Paladin Steel GMRHV-355 ‘Vader’ Hovercraft(aka ‘E-vader’, ‘Discus’)
http://i408.photobucket.com/albums/pp164/taalismn/img497_zps1f7e5292.jpg “What we have here is basically a mini flying gunship, perfect for urban combat. But only if it’s used carefully; unfortunately, there are a lot of capable gunners out there who will cheerfully use the ‘Vader’ for skeet practice.”
---Sergeant Cober Ning, Greater New England Regular Army.
“Frisbee gunships is what they are. A Discus mounts a quad-array of light rapid-fire guns, and typically a heavier one to take down what four smaller guns can’t take out on their own. And the gunners on a Disc tend to be VERY enthusiastic about hosing down targets.”
---Lowez Cabbachantkin, Greater New England Militia.
“Took that cyborg terrorist’s head right off from over a mile away! THROUGH a construction site! That’s why we train with sniper gear off a Discus; they’re some of the best mobile perches a long-gunner can sit on. “
---Captain Terrell Yonitz, Burlington Police, Special Weapons and Tactics Division, Greater New England.
The advance of technology on Rifts Earth, both through the recovery of pre-Rifts artifacts and contact with alien sources, has allowed an increasing number of pre-Rifts designs to be resurrected. While some are ill-suited for the changed circumstances of the Now-Earth, and as such exist mainly for novelty value(or sale to other worlds), others can be, and have been, improved to adapt them better to operations on Rifts Earth(and beyond).
This is true of the old NEMA HX-355 Hover Platform. Hundreds of these craft were destroyed in North America during the Coming of the Rifts, while examples deployed with other overseas agencies(such as the Navy), gave yeoman service before attrition and lack of spare parts ended their careers. It could be argued that Triax would continue manufacturing the design as the basis of their XM-140 Support Weapon Platform(though they can argue that it was an independent development), but for the most part, the old HX-355 rotted away into the annals of time. Paladin Steel’s Office of Technology Acquisition and Recovery(OTAR) had managed to recover dozens of destroyed and stripped carcasses of the Platforms, and warehoused them away, but little had come of efforts to reverse-engineer the design until fairly recently. When PS finally decided to replicate the design, they did so after thoroughly studying and revamping the basic design to be more versatile and modular.
The modern rebuild of the HX-355 takes advantage of modern antigravity technologies like GMR to produce a more energy-economical aerodyne, with better performance and stronger protection. The controls are also lighter to the touch and geared to be more responsive; something necessitated by the more violent environs of Rifts Earth( a common complaint of novice pilots is the ease with which inattention to stability can send the hovercraft skittering or even flipping over).
The GMRHV-355 has also acquired something of a reputation as a ‘plug-and-play’ platform for Paladin Steel’s modularity philosophy. With no less than five existing equipment slots in the design, Paladin Steel has gone wild with modifying existing systems to fit into the HX-355. The result has been a menagerie of modular field-refits and variants, from crop sprayers to anti-robot hunters.
The Vader’s main strengths are its quiet and stealthy operation, its versatility and modularity, and its agility. As such, it is frequently employed as a security vehicle around GNE communities, and by Special Forces units in the Greater New England Armed Services. It is becoming increasingly common in service, competing with the ‘Merlin’ Hoverjeep for popularity.
Ironically, given the loss of knowledge about the pre-Rifts world(and NEMA), and the more recent influx of liberated slaves and purloined alien technology into the GNE territories, many people have mistaken the ‘Vader’ for a locally-produced copy of the Splugorth Slaver Barge, rather than a resurrected pre-Rifts design. This hasn’t been helped by at least one GMRHV-355 being outfitted by use by a four-armed full conversion cyborg with a Vehicular Link and sitting in a central ‘throne’ position, surrounded, incidentally, by skinsuit-clad female accomplices.
Type: PS-GMRHV-355 ‘Vader’
Class: Light Hover Vehicle, Gravi-Magnetic Resist
Crew: 1-6(1 pilot, plus 1-4 gunners) and up to 8 passengers.
MDC/Armor by Location:
Main Body 200
Small Maneuvering Jets(8) 5 each
Bottom Hoverjets(4) 50 each
Recessed Lights(4 banks) 5 each
Gun Stations(4) 30 each
(Optional) Bubble Top 40
Height: 6 ft at cockpit coaming +3-4 ft for any center module.
Width: 15 ft
Length: 15 ft
Weight: 2.3 tons
Cargo: Small spaces in the crew enclosure . Can carry up to three tons or lift/tow 10 tons slung underneath(HALF speed when so encumbered).
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Flying) Hover to 160 MPH. Maximum altitude of 1,000 ft. Unlike the original, the PS-GMRHV-355 can hover indefinitely, courtesy of its GMR systems.
Bonus: The GMRHV-355 is +1 to Dodge.
Market Cost: 1.3 million credits
Systems of Note:
*Long- and Short-Range Radio/Video Communications
*Normal and IR-Light Spotlights
*HUD Crew Stations
*Radar---10 mile range
Weapons Systems:
1) Modular Hardpoints(4)----The original HXL-355 Laser Turrets have been replaced with modular fittings that allow more modern weaponry to be quickly installed or swapped out, allowing for quick reconfigurations, depending on operator preference or mission requirements. Due to the more violent nature of Rifts Earth(and beyond) the
‘Vader’ tends to mount heavier weaponry than its NEMA predecessor, and typically carries vehicular-mount versions of common infantry heavy weapons.
Some of the more common modular fits are as follow:
a)7.62mm PS-M136 Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
b) 20mm ‘Taskin’ Rapid-Fire Gun
Range: 3,000 ft (1,500 ft for wood rounds)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds
(20mm PSX-2)
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: 1,000 rd drum magazine
Cost: 20,000 credits
c) Light Rail Gun(Modified BAR-2)
Range: 2,600 ft
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 rd drum magazine
Cost: 29,000 credits
d) Light Rail Gun(PS-RFRG200)---PS copy of the C-200 ‘Dead Man’ Rail Gun
Weight: 42 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits
e)PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 78,000 credits
f)PSIC-01 Tesla Infantry Ion Cannon
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
(Ion Bolt/Burst Shot) 10 shots standard e-clip, 20 shots long e-clip, 55 shots e-canister
(Lightning Blast) Each blast takes 2 shots
(Shock Zone) The shock zone uses up 1 shot per minute of operation
Special Features:
*Sighting Laser---+1 to strike in single-shot mode
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 28,000 credits
g)PSIC-02 Infantry Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits
h)PSIC-03 “Scheffer’ Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Cost: 32,000 credits
i) PPR-4 ‘Comet Rifle” Plasma Bazooka
Range: (Plasma)3,500 ft
(Plasma Bolt) 2,000 ft
(Magnetic Vortices) 2,000 ft
Damage: (Plasma)1d4x10 MD per plasma blast, 3d4x10 MD for a 3-shot rapid-fire burst(takes two attacks)
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
(Magnetic Vortex-SDC) 2d8 SDC per vortice, plus 60% chance of knocking down human-sized targets, and affects a 10 ft radius
(MDC) 2d8 MD per vortice, 3 ft radius
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Short E-clip provides enough energy for 8 plasma blasts, or 8 plasma bolts, or 16 MD magnetic vortices, or 160 SDC blasts(10 SDC vortices equal 1 MD blast)
Long E-clip provides enough energy for 16 plasma blasts/bolts, 32/320 magnetic vortices
Remember: TWO clips can be carried; a push of a button above the trigger switches the clips.
Bonuses: +1 to strike from laser targeting
Note: Magnetic force vortices, being invisible, are -8 to dodge
Special Features:
*Sensor Package---To make this weapon more valuable to space forces, PS installed a ‘smart’ sensor package, taken directly off the ‘Maximus’ Laser Rifle.
Telescopic Optics
Passive Nightvision
Thermo-Imaging
Laser Targeting---+1 to strike
PPE-Sensor----200 ft range(out to 400 ft w/ 50% error in aura determination), 60-degree arc, and can detect invisible enemies(See Rifts: Japan, pg. 116 for details on the SNARLS system on which this weapon is ultimately based)
IR/Normal Light Spotlight---300 ft range
Optional Smart-Gun link--Can be fitted for a ‘smart-gun’ link or any other targeting interface
Cost: 90,000 credits
j) PSPPR-5 ‘Lewiston’ Light Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 6 shots standard e-clip, 18 shots long e-clip, 48 shots with an e-canister
Cost: 33,000 credits
k)PSPBW-10 ‘Fanblaster’ Particle Beam Weapon
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 20 shots from a long E-Clip, 45 shots from an E-canister
Cost: 150,000 credits
l)PSBW-11 ‘Super-BAR’ Particle Beam Rifle
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 12 low-power/8 high-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE
Cost: 32,000 credits
m) Multiplexor Cannon----Multi-spell modular spellcasting system. Each installed Multiplexor has a 3-spellcard rack and can be powered by a PPE battery or ‘Greenstar’ regenerating PPE powerstone.
n) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 18 shots standard E-clip, 24 shots long e-clip, 50 shots canister-clip.
Cost: 55,000 credits
o) 25mm Automatic Grenade Launcher
Range: 3,300 ft
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: 100 rd drum
Cost: 14,000 credits
Shells cost 8(SDC Fragmentation) 18(High Explosive) 26 (SDC Armor Piercing)- 198 (MD Fragmentation) 198 ( MD High Explosive) 348(MD Armor Piercing) credits each
p)Stun Gun---An electrical zap-arc that works similar to a taser, but based on a design acquired from Japan, via PS’s limited trade with that island-nation. (Stats from Rifts: japan, pg. 124)
Range: 800 ft
Damage: Setting One: (Weak Stun--Children, elderly, pregnant women, disabled)1d6 SDC
Setting Two: (Light Stun--elderly, teenagers, weak adults, small to medium animals)2d5 SDC
Setting Three: (Moderate Stun---Adults)3d6 SDC
Setting Four: (Heavy Stun---Adults in superior condition, drug-addicts, PR-Borgs, augmented humans, large animals)6d6 SDC
Setting Five:(Super-Shock---superhumans, augments, partial conversion Borgs, monsters) 1d6 MD
Stun Damage: On _correct_ setting, adults must save at 14 or higher(children and animals save at 18 or higher) or be -9 on initiative, -7 to strike/parry/dodge/roll, reduce speed/melee actions/and skill performance by HALF for 2d4 melee rounds. Additional strikes are cumulative. A successful save means the target takes damage, and loses 1 APM, but is otherwise fine.
Cumulative 15% chance per subsequent stun blast that the target will be knocked unconscious for 1d4 minutes.
Penalties: If setting is too low, the target can more easily shrug off the effects. Targets are +4 to save per each level that the blast is too low.
If setting is too high, target is +15% to lose consciousness .
Ineffective against EBA, robots, full conversion Borgs, vampires, androids, and the more powerful creatures of magic.
PR Borgs, Juicers , and Crazies are only really susceptible to Settings 4 and 5, and are +1 to save
FC Borgs are only affected by Setting 5, and are +4 to save, penalties and duration are HALF.
Young supernatural beings and lesser demons can be affected by Setting 5, but are +3 to save.
Rate of Fire: ECHH
Payload: 400 shot battery conventionally powered models(Recharges 20 shots per hour). Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits
q) Electromagnetic Vortex Launcher
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD,
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 250 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits
r) Sonic Stunner
Range: 250 ft, 10 ft area.
Damage: 1 SDC, plus save vs non-lethal poison or be -7 to initiative, -6 to strike/parry/dodge, reduce Speed by 25% for 1d6 melees.
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
s) Sonic Cannon
Range: 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD 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: Effectively Unlimited linked to the hovercraft’s powerplant. 30-shot E-clip(1 MDC shot equals 10 SDC shots), 50 shots from a long E-clip
Cost: 80,0000 credits
t) Flamethrower---Multi-fuel burner that can fire a direct stream or fire incendiary pellets.
Range:(Direct-Stream Mode) 230 ft
(Pellet Launcher): 1,000 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
(Pellet Launcher)(SDC) 1d4x10 SDC to 10 ft area, plus does 3d6 SDC per melee for 1d4 minutes
(MD) 3d6 MD to 5 ft radius, plus does 1d6 MD per melee for 1d4 minutes(Regardless of fuel-type)
Rate of Fire:(Direct-Stream Mode) Standard
(Pellet Launcher) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
(Pellet Launcher) 25 pellets in the chamber
Cost: 50,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1,000 credits per tank
(WI Napalm-P) 2,000 credits per tank
Pellets cost 5 credits apiece
u) Water Cannon
Range: 300 ft
Damage: 6d6 HP to vampires
Rate of Fire: ECHH
Payload: 50 gallon tank(250 blasts)
550 blasts if the center module position is taken up by a dedicated 150-gallon water tank.
Cost: 13,000 credits
2) Center Weapon----The center pintle of the Discus can hold a rotating weapons mount, crane, or other tool. A precision heavy sniper weapon, recoilless gun/rocket launcher, or air defense weapon are the most common emplacements.
Some of the more common modular fits are as follow:
a) Micro-Missile Launcher----125-shot array(5x25 shot ‘cassettes’)
b) Mini-Missile Launcher----19-shot pod
c) L-SAM Launcher----FIM100A ‘Black Talon’
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4(all)
Payload: 4 missiles
Bonuses: +5 to strike airborne targets, and gets TWO attempts to strike the target(agile enough to loop back on a target for a second try).
Special Features:
*MIni-Radar: 5 mile range
*Laser Targeting----Target Acquisition lock-on laser, but it also gives a +1 to strike in ‘Dumb Fire’ mode.
*IR/Thermographic Optics and Target Profiling
*Fire-and-Forget Operation
Cost: Launcher costs 75,000 credits. Each encapsulated missile currently costs 10,000 credits. Currently available ONLY to GNE and affiliates
d) Short Range Missile Launcher----2-shot rail
e) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s knockoff of the Coalition’s CCT-M20 Missile Rifle, complete down to the light laser. Has the advantage of having a light laser for additional firepower.
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
f) 20mm Cannon--Rapid-fire light cannon.
Range:
(XM139)(Maximum) 7,000 yards(21,000 ft)
(BRFA)(Effective) 2,500 yards(7,500 ft)
Damage:(20 mm) 1d4 MD per shell at 7,500 ft or less, 1 MD per shell up to 21,000 ft
4d6 MD per 5 rd burst(1d6 MD at maximum range)
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(BRFA) 1d4x10+4 MD per 10 rd burst
(20mm PSX-1)4d4 MD per shell(1d4 MD per shell up to 21,000 ft)
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 3.5 ft blast radius(single shot)
(BRFA)1d6x10 MD per 5 rd burst
(Ramjet) 4d6 MD per shell at 4,500 ft or less, 1d4 MD per shell up to 21,000 ft. Bursts not possible
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
(BRFA)1d4x10+4 MD per 10 rd burst
(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: ECHH
Payload: 25 or 100 rd drum
Bonus: The XM139 gets a +1 to strike from its balancing and recoil-control.
Special Features:
Cost: (XM139)18,000 credits
(BRFA) 20,000 credits
g) 30mm Cannon----Typically carries a precision 30mm ‘super-sniper’ weapon as opposed to an automatic cannon. Single shot, but extremely accurate, for ‘headhunting’.
Range: 9,500 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 4 shot clip
Special Features:
*Recoil Compensation and Stabilization System---The SHRS-30 comes standard with an interactive stabilization, smart muzzle-braking, and buttstock recoil control system, compatible with cyborg smart-sighting packages, that gives the monster gun a +2 to strike on aimed shots. The version mounted on the Vader includes hoverjet stabilization systems and gyroscopic balancing that allows for a +4 to strike on aimed shots.
Cost: 50,000 credits
h) 40mm Grenade Launcher(PSAGL-40B)
Range: 7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 300 rd Belt or box magazine
Cost: 50,000 credits
i) PS/FA-A9 2-pounder (40mm)Autocannon---Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums). Single gun mount.
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
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
j) M-64 60mm ‘Snapdragon’ Gun-Mortar System----A smoothbore breech-loading weapon capable of firing in both direct and indirect fire modes, and replacing the earlier crude 106mm Recoilless Rifle sometimes carried by NEMA-vintage hovers.
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 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 20 ft blast radius.....lose initiative and 1 APM for that melee(cost: 160 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 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: ECHH. Hand-loading and firing rounds takes 2 actions each shot.
Payload: Varies by vehicle- and cyborg- ammunition-storage capacity. As a rifle/pod-style weapon, it has a clip-on magazine with 5 shots. The version mounted on the ‘Vader uses a 5-shot clip, usually with 10 clips(50 rounds) in reserve.
Cost: 250,000 credits
k)81mm ‘Townshend’ M-82D Recoilless Gun----PS copy of the GBM-7-70M1 High Power Mortar, and replacing the earlier crude 106mm Recoilless Rifle sometimes carried by NEMA-vintage hovers.
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 6 rounds, ready to fire. Additional rounds can be carried on the platform and manually loaded(takes 2 APMs per round to reload).
Cost: 220,000 credits
l)TW Starfire Pulse Cannon---Short range, and a monster for power expenditure, but it delivers a fearsome magic punch.
Range: 2,000 ft
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: 2 shots from a standard PPE-clip, or 50 PPE/100 ISP per shot.
Cost: 500,000 credits
Option: Can be fitted with a ‘regenerator’ PPE Powerstone system; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid----100 PPE battery capacity(12,000 credits), 200 PPE capacity(24,000 credits), or 300 PPE capacity(36,000 credits),
m) Pulse Laser Lances(dual mount)---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits
n) Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
o) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.
p)PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon
Range: 3,000 ft...Maximum range for a six-shot burst drops to 2,500 ft with a 6-ft wide ‘spread’, and for a twelve-shot burst to 2,000 ft with an eight-foot spread.
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD per six-shot burst(2d6x10 MD beyond 2,500 ft out to its maximum range), and a whopping 6d6x10 MD for a twelve-shot burst(4d6x10 MD beyond 2,000 ft out to its maximum range)
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: 60 round box standard
Cost: 45,000 credits. Cadmium-telluride cartridges cost 45 credits each
q) Particle Beam Cannon----PS-HPBC-20------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a coaxial small laser.
Weight: 660 lbs
Range: (PBC) 11,000 ft(double in space)
(Laser) 2,000 feet (double in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Conditionally unlimited(Unlimited linked to nuclear power source) though smaller vehicles(such as the ‘Vader) have a battery capacitor with a limited number of shots(20 typically) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited
Cost: 4.2 million credits
r) Type 1 Anti-Theron Disruptor Cannon(ATC-01C)
Range: 4,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: EGCHH
Payload: Gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
Cost: EXCLUSIVE to PS, not available for sale
s) TW Mage Pod---PS’s modular TW spell-casting apparatus. The model described here is a MagePod Model 0.1C, a (slight) refinement over the original model, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. Later models feature improved spelll-booster systems(DOUBLE range) and feature 4-8 Spellcard ‘cassettes’.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
t) Sensor Mount----Specialized sensors, from radio trackers and enhanced radar to gravitic mapping and PPE detectors, can be mounted on the central mount.
u) Search Light---Heavy-duty normal light/infrared searchlight. Effective range of 7,000 ft. Cost: 10,000 credits
v) Utility Crane---Copied from the original NEMA equipment; 10 ton lift capacity(half speed at maximum weight haulage). Cost: 17,000 credits
w) Robotic Grapple Arm---------Basically a 35 ft long robot arm with
an armored basket on the end, which can be equipped with tools, spray
cannon, or weaponry. Great for firefighting and construction. PS 40 for
lifting/carrying purposes
MDC: 80
Cost: 16,000 credits
Options: Sample Armature Fitouts----The following are a few of the devices that can be fitted to the robotic armature.
-Hydro-Saw---An industrial tool, field-mounted. Rather than use a vibroblade or psuedo-diamond cutting edge, the Hydro-Saw uses high velocity water, pumped at near-supersonic velocity by a magnetic peristaltic pump, then laced with fine ceramic grit, to rapidly cut through materials, acting as both blade and coolant at the same time. The cut is remarkably clean and quick. This device is devastating if used as a weapon, especially against vampires, but its extremely short range limits its effectiveness as a combat weapon.
MDC: 150
Range: 50 ft
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
Rate of Fire: EPCHH
Payload: 300 full melee bursts
Cost: 30,000 credits
-Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
Rate of Fire: ECHH
Payload: 200 gallon internal tank,
Cost: 10,000 credits
-Arm Electromagnets---The robotic arm claws can be fitted with powerful electromagnets, particularly useful for sorting ferrous metals out from other debris and garbage.
Cost: 5,000 credits
x) Water Cannon--A more powerful water cannon
Range: 400 ft
Damage: 1d4x10 HP to vampires
Rate of Fire: ECHH
Payload: 4x50 gallon tanks(1,000 blasts)
Cost: 20,000 credits
y) Forcefield Generator---Naruni Enterprises would be incensed and Triax drooling to see specs if they knew about these systems. 180 MDC, Cost: 190,000 credits.
z) Jamming Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).
Cost: 50,000 credits
z2) Radio Jammer-----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.
Cost: 50,000 credits
Options:
-Dome Canopy---Also available as the DSD-B Underwater Dome, with 40 MDC. Cost: 25,000 credits. Tinting costs 1,000 credits, photo-reactive costs 6,000 credits
Variants:
*GMRHV-355N---Naval version, intended to operate off GNEN naval vessels. The -355N(aka ‘Lily Pad’, ‘Water Lily’) is fitted with flotation units in the hull, allowing it to float quite serviceably. It is typically outfitted as a SAR unit, with spotlights and rescue hoist, but it has also been outfitted as a LAMPS light ASW unit, with a dipping sonar unit(10 mile range), and the underside hardpoints being divided up between a pair of MAGL-40DM 40mm ‘Dhunker’ grenade launchers, and a pair of blue-green lasers, or micro-torpedo launchers(30 per hardpoint).
*GMRHV-355-ODRV---Orbital Drop Reentry Vehicle---Modified model intended to support orbital infantry drops, with a reinforced thermal-shielded underside, disposable ablative plates, and drogue chute package attached to the topside.
*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.
*GMRHV-355FCX---This started out as an extreme custom job, but when more than a few similar orders were made(at least five have been commissioned), Paladin Steel decided to assign the configuration a name and distribute general schematics of the type to its dealers. The GMRHV-355FCX is a hybrid vehicle/full conversion cyborg frame meant to emulate Splugorth Slavers in overall configuration.
The GMRHV-355FCX features a full compression cyborg plugged in at the waist taking the place of the central option space(some cyborgs retain their legs, or opt for a long serpentine body similar to the PS-FC-23 SeaCobra Full Conversion Marine Assault Cyborg coiled in the center hull out of sight. The cyborg’s upper body sports two pairs of tentacles sprouting from its back, and the head is modified with a biting power jaw and typically a one-way opaqued visor over the upper face and eyes. A powered and articulated weapon mount is installed in the back.
Technowizardry systems are often installed, including integrated protective spells and Powerstone PPE generators.
GMRHV-355FCXs are typically requested by buyers with arguably some mental issues(indeed, most have been ex-Crazies), but often with the financial means to acquire such an expensive cyber-conversion. Even more telling is that they often have enough leftover funds and enough of a reputation to attract sufficiently talented and attractive female companions to complete the ‘Barge and Beauties’ look(though one GMRHV-355FCXer reportedly acquired the company of four VK-II Vampire Killer androids).
Though not as well-armored or supernaturally proficient in combat as their inspirations, GMRHV-355FCXers are arguably superior to the Splugorth Slavers in other ways, such as ranged combat and overall firepower. Though considered foolhardy, some of the GMRHV-355FCXers have made quite the sport of attacking the real Splugorth Slavers. Others have become quite good at vampire-slaying, at least one GMRHV-355FCX is known to have been ‘adopted’ into the ranks of the New Shemarrian Nation’s NeShemar.