Well, in that case, I'll rush ahead and post this before it's completely ready(will add the image file tomorrow; my home computer is abyssmally slow on loading images to Photobucket).
Paladin Steel PS-S-(Mc)HC-07 Piranha Hover-Attackerhttp://i408.photobucket.com/albums/pp164/taalismn/img210.jpg <“Move it, you worthless -trulls-! Market’s a-waiting!”>
Durquin’s lash struck out, drawing a scream of pain from one of the naked slaves tumbling and scurrying out of the transport, their fear of him and his clan-warriors palpable in their fear-stink.
Durquin relished it; he loved his work as he waded into the mass of animals, whipping and kicking and enjoying the terror he spread, taking the time to deliver some personal attention to those who didn’t move fast enough. Frankly, he wouldn’t mind if one or two of the beasts died; slave-meat was one of the perks of the job, and culling the weak and slow was part of his genetic makeup. Hungrily he eyed several he wouldn’t mind biting into, and hoped they would trip up and give him an excuse not to see them to the auction block. Surely one or three wouldn’t be missed, and there were always more to be had, thanks to the access this nexus-world gave his people to countless other worlds of prey.
He was still herding this latest batch of meat-on-feet to the corrals when he heard the buzzing from the woods, then the alarms started sounding. Durquin suddenly looked up, his ears going fully erect; who would dare---?
Then Durquin’s teeth-brother suddenly came apart in an explosion of gore. And something, several somethings, struck Durquin hard, knocking off his feet-claws and rolling on the ground, his whip and sword-gun sent flying and lost.
Durquin caught only a glimpse of several low sleek shapes blur by, flying only a few feet off the ground, one of them slewing around on its side, and flashing with eye-blinding brilliance. Durquin felt sudden heat wash over him, and searing pain; the acrid smell of charred fur choked his nostrils. A roaring sound assaulted his burning ears, punctuated by the sounds of weapons fire, and the squalling scream of the slave-animals. But all that was drowned out by a rising howling scream of all-consuming agony.
Durquin realized that scream was his own.
“Recognize the species?”
“Nope, but they’re slavers. New Splugorth minions?”
“Maybe. Doubt it. Doesn’t matter, though, we treat ‘em the same! Skin’em!!!”
“Hey, look, crew hatch on that spaceship’s still open! Wanna see what happens if we put a few missiles through it?”
“Already on it! Okay! Swing us around the left! I thought I saw some more of ‘em over that way!”
“Okay, follow my lead and watch out, they’re wising up and some of them are packing really big rifles!”
“Hey, neat! Something inside blew up NICE!”
“Faster, faster! I wanna hit more of them!”
“Man, but I’m glad I washed out of Flight School and got passed down to hovertanks!” The ‘Piranha’ is a variant of the HC-01 Barracuda Hovercycle, refitted for operation by Smallkin crews. The driver seat/saddle area has been rebuilt into an actual crew copartment for three small-scale crewbeings and up to four passengers, and a dorsal turret, similar to those carried on the ATV-IFV02(Mc) Darotter and ‘Speedy’ ATV(in fact, it’s the same stock fitting) mounted on the rear. A fighter-style cockpit holds the pilot and forward turret gunner/systems operator, while the gyrostabilized rear turret has its own manned gunnery position. This allows the hovervehicle to make high speed passes of targets, while the rear gun turret continues to track and lay down fire.
The result; a small and fast attack vehicle that’s inexpensive to build and easy to maintain from existing parts stocks. Though regarded as a heavily armed hovercycle by BigFolk standards, the PS-S-(Mc)HC-07 is regarded as a hoverTANK by most Smallkin, and it has proven a very effective scout and fast raider unit. The GNEAS has already had rather astounding results from deployed ‘Fuzzack’ motorized cavalry units striking enemy flanks and rear echelon units.
Type:PS-S-(Mc)HC-07 Piranha
Class: Hovercycle/Micro-Scale Hover Attack Craft
Crew: 3 Size Level 1-2 sentient beings, plus 1-4 similarly sized passengers
Up to four micro-power armors(or particularly brave infantry) can cling to the upper surface of the wings.
MDC/Armor By Location
Main Body 80
Mini-Turret(1) 30
Reinforced Crew Compartment 35
Forward Headlight 5
‘Wing’ Lights(2) 3 each
Plasma Turret 25
Laser Cannon(2) 15 each
Rear Thrusters(4) 25 each
Undercarriage Directional Jets(2) 10 each
Length: 9 ft
Width: 7 ft
Height: 2 ft
Weight: 630 lbs
Cargo: Limited to two storage wells(roughly 1.5 ftx1 ftx1ft) in the aft wings(and whatever can be lashed to the top of the wings).
Powerplant:Liquid Fuel(Range: 700 miles), Electric(Range: 750 miles), or Nuclear-Fusion(w/ 7 year energy life)
Speed: 250 MPH. Maximum altitude of 100 ft, and can handle drops of up to 600 ft
Market Cost: 170,000 credits for liquid fuel, 200,000 credits for electric, and 800,000 credits for nuclear
Systems of Note:
*Motion Detector/Collision Warning System----A micro-radar system, vital for avoiding wrapping yourself around a tree at high speed. The system has a 1,000 ft range and will sound a visual and auditory warning of possible obstacles.
Weapons Systems:
1)Plasma Cannon Turret(1, ventral nose)- Mounted in a swivel turret underneath the nose of the cycle. Most users keep it locked in the forward-firing position, owing to the difficulty of multi-tasking and tracking a passing target while maneuvering the hovercycle at high speed. On the Piranha, the second crewmember, seated behind the pilot, typically handles operating this weapon.
Range: 2,000 ft
Damage: 6d6 MD per blast
Rate of Fire: EPCHH
Payload: 100 shot battery w/ liquid-fuel or electric, Unlimited w/ Nuclear Powerplant
2) Twin Laser Cannon(2x1)- Mounted in-line with the cycle’s body, and firing forward. The pilot operates these weapons.
Range: 3,000 ft
Damage: 3d6 MD per single blast, 6d6 MD for both firing simultaneously
Rate of Fire: EPCHH
Payload: 200 shot battery w/ liquid-fuel or electric, Unlimited w/ Nuclear Powerplant
3)Top Gun Turret(1)---This is a light gyro-stabilzed turret holding a light machine gun, light rail gun, missile launcher, or energy rifle. It has its own dedicated gunner, the third crewmember.
a) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits
b) 12 Gauge AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
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)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip(up to 4 clips can be carried internally)
Or a 50 shot drum can be added
Cost: 9,000 credits
c)30mm Automatic Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.
d) 5.56mm Medium Machine Gun---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maxmum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 180-rd Belt
Cost: 3,800 credits
e)Laser Cannon---Adapted model of the PS-RFL2-33 ‘Blazer’ Heavy Infantry Laser
Weight: 27 lbs
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 75,000 credits
f)PS Rip-Zapper Ion Cannon
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:(Ion Beam Mode) 10 shots standard E-clip, 24 shots long e-clip.
(SDC Beam)One MD shot equals 10 SDC shots
(Ion Bolt Mode) Same as for Ion Beam mode
(Lightning Zapper Mode) Same as for Ion Beam mode
(Shock-Zap Mode) 20 zaps equals 1 MD shot
Features:
*Heavy insulation
*Compatible with NG, CS, and PS-produced E-canisters
Options: None
Cost: 36,000 Credits
g) Plasma Cannon---Adapted from the PPR-3 ‘Serap’
Weight:(Projector) 20 lbs
(Backpack) 30 lbs
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 7 shots standard E-clip, 14 shots long E-clip, or 50 shots with a backpack
Cost: 80,000 credits. The PPR-3C is NOT currently for sale, but would likely cost 90,000 credits or more if made available.
Options:
“Hot Shotting”---This systen augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot modding costs 8,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.
h) Heavy Plasma Cannon----Adapted from the PSPPR-20 ‘SuperNova’
Weight: 36 lbs
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload:(Plasma Shot) 5 shots per standard e-clip, 10 shots per long e-clip, 21 shots per e-canister, 36 shots per backpack battery-pack, and can also be hooked directly to a cyborg , robot, or vehicular powerplant.
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: A recharged cylinder of refined d-gas costs 800 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.
Cost: 92,000 credits
i)Particle Beam Cannon---This is simply a PSPBW-11 remounted with a larger energy pack
Weight: 19 lbs
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Powerpack---100 low-power/60 high-power shots
(E-clips) 12 low-power/8 high-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE
Cost: 36,000 credits
j) Micro-Missile Launcher---25 shot launch box. Cost: 20,000 credits, missiles cost extra
k) Mini-Missile Launcher---4 shot launcher. Cost: 40,000 credits, missiles cost extra
l) Copperhead Anti-Tank Missiles
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 Cr, missiles cost 600 credits each
m)20mm Precision MIni-Cannon---Gyro-stabilized sniper-cannon, for precision shooting.
Weight: 38 lbs
MDC: 80
Range:(Maximum) 7,000 yards(21,000 ft)
(Effective) 2,500 yards(7,500 ft)
Damage:(20 mm) 1d4 MD per shell at 7,500 ft or less, 1 MD per shell up to 21,000 ft
4d6 MD per 5 rd burst(1d6 MD at maximum range)
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell(1d4 MD per shell up to 21,000 ft)
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 3.5 ft blast radius(single shot)
(Ramjet) 4d6 MD per shell at 4,500 ft or less, 1d4 MD per shell up to 21,000 ft. Bursts not possible
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
Rate of Fire: ECHH
Payload: 12 rd box-clip magazine, or 25 rd drum
Bonus: The XM139 gets a +1 to strike from its balancing and recoil-control.
Cost: 18,000 credits
Options:
*Hardpoints(1-2)---A hardpoint can be added to each wing for mounting additional ordnance
a) Machine Gun Pod---Adapted from the extremely popular cyborg weapon; can also fire rubber, silver, and wooden rds.
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: EPCHH
Payload:300 rd drum
Cost: 18,000 credits
b) 20mm Cannon Pod
Range:(20mm)3000 ft (1500 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 rds,
Cost: 20,000 credits
A box of 100 20 mm ‘smart’ rds costs 800 credits
A box of 100 20 mm ‘smart’ PSX-1 rds costs 3000 credits(after 110 PA, this drops to 2,000 credits)
A box of 100 20 mm ‘smart’ PSX-2 rds costs 3200 credits
c) Laser Pod
Range: 3,500 ft
Damage: 4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: Standard
Payload: 60 shots (takes 2 e-clips)
Cost: 45,000 credits
d) Ion Pod
Range: 2,500 ft
Damage: 3d6 MD per shot; cannot fire bursts
Rate of Fire: single shot, ECHH
Payload: 20 with a standard e-clip, 35 with a long e-clip
Cost: 20,000 credits
e) Plasma Gun Pod
Range: 1,500 ft
Damage: 1d4x10 MD per blast
Rate of Fire:Standard
Payload: 12 shots standard e-clip, 20 shots long e-clip
Cost: 25,000 credits
f) Micro-Missile Launcher ----12 shot pod. Cost: 15,000 credits for the launcher
g) Mini-Missile Launcher---3 per launcher. Cost: 12,000 credits for the launcher
h) Short Range Missile Launcher---1 per launcher. Cost: 22,000 credits for the launcher
i) Copperhead ATMissile Launcher---2 per launcher
Range: 1 mile
Damage: High Explosive 2d4x10 MD
Rate of Fire: Volleys of 1, 2, or 4
Payload: 2
Bonuses: +5 to strike
Cost: 25,000 credits for the launcher, 10, 000 credits per missile
j) 40mm Grenade Launcher
Range: 1,250 ft
Damage: Fragmentation: 4d6 MD to 12 ft blast area
Armor Piercing: 1d4x10 MD to 3 ft blast area
Rate of Fire:Standard
Payload: 18
Cost: 6,000 credits
*Turbo-Boosters----Boosts maximum speed by 50%, for up to 16 melees(4 minutes), before needing 10 minutes to recharge/cool down(it’s possible to override the system and boost again, but each time it’s done, there’s a 20% chance of the system overheating and breaking down, requiring repair). Comes standard with a ‘smart lock’ safety harness system that tightens up around the pilot moments before the jets kick in. Cost: 5,000 credits
*Armored Ejection Seats--------This is a modified MDC(50) helmet that closes around the tiny crewmember, 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. Cost: 3,000 credits per crewmember.
*Drogue-Chute---A crossover from the air-deploy power armor line. The ‘chute can assist in a drop from altitude(TRIPLE the safe drop distance), or assist in braking(+10% to Piloting rolls involving high-speed braking maneuvers). Reeling in the parachute and auto-repackaging it takes 1d4 melees. Cost: 3,000 credits
*Scramblers---Developed from Juicer scramblers(also available to the micro-scale ‘Speedball’ Hovercycle) but not as powerful; vehicle has only a 25% chance of being detected by thermal optics, motion detectors, and radar systems, and guided missiles are -2 to strike. Cost: 22,000 credits.
Variants:
*PS-S-(Mc)HC-07B----This version does away with the rear turret and third crewman, in favor of a pair of hardpoints, similar to those on the MicroWarbirds, only dorsal. They are fixed-forward firing, requiring the entire vehicle to be pointed to accurately fire the additional weaponry. Despite the added ordnance, the (Mc)HC-07B isn’t as popular with crews, as it doesn’t have the multi-angle firepower as the original model.
a)Micro-Missiles---12 per hardpoint
b) 30mm Micro-Missiles---6 shot pod per hardpoint
c) Mini-Missiles---3 shot pod per hardpoint
d)Short Heavy Hitter Missile----1 mile range, 2d6x10 MD---1 per hardpoint
e)PS-RL-212 Fragmentation Rocket Launcher( a copy/adaptation of an imported Russian design). Rather than a gun-style weapon, this is a smaller, lighter, pod-style launcher, packed ‘metalstorm’ style, with ten tubes, with three rounds in each barrel. Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 30 rds
f)Mini-Gun Pod---Based on the cyborg forearm option:
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MDC) 1 MD per single rd, 2d4 MD per 10 rd burst
Rate of Fire: EPCHH
Payload: 300 rd magazine
*PS-S-(Mc)HC-07C----Heavy recon model, based on the military version of the Barracude, the HC-01C:
Weight: 655 lbs
MDC: +25 MDC to Main Body
Sensors:
Enhanced Mini-Radar---10 mile range
Laser Range Finder---10,000 ft range
Battlefield Magnetometer--Used for detecting metal-hulled vehicles, the EM signatures of nuclear fusion containment bottles, and the magnetic stator-fields of rail guns powering up/discharging. Range: The magnetometer has a range of 3,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Fusion powerplants and powered-up rail guns can be detected out to 4,500 ft
The ground radar has a range of 1,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
*PS-S-(Mc)HC-07P----Highway police version, with flashing lights and siren. The plasma turret is typically replaced with a heavy stunner or electronic disruptor cannon, the turret weapon a heavy sonic stunner , autoshotgun firing reduced lethality munitions, shock bead gun, or net launcher, and the accessory launchers either smoke/gas launchers, restraint casters or additional net projectiles. Despite stories, the crews assigned to (Mc)HC-07Ps do NOT carry apprehended suspects hogtied over the wings(they wait for a larger vehicle to come make pickup). Some (Mc)HC-07Ps are fitted to generate a trailing smoke screen behind them, or drop barricade mines to take out pursuing/following vehicles(these features are also being looked at by the military for adoption as well).