possess special skin layering and an even distribution of body fat that protects them from cold, be it the water in an ice hole, or the deep abyssal depths. Cold-based attacks do NO damage to the character and even magic cold does only HALF damage.

--Extraordinary Physical Endurance(Minor)---The AQUA PHOTON 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.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.


-Physical Transformation---The recipient of an AQUA PHOTON aug is physically optimized; they are icons of (literally) 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.

-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. 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.

-Electrical Attack---An attempt to imitate electric eels with special energy-generation and discharge organs inside the bio-mod’s body. The AQUA PHOTON recipient can create a direct-current electrical discharge that can be employed in a number of ways. The bio-mod can fire an electrical bolt on impact/touch in hand to hand combat(add normal punch and P.S. damage to the electrical attack damage), a ranged attack of 100 ft range(200 ft underwater), or an omnidirectional defensive discharge that radiates out 20 ft in all directions when underwater(5 ft only only in air). The electrical discharge does 1d6, 2d6, 4d6 SDC, or 1d6-4d6 MD, regardless of how many charges are actually used. By rolling successfully to Pull Punch with this attack, the bio-mod can instead elect to do stun damage similar to a tazer. 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees.
Also, as a happy side effect of this ability, the bio-mod takes only HALF damage from electrical attacks, and is immune to electrical stun attacks.
The bio-mod can hold up to 50 blasts in battery capacity, and recharges them at a rate equal to their P.E. in shots per hour.


Total bonuses:
* Breath Water(Indefinite duration)
* Maximum Depth Tolerance 1.5 miles
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience, +40(+100 in water)+ combined Hit Points and SDC.
+2d6 Hit Points
+4d6 SDC
Cold-based attacks do NO damage to the character and even magic cold does only HALF damage.
Electrical attacks do HALF damage(magic electricity does FULL damage) and electrical stun attacks do NO effect.
+2 APM ( +1 APM underwater)
+4 on initiative (+1 initiative sonar)(+1 underwater)
+1 Strike ( +3 strike underwater)
( +2 parry underwater)
+1 Dodge ( +5 dodge underwater)
Automatic Dodge
+1d6 to P.S., (raise Base PS to 26 in water or add +8 if already 20 or greater baseline) plus it is considered to be Extraordinary(both in and out of water)
+1d4 +1d6+5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD(Swimming: Spd. x5 normal rate)
+4 save versus Horror Factor
+1 save versus poison and disease
+2 save versus possession.
W.P. Paired Weapons
+5% to physical skills requiring physical dexterity.
Ambidextrous.

Variants:
*AQUA TACHYON----PS bio-mod engineers are trying to figure a way to push AQUA PHOTON’s capabilities still further by instilling the ability to generate a supercavitation field around the recipient, then use an internally implanted reactionless gravitic propulsion system to push the bio-aug at (rocket-powered) torpedo-like speeds. AQUA TACHYON’s add-on would be equivalent to the Minor power of Underwater Propulsion, enabling top speeds of 150 MPH(+10 MPH PLE), the ability to leap 40 ft out of the water, +1 to initiative, +1 strike/parry/dodge, +2 to dodge when traveling over 50 MPH, +1 to damage for every 20 MPH of speed, +20% to Swimming skill, and +15 SDC/MDC. Currently, applying AQUA TACHYON to the existing AQUA PHOTON bio-mod is possible by replacing either the Sonar ability or the electrical shock capability, but PS is attempting to incorporate the propulsion ability without cutting back on either of the aforementioned abilities.
-------------
"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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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Tsolyan(Allied State)(West Coast-Northern California)

“Don’t think for a moment that just because Queen Koasi’s opening up her city to trade, talks to outsiders, and isn’t having her rivals chopped down in the street and having their heads put on pikes outside her palace, that she’s soft; she’s just that much more ruthless in getting what she wants. She gives her rivals, those that are left in the city, fair warning before she has them arrested. The smart ones get the message and scoot, the dumb ones still get the chop.”
---Ayron Chattertooth, Furgan Plantation Owner

“I still don’t trust the furgans; just because one dog’s now on top and barking louder doesn’t mean it’s any more friendly than before. I know of too many people who disappeared for good into that city and I don’t buy that all of them were criminals who got their comeuppance.”
---Deller Mattheson, Wilderness Scout

“Koasi the Krazy’s up to no good, mark my howl! She’s eroding our traditions and making us all over into something we’re not! She’s weakening the things that make us strong, and making the city a cage! And she’s really in with those outsider friends of hers, giving them special favors! She knew damned well those bandits belonged to Clan Burkis by tribal law, but rather than hand them over to be executed by the clansclaws, she handed them over to the outsiders! And not even as slaves! At least when the Horune were still allowed in the city, you knew where the prisoners were going to end up and you got full value for them! But with these new outsiders? Those damn bandits are more than likely laughing their bald skins red at how they slipped through our teeth!”
----Garakus Graypelt, Tsolyan resident, Clan Meddan

Tsolyan was, until relatively recently, a bandit-state, known den of thieves and bandits. The city-state was founded during the latter end of the Dark Age as an enclave of the furgens, an ethnic subset of the coyles(the furgans are distinguished by lighter fur and a more husky and dog-like appearance), and the city was operated originally as the private domain of ‘Alpha-King’ Fennisdan Cholte, who sought to build an army of dominated coyle clans he’d taken over and/or intimidated into following his banner. When his plans for regional conquest failed due to infighting between the various clans, he settled for being in charge of the most prosperous businesses in the region and lording it over his lessers. Tsolyan has since passed through three generations of Choltes who grew steadily more corrupt and less ambitious, and the city became more of a mutual battleground between the Choltes’ lieutenants and other clan- and ganglords jockeying for position. Tsolyan became an outlaw kingdom, trafficking in black market goods, slaves, and mercenaries, though its general intolerance for anybody not furgen, coyle, or at least recognizably canine, kept it from becoming something more in the way of a business hotspot to the rest of Rifts North America.
During this period, Tsolyan stratified into a city divided by class; the strong clans dominated the city structure, operated the services, and got the lion’s share of loot due to their more powerful available raiding and bandit forces. Next down were freelance mercenaries who had no allegiance to a bloodline clan, and hired out either to the clans or outside concerns. Finally, a lower class of clan-less, disowned, and non-furgen canoids performed menial tasks and ran baseline businesses(workshops, clothiers, vinters, etc.). A weak municipal government, mandated and run mainly by traditional tribal law, provided limited oversight and management of those services, such as waste removal and fire prevention, not contested and controled by the more powerful clan-packs.
After playing host to vicious crimelords and would-be warlords swapping the top position for several decades, Tsolyan was finally taken over by the politically adroit and charismatic Queen Koasi(often refered to as ‘Koasi the Krazy’ by her detractors, and the ‘Queen-Bytch’ in general), through guile, fore of arms, and, it is claimed (again by her detractors) a generous amount of outside help(Paladin Steel’s dirty corporate tricks division is suspected). Queen Koasi and her loyalists have been running a series of campaigns to reform the city, end the clan warfare, and modernize the city before it is overwhelmed by growing outside forces. This hasn’t always been easy, as old rivalries and resentments die hard, and the Queen is not exceptionally popular, especially when she is seen as being either a partner or pawn of outside(and non-furgen) concerns, but currently she holds the upper hand, strength-wise, in Tsolyan. The city is still considered somewhat ‘at risk’ and Koasi’s regime takeover still a work in progress; the social disruption of cowing or driving off the most powerful clan-blocs and establishing a string central government and more egalitarian society isn’t an easy task.

-Orientation & Disposition:
Until recently, Tsolyan could be considered Hostile and Aggressive; it is moderating towards Open but Cautious.

-Type and Size:
Major Town/City w/ a population of 23,000. While several hundred former clan-pack members have fled the city(or been driven into exile), as well as a number of liberated slaves running from Tsolyan, the city has also seen an equal influx of immigrants, including free Dog Boys, Wulfen, and other canine races, as well as a number of non-canoids.

A. Weapons and Armor:
Well Armed; decades of banditry and clan wars have resulted in a populace well-armed with gear brought in from outside. The best equipped were the clan militias, which doubled as raiding forces, followed by the private mercenaries and finally the non-clan citizenry, many of whom were/are the dependents and relations of the mercenaries. The most common weapons are a mix of Black Market knock-offs and Northern Gun types, with the odd Naruni piece, but Paladin Steel/Alliance equipment is starting to appear in quantity, especially among Queen Koasi’s New Army soldiers.

B.Medicine:
Very Good; Tsolyan enjoys fairly good medical care. Queen Koasi recruited the personal physicians of those rival clans she toppled, to form a common municipal medical service. Part of the trade treaty with NAA has PS providing this medical service with new equipment.

C: Agriculture and Natural Resources:
Good; Tsolyan has reliable water, arable land, and access to sufficient local resources(timber, minerals, etc.)
The farms and ranches surrounding Tsolyan were formerly worked with slave labor and clan prisoners, but the Koasi reforms have ended this practice, and currently a good number of the clan plantations have been divided up into smaller plots and the farms are run by lower-class(including toppled clan members) furgens or immigrant labor.

D. Real Estate and Land:
Prime Location; Tsolyan’s location is one of the things that made it worth fighting over; the climate is stable, water supply is reliable and plentiful, and the city itself in a defensible position.

E. Vehicles and Fuel:
Good; the clan forces originally possessed the best in the way of vehicles(especially military equipment), and fuel was one of those essentials controlled by a pack-bloc, but the mercenaries have brought in a good assortment of vehicles as well. Queen Koasi nationalized the available fuel production facilities when she kicked the more obstinant clans out. The former clan-run facility has been modernized, and a biomass fuel conversion plant is being constructed to provide liquid and solid fuels for vehicles.

F. Administration:
Fearless Leader. After the collapse of the Cholte Alpha-Kings, Tsolyan was run by competing clans jockeying for control of city resources and services, currently run by a monarchy again in the form of Queen Koasi and her followers. By enlisting competent and loyal lieutenants to her cause, the Queen hopes to set in place a government structure that will survive and continue her reforms should she fall.

G. Alignment:
Unprincipled and Anarchist. Most of the diehard Miscreants and Aberrants have been driven out or left in exile.

H. Magic:
Good Knowledge; between traditionalist tribal beliefs and the experiences of the city raiders and mercenaries, the residents of Tsolyan have a good knowledge of, and grudging respect for, magic. Many of the residents ascribe to a practical superstition or two, or attend a local holistic or psychic healer if they couldn’t afford to go to one of the clan-sponsored doctors, and the odd magic weapon can be found in the hands of the mercenaries. The smarter clans maintained a mage or three on their staffs to give them a mystic edge.
Since her takeover, Queen Koasi has brought in a number of technowizards to help firm up her regime and help in the modernization process.

I. Racial Tolerance:
Used to be Disapproving and Suspicious(up from the early days of Zero Tolerance fro anybody not furgen or coyle), and working up to Reasonably Tolerant. Tsolyan has seen an influx of renegade Dog Boys from CS territories(and some seconded from the GNE), and outside traders and specialists are becoming more common and accepted.

J. Trade:
Established Trade; Koasi is encoruraging trading, not plundering. Modernization of agriculture, fuel production, technical resources, and the development of local mines and timber harvesting are all aimed at setting up infrastructure and a supply surplus attractive to trade.

Notable Allies:
*Paladin Steel and the North American Alliance. Currently, Tsolyan’s biggest ally is the NAA, through Queen Koasi’s dealings with Paladin Steel. PS is looking to increase trade relations with the city-state and already has contracts to improve city infrastructure and possibly establish warehouses or even factories in Tsolyan.
This hasn’t gone over completely well with the locals, the more conservative of whom see the PS relationship as one with Queen Koasi and not with the furgens themselves, and the more paranoid see an outsider takeover in the works. The more tolerant, clanwar-wary, and realistic are just glad to see the city having a more powerful ally in their corner.

*Native Americans----Some of the Native American groups in the region, after a near-century of shunning contact with the Tsolyan barbarians, have tentatively begun reaching out to trade with Tsolyan in the wake of Queen Koasi’s reforms.

*Wayfinder Shemarrians---Tsolyan has attracted the attention of the Wayfinder enclaves farther up the West Coast, and Wayfinder scouts have been seen around the edges of furgen territory.

K. Threats:
Dangerous
Notable Enemies:
*Bandits----Tsolyan’s previous history as both a slaver state and a bandit haven has bred its share of enemies among displaced persons, rival bandits, and rival kingdoms. Queen Koasi’s reforms have disenfranchised and exiled a good many clan members who have joined former enemies and bandits locked out of the city and now looking for some payback.

*Horune---Until Queen Koasi took over, the Horune were occasional visitors and at least trade partners with some of the nastier furgan clans. Since Queen Koasi came to power and banned slavery, the Horune have been declared enemies of Tsolyan.

L. Skill Levels and Professionalism:(Notable skilled personnel groups)
*Mercenary Soldiers---Mercenaries remain the biggest single organized business concern in Tsolyan; there’s a transient population of 4d6x100 men-at-arms, mainly headhunters and rangers, in or near the city at any one time.
*Thieves/Bandits---The wiser of these have gone legit, offering their services to the Queen (and subsequently being enfolded into the special forces), or have vamoosed to other pastures.
*Cowboys/Ranchers---The outlying farms and plantations maintain large numbers of field workers.

M. Community Overall:
Average. Most of the citizenry served in support of the clan elite and mercenary trade. Queen Koasi has announced plans for technical schools and an emphasis on publicly-available education to bring the skill levels up.

N. Shelter:
Solid; the best buildings were those erected with clan sponsorship. Part of Queen Koasi’s reforms and modernization campaign is tearing down older and less structurally sound buildings in favor of more modern and durable structures.

O. Security and Fighting Force:
Under the former administrations, law and order was on the bloodthirsty side of draconian, with the municipal police being torn in loyalties between the various clans, and justice subject to clan law(beating up of suspects was common and summary executions without trial commonplace). Under Queen Koasi’s rule, the courts have been re-instated and the legal codes standardized and evaluated for fairness. They still hang murderers and bandits(it’s been commented that nobody hangs bandits like other bandits), but at least the truly innocent have a chance now with the courts.
Tsolyan has also seen the emergence of a common militia, the ‘New Army’. This is equivalent to a Standing Army of about 100 full-time troops(all Koasi loyalists), plus roughly 250 militia. She is working on incorporating the more reliable mercenaries into Irregular units similar to the GNE’s organization.
Equipment-wise, the security forces are armed and equiped with a mix of the better gear confiscated from the disenfranchised clans and new gear acquired through Queen Koasi’s new trade alliances. Most of the Furgan favor , light, all-terrain vehicles, hovercycles and light hovervehicles, with larger APCs and trucks providinng logistical support. Robots and similar high-end vehicles are much rarer, although one mercenary unit that has joined the New Army has five Tarantula robot vehicles.

P. Power/Energy:
Tsolyan’s power was originally a much-contested patchwork of electrical systems often scavenged from pre-Rifts cities, powered by fossil fuel and wind systems, and maintained by rival clans. Queen Koasi has since nationalized the power grid and one of PS Contract Engineering’s first jobs has been to upgrade and standardize the network. Negotiations are also underway to build one or two municipal fusion powerplants.

Q: Special Features:
*Pre-Rifts Weapons Cache---An old NEMA arsenal provided Alpha-King Cholte with the means to cement his power. Little remains of the original weapons supply, but the bunker and a few older pieces still remain under the central palace.

*Large Garage----A large vehicle garage, once part of the NEMA armory, still continues to operate. It was one of several services originally operated by the Cholte dynasty before it was seized by one of the subsequent clan-packs. Queen Koasi has subsequently nationalized it as one of the municipal resources. The garage has facilities for storing and servicing some fifty vehicles at once.

*Alliance---Queen Koasi’s treaties with the North American Alliance make it a touchpoint for the growing powers of North America. As much as the Queen’s rivals and enemies may deride her connections with outsiders, most of them fear that deposing her might bring the wrath of an outsider army down on them at some point.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48004
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 "Sea Mantis" Semi-Autonomous AmphibiousRobot Defense System
(Aka "Tinker Crab")

"You must be insane!!! You're still going to go after that stuff!? I'm telling you, its impossible!! You saw what's down there, before they ate the cameras! Asking anyone to go down there in diving suits or even a sub would be homicide, and if you try to go, suicide!!"
"Yep, I saw the pictures. I also saw the packing cases...even under a thousand feet of water, the seals looked intact. The equipment in them should still be dry and intact...if we can get them up, we're looking at collecting at least five million credits for delivery of Free Quebec's order of Triax hardware...and if the Quecies don't pay up...well, we go to the black market.."
"Five million, ten million!!...it's meaningless...there is no way we're going to get the stuff, and no amount of money's worth losing your life over, old man!!"
"Relax, son, I have a plan all figured out..."
"Oh yeah, and what crazy scheme have you got!?"
"Not as crazy as you think...Remember the last time we were in New Bath?...well, with our last big windfall, I decided to invest in some ‘Manti...
"Manti?!"
"Robots, son, robots.....Deep water salvage robots. PERFECT for jobs like this one."

The Sea Mantis marine utility robot is an adaptation by Paladin Steel Marine Division head Vernon Boch, from the tried and reliable "Scuttler" chassis. The Sea Mantis was an early design originally initiated under the project/product name ‘Orca’, and an earlier, rather simplistic, design was briefly produced and marketed, before PS thought to seriously revamp the design and produce the much more versatile and capable Sea Mantis.
The Sea Mantis is similar in layout to the Scuttler, but is heavier, more streamlined, and configured for undersea work. Armor is heavier, to resist salt corrosion and crushing pressures, while the forward claws are larger, bulkier, and more shield-like. The large forearms also conceal smaller, extendable utility arms that can be fitted with multiple tool-heads and utility gear. In place of the abdomen ammo drum and chain cannon, the Sea Mantis mounts an underwater propulsion pod. Overall, the Sea Mantis resembles its namesake, a giant lobster or mechanical shrimp.
The Sea Mantis is designed to operate semiautonomously; it is typically directed by remote control, through remote transmission or a trailing umbilical cable, but can also be programmed to carry out simple tasks and mission profiles on its own. An optional intelligence upgrade also allows owner/operators to give the Sea Mantis skill packages, for carrying out tasks independently of a supervisor.
Sea Mantises are primarily intended for deep sea salvage, construction, and exploration, but they are also commonly used as underwater security bots, patrol units, fisheries protection drones, and combat units. Paladin Steel uses roving and stationary 'lurker' units of Sea Mantises to screen the approaches to New Bath, and regularly sends skirmish lines of the 'bots down the Hudson River searching for monsters and mini-subs. Offworld, they have been used in the exploration of alien hydrospheres, including the ‘inner seas’ of ice moons.

Type: PS--MS-SARDSUV-01’Sea Mantis’
Class: SemiAutonomous Robot Defense System, Underwater Vehicle
Crew: None, Robot Intelligence
Sometimes Sea Mantises are fitted with saddles or even small life support pods(80 MDC) allowing a single passenger/supervisor to ride the ‘bot; the pod typically has 8 hours’ worth of life support.
M.D.C./Armor by Location:
Main Body 200
Forearm Claws(2) 80 each
Retractable Utility Arms(2) 10 each
Legs(4) 50 each
Ion Cannon Mounts(2) 40 each
Sensor Lenses(5)* 10 each
Sensory Antennae(4) 8 each
Thruster Pod 100
* Destroying the sensor lenses will leave the Sea Mantis blind and disoriented; -6 to strike, parry, dodge. However, they are small targets,and are -10 to strike, even on a called shot. The 'bot will still have motion detector and sonar systems though.
Height: 4.5 ft
Width: 4.8 ft
Length: 10.8 ft
Weight: 2,000 lbs
Cargo: None
Physical Strength: Equiv. to Robotic PS 30
Power Plant: Nuclear Fusion, 3 year energy life
Price: A fully-equiped Sea Mantis, sells for 600,000 credits. Purchasers of 5 or more units, receive a 25% discount per 'bot, part of the campaign to get sales moving.
Speed: (Running) 60 MPH
(Leaping) 10 ft up/across, 80 ft up/across w/ booster-jet assist
The Sea Mantis can perform a thruster-power-leap out of the water of 50 ft up, allowing it to jump on to ships.
(Climbing) The Sea Mantis can clamber up rock walls and ship hulls with the aid of electromagnetic clamps, and climbing claws, with a skill proficiency of 80% .
(Flying) Not possible
(Underwater): Can submerge and walk along the bottom of rivers, oceans, and lakes without ill-effect(reduce speed to 15 MPH), and can swim with thruster assist at 50 MPH. Maximum Depth: 2.5 miles

Construction Features:
Radio 50 mile range
External Cyberjack
External Spotlights
External Loudspeaker/Siren
Grip-Feet---These allow the Sea Mantis to easily scale walls, building exteriors, and clamber over obstacles like the insects they resemble with a climbing skill of 80%
Extendible Utility Arms---Housed in each large forearm shield are a set of smaller utility arms(PS 20, reach of 4 ft) that can be fitted with any of the special utility tools common to the Miner 'Borg system(see Rifts: New West pg. 187-188 for full descriptions). The following are a few examples from that system:
#Jackhammer---2d6 MD
#Vibro-Claw----3d6 MD
#Air Blaster----1d6 SDC, 1 MD, 1 ft range, 60% chance of Knockdown. Especially popular for clearing debris. It does no damage underwater, but simply pushes silt and loose debris that much more effectively.
#Shovel Hand
#Chemical Sprayer---15 ft range
#Multi-Tool
w/ Chainsaw----(11d6x10 SDC, 1d4, 2d4 MD)
Circular Saw----(1d4x10 SDC, 1 MD)
Small Drill---(1d6,2d6,3d6 SDC)
Welding Torch----(1d6-2d6 SDC)
Laser Rod---(1d6 MD)
Nail Gun----(1d4 SDC)(and holds 800 nails in its magazine)
Flashlight
Utility Laser---(1d4,2d6, 3d6 SDC)
Sensor Hand
#Heavy Mining Drill---3d6 MD
*Precision Mining Drill---4d6 SDC, 1d4, 2d4 MD
#Plasma Torch---1d6x10 SDC, 1d4, 2d6, 4d6 MD
#Sonic Scanner
#Vibro-Pick----2d6 MD
The Sea Mantis can also carry any of the tool options common to the PS PSA-12S Engineering Power Armors.

Sensors:
Advanced Robot Optic Suite
Basic/IR/UV/Passive Nightvision optics
Thermoimaging 2000 ft
Laser targeting System +1 to strike w/ranged weapons
Combat Computer
Basic Robot Audio
Motion Detector System 100 ft range
External Audio/Visual Surveillance System w/ Recording System
Depth Gauge
Mini-Sonar: 1 mile range
Sensory Antennae(4)---Useful for feeling a way through dark or murky water: +1 to dodge, and penalties for blindness are HALF.

Weapons Systems
1) Twin Ion Cannon---Mounted atop the main body in two small gimbaled mounts are a pair of small ion cannon. The twin cannon have 90-degree traverse/play, and can fire independently or simultaneously on one target. Range: 1,000 ft in air and underwater.
Damage: 5d6 MD per single cannon, 1d6x10 MD per simultaneous blast
Rate of Fire: Five times per melee; can only fire bursts.
Payload: Effectively Unlimited

In the alternative, the ion turrets can be replaced with one of the following:
a)Light Particle Beam Blaster
Range: 600 ft underwater, 1,200 ft in air
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 69,000 credits

b)Sonic Projector
Range: 1,200 ft in water, 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 80,0000 credits

c) Pulse Laser
Range: 2,000 ft in air and underwater
Damage: (SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 22,000 credits

2) Mini-Torpedoes---If so desired, the Sea Mantis can carry mini-torpedoes on back-racks for demolitions or combat.
Range: 1 mile
Damage: 1d6x10 MD
Rate of Fire: Volleys of 1,2, 3, 4, 6, or 8(all)
Payload: 8

3) Electrified Hull---The Sea Mantis can electrify its hull for brief periods of time, delivering a stunning shock to anyone trying to grapple with the 'bot, The shock effect can also be extended from the hull, but this drains the capacitors and the Sea Mantis cannot maintain the power drain for as long.
Range: (Hull) Contact
(Shock Field): Omnidirectional, 10 ft radius
Damage:(Hull) 1d6 MD per melee of contact
plus 01-60% chance of stunning victims( lose 1 APM and initiative for 1d4 melees)
(Shock Field): 1d4 MD, plus 01-40% chance of stunning victims(lose 1 APM and initiative for 1d4 melees)
Rate of Fire:(Hull): Once per melee
(Shock Field): Once every two melees
Payload: Unlimited

4) Shock Attack---The Sea Mantis can do a stabbing punch with its superconducting claw, and then use it to deliver a massive charge of electricity directly to the target. This often shorts out electrical systems, and does serious stun and burn damage to organic beings, similar to the infamous Triax Lightning Blaster(Rifts: Triax and the NGR, pg. 129).
Damage and effects are particularly pronounced because of the contact involved.
Range: Melee
Damage: Normal claw damage+1d4x10 MD shock damage
Organic/Living Beings take a stun penalty of HALF APMs, hand to hand bonuses, and lose initiative for 1d4 melee.
Mechanical systems take damage from the following:
01-15 No additional damage!
16-30 Lose 1 APM and initiative as the the controls flicker out for 1d4 seconds
31-45 All weapons systems temporarily off lIne and minor fires break out. One weapons system returns after 1d4 melee rounds
46-60 All systems temporarily out, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 Systems are fried and functions are at minimum efficiency! Pilot must go to manual controls(if any) and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 maximum speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, -1 APM.
91-00 All systems locked and burned out! Abandon ship!
Rate of Fire: Once per melee
Payload: Effectively Unlimited


Combat: Actions/Attacks per Melee: 5
Initiative +1
Strike: +2
w/ ranged weapons: +3
Dodge +2 dodge on dry land, +4 underwater
Parry +4
Roll +2, +3 underwater
Disarm +2
Pull Punch +2
Damage:
Claw Punch/Gouge 2d6 MD
Tear/Pry 3d6 MD
Kick 1d4 MD
Body Block/Tackle 1d6 MD

Programming:
Radio: Basic 94%
Math: Basic 98%
General Repair and Maintenance 80%
Read Sensory Instruments 98%
Land Navigation 94%
Underwater Navigation 80%
Climbing 80%
Upgrade: For an additional 400,000 credits, the Sea Mantis can be upgraded with optional skill programming that gives it the following abilities:
Underwater Demolitions 80%
Undersea Salvage 60%
Basic Mechanics 80%
Basic Electronics 80%
Note: The Sea Mantis can understand commands(and speaks) in up to 5 preprogrammed languages.
However, Sea Mantises tend towards clipped, basic vocabularies that convey basic information(like ‘Warning! Radiation Leak!’ or ‘DANGER! SHARK!’). Otherwise the Sea Mantis is limited to warning shrieks, alarms, and negatory/affirmative signals(whines or beeps).

Options:
*Eye Stalks---Mounts 2-4 small cyberoptics on the ends of extendable eye stalks that can reach up to 4 ft out, and have 8 MDC each. Perfect for peering inside underwater objects or ‘periscoping’ out of the water. Cost: 84,000 credits per pair, plus the cost of the specific optics fitted.

*Lift Balloon(s)---Fits the ‘bot an inflatable ‘lift balloon’ for emergency rapid-ascents from depth, making salvage and recovery of disabled Sea Mantises that much easier. Cost: 700 credits

*Dart Launcher----Modified APR2 firing 5.56mm metal darts.
Range:(5.56mm, 120mm-long darts) 360 ft in air.
180 ft at depths of about 16 ft
120 ft at depths of about 66 ft
72 ft at depths of about 130 ft
Damage: 3d6 SDC single round, 6d6 SDC per three round burst.
Rate of Fire: Standard
Payload: 50 round drum
Cost: 1,400 Credits. Ammunition costs 70 credits per 100 rounds
Options:
*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available). Cost: 75 credits per 100 basic, unfilled, venom rounds.
*MDC Penetrators---These use a more powerful propellant to fire the projectile that much harder, to the point that they each do 1 MD(range is unchanged). Cost: 500 credits per 100 rds.

*Harpoon Launcher ----Fires harpoons from the back of the forearm/foreclaw. Can fire exploding head harpoons, tracers, or grapplers(100 ft ultra-fine polysteel cable).
Range: 200 ft
Damage: 2d6 SDC standard or 5d6 MD exploding head
Rate of Fire: Volleys of 1,2, or 3
Payload: 18 harpoons per launcher
Cost: 5,000 credits for the launcher. 6 credits er standard harpoon, 650 credits for explosive.

*Circular Saws-----This option consists of a large(3 ft diameter) circular saw studded with teeth of super-hard ceramic, a swivel mount, and a blade guard. Normally stowed swiveled backwards across the forearm, the saw assembly swings forward when in use, extending past the hand, with the blade guard/hood preventing the spinning blade from slamming back into the armor. The Circular Saw is primarily intended for those jobs where tearing with the claws is not precise enough, and where plasma torches might do unacceptable thermal damage, like felling trees, cutting asphalt and concrete, and carving up debris.
Weight: 100 lbs
Range: Melee
MDC per Blade: 45
Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut
Cost: 150,000 credits

*Micro-Torpedo Launcher---Tubular ’Metal-Storm’-style inline magazine holding 4 15mm micro-torps.
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is approximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Rate of Fire: Volleys of 1-4(all)
Payload: 4 per launcher
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Cost: 78,000 credits for the launcher
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits


* Water/Chemical Sprayer---A powerful spray pump and nozzle can be fitted to the Sea Mantis, allowing it to spray water siphoned directly from the body of water it is in, or draw special chemicals from tanks in its abdomen. This option is typically used to hose down burning ships and coastal structures from the water, but can also be used to dispense firefighting chemicals, paint, pesticides, capture foam, and other substances.
Range: 200 ft
Damage: Varies. Filled with water, and used against vampires, it does 1d6x10 HP per burst/blast. The water blast also has enough pressure to knock human-sized targets off their feet; 1d6 SDC, and 80% chance of knocking humanoids off their legs and back 1d4x10 ft(lose initiative and 1 APM getting back up)
Rate of Fire: EPCHH
Payload: Can draw directly from bodies of water. An abdominal tank can also be fitted, with 200 gallons’ capacity.
Cost: 20,000 credits

*Ink/’Fizz’ Cloud---Injects a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
In the alternative the system can be used to dispense a ’Fizz’ Sonar Defense. This flushes foaming chemical compounds out into the water surrounding the ‘bot. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the ‘bot behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: (Ink) Covers a 40 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes.
(Fizz) Roughly 60 ft in diameter. Depending on water conditions, the cloud can persist for 1d6 melees.
Damage: (Ink) Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
(Fizz) Sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Rate of Fire: Once per melee
Payload: Enough material for four bursts
Cost: 6,000 credits. 190 credits a shot of ink chemical, 200 credits for the fizz chemical.

*Deep Flare/Acoustic Countermeasure Launchers-------Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 per launcher.
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Rate of Fire: Volleys of 1 or 2
Payload: Each pod can hold up to 6 Deep Flares
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.


*Molecular Sniffer-----A single-space option package that gives the Sea Mantis ‘olfactory” senses. Ideal for pinpointing chemical leaks, monitoring water quality, and guarding against chemical weapons attacks. There’s also the possibility that the Sniffer can detect alien creatures with exotic or unusual bio-chemistries.....The East Coast See-Bees have successfully used MS sensors to detect marauding giant squid, by detecting the concentrations of ammonia ions exuded by the creatures. Does NOT allow tracking.
Cost: 60,000 credits

*Piledriver Sledge---(aka ‘Mantis Shrimper’) This massive device requires rebuilding an entire arm into a giant folded claw reminiscent of both a fiddler crab’s oversized posturing claw, and the striker claws of the Sea Mantis’s namesake, and is so heavy and unwieldy that it imposes a -2 to strike/parry with the arm under normal combat conditions. The Piledriver consists of an enormous hardened armor striking head and driving pistons, anchored to the arm and powered by a small, contained, plasma detonation chamber. Based on earlier piledriver tech, the system available to the Sea Mantis no longer relies on a plasma cartridge, but instead on modified blast-stud and capacitor technology to power the striking piston-claw with a contained plasma explosion. The striker arm is driven forward with the force of directed plasma explosion or shaped charge. A great tool for breaking boulders, underwater structures, ship hulls, and the shells of other monstrous undersea life. Sometimes called the “Blasting Point Technique” by anime fans . Having one of these makes the Sea Mantis a threat to anything foolish enough to get within range; having two is pure murder.
MDC: The Piledriver has 100 MDC
Weight: +600 lbs
Range: 12 ft
Damage: 3d6x10 MD!
Rate of Fire: Once per melee
Cost: 220,000 credits

*Stealth---Sonar-absorbent coatings on the body, ducted propellers, and acoustic baffling combine to make the Sea Mantis extraordinarily quiet and stealthy. The ‘bot has only a 20% chance of being spotted by radar and active sonar and a 10% chance of being detected by passive sonar. The benefits of this system are negated if the ‘bot is moving at greater than 7 knts. Cost: 2 million credits


Variants:
*PS--MS-PADSUV-01B---Rather than ride on the back of the Sea Mantis, some buyers expressed an interest to ride INSIDE the ‘bot, so PS developed this manned power-armor version. The pilot rides inside the main body, in a prone position looking forward. The main hull in this case has a more pronounced ‘hump’, and the optical array a larger protrudent direct-vision port, but is otherwise externally identical to to standard robot Sea Mantis, and performance remains unchanged. The MS-PADSUV-01B has a more sophisticated life support system, with a 48 hour endurance(some have even been fitted with bionic gills for longer durations, but most users find anything over a 6 hour stay prone and ‘in the can’ to be extremely uncomfortable), emergency anti-’bends’ auto-med capability, and emergency lift balloons as standard. Cost per unit is 900,000 credits per basic unit.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48004
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Waiting for comments and attacks for the above.

Waiting.



BIG applause for the big chunk of life you used to get that all in order. 8)
-------------
"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 »

Thanks.

taalismn, are you missing anything from your 'To Do List'? :eek:
Just wondering :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
89er
Adventurer
Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

"I fought my way past a group of Jiangshi on self balancing two wheeled boards."

"Oh you mean those hoverboa..."

Sound of gut punching a Juicer

"Those are not hoverboards, those horizontal minibikes are not the magnetic grind slabs of wonder. And my hand is broken."

I missed you PS.
User avatar
taalismn
Priest
Posts: 48004
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:"I fought my way past a group of Jiangshi on self balancing two wheeled boards."

"Oh you mean those hoverboa..."

Sound of gut punching a Juicer

"Those are not hoverboards, those horizontal minibikes are not the magnetic grind slabs of wonder. And my hand is broken."

I missed you PS.


Ours don't explode...
Okay, maybe the mobile landmine versions, but those come with clearly stated warnings that they're not toys and not to be ridden, or the warranty is automatically void, and PS won't take responsibility for you darwin'ing yourself or your friends. Our vehicles work as advertised and move, and our munitions explode as advertised, and don't confuse the two.
-------------
"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: 48004
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-45 ‘Scorpio’ Full Conversion Assault Cyborg
http://i408.photobucket.com/albums/pp164/taalismn/scorprionborg_zps1e5k7nnh.jpg

“There’s something really odd going on here; PS’s AIs are becoming more human, and the human cyborgs are becoming more robot-like. It’s getting to the point I can’t tell which is which, and that’s rather scary, because some of the recent cyborg designs are scary-ass inhuman-looking.”

“I AM THE SCORPION KING!!!”

The FC-45 Scorpio is a radical full conversion design that has many shaking their heads; it seems the designers were determined to outdo the infamous Calvin Howletts, oddball cyborg designer extraordinaire, for radical looks. Originally devised by a subcontractor cyborg shop, Full Metal Body, working under the wing of Paladin Steel, the FC-45 seems determined to create a humanoid-scorpion cyborg hybrid.
A heavy machine chassis provides the base, and from there the cyborg attempts to max-out on additional limbs, pushing the design into the assault weight class. Two large claw-and-weapons arms are attached to the back of the main shoulder blades, and be stowed folded to the back, like wings. A long armored and articulated prehensile tail emerges from the back. For extra strangeness, two accessory leg-appendages are attached at the hips, and can be used to assist in bracing, climbing, or melee fighting. Furthering the impression of a scorpion-human hybrid, the Scorpio features a faceplate with eight armored optics, and mandible-like cheek guards.
When first introduced, the Scorpio was predicted by critics not to do well because of its decidedly inhuman looks, which were virtually guaranteed to attract the wrong sorts of attention from the likes of the Coalition States military. However, timing has played in favor of the Scorpio; it emerged just as the Minion War hit Rifts Earth. In the rush to counter the Infernals’ invasion, paramilitaries and individual soldiers, seeking to augment themselves against the demonic opposition, or to recover from injuries and/or the Plagues, and get back in the fight, snapped up any weapon or bionic frame that looked like it could make a dent in the Infernals. To meet the demand, FMB turned to PS to help expand their production facilities and expand distribution, and PS delivered, opening up several offworld production lines to produce new Scorpio chassises.
Despite some early friendly fire incidents, the monstrous-looking Scorpio has acquitted itself well in combat against the Infernals. This success has helped renew interest in ‘centaur’-style cyborgs in the GNE.

Type: PS-FC-45 Scorpio
Class: Full Conversion Borg - Assault Frame
Crew: One volunteer
M.D.C. By Location:
Hands(2) 80 each
Arms(2) 120 each
Claw Arms(2) 200 each
Claws(2) 200 each
Legs(2) 190 each
Feet (& Foot Pads)(2) 100 each
Hip Legs(2) 150 each
Combat Tail 150
*Head 160.
**Main Body 380.
*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 Scorpio CAN be fitted with additional armor, but is limited to HEAVY 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 Scorpio CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 11 feet , tail can rise an additional 4 ft over the cyborg’s head.
Width: 6 feet at shoulders
Length: 5 feet . the tail adds an additional 9 ft
Weight: 1.8 tons
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.
+5 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.
Black Market Cost: 9 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:
a) Robotic Strength Enhancement---Super strong servos for heavy work and combat.

b) Climbing Claws---The claws on hands and feet, as well as the extra limbs, give the Scorpio a +5% to its Climbing skill, despite its great size and weight.

c) Molecular Adhesion Pads---Molecular adhesion pads in the hands and feet allow the Scorpio to anchor itself to just about any surface.

*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.

* Ambidexterity Boost---With so many arms, it made sense to make ambidexterity an integral standard on the Scorpio. 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.

*Wide Angle Optics---The multi-optic visor incorporated into the Scorpio’s head simulates the multi-eyed physiology of scorpions, but also gives the cyborg greater perception. +1 initiative, +1 dodge.

Weapons Systems:
1) Battle Claws(2)---The uppermost arms sport massive, powerful, claws on the ends.
Range: Melee
Damage: 1d6 MD nip, 4d6 MD clamp/crush

2) Claw Blasters(2)---These are modular heavy blasters mounted outboard and behind the claws. Belt-fed weapons are fed by armored flex-chutes from ammunition drums in the upper main body/shoulders.
a) Heavy Machine Gun
Range: 6,000 ft
Damage:(SDC) 7d6 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) 1d4 MD single shot, 5d6 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) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 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: 2,000-rd belt per gun
Cost: 8,000 credits per gun


b) Rail Gun----12.7mm PS-MRG03 Snub-nose Short Gatling Gun: This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
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

c) Pulse Laser
Range: 3,000 ft
Damage: 3D6 MD single shot, 1D6x10 MD per triple pulse burst,
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: Effectively Unlimited
Market Cost: 20,000 credits

d) Pulse 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
Cost: 32,000 credits

e) Plasma Blaster---A modified version of the light ‘Genta’ plasma weapon.
Range: 1,300 ft
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 18,000 Credits
Options:
*’Blow-Torch’ Mode---Not as refined or powerful as the ‘scattershot’ modification available to other PS plasma weapons, this add-on to the muzzle disperses the plasma somewhat to produce a fan-shaped ‘blowtorch’ that does less damage, but to a wider area. Does 4d6 MD to a 3 ft wide area, range drops to 500 ft. Cost: 3,000 credits

*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike if not properly braced).
Cost: HotShot modding on the Genta costs +8,000 credits, and a recharged cylinder of refined d-gas costs 500 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots. A tank of gas can be held in the cyborg’s main body, with supplies for 200 shots, and costs 5,000 credits full.


f) Plasma Cartridge Machine Gun---A rapid-fire pulse weapon using cadmium-telluride cartridge technology
Range: 1,700 ft
Damage: 6d6 MD per shot, 1d6x10+10 MD for a three-shot burst
Rate of Fire: Standard
Payload: 300 rd drum
Cost: 36,000 credits. ‘Light’ cadmium-telluride cartridges cost 16 credits each.
Options:

g) Flamer
Range: 250 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 25 blasts
Special Features: *Multi-Fuel Capacity
Cost: 9,000 credits

h) Auto-Shotgun---Belt-fed 16mm automatic shotgun firing a variety of rounds. Very versatile and good for riot control and urban combat.
Range: 600 ft
Damage: (Buckshot) 4d6 SDC
(Slug) 5d6 SDC
(Exploding Round) 1d6 MD
(Armor-Piercing) 5d6 MD
(Shrapnel/Flechette) 2d4 MD to 10 ft blast radius
Rate of Fire: Standard
Payload: 150 rd box magazine
Cost: 10,000 credits, buckshot rounds cost 1 credit, slugs cost 2 credits, explosive rounds cost 50 credits, armor piercing rounds cost 150 credits, shrapnel/flechette rounds cost 550 credits per round.

i) Particle Beamer---A modified PSPBW-9 ‘FlareHammer’ Particle Beam Weapon
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 29,000 credits

j) Buzzsaw
Range: Melee
(Projectile) 300 ft
MDC per Blade: 45
Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut
(Projectile) 5d6 MD
Cost: 29,000 credits

3) Forearm Blasters(2)---The normal arms have slots for standard forearm blasters

4) Tail Weapon---The tail ends in both a basic vibroblade(3d6 MD) and a weapons pod that be fitted with one of the following:
a) Heavy Vibroblade ---4d6 MD. Damage can be combined with the integral blade, for strikes doing 5d6 MD. Cost: 15,000 credits

b) Machine Gun----7.62mm GPMG M44-MAG General Purpose Machine Gun
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 backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt or 75-rd saddle drum
Cost: 8,000 credits

c) 20mm Cannon
Range:(20mm)3,000 ft (1,500 ft for wood rounds)
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
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds
(20mm PSX-2)4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius(single shot)
Rate of Fire: (20mm) Standard.
Payload: 200 rds,
Cost: 20,000 credits
A box of 100 20 mm ‘smart’ rds costs 800 credits
A box of 100 20 mm ‘smart’ PSX-1 rds costs 3000 credits(after 110 PA, this drops to 2,000 credits)
A box of 100 20 mm ‘smart’ PSX-2 rds costs 3200 credits

d) Pulse Laser---Modified PSLR-7 ‘Rattler’ Rapid-Fire Light Laser Rifle
Range: 900 ft
Damage: 2d6 MD single shot, or 1d6x10 MD per 5 shot burst
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 11,000 credits
Options:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Blue-Green Frequency Kit---This modifies the ‘Luzi’ to fire more effectively underwater, down to 1,000 ft. Cost: 6,000 credits

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

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

e) Pulse Laser Lance---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
2d4 MD as a stabbing weapon.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 75,000 credits

f) Ion Blaster
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 12,000 credits

g) Plasma Blaster
Range: 500 ft
Damage: 4d6 MD per blast
2d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 17,000 credits
Options:
*Scatter-Fire---This modifies the muzzle plasma ejector mechanism to fire a dozen or so smaller plasma bolts at shorter range and with less individual damage, but with a scatter effect like a shotgun---ideal for clearing out rooms and compartments.
Reduce range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or roughly 15 ft wide area)
Cost: +4,000 credits

h) Plasma Blade/Blaster
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 20,000 credits

i) Particle Beam Blaster
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 150,000 credits

j) Shock Mace---Modified blast-stud weapon.
Range: Melee
Damage: 4d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 90,000 credits

k) Spike Launcher---Imitating the manticore monster, this feature is a morning star mace with the ability to fire its spikes.
Range: Melee as a mace. Spikes have an effective range of 200 ft when launched.
Damage: 4d6 MD when used as a melee weapon. Launched spikes do 1d6 MD each.
Rate of Fire: Can be fired in volleys of 1-6 spikes.
Payload: Mace Launcher has 18 spikes
Cost: 9,000 credits for the mace housing. Ejectable vibroblades cost 200 credits each.

l) Contact Blast Mace---Inspired by the NG-B50 ‘Thunderer’ Combat Hammer and Bangstick line, the CBMace uses expendable heavy shotgun shells to give melee strikes an extra bit of force on impact. The downside is that the cartridges must constantly be replaced between usages.
Range: Contact
Damage: +1d6x10 MD per single shot with 20mm C-T cartridges. Up to 4 cartridges can be fired simultaneously.
Payload: 16 blasts before needing reloading
Cost: 50,000 credits for the blast mace. 20mm cadmium-telluride cartridges cost 40 credits each.

m) Blast Mace---Based on reverse-engineered Gargoyle Empire weaponry
Range: Melee
Damage: 2d6 MD. Target loses initiative and is -2 to roll with the shock/impact.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 90,000 credits

n) Heavy Drug Injector----This uses either a small needle injector or the main vibroblade to get through the skin of a target and inject liquid into it. Scorpios favor sedatives, toxins, or acid payloads for this weapon, though at least one Scorpio in the New West used it to inject vampires with a mixed slurry-dose of holy water and silver dust.
Range: Melee
Damage: 1 SDC or 1 MD, plus chemical effects(Typically acids or poisons)
Rate of Fire: ECHH
Payload: Ten doses of up to five different chemicals, 50 doses total.
Cost: 4,000 credits

o) Jackhammer---2d6 MD per hammerblow burst. Cost: 60,000 credits
In the alternative, any of the other Mining Borg Tool Appendages can be fitted instead.

p) 14mm ‘Big Pow’ Rotary Cannon----Based on the Bandito Arms’ Bandit BigBore Revolver, this rotary weapon looks scary as hell with its seven barrels revealed, and it does a godawful amount of hurst at short range, too, with the added bonus of enhanced knockdown.
Range: 300 ft
Damage: 1d6 MD per bullet, 1d6x10 MD per 10 rd burst
Plus human and human-sized targets must roll a 20-sided to remain on their feet. A successful roll means the target loses initiative, but remains standing. An unsuccessful roll means knockdown and lose both initiative and 1 APM. Victims roll at a -6 if hit by a burst.
Rate of Fire: ECHH
Payload: 400 rds per gun
Cost: 20,000 credits, 60 credits per rd.

q) Buzzsaw
Range: Melee
(Projectile) 300 ft
MDC per Blade: 45
Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut
(Projectile) 5d6 MD
Cost: 29,000 credits

r) Flame Thrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 30,000 credits.

s)Stun Gun---An electrical zap-arc that works similar to a taser, but based on a design acquired from Japan, via PS’s limited trade with that island-nation. (Stats from Rifts: Japan, pg. 124)
Range: 800 ft
Damage: Setting One: (Weak Stun--Children, elderly, pregnant women, disabled)1d6 SDC
Setting Two: (Light Stun--elderly, teenagers, weak adults, small to medium animals)2d5 SDC
Setting Three: (Moderate Stun---Adults)3d6 SDC
Setting Four: (Heavy Stun---Adults in superior condition, drug-addicts, PR-Borgs, augmented humans, large animals)6d6 SDC
Setting Five:(Super-Shock---superhumans, augments, partial conversion Borgs, monsters) 1d6 MD
Stun Damage: On _correct_ setting, adults must save at 14 or higher(children and animals save at 18 or higher) or be -9 on initiative, -7 to strike/parry/dodge/roll, reduce speed/melee actions/and skill performance by HALF for 2d4 melee rounds. Additional strikes are cumulative. A successful save means the target takes damage, and loses 1 APM, but is otherwise fine.
Cumulative 15% chance per subsequent stun blast that the target will be knocked unconscious for 1d4 minutes.
Penalties: If setting is too low, the target can more easily shrug off the effects. Targets are +4 to save per each level that the blast is too low.
If setting is too high, target is +15% to lose consciousness .
Ineffective against EBA, robots, full conversion Borgs, vampires, androids, and the more powerful creatures of magic.
PR Borgs, Juicers , and Crazies are only really susceptible to Settings 4 and 5, and are +1 to save
FC Borgs are only affected by Setting 5, and are +4 to save, penalties and duration are HALF.
Young supernatural beings and lesser demons can be affected by Setting 5, but are +3 to save.
Rate of Fire: ECHH
Payload: Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits


Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Claw Nip 1d6 MD
Claw Punch 2d6 MD
Claw Crush 4d6 MD
Power Claw Crunch (2 attacks) 1d4x10 MD
Hip Leg Stab 1d8 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD
Tail Slap 2d6 MD
Tail Stab 4d6 MD

Options:
The Scorpio can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with extra sensory gear(optics), armor augmentation, camouflage gear, different weapons configurations, and the following:

*Sand-Skimmer Jets---This mounts cyber-jet nodes and lift fans on the legs and hips, and allows the cyborg, when bent over and effectively on its four legs, to move, via ground effect.
Speed: MPH, 1-3 ft off the ground. Can maintain this for 1 hour before needing 30 minutes for the jets to cool down and recharge.
Cost: 80,000 credits

*Back Missile/Grenade Launchers(2-6)---Copied from Triax designs like the VX-340 Slasher(Gold) and VX-500 Manhunter(Red). Typically mounted in pairs, up to six tubes.
MDC Per Tube: 25 each
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-2 per tube, or salvos of 1-12, depending on how many launchers are mounted
Payload: 1 or 2 shots per tube
Cost: 12,000 credits per single-shot tube, 24,000 credits per two-shot tube. Mini-Missiles cost extra.

*Lightning Claws---Adapted from the PSA-11 power armor’s Lightning Claw option:
Range: (Ion Cannon) 1,700 ft
(Stormer Shot) 4,000 ft
Damage: (Ion Cannon)3D6 MD single shot, 1D6x10 MD per triple pulse burst, Crush/Tear/Pry with Claw: 2D4 MD
Taser Touch: 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
Zap Touch: 2d6, 3d6, or 4d6 MD
(Stormer Shot) 2d4x10 MD, plus the following against machine targets:
01-15 No additional effects
16-30 Momentary instrument blink; lose 1 APM and
initiative
31-45 Weapons Systems off-line. Only one returns to
operation after 1d4 melees
46-60 All systems off-line, but come back after 1d4
melees. In the meantime, target is -30% to pilot
61-75 Communications, radar, and targeting are off-line.
-3 to strike, and no initiative
76-90 No radar, targeting, communications, or any
instruments. One weapons system is off-line.
Pilot must fly manually; -25% at 1/3 maximum
speed, -50% at half maximum speed, -75%
at full speed. No initiative to strike, -3 dodge and strike, and lose 1 APM.
91-00 All systems fried!Crash imminent in 2d4 minutes!
Megadamage creatures lose 1 APM and initiative that
melee round. Creatures susceptible to electricity take
DOUBLE damage.

Rate of Fire: ECHH
(Stormer Shot) One shot per melee and takes 4 APMs
Also, powering up the Stormer Shot causes the Cyborg’s power systems to dim; radio is temporarily taken off-line for the melee round of charge-up, radar range drops by 2/3, and speed drops by 30%(if TWO Lightning Claws are powering up, speed drops by 80%). Furthermore, no other energy weapons or suit-powered rail guns can be used during this time.
Payload: Unlimited (linked to the cyborg's powerplant)
(Stormer Shot) Conditionally Unlimited
Market Cost: 180,000 credits

*Thermal Armor---More often than not seen on foundry worker cyborgs. Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1 million credits

*Chemical Resistant Armor----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage. Often seen on hazmat response worker cyborgs.
----Cost: +1.1 million credits


*Latch Claws---These add a special gearing system to the claw actuators, and a battery-powered motor to their works, plus detachment plates at the ‘wrists’. The claw ranged weapons slot mountings are separate from the claw, and remain with the cyborg as the claw slides free. Using this system, the cyborg can latch onto a target, detach their claws, and the claws will continue to grind closed(the claws are good for 1d4 minutes), doing 2d4 MD per melee.
Cost: 85,000 credits each

*Mine Claws---Can be combined with latch claws, above. This builds in a high explosive charge into the detachable claws. The cyborg can close with a target, clamp on, detach the claw, and back away to detonate the charge from a safe distance. Does 2d6x10 MD to an 8 ft blast radius.
Cost: +3,000 credits
Last edited by taalismn on Thu May 05, 2016 5:33 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48004
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Re: Paladin Steel Storefront

Unread post by taalismn »

‘Hard Knocks’

“Me, a...what did you call me? That? I prefer the more polite form of it, thank you. You never met me back...oh, seven or so years ago....I’d have cut your nose and lips off before you finished that statement. Hell, I would have CHEWED your face off before you finished. That was then, before the Company found me. They reconstructed me, put me back together...RIGHT. No missing parts, and a whole lot of new perspectives. I have a family now, healthy kids that will live past their first year of life, and bright futures ahead of them. I hope not in the Service, but if they do go that route, I’ll teach them everything I know, including the sharp parts. But I still know what to do about people like you...the Company just taught me new ways of doing it. Believe me, some of the other people in the Company come from worse places than me and they got some MEAN ideas...Don’t believe me? Let me show you.”
---Sinter Allanis, Sergeant, Greater New England Regular Army, and former d-bee child-soldier and refugee.

“Yeah, I’m back, Mallory. Long time, no see. Gotta admit, you’re not looking so well, Mal, not as good as you were the last time I saw you. Guess losing the fancy black uniform changes a guy. Maybe being a fugitive too. And maybe being smack in the middle of my crosshairs changes a guy....makes him less smug and self-confident and arrogant. Not like last time, eh, Mal? Let’s see, what were you doing then? Seems so long ago...oh, right, you and your new buddies were burning my home and killing my family and friends, and laughing about ‘social purity’ and ‘superior rights’ while you were doing it. Strange how the world works, no? Because here we are again, only this time I’m the one with the gun and you’re the one kneeling in the mud. Where are all your buddies, though? Oh, that’s right, they either ran or got shot down when my new friends and family came through. They’re looking for you, you know? You are the others like you. But right now, it’s just you and me here. You wanna wait until another squad comes by? They might take you into custody, or they might string you up. Or you can take your chances with me. Time to man up and make a decision, Mal. What will it be?”
----Gessep Tang, Corporal, Greater New England Marine Corp.

“Yeah, I miss things about my old body, but not the last parts, like the parts about the ‘phage melting my flesh off my bones and making me cough up black blood. Why would I want to go back to that? Oh sure, I’m tapped for a mandatory ten year term of service in return for my bionic rebuild, and a lot can happen in those ten years...I could get killed, even with this armored body, and the military’s sure not going to deploy me to filling out paperwork after armoring me up...but I get through my term, finish my enlistment, I could have a century or more of life as a ‘borg. You know what the life expectancy was back where I came from? Twenty-eight years if you were lucky, and six MONTHs if you caught the damn ‘phage. No, I’m happy as I am, thank you.”
---Dolores Fannen, Full Conversion Cyborg, GNE Regular Army

Life on Rifts Earth is tough(although not as bad as it was back in the Dark Years right after the Coming of the Rifts, but still no bed of roses) but some have it tougher than others, and, since starting to expand into other worlds and universes, Paladin Steel and Greater New England have become aware of other dismal circumstances just as bad, if not arguably worse. War, ecological collapse, natural disaster, UNnatural disaster---circumstances that have led to any survivors seeking something better, and grasping at any chance of salvation. While PS/GNE does what it can, with what resources it can spare, cold equations of logistics or timing mean not everybody can be helped or saved. The GNE has done what it can, though, using its transport network to move resources to areas that most need them or relocate refugees to where they can start over. Among those refugees, inevitably, are those who, either out of desperation for work or out of gratitude for services rendered, apply for service in one of the GNE’s organizations. Such recruits have come to be nicknamed ‘Hard Knocks’.
Hard Knocks typically join the Greater New England Armed Services or one of the associated Alliance’s organizations. The most common incentive is greater access to services or preferential treatment for such things as citizenship, advanced medical tretaments, or educational opportunities, though it could be as simple as just regular meals and a safe place to sleep at night. The GNEAS most commonly will sponsor a new recruit’s medical treatment(such as bionic or bio-mod augmentation) if they come messed up, or reconstruction into a biological body if they’re already cyborgs. Curse removal is sometimes possible, rehabilitation and acceptance therapy if not. About 35% of Hard Knock recruits will have some sort of cybernetic or bionic augmentation(and 15% are full conversion cyborgs), and another 20% are medical rebuilds, including genetic reconstruction/regeneration(typically for radiation- , pathogen-, or toxon-induced damage). For some HKs, reconstruction is a stepping stone towards working towards a more normal life(rebuild into a regenerated or cloned normal body) while others prefer their new bodies, even with the added mandatory term of service to the GNE/PS.
Hard Knocks have a reputation for being both harder-edged and more zealous than recruits from more ‘civilized’ backgrounds. They often have habits born of their traumatic earlier life experiences, leading to more than a few disciplinary problems(fighting in the ranks, use of lethal force against orders, and looting fallen enemies among the more common). Some Hard Knock units have earned the other nickname derived from their HK initials; Hunter-Killers, with a reputation for aggression in the field, especially against opponents that remind them of the reasons they’re HKs in the first place, such as slavers, corporate troops, authoritarian regimes, and the like. Hard Knocks also have a higher rate of participation in ‘rogue’ operations like Odessa Brigades, again especially if such operations come with the opportunity to settle the score with old enemies.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48004
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Atium (Colony World)(Thundercloud Galaxy)

“Atium’s a beautiful place....Paladin Steel really did the colony up nicely for a corporate settlement effort. The fixed colony settlements are based around atolls and are pretty enough, but the smaller communities tend to be based on amphibious McCall Platforms...That way they can fly and cover ground, and float on the surface when they need to tend to the aquaculture arrays. All the benefits of tropical islands and cruises and then some. It’s indescribably beautiful, and an incredible way to get around a work assignment out on the open ocean. I thoroughly enjoyed my labor contract on Atium and almost considered registering as a colonist, but I wanted to see what else I could see in the Thundercloud. Still, I’d consider returning to Atium for the peace and quiet, the friendly people, and the way of life there.”
---Pasco Seninez, Intinerant Worker-Adventurer and TechNet Blogger(‘Hiking the ‘Cloud’)

“The Colonial Board doesn’t like to talk about it, but there’s a movement among the Casserines that knows that culturally they’re doomed. They may be servile, but they’re hardly stupid, and they now have constitutionally-mandated access to education. At some point more aggressive gene-lines of the human line are going to squeeze them out, especially if Atium is opened to open colonization. So many of the Casserines are seeking to speed the process up, but on their own terms. They already thought most of their purpose on Atium was setting things up for ‘masters’ to come along later, but many of them are also looking to have as many children as possible with outsiders, so the next generation of Atiumians will have as many Casserine genes and family influence as possible. We’re seeing a climb in sexual assignations, both casual and long term, between Casserine colonists and non-Casserines, and a boom in preganancies as a result, and it’s not just the local good weather making people feel randy. It’s no secret that some of the fish farms are spawning more than seafood, and the staff are looking to hybridize more than sea bass or tuna. It’s not the colonists being real friendly to outsiders, it’s also part of an adhoc long term eugenic scheme to insure that some part of the original settlers carries over into the future. It’s not an optimal outcome as the Abolitionists have hoped, but short of re-engineering the Casserine genome for them to make them more aggressive and self-assertive...and THAT’S fraught with its own problems.... the Casserines’ self-initiated program seems to be the best we can currently hope for.”
---Adeline Celyn, Senior Manager, Atium Colonial Board, Paladin Steel Human Resources Division


Atium is one of a number of colonial efforts in the Three Galaxies that Paladin Steel/Aegis Stellar Industries/Greater New England has a stake in as part of their efforts to establish both resource worlds and ‘cultural arks’, both for themselves and their allies. Atium is one of several ‘wet worlds’(habitable planets with more water than land) that PS/ASI is seeking to develop. Atium is considered a ‘blue pearl’ in PS/GNE’s out-dimension expansion, as it is both optimally habitable and its development has been relatively trouble-free.
Like the jointly developed Horrorwoods/Lost Eclipse/GNE-claimed outpost world of Moyanon, Atium has been settled, not directly from Rifts Earth, but with refugees from outdimension. Atium is a refuge for humans, most notably from an out-dimension wreck-Earth, picked up by PS’s various out-dimension expeditions. The ‘Casserine’ majority of colonists to Atium are of a deliberately genetically-altered human line, meant as docile servents(read: SLAVES) to a genetic elite monopolizing the resources on their version of Earth. By giving them a greater degree of autonomy and a homeworld of their own, the Abolitionist faction of the GNE hopes to be able to give the Casserines the ability to regain their self-assertiveness.
Atium’s primary export is seafood, raised on several oceanic fishfarms established by Paladin Steel’s agricultural division, and tended to by a workforce from the refugee population. Tourism has been suggested as a future prospect for local business, although an absence of large game animals has nixed that angle. Atium has also been suggested as a possible resettlement zone for the human inhabitants of another water world in the Thundercloud, Vivisanda, should the guerilla war against the encroaching Golgans go badly there.

Solar System(Aseos 313)
Number of Stars: 3
Types of Stars:
Asthree-1 -Orange Dwarf
Asthree-2-Blue Dwarf
Asthree-3- Yellow Dwarf
Number of Planets:
Asthree-3- 3
- Terrestrial Planet(Atium)---A313’s lifeworld and the focus of colony development.
- Gas Giant(Menlos)----Menlos is the likiest site of offworld development for the A313 system’s deep space industry. Already PS/ASI rockhounds have been surveying the gas giant’s moons for resources and sites for commerical gas-mining bases.
- Gas Giant---This large gas giant circles all three stars at a great distance(its ‘year’ is roughly 30,000 T-years) and has attracted little attention from the colonial developers.

Planet(Atium)
Type: Terrestrial
Diameter: Large (24,000 km)
Gravity: Average
Temperature: Temperate
Unusual/Special Features:
-Strange Orbit---Orbiting three suns, Atium’s orbit seems peculiarly well-adjusted for maintaining optimal conditions on the planet. Some cosmologists have speculated that this might not be natural, and hints at possible signs of advanced terraforming some time in the distant past.
-Rings---Atium has several thin rings that were once a small moon, before it broke up.
-Craters---Atium is scored with numerous crater-atolls and some meteoric impact remanents. Many of these have proven convenient as settlement sites or aquaculture plantations.
Atmosphere: Earth Normal----The atmosphere is breathable, although more humid and higher in ozone than Earth. The large surface area of water means that the planet can raise some powerful storms at times.
Terrain: The terrain on the larger islands tends to be craggy and rocky-mountainous, before being eroded down to atoll beaches.
Notable Mineral Concentrations:
-Aluminum--Atium has particularly large amounts of bauxite ore locked in its crust.
-Chromium
-Salt
-Colombite
-Iron
-Nickle
-Diamond
-Quartz
Hydrosphere: Soaking Wet; over 80% of the planet is covered in ocean, and the land consists of a number of large volcanic island chains and atolls.
Biosphere: Moderate---about equal to Earth’s early Devonian period
Civilization: Colonial; Atium had no previous sentients in -residence.
Population: Settled; 70,000 colonists call Atium their new home; about 50% of the colonists are Casserine Humans, while the rest are from various other sources/species.
Technology: Advanced; PS/ASI and their partners have not stinted on providing their corporate colonists more than adequate equipment for their efforts.
Economy: Agricultural---Currently Atium is being developed as an aquacultural resource planet.
Wealth: Prosperous---Atium is starting to show a handsome profit from food exports, making PS/ASI, and their other shareholders, very happy with the effort.
Government:
Effectively a Syndocracy: While most day to day decisions care administered to, and decided by, a colonial town council, overall government is by Corporate Colonial Governor. A Sapphian ‘ambassador’(actually a colonial development monitor) and a senior Corianalian bureacrat also are in residence to keep taps on their peoples’ investment in the colony.
Law Level: Lawful. Actually, the Peace Officers assigned to Atium find it rather boring, given that the Casserines were BRED not to be inclined to cause problems.
Popularity: Beloved.
Stability: Long-Standing---Between the hospitable environment, the well-thought-out economic planning, and the experience of the largely Abolitionist-influenced resettlement board, Atium has enjoyed trouble-free development thus far.
The only possible dark spot on the horizon is some tension between the Rifts Earth colonists and the Casserines; the Rift-Earther Yankees, a rather individualistic and aggressive people, as well as some of the hard-knockers from other wreck-worlds, find the docile, so-helpful, subservients to be rather disconcerting. While there’s been no overt abuse of the Casserines, some Abolitionists worry about introducing additional colonists(as some of the shareholders in the Atium venture are agitating for) who may not be as enlightened or sympathetic to the deliberately-pruned emotional mentalities of the Casserines.

Colony:
Sponsoring Organization: Corporate. Paladin Steel/Aegis Stellar Industries is the majority shareholder and sets policy, but the extent of the operation has also necessitated assistance from Sapphian, Bismolan, and CTRLeague investors.
Colony Size:
70,000 colonists
General Alignment: Principled and Scrupulous
Trade Policy:
By the Book; the Casserines in particular show no inclination to violate or skirt posted trade regulations
Environment Around Colony:
Most of the colonial settlements are on or underwater.
The atmosphere tends to have more ozone than many beings like, and the glare from Asthree-2, even at a distance, can be brighter than most people prefer. Most colonists tend to remain underwater.
Notable/Special Natural Resources:
-Agriculture---Most of the Atiumian economy is focused on the large freefloating and crater/lagoon fish farm plantations where both native and imported species of sealife are raised for harvest.
-Mining---There are several small mining operations on Atium, either scrapping the seafloor and the rich red beds of iron and bauxite for domestic use, or cutting into extinct volcanoes for diamond-bearing kimberlite ‘pipes’.
-Vacation Site: Paradise----PS/ASI realizes that Atium has the potential to be a very promising vacation destination, on a par with their ‘Blue Havens’, only on a larger scale. As of yet, tourism isn’t well-deleoped, but the word has gotten out through intinerant worker-adventurers of Atium’s attractions, and there have already been inquiries from abroad.

Facilities:
Atium has a full range of facilities, including garages/small boat yards, laboratories, and some small factories(mainly plastics manufactories and refineries). PS’s ‘green’ policies(cleared by the Sapphians) have also mandated recycling facilities and waste management arrangements.

Medical Facilities:
Atium has medical facilities equal to any large hospital , including PS Class III bio-mod capabilities(the TURQUOISE ECHELON Merman/Mermaid bio-mod is the most popular on Atium).

Primary Energy Source:
Most of the larger settlements have a dedicated fusion powerplant or two, but the outer plantations and smaller settlements rely on biomass, wind, solar, and hydro-power.

Primary Source of Transportation:
Atium maintains a fleet of 1-2 types each of basic utility hovercraft, boats, and submersibles, with a few larger Liberty-pattern ships and the larger McCall Platforms.

Security/Fighting Force: Effectively Regular Army
Despite the benign nature of Atium and because of the passive nature of the Casserine colonists, PS/ASI has had to post a dedicated security force, rather than arm a colonial militia. The current Atium Planetary Guard consists of a battalion of amphibious operations troops and a 400+ Coast Guard contingent equipped with patrol boats and light submersibles. The system also has a Space Guard squadron of two light cruisers and two light carriers. A PSS-SPH-2 Plymouth Multipurpose Space Platform/Habitat also sits in orbit, riding herd over three smaller industrial and sensor platforms.
Outside Threats:
Currently, amazingly, Atium is threat-free. There is some concern that the Golgan Republik may take an interest in the water-world(as they have others in the regions along the Hollan Gulf), the Bushi Federation may come snooping, or that pirates may catch up to the colonization efforts, but PS hopes that the security forces already in place will head off any such problems if they manifest, or at least hold the line long enough for PS/ASI to take more extensive action.


Casserines----Casserine-Humans are the genetically-engineered lower class of an alternate Earth visited by GNE Outdimension scouts. There, society had become stratified in the face of growing ecological depletion, and bio-engineering had led to a minority elite lording it over successive degrees of caste-bred peasants. Contact between these Earthers and their more individualistic and freedom-loving Rifts Earth cousins become cool, if not openly hostile, when the Rifters realized that the system was more self-serving to the upper classes than necessary to deal with the resource management issues of the planet, and in fact the gross genetic engineering PREDATED the ecological crisis.
Casserines are bred for docility and obediance, and are inclined towards personal passivity when it comes to aggression, the better to serve the genetically-engineered social elite of their Earth. They have a +1d6 to P.E. and P.B. but, individually, Casserines are -1 on initiative, strike, and dodge. In crowds of 5 or more, they are -3 to initiative, strike, parry, and dodge, as their passivity is reinforced.
The Casserines on Atium were part of an air-transport contingent hijacked by Odessa operatives and taken outdimension. It is hoped that settlement on Atium may give the Casserines a chance to develop as a free people.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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say652
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Location: 'Murica

Re: Paladin Steel Storefront

Unread post by say652 »

Greetings good sir. I am in need of your Stealthiest and Strongest Bionic frame.
*Using with permission this frame in my game*
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

say652 wrote:Greetings good sir. I am in need of your Stealthiest and Strongest Bionic frame.
*Using with permission this frame in my game*



I'd recommend the Stalker...It's not the most powerful full-con we have, but it's opimized for both stealth and combat(Project Darkhammer, which is an effort to combine stealth characteristics and heavy weaponry, is nowhere near completion as of yet).
http://palladium-megaverse.com/forums/viewtopic.php?p=2788308#p2796589


Conceivably one of my MetalMage 'borgs with its TW devices could use magic to conceal itself quite ably, but at the risk of its PPE-magic activity alerting every psi-stalker, DogBoy and magic sniffer who get within range.
-------------
"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
say652
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Posts: 6609
Joined: Wed Jun 20, 2012 11:32 am
Comment: Avid Cyborg and Braka Braka enthusiast.
Location: 'Murica

Re: Paladin Steel Storefront

Unread post by say652 »

taalismn wrote:
say652 wrote:Greetings good sir. I am in need of your Stealthiest and Strongest Bionic frame.
*Using with permission this frame in my game*



I'd recommend the Stalker...It's not the most powerful full-con we have, but it's opimized for both stealth and combat(Project Darkhammer, which is an effort to combine stealth characteristics and heavy weaponry, is nowhere near completion as of yet).
http://palladium-megaverse.com/forums/viewtopic.php?p=2788308#p2796589


Conceivably one of my MetalMage 'borgs with its TW devices could use magic to conceal itself quite ably, but at the risk of its PPE-magic activity alerting every psi-stalker, DogBoy and magic sniffer who get within range.


Much thanks, I will defiantly torture test the frame.
The White Tiger shock trooper while a great frame was just to big.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Of course, if you want to go utterly munchkin, try PHASE Borgs:http://palladium-megaverse.com/forums/viewtopic.php?p=2788308#p2794775
It's essentially a cyberhumanoid with a Light Machine and a Cyborg Shocktrooper body in subspace pockets....In a bad situation, the meek little cyberhuman can do a Captain Power or a Sailor Moon and suddenly there's three tons of Cyberkong in the middle of the room, wanting to party.
But even I consider that a bit of a cheat, so it's reserved for PS/ASI/GNE elite special operations(the sort the GM likely wouldn't allow). :D :P
-------------
"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
say652
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Posts: 6609
Joined: Wed Jun 20, 2012 11:32 am
Comment: Avid Cyborg and Braka Braka enthusiast.
Location: 'Murica

Re: Paladin Steel Storefront

Unread post by say652 »

I just need something stealthy around mansize with an incredibly high robot ps.

The White Tiger cyborg Shock Trooper was awesome, just very very big.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

say652 wrote:I just need something stealthy around mansize with an incredibly high robot ps.

The White Tiger cyborg Shock Trooper was awesome, just very very big.


I figure big powerful limb actuators aren't terribly good for stealth, barring radical technologies, so I try to balance them somehow. You can have big powerful 'borgs that are very stealthy...provided they don't have to move around a lot, but can just sit and blend into the terrain, or you can bionic limbs that can punch like piledrivers(or mantis shrimp), but take time to reset/recharge, or actually need a power cartridge to drive the pistons).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48004
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Damn it, why are the Russians coming out with all the cool toys?
http://nationalinterest.org/blog/russias-lethal-new-robotic-tanks-are-going-global-15143
-------------
"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 »

taalismn wrote:Damn it, why are the Russians coming out with all the cool toys?
http://nationalinterest.org/blog/russias-lethal-new-robotic-tanks-are-going-global-15143

Looking for something help with lawn care?
GNE in need of Park Rangers?

Waiting to see what comes of this.

In case PS is looking for ways to Knockoff create their own versions of Northern Gun side Plates. Used on some of their vehicles and mechs -- here. The topic also has some, well a lot of M-113 upgrades. How Italy sees "amphibious capability of the M113 series"

Spaceship concepts -- http://www.projectrho.com/public_html/rocket/realdesigns.php
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:Damn it, why are the Russians coming out with all the cool toys?
http://nationalinterest.org/blog/russias-lethal-new-robotic-tanks-are-going-global-15143

Looking for something help with lawn care?
GNE in need of Park Rangers?

Waiting to see what comes of this.

In case PS is looking for ways to Knockoff create their own versions of Northern Gun side Plates. Used on some of their vehicles and mechs -- here. The topic also has some, well a lot of M-113 upgrades. How Italy sees "amphibious capability of the M113 series"

Spaceship concepts -- http://www.projectrho.com/public_html/rocket/realdesigns.php


Wr'll catch up; it's just a matter of refitting some of our smaller vehicles as robot drones using software perfected o the Damnthing auto-tanks. The whole strength of the modularity concept is LORS of possible variants and quick upgrades. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:
taalismn wrote:Damn it, why are the Russians coming out with all the cool toys?
http://nationalinterest.org/blog/russias-lethal-new-robotic-tanks-are-going-global-15143

Looking for something help with lawn care?
GNE in need of Park Rangers?

Waiting to see what comes of this.

In case PS is looking for ways to Knockoff create their own versions of Northern Gun side Plates. Used on some of their vehicles and mechs -- here. The topic also has some, well a lot of M-113 upgrades. How Italy sees "amphibious capability of the M113 series"

Spaceship concepts -- http://www.projectrho.com/public_html/rocket/realdesigns.php


Wr'll catch up; it's just a matter of refitting some of our smaller vehicles as robot drones using software perfected o the Damnthing auto-tanks. The whole strength of the modularity concept is LORS of possible variants and quick upgrades. :D


missed this one
http://beyondthesprues.com/Forum/index.php?topic=1282.msg91500#msg91500
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

Unread post by abtex »

taalismn, Have you been trying to UpLift the Squirrels again? :D

Are did you forget to refill the the bird feeder again? :shock: :-?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

PS/Z-MHypR-01 HypoRifle/Chemo-Jet Rifle
(aka ‘Big Sticker’, ‘Rear-Reamer’, ‘Skewer’, ‘Scream-Stinger’)
http://i408.photobucket.com/albums/pp164/taalismn/dragonhypo%20copy_zpszpnt4fla.jpg

“Bend over, this may hurt a bit.”

“I’ve had Crazies run away screaming when I’ve shown up with this thing. I’ve also had Juicers faint dead away just looking at it. Heck, I’ve had grackletooths shy away from me when I’m carrying it. And I’ve had a terror hound go instantly meek and wimpering when I was reloading one before giving out distemper shots. I love this thing if only for the reactions it gets. And I’m just the corpsman.”

“This is going to take more than a little syringe’s worth of anti-psychotic to bring this headcase around. Get me ‘Big Eddy’ and my dragon tranquilizers.”

“Is it really necessary that your security details carry those things? They’re scaring the nunyud out of the internees.”
“That’s a good thing in this case, ma’am. We’re interceding in a brushwar between humans and Larmac. There’s a lot of raw emotion here. Staring down the bore of a seven-six-two needle makes the humans back away and quiet down. And if we have to sedate anybody, these things work through Larmac hide as readily as human skin. So yeah, it’s really necessary.”

“You know, I think you have entirely too much fun using that thing.”
“What makes you say that?”
“The skintight latex ‘naughty nurse’ skinsuit and the giggling kinda suggest it.”
“I just like to be comfortable and upbeat when I’m doing my job.”
“That, and we suspect you allowed that last patient to make a run for it just so you could shoot them in the @$$.”
“Hearsay.”
“You received your medical training with the Blood Riders, didn’t you?”
“Vicious rumor.”
“Emergency medicine is NOT a combat sport.”

“Should I be worried that we have arguably the best armed candy-stripers in the megaverse?”

“....there’s no way you’re sticking that thing in me...”
“Heh-heh....So cute. You say that as if you have a choice in the matter.”

The Chemo-Jet is an exotic combi-weapon that originally debuted with The ZOT, but has recently begin appearing with PS/GNE forces and affiliates. It is now known that The ZOT has licensed a version of the original Chemo-Jet to be produced by Paladin Steel, allowing this weapon-device to reach a wider customer base.
This exotic weapon resembles a cross between a hypodermic large enough to give an enema to a small whale, and a fully automatic Supersoaker. The Chemo-jet is a multimode weapons system, capable of delivering a variety of forms of mayhem. The Chemo-Jet can be used to deliver a hypodermic injection of chemical, or can be used to fire a high-velocity jet of same, or even produce a fine mist for area of effect(this is particularly effective when using skin-absorption chemicals/toxins). The Chemo-Jet is fitted with a special needle aperture head that can be used as a jabbing weapon, or energized with a focused vibro-field to penetrate even the toughest megadamage hides. The needle can also be fired like a projectile through hydropressure(the needle is automatically replaced from a special tube magazine hidden in the center axis of the hypo-rifle. To add further misery, the giant hypo has a sighting laser also hidden in the axis of the rifle, that can be cranked up to lethal power levels for that extra bit of hurt.
The new-production Chemo-Jets have quickly become popular with combat medical units and crisis intervention teams. Some Irregular units, especially those with large numbers of Crazies and Ludicrous Mages have adopted the weapons for some reason, and the rifles are becoming a favored long-arm of Combat Psychologists.
Note: A smaller, pistol version of the Chemo-jet is also available. This weapon has only 12 doses and 10 needles. Otherwise, the performance is the same.
Weight: 12 lbs
Range:(Stream) 1,000 ft
(Spray) 500 ft, covers a 15 ft area per aerosol dose
(Needle Projectile) 1,800 ft
(Jab Strike) Melee
(Laser) 2,000 ft
Damage:(Stream)(Spray)---Varies by the chemical used. See end of post for some sample chemical loads.
(Needle Projectile)(Energized) 1d6 MD
(Unpowered) 2d6 SDC+Chemical effects(if used as a dart)
(Jab Strike)(Energized) 1d4 MD +Chemical effects
(Unpowered) 1d4 SDC+Chemical effects
(Laser) (Variable) 1d4-4d6 MD per shot
Rate of Fire: Standard
Payload: 50 shot chemical magazine(up to five separate chemicals in internal reservoirs), 20 needles, 30 shot e-clip
Bonuses: +1 strike with laser and needle projectiles
(Optional) Horror Factor of 10 for the needle alone. H.F. of 14 if the observer has a specific phobia of needles.
Special Features:
*Payload Gauge---tells you how much of what has been used, and what you have left. This can also be done via a simulated holo ‘plunger’ moving up the normally optically-clear syringe ‘barrel’.
*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 body weight of the target, and adjust the drug dosage accordingly(-1 to the ‘to save’ roll of the target with regards to drug effects). Or the weapon can use preprogrammed default settings that automatically engage.
Cost: 48,000 credits
Options:
* Silver-Needle---For additional damage against vampires, the needle can be silver-plated, doing 1d6 HP damage.

*Bio-Scanner--- An enhanced-range biomedical scanner can be attached to the rifle barrel and scope, allowing the shooter to quickly scan potential targets and choose appropriate target points and chemical loads.

Sample Chemicals:
(many other chemicals are available; these are just a sampling of the megaversal 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 fires, and maiming vampires. Does 6d6 HP on an injection, 5d6 HP on an aerosol/spray attack

‘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).

“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)...plus roll versus insanity to control gagging reflex(in which case the character is essentially paralyzed in their wretched condition for 1d4 melees until they can gain control of themselves)....laxative effects last 1d6 minutes of pure, unmitigated, intestinal discomfiture. 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.

‘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).

‘Freeze’----In addition to knocking the victims out in place, this powerful drug also induces short-term amnesia...the victims lose 1d8 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).

‘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).

‘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 the 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).

‘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 jump-start 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.

‘Brain Fuzz”-----This concoction interferes with the delicate neurochemistry of psychics. It will knock out a psychic’s ability to perform psionics for 2d6 minutes on an injection, or will curtail their abilities(range, damage, duration) 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 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).

‘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 2d6 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).

“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....

Molecular Acid---Dissolves materials it comes in contact with. Does 5d6 MD on an injection, plus 3d6 MD per melee for 1d6 melees, or 3d6 MD on a spray, 2d4 MD per melee for 1d4 melees. No save.

‘Weed whacker’---Against normal beings this greenish liquid does nothing much except make them slightly sick from its earthy smell...against plant organisms, however, this stuff is lethal! Plant-based lifeforms as well as fungoid lifeforms(okay, I know they’re technically not plants), take 2d6x10 SDC/MD on an injection, or 1d6x10 SDC/MD for a spray. (Plants have a save versus Lethal Poison of 14 or better...if they succeed, they take only 1/3 damage). (skin absorption toxin).

‘Pepper Juice’----Derived from the mutant chilis of Inferno IV, this vicious concoction brings new meaning to the term ‘liquid fire’...On normal humans in aerosol form it blisters skin, doing 4d6 SDC; injected it does lethal poison damage of 7d6 SDC, and tints the skin flame-red. Against heat-vulnerable opponents this does DOUBLE damage for aerosol, TRIPLE damage if taken internally. No save. (skin absorption toxin).

‘Ice Tea’---A cryogen, used to freeze people solid in suspended animation. Must be a called shot, No save, slips into bio-organic stasis for 4d6 hours under room temperature conditions, or indefinitely in freezing conditions), does frostbite damage( 2d6 SDC spray, 6d6 SDC injection), lock up mechanical joints(reduce actions/attacks, bonuses, and speed for that limb by HALF on a successful strike), or does serious damage to cold-susceptible opponents; DOUBLE damage for aerosol, TRIPLE damage if taken internally. As an aerosol, it will cover the affected area with frost, can be used to freeze-shut doors, and make floors slippery(reduce speed by 2/3, APMs and all HtH bonuses by HALF if trying to run across the stuff). No save.

‘Vamp Juice’---This is actually a slurry of Holy Water and enchanted silver dust. Yum! Does 2d6x10 HP damage in both injection and aerosol form, and prevents regeneration of wounds
Last edited by taalismn on Sun Mar 13, 2016 1:20 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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

"Hello Nurse"

Has some good work, may be a little the HOT side.
Take a look around.

About that your library's New Mystery book section.. :-? :badbad:
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
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Posts: 48004
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Some Photoshop collage work with Pimpmygun and some medical catalogue photos yields the Chemo-Jet:
http://i408.photobucket.com/albums/pp164/taalismn/dragonhypo%20copy_zpszpnt4fla.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: 48004
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 PS-SAR02F ‘Hackney’ Search and Rescue Aerodyne
(aka ‘hackjacks’, ‘Angel-Taxi’, ‘Red-Breast’(for the bright orange of the rescue pod), ‘Chute-sniffers’, ‘zipstars’)

“Those Smallkin SAR pilots are crazier than their combat brethren; they’re not supposed to fly their rescue birds with the combat units all the way to the battlezone, and they’ve been repeatedly ordered not to, but some do anyways. They brave flak and fighters and whatnot and if a combat pilot goes down, they’re there to pick them up...sometimes even before a deplaned pilot hits the ground. I’ve seen hackneys snatch falling aircrew out of midair. They’re ####ing crazy, gods bless them.”

“You got real unlucky getting tagged like that on your first deployment, kiddo. But you’re real lucky that you’re getting zipstarred back to the MASH units. They’re going to fly you back to safety and they’ll be putting you to rights within twenty minutes. The peevees will make sure you get out safely, even if we were surrounded. You’re in good hands, kiddo. The medevac service here’s the best.”

“Peacenik Three to HomeCloud, coming in with an ex-belligerent from the blue team in the cage. Got in an air fight with the red before the Forcers were able to divide up the combatants, and I snatched her out of mid air. Had to muck up some reds too. Be advised my blue is hysterical(screaming audible in background). Requesting psych and strap be ready. Confirm? Over.”
<< “HomeCloud to Peacenik Three. We acknowledge and you are cleared for drop off on Pad Eight. Psych and Security will be ready for the handoff. See you there. Over. ”>>


The Hackney SARcraft grew out of a project to convert older Gyrefalcon VTOL airframes into drones, with the intent to produce a rescue aircraft that could orbit near combat zones, then home in on GNE distress signals and pick up stranded airmen, or at least determine their location and situation for other units to come in and complete rescue. The project got expanded to include ground force medevac, in complement to other units like the ‘Garman’ Medical Search and Rescue Transport Hovervehicle and Starfire Light VTOL Transport Jet air-ambulance. However, as PS cyberneticists were developing the AIs for the new robot aircraft, Smallkin technicians on the project suggested that an interim approach might be to fit the aircraft for operation by Smallkin aircrews. As the airframe work was already completed, and in the interests of getting a much-needed lifesaving vehicle into operation as soon as possible, PS agreed, and appropriate cockpit modules were quickly designed and produced, and the first Hackneys rolled into service. As it turned out, the piloted Hackneys turned out to more effective than the unmanned units which debuted later.
The Hackney is a turbofan-propelled aircraft based on the GyreFalcon airframe. However, rather than carry combat gear, the Hackney is meant to transport one or two rescued personnel or injured to safety. The Hackney shows the advance of materials and construction technology in having a lighter, but equally strong, airframe, lower and more streamlined profile, and beefed-up engines. Hackneys can be distinguished by slightly shorter wings, a lower and more streamlined appearance, and a ‘glass nose’ in place of the conventional amidships dorsal canopy of the larger Gyrefalcon.
Unlike the aforementioned Garman and Starfire, the Hackney has no provision for carrying a medical crew or performing major procedures aboard and en route. Instead, the Hackney has a ‘grab cage’ on its underside for picking up and cradling a passenger, with clamshell armored plates providing protection. Alternatively, the Hackney can hook and pick up medical and stasis pods from the ground. PS engineers are working on a modular ‘autodoc’ pod similar to Northern Gun’s MAU-500 Medical Automation Unit, that would allow for more extensive stabilization and treatment procedures to be carried on in flight.
Hackneys can be piloted by a single aircrew-being, but typically operate with a communications backseater, who also acts as a defensive systems operator. A third crewmember can be carried, usually acting as a parajumper who can deploy in (micro)power armor to assess a ground rescue situation, assist in getting a rescuee into the lift cradle, or administer first aid to a patient when already in flight.
The avian PeeVees are considered the preferred pilots of SAR Hackneys; highly perceptive, daring, and acrobatic, they are adept pilots, especially when using their psionics and neuro-link sensors. Mutant flying squirrels are also favored recruits for Hackney duty.
Despite its stated role as a search and rescue aircraft, the Hackney is well-armored for its task, and surprisingly well-armed as well, given that few battlefields or wildernesses in the megaverse respect conventions of chivalry in not attacking downed warriors or medical personnel. The Hackney can mount one or two point defense turrets, two nose guns, a variety of underwing stores on two hardpoints, and a number of active and passive countermeasures to increase its chances of survival in hot battlefields.
Besides SAR duties, the modular Hackney vehicle has also been adapted for use as a recon flier, survey aircraft, and security patroller. Squadrons of Hackneys typically work alongside Garmans, Starfires, Moths, and other BigFolk SAR vehicles.

Type: PS-SAR02F Hackney
Class: Light Aerodyne, Search and Rescue
Crew: One Smallkin pilot, plus 1-2 Smallkin passengers(typically defense systems operators or paramedics)
MDC/Armor by Location:
Main Body 220
Forward Canards(2) 30 each
Wings(2) 100 each
Engines(2) 100 each
Tail Fins(2) 50 each
Medevac Pod 100

Height: 6 ft
Width: 30 ft
Length: 32 ft
Weight: 6 tons
Cargo: Can carry 1,000 lbs in its underfuselage mount.
Powerplant: Electric Fuel-Cell(400 mile range), or nuclear(w/ 10 year energy life)
Speed: Hover to 500 MPH, Max. Altitude 51,000 ft
Bonuses: +3 to Dodge in flight, +2 Roll with damage in flight
Market Cost: 6 million for electric, 7 million credits for nuclear
Systems of Note:
Radar---90 mile range, track/ID up to 50 targets simultaneously
Thermo-Imager Optics---Located in the nose turret, 3000 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

*Spotlight(Normal Light and Infrared): 800 ft

*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.

*External Loudspeaker: 80 decibels

*EM Alert System---Sounds an alert if the aircraft is detected/scanned by radar, and can be set to trigger the countermeasure launchers if a radar ‘lock-on’ is detected.

*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.
`
Weapons Systems:
1) Twin Nose Guns----The Hackney retains the twin nose guns of the GyreFalcon, but has a greater number of options available. Originally meant for dogfighting, these weapons are more often used to strafe LZs and keep animals or enemy combatants off downed friendlies. Energy weapons are also often used to clear debris and heavy brush from a rescue pickup site.
a) Heavy 20 mm Machine Cannon(2)---The standard weapons of the GyreFalcon are these two
nose mounted fixed-forward 20mm machine cannon, and they are sometimes retained by Hackneys. Their main advantage is long range and frightening kinetic power when chewing up the landscape around approaching enemy forces.
Range: 7,500 ft
Damage: 1d4x10 MD per 10 rd burst.
2d4x10 MD per simultaneous burst from both cannon
Note: Hackney crews have also been known to load specialized ammunition, such as silver or wood, if operating in known vampire territory, or psychological warfare munitions such as Fear, Shoc, or Dolt-Bolt-modified shells, to increase the chance of enemy discombobulation and disabling, with the objective of keeping them from interfering with a rescue.
-Flash Rounds---These are proximity-fused flash-bang rounds that do more psychological attack that actual damage; they’re meant to scare, rather than destroy. They have effects similar to a flash-bang grenade(see Rifts GMG, pg. 124), and a close-spaced burst can be especially terrifying, especially when it’s right up close.
-Chaff/Flare Rounds---Taking a page from pre-Rifts Russian 23mm cannon, these special shells act as antimissile countermeasures. A burst of 10 rounds is equal to a flare/chaff bundle.
Rate of Fire: EGCHH, can only fire bursts
Payload: 1000 rds per cannon(that’s 100 bursts)

b) Pulse Lasers----Modified JA-12 Juicer Assassin's Rifle. The downside of these weapons is that they have no reduced-lethality mode.
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Bonuses +1 to strike
Payload: 100 shot battery for electric models, effectively unlimited for nuclear-powered.
Cost: 50,000 credits.

c) Arc Blasters---This weapon is popular because of both its ability to disrupt GROUPS of targets, and because of its secondary stun ability.
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: 100 shot battery for electric models, effectively unlimited for nuclear-powered.
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits

d) EM Bolters
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: Standard
Payload: 100 shot battery for electric models, effectively unlimited for nuclear-powered.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

2)Inboard Weapons Pylons(2)-----The Hackney retains the GyreFalcon’s underwing stores pods. When operating in a warzone, only the most idealistic and self-confident pacifists will not carry some form of ordnance, such as short range air to air missiles, decoy and smoke missiles, or at least jammer pods and countermeasure launchers. Occasionally, in more peaceful theaters of operation, these hardpoints can be used to drop rescue stores, such as survival kits, folded emergency shelters, or inflatable rafts.
a) Micro-Missiles---25 shot cassette(any type)

b) Mini-Missiles---19-shot pod. Typically smoke, gas, or reduced-force gravitic repulsor warheads are fitted.

c) Short Range Missiles---2 per hardpoint

d) Black Talon L-AAM
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 3 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

e) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.

f) Flare/Chaff Launcher
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

g) Cargo Pod---500 lbs of gear can be carried and air-dropped.

h) Stretcher Pod----A smaller version of the larger main medevac pod, this one is limited to smaller-framed(300 lbs of less) beings and is a simple transport pod, and works best if the passenger can self-enter the pod. Sometimes used to carry multiple Smallkin passengers(including ‘smokejumpers’) on short jaunts.

i) Sensor Pod---Additional specialized sensors can be carried for search work or environmental monitoring. Exact sensors vary, but can include wide-angle cameras, nightvision optics, terrain-mapping radar, molecular analyzers, magnetometers, laser scanners/illuminators(5 mile range), and the like. Generally one type of sensor per pod.

j) Mini-Gun Pod----Pacifistic idealists don’t carry gunpods like this, but the more pragmatic realize that all that flying metal screaming around people tends to make them duck and cover.
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

k) PSAGL-40B Automatic Grenade Launcher ---Often fitted with smoke or repulsor grenades.
Range: 7,000 ft
Damage: Identical to the WI-GL20;
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!!

(Reduced-Force Repulsor Grenades)
(Light) 3d6 SD to a 6 ft radius
A 3 round burst of L-RFRG shells does 1d4x10 SD to an 8 foot radius
A 5 round burst of L-RFRG shells does 2d4x10 SD to a 12 foot radius
A 10 round burst of L-RFRG shells does 2d6x10 SD to a 15 foot radius
There is an extended ring-radius of lateral gravitic force that extends out an additional 16 ft. sending objects and people caught in it flying(1d6x10 ft): 80% chance of knockdown(lose 1 APM and Initiative), 75% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
(Heavy) 4d6 SD to a 7 ft radius. Knockdown radius of 35 ft.
A 3 round burst of H-RFRG shells does 1d6x10 SD to a 9 foot radius, KD radius of 40 ft.
A 5 round burst of H-RFRG shells does 2d4x10 SD to a 12 foot radius, KD radius of 45 ft.
A 10 round burst of H-RFRG shells does 4d4x10 SD to a 15 foot radius, KD radius of 50 ft.
Repulsors have the effect of temporarily disrupting C-G drives in a 30 ft radius of them, with a 30% chance of knocking personal and vehicular drives(starship drives are much more resilient to gravitic disruption) completely off-line.

Rate of Fire: Standard
Payload: 250 round belt
Cost: 50,000 credits

l) Laser Designator Pod---Pointable laser target designator for ‘painting’ targets for laser-guided weaponry. Range: 5 miles.

m) ‘Tactful Roamer’ Drones(1 per hardpoint)----These are MRM-sized mini-cruise missiles, developed from the larger ‘Tacit Rainbow’ drones, configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
One decoy can be carried per hardpoint.
MDC of Drone: 30
Size: 8 ft long, 2 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 500 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the main craft.
Bonuses: Drones are +4 to dodge attacks
Cost: 290,000 credits each

n)Mk 24 Illumination Flare Launcher---These are large parachute flares, dropped from altitude. They can drift down for 1d4 minutes, and can illuminate a roughly quarter-mile radius nearly bright as day. 6 are carried per pod, ready to drop. Globe of Daylight flares can be substituted for anti-vampire actions.
Cost: Basic Launcher Unit costs 2,000 credits. Flares cost 120 credits each

o) Multiplexor Array---A compact TW projector system with a three-Spellcard array, and attached PPE source(typically a PPE battery or Greenstar regenerating PPE power matrix). Typically used to deploy rescue-associated spells like Extinguish Flames, Implosion Neutralizer, and Levitation, but can also be used to cast enemy suppression magic like Starburst.

p) Neural Disrupter Blaster(PS NNB-III)---A knockoff(and modified improvement of) of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft, and can affect a 10 ft wide area of effect per blast
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 100 shot battery pod Effectively unlimited hitched up to a nuclear power plant.
Cost: 95,000 credits

q) Sprayer Pod---Liquid aerosol-dispenser system that uses two diffusers from the back to spray chemicals. This is typically used to dispense antipersonnel agents like tear gas and sedatives to stymie predators and enemy troops threatening a rescue zone, but it has also been used to lay down smoke screens, drop holy water on vampires, zombie repellent and engineered fungal spores on the walking undead, and defoliants on mutant carnivorous plants. Other applications include crowd control, firefighting, or other vermin management roles.
Range: Depending on wind and altitude, the VTOL can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 2d6x10 H.P. per melee to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 100 gallons(enough for 5 melees of spraying at maximum dispersal)
Cost: 10,000 credits


3) Rescue Pod---In place of the original ventral weapons module, the Hackney carries a modular rescue pod.
The standard rescue pod is a ‘clamshell’ module that includes a stretcher-cradle, an extraction winch, and two robotic utility arms (10 ft reach, PS 30, 5 MDC each) that can pull a wounded person onto the stretcher. The cradle then is enclosed by the armored shell that protects the evacuee from enemy fire and the slipstream of high-speed flight. The clamshell also has a basic communications system, allowing the passenger to communicate with the Hackney’s crew. A breathing mask and independent air supply is also provided for the passenger. Increasingly medevac pods are being equipped with basic diagnostic scanners, including the PSE-8000 Medical Scanner (see RDB 6 Three Galaxies, pg. 107), especially since PS/ASI has increasing access to a steady supply of them, thanks to a recent business deal in the Three Galaxies. This allows for quick cursory initial examinations of wounded passengers, and gives the onboard pararescue medic, if one is being carried, a better idea of how to go about stabilizing a patient.
The utility arms can also be fitted with access tools such as laser scalpels and vibrocutters, if it becomes necessary to cut a stranded person free of parachute lines or other entanglements. PS/GNE medevac SARs will also have cyborg access key systems for disengaging the biopods of appropriately-equipped full conversion cyborgs, greatly facilitating cyborg rescues.
Other pods that can be mounted(or are under development) include modules fitted with more extensive medical treatment equipment, emergency bio-stasis systems, or species-specific lifesaving gear. Open frameworks able to accommodate oversized beings, as well as specially tooled cages for full conversion cyborgs(especially those without conveniently detachable biopods), are also available.

4) Point Defense Turrets(1-2)---One or two point defense mini-turrets can be mounted on the Hackney, one dorsal and one ventral. These can be manually operated, or slaved to an automated response system, and are typically used to defend against enemy fliers and missiles. The dorsal turret, if fitted, is also used for ground suppression, as well as occasionally to clear brush or even remove obstacles and entanglements from around a patient trapped on the ground.
Turret Base Cost: 25,000 credits

*1A) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: 30,000 credits

*2A) Pulse Laser ---This is the most popular due to its long range.
Range: 6,000 ft
Mega-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: 200 shot battery for electric models, effectively unlimited for nuclear-powered.
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

*3A) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 200 shot battery for electric models, effectively unlimited for nuclear-powered.
Cost: 30,000 credits

*4A) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 200 shot battery for electric models, effectively unlimited for nuclear-powered.
Cost: 30,000 credits

5) Flare/Chaff Launcher(1)--Fires off countermeasure flares/chaff bundles at command, or on
detecting radar lock-on.
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 chaff/flare clusters per launcher


Options:
*TW Additions---TechnoWizardry is commonly added to the Hackney because it offers a wide variety of survival enhancement measures, such as energy shielding and stealth.
Powerstone PPE Generator: 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

Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
Cost: 2 million credits

Flicker-Dodge---A special capability, and one of FA’s signature creations: an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2,000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits

Foo-Fighter Defense Drone System---A variant combination of the Magic Warrior and Ball Lightning spells, this TW-projector creates an attendant ‘parasite’ fighter to protect the aircraft and harass pursuers or intercept missiles. The Foo-Fighters are semiautonomous and can be released/directed at specified targets then sent on their way to do their damage, or they can be remotely directed by a gunner/weapons officer on the generating aircraft. The Magic Warrior ‘drone’ can be chosen to appear to appear as a robot aircraft, smaller version of the aircraft, winged animal, flying knight, or a miniature whirlwind/air elemental accompanying the aircraft. Foo-Fighters attack by ramming or by firing short range bolts of eldritch lightning at their targets. Foo Fighters can be targeted and destroyed by conventional means, but Dispel Magic and Anti-Magic Cloud spells stop them dead. Multiple Foo-Fighters are also possible, though each materialized ‘escort’ costs an additional 60 PPE
Range: Typically the Foo-Fighter will stray no more than 6,000 ft from the creating aircraft.
MDC of Foo Fighter: 110
Speed: 400 MPH
Damage: Does 3d6+10 MD per electrical bolt(1,500 ft range)
Duration: 10 melees (roughly 5 minutes) per activation
PPE Activation Cost: Costs 60 PPE per fighter per activation
Bonuses: Each Foo-Fighter has 5 actions/attacks per melee, +5 to strike, roll, and dodge, and +4 on initiative
Cost: 5 million credits

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.

*De-Icer---Keeps the wings and windows clear of ice buildup. ---2 hours per 5 PPE, or 24 hours for 60 PPE.

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.

*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

Variants:
*PS-SAR02G----Anti-gravity-propelled variant, with greater speed(600 MPH) , agility(+1 to dodge) and less downblast to disturb landing zones and potentially imperil rescuees. Costs 30% more to produce.

*PS-QSAR02D---The unmanned drone version of the Hackney. Not quite as capable, but expendable. The GNE typically deploys PS-QSAR02Ds when they don’t want to risk live personnel, or when setting up forward SAR patrols such that pilot fatigue becomes an issue.
Skills of Note:
Pilot Air Vehicle(Jet Aircraft ) 86%
Navigation 98%
Read Sensory Instruments 98%
Radio: Basic 94%
First Aid 80%
Actions/Attacks Per Melee: 4
Initiative +1
+2 Dodge
-------------
"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 »

Paladin Steel ‘Beagalltach’ Smallkin AeroCarrier
(aka ‘Zephyr-class’, ‘Mini-Garage’, ‘Mosquito Carrier’)

“We used to joke about the ‘Little Mossy’ or the ‘toy carrier’, but the Smallkin really showed they knew their stuff, even while training up. Their fliers got to embarrassing Regular Army and Air National Guard, even some Air Force, units during field exercises so bad we had unit commanders wanting a force audit to make sure the Smallkin weren’t doing something else, like using super-magic or infiltrating HQ, to queer the outcomes.
And it wasn’t just luck, either. Once we and the Beagal deployed to the field for real, the enemy was just as sloppy as we were. By the end of the Scottia campaign, we had the Splugs and the Quees jumping every time a leaf moved, afraid that a squadron of mini-warbirds was going to come tearing out frm behind cover to ruin their day.”

Also known as “the Great(Little) Experiment’, the ‘Beagalltach’ (“Little Fury”, the name of a mythical Celtic sword) is an experiment in giving Smallkin command of more substantial military assets of their own. Traditionally, Smallkin air assets have been assigned to regional militia units or attached in squadron strength to existing BigFolk-crewed vessels. The Beagaltach would give the Smallkin a capital unit of their own.
Heavily sponsored by Dwarven concerns such as Ubberburrough, the ‘Beagalltach’ is a flying aircraft carrier built from a modified GMR skybarge. The ‘Beagalltach’ follows traditional CV configuration; the flat barge top is one large landing deck with small ‘island’ structures for bridge and sensor masts. Sensor systems were seconded from PS patrol boat construction, along with other gear donated from other naval programs. Armament is designed around point defense and uses systems readily available from existing production lines producing equipment for the GNE Armed Services. In addition to forty-eight micro-aerodynes, the carrier transports a contingent of infantry, hovercycles, and small-scale robots as part of its security and scout contingent.
The ‘Beagalltach’ has yet to see truly autonomous operation; in the field it is attached to larger Bigfolk formations and typically travels with Bigfolk power armor or aerodyne escort. Critics have questioned the wisdom of building what has been called a ‘giant skeet’, with limited ability to defend itself, and have cited the assignment of escorts as proof of the GNEAS’s own hypocritical lack of faith in the concept. Advocates of the project have noted that the Beagalltach is as well-equipped for combat as the growing numbers of GMR patrol and fire support craft, and cite the value of the ship as a recon platform. The current assignment to larger group formations is only expected to last during trials, after which the vessel is expected to begin operating further afield and with other Smallkin units.
While becoming familiar with carrier operations, the Smallkin have been rotating squadrons of MicroWarbirds from the various Smallkin nations aboard the ‘Beagalltach’ . This means that the exact composition of the ship’s air arm can vary. Typically, though, twelve of the embarked aircraft will be fighters for defense. The Beagalltach has also played host to complements of recon and attack drones, an important aspect of operations used by the ship’s advocates as another reason to support the program. Recent actions in the Nova Scottia region have helped firm up continued support for the Smallkin grav-ship project.
It is rumored that a second ship of similar configuration(‘Zephyr-class’) has since been constructed and named the ‘Ellida’. This sister ship to the ‘Beagalltach’ has supposedly been engaged in anti-Splugorth operations in New Brunswick, supporting the Sidhe Resistance against the Faerie Harvest.

Type: PS-GMRMcCV-01‘Beagalltach’ /’Zephyr’
Class: GraviMagnetic Aircraft Carrier, Smallkin Operations
Crew: 150+80 man air group+100 troops(all crewmembers are of Size Class 1-3 small-medium build)
MDC/Armor by Location:
Main Body 900
Bridge 300
Sensor Mast 100
Point Defense Turrets(3) 100 each
‘Snapfire’ Cannon Turrets(3) 120 each
L-SAM ‘Black Talon’ Launchers(2) 100 each
PS-MMLR-14 Mini-Missile Launchers (3) 100 each
Lateral Laser Turrets(8 ) 50 each
Height: 13 ft, mast extends another 10 ft.
Width: 60 ft
Length: 180 ft
Weight: 3,000 tons
Cargo: Can hold up to 250 tons of freight
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Flying) Hover to 100 -300 MPH, maximum altitude of 5,000 ft, but typically cruises along at 100-800 ft.
(Water) 25 MPH
Cost: 39.9 million credits
Systems of Note:
*Radar(80 mile range)
*Short Range Sonar(5 mile range)
*Searchlights---IR and Normal Light---9,000 ft range
*Turret/Mast -Mounted Optics---Several sensor turrets(seconded from the PS-AH72B ‘Mohawk’ attack helicopter lines) provide visual sensing abilities.
-Thermo-Imaging
-Infra-Red
-Passive Nightvision
-Laser Targeting
*Radiation Detectors/Sensors

*Long Range Radio Communications: 800 mile range
*Life Support---Robot stanadard, good for 1 week of closed cycle recycling.
*Internal Fire Control----Inert gas/foam fire extinguishing system protects engineering spaces.
*External Warning Lights and Siren
*Airbag Crash Landing Gear(‘Pontoon Bags’)
*’Scramble Covers---When grounded, the ‘Beagalltach’ can deploy a folding stealth-fabric cover of linked ‘scramble shelters’, to screen it from detection on the ground.
This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infra-red/thermographic detection.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 3 minutes.
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope

Weapons Systems:
1)PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)(3)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
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)

2)L-SAM ‘Black Talon’ Launchers(2)---A light weapon mount RAM(rolling airframe missile) launcher adapted for shipboard use.
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)

3) 60mm Mass Driver Cannon(3)---The old 60mm Snapfire artillery weapon. These installations on the ‘Beagalltach’ have been compared to the 5 in(76mm) weapons mounted on WW2 vintage escort carriers. They give the ship both a hard-hitting direct-fire capability and long-range fire ability.
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 150 rds ready to fire, each cannon
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode(unless spotters are employed, and the Beagalltach has PLENTY of those .

4)PS-MMLR-14 Mini-Missile Launchers(3)---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.

5) Lateral Laser Turrets(8)----These are light laser turrets mounted around the edge of the hull, and meant for ground attack point-defense. The Beagalltach has been fitted with modified PS-RFL2-33 ‘Blazer’ weapons in place of the proposed original lighter weapons, a decision which has proven wise, when the carrier found itself engaged in close combat on several occasions.
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full melee burst(80 shots, no bonuses to strike... OR does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

6) Flare/Chaff/Decoy Launchers(4)----- These launchers are fully compatible with both Triax-style and Northern Gun-produced flare/chaff rounds, as well as the full range of alternate loads available from Northern Gun (see Rifts World Book 33: Northern Gun 1, pgs 137-138 for a full range of other flare types).
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
Damage: None
(Triax Style)
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
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Payload: 18 per launcher


Auxiliary Craft: (Typical complement)
48 MicroWarbirds
24 MicroHoverCycles
48 ‘Scamper’ or ‘Darter’ Power Armors
4 Rhobar McCFCR Cyborg Frame Combat Robots
50 ‘Flying Eye’ Drones
-------------
"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: 48004
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

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

--------Rudyard Kipling
------------
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