Paladin Steel Storefront
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- taalismn
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Re: Paladin Steel Storefront
Paladin Steel ‘Turner’-class Armored Sea Cruiser
(aka 'Mudskipper', 'Lungfish', 'Walking Shark')
http://i408.photobucket.com/albums/pp164/taalismn/img400_zpsc4ab0037.jpg
The dim lighting of the ward room does little to diminish the chatter of many conversations among the uniformed beings gathered in it. Some of the tone is boisterous and boasting, some sage and cynical, but most of it is anxious and curious.
It all comes to a stop with a single authoritative cough.
“Gentlemen...if you all are ready.”
The officer steps forward and sets a small device down in the middle of the room. A bright light springs into being in mid air above it, casting a cool glow on the many faces watching it. The glowing blur solidifies into glowing angles, that sharpen, additional detail coming into focus, revealing a translucent, but finely detailed, image of a great seagoing warship, long and flat-topped, flat sensors and communications antennae sprouting from a streamlined tower, missile and gun turrets lining a vast flight deck and recessed elevator platforms.
“Gentlemen, may I present to you the USN CVS KittyHawk, a Ranger-class aircraft carrier of the late United States Pacific Fleet.” A murmur of voices answers that pronouncement.
The image alters; the turrets and fine filigree of electronics melt away, the whole vessel turns on its side and bends, and seems to sink into some invisible firmament.
“Unfortunately, the KittyHawk is currently sitting one hundred and eight feet down on the sea floor just a few miles outside Honolulu harbor, where it’s likely been since the coming of the Rifts.”
Another murmur of disappointment.
“Which is where the Horune found her, discovered that she couldn’t be refloated, but found that many of her internal spaces were still watertight, and the rest could be pumped out and sealed...which they have done, and made a few additions.”
A gridwork stalk seems to erupt from the upper side of the overturned carrier, elongating into a tower that reaches for the ceiling of the wardroom, breaking a vague suggestion of a surface membrane, and flattening out into a wide platform, almost like a pedestal.
Now a flat pane appears in the air, forming a screen, and pictures begin appearing, real video this time, rather than computer simulation. A shot of open ocean, as taken from the air, focussing into sharp detail on a platform, like an oil rig, standing up out of the open water. A small structure, especially compared to the vast cloud-like graceful mass of a vessel, like a diving whale’s upraised flukes, sitting next to it. The camera focus swims and wavers for a moment, then steadies in a sharp image of a gangway connecting the ship and the platform. There is movement, a line of figures, marching from the ship to the platform, between larger, steady figures. The camera zooms in again, to show armored backs, turreted, multi-eyed heads, and sharp weapons, then drifts over to catch a glimpse of tattered cloth, naked flesh, chained limbs, and heads hung downcast, the faces not visible, but the hopelessness and desperation writ in the captives’ forced march.
“The Horune have converted that armored wreck into a slave cage...Rather than come into harbor, their raiders can drop them off at the topside, then go on their merry way. The slaves get trucked downstairs to wait, the ship’s agents come out at their leisure and pull what they want for ferrying back to base and sale or consumption; the rest get marched into the sea to feed the sharks...of which there are a good number, having learned about the Horune’s headcount reduction policies. It’s convenient for the Horune; unless the slaves can punch through three inches of good old U.S. Navy fibersteel and swim a few hundred miles through monster-infested waters to safe shores, they’re stuck. “
“Which is where you apes come in.”
“Horune have been getting rather aggressive as of late, and they’ve been ignoring the spirit of the Hawaii Treaty...That last ship shown offloading was tracked from a raid near the San Diego Islands...Which means command is concerned about our bug-eyed friends of the last war not getting the message...So the KittyHawk gives us an opportunity to send another message about leaving our shores alone.”
The schematic now returned, showing an X-ray view of the wreck, lines and blobs of color suggesting interior spaces and access ways.
“We’ve had this hulk under covert surveillance, with both drone and organic assets, from where we got this information, so we have a fair idea of what’s inside, and what’s defending it. The camp is lightly guarded, since the guards are relying on the depth and the sharks, but it’s still tight, and it’s within range of the Horunes’ big island settlements and air defense umbrella. Your mission is to slip in, seize control of the facility, eliminate any and all resistance, evacuate the prisoners, and blow the place to hell when you pull out. Speed and surprise are of the essence here...you shouldn’t have any trouble breaking in, but if you stick around too long topside, the Hoonies are likely to have a full Warfleet scrambling for blood. Question, Corporal Jessup?”
A voice spoke out from the back of the room in response; “If it’s that close to the Horunes’ front yard, how the heck are we going to get in? Air drop would give the game away, and a ship would be too big to avoid the pirates’ detection gear! Mini-subs are too small if we have to evacuate those people? What we got for that, sir?”
The officer grinned. He thumbed the holoprojector and a new schematic appeared in the air. “Glad you asked , Jessup. We’re going in style...We have two squadrons of Turners for this operation...ten vehicles, three carry the initial assault force, five in reserve to provide cover fire and evacuate the place once it’s secured, and two backups...subfighters to provide backup, and the navy’s got an air strike package to draw their attention to the other side of the island.....With a little bit of skill, we’ll be in and out before the four-eyes know what’s hit them!”
The PS ‘Turner’-class Sea Cruiser is a product of the lessons of the CTE Pacific War. While for the most part the Pacific War was fought between titans....heavy warships with nuclear capability and fast, hard-hitting fighters....more than a fair share of the war was amphibious operations, on a scale not seen since the last, pre-Rifts, Pacific War. Though Paladin Steel, through its presence in Free Washington, graciously offered to supply the CTE with massive quantities of war material, including their own amphibious vehicles, such as the long-popular AAAV-7 ‘Alligator’, they quickly discovered that the scale of the war outstripped their equipment. What was good for close coastal New England waters wasn’t always appropriate for long-duration, long-distance, Pacific campaigning, and the LCPs and AAAVs that had served the VFSN so well, found themselves unable to reach their targets for lack of suitable transport ‘motherships’ to carry them most of the way. And even when they were, the large vessels required to carry and service the smaller craft could often be detected by Horune and Minion patrols well before making landfall range, thus negating any element of surprise. While the Pacific War’s Marine operations were shouldered, for the most part, by CTE contra-gravity and nuclear weapons, the GNE military took notes of their own deficiencies and what had to be done to address them.
With grim-faced bloodyminded determination, and Yankee ingenuity, Paladin Steel bent to the task of designing a new amphibious personnel carrier that could do the job, drawing from pre-Rifts military files, and their own experience. Before long, what had started as a simple scale-up of the ‘Alligator’, had ballooned into a massive new vessel over four times the size of the earlier craft, with capabilities more befitting a mini-SSN. The design was also heavily influenced by a number of pre-Rifts littoral combat submersibles, particularly the DCNS SMX-28 concept for a small submarine that could maneuver in shallow waters and even ‘roll’ along the bottom on extendable wheels.
The ‘Turner’ looks like a hybrid of the SMX-28 and an APC; a squarish, but streamlined, massive brick of black armor and engines. Roughly the size and weight of the Coalition’s airborne ‘Death Bringer’ APC, the Turner is part amphibious armored personnel vehicle, part missile tank, and part deep-diving stealth attack submarine.
On land, the turtlebacked Turner is capable of limited mobility, using its hoverjets and crawler treads, allowing it to slide up onto beaches and move inshore to disembark, support, and recover its troop contingent, but underwater, it switches to a magnetic-impellor ‘caterpillar’ drive system, for much higher speeds.
On the top side, just aft of the squat, streamlined conning tower, is an armored, open-topped forecastle and a larger open aft deck lower down behind it, for crew and troops to use when the craft is operating on the surface. The armored sides of the craft provide some limited protection to the troops, who can ascend to the deck through two personnel hatches on either side of the ladder way that rises up to the forecastle, or via a cargo elevator, large enough to accommodate a heavy power armor or light vehicle, in the middle of the fantail deck. Both the forecastle and rear deck can be covered by folding screens, closing them off and streamlining them against cavitation noises when underwater; the shutters do not render these areas watertight compartments(they are free-flooding), though many times crews will store water-sealed cargo pods and assault Zodiacs in these areas.
The rear end sports a large hatchway that can be fitted with a universal docking collar, for docking with larger submarine vessels and installations, or for making airtight attachments to larger objects. This rear hatch is large enough to accommodate light vehicles and heavy power armor. With some modification, the passenger deck can be modified to become a ‘wet dock’, with a portion of the bay turned into a giant airlock, able to cycle up to fifteen people (or eight power armors) out at a time into the water(or back into the security of the ship).
Armor on the Turner is quite heavy, and is surfaced with sonar-absorbant polymer ‘sharkskin’ coatings(which require frequent reapplication after combat wear and tear). Armament is also heavy, consisting of several large torpedo tubes, a medium-range missile launcher, a brace of long range lasers, a pair of ‘Ripkiller’ chain guns, and two small point defense rail gun systems for surface defense. These weapons can be further supplemented by additional light rail guns and light energy weapons, manned by the troop contingent.
The Turner saw only limited use in the Pacific War, being introduced only a month before the War ‘ended’, but it was used in several recon missions of the ‘pacified’ Hawaiian Islands. The GNEN reportedly used several Turners, acting in concert with TigerShark attack craft, during the recent raids on Splugorth colony-outposts in Africa. The GNEN and Marines have acquired the bulk of production of the Turner, though Paladin Steel Security and Corporate Operations reportedly has several that they use for various purposes, including corporate ‘black ops’.
Recently, PS has tried to interest the New Navy in the vessel, hoping that this time the normally noncommittal sailors will bite, paving the way for increased trade ties. The New Navy has not responded either positively or negatively.
“Okay, your pickup target is confirmed aboard this civilian cabin cruiser; you’ll intercept it as it cruises out past Point-Designate Charlie-Alpha-Uno and shadow it until dusk. The cruiser has nothing more advanced than standard autocruise sonar and a fishfinder, so you should be able to get close and not be detected. The target-subject will be expecting you, so keep surveillance close and look for the visual confirmation signal. You’re to deploy a swimmer team once it gets dark; as soon as she’s able she’ll slip over the side into the water, where you’ll assist her with an aqualung and escort her back down to the sub. If she’s not in the water by oh-one-zero-zero, you’re to board to secure the target-subject and use non-lethals on anybody else you encounter. Implement Lethe Protocols* to cover your tracks. Once the target’s in your custody, you go deep and sneak back to the pickup point. When all’s said and done, it should look like a tragic disappearance at sea.”
-(*Lethe Protocols are SpecOps procedures for non-lethally eliminating witnesses to an incident, using psionic, magic, and/or technological means to erase memories and sanitize the incident site, eliminating, or at least distorting, any evidence of what really happened)
Type: PS-AAAV/LPSSN-12 ‘Turner’
Class: Amphibious Armored Assault Vehicle, Submersible Attack Cruiser
Crew: 5, (navigator, helmsman, sensor officer, engineer, and commander)
Plus; 60-80 troops(or 30-40 marine power armors)
MDC/Armor by Location:
Main Body 1,000
Reinforced Crew Compartment 300
Impellers(2) 200 each
Torpedo Tubes(4) 80 each
Missile Launcher(1, forward hull) 250
Chain Guns(2) 100 each
Point Defense Turrets(2) 80 each
Heavy Lasers(2) 150 each
Tread Units(4) 100 each
Height: 25 ft
Width: 76 ft
Length: 122 ft
Weight: 320 tons
Cargo: Can carry up to 50 tons
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:(Land) 35 MPH on open ground. 3-8 MPH underwater(depending on bottom conditions)
(Water, surface) 45 MPH
(Underwater) 40 MPH
Maximum Depth: 1 mile
Market Cost: Currently EXCLUSIVE to PS/GNE and affiliates. If a Turner in fully operational condition were to be offered for sale on the Black Market, it could bring 150 million credits or more.
Systems of Note:
Standard Submarine Systems, plus:
*Long-range Sonar----(Passive) 200 miles, (Active) 90 miles
*Magnetic Anomaly Detector----Mounted in the tail is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----10 mile range
*Communications---Long Range Radio: 100 miles
*Periscope System w/ full optics, including passive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(100 mile range) and radar detectors.
*Full Environmental System---Can sustain a breathable atmosphere for up to 75 days.
*Hull Degausser---A necessary part of the ship’s anti-mine and anti-torpedo defenses is its ability to bleed off electromagnetic charge, reducing its magnetic signature, and reducing its trigger-threshold to magnetically-armed mines and torpedoes.
*Stealth Design--- The sub has only an 20% chance of being spotted by radar and active sonar and a 10% chance of being detected by passive sonar. The benefits of this system are negated if the submarine is moving at greater than 7 knts., in which case the stealth is only -20% to enemy detection rolls.
*Magnetic Impeller “Caterpillar” Drive--Rather than drive a conventional screw, the engine can power a special hydro-magnetic impeller jet. Speed is 20% slower than a regular screw/hydrojet, but the system has the advantage of being far quieter.
Bonuses: -15% to Detection rolls using sonar/acoustic scanners
Weapons Systems:
1)Heavy Blue-Green Lasers(2)---Two powerful blue-green laser cannons were added to the outrigger appendages of the ship to give it energy weapon support for cutting open ship bottoms, engaging submarine targets(including incoming torpedoes) and shooting down enemy aircraft.
Range: 6,000 ft(4,000 ft underwater)
Damage: 1d6x10 MD per blast, 2d6x10 MD per double burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
2)Medium Torpedo Tubes(4)---Mounted in the nose is an array of four MRT launchers. These are conventional weapons, to take advantage of off-the-shelf technology and the more readily available munitions. An automatic loader reduces manpower requirements for the operation of this system, as well as speeds up rate of fire.
Range: 10 miles
Damage: 4d6x10 MD per torpedo
Rate of Fire: Volleys of 1-4(all four tubes firing at once), reloads in one melee
Payload: 40 medium range torpedoes
3)Medium Range Missile Launcher---Mounted in the nose, just above the torpedo bay. This is typically used to fire anti-ship and surface attack missiles, but it can also be used to fire decoys and surveillance drones. In the alternative, the launcher can be replaced with heavier missile or torpedo launchers.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8, reloads in 1 melee
Payload: 48 MRMs
*Harpoon III Missiles
Paladin Steel has also (re)perfected the torpedo-tube launch capsule method to bring back the submarine-launched Harpoon medium-range anti-ship missile. Thanks to PSW’s salvage efforts in Puget Sound, PS can now fit submarines with missile-launch capability, without the need of hideously expensive special launch tubes. Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits(Sub-launched) 20,000 credits
b) Long Range Missile Launcher---In the alternative, a set of four long range missile launcher tubes can replace the MRML. This installation is typically used to fire long range cruise missiles for surface bombardment.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-4
Payload: 4 LRMs
c)Heavy Torpedo Launcher---In the alternative, the MRML can be replaced with a heavy torpedo launcher
Range: Varies by Torpedo Type
Damage: Varies by Torpedo Type
Rate of Fire: Volleys of 1-4
Payload: 4
d) SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 24
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
4)PS-XGECAL 50 “Ripkiller” (2)---A projectile weapon, based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun. This weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. They can be loaded with supercavitating rounds for better underwater performance as well. The Turner mounts two in retractable pintle mounts on the upper rear deck for point defense and shore assault.
Range: 19,000 ft! 3,800 ft underwater if using supercavitating ammunition.
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
5)PS-L-CIWS Vulcan Chain Guns(aka “Button Guns”)(2, two mounted on top of the main bridge structure)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret. The turret is normally stowed retracted, its rounded top flush with the rest of the hull; cleared for action, it pops up for maximum arc of fire.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload: 8,000 rd drum(200 bursts)
b) In the Alternative, these can be replaced with 20mm cannons:
Range: 7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload: 2,000 rd drum per gun
c) In the Alternative, these can be replaced with modified light Series-2098 ion cannons.
Range: 4,000 ft in air or underwater
(Spray Bolt)1,800 ft and affects a 15 ft wide area
Damage: 1d6x10+10 MD per blast
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload: Effectively unlimited
6)Sonar Decoy Launchers(4) These launchers can deploy Deep Flares, Screamers, and other acoustic decoys. Note also that the torpedo tubes can be used to launch long-range ‘smart’ decoys.
Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike. plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Variants:
A variety of variants have been proposed for the Turner, and implemented;
*LHALX-14 Assault Vehicle---This adds a streamlined heavy weapons turret to the forecastle. The turret holds two 135mm Massdriver Cannon and a heavy Vulcan pulse laser.
MDC of Weapons Turret: 400
Weapons Systems(in addition to standard armaments):
a) Vulcan Laser (PS-44L/BG)---Modified with a blue-green frequency
Range: 4,000 ft air/water
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited
b)Twin 135 mm LB Massdriver Cannon(PS-MDJ135L)
Range:(Direct Fire) 40,000 ft(8 miles)
(Indirect Fire) 100,000 ft (20 miles)
Damage: High Explosive(HE)---- 2d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10 MD to 10 ft radius
Fragmentation---2d4x10 MD to 50 ft radius
Plasma----- 1d6x 40 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 5d6x10 MD out to 20,000 ft, 3d4x10 MD out to maximum range
Rate of Fire: Three per melee
Payload: Carries 5 tons of shells
135 mm AP shell weighs 62 lbs( 32 shots per ton)
*SSGN-14 Missile Cruiser----This variant completely replaces the troop/cargo compartment with an array of Vertical Launch System missile tubes firing either MRMs or sea-skimming cruise missiles.
MDC of Launcher Bed: 300
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12
Payload: 48 MRMs, or 24 LRMs
*MCM-14 Minelayer----Most PS/GNE vessels can lay mines using their torpedo tubes, but the Turner Minelayer Variant has been fitted with special external racks and magazines in place of the cargo/troop bay, to lay both static seabed-type, and CAPTor-style mines. Alternately, the Minelayer can also be used to SWEEP for mines, deploying specialized drone torpedoes and tethered sweepers. Turner-class mine warfare ships have seen extensive service in both mining the Coalition and Free Quebec Navies’ ports, and in keeping New England ports swept of mines planted by CSN and FQN submarines.
Modifications:
*Special Equipment:
-Tethered Minesweeper Pavanes---These are modified torpedo bodies, made of reinforced plastic and composite, with a mini-sonar and nose camera(plus heavily insulated electronics). They are used to drag tethered lines that cut through the anchor chains of static tethered mines, and can be used to generate massive magnetic fields for prematurely triggering magnetic mines. Typically operate 1,000-2,000 ft out from the ship’s sides and rear. The Minelayer can deploy up to FOUR pavanes at once.
-Enhanced EM Sensors----These are specialized sensors based on the Magnetic Anomaly Detector(MAD), but are calibrated to pick up on the faint EM signature of mine sensor systems and their batteries(next to useless for chemical and mechanical fuzes). Range: 3,000 ft
*Payload: Can carry CAPTor Mines (equivalent to Wellington Arms’ land-based SAWs, but fire torpedoes instead)....96 Light CAPTors(6 mini-torps), 48 Medium CAPTors( 2 medium torpedoes), or 24 Heavy CAPTors(2 heavy torpedoes), or any combination thereof, or DOUBLE that respective number of conventional mines(equivalent to a single missile warhead, but DOUBLE the blast radius)
(aka 'Mudskipper', 'Lungfish', 'Walking Shark')
http://i408.photobucket.com/albums/pp164/taalismn/img400_zpsc4ab0037.jpg
The dim lighting of the ward room does little to diminish the chatter of many conversations among the uniformed beings gathered in it. Some of the tone is boisterous and boasting, some sage and cynical, but most of it is anxious and curious.
It all comes to a stop with a single authoritative cough.
“Gentlemen...if you all are ready.”
The officer steps forward and sets a small device down in the middle of the room. A bright light springs into being in mid air above it, casting a cool glow on the many faces watching it. The glowing blur solidifies into glowing angles, that sharpen, additional detail coming into focus, revealing a translucent, but finely detailed, image of a great seagoing warship, long and flat-topped, flat sensors and communications antennae sprouting from a streamlined tower, missile and gun turrets lining a vast flight deck and recessed elevator platforms.
“Gentlemen, may I present to you the USN CVS KittyHawk, a Ranger-class aircraft carrier of the late United States Pacific Fleet.” A murmur of voices answers that pronouncement.
The image alters; the turrets and fine filigree of electronics melt away, the whole vessel turns on its side and bends, and seems to sink into some invisible firmament.
“Unfortunately, the KittyHawk is currently sitting one hundred and eight feet down on the sea floor just a few miles outside Honolulu harbor, where it’s likely been since the coming of the Rifts.”
Another murmur of disappointment.
“Which is where the Horune found her, discovered that she couldn’t be refloated, but found that many of her internal spaces were still watertight, and the rest could be pumped out and sealed...which they have done, and made a few additions.”
A gridwork stalk seems to erupt from the upper side of the overturned carrier, elongating into a tower that reaches for the ceiling of the wardroom, breaking a vague suggestion of a surface membrane, and flattening out into a wide platform, almost like a pedestal.
Now a flat pane appears in the air, forming a screen, and pictures begin appearing, real video this time, rather than computer simulation. A shot of open ocean, as taken from the air, focussing into sharp detail on a platform, like an oil rig, standing up out of the open water. A small structure, especially compared to the vast cloud-like graceful mass of a vessel, like a diving whale’s upraised flukes, sitting next to it. The camera focus swims and wavers for a moment, then steadies in a sharp image of a gangway connecting the ship and the platform. There is movement, a line of figures, marching from the ship to the platform, between larger, steady figures. The camera zooms in again, to show armored backs, turreted, multi-eyed heads, and sharp weapons, then drifts over to catch a glimpse of tattered cloth, naked flesh, chained limbs, and heads hung downcast, the faces not visible, but the hopelessness and desperation writ in the captives’ forced march.
“The Horune have converted that armored wreck into a slave cage...Rather than come into harbor, their raiders can drop them off at the topside, then go on their merry way. The slaves get trucked downstairs to wait, the ship’s agents come out at their leisure and pull what they want for ferrying back to base and sale or consumption; the rest get marched into the sea to feed the sharks...of which there are a good number, having learned about the Horune’s headcount reduction policies. It’s convenient for the Horune; unless the slaves can punch through three inches of good old U.S. Navy fibersteel and swim a few hundred miles through monster-infested waters to safe shores, they’re stuck. “
“Which is where you apes come in.”
“Horune have been getting rather aggressive as of late, and they’ve been ignoring the spirit of the Hawaii Treaty...That last ship shown offloading was tracked from a raid near the San Diego Islands...Which means command is concerned about our bug-eyed friends of the last war not getting the message...So the KittyHawk gives us an opportunity to send another message about leaving our shores alone.”
The schematic now returned, showing an X-ray view of the wreck, lines and blobs of color suggesting interior spaces and access ways.
“We’ve had this hulk under covert surveillance, with both drone and organic assets, from where we got this information, so we have a fair idea of what’s inside, and what’s defending it. The camp is lightly guarded, since the guards are relying on the depth and the sharks, but it’s still tight, and it’s within range of the Horunes’ big island settlements and air defense umbrella. Your mission is to slip in, seize control of the facility, eliminate any and all resistance, evacuate the prisoners, and blow the place to hell when you pull out. Speed and surprise are of the essence here...you shouldn’t have any trouble breaking in, but if you stick around too long topside, the Hoonies are likely to have a full Warfleet scrambling for blood. Question, Corporal Jessup?”
A voice spoke out from the back of the room in response; “If it’s that close to the Horunes’ front yard, how the heck are we going to get in? Air drop would give the game away, and a ship would be too big to avoid the pirates’ detection gear! Mini-subs are too small if we have to evacuate those people? What we got for that, sir?”
The officer grinned. He thumbed the holoprojector and a new schematic appeared in the air. “Glad you asked , Jessup. We’re going in style...We have two squadrons of Turners for this operation...ten vehicles, three carry the initial assault force, five in reserve to provide cover fire and evacuate the place once it’s secured, and two backups...subfighters to provide backup, and the navy’s got an air strike package to draw their attention to the other side of the island.....With a little bit of skill, we’ll be in and out before the four-eyes know what’s hit them!”
The PS ‘Turner’-class Sea Cruiser is a product of the lessons of the CTE Pacific War. While for the most part the Pacific War was fought between titans....heavy warships with nuclear capability and fast, hard-hitting fighters....more than a fair share of the war was amphibious operations, on a scale not seen since the last, pre-Rifts, Pacific War. Though Paladin Steel, through its presence in Free Washington, graciously offered to supply the CTE with massive quantities of war material, including their own amphibious vehicles, such as the long-popular AAAV-7 ‘Alligator’, they quickly discovered that the scale of the war outstripped their equipment. What was good for close coastal New England waters wasn’t always appropriate for long-duration, long-distance, Pacific campaigning, and the LCPs and AAAVs that had served the VFSN so well, found themselves unable to reach their targets for lack of suitable transport ‘motherships’ to carry them most of the way. And even when they were, the large vessels required to carry and service the smaller craft could often be detected by Horune and Minion patrols well before making landfall range, thus negating any element of surprise. While the Pacific War’s Marine operations were shouldered, for the most part, by CTE contra-gravity and nuclear weapons, the GNE military took notes of their own deficiencies and what had to be done to address them.
With grim-faced bloodyminded determination, and Yankee ingenuity, Paladin Steel bent to the task of designing a new amphibious personnel carrier that could do the job, drawing from pre-Rifts military files, and their own experience. Before long, what had started as a simple scale-up of the ‘Alligator’, had ballooned into a massive new vessel over four times the size of the earlier craft, with capabilities more befitting a mini-SSN. The design was also heavily influenced by a number of pre-Rifts littoral combat submersibles, particularly the DCNS SMX-28 concept for a small submarine that could maneuver in shallow waters and even ‘roll’ along the bottom on extendable wheels.
The ‘Turner’ looks like a hybrid of the SMX-28 and an APC; a squarish, but streamlined, massive brick of black armor and engines. Roughly the size and weight of the Coalition’s airborne ‘Death Bringer’ APC, the Turner is part amphibious armored personnel vehicle, part missile tank, and part deep-diving stealth attack submarine.
On land, the turtlebacked Turner is capable of limited mobility, using its hoverjets and crawler treads, allowing it to slide up onto beaches and move inshore to disembark, support, and recover its troop contingent, but underwater, it switches to a magnetic-impellor ‘caterpillar’ drive system, for much higher speeds.
On the top side, just aft of the squat, streamlined conning tower, is an armored, open-topped forecastle and a larger open aft deck lower down behind it, for crew and troops to use when the craft is operating on the surface. The armored sides of the craft provide some limited protection to the troops, who can ascend to the deck through two personnel hatches on either side of the ladder way that rises up to the forecastle, or via a cargo elevator, large enough to accommodate a heavy power armor or light vehicle, in the middle of the fantail deck. Both the forecastle and rear deck can be covered by folding screens, closing them off and streamlining them against cavitation noises when underwater; the shutters do not render these areas watertight compartments(they are free-flooding), though many times crews will store water-sealed cargo pods and assault Zodiacs in these areas.
The rear end sports a large hatchway that can be fitted with a universal docking collar, for docking with larger submarine vessels and installations, or for making airtight attachments to larger objects. This rear hatch is large enough to accommodate light vehicles and heavy power armor. With some modification, the passenger deck can be modified to become a ‘wet dock’, with a portion of the bay turned into a giant airlock, able to cycle up to fifteen people (or eight power armors) out at a time into the water(or back into the security of the ship).
Armor on the Turner is quite heavy, and is surfaced with sonar-absorbant polymer ‘sharkskin’ coatings(which require frequent reapplication after combat wear and tear). Armament is also heavy, consisting of several large torpedo tubes, a medium-range missile launcher, a brace of long range lasers, a pair of ‘Ripkiller’ chain guns, and two small point defense rail gun systems for surface defense. These weapons can be further supplemented by additional light rail guns and light energy weapons, manned by the troop contingent.
The Turner saw only limited use in the Pacific War, being introduced only a month before the War ‘ended’, but it was used in several recon missions of the ‘pacified’ Hawaiian Islands. The GNEN reportedly used several Turners, acting in concert with TigerShark attack craft, during the recent raids on Splugorth colony-outposts in Africa. The GNEN and Marines have acquired the bulk of production of the Turner, though Paladin Steel Security and Corporate Operations reportedly has several that they use for various purposes, including corporate ‘black ops’.
Recently, PS has tried to interest the New Navy in the vessel, hoping that this time the normally noncommittal sailors will bite, paving the way for increased trade ties. The New Navy has not responded either positively or negatively.
“Okay, your pickup target is confirmed aboard this civilian cabin cruiser; you’ll intercept it as it cruises out past Point-Designate Charlie-Alpha-Uno and shadow it until dusk. The cruiser has nothing more advanced than standard autocruise sonar and a fishfinder, so you should be able to get close and not be detected. The target-subject will be expecting you, so keep surveillance close and look for the visual confirmation signal. You’re to deploy a swimmer team once it gets dark; as soon as she’s able she’ll slip over the side into the water, where you’ll assist her with an aqualung and escort her back down to the sub. If she’s not in the water by oh-one-zero-zero, you’re to board to secure the target-subject and use non-lethals on anybody else you encounter. Implement Lethe Protocols* to cover your tracks. Once the target’s in your custody, you go deep and sneak back to the pickup point. When all’s said and done, it should look like a tragic disappearance at sea.”
-(*Lethe Protocols are SpecOps procedures for non-lethally eliminating witnesses to an incident, using psionic, magic, and/or technological means to erase memories and sanitize the incident site, eliminating, or at least distorting, any evidence of what really happened)
Type: PS-AAAV/LPSSN-12 ‘Turner’
Class: Amphibious Armored Assault Vehicle, Submersible Attack Cruiser
Crew: 5, (navigator, helmsman, sensor officer, engineer, and commander)
Plus; 60-80 troops(or 30-40 marine power armors)
MDC/Armor by Location:
Main Body 1,000
Reinforced Crew Compartment 300
Impellers(2) 200 each
Torpedo Tubes(4) 80 each
Missile Launcher(1, forward hull) 250
Chain Guns(2) 100 each
Point Defense Turrets(2) 80 each
Heavy Lasers(2) 150 each
Tread Units(4) 100 each
Height: 25 ft
Width: 76 ft
Length: 122 ft
Weight: 320 tons
Cargo: Can carry up to 50 tons
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:(Land) 35 MPH on open ground. 3-8 MPH underwater(depending on bottom conditions)
(Water, surface) 45 MPH
(Underwater) 40 MPH
Maximum Depth: 1 mile
Market Cost: Currently EXCLUSIVE to PS/GNE and affiliates. If a Turner in fully operational condition were to be offered for sale on the Black Market, it could bring 150 million credits or more.
Systems of Note:
Standard Submarine Systems, plus:
*Long-range Sonar----(Passive) 200 miles, (Active) 90 miles
*Magnetic Anomaly Detector----Mounted in the tail is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----10 mile range
*Communications---Long Range Radio: 100 miles
*Periscope System w/ full optics, including passive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(100 mile range) and radar detectors.
*Full Environmental System---Can sustain a breathable atmosphere for up to 75 days.
*Hull Degausser---A necessary part of the ship’s anti-mine and anti-torpedo defenses is its ability to bleed off electromagnetic charge, reducing its magnetic signature, and reducing its trigger-threshold to magnetically-armed mines and torpedoes.
*Stealth Design--- The sub has only an 20% chance of being spotted by radar and active sonar and a 10% chance of being detected by passive sonar. The benefits of this system are negated if the submarine is moving at greater than 7 knts., in which case the stealth is only -20% to enemy detection rolls.
*Magnetic Impeller “Caterpillar” Drive--Rather than drive a conventional screw, the engine can power a special hydro-magnetic impeller jet. Speed is 20% slower than a regular screw/hydrojet, but the system has the advantage of being far quieter.
Bonuses: -15% to Detection rolls using sonar/acoustic scanners
Weapons Systems:
1)Heavy Blue-Green Lasers(2)---Two powerful blue-green laser cannons were added to the outrigger appendages of the ship to give it energy weapon support for cutting open ship bottoms, engaging submarine targets(including incoming torpedoes) and shooting down enemy aircraft.
Range: 6,000 ft(4,000 ft underwater)
Damage: 1d6x10 MD per blast, 2d6x10 MD per double burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
2)Medium Torpedo Tubes(4)---Mounted in the nose is an array of four MRT launchers. These are conventional weapons, to take advantage of off-the-shelf technology and the more readily available munitions. An automatic loader reduces manpower requirements for the operation of this system, as well as speeds up rate of fire.
Range: 10 miles
Damage: 4d6x10 MD per torpedo
Rate of Fire: Volleys of 1-4(all four tubes firing at once), reloads in one melee
Payload: 40 medium range torpedoes
3)Medium Range Missile Launcher---Mounted in the nose, just above the torpedo bay. This is typically used to fire anti-ship and surface attack missiles, but it can also be used to fire decoys and surveillance drones. In the alternative, the launcher can be replaced with heavier missile or torpedo launchers.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8, reloads in 1 melee
Payload: 48 MRMs
*Harpoon III Missiles
Paladin Steel has also (re)perfected the torpedo-tube launch capsule method to bring back the submarine-launched Harpoon medium-range anti-ship missile. Thanks to PSW’s salvage efforts in Puget Sound, PS can now fit submarines with missile-launch capability, without the need of hideously expensive special launch tubes. Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits(Sub-launched) 20,000 credits
b) Long Range Missile Launcher---In the alternative, a set of four long range missile launcher tubes can replace the MRML. This installation is typically used to fire long range cruise missiles for surface bombardment.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-4
Payload: 4 LRMs
c)Heavy Torpedo Launcher---In the alternative, the MRML can be replaced with a heavy torpedo launcher
Range: Varies by Torpedo Type
Damage: Varies by Torpedo Type
Rate of Fire: Volleys of 1-4
Payload: 4
d) SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 24
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
4)PS-XGECAL 50 “Ripkiller” (2)---A projectile weapon, based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun. This weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. They can be loaded with supercavitating rounds for better underwater performance as well. The Turner mounts two in retractable pintle mounts on the upper rear deck for point defense and shore assault.
Range: 19,000 ft! 3,800 ft underwater if using supercavitating ammunition.
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
5)PS-L-CIWS Vulcan Chain Guns(aka “Button Guns”)(2, two mounted on top of the main bridge structure)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret. The turret is normally stowed retracted, its rounded top flush with the rest of the hull; cleared for action, it pops up for maximum arc of fire.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload: 8,000 rd drum(200 bursts)
b) In the Alternative, these can be replaced with 20mm cannons:
Range: 7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload: 2,000 rd drum per gun
c) In the Alternative, these can be replaced with modified light Series-2098 ion cannons.
Range: 4,000 ft in air or underwater
(Spray Bolt)1,800 ft and affects a 15 ft wide area
Damage: 1d6x10+10 MD per blast
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload: Effectively unlimited
6)Sonar Decoy Launchers(4) These launchers can deploy Deep Flares, Screamers, and other acoustic decoys. Note also that the torpedo tubes can be used to launch long-range ‘smart’ decoys.
Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike. plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Variants:
A variety of variants have been proposed for the Turner, and implemented;
*LHALX-14 Assault Vehicle---This adds a streamlined heavy weapons turret to the forecastle. The turret holds two 135mm Massdriver Cannon and a heavy Vulcan pulse laser.
MDC of Weapons Turret: 400
Weapons Systems(in addition to standard armaments):
a) Vulcan Laser (PS-44L/BG)---Modified with a blue-green frequency
Range: 4,000 ft air/water
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited
b)Twin 135 mm LB Massdriver Cannon(PS-MDJ135L)
Range:(Direct Fire) 40,000 ft(8 miles)
(Indirect Fire) 100,000 ft (20 miles)
Damage: High Explosive(HE)---- 2d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10 MD to 10 ft radius
Fragmentation---2d4x10 MD to 50 ft radius
Plasma----- 1d6x 40 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 5d6x10 MD out to 20,000 ft, 3d4x10 MD out to maximum range
Rate of Fire: Three per melee
Payload: Carries 5 tons of shells
135 mm AP shell weighs 62 lbs( 32 shots per ton)
*SSGN-14 Missile Cruiser----This variant completely replaces the troop/cargo compartment with an array of Vertical Launch System missile tubes firing either MRMs or sea-skimming cruise missiles.
MDC of Launcher Bed: 300
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12
Payload: 48 MRMs, or 24 LRMs
*MCM-14 Minelayer----Most PS/GNE vessels can lay mines using their torpedo tubes, but the Turner Minelayer Variant has been fitted with special external racks and magazines in place of the cargo/troop bay, to lay both static seabed-type, and CAPTor-style mines. Alternately, the Minelayer can also be used to SWEEP for mines, deploying specialized drone torpedoes and tethered sweepers. Turner-class mine warfare ships have seen extensive service in both mining the Coalition and Free Quebec Navies’ ports, and in keeping New England ports swept of mines planted by CSN and FQN submarines.
Modifications:
*Special Equipment:
-Tethered Minesweeper Pavanes---These are modified torpedo bodies, made of reinforced plastic and composite, with a mini-sonar and nose camera(plus heavily insulated electronics). They are used to drag tethered lines that cut through the anchor chains of static tethered mines, and can be used to generate massive magnetic fields for prematurely triggering magnetic mines. Typically operate 1,000-2,000 ft out from the ship’s sides and rear. The Minelayer can deploy up to FOUR pavanes at once.
-Enhanced EM Sensors----These are specialized sensors based on the Magnetic Anomaly Detector(MAD), but are calibrated to pick up on the faint EM signature of mine sensor systems and their batteries(next to useless for chemical and mechanical fuzes). Range: 3,000 ft
*Payload: Can carry CAPTor Mines (equivalent to Wellington Arms’ land-based SAWs, but fire torpedoes instead)....96 Light CAPTors(6 mini-torps), 48 Medium CAPTors( 2 medium torpedoes), or 24 Heavy CAPTors(2 heavy torpedoes), or any combination thereof, or DOUBLE that respective number of conventional mines(equivalent to a single missile warhead, but DOUBLE the blast radius)
Last edited by taalismn on Tue Nov 12, 2013 11:28 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
------------
"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
------------
Re: Paladin Steel Storefront
Nice ship. Can we see more info on the Pacific War?
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:Nice ship. Can we see more info on the Pacific War?
I don't have anything formally written up...
The capsule summary would be that a young Splugorth intelligence attempts to claim-jump territory on Splynncryth's 'turf'(considered to be all of Rifts Earth) by setting up its own kingdom on Hawaii, and essentially hires enough Horune (as well as a few other mercenary races, such as the Gorang) to add muscle to the claim. They attack the emerging tech-enclaves of the American West Coast, and that stirs up a hornet's nest, and the corporate Alliance of which PS is a member(and Kera-tech, since it's California-based) engages in some naval-air warfare, having to dance carefully around the Lord of the Deep to get at Hawaii, and stage a campaign of long range fighting. What role the New Navy may play in this, I haven't decided you, or how badly beaten up Hawaii was by the Rifts, and all the fun details, so I get by with vague references until something more detailed emerges...
The end game, however, is that the young Splug gets his arse kicked(not necessarily by the Alliance; it's possible that Splynncryth sends some of his enforcers to teach the young punk a lesson), though the Alliance does capture a Gorang Asteroid-ship.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:kronos wrote:Nice ship. Can we see more info on the Pacific War?
I don't have anything formally written up...
The capsule summary would be that a young Splugorth intelligence attempts to claim-jump territory on Splynncryth's 'turf'(considered to be all of Rifts Earth) by setting up its own kingdom on Hawaii, and essentially hires enough Horune (as well as a few other mercenary races, such as the Gorang) to add muscle to the claim. They attack the emerging tech-enclaves of the American West Coast, and that stirs up a hornet's nest, and the corporate Alliance of which PS is a member(and Kera-tech, since it's California-based) engages in some naval-air warfare, having to dance carefully around the Lord of the Deep to get at Hawaii, and stage a campaign of long range fighting. What role the New Navy may play in this, I haven't decided you, or how badly beaten up Hawaii was by the Rifts, and all the fun details, so I get by with vague references until something more detailed emerges...
The end game, however, is that the young Splug gets his arse kicked(not necessarily by the Alliance; it's possible that Splynncryth sends some of his enforcers to teach the young punk a lesson), though the Alliance does capture a Gorang Asteroid-ship.
Which has already been mentioned before. Isn't that also where they got the prop/grav drive systems?
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:[
Which has already been mentioned before. Isn't that also where they got the prop/grav drive systems?
Indeed...spoils of war.

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:kronos wrote:[
Which has already been mentioned before. Isn't that also where they got the prop/grav drive systems?
Indeed...spoils of war.
sweet sweet spoils.
Hmm.. that reminds me.. what's GNE's view on magic items made from demons and other evil critters? kind of like Rune weapons and other weapons that use living or dead creatures, only exclusively evil dead critters, for use against more evil?
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:taalismn wrote:kronos wrote:[
Which has already been mentioned before. Isn't that also where they got the prop/grav drive systems?
Indeed...spoils of war.
sweet sweet spoils.
Hmm.. that reminds me.. what's GNE's view on magic items made from demons and other evil critters? kind of like Rune weapons and other weapons that use living or dead creatures, only exclusively evil dead critters, for use against more evil?
Caution. If there's any sign of corruption or regeneration in an evil-tainted object, policy is exorcism/incineration/obliteration by mystic means. One of the advantages of having an open society, religion-wise, is you can get a mullah, a rabbi, a priest, a shrine maiden, and any number of religious experts line up to take a look at a suspect object and compare notes. .
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:kronos wrote:taalismn wrote:kronos wrote:[
Which has already been mentioned before. Isn't that also where they got the prop/grav drive systems?
Indeed...spoils of war.
sweet sweet spoils.
Hmm.. that reminds me.. what's GNE's view on magic items made from demons and other evil critters? kind of like Rune weapons and other weapons that use living or dead creatures, only exclusively evil dead critters, for use against more evil?
Caution. If there's any sign of corruption or regeneration in an evil-tainted object, policy is exorcism/incineration/obliteration by mystic means. One of the advantages of having an open society, religion-wise, is you can get a mullah, a rabbi, a priest, a shrine maiden, and any number of religious experts line up to take a look at a suspect object and compare notes. .
Duly noted. But otherwise, if it kills evil supernatural/evil alien intelligence, it's ok as long as it can't come back to life.. but what if it harms the user in some way? not seriously, but say.. a mild poisoning or drains some life energy to fuel it's abilities?
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:
Duly noted. But otherwise, if it kills evil supernatural/evil alien intelligence, it's ok as long as it can't come back to life.. but what if it harms the user in some way? not seriously, but say.. a mild poisoning or drains some life energy to fuel it's abilities?
Official stance is, it ain't used. The GNE doesn't like people being cavalier about their lives, and a soldier who regularly bleeds themselves dry in the course of duty, at some point is going to be called in for psych-counseling and re-evaluation.
Unoffciially, the GNE can't babysit every soldier in the field, and if a major threat is eliminated by using, say, a Hit Point-draining enchanted dagger, it's easier for that soldier/demon-hunter to get forgiveness than permission. After all, on Rifts Earth, just about EVERY soldier is taking their lives, and their souls, into considerable risk when facing down against the supernatural.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel, Greater New England, and the Culture of Preparedness.
“While the more historically minded among our population like to repeat the adage ‘Never Again!’, the more pragmatic among us also say ‘Just In Case’.”
Even more than its obsession with the Edge, Greater New England is defined by its obsession with the Teamwork Army concept and Preparedness; everybody pulling together and ready for anything. The GNE is practically built around the idea of a combined arms approach to taking on the Megaverse. Those familiar with pre-Rifts Earth history would compare the overall attitude as similar to that of Switzerland, Sweden, and Israel with regards to civil preparedness and ragnarok-proofing.
Though Greater New England’s general attitude of tolerance has often been ascribed and compared to that of Lazlo’s(an ally of the GNE), it can be argued that the GNE’s open-mindedness is in fact paradoxically due to their paranoia. Being wedged between Splugorth-held Atlantis on their sea coast and situated a short missile arc from human-supremacist Free Quebec makes Greater New England rather antsy about survival, so they do what they have to to secure their safety, hopefully without selling out their ideals.
Beyond simply having a citizen militia where every able-bodied adult is expected to play a role in defending the nation, the GNE has put Preparedness into its building and civil engineering codes. Communities are expected to be as self-sufficient as possible with regards to power generation and recycling, and even the most built-up urban areas must have provision for truck gardens, greenhouses, and emergency food storehouses. And even as an intense communications and travel infrastructure binds the communities of the GNE more closely together, certain design aspects of that network allow the network to be readily decentralized in an emergency, working around damage in event of a decapitation strike, or cutting it off altogether in case the network proves a conduit for the enemy.
Experience with interdimensional travel and the whole Coming of the Rifts has taught the GNE that a world, and even its laws of physics, can change overnight; today’s unassailable tecnhological edge can be a huge pile of useless rubbish tomorrow. Thus the GNE maintains stockpiles of various technologies, even when other societies would recycle the stuff as obsolete. Even community libraries are expected to have hardcopy(typically microfilm) records of basic ‘how-to’ technologies that would allow a community dimensionally cut off and blasted back to the stone age to start rebuilding a technological civilization. Agriculture is also expected to contribute to muncipal cell- and seed-banks, keeping a stock of available genetic material to grow or clone future crops and livestock from. Some communities even insist on banking genetic material or of having a genetically diverse population, and some even offer incentives for a mixed population of various species(taking the GNE’s ‘combined arms’ philosophy to a demographic angle).
Local building codes also reflect this emphasis on preparedness; in addition to basic fire and environmental safety standards, all residential and business structures are required to have at least a megadamage bomb/storm shelter and an adequate supply of emergency supplies on hand. Older wooden structures are often reinforced with armongus spores, turning them into megadamage structures. In a worst case invasion-occupation scenario, the GNE envisons a house-to-house campaign of guerilla warfare, bleeding the momentum from an enemy advance. In the case of a bombardment scenario, the proliferation of armored shelters should insure that at least some people will survive, and hopefully escape to re-establish GNE culture. However, even the GNE Office of Civil Preparedness admitts that such extensive fortification is not without risks in the unique Rifts Earth environment; ‘any fortification tough enough to keep an enemy OUT, can equially become a trapfor the occupants WITHIN’ is very much on the mind of militia and police forces, who drill against the possibility that mandated bunkers could just as easily become the lairs of enemy forces, and supernatural monsters.
All this preparedness means some fancy economic voodoo, admittedly, and often the GNE ‘s annual budget tightrope-walks, without the excuse of a permanent state of martial law like in the Coalition States, but in general citizens of Greater New England can go about their daily routines happy to be safe, eager to do business and make money, but with an ear tuned for emergency sirens and eyes ever watchful for trouble.
“While the more historically minded among our population like to repeat the adage ‘Never Again!’, the more pragmatic among us also say ‘Just In Case’.”
Even more than its obsession with the Edge, Greater New England is defined by its obsession with the Teamwork Army concept and Preparedness; everybody pulling together and ready for anything. The GNE is practically built around the idea of a combined arms approach to taking on the Megaverse. Those familiar with pre-Rifts Earth history would compare the overall attitude as similar to that of Switzerland, Sweden, and Israel with regards to civil preparedness and ragnarok-proofing.
Though Greater New England’s general attitude of tolerance has often been ascribed and compared to that of Lazlo’s(an ally of the GNE), it can be argued that the GNE’s open-mindedness is in fact paradoxically due to their paranoia. Being wedged between Splugorth-held Atlantis on their sea coast and situated a short missile arc from human-supremacist Free Quebec makes Greater New England rather antsy about survival, so they do what they have to to secure their safety, hopefully without selling out their ideals.
Beyond simply having a citizen militia where every able-bodied adult is expected to play a role in defending the nation, the GNE has put Preparedness into its building and civil engineering codes. Communities are expected to be as self-sufficient as possible with regards to power generation and recycling, and even the most built-up urban areas must have provision for truck gardens, greenhouses, and emergency food storehouses. And even as an intense communications and travel infrastructure binds the communities of the GNE more closely together, certain design aspects of that network allow the network to be readily decentralized in an emergency, working around damage in event of a decapitation strike, or cutting it off altogether in case the network proves a conduit for the enemy.
Experience with interdimensional travel and the whole Coming of the Rifts has taught the GNE that a world, and even its laws of physics, can change overnight; today’s unassailable tecnhological edge can be a huge pile of useless rubbish tomorrow. Thus the GNE maintains stockpiles of various technologies, even when other societies would recycle the stuff as obsolete. Even community libraries are expected to have hardcopy(typically microfilm) records of basic ‘how-to’ technologies that would allow a community dimensionally cut off and blasted back to the stone age to start rebuilding a technological civilization. Agriculture is also expected to contribute to muncipal cell- and seed-banks, keeping a stock of available genetic material to grow or clone future crops and livestock from. Some communities even insist on banking genetic material or of having a genetically diverse population, and some even offer incentives for a mixed population of various species(taking the GNE’s ‘combined arms’ philosophy to a demographic angle).
Local building codes also reflect this emphasis on preparedness; in addition to basic fire and environmental safety standards, all residential and business structures are required to have at least a megadamage bomb/storm shelter and an adequate supply of emergency supplies on hand. Older wooden structures are often reinforced with armongus spores, turning them into megadamage structures. In a worst case invasion-occupation scenario, the GNE envisons a house-to-house campaign of guerilla warfare, bleeding the momentum from an enemy advance. In the case of a bombardment scenario, the proliferation of armored shelters should insure that at least some people will survive, and hopefully escape to re-establish GNE culture. However, even the GNE Office of Civil Preparedness admitts that such extensive fortification is not without risks in the unique Rifts Earth environment; ‘any fortification tough enough to keep an enemy OUT, can equially become a trapfor the occupants WITHIN’ is very much on the mind of militia and police forces, who drill against the possibility that mandated bunkers could just as easily become the lairs of enemy forces, and supernatural monsters.
All this preparedness means some fancy economic voodoo, admittedly, and often the GNE ‘s annual budget tightrope-walks, without the excuse of a permanent state of martial law like in the Coalition States, but in general citizens of Greater New England can go about their daily routines happy to be safe, eager to do business and make money, but with an ear tuned for emergency sirens and eyes ever watchful for trouble.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Karyatoid Stone-Emulation Full Conversion Cyborg
(aka ‘Stoner’, ‘StoneBoy’, ‘StoneGirl’)
“We went down to the Silver River Republics hoping to generate some sales for our products, including our bionics lines. We had some from the cyber-gauchos there, but it was our Karyatoids who got the real attention. The Amaki were seriously hitting on our stoneboys and girls. It got even worse when we started demonstrating the plasma swords. We got a half-dozen challenges to sword matches, several dozen requests for dates, two marriage proposals, and at least six offers of sex right then and there in the convention hall. Mind you, we only got two serious inquiries from people who wanted to look like Amaki for real, but social scene-wise, we did VERY well.”
----Denver Valrez, Paladin Steel Merchant
“Had one customer come in all cocooned in a life support chair wanting a Karyatoid conversion; he specifically wanted to to look like Michaelangelo’s ‘David’ statue. From the sounds of things, there was something personal going on. At the time I didn’t inquire as to what sort of a ‘Goliath’ he was meaning to take on.”
-----Helmut Munz, Paladin Steel Store Rep, Relic Outlet.
The success of the Mirronid Cyborg inspired a spinoff design in the Karyatoid. Since so many Mirronids got away with disguising themselves as metal statuary, it was reasoned why not go a step further back and make a cyborg that resembles a stone statue? Named for the Caryatids, classic Greek structural members decorated to resemble temple maidens, the Karyatoids would assume a similar disguise of decorative stonework.
Karyatoids are built on the same frame as the Mirronids, but instead of a mirrored chrome finish, they are skinned in composite material that looks and feels like dressed or polished marble or granite. Special selective light-permeable eyelid covers even disguise the eyes. In all other respects, the Karyatoid is identical to the Mirronid, and the lack of the mirror-chrome coverings actually meant the cyborgs were substantially less expensive than the their parent design. And wherein lay the problem. Initial sales of the Karyatoid were disappointing, since prospective buyers saw them as little more than ‘budget Mirronids’, or, as one critic put it, ‘broken Mirronids’. The lack of the laser-reflective protective sheathing took away the literal glitz and substantial ‘umphf’ of the Mirronid, and convertees looking for a high-value combat body wanted more than pretty looks, especially of word got out about the ‘fake statues’. Thus the PS-FC-20 pretty much disappeared in the Paladin Steel cyborg lineup, until later designs fired up new interest.
The key was to make the Karyatoid substantially different enough from its parent design to revive interest in an elite model. The PS-FC-20’s second chance would come with the development, about a year later, of the PS/PP--FC-25 ‘Avalanche’ Earth Elemental Emulation Assault Cyborg. With the success of the heavier cyborg with its TW systems, PS engineers saw a chance to enhance the smaller cyborg design.
To set the Karyatoid apart from the Mirronid, however, Paladin Steel adapted several of the PS-FC-25’s subsystems. Other developments in technowizardry were also adapted, allowing for improvements in the cyborg’s capabilities. The new improved Karyatoid would now be able to repair and even augment its armor from local stone, fire stone projectiles at will, and new optional features would allow it to generate forceshields and cast spells.
When rereleased, the PS-FC-20b suddenly enjoyed much better success, as buyers rushed to acquire the new cyborg and rent the services of those already converted to the frame. The TW enhancements have proven so effective that the cyborg is sometimes mistaken for a magic golem or Earth Elemental.
Despite the name and inspiration, both male and female Karyatoids are possible, though females have proven more popular in sales.
Type: PS-FC-20b Karyatoid
Class: Full conversion Borg, Light Machine
Crew: One cyborg convertee
Minimal Requirements: None
M.D.C. By Location:
Hands(2) 25 each
Arms(2) 60 each
Legs(2) 85 each
Feet(2) 25 each
*Head 80
**Hair 10-15
***Main Body 170
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Fiber Hair counts as a light helmet or garment, with about 10-15 MDC before it is burnt off and damage goes to the head proper.
***Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.
Note: The Karyatoid be fitted with any additional armor up to MEDIUM Cyborg Armor. Note that the Karyatoid’s ‘stone-up’ ability DOES work over worn armor.
Speed:
Running: 120 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 18 feet high or 28 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Karyatoid CANNOT swim, but sinks like a rock
Statistical Data:
Average Height: 6-7 ft
Width: 2-3 ft at shoulders
Length: 1-1.4 ft ,
Weight: 250-350 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 30, PP. 24, P.B. is typically 3d6+6.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 save versus possession, impervious to bio-manipulation
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%
Special Skills/Training---Use standard 'Borg, Headhunter, Light Machine. Many Karyatoids will take at least one Ancient W.P.(swords and spears are the most common), in keeping with the common practice of posing as ‘guard statues’.
Black Market Cost: 5.6 million credits with all standard features, weapons, and sensors.
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.
Special Features:
*Stealth---The stony exterior of the Karyatoid masks its internal workings; by standing still, the cyborg can easily be mistaken for a statue. Special thermal and ectoplasmic linings conceal its internal electronic, thermal, and magical systems. -20% to Detect Ambush/Detect Concealment rolls.
*Rock-Up Armor---By standing on or against a rock surface, the Karyatoid can add appliqué armor of rock or gravel. It can increase the MDC per location by up to 100%, but for every 25% of increased MDC, increase the weight by 20%, and decrease speed by 10%. For every 25% of added MDC, the cyborg is also -1 to Dodge, and -1 to Initiative rolls.
*Self-Repair Capability---By standing on or against a rock surface, the Karyatoid can repair its external armor by 4d6 MD per melee(takes 3 APM).
*Integral Cyber-Nano-Robot Repair System---Improved version of the Black Market CNRRS, again added in to increase unit appeal. This system can repair structural damage such as deep torso and limb damage, and can restore weapons systems. The Karyatoid version can repair up to 60 MDC and is good for up to three activations.
Weapons Systems:
1) Variable Plasma Projector(1)---To further the image of a heroic warrior, Paladin Steel has integrated a modified version of one of its plasma weapons, the PSR-1 Plasma Saber-Rifle, into one of the Karyatoid’s arms, in similar fashion as that of the larger Metal Mage. When activated, a blade of plasma energy seems to grow from the ‘borg’s palm, like a cyberknight’s psi-sword. The device can also fire plasma bolts just like the PSR-1. Only one can be fitted due to the greater power draw on the lighter cyborg powerplant.
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload:(Heavy Bolt): 10 shots per standard E-clip. Each shot takes 10 minutes off the saber mode duration,
(Light Bolt) 20 shots per E-clip(1 Heavy Bolt =2 Light Bolts)Each shot takes 5 minutes off the saber mode duration
(Plasma Saber) E-clip can power the saber mode for 2 hours.
(Plasma Lance) E-clip can power the lance mode for 1 hour
Effectively Unlimited for all of the above linked to the cyborg’s nuclear powerplant.
2) Vibroblade(1)---In the arm not mounting the Variable Plasma Projector, a retractable vibroblade or set of vibro-claws is mounted. The vibroblade can be replaced by other systems(see Options, below).
Range: Melee
Damage: 2d4 MD for the short sword or 2d6 MD for vibroclaws.
Option: Naruni-style knockoff silver-plated ‘rippers’ can be installed instead(do 4d4 MD/3d6 MD respectively)
3) Eyeball Lasers(2)---The Karyatoid possesses a glare that can truly kill. These are a smaller normal eye-sized(and less powerful) version so as not to disfigure the facial features with obviously oversized cyberoptics or a visor array.
Range: 700 ft
Damage: 1d6 MD single eye, 2d6 MD for a double eye blast
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively Unlimited
4)(Optional)Plasma Sword---A popular accessory for the Karyatoid is a modified version of the Kittani Plasma Sword(the technology of which fell into PS’s hands with the massive slave Exodus), typically slung on the hip or back. The weapon can be linked to the Mirronid, enhancing its performance.
Range:(Blade) Melee
(Plasma Blast)100 ft. 150 ft in the hands of the Mirronid
Damage:(Blade) 2d6 MD, 6d6 MD when wielded by the Mirronid
(Plasma Blast) 4d6 MD, 6d6 MD when wielded by the Mirronid
Rate of Fire: ECHH
Payload: (Blade) 60 minutes per e-clip; effectively unlimited linked to the Mirronid
(Plasma Blast) 6 shots per e-clip; effectively unlimited linked to the Mirronid
5)(Optional)Concealed Laser or Ion Leg Rod----A Paladin Steel-version laser or ion leg rod can be concealed in either or both legs:
a)Laser Blaster
Range: 3,000 ft
(Shotgun)600 ft
Damage: 3d6 MD per shot
(Shotgun)2d4 MD to a 12 ft area
Rate of Fire: ECHH
Payload: 20 blasts per e-clip, effectively unlimited linked to the cyborg’s powerplant. Recharges 5 shots per hour in its compartment slot.
Cost: 38,000 credits
b) Ion Blaster(Series-2098)
Range: 2,000 ft
Damage: 4d6 MD per shot. On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: 10 blasts per e-clip, effectively unlimited linked to the cyborg’s powerplant. Recharges 4 shots per hour in its compartment slot.
Cost: 45,000 credits
6) StoneThrower---(aka ‘Slinger’, ‘Stone Caster’) A TW device, mounted in the torso, but linked via stabilized ectoplasmic cabling to a small projector in each hand(though only one hand can be used at a time). It generates stone projectiles and fires them with great force; powerful enough to break megadamage armor.
Range: (Throwing Stones)1,200 ft
Damage: (Throwing Stones) Magically produces up to 5 stone projectiles a melee round, and fires them, each one doing 1d6+10 MD. Each stone can be fired one at a time(taking 1 APM per shot) or fired in a single shot burst(takes 1 APM). The shooter can also fire an additional 5 shots the next melee with the same expenditure of PPE, but the mode cannot be unlocked between melee rounds to fire other spells if the Karyatoid takes other TW enhancements (so the shooter cannot fire 5 rocks one melee round, switch to firing a Power Bolt, then switch back to firing rocks the next melee without spending another 3 PPE). Rocks are +2 to strike.
Rate of Fire: ECHH
Payload: (Throwing Stones)3 PPE per 10 projectiles
Greenstar PPE Power Matrix: PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Note 2: The listed Power Matrix can be replaced with more powerful models at extra cost, especially if the cyborg is anticipating powering additional TW enhancements.
7)Hand to Hand Combat
Restrained Punch 1d6+9 SDC
Full Strength Punch 3d6+9 SDC
Power Punch( 2 attacks) 1d4 MD
Kick 3d6+9 SDC
Leap Kick(2 Attacks) 1d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD
Options:
The Karyatoid can be fitted with any of the standard cybernetic and bionic features in the Rifts books, though some may interfere with its statute appearance. Favorite options include fitting the 'borg with additional concealed weaponry. Unless the cyborg is a non-human, extra limbs are rarely ever added.
*Robotic Strength Enhancement---This boosts the Karyatoid’s strength rating to a Robotic rating of 20, greatly increasing physical power and damage, but the process requires grafting in so much extra specialized artificial muscle mass(increase weight by 50%) that the Karyatoid now takes on the exaggerated appearance of an extreme bodybuilder(males and females both). Maximum speed also drops by 20%. While many cyborgs appreciate the extra physical ‘umphf’, others dislike the effect on their streamlined aesthetics. Cost: 280,000 credits
*Forearm ForceShield---Adapted from Paladin Steel’s GunLoc system, and first debuted as a cyborg subsystem on the Karyatoid, this small forearm module, when fed power, generates a highly localized forcefield that can be maneuvered like a buckler. The projector replaces the extendable vibroblade in one arm.
Range: 5 ft diameter shield about six inches in front of the projector
Damage: None; the forceshield has 40 MDC
Rate of Fire: 1 APM to activate it
Payload: Linked to the cyborg’s powerplant, it can generate the shield for an hour at a stretch before needing 15 minutes to cool and reset. Depleting the shield MDC in combat and forcing it to shut down will cause a 15 minute reset cycle before it can be brought back up again.
Cost: Currently considered Experimental, but would cost 20,000 credits
Note: This option is also available to the Mirronid, but Karyatoids like to rub it in that ‘they got it first’.
*Forearm Mini-Plexor---A ‘lite’ version of the original Multiplexor, except instead of a spellcard-system built into a vibrosword, it’s an integrated cyborg forearm unit. Another adaptation from the GunLoc system. It carries a single swappable Spellcard. The projector replaces the extendable vibroblade in one arm.
Weight: 3 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery or a PPE clip. In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE
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.
Note: This option is also available to the Mirronid.
Variants:
*PS-FC-20a----This is the earlier version of the Karyatoid, without the Earth Elemental Emulation gear. In place of the stone repair gear, the PS-FC-20a retains the MIRR of the Mirronid. The earlier model is also substantially less expensive: 3 million credits.
(aka ‘Stoner’, ‘StoneBoy’, ‘StoneGirl’)
“We went down to the Silver River Republics hoping to generate some sales for our products, including our bionics lines. We had some from the cyber-gauchos there, but it was our Karyatoids who got the real attention. The Amaki were seriously hitting on our stoneboys and girls. It got even worse when we started demonstrating the plasma swords. We got a half-dozen challenges to sword matches, several dozen requests for dates, two marriage proposals, and at least six offers of sex right then and there in the convention hall. Mind you, we only got two serious inquiries from people who wanted to look like Amaki for real, but social scene-wise, we did VERY well.”
----Denver Valrez, Paladin Steel Merchant
“Had one customer come in all cocooned in a life support chair wanting a Karyatoid conversion; he specifically wanted to to look like Michaelangelo’s ‘David’ statue. From the sounds of things, there was something personal going on. At the time I didn’t inquire as to what sort of a ‘Goliath’ he was meaning to take on.”
-----Helmut Munz, Paladin Steel Store Rep, Relic Outlet.
The success of the Mirronid Cyborg inspired a spinoff design in the Karyatoid. Since so many Mirronids got away with disguising themselves as metal statuary, it was reasoned why not go a step further back and make a cyborg that resembles a stone statue? Named for the Caryatids, classic Greek structural members decorated to resemble temple maidens, the Karyatoids would assume a similar disguise of decorative stonework.
Karyatoids are built on the same frame as the Mirronids, but instead of a mirrored chrome finish, they are skinned in composite material that looks and feels like dressed or polished marble or granite. Special selective light-permeable eyelid covers even disguise the eyes. In all other respects, the Karyatoid is identical to the Mirronid, and the lack of the mirror-chrome coverings actually meant the cyborgs were substantially less expensive than the their parent design. And wherein lay the problem. Initial sales of the Karyatoid were disappointing, since prospective buyers saw them as little more than ‘budget Mirronids’, or, as one critic put it, ‘broken Mirronids’. The lack of the laser-reflective protective sheathing took away the literal glitz and substantial ‘umphf’ of the Mirronid, and convertees looking for a high-value combat body wanted more than pretty looks, especially of word got out about the ‘fake statues’. Thus the PS-FC-20 pretty much disappeared in the Paladin Steel cyborg lineup, until later designs fired up new interest.
The key was to make the Karyatoid substantially different enough from its parent design to revive interest in an elite model. The PS-FC-20’s second chance would come with the development, about a year later, of the PS/PP--FC-25 ‘Avalanche’ Earth Elemental Emulation Assault Cyborg. With the success of the heavier cyborg with its TW systems, PS engineers saw a chance to enhance the smaller cyborg design.
To set the Karyatoid apart from the Mirronid, however, Paladin Steel adapted several of the PS-FC-25’s subsystems. Other developments in technowizardry were also adapted, allowing for improvements in the cyborg’s capabilities. The new improved Karyatoid would now be able to repair and even augment its armor from local stone, fire stone projectiles at will, and new optional features would allow it to generate forceshields and cast spells.
When rereleased, the PS-FC-20b suddenly enjoyed much better success, as buyers rushed to acquire the new cyborg and rent the services of those already converted to the frame. The TW enhancements have proven so effective that the cyborg is sometimes mistaken for a magic golem or Earth Elemental.
Despite the name and inspiration, both male and female Karyatoids are possible, though females have proven more popular in sales.
Type: PS-FC-20b Karyatoid
Class: Full conversion Borg, Light Machine
Crew: One cyborg convertee
Minimal Requirements: None
M.D.C. By Location:
Hands(2) 25 each
Arms(2) 60 each
Legs(2) 85 each
Feet(2) 25 each
*Head 80
**Hair 10-15
***Main Body 170
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Fiber Hair counts as a light helmet or garment, with about 10-15 MDC before it is burnt off and damage goes to the head proper.
***Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.
Note: The Karyatoid be fitted with any additional armor up to MEDIUM Cyborg Armor. Note that the Karyatoid’s ‘stone-up’ ability DOES work over worn armor.
Speed:
Running: 120 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 18 feet high or 28 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Karyatoid CANNOT swim, but sinks like a rock
Statistical Data:
Average Height: 6-7 ft
Width: 2-3 ft at shoulders
Length: 1-1.4 ft ,
Weight: 250-350 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 30, PP. 24, P.B. is typically 3d6+6.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 save versus possession, impervious to bio-manipulation
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%
Special Skills/Training---Use standard 'Borg, Headhunter, Light Machine. Many Karyatoids will take at least one Ancient W.P.(swords and spears are the most common), in keeping with the common practice of posing as ‘guard statues’.
Black Market Cost: 5.6 million credits with all standard features, weapons, and sensors.
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.
Special Features:
*Stealth---The stony exterior of the Karyatoid masks its internal workings; by standing still, the cyborg can easily be mistaken for a statue. Special thermal and ectoplasmic linings conceal its internal electronic, thermal, and magical systems. -20% to Detect Ambush/Detect Concealment rolls.
*Rock-Up Armor---By standing on or against a rock surface, the Karyatoid can add appliqué armor of rock or gravel. It can increase the MDC per location by up to 100%, but for every 25% of increased MDC, increase the weight by 20%, and decrease speed by 10%. For every 25% of added MDC, the cyborg is also -1 to Dodge, and -1 to Initiative rolls.
*Self-Repair Capability---By standing on or against a rock surface, the Karyatoid can repair its external armor by 4d6 MD per melee(takes 3 APM).
*Integral Cyber-Nano-Robot Repair System---Improved version of the Black Market CNRRS, again added in to increase unit appeal. This system can repair structural damage such as deep torso and limb damage, and can restore weapons systems. The Karyatoid version can repair up to 60 MDC and is good for up to three activations.
Weapons Systems:
1) Variable Plasma Projector(1)---To further the image of a heroic warrior, Paladin Steel has integrated a modified version of one of its plasma weapons, the PSR-1 Plasma Saber-Rifle, into one of the Karyatoid’s arms, in similar fashion as that of the larger Metal Mage. When activated, a blade of plasma energy seems to grow from the ‘borg’s palm, like a cyberknight’s psi-sword. The device can also fire plasma bolts just like the PSR-1. Only one can be fitted due to the greater power draw on the lighter cyborg powerplant.
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload:(Heavy Bolt): 10 shots per standard E-clip. Each shot takes 10 minutes off the saber mode duration,
(Light Bolt) 20 shots per E-clip(1 Heavy Bolt =2 Light Bolts)Each shot takes 5 minutes off the saber mode duration
(Plasma Saber) E-clip can power the saber mode for 2 hours.
(Plasma Lance) E-clip can power the lance mode for 1 hour
Effectively Unlimited for all of the above linked to the cyborg’s nuclear powerplant.
2) Vibroblade(1)---In the arm not mounting the Variable Plasma Projector, a retractable vibroblade or set of vibro-claws is mounted. The vibroblade can be replaced by other systems(see Options, below).
Range: Melee
Damage: 2d4 MD for the short sword or 2d6 MD for vibroclaws.
Option: Naruni-style knockoff silver-plated ‘rippers’ can be installed instead(do 4d4 MD/3d6 MD respectively)
3) Eyeball Lasers(2)---The Karyatoid possesses a glare that can truly kill. These are a smaller normal eye-sized(and less powerful) version so as not to disfigure the facial features with obviously oversized cyberoptics or a visor array.
Range: 700 ft
Damage: 1d6 MD single eye, 2d6 MD for a double eye blast
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively Unlimited
4)(Optional)Plasma Sword---A popular accessory for the Karyatoid is a modified version of the Kittani Plasma Sword(the technology of which fell into PS’s hands with the massive slave Exodus), typically slung on the hip or back. The weapon can be linked to the Mirronid, enhancing its performance.
Range:(Blade) Melee
(Plasma Blast)100 ft. 150 ft in the hands of the Mirronid
Damage:(Blade) 2d6 MD, 6d6 MD when wielded by the Mirronid
(Plasma Blast) 4d6 MD, 6d6 MD when wielded by the Mirronid
Rate of Fire: ECHH
Payload: (Blade) 60 minutes per e-clip; effectively unlimited linked to the Mirronid
(Plasma Blast) 6 shots per e-clip; effectively unlimited linked to the Mirronid
5)(Optional)Concealed Laser or Ion Leg Rod----A Paladin Steel-version laser or ion leg rod can be concealed in either or both legs:
a)Laser Blaster
Range: 3,000 ft
(Shotgun)600 ft
Damage: 3d6 MD per shot
(Shotgun)2d4 MD to a 12 ft area
Rate of Fire: ECHH
Payload: 20 blasts per e-clip, effectively unlimited linked to the cyborg’s powerplant. Recharges 5 shots per hour in its compartment slot.
Cost: 38,000 credits
b) Ion Blaster(Series-2098)
Range: 2,000 ft
Damage: 4d6 MD per shot. On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: 10 blasts per e-clip, effectively unlimited linked to the cyborg’s powerplant. Recharges 4 shots per hour in its compartment slot.
Cost: 45,000 credits
6) StoneThrower---(aka ‘Slinger’, ‘Stone Caster’) A TW device, mounted in the torso, but linked via stabilized ectoplasmic cabling to a small projector in each hand(though only one hand can be used at a time). It generates stone projectiles and fires them with great force; powerful enough to break megadamage armor.
Range: (Throwing Stones)1,200 ft
Damage: (Throwing Stones) Magically produces up to 5 stone projectiles a melee round, and fires them, each one doing 1d6+10 MD. Each stone can be fired one at a time(taking 1 APM per shot) or fired in a single shot burst(takes 1 APM). The shooter can also fire an additional 5 shots the next melee with the same expenditure of PPE, but the mode cannot be unlocked between melee rounds to fire other spells if the Karyatoid takes other TW enhancements (so the shooter cannot fire 5 rocks one melee round, switch to firing a Power Bolt, then switch back to firing rocks the next melee without spending another 3 PPE). Rocks are +2 to strike.
Rate of Fire: ECHH
Payload: (Throwing Stones)3 PPE per 10 projectiles
Greenstar PPE Power Matrix: PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Note 2: The listed Power Matrix can be replaced with more powerful models at extra cost, especially if the cyborg is anticipating powering additional TW enhancements.
7)Hand to Hand Combat
Restrained Punch 1d6+9 SDC
Full Strength Punch 3d6+9 SDC
Power Punch( 2 attacks) 1d4 MD
Kick 3d6+9 SDC
Leap Kick(2 Attacks) 1d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD
Options:
The Karyatoid can be fitted with any of the standard cybernetic and bionic features in the Rifts books, though some may interfere with its statute appearance. Favorite options include fitting the 'borg with additional concealed weaponry. Unless the cyborg is a non-human, extra limbs are rarely ever added.
*Robotic Strength Enhancement---This boosts the Karyatoid’s strength rating to a Robotic rating of 20, greatly increasing physical power and damage, but the process requires grafting in so much extra specialized artificial muscle mass(increase weight by 50%) that the Karyatoid now takes on the exaggerated appearance of an extreme bodybuilder(males and females both). Maximum speed also drops by 20%. While many cyborgs appreciate the extra physical ‘umphf’, others dislike the effect on their streamlined aesthetics. Cost: 280,000 credits
*Forearm ForceShield---Adapted from Paladin Steel’s GunLoc system, and first debuted as a cyborg subsystem on the Karyatoid, this small forearm module, when fed power, generates a highly localized forcefield that can be maneuvered like a buckler. The projector replaces the extendable vibroblade in one arm.
Range: 5 ft diameter shield about six inches in front of the projector
Damage: None; the forceshield has 40 MDC
Rate of Fire: 1 APM to activate it
Payload: Linked to the cyborg’s powerplant, it can generate the shield for an hour at a stretch before needing 15 minutes to cool and reset. Depleting the shield MDC in combat and forcing it to shut down will cause a 15 minute reset cycle before it can be brought back up again.
Cost: Currently considered Experimental, but would cost 20,000 credits
Note: This option is also available to the Mirronid, but Karyatoids like to rub it in that ‘they got it first’.
*Forearm Mini-Plexor---A ‘lite’ version of the original Multiplexor, except instead of a spellcard-system built into a vibrosword, it’s an integrated cyborg forearm unit. Another adaptation from the GunLoc system. It carries a single swappable Spellcard. The projector replaces the extendable vibroblade in one arm.
Weight: 3 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery or a PPE clip. In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE
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.
Note: This option is also available to the Mirronid.
Variants:
*PS-FC-20a----This is the earlier version of the Karyatoid, without the Earth Elemental Emulation gear. In place of the stone repair gear, the PS-FC-20a retains the MIRR of the Mirronid. The earlier model is also substantially less expensive: 3 million 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
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel C70/ A3x70(PS) Rarog Multirole Medium Transport Aircraft
(aka ‘Rag-wagon’ ‘Red-youfoe’, ‘Frisbog’)
http://i408.photobucket.com/albums/pp164/taalismn/A3x70M.png
“It’s a new age for air travel; once again we take to the skies, on so many choices of wings!”
“This is transport MVC-203 -Heaven-Sent-, to Turquoise Haven air traffic control. Am inbound with a load of walking wounded, nervous wrecks, and frightened children to enjoy the relaxing attentions of your staff and the warmth of your beaches...oh, and I’m bringing some medical patients too for rehab. Over.”
“This is Turquoise Haven air traffic control to MVC-203 -Heaven-Sent-. We see you on approach and are getting the red carpet ready for your medical patients. The rest of you lazy bums will just have to content yourself with duty-free shopping at the terminal. You’re cleared for VTOL Pad Eight; be aware we have an eighteen mile per hour crosswind, so advise you approach from the south. Sending recommended course corrections to you now. Over.”
Another product of increased trade with the Russian territories, this design is based on the pre-Rifts Russian Mukamedov Company’s family of common-airframe VTOL aircraft, designated the A3x70M. Paladin Steel has rolled out a rebuild as part of its transportation stable, with an eye towards both domestic North American and foreign markets as potential buyers.
These aircraft have a fairly conventional layout, with a streamlined forward fuselage, slightly swept wings, wing-mounted engine pods, and twin tails, but the rear fuselage expands out into a disc shape, holding a ring of vertical-installation VTOL lift engines that allow for vertical takeoff and landing. In conventional forward flight, these engines are concealed under louvered panels in the fuselage, which open up to supply airflow when engaged in VTOL operations. The rear fuselage also sports a wider cargo/passenger area, and rear cargo hatch, allowing for the carriage of large payloads and/or roll-on/roll-off cargo and vehicles.
Paladin Steel has modified the basic design with more energy efficient powerplants and engines(the VTOL engines are believed to have been copied from the lift engines from captured Death’s Head Transport saucer sections). Modern megadamage materials have replaced the original SDC materials, and the ircraft is built tough to withstand harsh conditions, weapons fire, and monster attacks, owing to its Rifts Earth origins. Also, being Rifts Earth-made, PS has added options for defensive gear, including weapons systems.
A variety of specialized variants have already emerged, including aerial tanker/firefighter, cargo, passenger, electronic warfare, and technowizardry versions. The Rarog, however, is not recommended as a combat unit, despite the provision for self-defense weaponry.
The design is marketed by PS under the name Rarog, after a creature that could transform itself into a whirlwind. Thus far, the majority of sales have been out-dimension, but a few have been sold to Rifts Earth concerns, including several to Warlords Kolodenko and Romanov. Paladin Steel-owned/affiliated shipping concerns own the majority of those aircraft on Rifts Earth.
Type: PS-C70 Rarog
Class: Multirole Medium Transport Aircraft
Crew: 3-10
Airliner configuration can carry 250 passengers
MDC/Armor by Location:
Main Body 470
Wings(2) 140 each
Engine Nacelles(2) 130 each
Tail Planes(2) 100 each
Height: 12.5m (41.25 ft)
Width: 47m (155 ft)
Length: 40 m (132 ft)
Weight: 55,000 kg( 121,000 lbs) empty, 142,000 kg( 312,400 lbs) fully loaded
Cargo: If carrying passengers, can carry 10 tons of luggage. If a dedicated cargo model, can carry 88 tons.
Powerplant: Liquid Fuel(24 hour endurance or 15,750km range) or Nuclear w/ 10 year energy life
Speed: (Ground) Can taxi at about 10 MPH.
(Flying) VTOL Hover to 905 MPH, maximum altitude of 13,000 m(42,900 ft).
Market Cost: 2.4 million credits for liquid fuel(mile range), 25 million credits for nuclear
Systems of Note:
Standard aircraft systems, plus:
Radio---100 mile range
Radar---90 mile range, track/ID up to 50 targets simultaneously
Life Support System---Independant life support for up to 12 hours. Air filtration is standard.
Weapons Systems: None standard
Options:
*Weapons Turrets(1-6)----can be added to protect the jetliner from tailers. The turret can mount either an autocannon or a pulse laser.
Bonuses: Laser- and radar-guidance add a +2 to strike
a) 20mm Cannon(1)
Range: 5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
(Flare/Chaff rounds)---The 20mm cannons can also be fitted to fire airburst flare/chaff rounds. Damage is reduced, but a burst of ten rounds effectively acts as a single Chaff/Flare bundle for purposes of missile deflection/distraction.
5d6 SDC per shell at ranges of 2,00o ft or less. None beyond that.
3d6x10 SDC per 5 rd burst
1d4 MD per 10 rd burst
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Rate of Fire: Standard.
Payload: 1,000 rds per gun
Cost: 40,000 credits
b) Pulse Lasers---Shorter range, but unlimited payload.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 43,000 credits
* Flare/Chaff Launchers(2)---Standard countermeasure launchers(1-6 can be added)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will aslo temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 48 chaff clusters(24 per launcher)
Cost: 10,000 credits per launcher, 100 credits per chaff/flare bundle
Variants:
*Passenger----Airliner configuration can carry 250 passengers
*Cargo ---Can carry up to 88 tons of cargo, split between central cargo holds and bays in the disc-shaped fuselage section.
*Medevac----Flying hospital model, with provision for an onboard staff of 10-25 medical staffers, and room for 100 stretcher-beds. Onboard equipment includes individual life support units, an inflight mergency surgery, and biostasis units.
*Firefighting----Carries a liquid cargo that can be dispensed via dump vents in the undercarriage. Can carry 60 tons ( 14,391 gallons) of liquid. Typically, it can treat a 100 ft-wide and 2 mile long swathe of real estate to the equivalent of a hard thundershower(does 1d4x10 HP to vampires).
*ECM---Flying electronic warfare center. Besides being able to listen in and analyze enemy radio and radar emissions, the -E variant can perform the following:
*Long Range Jamming---Jams and distorts radar returns in a 25 mile radius of the aircraft, and communications in an 90 mile radius.
*EW Suite---The -E carries a powerful radar and communications jamming suite, and attendant EW officer/operator, in order to allow it to penetrate enemy air defense nets more effectively. Enemy sensor(IR, laser)-guided weapons are -6 to strike the aircraft, radar-guided weapons are -7 to strike.
*Electronic Cloaking---Thanks to advanced construction materials and the sophisticated EW suite, the -E enjoys a -50% on enemy sensor rolls to be detected by radar.
*Command Link---The -E can link and coordinate up to 60 other aircraft/vehicles/ground units, allowing them to share data and tactical information. Networked units have a +1 to Initiative, and +1 to Strike.
*TechnoWizardry (PPE-Powered)
Magic Abilities:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.
*De-Icer---Especially important in Russia’s cold climate; keeps the wings and windows clear of ice build-up. ---2 hours per 5 PPE, or 24 hours for 60 PPE.
(aka ‘Rag-wagon’ ‘Red-youfoe’, ‘Frisbog’)
http://i408.photobucket.com/albums/pp164/taalismn/A3x70M.png
“It’s a new age for air travel; once again we take to the skies, on so many choices of wings!”
“This is transport MVC-203 -Heaven-Sent-, to Turquoise Haven air traffic control. Am inbound with a load of walking wounded, nervous wrecks, and frightened children to enjoy the relaxing attentions of your staff and the warmth of your beaches...oh, and I’m bringing some medical patients too for rehab. Over.”
“This is Turquoise Haven air traffic control to MVC-203 -Heaven-Sent-. We see you on approach and are getting the red carpet ready for your medical patients. The rest of you lazy bums will just have to content yourself with duty-free shopping at the terminal. You’re cleared for VTOL Pad Eight; be aware we have an eighteen mile per hour crosswind, so advise you approach from the south. Sending recommended course corrections to you now. Over.”
Another product of increased trade with the Russian territories, this design is based on the pre-Rifts Russian Mukamedov Company’s family of common-airframe VTOL aircraft, designated the A3x70M. Paladin Steel has rolled out a rebuild as part of its transportation stable, with an eye towards both domestic North American and foreign markets as potential buyers.
These aircraft have a fairly conventional layout, with a streamlined forward fuselage, slightly swept wings, wing-mounted engine pods, and twin tails, but the rear fuselage expands out into a disc shape, holding a ring of vertical-installation VTOL lift engines that allow for vertical takeoff and landing. In conventional forward flight, these engines are concealed under louvered panels in the fuselage, which open up to supply airflow when engaged in VTOL operations. The rear fuselage also sports a wider cargo/passenger area, and rear cargo hatch, allowing for the carriage of large payloads and/or roll-on/roll-off cargo and vehicles.
Paladin Steel has modified the basic design with more energy efficient powerplants and engines(the VTOL engines are believed to have been copied from the lift engines from captured Death’s Head Transport saucer sections). Modern megadamage materials have replaced the original SDC materials, and the ircraft is built tough to withstand harsh conditions, weapons fire, and monster attacks, owing to its Rifts Earth origins. Also, being Rifts Earth-made, PS has added options for defensive gear, including weapons systems.
A variety of specialized variants have already emerged, including aerial tanker/firefighter, cargo, passenger, electronic warfare, and technowizardry versions. The Rarog, however, is not recommended as a combat unit, despite the provision for self-defense weaponry.
The design is marketed by PS under the name Rarog, after a creature that could transform itself into a whirlwind. Thus far, the majority of sales have been out-dimension, but a few have been sold to Rifts Earth concerns, including several to Warlords Kolodenko and Romanov. Paladin Steel-owned/affiliated shipping concerns own the majority of those aircraft on Rifts Earth.
Type: PS-C70 Rarog
Class: Multirole Medium Transport Aircraft
Crew: 3-10
Airliner configuration can carry 250 passengers
MDC/Armor by Location:
Main Body 470
Wings(2) 140 each
Engine Nacelles(2) 130 each
Tail Planes(2) 100 each
Height: 12.5m (41.25 ft)
Width: 47m (155 ft)
Length: 40 m (132 ft)
Weight: 55,000 kg( 121,000 lbs) empty, 142,000 kg( 312,400 lbs) fully loaded
Cargo: If carrying passengers, can carry 10 tons of luggage. If a dedicated cargo model, can carry 88 tons.
Powerplant: Liquid Fuel(24 hour endurance or 15,750km range) or Nuclear w/ 10 year energy life
Speed: (Ground) Can taxi at about 10 MPH.
(Flying) VTOL Hover to 905 MPH, maximum altitude of 13,000 m(42,900 ft).
Market Cost: 2.4 million credits for liquid fuel(mile range), 25 million credits for nuclear
Systems of Note:
Standard aircraft systems, plus:
Radio---100 mile range
Radar---90 mile range, track/ID up to 50 targets simultaneously
Life Support System---Independant life support for up to 12 hours. Air filtration is standard.
Weapons Systems: None standard
Options:
*Weapons Turrets(1-6)----can be added to protect the jetliner from tailers. The turret can mount either an autocannon or a pulse laser.
Bonuses: Laser- and radar-guidance add a +2 to strike
a) 20mm Cannon(1)
Range: 5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
(Flare/Chaff rounds)---The 20mm cannons can also be fitted to fire airburst flare/chaff rounds. Damage is reduced, but a burst of ten rounds effectively acts as a single Chaff/Flare bundle for purposes of missile deflection/distraction.
5d6 SDC per shell at ranges of 2,00o ft or less. None beyond that.
3d6x10 SDC per 5 rd burst
1d4 MD per 10 rd burst
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Rate of Fire: Standard.
Payload: 1,000 rds per gun
Cost: 40,000 credits
b) Pulse Lasers---Shorter range, but unlimited payload.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 43,000 credits
* Flare/Chaff Launchers(2)---Standard countermeasure launchers(1-6 can be added)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will aslo temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 48 chaff clusters(24 per launcher)
Cost: 10,000 credits per launcher, 100 credits per chaff/flare bundle
Variants:
*Passenger----Airliner configuration can carry 250 passengers
*Cargo ---Can carry up to 88 tons of cargo, split between central cargo holds and bays in the disc-shaped fuselage section.
*Medevac----Flying hospital model, with provision for an onboard staff of 10-25 medical staffers, and room for 100 stretcher-beds. Onboard equipment includes individual life support units, an inflight mergency surgery, and biostasis units.
*Firefighting----Carries a liquid cargo that can be dispensed via dump vents in the undercarriage. Can carry 60 tons ( 14,391 gallons) of liquid. Typically, it can treat a 100 ft-wide and 2 mile long swathe of real estate to the equivalent of a hard thundershower(does 1d4x10 HP to vampires).
*ECM---Flying electronic warfare center. Besides being able to listen in and analyze enemy radio and radar emissions, the -E variant can perform the following:
*Long Range Jamming---Jams and distorts radar returns in a 25 mile radius of the aircraft, and communications in an 90 mile radius.
*EW Suite---The -E carries a powerful radar and communications jamming suite, and attendant EW officer/operator, in order to allow it to penetrate enemy air defense nets more effectively. Enemy sensor(IR, laser)-guided weapons are -6 to strike the aircraft, radar-guided weapons are -7 to strike.
*Electronic Cloaking---Thanks to advanced construction materials and the sophisticated EW suite, the -E enjoys a -50% on enemy sensor rolls to be detected by radar.
*Command Link---The -E can link and coordinate up to 60 other aircraft/vehicles/ground units, allowing them to share data and tactical information. Networked units have a +1 to Initiative, and +1 to Strike.
*TechnoWizardry (PPE-Powered)
Magic Abilities:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.
*De-Icer---Especially important in Russia’s cold climate; keeps the wings and windows clear of ice build-up. ---2 hours per 5 PPE, or 24 hours for 60 PPE.
-------------
"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
------------
"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
------------
- ZINO
- Knight
- Posts: 4120
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
epic man!!! you rock!!!!!!!!!!!taalismn
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
POO---Positive Outcomes Operations
(aka Paladin Operations Office, Political Observations Office)
“Sometimes you gotta pull some pretty $#!+-dirty tricks to be squeaky clean.”
POO is one of several nicknames given to the SOG units assigned to affect political and social change in other cultures, typically where PS/GNE has some interest. Typical targets are oppressive regimes, slave-holding cultures, and pirate societies that interfere with the basic rights and liberties of sentients(and the travel/trade of PS/GNE). POO’s budget and TOE is buried under a confusion of various Foreign Office, Diplomatic Corps, PS Corporate Security, GNE Military Intelligence, and Domestic Security acronyms and sub-programs, fronts, and diverted fund drops, but it ultimately sums up to tampering with other peoples’ societies. Methodology ranges from introduction of ideas(such as pushing pop culture or running pirate radio stations) to fomenting revolution(and rumored to include assassinations). The ‘dirty paladins’ responsible for these operations attempt to maximize social change with a mimimum of collateral damage, but it’s recognized that dramatic social changes are often accompanied by inevitable casualties of one sort or another. Thus, POO operations tend to be run by a paradoxical combination of total zealots and coldly logical pragmatist sorts not afraid to get their hands dirty to get the job done.
POO has sometimes come under sharp criticism for its tactics and programs on those occasions when details of its ops have become known. Some members of the GNE civil authority and the Alliance’s member-states have accused POO of being a ‘rogue agency’ , or at least of being a breeding ground of rogue activity, similar to the infamous ‘Odessa Brigades’(wherein a minor Paladin Steel executive was found guilty of recruiting and arming her own anti-slavery army). Accusations of kidnapping, blackmail, involvement of innocents in schemes, involuntary augmentation, grand theft, and agitprop have dogged POO ops when they’re suspected.
POO operatives take these accusations in stride; it’s part of the price they pay to keep other people safe. And more often than not, those operations that get compromised are easily enough used as decoy fronts drawing attention away from other black ops, their goals and objectives taken over by other, deeper, programs and operarions, conducted under other aliases.
(I draw my inspiration for the POO or whatever it ultimately is called from two main sources....The Office of Special Circumstances from Iain Banks' The Culture, Earth Central Security from Neal Asher's Polity series...both very powerful and unconventional intelligence services that employ eccentric technology and tactics to affect change...though, of the two, the Culture is insanely super-manipulative and powerful, while the Polity is technologically closer to Rifts/Three Galaxies and a lot more gritty and immediate)
(aka Paladin Operations Office, Political Observations Office)
“Sometimes you gotta pull some pretty $#!+-dirty tricks to be squeaky clean.”
POO is one of several nicknames given to the SOG units assigned to affect political and social change in other cultures, typically where PS/GNE has some interest. Typical targets are oppressive regimes, slave-holding cultures, and pirate societies that interfere with the basic rights and liberties of sentients(and the travel/trade of PS/GNE). POO’s budget and TOE is buried under a confusion of various Foreign Office, Diplomatic Corps, PS Corporate Security, GNE Military Intelligence, and Domestic Security acronyms and sub-programs, fronts, and diverted fund drops, but it ultimately sums up to tampering with other peoples’ societies. Methodology ranges from introduction of ideas(such as pushing pop culture or running pirate radio stations) to fomenting revolution(and rumored to include assassinations). The ‘dirty paladins’ responsible for these operations attempt to maximize social change with a mimimum of collateral damage, but it’s recognized that dramatic social changes are often accompanied by inevitable casualties of one sort or another. Thus, POO operations tend to be run by a paradoxical combination of total zealots and coldly logical pragmatist sorts not afraid to get their hands dirty to get the job done.
POO has sometimes come under sharp criticism for its tactics and programs on those occasions when details of its ops have become known. Some members of the GNE civil authority and the Alliance’s member-states have accused POO of being a ‘rogue agency’ , or at least of being a breeding ground of rogue activity, similar to the infamous ‘Odessa Brigades’(wherein a minor Paladin Steel executive was found guilty of recruiting and arming her own anti-slavery army). Accusations of kidnapping, blackmail, involvement of innocents in schemes, involuntary augmentation, grand theft, and agitprop have dogged POO ops when they’re suspected.
POO operatives take these accusations in stride; it’s part of the price they pay to keep other people safe. And more often than not, those operations that get compromised are easily enough used as decoy fronts drawing attention away from other black ops, their goals and objectives taken over by other, deeper, programs and operarions, conducted under other aliases.
(I draw my inspiration for the POO or whatever it ultimately is called from two main sources....The Office of Special Circumstances from Iain Banks' The Culture, Earth Central Security from Neal Asher's Polity series...both very powerful and unconventional intelligence services that employ eccentric technology and tactics to affect change...though, of the two, the Culture is insanely super-manipulative and powerful, while the Polity is technologically closer to Rifts/Three Galaxies and a lot more gritty and immediate)
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
(playing VERY hard and loose with the HU2 Supersoldier here....so, warning, rule-bending Munchkin ahead)
RED KINE Augmentation Package:
(Program cost is CLASSIFIED)
Rika, Dark Mistress of the Occult Club, stared in shock at how quickly things had changed. It was impossible!
But there, harmless, vulnerable, pathetic Misune stood in front of her, wearing only the ankle and wrist shackles that had held her to the floor, the broken and dangling chain-ends dripping blood from where they’d whipped into the bodies of the other cultists. Minutes before she had been pleading for her life, for somebody to help her, as Reika and her followers had readied the ritual, gathering their dark powers. Then suddenly something had changed...for the worse, and the next thing they knew, their virgin sacrifice had somehow snapped her restraints, stood up, thrown off those who had tried to hold her down, then laid waste to the coven. The young occultists had been scattered like bowling pins as the formerly meek bookworm seemed to transform into a punching and kicking tornado, tearing into their ranks like a living explosion. Even hulking Anzu had gone down, his jaw clearly shattered by a punch almost too fast to be seen. And now Misune stalked Rika, advancing over the fallen bodies of her former captors, showing not the least bit of fear of the person she’d been tearfully begging mercy of only moments before. Rika found herself actually backpedalling to stay away from the girl, and unconsciously raising her Black Tome like a shield.
Risng from the shadows, Rika’s lieutenant, Jun, lunged at Misune from behind, a heavy candle stick raised for a crushing skull blow.
Misune didn’t even turn; just ducked below the descending strike, elbow rammed up under Jun’s ribs. Without anything other than her thin ritual robes to pad the strike, Jun folded in on herself and collapsed bonelessly to the floor, coughing blood from what had to be a split diaphragm.
Rika snarled, as she took advantage of Jun’s agony amd Misune’s distraction to cast a stunning glamour on the girl, expecting Misune to fall under the eldritch attack. Let the girl’s unexpected burst of resistance try to stand up to Rika’s TRUE power here! She smirked in triumph, only to watch in shock as the mind coercion spell seemed to slide off its intended victim. Briefly Misune’s skin seemed to glow in shifting patterns of pentacles and other mystic symbols too quick for even Rika’s self-trained eye to identify.
The look Misune gave Rika was nothing like the doe-eyed, innocent expression that was so familiar on the coed’s face. This was cold, analytical...inhuman, and for a moment Rika wondered if perhaps some OTHER entity than that she had planned to summon had arrived first and taken possession of the girl.
And when the glowing blade appeared in Misune’s hands, Rika realised that messing with dark forces cut both ways....
<<<reeeepp-reeeepp>>>
“Hello, Yoshi’s Chopstick Emporium, Aika speaking...and how may I help the Office of Positive Outcomes?”
“One of the bambis in your area just came active.”
“$#!+.”
“Sending the specs and coordinates now. You know what to do.”
“Right. Roger.”
*click*
<<zing>>
“What’s up, Aik?”
“Sato. Got a bambi bounce to cater to. Extra eggrolls and the special hot sauce. And the heavy kitchenware and screens. Get the crew to the van; we roll in five. And tell Iruko to lock up the shop when we leave, just in case.”
“Gotcha. On it.”
RED KINE is one of the newer and more advanced augmentation bio-mod packages, but it is also one of the more ethically scary ones. RED KINE is one of Paladin Steel’s Black Ops bio-mods meant to create loyal and lethal ‘sleeper agents’ that can be hidden in-place in a theatre of operations. Besides augmenting the recipient’s physical abilities, RED KINE implants a secondary Artificial Intelligence personality that can assume control of the person’s body. This makes RED KINE one of PSPOO’s more controversial programs, and one that of their dirtier secrets.
Tellingly, RED KINE was one of several bio-mod programs developed under the IRON NEWTON initiatives, that attempted to create anti-magic supersoldiers similar to the MageBane, possibly in response to growing psychic and oracular warnings about the looming Minion War(although it was not known as that as such).
Though not as powerful or broad as previous bio-mods, RED KINE is considered to be a Class 4 Bio-Mod, due to its incorporation of megadamage-capable powers and superhuman abilities.
The most frightening facet of RED KINE is the Biotech Integrated Tactical Managerial Intelligence, Neural Device(BITMIND), also known as a Biotech Implanted Tactical Battle Response Artificial Intelligence Network(BITBRAIN). This is essentially a preprogrammed biochip system implanted in the brain and spine, which acts as a symbiotic combat A.I. in times of duress. The BITBRAIN A.I. can take over the person’s body. inducing a sort of ‘berserker’ state, in which the combat system will fight to protect its host and eliminate immediate threats to him or her. If outnumbered, the A.I. will attempt to extract the host from danger, and will relinquish control only when it ascertains there is no longer any immediate danger. Coming out of the ‘frenzy’, the host personality may have little or no memory of what they did while the A.I. was in control(roll under M.E.; a successful roll means the person remembers what happened). The A.I. by itself tends(at least initially) to be tightlipped and non-conversational, wholly focused on carrying out its appointed combat duties. The A.I. has also been programmed to recognize spoken ‘safe codes’ known to PSPOO operatives and agent handlers, though the A.I.’s bond to its host is such that will fight to defend itself even if attacked by supposed allies.
The A.I. is also programmed with a number of useful skills and knowledge bases, most notably data on demons, monsters, d-bees, and magic. Even when the A.I. is NOT actively in charge of the host, the A.I. will be perceptually aware of such things as included in its databases, if encountered, and can alert its host in the event. Thus, the RED KINE operative, if seeing a Splugorth Minion on TV or coming across a magic pentacle, may not identify it as such, but may become apprehensive and anxious as a result of the A.I.’s subconscious prompting.
Of special interest is the creation in the RED KINE bio-mod of a magical defense mechanism. Paladin Steel cyberneticists, genetic engineers, and technowizards have experimented with weaving a subcutaneous network of stabilized ectofiber under a sapient’s skin, patterned both as a magic ‘Faraday Cage’ and as a form of wearable(actually implanted) portable magic Circle of Protection that could shield the recipient from malicious magic. When assaulted by magic means, the webwork sometimes becomes visible briefly as glowing patterns under the skin. The network isn’t 100% effective in shunting and deflecting magic attacks, but it does offer substantial protection.
Though not as successful as hoped as a magic shield, the ectofiber network also works effectively as subcutaneous armor, turning the person into a low-level megadamage being when engaged in combat with supernatural forces. The ectofiber web-net also serves as the conduits and locus of RED KINE’s melee energy weapons. The implantee can manifest psi-sword-like energy blades from their forelimbs. Seen in action, these energy blades can lead observers to mistake the operative for a Master Psychic.
The installation of such a defense at the expense of other capabilities implies serious concern about magic attacks. Indeed, RED KINE implementation became more imperative with the spread of knowledge about the Minion War; PSPOO seeding suspected possible conflict zones with RED KINE sleeper-agents. PSPOO would come under sharp criticism for its apparent cavalier attitude in creating RED KINE operatives. Though many RED KINE agents were volunteers, who allowed the augment to be given to them(and its active knowledge erased in many of them), the black ops authority responsible for the program was also accused of dragooning involuntary subjects identified as ‘being at risk’ and augmenting them against their will, essentially putting innocents in harm’s way and arming them with powerful sleeper combat A.I.s. These ‘bambis’, as they are supposedly known by field agents, were often deployed as ‘fire alarms’, their activation under duress alerting PS/GNE agencies of trouble in a given region. The program has also come under criticism for its selection of candidates for the augmentation procedure, charges being that the program seems to select ‘victim types’ because of their likelihood of being targeted by supernatural threats, or their weak wills making them more susceptible to being taken over by the A.I. in a crisis situation(effectively reducing them to the status of being ‘meatpuppets’ under the A.I.s’ control). Yet another criticism is the effectiveness of putting untrained ‘reactionary’ operatives in the path of danger, as opposed to sending conscious, experienced, and more proactive horror-hunters in the field. The few times an answer to these questions has been wrangled out of RED KINE’s supporters, authorities have asserted that the RED KINE program has saved many who would otherwise have been lost to more stealthy supernatural intrusions, and the alert activated by RED KINE ‘sleepers’ has allowed more centrally-stationed ‘fire brigade’ teams of professional troubleshooters to respond to crisis situations. When asked, during one of the few public hearings on the program, to elaborate with specific examples and numbers of cases where such a policy has worked out, a milintel representative connected to the RED KINE project, only stated that there were ‘enough’, and refused to elaborate.
These revelations of the RED KINE program have given the augment project an aura and reputation that is likely exaggerated beyond actual numbers and events. Lurid rumors have circulated in the Magic Zone and GNE outworlds about hidden ‘super sleepers’ salted to spring, at a moment’s notice, on enemies. Tales of entire cults being wiped out singlehandedly to Splugorth planetary invasions being gutted by deep-plant super-powered warriors have spread through the mage community and supposedly even to the inner court of Lord Dunscon and the high chambers of Atlantis.
It is unknown, to date, how many RED KINE operatives have been created, or their distribution. It is currently UNAVAILABLE as a marketable augment.
(Note: The ‘kine’ in RED KINE is from the Latin for ‘motion’....those in the know about the RED KINE program thus equate the codename with ‘red motion’, possibly a none-too-subtle allusion to a berserker’s bloody rampage)
Restrictions: RED KINE cannot be implemented in anybody with formal military training, such as a Man-At-Arms or Martial Artist OCC(that would be addressed under other IRON NEWTON programs).
Powers/Abilities:
*Natural Combat Ability---- The BITBRAIN is a high level combat computer that endows the augment with an almost instinctive gift for melee combat. This capability overrides whatever hand to hand abilities the recipient already possesses. The BITBRAIN activates under conditions of acute duress and danger to the recipient, and will fight to protect the person, eliminating immediate threats. The A.I. is typically programmed at a 4th level of proficiency in this (Major)Super Ability, with proficiency increasing from there.
The A.I. system STARTS with the following:
-7 attacks per melee(!)(2 baseline actions+3 initial, plus 1 APM from levels 2 and 4), +1 at levels 3, 6, 9, 12, and 15.
-+3 initiative, +1 at levels 3, 6, 9, 12, and 15.
-+2 Disarm/Entangle, +1 at levels 3, 6, 9, 12, and 15.
-+3 Pull Punch, +1 at levels 3, 6, 9, 12, and 15.
-Automatic Dodge
-Back Flip 80% +2% per level of experience
-Exceptional Balance 78% +2% per level of experience
-Jump 10 ft up/15 ft across; increase distance by 50% with a running start
-+2 save versus Horror Factor, +1 at levels 3, 5, 6, 9, 11, 12, 13 and 15.
-Can intuitively pick up and use any available weapon and use it with a +2 to strike/parry(this does NOT improve with experience).
-Attack Types: Punch, Power Punch(2 attacks), Kick, Karate Kick, Jump Kick)2 attacks and automatic critical strike), Leap Attack(critical strike), Head Butt, Judo-style Body/Flip/throw.
-Knockout/Stun on natural 19-20.
-The A.I. has the following programmed skills/knowledge bases:
-Lore: Magic 60%
-Lore: Demons and Monsters 60%
-Lore: D-Bees(can identify the more common d-bees and dimension-traveling species, such as the Splugorth, their minions, Naruni, and Temporal Raiders) 75%
-Paramedic(usually performed on itself/host) 80%
(These skills do NOT advance unless the host-personality consciously uses their OCC/elective skills to research and learn those particular skills/fields of inquiry)
*Immunity to Magic---The ectofiber ‘underweb’ serves to shield the recipient against magic attacks. The RED KINE operative is impervious to any magic spell or illusion that has a saving throw(AUTOMATICALLY saves versus them), but is still susceptible to magic attacks like Carpet of Adhesion, Fireball, Call Lightning, and magic weapons) but even there, the attacks do HALF damage.
When in a magic-rich environment or under magic attack, the person’s combined Hit Points and SDC, divided by 2----(HP+SDC)/2----manifest as MDC.
*Melee Energy Weapons----The RED KINE recipient can manifest energy weapons, similar to psi-swords, from their forelimbs. The blades do 3d6 MD +1 MD per level of experience, and can be manifested for 3 minutes per level of experience, before needing to be renewed. Being arguably magical in nature, they DO damage to supernatural beings.
-Physical Transformation---The recipient of a RED KINE aug is physically optimized; one of the benefits of the augment. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Hypnotic Mental Conditioning---The BITMIND system can act as a psionic brain scrambler, throwing up enough interference that psionic attacks and probes on the host are difficult, if not outright impossible. The effective presence of a second intelligence in the same body, and an A.I. at that, makes supernatural or psionic possession of the person impossible. +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save versus all other psionic attacks, and impervious to possession.
-Increased Physical Agility & Dexterity: +1 APM, +2 initiative, automatic dodge, paired weapons, +5% on skills requiring manual dexterity
-Enhanced Immune System----Another benefit of RED KINE is improved health; this has the added benefit of discouraging health care visits and intrusive exams that MIGHT discover the ‘additions’ to the recipient. The person heals twice as fast, +5 to save versus poisons/toxins, +8 save versus disease, and +3 save versus Bio-Manipulation attacks. Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration. Unfortunately, this jazzed-up immune system also works just as effectively against GOOD and beneficial drugs and chemicals.
The ectofiber strands under the skin can also contract to act as a natural pressure bandage or tourniquet; stops bleeding from small cuts and abrasions in 6d6 seconds and serious wounds in 1d6 melees.
*Alert Beacon---This is a implanted bio-comm chip(another development of the Cambridge Jungle/MIT Forest gene-mages) that can be activated in the event the implanted A.I. becomes aware and active; PS/GNE monitors will know that the RED KINE operative has been activated and their whereabouts. Conversely, the bio-comm can be used to alert RED KINE operatives, the alert signal resulting in an increased agitation and heightened state of awareness in the operatives. Effective signal range of 50 miles.
Note:
The psuedo-organic nature of the ectofiber and biochip implants makes them -15% to be detected on a Medical examination roll or Read Sensory Instruments(medical) roll, and even then, they might be misinterpreted as something else, such as an artifact of the scan machinery or a blue in the x-ray.
Total bonuses:
+1d6 to P.S
-P.S. is considered to be Extraordinary
+1d4 P.E.
+1d6 P.B.
+1d6 SPD
+2d6 Hit Points
+4d6 SDC
+1 APM (when the AI is in control, this is added, giving the BITBRAIN an astonishing 8 APM at 1st level!!!!)
+2 initiative (when the AI is in control, this is added, giving the BITBRAIN an astonishing +5 at first level!)
Automatic dodge (+1 when the AI is active)
Paired weapons
Can intuitively pick up and use any available weapon and use it with a +2 to strike/parry(this does NOT improve with experience)(available ONLY when the AI is active).
+5% on skills requiring manual dexterity
+5 save vs mind control
+4 save vs illusions and Horror Factor
+2 save versus all other psionic attacks
Impervious to possession
+5 to save versus poisons/toxins
+8 save versus disease
+3 save versus Bio-Manipulation attacks. Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration.
Penalties:
-Split Personality----Although the RED KINE BITBRAIN is supposed to only take over in case of a dire emergency, in time the personalities and abilities of the recipient and the A.I, aug have been known(20% chance) to ‘bleed over’ into each other. This also manifests itself as a dual personality similar to the M.O.M. Crazy’s ‘Arrogant Warrior’ sub-persona. The person’s normal personality may exhibit increased aggression, agitation, and a tendency to collect weaponry, while the A.I. combat persona may become more vocal and articulate, using the host’s voice, as well as become more protective and proactive about its host’s security and well-being.
There is a 5% chance per level of experience of the host personality and the A.I. of MERGING, effectively becoming ONE entity, at which point the host has access to the full range of abilities ALL the time. This is often accompanied by dramatic personality change and an overall attitude shift(one witness called it ‘taking a level in badass’).

RED KINE Augmentation Package:
(Program cost is CLASSIFIED)
Rika, Dark Mistress of the Occult Club, stared in shock at how quickly things had changed. It was impossible!
But there, harmless, vulnerable, pathetic Misune stood in front of her, wearing only the ankle and wrist shackles that had held her to the floor, the broken and dangling chain-ends dripping blood from where they’d whipped into the bodies of the other cultists. Minutes before she had been pleading for her life, for somebody to help her, as Reika and her followers had readied the ritual, gathering their dark powers. Then suddenly something had changed...for the worse, and the next thing they knew, their virgin sacrifice had somehow snapped her restraints, stood up, thrown off those who had tried to hold her down, then laid waste to the coven. The young occultists had been scattered like bowling pins as the formerly meek bookworm seemed to transform into a punching and kicking tornado, tearing into their ranks like a living explosion. Even hulking Anzu had gone down, his jaw clearly shattered by a punch almost too fast to be seen. And now Misune stalked Rika, advancing over the fallen bodies of her former captors, showing not the least bit of fear of the person she’d been tearfully begging mercy of only moments before. Rika found herself actually backpedalling to stay away from the girl, and unconsciously raising her Black Tome like a shield.
Risng from the shadows, Rika’s lieutenant, Jun, lunged at Misune from behind, a heavy candle stick raised for a crushing skull blow.
Misune didn’t even turn; just ducked below the descending strike, elbow rammed up under Jun’s ribs. Without anything other than her thin ritual robes to pad the strike, Jun folded in on herself and collapsed bonelessly to the floor, coughing blood from what had to be a split diaphragm.
Rika snarled, as she took advantage of Jun’s agony amd Misune’s distraction to cast a stunning glamour on the girl, expecting Misune to fall under the eldritch attack. Let the girl’s unexpected burst of resistance try to stand up to Rika’s TRUE power here! She smirked in triumph, only to watch in shock as the mind coercion spell seemed to slide off its intended victim. Briefly Misune’s skin seemed to glow in shifting patterns of pentacles and other mystic symbols too quick for even Rika’s self-trained eye to identify.
The look Misune gave Rika was nothing like the doe-eyed, innocent expression that was so familiar on the coed’s face. This was cold, analytical...inhuman, and for a moment Rika wondered if perhaps some OTHER entity than that she had planned to summon had arrived first and taken possession of the girl.
And when the glowing blade appeared in Misune’s hands, Rika realised that messing with dark forces cut both ways....
<<<reeeepp-reeeepp>>>
“Hello, Yoshi’s Chopstick Emporium, Aika speaking...and how may I help the Office of Positive Outcomes?”
“One of the bambis in your area just came active.”
“$#!+.”
“Sending the specs and coordinates now. You know what to do.”
“Right. Roger.”
*click*
<<zing>>
“What’s up, Aik?”
“Sato. Got a bambi bounce to cater to. Extra eggrolls and the special hot sauce. And the heavy kitchenware and screens. Get the crew to the van; we roll in five. And tell Iruko to lock up the shop when we leave, just in case.”
“Gotcha. On it.”
RED KINE is one of the newer and more advanced augmentation bio-mod packages, but it is also one of the more ethically scary ones. RED KINE is one of Paladin Steel’s Black Ops bio-mods meant to create loyal and lethal ‘sleeper agents’ that can be hidden in-place in a theatre of operations. Besides augmenting the recipient’s physical abilities, RED KINE implants a secondary Artificial Intelligence personality that can assume control of the person’s body. This makes RED KINE one of PSPOO’s more controversial programs, and one that of their dirtier secrets.
Tellingly, RED KINE was one of several bio-mod programs developed under the IRON NEWTON initiatives, that attempted to create anti-magic supersoldiers similar to the MageBane, possibly in response to growing psychic and oracular warnings about the looming Minion War(although it was not known as that as such).
Though not as powerful or broad as previous bio-mods, RED KINE is considered to be a Class 4 Bio-Mod, due to its incorporation of megadamage-capable powers and superhuman abilities.
The most frightening facet of RED KINE is the Biotech Integrated Tactical Managerial Intelligence, Neural Device(BITMIND), also known as a Biotech Implanted Tactical Battle Response Artificial Intelligence Network(BITBRAIN). This is essentially a preprogrammed biochip system implanted in the brain and spine, which acts as a symbiotic combat A.I. in times of duress. The BITBRAIN A.I. can take over the person’s body. inducing a sort of ‘berserker’ state, in which the combat system will fight to protect its host and eliminate immediate threats to him or her. If outnumbered, the A.I. will attempt to extract the host from danger, and will relinquish control only when it ascertains there is no longer any immediate danger. Coming out of the ‘frenzy’, the host personality may have little or no memory of what they did while the A.I. was in control(roll under M.E.; a successful roll means the person remembers what happened). The A.I. by itself tends(at least initially) to be tightlipped and non-conversational, wholly focused on carrying out its appointed combat duties. The A.I. has also been programmed to recognize spoken ‘safe codes’ known to PSPOO operatives and agent handlers, though the A.I.’s bond to its host is such that will fight to defend itself even if attacked by supposed allies.
The A.I. is also programmed with a number of useful skills and knowledge bases, most notably data on demons, monsters, d-bees, and magic. Even when the A.I. is NOT actively in charge of the host, the A.I. will be perceptually aware of such things as included in its databases, if encountered, and can alert its host in the event. Thus, the RED KINE operative, if seeing a Splugorth Minion on TV or coming across a magic pentacle, may not identify it as such, but may become apprehensive and anxious as a result of the A.I.’s subconscious prompting.
Of special interest is the creation in the RED KINE bio-mod of a magical defense mechanism. Paladin Steel cyberneticists, genetic engineers, and technowizards have experimented with weaving a subcutaneous network of stabilized ectofiber under a sapient’s skin, patterned both as a magic ‘Faraday Cage’ and as a form of wearable(actually implanted) portable magic Circle of Protection that could shield the recipient from malicious magic. When assaulted by magic means, the webwork sometimes becomes visible briefly as glowing patterns under the skin. The network isn’t 100% effective in shunting and deflecting magic attacks, but it does offer substantial protection.
Though not as successful as hoped as a magic shield, the ectofiber network also works effectively as subcutaneous armor, turning the person into a low-level megadamage being when engaged in combat with supernatural forces. The ectofiber web-net also serves as the conduits and locus of RED KINE’s melee energy weapons. The implantee can manifest psi-sword-like energy blades from their forelimbs. Seen in action, these energy blades can lead observers to mistake the operative for a Master Psychic.
The installation of such a defense at the expense of other capabilities implies serious concern about magic attacks. Indeed, RED KINE implementation became more imperative with the spread of knowledge about the Minion War; PSPOO seeding suspected possible conflict zones with RED KINE sleeper-agents. PSPOO would come under sharp criticism for its apparent cavalier attitude in creating RED KINE operatives. Though many RED KINE agents were volunteers, who allowed the augment to be given to them(and its active knowledge erased in many of them), the black ops authority responsible for the program was also accused of dragooning involuntary subjects identified as ‘being at risk’ and augmenting them against their will, essentially putting innocents in harm’s way and arming them with powerful sleeper combat A.I.s. These ‘bambis’, as they are supposedly known by field agents, were often deployed as ‘fire alarms’, their activation under duress alerting PS/GNE agencies of trouble in a given region. The program has also come under criticism for its selection of candidates for the augmentation procedure, charges being that the program seems to select ‘victim types’ because of their likelihood of being targeted by supernatural threats, or their weak wills making them more susceptible to being taken over by the A.I. in a crisis situation(effectively reducing them to the status of being ‘meatpuppets’ under the A.I.s’ control). Yet another criticism is the effectiveness of putting untrained ‘reactionary’ operatives in the path of danger, as opposed to sending conscious, experienced, and more proactive horror-hunters in the field. The few times an answer to these questions has been wrangled out of RED KINE’s supporters, authorities have asserted that the RED KINE program has saved many who would otherwise have been lost to more stealthy supernatural intrusions, and the alert activated by RED KINE ‘sleepers’ has allowed more centrally-stationed ‘fire brigade’ teams of professional troubleshooters to respond to crisis situations. When asked, during one of the few public hearings on the program, to elaborate with specific examples and numbers of cases where such a policy has worked out, a milintel representative connected to the RED KINE project, only stated that there were ‘enough’, and refused to elaborate.
These revelations of the RED KINE program have given the augment project an aura and reputation that is likely exaggerated beyond actual numbers and events. Lurid rumors have circulated in the Magic Zone and GNE outworlds about hidden ‘super sleepers’ salted to spring, at a moment’s notice, on enemies. Tales of entire cults being wiped out singlehandedly to Splugorth planetary invasions being gutted by deep-plant super-powered warriors have spread through the mage community and supposedly even to the inner court of Lord Dunscon and the high chambers of Atlantis.
It is unknown, to date, how many RED KINE operatives have been created, or their distribution. It is currently UNAVAILABLE as a marketable augment.
(Note: The ‘kine’ in RED KINE is from the Latin for ‘motion’....those in the know about the RED KINE program thus equate the codename with ‘red motion’, possibly a none-too-subtle allusion to a berserker’s bloody rampage)
Restrictions: RED KINE cannot be implemented in anybody with formal military training, such as a Man-At-Arms or Martial Artist OCC(that would be addressed under other IRON NEWTON programs).
Powers/Abilities:
*Natural Combat Ability---- The BITBRAIN is a high level combat computer that endows the augment with an almost instinctive gift for melee combat. This capability overrides whatever hand to hand abilities the recipient already possesses. The BITBRAIN activates under conditions of acute duress and danger to the recipient, and will fight to protect the person, eliminating immediate threats. The A.I. is typically programmed at a 4th level of proficiency in this (Major)Super Ability, with proficiency increasing from there.
The A.I. system STARTS with the following:
-7 attacks per melee(!)(2 baseline actions+3 initial, plus 1 APM from levels 2 and 4), +1 at levels 3, 6, 9, 12, and 15.
-+3 initiative, +1 at levels 3, 6, 9, 12, and 15.
-+2 Disarm/Entangle, +1 at levels 3, 6, 9, 12, and 15.
-+3 Pull Punch, +1 at levels 3, 6, 9, 12, and 15.
-Automatic Dodge
-Back Flip 80% +2% per level of experience
-Exceptional Balance 78% +2% per level of experience
-Jump 10 ft up/15 ft across; increase distance by 50% with a running start
-+2 save versus Horror Factor, +1 at levels 3, 5, 6, 9, 11, 12, 13 and 15.
-Can intuitively pick up and use any available weapon and use it with a +2 to strike/parry(this does NOT improve with experience).
-Attack Types: Punch, Power Punch(2 attacks), Kick, Karate Kick, Jump Kick)2 attacks and automatic critical strike), Leap Attack(critical strike), Head Butt, Judo-style Body/Flip/throw.
-Knockout/Stun on natural 19-20.
-The A.I. has the following programmed skills/knowledge bases:
-Lore: Magic 60%
-Lore: Demons and Monsters 60%
-Lore: D-Bees(can identify the more common d-bees and dimension-traveling species, such as the Splugorth, their minions, Naruni, and Temporal Raiders) 75%
-Paramedic(usually performed on itself/host) 80%
(These skills do NOT advance unless the host-personality consciously uses their OCC/elective skills to research and learn those particular skills/fields of inquiry)
*Immunity to Magic---The ectofiber ‘underweb’ serves to shield the recipient against magic attacks. The RED KINE operative is impervious to any magic spell or illusion that has a saving throw(AUTOMATICALLY saves versus them), but is still susceptible to magic attacks like Carpet of Adhesion, Fireball, Call Lightning, and magic weapons) but even there, the attacks do HALF damage.
When in a magic-rich environment or under magic attack, the person’s combined Hit Points and SDC, divided by 2----(HP+SDC)/2----manifest as MDC.
*Melee Energy Weapons----The RED KINE recipient can manifest energy weapons, similar to psi-swords, from their forelimbs. The blades do 3d6 MD +1 MD per level of experience, and can be manifested for 3 minutes per level of experience, before needing to be renewed. Being arguably magical in nature, they DO damage to supernatural beings.
-Physical Transformation---The recipient of a RED KINE aug is physically optimized; one of the benefits of the augment. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Hypnotic Mental Conditioning---The BITMIND system can act as a psionic brain scrambler, throwing up enough interference that psionic attacks and probes on the host are difficult, if not outright impossible. The effective presence of a second intelligence in the same body, and an A.I. at that, makes supernatural or psionic possession of the person impossible. +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save versus all other psionic attacks, and impervious to possession.
-Increased Physical Agility & Dexterity: +1 APM, +2 initiative, automatic dodge, paired weapons, +5% on skills requiring manual dexterity
-Enhanced Immune System----Another benefit of RED KINE is improved health; this has the added benefit of discouraging health care visits and intrusive exams that MIGHT discover the ‘additions’ to the recipient. The person heals twice as fast, +5 to save versus poisons/toxins, +8 save versus disease, and +3 save versus Bio-Manipulation attacks. Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration. Unfortunately, this jazzed-up immune system also works just as effectively against GOOD and beneficial drugs and chemicals.
The ectofiber strands under the skin can also contract to act as a natural pressure bandage or tourniquet; stops bleeding from small cuts and abrasions in 6d6 seconds and serious wounds in 1d6 melees.
*Alert Beacon---This is a implanted bio-comm chip(another development of the Cambridge Jungle/MIT Forest gene-mages) that can be activated in the event the implanted A.I. becomes aware and active; PS/GNE monitors will know that the RED KINE operative has been activated and their whereabouts. Conversely, the bio-comm can be used to alert RED KINE operatives, the alert signal resulting in an increased agitation and heightened state of awareness in the operatives. Effective signal range of 50 miles.
Note:
The psuedo-organic nature of the ectofiber and biochip implants makes them -15% to be detected on a Medical examination roll or Read Sensory Instruments(medical) roll, and even then, they might be misinterpreted as something else, such as an artifact of the scan machinery or a blue in the x-ray.
Total bonuses:
+1d6 to P.S
-P.S. is considered to be Extraordinary
+1d4 P.E.
+1d6 P.B.
+1d6 SPD
+2d6 Hit Points
+4d6 SDC
+1 APM (when the AI is in control, this is added, giving the BITBRAIN an astonishing 8 APM at 1st level!!!!)
+2 initiative (when the AI is in control, this is added, giving the BITBRAIN an astonishing +5 at first level!)
Automatic dodge (+1 when the AI is active)
Paired weapons
Can intuitively pick up and use any available weapon and use it with a +2 to strike/parry(this does NOT improve with experience)(available ONLY when the AI is active).
+5% on skills requiring manual dexterity
+5 save vs mind control
+4 save vs illusions and Horror Factor
+2 save versus all other psionic attacks
Impervious to possession
+5 to save versus poisons/toxins
+8 save versus disease
+3 save versus Bio-Manipulation attacks. Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration.
Penalties:
-Split Personality----Although the RED KINE BITBRAIN is supposed to only take over in case of a dire emergency, in time the personalities and abilities of the recipient and the A.I, aug have been known(20% chance) to ‘bleed over’ into each other. This also manifests itself as a dual personality similar to the M.O.M. Crazy’s ‘Arrogant Warrior’ sub-persona. The person’s normal personality may exhibit increased aggression, agitation, and a tendency to collect weaponry, while the A.I. combat persona may become more vocal and articulate, using the host’s voice, as well as become more protective and proactive about its host’s security and well-being.
There is a 5% chance per level of experience of the host personality and the A.I. of MERGING, effectively becoming ONE entity, at which point the host has access to the full range of abilities ALL the time. This is often accompanied by dramatic personality change and an overall attitude shift(one witness called it ‘taking a level in badass’).
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Cute stuff!!!
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...

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...


- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Cute stuff!!!
I had fun with it.....

Found several random codename generators...RED KINE was one of the ones pulled up and saved in a file pool for later use. I began writing the biomod with only a few scraps of ideas to go under a generic project name, but suddenly realized that 'Red Kine'..."Red Motion'...by vert curious serendipity, FIT. And a brief little write-up became one of PS/GNE's dirty little ethics secrets, adding more tension and substance to it than just another power-tweak.

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
OK.
Happy page 95!!!!!!
Happy page 95!!!!!!
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...

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...


- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Five more to go...and I'd only finish up some of the many WIPs, I could easily coast through to the big one-oh-oh. Of course, ART takes a long time(it just seems that fifteen minutes of photoshoping equals two-three hours of real time...).
And reading through NG1(and the soon to be released NG2) is giving me much to counter(and exclaim 'if only I;d thought of that FIRST!').
And reading through NG1(and the soon to be released NG2) is giving me much to counter(and exclaim 'if only I;d thought of that FIRST!').
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Five more to go...and I'd only finish up some of the many WIPs, I could easily coast through to the big one-oh-oh.
... but,BUT You said "150 pages."


taalismn wrote:And reading through NG1(and the soon to be released NG2) is giving me much to counter(and exclaim 'if only I;d thought of that FIRST!').
You may have, it's just in one of your To Do Piles!

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...

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...


- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Five more to go...and I'd only finish up some of the many WIPs, I could easily coast through to the big one-oh-oh.
... but,BUT You said "150 pages."![]()
![]()
I see your plan now. What the Splugorth, Triax, Naruni, and Northern Gun cannot do, overwork will.

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
No that's Daylight saving time change.
You are working on counter stuff for Triax and Naruni? Cool!!
You are working on counter stuff for Triax and Naruni? Cool!!
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...

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...


- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:No that's Daylight saving time change.
You are working on counter stuff for Triax and Naruni? Cool!!
No, I'm not doing work for Naruni or Triax....the incentive packages they offered me weren't terribly attractive.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:No that's Daylight saving time change.
You are working on counter stuff for Triax and Naruni? Cool!!
No, I'm not doing work for Naruni or Triax.... the incentive packages they offered me weren't terribly attractive.
PS Knockoff or versions of their designs is what I was asking about...
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...

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...


- nilgravity
- Dungeon Crawler
- Posts: 343
- Joined: Mon Mar 26, 2012 4:59 pm
- Location: Springfield MO
- Contact:
Re: Paladin Steel Storefront
This is getting unweildy to read. I think the storefront needs it's own blog/website.
Re: Paladin Steel Storefront
nilgravity wrote:This is getting unweildy to read. I think the storefront needs it's own blog/website.
That would make navigating stuff easier as palladium forums only allow at most 50 links on a single page.. and with the number of items in this thread, a master index (which I attempted for the Shemarrian thread) doesn't work too well, unfortunately.
ALSO.. a website would allow nice linking between items that reference other items.. ooh.. and a nice catalog of the generic addons Paladin Steel offers or a link in each vehicle/robot to just the addons available for it.. hmmm...
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:nilgravity wrote:This is getting unweildy to read. I think the storefront needs it's own blog/website.
That would make navigating stuff easier as palladium forums only allow at most 50 links on a single page.. and with the number of items in this thread, a master index (which I attempted for the Shemarrian thread) doesn't work too well, unfortunately.
ALSO.. a website would allow nice linking between items that reference other items.. ooh.. and a nice catalog of the generic addons Paladin Steel offers or a link in each vehicle/robot to just the addons available for it.. hmmm...
Except that I'm a bloody lazy sod when it comes to anything beyond coming up with new stuff. Shark-Force tried Jedi Mindtrick: "You Will Organize Your Stuff!" on me and turned to the Dark Side when it failed to work.

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:kronos wrote:nilgravity wrote:This is getting unweildy to read. I think the storefront needs it's own blog/website.
That would make navigating stuff easier as palladium forums only allow at most 50 links on a single page.. and with the number of items in this thread, a master index (which I attempted for the Shemarrian thread) doesn't work too well, unfortunately.
ALSO.. a website would allow nice linking between items that reference other items.. ooh.. and a nice catalog of the generic addons Paladin Steel offers or a link in each vehicle/robot to just the addons available for it.. hmmm...
Except that I'm a bloody lazy sod when it comes to anything beyond coming up with new stuff. Shark-Force tried Jedi Mindtrick: "You Will Organize Your Stuff!" on me and turned to the Dark Side when it failed to work.
Well... if I had more data (time lines, full catalog or whatever you have, misc info) i could in theory throw together something very simple and basic.. my html has gotten pretty rusty but if i had some template websites i can throw something together and make it functional, not pretty, but would work.
- nilgravity
- Dungeon Crawler
- Posts: 343
- Joined: Mon Mar 26, 2012 4:59 pm
- Location: Springfield MO
- Contact:
Re: Paladin Steel Storefront
Hell even if everything is on a seperate doc they could be put on Google Docs and thrown in a file. Play by post gamers would be thrilled.
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘SunCutter’ TW Chainsaw
(aka ‘Shadowcutter’, ‘Ripstar’, ‘Jagged Dawn’)
“And this is how we cut down shadows!”
“You’re going out into the Sinister Forest in the middle of the night with a chainsaw?!”
“It ain’t lumber we’re going to be cutting.”
The ‘SunCutter’ is a magically-enhanced TechnoWizardry-powered ‘Regenerator’-series magic chainsaw intended as a weapon against the supernatural, especially those creatures susceptible to light.
The SunCutter resembles a lightweight electric chainsaw with jagged crystalline teeth made from an ultra-dense crystal material imported from another universe(possibly the J!ng continuum). Rather than a gasoline engine or a battery, however, the chainsaw is powered by a PPE Powerstone(though a regular e-clip can be used to power the chainsaw in regular mode), which also allows it to utilize several special attack features. The standard model is configured using 7th level magic.
Globe of Daylight causes the crystal teeth of the weapon to glow with sun-bright intensity. Besides illuminating an area as they spin, the teeth now do full damage to any creatures susceptible to sunlight that the blades bite into.
Lightblade is used in one of the ‘power-up’ modes, the teeth spinning so fast they appear to be solid lines of white-hot plasma.
Starburst gives the SunCutter a ranged attack; the user revs the engine, causing the whirling chainsaw blades to throw off sparks, that increase in brightness and intensity until they form a large glowing cloud that spins off the blade and explodes like a supernova.
Spinning Blades is another ranged attack option, allowing the chainsaw operator to surround himself with a small swarm of crystalline blades that can overwhelm even an accomplished swordsman.
Power Weapon can be used as a power-up enhancer to any of the other modes, increasing damage by twenty-five percent.
Despite its high price for a decidedly eccentric melee weapon, the Suncutter has been selling well to well-heeled adventurers and wilderness communities, especially in deep forest regions and in the vampire-infested SouthWest.
Weight: 10 lbs
MDC: 40
Range:
(Chainsaw) Melee(16 inch blade)
(Globe of Daylight) Illuminates an 84 ft area(42 ft radius)
(Lightblade) Melee
(Starburst) 210 ft
(Spinning Blades)Melee. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
(Power Weapon)Melee
Damage:
(Chainsaw) 4d6 MD
(Globe of Daylight) Illuminates an 84 ft area(42 ft radius) with sunlight, repelling creatures of darkness. Does 6d6 contact damage to creatures of darkness, Hit Point damage to vampires.
(Lightblade)1d4x10 MD +7 MD per strike(does DOUBLE damage against creatures of darkness, Hit Point damage to vampires)
(Starburst)3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.
(Spinning Blades)When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
(Power Weapon) Increases damage of the other modes by 25%. Can only enhance one mode at a time during its duration(no changing modes while Power Weapon is on, without negating its enhancing effects and having to re-activate it for the new damage mode).
Rate of Fire:
(Chainsaw) ECHH
(Globe of Daylight) 28 melees/7 minutes duration
(Lightblade)28 melees/7 minutes duration
(Starburst) Once per melee
(Spinning Blades) 7 melee rounds duration
(Power Weapon)14 melees duration
Payload:
(Chainsaw) Can be powered by a regular e-clip; a standard e-clip will power the weapon for two hours of continuous operation. However, every activation will take a minute off that battery life, even if on for less than a minute.
(Globe of Daylight)1 PPE per of activation(7 minutes)
(Lightblade) 10 PPE per activation
(Starburst) 6 PPE per shot
(Spinning Blades)10 PPE for 7 melee rounds
(Power Weapon) 18 PPE per activation, plus PPE cost of mode being enhanced.
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*LED PPE Counter(keeps track of available power)
*Top and rear handgrips
*Megadamage Construction
*Bladeguard
*Simple Push-Button Start(with lockable safety)
*Balanced for Easy Use---The Suncutter can be used effectively with W.P. Sword, though it requires two hands to wield properly. Those with a P.S. of 20 or better can use it single-handed.
Cost: 509,500 credits(though it has been known to be sold for a third of that price in the vampire-infested West, thanks to PS’s anti-vampire initiatives)
Variants:
A heavier version of the Suncutter is also available, based on the heavier Juicer Chainsaw. This weapon weighs in at 20 lbs, does 5d6 MD on a chainsaw strike, and requires a P.S. of 22 or greater to wield; weaker characters are -4 to strike, -6 to parry. The power cell can only power it for an hour. Magical features are otherwise unchanged. Cost: 517,500 credits
(aka ‘Shadowcutter’, ‘Ripstar’, ‘Jagged Dawn’)
“And this is how we cut down shadows!”
“You’re going out into the Sinister Forest in the middle of the night with a chainsaw?!”
“It ain’t lumber we’re going to be cutting.”
The ‘SunCutter’ is a magically-enhanced TechnoWizardry-powered ‘Regenerator’-series magic chainsaw intended as a weapon against the supernatural, especially those creatures susceptible to light.
The SunCutter resembles a lightweight electric chainsaw with jagged crystalline teeth made from an ultra-dense crystal material imported from another universe(possibly the J!ng continuum). Rather than a gasoline engine or a battery, however, the chainsaw is powered by a PPE Powerstone(though a regular e-clip can be used to power the chainsaw in regular mode), which also allows it to utilize several special attack features. The standard model is configured using 7th level magic.
Globe of Daylight causes the crystal teeth of the weapon to glow with sun-bright intensity. Besides illuminating an area as they spin, the teeth now do full damage to any creatures susceptible to sunlight that the blades bite into.
Lightblade is used in one of the ‘power-up’ modes, the teeth spinning so fast they appear to be solid lines of white-hot plasma.
Starburst gives the SunCutter a ranged attack; the user revs the engine, causing the whirling chainsaw blades to throw off sparks, that increase in brightness and intensity until they form a large glowing cloud that spins off the blade and explodes like a supernova.
Spinning Blades is another ranged attack option, allowing the chainsaw operator to surround himself with a small swarm of crystalline blades that can overwhelm even an accomplished swordsman.
Power Weapon can be used as a power-up enhancer to any of the other modes, increasing damage by twenty-five percent.
Despite its high price for a decidedly eccentric melee weapon, the Suncutter has been selling well to well-heeled adventurers and wilderness communities, especially in deep forest regions and in the vampire-infested SouthWest.
Weight: 10 lbs
MDC: 40
Range:
(Chainsaw) Melee(16 inch blade)
(Globe of Daylight) Illuminates an 84 ft area(42 ft radius)
(Lightblade) Melee
(Starburst) 210 ft
(Spinning Blades)Melee. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
(Power Weapon)Melee
Damage:
(Chainsaw) 4d6 MD
(Globe of Daylight) Illuminates an 84 ft area(42 ft radius) with sunlight, repelling creatures of darkness. Does 6d6 contact damage to creatures of darkness, Hit Point damage to vampires.
(Lightblade)1d4x10 MD +7 MD per strike(does DOUBLE damage against creatures of darkness, Hit Point damage to vampires)
(Starburst)3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.
(Spinning Blades)When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
(Power Weapon) Increases damage of the other modes by 25%. Can only enhance one mode at a time during its duration(no changing modes while Power Weapon is on, without negating its enhancing effects and having to re-activate it for the new damage mode).
Rate of Fire:
(Chainsaw) ECHH
(Globe of Daylight) 28 melees/7 minutes duration
(Lightblade)28 melees/7 minutes duration
(Starburst) Once per melee
(Spinning Blades) 7 melee rounds duration
(Power Weapon)14 melees duration
Payload:
(Chainsaw) Can be powered by a regular e-clip; a standard e-clip will power the weapon for two hours of continuous operation. However, every activation will take a minute off that battery life, even if on for less than a minute.
(Globe of Daylight)1 PPE per of activation(7 minutes)
(Lightblade) 10 PPE per activation
(Starburst) 6 PPE per shot
(Spinning Blades)10 PPE for 7 melee rounds
(Power Weapon) 18 PPE per activation, plus PPE cost of mode being enhanced.
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*LED PPE Counter(keeps track of available power)
*Top and rear handgrips
*Megadamage Construction
*Bladeguard
*Simple Push-Button Start(with lockable safety)
*Balanced for Easy Use---The Suncutter can be used effectively with W.P. Sword, though it requires two hands to wield properly. Those with a P.S. of 20 or better can use it single-handed.
Cost: 509,500 credits(though it has been known to be sold for a third of that price in the vampire-infested West, thanks to PS’s anti-vampire initiatives)
Variants:
A heavier version of the Suncutter is also available, based on the heavier Juicer Chainsaw. This weapon weighs in at 20 lbs, does 5d6 MD on a chainsaw strike, and requires a P.S. of 22 or greater to wield; weaker characters are -4 to strike, -6 to parry. The power cell can only power it for an hour. Magical features are otherwise unchanged. Cost: 517,500 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/Aegis Stellar Industries ‘ Concord’ Light Freighter
(aka ‘Astro-Peanut’)
http://i408.photobucket.com/albums/pp164/taalismn/img322_zps0ce3225d.jpg
“Coyote Lead to all Pups. You are free to use the litterbox.”
The three armed merchantmen, still in their bright commercial livery and looking incongruous compared to their military-drab lead sibling, lowered themselves to hover above the ground. Hatches opened, and large armored shapes began to drop to the ground; power armors, robots, and hovervehicles, all forming up upon landing, taking up formation before moving out into the city. Demon hunters, armed for balrog, ready to exorcise.
Their heavily armed spawn released, the four ships hove back into the air, taking position in the metropolitan sky like ominous metal stormclouds, ready to unleash lightning and thunder. Hasty though their deployment to the combat zone might have been, their professional demeanor was anything but. Old they might be, civilians they might be, many of the gun crews were retired or reservist soldiers, and both their skills and discipline remained sharp. They were eager to get this fight over with, and more than ready to bring anything infernal that strayed into their sights to a swift and violent end.
“Interstellar transports have to be built TOUGH, because though FTL may have made the universe a bit smaller, a light year is still a light year, and that’s an AWFUL BIG span of space. You can’t conk out or break down out there, because if you do, it will be centuries before anybody gets word of your mishap, provided you can get a radio-band message out. And more than likely, where you’re going won’t have spare parts or hull paneling to fit your ship. You want good reliable hardware, because skill can only carry you so far and juryrigging’s a crapshoot when you’re out beyond the outer galac-web.”
Another in PS/ASI’s series of light, simple, inexpensive multipurpose starships intended to earn the company much-needed capital for larger projects, the Concord is an outgrowth of the PS-TAVGMR-C57S variant of the ‘Nantucketer’ GMR aerotransport. The Concord has a rather larger and more stout fully-enclosed teardrop hull, the external engine pods have now been relegated to maneuvering thrusters and made retractable, and the vessel up-armored for the rigors of interstellar travel.
Internally, the Concord has much the same layout as the previous craft; a lower engineering deck, central large cargo bay with fore and aft airlock ramps capable of accommodating substantially-sized vehicles(including robots), and several upper passenger and crew decks. The cargo deck is divided into a central bay for heavy vehicles(though some robots may have to be shipped laying down on cargo beds) with two lateral gallery bays for light vehicles and palletized cargo. Like so many PS/ASI vessels and designs, the Concord has been designed to be almost infinitely modifiable, to take advantage of available technologies, materials, and work, and the design is very tolerant of customization. Modular interior fittings allow for a variety of different configurations to be set up, from extra cargo space to passenger accommodations. Similarly, the engines and FTL propulsion can be swapped out and replaced for easier repairs and upgrades. A single-layer commercial heavy forcefield system comes standard and the ships are well-protected with a reinforced hull and heavy(for a commercial vehicle) armor. Provision has been made for mounting a number of weapons systems, primarily for defensive purposes, as the Concord is not well-suited for front line combat operations(despite several military variants).
Relatively inexpensive, easy to operate, and durable, Concords are catching on as the equivalent of space-going ‘Liberty Ships’. PS/ASI expect to sell a lot of them, and thus far the full order books have proven their expectations.
Type: PS/ASI-SC08 Concord
Class: Light Interstellar Cargo Transport
Crew: 18+ 1-400 passengers(depending on accommodation fittings)
MDC/Armor by Location:
Main Body 4,500
Bridge 900
Radome Stack 450
Cargo Doors(4) 600 each
*(Retractable) Maneuvering Engine Nacelles(4) 600 each
Forcefield 1,200
(Optional)Medium Weapons Turrets(varies; 1-3) 360 each
(Optional)Light Weapons Turrets(varies; 1-4) 200 each
(Optional)Point Defense Turrets(varies; 1-12) 100 each
*Destroying two or more of the Maneuvering Engines will reduce the ability of the ship to manuever in atmosphere; -20% to Piloting rolls. The ship can still land, take off, and fly, but more or less only in a straight line; precision maneuvering will be rather more diificult.
Height: 75 ft
Width: 110 ft
Length: 320 ft
Weight: 2,700 tons
Cargo: Can carry up to 2,200 tons
Side cargo bays are roughly 280 ft long, 10 ft high, and 18 ft wide(narrows somewhat at either end of the ship due to the curvature of the hull)
Central cargo bay is roughly 280 ft long, 25 ft high, and 25 ft wide(throughout its length)
Powerplant: Nuclear w/ 20 year energy life. Some ships are TW-powered.
Speed: (Atmosphere) Hover to Mach 3
(Sublight) Mach 8
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Fully amphibious; can float on the surface or operate underwater at 25 MPH, maximum depth 3,000 ft.
Market Cost: 278 million credits
Systems of Note:
Standard StarShip Systems, plus:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximum Target Resolution: 200,000 miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 250,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.
*Lifeboats(8-12)
Weapons Systems: None standard, but has provision for mounting countermeasure launchers, and has gun-positions for mounting weapons similar to the Liberty Ship options. Comes standard with 3 medium gun mounts(capable of carrying a medium range missile launcher or medium starship weapon; 1 forward, 2 aft), and 4 light gun mount positions(usually fitted with twin- or quad-mount weapons) and a dozen or so lighter(point defense-grade) gun mounts.
Variants:
*-SC08C----’Speedster’ variant----Reduces cargo capacity by 1/3, and removes the rear cargo ramp/door to install a larger engine system in the rear third of the central cargo bay.
Speed: (Atmosphere) Hover to Mach 5
(Sublight) Mach 10
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1% of light speed per melee)
(FTL) 5.3 light years per hour
*-SC08AT----Heavy Tug/support vessel configuration. Large docking panels are mounted on the outside, while the inside has been confogured for carrying a larger onboard machine shop, rescue and repair equipment, and salvage storage.
-Shock-absorbing panels and electromagnetic clamps
-Eight Robotic Manipulator Arms(250 MDC each, Robotic P.S. of 50, and a 200 ft extension reach)
-Short range tractor beam emitter----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 15,000 ft, usable in space only)
*-SC08PG----Military variant, configured as a gunship/corvette, typically used as a fleet escort and picket. Armor, forcescreening, and point defense have been upgraded, advanced fire control added, and military sensors mounted, at the expense of cargo capacity.
-Heavy Armor: +800 MDC to Main Body, and increase armor on all other locations by 25%.
-Variable Forcefields--400 MDC per side, 2,400 MDC total
-Military Sensors----can track ships moving in normal space at 240,000 miles away, and detect FTL wakes at 10 light years.
-Fire Control---Linked to the sensors, this system gives the weapons a +2 to strike.
Weapons Systems: All the weapons stations have been filled;
1) Main Guns(2)----The forward cargo bay has been refitted with a pair of fixed-forward medium starship laser cannons or particle beam projectors, with their own dedicated power supply.
a)Medium Laser Cannons
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited
b) Medium Particle Beam Cannons
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 7 miles in atmosphere, 7,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited
2) Missile Launchers(2) ---The lateral cargo doors have been replaced with modular missile launchers; each launcher can carry and fire 120 mini-missiles OR 60 short range missiles, OR 30 medium range missiles, OR 15 long range missiles.
3) Medium Gravity Guns(3, one forward, and two aft)
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 1d4x100 MD per burst.
Can also fire chaff/fragmentation rounds that do 1d4x10 MD to 100 ft radius in space.
Rate of Fire: ECHH
Payload: 300 bursts per cannon
4) Light Guns(4)---These are light weapons in double- or quad-mounts. See below for some of the possible weapons types:
5) Point Defense Turrets(12) ---Twelve PDS systems have been fitted; these are typically one of the following:
a) -RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: (Palladium) 6,000 ft in atmosphere, 60,000 ft in space
(Kitsune Values) 1.2 miles in atmosphere, 120 miles in space
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited
b) Light Pulse Lasers
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 2d4x10 MD per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
c) Point Defense Chain-Guns
Range: 7,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 7,000 ft in atmosphere, 150 miles in space)
Damage: 1d6x10 MD per burst
Rate of Fire: EGCHH
Payload: 250 bursts per chain-gun; reloading an ammunition drop from the cargo holds tales 20 minutes
d) Light Ion Cannons
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d6x10+10 MD per shot
Rate of Fire: ECHH
Payload: Effectively unlimited
e) Light Plasma Cannons
Range: 2,000 ft in atmosphere, 1 mile in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 3d6x10 MD per pulse-burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
f) Light Particle Beam Cannons
Range: 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 6d6x10 MD per shot
Rate of Fire: EPCHH
Payload: Effectively Unlimited
g) Tachyon Scatter Guns
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited
*-SC08AP----Military Variant, configured as a light troop transport, with an emphasis on shields and point defense. Not recommended for long-duration deployments, though it can serve as a landing craft.
Cargo Capacity: Can carry a company of troops(160 troops) , plus 30 light vehicles(HUMVEES or the equivalent) or 16 light vehicles, and 8 heavy tanks or robot vehicles(center bay).
-Heavy Armor: +900 MDC to Main Body, and increase armor on all other locations by 25%.
-Variable Forcefields--400 MDC per side, 2,400 MDC total
-Military Sensors----Can track ships moving in normal space at 240,000 miles away, and detect FTL wakes at 10 light years.
-Fire Control---Linked to the sensors, this system gives the weapons a +2 to strike.
Weapons Systems: All the weapons stations have been filled;
1)Medium Gravity Guns(3, one forward, and two aft)
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 1d4x100 MD per burst.
Can also fire chaff/fragmentation rounds that do 1d4x10 MD to 100 ft radius in space.
Rate of Fire: ECHH
Payload: 300 bursts per cannon
2) Light Turrets(4)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile
*-SC08SSN----Military variant, configured as a submarine attack vehicle, for amphibious assaults. Maximum underwater speed has been increased to 50 MPH, and maximum crush depth to 1.2 miles. The forward third of the central cargo bay has been replaced with a torpedo bay capable of firing tube-launched torpedoes or missiles(the dual-mode ‘SeaFire’ is the favored weapon). Blue-green frequency lasers replace any laser weapons. The rear third of the central cargo bay is now a large airlock hangar with provision for operating 3 mini-subs.
-SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1,2, 4, 5, or 10
Payload: 10 ready to fire; typically carries 40 in storage
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
*-SC08LSUV----Special purpose amphibious freighter version, with the forward cargo bay enlarged(adds a 50 ft length of hull, cargo bay now 30 ft high, and 80 ft wide) to accommodate small submarines, such as the PS-AAAV/LPSSN-12 ‘Turner’. The ‘Platypus’, as it is known because of its larger and longer nose, also adds some extra 180 tons to its mass and +300 MDC to its main hull armor. It is typically used to deliver PS-made submersibles direct to oceanic buyers, and to pick up bulk cargos of live sealife, but has also reportedly been used to deliver military submersibles in covert missions(these vessels reportedly also being fitted with cloaking systems to avoid detection by enemy sensors).
*-SC08(TW)----TechnoWizardry-powered variant:
TW Options
The Concord has caught the affection of the Techno-Wizardry community, who have suggested a variety of different modifications for it. Though no formal TW modifications have yet been offered for the Concord, PS has made provision for their later addition, offering TW PPE Generators/Accumulators against future need.
In addition to the features below, I suggest looking at Coalition Wars One: Siege on Tolkeen, pgs 68-72, for other systems that can be added. Stealth features are particularly popular, as well as LeyLine Engines(wizards love to ‘float’ these things along ley-lines).
*PPE Battery and Generator---Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*Spell Shield---This weaves a network of PS’s new EctoFiber Magic Superconductor in and around the Concord’s hull, producing a sort of magic ‘Faraday Cage’ that shields it from most magic attacks. This is ALWAYS on; a permanent feature of the craft.
Effects: Effectively INVULNERABLE to Magic energy attacks and mind control spells. All crew are +6 to save versus possession, and magic sensors are -2 to spot/detect/discern the craft
The ship can, however, still be affected by indirect attacks like magically summoned wind to blow it around, meteorites, and other natural forces that are summoned, then directed at or near the protected vessel.
Cost: Currently available ONLY to PS/GNE and its allies; costs 12 million credits to produce.
(aka ‘Astro-Peanut’)
http://i408.photobucket.com/albums/pp164/taalismn/img322_zps0ce3225d.jpg
“Coyote Lead to all Pups. You are free to use the litterbox.”
The three armed merchantmen, still in their bright commercial livery and looking incongruous compared to their military-drab lead sibling, lowered themselves to hover above the ground. Hatches opened, and large armored shapes began to drop to the ground; power armors, robots, and hovervehicles, all forming up upon landing, taking up formation before moving out into the city. Demon hunters, armed for balrog, ready to exorcise.
Their heavily armed spawn released, the four ships hove back into the air, taking position in the metropolitan sky like ominous metal stormclouds, ready to unleash lightning and thunder. Hasty though their deployment to the combat zone might have been, their professional demeanor was anything but. Old they might be, civilians they might be, many of the gun crews were retired or reservist soldiers, and both their skills and discipline remained sharp. They were eager to get this fight over with, and more than ready to bring anything infernal that strayed into their sights to a swift and violent end.
“Interstellar transports have to be built TOUGH, because though FTL may have made the universe a bit smaller, a light year is still a light year, and that’s an AWFUL BIG span of space. You can’t conk out or break down out there, because if you do, it will be centuries before anybody gets word of your mishap, provided you can get a radio-band message out. And more than likely, where you’re going won’t have spare parts or hull paneling to fit your ship. You want good reliable hardware, because skill can only carry you so far and juryrigging’s a crapshoot when you’re out beyond the outer galac-web.”
Another in PS/ASI’s series of light, simple, inexpensive multipurpose starships intended to earn the company much-needed capital for larger projects, the Concord is an outgrowth of the PS-TAVGMR-C57S variant of the ‘Nantucketer’ GMR aerotransport. The Concord has a rather larger and more stout fully-enclosed teardrop hull, the external engine pods have now been relegated to maneuvering thrusters and made retractable, and the vessel up-armored for the rigors of interstellar travel.
Internally, the Concord has much the same layout as the previous craft; a lower engineering deck, central large cargo bay with fore and aft airlock ramps capable of accommodating substantially-sized vehicles(including robots), and several upper passenger and crew decks. The cargo deck is divided into a central bay for heavy vehicles(though some robots may have to be shipped laying down on cargo beds) with two lateral gallery bays for light vehicles and palletized cargo. Like so many PS/ASI vessels and designs, the Concord has been designed to be almost infinitely modifiable, to take advantage of available technologies, materials, and work, and the design is very tolerant of customization. Modular interior fittings allow for a variety of different configurations to be set up, from extra cargo space to passenger accommodations. Similarly, the engines and FTL propulsion can be swapped out and replaced for easier repairs and upgrades. A single-layer commercial heavy forcefield system comes standard and the ships are well-protected with a reinforced hull and heavy(for a commercial vehicle) armor. Provision has been made for mounting a number of weapons systems, primarily for defensive purposes, as the Concord is not well-suited for front line combat operations(despite several military variants).
Relatively inexpensive, easy to operate, and durable, Concords are catching on as the equivalent of space-going ‘Liberty Ships’. PS/ASI expect to sell a lot of them, and thus far the full order books have proven their expectations.
Type: PS/ASI-SC08 Concord
Class: Light Interstellar Cargo Transport
Crew: 18+ 1-400 passengers(depending on accommodation fittings)
MDC/Armor by Location:
Main Body 4,500
Bridge 900
Radome Stack 450
Cargo Doors(4) 600 each
*(Retractable) Maneuvering Engine Nacelles(4) 600 each
Forcefield 1,200
(Optional)Medium Weapons Turrets(varies; 1-3) 360 each
(Optional)Light Weapons Turrets(varies; 1-4) 200 each
(Optional)Point Defense Turrets(varies; 1-12) 100 each
*Destroying two or more of the Maneuvering Engines will reduce the ability of the ship to manuever in atmosphere; -20% to Piloting rolls. The ship can still land, take off, and fly, but more or less only in a straight line; precision maneuvering will be rather more diificult.
Height: 75 ft
Width: 110 ft
Length: 320 ft
Weight: 2,700 tons
Cargo: Can carry up to 2,200 tons
Side cargo bays are roughly 280 ft long, 10 ft high, and 18 ft wide(narrows somewhat at either end of the ship due to the curvature of the hull)
Central cargo bay is roughly 280 ft long, 25 ft high, and 25 ft wide(throughout its length)
Powerplant: Nuclear w/ 20 year energy life. Some ships are TW-powered.
Speed: (Atmosphere) Hover to Mach 3
(Sublight) Mach 8
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Fully amphibious; can float on the surface or operate underwater at 25 MPH, maximum depth 3,000 ft.
Market Cost: 278 million credits
Systems of Note:
Standard StarShip Systems, plus:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximum Target Resolution: 200,000 miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 250,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.
*Lifeboats(8-12)
Weapons Systems: None standard, but has provision for mounting countermeasure launchers, and has gun-positions for mounting weapons similar to the Liberty Ship options. Comes standard with 3 medium gun mounts(capable of carrying a medium range missile launcher or medium starship weapon; 1 forward, 2 aft), and 4 light gun mount positions(usually fitted with twin- or quad-mount weapons) and a dozen or so lighter(point defense-grade) gun mounts.
Variants:
*-SC08C----’Speedster’ variant----Reduces cargo capacity by 1/3, and removes the rear cargo ramp/door to install a larger engine system in the rear third of the central cargo bay.
Speed: (Atmosphere) Hover to Mach 5
(Sublight) Mach 10
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1% of light speed per melee)
(FTL) 5.3 light years per hour
*-SC08AT----Heavy Tug/support vessel configuration. Large docking panels are mounted on the outside, while the inside has been confogured for carrying a larger onboard machine shop, rescue and repair equipment, and salvage storage.
-Shock-absorbing panels and electromagnetic clamps
-Eight Robotic Manipulator Arms(250 MDC each, Robotic P.S. of 50, and a 200 ft extension reach)
-Short range tractor beam emitter----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 15,000 ft, usable in space only)
*-SC08PG----Military variant, configured as a gunship/corvette, typically used as a fleet escort and picket. Armor, forcescreening, and point defense have been upgraded, advanced fire control added, and military sensors mounted, at the expense of cargo capacity.
-Heavy Armor: +800 MDC to Main Body, and increase armor on all other locations by 25%.
-Variable Forcefields--400 MDC per side, 2,400 MDC total
-Military Sensors----can track ships moving in normal space at 240,000 miles away, and detect FTL wakes at 10 light years.
-Fire Control---Linked to the sensors, this system gives the weapons a +2 to strike.
Weapons Systems: All the weapons stations have been filled;
1) Main Guns(2)----The forward cargo bay has been refitted with a pair of fixed-forward medium starship laser cannons or particle beam projectors, with their own dedicated power supply.
a)Medium Laser Cannons
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited
b) Medium Particle Beam Cannons
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 7 miles in atmosphere, 7,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited
2) Missile Launchers(2) ---The lateral cargo doors have been replaced with modular missile launchers; each launcher can carry and fire 120 mini-missiles OR 60 short range missiles, OR 30 medium range missiles, OR 15 long range missiles.
3) Medium Gravity Guns(3, one forward, and two aft)
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 1d4x100 MD per burst.
Can also fire chaff/fragmentation rounds that do 1d4x10 MD to 100 ft radius in space.
Rate of Fire: ECHH
Payload: 300 bursts per cannon
4) Light Guns(4)---These are light weapons in double- or quad-mounts. See below for some of the possible weapons types:
5) Point Defense Turrets(12) ---Twelve PDS systems have been fitted; these are typically one of the following:
a) -RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: (Palladium) 6,000 ft in atmosphere, 60,000 ft in space
(Kitsune Values) 1.2 miles in atmosphere, 120 miles in space
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited
b) Light Pulse Lasers
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 2d4x10 MD per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
c) Point Defense Chain-Guns
Range: 7,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 7,000 ft in atmosphere, 150 miles in space)
Damage: 1d6x10 MD per burst
Rate of Fire: EGCHH
Payload: 250 bursts per chain-gun; reloading an ammunition drop from the cargo holds tales 20 minutes
d) Light Ion Cannons
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d6x10+10 MD per shot
Rate of Fire: ECHH
Payload: Effectively unlimited
e) Light Plasma Cannons
Range: 2,000 ft in atmosphere, 1 mile in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 3d6x10 MD per pulse-burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
f) Light Particle Beam Cannons
Range: 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 6d6x10 MD per shot
Rate of Fire: EPCHH
Payload: Effectively Unlimited
g) Tachyon Scatter Guns
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited
*-SC08AP----Military Variant, configured as a light troop transport, with an emphasis on shields and point defense. Not recommended for long-duration deployments, though it can serve as a landing craft.
Cargo Capacity: Can carry a company of troops(160 troops) , plus 30 light vehicles(HUMVEES or the equivalent) or 16 light vehicles, and 8 heavy tanks or robot vehicles(center bay).
-Heavy Armor: +900 MDC to Main Body, and increase armor on all other locations by 25%.
-Variable Forcefields--400 MDC per side, 2,400 MDC total
-Military Sensors----Can track ships moving in normal space at 240,000 miles away, and detect FTL wakes at 10 light years.
-Fire Control---Linked to the sensors, this system gives the weapons a +2 to strike.
Weapons Systems: All the weapons stations have been filled;
1)Medium Gravity Guns(3, one forward, and two aft)
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 1d4x100 MD per burst.
Can also fire chaff/fragmentation rounds that do 1d4x10 MD to 100 ft radius in space.
Rate of Fire: ECHH
Payload: 300 bursts per cannon
2) Light Turrets(4)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile
*-SC08SSN----Military variant, configured as a submarine attack vehicle, for amphibious assaults. Maximum underwater speed has been increased to 50 MPH, and maximum crush depth to 1.2 miles. The forward third of the central cargo bay has been replaced with a torpedo bay capable of firing tube-launched torpedoes or missiles(the dual-mode ‘SeaFire’ is the favored weapon). Blue-green frequency lasers replace any laser weapons. The rear third of the central cargo bay is now a large airlock hangar with provision for operating 3 mini-subs.
-SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1,2, 4, 5, or 10
Payload: 10 ready to fire; typically carries 40 in storage
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
*-SC08LSUV----Special purpose amphibious freighter version, with the forward cargo bay enlarged(adds a 50 ft length of hull, cargo bay now 30 ft high, and 80 ft wide) to accommodate small submarines, such as the PS-AAAV/LPSSN-12 ‘Turner’. The ‘Platypus’, as it is known because of its larger and longer nose, also adds some extra 180 tons to its mass and +300 MDC to its main hull armor. It is typically used to deliver PS-made submersibles direct to oceanic buyers, and to pick up bulk cargos of live sealife, but has also reportedly been used to deliver military submersibles in covert missions(these vessels reportedly also being fitted with cloaking systems to avoid detection by enemy sensors).
*-SC08(TW)----TechnoWizardry-powered variant:
TW Options
The Concord has caught the affection of the Techno-Wizardry community, who have suggested a variety of different modifications for it. Though no formal TW modifications have yet been offered for the Concord, PS has made provision for their later addition, offering TW PPE Generators/Accumulators against future need.
In addition to the features below, I suggest looking at Coalition Wars One: Siege on Tolkeen, pgs 68-72, for other systems that can be added. Stealth features are particularly popular, as well as LeyLine Engines(wizards love to ‘float’ these things along ley-lines).
*PPE Battery and Generator---Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*Spell Shield---This weaves a network of PS’s new EctoFiber Magic Superconductor in and around the Concord’s hull, producing a sort of magic ‘Faraday Cage’ that shields it from most magic attacks. This is ALWAYS on; a permanent feature of the craft.
Effects: Effectively INVULNERABLE to Magic energy attacks and mind control spells. All crew are +6 to save versus possession, and magic sensors are -2 to spot/detect/discern the craft
The ship can, however, still be affected by indirect attacks like magically summoned wind to blow it around, meteorites, and other natural forces that are summoned, then directed at or near the protected vessel.
Cost: Currently available ONLY to PS/GNE and its allies; costs 12 million credits to produce.
Last edited by taalismn on Tue Nov 12, 2013 11:30 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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Paladin Steel/Aegis Stellar Industries ‘ Concord’ Light Freighter
(aka ‘Astro-Peanut’)
Nice little ship. I wonder.. wouldn't be too hard to configure these to be mine layers, or for deploying satellites, yes?
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:taalismn wrote:Paladin Steel/Aegis Stellar Industries ‘ Concord’ Light Freighter
(aka ‘Astro-Peanut’)
Nice little ship. I wonder.. wouldn't be too hard to configure these to be mine layers, or for deploying satellites, yes?
Not at all.
Art for it should be up tomorrow.

-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
And illo for the 'Concord' is up: http://i408.photobucket.com/albums/pp164/taalismn/img322_zps0ce3225d.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Crysus’ TW Ice Rifle
(aka ‘Icer’, ‘Coldstone’)
“Chill out, brimstone-breath. You may think you’re pretty hot stuff, but around here we know how to put flaming idiots like you on ice. This is the long cold touch of Death reaching for you.”
This weapon resembles an automatic rifle made of transparent crystal(actually an endothermic crystal imported from another dimension). Its internal workings are optically concealed by clever optical refraction; only when the weapon is drawing heavily on its PPE power crystal can spark-like glows be discerned within its frame. A fully functional fire selection switch allows the user to choose between several different spells configured with an affinity for cold-based magic spells and attacks.
Shards of Ice is a light damage mode with good range. However, to make the most of the relatively high PPE expenditure, the user may find themselves ‘locked’ into the low damage mode unless they wish to sacrifice the PPE to shift to a more powerful fire-mode.
Orb of Cold is the primary ‘heavy hitter’ mode, firing super-dense bullets of ice that also shock living bodies with frostbite effects.
Ice creates a free-slip zone of ice, or erects a wall of super-dense ice. It is typically used in a defensive mode, to slow and obstruct an advancing enemy.
As an extra, any attached conventional knife or bayonet slung under the barrel can become a Frost Blade, enhancing close combat capabilities.
The Crysus comes standard with a high-quality optical scope with low-lite vision capability. A variety of options are also available, increasing the scope’s capabilities for those long cold recons in the wilderness. Furthermore, a number of accessory weapons launchers of related magic-type can be mounted on the Crysus, and draw upon its power supply, adding to the weapon’s versatility.
The main advantage of the Crysus rifle over similar TW pistols is its greater range and accuracy. It also performs best in freezing cold environments. Paladin Steel has also attempted to use ‘synergistic’ design engineering and magery philosophies to lower the overall cost of the weapon(shaving 10% off the original cost), as its incorporated spells play off and mutually support each other. Still, the Crysus is fairly expensive for a weapon that does only modest amounts of damage, but its conditionally unlimited ammunition supply and ability to do damage to creatures of magic insures interest from those with the resources to equip themselves with these weapons. The Tundra Rangers and the Horsemen of Ixion reportedly have acquired a number of these weapons for operations in the far northern wastes.
Weight: 8 lbs
MDC: 45
Range:
(Shards of Ice) 1,200 ft
(Orb of Cold)1,000 ft
(Ice) 1,250 ft
*(Special) Increase range by 50% if operating in freezing environments.
Damage:
(Shards of Ice) 1d4 MD per shard
(Orb of Cold)Fires balls of superhard ice; +1 to strike, 3d6 MD, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative.
(Ice) Creates a wall of ice w/ 250 MDC, and covering an area 10 ft thick x 10 ft tall x160 ft long. Lasts 25 minutes. Alternatively, this spell can cover a 30 ft radius of surface with a thin layer of slippery ice. Or, it can be used to freeze 16 gallons of water instantly.
Rate of Fire:
(Shards of Ice) Each activation lasts 8 melee rounds, during which the shooter can fire as many shard-bursts ECHH.
(Orb of Cold)ECHH
(Ice) ECHH
Payload:
(Shards of Ice)8 PPE per activation
(Orb of Cold) 3 PPE per shot
(Ice)8 PPE per shot
PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The device accepts PPE clips or the user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Top Sight Rail---The standard sight comes with telescopic optics, low-lite, and infrared.
*Underbarrel Mount----Can mount a bayonet or grenade launcher(see Options, for a range of TW ‘grenade’ launchers).
*Barrel-Booster---The long (20 inch) barrel contains various spell-booster elements that increase the range of the fired spells by 500%.
*Frost Blade Mod---Any (ordinary, not magic or vibro-) bayonet slung under the barrel can be, by contact, transformed/enhanced by the Frost Blade spell when attached to the Crysus rifle. The blade now does 4d6 MD, 6d6 MD to fire creatures, or DOUBLE damage to those noted as being susceptible to cold-based attacks. Can also attempt to parry energy blasts(with no bonuses). Removing the bayonet from the rifle negates the enhancement. Costs 4 PPE for 16 minutes duration.
*Immunity to Cold---A side effect of the weapon’s affinity for cold-based magic; though the Crysus is cold to the touch, anybody holding it will be effectively IMMUNE to normal extremes of cold, and cold-based magic attacks will do HALF damage.
Cost: 215,000 credits
Options:
*House of Glass(6 PPE, 7 minutes). The holder of the rifle takes on a glassy appearance that renders them under the protection of a reciprocity spell; attacks on them reflect back on the attacker(see Rifts Book of Magic, pg. 107). Cost: 12,000 credits
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits
*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Ice Grenade Launcher----This is a separate weapons system that can be attached under the barrel and powered by the Crysus’s Powerstone. It looks like a standard M203 Grenade Launcher but actually fires a Ten Foot Ball of Ice. The shooter can, by pointing the rifle, direct the giant iceball until it dissipates. 120 ft range, 15 PPE to summon, and lasts 8 minutes. Does 2d6 MD dropped on somebody, 1d6 MD rolling over somebody, has 70 MDC, and is +2 to strike specific targets. Cost: 174,000 credits
*Lightning Grenadier---Another M203 look-alike, this attachment fires a Call Lightning spell(8th level)---800 ft range, 8d6 MD per blast. 5 PPE per shot. Cost: 14,000 credits
*Hailstorm Grenadier---Another M203 look-alike, this attachment fires a Hail spell(8th level)---2,000 ft range, 8d4 MD per melee, for 32 melees(8 minutes) to a 40 ft target radius. 10 PPE per activation. Cost: 114,000 credits
(aka ‘Icer’, ‘Coldstone’)
“Chill out, brimstone-breath. You may think you’re pretty hot stuff, but around here we know how to put flaming idiots like you on ice. This is the long cold touch of Death reaching for you.”
This weapon resembles an automatic rifle made of transparent crystal(actually an endothermic crystal imported from another dimension). Its internal workings are optically concealed by clever optical refraction; only when the weapon is drawing heavily on its PPE power crystal can spark-like glows be discerned within its frame. A fully functional fire selection switch allows the user to choose between several different spells configured with an affinity for cold-based magic spells and attacks.
Shards of Ice is a light damage mode with good range. However, to make the most of the relatively high PPE expenditure, the user may find themselves ‘locked’ into the low damage mode unless they wish to sacrifice the PPE to shift to a more powerful fire-mode.
Orb of Cold is the primary ‘heavy hitter’ mode, firing super-dense bullets of ice that also shock living bodies with frostbite effects.
Ice creates a free-slip zone of ice, or erects a wall of super-dense ice. It is typically used in a defensive mode, to slow and obstruct an advancing enemy.
As an extra, any attached conventional knife or bayonet slung under the barrel can become a Frost Blade, enhancing close combat capabilities.
The Crysus comes standard with a high-quality optical scope with low-lite vision capability. A variety of options are also available, increasing the scope’s capabilities for those long cold recons in the wilderness. Furthermore, a number of accessory weapons launchers of related magic-type can be mounted on the Crysus, and draw upon its power supply, adding to the weapon’s versatility.
The main advantage of the Crysus rifle over similar TW pistols is its greater range and accuracy. It also performs best in freezing cold environments. Paladin Steel has also attempted to use ‘synergistic’ design engineering and magery philosophies to lower the overall cost of the weapon(shaving 10% off the original cost), as its incorporated spells play off and mutually support each other. Still, the Crysus is fairly expensive for a weapon that does only modest amounts of damage, but its conditionally unlimited ammunition supply and ability to do damage to creatures of magic insures interest from those with the resources to equip themselves with these weapons. The Tundra Rangers and the Horsemen of Ixion reportedly have acquired a number of these weapons for operations in the far northern wastes.
Weight: 8 lbs
MDC: 45
Range:
(Shards of Ice) 1,200 ft
(Orb of Cold)1,000 ft
(Ice) 1,250 ft
*(Special) Increase range by 50% if operating in freezing environments.
Damage:
(Shards of Ice) 1d4 MD per shard
(Orb of Cold)Fires balls of superhard ice; +1 to strike, 3d6 MD, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative.
(Ice) Creates a wall of ice w/ 250 MDC, and covering an area 10 ft thick x 10 ft tall x160 ft long. Lasts 25 minutes. Alternatively, this spell can cover a 30 ft radius of surface with a thin layer of slippery ice. Or, it can be used to freeze 16 gallons of water instantly.
Rate of Fire:
(Shards of Ice) Each activation lasts 8 melee rounds, during which the shooter can fire as many shard-bursts ECHH.
(Orb of Cold)ECHH
(Ice) ECHH
Payload:
(Shards of Ice)8 PPE per activation
(Orb of Cold) 3 PPE per shot
(Ice)8 PPE per shot
PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The device accepts PPE clips or the user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Top Sight Rail---The standard sight comes with telescopic optics, low-lite, and infrared.
*Underbarrel Mount----Can mount a bayonet or grenade launcher(see Options, for a range of TW ‘grenade’ launchers).
*Barrel-Booster---The long (20 inch) barrel contains various spell-booster elements that increase the range of the fired spells by 500%.
*Frost Blade Mod---Any (ordinary, not magic or vibro-) bayonet slung under the barrel can be, by contact, transformed/enhanced by the Frost Blade spell when attached to the Crysus rifle. The blade now does 4d6 MD, 6d6 MD to fire creatures, or DOUBLE damage to those noted as being susceptible to cold-based attacks. Can also attempt to parry energy blasts(with no bonuses). Removing the bayonet from the rifle negates the enhancement. Costs 4 PPE for 16 minutes duration.
*Immunity to Cold---A side effect of the weapon’s affinity for cold-based magic; though the Crysus is cold to the touch, anybody holding it will be effectively IMMUNE to normal extremes of cold, and cold-based magic attacks will do HALF damage.
Cost: 215,000 credits
Options:
*House of Glass(6 PPE, 7 minutes). The holder of the rifle takes on a glassy appearance that renders them under the protection of a reciprocity spell; attacks on them reflect back on the attacker(see Rifts Book of Magic, pg. 107). Cost: 12,000 credits
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits
*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Ice Grenade Launcher----This is a separate weapons system that can be attached under the barrel and powered by the Crysus’s Powerstone. It looks like a standard M203 Grenade Launcher but actually fires a Ten Foot Ball of Ice. The shooter can, by pointing the rifle, direct the giant iceball until it dissipates. 120 ft range, 15 PPE to summon, and lasts 8 minutes. Does 2d6 MD dropped on somebody, 1d6 MD rolling over somebody, has 70 MDC, and is +2 to strike specific targets. Cost: 174,000 credits
*Lightning Grenadier---Another M203 look-alike, this attachment fires a Call Lightning spell(8th level)---800 ft range, 8d6 MD per blast. 5 PPE per shot. Cost: 14,000 credits
*Hailstorm Grenadier---Another M203 look-alike, this attachment fires a Hail spell(8th level)---2,000 ft range, 8d4 MD per melee, for 32 melees(8 minutes) to a 40 ft target radius. 10 PPE per activation. Cost: 114,000 credits
Last edited by taalismn on Wed Nov 13, 2013 10:48 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
------------
"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
------------
- Rimmerdal
- Knight
- Posts: 3962
- Joined: Mon Feb 28, 2005 7:24 pm
- Comment: Official Member of the 'Transformers don't need Humans Club'
Re: Paladin Steel Storefront
Paladin Steel ‘Crysus’ TW Ice Rifle
(aka ‘Icer’, ‘Coldstone’)
COOOL!!

taalismn wrote:Rimmerdal wrote:mmm Rifts street meat..
Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Rimmerdal wrote:Paladin Steel ‘Crysus’ TW Ice Rifle
(aka ‘Icer’, ‘Coldstone’)
COOOL!!
Here's what inspired it:
http://www.toxel.com/wp-content/uploads/2012/05/glasssculpture10.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Inundator’ TW Squirtgun
(aka ‘Deluge Pistol’, ‘Wave Gun’, ‘Ice Cube Shooter’, ‘Glimmer Gun’)
“Okay, who flooded the basement again?”
“Had to; we had vampires.”
Yet another modified squirtgun, the ‘Inundator’ looks like a clear plastic or transparent crystal squirtgun(or automatic pistol) with an icy blue glow about it.
Mystic Water Blast is the primary mode, and can be used for extinguishing fires or soaking water-susceptible opponents, though it’s fairly useless against ordinary opponents.
Shards of Ice is a ranged megadamage setting that affords the weapon a low megadamage attack, useful against more mundane targets. For maximum PPE economy of the spell, it can be ‘locked’ to fire in that mode for five melee rounds; switching to another mode during that period sacrifices the activation PPE and the mode must be re-activated at the original PPE expediture if the user wishes to switch back to Shard mode.
Wind Rush is used as a modifier spell for both the Water Blast and Shards of Ice modes, pressurizing/pushing the water (or ice shards) to firehose velocities, with knockdown potential. Its main drawbacks are its expense and the fact that it only works for one melee round per PPE expenditure.
Ice is arguably the most impressive setting, allowing the user to coat an area with slippery ice, or seal a gap with a wall of ice.
Create Water insures that the Inundator is rarely ever empty of liquid ammo.
Like almost all Regenerator multimode weapons, the ‘Inundator’ is prohibitively expensive for most adventurers on a budget, but it appears frequently on the wish list of many, especially vampire-hunters. Within the last year PS received a surprisingly large order for these weapons, from out-dimension and paid for with gold. Interdimensional intelligence sources later reported the guns appearing in the hands of a state cult associated with a sea-god, suggesting that the Inundators may be being handed out as ‘divine gifts’ to champions and the faithful of that sea-god.
Weight: 2.75 lbs
MDC: 25
Range:
(Mystic Water Blast) 180 ft
(Shards of Ice) 180 ft range
(Wind Rush)180 ft range
(Ice) 250 ft
(Create Water) Fills an internal reservoir, and squirts it out under pressure: 150 ft range.
Damage:
(Mystic Water Blast) 2d6+6 HP to vampires, 2d6+6 MD to Fire Elementals and other beings vulnerable to water. Targets are -1 to dodge.
(Shards of Ice) 1d4 MD per shot
(Wind Rush) In addition to the normal water damage, the high velocity stream now hits with 60 MPH force. Targets must save at 18 or better or lose balance and being bowled off their feet, and small items blasted out of their hands.
(Ice) Creates a wall of ice w/ 250 MDC, and covering an area 10 ft thick x 10 ft tall x160 ft long. Lasts 25 minutes. Alternatively, this spell can cover a 30 ft radius of surface with a thin layer of slippery ice. Or, it can be used to freeze 10 gallons of water instantly.
(Create Water) Fills the weapon’s internal reservoir on demand. can also be used to provide drinking water; a half gallon at a time direct from the pistol, or, if a catch tank is attached, 2.5 gallons.
Used offensively, each water blast does 4d4 H.P. to vampires.
Rate of Fire:
(Mystic Water Blast) ECHH
(Shards of Ice) Each activation lasts 5 melee rounds, during which the shooter can fire as many shard-bursts ECHH.
(Wind Rush)1 melee per activation
(Ice) ECHH
(Create Water) ECHH
Payload:
(Mystic Water Blast) 5 PPE per shot
(Shards of Ice) 8 PPE per activation
(Wind Rush)+10 PPE per shot
(Ice)8 PPE per shot
(Create Water)8 PPE per activation
12 water shots capacity.
PPE Capacity:(Light)----75 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Integral Spotsight---+1 to strike
Cost: Would cost 364,500 credits, but PS has slashed the price for vampire hunters down to 190,000 credits
Options:
*House of Glass(6 PPE, 7 minutes). The holder of the pistol takes on a glassy appearance that renders them under the protection of a reciprocity spell; attacks on them reflect back on the attacker(see Rifts Book of Magic, pg. 107). Cost: 12,000 credits
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits
*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*OverPump Mode---This is an ‘overload’ attack option that modifies the Inundator so as to maximize water production(16 gallons, all at once), at the same time as both the Mystic Water Blast and Wind Rush modes are engaged. The result is a lot more water than the normal capacity of the squirtgun can hold suddenly jetting out of the pistol all at once, giving the impression of a tidal wave rushing out of the weapon. ‘OverPump’ mode still costs 15 PPE per shot, as per the normal combo-blast, but now covers a 10 ft wide area, does knockdown, and does 2d4x10 HP to vampires. Cost: 79,000 credits
(aka ‘Deluge Pistol’, ‘Wave Gun’, ‘Ice Cube Shooter’, ‘Glimmer Gun’)
“Okay, who flooded the basement again?”
“Had to; we had vampires.”
Yet another modified squirtgun, the ‘Inundator’ looks like a clear plastic or transparent crystal squirtgun(or automatic pistol) with an icy blue glow about it.
Mystic Water Blast is the primary mode, and can be used for extinguishing fires or soaking water-susceptible opponents, though it’s fairly useless against ordinary opponents.
Shards of Ice is a ranged megadamage setting that affords the weapon a low megadamage attack, useful against more mundane targets. For maximum PPE economy of the spell, it can be ‘locked’ to fire in that mode for five melee rounds; switching to another mode during that period sacrifices the activation PPE and the mode must be re-activated at the original PPE expediture if the user wishes to switch back to Shard mode.
Wind Rush is used as a modifier spell for both the Water Blast and Shards of Ice modes, pressurizing/pushing the water (or ice shards) to firehose velocities, with knockdown potential. Its main drawbacks are its expense and the fact that it only works for one melee round per PPE expenditure.
Ice is arguably the most impressive setting, allowing the user to coat an area with slippery ice, or seal a gap with a wall of ice.
Create Water insures that the Inundator is rarely ever empty of liquid ammo.
Like almost all Regenerator multimode weapons, the ‘Inundator’ is prohibitively expensive for most adventurers on a budget, but it appears frequently on the wish list of many, especially vampire-hunters. Within the last year PS received a surprisingly large order for these weapons, from out-dimension and paid for with gold. Interdimensional intelligence sources later reported the guns appearing in the hands of a state cult associated with a sea-god, suggesting that the Inundators may be being handed out as ‘divine gifts’ to champions and the faithful of that sea-god.
Weight: 2.75 lbs
MDC: 25
Range:
(Mystic Water Blast) 180 ft
(Shards of Ice) 180 ft range
(Wind Rush)180 ft range
(Ice) 250 ft
(Create Water) Fills an internal reservoir, and squirts it out under pressure: 150 ft range.
Damage:
(Mystic Water Blast) 2d6+6 HP to vampires, 2d6+6 MD to Fire Elementals and other beings vulnerable to water. Targets are -1 to dodge.
(Shards of Ice) 1d4 MD per shot
(Wind Rush) In addition to the normal water damage, the high velocity stream now hits with 60 MPH force. Targets must save at 18 or better or lose balance and being bowled off their feet, and small items blasted out of their hands.
(Ice) Creates a wall of ice w/ 250 MDC, and covering an area 10 ft thick x 10 ft tall x160 ft long. Lasts 25 minutes. Alternatively, this spell can cover a 30 ft radius of surface with a thin layer of slippery ice. Or, it can be used to freeze 10 gallons of water instantly.
(Create Water) Fills the weapon’s internal reservoir on demand. can also be used to provide drinking water; a half gallon at a time direct from the pistol, or, if a catch tank is attached, 2.5 gallons.
Used offensively, each water blast does 4d4 H.P. to vampires.
Rate of Fire:
(Mystic Water Blast) ECHH
(Shards of Ice) Each activation lasts 5 melee rounds, during which the shooter can fire as many shard-bursts ECHH.
(Wind Rush)1 melee per activation
(Ice) ECHH
(Create Water) ECHH
Payload:
(Mystic Water Blast) 5 PPE per shot
(Shards of Ice) 8 PPE per activation
(Wind Rush)+10 PPE per shot
(Ice)8 PPE per shot
(Create Water)8 PPE per activation
12 water shots capacity.
PPE Capacity:(Light)----75 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Integral Spotsight---+1 to strike
Cost: Would cost 364,500 credits, but PS has slashed the price for vampire hunters down to 190,000 credits
Options:
*House of Glass(6 PPE, 7 minutes). The holder of the pistol takes on a glassy appearance that renders them under the protection of a reciprocity spell; attacks on them reflect back on the attacker(see Rifts Book of Magic, pg. 107). Cost: 12,000 credits
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits
*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*OverPump Mode---This is an ‘overload’ attack option that modifies the Inundator so as to maximize water production(16 gallons, all at once), at the same time as both the Mystic Water Blast and Wind Rush modes are engaged. The result is a lot more water than the normal capacity of the squirtgun can hold suddenly jetting out of the pistol all at once, giving the impression of a tidal wave rushing out of the weapon. ‘OverPump’ mode still costs 15 PPE per shot, as per the normal combo-blast, but now covers a 10 ft wide area, does knockdown, and does 2d4x10 HP to vampires. Cost: 79,000 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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Rimmerdal wrote:Paladin Steel ‘Crysus’ TW Ice Rifle
(aka ‘Icer’, ‘Coldstone’)
COOOL!!
Here's what inspired it:
http://www.toxel.com/wp-content/uploads/2012/05/glasssculpture10.jpg
Oh, I-cee. One picture is worth a 1000 posted words.

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...

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...


- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Want the Ice Pistol?
Here's one possible candidate:http://us.123rf.com/400wm/400/400/sauliusl/sauliusl1002/sauliusl100200007/6494869-ice-gun.jpg
http://dbprng00ikc2j.cloudfront.net/work/image/226573/mf2ji7/gun.jpg
Here's one possible candidate:http://us.123rf.com/400wm/400/400/sauliusl/sauliusl1002/sauliusl100200007/6494869-ice-gun.jpg

http://dbprng00ikc2j.cloudfront.net/work/image/226573/mf2ji7/gun.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
PSLP-9 ‘Ratling’ Drone Laser Pistol
(aka ‘Skaver’)
http://i408.photobucket.com/albums/pp164/taalismn/img407_zps574439c8.jpg
“I hate leaving behind perfectly good weaponry, but in this case getting the parcel to the railhead ahead of the opposition took priority. Wonder how long it took Kuzchev to figure out he was fighting my backup pistols, and how badly his goons got maimed to learn that. Not like I could hope Kuzchev would get hit; he’s got his own drones to sacrifice, only his are flesh and blood and I doubt he gives a slurmph’s ass if he loses any.”
The PSLP-9 is little removed in overall performance and power from the PSLP-3 ‘Asp’ Light Laser Pistol upon which it is based. The difference is in what Paladin Steel has tried to do with its housing; miniaturize the concept of the Kittani ‘spider gun’ to handheld form. Not being shackled creatively(and in some cases literally) by overbearing alien intelligences, Paladin Steel could improve on the Kittani concept, making the AI smaller and more reliable, while experience reverse-engineering pre-Rifts NEMA robot probes has allowed PS to equip the weapon with more compact sensors.
The PSLP-9 is decidedly more built-up than its forebear, with a ‘busier’ look to its design than the decidedly bare-bones PSLP-3. The heavier built-up forebody and wrap-around handguard serve as sensor mounts for the small integrated robotic AI, ‘fuzzy logic’ targeting and stabilization processors. The ‘Ratling’ features three small telescoping articulated robot legs, two folding forward mantis-like from the front handguard, and a third folding from the bottom-back of the pistol butt.
The Ratling is fed as normal from an e-clip in the pistol butt, while the robotics and sensors are powered by a separate battery system in the front handguard. The battery is good for 36 hours of continuous operation, and can recharged from any convenient electrical source, including e-clips, via a standard UBS cord link.
The Ratling AI can be remotely controlled or set to operate on its own simple programmable AI, similar to PS’s existing ‘TracFire’ and ‘Battleman’ gunnery remotes.
The main complaint about the Ratling is that the extra robotics and built-up body add excess weight and throw off the balance from the already clean lines of the ‘Asp’. The extra range from the slightly longer barrel does some to balance this for the diehard shooting enthusiast, but the real draw of the Ratling is of course the robotics. The PSLP-9 is quickly being snapped up by users as a ‘force multiplier’, the robotic mode proving useful as a recon tool, watchdog, and boobytrap. Paladin Steel is already looking at applying the robotics add-on from the PSLP-9 to other PS laser pistols.
Weight: 5 lbs
MDC:
Gun 16
Legs(3) 3 each
Sensor Bulbs(4) 1 each
Range: 500 ft
Damage: Two fire modes: 2d6 MD or 4d6 MD per shot
Rate of Fire: Standard
Payload: 20 shot E-Clip
Bonuses: +1 to strike from integral laser targeting
Special Features:
*Integral laser targeting and distancing---1,000 ft range
*Wraparound hand guard
*Optical Sensors: Passive Nightvision/Infrared
*Basic Audio
*Motion Detector Chip---60 ft range
*Walker Legs---The Ratling can scurry along at 7 MPH. The feet have insect-like cling-pads, allowing it to climb up and over obstacles with ease, climb up sheer surfaces(HALF speed) and even hang from the ceiling. The ‘bot’s legs are NOT strong enough to kick for any damage, but spread and moving. they can be used as a parry weapon(+1 to parry).
*Robot A.I.----A very simple robot AI., about as smart as a rat. It can be programmed to explore or patrol a particular area, firing at anything that intrudes and that it does not recognize, or it can be instructed to fire on particular targets. It does NOT have a personalityof any sort, and its user interface consists of either sensory readout text delivered to a flatscreen or HUD, or a simple audio menu with ‘armed’, ‘ready’, ‘caution’, ‘alert!’, or ‘stopped’ sounds.
The AI has the following skills:
-Read Sensory Instruments 80%
-Radio: Basic 98%
-Prowl 75%
-Navigation 72%
-Can recognize up to 7,000 separate vehicles, species, and specic equipment types, and can recognize general equipment designs.
-4 actions/attacks per melee, +3 strike, +3 automatic dodge, +1 roll.
*Radio Chip---Allows communication between the weapon and its operator. Very short range: 2 miles.
Cost: 28,000 credits
Options:
*Low-contrast/sensor signature coating---A special rubberized covering that reduces visible glare off the weapon, as well as masks any noise from it banging against other objects. Microwave radar, thermal scopes, and metal detectors cannot easily detect this weapon, as well. Cost: 7,000 credits
*DNA Safety---Biometric microsensors pick up on the person’s DNA, fingerprint, and PPE signature. Up to three individuals can be locked into the pistol’s memory as ‘safe’. Cost: 7,000 credits
(aka ‘Skaver’)
http://i408.photobucket.com/albums/pp164/taalismn/img407_zps574439c8.jpg
“I hate leaving behind perfectly good weaponry, but in this case getting the parcel to the railhead ahead of the opposition took priority. Wonder how long it took Kuzchev to figure out he was fighting my backup pistols, and how badly his goons got maimed to learn that. Not like I could hope Kuzchev would get hit; he’s got his own drones to sacrifice, only his are flesh and blood and I doubt he gives a slurmph’s ass if he loses any.”
The PSLP-9 is little removed in overall performance and power from the PSLP-3 ‘Asp’ Light Laser Pistol upon which it is based. The difference is in what Paladin Steel has tried to do with its housing; miniaturize the concept of the Kittani ‘spider gun’ to handheld form. Not being shackled creatively(and in some cases literally) by overbearing alien intelligences, Paladin Steel could improve on the Kittani concept, making the AI smaller and more reliable, while experience reverse-engineering pre-Rifts NEMA robot probes has allowed PS to equip the weapon with more compact sensors.
The PSLP-9 is decidedly more built-up than its forebear, with a ‘busier’ look to its design than the decidedly bare-bones PSLP-3. The heavier built-up forebody and wrap-around handguard serve as sensor mounts for the small integrated robotic AI, ‘fuzzy logic’ targeting and stabilization processors. The ‘Ratling’ features three small telescoping articulated robot legs, two folding forward mantis-like from the front handguard, and a third folding from the bottom-back of the pistol butt.
The Ratling is fed as normal from an e-clip in the pistol butt, while the robotics and sensors are powered by a separate battery system in the front handguard. The battery is good for 36 hours of continuous operation, and can recharged from any convenient electrical source, including e-clips, via a standard UBS cord link.
The Ratling AI can be remotely controlled or set to operate on its own simple programmable AI, similar to PS’s existing ‘TracFire’ and ‘Battleman’ gunnery remotes.
The main complaint about the Ratling is that the extra robotics and built-up body add excess weight and throw off the balance from the already clean lines of the ‘Asp’. The extra range from the slightly longer barrel does some to balance this for the diehard shooting enthusiast, but the real draw of the Ratling is of course the robotics. The PSLP-9 is quickly being snapped up by users as a ‘force multiplier’, the robotic mode proving useful as a recon tool, watchdog, and boobytrap. Paladin Steel is already looking at applying the robotics add-on from the PSLP-9 to other PS laser pistols.
Weight: 5 lbs
MDC:
Gun 16
Legs(3) 3 each
Sensor Bulbs(4) 1 each
Range: 500 ft
Damage: Two fire modes: 2d6 MD or 4d6 MD per shot
Rate of Fire: Standard
Payload: 20 shot E-Clip
Bonuses: +1 to strike from integral laser targeting
Special Features:
*Integral laser targeting and distancing---1,000 ft range
*Wraparound hand guard
*Optical Sensors: Passive Nightvision/Infrared
*Basic Audio
*Motion Detector Chip---60 ft range
*Walker Legs---The Ratling can scurry along at 7 MPH. The feet have insect-like cling-pads, allowing it to climb up and over obstacles with ease, climb up sheer surfaces(HALF speed) and even hang from the ceiling. The ‘bot’s legs are NOT strong enough to kick for any damage, but spread and moving. they can be used as a parry weapon(+1 to parry).
*Robot A.I.----A very simple robot AI., about as smart as a rat. It can be programmed to explore or patrol a particular area, firing at anything that intrudes and that it does not recognize, or it can be instructed to fire on particular targets. It does NOT have a personalityof any sort, and its user interface consists of either sensory readout text delivered to a flatscreen or HUD, or a simple audio menu with ‘armed’, ‘ready’, ‘caution’, ‘alert!’, or ‘stopped’ sounds.
The AI has the following skills:
-Read Sensory Instruments 80%
-Radio: Basic 98%
-Prowl 75%
-Navigation 72%
-Can recognize up to 7,000 separate vehicles, species, and specic equipment types, and can recognize general equipment designs.
-4 actions/attacks per melee, +3 strike, +3 automatic dodge, +1 roll.
*Radio Chip---Allows communication between the weapon and its operator. Very short range: 2 miles.
Cost: 28,000 credits
Options:
*Low-contrast/sensor signature coating---A special rubberized covering that reduces visible glare off the weapon, as well as masks any noise from it banging against other objects. Microwave radar, thermal scopes, and metal detectors cannot easily detect this weapon, as well. Cost: 7,000 credits
*DNA Safety---Biometric microsensors pick up on the person’s DNA, fingerprint, and PPE signature. Up to three individuals can be locked into the pistol’s memory as ‘safe’. Cost: 7,000 credits
Last edited by taalismn on Tue Dec 03, 2013 11:11 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
------------
"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
------------
Re: Paladin Steel Storefront
Ah, turning firearms into walking mini turrets, I love it.
Re: Paladin Steel Storefront
89er wrote:Ah, turning firearms into walking mini turrets, I love it.
Needs to be added as an attachment to his Multi weapons.
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...

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...


- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:89er wrote:Ah, turning firearms into walking mini turrets, I love it.
Needs to be added as an attachment to his Multi weapons.
We begin with the prototypes, see how they perform and how much market demand there is, then we start expanding on the idea.
Then consider the other ways you can use a semi-autonomous robot spider mobility attachment.

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
That works.
But you are making almost knock-offs of DBee and other companies' products.
Maybe
But you are making almost knock-offs of DBee and other companies' products.
Maybe

I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...

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...


- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:That works.
But you are making almost knock-offs of DBee and other companies' products.
Maybe
Well, the spider guns dovetail into little utility spider robots I'm also working on.
As fro knockoffs, yeah, we've definitely been improving on Kittani designs(which carries the inherent risk they may wind up knocking us off right back).
Northern Gun has has its own version/style of the Kittani Spider-Gun. which is another case of the cattle turning on the predators with regards to adapting similar 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
------------
"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
------------
- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel TEMED-03 ‘Breath-Eez’ TW Respiratory Medical Device
(aka ‘Breezer’)
“A big rescue like this in the way back of nowhere, we have to follow certain protocols. When we got rescued and liberated slaves, we have to check them out for health and boobytraps---Splugorth love sleepers and microbes---before we can safely tuck them into stasis for transport someplace else better equipped to handle them. Most of our ships lack the facilities for dealing with active anxious, nervous, wired-up ex-prisoners aboard, so for security’s sake we cold-bottle them until a good Civil Assistance office can take care of them. But before then, we have to check them over; a lot of them may be species, or sept variants, we’re unfamiliar with, or have been bio-modded so that usual species-specific med doesn’t work on them anymore. And a lot are traumatized and understandably nervous about strange medical devices and alien creatures poking at them. So we have to use magic to sedate them. The Breath-Eez works just fine in that regard; a couple of deep breaths and they’re out cold.
Of course, there’s still the problem of actually getting them to take a hit from a breezer, and some ex-slaves catch on right quick that whiffing from the face mask is gonna put them out and they don’t like the idea. So we have to wrestle them until we can get the mask on them. Rather heartwrenching; they’re fighting for their lives, but we’re really trying to help them, but we end up feeling like we’re victimizing them all over again.”
----R’scharg D’tallian, Medical Corpsman, GNESS Resilience.
“Yeah, it was expensive buying one of these things for my own use, but I tell you; come cold and flu season, it more than pays for itself in keeping me from ever again feeling poleaxed by congestion, achey-head, and the hard heaves.”
The TEMED-03 is another TW medical device produced by Paladin Steel Heart Division to address the need for ‘universal’ medical tools. GIven that Greater New England and Paladin Steel encompass dozens, if not HUNDREDS, of different species in their respective tolerant societies(civil and business), and markets to many more, providing fair, equal, and effective health care to all of them can pose a major problem to the various medical providers and emergency health services. Differences of biology, even on the individual level, can prove fatal when one being’s aspirin can be as lethal as dragon venom to another species. Thus far, magic seems to be the most effective ‘universal’ healing agent, as few species have proven incompatible to medical healing.
The TEMED-03 is in many ways like its cousin, the TEMED-02 ‘Life Stick’, although the TEMED03 uses as its focus respiratory delivery of healing magic, rather than injection.
The TEMED-03 resembles an oxygen or anesthesia mask attached to a complicated-looking valving device and a small compressed gas cylinder. A PPE clip, PPE-battery medallion, or even a ‘Regenerator’ powerstone can be attached to the device to provide power, depending on the buyer’s preference or budget.
To use, the operator holds the mask over the patient’s face(or respiratory openings) and selects an effect, then lets the magic-energized ‘air’ flow to effect.
Sleeping Gas is actually a compounded and concentrated form of Cloud of Slumber and is used to anesthetize patients for operations or simply sedate them.
Negate Poisons and Toxins works to stop the effects of (especially inhaled) toxins, including CS gas and airborne pollutants.
Fortify Against Disease works as an oral medication, fortifying the breather against disease.
Cure Illness is a medicated inhalant that does away with flu, colds, bronchitis, and other diseases, making for easier breathing.
Superhuman Endurance acts like a dose of enriched oxygen, bolstering the breather’s stamina. Especially useful in regions with thin air where lung strain and poor acclimatization can prove crippling.
Laughing Gas is an adaptation of the Ludicrous Mage spell Healing Power of Laughter, and has psychosomatic effects similar to helium or nitrous oxide, but heals the patient.
Like the TEMED-02, the TEMED-03 is quickly finding a place in the medical kits of paramedics, corpsmen, and first responders across the GNE.
Weight: 3 lbs
MDC: 7
Range: Contact, inhalant
Damage/Effect:
(Sleeping Gas)---After one or more breaths, the patient must save versus magic(and -2 to do so), or fall into a deep enchanted sleep for about 60 minutes.
(Negate Poisons and Toxins)----Instantly neutralizes and prevents poisons and toxins from doing further damage to the body.
(Fortify Against Disease)---Recipient can shrug off bacterial infections, is +4 to save versus viruses, and is +1 to save vs toxins and poisons. Effects last 16 hours.
(Cure Illness)---Instantly cures ordinary diseases(especially respiratory ones) and illnesses(not cancer, AIDS, or other serious disorders, nor does it cure magically-induced illnesses).
(Superhuman Endurance)---- After breathing from the device for a minute(1 melee), the subject can go for 2 hours of strenuous activity without showing signs of fatigue. Can also lift and carry 10% more and is +2 to save versus disease, poisons, and toxins.
(Laughing Gas) ---- After taking a few breaths, the patient will begin laughing for a straight minute(4 melees) and may also suffer from helium-like ‘Donald Duck’ voice. Even if the patient has lung damage, they will find they can laugh without pain or discomfort, and their lung damage does not worsen with the effort. When the giggles die down, the patient is healed of 6d6 Hit Points, and feels euphoric and giddy.
Rate of Fire: ECHH
Payload:
(Sleeping Gas)(5 PPE per application)
(Negate Poisons and Toxins)(3 PPE per application)
(Fortify Against Disease)(8 PPE per application)
(Cure Illness)(8 PPE per application)
(Superhuman Endurance)(6 PPE per application)
(Laughing Gas)(13 PPE per application)
The TEMED-03 can be ‘chipped’ with a variety of accessory PPE sources, from standard PPE clips(usually hold 50-75 PPE each) to a full-on regenerating PPE powerstone(75-100 PPE capacity, cost: 9,000-12,000 credits).
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge). HALF cost for Air Elemental Warlocks, Lyn-Srial Cloud Mages, and Elemental Fusionists with an Air element.
Special Features:
-Megadamage Construction---Built tough for Rifts environs.
-Internal LED PPE Power Readout
-Replaceable Mask---The breather mask can be swapped out for sanitized ones or for different shapes more appropriate for a wider variety of species.
Cost: 218,000 credits for the base unit; Paladin Steel often offers the TEMED-03 for 25-30% less to get it into the hands of medical workers.
Options:
*Breath Without Air----An add-on that allows the TEMED to be used as a regular respirator, providing the user to breath without difficultym even with scorched lungs. Costs 3 PPE per activation, and effects last 30 minutes. Cost: 45,000 credits.
(aka ‘Breezer’)
“A big rescue like this in the way back of nowhere, we have to follow certain protocols. When we got rescued and liberated slaves, we have to check them out for health and boobytraps---Splugorth love sleepers and microbes---before we can safely tuck them into stasis for transport someplace else better equipped to handle them. Most of our ships lack the facilities for dealing with active anxious, nervous, wired-up ex-prisoners aboard, so for security’s sake we cold-bottle them until a good Civil Assistance office can take care of them. But before then, we have to check them over; a lot of them may be species, or sept variants, we’re unfamiliar with, or have been bio-modded so that usual species-specific med doesn’t work on them anymore. And a lot are traumatized and understandably nervous about strange medical devices and alien creatures poking at them. So we have to use magic to sedate them. The Breath-Eez works just fine in that regard; a couple of deep breaths and they’re out cold.
Of course, there’s still the problem of actually getting them to take a hit from a breezer, and some ex-slaves catch on right quick that whiffing from the face mask is gonna put them out and they don’t like the idea. So we have to wrestle them until we can get the mask on them. Rather heartwrenching; they’re fighting for their lives, but we’re really trying to help them, but we end up feeling like we’re victimizing them all over again.”
----R’scharg D’tallian, Medical Corpsman, GNESS Resilience.
“Yeah, it was expensive buying one of these things for my own use, but I tell you; come cold and flu season, it more than pays for itself in keeping me from ever again feeling poleaxed by congestion, achey-head, and the hard heaves.”
The TEMED-03 is another TW medical device produced by Paladin Steel Heart Division to address the need for ‘universal’ medical tools. GIven that Greater New England and Paladin Steel encompass dozens, if not HUNDREDS, of different species in their respective tolerant societies(civil and business), and markets to many more, providing fair, equal, and effective health care to all of them can pose a major problem to the various medical providers and emergency health services. Differences of biology, even on the individual level, can prove fatal when one being’s aspirin can be as lethal as dragon venom to another species. Thus far, magic seems to be the most effective ‘universal’ healing agent, as few species have proven incompatible to medical healing.
The TEMED-03 is in many ways like its cousin, the TEMED-02 ‘Life Stick’, although the TEMED03 uses as its focus respiratory delivery of healing magic, rather than injection.
The TEMED-03 resembles an oxygen or anesthesia mask attached to a complicated-looking valving device and a small compressed gas cylinder. A PPE clip, PPE-battery medallion, or even a ‘Regenerator’ powerstone can be attached to the device to provide power, depending on the buyer’s preference or budget.
To use, the operator holds the mask over the patient’s face(or respiratory openings) and selects an effect, then lets the magic-energized ‘air’ flow to effect.
Sleeping Gas is actually a compounded and concentrated form of Cloud of Slumber and is used to anesthetize patients for operations or simply sedate them.
Negate Poisons and Toxins works to stop the effects of (especially inhaled) toxins, including CS gas and airborne pollutants.
Fortify Against Disease works as an oral medication, fortifying the breather against disease.
Cure Illness is a medicated inhalant that does away with flu, colds, bronchitis, and other diseases, making for easier breathing.
Superhuman Endurance acts like a dose of enriched oxygen, bolstering the breather’s stamina. Especially useful in regions with thin air where lung strain and poor acclimatization can prove crippling.
Laughing Gas is an adaptation of the Ludicrous Mage spell Healing Power of Laughter, and has psychosomatic effects similar to helium or nitrous oxide, but heals the patient.
Like the TEMED-02, the TEMED-03 is quickly finding a place in the medical kits of paramedics, corpsmen, and first responders across the GNE.
Weight: 3 lbs
MDC: 7
Range: Contact, inhalant
Damage/Effect:
(Sleeping Gas)---After one or more breaths, the patient must save versus magic(and -2 to do so), or fall into a deep enchanted sleep for about 60 minutes.
(Negate Poisons and Toxins)----Instantly neutralizes and prevents poisons and toxins from doing further damage to the body.
(Fortify Against Disease)---Recipient can shrug off bacterial infections, is +4 to save versus viruses, and is +1 to save vs toxins and poisons. Effects last 16 hours.
(Cure Illness)---Instantly cures ordinary diseases(especially respiratory ones) and illnesses(not cancer, AIDS, or other serious disorders, nor does it cure magically-induced illnesses).
(Superhuman Endurance)---- After breathing from the device for a minute(1 melee), the subject can go for 2 hours of strenuous activity without showing signs of fatigue. Can also lift and carry 10% more and is +2 to save versus disease, poisons, and toxins.
(Laughing Gas) ---- After taking a few breaths, the patient will begin laughing for a straight minute(4 melees) and may also suffer from helium-like ‘Donald Duck’ voice. Even if the patient has lung damage, they will find they can laugh without pain or discomfort, and their lung damage does not worsen with the effort. When the giggles die down, the patient is healed of 6d6 Hit Points, and feels euphoric and giddy.
Rate of Fire: ECHH
Payload:
(Sleeping Gas)(5 PPE per application)
(Negate Poisons and Toxins)(3 PPE per application)
(Fortify Against Disease)(8 PPE per application)
(Cure Illness)(8 PPE per application)
(Superhuman Endurance)(6 PPE per application)
(Laughing Gas)(13 PPE per application)
The TEMED-03 can be ‘chipped’ with a variety of accessory PPE sources, from standard PPE clips(usually hold 50-75 PPE each) to a full-on regenerating PPE powerstone(75-100 PPE capacity, cost: 9,000-12,000 credits).
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge). HALF cost for Air Elemental Warlocks, Lyn-Srial Cloud Mages, and Elemental Fusionists with an Air element.
Special Features:
-Megadamage Construction---Built tough for Rifts environs.
-Internal LED PPE Power Readout
-Replaceable Mask---The breather mask can be swapped out for sanitized ones or for different shapes more appropriate for a wider variety of species.
Cost: 218,000 credits for the base unit; Paladin Steel often offers the TEMED-03 for 25-30% less to get it into the hands of medical workers.
Options:
*Breath Without Air----An add-on that allows the TEMED to be used as a regular respirator, providing the user to breath without difficultym even with scorched lungs. Costs 3 PPE per activation, and effects last 30 minutes. Cost: 45,000 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
------------
"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
------------
Re: Paladin Steel Storefront
Is the weather hitting your neck of the woods yet?
Have a good holiday!!! [if you can
]


Have a good holiday!!! [if you can

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...

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...


- taalismn
- Priest
- Posts: 49563
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Is the weather hitting your neck of the woods yet?![]()
![]()
Have a good holiday!!! [if you can]
Staying home this year and having a nice big pork roast.
Rain came through, not nearly as bad as other areas, but I got enough of a taste of holiday driving on Tuesday to make me GLAD I'm not going to be on the main roads until I work next next week(almost run off the road twice in a quarter of a mile by a supermarket truck that kept changing lanes in front of me. first while I was still trying to pass it, then moments later cutting back without signaling in front of the car paralleling me.

So, immediate survival included, I got LOTS to be thankful for this year.

Have a good(and safe) one, everybody.

And if you MUST deepfry your turkey...do it outside, in a well-swept area(suitably a concrete or thoroughly paved area clear of flammable debris), from behind cover of sandbags, and using a remote control crane.

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Paladin Steel (or taalismn) is working on so much stuff that they have the night shift working the days.
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...

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...

