Paladin Steel Storefront

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

Moderators: Supreme Beings, Immortals, Old Ones

User avatar
taalismn
Priest
Posts: 49556
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:Nice set of tools.



Thank you; Our cops can smell death and our 'bots can make death. :twisted:
-------------
"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
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

I love the Magmaster and Chimpobi.

Also, who is now in charge of Outpost Hedoro and Hoyt's school?
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:I love the Magmaster and Chimpobi.

Also, who is now in charge of Outpost Hedoro and Hoyt's school?


Dunno who's in charge of Hedoro(I'm assuming some trusted mad scientist type), but I was assuming Hoyt was running his school...maybe with somebody like Eileen Ripley as oversight monitor("I even get a hint of anything like facehuggers on campus, I blow your face off, UNDERSTOOD?").

Rule One of all Mad Science Institutes under the PS aegis...Watch a selected set of movies(Deep Blue Sea, Invisible Man, Aliens Resurrection, Species, I'm sure you have your own favorite stupid-####wits-messing-with-science flicks) and take notes on how NOT to set up and operate a secret laboratory. Those who do NOT take notes and learn from them will be bullet-lobotomized.
-------------
"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
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

taalismn wrote:
89er wrote:I love the Magmaster and Chimpobi.

Also, who is now in charge of Outpost Hedoro and Hoyt's school?


Dunno who's in charge of Hedoro(I'm assuming some trusted mad scientist type), but I was assuming Hoyt was running his school...maybe with somebody like Eileen Ripley as oversight monitor("I even get a hint of anything like facehuggers on campus, I blow your face off, UNDERSTOOD?").

Rule One of all Mad Science Institutes under the PS aegis...Watch a selected set of movies(Deep Blue Sea, Invisible Man, Aliens Resurrection, Species, I'm sure you have your own favorite stupid-####wits-messing-with-science flicks) and take notes on how NOT to set up and operate a secret laboratory. Those who do NOT take notes and learn from them will be bullet-lobotomized.


Well one of Hoyt's more well mannered copies is running the school, the true Hoyt is in exile on Titan to think over his life.
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:
taalismn wrote:[

Well one of Hoyt's more well mannered copies is running the school, the true Hoyt is in exile on Titan to think over his life.


Hell...there's worse rock gardens to use to meditate...those placid lakes of liquid methane. the hazy orange sky...Saturn up in the sky.... 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by abtex »

89er wrote:You forgot a few robots, and I do not recall seeing the Enforcer, Defensor, or Cassellian.

So how are the stealth versions of the robots coming along? :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: 49556
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:
89er wrote:You forgot a few robots, and I do not recall seeing the Enforcer, Defensor, or Cassellian.

So how are the stealth versions of the robots coming along? :D


Okay, I was going to (re)post the Castellan, but the forum system is going all wonky on me again. :( :badbad: :frust:
-------------
"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 »

taalismn wrote:Okay, I was going to (re)post the Castellan, but the forum system is going all wonky on me again. :( :badbad: :frust:

Did I tail you that regular Redundancy Hound is on vacation, well going in for an upgrade and outsourced your case to other version. Your temporary Hound is watching you. :D
He hopes this will not be a problem.

taalismn wrote:
abtex wrote:
taalismn wrote:...Gotta hunt up the Redundancy Hound

Woof?


Gooooddddddd boooyyyy!!! :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:
abtex wrote:
89er wrote:You forgot a few robots, and I do not recall seeing the Enforcer, Defensor, or Cassellian.

So how are the stealth versions of the robots coming along? :D


Okay, I was going to (re)post the Castellan, but the forum system is going all wonky on me again. :( :badbad: :frust:

So no Stealth versions of them? :-( Ok!
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: 49556
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:Did I tail you that regular Redundancy Hound is on vacation, well going in for an upgrade and outsourced your case to other version. Your temporary Hound is watching you. :D
He hopes this will not be a problem.




Great...I go from the Fenris Wolf of Legend to the Chia of Terror. :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Okay...this is utterly &*^^%ed up...I;ve been trying to post the Castellan battlerobot and it refuses to do so...Ironically, it will post the SECOND half of the post which covers Options and Variants, but not the FIRST half, covering the 'bot itself.
No explanation. Just a 'The Page you Have Been Looking For Has Not Been Found---No Biggie, etc, etc.'.
It won't even post to my private mail drafts.
So either there's some bizarre censorship program going on, or something really screwy going on.
Anybody else have this problem? Or heard of 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
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Will try (re)posting the Paladin Steel/CTRL CSTL09 Castellan Defender Combat Robot for 89er, but have been running into wonkiness from PB system.

Will try to get art for it up next month.
Last edited by taalismn on Wed Aug 07, 2013 8:15 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Retroactively de-redundanting this post for stupid '403-Forbidden' error.
Last edited by taalismn on Wed Aug 07, 2013 8:13 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Okay...I narrowed it down.
The PB forum system for some reason objects to the phrase 'Ey Lasers' or 'Laser Eys'...
See if this doesn't jam me with a '403-Forbidden' forcing me to use an alternate spelling like 'laser optics' or 'I-lasers'.
Last edited by taalismn on Wed Aug 07, 2013 8:11 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49556
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/CTRL CSTL09 Castellan Defender Combat Robot

“Here and no farther shall you go! No more shall you advance! Here, unless you choose wisely to turn and go back whence you came, is where your journey ends! Seek to come any farther, and the next person you address will be the Stygian Ferryman, to shuttle your soul into the afterlife, for this place I protect at all costs!”

The Castellan is a short, squat, heavily armed and armored robot designed for point defense and garrison duty. It’s designed to sit and soak up punishment, with its thickly armored carapace body, and deal out grievous amounts of pain in return, with its distinctive heavy quad-pulse laser cannon mounting on one forearm, a large autocannon on the other, heavy handheld battleblade, and large capacity short range missile launcher systems.
Not terribly maneuverable or agile, the Castellan will take a defensible position, such as bridge, rampart, tunnel, or city gate, and hold it against all comers. This limits its effectiveness in a fluid combat environment, and so the design isn’t popular with military planners and pilots who prefer mobility. However, its heavy armor and imposing appearance make it attractive to urban defense and corporate site security forces. Veteran Castellan pilots are known to acquire a Nordic-like stoicism and diehard attitude towards combat, undaunted by the prospect of being the target of beseiging enemy forces, and unfazed by meatgrinder combat. CTRL combat records and soldiers’ tales tell of Castellans defending chokepoints against overwhelming odds, fighting to total destruction---their own or the enemy’s.
The Castellan’s other major problem is a lack of infantry defenses, which strikes many as odd, given its urban defense orientation. Early models in the CTRL suffered badly when their infantry accompaniment was cut from them, and enemy anti-armor guerillas were able to close on the hulking machines. Subsequent models have seen a number of modifications to address this issue, including applique anti-personnel mines and gun-mounts.
A few dozen Castellans have been provided to Paladin Steel and the GNE for trials and modification, and these machines have typically been assigned to defending PS installations, strategic geographical chokepoints, and major GNE cities, such as the New Boston Arcology.
Type: PS/CTRL-CSTL09 Castellan
Class: Heavy Battle Robot
Crew: 1+1 passenger/gunner.
MDC/Armor by Location:
Main Body 860
Crew Compartment 200
Head 250
Arms(2) 250 each
Hands(2) 80 each
Quad Cannon Gunshield(right arm) 220
Heavy Autocannon Gunshield(left arm) 350
Mecha Broadblade 120
Backpack Missile Launchers(2) 80 each
Legs(2) 350 each
Height: 19 ft
Width: 18 ft
Length: 12 ft
Weight: 65 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 45
Powerplant: Nuclear Fusion with 30 year energy life
Speed:
(Running) 50 MPH
(Leaping) 10 ft up/across; 15 ft w/ a running start
(Flying) Not possible
(Underwater) Can survive depths of 1,000 ft, but is limited to running along the bottom at 5 MPH.
Market Cost: 85 million credits
Systems of Note:
Standard Basic Robot Systems, plus:

*Stabilization Jacks--- Originally meant to anchor the Castellan against the recoil of its 100mm massdriver, this system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing it like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway. Castellan pilots are notorious for planting themselves in place using this system to declare their ‘point of no retreat’.

Weapons Systems:
1) Quad-Laser Cluster(right arm)---Four pulse laser barrels protrude from the Castellan’s arm, and give a brutal, armor- and flesh-melting energy barrage in direct fire. Castellan pilots have been known to redline these lasers in combat, fighting with their barrels glowing white from the heat, until the weapons melt their own mechanisms.
Range: 4,000 ft
Damage: 6d6 MD per single blast, 1d6x10 MD per pulse burst, single cannon. 4d6x10 MD per simultaneous pulse blast from all four barrels.
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Note: Paladin Steel has experimented with fitting some Castellans with Scattershot laser lensing, reducing the total range and point damage, but allowing the weapons to do area of effect attacks.

2) 100mm Gauss Cannon(left arm)---Mounted in a shoulder gunshield is a powerful 100mm massdriver cannon. This weapon is frequently used to rain down artillery fire on an advancing enemy, then switch over to direct fire when the enemy comes into line of sight. The massdriver hits like a piledriver at short range.
Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles)
(Indirect Fire) 67,500 ft( 13.7 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 85 rounds in a backpack magazine (100 mm AP shell weighs 25 lbs( 80 shots per ton))

3) Short Range Missile Launchers(2, backpack)---Like the massdriver, these launchers are used to keep an advancing enemy under bombardment, and are used for keeping enemy air support off.
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-9
Payload: 18 SRMs per launcher; 32 total

Alternatively; Paladin Steel has made the launchers modular, swappable with a mini-missile launcher or ‘metalstorm’-style mortar cannon system:

a)Mini-Missile Launchers---Based on the ‘metalstorm’-format stacked tube system used in the PS-M20 Missile Rifle
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-9
Payload: 6 mini-missiles per tube, 54 each launcher, 108 total.

b) ‘Chewer’ 40mm Mortar System----36(6x6)-tube stack-array.
Weight: 2,200 lbs for the basic launcher; 2,900 lbs fully loaded, per single launcher
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
Cost: 60,000 credits

c)Slammer Concussion Missiles---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Payload: 4 per launcher

4) Laser Optics(2)---The ‘eyes’ of the Castellan mount a photonic-death-glaring stare that’s lethal to enemy troops at short range
Range: 1,000 ft
Damage: 3d6 MD per shot, 6d6 MD per dual single shot, 2d6x10 MD per 4 shot burst from both eyes simultaneously
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Note: Paladin Steel has experimented with fitting some Castellans with Scattershot laser lensing, reducing the total range and point damage, but allowing the weapons to do area of effect attacks, doing 2d4 MD to an 10 ft-wide area, at about 600 ft range, with a single shot, and 6d6 MD to a 15 ft area with a burst shot..

5)Heavy Vibrosword---Though many military personnel consider this an anachronism of little real value on the battlefield, Castellan veterans swear by this broad-bladed vibroweapon...As a weapon of last resort, it’s been used to gut attacking Maggots, block the advance of Striders, and behead attacking Hellraisers. Castellan pilots have also been known to drive the sword deep inside a wall or floor, the protruding hilt preventing vehicles from easily getting through a passage, tunnel, or roadway until the firmly implanted weapon is removed.
Range: Melee
Damage: 6d6 MD +P.S. damage

6) (Optional) Hand-held Weaponry---The Castellan can pick up and use any appropriately-sized weaponry, including melee weapons and gunpods. Frequently, Castellans will use improvised weapons to defend their position, such as shields, IEDs, and blunt weapons(including thrown vehicles, utility poles, and enemy troops).

Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments aside from the following)
+2 Roll with Punch, Kick, or Impact
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Tear/Pry with Hands 2d4 MD
Body Block/Tackle 4d6 MD
Stomp 2d4 MD
Kick 5d8 MD
Options:
*Flechette Packs/Reactive armor----An effort to further protect the slow moving robot against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggered either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel flechettes.
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 ‘bot, 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 leg of the robot has 10 flechette packs each(20 total), the main body has 21(9 front, 12 on the back).

*Leg Cannon----Paladin Steel has worked on mounting a pair of small remote-control autocannons or laser cannons on the legs.
a) Light Rail Guns
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

b) 20mm Cannon
Range: 3,000 ft
Damage:(Standard) 4d4 MD single rd, or 8d6 MD per 3 shot burst
Airburst does 4d4 MD to 2 ft blast radius. Burst does 3d6 MD to 4 ft blast radius
Rate of Fire:Single shot or 3 shot burst
Payload: 300 rd magazine per gun
Cost: 6,000 credits

c) Light Pulse Lasers
Range: 2,000 ft
Damage: 4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 20,000 credits

d) Ion Pulse Guns ----Adapted 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: Effectively unlimited for nuclear-powered models.
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 ion gun 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.
Cost: 4,000 credits

e) Scatter-Laser
Range:2000 ft
Damage:2d6 MD single blast
1d4x 10+ 6 MD quadruple blast
Rate of Fire: ECHH
Payload: Unlimited linked to nuclear power source

*Smoke/Chemical Launchers
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, 12 total
Cost: 600 credits per launcher, grnades cost extra

*Leg Flamethrowers
Range: 300 ft
Damage: (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.
Rate of Fire:EPCHH
Payload: 100 blasts each

Variants:
*CSTL09C Castellan---This variant addresses the issue of infantry and power armor overwhelming the robot at close range. The -C variant does away with the backpack missile launchers, mounts two chest-mounted 40mm rapid-fire grenade launchers, and replaces the heavy autocannon with a triple-barrel plasma cannon instead. Two light machine guns are also mounted in the left forearm.
Additions:
1) 40mm Automatic Grenade Launchers(2)
40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 180 rd drum per AGL
Cost: 50,000 credits for the launcher

2) Triple-Barrel Plasma Cannon
Range: 3,000 ft.
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD per six-shot burst, and a whopping 6d6x10 MD for a twelve-shot burst
(Spray Mode) - Splits the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 1,000 ft, but the bolts do 6d6 MD to a 30 ft wide area.
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: Effectively Unlimited

3) Light 7.62mm Machine Guns(2x, left forearm)
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: 2,000 drum per gun
Cost: 10,000 credits per gun


*CSTL09F Shield-Castellan ---This version does away with the backpack missile launchers and mounts a powerful forcefield generator instead, giving the Castellan 500 MDC of forcefield protection.

*CSTL09G Wizard-Castellan ---Sometimes nicknamed the ‘Gandalf’, this variant trades the backpack systems for a TW Power Stone Generator and a Multiplexor Mage Spell Projection System(with 8 spellcard capability), typically loaded with defensive spells or Earth Warlock geo-movement/fortification magic spells.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

*CSTL09M Castellan---An aquatic version, designed with protecting underwater facilities and colonies in mind. The CSTL09M mounts a heavy sonic cannon in place of the autocannon, upgrades the pulse lasers to blue-green types, and replaces the missile launchers with torpedo racks.
Speed:(Underwater) 6 MPH running along the bottom, or 10 MPH swimming via thrusters. Maximum Depth of 8,000 ft
Additions:
*Sonar---50 mile range

1) Sonic Cannon---
Range: 4,000 ft underwater, 2,000 ft in air
Damage::Wide Beam: 5d6 MD to a 30 ft area
Concentrated Beam: 1d6x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:ECHH
Payload: Effectively Unlimited

2) Torpedo Racks---Replaces the missile racks with mini- or short-range torpedoes(same number of rounds). Reportedly, the Castellan has also been tested with PS’s ‘SeaFire’ rocket-propelled air/water-capable missile-torpedoes.
-------------
"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
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Oh, thanks for the post. Are there utility belts for licensed caped crusaders for sale?
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Oh, thanks for the post. Are there utility belts for licensed caped crusaders for sale?


Nope. Not many CAPED crusaders on account of too many accidents with jet intakes. :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

What's a superheavy robot like for Paladin Steel? Is is for siege warfare or dealing with something that seems unkillable?
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:What's a superheavy robot like for Paladin Steel? Is is for siege warfare or dealing with something that seems unkillable?



So far, Paladin Steel doesn't have superheavy combat robots like the Triax Devastator because a) problems of transport, b) limited Rifts Earth markets, c) defensive posturing, d) superheavies automatically become fire-magnets.

Of course, as time marches on, a) PS has increasingly larger transport capabilities, b) expanding offworld trade means new markets that are looking for superheavies, c) the best defense if often a good offense, and d) combined arms forces take some of the heat off the BFT.

Currently, if PS/GNE forces run into something BIG, it's time to start pumping out heavy artillery(guns and missiles), bombers, and even orbital bombardment. Some of PS's larger legged robot vehicles, evolved from industrial platforms, serve as heavy artillery platforms.

Also, their trade partners in the Corianus-Typhen-Rosette League have some superheavy robots, again developed from terraforming machines, that they've hinted they're willing to let PS take a look at, so that may be statted in the near future.
Last edited by taalismn on Sun Aug 11, 2013 7:50 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

KITSUNE GOLD Augmentation Package:
(PU2 budget of 9.39 million per operative)

“...Uhm, if you really wanted to remain inconspicuous, aren’t those big ears a dead giveaway?”
“Oh hush, you! It’s the STYLE of this sort of thing! Now don’t you be raising ‘reasonable’ objections, or I won’t let you help me knock the underpinnings out from under a civilization...for its own good, of course!”


KITSUNE GOLD is another bio-mod that has no official approval from Paladin Steel, due to its primarily cosmetic appeal and alteration of a being’s appearance, but which is increasingly popular ‘off-the-books’ and offworld through many PS/ASI franchise outlets.
KITSUNE GOLD, as its name suggests, seeks to endow the recipient with many of the perceived abilities of the mystic Kitsune fox-spirits. Physically, the bio-mod patient ends up with a leaner, wiry build, angular features, and a certain sharp vulpine look to their appearance. A pair of triangular directional ears atop the head are the most obvious, and most difficult to conceal, feature. The bio-mod may also be covered with a coat of short fur, and whatever hair they originally had now has a more lustrous appearance.
However, KITSUNE GOLD is more than just a ‘furry-fad’ bio-mod. Underneath the skin, the changes are more substantial, with an emphasis on speed, agility, perception, and stealth. It is here that it is made clear that KITSUNE GOLD is not meant for the fanatic cosplayer, but for the true predatory trickster.
The most formidable part of the KITSUNE GOLD bio-mod, which raises it above ‘cosplayer’ status, is its induced psionic arsenal, the presence and sophistication of which belies the idea that the bio-mod package is a mere cosmetic fur-suiter gene-tweak. KITSUNE GOLD’s psychic endowment is one of the most powerful available in a bio-mod package, and proper use of it requires careful training. Given that the bio-mod is favored by several powerful trickster societies, including the Trickster Legion, Sons of Coyote and the Radical Association of DaDa, there’s support for the psionic aspects of the ‘mod. KITSUNE GOLD psi-enhancements focus on Sensitive and Illusionary abilities, with the ability to affect and manipulate others’ senses and sensibilities, such as psionic invisibility and mental suggestion. Combined with advanced training in roguery and spec-ops, a KITSUNE GOLD genie can be a frightening force of deception. Even without the knowledge of their psionic abilities, KITSUNE GOLD recipients can come across as graceful, suave, smooth-talking

As with NEKO PINK and BUNNY BLUE, KITSUNE GOLD bio-mods aren’t particularly popular in Rifts North America owing to lingering prejudice against d-bees(and those who look like them). The GNE Armed Services does not openly offer the bio-mod to operatives, but has no problems with existing bio-moddies joining their service. Still, a few well-financed groups, particularly those affiliated with Ludicrous Magery and with trickster deities have shelled out the money for conversions and training.
Where the bio-mod has REALLY taken off is Japan, where kitsune-associated cults have formed, many adherents of which have flocked to the small Paladin Steel enclave on Takamatsu and its genetics clinic there, hoping to get access to the bio-mod.
The mod is also gaining in popularity offworld, where the vulpine gene-mod is often confused with the Kirn species.

Upon learning of this attempt to ape their abilities the True Kitsune are delighted by the homage to them. This is a mixed blessing: any KITSUNE GOLD recipient they come across will be subjected to a rigorous testing(often in the way of an escalating series of pranks, including being framed for minor crimes, or set up as the fall guy in some seriously embarrassing incident) to see how the ‘wannabees’ hold up as TRUE tricksters. Those who pass are respected, and may even be taken into the Kitsunes’ acquaintance as accomplices and partners; those who fail will be mercilessly hounded until they shape up or are well and truly broken. The True Kitsune draw the line at bio-mods attempting to wear more than one tail(multiple tails being a sign of status among the True Kitsune).

Minimum Requirements:
The power and focus of KITSUNE GOLD demands that recipients have an M.E. of 14 or better. A high IQ and MA is also preferred, but not mandatory. It’s not just a bio-mod the recipient is receiving, but a life style and attitude, and those just wanting to look pretty and furry are better off getting simple cosmetic surgery or NEKO PINK modding.

Powers/Abilities:
*Brain Enhancement-Brain Enhancement---+1 IQ, +1 initiative, +2% all skills. +1 save versus Horror Factor and Possession, +1d4 additional Secondary Skills

*Brain: Mental Acuity---Adds Total Recall(2), Sense Time(2), Mind Block(4), and Sixth Sense(2)

*Psionics: Sensitive: ---Adds 1 Super psionic power of choice, Telepathy(4), and 1d4+3 Sensitive psionic powers of choice.

*Psionics: Illusionary---Adds Empathic Transmission(10), Invisible Haze(30), Mental Illusion(20), Hypnotic Suggestion(6), Ectoplasmic Disguise(12), and TWO Physical powers of choice.

-Extraordinary Physical Prowess--+2d4 P.P., +3d4 Speed, +1 APM, +3 Automatic Dodge. +10% to acrobatics/gymnastics, climb, and prowl.

-Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +2d4 Speed, +1 APM, automatic dodge(+3), and W.P. Paired Weapons

-Increased Speed: +1d6+3

-Cosmetic Enhancement----+1d4 to P.B.

-Whiskers(Face)--+2 initiative, parry, and dodge.

-Night Vision---Range equal to normal vision.

-Heightened Sense of Hearing--360 ft range, +6 to initiative, +1 parry, +2 dodge(where applicable). Estimate sound distance(60%+5% per level of experience), estimate speed and direction(50%+5% per level of experience), recognize voice/sound(40%+5% per level of experience), and can hear very soft sounds(under one decibel) under 75 ft away, under 10 decibels up to 150 ft away.

-Parabolic Hearing---Can focus on a single noise or voice to the exception of all others. 50%+4% per level of experience. Also good for hearing those safe tumblers moving. n the case of KITSUNE GOLD, the ears are large, triangular, and very obvious.


-Heightened Sense of Smell---100 ft range, Recognize specific odors: 70%+4% per level of experience, recognize poisons/chemicals by smell: 50%+4% per level of experience, recognize specific person: 50%+3% per level of experience, track by scent: 40%+3% per level of experience every 200 yards. In circumstances where smell can come into play: +1 dodge, +1 initiative.

-Brain: Physical Perceptions Acuity---The recipient now has the improved ability to read the body language of others. Focusing on a person, the biomod gets the equivalent of the power Living Anatomy to discern the person’s emotional and physical state, whether they’re lying or telling the truth(60% chance).

-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.

-Double-Jointed---+10% to Escape Artist, +1 roll with punch, fall, or impact.

-Heightened Sense of Awareness---+2 initiative, +1 roll, +2 save vs Horror Factor.

-Retractable Claws(Hands and Feet)---Small claws retract from sheaths in the fingers and toes. The claws add 2d4 damage to a punch or kick, and add +20% to the climbing skill(or give a base climbing skill of 30% to those without the skill)

-SDC Augmentation---A subcutaneous webbing absorbs damage and bolsters the bio-mod’s ability to take damage. +240 SDC

-Resistance to Cold---It could be short fur all over the body or just superior capillary control, but KITSUNE GOLD bio-mods can handle cold much better than other people. Temperatures below freezing do HALF damage. Magic cold and super-cold attacks do 25% less damage.

-Immune System--- Impervious to disease and +1 to save poisons and toxins.

-Enhanced Endurance---+1 P.E., +2d6 SDC

-Gland: Steroid---1d6+3 times per day, the KITSUNE COLD can pull a ‘fox frenzy’, boosting their P.S. by 12 points, and P.E. and Speed both by 5 points for 3d4 minutes. Takes one melee to kick in.

Total bonuses:
+240+2d6 SDC
+1d6+7d4+3 Speed
+1d4 P.B.
+1 P.E.,
+2d4 P.P.
+3 APM
+8 initiative
+6 Automatic Dodge
+2 dodge
+3 parry
+4 roll with punch, fall, or impact
+1 disarm
+3 pull punch
+3 save vs Horror Factor
+1 save versus Possession
+1 to save poisons and toxins
+1 IQ
+2% all skills
+10% to Escape Artist
+15% to Climbing(+35% w/ claws)
+10% to acrobatics/gymnastics and prowl
+5% to Pick Locks, Palming, Concealment, and Mechanical/Electrical repair
W.P. Paired Weapons
+1d4 additional Secondary Skills
Impervious to disease
Temperatures below freezing do HALF damage. Magic cold and super-cold attacks do 25% less damage

I.S.P. : 2d10x10+M.E. and saves versus psionics at a 12 or better


Options:
*Tail---A long fluffy tail is a common accessory modification for KITSUNE GOLD recipients. More than one tail could conceivably be implanted, but while the True Kitsune have approved of the basic bio-mod, they have quietly made it known that any KITSUNE GOLD recipient taking more than one tail will be SEVERELY punished. The tail has no other properties other than being large and fluffy(could be used to insulate against cold). (20,000 credits)

*’Kitsune’s Kiss’ Venom Glands---The hand-claws can be modified to deliver a dose of a powerful toxin, usually a soporific, hallucinogen, or paralyzing agent(only one type can be selected). 2d6 SDC for a mild toxin, soporific is roll vs non-lethal poison or fall asleep for 6d6 minutes, hallucinogen causes , paralysis lasts 3d6 minutes. Number of available doses per hour is equal to the bio-mod’s P.E. (150,000 credits)

-Pheromone Package---Given now many KITSUNE GOLD bio-mods like to mess with other peoples’ heads, or are dyed-in-the-wool confidence men, it’s hardly surprising that mind-twisting pheromone glands are a popular addition to their arsenal.
a) Attract Opposite Sex---Twice per day the recipient can affect an area of 100 ft per point of the person’s M.A., raising their M.A. and P.B. by +10 when dealing with the opposite gender, and adding +10% to Seduction rolls.
b) Scent Marker(marks presence for 2-4 hours). Let ‘em know this is YOURS or else that you’ve been here recently.
c) Territorial/Warning---Members of the same gender as the recipient will either challenge or back down from this pheromonal cue, but even if they attack, they’ll be -1 on Initiative due to the subconscious feeling that they don’t have the home ground advantage.
(1,000,000 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
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

New idea for a bio mod; Imagine Superman learning Martial Arts from Batman.

They would be megadamage martial artists, applying their training and body to fight machines, monsters, and madmen.

Introducing, Shaolin Brutus, with ideas for martial arts incorporated into training, following the link below.

http://www.cracked.com/article_16595_6- ... hands.html
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:New idea for a bio mod; Imagine Superman learning Martial Arts from Batman.

They would be megadamage martial artists, applying their training and body to fight machines, monsters, and madmen.

Introducing, Shaolin Brutus, with ideas for martial arts incorporated into training, following the link below.

http://www.cracked.com/article_16595_6- ... hands.html


That would be more of an OCC, rather than a bio-mod.
Admittedly, I haven't really clarified what getting a bio-mod does to an existing OCC, whether it grafts new abilities onto your existing OCC or whether it effectively counts as a multiclass.
It might be like becoming a cyborg....beyond X-number of additions, you cease advancing in your old OCC skills until you've reached an equivalent level in your 'new' OCC, since you're focusing more on mastering your new abilities.
However, even with this, I see bio-modding as far gentler and less traumatizing than Splugorth bio-borging, albeit it a lot weaker in overall raw power.
It's also a lot kinder to existing psionic and magical abilities than 'borging, since I can see mages retaining most, if not all, of their magical abilities with any of the PS bio-mods, rather than lose them, as is the case with bio-borging or metal-borging.


And since I've hinted that Abtex's Cambridge Jungle gene-engineers may be playing host to a transplanted conclave of Splicers, MDC Biotics are also possible as one of the secret weapons of the GNE. Imagine Biotics and Splicers able to handle metal weapons freely. :twisted:
-------------
"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: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Since I'm going on vacation for a week, starting this Wednesday, I thought I;d share some of what I'm getting away from for a while:

Taalismn’s (Collected) Rules of the Road
*Anyone going slower than you is an IDIOT. Anyone going faster than you is a MANIAC. (George Carlin)
*You will, at some point in your driving lifetime, be somebody else’s idiot and somebody else’s maniac.
*Green means ‘go’, red means ‘stop’, yellow means ‘speed the %$*%* up!”.(‘Starman’)
*Right after you compliment yourself on your driving skills is when you will %^&^& up.
*The road behind you will be completely empty until you need to make a turn or lane change..at which point the truck hiding in your blind spot will make itself quite obviously heard.
*The smaller the space between you and the car in front of you, the faster somebody else will try to cut through it.
*When the rain becomes so heavy you cannot see the lane markings on the pavement, everybody else on the road will get the signal to speed up.
*The thicker the ice on the road, the faster the average road speed.
*The guy behind you knows the road ahead better than you do; he will make this evident by getting as close as possible to you and holding his horn down.
*Speed limit is 65 MPH. You’re going 67 MPH. Everybody else is going 75-90 MPH. The police will pull you over.
*The car that was the Unstoppable Force coming up behind you, will now become the Immovable Object ahead of you.
*You are thinking for the two cars ahead of you and the two cars behind you. Their drivers on the other hand are thinking of dinner and sex.
*The conversation on the cellphone is more interesting than your screams of terror.
*You will be sandwiched between the Overeager Truck Driver behind you and the Blissfully Unaware Dullard in front of you.
*Your blinking lane change signal is the signal for the car behind you to speed up past you.
*Your car’s engine will stall at the worst possible moment.
*You will hit the gas pedal instead of the brake pedal at the worst possible moment.
*Your windshield wiper will smear the area directly in front of you into an indiscernible blur.
*The laws of physics only apply to you; for everybody else on the road they are an option.
*Just as your heart rate’s coming down after nearly being sideswiped by a speeding maniac is when the second one will come at you from behind. He in turn will be followed shortly by a third.
*”Objects in Mirror Are Closer Than They Appear”---remember this when your rearview is completely filled by truck.
*The more massive the vehicle, the denser the driver.
*Right when you’ve FINALLY assured yourself the guy in front of you isn’t going to change lanes, is when he’ll decide to cut in front of you.
*The operation of a cellphone by a driver excuses them of all responsibility for cognitive thought. As the driver of the motor vehicle nearest to theirs, that responsibility is transferred to you.
*The cable TV repair van is on an emergency run; you are obligated to get out of his way at all times.
*The car behind you will not see the moose in front of you.
*The moment you get your windshield clean of water and oil, is when the truck will ram by and deposit a fresh layer on it.
*No matter how far ahead of the car in the other lane you are, it is your obligation to slow down so he can get to the lane merge first.
*You are the only one on the road with any sense of your own mortality; everybody else is invincible.
*A lane merge ahead is the signal for the race to the finish to begin, regardless of whether or not the driver in the other lane is aware of it.
*It is when you are standing on the brakes, crawling down a 30-degree slope, that the mountain goat in the car behind you will decide to hit the gas and blow past you.
*The stricter the cellphone laws, the greater the number of people apparently exempt from them.
*What is behind a car no longer concerns the driver; this includes the terrified other drivers they almost drove off the road.
*It is on the right-hand side of a down-slope, cliff-hugging, blind-corner no-passing lane road in the middle of the night when the driver behind you will choose to pass on your left.
*Nature abhors a vacuum; any open space behind your car on the road will be promptly filled by a large truck.
*In any road emergency that requires you to quickly extricate your vehicle from the path of one or more speeding vehicles, your path of escape will be promptly blocked by an imperceptive third party.
*The exit ramp you WANT will be on the opposite side of the highway that you are ON.
*All oncoming traffic will have their high beams on.
*In a traffic jam, everybody will have the same idea of using the same shortcut as you do. Furthermore, any attempt to escape one traffic jam will simply get you stuck in a longer one.
*Waiting for the car ahead of you with the blinking turn signal to actually turn or change lanes is an exercise in futility; abandon hope now.
*The moment you begin to truly relax and enjoy a slow leisurely drive down a scenic and empty stretch of road, is when the speedfreak will show up behind you.
*Your prayers to be saved from the idiot in the SUV will be answered and promptly negated by the substitution of a larger vehicle.
*The car crossing the road in front of you does not see you. The car speeding up behind you does not see the car crossing in front of you. Welcome to hell.
*The average speed is always 10 MPH over what is the posted limit.
*There are no atheists in front of big rig trucks. Unless that person is driving another big rig.
-------------
"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 »

taalismn wrote:And since I've hinted that Abtex's Cambridge Jungle gene-engineers may be playing host to a transplanted conclave of Splicers, MDC Biotics are also possible as one of the secret weapons of the GNE. Imagine Biotics and Splicers able to handle metal weapons freely. :twisted:

abtex's WHAT????? :shock: MITForest. :eek:
taalismn has a place called Camberry Jingle or something like that. :-P :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: 49556
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:
taalismn wrote:And since I've hinted that Abtex's Cambridge Jungle gene-engineers may be playing host to a transplanted conclave of Splicers, MDC Biotics are also possible as one of the secret weapons of the GNE. Imagine Biotics and Splicers able to handle metal weapons freely. :twisted:

abtex's WHAT????? :shock: MITForest. :eek:
taalismn has a place called Camberry Jingle or something like that. :-P :D


MITFOrest/Cambridge Jungle/That Damned Green Place/The Boston Tangle....many names to describe the mass of perpetual greenery and overgrowth that has practically buried eastern Massachusetts. :D

I take the bus through it on one of my legs to the Cape for my vacation, so that may have helped the confusion(though it also gave me some ideas that the scale of the overgrowth should expand beyond just MIT. AS I've mentioned before, in real life Mass, govenment has been encouraging biotech firms to set up shop in the area as a sort of 'biotech corridor'....Palladium picked up on this making the region one of the 'hot spots' for mutant activity in Heroes Unlimited: Mutant Underground. In my version of the Golden Age, supercomputing, MDC construction, and faster genotyping machinery has made the area the equivalent of a small Lone Star, without the mass production capabilities and fortifications.

So expect me to use both names in reference to the region. :mrgreen:
-------------
"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 »

OK. Have a good vacation.
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: 49556
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:OK. Have a good vacation.


Will certainly try...but with the POTUS running around the same place, we may be getting underfoot of each other. :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
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Since management is away, I wonder if a little off the books sales pitching is allowed. No corporate take overs mind you.
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 »

89er wrote:Since management is away, I wonder if a little off the books sales pitching is allowed. No corporate take overs mind you.

Ok. Maybe a little posting of produces we want to be sold.
Where do we start.
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: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

...and I'm back. Sorta rested, full of ideas, but as always pressed for the time to write them out/transcribe them/illustrate them, and already back on a busy schedule tat my paying work. Good trip(except for the beginning and the end...taxis are expensive, but no way was I going to wait in Hartford any longer than I had to, especially after the bus I wanted rolled out with me running out, ticket in hand, pleading for it to stop(I got just a nod of the head from the driver), skunk stories galore, close encounters with bird life, and several brushes with the Secret Service.
Vacations can be a mixed bag and mixed blessing...
-------------
"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
The Raven
Explorer
Posts: 115
Joined: Sun May 09, 2004 2:23 pm
Location: Utah

Re: Paladin Steel Storefront

Unread post by The Raven »

Good to have you back Talismn. Were the brushes just in broad strokes or up-close, in detail? :D
"Women and Cats will do as they please. Men and dogs had better get used to it."
-- Robert Heinlein, Time Enough for Love, Lazarus Long

Carl Gleba wrote:Well said Raven :ok:
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

The Raven wrote:Good to have you back Talismn. Were the brushes just in broad strokes or up-close, in detail? :D


Broad strokes....Illumination Night on Martha's Vineyard and there was the rumor the POTUS was attending, so a normally open event in an area that normally is a sieve with regards to the movement of people turned into a series of chokepoints, plus characters with heavy bags were wandering around triple-checking all alleyways between the cottages(such as ours) apparently looking for anything from IEDs to Persian midget berserkers(I wonder how many skunks they poked up instead). Plus whole sections of the island were closed off as 'forbidden zones'.
-------------
"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 »

As long as you enjoy your self and the skunks missed you, by spray and did not want a hug.
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 »

Martha's Vineyard's skunks are classed as IEDs, midget berserkers and are imported from Persia. :eek: They can cause whole sections of the island, not just people closed off as 'forbidden zones'.
That is nice to know. :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: 49556
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:As long as you enjoy your self and the skunks missed you, by spray and did not want a hug.


Came damn close, though....was escorting my mother back from watching fireworks, walking along with several dozen other people all around loudly tromping through the park on the way home, when this skunk comes trekking along on the other side of a flower bed from me...I figure, stop, and see where he goes.
Well, he comes galloping around the curve of the flowerbed in front of me, coming straight at me, so I freeze, figuring it's best not to look like a threat and hoping the people behind me don't come rushing up blindly and startle the thing. Of course, my mother is shouting 'Look out!' as the skunk zips by about twelve inches behind me and goes running zigzag away into the darkness.
Was immensely grateful that the Oak Bluffs skunks are habituated to people...or at least, when given the choice between a single person and cluster of people, didn't bother wasting an application of reek on a single target.
-------------
"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: 49556
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 AGSD-3 ‘AeroGeler’ AeroGel Sprayer
http://i408.photobucket.com/albums/pp164/taalismn/PS-A-Gelercopy_zps104af376.jpg

“Aww...looks like you tagged me good, handsome...I can’t move, I’m totally at your mercy.”
“You’re not wearing a single thing under that foam stuff, are you?”
“Wouldn’t you like to know?”

This handy pistol-like device was originally developed for packing and shipping fragile items, but users quickly discovered the sprayer could be used as a non-lethal restraint device. The A-Geler melts a powder of special plastic, spinning and blowing it into an ultra-fine aerogel that can be quickly sprayed and set around an object, preserving and cushioning it.
PS warehouse workers found that they could sculpt ‘suits’ around themselves that offered some protection from the elements(but mostly they discovered it was fun to run around and bounce about inside a layer of plastic foam). They also discovered that the stuff could be used to incapacitate would-be thieves and bandits. It wasn’t long before Paladin Steel began to market the A-Gel pump(with a more powerful pressure mechanism for better range and flow control) as a ‘reduced lethality’ weapon.
Though not really a weapon. it is used primarily as a packing and shipping tool, though many security services have adopted them as reduced lethality crowd control devices, and ‘foam tag’ has caught on as a sport in some areas. Needless to say, the AeroGeler has caught on faster with Crazies than the original VelcroSuit.
Weight: 5 lbs
Range: 120 ft, and each shot covers a 5 ft area.
Damage: None; the aerogel is harmless, lightweight, and air-permeable.
Sprayed in a person’s face or head, the aerogel blinds; (-4 to Initiative, and -10 to Perception rolls). Sprayed around the legs, it hampers mobility(reduce speed by 75%, and HALF all bonuses to dodge/roll/parry). Removing the gunk takes 1d4 melees of furious wiping and tearing.
The sprayer can be used to spray and shape a ‘suit’ or air-permeable aerogel around a person. The ‘suit’ looks somewhat like an inflated hazmat bag around the person, made of translucent plastic that balloons out around them and exaggerates their proportions. Inside the suit, the person is cushioned from shock(takes only 1/8 normal damage from kinetic shock, punches, falls, and blows), floats like a pool toy, has a larger ‘footprint’ that cushions the person’s weight(reduce penalties for crossing soft surfaces like snow and mud by HALF, and +5% to Prowl skills). However, the aerogel muffles sound, interferes with vision(-2 to Initiative, and -8 to Perception rolls), and prevents the person from being able to fully grasp and manipulate objects(-25% to any skills requiring fine manipulation). The plastic also interferes with mobility; -20% to acrobatic maneuvers, and reduce speed by 50%.
-Completely cocooning a person or object, immobilizing them, is also possible, but takes longer(1 full minute of constant spraying to completely envelope the target). The foam holds with a regular strength of 30, and take about 120 SDC per cubic yard of the stuff before breaking apart.
-The foam has an undisturbed life span similar to styrofoam peanuts; the stuff will last months, if not years, packed in a box, but generally mechanical abuse and exposure to the elements breaks the stuff down in a matter of days or hours.
Rate of Fire: ECHH
Payload: Each pistol-sized Feed Cylinder produces 150 cubic feet of aerogel.
Cost: 2,000 credits for the sprayer, 50 credits per each standard Feed Cylinder
Options:
The sprayer itself cannot be modified, but different properties can be added/instilled into the sprayed aerogel itself.
*Radfoam---Specially formulated to provide extra protection against radiation, similar to BoroSlime. Good for containing light to moderate radiation spills, and providing temporary protection against larger spills/exposure. 90 credits per each Feed Cylinder
*SaniFoam---Laced with powerful bactericides. Useful for scrubbing down and sealing quarantine areas and contaminated equipment. 70 credits per each Feed Cylinder
*ThermalFoam----Heat and fire does only 1/3 normal damage against this thermal-resistant material. Useful for setting up firebreaks and covering at-risk buildings and equipment. 90 credits per each Feed Cylinder
*FiltraFoam---Traps toxic gases with 75% efficiency. Good for sealing buildings against gas and other contaminants. 65 credits per each Feed Cylinder
-------------
"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: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Juicers, Crazies, and Gene-Mods: The Paladin Steel Bio-Mod Program Expanded

“Wow! I can have crazy-mad reflexes and super-duper psychic powers and NOT go gah-gah and dribble-chinned when I get older? Sign me up!”

“The upside is that getting ALT-Juiced saved my life; the downside is I made a lot of mistakes while I was Juiced that I figured couldn’t touch me when I got the Final Call. Guess I’m going to have to grow up and face the music on these things.”

“They’re like an overpriced ‘luxury’ version of a jeep or utility vehicle, stuffed with meaningless extras and the raw edge taken off performance by all the safety features some bunch of armchair jocks insisted they put in, then marketed to stuffed-pocket wannabees who want the glamour without paying for the glory. Not the same thing at all as what I offer here! It’s criminal that they even suggest they’re the same, let alone better! We’re the bleeding edge! They’re the dull safety razor!“

----Overheard at a Los Alamos Juicing clinic during a discussion of the new ‘ALTS’ coming from the Northeast.

“Five years service to the Gee-En-Nee and I imagine they’ll work me hard those five. Still, they take care of their own, and when I serve out my enlistment, I’m a free agent afterwards, with my augs and all, and I’ve already been promised a top rank in the constabulary back home. That’s something to work for.”

From the onset one of the stated goals of the Paladin Steel gene-mod R&D effort has been to devise safer and more effective alternatives to ‘Juicer’ and ‘Crazy/M.O.M.’ augmentation, both of which PS and GNE ethicists regard as distasteful and needlessly dangerous. It was hoped that with sufficiently advanced genetic mapping, modification, and more subtle medical eugenic alteration, that the equivalents of the aforementioned popular augmentations could be found, without the attendant physical and mental deterioration so famously inherent to them. The bio-mods could be applied without the accompanying trauma and such bio-mod packages could be offered less expensively. Finally, the bio-mods could be offered to existing Juicer and Crazy augments as rehabilitative therapies, giving them alternatives to the addictive power many juicers and Crazies experience, without forcing them to give up most of their advantages.
Growing experience with bio-tech, rehabilitative therapies, psycho-orientation, and the nanotech-application of bio-mod alterations has allowed Paladin Steel to get closer to its goal with a number of bio-mod packages. Known in the trade as ‘Alts’, these bio-mod packages are expected to be commercial successes to those seeking power-ups, while offering an ‘escape clause’ to those (especially Juicers) seeking to save their lives.
The current Juicer- and Crazy-equivalent bio-mod packages are still quite expensive, and are still lacking in some regards, while superior in others. Each will be detailed later on in this entry.
The primary criticisms of the ALT-programme is that they are currently prohibitively expensive and come with an attendant stipulation of a mandatory five years of service to Greater New England. Despite this, the current COPPER SLANT and MERCURY LANGUR genemod-packages are seeing long sign-ups for the conversion bio-mods, as word spreads about their availability.

ALT-Juicing

“For the cost of ONE of your gene-juicer wannabees, I can outfit my company with twelve fully armed Samson power armors and still have enough left over for spare parts! Where’s the savings in that?”
“Your can-jockies gotta sleep sometime; my Alt-jays are ready ALL THE TIME.”

The ALT- equivalent of the Juicer augmentation is a fairly straightforward across the boards physical performance enhancement that offers improvements in speed, strength, and toughness. All without the dangerous burnout that ultimately claims most Juicers.
ALT-Juicing falls short on many points where the original Juicer aug simply brute-forces the issue for maximum performance at maximum burn. Built-in biological ‘brakes’ meant to induce improvements with more subtlety prevent the ALT-Juicer from attaining original-flavor Juicer performance levels on a number of points, and it is these shortcomings that ‘True Juice’ proponents point up; “What’s the point of living longer if you don’t have the power you need in a pinch to let you live, PERIOD?!”, or ‘Why pay more just to spend more time in hock to somebody else when you can go Juice, pay off your conversion costs early, and play hard until you die?”. COPPER SLANTs don’t have as much raw SDC and Hit Point vitality as regular Juicers, and efforts to compensate by giving them tougher skin-armor tend to give them a distinctive leathery-skinned look on top of their extra height and mass from their pituitary gland stimulation. COPPER SLANTs also require more sleep/rest than chemical brute-force Juicers, earning them derisive catcalling for being ‘sleeping beauties’ when the ‘true Juicers’ are up all week partying.
On other points, however, ALT-Juicers can be rightly said to be superior to their harness- and bio-comp dependent drip-pump opposite numbers. PS Biotech has refined what they learned on the RESTLESS VENOM bio-mod to give COPPER SLANT the ability to run faster than many hovercycles; many a Juicer ‘cycle gang, confident that they’ve run a bio-mod to ground, have been left in the dust as the PS agent has raced away, almost faster than the eye can track, or by leaping and bounding over buildings and cover where they can’t be easily followed. COPPER SLANTs are also stronger, heal up from injury faster, and, of course, live longer. Thus, in spite of the stated market cost, PS and the GNE often subsidize the conversion of many Juicers eager to live longer, but not at the cost of getting off the roller coaster, in return for an oath of fealty and service to the Company and State.
Many diehard Juicers are critical of the stated goal of ‘rehabbing’ them, while others, especially in the wake of the debacle of the Phoenix Treatment and subsequent Juicer Uprising, have wondered aloud if the whole thing is another scam, meant to lure in desperate Juicers(and pointing out the mandatory five year service to GNE as proof of PS’s less-than-totally-altruistic goals in offering the ALTs). Extremist Juicer-culture adherents scoff at the bio-mods being equal to the existing Juicer augmentation, and harp on the differences, defending the ‘true Juicer’ as a proper ‘poor man’s power-up’ and celebrating the true ‘live fast and die young’ philosophy of Juicer culture. Still, however, Paladin Steel is seeing an increasing number of Juicers seeking to escape Final Call flocking to the PS banner.

COPPER SLANT Augmentation Program- ‘Juicer’ Equivalent
(aka ‘ALT-Juicer’, ‘Gene-Juicer’, ‘Hardskin’, ‘Alt-Jay’)
(PU2 budget of 12.53 million per operative)

Powers/Abilities:
-Improved Heart---+2d6 SDC, +2d6 Hit Points, +1 save versus disease, +4 save versus heart and blood diseases, +14% save versus coma/death, and fatigues at 1/3 normal rate.(

-Circadian Rhythms---Can run on as little as three hours of sleep a day, or without sleep altogether for four days straight, needing only seven hours of follow-up sleep to recover.

-Extraordinary Physical Strength----Strength is automatically 20 +2d6, or if already 20, +2d6+6, and is classed as EXTRAORDINARY for lifting(P.S. x200), carrying(P.S. x100), and damage purposes.

-Enhanced Physical Strength---+1d6+1 P.S.

-Enhanced Leaping---P.S. x25 ft across, can fall twice horizontal leaping distance without harm, +15 SDC, +6 Spd., +1 roll, +1d6 to kick attacks.

-Extraordinary Speed--- The COPPER SLANT bio-mod is capable of nothing short of INSANE and SUPERHUMAN speeds; can run at 220 MPH+20 MPH per level of experience, +50 SDC, +1 APM, +1 to initiative at levels 1,3, 4, 5,7, 9, 11, 13, & 15, +2 strike, +3 parry, +2 pull punch, +4 roll, +6 dodge, +2 auto-dodge, and +4 to damage for every 20 MPH of speed.

-Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +1 APM, +2d4 Speed, +3 Automatic Dodge,

-Brain: Psi-Blocker---+3 save versus mind control and possession, and able to assume a trancelike state within 1d4 melees of meditation that makes the character impervious to psionic probes, mind control, and possession attempts, albeit at the cost of not being able to move or even react in self-defense.

-Reinforced Spinal Cord---+3 roll, and takes only 1/3 normal damage on a successful roll.

-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.

--Heightened Sense of Awareness---+2 initiative, +1 roll, +2 save vs Horror Factor.

-Enhanced Endurance---+1 P.E., +2d6 SDC

-Armor Rating Increase(A.R. 15)

-SDC Augmentation---+240 SDC

-Bio-Regeneration: Healing Factor----+2d6+6 Hit Points, +25 SDC, +20% save versus coma/death, +3 save versus magic, poison, and toxins, +3 save versus psionic attack, and recovers 3 SDC every 10 minutes, 1 Hit Point every 15 minutes, can super-heal twice per 24 hours(4d6 HP instantly), takes half damage from cold and fire, drugs and toxins do one third normal damage/duration/effect on an unsuccessful save, and the patient heals without scarring.

-Enhanced Immune System----Effectively impervious to disease, and +1 save vs poisons and toxins.

-Modified Appendix---+5 save versus poisons, +3 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 25% of normal.

-Modified Stomach--Reduced fatigue rate by 25%, +1 save vs poison, +6 to save versus food poisoning and stomach illnesses. Also gets a +1 to initiative and +1d6+1 to Speed for 1 hour after eating.

-Enhanced Kidneys---+2 save versus poisons, +1 save versus drugs and other toxins. Damage and penalties from toxins are HALVED(1/3 with Modified Appendix added in), and duration is only 50% of normal(25% with Modified Appendix added in).

-Gland: Steroid---1d6+3 times per day, the COPPER SLANT can slip into ‘overdrive’, boosting their P.S. by 12 points, and P.E. and Speed both by 5 points for 3d4 minutes. Takes one melee to kick in.

-Pituitary Gland---+1d4 P.S., +2d6 SDC, add 4d6 inches to height, and increase body weight by 5d6%.

-Reinforced Skeleton----+2d6+10, head butt does 2d6+ P.S. damage, +2d6 damage to body blocks/rams, +2 damage from punches, elbow strikes, and kicks, +3 roll.

Total bonuses:
+340 SDC+8d6 SDC
+4d6+6 Hit Points
Natural Armor Rating of 15
Takes HALF damage from cold and fire
(20+2d6)/+2d6+6+(+1d10+2) P.S., and is classed as EXTRAORDINARY
Can run at 220 MPH+20 MPH per level of experience+2d4+6 Speed
Leap P.S. x25 ft across, can fall twice horizontal leaping distance without harm
+3 APM
+6 initiative,+1 to initiative at levels 3, 4, 5,7, 9, 11, 13, & 15
+2 strike
+3 parry
+5 pull punch
+10 roll
+6 dodge
+5 Automatic Dodge
+1 disarm
+4 to damage for every 20 MPH of speed
+34% save versus coma/death
Recovers 3 SDC every 10 minutes, 1 Hit Point every 15 minutes, can super-heal twice per 24 hours(4d6 HP instantly)
+3 save versus magic
+2 save vs Horror Factor
+6 save versus psionic attack
+3 save versus mind control and possession
+12 save versus poisons, +6 save versus drugs and other toxins. Damage and penalties from toxins are 1/3, and duration is only 25% of normal
+6 to save versus food poisoning and stomach illnesses
Effectively impervious to disease
Fatigues at 1/3 normal rate
+5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair
+W.P. Paired Weapons

ALT-Crazy
“Where you gonna hang your bling if you ain’t got the knobs?”
“Don’t need knobs, don’t need the baggage that comes with them.”
“The baggage is part of the fun, dude!”
“All the same, I’d rather not end up having arguments with my own brain about whether or not I should kill my landlord because he looks sorta like Karl Prosek or the Pumpkin King.”

ALT-Crazy therapy (aka ‘ALT-Moming’) is more powerful from the beginning in a previously unaugmented person, but rather more difficult to implement in an existing Crazy.
While most of the work is concentrated on powering up the nervous system, attention is paid to peripherals; the heart is upgraded to handle the immense stresses laid on it, muscles and tendons are reconnected for better movement, and the body is made tougher with a subcutaneous webbing. Because it was developed in parallel to the COPPER SLANT program, they share many capabilities in common, such as enhanced strength, speed, and leaping, and reinforced spinal columns. But whereas COPPER SLANT recipients tend to be hulking and full of muscle, MERCURY LANGUR bio-mods tend towards lean, sleek, wiry builds and an almost fluid grace in the movements. Many train in gymnastics and acrobatics, only increasing their seemingly effortless ability to roll, tumble, and dodge out of danger.
As with the ALT-Juicer, the ALT-Crazy isn’t as powerful in many regards as the augmentation it seeks to emulate and replace. However, with regards to psionic powers, it is superior, especially when coupled with the mandatory exhaustive training and psychotherapy attendant with the bio-mod. The complement of psionic abilities presented as part of MERCURY LANGUR has many confusing it with an effort to create an artificial Mind Melter.
The difficulties of converting an existing Crazy to the MERCURY LANGUR standard have scrubbed it as a ‘rehab’ therapy, but the bio-mod has caught on with new recruits wanting the superhuman abilities of a M.O.M. warrior without the mental degeneration. This doesn’t sit well with many M.O.M. establishments in North America, who downplay the insanities as ‘colorful personality adjustments’ and part of the ‘fun-loving free-swinging culture’ of the Crazies.
If word of this treatment were to reach the Dark Mistress of Mindwerks, she might be intrigued by it, but unlikely to send anybody to find out more, as her attention is mainly focused closer to her homebase and on crushing the NGR ad Triax.

MERCURY LANGUR Augmentation Program- ‘Crazy’ Equivalent
(aka ‘ALT-Crazy’, ‘G-MOM’, ‘Gee-MOM’, ‘Gene-Crazy’, ‘ALT-Melter’, ‘Brainiac’, ‘Slinky’)
(PU2 budget of 9.5 million per operative)

Powers/Abilities:
-SDC Augmentation---+180 SDC

-Built for Speed---Speed attribute x4, +1 dodge, +3 roll with punch, fall, or impact, plus climb and swim at HALF running speed.

-Enhanced Leaping---P.S. x25 ft across, can fall twice horizontal leaping distance without harm, +15 SDC, +6 Spd., +1 roll, +1d6 to kick attacks.

-Double-Jointed---+10% to Escape Artist, +1 roll with punch, fall, or impact.

-Heightened Sense of Balance--- The vagris nerve is modified to control the urge to vomit under disorientation, and such cues as inner ear signals can be consciously ‘overridden’ with less difficulty. +2 roll, +5 to maintain balance, +10% to Acrobatics, Gymnastics, Climbing, and Movement: Zero Gravity, and the recipient can fire an aimed, Called Shot or burst without penalty while moving, tumbling, or spinning in zero gravity.

-Improved Heart---+2d6 SDC, +2d6 Hit Points, +1 save versus disease, +4 save versus heart and blood diseases, +14% save versus coma/death, and fatigues at 1/3 normal rate.

-Enhanced Vision: Telescopic---Can see up to two miles away(+1 mile per level of experience) with eagle-like clarity and acuity.

-Heightened Sense of Smell--100 ft range, Recognize specific odors: 70%+4% per level of experience, recognize poisons/chemicals by smell: 50%+4% per level of experience, recognize specific person: 50%+3% per level of experience, track by scent: 40%+3% per level of experience every 200 yards. In circumstances where smell can come into play: +1 dodge, +1 initiative.

-Heightened Sense of Hearing--360 ft range, +6 to initiative, +1 parry, +2 dodge(where applicable). Estimate sound distance(60%+5% per level of experience), estimate speed and direction(50%+5% per level of experience), recognize voice/sound(40%+5% per level of experience), and can hear very soft sounds(under one decibel) under 75 ft away, under 10 decibels up to 150 ft away.

-Heightened Sense of Touch---Recognize items by touch(60%+2% per level of experience), find small irregularities in textures/surfaces(70%+2% per level of experience), recognize minute changes in temperature(60%+2% per level of experience), penalties for being blind are -5 instead of -8, +1 to strike with a thrown item or weapon, and +10% to skills requiring a fine touch, such as palming, pick pockets, forgery, demolitions, pick locks, cardsharp, etc.

-Heightened Sense of Taste----Can discriminate between and identify common substances with 70%+5% per level of experience proficiency, and can identify exotic tastes and poisons at 30%+5% per level of experience. +10% to cooking ability.

--Heightened Sense of Awareness---+2 initiative, +1 roll, +2 save vs Horror Factor.

-Brain: Psi-Blocker---+3 save versus mind control and possession, and able to assume a trance-like state within 1d4 melees of meditation that makes the character impervious to psionic probes, mind control, and possession attempts, albeit at the cost of not being able to move or even react in self-defense.

-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.)

-Extraordinary Physical Prowess--+2d4 P.P., +3d4 Speed, +1 APM, +3 Automatic Dodge. +10% to acrobatics/gymnastics, climb, and prowl.

-Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +2d4 Speed, +1 APM, automatic dodge(+3), and W.P. Paired Weapons

-Reinforced Spinal Cord---+3 roll, and takes only 1/3 normal damage on a successful roll.

-Extraordinary Physical Strength----Strength is automatically 20 +2d6, or if already 20, +2d6+6, and is classed as EXTRAORDINARY for lifting(P.S. x200), carrying(P.S. x100), and damage purposes.

-Brain: Psionics(Sensitive)---One Super psionic power of choice, Telepathy(4), and 1d4+3 sensitive powers of choice. Baseline ISP: 2d4x10+M.E.

-Brain: Psionics(Physical)---Telekinesis Super OR Telemechanics, plus 1d4+3 physical powers of choice.

-Brain Enhancement:---+1 IQ, +2% on all skills, +1d4 secondary skills, +1 save versus possession and Horror Factor

-Enhanced Endurance---+1 P.E., +2d6 SDC

-Bio-Regeneration: Healing Factor----+2d6+6 Hit Points, +25 SDC, +20% save versus coma/death, +3 save versus magic, poison, and toxins, +3 save versus psionic attack, and recovers 3 SDC every 10 minutes, 1 Hit Point every 15 minutes, can super-heal twice per 24 hours(4d6 HP instantly), takes half damage from cold and fire, drugs and toxins do one third normal damage/duration/effect on an unsuccessful save, and the patient heals without scarring.

Total bonuses:
ISP: 2d4x10+M.E.
+220 SDC+4d6 SDC
+4d6+6 Hit Points
Takes HALF damage from cold and fire
+1 I.Q.
+2d4 P.P.
PS is 20 +2d6, or if already 20, +2d6+6, and is classed as EXTRAORDINARY
+1 P.E.
+5d4 +6 Spd.,(x4)
Leap P.S. x25 ft across, can fall twice horizontal leaping distance without harm
+3 APM
+5 initiative
+1 dodge
+6 Automatic Dodge
+13 roll
+1 parry
+3 pull punch
+1 disarm
+1d6 to kick attacks.
+5 to maintain balance
+3 save versus magic
+3 save versus psionic attack(plus saves as a Minor psychic at 12 or better)
+3 save versus mind control
+4 save versus possession
+4 save vs Horror Factor
+1 save versus disease
+4 save versus heart and blood diseases
+34% save versus coma/death
+3 save versus poison, and toxins.
Resistant to drugs, toxins, and poisons; drugs and toxins do one third normal damage/duration/effect on an unsuccessful save.
Recovers 3 SDC every 10 minutes, 1 Hit Point every 15 minutes, can super-heal twice per 24 hours(4d6 HP instantly)
Fatigues at 1/3 normal rate
+10% to Acrobatics, Gymnastics, Climbing, and Movement: Zero Gravity
+10% to Escape Artist
+2% on all skills
+1d4 secondary skills
+W.P. Paired Weapons

Gene-Modding Existing OCCs(tentative)
“Gene me up!”
Gene-Mods offer an opportunity for existing OCC professions to ‘power up’ with minimal trauma, as the biological improvements can more easily be adjusted to by the mind and body as simply extensions of the existing body. Of course, more radical augments, such as induced psionics, take more getting used to.
Following is a (tentative) set of guidelines for applying PS Bio-Mods to existing OCCs:
*Class 1 Enhancements---Class One Enhancements are relatively minor ‘tweaks’ similar to those available to North American citizens of the Golden Age. These are available as retroviral treatments or prenatal treatments. These usually involve improving one or two attributes that would otherwise have/could be improved through natural means like vigorous exercise or study. Generally, these treatments cost 20,000-90,000 credits each, though the GNE and PS may cover the procedures as part of employee incentive packages.
In general, characters can take a Class 1 enhancement without any modifications to their OCC. Treat as cybernetics for most classes; one or two tweaks or implants won’t hurt, but piling on five or six begins to push it into Class II Enhancement.

*Class 2 Enhancements--- These cover more gross alterations and enhancements of the subject’s physiology. These are similar to those available to Eugenic Superbeings, as described in Powers Unlimited 2, and cover enhancements individually generally costing under 100,000 credits(may go as high as 500,000 credits), with a total budget cap of 1 million credits. Class 2 Enhancements are typically available only to GNE government employees(especially the military), but the field is beginning to open up to approved GNE/Alliance citizens as elective procedures.
In general, characters can take a Class 2 enhancement package(such as FROST DOZE) without any modifications to their OCC.

*Class 3 Enhancements---Similar to Class 2, but with individual enhancement budgets going as high as 10 million credits(but still SDC enhancements), and also includes power categories such as the Powers Unlimited Supersoldier. Class 3 is considered Government Classified, available to only to select and elite military programs(‘super soldiers’), though some packages like COPPER SLANT and MERCURY LANGUR may be made available to a wider recruit base.
In general, characters can take a Class 3 enhancement package and it will effectively count as a modified multi-class(i.e., they advance in experience 1.5 times as long as normal (in other words, to advance to the next level, take the required number of points needed and multiply by 1.5)owing to them spending more time getting used to, or relying heavily on, their new bio-enhancements. Alternatively, they can TRUE multi-class, with the new default OCC being the same as for the Heroes Unlimited Eugenic Hero class, with appropriate adjustment of available skills.

*Class 4 Enhancements----These are the still tentative realm of megadamage genetic enhancements. Currently Class 4 Enhancements are only possible through the use of magic, as with Chest Amalgamate Symbiotes or rituals such the Cold Blooded, all of which are carefully regulated by the GNE, and approved of only on a special case-by-case basis.
Class 4 bio-aug counts the same way as Biowizardry symbiote or multi-class OCCs, depending on the degree of enhancement.

*Class 5---This is still a hypothetical stage for PS/GNE capabilities. It is the creation of entirely NEW forms of (megadamage) life from scratch, including entirely new bioborg bodies ready to be brain-transplanted or essence-transfered into.
Class 5 bio-aug would DEFINITELY count as a multi-class or entirely NEW specific OCC.

In general, most already-augmented OCCs CANNOT be bio-modded without losing their previous abilities or being forced to take a multi-class(the default OCC for Bio-modding is the same as for the Heroes Unlimited Eugenic Hero class, with appropriate adjustment of available skills). Magic augments such as the Cold-Blooded or Mage-Bane CANNOT be bio-modded.
While characters with existing Minor or Major psionics CAN be bio-modded to accept new psionics, (Master)Psionic OCCs CANNOT be bio-modded for more than 1d4 additional psionics, and those are limited to Sensitive, Physical, or Healing. Attempting to push it and take any more has resulted in tragic mental instability, severe brain damage, and death, and Paladin Steel refuses to permit master psychics to be so bio-modded.
Psi-Stalkers CANNOT be bio-modded at ALL; their physiology, though human, has mutated so drastically that most bio-mod techniques just don’t work for them, and frankly, psi-stalkers don’t like being tampered with, especially not on a genetic level.
Bio-mod-induced psionics advance at HALF the same rate as natural psionics; i.e., bio-mod psionics advance a level for every TWO levels of the bio-modded character. This reflects the fact that the induced psionics are not come naturally to the character and require more time and effort to use and practice. And though not addressed in the Powers Unlimited Two book, PS bio-mod psychics acquire ISP at a rate of 1d6 per level of experience(rather than per two levels as for power advancement).
Note that characters who have been bio-modded from birth or a very young age(before they can choose an OCC) with psionics advance as normally. These characters use the the same base skill sets as for the Heroes Unlimited Eugenic Hero class, with appropriate adjustment of available skills, or special OCCs by GM fiat. Paladin Steel does not bio-mod children in such manner to specific OCC purposes unless the circumstances are VERY special/extenuating.

Switching Over
“I’m thinking it's time for a lifestyle change.”
As noted, PS aims to offer its gene-mods as a rehabilitative alternative to Juicers, Crazies, and other traumatic augments seeking to return to a degree of ‘normality’ and/or save their lives from problems that creep into their existing augmentations. While not successful thus far with finding a proven and reliable means of helping Crazies. Paladin Steel Bio-Tech has seen much greater success with Juicers and, increasingly, full-conversion cyborgs.

Juicers
“I wanna be around for my kids, now that I have them.”
Juicers perhaps have the most to gain from the Alt-program; switching over to a gene-mod can halt, even reverse, the onset of catastrophic physical deterioration that claims Juicers after their fifth year of fast living.
Juicers can Detox and switch over to a bio-mod within their first three years as a Juicer without any problems. They even get to keep a bonus of 25% of their enhanced SDC and Hit Points in addition to what they get from the bio-mod as they are effectively ‘rebuilt’.
Taking a bio-mod AFTER the three year Detox limit, the Juicer doesn’t get any bonuses from their previous aug, and rolls for late Detox penalties as normal before adding on the new bio-mod bonuses(which may allow them to compensate). This is a better deal than they might otherwise have, plus they don’t have to switch to a new OCC, but can continue with their old skill set.
Taking the ‘ALT-Cure’ within the last year before Final Call carries an element of risk; convertees roll on BOTH the PU2 Eugenic Hero Insanity and Disfigurement tables.

Crazies
“Nah, I HATE knives....especially if they’re going through my head.”
Gene-modding existing Crazies is possible, but extremely difficult, and Paladin Steel is NOT touting it as a rehab therapy for Crazies. Gene-modding a Crazy often requires completely removing the bulk of the implanted M.O.M. gear, as new bio-mechanisms take over the task of stimulating various biological functions. The exacting and tediously difficult process of neural surgery is fraught with risk, even with advanced A.I.- and psychonetic-directed nano-blades.
Converting an existing Crazy carries great risk; the convertee rolls on BOTH the PU2 Eugenic Hero Insanity and Disfigurement tables. The convertee also retains the insanities they had as a regular Crazy. All in all, not good prospects for ALTing.
Paladin Steel is still experimenting with bio-implants and therapies to reverse, or at least slow, insanities on the organic level, hoping to make a breakthrough one day.

Full Conversion Cyborgs
“I wanna feel the wind on my skin again, feel dirt between my toes and I want to have sex again without a VR hookup.”
Paladin Steel has reached the point where it can now offer full conversion cyborgs the option of re-transplanting into a fully biological fast-cloned(and grown sans brain) body, effectively reversing their cyborg conversion. If so desired, the clone body can be bio-modded from the onset.
Doing so effectively counts as multi-classing, and the newly decanted and re-fleshed character starts anew selecting a new profession.
Such changeovers aren’t terribly popular with existing PS cyborgs(where a Japanese-like cyborg culture celebrates cyborgs), but it IS popular with immigrants and refugees, especially slave-borgs, that see the chance to return to a normal life. Many others are less reluctant to sign up for a cybernization-heavy profession, especially if they feel(and the contract stipulates in no uncertain terms) that they will be returned to a normal bio-body after spending a turn of duty as a ‘metal-bod’.

“In theory one could become a Juicer, wait until the fifth year, convert to a full con cyborg, earn enough for a clone body to be transplanted back into, get that Juiced, get ‘borged again before Final Call, and so forth back and forth. Problem is, that would take a horrible toll on the nervous system, and the pre-op evaluating psychiatrists in any civilized nation would be sure to catch anybody foolhardy enough to try it.
Of course, anybody who’s that freaking good to be able to survive long enough to actually pull it off might need a lot more than a stern talking to to put down.”
Last edited by taalismn on Sat Sep 14, 2013 12:16 pm, edited 5 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
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Whoa, alot of ideas, all of them worthy of thought. It's nice being able to help augments regain some life, some people deserve to have their service rewarded.

I bet when the Splicers sourcebooks come out and Hoyt gets free, he will bring shiploads of Splicer biotech. Their advances would be helpful in making Class 4 gene mods and Class 5 bodies.
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Whoa, alot of ideas, all of them worthy of thought. It's nice being able to help augments regain some life, some people deserve to have their service rewarded.

I bet when the Splicers sourcebooks come out and Hoyt gets free, he will bring shiploads of Splicer biotech. Their advances would be helpful in making Class 4 gene mods and Class 5 bodies.


Yah...and I've hinted that Abtex's MIT Forest biogeneticists may have benefited from a Splicer Tribe living in the Cambridge Jungle....sort of the ace in the hole PS Eastern Defense has possible access to Biotics, Warmounts, and Host Armor against the Splugorth hordes.
(So yes, you COULD have EShemar mercenaries on their warsteeds fighting alongside Splicer Warmounts and Biotic infantry(against either the Splugs or NEXUS expeditionary forces?)...Ultimate ironies there....

But the Alts are are an exercise in how close I could get, using the as-is rules in Powers Unlimited 2, to create Juicer and Crazy equivalents...it's not exact, not cheap, and both canon Juicers and Crazies exceed the Eugenic varieties on such points as sheer amount of hit points and certain performance saves. In order to match them using strict adherence to what's in the book, you have to EXCEED them on a few points, hence super-psionic pseudo-CRazies and faux-Juicers who can run faster than many hovercycles. :D

One thought I got(among many) us that while I listed a price for the bio-mods, they're in Powers Unlimited dollars...I'd like to think that Rifts Earth at its best, the exchange rate of the REarth credit to the PUEarth dollar might be like that of the Three Galaxies' credit to the Rifts Earth credit. That might bring the price down somewhat.
Then again, if Powers/Heroes Unlimited Earth is roughly equivalent to our own contemporary Earth, you can't get a nose job for less that 20,000 dollars(and some dental work costs 10,000 dollars...at least when the dentist is a hack out to soak you), let alone super enhancements(cloned toes and fingers in Powers Unlimited cost 5,000 each). I'll have to see what the cost of a Rifts Earth bio-system finger/toe is for comparison.
-------------
"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: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Tweaked COPPER SLANT with Reinforced Skeleton for an extra 140,000 credits/dollars. Made sense.
-------------
"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 »

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: 49556
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:PSWest WarWagon maybe?



Ew...shiny!
And so much New West technowizard fodder!
-------------
"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: 49556
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/Aegis Stellar Industries BlueSteel 5-0 Security Robot
(aka ‘Canner’, ‘Bluebottle’)
http://i408.photobucket.com/albums/pp164/taalismn/img383_zpscd6f1ac9.jpg

“We wuz through the fences and well on our way to hot-wiring and boosting some of those nice shiny vehicles waiting in the lot when the bluebottles bounced us. Maybe we missed a microwave scanner, or they wired the yard or maybe those jammers Spekko sold us are cruddle, but the next we know a dozen of those flying people-cans were popping up all over demanding we surrender. Like we’re going to give up to the corpos. Anyways, we jazz them with our empy wands and run for it, only they got shields or something, ‘cause the jolts hardly slows them.
Kerin was right behind me when we got to the tunnel and I dove in. Almost made it in too, but when I turned around, the last I saw of her, she was being stuffed inside one of those things. I went deep, rather than wait around; I heard the corpos got ‘bots or worse that can go into the tunnels and I didn’t want to find out for sure. I ain’t ‘eard tweet from the rest of the crew, so I’m guessing they ‘n Kerin are all in zombieland getting their ‘antisocial criminal attitudes’ psycho-screwed outta them. But that’s street-loss for you.”

The BS5-0 is a robot drone that first appeared in the PS inventory in the ASI stables. It is a hover security drone used in both facility patrol and criminal apprehension.
Described sometimes as looking like a ‘flying Isetta’, the 5-0 is a bulbous, roughly conical, robot vehicle with four small hoverjets on its underside. The ‘bot is held aloft by a steady-state GMR antigravity system and propelled by the jets. The hull is topped by a sensor/weapons turret. Up to six tentacle arms can be extended from the hull to entangle suspects and pull them inside the confinement compartment. The tentacles are strong enough to tear open cover a suspect might be hiding behind, detach body armor and cyber-weaponry from an apprehended suspect, or pry open a crushed vehicle to safely extract people inside.
The broad prow of the robot opens up(both clamshell and single door variants exist) to reveal an interior space large enough to fit most humans and similarly sized humanoids. This interior space can be fitted with a removable restraint-rig seat for securing prisoners for transport to a police facility. The 5-0 is heavily armored enough to handle environmental hazards as well as from weapons fire(either suspects not wanting to be caught or an apprehendee’s colleagues trying to mount a rescue).
The 5-0 can also be used as an emergency response vehicle, being both programmed and outfitted with paramedic gear. In a pinch, it can be used to transport accident victims to medical facilities, the restraint couches serving quite ably as strap-backboards.
The 5-0is programmed with standard police procedures, medical emergency response protocols, and street-patrol intelligence and tracking routines, making it a versatile unit for urban operations. However, it rarely operates wholly autonomously, but is typically supervised by a living overwatch officer or team(often monitoring from a nearby command vehicle).
Because of its security role, the 5-0 is rarely fitted with lethal weapons, but is instead fitted from a variety selection of non/reduced-lethality stun and subdual weapons and devices. In mores serious situations, such as all-out riots with military weaponry, bandit attacks, or invasion, the 5-0 can be fitted with more lethal weaponry. If pursuing specific types of targets, such as supernaturals or superhumans, the 5-0s may be equipped with target-specific equipment to facilitate apprehension.
5-0s can be left to follow preprogrammed directives or can be remote controlled from a secure location. It is frequently set to track and subdue fugitives, or stationed around a police operations area to warn off innocent bystanders and stop escaping fugitives(‘mining the perimeter’ as it were). It is also occasionally used by scientific teams as a scientific sensor platform and bio-sampler.

“The true mark of a celebrity social activist is to get arrested by the robo-cops! Yeah, the socially-conscious fashion accessory this year is a police capture drone locked around you!”

Type: PS/ASI-R-BS5-0
Class: Semi-Autonomous Police Security Drone
Crew: Robot Drone or can be remote controlled
MDC/Armor by Location:
Main Body 200
Sensor/Weapons Turret 90
Hoverjets(4) 45 each
Tentacle Arms(6) 40 each
Height: 4.5 ft
Width: 4.5 ft
Length: 7 ft
Physical Strength: Robotic P.S. of 30
Weight: 475 kg (1,050 lb) empty
Cargo: 500 kg (1,100 lb) load capacity
Powerplant: Powercell, good for 72 hours before needing recharging.
A nuclear power unit is also available, with a 5 year energy life.
Speed:(Flying) Hover to 200 MPH, maximum altitude of 800 ft.
Market Cost: 1.9 million credits for the base model, 4.9 million credits for the nuclear powered model.
Systems of Note:
*Radio w/ Scrambler-50 mile range
(w/ radio tracker---able to follow a worn or implanted beacon on its charge)
*External Loudspeaker-60 decibels
*Data Drives/Recorders---Can record up to 48 hours of audio/visual inputs before needing disc erasure/download
*Voice Synthesizer----Typically has a monotone voice
*Optics(full 360-degree arc of vision):
Thermo-Imaging, IR/UV, Passive Nighvision, Image Enhancement, Telescopic
*Advanced Audio
Sound Editor, Ultra-Ear
*Laser Targeting--(+1 to strike w/ ranged weapons)
*Radiation Detector
*Micro-Radar---3 mile range

*Facial Recognition Scanners----Laser and sonar scanners that match facial/body features against a database for identifying specific individuals.

*Motion Detector----360-degree coverage and 100 ft effective range, Particularly useful for tracking incoming projectile fire, allowing the ‘bot to backtrack the source of sniper fire or projectiles during riots.

*Combat Recorder---Onboard recorders can save and store up to 48 hours (standard configuration)of sensory data and download it to police databanks for evidence and evaluation.

*Prisoner Restraints---A removable restraint frame is fitted with multiple arm, leg, torso, and neck shackles, typically each having about 15-30 MDC, allowing the ‘bot to restrain augmented beings such as Juicers and light cyborgs.

*Automed System---The interior couch has an automed system, meant to supervise the restraint and sedation of potentially injured prisoners, but it can also be used to stabilize the condition of emergency victims. The automed system includes a breathalyzer and molecular analyzer for doing on-the-spot toxicology for identifying alcohol and/or drugs in a suspect’s system. The system can also inject medications, sedation, and medical nanites.

Acoustic Stealth---The 5-0 is quite quiet, and has a default Prowl ability of 65%, owing to its quiet hoverjets and ‘floater’ A-G system.

Weapons Systems: None standard, but the top turret can be fitted with TWO of the following:
a) Pepper Gun----A multipurpose chemical sprayer
Range: 150 ft
Damage: Varies by chemical used
Rate of Fire:S tandard
Payload: Enough liquid for 50 blasts
Cost: 700 credits

b)5.56mm Gattler---Rapid-fire machine gun based on the PS ‘Fhizer’ . Because sometimes you don’t want or need to reduce somebody to a fine red vapor.
Range: 700 ft
Damage: (Rubber Baton) Range 300 ft, 1 SDC, and a 15% chance of knocking down a suspect. This option is best used in a burst, for maximum chance of knockdown.

(Taser) 1d6 SDC, victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconscious.

(Tear gas) None...Due to the small internal volume of the bullet, this shell can deliver only a small amount of chemical agent to the target area; enough for a 5 ft cloud. It’s best used in a burst for maximum effect. Victims are -10 to strike, parry, and dodge, plus lose one attack/action per melee for 1d6+1 melees

(Tag) None...This is either a paintball round or a special scent pellet...the scent pellet gives a +20% to anyone with an advanced sense of small to identify and track a tagged suspect. Paint or scent tags can only be removed with a paint remover like turpentine.

(Drug Dart) Does no damage, but victim must make a save versus nonlethal poison or fall asleep for 3d6 minutes. A successful save means that the victim has fought off most of the drug, but is still dizzy and disoriented; -5 to initiative/strike/parry/dodge/ and roll, and -1 APM for 1d6 melees.
The danger comes in multiple strikes; for every dart strike after the first, while its effects are still being felt, the victim has a chance of suffering physical damage from drug overdose...each strike/unsuccessful save thereafter does 1d4 SDC, as well extends the effects of the dart. For this reason, police rarely ever fire drug darts in bursts, except against exceptional physical specimens, like Juicers or Crazies.

(5.56 mm Cartridge) 3d6 SDC per single rd

Note: PS is also developing other specialized ammunition types...the ‘Fhizer’ is fully compatible/able to fire wood and silver rounds as well.

Rate of Fire: Standard; single shot, 3, 5, or 10 rd burst
Payload: 300 rd magazine
Cost: 2,500 credits

c)10 Gauge Auto-Shotgun---A clip- or drum-fed combat automatic shotgun. Especially popular for security forces engaged in riot control. Can fire a variety of rounds from SDC buckshot to high-explosive micro-grenades.
Range: 150 ft
Damage:(Solid Slug) 5d6 SDC
(SDC Buckshot) 4d6 SDC to a 6 ft spread
(Riot Baton)---Plastic bullet; does 1d6 SDC, and has 50% chance of knocking down human-sized targets
(Taser)---Essentially an airborne neural mace. Delivers a powerful electrical charge on contact. 1d8 SDC, and -8 to strike, parry, and dodge for 2d4 melees, plus an additional 2d4 melees per subsequent hit. Roll versus non-lethal poison, 16 or higher, or be knocked unconscious.
(Wooden Slug)----For anti-vampire use. Does 1d8 SDC, but 4d4 HP to vampires
(Gas/Smoke) Effects vary by specific chemical, but typically has enough agent to cover roughly 10 square ft.
(High Explosive)
Rate of Fire:S tandard
Payload: 6 shot clip, or 25 rd drum
Cost: 1,000 credits

d)Taser----Electric stunner that first fires a small laser to create an ionized guide path to the target, then lets loose a stunning electrical charge.
Range: 100 ft
Damage: Victims must save versus non-lethal poison(12 or better) or suffer
-10 to strike, parry, and dodge, reduce speed and APMs by HALF, for 2d4 melees per hit. Cyborgs(full and partial conversion) save at 8 or better. Also has the effect of shorting out vehicle ignition systems(60% chance)
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: 300 shot battery. Effectively unlimited hitched up to a nuclear power plant.
Cost: 22,000 credits

e)E-Zapper-- A combination EM-bolt gun and neuro-electric shock cannon.
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortex) 300 ft
(Shock Ball) 300 ft
Damage: (EM Bolt) 4d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 6d6 SDC per bolt
(Stun Vortex) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(Shock ball) Basically an electrically-charged Stun Vortex that works like a more powerful Taser. No damage, but humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have an 80% chance of having their cybernetics disrupted for 1D10 minutes, and a 40% chance of a non-vital system being permanently shorted out.
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortex) ECHH
Payload: 300 shot battery. Effectively unlimited hitched up to a nuclear power plant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 95,000 credits

f) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 300 shot battery. Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 credits

g) Sonic Projector---A megadamage weapon ‘downscaled’ to lower power levels and used only in serious situations.
Range: 500 ft(1,000 ft underwater)
Damage: Wide Beam: 2d6 MD to a 30 ft area
Concentrated Beam: 4d6 MD per blast
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited hitched up to a nuclear power plant.
Cost: 65,000 credits

h) Net Gun
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. This is NEVER issued to police forces.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees. This is NEVER issued to police forces.

Rate of Fire: ECHH
Payload: 30 shots
Cost: 3,000 credits for the launcher

i) Ion Blaster---If heavy combat is anticipated, a powerful ion blaster(or pulse laser) can be installed instead.
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 ‘guide path’ 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

j)Pulse Laser---Typically installed only when megadamage opposition is expected.
Range: 2,000 ft
Damage: 2d4 MD per shot, 4d4 MD for a double blast
Rate of Fire: ECHH
Payload: 100 shot battery for standard models, effectively unlimited for nuclear-powered models
Cost: 12,000 credits

k) “Gum Gun”---- The “Gum Gun” applies/squirts a super-strong epoxy adhesive that can be used to cement MDC materials together, or make temporary patches. Used in quantity, the epoxy can be used to build up an MDC barrier. As a weapon, the Gum Gun can be used to capture opponents with an entangle.
Each application covers about five square feet,. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
The epoxy sets within seconds, and can be used underwater. For larger jobs, the ‘bot can be fitted with a larger tank holding additional chemicals.
Weight: 60 lbs for a single forearm sprayer, 200 lbs for the backpack tank.
Range: 100 ft
MDC : Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours
Damage: None
Payload: 30 applications per small tank. Large tank holds 100 applications
Cost: 50,000 credits

l) Stun-Plug Gun---Fires adhesive gel-battery ‘slugs’ that delivery a pulsating and regular electrical stun charge to the victim:
Range: 500 ft
Damage: None against inorganic targets.
Against organic targets, the stun-plug inflicts an electrical shock that does 1d6 SDC/HP per jolt. However, this is STUN damage and not tissue-damage. Being shocked five or more times, or with less than HALF hit points remaining, and failing a roll of 15 or better means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. Stunned victims are -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
The Stun Plug has enough capacity for 60 charges. Depending on the situation and intended target, the Stun Plug can be set to discharge at rates of 1-5 shocks per melee until they run dry or the target falls unconscious, whichever comes first. If the person regains consciousness with the Stun Plug still attached(and with remaining charges in it), there’s a 60% chance of the Stun Plug reactivating and proceeding to discharge.
Note that even if/when the Plug runs out of electrical charge, it may still be attached and the tracker chip will still be active for up to 4 hours.
Effects from multiple stun-plugs are cumulative.
A full charge discharge(as can occur when tampering) does 4d6 SDC/HP damage. Unlike the stun-shock, this IS tissue damage, and at 8 or less hit points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.
Rate of Fire: ECHH
Payload: 25 round drum
Cost: 2,000 credits for the gun, 8 credits per stun plug.


2)Hand to Hand Combat
Actions/Attacks per Melee: 4(+3 tentacle attacks)
Strike +6
+4 Strike w/ Energy Weapons
+2 Strike w/ Projectile Cannon
+3 Strike w/ Aimed Shot
Parry +4, +1 per pair of tentacles, +3 for all six
Dodge +4
Roll +2
Pull Punch+4
Disarm +2, +1 per pair of tentacles, +3 for all six
Entangle +3 per pair of tentacles, +9 for all six
Initiative +1
Critical Strike on a natural 19 or 20

Restrained Tentacle Punch 1d4 MD
Full Strength Tentacle Punch 1d6 MD
Body Block/Ram 1d6 MD(occasionally used for breaking down doors, windows and barricades)


Programming:
* Standard:
-Radio: Basic 98%
-Math: Basic 98%
-Read Sensory Instruments 98%
-Land Navigation 94%
-Language:(all at 94%)
American-English
Spanish
Dragonese
Euro
Techno-Can
Can identify common North American factions, equipment, insignia, and protocols(including Coalition and Triax), common Western Hemisphere monsters, demons, aliens, and d-bees.

*Police (Special)
-Surveillance Systems 80%
-Tracking(people) 80%
-Tailing 74%
-Military/Police Etiquette 90%
-Find Contraband 50%

*Medical: (Nurse/Paramedic)
-Paramedic 85%
-Basic and Advanced Math 98%
-Biology 80%
-Chemistry 90%
-Forensics 85%

Options:
*Chemical Sprayer System---Effects vary by the chemical agent deployed, but the sprayers can spray out to 10 ft. Reservoirs hold enough liquid chemical for 25 shots.
Cost: 10,000 credits

*Molecular Adhesion Cuffs---The standard BS5 tentacle arm ends in a simple lock-cuff, but they can be fitted with a molecular adhesion head that sticks to the flesh of an apprehended suspect, making pulling free well-nigh impossible without taking off a swath of skin in the process.
Cost: 10,000 credits

*Isolation Cage---The confinement compartment can be insulated to shut out external sounds and EM radiations, as well as block them from getting OUT of the compartment(no calling for help on your radio implant!).
Cost: 7,000 credits

*EM Shielding---Common in areas with high-tech criminal elements, This option adds EM shielding that negates the effects of EMP weaponry and other similar ‘overload’ devices.
Cost: 20,000 credits

Variants:
*BS5-0CSI--- Crime Scene Investigations variant, equipped as a mobile crime lab. Its antigravity system minimizes contamination of a crime scene while its many sensors scan the site and its sampler arms collect evidence. In place of a restraint cage, its hull holds a stasis locker for forensic evidence.

*BS5-0F---Firefighting variant. Does away with the prisoner compartment for a larger internal tank for firefighting fluids. Armored in thermal-resistant materials(heat and flame do 1/4 normal damage).

*BS5-0R---Rescue unit with a seat in place of the restraint frame. Armored in thermal-resistant materials(heat and flame do 1/4 normal damage).
Last edited by taalismn on Tue Sep 03, 2013 5:35 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
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Nice cop bot, wonder if a SWAT variant will come about?
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Nice cop bot, wonder if a SWAT variant will come about?



The inclusion of MD weaponry effectively makes it a SWAT unit.
If your needs are any more -intense-, it's probably time to break out the Midge UAVs and the heavy combat robots. Oh yeah, and the National Guard.
-------------
"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: 49556
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/Aegis Stellar Industries/NuColt GrP-02 ‘Astra-Omega’ Gravitonic Heavy Pistol
(aka 'Astro-Colt', 'G-Colt')
http://i408.photobucket.com/albums/pp164/taalismn/PS-GrP-02_zps76cafeea.jpg

“Sure, lasers and other energy weapons are the killers of choice in space....no recoil and great range, but sometimes you just need kinetic punch on target. Regular slug throwers and rail guns will throw you around, even with advanced recoil control, but GR-guns will allow you to lay on target without pushing you into a new orbit.”
-Kinney Ruggenson, ‘Interdimensional Soldier of Fortune’

“The New Colt for the New Frontier. Accurate, Reliable, Hard-hitting. Old Virtues in New Form, from the First Name in Personal Firearms, the Latest Ideas; Astra-Omega.”
-Ad brochure for the GrP-02

The GrP-02 is Paladin Steel’s tentative foray into the field of gravitonic weaponry and gravity rail guns. The weapon is being marketed under the New Colt (or ‘NuColt’) imprint both to shield PS/ASI from negative press if the design doesn’t pan out, and to bolster PS’s New Colt works in the Connecticut Territories if it does.
Paladin Steel has found it harder going to try to master gravitonic technology, even with the uncopyrighted common domain technical data available to Aegis Stellar Industries and reverse-engineering of Arkhon flechette weapons captured on Rifts Earth. The centuries-wide headstart enjoyed by companies such as Galactic Armory and Naruni Enterprises in developing gravitonics means that PS/ASI is simply unlikely to be able to challenge the established field for any substantial portion of the market.
The GrP-02 is heavier than the popular GR-10P pistol, and lighter than the GR-45HP, and does middling damage between the two weapons. The only real advantages the PS/ASI weapon has is slightly greater range thanks to a finer focus(at the expense of damage), and more advanced recoil counterforce baffling, making it more accurate.
The GrP-02 takes the standard GR gun clips used by the GR-10P and GR-45HP, and available throughout the Three Galaxies. This greatly streamlines sales and logistics in the Three Galaxies, but poses problems on Rifts Earth and in other dimensions where GR technology is not so common, and ammunition likely to be available only through Paladin Steel(or other interdimensional travellers/traders). While a monopoly on ammunition might appeal to some, Paladin Steel Marketing realizes that such a situation can readily turn on a company, especially if clients are left with empty clips in a bad situation, or secondary supply sources arrive on the scene to undercut the monopoly.
The GrP-02 has yet to make any inroads into the galactic markets, what with more and better-known designs like the GR-10P and GR-45HP flooding the markets, but being an in-house design, is equipping PS/ASI security and GNE Armed Services units. Outside PS/GNE on Rifts Earth, the weapon has seen only limited market activity, owing to the specialized nature and limited availability of the ammunition/clip; hence the weapon mainly does well with well-financed/supplied adventurers or individuals seeking unique weaponry and who often get the weapons cosmetically customized(metallic chrome plating being particularly popular with the Astra-Omega). There has been interest from the Orbital community in acquiring the weapon, particularly wth the resurgence in Arkhon activity after the Kithian Incursion(see Rifter #56, Ovid Pinckert).
Weight: 3 lbs
MDC: 20
Range: 950 ft (double in space)
Damage: 2d4+2 MD per single shot, 4d6 MD per three round burst
Rate of Fire: Single shot or three-shot burst
Payload: 15, 20, 27, or 30 shot clips
Special Features:
*Superior Balance and Recoil-Baffling: +1 to strike
*Optional Upper Sight Rail: Laser spot-sight gives +1 to strike
Cost: 10,000 credits. Clips sell for 500 credits for a 15-shot magazine. 800 for 20-shot clip, 1,000 credits for the 27-round mag, and 2,000 credits for the 30-shot extended clip.
Options:
http://i408.photobucket.com/albums/pp164/taalismn/PS-Gr-Po2bcopy_zps9c45efc9.jpg
*Carbine Kit----adds a folding wire stock-frame and forward handgrip for more stable aiming. Cost: 300 credits

Paladin Steel/Aegis Stellar Industries/ GrP-01 ‘Sharkey’ Gravitonic Heavy Pistol
(aka ‘Gurp’)

http://i408.photobucket.com/albums/pp164/taalismn/PS-GrP01_zps576e7f0f.jpg
“See how those pistol rounds punched right through that armored shell? And THAT is why tanks and cyborgs should never get in close confines where they can’t dodge, can’t use their big guns at close quarters, and can’t easily bust their own way through.”
-Kinney Ruggenson, ‘Interdimensional Soldier of Fortune’

The GrP-01 was Paladin Steel’s first attempt at producing its own gravitonic rail gun small arm. Heavy and cumbersome, the weapon is more akin to a submachine gun in weight, though with heavy single-shot damage at very short range.
To ease logistics, the GRP-01 uses the same ammunition clips as already existing GR weapons in service, allowing PS to more rapidly develop the weapon and simplify its configuration. The gravitonic pulse, however, is tweaked for a harder and faster acceleration, trading sustained range for higher terminal velocity and kinetic force. Counter-gravitonic force negates any recoil, so despite the gun’s heavy weight, it is easy to aim and fire.
The GrP-01 never officially entered market production, being more a proof-of-concept weapon for the more refined GrP-02, so it was NOT sold under the ‘NuColt’ imprint deception. However, several subcontract shops under Aegis Stellar Industries acquired the design templates and continue to manufacture the weapon, though not in any great quantities. Thus, the GrP-01 can be found available through PS/ASI outlets. These weapons have seen some cosmetic redesign over the original test articles, but otherwise performance is the same.
Weight: 5 lbs
MDC: 15
Range: 420 ft (double in space)
Damage: 4d6 MD per shot
Rate of Fire: Single shot, ECHH
Payload: 15 shots
Special Features:
*Top Sight Rail
*Integral Laser Spot Sight---+1 to strike
Cost: 12,000 credits, magazines cost 500 credits
Last edited by taalismn on Tue Sep 03, 2013 10:28 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49556
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/Aegis Stellar Industries/ GrHR-01 ‘Corbett’ Gravitonic Heavy Rifle
(aka ‘G-Punch’)
http://i408.photobucket.com/albums/pp164/taalismn/PSGrHR-02_zps7beb821c.jpg

“If you’re more used to machine guns and rail guns, getting acquainted with a g-gun takes a little time; you’re used to leaning into the recoil, and using your own body to wrestle the gun to stay on target. With a g-gun that’s missing; the gravitonics balance out against recoil, so firing’s as smooth as an energy weapon. That takes a lot of first-timers on a g-rail offguard. They brace for the recoil and it’s THAT which throws off their aim the first couple of times. All the bracing and handles are really there to help you steady your OWN bucking and trembling, not the gun’s.”
-Kinney Ruggenson, ‘Interdimensional Soldier of Fortune’

The GrHR-01 is one of Paladin Steel’s first forays into the field of gravitonic rail weaponry. Though classified as a ‘heavy rifle’, the GrHR-01 is in reality more a light machine gun or support weapon. In this, Paladin Steel was heavily influenced by studies of both the GR-15AR Assault Rifle from the Three Galaxies and the flechette rifles of the Arkhons, examples of which had ben captured both in South America and in the Solar System offworld.
PS attempted to show their growing confidence with gravitonic weaponry by trying to ply in some of the multimode versatility inherent to many Paladin Steel designs by making the GrHR-01 able to accept both standard GR weapon ammunition clips AND regular light rail gun rounds, the latter if the weapon is hooked up to an external power source. This allows the same weapon to be used as both an infantry weapon and as a vehicle-(or cyborg-)mounted weapon. Range is actually improved with an external power source, over being limited to the power available from the integral batteries in individual G-clips. Removing several plates from the frame, and plugging in an automatic feeder, changes the weapon from a clip-fed to a belt-fed autofire weapon.
The GrHR-01 has NOT been marketed under the ‘NuColt’ badge, as the weapon is sold often enough as a vehicle-mount weapon, rather than a stand-alone in the small arms line.

Overall, though, Paladin Steel has not been terribly impressed with gravitonic small arms, seeing few advantages in the concept over existing rail gun, projectile, and energy weapon lines, though GR technology definitely has a place in ordnance and heavier vehicle-mounted weapons. The dual nature of the GrHR-01 seems to reflect this attitude, and it seems likely that Paladin Steel will emphasize further gravitonic projectile work on vehicle-mounted weapons rather than small arms, though research continues on refining any advantages infantry-scale G-Rail weaponry may have into more substantial gains(such as recoil control and accuracy).

Weight: 18.5 lbs
MDC: 25
Range: 1,200 ft using G-clips. 2,000 ft using an external power source
Damage: 3d4 MD single shot, 1d4x10 MD for a three-shot burst, and a 10-shot burst does 2d4x10 MD.
Rate of Fire: Standard
Payload: 30 shot standard G-clip is standard for infantry mode. 100-300 round belts are standard for vehicle-mounted versions.
Special Features:
*Top Sight Rail----The OICW-OTS04 Rifle Scope is standard, though some users mount the OCSW-TAT02C.
*NO Recoil---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil.
Cost: 26,000 credits, 2,000 credits for a standard 30-shot G-clip
Options:
*Bipod
-------------
"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: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Big illo post---pictures added to the 5-0 and the G-weapons.
-------------
"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
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Did you ever post the stats for the PSA-12S ‘Enforcer’ Heavy Assault Combat Power Armor? I do not recall ever seeing that model, but surely it cannot be Paladin prime if there are no stats...
User avatar
taalismn
Priest
Posts: 49556
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Did you ever post the stats for the PSA-12S ‘Enforcer’ Heavy Assault Combat Power Armor? I do not recall ever seeing that model, but surely it cannot be Paladin prime if there are no stats...


Damn it, I'm SURE I posted that. I'm pretty sure it was the PS copy of the NEMA 'Mastiff' robot....
-------------
"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®”