Paladin Steel Storefront
Moderators: Supreme Beings, Immortals, Old Ones
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel RtG-02 ‘Bulldog’ 7.62mm Gatling Gun
(aka ‘Stubby’, ‘Grinder-Gun’, ‘Crank-Gun’, ‘Organgrinder’, ‘Music Box’, ‘Chipper’, ‘Chipwell MG’)
http://mygunculture.com/wp-content/uploads/2011/04/1877_bulldog_gatling_gun.png
“Those aliens musta thought they were clever, shutting down all our high end stuff like that.....no computers, no lasers, no nukes, no radio...they’d waltz right in and mop us up with their shielded ray guns. I wish I coulda seen their faces through their faceplates when we chopped’em up with our grinder-guns! After that, we got ahold of enough of THEIR guns that things were a little more in our favor!”
Based on an early Gatling of the same name, the PS-RtG-02 is a ‘retrotech’ weapon that seems a strange step back for a company that has tended to be cutting edge. This heavy, hand-cranked, five-barrel repligun would seem to have a very limited market given the variety of much lighter and more effective machine guns already on the market in abundance(indeed, the backwards nature of the design has earned it the derisive tag of ‘Chipwell MG’ in reference to its apparent crudeness). However, in its interdimensional travels, PS has found a number of realms where local physical law hinders the operation of advanced technology, such as energy weapons or the electrical motors of modern gatling guns. In some regions of the Megaverse, even the gas operation of modern machine guns is affected. For such universes, where PS has an interest(or customers), hand-cranked repeating heavy weapons make sense to maintain a degree of technological superiority.
The design HAS seen some improvements; modern materials have made the weapon both lighter and more durable, and PS’s ‘permanent lubricant’ friction-reducing material coatings make the weapon more reliable. The original gatling was chambered to take 11mm rifle bullets, but the modern rebuild uses the more modern and commonly available 7.62mm round. The bullets’ range does suffer, however, owing to the shorter barrels.
Fortunately, enhanced-strength beings such as gene-mods, Juicers, and innately-strong species like the Grackle-Tooth can carry and crank weapons like the ‘Bulldog’ with ease, offsetting the weapon’s bulk.
The ‘Bulldog’ also doesn’t need a disintegrating feed belt; regular rifle rounds can just be fed into the drum magazine.
Interestingly enough, several dozen RtG-02s have been bought by a MadHaven merchant.
While the RtG-02 is available in a drab low-contrast color scheme, the ‘Bulldog’ has proven to sell more done up in a highly-polished faux brass finish.
Weight: 44 lbs
MDC: 50
Range: 1,500 ft
Damage:(7.62mm) 5d6 SD per round, three round burst does 15d6 SD
(7.62mm Ball) 6d6 SD per round, three round burst does 18d6 SD
(Ramjet) 1 MD per rd, 3d6x10 SD against ‘soft’ targets, three round burst does 3 MD
(Wellington/PS Exploders) 15d6 SD per rd, three round burst does 4d6x10 SD
(Saboted Light Armor Piercing)1d6 MD per round, a three round burst does 3d6 MD
(PSX-1) 2d6 MD per round, a three round burst does 6d6 MD
Can chamber a variety of other ammunition types, including silver, wood, Glaser, and TW bullets.
Rate of Fire: Can fire a burst of rounds per melee equal in number to the operator’s P.S. x5.
Payload: 50 round drop-box, 50 rd, 104 rd, or 240 rd drum. Changing a box takes 2 APMs, changing a drum takes 3 APMs.
Special Features:
*Megadamage Construction
*Corrosion-proofed Jointing
*Manual Operation
*Mounting Rail---can be fitted with a small spotlight
*Gimballed Swivel Mount
Cost: 15,000 credits
Options:
*Folding Leg Tripod
Variants:
*RtG-02Nm---Non-metallic variant built using high-density composites and ceramics, and firing paper-cartridged ceramic-shell rounds. Cost: 28,000 credits.
*RtG-02Tw---TechnoWizardry variant that replaces electrical motors with a TW TK app for faster rate of fire. 4 PPE/8 ISP supplies one minute(4 melees) worth of fire, up to 100 rds per melee! Cost: +40,000 credits.
(aka ‘Stubby’, ‘Grinder-Gun’, ‘Crank-Gun’, ‘Organgrinder’, ‘Music Box’, ‘Chipper’, ‘Chipwell MG’)
http://mygunculture.com/wp-content/uploads/2011/04/1877_bulldog_gatling_gun.png
“Those aliens musta thought they were clever, shutting down all our high end stuff like that.....no computers, no lasers, no nukes, no radio...they’d waltz right in and mop us up with their shielded ray guns. I wish I coulda seen their faces through their faceplates when we chopped’em up with our grinder-guns! After that, we got ahold of enough of THEIR guns that things were a little more in our favor!”
Based on an early Gatling of the same name, the PS-RtG-02 is a ‘retrotech’ weapon that seems a strange step back for a company that has tended to be cutting edge. This heavy, hand-cranked, five-barrel repligun would seem to have a very limited market given the variety of much lighter and more effective machine guns already on the market in abundance(indeed, the backwards nature of the design has earned it the derisive tag of ‘Chipwell MG’ in reference to its apparent crudeness). However, in its interdimensional travels, PS has found a number of realms where local physical law hinders the operation of advanced technology, such as energy weapons or the electrical motors of modern gatling guns. In some regions of the Megaverse, even the gas operation of modern machine guns is affected. For such universes, where PS has an interest(or customers), hand-cranked repeating heavy weapons make sense to maintain a degree of technological superiority.
The design HAS seen some improvements; modern materials have made the weapon both lighter and more durable, and PS’s ‘permanent lubricant’ friction-reducing material coatings make the weapon more reliable. The original gatling was chambered to take 11mm rifle bullets, but the modern rebuild uses the more modern and commonly available 7.62mm round. The bullets’ range does suffer, however, owing to the shorter barrels.
Fortunately, enhanced-strength beings such as gene-mods, Juicers, and innately-strong species like the Grackle-Tooth can carry and crank weapons like the ‘Bulldog’ with ease, offsetting the weapon’s bulk.
The ‘Bulldog’ also doesn’t need a disintegrating feed belt; regular rifle rounds can just be fed into the drum magazine.
Interestingly enough, several dozen RtG-02s have been bought by a MadHaven merchant.
While the RtG-02 is available in a drab low-contrast color scheme, the ‘Bulldog’ has proven to sell more done up in a highly-polished faux brass finish.
Weight: 44 lbs
MDC: 50
Range: 1,500 ft
Damage:(7.62mm) 5d6 SD per round, three round burst does 15d6 SD
(7.62mm Ball) 6d6 SD per round, three round burst does 18d6 SD
(Ramjet) 1 MD per rd, 3d6x10 SD against ‘soft’ targets, three round burst does 3 MD
(Wellington/PS Exploders) 15d6 SD per rd, three round burst does 4d6x10 SD
(Saboted Light Armor Piercing)1d6 MD per round, a three round burst does 3d6 MD
(PSX-1) 2d6 MD per round, a three round burst does 6d6 MD
Can chamber a variety of other ammunition types, including silver, wood, Glaser, and TW bullets.
Rate of Fire: Can fire a burst of rounds per melee equal in number to the operator’s P.S. x5.
Payload: 50 round drop-box, 50 rd, 104 rd, or 240 rd drum. Changing a box takes 2 APMs, changing a drum takes 3 APMs.
Special Features:
*Megadamage Construction
*Corrosion-proofed Jointing
*Manual Operation
*Mounting Rail---can be fitted with a small spotlight
*Gimballed Swivel Mount
Cost: 15,000 credits
Options:
*Folding Leg Tripod
Variants:
*RtG-02Nm---Non-metallic variant built using high-density composites and ceramics, and firing paper-cartridged ceramic-shell rounds. Cost: 28,000 credits.
*RtG-02Tw---TechnoWizardry variant that replaces electrical motors with a TW TK app for faster rate of fire. 4 PPE/8 ISP supplies one minute(4 melees) worth of fire, up to 100 rds per melee! Cost: +40,000 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:Paladin Steel RtG-02 ‘Bulldog’ 7.62mm Gatling Gun
(aka ‘Stubby’, ‘Grinder-Gun’, ‘Crank-Gun’, ‘Organgrinder’, ‘Music Box’, ‘Chipper’, ‘Chipwell MG’)
http://mygunculture.com/wp-content/uploads/2011/04/1877_bulldog_gatling_gun.png
Hooked on the BlackPowder bug (pictures and like) from "Enchanted and TW Flintlock Firearms" thread?
Nice tool!! Hook em on the weapon, then milk them on keeping the ammo supplied>

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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Paladin Steel RtG-02 ‘Bulldog’ 7.62mm Gatling Gun
(aka ‘Stubby’, ‘Grinder-Gun’, ‘Crank-Gun’, ‘Organgrinder’, ‘Music Box’, ‘Chipper’, ‘Chipwell MG’)
http://mygunculture.com/wp-content/uploads/2011/04/1877_bulldog_gatling_gun.png
Hooked on the BlackPowder bug (pictures and like) from "Enchanted and TW Flintlock Firearms" thread?
Nice tool!! Hook em on the weapon, then milk them on keeping the ammo supplied>
Exactly. We may be altruistic, but we're also pragmatic. We also want to cover all bases(I suppose, then, I should contemplate plastic arbalests and prefab catapults for really primitive universe lines).

-------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
(Based on the MUTT Powered Armor from Rifts: Manhunter)
Paladin Steel ‘Kishru’ Drop Marine Full Conversion Assault Cyborg
(aka ‘Tunguska-men’, ‘Smites’, ‘Taurid’, ‘Death From Above/Beyond’, ‘Dark Knights’)
http://i408.photobucket.com/albums/pp164/taalismn/img351_zpsc143dc3d.jpg
“Do I miss being meat? Ask me if I miss being fragile and snackable. The answer is NO. Sure, when I’m off-duty, I can hardly gobble, drink, and rut in this body, but for that all there’s the avatar bodies, virtual reality, or direct stim. When it comes to DUTY, however, I’d never go back to being another protoplasmic lump waiting in a can going down the well, stinking myself waiting for enemy ack-ack to open me up and drop me screaming miles over some godforsaken dirtball to go splat, or deliver me to a welcoming committee ready to pump my lander full of death the moment it sets down. In this body, I AM the lander, coming down hard to deliver my smiting to the bastards I’ve been ordered to stomp. I’m not some bug riding on the spear, I AM the spear!”
“Orbital drop into the middle of a hostile fortified compound manned by neo-nazi zealots, full alert techno-defenses and magic users on the ground? Oh, and they have hostages? Really, boss, when are you going to give us a REAL mission? These creampuff assignments are making me and the crew soft!”
Pushing the limits of PS bionic engineering is the Kishru, a heavy assault full-conversion cyborg body frame meant for space-to-surface Stelmarine assault missions.
Based on a d-bee robot design, the Kishru is a massive heavily armed and armored cyborg that makes no pretense of resemblance to a ‘normal’ organic being, aside from its bipedal design. The head is little more than a fairing on the upper torso, the cyborg’s biological systems buried deep inside the heavily-armored body trunk. The arms are thick and powerful, ending in bulging forearm weapons pods and large claw-graspers. A second set of smaller more delicate manipulator arms are concealed inside the torso for fine manipulation tasks. The legs are thick and slab-like, heavily armored to take damage and hard landings.
What really sets the Kishru apart from other cyborgs is its heavy duty flight capabilities. A combination of thrusters and antigravity systems gives the hulking cyborg limited flight capabilities. The Kishru is designed to make unassisted space-to-surface re-entries, protected during the atmospheric insertion by their heavy heat-resistant armor and forcefield protections. Once down in ‘the soup’, the cyborg uses its flight systems to level off and move about. The antigravity systems also allow the cyborgs to fly in space and dogfight in atmosphere, as well as climb back into orbit on their own(although this last is rarely done, owing to the SLOW climb-out rate).
The Kishru doesn’t mount much in the way of external weaponry; to better protect its armaments from reentry friction, the Kishru carries them internally. However, the Kishru sports more firepower than many other assault cyborgs and power armors. The large forearms can mount up to three infantry-scale heavy rifles or support weapons in armored housings spaced around the arms. Pectoral compartments sport missile launchers. Backpack pods can hold additional missiles or projectile cannon. Because of its elite status as a front line combat/first strike cyborg, the cyborg is equipped with the best quality weapons, such as ‘Blue Bolt’ particle beam rifles. On top of all that, the Kishru is heavily armored, with a forcefield thrown on for good measure.
Because of the nature of the Kishru’s intended work, and the high energy demands made on its powerplant, Kishru cyborgs tend to be maintenance-heavy, the fusion bottle requiring more frequent swap-out than other cyborgs. That, and the many specialized parts, means that Kishru frames are not recommended as ‘lifetimer’ bodies for those wishing to pursue freelance careers. That has kept the Kishru exclusive to government service.
The Kishru is considered to be an ‘apex’ cyborg for Paladin Steel; those wanting more powerful cyborg frames typically seek a robot vehicle conversion(like a Patriot-bot).
Type: PS-FC-37 Kishru
Class: Full conversion Borg, Aerospace Assault
Crew: One volunteer
Minimal Requirements: Because of the strain placed on the recipient’s psyche, the conversion is available ONLY to those with a demonstrated M.E. rating of 14 or better
M.D.C. By Location:
Hands(2) 100 each
Arms(2) 280 each
Secondary Manipulator Arms(2) 30 each
Legs(2) 500 each
*Head 300
**Main Body 800
Forcefield 110
*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.
**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 Kishru CANNOT be fitted with any additional armor.
Speed:
Running: 156 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 32 feet high/lengthwise. A running leap adds 50% to distance/height, and a thruster-assisted leap carries the ‘borg 100 ft up/195 ft across.
Flying: Hover to 450 MPH. NO altitude limit thanks to the antigravity systems.
Space: Roughly 1,350 MPH.
Underwater: The Kishru relies on its thrusters to swim; 15 MPH. Otherwise, it is limited to walking on the bottom at roughly 6 MPH. Maximum depth of 1.2 miles.
Statistical Data:
Average Height: 14 feet
Width: 7 feet
Length: 5 feet
Weight: 6 tons
Power System: Nuclear Fusion. The heavy draw on the powerplant means it needs refueling/replacing more frequently than other cyborgs’; a Kishru internal powerplant typically has a life span of 6-10 years between total servicing.
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+3 initiative
+5 strike/parry
+6 dodge (+7 dodge in space/microgravity)
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%
Special Skills/Training---Use Assault ‘Borg, Paratrooper, or Stelmarine OCC. If the character doesn’t already possess the skills, they receive MANDATORY training in the following:
EVA(+15%)
Movement: Zero Gravity
Pilot: Jetpack(+10%)
Black Market Cost: 39 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:
a) Robotic Strength Enhancement---Super strong servos for heavy work and combat.
b) Integral TW Interface---Allows the cyborg to interface with modified TW devices like Magebolt Multiplexors, and more effectively use them.
c) Psionic Scramblers---Because of its elite cyborg assault unit status, the Kishru comes standard with mental-scrambling gear. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks.
d) Self-Destruct System----PS/GNE rarely requires its cyborg troops to carry suicide charges inside their bodies, but given the Kishru’s sensitive technology, even the recipients of this full-conversion agree that it would be a bad idea to let it fall into the wrong hands. As a result, the Kishru has been fitted with a fusion-block self-destruct charge packed around the powerplant and brain stem, that will completely destroy the ‘borg and do 2d6x10 MD to everything in a 10-ft radius of the ‘borg. This system is under the control of the cyborg, who can set it off manually if they think capture/compromise is imminent, or if certain, preset conditions are met(a periodic code sequence isn’t regularly entered, internal systems are breached, etc...)
e) Virtual Reality Hookup---Keeps the cyborg from going insane, by providing additional non-combat stimuli, in a virtual reality environment---anything from a fully interactive pre-scripted ‘movie’ to a VR real-time ‘chatroom’.
f) Interchangeable BioPod----Most Kishru stay with(in) a single body, but when VR-Sim or conversation just aren’t enough, the brain, spinal cord, and remaining organics of the convertee are housed in a special self-contained ‘biopod’ that can be removed from the hulking cyborg body and hooked up into another cyborg body modified to accept it. This allows the Kishru to exchange his or her hulking combat body for a smaller, more humanoid, more socially-acceptable, cyborg frame for special missions or a ‘night on the town’.
g) Thermal Armor--- Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
h) Ambidexterity Boost---If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons.
Weapons Systems:
1) Forearm Weapons----The oversized forearms sport up to three slots each for pop-out weapons. The weapons are stowed in special housings when not in use, in order to protect them from ablative damage during reentry operations, but extend up and out when cleared for action. Typically all the weapons on a forearm are of the same type(thus allowing them to fire in synch with each other without targeting problems), but they can be of different types.
a) Machine Gun---7.62mm LMGs.
Range: 2,000 ft( DOUBLE in space)
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)2d4 MD per 10 rd burst per single gun
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver or wood rounds.
Rate of Fire: Standard
Payload: 400 rds per gun
b) Heavy Machine Gun---.50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
Range: 6,000 ft( DOUBLE in space)
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
c) 20mm Cannon
Range:(20mm)3,000 ft (1,500 ft for wood rounds)( DOUBLE in space)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: (20mm) Standard.
Payload: 200 rds
d) 30mm Cannon
Range: 9,500 ft( DOUBLE in space)
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 100 rds
e) Light Rail Gun---Actually modified versions of PS’s ‘BAR2’ light rail gun.
Range: 2,600 ft( DOUBLE in space)
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 500 rds
f)Heavy Rail Gun---Lower damage, but greater range.
Range: 4,000 ft( DOUBLE in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 6,000 rd drum(100 bursts)
g) 23mm Grenade Launcher
Range: 280 ft( DOUBLE in space)
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 500 rd drum each AGL
h) 25mm Grenade Launcher
Range: 3,300 ft( DOUBLE in space)
Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
Other ammunition types, including incendiary and plasma rounds, are also being developed.
Rate of Fire: Single shot or 5-shot burst
Payload: 120 round magazine
i) 30mm Grenade Launcher
Range: 1,200 ft( DOUBLE in space)
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 400 rd drum each AGL
j)40mm Grenade Launcher
Range: 7,000 ft( DOUBLE in space)
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
k) Micro-Missile Launcher---25 shot cassette(any type)
l) Mini-Missile Launcher---3 per launcher
Can also fire “S-Sting” ‘Smart’ Mini-Missiles----- The S-Sting is heavier and more powerful than its atmosphere-based cousin, the ‘Black Talon’ L-SAM.
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
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
m) Pulse Laser
Range: 4,000 ft( DOUBLE in space)
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 78,000 credits
n) Ion Blaster (Model 2098)
Range: 2,000 ft( DOUBLE in space)
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 42,000 credits
Options:
-*Barrel Modules:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 8 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 20 minutes, and someone following the printed instructions about 40-50 to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the Blaster into a short range shotgun with an area of effect blast. Reduce range to 500 ft, but does 4d6 MD to a 10 ft wide area. Critical damage is unaffected. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,800 ft. Critical damage is unaffected. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 700 ft, but up damage to 5d6 MD per shot. Critical damage is unaffected. Cost: 5,000 credits.
*Laser Sight Module---Another under/sidebarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Critical damage is unaffected. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units. Critical damage does NOT apply, as the aim is to deliberately downscale damage.
Range:(SDC shots) 900 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
o) Plasma Blaster
Range: 1,300 ft( DOUBLE in space)
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 18,000 Credits
Options:
*’Blow-Torch’ Mode---Not as refined or powerful as the ‘scattershot’ modification available to other PS plasma weapons, this add-on to the muzzle disperses the plasma somewhat to produce a fan-shaped ‘blowtorch’ that does less damage, but to a wider area. Does 4d6 MD to a 3 ft wide area, range drops to 500 ft. Cost: 3,000 credits
p) Particle Beam Blaster
Range: 4,000 ft( DOUBLE in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 180,000 credits
q) G-Rail Gun
Range: 2,000 ft (double in space)
Damage: 3d4 MD single shot, 1d4x10 MD for a three-shot burst.
Rate of Fire: Standard
Payload: 300 round belt.
Special Features:
*NO Recoil---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil.
Cost: 27,000 credits
r) Multi-Mode Plasma Saber----A light weapon, but if two or more are mounted, can be quite spectacular used in conjunction. When activated, a blade or lance of plasma energy seems to grow from the muzzle, like a cyberknight’s psi-sword. The device can also fire plasma bolts just like the PSR-1.
Range:(Heavy Bolt) 1,000 ft( DOUBLE in space)
(Light Bolt) 2,000 ft( DOUBLE in space)
(Plasma Saber) 3 ft ( DOUBLE in space)
(Plasma Lance) 18 ft( DOUBLE in space)
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
s) Heavy Ion Cannon---Retained from the original design, but modified for greater damage, this weapon takes up ALL the slots in the forearm, though a basic claw manipulator(cannot pick up and use hand weapons, but perfectly suitable for clawing and crushing) is retained.
Range: 4,600 ft( DOUBLE in space)
Damage: 1d6+1x10 MD per blast
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
t) Heavy Laser Cannon---Same as with the Heavy Ion Cannon,this weapon takes up ALL the slots in the forearm, though a basic claw manipulator(cannot pick up and use hand weapons, but perfectly suitable for clawing and crushing) is retained.
Range: 8,000 ft( DOUBLE in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
u)Heavy Plasma Cannon---Same as with the Heavy Ion Cannon,this weapon takes up ALL the slots in the forearm, though a basic claw manipulator(cannot pick up and use hand weapons, but perfectly suitable for clawing and crushing) is retained.
Range: (Plasma Shot)4,000 ft( DOUBLE in space)
(Plasma Scattershot) 1,000 ft( DOUBLE in space)
(Plasma Mini-Torpedo) 5,200 ft( DOUBLE in space)
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload: Effectively Unlimited
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Bonuses:----
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Standard gas stowage has enough remass for 30 enhanced shots. Each pectoral compartment, if used for tankage instead of missile launchers, can hold enough gas for 50 shots.
v) Heavy Particle Beam Cannon---Same as with the Heavy Ion Cannon,this weapon takes up ALL the slots in the forearm, though a basic claw manipulator(cannot pick up and use hand weapons, but perfectly suitable for clawing and crushing) is retained.
Range: 11,000 ft( DOUBLE in space)
Damage: 4d6x10 MD per blast, Does critical damage on an unmodified 19-20.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; has enough battery capacity for 30 shots, but then must recharge at one shot per minute(4 melees).
2) Pectoral Weapons(2)---Two cabinet-sized slots in the chest can each accommodate ONE of the following:
a) Micro-Missile Launcher---75 per compartment(any type)
b) Mini-Missile Launcher---32 per compartment (see also the ‘S-Sting’ missiles above)
c) Short Range Missile Launcher---16 per compartment
d) Medium Range Missile Launcher---8 per compartment
e) Jamming Module----Short range sensor jammer; Electronic jamming system that gives radar-guided weaponry a -4 to strike the cyborg. Or it can be used offensively, to foil ALL radar-guided weaponry in a 10 mile radius(-2 to strike) in space(3 miles in atmosphere).
f) Fusion Blocks----Typically used to blast access into spacecraft/spacestations, or sabotage space structures. Each compartment can hold 15 Type 1s, 10 Type 2s, or 8 Type 3s.
3)(Optional) Backpack/Shoulder Weapons----A weapons module can be mounted on the back, shielded by the bulk of the cyborg during reentry. It can swivel up and over the shoulders when cleared for action.
a) Micro-Missile Launcher---75(any type)
b) Mini-Missile Launcher---32(see also the ‘S-Sting’ missiles above)
c) Short Range Missile Launcher---16
d) Medium Range Missile Launcher----8
e) Jamming Pod---Aircraft-style EW module; ECM suite for confusing sensor-guided weapons; -5 to strike. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike)
In the alternative, a Radio Jammer can be fitted instead-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.
f) Heavy Pulse Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft in atmosphere, 16,000 ft in space
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
g) Heavy Ion Cannon
Range: 4,000 ft in atmosphere, 8,000 ft in space
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
h) Heavy Plasma Blaster
Range: 4,000 ft in atmosphere, 8,000 ft in space
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
i) Heavy Particle Beam Rifle---Orbital-style
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 4d6x10 MD per blast
Rate of Fire: ECHH
Payload: 25 blasts, recharges at a rate of 1 blast per minute
j) Heavy Rail Gun---Glitterboy-style rail gun. PS produces a high-powered rail gun akin to the Glitterboy’s RG-14, only with a different mounting, style, and lack of laser-reflective armor
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum
k) Heavy G-Cannon---An aerospace-caliber G-cannon, mounted on the cyborg’s back.
Range: 12,000 ft in atmosphere, 7 miles in space
Damage: 3d6x10 MD per 30-rd burst, only fires bursts.
Rate of Fire: ECHH
Payload: 1,800 rd drum(60 bursts)
l)FA-A9 2-pounder (40mm)Autocannon
Range:(High Velocity Round)5,000 yards(15,000 ft)( DOUBLE in space)
Maximum AA altitude w/ HV shells: 13,300 ft( DOUBLE in space)
(Low Velocity Round) 3,800 yards(11,400 ft)( DOUBLE in space)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
m) Heavy Plasma Rifle----An adaptation of the Kera-Tech cadmium-telluride cartridge plasma weapon. Limited shots, but SERIOUS damage.
MDC: 100
Range: 5,000 ft( DOUBLE in space)
Damage: 2d6x10 MD per shot
Rate of Fire: ECHH
Payload: 50 rds
n) X-Ray Laser Cannon----An adaptation of the Heavy Plasma Rifle, only the plasma cartridge explosion is contained and harnessed to pump out a powerful x-ray laser pulse.
MDC: 110
Range: 10,000 ft( DOUBLE in space)
Damage: 2d4x10+10 MD per shot. The x-ray laser component ignores laser-reflective armors.
Rate of Fire: Single shot, ECHH
Payload: 50 rds
o) Ion Cannon Pod--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 6,000 ft in atmosphere, DOUBLE in space
(Kitsune Values) 1.4 miles in atmosphere, 140 miles in space
Damage: 2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Three times per melee
Payload: Effectively unlimited
p) Heavy Demolition Charge----This is a long range missile warhead or even a strategic nuclear weapon, meant for attaching to an enemy capital asset for demolition. The device is then triggered remotely or by timed detonation mechanism, allowing the cyborg to get clear of the blast radius(the GNE doesn’t advocate suicide missions).
4)(Optional)--- The Kishru can pick up and use oversized mecha-scale weapons(or infantry-sized weapons in its secondary arms) if available, and if the cyborg is fitted with suitable manipulators.
5)Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch( 2 attacks) 4d4 MD
Tear/Pry 1d4 MD
Kick 2d8 MD
Leap Kick(2 Attacks) 4d8 MD
Body Block/Ram: (2 attacks) 6d6 MD
Options:
The Kishru can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry. Unless the cyborg is a non-human, extra limbs are rarely ever added.
*Disposable Heat Shield---An externally clamped ablative shield that provides additional protection during reentry operations. Sometimes retained upon landing, though the added mass imposes a -25% reduction in flying speed, and -2 to aerial maneuvers.
Weight: 1 ton
MDC: 190
Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
*Null-Shell---Another disposable reentry assistance device that consists of an external shell of radar-absorbant ‘black body’ material surrounding the cyborg. This will not mask the sudden thermal trail and ionization attendant with meteoric reentry, but it CAN shield the ‘borg’s approach. The Null Shell is ejected and burns up soon after a successful reentry.
Weight: 1 ton
MDC: 160
The pod has only an 11% chance of showing up on enemy radar as an artificial object. It is more likely to be dismissed as a rock and as much smaller than it really is.
Paladin Steel ‘Kishru’ Drop Marine Full Conversion Assault Cyborg
(aka ‘Tunguska-men’, ‘Smites’, ‘Taurid’, ‘Death From Above/Beyond’, ‘Dark Knights’)
http://i408.photobucket.com/albums/pp164/taalismn/img351_zpsc143dc3d.jpg
“Do I miss being meat? Ask me if I miss being fragile and snackable. The answer is NO. Sure, when I’m off-duty, I can hardly gobble, drink, and rut in this body, but for that all there’s the avatar bodies, virtual reality, or direct stim. When it comes to DUTY, however, I’d never go back to being another protoplasmic lump waiting in a can going down the well, stinking myself waiting for enemy ack-ack to open me up and drop me screaming miles over some godforsaken dirtball to go splat, or deliver me to a welcoming committee ready to pump my lander full of death the moment it sets down. In this body, I AM the lander, coming down hard to deliver my smiting to the bastards I’ve been ordered to stomp. I’m not some bug riding on the spear, I AM the spear!”
“Orbital drop into the middle of a hostile fortified compound manned by neo-nazi zealots, full alert techno-defenses and magic users on the ground? Oh, and they have hostages? Really, boss, when are you going to give us a REAL mission? These creampuff assignments are making me and the crew soft!”
Pushing the limits of PS bionic engineering is the Kishru, a heavy assault full-conversion cyborg body frame meant for space-to-surface Stelmarine assault missions.
Based on a d-bee robot design, the Kishru is a massive heavily armed and armored cyborg that makes no pretense of resemblance to a ‘normal’ organic being, aside from its bipedal design. The head is little more than a fairing on the upper torso, the cyborg’s biological systems buried deep inside the heavily-armored body trunk. The arms are thick and powerful, ending in bulging forearm weapons pods and large claw-graspers. A second set of smaller more delicate manipulator arms are concealed inside the torso for fine manipulation tasks. The legs are thick and slab-like, heavily armored to take damage and hard landings.
What really sets the Kishru apart from other cyborgs is its heavy duty flight capabilities. A combination of thrusters and antigravity systems gives the hulking cyborg limited flight capabilities. The Kishru is designed to make unassisted space-to-surface re-entries, protected during the atmospheric insertion by their heavy heat-resistant armor and forcefield protections. Once down in ‘the soup’, the cyborg uses its flight systems to level off and move about. The antigravity systems also allow the cyborgs to fly in space and dogfight in atmosphere, as well as climb back into orbit on their own(although this last is rarely done, owing to the SLOW climb-out rate).
The Kishru doesn’t mount much in the way of external weaponry; to better protect its armaments from reentry friction, the Kishru carries them internally. However, the Kishru sports more firepower than many other assault cyborgs and power armors. The large forearms can mount up to three infantry-scale heavy rifles or support weapons in armored housings spaced around the arms. Pectoral compartments sport missile launchers. Backpack pods can hold additional missiles or projectile cannon. Because of its elite status as a front line combat/first strike cyborg, the cyborg is equipped with the best quality weapons, such as ‘Blue Bolt’ particle beam rifles. On top of all that, the Kishru is heavily armored, with a forcefield thrown on for good measure.
Because of the nature of the Kishru’s intended work, and the high energy demands made on its powerplant, Kishru cyborgs tend to be maintenance-heavy, the fusion bottle requiring more frequent swap-out than other cyborgs. That, and the many specialized parts, means that Kishru frames are not recommended as ‘lifetimer’ bodies for those wishing to pursue freelance careers. That has kept the Kishru exclusive to government service.
The Kishru is considered to be an ‘apex’ cyborg for Paladin Steel; those wanting more powerful cyborg frames typically seek a robot vehicle conversion(like a Patriot-bot).
Type: PS-FC-37 Kishru
Class: Full conversion Borg, Aerospace Assault
Crew: One volunteer
Minimal Requirements: Because of the strain placed on the recipient’s psyche, the conversion is available ONLY to those with a demonstrated M.E. rating of 14 or better
M.D.C. By Location:
Hands(2) 100 each
Arms(2) 280 each
Secondary Manipulator Arms(2) 30 each
Legs(2) 500 each
*Head 300
**Main Body 800
Forcefield 110
*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.
**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 Kishru CANNOT be fitted with any additional armor.
Speed:
Running: 156 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 32 feet high/lengthwise. A running leap adds 50% to distance/height, and a thruster-assisted leap carries the ‘borg 100 ft up/195 ft across.
Flying: Hover to 450 MPH. NO altitude limit thanks to the antigravity systems.
Space: Roughly 1,350 MPH.
Underwater: The Kishru relies on its thrusters to swim; 15 MPH. Otherwise, it is limited to walking on the bottom at roughly 6 MPH. Maximum depth of 1.2 miles.
Statistical Data:
Average Height: 14 feet
Width: 7 feet
Length: 5 feet
Weight: 6 tons
Power System: Nuclear Fusion. The heavy draw on the powerplant means it needs refueling/replacing more frequently than other cyborgs’; a Kishru internal powerplant typically has a life span of 6-10 years between total servicing.
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+3 initiative
+5 strike/parry
+6 dodge (+7 dodge in space/microgravity)
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%
Special Skills/Training---Use Assault ‘Borg, Paratrooper, or Stelmarine OCC. If the character doesn’t already possess the skills, they receive MANDATORY training in the following:
EVA(+15%)
Movement: Zero Gravity
Pilot: Jetpack(+10%)
Black Market Cost: 39 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:
a) Robotic Strength Enhancement---Super strong servos for heavy work and combat.
b) Integral TW Interface---Allows the cyborg to interface with modified TW devices like Magebolt Multiplexors, and more effectively use them.
c) Psionic Scramblers---Because of its elite cyborg assault unit status, the Kishru comes standard with mental-scrambling gear. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks.
d) Self-Destruct System----PS/GNE rarely requires its cyborg troops to carry suicide charges inside their bodies, but given the Kishru’s sensitive technology, even the recipients of this full-conversion agree that it would be a bad idea to let it fall into the wrong hands. As a result, the Kishru has been fitted with a fusion-block self-destruct charge packed around the powerplant and brain stem, that will completely destroy the ‘borg and do 2d6x10 MD to everything in a 10-ft radius of the ‘borg. This system is under the control of the cyborg, who can set it off manually if they think capture/compromise is imminent, or if certain, preset conditions are met(a periodic code sequence isn’t regularly entered, internal systems are breached, etc...)
e) Virtual Reality Hookup---Keeps the cyborg from going insane, by providing additional non-combat stimuli, in a virtual reality environment---anything from a fully interactive pre-scripted ‘movie’ to a VR real-time ‘chatroom’.
f) Interchangeable BioPod----Most Kishru stay with(in) a single body, but when VR-Sim or conversation just aren’t enough, the brain, spinal cord, and remaining organics of the convertee are housed in a special self-contained ‘biopod’ that can be removed from the hulking cyborg body and hooked up into another cyborg body modified to accept it. This allows the Kishru to exchange his or her hulking combat body for a smaller, more humanoid, more socially-acceptable, cyborg frame for special missions or a ‘night on the town’.
g) Thermal Armor--- Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
h) Ambidexterity Boost---If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons.
Weapons Systems:
1) Forearm Weapons----The oversized forearms sport up to three slots each for pop-out weapons. The weapons are stowed in special housings when not in use, in order to protect them from ablative damage during reentry operations, but extend up and out when cleared for action. Typically all the weapons on a forearm are of the same type(thus allowing them to fire in synch with each other without targeting problems), but they can be of different types.
a) Machine Gun---7.62mm LMGs.
Range: 2,000 ft( DOUBLE in space)
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)2d4 MD per 10 rd burst per single gun
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver or wood rounds.
Rate of Fire: Standard
Payload: 400 rds per gun
b) Heavy Machine Gun---.50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
Range: 6,000 ft( DOUBLE in space)
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
c) 20mm Cannon
Range:(20mm)3,000 ft (1,500 ft for wood rounds)( DOUBLE in space)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: (20mm) Standard.
Payload: 200 rds
d) 30mm Cannon
Range: 9,500 ft( DOUBLE in space)
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 100 rds
e) Light Rail Gun---Actually modified versions of PS’s ‘BAR2’ light rail gun.
Range: 2,600 ft( DOUBLE in space)
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 500 rds
f)Heavy Rail Gun---Lower damage, but greater range.
Range: 4,000 ft( DOUBLE in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 6,000 rd drum(100 bursts)
g) 23mm Grenade Launcher
Range: 280 ft( DOUBLE in space)
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 500 rd drum each AGL
h) 25mm Grenade Launcher
Range: 3,300 ft( DOUBLE in space)
Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
Other ammunition types, including incendiary and plasma rounds, are also being developed.
Rate of Fire: Single shot or 5-shot burst
Payload: 120 round magazine
i) 30mm Grenade Launcher
Range: 1,200 ft( DOUBLE in space)
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 400 rd drum each AGL
j)40mm Grenade Launcher
Range: 7,000 ft( DOUBLE in space)
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
k) Micro-Missile Launcher---25 shot cassette(any type)
l) Mini-Missile Launcher---3 per launcher
Can also fire “S-Sting” ‘Smart’ Mini-Missiles----- The S-Sting is heavier and more powerful than its atmosphere-based cousin, the ‘Black Talon’ L-SAM.
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
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
m) Pulse Laser
Range: 4,000 ft( DOUBLE in space)
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 78,000 credits
n) Ion Blaster (Model 2098)
Range: 2,000 ft( DOUBLE in space)
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 42,000 credits
Options:
-*Barrel Modules:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 8 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 20 minutes, and someone following the printed instructions about 40-50 to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the Blaster into a short range shotgun with an area of effect blast. Reduce range to 500 ft, but does 4d6 MD to a 10 ft wide area. Critical damage is unaffected. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,800 ft. Critical damage is unaffected. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 700 ft, but up damage to 5d6 MD per shot. Critical damage is unaffected. Cost: 5,000 credits.
*Laser Sight Module---Another under/sidebarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Critical damage is unaffected. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units. Critical damage does NOT apply, as the aim is to deliberately downscale damage.
Range:(SDC shots) 900 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
o) Plasma Blaster
Range: 1,300 ft( DOUBLE in space)
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 18,000 Credits
Options:
*’Blow-Torch’ Mode---Not as refined or powerful as the ‘scattershot’ modification available to other PS plasma weapons, this add-on to the muzzle disperses the plasma somewhat to produce a fan-shaped ‘blowtorch’ that does less damage, but to a wider area. Does 4d6 MD to a 3 ft wide area, range drops to 500 ft. Cost: 3,000 credits
p) Particle Beam Blaster
Range: 4,000 ft( DOUBLE in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 180,000 credits
q) G-Rail Gun
Range: 2,000 ft (double in space)
Damage: 3d4 MD single shot, 1d4x10 MD for a three-shot burst.
Rate of Fire: Standard
Payload: 300 round belt.
Special Features:
*NO Recoil---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil.
Cost: 27,000 credits
r) Multi-Mode Plasma Saber----A light weapon, but if two or more are mounted, can be quite spectacular used in conjunction. When activated, a blade or lance of plasma energy seems to grow from the muzzle, like a cyberknight’s psi-sword. The device can also fire plasma bolts just like the PSR-1.
Range:(Heavy Bolt) 1,000 ft( DOUBLE in space)
(Light Bolt) 2,000 ft( DOUBLE in space)
(Plasma Saber) 3 ft ( DOUBLE in space)
(Plasma Lance) 18 ft( DOUBLE in space)
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
s) Heavy Ion Cannon---Retained from the original design, but modified for greater damage, this weapon takes up ALL the slots in the forearm, though a basic claw manipulator(cannot pick up and use hand weapons, but perfectly suitable for clawing and crushing) is retained.
Range: 4,600 ft( DOUBLE in space)
Damage: 1d6+1x10 MD per blast
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
t) Heavy Laser Cannon---Same as with the Heavy Ion Cannon,this weapon takes up ALL the slots in the forearm, though a basic claw manipulator(cannot pick up and use hand weapons, but perfectly suitable for clawing and crushing) is retained.
Range: 8,000 ft( DOUBLE in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
u)Heavy Plasma Cannon---Same as with the Heavy Ion Cannon,this weapon takes up ALL the slots in the forearm, though a basic claw manipulator(cannot pick up and use hand weapons, but perfectly suitable for clawing and crushing) is retained.
Range: (Plasma Shot)4,000 ft( DOUBLE in space)
(Plasma Scattershot) 1,000 ft( DOUBLE in space)
(Plasma Mini-Torpedo) 5,200 ft( DOUBLE in space)
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload: Effectively Unlimited
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Bonuses:----
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Standard gas stowage has enough remass for 30 enhanced shots. Each pectoral compartment, if used for tankage instead of missile launchers, can hold enough gas for 50 shots.
v) Heavy Particle Beam Cannon---Same as with the Heavy Ion Cannon,this weapon takes up ALL the slots in the forearm, though a basic claw manipulator(cannot pick up and use hand weapons, but perfectly suitable for clawing and crushing) is retained.
Range: 11,000 ft( DOUBLE in space)
Damage: 4d6x10 MD per blast, Does critical damage on an unmodified 19-20.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; has enough battery capacity for 30 shots, but then must recharge at one shot per minute(4 melees).
2) Pectoral Weapons(2)---Two cabinet-sized slots in the chest can each accommodate ONE of the following:
a) Micro-Missile Launcher---75 per compartment(any type)
b) Mini-Missile Launcher---32 per compartment (see also the ‘S-Sting’ missiles above)
c) Short Range Missile Launcher---16 per compartment
d) Medium Range Missile Launcher---8 per compartment
e) Jamming Module----Short range sensor jammer; Electronic jamming system that gives radar-guided weaponry a -4 to strike the cyborg. Or it can be used offensively, to foil ALL radar-guided weaponry in a 10 mile radius(-2 to strike) in space(3 miles in atmosphere).
f) Fusion Blocks----Typically used to blast access into spacecraft/spacestations, or sabotage space structures. Each compartment can hold 15 Type 1s, 10 Type 2s, or 8 Type 3s.
3)(Optional) Backpack/Shoulder Weapons----A weapons module can be mounted on the back, shielded by the bulk of the cyborg during reentry. It can swivel up and over the shoulders when cleared for action.
a) Micro-Missile Launcher---75(any type)
b) Mini-Missile Launcher---32(see also the ‘S-Sting’ missiles above)
c) Short Range Missile Launcher---16
d) Medium Range Missile Launcher----8
e) Jamming Pod---Aircraft-style EW module; ECM suite for confusing sensor-guided weapons; -5 to strike. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike)
In the alternative, a Radio Jammer can be fitted instead-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.
f) Heavy Pulse Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft in atmosphere, 16,000 ft in space
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
g) Heavy Ion Cannon
Range: 4,000 ft in atmosphere, 8,000 ft in space
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
h) Heavy Plasma Blaster
Range: 4,000 ft in atmosphere, 8,000 ft in space
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
i) Heavy Particle Beam Rifle---Orbital-style
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 4d6x10 MD per blast
Rate of Fire: ECHH
Payload: 25 blasts, recharges at a rate of 1 blast per minute
j) Heavy Rail Gun---Glitterboy-style rail gun. PS produces a high-powered rail gun akin to the Glitterboy’s RG-14, only with a different mounting, style, and lack of laser-reflective armor
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum
k) Heavy G-Cannon---An aerospace-caliber G-cannon, mounted on the cyborg’s back.
Range: 12,000 ft in atmosphere, 7 miles in space
Damage: 3d6x10 MD per 30-rd burst, only fires bursts.
Rate of Fire: ECHH
Payload: 1,800 rd drum(60 bursts)
l)FA-A9 2-pounder (40mm)Autocannon
Range:(High Velocity Round)5,000 yards(15,000 ft)( DOUBLE in space)
Maximum AA altitude w/ HV shells: 13,300 ft( DOUBLE in space)
(Low Velocity Round) 3,800 yards(11,400 ft)( DOUBLE in space)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
m) Heavy Plasma Rifle----An adaptation of the Kera-Tech cadmium-telluride cartridge plasma weapon. Limited shots, but SERIOUS damage.
MDC: 100
Range: 5,000 ft( DOUBLE in space)
Damage: 2d6x10 MD per shot
Rate of Fire: ECHH
Payload: 50 rds
n) X-Ray Laser Cannon----An adaptation of the Heavy Plasma Rifle, only the plasma cartridge explosion is contained and harnessed to pump out a powerful x-ray laser pulse.
MDC: 110
Range: 10,000 ft( DOUBLE in space)
Damage: 2d4x10+10 MD per shot. The x-ray laser component ignores laser-reflective armors.
Rate of Fire: Single shot, ECHH
Payload: 50 rds
o) Ion Cannon Pod--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 6,000 ft in atmosphere, DOUBLE in space
(Kitsune Values) 1.4 miles in atmosphere, 140 miles in space
Damage: 2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Three times per melee
Payload: Effectively unlimited
p) Heavy Demolition Charge----This is a long range missile warhead or even a strategic nuclear weapon, meant for attaching to an enemy capital asset for demolition. The device is then triggered remotely or by timed detonation mechanism, allowing the cyborg to get clear of the blast radius(the GNE doesn’t advocate suicide missions).
4)(Optional)--- The Kishru can pick up and use oversized mecha-scale weapons(or infantry-sized weapons in its secondary arms) if available, and if the cyborg is fitted with suitable manipulators.
5)Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch( 2 attacks) 4d4 MD
Tear/Pry 1d4 MD
Kick 2d8 MD
Leap Kick(2 Attacks) 4d8 MD
Body Block/Ram: (2 attacks) 6d6 MD
Options:
The Kishru can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry. Unless the cyborg is a non-human, extra limbs are rarely ever added.
*Disposable Heat Shield---An externally clamped ablative shield that provides additional protection during reentry operations. Sometimes retained upon landing, though the added mass imposes a -25% reduction in flying speed, and -2 to aerial maneuvers.
Weight: 1 ton
MDC: 190
Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
*Null-Shell---Another disposable reentry assistance device that consists of an external shell of radar-absorbant ‘black body’ material surrounding the cyborg. This will not mask the sudden thermal trail and ionization attendant with meteoric reentry, but it CAN shield the ‘borg’s approach. The Null Shell is ejected and burns up soon after a successful reentry.
Weight: 1 ton
MDC: 160
The pod has only an 11% chance of showing up on enemy radar as an artificial object. It is more likely to be dismissed as a rock and as much smaller than it really is.
Last edited by taalismn on Tue Dec 03, 2013 11:09 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
------------
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel TEMED-01 ‘Water-Heal’ Immersion Medical Device
(aka ‘HydroBath Sac’, ‘Womb-float’, ‘Spa-Bag’)
“Oh, gross....”
“What do you expect of somebody who’s been digesting inside a slime-trap? And to be still alive all this time? Close that bag up now and start the pump! Fortunately a nice soak in this stuff will grow a new layer of skin right quick and prevent shock. After we stabilize the patient and start growing them a new integument, we can get to dealing later with their inevitable trauma at being flaid alive.”
This TW medical device was originally developed as part of the IMP-1(TW) EMRT CG Pack, but has been expanded on as a separate piece of equipment available to more emergency health care services and workers. Developed to utilize the Ocean Magic spell Healing Waters, this system consists of a gel-plastic double-walled balloon or sac that that be inflated around a limb or torso, or wrapped around the patient’s body entirely, then filled with warm water, that is energized with the Healing Waters spell. Special selective-mode water-permeable plastic allows the energized water to irrigate and bathe the patient’s wounds in a soothing bath, conducive to slowing bleeding, relaxing muscles, and treating wounds. It also immediately deadens pain, cleanses away contaminants, and sterilizes wounds, preventing infection. It is best suited for dealing with burns, abrasions, and surface lacerations, but does little for fast-bleeding deep wounds or internal injuries(slows damage and relaxes the patient, but not much else, but that can also be critical in determining the difference between death and survival). Used in conjunction with other measures, the TEMED-1 can be invaluable in saving the lives of injury victims.
The TEMED-1 is a simple, but very effective, TW medical tool that has become standard gear for GNE first responders.
Weight: 3 lbs uninflated(about the size of two bunched fists when folded)
MDC: 5
Duration per Energization: 10 minutes
Effects: Heals 1d6 SDC/MDC per minute of immersion.
PPE Per Use: 8/16 ISP (Water Warlocks, Ocean Mages, and Elemental Fusionists with the Water Element can recharge it for 6 PPE/12 PPE)
Special Features:
*Cleanses and Decontaminates similar to a Cleanse spell.
Cost: 82,000 credits
Options:
* Decontaminate----Powers up the Water to act as a Negate Poisons/Toxins spell; negates surface/skin absorption toxins, such as fungal spores, absorbed acids, and nerve agents. However, some contaminants, such as caustics and radioactives, require more vigorous treatment. Costs 3 PPE per activation, and effects are immediate. Cost: 25,000 credits.
*Breath Without Air----An add-on that allows the user to cast a Breath Without Air spell on an immersed patient, allowing the latter to be totally immersed and breath without a covering air mask or intrusive airway. Good for dealing with full body coverage burns or damaged respiratory tracts that prevent air masks or entubation from being used. Costs 3 PPE per activation, and effects last 30 minutes. Cost: 45,000 credits.
(aka ‘HydroBath Sac’, ‘Womb-float’, ‘Spa-Bag’)
“Oh, gross....”
“What do you expect of somebody who’s been digesting inside a slime-trap? And to be still alive all this time? Close that bag up now and start the pump! Fortunately a nice soak in this stuff will grow a new layer of skin right quick and prevent shock. After we stabilize the patient and start growing them a new integument, we can get to dealing later with their inevitable trauma at being flaid alive.”
This TW medical device was originally developed as part of the IMP-1(TW) EMRT CG Pack, but has been expanded on as a separate piece of equipment available to more emergency health care services and workers. Developed to utilize the Ocean Magic spell Healing Waters, this system consists of a gel-plastic double-walled balloon or sac that that be inflated around a limb or torso, or wrapped around the patient’s body entirely, then filled with warm water, that is energized with the Healing Waters spell. Special selective-mode water-permeable plastic allows the energized water to irrigate and bathe the patient’s wounds in a soothing bath, conducive to slowing bleeding, relaxing muscles, and treating wounds. It also immediately deadens pain, cleanses away contaminants, and sterilizes wounds, preventing infection. It is best suited for dealing with burns, abrasions, and surface lacerations, but does little for fast-bleeding deep wounds or internal injuries(slows damage and relaxes the patient, but not much else, but that can also be critical in determining the difference between death and survival). Used in conjunction with other measures, the TEMED-1 can be invaluable in saving the lives of injury victims.
The TEMED-1 is a simple, but very effective, TW medical tool that has become standard gear for GNE first responders.
Weight: 3 lbs uninflated(about the size of two bunched fists when folded)
MDC: 5
Duration per Energization: 10 minutes
Effects: Heals 1d6 SDC/MDC per minute of immersion.
PPE Per Use: 8/16 ISP (Water Warlocks, Ocean Mages, and Elemental Fusionists with the Water Element can recharge it for 6 PPE/12 PPE)
Special Features:
*Cleanses and Decontaminates similar to a Cleanse spell.
Cost: 82,000 credits
Options:
* Decontaminate----Powers up the Water to act as a Negate Poisons/Toxins spell; negates surface/skin absorption toxins, such as fungal spores, absorbed acids, and nerve agents. However, some contaminants, such as caustics and radioactives, require more vigorous treatment. Costs 3 PPE per activation, and effects are immediate. Cost: 25,000 credits.
*Breath Without Air----An add-on that allows the user to cast a Breath Without Air spell on an immersed patient, allowing the latter to be totally immersed and breath without a covering air mask or intrusive airway. Good for dealing with full body coverage burns or damaged respiratory tracts that prevent air masks or entubation from being used. 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
An armored suit you used to survive Black Friday shopping.
That you added a portable Hot Tub to use while waiting in line to pay.
Cute.
That you added a portable Hot Tub to use while waiting in line to pay.

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

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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:An armored suit you used to survive Black Friday shopping.
That you added a portable Hot Tub to use while waiting in line to pay.![]()
Cute.
Imagine combining the two....A literal 'wetsuit'(or even start with a PS Skinsuit) that fills with a thin layer of Healing Waters....wear it under your winter clothing, and nobody notices(except maybe for the squelching sound you make wjhen you move). Provided you don't fall asleep standing up, gel inserts in your shoes ain't got NOTHING on making you feel good.


-------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Art for the Kishru and Ratling Drone Laser Pistol now up.
-------------
"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:Art for the Kishru and Ratling Drone Laser Pistol now up.
The art for the Kishru kind of reminds me of Iron Man's Hulkbuster armour (one of the many variations of it, but more of the universe 616 ((main comic universe)) first ever hulkbuster armour than other variants).
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:taalismn wrote:Art for the Kishru and Ratling Drone Laser Pistol now up.
The art for the Kishru kind of reminds me of Iron Man's Hulkbuster armour (one of the many variations of it, but more of the universe 616 ((main comic universe)) first ever hulkbuster armour than other variants).
I dropped outta full-time Marveldom shortly after the FIRST big Hulk Versus SHIELD Canadian extravaganza, but I imagine by this time all manner of variations on the 'big flying brick' have appeared in the comics.

Tony Stark still has the lead on compact gravitic systems, though. Not that I'm not trying to catch up.


-------------
"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:Art for the Kishru and Ratling Drone Laser Pistol now up.
The art for the Kishru kind of reminds me of Iron Man's Hulkbuster armour (one of the many variations of it, but more of the universe 616 ((main comic universe)) first ever hulkbuster armour than other variants).
I dropped outta full-time Marveldom shortly after the FIRST big Hulk Versus SHIELD Canadian extravaganza, but I imagine by this time all manner of variations on the 'big flying brick' have appeared in the comics.![]()
Tony Stark still has the lead on compact gravitic systems, though. Not that I'm not trying to catch up.![]()
Either way.. still like the Kishru, just visually, it looks like warmachine and the hulkbuster had a bastard child with some fun rifts tech that looks like it can take the hulk and anything else out there that wants to smash it.
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Nah....Hulk has better character shielding than even the Coalition States. 

-------------
"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:Cute stuff!!!
I had fun with it.....![]()
Found several random codename generators...
Links to the generators if possible, please.
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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:abtex wrote:Cute stuff!!!
I had fun with it.....![]()
Found several random codename generators...
Links to the generators if possible, please.
http://www.codenamegenerator.com/

-------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel SSN-400 ‘SeaHorse’ Submarine
(aka ‘Floating Garage’)
“And here we have three SSN-400s under construction; same hull, but wholly different fitouts. I can’t tell you specifics under buyer-confidentiality clauses, but I can tell you the general dirty; first one’s being fitted as a merchant; heavy automation, basic defenses, the forward heavy torpedo tubes replaced with a bank of shorter-ranged launchers, and most of the hangar bay’s given over to extra cargo space. Still enough room for an amphibious truck, though. The second one’s going to a security firm; extra sensors, all the armaments, and the hangar bay’s got provisio for four high speed jetbikes and a number of smaller hoverbikes. Last one’s being done to spec as some wealthy mother’s gift to her son; serious automation, stasrac shielding, upped point defense, and most of the hangar bay’s been redone as extra living quarters. And we’ve got the outfitters lined up to do the quarters; luxury accommodations enough that our interior designers are practically drooling and swooning at what they’ve been asked to do. The bedrooms alone are worth a paying tour.“
The Paladin Steel SSN-400-class is a multipurpose submarine based on he pre-Rifts Japanese STO-class I-400 heavy fleet submarine. These massive vessels were giants fielded by the IJN during World War 2, and were notable for having provision to carry three float-plane bomber aircraft in a large watertight compartment in the conning tower, with catapult launch mechanisms in the forward decking to launch them in special attacks. Meant for special operations, such as a proposed sneak attack on New York City, Washington D.C., and the Panama Canal, the specialized I-400s were too few and too late to engage in their intended missions, and the end of the war saw them all scuttled(either by the IJN or by the American Navy, to prevent the advanced submarines from being turned over to the Soviet Union as part of post-War reparations). How advanced specification data on the submarines made their way into Paladin Steel’s hands is unknown(it’s suspected that as cool as relations with the New Navy have been, there might be SOME trade in unclassified data going on), but Paladin Steel has started producing hull designs remarkably similar in configuration and overall performance to the STO-class.
Paladin Steel has naturally upgraded and modified the old design to take advantage of more modern technologies, More powerful and compact nuclear fusion powerplants replace the old diesel-electric motors, making for a cleaner, faster, vessel with more internal space freed up. Extensive automation has reduced overall crew needs(though some buyers/operators reduce manpower needs even further by equiping their vessels with humanoid robots, such as PS’s R-02N or R-10N series). Tougher megadamage materials have armored the hull, allowing for deeper dives, while the original prop shafts are often replaced with quieter and faster ducted props or even hydrojet propulsion units.
Paladin Steel has produced few of this series as combat vessels for the GNEN(despite its many modifications, the design remains slower and noisier than more modern configurations), but a number of smaller regional navies and aquatic mercenary forces have bought SSN-400s. The series also sells well with merchants and adventurer groups, and several have been bought and outfitted as luxury yachts or corporate transports. At least one is known to be operated by Paladin Steel Nautical Engineering as a testbed research vessel.
Type: PS-SSN-400 ‘Seahorse’
Class: Large Multipurpose Submarine
Crew: 60(originally was 144)
MDC/Armor by Location:
Main Body 2,200
Conning Tower 400
Armored Hangar 900
Forward Torpedo Tubes(8 ) 60 each
Heavy Deck Gun(1) 200
Deck Guns(3-4) 100 each
Height: 24 ft
Width: 40 ft
Length: 400 ft
Weight: 5,235 tons surfaced, 6,560 tons submerged
Cargo: 40 tons distributed throughout the ship
The hangar bay is roughly 11 ft in diameter and 102 ft long
Powerplant: Nuclear Fusion w/ 20 year energy life.
Speed: (Surface)16.4 knts
(Submerged) 18.4 knts
Maximum Depth: 1.7 miles
Market Cost: 30 million credits
Systems of Note:
Standard Submarine Systems, plus:
*Long-range Sonar----(Passive) 200 miles, (Active) 90 miles
*Magnetic Anomaly Detector----Mounted in the bow is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----10 mile range
*Long Range Radar----100 miles
*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.
*Deck Crane----Retracted into the hull is a 26 ft-high crane capable of hoisting 4.5 tons. Originally meant for loading seaplanes, it can also be used for hoisting small boats and cargo pallets.
*Deck Catapult System---A steam or electromagnetic catapult system can be added for ‘fast launching’ aircraft off the vessel.
*Escape Pods---The Seahorse has escape pods sufficient for the crew. The pods carry a solar-powered desalination kit and concentrated foodstuffs for two weeks(pill rations primarily).
*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmitt their scrambled message, then self-destruct. This allows the submarine to transmitt information without giving away their exact position, but they can’t recieve messages either.
*Desalination System---The ship can make its own fresh water from salt water, up to 120 gallons a day.
Weapons Systems:
1) Forward Torpedo Tubes(8 )---Original spec called for 8x21 inch torpedo tubes
Range: 20 miles
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-8
Payload: 16
In the alternative, some buyers/operators replace the heavy 21-inch tubes with smaller 12-inch(medium) tubes or short-range torpedoes, doubling or tripling the available reloads.
Removing the forward torpedo tubes ENTIRELY frees up space for an additional 50 tons of equipment/cargo.
2) Heavy Deck Gun(1)---Original spec called for a 140mm(5.5 inch) deck gun; PS engineers have re-engineered the rear deck mounting to be more streamlined and modular, allowing for a variety of different weapons to be mounted. The deck gun can evem be remotely operated from within the vessel, reducing the exposure of the crew to danger.
a)5-Inch(127mm) Gun---A holdover from the classic armed merchantman, improved by PS same as with the 3-inch weapon. Too slow to be à effective as an anti-aircraft defense against modern jets and particularly fast moving monsters, it is effective against surface targets. Even Splugorth Slaver-craft have learned to respect old tube-artillery firing micro-tacnuke shells. Originally, these weapons were serviced by a 10-man crew; modern automation has reduced that to a 5 man crew(gunner, gun captain, layer, and three loaders). Can also be mounted in a fully-enclosed turret. Typically this sort of heavy weapon in mounted in the fore- and aft- heavy weapons positions.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: Single shot feed, internal box magazine can hold 35 rds(must be externally reloaded from stores). A ton of ammunition equals 35 rounds.
Cost: 360,000 credits
b)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 600,000 credits
c)H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload:100 shot battery . Effectively unlimited if attached to a nuclear powerplant.
Cost:800,000 credits
d)Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:80 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 950,000 credits
e)135 mm MB Massdriver Cannon (PS-MDJ135M)
Range:(Direct Fire) 30,000 ft (6 miles)
(Indirect Fire) 75,000 ft(15 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 13,000 ft, 3d4x10 MD out to maximum range
Rate of Fire: Three per melee
Payload: Internal box magazine can hold 32 rds(must be externally reloaded from stores). A ton of ammunition equals 32 rounds.
Cost: 900,000 credits
3)Deck Guns(3-4)----Several smaller deck weapons can be mounted on the hangar and conning tower as air defense. Like the Heavy Deck Gun, they have been modified to be streamlined and semi-retractable, and can be operated from within the vessel, rather than be directly manned. The advent of supercavitating ammunition and energy weapons also allows these weapons to be fired underwater, a necessity for self-defense in the monster-infested waters of Rifts Earth.
a) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
b) PS-44LG Pulse Laser
Range:4,000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:six times per melee
Payload:500 bursts battery, Unlimited nuclear
Cost: 250,000 credits
c) PS-100U Rail Gun
Range: 3,000 ft underwater
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits
d)Sonic Cannon(PS-UHFSC-02)
Range:4,000 ft underwater
Damage: 2d6x10 MD per blast, plus 6d6 MD to a 20 ft diameter area around the blast area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits
e) 20 mm Rapid-fire Cannon---A ship- mounted “Taskin” Rifle, and a favorite “light” weapon that can be set up and mounted just about anywhere. Typically pintle-post mounted, with a gun shield to protect the gunner. Typically operated by a two-man gun crew(gunner and loader). Can be mounted singly or in two-gun mounts.
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range:(20mm)4000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N
f) 25mm Heavy Machine Gun/Light Auto-Cannon
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proxiimity fuze.
Bonuses from Sensor Package:
*Laser Range-finding and Targetting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.
g) PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---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.
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)
Cost: 30,000 credits
Auxiliary Craft:
The original I-400 could carry three partially assembled M6A1 ‘Sieran’ floatplanes, but the modern rebuilds can carry up to six hovercars(11 ft in diameter and 102 ft long hangar bay).
Options:
*Degaussing System---
Most PS vessels have hulls of composite or concrete, but may have enough metal in their structures to attract and trigger magnetic mines. PS developed this system to counter magnetic mines and has made it available to other shipowners as well. The system was actually developed from a similar system found in the ruins of a pre-Rifts Russian corvette found near the ruins of New York(it was part of the Intrepid museum).
Not effective against suction- or molecular-adhesion limpet mines or boring attachments.
Cost: 11,000 credits
*Reinforced Hull
By using more advanced materials to line the hull, the hull MDC values can be increased as much as 50%.
Cost: 400 credits per MDC point, up to an additional 1,100 MDC.
*Hull Electrification System(i.e. “Hull Zapper”, “Saint Elmo’s Hotfoot”)
An exotic close-in defense system that uses special coils and contact points to run a high-power electrical current across the hull, electrocuting anyone in contact with the hull. Originally developed for post-Rifts military vessels, but now made available to commercial craft.
The Hull Zapper is problematic in many ways, and care must be taken in its use. First, it can only be fitted to ships with metal or artificial(synthetic) hulls---wooden hulls cannot be fitted with this system. Second, special insulation must be installed to buffer the rest of the ship from conducting the hull charge into the interior throiugh the frame(otherwise all sorts of nasty things could happen). Only the hull outside bottom and sides are affected. Third, the act of bleeding off massive amounts of electrical current into the water takes a lot out of the batteries or powerplant. Typically, the ship must wait several minutes after turning this system on, waiting for the batteries to recharge. The smaller, specially-constructed/fitted military subs and vessels for which this was originally developed, have no such problems, as they come already specially insulated against backshock, and have special buffers and capacitators to handle the power demands.
Other points to be taken into consideration; using this system on a poorly insulated metal hull can result in the hull becoming briefly magnetized, throwing compasses off and lighting up the ship on magnetic anomaly detectors(and magnetic mines!). Another is that constant use can result in mineralization plating out on the contact points, requiring cleaning and maintenance.
Used properly, however, this system is great for dissuading boarders and critters crawling up the hull.
Range: Contact+ 1-2 ft from the hull in the water.
Damage: 1d4 MD per contact with the hull
Rate of Fire: Once per melee
Cost: 3.2 million credits
*Hangar-to-Wet-Bay Conversion---Rather than carry air/surface craft in the hangar bay, this modification converts the hangar bay into a wet airlock that can be used to hold and deploy submersible craft such as mini-subs or drones while underwater, then pumped dry for servicing.
Cost: 800,000 credits
*Sonic Scramblers(“Screamers”)----Screamers are specialized one-use munnitions 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 accoustic-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 anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Cost: 500 credits per shot
*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. :
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Cost: 200 credits per flare
*Micro-Torpedo Launcher(s)---A machine-gun-style micro-torpedo launcher ‘gun’ that can be installed in a ‘pop-up’ turret for close-in underwater defense. The ‘SeaHorse’ typically has provision for up to six such mini-turrets added; two in the tail, two on the conning tower, and two forward.
Range:(Pattern-MT1A)2,500 ft underwater,
(Pattern-MT1B)2,500 ft underwater
(Pattern-MT1C)3,200 ft underwater
(Pattern-MT1D) 4,000 ft underwater
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;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/diver 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 .
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 anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is aproximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Bursts of 1-10, EGCHH
Payload: 600 round drum. Must be reloaded externally.
Cost: 60,000 credits for the cannon
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits
*PPE Battery and Generator---Paladin Steel is proud to offer TW systems for buyers willing to add a little magic to their ships. While many sea captains and crews avoid such systems because they claim the presence of such equipment actually attracts the attention of the supernatural(and of CSN boarding parties), others have learned the effectiveness of having a few weather control spells, damage-control magic, and protective warding on hand. Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
Note: All PS-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
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
*TW Enhancements: The following are the more common TW enhancements added to submersible vessels:
-Impervious to Ocean Depths( 2 hours per 40 PPE pumped into the system)
-Sound Sponge(Affects a 240 ft wide area centered on the sub; 1 hour per 20 PPE.)
-Multiple Image(Creates up to 3 mirror-images of the ship up to 600 ft away. Lasts 12 minutes and costs 10 PPE)
-Waterseal(Magically and temporarily seals hull breaches/leaks for 10 hours and hole cannot be bigger than 20 cubic feet. 10 PPE)
-Communicate With Sea Creature(added to a sonar system)(Range 100 ft, 1 hour’s worth of conversation, 5 PPE)
-Waterwall(50 ft tall/100 ft long, range of 200 ft, and has the same properties as described in Rifts Underseas pg. 69, or the Book of Magic, pg. 205. Duration 10 minutes on surface, 5 minutes underwater. Costs 5 PPE for an SDC wall, 17 for an MDC wall. )
*’Fizz’ Sonar Defense----This is a modified chemical sprayer system that allows the ballast system to used to flush foaming chemical compounds out into the water surrounding the submarine. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistant cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Cost: 1.2 million credits. Onboard reservoirs typically have capacity for 12 applications of the foaming agent.
Note: Some operators use the chemical flush system to introduce other chemical agents into the water, such as toxins. The GNE generally frowns on this practice, using it only in areas and situations where collateral environmental damage can be minimized, such as dealing with an outbreak of carnivorous seaweed near one of its coastal trading ports.
*Anechoic Hull Covering----A cheap form of stealth, this covers the hull(or most of it) in a material that diffuses sonar pulses and dampens internal noise. PS engineering has improved the quality and efficiency of the materials; -15% to enemy sonar sensor attempts to detect the submarine. Taking more than 200 MDC damage, however , will shred the material and megate its effectiveness.
Cost: +2.2 million credits
*Paladin Steel ‘StasRac’ Magfield Pressure Resistance Generators
StasRacs are an adaptation of alien electromagnetic forcefield technology acquired and adapted by Paladin Steel, that has been designed to augment pressure-resistant structures by shoring them up and bleeding off pressure stress. With StasRac augmentation, underwater structures and vessel hulls can increase their maximum deep dive capability up to 50%(so a submarine previously rated for 5,000 ft depth, can now dive to 7,500 ft!).
Another bonus is that when hit with physical attacks like punches, tentacle crushes, harpoons, and even pressure waves from nearby explosions, the field subtracts 1d6 MD(2d4 MD for ships larger than 100 ft long, and 3d6 MD for 250+ foot craft, on account of the larger virtual ‘surface area’ to radiate the energy) from each strike as its physical force is bled off (energy weapons and magic attacks are UNaffected).
When in operation, StasRacs give off a slight glow(actually pressure stress energy being bled off as electrical current and light energy), and when suddenly changing depth/pressure(as with a rapid ascent or teleport to the surface) they release their pent-up energy in a massive static electrical shock(does 2d4 MD to anything touching the field at the time) that can be quite startling, especially in dark conditions where the resulting flash can stun observers or blow a stealth approach. Deploying a long(at least 50 ft) ‘grounding’ cable and radiator vane(somewhat like a radar target on a buoy) to direct the bleed-off a safe distance away from the craft is advised if the crew doesn’t wish to damage anything their craft is carrying while doing a rapid ascent/shock release.
The StasRacs have some problems(as anyone who has tried to fit underwater equipment with forcefields has learned), however. One is that they require constant power current to keep up their protection(it is best to have a secondary power source to directly power the StasRac generators). Second, they produce a noticeable electromagnetic field that can be picked up easily by MAD gear(typically HALF again to TWICE the regular detection range), and by many undersea predators(most notably sharks) that use natural EM sensors to detect and track potential prey. Meanwhile, sonar effectiveness is reduced by as much as 50% with regard to range, while the StasRac is active, and radio communications may experience static creeping into transmission and reception.
StasRacs also work only on structures that are (relatively) rounded and streamlined, with few appendages and extensions that would break the field and /or increase its surface area, making pressure reinforcement that much more difficult.
They are also fairly expensive, but for the added reinforcement, many seafarers are willing to spend the extra credits.
Size: Rarely larger than 10-15 cubic feet( minimum of 6 cubic feet), and adding 300-600 lbs of weight
Cost: 200,000 credits per 100 cubic feet of structure to be protected. Costs about 768 million credits to outfit the ‘SeaHorse’.
Variants:
Most variants of the SSN-400 series refit the large hangar for other purposes, either using part or all of it as extra cabin space, cargo storage, or machinery space.
(aka ‘Floating Garage’)
“And here we have three SSN-400s under construction; same hull, but wholly different fitouts. I can’t tell you specifics under buyer-confidentiality clauses, but I can tell you the general dirty; first one’s being fitted as a merchant; heavy automation, basic defenses, the forward heavy torpedo tubes replaced with a bank of shorter-ranged launchers, and most of the hangar bay’s given over to extra cargo space. Still enough room for an amphibious truck, though. The second one’s going to a security firm; extra sensors, all the armaments, and the hangar bay’s got provisio for four high speed jetbikes and a number of smaller hoverbikes. Last one’s being done to spec as some wealthy mother’s gift to her son; serious automation, stasrac shielding, upped point defense, and most of the hangar bay’s been redone as extra living quarters. And we’ve got the outfitters lined up to do the quarters; luxury accommodations enough that our interior designers are practically drooling and swooning at what they’ve been asked to do. The bedrooms alone are worth a paying tour.“
The Paladin Steel SSN-400-class is a multipurpose submarine based on he pre-Rifts Japanese STO-class I-400 heavy fleet submarine. These massive vessels were giants fielded by the IJN during World War 2, and were notable for having provision to carry three float-plane bomber aircraft in a large watertight compartment in the conning tower, with catapult launch mechanisms in the forward decking to launch them in special attacks. Meant for special operations, such as a proposed sneak attack on New York City, Washington D.C., and the Panama Canal, the specialized I-400s were too few and too late to engage in their intended missions, and the end of the war saw them all scuttled(either by the IJN or by the American Navy, to prevent the advanced submarines from being turned over to the Soviet Union as part of post-War reparations). How advanced specification data on the submarines made their way into Paladin Steel’s hands is unknown(it’s suspected that as cool as relations with the New Navy have been, there might be SOME trade in unclassified data going on), but Paladin Steel has started producing hull designs remarkably similar in configuration and overall performance to the STO-class.
Paladin Steel has naturally upgraded and modified the old design to take advantage of more modern technologies, More powerful and compact nuclear fusion powerplants replace the old diesel-electric motors, making for a cleaner, faster, vessel with more internal space freed up. Extensive automation has reduced overall crew needs(though some buyers/operators reduce manpower needs even further by equiping their vessels with humanoid robots, such as PS’s R-02N or R-10N series). Tougher megadamage materials have armored the hull, allowing for deeper dives, while the original prop shafts are often replaced with quieter and faster ducted props or even hydrojet propulsion units.
Paladin Steel has produced few of this series as combat vessels for the GNEN(despite its many modifications, the design remains slower and noisier than more modern configurations), but a number of smaller regional navies and aquatic mercenary forces have bought SSN-400s. The series also sells well with merchants and adventurer groups, and several have been bought and outfitted as luxury yachts or corporate transports. At least one is known to be operated by Paladin Steel Nautical Engineering as a testbed research vessel.
Type: PS-SSN-400 ‘Seahorse’
Class: Large Multipurpose Submarine
Crew: 60(originally was 144)
MDC/Armor by Location:
Main Body 2,200
Conning Tower 400
Armored Hangar 900
Forward Torpedo Tubes(8 ) 60 each
Heavy Deck Gun(1) 200
Deck Guns(3-4) 100 each
Height: 24 ft
Width: 40 ft
Length: 400 ft
Weight: 5,235 tons surfaced, 6,560 tons submerged
Cargo: 40 tons distributed throughout the ship
The hangar bay is roughly 11 ft in diameter and 102 ft long
Powerplant: Nuclear Fusion w/ 20 year energy life.
Speed: (Surface)16.4 knts
(Submerged) 18.4 knts
Maximum Depth: 1.7 miles
Market Cost: 30 million credits
Systems of Note:
Standard Submarine Systems, plus:
*Long-range Sonar----(Passive) 200 miles, (Active) 90 miles
*Magnetic Anomaly Detector----Mounted in the bow is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----10 mile range
*Long Range Radar----100 miles
*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.
*Deck Crane----Retracted into the hull is a 26 ft-high crane capable of hoisting 4.5 tons. Originally meant for loading seaplanes, it can also be used for hoisting small boats and cargo pallets.
*Deck Catapult System---A steam or electromagnetic catapult system can be added for ‘fast launching’ aircraft off the vessel.
*Escape Pods---The Seahorse has escape pods sufficient for the crew. The pods carry a solar-powered desalination kit and concentrated foodstuffs for two weeks(pill rations primarily).
*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmitt their scrambled message, then self-destruct. This allows the submarine to transmitt information without giving away their exact position, but they can’t recieve messages either.
*Desalination System---The ship can make its own fresh water from salt water, up to 120 gallons a day.
Weapons Systems:
1) Forward Torpedo Tubes(8 )---Original spec called for 8x21 inch torpedo tubes
Range: 20 miles
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-8
Payload: 16
In the alternative, some buyers/operators replace the heavy 21-inch tubes with smaller 12-inch(medium) tubes or short-range torpedoes, doubling or tripling the available reloads.
Removing the forward torpedo tubes ENTIRELY frees up space for an additional 50 tons of equipment/cargo.
2) Heavy Deck Gun(1)---Original spec called for a 140mm(5.5 inch) deck gun; PS engineers have re-engineered the rear deck mounting to be more streamlined and modular, allowing for a variety of different weapons to be mounted. The deck gun can evem be remotely operated from within the vessel, reducing the exposure of the crew to danger.
a)5-Inch(127mm) Gun---A holdover from the classic armed merchantman, improved by PS same as with the 3-inch weapon. Too slow to be à effective as an anti-aircraft defense against modern jets and particularly fast moving monsters, it is effective against surface targets. Even Splugorth Slaver-craft have learned to respect old tube-artillery firing micro-tacnuke shells. Originally, these weapons were serviced by a 10-man crew; modern automation has reduced that to a 5 man crew(gunner, gun captain, layer, and three loaders). Can also be mounted in a fully-enclosed turret. Typically this sort of heavy weapon in mounted in the fore- and aft- heavy weapons positions.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: Single shot feed, internal box magazine can hold 35 rds(must be externally reloaded from stores). A ton of ammunition equals 35 rounds.
Cost: 360,000 credits
b)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 600,000 credits
c)H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload:100 shot battery . Effectively unlimited if attached to a nuclear powerplant.
Cost:800,000 credits
d)Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:80 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 950,000 credits
e)135 mm MB Massdriver Cannon (PS-MDJ135M)
Range:(Direct Fire) 30,000 ft (6 miles)
(Indirect Fire) 75,000 ft(15 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 13,000 ft, 3d4x10 MD out to maximum range
Rate of Fire: Three per melee
Payload: Internal box magazine can hold 32 rds(must be externally reloaded from stores). A ton of ammunition equals 32 rounds.
Cost: 900,000 credits
3)Deck Guns(3-4)----Several smaller deck weapons can be mounted on the hangar and conning tower as air defense. Like the Heavy Deck Gun, they have been modified to be streamlined and semi-retractable, and can be operated from within the vessel, rather than be directly manned. The advent of supercavitating ammunition and energy weapons also allows these weapons to be fired underwater, a necessity for self-defense in the monster-infested waters of Rifts Earth.
a) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
b) PS-44LG Pulse Laser
Range:4,000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:six times per melee
Payload:500 bursts battery, Unlimited nuclear
Cost: 250,000 credits
c) PS-100U Rail Gun
Range: 3,000 ft underwater
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits
d)Sonic Cannon(PS-UHFSC-02)
Range:4,000 ft underwater
Damage: 2d6x10 MD per blast, plus 6d6 MD to a 20 ft diameter area around the blast area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits
e) 20 mm Rapid-fire Cannon---A ship- mounted “Taskin” Rifle, and a favorite “light” weapon that can be set up and mounted just about anywhere. Typically pintle-post mounted, with a gun shield to protect the gunner. Typically operated by a two-man gun crew(gunner and loader). Can be mounted singly or in two-gun mounts.
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range:(20mm)4000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N
f) 25mm Heavy Machine Gun/Light Auto-Cannon
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proxiimity fuze.
Bonuses from Sensor Package:
*Laser Range-finding and Targetting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.
g) PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---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.
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)
Cost: 30,000 credits
Auxiliary Craft:
The original I-400 could carry three partially assembled M6A1 ‘Sieran’ floatplanes, but the modern rebuilds can carry up to six hovercars(11 ft in diameter and 102 ft long hangar bay).
Options:
*Degaussing System---
Most PS vessels have hulls of composite or concrete, but may have enough metal in their structures to attract and trigger magnetic mines. PS developed this system to counter magnetic mines and has made it available to other shipowners as well. The system was actually developed from a similar system found in the ruins of a pre-Rifts Russian corvette found near the ruins of New York(it was part of the Intrepid museum).
Not effective against suction- or molecular-adhesion limpet mines or boring attachments.
Cost: 11,000 credits
*Reinforced Hull
By using more advanced materials to line the hull, the hull MDC values can be increased as much as 50%.
Cost: 400 credits per MDC point, up to an additional 1,100 MDC.
*Hull Electrification System(i.e. “Hull Zapper”, “Saint Elmo’s Hotfoot”)
An exotic close-in defense system that uses special coils and contact points to run a high-power electrical current across the hull, electrocuting anyone in contact with the hull. Originally developed for post-Rifts military vessels, but now made available to commercial craft.
The Hull Zapper is problematic in many ways, and care must be taken in its use. First, it can only be fitted to ships with metal or artificial(synthetic) hulls---wooden hulls cannot be fitted with this system. Second, special insulation must be installed to buffer the rest of the ship from conducting the hull charge into the interior throiugh the frame(otherwise all sorts of nasty things could happen). Only the hull outside bottom and sides are affected. Third, the act of bleeding off massive amounts of electrical current into the water takes a lot out of the batteries or powerplant. Typically, the ship must wait several minutes after turning this system on, waiting for the batteries to recharge. The smaller, specially-constructed/fitted military subs and vessels for which this was originally developed, have no such problems, as they come already specially insulated against backshock, and have special buffers and capacitators to handle the power demands.
Other points to be taken into consideration; using this system on a poorly insulated metal hull can result in the hull becoming briefly magnetized, throwing compasses off and lighting up the ship on magnetic anomaly detectors(and magnetic mines!). Another is that constant use can result in mineralization plating out on the contact points, requiring cleaning and maintenance.
Used properly, however, this system is great for dissuading boarders and critters crawling up the hull.
Range: Contact+ 1-2 ft from the hull in the water.
Damage: 1d4 MD per contact with the hull
Rate of Fire: Once per melee
Cost: 3.2 million credits
*Hangar-to-Wet-Bay Conversion---Rather than carry air/surface craft in the hangar bay, this modification converts the hangar bay into a wet airlock that can be used to hold and deploy submersible craft such as mini-subs or drones while underwater, then pumped dry for servicing.
Cost: 800,000 credits
*Sonic Scramblers(“Screamers”)----Screamers are specialized one-use munnitions 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 accoustic-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 anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Cost: 500 credits per shot
*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. :
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Cost: 200 credits per flare
*Micro-Torpedo Launcher(s)---A machine-gun-style micro-torpedo launcher ‘gun’ that can be installed in a ‘pop-up’ turret for close-in underwater defense. The ‘SeaHorse’ typically has provision for up to six such mini-turrets added; two in the tail, two on the conning tower, and two forward.
Range:(Pattern-MT1A)2,500 ft underwater,
(Pattern-MT1B)2,500 ft underwater
(Pattern-MT1C)3,200 ft underwater
(Pattern-MT1D) 4,000 ft underwater
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;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/diver 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 .
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 anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is aproximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Bursts of 1-10, EGCHH
Payload: 600 round drum. Must be reloaded externally.
Cost: 60,000 credits for the cannon
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits
*PPE Battery and Generator---Paladin Steel is proud to offer TW systems for buyers willing to add a little magic to their ships. While many sea captains and crews avoid such systems because they claim the presence of such equipment actually attracts the attention of the supernatural(and of CSN boarding parties), others have learned the effectiveness of having a few weather control spells, damage-control magic, and protective warding on hand. Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
Note: All PS-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
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
*TW Enhancements: The following are the more common TW enhancements added to submersible vessels:
-Impervious to Ocean Depths( 2 hours per 40 PPE pumped into the system)
-Sound Sponge(Affects a 240 ft wide area centered on the sub; 1 hour per 20 PPE.)
-Multiple Image(Creates up to 3 mirror-images of the ship up to 600 ft away. Lasts 12 minutes and costs 10 PPE)
-Waterseal(Magically and temporarily seals hull breaches/leaks for 10 hours and hole cannot be bigger than 20 cubic feet. 10 PPE)
-Communicate With Sea Creature(added to a sonar system)(Range 100 ft, 1 hour’s worth of conversation, 5 PPE)
-Waterwall(50 ft tall/100 ft long, range of 200 ft, and has the same properties as described in Rifts Underseas pg. 69, or the Book of Magic, pg. 205. Duration 10 minutes on surface, 5 minutes underwater. Costs 5 PPE for an SDC wall, 17 for an MDC wall. )
*’Fizz’ Sonar Defense----This is a modified chemical sprayer system that allows the ballast system to used to flush foaming chemical compounds out into the water surrounding the submarine. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistant cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Cost: 1.2 million credits. Onboard reservoirs typically have capacity for 12 applications of the foaming agent.
Note: Some operators use the chemical flush system to introduce other chemical agents into the water, such as toxins. The GNE generally frowns on this practice, using it only in areas and situations where collateral environmental damage can be minimized, such as dealing with an outbreak of carnivorous seaweed near one of its coastal trading ports.
*Anechoic Hull Covering----A cheap form of stealth, this covers the hull(or most of it) in a material that diffuses sonar pulses and dampens internal noise. PS engineering has improved the quality and efficiency of the materials; -15% to enemy sonar sensor attempts to detect the submarine. Taking more than 200 MDC damage, however , will shred the material and megate its effectiveness.
Cost: +2.2 million credits
*Paladin Steel ‘StasRac’ Magfield Pressure Resistance Generators
StasRacs are an adaptation of alien electromagnetic forcefield technology acquired and adapted by Paladin Steel, that has been designed to augment pressure-resistant structures by shoring them up and bleeding off pressure stress. With StasRac augmentation, underwater structures and vessel hulls can increase their maximum deep dive capability up to 50%(so a submarine previously rated for 5,000 ft depth, can now dive to 7,500 ft!).
Another bonus is that when hit with physical attacks like punches, tentacle crushes, harpoons, and even pressure waves from nearby explosions, the field subtracts 1d6 MD(2d4 MD for ships larger than 100 ft long, and 3d6 MD for 250+ foot craft, on account of the larger virtual ‘surface area’ to radiate the energy) from each strike as its physical force is bled off (energy weapons and magic attacks are UNaffected).
When in operation, StasRacs give off a slight glow(actually pressure stress energy being bled off as electrical current and light energy), and when suddenly changing depth/pressure(as with a rapid ascent or teleport to the surface) they release their pent-up energy in a massive static electrical shock(does 2d4 MD to anything touching the field at the time) that can be quite startling, especially in dark conditions where the resulting flash can stun observers or blow a stealth approach. Deploying a long(at least 50 ft) ‘grounding’ cable and radiator vane(somewhat like a radar target on a buoy) to direct the bleed-off a safe distance away from the craft is advised if the crew doesn’t wish to damage anything their craft is carrying while doing a rapid ascent/shock release.
The StasRacs have some problems(as anyone who has tried to fit underwater equipment with forcefields has learned), however. One is that they require constant power current to keep up their protection(it is best to have a secondary power source to directly power the StasRac generators). Second, they produce a noticeable electromagnetic field that can be picked up easily by MAD gear(typically HALF again to TWICE the regular detection range), and by many undersea predators(most notably sharks) that use natural EM sensors to detect and track potential prey. Meanwhile, sonar effectiveness is reduced by as much as 50% with regard to range, while the StasRac is active, and radio communications may experience static creeping into transmission and reception.
StasRacs also work only on structures that are (relatively) rounded and streamlined, with few appendages and extensions that would break the field and /or increase its surface area, making pressure reinforcement that much more difficult.
They are also fairly expensive, but for the added reinforcement, many seafarers are willing to spend the extra credits.
Size: Rarely larger than 10-15 cubic feet( minimum of 6 cubic feet), and adding 300-600 lbs of weight
Cost: 200,000 credits per 100 cubic feet of structure to be protected. Costs about 768 million credits to outfit the ‘SeaHorse’.
Variants:
Most variants of the SSN-400 series refit the large hangar for other purposes, either using part or all of it as extra cabin space, cargo storage, or machinery space.
-------------
"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
I-400 heavy fleet submarine
N1 man!!!!
http://en.wikipedia.org/wiki/I-400-class_submarine
http://upload.wikimedia.org/wikipedia/c ... I400_2.jpg
http://www.navalofficer.com.au/kwd/wp-c ... i400fw.jpg
http://www.combinedfleet.com/furashita/i400f1.jpg
http://i35.tinypic.com/j08ufp.jpg%3Cbr
N1 man!!!!
http://en.wikipedia.org/wiki/I-400-class_submarine
http://upload.wikimedia.org/wikipedia/c ... I400_2.jpg
http://www.navalofficer.com.au/kwd/wp-c ... i400fw.jpg
http://www.combinedfleet.com/furashita/i400f1.jpg
http://i35.tinypic.com/j08ufp.jpg%3Cbr
let your YES be YES and your NO be NO but plz no maybe
Re: Paladin Steel Storefront
Do you have any kits for Lemonade Stands?
Refits for Food carts?
Info on what other companies sale?
Refits for Food carts?
Info on what other companies sale?

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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
JOYOUS MARATHON Augmentation Package:
(aka ‘Sexy Nitro’, ‘Boozehound Afterburner’, ‘Dancefloor Warrior’)
(PU2 budget of 7.94 million per operative)
“Saila’s incredible; she flirts with the comms staff all evening and keeps them fed and sharp, she’s up all night with the late shifters when they get off work, and she’s fresh as a daisy to help the station manager meet the local legislative reps for their ‘surprise’ inspection. She’s friendly, she’s beautiful, she’s smart, and she’s on top of things, like organizing an appreciation party for the mechanics or helping a homesick air-miner through a near-nervous breakdown. She just keeps going, and it can’t all be bio-mod running her; it’s her heart and soul pushing her upgrades. I hear she’s a former meat-bod the Company rescued off a slaver; came to us brain-scrubbed and brain-stemmed before the Company bio-modded her and trained her up. Now, the guys figure she’ll pay off the Comp investiture in a couple of years, and with the contacts she’s been making, she’ll be able to start her own business with the Company’s blessing.”
----Atmosphere Miner Talia McBredes, Paladin Steel Resource Division, Talden Station, in a voluntary peer-evaluation of Social Resources Specialist Hazarugi.
“It took five days of nonstop partying, hopping and oozing between the various elites of the ‘Coast, more grope and grab than a Octoman-wrestling match, enough booze to float an aircraft carrier, three brushes with the local narcs, more sucking up than a vacuum cleaner, more smoke-filled rooms than an apartment complex fire, and enough bedroom highjinx for a couple of low-grade comedy flicks, but I finally got the contract with the Zinnerman Combine, or at least enough blackmail material that we can leverage it by other means. Mind if I crash on the couch, boss? I’m tapped out. And can I claim my suit jacket as a business expense? The Deputy Police Chief of Oceia threw up on it.”
----Chelde Tronst, Paladin Steel Sales Rep.
“I party with Juicers. They party HARD. Between where they’ve been and where they can take you, a person’s gotta be ready to keep up with them.”
---’Leejee’ Pauli, Saloon Girl, Archimedes’ Screw, The Relic
“Sure, it’s expensive, but I already blew twelve mil on a new house I barely live in six months of the year, so why not spend a fraction of that on something I live in ALL the time?”
----’The Mighty Gonji’, holostar, Paradise Federation.
Paladin Steel’s official policy on genetic engineering has been to avoid frivolous ‘fad-engineering’, seeing it as a slippery slope into a morass of dangerously casual genetic manipulation. However, as the Paladin Steel dimensional network grows, various outlets have often walked a fine line between strictly utilitarian biomodification and more profitable ‘fun tweaks’. However, formerly un-sanctioned bio-mods like NEKO PINK, BUNNY BLUE, and KITSUNE GOLD have attained some degree of legitimacy in the eyes of the GNE(if not the general Rifts Earth populace).
JOYOUS MARATHON looks, on the surface, like a ‘frivolous fluff’ bio-mod meant to allow well-heeled clients to ‘party like an Altess’. Besides cosmetic improvements in looks, JOYOUS MARATHON also improves the attractiveness of the recipient with pheromone boosters, and endurance with improvements to the digestive system and tweaks to the circadian rhythms. JOYOUS MARATHONs can supposedly party around the clock for a week, without fear of alcohol poisoning, hangover, or drug-induced blackouts. Subcutaneous webbing keeps casual roughhousing from doing serious damage, and advanced immune factors keep partygoers going strong, even in cold and flu season.
Naturally, JOYOUS MARATHON has been criticized as catering to upper-crust psuedo-aristocrats, glammers, conspicuous consumption plutocrats, and glitz-celebs with more money than brains, and wanting to live lives of vacuous excess. More circumspect analysts, however, see similarities between JOYOUS MARATHON and administration-oriented bio-mods like SLATE FOUR, citing that many of the features, such as the subcutaneous body armor, suggest a more utilitarian and protective angle to the bio-mod. And they also note that JOYOUS MARATHON isn’t ‘handed out’, as many critics claim, to whoever waves a fat-enough wallet under PS’s nose; would-be recipients must undergo comprehensive mental and emotional evaluation. If one ignores the vanity modifications, the inclusion of such features as enhanced senses, improved reflexes, a virtual immunity to drugs, alcohol, and other mind-altering chemicals, and psionics such as danger sense and total recall, and JOYOUS MARATHON could be the genetic equipment of a very effective spy or social circle infiltrator.
Paladin Steel doesn’t advertise its own use of JOYOUS MARATHON in any official capacity, but it’s known that the bio-mod is accepted by some GNE diplomats, contact specialists, and industrial espionage operatives for maneuvering in high society. It’s also often offered to PS-employed entertainment specialists and morale experts working at PS-run facilities.
Powers/Abilities:
-Increased Speed: ---Dance fast, dance crazy. +1d6+3 to Spd. (300,000)
-Extraordinary Physical Prowess---Be limber, be quick, never drop your drink. +2d4 P.P., +3d4 Speed, +1 APM, +3 Automatic Dodge. +10% to acrobatics/gymnastics, climb, and prowl. (550,000)
-Cosmetic Enhancement----Look your best; +1d4 to P.B.(350,000)
-Pheromones---The tactical nuke of sexual combat.
a) Attract Opposite Sex---Twice per day the recipient can affect an area of 100 ft per point of the person’s M.A., raising their M.A. and P.B. by +10 when dealing with the opposite gender, and adding +10% to Seduction rolls.
b) Scent Marker(marks presence for 2-4 hours). Let ‘em know this is YOURS or else that you’ve been here recently.
c) Territorial/Warning---Members of the same gender as the recipient will either challenge or back down from this pheromone cue, but even if they attack, they’ll be -1 on Initiative due to the subconscious feeling that they don’t have the home ground advantage.
(1,000,000)
-SDC Augmentation---Added protection for hard partying. It won’t stop a bullet or a blaster, but it will protect you from a trip, or sap-mugging. +60 SDC(60,000)
-Immune System--- Don’t let illness get you down(Note: this will protect you from casual disease transmission and even STDs, but you still may become a carrier. However, elimination treatments will be far easier). Impervious to disease and +1 to save poisons and toxins.(500,000)
-Modified Stomach---Eat, drink, and party like the Romans, without the upchucking. Reduced fatigue rate by 25%, +1 save vs poison, +6 to save versus food poisoning and stomach illnesses. Also gets a +1 to initiative and +1d6+1 to Speed for 1 hour after eating.(300,000)
-Enhanced Endurance---Push yourself harder. +1 P.E., +2d6 SDC(250,000)
-Heightened Sense of Awareness---Always be aware of your surroundings. +2 initiative, +1 roll, +2 save vs Horror Factor. (200,000)
-Mental Acuity---Remember what you did last night, avoid danger, and block out attempts to screw with your mind. Adds psionic powers Total Recall, Sense Time, Mind Block, and Sixth Sense, and the operative saves as a Minor Psychic. ISP: 1d6+10+M.E.(600,000)
-Increased Mental Endurance---Don’t be persuaded to do anything you don’t WANT to do. +1 M.E. (200,000)
-Brain: Physical Perceptions Acuity---Great for parlor games and seeing through a snow job at the bar. Focusing on a person, the biomod gets the equivalent of the power Living Anatomy to discern the person’s emotional and physical state, whether they’re lying or telling the truth(60% chance). (600,000)
-Parabolic Hearing---Pick up on the latest gossip or hear what others are saying about you. Can focus on a single noise or voice to the exception of all others. 50%+4% per level of experience.(150,000)
-Ambidextrous---Be confident in the ability to juggle two drinks. +1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair. (300,000)
-Kidneys, Enhanced---Superior blood filtration, especially good for resisting toxins. Also includes some modification of the liver, to better resist the effects of that other toxin, alcohol. +5 to save vs poison, +1 to save versus drugs and other toxins. (250,000)
-Improved Liver----Helps support the other enhanced organs and digestion, but the real emphasis here is on neutralizing alcohol. The enhanced liver produces enzymes that break down alcohol faster and more efficiently than normal, plus there’s no chance of liver disease or disorders. Can drink 2.5 times the normal amount before feeling the effects. (400,000)
-Modified Appendix---Another biomod meant to improve the recipient’s resistance to toxins. +5 to save vs poison, damage and penalties are halved, and duration is only 25% of normal. (400,000)
-Circadian Rhythms---Party around the clock. Can run on as little as three hours of sleep a day, or without sleep altogether for four days straight, needing only seven hours of follow-up sleep to recover.(250,000)
-Heightened Sense of Taste---- Taste life to the fullest! Can discriminate between and identify common substances with 70%+5% per level of experience proficiency, and can identify exotic tastes and poisons at 30%+5% per level of experience. +10% to cooking ability. (70,000)7,940,000
Total bonuses:
ISP: 1d6+10+M.E.
+2 APM
+2 initiative
+1 parry
+3 Automatic Dodge
+1 roll
+60 SDC+2d6 SDC
+1 M.E.
+2d4 P.P.
+1d4 P.B.
+1 P.E.
Reduced fatigue rate by 25%
+3d6+3 to Spd
+2 save vs Horror Factor.
+1 to save versus drugs
+13 to save vs poison/toxins, damage and penalties are halved, and duration is only 25% of normal
+6 to save versus food poisoning and stomach illnesses.
+5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
+10% to acrobatics/gymnastics, climb, and prowl.
+10% to cooking ability.
Options:
-Heightened Sense of Balance:---Remain on your feet even in the middle of a mosh-pit; +5 to maintain balance, +2 to roll, +10% to acrobatics/gymnastics/climb, and can make called shots without penalty while moving. (50,000)
-Mental Affinity: ---A combination of minor cosmetic surgery and body language training to improve the trust/intimidate factor; +1 to M.A. (200,000)
-Gland: Melatonin---Besides being able to change skin color(why confine yourself to just one skin shade?), the recipient tans easily, adapting to local UV and harsh sunlight quickly. Never suffers from sunburn or skin cancers.(200,000)
-Longevity----Paragon/Paladin’s gene surgeons seem to have unlocked the Fountain of Youth with this, but the current process seems to only work if you’re half-plant. Given that dying of old age is NOT a common problem on Rifts Earth, this feature is unlikely to be in much demand with Rifts Earth natives, but is bound to be a surefire seller with offworld/outdimension customers/faculty. Ages at a rate of 1 year for every 5, +1 P.E., +3 save versus disease, +5% save versus coma/death, and +1d4 to P.B.
(2-4 million)
(aka ‘Sexy Nitro’, ‘Boozehound Afterburner’, ‘Dancefloor Warrior’)
(PU2 budget of 7.94 million per operative)
“Saila’s incredible; she flirts with the comms staff all evening and keeps them fed and sharp, she’s up all night with the late shifters when they get off work, and she’s fresh as a daisy to help the station manager meet the local legislative reps for their ‘surprise’ inspection. She’s friendly, she’s beautiful, she’s smart, and she’s on top of things, like organizing an appreciation party for the mechanics or helping a homesick air-miner through a near-nervous breakdown. She just keeps going, and it can’t all be bio-mod running her; it’s her heart and soul pushing her upgrades. I hear she’s a former meat-bod the Company rescued off a slaver; came to us brain-scrubbed and brain-stemmed before the Company bio-modded her and trained her up. Now, the guys figure she’ll pay off the Comp investiture in a couple of years, and with the contacts she’s been making, she’ll be able to start her own business with the Company’s blessing.”
----Atmosphere Miner Talia McBredes, Paladin Steel Resource Division, Talden Station, in a voluntary peer-evaluation of Social Resources Specialist Hazarugi.
“It took five days of nonstop partying, hopping and oozing between the various elites of the ‘Coast, more grope and grab than a Octoman-wrestling match, enough booze to float an aircraft carrier, three brushes with the local narcs, more sucking up than a vacuum cleaner, more smoke-filled rooms than an apartment complex fire, and enough bedroom highjinx for a couple of low-grade comedy flicks, but I finally got the contract with the Zinnerman Combine, or at least enough blackmail material that we can leverage it by other means. Mind if I crash on the couch, boss? I’m tapped out. And can I claim my suit jacket as a business expense? The Deputy Police Chief of Oceia threw up on it.”
----Chelde Tronst, Paladin Steel Sales Rep.
“I party with Juicers. They party HARD. Between where they’ve been and where they can take you, a person’s gotta be ready to keep up with them.”
---’Leejee’ Pauli, Saloon Girl, Archimedes’ Screw, The Relic
“Sure, it’s expensive, but I already blew twelve mil on a new house I barely live in six months of the year, so why not spend a fraction of that on something I live in ALL the time?”
----’The Mighty Gonji’, holostar, Paradise Federation.
Paladin Steel’s official policy on genetic engineering has been to avoid frivolous ‘fad-engineering’, seeing it as a slippery slope into a morass of dangerously casual genetic manipulation. However, as the Paladin Steel dimensional network grows, various outlets have often walked a fine line between strictly utilitarian biomodification and more profitable ‘fun tweaks’. However, formerly un-sanctioned bio-mods like NEKO PINK, BUNNY BLUE, and KITSUNE GOLD have attained some degree of legitimacy in the eyes of the GNE(if not the general Rifts Earth populace).
JOYOUS MARATHON looks, on the surface, like a ‘frivolous fluff’ bio-mod meant to allow well-heeled clients to ‘party like an Altess’. Besides cosmetic improvements in looks, JOYOUS MARATHON also improves the attractiveness of the recipient with pheromone boosters, and endurance with improvements to the digestive system and tweaks to the circadian rhythms. JOYOUS MARATHONs can supposedly party around the clock for a week, without fear of alcohol poisoning, hangover, or drug-induced blackouts. Subcutaneous webbing keeps casual roughhousing from doing serious damage, and advanced immune factors keep partygoers going strong, even in cold and flu season.
Naturally, JOYOUS MARATHON has been criticized as catering to upper-crust psuedo-aristocrats, glammers, conspicuous consumption plutocrats, and glitz-celebs with more money than brains, and wanting to live lives of vacuous excess. More circumspect analysts, however, see similarities between JOYOUS MARATHON and administration-oriented bio-mods like SLATE FOUR, citing that many of the features, such as the subcutaneous body armor, suggest a more utilitarian and protective angle to the bio-mod. And they also note that JOYOUS MARATHON isn’t ‘handed out’, as many critics claim, to whoever waves a fat-enough wallet under PS’s nose; would-be recipients must undergo comprehensive mental and emotional evaluation. If one ignores the vanity modifications, the inclusion of such features as enhanced senses, improved reflexes, a virtual immunity to drugs, alcohol, and other mind-altering chemicals, and psionics such as danger sense and total recall, and JOYOUS MARATHON could be the genetic equipment of a very effective spy or social circle infiltrator.
Paladin Steel doesn’t advertise its own use of JOYOUS MARATHON in any official capacity, but it’s known that the bio-mod is accepted by some GNE diplomats, contact specialists, and industrial espionage operatives for maneuvering in high society. It’s also often offered to PS-employed entertainment specialists and morale experts working at PS-run facilities.
Powers/Abilities:
-Increased Speed: ---Dance fast, dance crazy. +1d6+3 to Spd. (300,000)
-Extraordinary Physical Prowess---Be limber, be quick, never drop your drink. +2d4 P.P., +3d4 Speed, +1 APM, +3 Automatic Dodge. +10% to acrobatics/gymnastics, climb, and prowl. (550,000)
-Cosmetic Enhancement----Look your best; +1d4 to P.B.(350,000)
-Pheromones---The tactical nuke of sexual combat.
a) Attract Opposite Sex---Twice per day the recipient can affect an area of 100 ft per point of the person’s M.A., raising their M.A. and P.B. by +10 when dealing with the opposite gender, and adding +10% to Seduction rolls.
b) Scent Marker(marks presence for 2-4 hours). Let ‘em know this is YOURS or else that you’ve been here recently.
c) Territorial/Warning---Members of the same gender as the recipient will either challenge or back down from this pheromone cue, but even if they attack, they’ll be -1 on Initiative due to the subconscious feeling that they don’t have the home ground advantage.
(1,000,000)
-SDC Augmentation---Added protection for hard partying. It won’t stop a bullet or a blaster, but it will protect you from a trip, or sap-mugging. +60 SDC(60,000)
-Immune System--- Don’t let illness get you down(Note: this will protect you from casual disease transmission and even STDs, but you still may become a carrier. However, elimination treatments will be far easier). Impervious to disease and +1 to save poisons and toxins.(500,000)
-Modified Stomach---Eat, drink, and party like the Romans, without the upchucking. Reduced fatigue rate by 25%, +1 save vs poison, +6 to save versus food poisoning and stomach illnesses. Also gets a +1 to initiative and +1d6+1 to Speed for 1 hour after eating.(300,000)
-Enhanced Endurance---Push yourself harder. +1 P.E., +2d6 SDC(250,000)
-Heightened Sense of Awareness---Always be aware of your surroundings. +2 initiative, +1 roll, +2 save vs Horror Factor. (200,000)
-Mental Acuity---Remember what you did last night, avoid danger, and block out attempts to screw with your mind. Adds psionic powers Total Recall, Sense Time, Mind Block, and Sixth Sense, and the operative saves as a Minor Psychic. ISP: 1d6+10+M.E.(600,000)
-Increased Mental Endurance---Don’t be persuaded to do anything you don’t WANT to do. +1 M.E. (200,000)
-Brain: Physical Perceptions Acuity---Great for parlor games and seeing through a snow job at the bar. Focusing on a person, the biomod gets the equivalent of the power Living Anatomy to discern the person’s emotional and physical state, whether they’re lying or telling the truth(60% chance). (600,000)
-Parabolic Hearing---Pick up on the latest gossip or hear what others are saying about you. Can focus on a single noise or voice to the exception of all others. 50%+4% per level of experience.(150,000)
-Ambidextrous---Be confident in the ability to juggle two drinks. +1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair. (300,000)
-Kidneys, Enhanced---Superior blood filtration, especially good for resisting toxins. Also includes some modification of the liver, to better resist the effects of that other toxin, alcohol. +5 to save vs poison, +1 to save versus drugs and other toxins. (250,000)
-Improved Liver----Helps support the other enhanced organs and digestion, but the real emphasis here is on neutralizing alcohol. The enhanced liver produces enzymes that break down alcohol faster and more efficiently than normal, plus there’s no chance of liver disease or disorders. Can drink 2.5 times the normal amount before feeling the effects. (400,000)
-Modified Appendix---Another biomod meant to improve the recipient’s resistance to toxins. +5 to save vs poison, damage and penalties are halved, and duration is only 25% of normal. (400,000)
-Circadian Rhythms---Party around the clock. Can run on as little as three hours of sleep a day, or without sleep altogether for four days straight, needing only seven hours of follow-up sleep to recover.(250,000)
-Heightened Sense of Taste---- Taste life to the fullest! Can discriminate between and identify common substances with 70%+5% per level of experience proficiency, and can identify exotic tastes and poisons at 30%+5% per level of experience. +10% to cooking ability. (70,000)7,940,000
Total bonuses:
ISP: 1d6+10+M.E.
+2 APM
+2 initiative
+1 parry
+3 Automatic Dodge
+1 roll
+60 SDC+2d6 SDC
+1 M.E.
+2d4 P.P.
+1d4 P.B.
+1 P.E.
Reduced fatigue rate by 25%
+3d6+3 to Spd
+2 save vs Horror Factor.
+1 to save versus drugs
+13 to save vs poison/toxins, damage and penalties are halved, and duration is only 25% of normal
+6 to save versus food poisoning and stomach illnesses.
+5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
+10% to acrobatics/gymnastics, climb, and prowl.
+10% to cooking ability.
Options:
-Heightened Sense of Balance:---Remain on your feet even in the middle of a mosh-pit; +5 to maintain balance, +2 to roll, +10% to acrobatics/gymnastics/climb, and can make called shots without penalty while moving. (50,000)
-Mental Affinity: ---A combination of minor cosmetic surgery and body language training to improve the trust/intimidate factor; +1 to M.A. (200,000)
-Gland: Melatonin---Besides being able to change skin color(why confine yourself to just one skin shade?), the recipient tans easily, adapting to local UV and harsh sunlight quickly. Never suffers from sunburn or skin cancers.(200,000)
-Longevity----Paragon/Paladin’s gene surgeons seem to have unlocked the Fountain of Youth with this, but the current process seems to only work if you’re half-plant. Given that dying of old age is NOT a common problem on Rifts Earth, this feature is unlikely to be in much demand with Rifts Earth natives, but is bound to be a surefire seller with offworld/outdimension customers/faculty. Ages at a rate of 1 year for every 5, +1 P.E., +3 save versus disease, +5% save versus coma/death, and +1d4 to P.B.
(2-4 million)
-------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Egad...now I feel obliged to expand on this, even though the 'SeaHorse' submarine is already usable as a yacht:
http://www.dailymail.co.uk/news/article-2338877/Migaloo-115m-submarine-yacht-helipad-swimming-pool-moves-deck-submerged.html
http://www.dailymail.co.uk/news/article-2338877/Migaloo-115m-submarine-yacht-helipad-swimming-pool-moves-deck-submerged.html
-------------
"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, you cannot have one for Xmas!!!!
By the way have a good Holiday!!!
By the way have a good Holiday!!!
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...


Re: Paladin Steel Storefront
clipped from a past posting, that forced caused taalismn to do his Flying Yacht
abtex wrote:What I really wanted was Superyacht transforms into 'pleasure submarine' that and anything in the little gallery box 'Ruturistic superyacht concepts'.
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...


- glitterboy2098
- Rifts® Trivia Master
- Posts: 13664
- Joined: Wed Aug 06, 2003 3:37 pm
- Location: Missouri
- Contact:
Re: Paladin Steel Storefront
i look at that super sub-yacht and my first thought it.. needs a faux-steel plate and rivets look and a victorian steampunk interior dominated by a pipe organ..
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)

* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Author of Rifts:Scandinavia (current project)

* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Re: Paladin Steel Storefront
how about a skunkanoid type of armor?(you know, some armor based upon the skunk)
howdey folks!!!!!!!!
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abe wrote:how about a skunkanoid type of armor?(you know, some armor based upon the skunk)
Abe, any power armor with a spray gun and a coat of black and white paint could fulfill that requirement.
And any cyborg with a chemical sprayer system and, likewise, a coat of black and white paint.
Skunks, as a whole, aren't really interesting enough to base a power armor on; take away their odor, and they're nearly blind , stubby-legged mammals. From a biological point of view, they're fascinating, but from a mechanical point of view, they're fairly pathetic.
You're welcome, though, to develop and flesh out your own detailed take on the idea(and post it to the forums); all the more power to you if you can find something radical/interesting/tactically effective do with them.
Last edited by taalismn on Mon Dec 23, 2013 11:01 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Do you have any kits for Lemonade Stands?
Refits for Food carts?
Info on what other companies sale?
Only substantial thing I did was a trailer-borne heavy plasma grill, though it's been hinted from the start that Paladin Steel also produces kitchenware and appliances.
And, of course, there's the Chef-Borg-R-D and the anti-gravity 'Refresher' man-portable food service unit.

And yes, happy holidays to everybody out there. May only GOOD things happen to you this holiday season!
-------------
"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
Here are some Emoticons that you may like:
http://www.deviantart.com/art/Snow-fight-Canada-vs-South-Africa-421228706
http://www.deviantart.com/art/Damned-Snow-420972725
http://fc02.deviantart.net/fs23/f/2007/350/4/f/4f6e06a392cb8f40.gif
Just think warm thoughts
A story about a Snowman.
http://www.deviantart.com/art/Snow-fight-Canada-vs-South-Africa-421228706
http://www.deviantart.com/art/Damned-Snow-420972725
http://fc02.deviantart.net/fs23/f/2007/350/4/f/4f6e06a392cb8f40.gif
Just think warm thoughts

A story about a Snowman.
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...


Re: Paladin Steel Storefront
abtex wrote:Here are some Emoticons that you may like:
http://www.deviantart.com/art/Snow-fight-Canada-vs-South-Africa-421228706
http://www.deviantart.com/art/Damned-Snow-420972725
http://fc02.deviantart.net/fs23/f/2007/350/4/f/4f6e06a392cb8f40.gif
Just think warm thoughts
A story about a Snowman.
Right now we're digging ourselves out of ice due to ice storms from the weekend. There's still a few people (several thousand) that still don't have power from Sunday. Snow we can handle great, ice.. that's a little harder. Lots of broken trees and power lines.
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:[
Right now we're digging ourselves out of ice due to ice storms from the weekend. There's still a few people (several thousand) that still don't have power from Sunday. Snow we can handle great, ice.. that's a little harder. Lots of broken trees and power lines.
Been there, done that, last October when the 'October Trick' ice storm hit us with our leaves still up. Full sympathies to you and hope power and services are restored quickly. WE might even have sent our linesmen...back last year we were getting help from as far away as Texas, and we've been repaying the favor when and where we can.
-------------
"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:[
Right now we're digging ourselves out of ice due to ice storms from the weekend. There's still a few people (several thousand) that still don't have power from Sunday. Snow we can handle great, ice.. that's a little harder. Lots of broken trees and power lines.
Been there, done that, last October when the 'October Trick' ice storm hit us with our leaves still up. Full sympathies to you and hope power and services are restored quickly. WE might even have sent our linesmen...back last year we were getting help from as far away as Texas, and we've been repaying the favor when and where we can.
We got people coming in from Manitoba helping out. Mine and my parents' place only lost power for short periods (5 to 30 min), but going a few blocks there's still blackouts or power outages. The last storm that hit this hard with ice was about oh.. 15-ish years ago.
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
ZINC FAHRENHEIT Anti-Paranormal Augmentation Package:
(PU2 budget of 9.9 million per operative)
Trudge, trudge, trudge.
“Nice ruins. Pre-Rifts?”
“Nope, failed factory settlement back thirty years. There’s still copper up in these hills. Miners came out from Lazlo to work it. But the Brevians came through here shortly after.”
“They were that demon gang, right?”
“Yeah. Wiped out about a half dozen communities before they were broken up in Michigan. Too late for people in these parts, though.”
Trudge, trudge, trudge.
“So, you came all the way from Isphemig to get a bio-mod?”
“Yeah...last year something really nasty crawled out of the Lakes and ate half my precinct. Bigger guns and ‘bots just weren’t cutting it.“
“I’m surprised the Paladins approved your bio-mod; Northern Gun’s not exactly on happy speaking terms with Greater New England.”
“I was concerned about that too, but there seems to be a gentlemens’ agreement when it comes to fighting paranormals. Or maybe the Pals figure that while the Gun’s their rivals in producing bigger ‘bots and ‘bolts, the Gun’s not got any interest in gene-twiddling.”
“Guess you’ll find out when you go back and see if they let you back in.”
“Oh, they will, as long as I don’t got a sleeper personality in me.”
“That’s just rumor.”
“Is it? You people are messing with interdimensional travel, magic, and the code of life. “
“You believe that, and you let us tweak your genes regardless?”
“I believe in results; your Horror Hunters are making reps across the continent. I’ve got a guaranteed full commission in the force back home when I serve out my four year tour with you folks.”
“Well, evidentally our rep isn’t all that great, or creepo back there wouldn’t be following us.”
“I was wondering when you were going to notice it.”
“I was waiting for you to comment first.”
“So, now that its cover is blown, what say you we get down to business?”
“Thought you’d never ask.”
Both men suddenly sprinted ahead, then as one turned around in time to see the ghostly glow of the tentacled vampiric entity that had been stalking them pounce on where they had just been standing. As it flailed again, seeking to grab its prey, blades of eldritch light erupted from the hands of the two paranormal-hunters and slashed into alien flesh.
ZINC FAHRENHEIT is one of the sub-mods developed as part of the IRON NEWTON anti-paranormal initiative. It is classified as a Class 4 bio-mod because of its ability to render the recipient a megadamage being(if temporarily), and generate megadamage body weapons.
Compared to the RED KINE bio-mod, with which it shares many features, ZINC FAHRENHEIT isn’t as powerful, owing to the exclusion of the BITBRAIN combat A.I.. However, whereas RED KINE has been compared to a ‘land mine’ or ‘booby-trap’, ZINC FAHRENHEIT is meant for upgrading field operatives and grunt-warrior horror-hunters. Thus, even though many consider ZINC FAHRENHEIT to be a watered-down version of RED KINE, it is arguably more effective and proactive, being available to field agents, paranormal hunters, and experienced soldiers actively on the hunt for monsters.
ZINC FAHRENHEIT incorporates the implanted ectofiber body-web that shields against magic attacks. Special biochips also set up a scrambling effect that protects the bio-mod recipient from psionic probes and possession attempts. Another shared ability with RED KINE is the ability to generate energy blades that can affect supernatural foes.
The most visible feature of ZINC FAHRENHEIT operatives are their eyes, which have been modified to be sensitive to magic and paranormal auras. It is said that when in the presence of the supernatural, the corneas of ZINC FAHRENHEIT recipients start sparkling.
Implementation of ZINC FAHRENHEIT augmentation has gained greater emphasis as premonitions of the Minion War have grown more intense. A nervous GNE has been building up its anti-paranormal defenses in anticipation of some ‘infernal event’ being prophecized by various reliable seers in the psychic community, as well as word from their interdimensional connections of something ‘nasty’ occuring out in the Megaverse. If that continues to be the case, then more IRON NEWTON derivatives and initiatives can be expected to appear in the GNE’s ranks.
Powers/Abilities:
*Immunity to Magic---The ectofiber ‘underweb’ serves to shield the recipient against magic attacks. The 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 ZINC FAHRENHEIT 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 supernatural beings.
*Paranormal Vision---Can see magically disguised supernatuarl beings, invisible beings, ghosts, and astral beings. 100 ft per level of experience.
-Physical Transformation---The recipient of a ZINC FAHRENHEIT 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.
-Psycho-Scrambler Mental Conditioning---Special biochip scramblers implanted in the spine set up a psionic interference field that makes it difficult for psychics to probe the bio-mod, and impossible for possessing entities to gain a foothold in the person. +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save versus all other psionic attacks, and impervious to possession.
- Emhanced Reflexes---The ZINC FAHRENHEIT aug grants rezzed-up reflexes and responses: Increase P.P. to 22, character is now ambidextrous, +1 APM, +2 on Initiative, has an Automatic Dodge, Paired Weapons, and a +5% to skills requiring manual dexterity.
- Enhanced Speed---Speed and mobility are often the deciding factor in evading and surviving supernatural terrors; PS geneticists have managed to adapt several eugenic biomod enhancements and embedded magic concepts to the ZINC FAHRENHEIT’s ectoplasmic body-web, granting the aug increased mobility on demand without the normal nervous twitching associated with other bio-aug efforts to achieve the same results: +1 APM, +1 on Initiative, +1 Dodge, TRIPLE Speed atribute, and now leap 15 ft straight up and 20 ft across.
Total bonuses:
+2 APM.
+3 on Initiative
+1 Dodge
Automatic Dodge
+1d4 P.E.
+1d6 P.B.
+1d6 SPD and x3
Leap 15 ft straight up and 20 ft across.
+1d6 to P.S., plus it is considered to be Extraordinary.
+2d6 Hit Points
+4d6 SDC
+5 save vs mind control
+4 save vs illusions and Horror Factor
+2 save versus all other psionic attacks
Impervious to possession
W.P. Paired Weapons
+5% to skills requiring manual dexterity
(PU2 budget of 9.9 million per operative)
Trudge, trudge, trudge.
“Nice ruins. Pre-Rifts?”
“Nope, failed factory settlement back thirty years. There’s still copper up in these hills. Miners came out from Lazlo to work it. But the Brevians came through here shortly after.”
“They were that demon gang, right?”
“Yeah. Wiped out about a half dozen communities before they were broken up in Michigan. Too late for people in these parts, though.”
Trudge, trudge, trudge.
“So, you came all the way from Isphemig to get a bio-mod?”
“Yeah...last year something really nasty crawled out of the Lakes and ate half my precinct. Bigger guns and ‘bots just weren’t cutting it.“
“I’m surprised the Paladins approved your bio-mod; Northern Gun’s not exactly on happy speaking terms with Greater New England.”
“I was concerned about that too, but there seems to be a gentlemens’ agreement when it comes to fighting paranormals. Or maybe the Pals figure that while the Gun’s their rivals in producing bigger ‘bots and ‘bolts, the Gun’s not got any interest in gene-twiddling.”
“Guess you’ll find out when you go back and see if they let you back in.”
“Oh, they will, as long as I don’t got a sleeper personality in me.”
“That’s just rumor.”
“Is it? You people are messing with interdimensional travel, magic, and the code of life. “
“You believe that, and you let us tweak your genes regardless?”
“I believe in results; your Horror Hunters are making reps across the continent. I’ve got a guaranteed full commission in the force back home when I serve out my four year tour with you folks.”
“Well, evidentally our rep isn’t all that great, or creepo back there wouldn’t be following us.”
“I was wondering when you were going to notice it.”
“I was waiting for you to comment first.”
“So, now that its cover is blown, what say you we get down to business?”
“Thought you’d never ask.”
Both men suddenly sprinted ahead, then as one turned around in time to see the ghostly glow of the tentacled vampiric entity that had been stalking them pounce on where they had just been standing. As it flailed again, seeking to grab its prey, blades of eldritch light erupted from the hands of the two paranormal-hunters and slashed into alien flesh.
ZINC FAHRENHEIT is one of the sub-mods developed as part of the IRON NEWTON anti-paranormal initiative. It is classified as a Class 4 bio-mod because of its ability to render the recipient a megadamage being(if temporarily), and generate megadamage body weapons.
Compared to the RED KINE bio-mod, with which it shares many features, ZINC FAHRENHEIT isn’t as powerful, owing to the exclusion of the BITBRAIN combat A.I.. However, whereas RED KINE has been compared to a ‘land mine’ or ‘booby-trap’, ZINC FAHRENHEIT is meant for upgrading field operatives and grunt-warrior horror-hunters. Thus, even though many consider ZINC FAHRENHEIT to be a watered-down version of RED KINE, it is arguably more effective and proactive, being available to field agents, paranormal hunters, and experienced soldiers actively on the hunt for monsters.
ZINC FAHRENHEIT incorporates the implanted ectofiber body-web that shields against magic attacks. Special biochips also set up a scrambling effect that protects the bio-mod recipient from psionic probes and possession attempts. Another shared ability with RED KINE is the ability to generate energy blades that can affect supernatural foes.
The most visible feature of ZINC FAHRENHEIT operatives are their eyes, which have been modified to be sensitive to magic and paranormal auras. It is said that when in the presence of the supernatural, the corneas of ZINC FAHRENHEIT recipients start sparkling.
Implementation of ZINC FAHRENHEIT augmentation has gained greater emphasis as premonitions of the Minion War have grown more intense. A nervous GNE has been building up its anti-paranormal defenses in anticipation of some ‘infernal event’ being prophecized by various reliable seers in the psychic community, as well as word from their interdimensional connections of something ‘nasty’ occuring out in the Megaverse. If that continues to be the case, then more IRON NEWTON derivatives and initiatives can be expected to appear in the GNE’s ranks.
Powers/Abilities:
*Immunity to Magic---The ectofiber ‘underweb’ serves to shield the recipient against magic attacks. The 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 ZINC FAHRENHEIT 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 supernatural beings.
*Paranormal Vision---Can see magically disguised supernatuarl beings, invisible beings, ghosts, and astral beings. 100 ft per level of experience.
-Physical Transformation---The recipient of a ZINC FAHRENHEIT 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.
-Psycho-Scrambler Mental Conditioning---Special biochip scramblers implanted in the spine set up a psionic interference field that makes it difficult for psychics to probe the bio-mod, and impossible for possessing entities to gain a foothold in the person. +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save versus all other psionic attacks, and impervious to possession.
- Emhanced Reflexes---The ZINC FAHRENHEIT aug grants rezzed-up reflexes and responses: Increase P.P. to 22, character is now ambidextrous, +1 APM, +2 on Initiative, has an Automatic Dodge, Paired Weapons, and a +5% to skills requiring manual dexterity.
- Enhanced Speed---Speed and mobility are often the deciding factor in evading and surviving supernatural terrors; PS geneticists have managed to adapt several eugenic biomod enhancements and embedded magic concepts to the ZINC FAHRENHEIT’s ectoplasmic body-web, granting the aug increased mobility on demand without the normal nervous twitching associated with other bio-aug efforts to achieve the same results: +1 APM, +1 on Initiative, +1 Dodge, TRIPLE Speed atribute, and now leap 15 ft straight up and 20 ft across.
Total bonuses:
+2 APM.
+3 on Initiative
+1 Dodge
Automatic Dodge
+1d4 P.E.
+1d6 P.B.
+1d6 SPD and x3
Leap 15 ft straight up and 20 ft across.
+1d6 to P.S., plus it is considered to be Extraordinary.
+2d6 Hit Points
+4d6 SDC
+5 save vs mind control
+4 save vs illusions and Horror Factor
+2 save versus all other psionic attacks
Impervious to possession
W.P. Paired Weapons
+5% to skills requiring manual dexterity
-------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel I-150 ‘Phoenicia’ Submarine
(aka ‘Greyback’)
“We sell a lot of ‘Phoenicians’ to smaller maritime adventurer groups, often at a discounted price, and the policy’s paid off handsomely. You should not underestimate the wealth of information we get from all those explorer boats out there on the waters. Not just oceanograhic or shore survey, but weather and water data, stuff we can plan forecasts and campaigns around.”
----Derona Garway, Greater New England National Meterology Service
“Okay, the natives have repeatedly tried to shoot down our recon aircraft, and they look bloody ugly angry as well. Guess we’re not trading with that lot!”
----Captain Leda Myles, Free Trader Submersible Mileage May Vary.
Another in Paladin Steel’s series of ‘repliboats’, the ‘I-150’ class is an updated reconstruction of the WW2-era Imperial Japanese Navy’s ‘I15’ series of submarines. These craft were distinguished mainly for their inclusion of a watertight hangar in the forecastle/conning tower, capable of holding a single partially dismantled aircraft that could be deployed for scouting and light strike missions. Specialized recon units, the I15s saw little action, but their deployment helped pave the way for the much larger and more impressive I-400 class.
In the case of the ‘repliboat’ version resurrected post-Rifts by Paladin Steel, the I-150 series was actually laid down AFTER PS started producing the I-400 ‘Seahorse’, and the design is essentially similar, if smaller and less capable. Shared parts and systems compatibilities between the two programs have sped the (re)development of the I-150. Like its larger cousin, the I-150 benefits from all the improvements of modern technology; tougher hull, smaller and more powerful fusion powerplants, extensive automation, and modern systemry have made for a faster, tougher, vessel.
Like the I-400, the I-150 is being marketed as a multipurpose submarine vessel that can be used for mercantile work, military recon, and exploration. The I-150 series does suffer by association with its larger cousin, however; buyers are more apt to gravitate towards the giant ‘Seahorse’, ignoring the smaller vessel. Only fairly recently have more budget-minded buyers begun to see the I-150 as a more affordable and easily maintainable alternative.
Type: PS-SSN-150 ‘Phoenicia’
Class: Medium Multipurpose Submarine
Crew: 45(originally was 100)
MDC/Armor by Location:
Main Body 1, 700
Conning Tower 400
Armored Hangar 900
Forward Torpedo Tubes(6) 60 each
Heavy Deck Gun(1) 200
Deck Guns(3-4) 100 each
Height: 16 ft
Width: 30 ft
Length: 336 ft
Weight: 2,585 tons surfaced, 3,720 tons submerged
Cargo: 14 tons distributed throughout the ship
The hangar bay is roughly 8 ft in diameter and 39 ft long(can hold at least 6,000 lbs of additional cargo)
Powerplant: Nuclear Fusion w/ 20 year energy life.
Speed:(Surface) 23 knts
(Submerged) 18.5 knts
Maximum Depth: 1.6 miles
Market Cost: 26 million credits
Systems of Note:
Standard Submarine Systems, plus:
*Long-range Sonar----(Passive) 200 miles, (Active) 90 miles
*Magnetic Anomaly Detector----Mounted in the bow is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----10 mile range
*Long Range Radar----100 miles
*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.
*Escape Pods---The SSN-150 has escape pods sufficient for the crew. The pods carry a solar-powered desalination kit and concentrated foodstuffs for two weeks(pill rations primarily).
*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmitt their scrambled message, then self-destruct. This allows the submarine to transmitt information without giving away their exact position, but they can’t recieve messages either.
*Desalination System---The ship can make its own fresh water from salt water, up to 100 gallons a day.
Weapons Systems:
1) Forward Torpedo Tubes(6 )---Original spec called for 6x21 inch torpedo tubes.
Range: 20 miles
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 12
In the alternative, some buyers/operators replace the heavy 21-inch tubes with smaller 12-inch(medium) tubes or short-range torpedoes, doubling or tripling the available reloads.
Removing the forward torpedo tubes ENTIRELY frees up space for an additional 10 tons of equipment/cargo.
2) Heavy Deck Gun(1)---Original spec called for a 140mm(5.5 inch) deck gun; PS engineers have re-engineered the rear deck mounting to be more streamlined and modular, allowing for a variety of different weapons to be mounted. The deck gun can evem be remotely operated from within the vessel, reducing the exposure of the crew to danger.
a)5-Inch(127mm) Gun---A holdover from the classic armed merchantman, improved by PS same as with the 3-inch weapon. Too slow to be à effective as an anti-aircraft defense against modern jets and particularly fast moving monsters, it is effective against surface targets. Even Splugorth Slaver-craft have learned to respect old tube-artillery firing micro-tacnuke shells. Originally, these weapons were serviced by a 10-man crew; modern automation has reduced that to a 5 man crew(gunner, gun captain, layer, and three loaders). Can also be mounted in a fully-enclosed turret. Typically this sort of heavy weapon in mounted in the fore- and aft- heavy weapons positions.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: Single shot feed, internal box magazine can hold 30 rds(must be externally reloaded from stores).
Cost: 360,000 credits
b)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 600,000 credits
c)H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload:100 shot battery . Effectively unlimited if attached to a nuclear powerplant.
Cost:800,000 credits
d)Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:80 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 950,000 credits
e)135 mm MB Massdriver Cannon (PS-MDJ135M)
Range:(Direct Fire) 30,000 ft (6 miles)
(Indirect Fire) 75,000 ft(15 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 13,000 ft, 3d4x10 MD out to maximum range
Rate of Fire: Three per melee
Payload: Internal box magazine can hold 32 rds(must be externally reloaded from stores).
Cost: 3.3 million credits (900,000 credits)
3)Deck Guns(3-4)----Several smaller deck weapons can be mounted on the hangar and conning tower as air defense. Like the Heavy Deck Gun, they have been modified to be streamlined and semi-retractable, and can be operated from within the vessel, rather than be directly manned. The advent of supercavitating ammunition and energy weapons also allows these weapons to be fired underwater, a necessity for self-defense in the monster-infested waters of Rifts Earth.
a) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
b) PS-44LG Pulse Laser
Range:4,000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:six times per melee
Payload:500 bursts battery, Unlimited nuclear
Cost: 250,000 credits
c) PS-100U Rail Gun
Range: 3,000 ft underwater
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits
d)Sonic Cannon(PS-UHFSC-02)
Range:4,000 ft underwater
Damage: 2d6x10 MD per blast, plus 6d6 MD to a 20 ft diameter area around the blast area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits
e) 20 mm Rapid-fire Cannon---A ship- mounted “Taskin” Rifle, and a favorite “light” weapon that can be set up and mounted just about anywhere. Typically pintle-post mounted, with a gun shield to protect the gunner. Typically operated by a two-man gun crew(gunner and loader). Can be mounted singly or in two-gun mounts.
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range:(20mm)4000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N
f) 25mm Heavy Machine Gun/Light Auto-Cannon
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proxiimity fuze.
Bonuses from Sensor Package:
*Laser Range-finding and Targetting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.
g) PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---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.
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)
Cost: 30,000 credits
Auxiliary Craft:
The hangar bay can hold a partially disassembled sea/floatplane, or a fully operational hovercar or other vehicle.
Options:
The SSN-150 is fully compatible with the same range of options available to the I-400.
Variants:
Most I-150 variants are after-market conversions of the hangar space to some other purpose, such as extra living or cargo space, a wet-lock, or drone hangar(or, in several cases, retractable box-style LRM launchers). The GNE operates a number of picket craft with extra sensors and carrying recon/courier drones in place of manned aircraft, as part of their meteorological survey and anti-Splugorth early warning network.
At least one I-150(some say it was an I-400) hull has been fitted out as a hybrid leyline flier/skyship. This work was done by a former mechanic and escaped slave from Atlantis’s SkyTours, and ironically it’s rumored the vessel was sold TO a buyer on Atlantis. Such a craft(or similar conversion) would be able to fly at 100 MPH, with a maximum altitude of 10,000 ft. Cost: 100 million credits.
(aka ‘Greyback’)
“We sell a lot of ‘Phoenicians’ to smaller maritime adventurer groups, often at a discounted price, and the policy’s paid off handsomely. You should not underestimate the wealth of information we get from all those explorer boats out there on the waters. Not just oceanograhic or shore survey, but weather and water data, stuff we can plan forecasts and campaigns around.”
----Derona Garway, Greater New England National Meterology Service
“Okay, the natives have repeatedly tried to shoot down our recon aircraft, and they look bloody ugly angry as well. Guess we’re not trading with that lot!”
----Captain Leda Myles, Free Trader Submersible Mileage May Vary.
Another in Paladin Steel’s series of ‘repliboats’, the ‘I-150’ class is an updated reconstruction of the WW2-era Imperial Japanese Navy’s ‘I15’ series of submarines. These craft were distinguished mainly for their inclusion of a watertight hangar in the forecastle/conning tower, capable of holding a single partially dismantled aircraft that could be deployed for scouting and light strike missions. Specialized recon units, the I15s saw little action, but their deployment helped pave the way for the much larger and more impressive I-400 class.
In the case of the ‘repliboat’ version resurrected post-Rifts by Paladin Steel, the I-150 series was actually laid down AFTER PS started producing the I-400 ‘Seahorse’, and the design is essentially similar, if smaller and less capable. Shared parts and systems compatibilities between the two programs have sped the (re)development of the I-150. Like its larger cousin, the I-150 benefits from all the improvements of modern technology; tougher hull, smaller and more powerful fusion powerplants, extensive automation, and modern systemry have made for a faster, tougher, vessel.
Like the I-400, the I-150 is being marketed as a multipurpose submarine vessel that can be used for mercantile work, military recon, and exploration. The I-150 series does suffer by association with its larger cousin, however; buyers are more apt to gravitate towards the giant ‘Seahorse’, ignoring the smaller vessel. Only fairly recently have more budget-minded buyers begun to see the I-150 as a more affordable and easily maintainable alternative.
Type: PS-SSN-150 ‘Phoenicia’
Class: Medium Multipurpose Submarine
Crew: 45(originally was 100)
MDC/Armor by Location:
Main Body 1, 700
Conning Tower 400
Armored Hangar 900
Forward Torpedo Tubes(6) 60 each
Heavy Deck Gun(1) 200
Deck Guns(3-4) 100 each
Height: 16 ft
Width: 30 ft
Length: 336 ft
Weight: 2,585 tons surfaced, 3,720 tons submerged
Cargo: 14 tons distributed throughout the ship
The hangar bay is roughly 8 ft in diameter and 39 ft long(can hold at least 6,000 lbs of additional cargo)
Powerplant: Nuclear Fusion w/ 20 year energy life.
Speed:(Surface) 23 knts
(Submerged) 18.5 knts
Maximum Depth: 1.6 miles
Market Cost: 26 million credits
Systems of Note:
Standard Submarine Systems, plus:
*Long-range Sonar----(Passive) 200 miles, (Active) 90 miles
*Magnetic Anomaly Detector----Mounted in the bow is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----10 mile range
*Long Range Radar----100 miles
*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.
*Escape Pods---The SSN-150 has escape pods sufficient for the crew. The pods carry a solar-powered desalination kit and concentrated foodstuffs for two weeks(pill rations primarily).
*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmitt their scrambled message, then self-destruct. This allows the submarine to transmitt information without giving away their exact position, but they can’t recieve messages either.
*Desalination System---The ship can make its own fresh water from salt water, up to 100 gallons a day.
Weapons Systems:
1) Forward Torpedo Tubes(6 )---Original spec called for 6x21 inch torpedo tubes.
Range: 20 miles
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 12
In the alternative, some buyers/operators replace the heavy 21-inch tubes with smaller 12-inch(medium) tubes or short-range torpedoes, doubling or tripling the available reloads.
Removing the forward torpedo tubes ENTIRELY frees up space for an additional 10 tons of equipment/cargo.
2) Heavy Deck Gun(1)---Original spec called for a 140mm(5.5 inch) deck gun; PS engineers have re-engineered the rear deck mounting to be more streamlined and modular, allowing for a variety of different weapons to be mounted. The deck gun can evem be remotely operated from within the vessel, reducing the exposure of the crew to danger.
a)5-Inch(127mm) Gun---A holdover from the classic armed merchantman, improved by PS same as with the 3-inch weapon. Too slow to be à effective as an anti-aircraft defense against modern jets and particularly fast moving monsters, it is effective against surface targets. Even Splugorth Slaver-craft have learned to respect old tube-artillery firing micro-tacnuke shells. Originally, these weapons were serviced by a 10-man crew; modern automation has reduced that to a 5 man crew(gunner, gun captain, layer, and three loaders). Can also be mounted in a fully-enclosed turret. Typically this sort of heavy weapon in mounted in the fore- and aft- heavy weapons positions.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: Single shot feed, internal box magazine can hold 30 rds(must be externally reloaded from stores).
Cost: 360,000 credits
b)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 600,000 credits
c)H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload:100 shot battery . Effectively unlimited if attached to a nuclear powerplant.
Cost:800,000 credits
d)Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:80 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 950,000 credits
e)135 mm MB Massdriver Cannon (PS-MDJ135M)
Range:(Direct Fire) 30,000 ft (6 miles)
(Indirect Fire) 75,000 ft(15 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 13,000 ft, 3d4x10 MD out to maximum range
Rate of Fire: Three per melee
Payload: Internal box magazine can hold 32 rds(must be externally reloaded from stores).
Cost: 3.3 million credits (900,000 credits)
3)Deck Guns(3-4)----Several smaller deck weapons can be mounted on the hangar and conning tower as air defense. Like the Heavy Deck Gun, they have been modified to be streamlined and semi-retractable, and can be operated from within the vessel, rather than be directly manned. The advent of supercavitating ammunition and energy weapons also allows these weapons to be fired underwater, a necessity for self-defense in the monster-infested waters of Rifts Earth.
a) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
b) PS-44LG Pulse Laser
Range:4,000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:six times per melee
Payload:500 bursts battery, Unlimited nuclear
Cost: 250,000 credits
c) PS-100U Rail Gun
Range: 3,000 ft underwater
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits
d)Sonic Cannon(PS-UHFSC-02)
Range:4,000 ft underwater
Damage: 2d6x10 MD per blast, plus 6d6 MD to a 20 ft diameter area around the blast area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits
e) 20 mm Rapid-fire Cannon---A ship- mounted “Taskin” Rifle, and a favorite “light” weapon that can be set up and mounted just about anywhere. Typically pintle-post mounted, with a gun shield to protect the gunner. Typically operated by a two-man gun crew(gunner and loader). Can be mounted singly or in two-gun mounts.
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range:(20mm)4000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N
f) 25mm Heavy Machine Gun/Light Auto-Cannon
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proxiimity fuze.
Bonuses from Sensor Package:
*Laser Range-finding and Targetting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.
g) PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---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.
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)
Cost: 30,000 credits
Auxiliary Craft:
The hangar bay can hold a partially disassembled sea/floatplane, or a fully operational hovercar or other vehicle.
Options:
The SSN-150 is fully compatible with the same range of options available to the I-400.
Variants:
Most I-150 variants are after-market conversions of the hangar space to some other purpose, such as extra living or cargo space, a wet-lock, or drone hangar(or, in several cases, retractable box-style LRM launchers). The GNE operates a number of picket craft with extra sensors and carrying recon/courier drones in place of manned aircraft, as part of their meteorological survey and anti-Splugorth early warning network.
At least one I-150(some say it was an I-400) hull has been fitted out as a hybrid leyline flier/skyship. This work was done by a former mechanic and escaped slave from Atlantis’s SkyTours, and ironically it’s rumored the vessel was sold TO a buyer on Atlantis. Such a craft(or similar conversion) would be able to fly at 100 MPH, with a maximum altitude of 10,000 ft. Cost: 100 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
------------
Re: Paladin Steel Storefront
Nice ‘repliboats’. Is the Japanese Manned torpedo as a mini sub in the works?
Did you find a website or get a book on WW2 submarines?
Did you find a website or get a book on WW2 submarines?
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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Nice ‘repliboats’. Is the Japanese Manned torpedo as a mini sub in the works?
Did you find a website or get a book on WW2 submarines?
Already did a Japanese mini-sub for a Smallkin vessel/submarine drone.
And no new books; just an old one, one of the ready-reference pile I keep near my computer for quick inspiration and basic info....Started with the I-400, but mention was made of the earlier I-15. Since they were so similar, it made sense that one could be made less expensive as a result of shared parts already being manufactured for the other. Streamlines the manufacturing process.
-------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Thought I'd posted this one YEARS ago, but apparently it got lost in the consolidation of PS threads...
Anyways:
Paladin Steel PSLR-50 Widower Laser Rifle
http://i408.photobucket.com/albums/pp164/taalismn/WidowerRifle.jpg
“The ‘Widowmaker’s’ name is a misnomer in the conventional sense of killing its operator....odds are, you’re issued a Widowmaker, you’re going to make it home to the spouse and kiddies, especially if you know what you’re doing..The weapon’s built tough, and it’s built with all sorts of features right at hand to make your job easier...Everything on it’s been thoroughly field-tested and banged up and down so it won’t fizzle and won’t jam on you when you really need it...They’ve submerged this thing, baked it, buried it in salt, poured sugar syrup down the grenade launcher muzzle, run it through an industrial washing machine, even left it under the seats in the Gobbletown cineplex...About the only complaint I’ve heard is that it doesn’t have a low-power mode to allow you to hunt game or tag soft targets...
I’ve known some commandoes who pride themselves on going through whole missions without firing a single shot in anger with their Widowmakers...They set up a perch, wait for the enemy to come into view, let the laser designators do all the work when they call in the long range fire on the enemy, then slip away...even with a nine-hundred yard spotter range on the laser, that takes some skill and balls...”
----’Black Delta’, VFS Special Operations soldier, for an exclusive interview for ‘Firepower!’ magazine, 114 P.A.
“Laser designators have become rife in PS and GNE gear, given that almost everything else is packing heavy ordnance that is, or can be, laser guided. The idea seems to be, that if you can’t kill something with what you have at hand, light up the target and somebody else with the heavy boom-boom CAN kill it for you.
That worked to good effect...I was with a scout party outside Old Atlanta when we got jumped by a Gruesome Tarbid....Spider almost had us, but the Scouts held steady on it with their Widowmakers when all of a sudden the ‘rachnoid started getting hammered by hellfire from above...I thought the Paladins had air support, but I was wrong...There was another party in the area and they had a vehicle-mounted heavy mortar..They got a yell from a countryman and they started shooting off eighty-one millimeter bombs from over two miles away...Those mortar shells were smarties and they homed on the laser-pointers and dumped napalm on the bug nice and neat as you please.”
---Harlan Tover, Freelance Heritage Scout
The Widower came as a result of Paladin Steel’s study of both Wilks’ Laser Technologies optical systems, and several weapons acquired from South America. For years, PS , along with most of North America, had admired the advanced laser technology of Wilks, and felt driven to try to duplicate the lightweight workings and slender lines of the distinctive Wilks rifles. However, for all of its technological prowess in other areas, small laser systems were not among PS’s strengths, though they did make considerable strides in projectile and EM-energy weaponry. It has only been fairly recently that PS’s laser optics capabilities have caught up to the point that they can, with any degree of confidence, claim to be able to match Wilks in technological expertise, if not in commercial acceptance.
Rather than rush out to market their own line of lightweight, compact, laser weaponry, however, PS has simply taken advantage of the lighter weight of their new lasers to add more to the weapons. The new ‘Widower’ laser rifle is a perfect example, combining new technology with PS’s love of multi-option weaponry(epitomized in such weapons as the Maximus laser rifle and EM Pulse Pistol). The new Widower is a compact, sturdy, boxy-looking weapon that looks a little like the squared-off shape of the Achilles Republic pulse laser, except for a wrap-around hand grip, and larger, multi-muzzled business end. At that end, the weapon sports no less than three apertures, the topmost being a long distance laser designator, the center one being an enhanced-range variable frequency light pulse laser, and the bottom being a pump-action grenade launcher(an ‘off the shelf’ underbarrel weapon). The Widower has been designated and developed for GNE front-line commandoes and ranger units, a single-piece weapons system that gives the scouts a compact, reliable, weapons and sensor package in their hands.
The laser designator is more than a simple sighting mechanism. It is the latest in lightweight target designators designed to allow front-line soldiers to more effectively spot for support fire weapons. By pointing the rifle at the target and sighting in on it, the soldier can ‘paint’ or illuminate a distant target for precision strikes with laser-guided missiles and artillery. The new designator is much more convenient and easier to use than earlier, bulkier, target illuminators that were as large and heavy as a regular rifle themselves.
The light pulse laser sacrifices fire power for longer range; ideally, in a tight situation the soldier can keep an enemy pinned down under fire far away and long enough to call in support fire on top of them with the laser designator.
The grenade launcher is a standard design, and gives the soldier some portable artillery of his own...enough to take out a troublesome obstacle, or slow a pursuing enemy down during a retreat.
The PSLR-50 has only recently entered service with the GNE military, but already the Jump Corps(paratroopers) and SpecOps soldiers are giving the rifle good reviews. It is also a favorite of Explorer Corps and Space Force Stelmarine units, who can use the laser designator to call in fire support from their base camp or mothership, if they encounter a problem beyond their own resources. There have been some complaints that the laser isn’t as powerful as a JA-11 in pulse mode, but others appreciate the weapon’s relative light weight and sturdiness.
Weight: 10 lbs
Range:(Laser Designator) 50,000 ft
(Pulse Laser) 3,000 ft
(Grenade Launcher) 1,200 ft
Damage:(Laser Designator) None
(Pulse Laser) 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
(Grenade Launcher) 2d6(12 ft blast radius)/4d6(10 ft blast radius) for standard HE,
6d6 MD light micro-fusion(12 ft blast radius)
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire:(Laser Designator) ECHH
(Pulse Laser) ECHH
(Grenade Launcher) ECHH
Payload:(Laser Designator) Effectively Unlimited owing to the low power drain
(Pulse Laser) 25 shots standard E-clip, 35 shots from a long E-clip
(Grenade Launcher) 12 shot magazine
Bonuses: Laser Targeting gives a +1 to strike
Special Features:
*Low-Contrast, high-grip plastic coating---The PSLR-50’s covered in a drab, low-contrast, soft-grip plastic that means it can’t be seen well, the soldier can keep his grip on it, and it locks out water, mold, mildew, and the elements. The rifle doesn’t polish up nicely, but it doesn’t have to show off.
*Variable Frequency Capability---This is less to defeat laser-resistant armors, and more to allow multiple designators to paint different targets for different weapons...A special integral chip can adjust the combat frequency to do maximum damage within 1d4 melees, or the designator laser can be manually set to pre-determined weapons-band frequencies.
*Sensor Scope Package---This sophisticated, precision sensor package, first mounted on the Maximus, is one of the most compact scope mounts to be produced by GNE. In itself, it’s worthy of production; mounted on the PSLR-50 , it makes for a lethal combination of power and accuracy.
Telescopic Optics---4,000 ft
Passive Night Vision---3,000 ft
Thermo-Imaging---2,000 ft
Laser Targeting: +1 to strike
PPE Sensor---Thanks to micro-chip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
*Optional Mini-Survival Kit---Provision is made for a small, compact, survival kit in the rifle butt; comes with several basic rifle maintenance tools, fire starting flint, water filter straw(80% effective at removing dissolved contaminants), 25 feet of coiled spider-line, folding foil tray(watertight and can be used for boiling a pint of water, and can serve as a reflector), packet of water purification tablets, mini-first aid kit, scissors, file, penlight, and two foil packages of pill rations; enough for 5 days.
*Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
*Optional Comm-Link----The laser designator can be interfaced with the soldier’s communications gear to transmit that it is in fact ‘locked on target’, and even provide an estimate of how far the soldier is from the target, allowing support gunners and pilots to adjust their aim and time their approach accordingly.
*Optional Flash Suppressor---A screw-in cylinder containing special baffles and extra focusing elements, that allows for a tighter beam and less peripheral flash leakage from the combat laser---Greatly reduces the already slim chance of anyone seeing the laser flash(except under very dusty conditions) unless the person is looking directly down the barrel. However, it also reduces the range of the laser to about 1,800 ft.
*Regenerating Power Pack---PS introduces its own version of the NG Regenerating Power Pack in 111 P.A., using more advanced d-bee-donated engineering and synthetic power matrix-crystals. This 10 lb unit fits on the buttstock and provides the weapon with 75 single shots, and regenerates 4 shots per hour, up to seven times. The technology is still fairly expensive, though; a single PS RPP costs 80,000 credits, though as PS’s orbital manufactories increase production, the cost is expected to come down in coming years.
Cost: Not yet available to the open market, and likely only to find a limited niche(owing to the small number of groups with the sort of support weaponry to whom this would be of value), but likely to cost about 38,000 credits.
Anyways:
Paladin Steel PSLR-50 Widower Laser Rifle
http://i408.photobucket.com/albums/pp164/taalismn/WidowerRifle.jpg
“The ‘Widowmaker’s’ name is a misnomer in the conventional sense of killing its operator....odds are, you’re issued a Widowmaker, you’re going to make it home to the spouse and kiddies, especially if you know what you’re doing..The weapon’s built tough, and it’s built with all sorts of features right at hand to make your job easier...Everything on it’s been thoroughly field-tested and banged up and down so it won’t fizzle and won’t jam on you when you really need it...They’ve submerged this thing, baked it, buried it in salt, poured sugar syrup down the grenade launcher muzzle, run it through an industrial washing machine, even left it under the seats in the Gobbletown cineplex...About the only complaint I’ve heard is that it doesn’t have a low-power mode to allow you to hunt game or tag soft targets...
I’ve known some commandoes who pride themselves on going through whole missions without firing a single shot in anger with their Widowmakers...They set up a perch, wait for the enemy to come into view, let the laser designators do all the work when they call in the long range fire on the enemy, then slip away...even with a nine-hundred yard spotter range on the laser, that takes some skill and balls...”
----’Black Delta’, VFS Special Operations soldier, for an exclusive interview for ‘Firepower!’ magazine, 114 P.A.
“Laser designators have become rife in PS and GNE gear, given that almost everything else is packing heavy ordnance that is, or can be, laser guided. The idea seems to be, that if you can’t kill something with what you have at hand, light up the target and somebody else with the heavy boom-boom CAN kill it for you.
That worked to good effect...I was with a scout party outside Old Atlanta when we got jumped by a Gruesome Tarbid....Spider almost had us, but the Scouts held steady on it with their Widowmakers when all of a sudden the ‘rachnoid started getting hammered by hellfire from above...I thought the Paladins had air support, but I was wrong...There was another party in the area and they had a vehicle-mounted heavy mortar..They got a yell from a countryman and they started shooting off eighty-one millimeter bombs from over two miles away...Those mortar shells were smarties and they homed on the laser-pointers and dumped napalm on the bug nice and neat as you please.”
---Harlan Tover, Freelance Heritage Scout
The Widower came as a result of Paladin Steel’s study of both Wilks’ Laser Technologies optical systems, and several weapons acquired from South America. For years, PS , along with most of North America, had admired the advanced laser technology of Wilks, and felt driven to try to duplicate the lightweight workings and slender lines of the distinctive Wilks rifles. However, for all of its technological prowess in other areas, small laser systems were not among PS’s strengths, though they did make considerable strides in projectile and EM-energy weaponry. It has only been fairly recently that PS’s laser optics capabilities have caught up to the point that they can, with any degree of confidence, claim to be able to match Wilks in technological expertise, if not in commercial acceptance.
Rather than rush out to market their own line of lightweight, compact, laser weaponry, however, PS has simply taken advantage of the lighter weight of their new lasers to add more to the weapons. The new ‘Widower’ laser rifle is a perfect example, combining new technology with PS’s love of multi-option weaponry(epitomized in such weapons as the Maximus laser rifle and EM Pulse Pistol). The new Widower is a compact, sturdy, boxy-looking weapon that looks a little like the squared-off shape of the Achilles Republic pulse laser, except for a wrap-around hand grip, and larger, multi-muzzled business end. At that end, the weapon sports no less than three apertures, the topmost being a long distance laser designator, the center one being an enhanced-range variable frequency light pulse laser, and the bottom being a pump-action grenade launcher(an ‘off the shelf’ underbarrel weapon). The Widower has been designated and developed for GNE front-line commandoes and ranger units, a single-piece weapons system that gives the scouts a compact, reliable, weapons and sensor package in their hands.
The laser designator is more than a simple sighting mechanism. It is the latest in lightweight target designators designed to allow front-line soldiers to more effectively spot for support fire weapons. By pointing the rifle at the target and sighting in on it, the soldier can ‘paint’ or illuminate a distant target for precision strikes with laser-guided missiles and artillery. The new designator is much more convenient and easier to use than earlier, bulkier, target illuminators that were as large and heavy as a regular rifle themselves.
The light pulse laser sacrifices fire power for longer range; ideally, in a tight situation the soldier can keep an enemy pinned down under fire far away and long enough to call in support fire on top of them with the laser designator.
The grenade launcher is a standard design, and gives the soldier some portable artillery of his own...enough to take out a troublesome obstacle, or slow a pursuing enemy down during a retreat.
The PSLR-50 has only recently entered service with the GNE military, but already the Jump Corps(paratroopers) and SpecOps soldiers are giving the rifle good reviews. It is also a favorite of Explorer Corps and Space Force Stelmarine units, who can use the laser designator to call in fire support from their base camp or mothership, if they encounter a problem beyond their own resources. There have been some complaints that the laser isn’t as powerful as a JA-11 in pulse mode, but others appreciate the weapon’s relative light weight and sturdiness.
Weight: 10 lbs
Range:(Laser Designator) 50,000 ft
(Pulse Laser) 3,000 ft
(Grenade Launcher) 1,200 ft
Damage:(Laser Designator) None
(Pulse Laser) 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
(Grenade Launcher) 2d6(12 ft blast radius)/4d6(10 ft blast radius) for standard HE,
6d6 MD light micro-fusion(12 ft blast radius)
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire:(Laser Designator) ECHH
(Pulse Laser) ECHH
(Grenade Launcher) ECHH
Payload:(Laser Designator) Effectively Unlimited owing to the low power drain
(Pulse Laser) 25 shots standard E-clip, 35 shots from a long E-clip
(Grenade Launcher) 12 shot magazine
Bonuses: Laser Targeting gives a +1 to strike
Special Features:
*Low-Contrast, high-grip plastic coating---The PSLR-50’s covered in a drab, low-contrast, soft-grip plastic that means it can’t be seen well, the soldier can keep his grip on it, and it locks out water, mold, mildew, and the elements. The rifle doesn’t polish up nicely, but it doesn’t have to show off.
*Variable Frequency Capability---This is less to defeat laser-resistant armors, and more to allow multiple designators to paint different targets for different weapons...A special integral chip can adjust the combat frequency to do maximum damage within 1d4 melees, or the designator laser can be manually set to pre-determined weapons-band frequencies.
*Sensor Scope Package---This sophisticated, precision sensor package, first mounted on the Maximus, is one of the most compact scope mounts to be produced by GNE. In itself, it’s worthy of production; mounted on the PSLR-50 , it makes for a lethal combination of power and accuracy.
Telescopic Optics---4,000 ft
Passive Night Vision---3,000 ft
Thermo-Imaging---2,000 ft
Laser Targeting: +1 to strike
PPE Sensor---Thanks to micro-chip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
*Optional Mini-Survival Kit---Provision is made for a small, compact, survival kit in the rifle butt; comes with several basic rifle maintenance tools, fire starting flint, water filter straw(80% effective at removing dissolved contaminants), 25 feet of coiled spider-line, folding foil tray(watertight and can be used for boiling a pint of water, and can serve as a reflector), packet of water purification tablets, mini-first aid kit, scissors, file, penlight, and two foil packages of pill rations; enough for 5 days.
*Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
*Optional Comm-Link----The laser designator can be interfaced with the soldier’s communications gear to transmit that it is in fact ‘locked on target’, and even provide an estimate of how far the soldier is from the target, allowing support gunners and pilots to adjust their aim and time their approach accordingly.
*Optional Flash Suppressor---A screw-in cylinder containing special baffles and extra focusing elements, that allows for a tighter beam and less peripheral flash leakage from the combat laser---Greatly reduces the already slim chance of anyone seeing the laser flash(except under very dusty conditions) unless the person is looking directly down the barrel. However, it also reduces the range of the laser to about 1,800 ft.
*Regenerating Power Pack---PS introduces its own version of the NG Regenerating Power Pack in 111 P.A., using more advanced d-bee-donated engineering and synthetic power matrix-crystals. This 10 lb unit fits on the buttstock and provides the weapon with 75 single shots, and regenerates 4 shots per hour, up to seven times. The technology is still fairly expensive, though; a single PS RPP costs 80,000 credits, though as PS’s orbital manufactories increase production, the cost is expected to come down in coming years.
Cost: Not yet available to the open market, and likely only to find a limited niche(owing to the small number of groups with the sort of support weaponry to whom this would be of value), but likely to cost about 38,000 credits.
Last edited by taalismn on Tue Jan 14, 2014 6:57 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
------------
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:Nice ‘repliboats’. Is the Japanese Manned torpedo as a mini sub in the works?
Did you find a website or get a book on WW2 submarines?
Already did a Japanese mini-sub for a Smallkin vessel/submarine drone.
Any plans to misplaced subs as "Under the snow" travel Sub?
You and others can use it get to work or just go partying.

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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:abtex wrote:Nice ‘repliboats’. Is the Japanese Manned torpedo as a mini sub in the works?
Did you find a website or get a book on WW2 submarines?
Already did a Japanese mini-sub for a Smallkin vessel/submarine drone.
Any plans to misplaced subs as "Under the snow" travel Sub?
You and others can use it get to work or just go partying.
Nah, though we could probably use something similar under the ice of Europa.

-------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel-Farnborough Avionics Consolidated PBY-5 Catalina
(aka ‘Dumbo Cat’, ‘Black Cat’, ‘Pigboat’)
“This boat’s got serious history! When the Splugorth were sending the -Chain-Claw- raiding along the eastern coasts, it was a Catalina that sighted it! When the Horune attempted another Big Raid against Charter, it was a Catalina that ratted them out! When the GNE Marines were scouting the Amazon for pirates, they used Catalinas! These beauties may not be the fastest, or the toughest, or the most heavily armed, but there’s few boats more reliable or harder-working!”
This aircraft is actually a merging of three separate Catalina reconstruction programs; Farnborough Avionics’, New Boston Aviation’s, and Paladin Steel’s efforts to reproduce and improve upon an ancient aircraft that had impressed all three companies. A number of other companies had already begun producing their own versions, leading PS, NBA, and FA to ultimately consolidate their programs, sharing the best features of their respective design efforts and merging them into one production design base, then using that to produce variants.
The PBY Catalina is probably the best known and most readily recognized of the World War Two flying boats, having been used extensively by the USN, and supplied in substantial numbers to both the British and Russians under Lend-Lease. Its exposure in historical media of the time, accounts for so much information on it surviving to the post-Rits era, and it is little surprise that many retro-minded Technowizards have become infatuated with the aircraft, with its distinctive low-slung flattened fuselage, high-mounted upper wing, retractable wing-tip pontoons, and bulging waist blisters.
The version currently in production by Farnborough Avionics, Paladin Steel, and Paladin Steel West updates the design, utilizing tough, lightweight, and corrosion-proof composites to reinforce the hull, advanced Fly By Wire controls, updated avionics sensors, and advanced propulsion systems. More modern weapons systems update the Catalina’s modest attack and defense capabilities, and the availability of TechnoWizardry systems adds all new potentials. The observers in the forward and waist observation turrets will also frequently be equipped with more modern and advanced technological and TW sensor helmets and optical arrays for visual reconnaissance.
Since its (re)introduction, the new PBY Catalina has become, as hoped, quite popular with military and civilian/non-nationalist military forces. Large enough to carry good loads and small units of men long distance, but inexpensive and simple enough for small groups to buy and maintain, the Catalina is selling well in its first production runs. The GNE Coast Guard maintains a number for coastal patrol and SAR duties. A number have already appeared with Irregular units, adventurer groups, and brush pilots. It is becoming increasingly popular with aero-nomads.
Type: PS/NBA/FA/CA-PBY-5A ‘Catalina’
Class: Maritime Patrol Flying Boat
Crew: 7-8
MDC/Armor by Location
Main Body 300
Wings(2) 120 each
Engines(2) 90 each
Tail 100
Gun Turrets(5, nose, waist, dorsal, ventral-tail) 60 each
Height: 20 ft 2 in.
Width/Wingspan: 104 ft
Length: 63 ft 10 in.
Weight: 35,420 lbs
Cargo: 800 lbs of cargo
Powerplant: Liquid-Fuel(2,550 mile range), electric fuel-cell(3,600 mile range), TW-electric(3,600 mile range), TW-Air Eleminal(six month time between spell recharge), or Nuclear w/ 15 year energy life
Speed: (Flying) 180 MPH, maximum altitude of 14,700 ft
(Water) Can taxi along the surface at 10 MPH
Bonuses: (TW-Air Eleminal) The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Market Cost: 680,000 credits for liquid fuel, 850,000 credits for electric, 2.4 million credits for TW electric, 4.5 million credits for TW-Eleminal, and 4.2 million credits for nuclear
Systems/Features:
Standard Aircraft Features(Radio, altimeter, compass, internal fire extinguishers, etc.), plus:
*Environmental System(Provides basic air conditioning, filtration, and 36 hours of recycling/closed air life support)
*Running Lights
*Radio: 200 mile range
*Radar----100 mile range
*Laser Targeting----All turret-mounted weapons have a +1 to strike, thanks to independent laser ranging
*Head-Up Displays----All crew stations feature Jet Age-style Head Up Displays, especially important for displaying mission data during night operations(special tinting on the armor-plex prevents the HUDs’ glow from being visible from outside the aircraft).
*Flotation Bags---Keeps the plane afloat for longer if it has to ditch in the water
*Look-Down Radar----Downward scanning search radar with computer filtration for screening out wave returns, for scanning the ocean surface for vessels. 25 mile range
*Emergency Flotation Bags(deploy in water crash landings, and support the aircraft)
*Wing Deicers
*Wingtip-Mounted Searchlight Pods. Effective searchlight range of 1 mile.
Weapons Systems:
1) Machine Gun Positions(3)----The PBY-5 mounts a nose turret, and two waist blister gun positions. Originally meant to carry a mix of 0.3 and 0.5 inch machine guns, modern rifts weapons have since replaced the earlier slug-throwers.
The PBY-5-FA variant typically mounts TW TK Heavy Machine Guns in these positions
The PBY-5-PS variant frequently mounts 30mm cannons and laser weaponry.
The PBY-5-PSW variant typically mounts a heavy KTH-65 32mm Assault Rail Gun in the nose position.
a) 50 Caliber Machine Gun---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rd box magazine
Cost: 8,000 credits
b) TK Heavy Machine Guns
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for the synchronized fire from the 3 turret mounts)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits
c) KTH-65 32mm Assault Rail Gun---A weapon licensed from California-based Keratech Industries, and prized by PS engineers for its range, reliability, and firepower.
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7 ft) radius
Rate of Fire: single shots
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 100 rds
d) OCSW-2-30mm Machine Gun---Trades firepower for range
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)
(Plasma)---Modified Naruni plasma cartridge warhead
1d4x10 MD single shot, 6 ft blast radius
3d4x10 per 5 rd burst, 15 ft blast radius
(Larger bursts are not possible with the Plasma ammunition)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
e) Pulse Laser Gun
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Effectively Unlimited linked to a nuclear powerplant.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits
f) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher
g)L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
2)Tail Blue-Green Pulse Laser(1)---Mounted in the rear ventral hatch just under the tail is a mini-ball turret holding a light pulse laser. Though not part of the original design(though some patrol PBYs mounted a light machine gun in the open hatch when in flight), post-Rifts engineers thought it a wise idea to have additional rearward protection. Also, because of the turret’s positioning, it can more effectively defend against enemies attempting to approach the aircraft when it is in the water and most vulnerable.
Range: 4,000 ft(2,000 ft underwater)
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) (Optional) Underwing Stores---The Catalina can be fitted with two wing pylons that can carry a total of 4,500 lbs(so each pylon can hold 2,250 lbs) of external stores; typically depth charges, bombs, or rescue pods/life rafts.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
*Depth Charge(typical)
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Techno-Wizard Systems:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields(or, in the case of the Catalina, small stretches of open water) or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE.
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controlling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
Options:
*Solar Wing---The dorsal surface of the high-wing can be fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. Switching over to the electric power system drops maximum speed to 155 MPH, Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to three hours.
Cost: 50,000 credits
*Flare/Chaff Launchers(1-2)---Mounted on the wings. Can be used also for area illumination.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
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
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle
*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
Cost: 3 million credits
*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
Cost: 750,000 credits
Variants:
Even with the common design laid down, there are distinct differences between the three production lines for the Catalina, due to the regional availability of materials and technologies. However, given the common compatibility of parts and modular nature of most of the systems, it is very easy to upgrade one variant to another and back, so much so that even production line workers intimately familiar with the aircraft often can’t tell the difference between post-production regional ‘overfits’.
*Variant F(PBY-5-FA) is the standard TW-enhanced version described above, and produced by Farnborough Avionics.
*Variant P(PBY-5-PS) is the mainstream Paladin Steel version, and carries slightly more armor(400 MDC), an additional remote control gun turret atop the main wing, and slightly better avionics. Additional sensors include integrated radar detection and improved communications gear.
*Variant W(PBY-5-PSW) is the most radical of the variants, and is produced by Paladin Steel West. Owing to that branch’s slow startup of its Techno-Wizardry lines, those systems are not standard on early PSW produced models(can be added later, post-production, at cost to the buyer). Instead, the PBY-5-PSW mounts a 200 MDC forcefield generator, and replaces the main wing with a MAW(Mission Adaptive Wing) that can deform to enhance flight performance...most radically in assuming a ‘drooped fold’ posture for STOL and WIG(wing in ground) cruise mode, as well as a swept-back position for high speed flight. The higher speed is made possible by the replacement of the twin prop engines with hybrid turboprop-jet propulsion units. When higher speed is needed, the wings swing back, the variable-pitch propellers rotate and lock in optimal position, and the trailing end of the engine nacelles scissor open to reveal the jet venturis. Thus configured, the PBY-5-PSW can hit sustained speeds of 480 MPH.
(aka ‘Dumbo Cat’, ‘Black Cat’, ‘Pigboat’)
“This boat’s got serious history! When the Splugorth were sending the -Chain-Claw- raiding along the eastern coasts, it was a Catalina that sighted it! When the Horune attempted another Big Raid against Charter, it was a Catalina that ratted them out! When the GNE Marines were scouting the Amazon for pirates, they used Catalinas! These beauties may not be the fastest, or the toughest, or the most heavily armed, but there’s few boats more reliable or harder-working!”
This aircraft is actually a merging of three separate Catalina reconstruction programs; Farnborough Avionics’, New Boston Aviation’s, and Paladin Steel’s efforts to reproduce and improve upon an ancient aircraft that had impressed all three companies. A number of other companies had already begun producing their own versions, leading PS, NBA, and FA to ultimately consolidate their programs, sharing the best features of their respective design efforts and merging them into one production design base, then using that to produce variants.
The PBY Catalina is probably the best known and most readily recognized of the World War Two flying boats, having been used extensively by the USN, and supplied in substantial numbers to both the British and Russians under Lend-Lease. Its exposure in historical media of the time, accounts for so much information on it surviving to the post-Rits era, and it is little surprise that many retro-minded Technowizards have become infatuated with the aircraft, with its distinctive low-slung flattened fuselage, high-mounted upper wing, retractable wing-tip pontoons, and bulging waist blisters.
The version currently in production by Farnborough Avionics, Paladin Steel, and Paladin Steel West updates the design, utilizing tough, lightweight, and corrosion-proof composites to reinforce the hull, advanced Fly By Wire controls, updated avionics sensors, and advanced propulsion systems. More modern weapons systems update the Catalina’s modest attack and defense capabilities, and the availability of TechnoWizardry systems adds all new potentials. The observers in the forward and waist observation turrets will also frequently be equipped with more modern and advanced technological and TW sensor helmets and optical arrays for visual reconnaissance.
Since its (re)introduction, the new PBY Catalina has become, as hoped, quite popular with military and civilian/non-nationalist military forces. Large enough to carry good loads and small units of men long distance, but inexpensive and simple enough for small groups to buy and maintain, the Catalina is selling well in its first production runs. The GNE Coast Guard maintains a number for coastal patrol and SAR duties. A number have already appeared with Irregular units, adventurer groups, and brush pilots. It is becoming increasingly popular with aero-nomads.
Type: PS/NBA/FA/CA-PBY-5A ‘Catalina’
Class: Maritime Patrol Flying Boat
Crew: 7-8
MDC/Armor by Location
Main Body 300
Wings(2) 120 each
Engines(2) 90 each
Tail 100
Gun Turrets(5, nose, waist, dorsal, ventral-tail) 60 each
Height: 20 ft 2 in.
Width/Wingspan: 104 ft
Length: 63 ft 10 in.
Weight: 35,420 lbs
Cargo: 800 lbs of cargo
Powerplant: Liquid-Fuel(2,550 mile range), electric fuel-cell(3,600 mile range), TW-electric(3,600 mile range), TW-Air Eleminal(six month time between spell recharge), or Nuclear w/ 15 year energy life
Speed: (Flying) 180 MPH, maximum altitude of 14,700 ft
(Water) Can taxi along the surface at 10 MPH
Bonuses: (TW-Air Eleminal) The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Market Cost: 680,000 credits for liquid fuel, 850,000 credits for electric, 2.4 million credits for TW electric, 4.5 million credits for TW-Eleminal, and 4.2 million credits for nuclear
Systems/Features:
Standard Aircraft Features(Radio, altimeter, compass, internal fire extinguishers, etc.), plus:
*Environmental System(Provides basic air conditioning, filtration, and 36 hours of recycling/closed air life support)
*Running Lights
*Radio: 200 mile range
*Radar----100 mile range
*Laser Targeting----All turret-mounted weapons have a +1 to strike, thanks to independent laser ranging
*Head-Up Displays----All crew stations feature Jet Age-style Head Up Displays, especially important for displaying mission data during night operations(special tinting on the armor-plex prevents the HUDs’ glow from being visible from outside the aircraft).
*Flotation Bags---Keeps the plane afloat for longer if it has to ditch in the water
*Look-Down Radar----Downward scanning search radar with computer filtration for screening out wave returns, for scanning the ocean surface for vessels. 25 mile range
*Emergency Flotation Bags(deploy in water crash landings, and support the aircraft)
*Wing Deicers
*Wingtip-Mounted Searchlight Pods. Effective searchlight range of 1 mile.
Weapons Systems:
1) Machine Gun Positions(3)----The PBY-5 mounts a nose turret, and two waist blister gun positions. Originally meant to carry a mix of 0.3 and 0.5 inch machine guns, modern rifts weapons have since replaced the earlier slug-throwers.
The PBY-5-FA variant typically mounts TW TK Heavy Machine Guns in these positions
The PBY-5-PS variant frequently mounts 30mm cannons and laser weaponry.
The PBY-5-PSW variant typically mounts a heavy KTH-65 32mm Assault Rail Gun in the nose position.
a) 50 Caliber Machine Gun---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rd box magazine
Cost: 8,000 credits
b) TK Heavy Machine Guns
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for the synchronized fire from the 3 turret mounts)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits
c) KTH-65 32mm Assault Rail Gun---A weapon licensed from California-based Keratech Industries, and prized by PS engineers for its range, reliability, and firepower.
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7 ft) radius
Rate of Fire: single shots
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 100 rds
d) OCSW-2-30mm Machine Gun---Trades firepower for range
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)
(Plasma)---Modified Naruni plasma cartridge warhead
1d4x10 MD single shot, 6 ft blast radius
3d4x10 per 5 rd burst, 15 ft blast radius
(Larger bursts are not possible with the Plasma ammunition)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
e) Pulse Laser Gun
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Effectively Unlimited linked to a nuclear powerplant.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits
f) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher
g)L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
2)Tail Blue-Green Pulse Laser(1)---Mounted in the rear ventral hatch just under the tail is a mini-ball turret holding a light pulse laser. Though not part of the original design(though some patrol PBYs mounted a light machine gun in the open hatch when in flight), post-Rifts engineers thought it a wise idea to have additional rearward protection. Also, because of the turret’s positioning, it can more effectively defend against enemies attempting to approach the aircraft when it is in the water and most vulnerable.
Range: 4,000 ft(2,000 ft underwater)
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) (Optional) Underwing Stores---The Catalina can be fitted with two wing pylons that can carry a total of 4,500 lbs(so each pylon can hold 2,250 lbs) of external stores; typically depth charges, bombs, or rescue pods/life rafts.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
*Depth Charge(typical)
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Techno-Wizard Systems:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields(or, in the case of the Catalina, small stretches of open water) or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE.
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controlling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
Options:
*Solar Wing---The dorsal surface of the high-wing can be fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. Switching over to the electric power system drops maximum speed to 155 MPH, Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to three hours.
Cost: 50,000 credits
*Flare/Chaff Launchers(1-2)---Mounted on the wings. Can be used also for area illumination.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
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
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle
*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
Cost: 3 million credits
*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
Cost: 750,000 credits
Variants:
Even with the common design laid down, there are distinct differences between the three production lines for the Catalina, due to the regional availability of materials and technologies. However, given the common compatibility of parts and modular nature of most of the systems, it is very easy to upgrade one variant to another and back, so much so that even production line workers intimately familiar with the aircraft often can’t tell the difference between post-production regional ‘overfits’.
*Variant F(PBY-5-FA) is the standard TW-enhanced version described above, and produced by Farnborough Avionics.
*Variant P(PBY-5-PS) is the mainstream Paladin Steel version, and carries slightly more armor(400 MDC), an additional remote control gun turret atop the main wing, and slightly better avionics. Additional sensors include integrated radar detection and improved communications gear.
*Variant W(PBY-5-PSW) is the most radical of the variants, and is produced by Paladin Steel West. Owing to that branch’s slow startup of its Techno-Wizardry lines, those systems are not standard on early PSW produced models(can be added later, post-production, at cost to the buyer). Instead, the PBY-5-PSW mounts a 200 MDC forcefield generator, and replaces the main wing with a MAW(Mission Adaptive Wing) that can deform to enhance flight performance...most radically in assuming a ‘drooped fold’ posture for STOL and WIG(wing in ground) cruise mode, as well as a swept-back position for high speed flight. The higher speed is made possible by the replacement of the twin prop engines with hybrid turboprop-jet propulsion units. When higher speed is needed, the wings swing back, the variable-pitch propellers rotate and lock in optimal position, and the trailing end of the engine nacelles scissor open to reveal the jet venturis. Thus configured, the PBY-5-PSW can hit sustained speeds of 480 MPH.
-------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel TWER-01 ‘Straightener’ TW Environmental Repair Tool
(aka ‘Ulti-Trowel’, ‘TWERT’)
http://i408.photobucket.com/albums/pp164/taalismn/TWER-79copy_zpsb1fd87c9.jpg
“Told you alpha-striking that demon bastard with all six launchers at once would do the trick! Drive in, shoot, and we can drive back out with minimal disruption to the area!”
“’Minimal disruption to the area’? What about the massive overkill DIVOT we just blew in the campus park behind that monster?!”
“Oh, that? Lemme get the Straightener out and I’ll fix that right up!”
The ‘Straightener’ is a novel new technowizardry device that came about after complaints in urban centers about the collateral damage done by PS/GNE security teams combating various threats. On Rifts Earth, such damage would be considered to be a fact of life, and the occasional cratered landscape or shredded tree infinitely preferable to ripped-open bodies, but outdimension it IS more of a concern, especially where contract security or remaining below the radar of local authorities is a concern. For this, Paladin Steel got to working on devices that would facilitate cleanup and repair, reducing the overall ‘footprint’ of security operations. Obviously though, such devices would have other applications as well, such as camouflaging new installations and hiding the tracks of large vehicles.
The PS-TWER-01 ‘Straightener’ TW Environmental Repair Tool is based on the combat-oriented ‘Rager’ Heavy TW Rifle and ‘Demolisher’ Heavy TW Rifle)in fact, it uses the same frame as the ‘Demolisher’, but with a shorter and wider barrel), but the intent of the spell configuration is not to maim or destroy, but to repair and restore material objects, such as buildings, roads, and landscape.
The TWER-01 is expensive, but as a construction device goes, it’s decidedly low-cost, portable, easy to use, and invaluable to those wanting to cover their tracks in the field.
Mend the Broken is the general all-around ‘fix-it’, the duct-tape of spells.
Mend Stone works well to repair stonework and has proven equally effective at repair tarmac and asphalt.
Mend Metal works to correct damage in metal and fight corrosion.
Magic Net is used to temporarily hold crumbling structures and objects together until they can be assessed and repaired. It also incidentally serves as a defensive measure for the workers using the ‘Straightener’.
Healing Rain is a novel addition to the TW spell set because it is an adaptation of a Lyn-Srial Cloud Spell. Given that the Lyn-Srial do not casually teach these spells to anybody and that it was not thought possible to apply them to TW devices in any case, the fact that the spell appears as a feature in the TWER-01 comes as quite a surprise to the knowledgeable. In any event, the spell conjures up a soft and cleansing rain that washes and decontaminates a battlefield or disaster area.
Restore Plants is a -synthetic- spell created expressly for TW operations, and is arguably a hybrid created from studies of the Biomancy spell Accelerate Plant Growth and the similar Earth Elemental spell.
PS-TWER-01s are typically used by GNE combat engineers and construction workers to repair damage, conceal construction, and tidy up work sites. They are also used by some special forces units to conceal and erase evidence of their presence.
“Sure, it’s more expensive than some power armors, but you know what a cleanup in an urban area can run up to? Enough to financially ruin the Guardian Squad after two or three ‘incidents’. With the TWERT we need only make a one-time big investment and we can whittle those repeat repair and HAZMAT disposal costs down to chump-change.”
Weight: 16 lbs
MDC: 90
Range:
(Mend the Broken) 50 ft
(Mend Stone) 50 ft
(Mend Metal) 50 ft
(Magic Net) 60 ft and covers a 10 ft area.
(Healing Rain) 200 ft and covers a 100 ft radius
(Restore Plants)50 ft for specific plants, or a 100 ft area for general growth.
Damage:
(Mend the Broken)Repairs objects as long as they have 20% of their original SDC/MDC left. Will not repair electronics or software, bit will seal cracks and remove corrosion, rot, and blemishing.
(Mend Stone) Will fix up to 700 lbs of stone, concrete(but not rebar) pottery, and asphalt(the road will have a patchwork appearance, and painted lines will NOT be restored). DOUBLES the effective SDC/MDC of crumbling stone, stops deterioration, and restores 3d6 MDC to Stone Golems and Earth Elementals.
(Mend Metal) Restores 4d6+40 SDC to metalwork, 1d6 MDC to megadamage metal structures, and 2d6 MDC to Iron Golems and Automatons.
(Magic Net) Can hold 1-6 human-sized targets(or objects up to a small car in size) in a restraining net for twenty melee rounds(5 minutes).
(Healing Rain) Covers a 100 ft radius with a soft cleansing rain that washes away blood, acid, radiation(won’t stop a runaway fission reactor, but will decontaminate adjacent areas), disease pathogens, and chemical contaminants. Also, plants in the affected area will grow back twice as fast.
(Restore Plants) Can accelerate the growth a specific plant, bush, or tree to full maturity within 5 minutes, or can DOUBLE the natural growth rate of plants in a larger area.
Rate of Fire: ECHH
Payload:
(Mend the Broken) 5+1 PPE per 2 SDC points of the object being repaired, or 15 PPE per 1 point of MDC
(Mend Stone)8 PPE per shot
(Mend Metal)15 PPE per shot
(Magic Net) 4 PPE per shot
(Healing Rain)50 PPE per shot (5 million)
(Restore Plants)5 PPE for ‘fast-growing’ a specific small plant, 10 for a tree, and 20 for a large tree, or 4 for a general area.
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 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
Cost: 5.5 million credits(expensive, yes, but capable of cleaning up and repairing messes a LOT more cheaply than by conventional means).
Options:
*Mini-Cam---An underbarrel digital camera that can be mounted to take ‘before and after’ shots of a repair site. Typically used for documentation for insurance and liability purposes. Has enough digital memory for 12 photo/images/3 minutes video and has a wide angle lens. Cost: 300 credits.
*Path of Green---This spell add-on allows the TWERT to open a lane through vegetation using a Path of Green spell. It will clear a temporary path through dense undergrowth, parting it to form a passageway without cutting or breaking anything. It will not affect large trees or other larger growths(anything with a bigger than 6-inch diameter stem/trunk), but will affect shrubs, vines, and other growth. The path created will be 16 feet wide; wide enough for comfortable passage by most beings and small vehicles. Once the spell’s duration elapses, or is canceled, the pathway closes up again without a sign that it was ever there. Perfect for off-road travel and eluding pursuit in forest regions.
Range: 300 ft
Duration: 13 minutes
Effect: Clears a path through the underbrush equal to the range of the spell, and 16 ft wide.
Saving Throw: None; the plants get no saving throw.
PPE Cost: 7
Cost: 82,000 credits
(aka ‘Ulti-Trowel’, ‘TWERT’)
http://i408.photobucket.com/albums/pp164/taalismn/TWER-79copy_zpsb1fd87c9.jpg
“Told you alpha-striking that demon bastard with all six launchers at once would do the trick! Drive in, shoot, and we can drive back out with minimal disruption to the area!”
“’Minimal disruption to the area’? What about the massive overkill DIVOT we just blew in the campus park behind that monster?!”
“Oh, that? Lemme get the Straightener out and I’ll fix that right up!”
The ‘Straightener’ is a novel new technowizardry device that came about after complaints in urban centers about the collateral damage done by PS/GNE security teams combating various threats. On Rifts Earth, such damage would be considered to be a fact of life, and the occasional cratered landscape or shredded tree infinitely preferable to ripped-open bodies, but outdimension it IS more of a concern, especially where contract security or remaining below the radar of local authorities is a concern. For this, Paladin Steel got to working on devices that would facilitate cleanup and repair, reducing the overall ‘footprint’ of security operations. Obviously though, such devices would have other applications as well, such as camouflaging new installations and hiding the tracks of large vehicles.
The PS-TWER-01 ‘Straightener’ TW Environmental Repair Tool is based on the combat-oriented ‘Rager’ Heavy TW Rifle and ‘Demolisher’ Heavy TW Rifle)in fact, it uses the same frame as the ‘Demolisher’, but with a shorter and wider barrel), but the intent of the spell configuration is not to maim or destroy, but to repair and restore material objects, such as buildings, roads, and landscape.
The TWER-01 is expensive, but as a construction device goes, it’s decidedly low-cost, portable, easy to use, and invaluable to those wanting to cover their tracks in the field.
Mend the Broken is the general all-around ‘fix-it’, the duct-tape of spells.
Mend Stone works well to repair stonework and has proven equally effective at repair tarmac and asphalt.
Mend Metal works to correct damage in metal and fight corrosion.
Magic Net is used to temporarily hold crumbling structures and objects together until they can be assessed and repaired. It also incidentally serves as a defensive measure for the workers using the ‘Straightener’.
Healing Rain is a novel addition to the TW spell set because it is an adaptation of a Lyn-Srial Cloud Spell. Given that the Lyn-Srial do not casually teach these spells to anybody and that it was not thought possible to apply them to TW devices in any case, the fact that the spell appears as a feature in the TWER-01 comes as quite a surprise to the knowledgeable. In any event, the spell conjures up a soft and cleansing rain that washes and decontaminates a battlefield or disaster area.
Restore Plants is a -synthetic- spell created expressly for TW operations, and is arguably a hybrid created from studies of the Biomancy spell Accelerate Plant Growth and the similar Earth Elemental spell.
PS-TWER-01s are typically used by GNE combat engineers and construction workers to repair damage, conceal construction, and tidy up work sites. They are also used by some special forces units to conceal and erase evidence of their presence.
“Sure, it’s more expensive than some power armors, but you know what a cleanup in an urban area can run up to? Enough to financially ruin the Guardian Squad after two or three ‘incidents’. With the TWERT we need only make a one-time big investment and we can whittle those repeat repair and HAZMAT disposal costs down to chump-change.”
Weight: 16 lbs
MDC: 90
Range:
(Mend the Broken) 50 ft
(Mend Stone) 50 ft
(Mend Metal) 50 ft
(Magic Net) 60 ft and covers a 10 ft area.
(Healing Rain) 200 ft and covers a 100 ft radius
(Restore Plants)50 ft for specific plants, or a 100 ft area for general growth.
Damage:
(Mend the Broken)Repairs objects as long as they have 20% of their original SDC/MDC left. Will not repair electronics or software, bit will seal cracks and remove corrosion, rot, and blemishing.
(Mend Stone) Will fix up to 700 lbs of stone, concrete(but not rebar) pottery, and asphalt(the road will have a patchwork appearance, and painted lines will NOT be restored). DOUBLES the effective SDC/MDC of crumbling stone, stops deterioration, and restores 3d6 MDC to Stone Golems and Earth Elementals.
(Mend Metal) Restores 4d6+40 SDC to metalwork, 1d6 MDC to megadamage metal structures, and 2d6 MDC to Iron Golems and Automatons.
(Magic Net) Can hold 1-6 human-sized targets(or objects up to a small car in size) in a restraining net for twenty melee rounds(5 minutes).
(Healing Rain) Covers a 100 ft radius with a soft cleansing rain that washes away blood, acid, radiation(won’t stop a runaway fission reactor, but will decontaminate adjacent areas), disease pathogens, and chemical contaminants. Also, plants in the affected area will grow back twice as fast.
(Restore Plants) Can accelerate the growth a specific plant, bush, or tree to full maturity within 5 minutes, or can DOUBLE the natural growth rate of plants in a larger area.
Rate of Fire: ECHH
Payload:
(Mend the Broken) 5+1 PPE per 2 SDC points of the object being repaired, or 15 PPE per 1 point of MDC
(Mend Stone)8 PPE per shot
(Mend Metal)15 PPE per shot
(Magic Net) 4 PPE per shot
(Healing Rain)50 PPE per shot (5 million)
(Restore Plants)5 PPE for ‘fast-growing’ a specific small plant, 10 for a tree, and 20 for a large tree, or 4 for a general area.
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 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
Cost: 5.5 million credits(expensive, yes, but capable of cleaning up and repairing messes a LOT more cheaply than by conventional means).
Options:
*Mini-Cam---An underbarrel digital camera that can be mounted to take ‘before and after’ shots of a repair site. Typically used for documentation for insurance and liability purposes. Has enough digital memory for 12 photo/images/3 minutes video and has a wide angle lens. Cost: 300 credits.
*Path of Green---This spell add-on allows the TWERT to open a lane through vegetation using a Path of Green spell. It will clear a temporary path through dense undergrowth, parting it to form a passageway without cutting or breaking anything. It will not affect large trees or other larger growths(anything with a bigger than 6-inch diameter stem/trunk), but will affect shrubs, vines, and other growth. The path created will be 16 feet wide; wide enough for comfortable passage by most beings and small vehicles. Once the spell’s duration elapses, or is canceled, the pathway closes up again without a sign that it was ever there. Perfect for off-road travel and eluding pursuit in forest regions.
Range: 300 ft
Duration: 13 minutes
Effect: Clears a path through the underbrush equal to the range of the spell, and 16 ft wide.
Saving Throw: None; the plants get no saving throw.
PPE Cost: 7
Cost: 82,000 credits
Last edited by taalismn on Tue Jan 14, 2014 3:26 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
------------
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Heizo’ Enforcement Cyborg
(aka ‘robopig’, ‘law machine’, ‘watch’borg’)
http://i408.photobucket.com/albums/pp164/taalismn/img391_zps18dd6127.jpg
It’s politics as usual in the big city. Crime lord’s annoyed, so he just invited his buddies to a little feast, then pruned his organization with the help of the usual uber-powered enforcer goons. Body parts all over the place, and I see it all on video, all from several different viewpoints. Now dinner’s moved from the bloodbath soup to the dessert atrocity.
The nanospies show them surrounding a civie woman. She was just in the wrong place at the wrong time, and now they’re eliminating the witnesses. She knows she’s going to die; they’re playing with her before they kill her and call it an unfortunate necessity. The tall blonde creepie in the white suit making jokes about tasty morsels puts the lie to that. Suave boss sitting at the head of the table making a lame apology while smiling’s just the layer of weasel excrement on the BS cake.
The moment the badger grenades go off, I’m through that wall.
I’m tsunami, one with the directed force shockwave as it rolls into the room, slamming just about everything loose, except for what isn’t glued to the floor, walls, or ceiling by gore, all the way to the end. The woman’s going to take some shock injury in addition to the bleeding she’s already been put to, but that can’t be helped. The important thing is I’ve interrupted the slaughter, put myself between her and her torturers, and just got the goons’ full-blown attention.
These goons are freaks, black market aug-types, all humans, but so upped even the CS would have trouble telling them from d-bees. Blast’s shaken them, but not as much as it might have if they’d been normal homo saps. But at least they aren’t full-cons or mega-dees, or even wearing full body armor.
Thank gods for minor miracles. Now I just have to take out a full six-pack of black market muscle before they decide to kill the hostage after all.
The thing in the wheelchair was my first worry; heavy robes, concealed features, and a mask usually spell trouble. Another stroke of good fortune; its position near my dynamic entry point means masked mystery took the brunt of the badger boom. My foot coming in the door is the followup alpha strike. My leg feels resistance; as expected, the robe’s armored, but I’m going top speed so unless I’m kicking rigid plate, concussion’s going to communicate through. I’m right. There’s some gunky-sounding crunching when my reinforced toe punches in. Just for security, the automag in my left hand lets off a burst. I’m glad I loaded with SLAP at the last moment; that robe armor’s a bastard, but the armor-piercers slip right through and tumble through what’s on the other side...in the case I’m changing my mind these freaks might be all human; the scream sounds Simvan to me.
One down.
The tall one’s obviously a steroid-freak. Not full-blown juicer, but definitely on serious muscle-builders. Maybe even a mutant. He’s video’cording the victim’s crying last moments. With both his hands occupied, I don’t give him a chance to go for a weapon and since he’s the next biggest target, I pump twenty-millimeter justice from my right hand into him from my handcannon. Black Thunder roars.
I’m not bothering arresting them. They’re caught in the act and a civilian’s at risk. Plus I’m not an official cop; I’m a streetsweeper and these guys are the sort of dirt I’ve been tasked to wipe off the city grid. They’re dead meat walking, I just have to make them stop walking.
Big Boy goes flying, crimson blooms painting the room and telling me that he wasn’t wearing enough armor and that he’s likely human after all. Taking the chance he’s not going to rapid-regenerate on me, I spare a moment to shift my aim to send a few rounds flying downrange at the black-clad badass ID’ed as the group leader. He’s already moving to get his pretty-boy boss out of the room as fast as possible, but I swear I see him dodge what should have been straight-on hits.
Sparks fly across my shoulder. One of the smaller goons just ‘laced me with a monomol whip-cat. Funny thing is, now the wires are stuck on my vibro-armor, the whipster pulling frantically to free them. Irony; the monowire’s a PS product, hijacked for use by the underworld. Now it’s being countered by another Paladin product. HUD paints the normally invisible wires in my vision. Still protected by my anti-vibe, I flip my automag up onto my forearm, grab the wires and pull. Whipster’s so used to her weapon sliding without any resistance through flesh, she doesn’t react in time to serious cyberaug strength pulling back this time. She comes flying. Right into my fist. A twist of my hand and I wrap her ‘cat around her own wrist. The wires don’t cut the cestus-thingie she’s got on to puppeteer her toy, but they slice through the exposed arm above it just fine. She screams like a cat with a shockstick up its arse; she’s just learned it sucks to be on the receiving end of one of her attacks.
I whirl, just in time to put her between me and the hyperactive cannibal, who’s launched a near supersonic punch at my back. Instead he buries his ‘rocket punch’ inside his partner’s chest. He screams when he realizes what he just hit. He’s still screaming bloody murder and revenge when the twin shotguns on my shoulders open up on him. He learns to eat buckshot and he doesn’t like it, but he doesn’t complain for long. Having his head gone up from the vocal cords silences him right quick.
Cannibal-boy’s still sliding to the floor when I catch a blur as Tall, Dark and Sharp tries to duck around me to either flank me or to finish off the civie. He’s fast; a clank tells me he just put a knife blade up one of my autoshots and a red light in my head instantly tells me he spiked it.
Too bad for him I got two.
I rip off another burst, forcing the knife-artist to duck and weave as he tries to close with me. Overkill from my ten-gauges rips into a wall and Big Boy; he wasn’t down before, he’s definitely down now. Tall Dark lunges at me, starting to accelerate. I catch his knife on my sai, his other knives slide off my vibroarmor. Bless anti-vibe.
My other sai catches him in the throat. I WAS going to go for the gut, but the stiffness of his jacket tells me he’s got plain clothes armor. He didn’t armor his head, however. Tall Dark’s shades slide off showing me the whites of his eyes. He has the decency of looking halfway surprised to have been caught on such an obvious move.
That just leaves blondie badass and his boss.
My Black Thunder gets ripped away from my hand, along with several fingers. A second shot blows away my remaining shoulder-shot.
Oh, there he is. Above me. Doing the Matrix thing on the ceiling.
He comes down hard, his boot smashing into my chest and actually kicking me aside, Then, like a speed-Juicer, he’s kicking me across the room, while belting rounds into me from his own handcannon. He seems to have an endless supply of speedloaders and Hyperion juicer reflexes because the Big Boss Magnum he’s got has only four shots and I’m sure he’s hammered me with at least eight already. He’s also damn good at placing his shots. My automag’s totaled by a hit dead center, giving him the firepower advantage.
I take a swing at him, miss, pull my punch in time to avoid getting my fist stuck in the wall, though the sheet rock’s definitely going to have to be replaced. For my part, I manage to dodge blondie’s follow-up aimed at my armpit. Then he’s on the other side of me, trying to blow my head off.
Yeah, blondie’s definitely a hypermod, the way he moves. Maybe Lone Star gene-freak, CS supersoldier, or even a d-bee after all.
Another kick and the far wall just got laid open. Another shot, and that wall just got a new crater in it. This room isn’t a bunker and we’re using antitank ammo and combat moves in it. This continues any more, we’ve GOT to hit a support member.
Blondie’s got me cornered, far end of the room. He looks at me with that soulless look, and I can see him calculating. He’s a smart one. I hate the smart ones.
He points his gun at the civie, still bleeding under the rubbish. He’ll finish her off, then meet my angry charge. By the time I can reach him, or pull out a fresh weapon, she’ll be history and any victory I pull off will be of the phyrric sort.
So I do the unexpected.
“Sucker,” I mutter as I drop to the floor.
I didn’t come alone.
From at least six points around the room, sniper fire opens up on blondie. It might have been more, but nobody wants to blow up a city block in the overkill, or blue-on-blue a colleague like munch-boy did. Sheet rock walls don’t offer resistance to weapons that would take out a pre-Rifts tank. And there’s enough holes in the room to make for a clear line of sight, though some of the gunners are perfectly happy making their own firepath. Plus I’ve painted the target’s coordinates quite nicely on the tac-net. A Company marksman can snake a smart round around a city block with that sort of pinpoint intel, or shoot blind through walls easy.
Batty-wannabe might be able to dodge bullets, but my backup’s got energy weapons in addition to bullets. That much photonic and ionic energy coming at him describes a ‘no-dodge’ zone he just can’t get out of in time.
Blondie goes sun-bright for a microsecond. His black outfit probably sped up cooking time a milli-micro-second. Now he’s an expanding cloud. Aside from his boots and some pieces of his jacket, they’ll need a vacuum cleaner to pick him up again.
I’m dusting blonde ash from ash-blonde off my plates when the squad leader comes up. The room’s full of troopers who were moving up while I danced the chainsaw fandango, and a gunship just dropped into sight in the opening blasted in the outer wall. Lots of guns poking around, and they’re all on my side. Those friendlies not poking at bodies have converged on the civie, and she’s already shot full of irmies and no-shock while a corpsman is assembling a stretcher to put under her. I can already hear a radio request for the gunship to play medevac ambulance to our base camp. Ironic, that, considering that the city hospital is right next door, but from both a tech and security standpoint, our field base is the better choice. From what I can see, the nice lady’s going need a couple of quarts of replacement blood, a replacement hand and a year of intensive psych therapy at the very least. Sure beats the alternative.
The local cops are on their way, the squad leader reports, but considering we just got footage of their boss chumming with the local crimelord just before the latter made the former into chum, the local authorities don’t concern us. We can spin it either way; we just started cleaning out the corruption in the police, which will send a clear warning to any other corrupt cops on the force, or we just avenged their chief’s murder.
Tacnet pops, and a half-dozen open mics echo the report around the room. The big boss who ran out the back door while his goons were dancing with me just got nabbed by the rest of the heavy squad outside. Having just escaped from one cyborg, he ran into the arms of two outside. He and a couple of other minor functionaries that got grabbed are already canned and on their way to our assembly area. That means he’s going to be taken to some nice secure and dark location where he’ll be squeezed hard by the intel spooks, then offed in some hopefully painful manner.
There’s a commotion at the door and some small kid comes running in, screaming for his mom. The civilian’s got a dependent who just showed up. Hell of a day to bring your kid to work. Somebody in the security cordon outside’s going to catch flak and grief for not keeping the youngster away. No child outside those evolved from diehard predators or carrion-eaters should see a slaughterhouse like this. And no child, regardless of species, should see their mother looking like she’s been run through a meatgrinder.
The sarge moves to hustle the kid away, but I get in front of him myself.
“I’ll take care of this,” I tell him, “You don’t have kids.”
I make sure I’m not dripping any leftovers before I walk over to the deer-caught-in-headlights stunned little boy and ready up my best comforting speech.
Least thing one mother can do for another.
The ‘Heizo’ is a Light Machine cyborg meant for law enforcement. Though there have been previous individually customized cyborg frames optimized for law enforcement, the Heizo is a production-model design. It’s claimed the design has been influenced(beyond its name, a reference to a medieval Japanese lawman) by Japanese cyborgs, and even by Naruni Enterprise’s enforcer ‘bots/cyborgs.
Because of its intended role as a police cyborg in built-up urban areas, the Heizo has a sleek, streamlined outer armored shell that offers few protrusions that can be grabbed or hang up on obstacles. The arms feature wide oval parrying shields that also conceal extendable melee weapons. Since city-rats tend to favor vibroblades for close-quarters combat, the Heizo has been fitted with the latest evolution of anti-vibronic armor, configured to block out and neutralize the cutting fields of vibroweaponry.
Besides being suitable for SWAT operations, the Heizo also comes packed with all manner of tools useful for routine police work, including facial and fingerprint recognition databases, breathalyzers, and chemical sensors. When it comes to dealing with agitated superhuman drunks or dangerous illegal narcotics cookeries, the Heizo is covered.
The Heizo is entering service across the GNE and affiliates, and is prevalent in the security forces of Aegis Stellar Industries.
Type: PS-FC-9 ‘Heizo’
Class: Full conversion Borg, Light Machine
Crew: One volunteer
M.D.C. By Location:
Hands(2) 25 each
Arms(2) 60 each
Legs(2) 88 each
*Head 80
**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.
**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 Heizo be fitted with any additional armor up to MEDIUM Cyborg Armor
Speed:
Running: 100 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 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Heizo CANNOT swim, but sinks like a rock
Statistical Data:
Average Height: 6.5-6.8 feet
Width: 2 feet at shoulders
Length: 1.2 feet
Weight: 360 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, 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, Light Machine, CS Police Officer(equivalent), or Republic of Japan Law Enforcer(equivalent).
Black Market Cost: 2.8 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:
*Anti-Vibronic Armor---A refined version of the field AVA currently being tested in the GNE, the cyborg version uses more advanced micro-computing to shift through several different vibrofield frequencies much faster. The heavier version installed in the Heizo is MUCH better at deflecting damage. Vibroblades still do HALF damage on the first hit, but each subsequent hit does NO damage(aside from any MD damage from the strength of the attacker), and the armor can deflect several different attacks at a time. The armor has also been proven to be effective at deflecting megadamage whips, monomolecular blades and cutters; unless the monowire or Kisenite blade has real weight behind it(like a robotic or supernatural strength pushing it), such attacks are in essence vibrated away from contact with the cyborg’s armored skin.
*TacNet---Coordinating hostage rescue situations can be murder if botched, so the Heizo carries a combined communications and mapping local network system. Using sensor feeds and synchronized communications, those linked to the net can map an area and their own respective positions in it, as well as suspected enemy locations in it. With a preset Tactical Positioning System(TPS)* laying down a gridwork, this system can be used to direct snipers in ‘blind fire’ operations(no penalties for shooting blind).
*Tactical IFF System---An adaptation of the Gromeko FFI, the TIFF can identify and prioritize scanned targets. It can also work with personal transponder systems to instantly check fire in close quarters, allowing the cyborg to go all-out in a close melee without fear of friendly fire-killing a colleague. Gives the cyborg a +1 to Initiative and to Pull Punches/shots in otherwise confusing close-order scrums.
*Biometrics Scanner---An internal database and computer system tied to high-resolution optical sensors in the cyborg’s head, this system quickly scans people and matches such things as facial structure features, eye color, and fingerprints(if the cyborg can scan them) against an updated database.
*Molecular Analyzer ----Though not nearly the equal of a well-trained police dog(or Dog Boy), the Heizo has a powerful sense of cybernetic smell, useful for detecting alcohol, explosives, or other chemicals.
*Hidden Leg Compartments---Each leg conceals a pop-out compartment. Typically one is a holster, while the other holds an evidence bag dispenser, field fingerprint test kit, or plastic handcuff dispenser.
*Forearm TapeCuff Dispenser---Forearm roll for up to 10 plastic handcuff ties.
Weapons Systems:
1)Forearm Weapons Slots---Each forearm sports a modular slot for attaching a weapons module, allowing the cyborg to customize its integral weaponry, depending on the mission. Typically, non-lethal weapons are carried. The slots can hold a standard cyborg forearm weapon or one of the following:
a)Retractable Vibroblade---One, or both, arms will have a retractable vibroblade for use as a tool or a weapon. Pronged Vibro-Jittes or Sais are preferred because of their better ability to block and entangle other vibroblades. Does 2d4 MD for a regular blade, 1d6 MD for a Jitte or Sai(but +1 to parry/entangle).
b)E-Mag Magtech Bolter---This is adapted from the PS S-6 MagMaster ElectroMag Pistol, integrated into a wrist pack so as to leave the hands free
Weight: 4 lbs
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortices) 300 ft
(Cable Gun) 90 ft
(Dart Launcher) 800 ft
Damage: (EM Bolt) 3d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 4d6 SDC per bolt
(Stun Vortices) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(Cable Gun) None, cable has tensile strength equivalent to P.S. 50
(Dart Launcher) 1 SDC + possible drug/toxin effects
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortices) ECHH
(Cable Gun) Single shot
(Dart Launcher) Single shot
Payload: (EM Bolt)30 shot battery, plus recharges off the main belt generator at 1 blast every 15 minutes. Or an e-clip can be inserted into the side of the module.
(Scattershot Bolt) 1 ‘shotgun bolt’ equals 2 EM bolts
(SDC Shot) 6 SDC shots equal 1 MDC shot
(Stun Vortices) 6 Stun Vortices equals 1 MDC shot
(Cable Gun) Single dart w/ 90 ft line
(Dart Launcher) 6 shot magazine, effectively infinite propellant charge(negligible power drainage from main weapon)
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
c)Mini-Pulse Laser Module
Weight: 3 lbs
Range: 800 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: 30 shot e-clip, effectively unlimited linked to the cyborg’s powerplant.
Bonus: Laser targeting add +1 to strike.
d)Taser Pod-TASER System - Fires an adhesive line which delivers a strong shock. Great for subduing resisting prisoners.
Range: 20 feet.
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 75% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
Rate of Fire: Single shots, ECHH
Payload: 100 feet of wire which can be spooled out in any lengths. Has 7 darts ready for use
e)Ion Cannon/EM Projector Module---Developed from the Kera-Tech KTR-40X Anti-Armor Rifle, this pistol-sized weapon is intended to knock out electronic security systems
Weight: 5 lbs
Range: 300 ft
Damage: No gross physical damage, but does 2d4 EMP damage.
Compare the damage inflicted to the MDC of the location being targeted. The resulting percentage is the chance that the target has been disabled. All damage is cumulative on the target. In addition, any damage in excess of 50% of the target’s MDC will result in the target suffering damage to its electronic systems that will need to be repaired. Any damage in excess of 75% will result in the damaged systems needing replacement due to irreparable power surge damage. Does double damage against civilian/nonmilitary vehicles due to lack of EMP-’hardening’. Does NO damage against non-mechanical/electronic targets. Bionics are affected slightly, suffering a decrease in mobility and speed of -1 to dodge, roll, and strike for 1d4 melees, damage non-cumulative, for the affected limb, until it can be reset by internal systems.
Rate of Fire: Single shots, ECHH
Payload: 15 shot battery e-clip, effectively unlimited linked to the cyborg’s powerplant.
f)Stun Blaster
Range:(Stun Blast) 100 ft
Damage:(Stun Blast) Roll versus non-lethal poison or be -10 to strike, parry, dodge, and roll for 2d4 melees
Rate of Fire: ECHH
Payload: 12 shots per e-clip, effectively unlimited linked to the cyborg’s powerplant.
g)Sonic Rifle---Modified ‘Strakker’ sonic SMG, without the higher-powered MD capability.
Weight: 6 lbs
Range: 1,200 ft in water, 200 ft in air
Damage: 4d6 SDC per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: 300-shot E-clip, 500 shots from a long E-clip, effectively unlimited linked to the cyborg’s powerplant.
Cost: 80,0000 credits
h) Strap Gun---(Aliens Unlimited) Fires an expanding bundle of tough plastic straps covered in quick-set adhesive, that wrap around a target in a cocoon.
Weight: 6 lbs
Range: 75 ft
Damage: 1d6 SDC from impact, plus holds with a strength of P.S. 30.
Rate of Fire: ECHH
Payload: Three shots
i) Goop Sprayer----Less powerful version of the baseline unit, with only a 70 ft range and 10 shot small tank.
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like a MAC II) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
j) Extending Shock Baton/Prod---Basically a shock prod bayonet that can be telescoped up t o 3 ft.
Range: Melee
Damage:
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
2) Backpack/Shoulder Pack----A modified backpack can be mounted, with weapons or other instruments pivoting down over the shoulders. One or two weapons/devices can be mounted. If ONE weapon is mounted, DOUBLE the available payload for it.
a) Baton-Launcher
Range: 800 ft
Damage: (Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
Rate of Fire: Single shot, ECHH
Payload: 6 per launcher
b) Foam Sprayer---Useful for emergency firefighting and riot-control
Range: 100 ft
MDC : 25 for sprayer, 30 for tank.
Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like a MAC II) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Payload: Backpack tank holds 100 applications
Cost: 60,000 credits
c) AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or in-going police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armor & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip
Or a 50 shot drum can be added
Cost: 18,000 credits
d) Shoulder Grenade Launcher---Single shot rifle-grenade launcher. Lethal rounds are issued to the police only when dealing with serious threats such as megadamage monsters.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Single shot. A trained user can load and fire a RLG once per melee
Payload: One, single shot per shoulder. Additional rounds may be carried on webbing and hand-loaded.
Cost: 2,500 credits
e)Net Launcher---Net projector with a large rotary drum magazine.
Weight: 6 lbs
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%
(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. This is NEVER issued to police forces.
(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.
(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.
(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees. This is NEVER issued to police forces.
Rate of Fire: Single shot, ECHH
Payload: 5 shots per launcher
Cost: 10,000 credits for the launcher
f)Microwave Projector---Low power antipersonnel microwave projector. Those hit with it feel a sudden intense burning sensation. Microwaves will penetrate clothing and wood, but are deflected by metal armor/shielding.
Weight: 8 lbs
Range: 900 ft. Can be ‘fanned’ to cover a 12 ft wide area.
Damage:(Setting One)1 SDC, plus roll under P.E. or be stunned with pain; -1d4 to initiative, -5 to strike, parry, dodge, and half Speed.
(Setting Two)1d6 SDC, plus stun effects; only -6 to strike, parry, dodge, effects last through the next melee.
(Setting Three)2d6 SDC, plus stun effects; only -10 to strike, parry, dodge, and effects persist for 1d4 melees.
Rate of Fire: ECHH
Payload: Effectively unlimited linked to the cyborg’s powerplant.
Cost: 8,000 credits
g)Shock-Plug Gun---Fires adhesive ‘gel-battery’ projectiles that deliver continuous electrical shocks to those they strike. This is a heavier model, able to burst fire(so it’s possible to actually KILL those with weak constitutions if they get struck with multiple fully-discharging plugs).
Range: 500 ft
Damage: None against inorganic targets.
Against organic targets, the stun-plug inflicts an electrical shock that does 1d6 SDC/HP per jolt. However, this is STUN damage and not tissue-damage. Being shocked five or more times, or with less than HALF hit points remaining, and failing a roll of 15 or better means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. Stunned victims are -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
The Stun Plug has enough capacity for 60 charges. Depending on the situation and intended target, the Stun Plug can be set to discharge at rates of 1-5 shocks per melee until they run dry or the target falls unconscious, whichever comes first. If the person regains consciousness with the Stun Plug still attached(and with remaining charges in it), there’s a 60% chance of the Stun Plug reactivating and proceeding to discharge.
Note that even if/when the Plug runs out of electrical charge, it may still be attached and the tracker chip will still be active for up to 4 hours.
Effects from multiple stun-plugs are cumulative.
A full charge discharge(as can occur when tampering) does 4d6 SDC/HP damage. Unlike the stun-shock, this IS tissue damage, and at 8 or less hit points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.
Rate of Fire: Bursts of 1-10, ECHH
Payload: 100 rd drum
Cost: 5,000 credits for the gun, 8 credits per stun plug.
3)Flash-Palm---The palms of the Heizo hold a bright flasher that is typically used to warn or flag off other people, but which also can be ramped up to blinding intensity, like a Blinding Flash attack.
Effects: Effective strobe-blinds targets in a 50 ft radius; those without optical filtration(such as welder’s glasses) will be -10 to strike, parry, and dodge, with a 50% chance of falling for every 10 ft of distance they attempt to move.
4) (Optional) Shock-Shield---This is a light forearm shield curved and configured for use as both a parrying shield and an entangling catch for catching enemy blades. It also features a built-in electric shockprod(identical in performance to the forearm model). 40 MDC, and the blade catch gives a +1 to Parry/Entangle blades using W.P. Shield.
5)(Optional) Concealed Leg Weapon----A compartment in one leg holds a holstered or scabbarded weapon, such as a handgun or extending baton.
6)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 Heizo can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry. Unless the cyborg is a non-human, extra limbs are rarely ever added.
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*Tactical Positioning System(TPS)---A GPS in miniature, this coordinated battlefield management system allows member systems to accurate map out an area and pool sensor data. To do so requires the establishment of a baseline grid, typically by using pre-positioned repeater stations to act as ‘landmarks;(in lieu of the absent GPS satellites). Integrated units can then plug into the shared network and fill in the grid defined by the baseline position indicators.
(aka ‘robopig’, ‘law machine’, ‘watch’borg’)
http://i408.photobucket.com/albums/pp164/taalismn/img391_zps18dd6127.jpg
It’s politics as usual in the big city. Crime lord’s annoyed, so he just invited his buddies to a little feast, then pruned his organization with the help of the usual uber-powered enforcer goons. Body parts all over the place, and I see it all on video, all from several different viewpoints. Now dinner’s moved from the bloodbath soup to the dessert atrocity.
The nanospies show them surrounding a civie woman. She was just in the wrong place at the wrong time, and now they’re eliminating the witnesses. She knows she’s going to die; they’re playing with her before they kill her and call it an unfortunate necessity. The tall blonde creepie in the white suit making jokes about tasty morsels puts the lie to that. Suave boss sitting at the head of the table making a lame apology while smiling’s just the layer of weasel excrement on the BS cake.
The moment the badger grenades go off, I’m through that wall.
I’m tsunami, one with the directed force shockwave as it rolls into the room, slamming just about everything loose, except for what isn’t glued to the floor, walls, or ceiling by gore, all the way to the end. The woman’s going to take some shock injury in addition to the bleeding she’s already been put to, but that can’t be helped. The important thing is I’ve interrupted the slaughter, put myself between her and her torturers, and just got the goons’ full-blown attention.
These goons are freaks, black market aug-types, all humans, but so upped even the CS would have trouble telling them from d-bees. Blast’s shaken them, but not as much as it might have if they’d been normal homo saps. But at least they aren’t full-cons or mega-dees, or even wearing full body armor.
Thank gods for minor miracles. Now I just have to take out a full six-pack of black market muscle before they decide to kill the hostage after all.
The thing in the wheelchair was my first worry; heavy robes, concealed features, and a mask usually spell trouble. Another stroke of good fortune; its position near my dynamic entry point means masked mystery took the brunt of the badger boom. My foot coming in the door is the followup alpha strike. My leg feels resistance; as expected, the robe’s armored, but I’m going top speed so unless I’m kicking rigid plate, concussion’s going to communicate through. I’m right. There’s some gunky-sounding crunching when my reinforced toe punches in. Just for security, the automag in my left hand lets off a burst. I’m glad I loaded with SLAP at the last moment; that robe armor’s a bastard, but the armor-piercers slip right through and tumble through what’s on the other side...in the case I’m changing my mind these freaks might be all human; the scream sounds Simvan to me.
One down.
The tall one’s obviously a steroid-freak. Not full-blown juicer, but definitely on serious muscle-builders. Maybe even a mutant. He’s video’cording the victim’s crying last moments. With both his hands occupied, I don’t give him a chance to go for a weapon and since he’s the next biggest target, I pump twenty-millimeter justice from my right hand into him from my handcannon. Black Thunder roars.
I’m not bothering arresting them. They’re caught in the act and a civilian’s at risk. Plus I’m not an official cop; I’m a streetsweeper and these guys are the sort of dirt I’ve been tasked to wipe off the city grid. They’re dead meat walking, I just have to make them stop walking.
Big Boy goes flying, crimson blooms painting the room and telling me that he wasn’t wearing enough armor and that he’s likely human after all. Taking the chance he’s not going to rapid-regenerate on me, I spare a moment to shift my aim to send a few rounds flying downrange at the black-clad badass ID’ed as the group leader. He’s already moving to get his pretty-boy boss out of the room as fast as possible, but I swear I see him dodge what should have been straight-on hits.
Sparks fly across my shoulder. One of the smaller goons just ‘laced me with a monomol whip-cat. Funny thing is, now the wires are stuck on my vibro-armor, the whipster pulling frantically to free them. Irony; the monowire’s a PS product, hijacked for use by the underworld. Now it’s being countered by another Paladin product. HUD paints the normally invisible wires in my vision. Still protected by my anti-vibe, I flip my automag up onto my forearm, grab the wires and pull. Whipster’s so used to her weapon sliding without any resistance through flesh, she doesn’t react in time to serious cyberaug strength pulling back this time. She comes flying. Right into my fist. A twist of my hand and I wrap her ‘cat around her own wrist. The wires don’t cut the cestus-thingie she’s got on to puppeteer her toy, but they slice through the exposed arm above it just fine. She screams like a cat with a shockstick up its arse; she’s just learned it sucks to be on the receiving end of one of her attacks.
I whirl, just in time to put her between me and the hyperactive cannibal, who’s launched a near supersonic punch at my back. Instead he buries his ‘rocket punch’ inside his partner’s chest. He screams when he realizes what he just hit. He’s still screaming bloody murder and revenge when the twin shotguns on my shoulders open up on him. He learns to eat buckshot and he doesn’t like it, but he doesn’t complain for long. Having his head gone up from the vocal cords silences him right quick.
Cannibal-boy’s still sliding to the floor when I catch a blur as Tall, Dark and Sharp tries to duck around me to either flank me or to finish off the civie. He’s fast; a clank tells me he just put a knife blade up one of my autoshots and a red light in my head instantly tells me he spiked it.
Too bad for him I got two.
I rip off another burst, forcing the knife-artist to duck and weave as he tries to close with me. Overkill from my ten-gauges rips into a wall and Big Boy; he wasn’t down before, he’s definitely down now. Tall Dark lunges at me, starting to accelerate. I catch his knife on my sai, his other knives slide off my vibroarmor. Bless anti-vibe.
My other sai catches him in the throat. I WAS going to go for the gut, but the stiffness of his jacket tells me he’s got plain clothes armor. He didn’t armor his head, however. Tall Dark’s shades slide off showing me the whites of his eyes. He has the decency of looking halfway surprised to have been caught on such an obvious move.
That just leaves blondie badass and his boss.
My Black Thunder gets ripped away from my hand, along with several fingers. A second shot blows away my remaining shoulder-shot.
Oh, there he is. Above me. Doing the Matrix thing on the ceiling.
He comes down hard, his boot smashing into my chest and actually kicking me aside, Then, like a speed-Juicer, he’s kicking me across the room, while belting rounds into me from his own handcannon. He seems to have an endless supply of speedloaders and Hyperion juicer reflexes because the Big Boss Magnum he’s got has only four shots and I’m sure he’s hammered me with at least eight already. He’s also damn good at placing his shots. My automag’s totaled by a hit dead center, giving him the firepower advantage.
I take a swing at him, miss, pull my punch in time to avoid getting my fist stuck in the wall, though the sheet rock’s definitely going to have to be replaced. For my part, I manage to dodge blondie’s follow-up aimed at my armpit. Then he’s on the other side of me, trying to blow my head off.
Yeah, blondie’s definitely a hypermod, the way he moves. Maybe Lone Star gene-freak, CS supersoldier, or even a d-bee after all.
Another kick and the far wall just got laid open. Another shot, and that wall just got a new crater in it. This room isn’t a bunker and we’re using antitank ammo and combat moves in it. This continues any more, we’ve GOT to hit a support member.
Blondie’s got me cornered, far end of the room. He looks at me with that soulless look, and I can see him calculating. He’s a smart one. I hate the smart ones.
He points his gun at the civie, still bleeding under the rubbish. He’ll finish her off, then meet my angry charge. By the time I can reach him, or pull out a fresh weapon, she’ll be history and any victory I pull off will be of the phyrric sort.
So I do the unexpected.
“Sucker,” I mutter as I drop to the floor.
I didn’t come alone.
From at least six points around the room, sniper fire opens up on blondie. It might have been more, but nobody wants to blow up a city block in the overkill, or blue-on-blue a colleague like munch-boy did. Sheet rock walls don’t offer resistance to weapons that would take out a pre-Rifts tank. And there’s enough holes in the room to make for a clear line of sight, though some of the gunners are perfectly happy making their own firepath. Plus I’ve painted the target’s coordinates quite nicely on the tac-net. A Company marksman can snake a smart round around a city block with that sort of pinpoint intel, or shoot blind through walls easy.
Batty-wannabe might be able to dodge bullets, but my backup’s got energy weapons in addition to bullets. That much photonic and ionic energy coming at him describes a ‘no-dodge’ zone he just can’t get out of in time.
Blondie goes sun-bright for a microsecond. His black outfit probably sped up cooking time a milli-micro-second. Now he’s an expanding cloud. Aside from his boots and some pieces of his jacket, they’ll need a vacuum cleaner to pick him up again.
I’m dusting blonde ash from ash-blonde off my plates when the squad leader comes up. The room’s full of troopers who were moving up while I danced the chainsaw fandango, and a gunship just dropped into sight in the opening blasted in the outer wall. Lots of guns poking around, and they’re all on my side. Those friendlies not poking at bodies have converged on the civie, and she’s already shot full of irmies and no-shock while a corpsman is assembling a stretcher to put under her. I can already hear a radio request for the gunship to play medevac ambulance to our base camp. Ironic, that, considering that the city hospital is right next door, but from both a tech and security standpoint, our field base is the better choice. From what I can see, the nice lady’s going need a couple of quarts of replacement blood, a replacement hand and a year of intensive psych therapy at the very least. Sure beats the alternative.
The local cops are on their way, the squad leader reports, but considering we just got footage of their boss chumming with the local crimelord just before the latter made the former into chum, the local authorities don’t concern us. We can spin it either way; we just started cleaning out the corruption in the police, which will send a clear warning to any other corrupt cops on the force, or we just avenged their chief’s murder.
Tacnet pops, and a half-dozen open mics echo the report around the room. The big boss who ran out the back door while his goons were dancing with me just got nabbed by the rest of the heavy squad outside. Having just escaped from one cyborg, he ran into the arms of two outside. He and a couple of other minor functionaries that got grabbed are already canned and on their way to our assembly area. That means he’s going to be taken to some nice secure and dark location where he’ll be squeezed hard by the intel spooks, then offed in some hopefully painful manner.
There’s a commotion at the door and some small kid comes running in, screaming for his mom. The civilian’s got a dependent who just showed up. Hell of a day to bring your kid to work. Somebody in the security cordon outside’s going to catch flak and grief for not keeping the youngster away. No child outside those evolved from diehard predators or carrion-eaters should see a slaughterhouse like this. And no child, regardless of species, should see their mother looking like she’s been run through a meatgrinder.
The sarge moves to hustle the kid away, but I get in front of him myself.
“I’ll take care of this,” I tell him, “You don’t have kids.”
I make sure I’m not dripping any leftovers before I walk over to the deer-caught-in-headlights stunned little boy and ready up my best comforting speech.
Least thing one mother can do for another.
The ‘Heizo’ is a Light Machine cyborg meant for law enforcement. Though there have been previous individually customized cyborg frames optimized for law enforcement, the Heizo is a production-model design. It’s claimed the design has been influenced(beyond its name, a reference to a medieval Japanese lawman) by Japanese cyborgs, and even by Naruni Enterprise’s enforcer ‘bots/cyborgs.
Because of its intended role as a police cyborg in built-up urban areas, the Heizo has a sleek, streamlined outer armored shell that offers few protrusions that can be grabbed or hang up on obstacles. The arms feature wide oval parrying shields that also conceal extendable melee weapons. Since city-rats tend to favor vibroblades for close-quarters combat, the Heizo has been fitted with the latest evolution of anti-vibronic armor, configured to block out and neutralize the cutting fields of vibroweaponry.
Besides being suitable for SWAT operations, the Heizo also comes packed with all manner of tools useful for routine police work, including facial and fingerprint recognition databases, breathalyzers, and chemical sensors. When it comes to dealing with agitated superhuman drunks or dangerous illegal narcotics cookeries, the Heizo is covered.
The Heizo is entering service across the GNE and affiliates, and is prevalent in the security forces of Aegis Stellar Industries.
Type: PS-FC-9 ‘Heizo’
Class: Full conversion Borg, Light Machine
Crew: One volunteer
M.D.C. By Location:
Hands(2) 25 each
Arms(2) 60 each
Legs(2) 88 each
*Head 80
**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.
**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 Heizo be fitted with any additional armor up to MEDIUM Cyborg Armor
Speed:
Running: 100 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 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Heizo CANNOT swim, but sinks like a rock
Statistical Data:
Average Height: 6.5-6.8 feet
Width: 2 feet at shoulders
Length: 1.2 feet
Weight: 360 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, 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, Light Machine, CS Police Officer(equivalent), or Republic of Japan Law Enforcer(equivalent).
Black Market Cost: 2.8 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:
*Anti-Vibronic Armor---A refined version of the field AVA currently being tested in the GNE, the cyborg version uses more advanced micro-computing to shift through several different vibrofield frequencies much faster. The heavier version installed in the Heizo is MUCH better at deflecting damage. Vibroblades still do HALF damage on the first hit, but each subsequent hit does NO damage(aside from any MD damage from the strength of the attacker), and the armor can deflect several different attacks at a time. The armor has also been proven to be effective at deflecting megadamage whips, monomolecular blades and cutters; unless the monowire or Kisenite blade has real weight behind it(like a robotic or supernatural strength pushing it), such attacks are in essence vibrated away from contact with the cyborg’s armored skin.
*TacNet---Coordinating hostage rescue situations can be murder if botched, so the Heizo carries a combined communications and mapping local network system. Using sensor feeds and synchronized communications, those linked to the net can map an area and their own respective positions in it, as well as suspected enemy locations in it. With a preset Tactical Positioning System(TPS)* laying down a gridwork, this system can be used to direct snipers in ‘blind fire’ operations(no penalties for shooting blind).
*Tactical IFF System---An adaptation of the Gromeko FFI, the TIFF can identify and prioritize scanned targets. It can also work with personal transponder systems to instantly check fire in close quarters, allowing the cyborg to go all-out in a close melee without fear of friendly fire-killing a colleague. Gives the cyborg a +1 to Initiative and to Pull Punches/shots in otherwise confusing close-order scrums.
*Biometrics Scanner---An internal database and computer system tied to high-resolution optical sensors in the cyborg’s head, this system quickly scans people and matches such things as facial structure features, eye color, and fingerprints(if the cyborg can scan them) against an updated database.
*Molecular Analyzer ----Though not nearly the equal of a well-trained police dog(or Dog Boy), the Heizo has a powerful sense of cybernetic smell, useful for detecting alcohol, explosives, or other chemicals.
*Hidden Leg Compartments---Each leg conceals a pop-out compartment. Typically one is a holster, while the other holds an evidence bag dispenser, field fingerprint test kit, or plastic handcuff dispenser.
*Forearm TapeCuff Dispenser---Forearm roll for up to 10 plastic handcuff ties.
Weapons Systems:
1)Forearm Weapons Slots---Each forearm sports a modular slot for attaching a weapons module, allowing the cyborg to customize its integral weaponry, depending on the mission. Typically, non-lethal weapons are carried. The slots can hold a standard cyborg forearm weapon or one of the following:
a)Retractable Vibroblade---One, or both, arms will have a retractable vibroblade for use as a tool or a weapon. Pronged Vibro-Jittes or Sais are preferred because of their better ability to block and entangle other vibroblades. Does 2d4 MD for a regular blade, 1d6 MD for a Jitte or Sai(but +1 to parry/entangle).
b)E-Mag Magtech Bolter---This is adapted from the PS S-6 MagMaster ElectroMag Pistol, integrated into a wrist pack so as to leave the hands free
Weight: 4 lbs
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortices) 300 ft
(Cable Gun) 90 ft
(Dart Launcher) 800 ft
Damage: (EM Bolt) 3d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 4d6 SDC per bolt
(Stun Vortices) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(Cable Gun) None, cable has tensile strength equivalent to P.S. 50
(Dart Launcher) 1 SDC + possible drug/toxin effects
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortices) ECHH
(Cable Gun) Single shot
(Dart Launcher) Single shot
Payload: (EM Bolt)30 shot battery, plus recharges off the main belt generator at 1 blast every 15 minutes. Or an e-clip can be inserted into the side of the module.
(Scattershot Bolt) 1 ‘shotgun bolt’ equals 2 EM bolts
(SDC Shot) 6 SDC shots equal 1 MDC shot
(Stun Vortices) 6 Stun Vortices equals 1 MDC shot
(Cable Gun) Single dart w/ 90 ft line
(Dart Launcher) 6 shot magazine, effectively infinite propellant charge(negligible power drainage from main weapon)
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
c)Mini-Pulse Laser Module
Weight: 3 lbs
Range: 800 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: 30 shot e-clip, effectively unlimited linked to the cyborg’s powerplant.
Bonus: Laser targeting add +1 to strike.
d)Taser Pod-TASER System - Fires an adhesive line which delivers a strong shock. Great for subduing resisting prisoners.
Range: 20 feet.
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 75% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
Rate of Fire: Single shots, ECHH
Payload: 100 feet of wire which can be spooled out in any lengths. Has 7 darts ready for use
e)Ion Cannon/EM Projector Module---Developed from the Kera-Tech KTR-40X Anti-Armor Rifle, this pistol-sized weapon is intended to knock out electronic security systems
Weight: 5 lbs
Range: 300 ft
Damage: No gross physical damage, but does 2d4 EMP damage.
Compare the damage inflicted to the MDC of the location being targeted. The resulting percentage is the chance that the target has been disabled. All damage is cumulative on the target. In addition, any damage in excess of 50% of the target’s MDC will result in the target suffering damage to its electronic systems that will need to be repaired. Any damage in excess of 75% will result in the damaged systems needing replacement due to irreparable power surge damage. Does double damage against civilian/nonmilitary vehicles due to lack of EMP-’hardening’. Does NO damage against non-mechanical/electronic targets. Bionics are affected slightly, suffering a decrease in mobility and speed of -1 to dodge, roll, and strike for 1d4 melees, damage non-cumulative, for the affected limb, until it can be reset by internal systems.
Rate of Fire: Single shots, ECHH
Payload: 15 shot battery e-clip, effectively unlimited linked to the cyborg’s powerplant.
f)Stun Blaster
Range:(Stun Blast) 100 ft
Damage:(Stun Blast) Roll versus non-lethal poison or be -10 to strike, parry, dodge, and roll for 2d4 melees
Rate of Fire: ECHH
Payload: 12 shots per e-clip, effectively unlimited linked to the cyborg’s powerplant.
g)Sonic Rifle---Modified ‘Strakker’ sonic SMG, without the higher-powered MD capability.
Weight: 6 lbs
Range: 1,200 ft in water, 200 ft in air
Damage: 4d6 SDC per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: 300-shot E-clip, 500 shots from a long E-clip, effectively unlimited linked to the cyborg’s powerplant.
Cost: 80,0000 credits
h) Strap Gun---(Aliens Unlimited) Fires an expanding bundle of tough plastic straps covered in quick-set adhesive, that wrap around a target in a cocoon.
Weight: 6 lbs
Range: 75 ft
Damage: 1d6 SDC from impact, plus holds with a strength of P.S. 30.
Rate of Fire: ECHH
Payload: Three shots
i) Goop Sprayer----Less powerful version of the baseline unit, with only a 70 ft range and 10 shot small tank.
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like a MAC II) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
j) Extending Shock Baton/Prod---Basically a shock prod bayonet that can be telescoped up t o 3 ft.
Range: Melee
Damage:
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
2) Backpack/Shoulder Pack----A modified backpack can be mounted, with weapons or other instruments pivoting down over the shoulders. One or two weapons/devices can be mounted. If ONE weapon is mounted, DOUBLE the available payload for it.
a) Baton-Launcher
Range: 800 ft
Damage: (Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
Rate of Fire: Single shot, ECHH
Payload: 6 per launcher
b) Foam Sprayer---Useful for emergency firefighting and riot-control
Range: 100 ft
MDC : 25 for sprayer, 30 for tank.
Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like a MAC II) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Payload: Backpack tank holds 100 applications
Cost: 60,000 credits
c) AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or in-going police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armor & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip
Or a 50 shot drum can be added
Cost: 18,000 credits
d) Shoulder Grenade Launcher---Single shot rifle-grenade launcher. Lethal rounds are issued to the police only when dealing with serious threats such as megadamage monsters.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Single shot. A trained user can load and fire a RLG once per melee
Payload: One, single shot per shoulder. Additional rounds may be carried on webbing and hand-loaded.
Cost: 2,500 credits
e)Net Launcher---Net projector with a large rotary drum magazine.
Weight: 6 lbs
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%
(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. This is NEVER issued to police forces.
(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.
(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.
(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees. This is NEVER issued to police forces.
Rate of Fire: Single shot, ECHH
Payload: 5 shots per launcher
Cost: 10,000 credits for the launcher
f)Microwave Projector---Low power antipersonnel microwave projector. Those hit with it feel a sudden intense burning sensation. Microwaves will penetrate clothing and wood, but are deflected by metal armor/shielding.
Weight: 8 lbs
Range: 900 ft. Can be ‘fanned’ to cover a 12 ft wide area.
Damage:(Setting One)1 SDC, plus roll under P.E. or be stunned with pain; -1d4 to initiative, -5 to strike, parry, dodge, and half Speed.
(Setting Two)1d6 SDC, plus stun effects; only -6 to strike, parry, dodge, effects last through the next melee.
(Setting Three)2d6 SDC, plus stun effects; only -10 to strike, parry, dodge, and effects persist for 1d4 melees.
Rate of Fire: ECHH
Payload: Effectively unlimited linked to the cyborg’s powerplant.
Cost: 8,000 credits
g)Shock-Plug Gun---Fires adhesive ‘gel-battery’ projectiles that deliver continuous electrical shocks to those they strike. This is a heavier model, able to burst fire(so it’s possible to actually KILL those with weak constitutions if they get struck with multiple fully-discharging plugs).
Range: 500 ft
Damage: None against inorganic targets.
Against organic targets, the stun-plug inflicts an electrical shock that does 1d6 SDC/HP per jolt. However, this is STUN damage and not tissue-damage. Being shocked five or more times, or with less than HALF hit points remaining, and failing a roll of 15 or better means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. Stunned victims are -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
The Stun Plug has enough capacity for 60 charges. Depending on the situation and intended target, the Stun Plug can be set to discharge at rates of 1-5 shocks per melee until they run dry or the target falls unconscious, whichever comes first. If the person regains consciousness with the Stun Plug still attached(and with remaining charges in it), there’s a 60% chance of the Stun Plug reactivating and proceeding to discharge.
Note that even if/when the Plug runs out of electrical charge, it may still be attached and the tracker chip will still be active for up to 4 hours.
Effects from multiple stun-plugs are cumulative.
A full charge discharge(as can occur when tampering) does 4d6 SDC/HP damage. Unlike the stun-shock, this IS tissue damage, and at 8 or less hit points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.
Rate of Fire: Bursts of 1-10, ECHH
Payload: 100 rd drum
Cost: 5,000 credits for the gun, 8 credits per stun plug.
3)Flash-Palm---The palms of the Heizo hold a bright flasher that is typically used to warn or flag off other people, but which also can be ramped up to blinding intensity, like a Blinding Flash attack.
Effects: Effective strobe-blinds targets in a 50 ft radius; those without optical filtration(such as welder’s glasses) will be -10 to strike, parry, and dodge, with a 50% chance of falling for every 10 ft of distance they attempt to move.
4) (Optional) Shock-Shield---This is a light forearm shield curved and configured for use as both a parrying shield and an entangling catch for catching enemy blades. It also features a built-in electric shockprod(identical in performance to the forearm model). 40 MDC, and the blade catch gives a +1 to Parry/Entangle blades using W.P. Shield.
5)(Optional) Concealed Leg Weapon----A compartment in one leg holds a holstered or scabbarded weapon, such as a handgun or extending baton.
6)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 Heizo can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry. Unless the cyborg is a non-human, extra limbs are rarely ever added.
=========
*Tactical Positioning System(TPS)---A GPS in miniature, this coordinated battlefield management system allows member systems to accurate map out an area and pool sensor data. To do so requires the establishment of a baseline grid, typically by using pre-positioned repeater stations to act as ‘landmarks;(in lieu of the absent GPS satellites). Integrated units can then plug into the shared network and fill in the grid defined by the baseline position indicators.
Last edited by taalismn on Tue Jan 14, 2014 3:27 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
------------
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel FireLily Flight System
http://i408.photobucket.com/albums/pp164/taalismn/img292_zps73831c9e.jpg
“Flying the Fire Lily looks scary as hell, but once you get the hang of it, it can be scary addictive fun. Takes some skill, though; it’s meant for hyper-agile dogfighting, not up-down elevator flying, so it’s not very forgiving of novice pilots.”
“The way the FireLily’s constructed, the bottom center thruster pod is mounted below and behind your legs, attached just behind your posterior. The frame transfers most of the thrust up and around you, but you still get a real bit of ‘umphf!’ every time you accelerate, right in your pelvis. Some people find that sensation rather disturbing; they swear they can feel their kidney stones and tail bone grinding, or else they swear it’s as orgasmic as sex.”
The FireLily is a powerful jetpack flight system that was developed as PS’s answer to the Icarus Flight System. The advanced FireLily system relies on a combination of directed thrust and a light GMR coil to attain lift and propulsion. The FireLily has three pods(two shoulder and one ‘stem’), two articulated vambrace arm controllers, and a harness/saddle arrangement at the center for the pilot. The engine pods are articulated for maximum manueverability, and the ‘stem’ pod can move slightly forward so the pilot can actually straddle it and put their feet in stirrup-braces for stability.
The FireLily is very well armed; each pod has a small shrouded bay that can be fitted with micro- or mini-missile launchers, and a small hardpoint for a cyborg forearm-style weapon(the latter can be slaved to a helmet or visor targeting recticle). The forearm vambraces can be similarly outfitted with a weapon slung under them and triggered by the pilot.
Like the Icarus, the FireLily can be operated as a semi-autonomous drone aircraft, being directedby remote control or set to fly a preprogrammed course until recalled.
The FireLily is recommended for use by augmented(such as light cyborgs or gene-mods; the FireLily is particularly favored by the GNE’s ALT-Juicer/Crazy gene-mods) pilots, or operators wearing at least light EBA, as it is a very fast, and demanding, machine to fly.
Note: The FireLily can be flown using the Pilot: Jetpacks skill(dogfighting maneuvers will be at -10%, however, due to the high performance and light controls), but for optimal performance, Pilot: Flight Systems is recommended.
Type: PS-VTFS02 FireLily
Class: High Performance Vectored Thrust Flight System
Crew: One
MDC/Armor by Location:
Main Body 120
Propulsion Pods(3) 100 each
Arm Vambraces(2) 80 each
Height: 9 ft with pods at full extension
Width: 9 ft with pods at full extension
Length: 6 ft with pods fully swept back
Weight: 680 lbs
Cargo: Only what can be carried externally belted to the pilot. If a weapons bay is emptied/removed, the empty space can hold about 10 lbs of gear.
Powerplant: Nuclear Fusion w/ 8 year energy life
Speed: Hover to 500 MPH, maximum altitude 16,000 ft
Market Cost: 1.9 million credits
Systems of Note:
*Mini-Radar---6 mile range
*Remote Control Option---Can be operated by remote control; effective range of 5 miles from a crew-portable comm-unit.
*Semi-Autonomous Operation:
-Basic Robot Audio/Optics
-Basic Power Armor-Grade Sensor and Communications Systems
-Radio Beacon/Signal Finder
-Navigation: 85%
Bonuses: The UAV doesn’t have any combat programming per say, but does have some basic evasion programming: Actions/Attacks Per Melee: 4, Dodge: +2
Weapons Systems:
1) Missile Launchers(3)---Each pod mounts a missile launcher system; one of the following can be accommodated in each one.
a) Micro-Missiles---Can use any of the 15mm, 20mm, or 30mm format micro-missiles produced by Paladin Steel---- 32 15/20mm or 18 30mm McMs per hardpoint
b) Mini-Missiles---12 per launcher
c) ‘Black Talon’ L-SAMs---3 per launcher
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 10,000 credits per missile
2) Weapon Hardpoints(5)---Each of the propulsion pods can be fitted with a retractable weapon, and the forearm control vambraces can be fitted with similar weapons. All five hardpoints can accommodate any of the standard cyborg forearm-style weapons. Energy weapons will have an effectively unlimited power supply attached to the FireLily’s power systems.
3) Hand to Hand Combat----The forearm vambraces are reinforced and can assist in punches: +4 damage to punches(SDC or MD depending on operator’s strength).
Options:
*Weather Hood----A transparent canopy that drops over the head, shoulders, and upper body, affording extra protection from the elements as well as light protection from weapons fire. 25 MDC. Cost:11,000 Credits
*EW Jammer---Mounted on the back. Basic frequency jumping and radar jamming. Radar-guided weapons are -2 to strike the craft. Cost: 37,000 Credits
Variants:
*PS-VTFS02TW--TechnoWizardry Power Conversion, powered by a PowerStone system.
-PPE Powerstone: ’Heavy’---200 PPE 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 user can pump his or her own PPE or ISP into the system 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)
-Ley Line Booster---DOUBLE speed on a leyline
-Full Throttle Overdrive---Ups maximum speed by 40%, but -5% Piloting tolls for basic maneuvering, and -20% for trick maneuvering. Costs 10 PPE for 10 melee rounds’ duration.
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
*TW Invisibility----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
http://i408.photobucket.com/albums/pp164/taalismn/img292_zps73831c9e.jpg
“Flying the Fire Lily looks scary as hell, but once you get the hang of it, it can be scary addictive fun. Takes some skill, though; it’s meant for hyper-agile dogfighting, not up-down elevator flying, so it’s not very forgiving of novice pilots.”
“The way the FireLily’s constructed, the bottom center thruster pod is mounted below and behind your legs, attached just behind your posterior. The frame transfers most of the thrust up and around you, but you still get a real bit of ‘umphf!’ every time you accelerate, right in your pelvis. Some people find that sensation rather disturbing; they swear they can feel their kidney stones and tail bone grinding, or else they swear it’s as orgasmic as sex.”
The FireLily is a powerful jetpack flight system that was developed as PS’s answer to the Icarus Flight System. The advanced FireLily system relies on a combination of directed thrust and a light GMR coil to attain lift and propulsion. The FireLily has three pods(two shoulder and one ‘stem’), two articulated vambrace arm controllers, and a harness/saddle arrangement at the center for the pilot. The engine pods are articulated for maximum manueverability, and the ‘stem’ pod can move slightly forward so the pilot can actually straddle it and put their feet in stirrup-braces for stability.
The FireLily is very well armed; each pod has a small shrouded bay that can be fitted with micro- or mini-missile launchers, and a small hardpoint for a cyborg forearm-style weapon(the latter can be slaved to a helmet or visor targeting recticle). The forearm vambraces can be similarly outfitted with a weapon slung under them and triggered by the pilot.
Like the Icarus, the FireLily can be operated as a semi-autonomous drone aircraft, being directedby remote control or set to fly a preprogrammed course until recalled.
The FireLily is recommended for use by augmented(such as light cyborgs or gene-mods; the FireLily is particularly favored by the GNE’s ALT-Juicer/Crazy gene-mods) pilots, or operators wearing at least light EBA, as it is a very fast, and demanding, machine to fly.
Note: The FireLily can be flown using the Pilot: Jetpacks skill(dogfighting maneuvers will be at -10%, however, due to the high performance and light controls), but for optimal performance, Pilot: Flight Systems is recommended.
Type: PS-VTFS02 FireLily
Class: High Performance Vectored Thrust Flight System
Crew: One
MDC/Armor by Location:
Main Body 120
Propulsion Pods(3) 100 each
Arm Vambraces(2) 80 each
Height: 9 ft with pods at full extension
Width: 9 ft with pods at full extension
Length: 6 ft with pods fully swept back
Weight: 680 lbs
Cargo: Only what can be carried externally belted to the pilot. If a weapons bay is emptied/removed, the empty space can hold about 10 lbs of gear.
Powerplant: Nuclear Fusion w/ 8 year energy life
Speed: Hover to 500 MPH, maximum altitude 16,000 ft
Market Cost: 1.9 million credits
Systems of Note:
*Mini-Radar---6 mile range
*Remote Control Option---Can be operated by remote control; effective range of 5 miles from a crew-portable comm-unit.
*Semi-Autonomous Operation:
-Basic Robot Audio/Optics
-Basic Power Armor-Grade Sensor and Communications Systems
-Radio Beacon/Signal Finder
-Navigation: 85%
Bonuses: The UAV doesn’t have any combat programming per say, but does have some basic evasion programming: Actions/Attacks Per Melee: 4, Dodge: +2
Weapons Systems:
1) Missile Launchers(3)---Each pod mounts a missile launcher system; one of the following can be accommodated in each one.
a) Micro-Missiles---Can use any of the 15mm, 20mm, or 30mm format micro-missiles produced by Paladin Steel---- 32 15/20mm or 18 30mm McMs per hardpoint
b) Mini-Missiles---12 per launcher
c) ‘Black Talon’ L-SAMs---3 per launcher
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 10,000 credits per missile
2) Weapon Hardpoints(5)---Each of the propulsion pods can be fitted with a retractable weapon, and the forearm control vambraces can be fitted with similar weapons. All five hardpoints can accommodate any of the standard cyborg forearm-style weapons. Energy weapons will have an effectively unlimited power supply attached to the FireLily’s power systems.
3) Hand to Hand Combat----The forearm vambraces are reinforced and can assist in punches: +4 damage to punches(SDC or MD depending on operator’s strength).
Options:
*Weather Hood----A transparent canopy that drops over the head, shoulders, and upper body, affording extra protection from the elements as well as light protection from weapons fire. 25 MDC. Cost:11,000 Credits
*EW Jammer---Mounted on the back. Basic frequency jumping and radar jamming. Radar-guided weapons are -2 to strike the craft. Cost: 37,000 Credits
Variants:
*PS-VTFS02TW--TechnoWizardry Power Conversion, powered by a PowerStone system.
-PPE Powerstone: ’Heavy’---200 PPE 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 user can pump his or her own PPE or ISP into the system 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)
-Ley Line Booster---DOUBLE speed on a leyline
-Full Throttle Overdrive---Ups maximum speed by 40%, but -5% Piloting tolls for basic maneuvering, and -20% for trick maneuvering. Costs 10 PPE for 10 melee rounds’ duration.
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
*TW Invisibility----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
Last edited by taalismn on Mon Jan 27, 2014 11:43 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
------------
- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Both the 'Straightener' and the Heizo now have art up.
Completely forgot to transfer art for the FireLily, but art for that should be up by next tuesday.
Completely forgot to transfer art for the FireLily, but art for that should be up by next tuesday.
-------------
"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
So what have your SmallKin Security Service been up to now?
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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:So what have your SmallKin Security Service been up to now?
Hyperkittens; musta been breaking in to 'question' an a inmate about something important to the Company or to the Ninja Bunnies.

-------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
taalismn wrote:Hyperkittens; musta been breaking in to 'question' an a inmate about something important to the Company or to the Ninja Bunnies.
Hyperkittens

- taalismn
- Priest
- Posts: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Veritas476 wrote:taalismn wrote:Hyperkittens; musta been breaking in to 'question' an a inmate about something important to the Company or to the Ninja Bunnies.
HyperkittensAs if kittens weren't wound up enough already.
Kittens just have that deranged look, like what they've seen of the world already has driven them bug-ass CRAZY.
-------------
"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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel HR-02 Super-Heavy Revolver
(aka ‘Super Dekkar’, ‘Double Trouble’, ‘Rubble Maker’, ‘Hyena’)
“This weapon’s clearly another one of those guns meant to appeal to big strong folk with a love of big metal...big obvious metal. People who bought the Pulverizer would probably buy this thing as a back-up sidearm. I mean, an oversized revolver formated to shoot shotgun shells? With a forty millimeter single shot grenade launcher stuck under the barrel? Somebody’s either overcompensating for something, or else they have NO sense of proportion.”
“Hey-hey-hey, bad guys! We be knockin’, you be droppin’!”
“A little less enthusiasm taking down the doors, Edger. We’d like some of these guys alive to put on trial.”
“Hey-yo, boss-man! Not my fault these ‘real men’ bleed so much so fast so easily!”
The HR-02 is a ‘super-heavy’ revolver-style weapon meant for exceptionally strong individuals(augments and cyborgs primarily) that copies the ‘Dekkar’ revolver in combining two weapons in one. The HR-02 is oversized to accommodate standard PS 12-gauge shotgun shells(though range may suffer due to the shorter barrel), with a single-shot 40mm grenade launcher slung under the barrel(again, range suffers due to the shorter barrel).
Though dismissed as impractical(due to its short range and limited ammunition capacity) by most regular militaries, the HR-02 has become a favorite of super-strong or cyborged soldiers and mercenaries looking for a reliable, simple to operate, and just plain intimidating hand weapon with serious umph. It is expected to compete for market share with the NG-11S ‘Sawed Off’, being rather more expensive, but a lot more powerful than the decidedly more limited Northern Gun weapon. Many buyers get the weapon stylized with electroplate accents and engraving.
Weight: 7.6 lbs
MDC: 25
Range: (12 Gauge) Varies(see below)
(40mm) 900 ft
Damage: (12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---700 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 700 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---700 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---700 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
(40mm)
*Frag rounds do 4d6 MD to a 12-foot radius.
*AP rounds do 1d4x10 to a 3-foot blast radius
*HESH Round---5D6 M.D. plus 4D6 S.D.C. to the person(s) inside of EBA power/body armour (or 3d6 SDC to anyone within 6 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection) & roll versus knockdown (14)
*Discarding Sabot Armor-Piercing Dart does 1d6x10+10 MD to a six-inch radius, and critical damage on an unmodified 18-20.
*Plasma rounds do 1d4x10+10 to a 5-foot radius.
*Chemical Shell---choice of smoke(20 ft cloud), stun gas(save of 16 or better, or be knocked out for 1d6 minutes. Successful save means half attacks and bonuses for 1d6 minutes), tear gas, or flash-bangs.
*Electroshock Munition---Does 2d6 SDC to everybody in 10 ft radius, and must save at 17 or higher, or be stunned for 1d4 minutes.
*S-9Dex Incapacitation Munition ---Essentially a grenade packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 35 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
Rate of Fire: Single shot per action
Payload: (12 Gauge) 5 round cylinder
(40mm) Single shot, hand-loaded
Cost: 5,000 credits
Options:
*Underbarrel Laser Spot(or flashlight)--+1 to strike---Cost: 300 credits.
(aka ‘Super Dekkar’, ‘Double Trouble’, ‘Rubble Maker’, ‘Hyena’)
“This weapon’s clearly another one of those guns meant to appeal to big strong folk with a love of big metal...big obvious metal. People who bought the Pulverizer would probably buy this thing as a back-up sidearm. I mean, an oversized revolver formated to shoot shotgun shells? With a forty millimeter single shot grenade launcher stuck under the barrel? Somebody’s either overcompensating for something, or else they have NO sense of proportion.”
“Hey-hey-hey, bad guys! We be knockin’, you be droppin’!”
“A little less enthusiasm taking down the doors, Edger. We’d like some of these guys alive to put on trial.”
“Hey-yo, boss-man! Not my fault these ‘real men’ bleed so much so fast so easily!”
The HR-02 is a ‘super-heavy’ revolver-style weapon meant for exceptionally strong individuals(augments and cyborgs primarily) that copies the ‘Dekkar’ revolver in combining two weapons in one. The HR-02 is oversized to accommodate standard PS 12-gauge shotgun shells(though range may suffer due to the shorter barrel), with a single-shot 40mm grenade launcher slung under the barrel(again, range suffers due to the shorter barrel).
Though dismissed as impractical(due to its short range and limited ammunition capacity) by most regular militaries, the HR-02 has become a favorite of super-strong or cyborged soldiers and mercenaries looking for a reliable, simple to operate, and just plain intimidating hand weapon with serious umph. It is expected to compete for market share with the NG-11S ‘Sawed Off’, being rather more expensive, but a lot more powerful than the decidedly more limited Northern Gun weapon. Many buyers get the weapon stylized with electroplate accents and engraving.
Weight: 7.6 lbs
MDC: 25
Range: (12 Gauge) Varies(see below)
(40mm) 900 ft
Damage: (12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---700 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 700 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---700 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---700 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
(40mm)
*Frag rounds do 4d6 MD to a 12-foot radius.
*AP rounds do 1d4x10 to a 3-foot blast radius
*HESH Round---5D6 M.D. plus 4D6 S.D.C. to the person(s) inside of EBA power/body armour (or 3d6 SDC to anyone within 6 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection) & roll versus knockdown (14)
*Discarding Sabot Armor-Piercing Dart does 1d6x10+10 MD to a six-inch radius, and critical damage on an unmodified 18-20.
*Plasma rounds do 1d4x10+10 to a 5-foot radius.
*Chemical Shell---choice of smoke(20 ft cloud), stun gas(save of 16 or better, or be knocked out for 1d6 minutes. Successful save means half attacks and bonuses for 1d6 minutes), tear gas, or flash-bangs.
*Electroshock Munition---Does 2d6 SDC to everybody in 10 ft radius, and must save at 17 or higher, or be stunned for 1d4 minutes.
*S-9Dex Incapacitation Munition ---Essentially a grenade packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 35 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
Rate of Fire: Single shot per action
Payload: (12 Gauge) 5 round cylinder
(40mm) Single shot, hand-loaded
Cost: 5,000 credits
Options:
*Underbarrel Laser Spot(or flashlight)--+1 to strike---Cost: 300 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
------------
- 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
taalismn wrote:Paladin Steel HR-02 Super-Heavy Revolver
(aka ‘Super Dekkar’, ‘Double Trouble’, ‘Rubble Maker’, ‘Hyena’)
“This weapon’s clearly another one of those guns meant to appeal to big strong folk with a love of big metal...big obvious metal. People who bought the Pulverizer would probably buy this thing as a back-up sidearm. I mean, an oversized revolver formated to shoot shotgun shells? With a forty millimeter single shot grenade launcher stuck under the barrel? Somebody’s either overcompensating for something, or else they have NO sense of proportion.”.
DAME i am humble by this gun man
you rock love it !!!!taalismn
N1 !!!!!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
Re: Paladin Steel Storefront
taalismn wrote:Paladin Steel HR-02 Super-Heavy Revolver
(aka ‘Super Dekkar’, ‘Double Trouble’, ‘Rubble Maker’, ‘Hyena’)
Oh so you have been looking at the new items from the Shot Show?
Nice pistol.
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: 49565
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Paladin Steel HR-02 Super-Heavy Revolver
(aka ‘Super Dekkar’, ‘Double Trouble’, ‘Rubble Maker’, ‘Hyena’)
Oh so you have been looking at the new items from the Shot Show?
Nice pistol.
Not quite, but putting high-calibers together, especially when you got all those cyborgs and supernaturally strong folks running around, hand cannons aren't so impractical any more.
-------------
"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:taalismn wrote:Paladin Steel HR-02 Super-Heavy Revolver
(aka ‘Super Dekkar’, ‘Double Trouble’, ‘Rubble Maker’, ‘Hyena’)
Oh so you have been looking at the new items from the Shot Show?
Nice pistol.
Not quite, but putting high-calibers together, especially when you got all those cyborgs and supernaturally strong folks running around, hand cannons aren't so impractical any more.
Impractical? Okay for a full-conversion job or amped-up juicer, not that much.
Overt-kill and NON-stealth? OOOOh yeah. There is no way anyone using this bulldog is going to win Ninja of the year.
Heck, I'd give an HF of 12 check for any un-augmented users of this gun, never mind anyone on the reciving end. It's something I'd expect to see in Nightcity's C-SWAT armoury, A.D. 2020.
Blackhand M.; "Now y'see Ripper... there you go again lowering property values and getting the local constabulary all annoyed at us again. WE'RE supposed to be the good guys, remember?"
Jack R.; "But...but... It's just so damn COOL! Look at that spray pattern, and the 40-mike: my gods that boom was [censored] poetic!"
Blackhand M.;


Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound