Paladin Steel Storefront

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

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
taalismn
Priest
Posts: 48629
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:
suspend them under a Lyn-Syrial Cloud Castle

Do you mean use Lyn-Syrial cloud magic to float the base?


Nope; use GMR gravitic resist to float the Ring, but conceal it under one of the golden birdies' floating castles...there's been some criticism that the set up of cloud castles as refugee housing after the fall of Tolkeen just gives the CS big airborne skeet to fire on; this might give the refuges some defensive teeth.
-------------
"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 »

So what else are you working on?
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
Shark_Force
Palladin
Posts: 7128
Joined: Fri Jun 26, 2009 4:11 pm

Re: Paladin Steel Storefront

Unread post by Shark_Force »

abtex wrote:So what else are you working on?


i hear he's working on heat exhaustion lately :P
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 »

Shark_Force wrote:
abtex wrote:So what else are you working on?


i hear he's working on heat exhaustion lately :P

Who is not. Humidity and heat trying to match numbers, and it's not raining.
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
Priest
Posts: 48629
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 HMBT-17 Kerkat Heavy Tank
(aka ‘Hexapuma’, ‘Death’shroom’, Tri-Dome’, ‘Beam-Sprayer’)
http://i408.photobucket.com/albums/pp164/taalismn/img146.jpg

“The modular missile launchers are just great from a logistics point of view---you can pull into a depot and reload with whatever they got with some quick refitting, but the devil’s in the details....Make sure the crew’s switch over to the appropriate band targetting radar when taking on medium- or long-range missiles...The ITSR-SNC-20 set already on the tank’s calibrated for short range tactical work, not long range target acquisition and guidance....For best results, the grease monkeys should refit an TSR-SAT-15 radome to the external hookup mounts, and run the crew through re-familiarization drill on the longer ranged sensors and their operation before letting them leave camp. But the SAT-15’s not always available for tanks, and not everyone has the time for a full orientation drill, especially with a hot battlefield, so expect a lot of wasted ordnance sailing into the wild blue, and hope it doesn’t claim any friendlies as collateral.”

“NO, I CAN’T ASSIST YOU! I’m tied down holding the attention of that convoy’s security you wanted me to take care of, remember? Only, it’s got US pinned down! They got three of those ####ing land battleships they call tanks dug in on the roadside covering my approaches. If I try to close with them, they ####ing beam us with those hell-zappers they got! I try to flank them behind cover, they start tossing missile-#### at me with apparently no end to their reloads! I tried blasting them out with my own missiles, but they all got some sort of intercept system taking out my rockets before they can hit! And I don’t dare try retreating BECAUSE THERE’S A DAMN OPEN FIELD BEHIND US! I pull back now, I have NO cover and they already have range on that ground! I CANNOT help you out! You’ll just have to deal with those armed haulers on your own! Oh quit whining! You got the mobility! Use it! No, I can’t come give you a hand with that! Oh #### all! They’re openning up on us her-”

The Kerkat is a Paladin Steel design for a heavy conventional ‘crawler’ tank using as many ‘off the shelf’ components as possible, a fighting machine that can hold its own against recent Coalition and Kittani hardware. In much the same way as the Black Bear Medium Battle Tank was concieved to bridge the developmental gap between the Lynx wheeled tank and the Firedrake hovertank, the Kerkat would replace the Black Bear in heavy armor formations, until enough Cestus and Shadowfist hovertanks could be produced to re-equip the armored regiments of the GNE. Working from a basic configuration sketched out by engineers, PS Heavy Machinery quickly prototyped the new MBT.
The Kerkat has a sloped ‘tortoise shell’ main body, with armor sloped for maximum deflection, and heavy side skirts shield the treads from direct attack. Taking a hint from pre-Rifts Soviet armor, the weapons turrets are set almost flush with the hull, with a rounded ‘dometop’ design, reducing the gaping shot traps that plagued the Black Bear. The heavy weight of the tank is carried by not two, but FOUR articulated tread units, with a third smaller set of two below the centerpoint of the chassis, that can be lowered for additional traction and power in rough terrain. The Kerkat is also surprisingly fast for a heavy tread-layer, courtesy of PS’s work with solid state cooling, friction-reduction/lubricant systems, and an advanced suspension system, though it is still ponderously slow compared to many wheeled and almost all GE vehicles.
Unlike the ‘Von Steuben’ tank with its 150mm massdriver main cannon, the Kerkat does not rely on a heavy projectile cannon as its main long range weapon, but instead on a combination of long range energy weapons and missile launchers. The Kerkat borrows heavily from its predecessor the Black Bear, adopting a multi-turreted configuration, with a large main turret housing a heavy particle beam cannon, two smaller auxiliary turrets on either side of the forward glacis plate, housing two rapid fire laser cannons, and fore and aft anti-personnel mounts. Two armored ‘bays’ on the flanks of the tank open up to reveal modular missile launcher mounts. A pair of automated anti-missile laser turrets are mounted on the main turret, providing an anti-missile and anti-aircraft ‘umbrella’ against anticipated artillery and ATmissile strikes. Extensive internal automation allows the four man crew to efficiently manage all the various weapons, though additional crewmen and workstations can be added to manually direct the many weapons systems. The large weapons fit-out and size of the Kerkat has thus led to the tank sometimes being called a ‘land cruiser’ or a ‘landship’.
Despite its improvements, the Kerkat remains a slow-moving tactical asset, prone to the same vulnerabilities of such vehicles in a battlefield dominated by faster moving hovercraft and power armors. PS has thus elected to make the tank as unrepentently heavy on defensive and offensive abilities as possible...if the tank is to be a target, as PS expects it will be recognized as, it will be as hard to kill as possible, and take as many of the enemy down with it as it can once it gets within range. Accordingly, the MBT is typically used to anchor offensives against counterattack, assault heavily fortified(and immobile) positions, and provide fire support for faster-moving units. GNE scout and skirmisher units are often taught to coordinate their movements to harass and herd enemy units into fire traps presided over by heavy MBTs. It has also occasionally been used to escort slow-moving land convoys through hostile territory, where the Kerkat serves to draw enemy fire and pin down enemy forces with its heavy firepower.
The Kerkat has seen only limited deployment, mainly as second-echelon garrison vehicle protecting static targets such as GNE communities and PS facilities. It has proven fairly popular with National Guard militias and garrison forces, as well as the second-line heavy armor units it gets assigned to, as the Kerkat can soak up a tremendous amount of punishment and dish it out in return. None are KNOWN to operate outside the GNE with anybody other than PS and GNE forces.
PS engineers have taken advantage of the Kerkat’s size and stability as a heavy weapons platform to experiment with several variants, swapping out the main PBC for various other heavy energy weapons.
The Kerkat gets its name from a Wynaro descriptive phrase for a six-legged felinoid predator, reminiscent of the Panthera-Tereon of Rifts Earth, that stalked the Wynaro homeworld. The Kerkat-Zyrano often picked out dens near shore locations frequented by other animals(including the Wynaro) and staking out territory, killing and eating, or driving away, any who tried to cross the claimed ground.
Type: PS-HMBT-17 Kerkat
Class: Heavy Main Battle Tank, Treaded
Crew: 4, with room for 1-3 passengers/additional crew
MDC/Armor by Location:
Main Body 900
Treads(4) 200 each
*Secondary Treads(2) 100 each
Main Turret 400
Heavy Particle Beam Cannon 150
Anti-Missile Cupolas(2) 60 each
Secondary Turrets(2) 100 each
Rapid-Fire Gatling Lasers(2) 50 each
Missile Cassette Launchers(2) 120 each
Rail Gun Mini-Turrets(2) 50 each
*Located as they are underneath the main body of the tank, these treads are hard to hit, and typically can only be struck by mines or opponents UNDER the vehicle.
Height: 11 ft
Width: 12.5 ft
Length: 35 ft
Weight: 75 tons
Cargo: 3ftx3ftx4 ft space in the cabin
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Land) 40 MPH
(Underwater)---The Kerkat can seal itself up and drive underwater along the bottom of rivers and lakes. 5 MPH maximum, and can survive depths up to 100 ft.
Market Cost: 28 million credits
Systems of Note:
Standard robot features, plus:
*Laser Targeting---+1 to strike with ranged weaponry
*Directional Laser Communications---This allows the tank to have unjammable point-to-point communications with other(similarly equipped) vehicles and remote surveillance drones.
*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 semi-automatic 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 recieved communications(the system filters them out from the jamming clutter) and sensory data recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.

Weapons Systems:
1)Heavy Particle Beam Cannon(1)----The main direct fire weapon of the Kerkat is this massive particle beam cannon, rumored to have been a spinoff of PS’s space weapons program.
Range: 8,000 ft
Damage: 6d6x10 MD per shot
Rate of Fire: 3 times per melee
Payload: Effectively Unlimited

2)Anti-Missile Cupolas(2) ---The Kerkat mounts not one, but TWO anti-missile systems, for maximum coverage against enemy missile bombardment. The initial weapon mounted was the PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”). This installation, introduced on the Minotaur Battle Robot, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted to a number of platforms for point defense, and is capable of engaging both airborne and surface targets(though this requires a manual override to change fire modes). The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret that is often semi-recessed in a ship’s (or tank’s) hull, elevating slightly and instantly when clearing for action . The system mounted on the Kerkat has had its fire control system upgraded for faster response time against multiple missile barrages and fast-moving opponents such as Juicers and cyborgs.
Paladin Steel West, on the west coast of North America, is developing a similar system based around a pulse laser weapon for faster rate of fire.
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”(HEXMBT-Upgrade) has 5 attacks per melee and a +2 to strike
Payload:8,000 rd drum(200 bursts)

3)Rapid-Fire Gatling Lasers(2) -----The two secondary turrets mount powerful PS-RFL-25s, the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

4)Modular Missile Launchers(2)----Semi-recessed in the rear sides of the tank are a pair of modular missile launch boxes, that can be refitted to fire mini-missiles, SRMs, MRMs, and LRMs with the right preparation.
Changing the missile type/load-out requires the entire box launcher to be removed from the tank and replaced with the appropriate new launcher; a well-equipped field depot can do the job in half an hour, then run software re-integration and testing.
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-6
Payload: 48 Mini-Missiles OR 12 Short Range Missiles OR 6 Medium Range Missiles OR 2 Long Range Missiles each launcher.

5) Anti-personnel Rail Guns(2; one fore and aft)---Mounted on the forward glacis plate and on the rear are small turrets mounting rapid-fire rail guns, meant for driving off infantry.
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

6) Smoke Mortars(4)---Mounted on the sides of the turret are two gas grenade launchers for providing covering smoke. Another two are mounted at the rear of the treads.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 24 total

Options:

*Flamer Defense System--- Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of six short-range flame projectors set up to surround the tank with a six-fan ring of flame.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 27,000 credits.

*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 corrsoive 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

*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel 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 fletchette packs each(72 total)
Cost: 200 credits per fletchette 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 easily 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.
MDC of Assembly:80
Size: The flail assemby adds ten feet to the length of the tank
Range: 8 ft range
Damage: 1d6 MD per chain strike(Roll 1d6 to dtermine 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:

*PS-HMBT-17G---This variant replaces the regular turret and secondary anti-missile systems with a heavy 30mm Gatling system. This was born of PS’s efforts to marry the GAU-8/A ‘Avenger’ gatling cannon to the German 30mm TX-862 round (copied extensively by PS and used in a wide range of weapons). The result is this truly scary seven-barrel monster that takes up the entire turret, but which lays down SERIOUS damage on target.
Because of the Kerkat’s heavier construction and sturdier frame, the weapon can be fired at closer to its original rate, allowing for obscene amounts of damage to be dished out. The tank can also carry a larger supply of ammunition.
Since the installation of the Heavy Gatling necessitated removing the anti-missile systems, the PS-HMBT-17G is somewhat more vulnerable to missile attacks. However, to compensate, the turret has been fitted with point defense electronics and targeting gear adapted from warship PD systems, and the Heavy Gatling is as capable at engaging airborne targets(such as aircraft and missiles) as at pulverizing ground targets.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst, 6d6x10 MD per twelve-round burst, 1d6x100+100 MD(!) per 24 rd burst.
Rate of Fire:EPCHH, EGCHH, as an automated defense system linked to a radar/sensor system, the Heavy Gatling has a +3 to strike, and four attacks per melee.
Payload:1,600 rd drum
Bonuses: +3 to strike

*PS-HMBT-17H-AAAT---Another projectile weapon variant of the Kerkat, this version replaces the entire turret(along with its anti-missile mini-turrets) with a new turret housing twin long-barrel 80mm anti-aircraft rail guns, along with associated fire control(these tie in to the missile guidance systems). The result is a heavy mobile anti-aircraft vehicle for supporting large ground formations, and for reonforcing garrisons. The early prototypes proved themselves during a Splugorth attack on an outpost in Maine, where the mobility of the tanks defeated recon efforts by the Kittani prior to their attack to map the air defenses; the defenders were able to change the positions of their guns and spoil the raid.
Changes/Modifications:
Systems of Note:
*Advanced Fire Control----The PS-HMBT-17H mounts a long range radar set-up with 80 mile tracking range, and +3 to strike with the heavy cannon. +1 to the guidance systems on the missiles.
Weapons Systems:
1) 80mm LB Gauss Cannon(PS-MDA80L-AAA32)---Twin mounting of two rapid-fire long-range cannons.
Range: (Direct Fire)37,000 ft (7 miles)
(Indirect Fire) 62,500 ft (14.5 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 6 shots per melee per cannon
Payload: 180 rds
Cost: 1.2 million credits (600,000 credits)


*PS-HMBT-17L---This variant replaces the particle beam cannon for a heavy laser cannon.
Range: 2 miles
Damage:1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

*PS-HMBT-17M---(aka ‘MultiFace’, ‘Ant-Tank’, ‘Bristle’, ‘Murderer’) This variant replaces the single long-range energy weapon in the main turret with two individually less powerful weapons; the resulting weapon trades long range direct firepower for heavier close-in power. The ‘M’ variant has proven quite popular with crews, but the added power demands of the twin weapons have been known to overtax the tanks’ power systems and result in frequent blown fuzes in the electrical harness, as well as uncomfortable heat buildups in the crew cabin. Typically carries a pair of the following:
a)Tri-Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

b)Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:Effectively Unlimited

c)RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively Unlimited

d)H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

e)PS-44L Vulcan Laser
Weight: 1200 lbs
Range:4,000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:Six times per melee
Payload: Effectively Unlimited

f)PS-AWD-MTL-1 Tri-Laser-----Based on the Mechanoid Brute
Range:6000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

g)PS-AWD-DBPBC-2------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Weight: 1,000 lbs
Range: 4000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

h)PS-AWD-PC3------Based on the Mechanoid Brute Plasma Cannon, and modified to also fire a plasma ‘shotgun blast’.
Range: 4000 ft
Damage: 1d4x10 MD per blast
(Plasma Scattershot) 6d6 MD to 20 ft wide area
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Last edited by taalismn on Tue Jul 26, 2011 6:08 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 »

abtex wrote:So what else are you working on?

I guess that will do. Which weapons are the tail gun(s)?
Sorry the "fore and aft anti-personnel mounts".
Shark_Force wrote:i hear he's working on heat exhaustion lately :P

That fits with the PS-HMBT-17M version of his new "How To Get Home Safely" vehicle.
taalismn wrote:Paladin Steel HMBT-17 Kerkat Heavy Tank
(aka ‘Hexapuma’, ‘Death’shroom’, Tri-Dome’, ‘Beam-Sprayer’)
http://i408.photobucket.com/albums/pp164/taalismn/img146.jpg

*PS-HMBT-17M---(aka ‘MultiFace’, ‘Ant-Tank’, ‘Bristle’, ‘Murderer’) This variant replaces the single long-range energy weapon in the main turret with two individually less powerful weapons; the resulting weapon trades long range direct firepower for heavier close-in power. The ‘M’ variant has proven quite popular with crews, but the added powerdemands of the twin weapons have been known to overtax the tanks’ power systems and result in frequent blown fuzes in the electrical harness, as well as uncomfortable heat buildups in the crew cabin. Typically carries a pair of the following:


I think 'powerdemands' is two words. 'fuzes' two 's' or new tech speech?

Thank you for the post.
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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn, You once gave me the Future Transport site

Now I am sharing new found site Amazing New International Latest Technologies Worldwide Pictures with you. May future postings be with you.

Also http://nhungdoicanh.blogspot.com/ for some aircraft.
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
Priest
Posts: 48629
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:
abtex wrote:So what else are you working on?

I guess that will do. Which weapons are the tail gun(s)?
Sorry the "fore and aft anti-personnel mounts".
Shark_Force wrote:i hear he's working on heat exhaustion lately :P

That fits with the PS-HMBT-17M version of his new "How To Get Home Safely" vehicle.
taalismn wrote:Paladin Steel HMBT-17 Kerkat Heavy Tank
(aka ‘Hexapuma’, ‘Death’shroom’, Tri-Dome’, ‘Beam-Sprayer’)
http://i408.photobucket.com/albums/pp164/taalismn/img146.jpg

*PS-HMBT-17M---(aka ‘MultiFace’, ‘Ant-Tank’, ‘Bristle’, ‘Murderer’) This variant replaces the single long-range energy weapon in the main turret with two individually less powerful weapons; the resulting weapon trades long range direct firepower for heavier close-in power. The ‘M’ variant has proven quite popular with crews, but the added powerdemands of the twin weapons have been known to overtax the tanks’ power systems and result in frequent blown fuzes in the electrical harness, as well as uncomfortable heat buildups in the crew cabin. Typically carries a pair of the following:


I think 'powerdemands' is two words. 'fuzes' two 's' or new tech speech?

Thank you for the post.



Thanks for catching the typos, but 'fuzes'(and 'fuze') are a legitimate variant of 'fuse', according to the Merrian-Webster Collegiate Dictionary. :-D :wink:
-------------
"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
glitterboy2098
Rifts® Trivia Master
Posts: 13532
Joined: Wed Aug 06, 2003 3:37 pm
Location: Missouri
Contact:

Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

abtex wrote:taalismn, You once gave me the Future Transport site

Now I am sharing new found site Amazing New International Latest Technologies Worldwide Pictures with you. May future postings be with you.

Also http://nhungdoicanh.blogspot.com/ for some aircraft.


you might alos want to check out:
Concept Robots
Concept Ships
Concept Tanks
X-planes blog
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
Image
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.

-Max Beerbohm
Visit my Website
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Thanks for catching the typos, but 'fuzes'(and 'fuze') are a legitimate variant of 'fuse', according to the Merrian-Webster Collegiate Dictionary. :-D :wink:

My browser's spell checker flagged them.
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
Shark_Force
Palladin
Posts: 7128
Joined: Fri Jun 26, 2009 4:11 pm

Re: Paladin Steel Storefront

Unread post by Shark_Force »

abtex wrote:
taalismn wrote:Thanks for catching the typos, but 'fuzes'(and 'fuze') are a legitimate variant of 'fuse', according to the Merrian-Webster Collegiate Dictionary. :-D :wink:

My browser's spell checker flagged them.


my spell checker doesn't like it when i use the non-american spelling of words :P

heck, it's mad at me for not capitalising america (also for using an 's' in capitalise) :P ;)
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 »

Most of the time it has no more idea what I am trying to write that I do. :)
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
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

AALBm-17 ‘Air Web’ Anti-Air Land Mine
(aka ‘Flying Cheese Cutter’, ‘Air Slicer’, ‘Instant Elephant Grass’)

“So, how many gargoyles we get in their last attack?”
“Dunno....ground crew’s still counting the pieces.”

“Remember, it’s a good idea to throw a few regular rockets up too...make the bogies think they’re dodging triple-a rocket fire when it’s what’s trailing behind the fireworks that’s what’s REALLY going to dice them!”

The AALBm-17 is an ordnance device based on the ‘Cutter Trap’ area-denial munition, but applied to air defense. The mine consists of a large launcher box consisting of over a dozen spools of Atlas ‘snap’ monofilament line attached to micro-missile motors, with each projectile angled so as to cover a wide swathe of airspace. Detonated by command signal, the rocket motors pull out lengths of Atlas-Wire into the air, snapping them taunt, hopefully to catch and entangle(and ideally dismember) low-flying enemy combatants flying into the effectively invisible wires. When expended, the wires fall to the ground, their safety braiding ‘folding’ them so they may be safely recovered/reeled back up(without slithering and cutting through objects and personnel on the ground), the rocket motors replaced, and the trap reset for reuse.
Combined with more traditional air defense means(including regular AA micro-missiles), air-webs can prove lethal to opponents attempting low altitude air strikes on GNE positions. The GNE Armed Services typically deploy air-web munitions around airfields, field camps, and on top of facilities.
Weight: A typical AALBm-17 device weighs about 200 lbs.
Range: Typically 1,000-5,000 ft, covering a 45-degree wide area (but with a dozen or so wires in the smaller traps, there’s a good chance of the aircraft avoiding striking a wire entirely at the extreme altitude of the trap). The angle can be varied from 30-degrees to 90 degrees. The trap typically remains aloft and viable for 1d6 melees.
Damage: 1d6 MD +1 MD point for every 5 MPH of speed upon impact.
In addition, if four or more wires are hit, there is a 30% chance per melee of being trapped inside the trap and thrashing around, of pulling 1d4 lines loose from their moorings and becoming entangled in them. In addition to doing additional damage(1d4 MD per line per action taken to attempt to escape) as the wires slide over/through the victim, the wire can also foul air intakes, drive fans, wings, and other moving parts.
Gun Turrets and other moving parts that are swiveling and moving will take 1d6 MD damage per action, and may become hopelessly fouled and unable to move without destroying themselves(2d4 MD per movement/attempt to free themselves).
If the wire is drawn into the air intake for a turbine or hover-fan system, there is a good(20%) chance of fouling the internal mechanism of the engine and causing it to tear itself apart/burn out.
Payload: Typically 12-20 rockets, fired at once
Cost: 38,000 credits for the 12 rd version, 42,000 credits for the 20 rd version. Replacement rocket motors cost 10 credits each
-------------
"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 »

Never ask how strange things can get. Or you will come across something like this -- Cremated Ashes as Ammunition
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
Priest
Posts: 48629
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:Never ask how strange things can get. Or you will come across something like this -- Cremated Ashes as Ammunition



Hmmm...maybe use the ashes of saintly or demonic beings for extra effect? This has Necromantic Technowizardry or Ritual written all over it.
-------------
"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 »

Where would using the ashes as a reason for haunted vehicles fit in there?
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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:The icebreaker I'll have to compare to something I saw on Secret Projects Naval Projects (another design I'd like to do, but not without RADICAL modifications to survive in Rifts Earth).

What is the great plan for a cute little icebreaker?
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
Priest
Posts: 48629
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:Where would using the ashes as a reason for haunted vehicles fit in there?



Wouldn't be related...Haunted Vehicles are inanimate objects that pick up residual PPE from their surroundings, like how objects you handle might pick up a thin layer of your body oils and skin cells. The PPE build-up later combines with the embedded psychic impressions to grant the vehicle a form of 'life'.
Ashes are the remains of formerly living beings, that might contain some residual PPE from the living person, or at least a psychic impression .
I'm freehanding this as I go along, but say a Necro-munition ritual (which should be fairly expensive, PPE-wise; maybe 300 or more PPE) can make as many bullets from a person's/critter's ashes as they had PE (that's Physical Endurance) while alive. Now, each bullet catties a PPE-negation charge equivalent to HALF the PPE of the cremated critter when it was still alive(not at the time of death) that disrupts the PPE of the target, erasing it until it can be regained naturally. If ALL of the remaining PPE of the target is erased in this matter, subsequent rds do 1 point of additional damage per every 5 pts of 'negative PPE' in the shell(DOUBLE damage if the target is of an opposing alignment to that of the late ashes contributor)...the enchanted ashes act as a sort of magic poison.
Maybe the target should get a save versus magic to resist/shake off the effect.

The ritual itself takes place in a special pentagram, in which the maker of the bullets must have the ashes and all the tools needed to make/pack the bullets.
-------------
"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
glitterboy2098
Rifts® Trivia Master
Posts: 13532
Joined: Wed Aug 06, 2003 3:37 pm
Location: Missouri
Contact:

Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

abtex wrote:Never ask how strange things can get. Or you will come across something like this -- Cremated Ashes as Ammunition

oh great, skinwalker ammo..


FYI, skinwalkers of navajo folklore use "corpsepowder" and beads made from human bone to spread sickness. oddly enough, there was a tony hillerman novel (skinwalker, appropriately enough), where someone takes shot at detective jim chee with a shotgun loaded with a bone bead in the pellets. because the person thought hee was a skinwalker. according othe folklore, if you get the bead or corpse powder used on you into the skinwalker, you'll be cured..
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
Image
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.

-Max Beerbohm
Visit my Website
User avatar
taalismn
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Why? Because I can. :fool:

Paladin Steel ‘Scamper’ MicroPower Armor
(aka ‘Scamper Fi’, ‘Stainless Steel Rat’, ‘MicroMenace’, ‘Mighty Mouse’)
http://i408.photobucket.com/albums/pp164/taalismn/img150.jpg

“Oh, I forgot to close the window in the house!”
“Don’t worry about it. It will be taken care of.”
“What if somebody tries to break in?”
“Pakminster will take care of it.”
“Pakminster’s a wiffle-ball-sized white RAT! Even if he IS a mutant, what the hell good can he do against a full-sized burglar!!!??? With a GUN! He’s a fat, rolly-polly, stubby-armed, waddling ball of FUZZ!”
“That’s easy; he’s got power armor.”
“!?!”

“Okay, somebody just tripped the perimeter. Three of them just came in.”
“Told ya we shoulda closed that window. Meec.”
“Hey! You like the breeze as much as I do!”
“Never mind that. Too late now. What they look like?”
“Looks like a hacker and two muscle with bags and pry-bars.”
“Body armor? Bionics?”
“None I can see. Maybe only light plainsclothes stuff. Nice little wireless deck on the phreaker, though. Not using it well, though; he got through the outer security, but he doesn’t realize we’re watching him.”
“I’m suiting up, then. You can box them in with the fire doors?”
“Yeah. You be careful, though. We’re outnumbered.”
“They’re outmaneuvered. I’ll be careful, though. I’ll take the wiley one out first.”
“Which one?”
“The one who looks like he knows what he’s doing. The dangerous one.”


“GAAAAHHHHHHHHHHHHH!!!!!!!!ITSGOTMYLEGSITSGOTMYLEGS!!!”
“DON’T LET IT DRAG LENNY TO THE BASEMENT! Oh shi--too late, he’s a goner....”
“Only two of us now.”
“Alone with THAT.”
“I’m beginning to think maybe it wasn’t such a hot idea to break into this place.”
“Me too.”

“Killer android teddybears from outer space, uh? Bring it on, robo-poo! This hamster’s ready for you!!”

#”FARRRGGGHH!!! What is it with this damn world, where even the vermin wear battle armor!???!! Already a quarter of my troops have been incapacitated with leg injuries, I have a dozen slaver platforms gutted from underneath, and my scouts REFUSE to go into the underbrush for fear of the -chilztech- they claim are lurking everywhere!!! Our faerie-harvest is behind quota and the collector wasps keep disappearing and---LASER DESIGNATOR!!! TAKE COVER! TAKE COV---”#

“Cute little rascals aren’t they? Almost want to take one home to my lady.”---EShemar Male Scout, upon watching a platoon of Scampers tear up a Splugorth Hunt Party

The Scamper is arguably the smallest in-production power armor to be produced on Rifts Earth. Based heavily on the chassis of the NEMA Pup Scout robot, and the electronics of the Spider Scout, the Scamper is meant to heavy serious high-tech protection and augmentation to some of the smallest of the GNE’s sentient citizens. The original R&D was done as much as an exercise by PS student-engineers, but reached limited production status as more and more of the ‘little people’ living in the GNE’s shadow began stepping forward, asking for more protection and a greater role in GNE affairs.
The Scamper resembles nothing so much as an armored soccer ball with robotic arms and legs, and a ring of sensors around what would be the head. They are marvels of miniaturization, packed with micromotors and mini-sensors, and powered by a radioisotope power cell for long life. The Scamper is also well-armored for its size(using new space-formed metals and composites), and its rolly-polly shape lends well to safely taking tumbles and falls. Padded feet reduce the noise of its footfalls and decrease its footprint pressure, making it nearly completely silent(great for prowling around). Modular hardpoints(virtually a mandatory feature on Paladin Steel designs) allow it to be quickly upgraded and refitted to a variety of different roles and combat preferences.
Though production of the Scamper has been limited(PS hesitates to say ‘small’ batches), those produced have found roles in espionage, reconnaisance, and point security operations, often operating in concert with new-production Pup Scouts and Spider Probes, and larger ‘mini-armors’ like the Barco-Bot. A number have also reportedly been deployed in support of the Sidhe Liberation Army against the Splugorth in Nova Scotia.

Type: PS-McPA02 Scamper
Class: Power Armor, Micro
Crew: One, Size Level 1-2(Small Build) or Size Level 1(Medium Build) mutant animal or humanoid.
MDC/Armor by Location:
Main Body 50
Arms(2) 20 each
Legs(2) 22 each
Height: 17 inches
Width: 12 inches
Length: 12 inches
Weight: 50 lbs
Cargo: None, aside from what can be carried externally.
The pilot typically wears a pocketed survival vest with a small survival kit, nanite injector pen, folding thermal foil mini-tent, and one week of pill rations.
Phsyical Strength: Robotic P.S. of 20
Powerplant: Long Duration Isotope Power Cell(LDIPC) w/ 2 year energy life
Speed:
(Running) 45 MPH; note that the pilot fatigues at 10% of normal
(Leaping) 3 ft up, 6 ft across, increase by 50% with a running start
(Climbing) Fairly profficient
(Flying) Not possible without flight systems(see Options)
(Underwater) Run along bottom at 11 MPH, maximum depth of 600 ft

Note: NO prowl penalty

Market Cost: 350,000 credits
Systems of Note:
Standard(albeit miniaturized) Power Armor Features, plus:
-Multi-Optics(2,000 ft range)
-Telescoping Zoom Lens(2,000 ft range)
-Micro-Magnifying Lens(x2, x10, x50 magnification)
-Thermal Optics( 1,000 ft range)
-Camera/Video w/ live transmission capability)( 15 miles range)
-Electronic Ear and Audio Transmitter w/ scrambler capabilities( 1.5 miles range)
-Laser Distancer( 1,000 ft range)
-Radiation Detector(100 ft diameter area)
-Air Thermometer(20 ft diameter area)
-Molecular Analyzer(20 ft diameter area)

Weapons Systems: None standard, but can be fitted with the following:

1) Forearm Hardpoints---Each arm can be fitted with ONE of the following:
a) Vibroblade/Claws(1-2)---1d4 MD per blade. 10,000 credits per blade.

b) Tool Laser----50 ft range, 1d6 or 3d6 SDC per blast, Effectively Unlimited payload linked to the power cell, 5,000 credits.

c) Finger Blaster----300 ft range, 1d4 MD per blast, Effectively Unlimited payload linked to the power cell, 20,000 credits.

d) Mini-Shot Gun---Can be either a single-barrel revolver-drum-fed weapon or a double-barrel ‘metalstorm’-loaded weapon.
Range: Varies(see below)
Damage:(12 Gauge)
*Standard Shotgun shell--100 ft range, 5d6 SDC
*Standard Buckshot shell---100 ft range, 4d6 SDC to 5 ft area
*Teargas shell---100 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---100 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---100 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 100 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire: Single shot, or double-shot for the twin-barrel model
Payload: 6
Cost: 5,000 credits for single-barrel revolver-style model, or 6,000 credits for double-barrel model.
A box of 100 shotgun slug rds costs 60 credits
A box of 100 baton rds costs 45 credits
A box of 100 tear gas rds costs 80 credits
A box of 100 S-9Dex Incapacitation Munition rds costs 360 credits
A box of 100 Mini-Grenade rds costs 2,000 credits
Options:
*Mini-Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 400 credits

e)S-9 ‘Sandman’ Stun Pistol
Weight: .5 kg
Range: 200 ft
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser bead strike.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.
(Taser Grenade) Roll percentile dice---10% chance of a successful strike per bead remaining in the magazine. Does normal taser damage to targets in a 20 ft radius
Rate of Fire: ECHH
Payload: 20 taser ‘beads’ in a screw-on magazine. The gas cylinder has enough inert gas propellant for 40 shots.
Bonuses: Lightweight construction and superior ergonomic design give this weapon a +2 to strike
Special Features: Composite plastic construction(able to pass through metal detectors undiscovered), low recoil, low acoustic signature, no thermal emissions, laser spot-sight.
Cost: 3,000 credits. 300 credits per magazine. 25 credits per gas cartridge
Options:
*Extra-Large Magazine---A larger magazine with 50 rds(and a correspondingly larger gas cartridge as standard). Great for auto-spraying crowds. 500 credits per magazine. 40 credits per gas cartridge

f) Bionic Finger Joint Grenades---Up to 6 can be carried, and thrown up to 100 ft. 2d4 MD to 10 ft area. Cost: 1,000 credits per grenade.

g) Micro-Missile Launcher(PAMcML-04)---3 per forearm. Can use either 15mm or 20mm format McMs(any Pattern). Cost: 5,000 credits, 1,000 credits for the laser guidance upgrade.

h)Drug Injector Needle and Drug Dispenser. Can be fitted with a vibro-stilleto needle for drugging MDC beings(stilleto does 1 MD). 20 dose capacity. Cost: 3,000 credits, 6,000 credits for vibro-stilleto model

i) Mini-SMG----Modified PS-NC-I ‘Hailburst’ .22 mini-gatling.
Weight: 2.75 lbs
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 18, 24, 30, or 50 rd clip
Special Features:
*Underbarrel Mounting Lug(for optional mounting of laser spot sights)
Cost: 1,500 credits
Options:
*Laser Spot/Flashlight---Clips on under the barrel. +1 to strike. Cost: 400 cedits

j) Jolt Tazer----Contact zapper. Range: Melee, Damage: Victims roll versus non-lethal poison or be -8 to strike, dodge, and parry for 2d4 melees, Cost: 200 credits

k) Stun Blaster---Ranged electrical blaster. Range: 100 ft, Damage: Victims roll versus non-lethal poison or be -10 to strike, dodge, and parry for 2d4 melees, Cost: 4,000 credits

l)Model 1d Zap Taps
Range:(Model 1d Stud Pad) Melee
Damage:(Model 1d Stud Pad) Two settings; 1d4x10 SDC or 2 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited payload linked to the power cell
Cost:(Model 1d Stud Pad)15,000 credits

m) Ion Mini-Blaster---Based on the PSIP-19 ‘Sparkshot’ Derringer Ion Pistol
Weight: 8 ounces
Range:300 ft
Damage: 2d4 MD single shot
(Ion Scatter-Shot Mode) A twist of the barrel converts the ion derringer into a short range shotgun with an area of effect blast. Reduce range to 150 ft, but does 3d6 MD to a 12 ft wide area
Rate of Fire: Standard
Payload: Effectively Unlimited payload linked to the power cell
Cost: 8,000 credits


2) Backpack Hardpoint(1):
a) Light Pistol or Small SMG(typically PS’s M118 Colt 45, M-120 Automag, or LPPW-03 Jasta .32 Automatic Pistol, w/ drum clip, or a Wilks Laser Pistol, PSLP-3 ‘Asp’ Light Laser Pistol, or PSIP-18 “Bergan” Ion Blaster)

b) 23mm Mini-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: 10 shot clip, or a 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

c) Micro-Missile Launcher---10 shot pod. Can use either 15mm or 20mm format McMs(any Pattern). Cost: 16,000 credits

d) Mini-Missiles---2 shot launch rail. Cost: 15,000 credits, plus cost of the missiles.

e) Ion Blaster---1,200 ft range, 3d6 MD per blast, Effectively Unlimited payload linked to the power cell. Cost: 20,000 credits.

f) Light Laser Blaster---2,000 ft range, 2d6 MD per blast, Effectively Unlimited payload linked to the power cell. Cost: 25,000 credits.

g) ‘Eyeball’ Pack---This consists of two spherical laser mounts based on Cyborg Laser Eye technology. One ‘micro-turret’ is mounted above each shoulder and sports a mini-laser. Each turret can fire separately, or in synch with the other. Range: 150 ft, 1d6 MD per single laser blast, 2d6 MD for both firing simultaneously, and +1 to strike. Cost: 9,000 credits

h) Grapnel Launcher---Backpack launcher with 100 ft range/line, mini-winch, and 2,000 lbs test strength. Cost: 5,000 credits

i) Laser Illuminator---Laser designator package, for ‘painting’ targets for laser-guided ordnance. The compact laser designator was taken directly from PS’s existing PSLR-50 ‘Widower’ Scout Rifle. Range: 50,000 ft. Cost: 3,500 credits

j) Cargo Clip---Can carry up to 12 lbs on their backs; usually a couple of grenades, a fusion block, radio beacon, or reloads.

3)(Optional) Hand-Held Weapon(s)---Typically an energy pistol, light SMG, vibro-knife, or shock-stick

Hand to Hand Combat:
Use Standard Power Armor Training, plus the following:
+2 to Roll
+1 Dodge
Paw Strike 1d6+5 SDC
Power Paw Strike(counts as two attacks) 3d6+2 SDC
Restrained Pounce Attack 2d6+2 SDC
Full Strength Pounce Attack 4d6+5 SDC
Body Block/Tackle 2d6 SDC

Options:

*Mini-Radar/Motion Detector---Can be built into a pair of dish-like ears(3 MDC each), w/ a 2 mile range. Also includes motion detection w/ 100 ft radius. Cost: 7,000 credits

*Spider Legs---(backpack weapons CANNOT be fitted if this option is installed)---Six robotic legs are installed, attached to the back. 6 MDC each, and have an automated climbing program that allows the power armor to climb vertically at half its maximum running speed. Cost: 45,000 credits

*Jumper Legs---Modifies the leg actuators for super-jumps(x10 normal jumping range). Cost: 50,000 credits

*Flight System---(backpack weapons CANNOT be fitted if this option is installed) Based on the NEMA Flying Probe’s flight system; 25 MPH, maximum altitude of 1,000 ft. Cost: +55,000 credits

*Molecular Adhesion Pads----Perfect for climbing on darn near anything(or attaching onself to larger objects). Cost: 43,000 credits

*Tentacle Tail--- 2 ft long prehensile tail appendage. Adds +5% to climbing skill, and +2 entangle/+1 disarm in malee combat. 10 MDC. Cost: 43,000 credits

*Laser Reflective Armor----Bronzes the micro-armor in laser reflective chrome(lasers do HALF damage). Cost: 100,000 credits

Variants:

-PS-McPA02UWD- Underwater Deep Dive Modification Variant---Adds pressure reinforcement and floatation units, plus a water thruster system, allowing the micro-power armor to swim at speeds up to 20 MPH, and dive to depths of 1,000 ft. Also adds mini-sonar with 1.5 mile range. Typically fitted with blue-green frequency-modified lasers, micro-torps, supercavitating ammunition, and APP-style underwater projectile guns. Cost: +75,000 credits

-PS-McPA02TW---Techno-Wizard version of the Scamper, powered by a PPE Power Crystal. Incorporates the following spells(Equiv. to 6th level):
*Cloud of Smoke (1)
*Escape (4)
*Shadow Meld(5)
*Invisbility: Simple (3)
*Superhuman Speed(5)---Applied for the extra dodge bonuses
*Superhuman Strength(5)

TW Optics include(NO ongoing PPE cost):
* See Invisible
*See Aura

-Additional spells can be added at extra cost. Favorites include:
*Fly as the Eagle (13)
*Multiple Image (4)
*Impervious to Energy(10)

The McPA02TW is powered by two Ghanam Powerstone matrices (a cylinder or hexagonal rod of crystal 3-5 inches long and 3-4 inches in diameter0, one powering the armor and the other associated spells.
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: 950,000 credits. A second ‘accessory’ Powerstone can be added for 350,000 credits, giving an additional 100 PPE capacity(or the power armor can simply mount a ‘Regenerator’ Gun on its back hardpoint.

-PS-McPA02S---Spacesuit version, with extra radiation shielding and life support insulation. Thruster jets allow the ‘suit to fly in zero gravity at roughly 60 MPH. Cost: 950,000 credits

--PS-McR02 ‘Biter’---This is the robot drone version , which replaces the pilot with a small combat-rated AI. The AI has generally the same programming and capabilities as the Pup Scout(programming was copied). Biters are slightly more expensive than manned Scampers, but have the advantage of being expendable. The GNE deploys hordes of these things around installations(one enemy nicknamed them ‘screamers’, a moniker that once PS learned what it was refering to, launched a public relations campaign to defuse any misgivings about the little ‘bots among their own populace), as well as deploying them by air and artillery round to wreck havoc in enemy lines. The ‘Biter’ often is deployed in support of regular ‘Scamper’ squads to draw enemy fire and probe defenses.
5 Actions/Attacks Per Melee
+2 Strike w/ weapons
+3 Strike w/ paws/arms
+1 Parry
+6 Automatic Dodge
+2 Roll
Basic Math 98%
Radio Basic 98%
Prowl 60%
Detect Ambush 50%
Camouflage 50%
Tracking 60%
Land Navigation 86%
Cost: 480,000 credits


-PS-McPA01 ‘Bounder’---This was the previous micro-armor and was little more than a Paladin Steel-manufactured copy of the NEMA -RX 3036 Pup Scout recon drone, examples of which had been fitted with armored ‘hamster balls’ in place of the A.I. head compartment(otherwise identical to the standard Pup Scout). About a hundred were produced as a sideline to the renewed production of the Pup Scout, and field-tested with the ‘little people’ militia contingents as a proof-of-concept trial before the more versatile Ps-McPA02 Scamper was developed and began to replace the Bounder in common use. The McPA01 is still used for training, and has been shifted to the Reserves in the GNE, but a number have been sold/given to affiliates.




Pakminster Rhadtt(NPC)

:-D "Hi, There!" :-D

Pakminster Rhadtt is a mutant rat who lived most of his early life as a part-time worker and mascot in a book shop(or rather ‘shoppe’) in Tolkeen. actually living in the bookstore since he was ‘apprenticed’ there at a very young age. There he learned to love books and love people, and frequently promoted books, reading, games, and toys to visiting children, as well as wandered the store, highlighting various items for customers and dusting the shelves. A simple, but fulfilling, living, and not giving much thought about the hostile world outside the shop...until Tolkeen fell. In the chaos of the advance of the Coalition States’ military, with everybody running for their lives, somehow Pakminster got left behind. Trapped in the abandoned store, Pakminster was rescued by a GNE-backed Heritage Scout team that was attempting to save as many people and items of interest(data stores, books, cultural items) before Coalition ‘liquidators’ could get to them.
Adopted by a GNE scholar-engineer, Pakminster now lives in a new house where he does much as he did before, keeping books and papers tidied up and what he can reach of the house straightened out. He’s also good friends with another resident of the place, Meec the Mouse, a computer-obsessed mutant mouse. All in all, a simple and fulfilling living for the little person. However, Pakminster wanted to do something more, and insisted on having a hand in helping keep the household safe, especially when he learned that other ‘little people’ were stepping forward, insisting on having a greater hand in the defense of their homelands. For his standing up, Pakminster recieved militia training and was enrolled in the local Community Civil Defence Teams. Also, courtesy of his ‘boss’s’ connections, Pakminster got title to one of the early model PSMcPA02 ‘Scamper’ power armors. Pakminster may not have the full range of experience and weapons systems available to him as full-time soldiers and National Guardsmen, but he is fully capable of competently using his power suit in defense of his new household.

(Pakminster is a somewhat modified Rifts Vagabond; he’s led something of a sheltered life among books and shops and the urban environment...so he’s not so worldly as a regular Vagabond, nor as streetwise and rogue-oriented as a normal City Rat, nor as well-trained as a true Rogue Scholar. He’s also had the benefit of a second education with the regional GNE militia, who taught him how to use the power armor).

Level of Experience: 4th Level Vagabond(modified)
Rank: Domestic
Race: Mutant Rodent(White Rat)
Alignment: Principled
Land of Origin: North America
Age: About 28
Sex: Male
Height: 7 inches tall
Weight: 4 lbs
Physical Description/Appearance:
A roughly softball-sized ball of fluffy snow white fuzzy cute, with pink paws, pink ears, hairless pink tail, wiggling pink nose, and pink eyes. He’s put on a little extra weight since moving into his new home.
Disposition:
Friendly, merry, always there with a big smile, a ready hug(as wide as it is, with his short little arms), and nice things to say. An outgoing, people-person with a cheery the-sun-will-come-out-tomorrow disposition. A good and experienced story-teller. Since his brush with death in Tolkeen, he’s a bit more cautious, though, and self-assertive, and wants to contribute more to the security of his new home and friends. Fastidious about his personal grooming. Loves huckleberries and wild blueberries, but not the mess they make on his white fur. Also likes the occasional hot coccoa. Likes reading picture books, but will read just about anything. He spends more time these days reading the newspapers and watching the news, too, with rapt attention to things going on outside his new home/town. Arguably learned his high -tech combat skills playing video games.
Physical Attributes/Superlatives:
IQ: 9
ME: 23
MA: 27
PS: 5+1
PP: 17
PE: 12
PB: 11
SPD: 25

(ISP):----
(PPE): 7

Hit Points: 12+19(31)
SDC: 5+8+4 (17)
MDC:-----
Horror Factor:
Special Abilities/Characteristics/Powers:
*Fully Bipedal(10)
*Full Hands(10)
*Full Speech(10)
*Advanced Vision(5)(Has double the range of normal human vision, and can see in color)
*Advanced Hearing(5)--Acute hearing; +1 on Initiative
*Advanced Sense of Smell(5)(Can track, typically food, at 70%, and recognize individuals by smell, 68%)
*Leaping: Rodent(5)(can jump 14 inches up, and jump down 28 inches without harm)

*Human Looks(None)(0)
*Vestigial Tail(+5)

Magic: None
Psionics:
*(Animal) Empathy
*(Animal) Danger Sense
Cybernetics/Bionics: None
Skills of Note:
-Eyeball a Fella 68%
-I.D. Shoplifter/Burglar (+10%) 56%

Language: -English-American 98%
-Dragonese(+15%) 78%
-Gobbley(+15%) 78%
Literacy(English-American) 98%
-Dragonese 60%

Cook 70%
Begging 52%
Barter 62%
Radio: Basic 65%
Housekeeping 70%
Wardrobe & Grooming 82%
Pilot Automobile(mini-cart) 78%
General Repair & Maintenance 60%
Sewing 70%
W.P. Knife(+2 strike. +2 parry, +2 strike w/ throw)
W.P. Energy Pistol(+2 strike)
-Prowl 45%
-Basic Mathematics 75%
- First Aid(+10%) 75%
-3 Wilderness Survival 35%

-o Sensory Equipment 50%
-o Streetwise 36%
-o Navigation 60%
-o Climbing 60%
-o Swimming 70%
-o Athletics
-o Public Speaking 50%
-o Performance 55%
-o3 Identify Plants and Fruit 30%

-Miltia Training
Military Ettiquette(Basic) 30%
Hand to Hand: Basic(Upgraded to Expert)
Pilot Robots & Power Armor 62%
Power Armor Combat(Basic)
W.P. Handguns(+1 strike)

Actions/Attacks per Melee: 5
Initiative: +1
Perception: +4
Strike: +2+1
Parry: +3+1+1
Dodge: +3+1+1
Roll: +2+1
Pull Punch: +3
Disarm: +2

Power Armor Training Bonuses:
+1 APM
+1 Strike
+1 Parry
+1 Dodge
+1 Roll
Saves:
Vs Coma/Death (Standard)
Vs Magic (Standard)
Vs Psionics +4
Vs Insanity +6
Vs Possession +1
Vs Horror Factor +2
Induce Trust 92%
Notable Possessions/Equipment:
Pakminster has managed to save about 600 credits from his old accounts/possessions, some clothing and sunglasses, a flashdrive, library card, a mini-CD/DVD player. toothbrushes, and grooming kit.
Vehicle(s):
*Electric Scooter---Actually a souped-up remote-control electric toy car that can run at 20 MPH and is powered by an Onboard Battery(good for 48 hours of continuous operation), but can also be powered by an E-clip(12 hours of operation per e-clip). Recharges at a home power socket. Has 6 MDC, and is perfect for short hops around town(don’t expect to be able to haul lots of grocers/purchases in it, though)

*PS-McPA02 Scamper Power Armor
Last edited by taalismn on Mon Aug 08, 2011 5:08 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

More 'micro-scale' robotics for your really-smaller-than-average characters. Part of PS/GNE's 'total mobilization' layout(in the event some crisis hits that requires ALL able-bodied sentients to called to duty).

Paladin Steel ‘Rhobar’ Cyborg Frame Combat Robot
(aka ‘McCeefeer’)

“They must hide these bastards in fake hollow trees, artificial rock outcroppings, caves, and silos all throughout their territory. Don’t ask me where they get the electrical power from; I don’t care and it really doesn’t matter. What DOES matter is when you’re skirting through the wilderness, listening to the wildlife chattering around you when suddenly POW! You got a squad of heavy ‘borgs popping out of nowhere, blowing your tail end charlies and lucky pierres to vap, and raining hell on your center!”
---Lieutenant Roland Saint-Just, Free Quebec Ranger

“Remember; keep up with your partner, but always take the time to watch his back. Doesn’t matter if he’s , or you are, a flootslogger, a cyborg, or a mouse in a ‘bot, neither of you is invincible, neither of you is invulnerable, and neither of you’s going to win the war singlehanded. You work as a team, though, and you just may survive whatever happens next.”
---Drill Sergeant Kag Grendmel, Fort Ticonderoga

“Kinda ironic, isn’t it? I’m a mouse, serving on a CAT*. Doesn’t that strike you as funny?”
“Tell the smugglers we’re about to nail that. I’m sure they’ll find that funny, as long as you got them at gun point.”
“Quit the yuks, shadows! We’re moving out streetside! Double time! Yo, Meese, you going to come along or you planning on putting that thing in ‘Park’?!”
(*CAT-Company Action Team--Paladin Steel’s corporate strike force units)

“I want jets on my next robot, real FLYING jets!”
“Humph...you’re barely used to running at a hundred miles per hour, and already you want to fly? Just no satisfying you, is there?”


The success of the ‘Scamper’ and similar ‘micro-scale’ combat vehicles meant for very small-framed sentients, led to an increasingly skilled high-tech-familiar pool of mutant animals, gnomes, and other small-statured beings to clamor for access to larger vehicles and robots. Though it was perfectly feasible from an engineering standpoint to install smaller-scale control arrays in the cockpits of more conventionally sized vehicles and robots, Paladin Steel was not yet ready to begin converting its larger machines to accommodate the requests of a literally small minority, especially when it still had orders for more familiarly sized clients and customers to be filled. On the other hand, PS and the GNE could ill-afford to ignore the invaluable manpower pool and customer population that such previously unknown groups as the Gnomocracy, Arborealist Confederation, and Woodchuck Nation represented.
With the consent of all parties, Paladin Steel came up with an interim compromise with the conversion of several power armor types, and to show they were taking the ‘little people’ seriously, a wholly new design for a ‘bot-style vehicle scaled to them. Having recently acquired a small factory in Lazlo that had originally been intended to manufacture full conversion cyborg chassises for the Black Market, but which had failed due to various reasons, PS renovated the assembly lines, fixed the design bugs, and put the facility back into operation. Part of the factory’s output was diverted and the chassises modified to accept a miniature cockpit in place of the normal cyborg life support system. By making use of more common and less expensive cyborg components, rather than the more expensive robot systems, PS hoped to keep costs down, and streamline maintenance. The use of as much off-the-shelf hardware to accessorize was another measure meant to keep down costs.
The Rhobar McCFCR can be easily mistaken for a generic heavy full conversion cyborg(Heavy Machine class) or a slightly streamlined heavy labor robot drone from a distance. The CFCR has broad feet and shoulders, a neckless casque-style helmet dome attached directly to the shoulders, and metal muscultured torso(a REALLY observant viewer might spot the tiny climbing handholds running up the legs and torso to the shoulders). Modular arms that can be swapped out for a variety of manipulator and weapon types allow a high degree of flexibility, backpack hardpoints allow for the carriage of a wide range of heavy weapons, and two multi-weapon pectoral clusters give good close-in firepower. Armor is good for a heavy cyborg, and can augmented quite easily with the additional of standard cyborg body armor applique. Without the armor, the Rhobar is fast and agile, able to outrace many power armors and keep up with other cyborgs.
Because a Rhobar is beyond the earning capacity of all but the most well-connected or elite individuals of the ‘small-scaled’ community(and beyond that of many of the communities themselves), most are bought by the larger small-sentient organizations like the Gnomocracy, Arborealist Confederation, or the Sidhe Liberation Army. The GNE also subsidizes the contribution of many of these vehicles to their smaller allies, as part of the mutual defense pact treaties. Though at best these transfers give the GNEAS little more than a company or so of heavy mechanized infantry, it’s a company or so they didn’t have before, and so the extra manpower is welcome.
Rhobars(or Rhobar-like robots/cyborgs) are becoming an increasingly frequent sight in western New York territory, northern Ohio/Pennsylvania, and eastern Michigan as parts of mercantile convoy protection and humanitarian aide relief security contingents.

Type: PS-FCMcCFCR-01 Rhobar
Class: Cyborg Frame Combat Robot(Heavy Machine)
Crew: One, mutant animal or small-statured sentient of Size Level 1 or 2
MDC/Armor by Location:
Main Body 250
Head 100
Reinforced Crew Compartment/Escape Pod 50
Arms(2) 100 each
Hands(1-2) 30 each
Legs(2) 150 each

Height: 8 ft
Width: 3.6 ft
Length: 1.4 ft
Weight: 750 lbs
Cargo: Whatever can be carried. The pilot’s compartment has room for a small survival pack and sidearms(typically a derringer-styled weapon) appropriately scaled to the crew.
Possible hidden compartments in the legs.
Physical Strength: Robotic P.S. of 30
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:(Running) 100 MPH
(Leaping) 12 ft up/22 ft across; increase by 50% with running start
(Flying) Not possible
(Underwater) Can run along the bottom at about 7 MPH, maximum depth of 1,000 ft
Market Cost: 1.4 million credits
Systems of Note:
Standard Power Armor Systems, plus:
* Built-in language translator
* Built-in radio receiver & transmitter
* Clock calendar
* Gyro-compass
*Multi-optic eyes
*Nightvision/Thermal Imaging Optics
* Built-in loudspeaker
*Headmounted Spotlights

*360-degree Waist Rotation

*Escape Pod----This is a modified MDC(50) helmet that closes around the tiny pilot, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away.

Note that Size Level 1 and 2 crewmembers are commonly issued a miniaturized version of the PS Skinsuit, a light padded body suit of megadamage plastic fibers(4-6 MDC), with soft ‘tanker’s cap’(w/ chip radio with 2 mile range), plastic gloves, and boots, clear plastic faceplate with an air filter mask(an 02 cylinder can also be attached for 1 hour of air) .

Weapons Systems:
1) Modular Forearms(2)----The Rhobar was designed deliberately with modular forearm assemblies, allowing for easier maintenance and quick customization of the cyborg/robot.
a) Basic Manipulator w/ weapons hardpoint(standard cyborg forearm weapons options) ---180,000 credits + forearm weapons cost

b) Battleclaw---A knockoff of the Russian Vibroblade Multi-Weapon Arm, only without the lasers. Vibro Claws: 4d4 MD, Large VibroBlade 3d6 MD, twin Vibro Swords 3d6 MD, +1 strike/parry, +2 disarm. 80,000 credits

c) Particle Beam Cannon---Actually a knock-off of the Northern Gun Particle Beam Rifle
Range: 1,800 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 22,000 credits

d) Plasma Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 32,000 credits
Option: *SprayFire Barrel Modification Kit---PS weapons engineers seem to have discovered a fetish for area of effect shotgun-style weaponry, because just about every weapon they’ve put out has subsequently been modified for such. This mod mounts a ‘watering can’ of multiple short projection coils on the barrel, splitting the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 500 ft, but the bolts do 3d6 MD to a 20 ft wide area.
Cost: 9,000 credits

e)Light Rail Gun(PS-RFRG200)---PS copy of the C-200 ‘Dead Man’ Rail Gun
Weight: 42 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

f) Light Rail Gun (BAR2)---Modified version of the PS BAR2 infantry weapon. Shorter range than the RFRG200, but better damage.
Weight: 19 lbs
Range: 2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 1,000 rds in a drum magazine
Cost: 29,000 credits

g) Autoshotgun---Actually a modified PSAKM-80, bundling an automatic shotgun with a small laser.
Weight: 25 lbs
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
(Laser) 4,000 ft!
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)

(Laser)4d6 MD per single blast, 1d6x10+10 MD per triple blast
Rate of Fire:(12 Gauge) Standard
(Laser) ECHH
Payload:(12 Gauge) 100 shot arm drum
(Laser) Effectively Unlimited
Cost: 18,000 credits

h) 20mm Autocannon
Weight: 25 lbs
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)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius

Rate of Fire: (20mm)Standard.

Payload: 200 rd arm magazine
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


i)PSIC-02 Infantry Ion Cannon---This weapon is a scaled up PSIP-15 Arc Pistol, and looks like an infantry-portable brass gatling gun. It’s meant for deployment aboard vehicles, or by cyborgs and other enhanced strength operators. It offers better damage and range than the smaller pistol, but eats energy at a faster rate.
Weight: 18 lbs
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

j)PSIC-03 Ion Cannon---This is a heavy duty light ion cannon/ heavy rifle based on the M-80 “Stormbringer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ion technology into a more efficient and powerful infantry-portable heavy weapon.
Weight: 21 lbs
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively Unlimited
Special Features:
*Underbarrel Bayonet Lug
*Laser Spot Sight---+1 to strike on an aimed shot
Cost: 32,000 credits

k) Flamer-------500 ft range, does 3d6 MD per burst, plus does an additional 2d6 MD per melee for 1d6 melees, 50 shots, 30,000 credits

l) Pulse Laser---Based on the ever popular Wilks and Juicer pulse models
Weight: 10 lbs
Range: 3,500 ft
Damage: 4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 40,000 credits
15,000 credits for a sniper focusing element attachment to the barrel; increases the range to 5,000 ft, but reduce damage per shot to 2d6 MD

m) PS-M136 Minigun
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 500 rd arm drum or 4,000-rd backpack drum
Cost: 27,000 credits


2) Torso Weapon Mounts(2)---Mounted under sliding pectoral plates in the chest are two combined weapons clusters, each consisted of a pulse laser, light machine gun, and a grenade launcher
Range:(Laser Blaster) 2,000 ft
(Machine Gun) 2,000 ft
(Grenade Launcher) 600 ft
Damage:(Laser Blaster) 3d6 MD per shot
(Machine Gun)(SDC Rounds) 1d6x10 SDC per 10 rd burst
6d6x10 SDC for all six MGs going simultaneously
(MDC Rounds) 1 MD per single shot, 2d4 MD per 10 rd burst
8d6 MD for all six MGs going simultaneously
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
4d6x10 MD for all six MGs going simultaneously
*Can also use wood, silver, rubber, or other specialized rounds
(Grenade Launcher)(High Explosive) 2d6 MD to 12 ft blast radius
(Plasma) 6d6 MD to 12 ft blast radius
Rate of Fire:(Laser Blaster) ECHH
(Machine Gun) Standard
(Grenade Launcher) ECHH
Payload:(Laser Blaster)Effectively Unlimited
(Machine Gun) 400 rds per gun
(Grenade Launcher) 16 rds per gun
Option:(Laser)*Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the laser into a short ranged ‘laser shotgun’, doing 2d6 MD to an 10 ft-wide area, at about 900 ft range, with a single shot. Cost: 8,000 credits


3) Backpack Mount---One or two weapons can be mounted in the back, firing over the shoulders.
a) Micromissile Launchers(1-2)---25 shot cassette. Cost: 20,000 credits

b) Mini-Missile Launchers(1-2)----6 shot box. Cost: 18,000 credits

c)PS PSTT-M19 ‘Slammer’ Mini-Missile Launcher(1)
Weight: 45 lbs unloaded, 120 lbs fully loaded
Size: Roughly 6 ft long and 1.4 ft in diameter
Range: Varies by Missile Type(Mini-Missile)
Damage:Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-19(all)
Payload: 19 mini-missiles
Special Features:
*Basic Iron Sights
*PA- and cyborg-portable models sport fore and aft handholds/trigger guards, and shoulder pad.
Cost: 20,000 credits (mini-missiles cost extra)

d) PS-100 Rail Gun(1)---A copy of the tried and true old IH-100 Rail Gun.
Weight: 300 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits

e)PS GPMG M43 ‘Fritz’ General Purpose Machine Gun(1)
Weight: 24 lbs
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: 1,000 rd drum
Special Features:
*Air-Cooled, Recoil-Operated
*Barrel Changing Handle---Even PS-made ceramics overheat, so to facilitate barrel changes when the component in question is glowing white-hot, an insulated handle is incorporated to facilitate changes when the gunner isn’t wearing gloves.
*Bipod Mounting
Cost: 8,000 credits

f) Heavy Grenade Launcher(1)
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!!
Rate of Fire: Standard
Payload: 100 rd magazine
Special Features: None
Cost: 50,000 credits

g) ‘Black Talon’ L-SAM Light Anti-Aircraft Missiles(1-2)---Up to two complete single-shot launcher tubes can be carried on the robot’s back.
Weight: 25 lbs; each missile weighs 16 lbs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Single shot
Payload: One missile
Bonuses: +5 to strike airborne targets, and gets TWO attempts to strike the target(agile enough to loop back on a target for a second try).
Special Features:
*MIni-Radar: 5 mile range
*Laser Targeting----Target Acquisition lock-on laser, but it also gives a +1 to strike in ‘Dumb Fire’ mode.
*IR/Thermographic Optics and Target Profiling
*Fire-and-Forget Operation
Cost: Launcher costs 30,000 credits. Each encapsulated missile currently costs 10,000 credits. Currently available ONLY to GNE and affiliates

h) Heavy Missile Launcher(1-2)---Basically a Medium Range Missile Warhead on an SRM rocket engine; copied from the Wellington WI-40M.
Range: 10 miles
Damage: (Fragmentation) 2d4x10 MD
(Armor Piercing) 2d4x10 MD
(Plasma) 2d6x10 MD
Rate of Fire: Single shot
Payload: One or two
Cost: (Fragmentation) 12,000 credits
(Armor Piercing) 12,000 credits
(Plasma)12,000 credits

i) Ammunition Drum(s)---In place of a weapon, the back hardpoint(s) can hold larger ammunition drums for arm-mounted weapons.
If ONE arm weapon is mounted and served, then increase its payload by x6. If TWO arm weapons are serviced, then each individual weapon has its payload TRIPLED.
Armored feed belts have 20 MDC each.


4) (Optional) Handheld Weapons---If the Rhobar is fitted with hands, it can potentially pick up and use infantry-scale weapons

5) Hand to Hand Combat
Use Robot Combat Training bonuses(on account of the control set-up)
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Kick 1d6 MD
Body Block 2d4 MD

Options:
The Rhobar can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg-bot with extra limbs, prehensile tails, extra sensors, and TW systemry.

*Applique Armor---Regular cyborg armor plates can be added to the Rhobar, with all the regular penalties as might apply to a normal cyborg.

*Second Cockpit---A second crew position can be added, allowing one crewmember to concentrate on piloting, and the other on managing the sensors or weapons.
Some singleton crewmembers use the extra space of an extra cockpit to carry a Scamper Power Armor, openned for quick-don, and allowing them to bail out to continue the fight as a guerilla. Cost: 25,000 credits

Variants:
The Rhobar is still quite new, so major variants have not yet appeared.

*PS-FC/R-017---This really IS a full-conversion cyborg, with either a regular ‘big person’ or even a ‘small person’ brain and spinal column transplant running the show. Regard as a standard full-conversion cyborg with regards to bonuses, tactile sensation, and skills.


Related:

*PSA-11McB---The ‘McBee’ is the standard PSA-11power armor, outfitted for piloting by Size Level 1-2 crewbeings. Its refitted interior can carry up to four SL1 or two SL2 crewbeings in relative comfort and safety, and is otherwise identical to the standard model PSA-11(only use Robot Combat bonuses with regards to piloting). Though developed in parallel to the CFCR, the less expensive, but slower, PSA-11McB is typically deployed as the heavy weapons support unit to the faster and more agile CFCR.

*PSA-10McD---The ‘McDee’ is the same as the ‘McB’, only the power armor so remodeled is the PSA-10.
-------------
"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 »

So Cute!!!
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
Priest
Posts: 48629
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:So Cute!!!



Thanks. Plus I got a 'flying squirrel' mini-fighter in the works.
Paladin Steel; we build them big AND small. :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Added the 'Biter' Robot Drone Variant to the 'Scamper'..

And now for new material:

Paladin Steel PPAug-04 ‘Muscle Pants’
“You’ll waddle a bit upon donning the Augiewear, but once you get used to it, it will feel like your own skin. You won’t be able to outrun a SAMAS on the ground, but you’ll be able to march longer, jump farther, and feel better doing it.”

These rather heavy trousers that look like thick corduroy with ‘stirrup’-style boots, but are based on the same technology as the Aug-03 ‘Muscle Shirt’. The myomer fibers effectively act as a light exoskeleton. The PPAug(Personal Performance Augmentor) is designed to be worn under clothing or EBA.
Weight: 7 lbs
Mobility: Excellent; no physical penalties
MDC:
Main Body +4
Legs 4 each
Bonuses:+4 to P.S. for purposes of leg lifts, lifting, and kick damage
Special Features:
*Extra Push---The pants won’t allow you to run faster(that would actually fatigue you MORE), but they do release an extra bit of power(collected from regular exertion), reducing fatigue by 10% and increasing leap/jump distance by 10%.

*Shock Absorption----The pants soak up kinetic shock, so wearers can actually jump down twice as far as they might otherwise without taking damage from the fall.

*Damage Resistance---The tensor network of the suit actually helps redistribute the force of blunt force damage(both SDC and MDC, though the damage applies first to any armor worn over it), reducing it by HALF.

*Increased Balance---The muscle augmentation and shock absorption also help with keeping the person stable and braced upright in the event of something attempting to push them over. +2 to Maintain Balance.

Cost: 9,000 credits


Paladin Steel MicroScale Body Armors

“We can make a pocket-concealable pistol with an M-rating of fifteen or twenty, but we can’t make effective protective armor for a one- or two-foot tall gnome, spriggi, or squirrel? Well, that changes now.”

“You take your eyes off the big guys, the little pests boil out of the shadows and poke you. Used to be one good burst and you’d kill’em by droves and that would drive them back, unless they had magic protection. Now suddenly the vermin got armor, so they can soak up a few blasts while they lay down a few more stabs at you! And while you’re having to spend more time blasting at them to send them scurrying, the big boys take the opportunity to hammer on you some more! Damn it, those combined species operations!”

Micro-Scale Body Armors are for those beings of exceptional SMALL stature(6-18 inches) who’d normally have to rely entirely on hiding behind something and lots of prayer to survive a modern firefight. Mind you, MSBA will NOT allow you to soak up damage or take more than one or two hits, but it also won’t leave your survival entirely up to chance.

*VBA-McUC-1A---A miniaturized version of the PS Skinsuit, a light padded body suit of megadamage plastic fibers(4-6 MDC), with soft ‘tanker’s cap’(w/ chip radio with 2 mile range), plastic gloves, and boots, clear plastic faceplate with an air filter mask(an 02 cylinder can also be attached for 1 hour of air). Cost: 4,000 credits

*VBA-McUC-1E--Miniature skinsuit with ‘ninja-style’ Blurr Mesh incorporated into it. Bonuses: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike Cost: 9,000 credits

*VEBA-Mc01---This is a padded megadamage mesh body glove with armored plates mounted all over it, and a back-and-breast rigid body shell to make an armored ‘hardsuit’. The large helmet is mounted directly on the shoulders and cannot turn with head movements(instead it has a full-wrap-around visor). Weighs 2 lbs and has 15 MDC and a 2 hour air supply. Cost: 10,000 credits

*VEBA-Mc02---A heavier(3.5 lbs) and more rigid version of the VEBA-Mc01, with 25 MDC, but reduce speed and hand to hand bonuses by 25%. Cost: 18,000 credits

*VEBA-Mc02cAug---An attempt to offset the weight of the VEBA-Mc02 by combining it with the myomer technology of the Aug-3 ‘Muscle Shirt’ and pants, as well as ‘grasshopper’ boots. The effect is of a light exoskeleton enhancement.
MDC: +3 MDC
Bonuses:+2 to P.S., +4 Speed
Special Features:
-Sustained Action Lock---The tensor network effectively DOUBLES P.E.(or HALVES the fatigue rate) for sustained actions like carrying heavy objects in the hands, or pushing/bracing against a door, as the tensors effectively ‘lock’ in place...the downside is that if an action lasts more than a minute, the network will be slow to ‘unlock’; -1 to initiative for the first melee(such as being suddenly attacked while carrying a heavy box).

-Damage Resistance---The tensor network of the suit actually helps redistribute the force of blunt force damage(both SDC and MDC, though the damage applies first to any armor worn over it), reducing it by HALF

-Shock Absorption----The armor ‘muscles’ soak up kinetic shock, so wearers can actually jump down twice as far as they might otherwise without taking damage from the fall.

-Increased Balance---The muscle augmentation and shock absorption also help with keeping the person stable and braced upright in the event of something attempting to push them over. +2 to Maintain Balance.

-Spring-Boots---- In game terms, this actually reduces fatigue by 10% for running and marching and, combined with the myomer action, increases the leaping range of extra-light characters by 30%.

Cost: 22,000 credits



*Leather Body Armor---These are handmade padded suits of treated monster leather, made by the Gnomocracy and sold through Paladin Steel. These body suits can fit Size Levels 1-2, and each have about 8 MDC . They are NOT EBA. 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
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Updated the 'Scamper' Micro Power Armor with the following picture:
http://i408.photobucket.com/albums/pp164/taalismn/img150.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
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

taalismn wrote:Updated the 'Scamper' Micro Power Armor with the following picture:
http://i408.photobucket.com/albums/pp164/taalismn/img150.jpg

OK one word
DAME !!!!!!!!!!!
N1
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Micro-Scale Projectile Weaponry

“There’s Small Arms and Now There’s Smaller Arms.”

"First Come the Squirrels and Then Come the Squirrel Guns!"(Larson, the Far Side)

The revelations of a surprisingly large population of small-statured mutant animals, the existance of the Gnomocracy, and a flood of Faerie refugees from the Splugorth Faerie Harvest has led Paladin Steel to take a serious look at arming and equiping these previously overlooked populations, especially with an increasingly militant bent on the part of several of the vigorously-persecuted peoples. Scaled down weaponry was previously the province of a few tinkers and small shops effectively handcrafting equipment for a niche market on a case-by-case basis; Paladin Steel now brings the full might of its design staff and mass-production machinery to bear, resulting in a range of new designs at low prices.
Though still behind and below the damage curve of the weapons produced for larger folk, Micro-Scale Weaponry, especially small arms, give the smaller folk SOME extra options for self-defense. However, a number of militaries and mercenary groups, seeing the skills and small size of the small folk as an advantage in covert ops, have begun looking at the potential of Micro-Scale Weaponry as espionage and assassination tools.
Paladin Steel has also been looking into MicroScale Energy Weapons, reportedly with the assistance of Fraanid(“Faerie Bot”) engineers.

Paladin Steel PSP05 Derringer (Repost)
(aka ‘Pop Stick’)
Ths is simply a two-shot derringer firing twelve-gauge shotgun shells. It uses ‘Metalstorm’ technology to house two shells, in-line, inside a short length of barreling, to provide short-range smack-down.
A variety of shell-types are available, allowing for custom loads. The increasing availability of various megadamage munitions allows the little weapon to be particularly potent, even against body armored and naturally armored opponents.
The PSP05’s small size and good kick have endeared it to Special Ops agents and those needing a good hold-out weapon. It’s also a favorite among smaller beings looking for a good defensive weapon. Unfortunately, despite PS’s best efforts to sell only to reputable customers, the ‘poppers’ have also become quite popular among criminals.
Weight: 8 ounces
Range: Varies(see below)
Damage:(12 Gauge)
*Standard Shotgun shell--100 ft range, 5d6 SDC
*Standard Buckshot shell---100 ft range, 4d6 SDC to 5 ft area
*Teargas shell---100 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---100 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---100 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 100 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire: Single shot
Payload: 2
Special Features:
Cost: 4,000 credits
A box of 100 shotgun slug rds costs 60 credits
A box of 100 baton rds costs 45 credits
A box of 100 tear gas rds costs 80 credits
A box of 100 S-9Dex Incapacitation Munition rds costs 360 credits
A box of 100 Mini-Grenade rds costs 2,000 credits
Options:
*Mini-Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 400 credits

Paladin Steel McMLR-S1/15 ‘Tiny Tim’ and McMLR-S1/20 ‘Miney Moe’ MicroMissile Launchers (Repost)
These are simply single-shot tube-style micromissile launchers produced to meet a request by the particularly small-statured denizens of the Nutkin Republic. Essentially scaled-down bazookas taking advantage of PS’s micromissile technology, these one-round weapons can be easily carried and shoulder-fired by sentients roughly the size of a squirrel or chipmunk. The tube is simple plastic tubing with tiny handgrips, shoulder rest, carrying sling, and basic sighting(in the case of ‘smart’ micromissiles, the end of the tube is uncovered and the weapon allowed to ‘see’ the target, a sound chip buzzing that target has been acquired), and can be disposed of afterwards. A more durable version that is reloadable in the field is also available.
In theory, the McMLR-S1/15 and -S1/20 CAN be used by normal-sized humanoids, but holding and firing one of the weapons is like launching a model rocket from your hand...if not properly held, the rocket backblast can still inflict a wicked burn on unprotected flesh.
As a weapon usable by tiny folk and able to inflict serious damage on larger targets(especially megadamage ones), the McMLR-S series has been snapped up as soon as the flashlight-sized launchers have been produced. The weapon has also reportedly shown up in the hands of the Sidhe Liberation Army and been dstributed to the embattled faerie folk of the Canadian East, for use against Splugorth Slavers.
Weight: (Launcher) 2 ounces (Missile) 35 grams/1.2 ounces
Size: (Launcher) 8-9 inches long (Missile) 7 inches long
Range:Varies by Micro-Missile Type;
(15mm Format)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft

(20mm Format) 8,000 ft for all types

Damage:Varies by Micro-Missile Type;
(15mm Format)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius

(20mm Format)
(Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Rate of Fire: Single Shot
Payload: Single Shot
Bonuses:
(15mm Format)
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

(20mm Format)(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Cost: Launcher(both types) (Disposable) 2,000 credits+cost of missile
(Reusable/reloadable)4,000 credits, 1,000 credits for the laser guidance upgrade.
(15mm Format)
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
(20mm Format)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

Options:
*Laser Spot Sight---This is simply a laser pointer tuned to laser illumination wavelengths, and modified to clip onto the launch tube. It can be sighted and used to illuminate a target for the operator’s own launcher or for other laser-guided weapons. Range: 500 ft. Cost: 300 credits

PSMcS9/S ‘Glister’ Shock Bead Gun (New)
(aka ‘Spitballer’, ‘Doozer’, ‘Spark-O’, ‘Spakgun’)

Say sleepy-bye!
“Who said tha--?!”*FHIZT*(Thump)

This is essentially a scaled-down version of the S-9 ‘Sandman’ pistol firing shatterable ‘shock beads’ that impart a powerful jolt of electricity to the target upon impact. The weapon itself resembles a cross between a drinking straw and a pump-action shotgun and uses air pressure to punch out the tazer-beads. Construction is entirely of durable plastic composites.
Though not able to scratch MDC targets, the Glister is still popular as a self-defense weapon(especially against wild animals) and police sidearm. Some special ops command units use it to incapacitate targets such as security guards and watch animals.
Weight: 3.2 ounces
Range: 90 ft
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser bead strike.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.
Rate of Fire: ECHH
Payload: 10 beads in a cylindrical magazine . The air reservoir has enough capacity for 20 shots before needing to be pumped up again
Special Features:
*Folding Forward Handgrip
*Composite construction (20% chance of going undetected by most weapons scanners).
Cost: 900 credits. 150 credits per 10-shot magazine
Options:
*Flexi-Barrel---Adds a 3 inch barrel extension with flex-jointing, allowing the gun barrel to be deviated as much as 90 degrees, allowing for 'around the corner' shots from behind/under cover, alebit at penalties of -1 to -5 to strike, depending on available line of sight. Cost: 300 credits


PSMcAP-02 MicroScale ‘Menie’ Automatic Pistol (New)
(aka ‘Pistollete’, ‘Needle Gun’, ‘Barbie Holdout’)

“Don’t think for a moment that this will let you fight like the big boys. At best it allows you to surprise an opponent expecting easy meat, and buy you some time to seek cover and maybe fire support. If you just stand there plinking away at the bad guy, expecting him to go down under your withering fire, all you’re doing is drawing attention to youself and setting yourself to get stomped flat.”

The PSMcAP-02 is arguably the smallest handgun in production by Paladin Steel, or anywhere. This tiny small-calibre(.08) handgun was produced for the smaller sentients in the growing multi-species culture of the GNE, as a hold-out self-defense weapon(although it’s been speculated it has the potential for being an assassination weapon). Though most serious gunbuffs and headhunters laugh at the idea of such a tiny pistol being anything more than a novelty, Paladin Steel precision engineering and manufacture make these small pistols every bit as rugged in operation as their bigger kin.
Resembling a doll-scale Mauser C/12 automatic pistol, the PSMcAP-02 is made of megadamage materials so it has a surprising 3 MDC, and it uses PS’s dry-lubricant coatungs annealed directly to the moving parts. PS chemistry provides the Menie with powerful kick for its tiny projectiles, so high-powered express rounds and even megadamage needle-dart rounds are available. A carbine kit is also available, extending the range of the weapon even further.
The Menie is definitely a niche market weapon, but PS is selling a remarkable number of these ‘toys’ literally under the counter.
Weight: 3.9 ounces(and roughly 3.6 inches long)
Range: 90 ft
Damage:(Standard) 1d4 SD per round
(Express) 1d6 SD per round

*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: 40 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: 300 credits per 100 rds

Rate of Fire: Standard
Payload: 10 rd clip
Cost: 760 credits
Options:
*Carbine Kit----Screw-on barrel attachment and buttstock that lengthen the weapon to 5 inches, but increase the range to 140 ft. Cost: 350 credits

*Flexi-Barrel---Adds a 3 inch barrel extension with flex-jointing, allowing the gun barrel to be deviated as much as 90 degrees, allowing for 'around the corner' shots from behind/under cover, alebit at penalties of -1 to -5 to strike, depending on available line of sight. Cost: 300 credits



PSMcAR-02 'RatFang' MicroScale Automatic Rifle (New)
(aka ‘Straw-Gun’)
“Ouch...full burst right up the left nostril...I think you just gave Brodkill here a MAJOR headache.”
“Damn it! I was trying for his eye!”
“Well, instead of blinding him, you may have just lobotimized him. Now let’s scram before his buddies show up!”

The PSMcAR-02 was another micro-scale weapon made with Sise Level 1 and 2 sentients in mind. Originally meant as a survival rifle for mini-vehicle crews, the weapon quickly wound up being acquired by the increasing numbers of formally organized small-folk militia, home owners, and home-protectors, especially after they learned of its ability to fire available .22 high-damage ammunition like Wellington explosive bullets and PSX-2 megadamage rounds. For the very smallest sentients of Size Level 1, the PSMcAR-02 is practically a heavy weapon. For the larger beings, the weapon is a proper rifle.
The PSMcAR-02 resembles a small Thompson sub-machine gun with a slightly larger barrel. The weapon, though small, shares all the build qualities of larger PS projectile weapons with regard to rugged construction and reliable, low maintenance operation.
Weight: 10 ounces(and 5.3 inches long)
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 6 shot clip, but 10-, 15-, and 24-shot extended clips/drums are also available
Special Features:
*Forward Handgrip
*Composite construction (30% chance of going undetected by most weapons scanners).
Cost: 1,000 credits
Options:
*Flexi-Barrel---Adds a 3 inch barrel extension with flex-jointing, allowing the gun barrel to be deviated as much as 90 degrees, allowing for 'around the corner' shots from behind/under cover, albeit at penalties of -1 to -5 to strike, depending on available line of sight. Cost: 300 credits

Varients:
-PSMcAR-01---The immediate predecessor of the PSMcAR-02, the ‘Boom-Straw’ was essentially a double-barrel break-open shotgun-stye weapon firing the same .22 rds. The weapon was/is still enormously popular for both its power and simplicity. A folding stock version of it is often issued as part of ‘micro-scale’ militia survival kits in the GNE. It costs 750 credits.

PSMcAGL-03 ‘Fenwick’ MicroScale 23mm Micro-Grenade Launcher (New)
(aka ‘Popstick’, ‘Micro-Blooper’)
“So big bad blind warrior woman don’t like being shot in the face with an incendiary round? Too bad; I don’t like being grabbed by somebody who wants to make me into a battery!”

The success of the S/15 and S/20 single-shot micromissile launchers got PS looking at adapting other micro-scale heavy ordnance for the smallest(adult) members of the GNE militia. The 23mm ‘finger bomb’ looked like an obvious candidate, so an appropriate launcher was devised with Size Level 1 and 2 beings in mind.
The PSMcAGL-03 resembles a small wide-bore shotgun or blunderbus, with three 23mm micrp-grenades packed ‘metalstorm’ fashion in its barrel. Construction is mostly of megadamage spun carbon-fiber to reduce costs; the weapon has 5 MDC. Basic sights are fitted to it and the operation is overall very simple, the weapon environmentally tolerant(it can handle being dumped in mud and submerged), and the action rugged and reliable.
The PSMcAGL-03 has proven enormously popular with the small folk. It is often a standard part of survival armaments for micro-scale vehicle pilots(in part due to its ability to fire flares). It is also reportedly very popular with saboteur units, especially when chambering incendiary rounds. Several hundred have reportedly been bought by the Sidhe Liberation Army and shipped to the Canadian East to blunt the Splugorth Faerie Harvest.
Weight: 10 ounces(and 5 inches long)
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding 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
Payload: 3 shots
Special Features:
*Folding Forward Handgrip
*Shoulder Sling---The shoulder sling is often used by particularly small-statured beings to absorb the recoil of the grenade launcher firing.
*Composite construction (30% chance of going undetected by most weapons scanners).
Cost: 1,200 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.


And to round out the Micro-Scale Weapons, an Energy Weapon(repost)
Paladin Steel PSIP-19 ‘Sparkshot’ Derringer Ion Pistol(Repost)
(aka ‘Sparkler’, ‘Zappie’, ‘Vap-Flash’, ‘Lightning Stick’)
"Pick on somebody your own size! I mean it! If I have to go lethal on you, I am #$%#$%ing VAPORIZING you! You are NOT higher up the food chain here!"

The PSIP-19 is a three-shot ultra-compact ion projector that aims to do for ion weaponry what the laser and plasma derringers have done for their respective weapon types. The ‘Sparkshot’ is a small, palmable, flashlight-like weapon that can be easily concealed in clothing, yet can deliver a devastating vaporizing one-two punch shot at close range. It cannot use conventional e-clips, but is instead powered by its own special replaceable/rechargeable -power cell. With the twist of a ring around its emission bulb, the weapon can either fire a direct ion bolt, or a shotgun-like scatter blast to encompass a small area.
The PSIP-19 has started out with strong sales already to urban guerillas, smugglers, and those wanting a good hold-out weapon. It is also selling well to beings with small statures, who can’t comfortably handle larger weapons. A recent order(and delivery) of over eight hundred PSIP-19s by the Sidhe Liberation Army has led many in Paladin Steel to believe that the SLA is arming the Fairie Folk of Nova Scottia.
Weight: 8 ounces
Range:300 ft
Damage: 2d4 MD single shot
(Ion Scatter-Shot Mode) A twist of the barrel converts the ion derringer into a short range shotgun with an area of effect blast. Reduce range to 150 ft, but does 3d6 MD to a 12 ft wide area
Rate of Fire: Standard
Payload: 3 shots
Cost: 8,000 credits
Variants:
*PSIP-19(TW)---This is the Technowizard variant. Same damage and payload, but range is increased to 450 ft and it can be recharged by the application of 10 PPE/ 20 ISP per shot, or by placing it in a dimensional pyramid for 4 hours.
Cost: 19,000 credits
Last edited by taalismn on Mon Aug 15, 2011 5:41 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

Some wonderful stuff on this page. Just one thing on this page. The "Paladin Steel/Aegis Stellar Industries Assegai Light Cruiser" I feel shoud be liisted as a Heavy Cruiser. Being that the Warshield only has 40,000 MDC for it's main body and The Assegai has 65,000 MDC for it's. Also the Assegai has a main weapon that far surpasses any weapon the Warshield possess. Just my thoughts. I still have to look at every new PS item from about page 37 to the present.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
taalismn
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:Some wonderful stuff on this page. Just one thing on this page. The "Paladin Steel/Aegis Stellar Industries Assegai Light Cruiser" I feel shoud be liisted as a Heavy Cruiser. Being that the Warshield only has 40,000 MDC for it's main body and The Assegai has 65,000 MDC for it's. Also the Assegai has a main weapon that far surpasses any weapon the Warshield possess. Just my thoughts. I still have to look at every new PS item from about page 37 to the present.



Pakminster Rhadtt thanks you for your kind words!
:heart: http://i408.photobucket.com/albums/pp164/taalismn/Huggies.jpg :heart:
As for the Warshield. If you read the first sections of Fleets of the Three Galaxies, the Warshield is downgraded to a low-end 'cruiser', while the Explorer, is considered a Light Cruiser(and MUCH more powerful). The Assegai falls between them so I felt the light cruiser description was appropriate.
-------------
"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
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

I guess I may have forgotten that little bit of info. Even with that sort of thing it is still very awesome!

Oh by the way the Federated States will be spending a lot of money with all branches of PS almost immediately. Our purchasing officers have been busy at screwing up our orders from PS. We will be spending several trillion to make sure we can acquire the equipment, vehicles and other materials that PS has introduced during the past two years. We are going to acquire everything including the Three Galaxies stuff. (Since the Federated States has a colony world in the 3 Galaxies. We are nestled inbetween the Earth II Defense Systems and the New Colonies of Man.) We have been informed by the 3 Galaxies merc group the "Spectral Winds" that they are very interested in also procuring various PS products that are local to the 3 Galaxies.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
taalismn
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:I guess I may have forgotten that little bit of info. Even with that sort of thing it is still very awesome!

Oh by the way the Federated States will be spending a lot of money with all branches of PS almost immediately. Our purchasing officers have been busy at screwing up our orders from PS. We will be spending several trillion to make sure we can acquire the equipment, vehicles and other materials that PS has introduced during the past two years. We are going to acquire everything including the Three Galaxies stuff. (Since the Federated States has a colony world in the 3 Galaxies. We are nestled inbetween the Earth II Defense Systems and the New Colonies of Man.) We have been informed by the 3 Galaxies merc group the "Spectral Winds" that they are very interested in also procuring various PS products that are local to the 3 Galaxies.


Thanks! 8)
Heartening news indeed! :D
Hope to hear more about the Earth II and New Colonies in the future(Marketing is always eager to see what the market environment is like). :bandit:

On a RL note, I'd hoped to have something new to post this weekend, but sadly I've been busy...It's about time for my annual abbreviated vacation Paladin Steel corporate retreat seminar, so I'll be out of touch until next Sunday, and probably not revved up to full production mode for a week after that, especially if my car still hasn't been fixed by then...
So, after Monday I'll be out of touch with just about everybody except my auto mechanics. I'm looking forward to some simple leisurely porch-sitting :sleep: , reading, talking with family, watching tourists go by, and taking in the spectacle that is Illumination Night and the Oak Bluffs annual fireworks, before I have to go back under pressure....
-------------
"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: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

WildWalker wrote:The micro stuff... SO COOL! My favorites are the Scamper and the mini-Mauser.

Awesome!

WildWalker


Yep...had some unlikely inspiration for that...Borders Books was going out of business, so I spent a few days a hundred or so bucks rescuing books on sale...In the process I picked up a hand puppet on whim, along with the books. The little bugger ended up sitting by my desk, keeping me company.
Having a model for the scale of a small After the Bomb Size Level 1-2 sentient made it easier to begin envisioning hardware for smaller beings.
It's also more of a challenge to make smaller and useful equipment, such that the smaller beings aren't limited in combat and role-play to hiding behind the big folks or riding around in a pocket, trying not to get squished.
And with that thought; the fact that Paladin Steel and Greater New England are looking a near-total mobilization policy if they're attacked...Coalition, Splugorth, or Infernals....PS will arm all the Good Guys willing to fight, and the GNE will fight for every inch of its territory. A bunch of intelligent mice might not be able to take down a Balrog(unless they're VERY lucky), but the addition of their firepower means that much more firepower on the spot, firepower the defenders wouldn't have, otherwise. .
And in TMNT/AtB terms, small critters typically can use their Bio-E for other purposes and powers, and small critters can go places bigger beings can't.
So while PS is building bigger and more powerful ground vehicles and warships, and building ever larger starships, they're also not about to neglect the physically-smaller markets, especially when those little people may be vital to the homeland's security.
-------------
"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
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

Have a fun seminar! Watch out if you are vacationing near scertain areas of the eastern sea coast that have seals nearby. Great whites are making a serious come back in those areas.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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 »

Aramanthus here some pictures from taalismn's vacation last year.
abtex wrote:taalismn's vacation photos

Getting ready for trip to island
At the beach without Internet or tv day two, He not in the picture.
Was looking at the water :eek:
Last edited by abtex on Fri Dec 11, 2015 11:19 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:Have a fun seminar! Watch out if you are vacationing near scertain areas of the eastern sea coast that have seals nearby. Great whites are making a serious come back in those areas.



Martha's Vineyard....classic 'Jaws' country(locals are still proud of it). :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
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

LOL Those were some great pics. The first one reminded me of "Top Gear" and their crossing the english channel.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

Those are all pretty scary! :D
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

Aramanthus wrote:Those are all pretty scary! :D

thank man have fun now :evil:
let your YES be YES and your NO be NO but plz no maybe
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

I'm putting mouse traps around my bed! :D
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

Aramanthus wrote:I'm putting mouse traps around my bed! :D

I think we may need more then just mouse traps or dare I say "it not going to cut it "
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Well, I'm back. slowly revving back up to production mode.
Despite essentially falling asleep on my porch for three days out of four, I wrote out about eight souble-sided pages of notes...now I gotta flesh them out and add in hard stats and extra fluff, pencil, scan, and color accompanying illos, and see what else I can do.
Oh yeah, and finish off all the older stuff that's still awaiting fitout. Oy.

The new stuff will focus mainly on 'small folk'...new nations in the shadows of the bigger people powers, and the equipment developed with them in mind.
The older stuff focuses mainly on beefing up the PS/GNE spacecraft lines and naval assets.
-------------
"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 »

ZINO wrote:
Aramanthus wrote:I'm putting mouse traps around my bed! :D

I think we may need more then just mouse traps or dare I say "it not going to cut it "

Just use the right type of "MouseTraps" :D

taalismn wrote:slowly revving back up to production mode.
..., I wrote out about eight souble-sided pages of notes...

" :? needed."
...very slowly... Someone get a hammer we need to wake up his fingers first. :D
Welcome back. Just miss the new storm again this year.
Last edited by abtex on Mon Aug 22, 2011 11:48 pm, edited 2 times in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
Priest
Posts: 48629
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:
ZINO wrote:
Aramanthus wrote:I'm putting mouse traps around my bed! :D

I think we may need more then just mouse traps or dare I say "it not going to cut it "

Just use the right type of "MouseTraps" :D

taalismn wrote:slowly revving back up to production mode.
..., I wrote out about eight souble-sided pages of notes...
":? needed."
...very slowly... Someone get a hammer we need to wake up his fingers first. :D
Welcome back. Just miss the new storm again this year.



Right, right, it should read 'double-sided pages'.
And better be careful; you catch a gnome in a mouse trap, those little bastards are going to be ####ed. And they got friends in the banking industry with access to lots of cash...Zurich gnomes to be precise.
And already my supposedly repaired car is giving me trouble. Shop had it for a WEEK, they couldn't get it to stall. Two hundred dollars of work, I stall it twice on the first day...
Okay, who sicced a gremlin on me? :badbad:
-------------
"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
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

Well it wasn't me who sicced the gremlin on you. Although it sounds like you had a great vacation. And Abtex.........You don't want to use that hammer on the fingers. That would be detrimental to new PS material. You must use said hammer on the toes. He doesn't need to walk around a lot. :D
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:
taalismn wrote:slowly revving back up to production mode.
..., I wrote out about eight souble-sided pages of notes...

" :? needed."


Right, right, it should read 'double-sided pages'.

Damn. So you did not go down the school supply aisle at the local Mega-Mart and come up with the idea for a multi-dimensional sheet of paper. With a single sheet having an unlimited number writing surfaces, that the one being used is always on top. That is made of waste product from the Neo-Vikings' Habukuk iceberg carrier, keeping it a green-tech product.

I need to stop having high hopes when you have a typo. :-( :o
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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Aramanthus wrote: And Abtex.........You don't want to use that hammer on the fingers. That would be detrimental to new PS material.

No you use the hammer to wake up his fingers. You do not have to hit him with one. The table top next to them should work. :twisted:
Aramanthus wrote: You must use said hammer on the toes. He doesn't need to walk around a lot. :D

If his car's good friend the gremlin, stays around he may be walking more than he wants too. But taalismn will just tie little kids who run thru the library to a roller chair and use them to get to work. Then replace with a new team to go home at night. :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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Despite essentially falling asleep on my porch for three days out of four,

That must have been the day he when for a walk.
Or the contest at the beach?
: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
Priest
Posts: 48629
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel (Mc)LR-9 “SunSting’ Mini-Laser

“NOW we can hit targets at something other than spitball distance!”

“I regret to inform you, Mister Chainsman, that your Acquisition Team will not be returning in success from their mission. Their assignment to forcibly extract a wanted fugitive from the apartment complex she had been tracked to ran into some resistance.
To be precise, several hundred troopers of the 1st Treeborne Regiment of the Nutkin Republic, on urban maneuvers with their new laser rifles.
Though the Nutkin and Greater New England have declared the Team’s mission unlawful and criminal trespass on sovereign GNE territory, and their intent abhorrent and immediately actionable under the GNE’s anti-slavery policies, they have graciously agreed to return the ashes of the late Team to you, with myself as appointed courier. This urn is the sum total of the physical remains of all six Team members. Here also is my resignation from your service as one of your legal advisors, effective immediately. Having been identified with an organization such as your own that is regarded with aggressive loathing by an organization that can bring the sort of firepower I witnessed to bear, I have no desire to be caught in the crossfire.
One last bit of advice, though, before I leave. If I were you, or anybody still associated with this organization, I’d watch with wary eye the trees. Any trees.”


This is an ultra-light laser weapon developed with the assistance of Fraanid engineers. Though not as powerful as those laser weapons deployed on the Fraanids’ robo-orb vehicles, the ‘SunSting’ is still a marvel of high-power miniaturization. This compact laser weapon, roughly the size of a large magic or dry-erase marker(or small portable power drill), is the smallest and most powerful laser weapon mass produced on Rifts Earth by a terrestrial power, although it relies heavily on orbitally-produced materials to make it possible. A compact power cell, tough and lightweight frame, and a tiny, but powerful laser array and focusing lenses, make for one potent and easily concealed(and carried) destruction-dealer, further enhanced by Paladin Steel’s modification kits, allowing for a variety of different damage-modes. Armed with a reusable weapon that can make a dent(or more than a dent) in larger oponents, demand for these guns and their modification kits has been high, with virtually all the Smallkin Kingdoms clamoring for them.
Besides ‘small folk’ militia and special forces units, the SunSting is finding some popularity among espionage agents.
Weight: 9 ounces(2 lbs with 'big person handle grip attached)
MDC: 5
Range: 1,500 ft
Damage: 2d6 MD per shot
Rate of Fire: ECHH
Payload: 10 shot rechargeable/replaceable power cell
Special Features:
*Mini-Shoulder Sling

*Universal Power Recharge Socket--- The entire weapon can be plugged end-on into a universal power jack common to PS/GNE(and most other Earth societies), such as a municipal power grid, vehicular power socket, or cyborg forearm weapons mount, for easy recharging, or a connector cable can be plugged in to provide additional charge from an Eclip(some smallkin have taken to carrying one or two regular Eclips strapped to their backs, cabled to their guns). A ‘small’ Eclip provides enough charge for ten shots, a ‘standard’ provides 20 shots, and a long e-clip can provide 35 shots.

*Modular Handgrips/Trigger Assembly---swappable furniture and sighting assemblies allows the weapon to be quickly customized to serve as a heavy shoulder weapon for exceptionally small beings, a rifle for larger beings, or a pistol for human-sized beings. Otherwise, trying to use the weapon would result in a -2 to strike.

*Mini-Laser Spot-Sight---Gives a +1 to strike

Cost: 12,000 credits
Options:
*Power Step-Down---Allows the laser power to be stepped down, allowing for a less lethal mode that does only 2d6 SD per shot, without any diminishment in range. One MD shot equals 100 SD shots.
Cost: 7,000 credits

*Scatter-fire---Beam-splitter muzzle modification that generates several less powerful beams, doing 1d6 MD to a 30-degree wide wide arc. Reduce range to 800 ft. Cost: 4,000 credits

*Power Booster---Additional focusing elements ramp the power of a shot up to 4d4 MD, but reduce effective range to 1,000 ft. Cost: 5,000 credits

*Blue-Green Frequency Kit---This modifies the ‘SunSting’ to fire more effectively underwater, down to 1,000 ft. Comes with a slip-on casing for the laser that gives the weapon neutral bouyancy if dropped in the water. Cost: 6,000 credits

*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

*Stilleto Bayonet---This is a vibro-stilleto that can be mounted bayonet-style with a socket mount. The thin but murderously sharp six-inch long melee weapon does 1 MD per strike. 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
Priest
Posts: 48629
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:
Aramanthus wrote: And Abtex.........You don't want to use that hammer on the fingers. That would be detrimental to new PS material.

No you use the hammer to wake up his fingers. You do not have to hit him with one. The table top next to them should work. :twisted:
Aramanthus wrote: You must use said hammer on the toes. He doesn't need to walk around a lot. :D

If his car's good friend the gremlin, stays around he may be walking more than he wants too. But taalismn will just tie little kids who run thru the library to a roller chair and use them to get to work. Then replace with a new team to go home at night. :D


Dammmmnnn....there's an idea...too bad summer's almost over; I could have sold it to parents as 'volunteer work' instead of our 'read down your fines'! Extra points if they got me home before ten PM.

But no, my car troubles are HOPEFULLY over(cross fingers, toes, and make sacrifice to many gods), as the informed opinion of the garage crew is now that it was an ignitor malfunction, which they replaced. Another 250$ right there and they won't refund me for the previous experiment. I pick up the car tomorrow morning. Apparently I lucked out and they FINALLY managed to get it to stall while they were test-driving it.....
-------------
"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
------------
Post Reply

Return to “Rifts®”