Paladin Steel GMR-HAFV07 ‘Bruno’ Heavy Hovertank(aka ‘Air Cutter’, ‘Ironcast’, ‘Red Rain’)
http://i408.photobucket.com/albums/pp164/taalismn/img361_zps18df306b.jpg “Look, we’ve all seen your proposal. Yes, the Russian material looks very interesting, but there’s a reason armored trains aren’t very popular...to start with the tracks are extremely vulnerable. It MIGHT make a good TW leyline loco, but we already have better transport for the West.”
“You didn’t see ALL of my proposal. The next part, we do away with the tracks altogether.”
“...oh?”
The bandit leader looked through his far-seer and glared. The convoy that should have been his for the taking had unwelcome company; three of the giant flying warmachines that the foreigners had brought in to protect the supply trains feeding those who would not bow to The Anointed. The flying warships would cover the convoy to the towns, and would wait, ever watchful, while the food and medicine was used to feed and cure the villagers, while the warbands could only sit at a distance and fume. And if he did attack, the war machines would turn their weapons on his men and destroy them at a distance. The soldiers they carried would then drop to the ground and slay any who stayed to fight. He had tried to attack them in force, with the heaviest weapons the warlord allowed him. He’d tried trickery, to lure the foreigners out and use their overconfidence in their machinery against them, Every time they had shrugged off his weaponry, discerned his intent, destroyed the traps, and his men had paid heavily.
Now the war bands were growing hungry; they were as dependent on the food shipments the generous outsiders sent to fight the famines as the villagers The Annointed terrorized. Holy Warriors did not farm, they conquered, and reaped the spoils of their victories. The bandit leader’s failures against the outsiders were leading to mutters of discontent among the more ambitious of his lieutenants. Soon there would be challenges to his authority, and bids to replace him as the warlord’s favorite. Dissent would grow and knives would fall, and the next war band leader would be forced to attack to make good on promises unwisely made, mistakes would be repeated, and more of The Annointed would fall, more would starve.
He glared again as he watched the three hovering war machines fly slowly by, their many weapons turrets turning to keep pointed at his men, a clear reminder that they knew he was there and forced to remain out of their range.
“I;ve said this before, and I’ll say it again, DO NOT TAKE THIS THING INTO CLOSE QUARTERS! The Bruno’s based on a TRAIN CAR for $#^$% sake! You try turning inside narrow streets, you’re going to get hung up, and become an anti-tank trooper’s wet dream! And don’t think the fact the thing can fly will allow you to just lift up and out of a street canyon! No, that just makes you a bigger target by exposing your big slab underside to every trigger-happy ground-monkey with an RPG! Wanna put your armor to the test? DON’T do it by eating every anti-tank missile in the city block! Better yet, don’t test it at all! Better to force the OTHER guy to decide if he’s really got any protection between him and you!”
---Major Sharonn Alders, 1st Armored Cav., Greater New England Regular Army, in a lecture on armored tactics, Fort Hallorton Training Grounds.
The far wall of the loading dock room blew inwards as three heavily armored vehicles rammed through, their weapons already at work scything down those guards and executioners not already taken down by the flying shrapnel of the wall. Heavy turrets rotated, throwing off debris, the flash and crack of plasma both blinding and deafening as it was fired off indoors.
Festooned with a deteriorating covering of wall, the lead grav-tank rumbled forward, stopping just short of the huddle of commandos and the dozen shell-shocked ex-prisoners they were protecting. A heavy hatch cranked open and several dark-clad, armored forms emerged, dropped to the ground, and formed a cordon between them and the awaiting vehicle, even as turret- and side-mounted weaponry continued to belch fire at the death-factory guards.
The mechanized infantry squadleader had to gesture and shout to make himself understood over the din; “Platform Thirteen, now boarding! Last call! This train is leaving and leaving on time!” One of the more curious spinoffs of the sporadic trade between Greater New England and the Russian kingdoms was access to historical records. Among the military history files that caught the eye of some engineers back in Greater New England was descriptions of the pre-Rifts MBV-2, an early Soviet-era armored train that was impressively armed and armored, and saw some service as a fire support unit during the Great Patriotic War. Though the design saw many different configurations of weapons(often simply by replacing the gun turrets with those of available tanks), the design was fairly standardized. This had considerable appeal to several PS engineers who saw potential in a derivative design. Though skeptical at first, but having learned from past experience about wild ideas panning out, Paladin Steel administrators approved resource allocation for several prototypes to be built.
The original MBV-2 was a slab-sided, heavily-armored train car with its own diesel engine, three turrets(two forward and one aft), a raised conning tower to provide fire direction, side-firing machine guns, and several access hatches on the sides. The GMR-HAFV07 ‘Bruno’ is essentially the MBV-2 upgraded to float off the rails and instead fly on industrial GMR repulsion plates, powered by an onboard nuclear fusion powerplant. This frees the vehicle from dependence on vulnerable rail systems and opens up a whole new realm of tactical mobility and deployment. The ‘Bruno’ retains the wheels of the original, though these are now retractable and can be used to carry the vehicle over paved or firm surfaces. The hull is slightly wider to allow for proper armor deflection angling of the side protection, and armor has been increased with cobham-sandwich composites. The ‘conning tower’ has also been moved more forward, increasing the size of the open ‘deck’ immediately after of it, allowing for an area large enough to hold several troops(up to four), an additional gun position, landing room for a skycycle, or standing room for two power armors(Glitterboys!). Extensive automation has reduced overall crew requirements, allowing more internal room for passengers/troops.
Armament is modular, allowing for quick refits and mission customization. PS simply used the turrets from its existing ‘Kodiak’ MBT(itself a copy of the Russian T-34), speeding development. Similarly the side rapid-fire gun positions are modular, allowing for quick changes of the armament.
The resulting vehicle is something the GNE Regular Army is reluctant to call a ‘tank’ but hesitant to grade with the newer emerging classes of GMR-borne ‘skyboats’ and ‘skyships’. While the ‘Bruno’s’ initial reception in the GNEAS was cool, the design has since caught on and is used in a number of different theaters and capacities. Paladin Steel Security uses a number, both as a convoy escort and personnel carrier, with some vehicles modified to serve as mobile command centers. Some ‘Brunos’ have been used as high-security transports and executive limos in the more hazardous corporate posting assignments. The ‘Bruno’ is regarded as a cheaper, less-expensive, albeit more limited in capability and capacity, alternative to the larger and more sophisticated ‘Slepnir’ heavy hover transport.
The main problem with the ‘Bruno’ is its size, which makes the grav-tank a tempting target, especially its underside to hunkered-down troops. Not as agile as other GMR AFVs such as the Bandersnatch, the ‘Bruno’ relies on its speed to avoid being locked down by enemy fire.
Type: PS-GMR-HAFV07 ‘Bruno’
Class: Heavy Armored Fighting Vehicle, GraviMagnetic Resist
Crew: 40( 6 turret gunners, 4 side gunners, 4 command/control, 3 engineers, 23 troops/passengers)
MDC/Armor by Location:
Main Body 800
Turrets(3) 200 each
Conning Tower 280
Extendable Sensor Tower 80
Lateral Rapid-Fire Guns(4) 60 each
Armored Outer Hatches(6) 150 each
Armored Inner Hatches(6) 80 each
Ram Prow 300
Wheels*(12) 25 each
*The wheels are small and protected, when on the ground, by the lower overhang of the vehicle’s main body armor. The wheels are thus -6 to strike, even on a called shot.
Height: 12 ft
Width: 11 ft
Length: 68 ft
Weight: 80 tons
Cargo: Provision for carrying up to 4 tons of internal ammo and gear. If not carrying troops, an additional 6 tons of cargo can be carried.
Powerplant: Nuclear Fusion w/20 year energy life
Speed:(Wheels) 70 MPH on firm ground.
(Flying) Hover to 220 MPH, maximum altitude 600 ft
(Water) Can fly over water, but cannot float(sinks like a brick)
Market Cost: 60 million credits
Systems of Note:
Standard Robot Systems, plus:
*Extendable Sensor Tower---Also referred to as the ‘periscope’, this raises a sensor cluster up an additional 10 ft above the conning tower, allowing the tank to remain behind cover while still able to survey its surroundings.
*Dual Controls----The ‘Bruno’s’ pilot actually sits just below the conning tower in a ‘virtual cockpit’ control station. Thus, if the conning tower is destroyed, the ship can still be piloted, using sensor feeds from sensor clusters fore and aft, albeit at a -15% to piloting skill(the conning tower containing a number of sensor systems). The vehicle can also be piloted from the tower, typically when heavy combat is not expected.
Weapons Systems:
1) Turrets(3)---The ‘Bruno’ mounts three turrets, taken directly from the PS-MBT-T-34 ‘Kodiak’ tank. These turrets can be fitted with the full range of alternate weapons fitouts available to the Kodiak. ranging from a 76mm autocannon to heavy energy weapons.
- 3-Inch(76mm) Gun---PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases and autoloader), and supplied the weapons with more advanced MD munitions and safer gun propellants. Special fire control programming and stabilization systems allow these weapons to be fired while the hovercraft is on the move and in flight.
Range: 7,000 ft
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: 325 rds per gun
Alternatively, one of the following weapons can be fitted instead;
a) Heavy Laser(PSMBL-5000B)
Range: 6,000 ft
Damage: 2d6 MD single blast, 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
b) Heavy Ion Projector-----M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
c) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 120 shot battery. Effectively Unlimited if attached to a nuclear powerplant.
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 100,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.
2) Co-Axial Light Guns(3)---Each tank turret mounts a smaller rapid-fire weapon co-axial to the main gun.
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt
b) Light Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: EGCHH
Payload: 600 rd magazine
Cost: 60,000 credits
c) Light Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits
d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
3) Lateral Rapid-Fire Guns(4, 2 each side)---Each side of the ‘Bruno’ sports two rapid-fire guns for antipersonnel defense. Originally these were machine guns or rail guns, but later on energy weapons with spray-fire capability could be substituted.
a).50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits
b)20 mm Rapid-fire Cannon---A ship- mounted “Taskin” Rifle, and a favorite “light” weapon that can be set up and mounted just about anywhere.
Range:(20mm)4000 ft,
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits.
c)40mm Grenade Launcher
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds
Cost: 50,000 credits
d) Light Rail Gun(PS-RFRG200)---PS copy of the C-200 ‘Dead Man’ Rail Gun
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
e) Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 78,000 credits
f) Ion Blaster
Range: 4,000 ft
Damage: 4d6 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 80,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 2d6 MD to a 30 ft wide area. Cost: 10,000 credits
g) ‘Tesla’ Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits
h) Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 33,000 credits
4) Pintle-Mount Light Guns(3)(Optional)----Pintle-mounted light weapons(typically a .50 caliber), light railgun, energy rifle, or light missile launcher) can be mounted atop two of the turrets and the conning tower, typically for air defense. These weapons can be either manually operated or remotely controlled from within the ‘Bruno’.
5)Ram Prow---Though ramming is not a standard tactic, the ‘Bruno’s’ prow has been reinforced with a ‘cowcatcher’ that can be used for high speed ramming.
Damage: 1d6x10 MD, 2d4x10 MD full speed ram(60 MPH or better)
6) (Optional) Deck Armament---The open ‘deck’ immediately aft of the conning tower is sometimes used to mount an additional crewed weapon, such as a light autocannon, air defense machine gun/rail gun, light missile launcher, or mortar(81mm is typical). The deck affords only partial cover to the gun crew(-3 to strike them) so any such accessory gun crew is advised to wear protective body armor.
Options:
*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turrets. Up to 4 per turret can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells
Cost: 2,000 credits per launcher
*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Appliqué Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: Effectively unlimited
Cost: 5,000 credits
*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank can be fitted with 30 flechette packs each, while the front and back can each take 8.
Cost: 200 credits per flechette pack
*Flamer Defense System---This can be an add-on to an existing flame-thrower system, or be wholly separate/independently installed. Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of four short-range flame projectors set up to surround the tank with a four-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 flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.
*Additional Armor. Appliqué MDC armor can be added:
Light: +100 MDC main body. Cost: 160,000 credits
Medium:+200 MDC main body. Cost: 350,000 credits
Heavy: +500 MDC main body. Reduce maximum speed by 30%. Cost: 800,000 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: 1.3 million credits
*Chemically Inert Body Armor---Covers the tank in the same jet-black, chemically-inert material as used by the PS Hazmat Cyborg. This material is slicker than Teflon, and resists chemical corrosion as well as adhesives. Paint, glue, and other chemicals simply refuse to stick to this stuff, and corrosive chemicals just slide off, doing NO damage.
Cost: 1.2 million credits
*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation.
Cost: 1.2 million credits
*ECM Suite--This outfits the Bruno as a Battlefield EW Center, with four distinctive erectable EW aerials on swing-out arms. Internally, the communications deck is fitted with a plug-in, add-on EW console for a dedicated EW officer. The ECM add-on provides the Bruno with greatly enhanced EW decryption abilities, de-scrambling, and secured communications, frequency scanning, and signal locators, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using ground search radars(NOT optical and thermographic systems)
Cost: 500,000 credits
*Missile Turret Replacement----Up to two turrets can be replaced with the PSML-12/120 Heavy Combo-Bolt Launcher---This is simply the combined long range missile and mini-missile launcher from the old IHA Iron Bolt Missile Vehicle. PS has been copying the design and producing spare parts for the old IHA lines after enough expatriate IHA engineers sought refuge and employment in GNE territories after the Coalition’s seizure of New Kenora, so components of old IHA designs have appeared in a number of PS vehicles. The PSML-12/120 carries and fires 12 long range missiles and 120 mini-missiles per launcher.
MDC: 150 per launcher
Cost: 3.3 million credits per launcher unit; missiles cost extra.
Variants:
*PS-GMR-HAFV07---Air defense variant, mounting high-angle air defense cannon turrets and a more advanced radar target tracking and fire-direction system. Two of the turrets are fitted with twin 30-mm autocannon and high-inclination mountings(the third, forward, turret is fitted with a regular heavy weapon), and the open deck is fitted with a launch-cage for short-range ‘Black Talon’ LSAMs.
Systems of Note:
*Central Fire Direction System----Among other functions, this system watches available power to various systems, compensates for sensor-snow generated by buffeting at high speed, and uses inertial sensors to keep weapons lock even as the ship jumps and slews in motion
All ranged weapons(except missiles) get a +2 to strike from this system.
Weapons Systems: Standard except for:
1)2x2 PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC). These replace the two upper most topside gun turrets. They have full independent targeting capabilities, but also can be tied into the central fire director.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire: EPCHH. If switched to auto-fire mode, they have six attacks per melee.
Payload: 800 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
2)L-SAM ‘Black Talon’ Launcher---A light weapon mount RAM(rolling airframe missile) launcher adapted for shipboard use.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
*PS-GMR-HAFV07ESWAT----Police version, used as a mobile crisis command center and antiriot vehicle. Features flashing lights, sirens, and spotlights on top of the central conning tower. Two of the turrets sport water/foam cannons in place of the guns, and the third mounts a snub-nosed 75mm grenade launcher. In place of the co-axial and lateral guns, the HAFV07ESWAT typically carries autoshotguns firing rubber bullets or barricade rounds, or are replaced with stun blasters.
Changes/Modifications:
1) Main Gun Replacements:
a) Water/Foam Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the Skull Smasher or Behemoth Explorer) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 600 gallon tank per turret
Cost: 10,000 credits
b) 75mm Low Velocity Gun (Turret Mounted)---Using low-pressure propellant techniques, this cannon heaves a beer-can sized projectile at opponents with considerable punch.
However, the 75mm can be used to fire a variety of rounds, from expanding
foam-plastic "punching glove" non-lethal people-stoppers, to megadamage plasma shells.
Primary Purpose: Anti-armor
Secondary Purpose: Antipersonnel
Range: 6000 m(roughly 18000 ft)
Damage:
"Bubblegum Round": Restraint Caster(AKA "Loogie"). This "safe" munition blasts out an expanding glop of adhesive resin and plastic fibers that entangle and immobilize targets.
The "Loogie" suffers from atrocious range; it can only reach 150 ft before flopping to the ground. Covers an area of 5 ft, and is
air permeable, so even if a perp is covered head to foot they can still breath.
Damage: 1d4 SDC bruising damage on impact, restrains with a PS of 30(characters without a robotic or supernatural PS of 30 or greater
are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out).
Note: Police carry solvents that dissolve the "Loogie" within 1d4 melees.
(Black Market cost for the solvent is 500 credits per 3-use tube)
Riot Rd: This munition is an expanding ball of sponge plastic,swelling up to roughly the size of a basketball. The Riot Round has better
range than the Restraint Rd, and is designed to deliver a bruising kinetic slap.
Range: 500 ft
Damage: 4d6 SDC plus 80% chance of knockdown(60% chance of stunning for 1d4 melees, -10 to initiative, strike/parry/dodge/roll, and half apms. Reduce percentiles for stun and penalties by half if wearing MDC armor)
Smoke Rd: Smoke in a 30 ft area
Foam Rd: Designed for firefighting. Covers a 15 ft area in fire-retardant foam.
*High Explosive Rd: 8d6 MD to 10 ft area
*Armor Piercing Round: 1d6x10 MD to 3 ft area
*Plasma Rd: Does 1d8x10 MD to a 6 ft blast radius.
*These rounds are rarely issued to routine police duty Brunos, but are available for National Guard defense.
Rate of Fire: EPCHH
Payload: 30 rds
Cost: 150,000 credits.
2) Co-Axial/Lateral Guns
a) 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 armor & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip
Or a 50 shot drum can be added
Cost: 14,000 credits
b)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) 300 shot battery for conventionally-powered models, Effectively Unlimited if nuclear powered.
(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
Cost: 36,000 Credits
c) Stun Gun---An electrical zap-arc that works similar to a taser, but based on a design acquired from Japan, via PS’s limited trade with that island-nation. (Stats from Rifts: japan, pg. 124)
Range: 800 ft
Damage: Setting One: (Weak Stun--Children, elderly, pregnant women, disabled)1d6 SDC
Setting Two: (Light Stun--elderly, teenagers, weak adults, small to medium animals)2d5 SDC
Setting Three: (Moderate Stun---Adults)3d6 SDC
Setting Four: (Heavy Stun---Adults in superior condition, drug-addicts, PR-Borgs, augmented humans, large animals)6d6 SDC
Setting Five:(Super-Shock---superhumans, augments, partial conversion Borgs, monsters) 1d6 MD
Stun Damage: On _correct_ setting, adults must save at 14 or higher(children and animals save at 18 or higher) or be -9 on initiative, -7 to strike/parry/dodge/roll, reduce speed/melee actions/and skill performance by HALF for 2d4 melee rounds. Additional strikes are cumulative. A successful save means the target takes damage, and loses 1 APM, but is otherwise fine.
Cumulative 15% chance per subsequent stun blast that the target will be knocked unconscious for 1d4 minutes.
Penalties: If setting is too low, the target can more easily shrug off the effects. Targets are +4 to save per each level that the blast is too low.
If setting is too high, target is +15% to lose consciousness .
Ineffective against EBA, robots, full conversion Borgs, vampires, androids, and the more powerful creatures of magic.
PR Borgs, Juicers , and Crazies are only really susceptible to Settings 4 and 5, and are +1 to save
FC Borgs are only affected by Setting 5, and are +4 to save, penalties and duration are HALF.
Young supernatural beings and lesser demons can be affected by Setting 5, but are +3 to save.
Rate of Fire: ECHH
Payload: 400 shot battery conventionally powered models(Recharges 20 shots per hour). Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits
d) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Weight: 30 lbs
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 18 shots standard E-clip, 24 shots long e-clip, 50 shots canister-clip. Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 credits