Paladin Steel Storefront

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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel ‘Howard’ Light Combat Cycle
(aka ‘Mighty Moe’, ‘Seggy’, ‘’Super-Seggy’)


Nice!!

Now what we need is a BIGGER, better Sedway.

Or maybe this one
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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glitterboy2098
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
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* 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
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

glitterboy2098 wrote:http://norwichlaststand.com/wp-content/uploads/2014/03/segway-rough-riders-imperial-guard-warhammer-40k-segway-roug-demotivational-poster-1255553637.jpg

http://www.suvi.org/wp-content/uploads/ ... namil8.jpg


Yep, that's what inspired me. :D
Though, when I was in college, campus security got ATVs...the joke was that they would deliberately revv the engines to make sure any culprits had enough time to run away(as opposed to the old days, when campus security was supposed to jangle their keys loudly).
-------------
"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
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Sebb’ Light Attack Hovercraft
(based on the original Kevin Siembieda ‘Mechanoid Invasion Trilogy’ Armored Flying Gun hovercraft)
(aka ‘AirPuma’, ‘Flying Pillbox’, ‘Flying Pillbug’, ‘Flying Foxhole’, ‘DethWren’, ‘Killer Hummingbird’)
http://i408.photobucket.com/albums/pp164/taalismn/img460Sebb_zpsd0585b8d.jpg

“Stubby is the new sexy in personal air combat vehicles.”

“Sure, the cockpit’s a bit on the tight side, but the armor protection’s better than an equivalently-sized assault ‘borg. And for all its weight and tubby looks, the Sebb’s got control like a startled kitty. What it can’t juke out of the way of, most likely will roll off its back.”

“First time I flew one of these things I felt seriously embarrassed in ways that had nothing to do with the fact that I wasn’t wearing a proper flight suit or proper anything at the time; it felt like I was flying a kiddy-ride or one of those pre-computer simulator Link Trainers, and I was going up against pirates flying proper skyfighters. But after I flamed down five of them in close hairball fighting, I warmed to the Sebb. Anything I can make ace in can’t be all that bad.”
-Marie Prismis-Stewart, Freelance ‘Aviation Security Consultant’

One in a large family of PS-made light vehicles, the ‘Sebb’ is based on a d-bee design, examples of which were acquired and studied by GNE Outdimension OTAR operatives. Paladin Steel engineers saw potential in the design and began working on improving the basic concept, ultimately producing the ‘Sebb’.
The Sebb (named for a large bumblebee-like insectoid of Wynaro origin) retains the stubby rounded looks of its origin design. A heavily-armored ovoid body with a heavily shielded cockpit canopy, two short, folding wings, a protrudant nose gun in an armored sheath, and a vertical tail assembly make up the visual aspect of the design. Improved underbody hoverjets, as well as a compact GMR ‘floatplate’, provide lift and thrust, and a compact nuclear powerpack provides plenty of power to lift the weight of heavy armor. Armament consists of a nose-mounted weapon(typically an energy type) and four hardpoints for expendable ordnance.
The main selling points of the Sebb are its heavy armor, one person operation, and great maneuverability. It has been compared to a ‘flying mini-tank’, well-suited for urban combat and strike-and-fade skirmishing. Its small size also endears it to adventurers, who can carry the compact combat vehicle aboard larger vessels, such as maritime ships and starships.
The Sebb is often criticized for being in-house competition with PS’s existing ‘Tsen’ hovercycle for sales , as the two designs share many of the same characteristics and features. That aside, the Sebb is also seen as part of PS’s commercial counterattack against Naruni Enterprises’ efforts to push the NE-300V OMAV Combat Pod on the terrestrial market. The Sebb is also being marketed in the Three Galaxies through Aegis Stellar Industries(the New Nigellian Confederation would immediately recognize the design as a derivation of a Human design, one they themselves are also producing with an eye towards export sales).

Type: PS/KS-HVLAFV02 ‘Sebb’
Class: Light Attack Hovercraft
Crew: One
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 60
Nose Gun 100
Wings(2) 60 each
Tail Assembly 70
Height: 4.2 ft
Width: 9.55 ft(5 ft w/ wings folded)
Length: 7.2 ft
Weight: 1.6 tons
Cargo: Minimal; only enough to stow a sidearm and survival pack.
Powerplant: Nuclear Fusion w/ 10 year energy life
Speed:(Flying) Hover to 420 MPH, maximum altitude 7,000 ft.
Bonuses: +3 to dodge
Market Cost: 1.9 million credits
Systems of Note:
Standard Power Armor Systems
Weapons Systems:
1) Nose Gun---The nose features an armor-sheathed gun,with 45-degree elevation/depression, but which is otherwise fixed-forward firing. This is the ‘Flying Gun’s’ main armament.
a) Laser Gun---The original laser fitout had better-than-average range, but not a terribly great damage spread.
Range: 4,600 ft
Damage: 6d6+4 MD per burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 66,000 credits

b) Pulse Laser---The pulse laser option trades range for damage, by fitting a 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( 1 attack), 2d6x10 MD long burst( 2 attacks), 4d6x10 MD full burst(3 attacks, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 68,000 credits

c) Ion Blaster---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
Cost: 32,000 credits

d) Lightning Blaster---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 disipates. 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 non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits

e) Plasma Cannon---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
Cost: 33,000 credits

f) Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 120,000 credits

g) Mini-Gun(7.62mm PS-M136)
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

h) 20mm Autocannon---A modified “Taskin” Rifle.
Range:(20mm)5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm 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: 300 rd drum
Cost: 40,000 credits.

i) 40mm Automatic Grenade Launcher
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: 50 round belt/box magazine
Cost: 50,000 credits

j) Heavy TK Machine Gun
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.
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

k) 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),

l) Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer(MAD) and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Installing this removes the Sebb’s main armament, but turns it into a good recon vehicle.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Powered-up rail guns and fusion nuclear magnetic containment systems can be detected at TWICE the normal range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits


2) Hardpoints(4, 2 each side of the nose)--- These hardpoints were meant for missiles, but have been deliberately made compatible with the sort of accessory weapons pods introduced by Northern Gun for their hovercycles, and since copied by others. Each hardpoint can accommodate ONE of the following:
a) Micro-Missiles---25 shot pod.

b) Mini-Missiles---2 shot rail or 12-shot pod

c) Short Range Missiles---1 per hardpoint

d) ‘Copperhead’ Anti-Armor Missiles
Range: 1 mile
Damage: Armor-piercing: 2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-4
Payload: 1 per hardpoint
Bonuses: +5 to strike

e) Machine Gun---2,000 ft range, 1d4 MD per 50 shot burst, 1,200rds/24 burst payload, 5,000 credits.

f) Laser Pod---1,200 ft range, 1d6 MD per blast, effectively unlimited payload(linked to hovercraft’s powerplant) or 40 shot backup battery, 16,000 credits.

g) Heavy Laser---2,000 ft range, 2d6 MD per blast, effectively unlimited payload(linked to hovercraft’s powerplant) or 40 shot backup battery, 30,000 credits.

h) Bionic Laser---3,000 ft range, 4d6 MD per blast, effectively unlimited payload(linked to hovercraft’s powerplant) or 20 shot backup battery, 35,000 credits.

i) Bionic Ion Rod---2,000 ft range, 4d6 MD per blast, effectively unlimited payload(linked to hovercraft’s powerplant) or 10 shot backup battery, 30,000 credits.

Options
*Acoustic Stealth Muffling---Refits the hoverjets for quieter operation; 60% chance of Prowling under the right conditions(such as behind cover). Cost: 200,000 credits.

*Laser Reflective Armor---Reduces laser damage by HALF. Like Glitterboy Chrome, variable lasers DO work against this material. Cost: 150,000 credits.

*Forcefield----Adds 100 MDC. Regenerates at 5% per minute. Cost: 85,000 credits

*Aerogel Safety System----In place of airbags, the vehicle can be fitted with a sprayer system that when activated instantly engulfs the rider in shock-absorbing, fire-retardant, but air permeable, aerogel. Inside the foam bubble, the person is cushioned from shock(takes only 1/8 normal damage from kinetic shock, punches, falls, and blows), floats like a pool toy, and is reasonably safe from fire(takes 1/8 normal damage from heat and smoke). The foam easily tears away with slow deliberate motions. The system has enough aerogel matrix for four uses before needing replacement. Cost: 4,000 credits for the base system, 500 credits per system refill(4 uses).

*Chemical Sprayer System---Uses the Sebb’s own hoverjets to disperse chemical agents from two external reservoir pods mounted behind the cockpit. Typically used for anti-personnel/riot control, but has also been used in anti-Xiticix operations.
Range: Depending on wind and altitude, the helicopter can spray a 60 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 80 gallons
Cost: 10,000 credits

Variants:
*HVLAFV02RPV---Semi-autonomous drone variant
Attacks per Melee: 5
+2 Strike
+4 Dodge
+2 Roll
+1 Initiative
Cost: +200,000 credits

*HVLAFV02TW---Technowizardry-powered version.
-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 maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.


*HVLAFV02(Mc)---Variant modified to be piloted by a Smallkin crew. Can be piloted by two Smallkin, with enough room for up to four additional passengers.
-------------
"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
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

The Tsen and the Sebb get illustrated today.
(Yes, Paladin Steel does appreciate that cheesecake sells...as well s beefcake...and almost as stiff as the competition in armaments between Northern Gun, Triax, and Paladin Steel is the annual 'swimsuit' edition calendars put out by them for promotional reasons...though any CS soldier will loyally tell you, they pale in comparison next to the Official Miss/Mister Coalition States calendars...And the Splynn Bazaar Calendar is declared contraband by most terrestrial nations).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

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.
Last edited by taalismn on Tue Jul 29, 2014 6:21 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
------------
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

dame very nice
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

VBA-UC-1/7(Pz) ‘PsychoSuit’ Psionic Enhancer BodySuit
(aka ‘Psychoskin’, ‘Ampskin’)

“You know, Nata, the way that fits to you, I can’t tell if you’re dressing up or dressing down because that leaves just about NOTHING to the imagination, including that you don’t seem to be wearing underwea---Dear, drop the teekay field, I was just kidding!!!”

VBA-UC-1/7(Pz) is modified ‘skinsuit’ dress enhanced with a combined weave of armor-fibers and stabilized ectoplasm, embedded psychoactive microcircuitry, and laces of psylite-impregnated fibers. The resulting suit acts to provide psychic characters with certain psionic abilities(similar to how TW-enhanced body armors work) and enhancing existing physical psychic abilities. It also helps mask or disguise the wearer’s psychic aura. It has been likened to a form of light psionic power armor.
VBA-UC-1/7(Pz) has been adopted by many in the PS/GNE psychic development programs as an unofficial ‘uniform’, often worn under other plain-clothes armor types, but not always.
Weight: Adds 1-2 lbs to existing skinsuit weight
MDC: Varies by the rating; VBA-UC1(Pz) suits have 6-12 MDC, VBA-UC-7(Pz) suits have 30 MDC.
Special Features:
All standard Skinsuit features, plus:
*(Embedded) Alter Aura---Costs only 1 ISP to maintain. Defaults at 5th level; effect lasts 5 hours.
*(Embedded)Telekinetic Punch---Costs only 3 ISP to maintain. Defaults at 5th level; punch has 5 ft range.
*(Embedded)Telekinetic Leap---Costs only 4 ISP to maintain
*(Embedded)Telekinetic Lift---Costs only 3 ISP to maintain. Defaults at 5th level; effect lasts 10 melees
*(Embedded)Psionic BodyField---Costs only 15 ISP to maintain. Defaults at 5th level; effect lasts 10 minutes and has 50 MDC.
*Psionic Amplification---PHYSICAL psionic abilities only cost HALF what they normally would while wearing the PsychoSkin.
Cost: +66,000 credits
Options: All the standard options available to skinsuits are still available to Pz-enhanced Psychoskins.
-------------
"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
------------
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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Bravo on the Ectonetics, that will certainly help lives.

Looking forward to future products to counter the second Northern Gun wave.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Bravo on the Ectonetics, that will certainly help lives.

Looking forward to future products to counter the second Northern Gun wave.


My spies gotta get my book order in. Can't slack on industrial espionage. :bandit:
But yes, I have more than a few projects I should complete, especially as we near page 100 of this thread. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abe
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Re: Paladin Steel Storefront

Unread post by abe »

ever think of doing a boom box? (like a boom gun but in box form)
howdey folks!!!!!!!!
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

(Apologies to Killer Cyborg...I got the idea from him)

Paladin Steel PSKPESB-01 ‘Kesper’ Stun Blaster
(aka ‘Pump-Stunner’)

“Got holed up in a residential tower on Minestros when social order broke down and the city gangs started rampaging the housing districts. Didn’t have as much ammo as I’d have wanted, had I known, and I couldn’t get access to a high volt powerline to try to mcguyver up a recharge station, but I did have a Kesper. Fortunately, I was in one of the stronger-built towers near the structural core, and had a position so the hoodlums had to come at me through several chokepoints. I could shock-stun them fast enough that they piled up on each other in the halls, or they just fell off the ledge, and I didn’t have to worry about running out of juice with the pump-action. I was lucky, though, they were more interested in loot and rapine than mass destruction, so they didn’t just burn me out...or at least they were up until the rest of my party tracked me down and pulled me out.”
---Undermerchant Karlos Semdori, Paladin Steel Outdimensional Trading

A spin-off of the kinetic-action-powered energy weapons program that yielded the PSLR-51 Laser Rifle, PSIR-15 Ion Rifle, and PSPPR-23 Plasma Rifle. The KPESB-01 resembles a cut-down pump-action shotgun, and combines PS high-efficiency room-temperature superconductors with the modified kinetic energy generator-convertor of the Native American NA-LB1 Laser Bow to give the weapon the ability to be powered by muscle-power. Working the slide(it takes a P.S. of 12 of better to be able to haul back on it) ‘reloads’ the weapon with a single energy shot in the capacitor. Note that the charge will only last 1 hour before dissipating, multiple shots cannot be stored up, nor can the system be used to recharge an attached e-clip. The KPESB-01 can still used an attached e-clip as a power source.
The KPESB-01 is slightly heavier than the standard Stun Blaster, but also has improved range and the option of area-of-effect, allowing it to be used against crowds. The weapon is also stoutly constructed enough to be used as a club in close quarters combat(either by grasping the weapon by the barrel and using the butt as a club, or using the wraparound handguard as brass knuckles).
Kespers are finding popularity in rural areas where e-clip recharges and replacements are harder to come by. They’re also becoming popular with spacers, aboard spacecraft and spacestations, where more powerful weaponry is banned.
Weight: 4 lbs
MDC: 8
Range:(Stun Blast) 120 ft
Damage:(Stun Blast) Roll versus non-lethal poison or be -10 to strike, parry, dodge, and roll for 2d4 melees.
Rate of Fire: Pump-powering a shot takes 2 APM. For standard e-clip-fed operation, it is single shot, ECHH.
Payload: Single shot, but conditionally unlimited using the pump-action.
Using an e-clip means 12 shots for a standard e-clip, 36 shots from a long e-clip.
Special Features:
*Composite-Ceramic Construction
*LED Shot Counter
*Underbarrel Mount for a laser spot or bayonet blade.
*Top Sight Rail
*Wraparound ‘Winchester’-style handguard that doubles as brass knuckles in melee combat(+1 to damage)
Cost: 4,800 credits
Options:
*Spray Mode---Fits the muzzle to fire an area of effect scattershot, reducing range to 60 ft, but affecting a 15 ft wide area. Cost: 1,000 credits

*Burn Mode---(aka ‘Krisper Mode’) This delivers a more powerful electrical shock that does physical burn damage; variable settings of 1d6 or 2d4 SDC per shot, enough to give a painful electrical burn in addition to the usual stun effects. Reduce range to 90 ft. Cost: 500 credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Goes Fishing with Paladin Steel fishing gear is very different.

Do Bio-Mecha MotherShip's do Lawn Mower and lawn care tools? Are is something from your garage? :D
Last edited by abtex on Sat May 24, 2014 5:30 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:But yes, I have more than a few projects I should complete, especially as we near page 100 of this thread. :D

He has the Night shift working days to get some of the work done.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Goes Fishing with Paladin Steel fishing gear is very different.

Do Bio-Mecha MotherShip's do Lawn Mower and lawn care tools? Are is something from your garage? :D


:D It's certainly something to look into.
Oh geez, I haven't thought about those Bio-Mecha MotherShips squatting in back airfields eating and having mutant mechanical babies in AGES. I'll have to do something special with them.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:But yes, I have more than a few projects I should complete, especially as we near page 100 of this thread. :D

He has the Night shift working days to get some of the work done.


Close; I've been doing extra shifts at work to make money, and almost volunteered to babysit the annual full-building cleaning crews up 'til midnight, but decided against it. Sure the money's good, but driving through Hartford around midnight on Memorial Day weekend, in the middle of a rainstorm is pushing my luck.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Page 99, has happen.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel, Greater New England, and the New Abolitionists

“What is this sudden frightening feeling...?”
“It’s called freedom. It’s scary at first, but once you get over that part, you’ll find you wondered how you ever got along without it.”


The GNE has been founded on the ideals of the old American Empire, while Paladin Steel prides itself as serving the needs of the ‘good guys’. One of the areas in particular that the two organizations agree and work diligently on is opposition to slavery. This is especially poignant given the fact that GNE territories have been a refuge for ex-Splugorth slaves.
Inevitably, however, in their trading on both Earth and in the Megaverse, PS and the GNE have made contact with societies where slavery is a normal part of their workings. The GNE can’t always walk away or declare embargo or economic sanctions. That’s when controversy mounts in the halls of government.

Greater New England legislation with regard to slavery is as follows:
*Slavery is illegal in the GNE territories.
*GNE citizens may not own or keep slaves.
*Any slaves bought or received by GNE citizens as a transfer of property must be automatically manumitted.
*Any labor performed by a slave bought or received by GNE citizens as a transfer of property must be individually compensated for equivalent to the wages paid a freeman.
*Any slaves brought onto GNE territory are automatically manumitted, enforcible by GNE authorities.
*Slave-owning is punishable by full confiscation of the slaver-owner’s assets, hard labor, or personality modification,
*Slaving, as defined as capturing and indoctrinating sentients for the purpose of being made slaves, is punishable by hard time, hard labor, or death.

Several state- and private-run agencies operate in the GNE to repatriate and rehabilitate ex-slaves with psychological counseling and vocation re-training. Groups such as Jagernath’s Guardian Service, which was founded by an ex-Splugorth slave, provide assistance to other ex-slaves.

The New Abolitionists are a political movement who want to do more than just outlaw slavery within GNE territories; they want to do something about it in other regions. Using the prosperity of the GNE as a base, the New Abolitionists politick for stricter measures with regards to slave-holding societies, including declarations of censure, disinvestiture in known slave-holding nations and organizations, trade bans, embargoes, and the organization of anti-slavery trade blocs. The more extreme want armed intervention, assassination, and regime change, sponsored and facilitated by the GNE, including arming and supporting slave uprisings. The New Abolitionists have especially heavy support among the many ex-slaves liberated from Atlantis during the Great Smiting and the subsequent Shriving of Atlantis. While the GNE officially walks somewhere in the middle of the demanded policies, they do conduct covert intelligence operations against Splugorth and Horune interests as part of the ongoing cold war with Atlantis. In other cases, PS and the GNE do conduct business with slaveholding societies, but have subsequently called on their large trade pacts and debts to leverage change in those societies, or to facilitate slave-smuggling into neutral or GNE territories.
In the meantime, the New Abolitionists privately liberate and smuggle slaves into free territory. The GNE turns a blind eye to these efforts, though sometimes the NAs’ efforts can backfire and put the GNE in a bad light when GNE citizens are caught violating the sovereign laws of another nation. The GNE forbids the enslavement of its citizens and has come on strong in cases where New Abolitionists have been sentenced to slavery for their antislavery actions, but has had to judge others on a case-by-case basis where murder or other gross violations have been involved. Thus far, however, the GNE prides itseflf on never turning away or returning true slaves who have been able to reach GNE facilities or territory.

Notable Actions/Flashpoints in GNE Slavery Policy:

---Ilovona (Kingdom of Elson)---An example of where the New Abolitionists went to extremes. The annexation of Ilovona in the wake of a silent coup by local aristocrats supporting a particularly cruel form of mystic slavery left a substantial portion of the local aristocracy, army, and police dead, executed in the streets by the largely ex-slave Fourth Army units that invaded.
While some in the GNE feel some shame at the extreme measures taken in Ilovona, others regard the mass executions of slavers as a necessary object lesson. The official stance of the GNE is to regard it as a fait accompli, and govern Ilovona as best it can.

---Shaladazen----Shaladazan is an alternate Earth-like world roughly equal in technology to 20th century pre-Rifts Earth. Its dominant global power, the Muhjaad, has aspects of pre-Islam Persia, Macedonia, and China, and is a trade partner of the GNE. However, chattel slavery is part of their government and social institutions, a sticking point when it comes to increased trade netween the Muhjaad and the GNE. There has been much discussion of whether the GNE should disinvest altogether from any trade with the Muhjaad, but others cite that as long as a balance of trade exists between the two bodies, the GNE has hopes fo using economic leverage to influence social change. Furthermore, the Muhjaad is actually one of the more socially PROGRESSIVE nations on Shaladazen, making simply trading with somebody else on the planet an iffy proposition.
For now, the GNE conducts general trade, but nothing in the way of sensitive knowledge or technology. All the while, however, the New Abolotionists have been running an ‘underground railroad’, smuggling slaves out to GNE territories and freedom.

-Atlantis---Splugorth Atlantis continues to be the epitome of Hell to the New Abolitionists. Too big to attack openly, but too horrible to ignore, the Splugorth are the boogiemen of the New Abolitionists. Wherever they can, the GNE and the New Abolitionists seek to thwart Splugorth slavers, free slaves, and provide advance warning of their incursions. All too often, however, the heroes are obliged to retreat to avoid a wider conflict with the Splugorth.

“Okay, Eddie, your papers look good, and your manifest checks clean..”
“Great! I’ll see you folks next time!”
“...Now show me what you got in the black hold.”
“Say what?”
“Eddie, I KNOW you’re a member of the New Abolitionists, you just came from Arro Bathseba which has chattel slavery, and your ship’s a Concord-class, which means there’s dead space between the number seven and eight bulkheads that can be used for undeclared cargo. Now let’s see what you’ve got in the black holds.”
“...oh, alright...I got eight people in stasis, two families and three singles, all escaped slaves....I was headed for New Stratford where we were going to free them.”
“Good. For your information, this cutter and this space is Greater New England territory, so we’ll just speed it up a bit. Stenko, get Corporeal Yintze and Odulvi over here! Eddie, crack the hold and the stasis tanks, and we’ll bear official witness to you manumitting them.”


The Odessa Brigades

“The New Abolitionists in uniform are arguably the most altruistic of people; they’ll fight to the death for the freedom of others, even when that freedom is of little benefit to themselves.
They’re also arguably the most dangerous of people; they’re zealots of the first order, motivated by what they consider the purest of ideals, that they’re willing to KILL for. And sometimes they’ll cross the line that separates liberators from terrorists.”


The so-called Odessa Brigades owe their existence to Gabriella Odessa, a human d-bee, former military officer, former prisoner of slavers, and one-time Paladin Steel officer in the Resource Division. Assigned to setting up and developing factories in other dimensions, Odessa effectively set up shop on her own, using creative accounting and invoice management to hide the fact that she had set up TWICE the officially reported number of facilities. The equipment production from these out-dimension facilities, as well as profits from products sold from them, went to the establishment of several paramilitary antislavery units that acted against organized crime and slavery in their native lands/worlds....Though these ‘Liberty Brigades’ were uniformed, organized, and acted as if they were units of a larger organization(i.e., the GNEAS), neither Greater New England nor the Regular Army knew of their existence until a PS internal audit, investigating what they thought was embezzlement, stumbled across Gabriella Odessa’s private war effort. Odessa was subsequently cashiered for misappropriation of corporate resources, her factories officially brought back under PS control, and the ‘Odessa Brigades’ given new advisors, this time OFFICIAL GNE military.
Before her disciplining, Odessa had recruited and organized four brigade strength units(over 4,000 personnel) mainly equipped with older PS equipment(or local gear refitted with Rifts Earth technology). The original brigades were staffed with ex-slaves and emancipationist zealots from the local worlds the brigades operated on, and, despite their enthusiasm, relied largely on brute force for their success. In many cases, this was enough to carry the day against unprepared local crime syndicates, but the brigades’ performance against more better equipped and prepared opposition was mediocre. When the GNE officially stepped in and took over control of the ‘Odessa Brigades’, they subsequently received training from Fourth Army veterans, and the Brigades became more effective fighting forces. However, as elements of the GNE Armed Services, they are also under tighter administrative control...this has irked some of the zealots of the original Brigades, who ironically feel more constrained under the command of the antislavery Fourth Army....many of these dissidents have left, searching for a rumored fifth Brigade that Odessa was supposedly in the process of forming when her actions were discovered.
-------------
"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
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

abtex wrote:Goes Fishing with Paladin Steel fishing gear is very different.

taalismn wrote: :D It's certainly something to look into.

Goody we are going to see some sporting gear from PS. [add 10-12 pages]

abtex wrote:Do Bio-Mecha MotherShip's do Lawn Mower and lawn care tools? Are is something from your garage? :D

taalismn wrote:Oh geez, I haven't thought about those Bio-Mecha MotherShips squatting in back airfields eating and having mutant mechanical babies in AGES. I'll have to do something special with them.

They show up on my 'To Do' lists when I see strange things in pictures, that do not stay in the normal. Are too often a wild idea hits my little, lonely brain cell. That has to be a reason for them, Bio-Mecha MotherShips or something like them.

I did not (really) mean to wake up an old idea path. :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

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Paladin Steel PTICS-01(Plasma-initiated Tactical Infantry Cannon System)
(aka ‘X-Stab’)

The small girl slipped out of the stairwell onto the rooftop, making her way under guardrails, over pipes and gratings, and then dropped down and squeezed in among various neglected and abandoned rooftop equipment, antennae, and service structures. Only her practiced eye and foreknowledge of what she would find here allowed her to instantly spot that which shouldn’t have been here. As she had previously observed, this part of the skyline rarely saw any visitors, even counting the animal vermin. Her gun was undisturbed since she had first mounted it here.
The massive weapon was nearly as long as the girl was tall, its slab-sided bulk oddly enough camouflaging it among all the rooftop machinery. One had to get up close to it to make out the powered bipod underneath, the sighting package atop it, and the muzzlebrake pointing out one end. Even then, they might have mistaken it for a fire pump or other such apparatus.
The girl reached back to her neck, thumb rubbing back the plasflesh covering over her headjack ports, and she pulled out a hardline connector to plug into the weapon. A moment to verify ID and that the weapon hand’t been tampered with, and she was suddenly seeing through the weapon’s sights. A quick check confirmed the weapon was still sighted in and the target structure hadn’t moved or been obstructed.
Three more hours. Three more hours and Kindos ‘the Grinder’ would be meeting his regional lieutenants in a ‘secret’ meeting on the eighteenth floor of the Solda Hilton. His bodyguards would be thick outside and inside the building, and the hotel’s weather shielding would block most small arms fire. But a powerful enough laser shot could cut through screening, laser-resistant window tint and hotel exterior like a blowtorch through styrofoam, and put an end to the Arm’s most influential and violent firedust-runner.
And her family’s ghosts could sleep a little easier....


The PTICS is regarded by many as the ultimate extension of the man-portable plasma-cartridge weapons system, with the ‘man-portable’ aspect being debatable. In the same vein as the ‘Pulverizer’ 80-mm ‘shotgun’ and the PPHvR-02, the PTICS is a heavy weapon meant to be carried by cyborgs or those with augmented strength.
Like the PTRSS before it, the PTICS uses a cadmium-telluride plasma cartridge to power an x-ray laser. The PTICS uses the largest available field CT cartridge, the same 40mm format used by KTP field cannon and heavy plasma gatlings, and by the PPHvR-02.
Rather than fire a bolt of high energy plasma, however, the PTICS uses the energy to convert it into an X-ray laser with greater range and accuracy, as well as superior armor-penetrating capability.
The PTICS pays for it in being heavy(even heavier than the PPHvR-01), awkward to handle, and having limited shots.
Since its introduction, the PTICS has seen limited deployment, mainly with cyborg anti-armored and heavy sniper units, or special ops teams.
Weight: 200 lbs
MDC: 110
Range: 10,000 ft
Damage: 2d4x10+10 MD per shot. The x-ray laser component ignores laser-reflective armors, including laser-resistant window tinting.
Rate of Fire: Single shot, ECHH
Payload: Three round clip
Special Features:
*Top Rail---for mounting sights
*Optional Bipod Mount
Cost: 150,000 credits. 40mm cadmium-telluride cartridges cost 95 credits each.
-------------
"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
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Well, got my copy of NG2...see that they've got the lead on me and power armor(though most of my general types can be quickly accessorized to match them), though PS still has the lead in big vehicles, cyborgs, multi-mode weaponry, and magitech.
Still, going to have to see about plugging some market holes to keep up(and ideally surpass) Northern Gun on the important market fronts. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

clearly NG has been stealing PS tech.. should get your internal affairs division looking for the spies..
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Re: Paladin Steel Storefront

Unread post by taalismn »

glitterboy2098 wrote:clearly NG has been stealing PS tech.. should get your internal affairs division looking for the spies..



It's the Great Game, only it's the Corporate Edition. :D :bandit:

And add another inspiration to the 'if-only-I-had-time' file:
http://seaorbiter.com/en/
-------------
"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
------------
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Re: Paladin Steel Storefront

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Paladin Steel ‘LongLegger’ Multi-Environment Travel Vehicle
(aka ‘Daddy Long Legs’)
http://i408.photobucket.com/albums/pp164/taalismn/img440_zps69a0734f.jpg

“I’m really REALLY glad I advised poking that whatever it was with one of the long legs, and that this thing has six legs, and that this thing can run REALLY fast, because that whatever it was was entirely too close and too hungry. I’ll gladly pay the replacement cost for that leg.”

The ‘LongLegger’ is sometimes believed to have originated as a pre-Rifts extraterrestrial exploration vehicle similar to the Bandito Arms All-Terrain Tumbler, while others believe the vehicle to be an adaptation of alien technology.
The ‘LongLegger’ lives up to its name. Central to the design is a ball-shaped armored cab suspended inside a multi-ribbed crash cage, sitting atop a platform pedestal to which are connected six extremely long and slender multi-jointed robotic legs. Each leg ends in a multi-gripper footpad with a scanning sensor system that works in concert with a ‘smart’ AI system to best place the legs for traversing rough terrain.
The armored cab is free-rotating inside its cage, orienting to remain upright regardless of the position of the rest of the vehicle. Thus, the crew rides in comfort even if the ‘LongLegger’ is suspended upside down.
For delicate work, the crew pod features a pair of small robotic waldo arms, while each leg also has a utility arm concealed just above the foot-pads.
The major complaints about the ‘LongLegger’ concern its lack of utility; the vehicle is too slow and high-profile to be an effective combat scout, and its inability to mount heavy weaponry makes it a poor choice for a battle robot. Its small cargo capacity precludes it from being an effectve cargo hauler as well.
The MEMERV-07 is used by the GNE’s Corps of Exploration as a scout and survey machine. It is also available on the open market to adventurers and work groups looking for a good multi-environment exploration vehicle.

Type: PS-MEMERV-07 ‘LongLegger’
Class: Mult-Environment Light Robot Vehicle
Crew: 1+1-2 passengers
MDC/Armor by Location:
Main Body 220
Reinforced Crew Compartment 320
Crew Pod Utility Arms(2) 20 each
Legs(6) 95 each
Leg Utility Arms(6) 20 each
.
Height: Central crew sphere is 12 ft in diameter, top and bottom ‘caps’ add 3 ft, legs can extend up or down 40 ft from center.
Width: Central crew sphere is 12 ft in diameter. Legs can extend out 40 ft from center.
Length: Central crew sphere is 12 ft in diameter. Legs can extend out 40 ft from center.
Weight: 6 tons
Cargo: Small space inside crew sphere for basic rations, survival packs, sidearms, and a few small personal possessions.
Powerplant: Nuclear Fusion(w/ 20 year energy life)
Speed:(Running) 65 MPH
(Leaping)Not possible
(Climbing) Excellent climber; can climb at 25 MPH
(Flying) Not possible
(Space) Fully sealed and useable in airless environs, but lacks maneuvering capability in microgravity(see Options).
(Underwater) Fully sealed for use underwater; rated depth of 2.4 miles. Limited to running along the bottom at 10 MPH, or direct ascent with emergency flotation units.

Market Cost: 7.8 million credits
Systems of Note:
Standard Robot Systems, plus:
*Crash Cage---The main body of the LongLegger takes HALF damage from falls, while the passengers take HALF the normal crash damage/injury from the ompact.

*Emergency Beacon---Can be engaged in an emergency. Has an effective range of 50 miles and battery life of 2 weeks.

*Inertial Compass/Recorder---Can be set at the beginning of a journey to trace the ‘bot’s steps, speed, and direction, allowing the pilot to ‘backtrack’ if necessary.

*Expanded Recorder Systems---Two large cabinet-sized recorder stacks are mounted in the back of the cabin, recording all internal and external data. Each stack can hold up to 60 days worth of 24/7 data input. They can be removed(each has 20 MDC and weighs 300 lbs), but some users have them keycode-locked to a self-destruct plasma/EM charge to prevent tampering and unauthorized accessing of the recorded data.

*Detachable Crew Compartment---In an emergency, the crew pod can be detached, It is positively buoyant, so if used underwater, the pod will float to the surface.

*Molecular Grippers---Each footpad is fitted with MA pads, allowing the ‘bot to cling to just about anything.

*Gripping Claws---Each leg has extendable grippers

*Utility Arms(2)---The central sphere mounts two waldo-style robotic utility arms, each with an 8 ft reach, and a robotic P.S. of 24.

*Ground Sensor Probes----Housed in each of the LongLegger's foot-pads is a seismic probe and ground-phones. When in use the seismic probe fires a penetrator, similar to the stabilizer struts of the
Glitterboy, into the ground, and emitts ultra-low frequency sound waves, acting as a sort of subterranean sonar. The return waves are detected by ground sensors in the Longlegger's feet(or deployed on other vehicles), and
a computer compiles a graphic map of the underground topography. This has proven to be an extremely useful tool for locating buried ruins, charting geological resources, and finding underground installations.
Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the ‘bot will hear an annoying low-key buzz, and may feel
nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1000 ft. .
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running through pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.

Weapons Systems:
1) Crew Pod Hardpoint(1) ---The top(or bottom, depending on how the walker is currently oriented) mounts a modular hardpoint that can accommodate a cyborg-style forearm weapon.

2) Leg Hardpoints(6)---Each leg can mount a modular tool mount that can accommodate a cyborg-style forearm weapon or tool.

3) Melee Combat---The Long-Legger has very limited melee combat capability.
Restrained Punch w/ Utility Arms 6d6 MD
Regular Strength Punch 1d4 MD
Power Punch (2 attacks) 2d4 MD
Kick 1d6 MD
Pilots taking Robot Combat training for the LongLegger use the Scout Robot bonuses.

Options:
*Crew Sphere Armor---Extra Armor can be added to DSDs at a cost of 10 MDC per 20,000 credits, up to 200% of base MDC

*Cable Gun----A top-mounted cable launcher with 100 ft range and 200 ft of braided mono-cable attached to a high-power winch capable of lifting the entire ‘bot.
Cost: 50,000 credits.

*Electrification Defense---Wires the external hull with electrical contacts that can channel a powerful shock throughout the ‘bot’s outside, (hopefully) dissuading entangling or grappling opponents.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: Effective unlimited linked to the ‘bot’s powerplant
Cost: 120,000 credits.

*Zero-Gee Manuevering Capability---Adds thrusters for flight in micro-gravity/zero-gee. Can fly at a leisurely 200 MPH.
Cost: 200,000 credits.

*Flying Ejection Pod---The crew compartment can deploy three gimbaled thrusters and fly off in an emergency. Can fly at 100 MPH for 20 minutes.
Cost: 200,000 credits.

Variants:
*MEMERV-07R---Robotic explorer version. The central sphere is typically packed with special and additional instrumentation, such as panoramic cameras giving a full 360-degree view of surroundings. It has 4 actions/attacks per melee(but is typically not programmed/authorized to engage in combat).
It also has the following programmed skills:
Land/Underwater Navigation 94%
Read Sensory Instruments 94%
Radio: Basic 94%
Climbing 96%/86%
Spelunking 90%
Math: Basic 98%
General Repair & Maintenance 80%
Language(s): American,Gobbley, Techno-Can, Dragonese, all at 94%
Surveying 94%
Last edited by taalismn on Tue Jul 08, 2014 5:21 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Something to help taalismn post stuff, now with 4x the typos. :D

But really, Exo-Frame arms are coming soon. Walking spider legs may not be far behind.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Something to help taalismn post stuff, now with 4x the typos. :D

But really, Exo-Frame arms are coming soon. Walking spider legs may not be far behind.



Definitely doable, especially with many people on Rifts Earth having cyberjacks. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

While I'm trying to figure out which of my many long-suffering and languishing projects to finally finish up to make reaching the 100-page mark SPECIAL, here's a quick one suggested by Abtex:

Paladin Steel LALH01’HandiHarness’ Light Armature Harness
(aka ‘Landy’, ‘Mister Handy’)

“Need another hand? How about two?”

“Alf’s mistake was when he challenged that guy to a gunfight he watched the fellah’s hands. He shoulda watched the guy’s back. Then he mighta seen it comin’ in time to do something about it. Them extra-arm rigs can be pure murder.”

“Sure, you can use the HandiHarness without a ‘jack, but only if you’re doing things like bracing and lifting where you don’t have any particular need for speed or finesse. A lot of workers in the Paladin Steel ranks use the Landy to hold their gear or manhandle stuff they don’t want to tie up their hands with. Basic hold and lift stuff. So, yeah, if you don’t like the idea of somebody drilling into your skull and splicing a USB port in, you can still use the ‘harness. It’s just when you have a ‘port and interfacing ‘ware that you can do the NEAT stuff.”

“Dude, you shouldn’t have braced yourself with your Handi-arms like that against that bruiser. After he punched you clean out with that first hit, they just locked in place and set you like a canvas on an easel. He was so drunk he thought you were still standing up to him and not already out cold, so he continued working you over with them meathammers. That’s why you’re in the ICU right now!”


The Light Armature Harness is a personal accessory system meant as a work force multiplier. The original design dates back pre-Rifts, to MIT experiments and design studies for a light multi-limbed exoframe that could assist workers by giving them an extra set of functional limbs attached to a harness. The original control system was somatic; the wearer used body motions to direct the extra limbs, but this proved problematic. The limbs tended to react to twitches and inadvertent body motions, losing position. Even when operated by a trained wearer, purely manual use of the extra limbs tended to be slow and cumbersome.
The advent of more advanced technologies, particularly cybernetic headjacks, changed that. Now, the wearer could ‘jack in’ and take direct control of the robotic limbs just as if they were cyborgs.
The LAH01 follows the original MIT configuration of a secured harness with two robotic armatures(PS uses the same arms as are used by their PS-RU-002-6 ‘Handitrac’ Utility Drone) mounted midback that can serve as extra arms, or can reach to the ground as extra bracing legs. The ends of the armatures are modular, and can be fitted with a variety of accessory ‘hands’ and tools. Control is via a cyberjack interface at the wearer’s neck or ear. The assembly is powered by a rechargeable powerpack in the middle of the back between the arms; in a pinch e-clips can be used to power the system.
The LAH is intended for industrial use, but it CAN be used for combat; the armatures can be fitted to hold an infantry weapon and fired via the cyberlink(typically in conjunction with a cyberoptic targeting link or externally worn HUD targeter. W.P. bonuses apply as normal.
The Light Armature Harness is proving extremely popular in Greater New England industry, security forces, and the military. It has also proven very popular in commercial sales.
Weight: 15 lbs
MDC: The vest provides 30 MD and an effective A.R. of 12.
Each robotic limb has 12 MD.
Robotic Strength: Base P.S. of the robot limbs is 8.
Powerplant: Onboard Battery(good for 48 hours of continuous operation), E-clip(12 hours of operation per e-clip), or power cable(effectively unlimited power supply)
Bonuses: (When cyberlinked)
*+1 APM
*+1 parry
*+5% to Climbing
Special Features:
*Locking Joints---Effectively lock up with a P.S. of 40. Ideal for bracing.
*Modular Armatures(Compatible with Cyborg Mining Tools and Forearm Options, but weapons and power equipment must have their own power source).
Cost: 28,00 credits. Can be incorporated into existing body armors.
Options:
*Improved Strength---The robotic actuators can be improved up to a maximum of Robotic P.S. 17. Note that for purposes of lifting, it is not advised to attempt to use the LAH to lift weight above the person’s existing PS capabilities, unless properly braced. Each point of added strength costs 3,000 credits each.

*Extra Limbs---Up to two additional robotic limbs can be added. They do not add to APMs or bonuses, add +12 lbs to weight, but can be used to provide additional options, and bracing.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

"No!!! You can not take it home and wear it on your next date. It's only available for use at the work site"

Thanks taalismn.
For light weight jobs, it's great. But "* Improved Strength" needs to have back and leg support to handle HEAVY loads. Need a ’HandiHarness’ boot set and combined with a back support unit that can join with the 'LALH01'. But I guess that "* Extra Limbs" covers that (?).

Would adding a drone control for unknown skills or tasks, training workers. Setting the added limbs to do one job while you do another
Can ’HandiHarness’ be used as a Boot set for speed, increasing or long standing?

Mix with a small vehicle or using at control station or cockpit, multi-tasking. Longer arm reach for top shelves, painting/repairing in housing or fruit picking. Clearing snow off roofs :D

Am not sure that I said anything.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:"No!!! You can not take it home and wear it on your next date. It's only available for use at the work site"

Thanks taalismn.
For light weight jobs, it's great. But "* Improved Strength" needs to have back and leg support to handle HEAVY loads. Need a ’HandiHarness’ boot set and combined with a back support unit that can join with the 'LALH01'. But I guess that "* Extra Limbs" covers that (?).

Would adding a drone control for unknown skills or tasks, training workers. Setting the added limbs to do one job while you do another
Can ’HandiHarness’ be used as a Boot set for speed, increasing or long standing?


Am not sure that I said anything.



Indeed...that's where extra limbs comes in. No point in being able to hoist an engine block over your head if your all-too-human spine's going to snap and your legs give out, unless you're into exotic forms of suicide.
I considered a drone control option, but I figured that could be too easily fouled up because of lack of cooperation with the wearer. The problem MIGHT be addressed in future posts about 'wearable robots'(future PS products).
-------------
"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
------------
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89er
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Posts: 569
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Re: Paladin Steel Storefront

Unread post by 89er »

My pick for the 100 special, the Patriot manned robot. The hidden, master modular, sentinel of the Alliance. They will stand against the minion war and quell the corrupt fires of countless fiends yet to come.

Barring that, a hovercarrier or some game changer.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:My pick for the 100 special, the Patriot manned robot. The hidden, master modular, sentinel of the Alliance. They will stand against the minion war and quell the corrupt fires of countless fiends yet to come.

Barring that, a hovercarrier or some game changer.


The Patriot's an off-and-on-again monster of a project. The representational art for it? Can't get it to my satisfaction.
The Super-Nimbus hovercarrier's only 1/4 finished, because I keep reworking its weapons configuration, and haven't even started on the art(which I wanna get right).

I've got something close to finishing. Dunno if it's a game-changer, but it's radical-tech.
I just need the time to finish it. Horribly humid and the lawn needs mowing. Kills personal energy.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48028
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Tri-PHASE Armor
(Paraspace High-energy Armor Storage Equiment)(aka Personal Hyperspace Armor Storage Equipment)
http://i408.photobucket.com/albums/pp164/taalismn/img192_zps9b59ad4f.jpg

“Every army and military organization has its elites...the shadowy figures that nobody sees, but everybody knows exist...the guys who get the dirty jobs done...Of course, the less said about the teams that Chipwell employs, the better, those poor bastards...Paladin Steel is no exception....It HAS to have its special warriors for those jobs where negotiation just don’t work, and sending in regular military would be too costly.”

“I know quite a few troopers who keep the old ‘wristwatch’ activator on them just to confuse the heck out of their opponents...That actually worked out perfectly once when one of us got captured...They’d strip-searched, cocooned, and locked the trooper away, thinking they’d got everything...then later, a half-ton of super-trooper appears inside their base and trashes them.”

“I thought you said you only observed light armored infantry in this area?! Why then are we coming under HEAVY POWER ARMOR FIRE???!!!!!”

“Look, right now I’m not wearing anything! But ‘POOF’ and now I’m wearing a TANK! How’s that for your element of surprise?”

Tri-PHASE Body Armor is a boundary-pushing beyond-state-of-the-art personal armor concept that Paladin Steel has been working on for decades and is just now deploying. The armor is currently exclusively limited to the corporation’s elite special forces and trouble shooting teams.
Using advanced research from a variety of sources, including unearthed Golden Age tech, alien technology, and technowizardry studies into alternate dimensions, PS R&D teams were able to find a way to create a stable-state ‘pocket universe’ that could be carried by a person, opened and accessed via a technological ‘anchor’ unit, and used to store equipment, particularly body armor, and recall the stored equipment at will. With precise tuning, the engineers found theysuperimpose the armor onto the person using the anchor-unit, so that they instantly were wearing the body armor, ready to go. Further experimentation found that they could effectively ‘stack’ several suits in ‘pocket-space’; the decision was made to build a weapons systems around these developments, creating a triple-level system of improved armor protection and firepower levels.
While initial attempts were to build the real-space ‘anchor’ and recall gear into the form of a personally coded torso harness or wrist unit, PS engineers found that the PHASE worked much more effectively with a spinal implant...Though requiring extensive and delicate spinal surgery, this system also allowed the PHASE wearer to more quickly access the stored gear with a mental command, and fewer chances of interference and disruption.
Tri-PHASE has three different levels or ‘tiers’ of correspondingly greater protection and power;
Phase 1: The basic protection level, this is equivalent to a suit of standard EBA, with possibly 1-2 small built-in weapons like vibroblades or finger blasters, and usually a holstered pistol and ammo-belt(and/or light rifle). A light exoskeletal augmentation system is built in to amplify the user’s physical abilities. PS has patterned the armor after the advanced NEMA EBA-130. The Phase-1 armor is also known as ULTRA(Universal Light Trooper Reflex Armor) and is ideal for light combat, maneuvering indoors, and vehicle operations.
Phase 2: This is a heavier shell, equivalent to a light or medium power armor, with heavier protection, exoskeletal physical augmentation, and 2-3 built-in weapons systems. Phase-2 mode is a compromise of mobility and protection, with good firepower. It can be considered equivalent to a heavily-armed Triax Hopper, or PS’s own ‘Pikeman’ PA.
Phase 3: This is equivalent to Heavy Power Armor or a light robot vehicle. For when taking on tanks, spacecraft, or large demonic beings is necessary, Phase-3 sacrifices mobility and agility for raw firepower and armor. The Phase 3 mode is roughly equivalent to a Coalition Mauler or heavy PSA-11 configuration. Many PHASE-troopers nickname this mode ‘tank’ or ‘crunch’ mode.
Currently(and for the foreseeable future) PHASE armor is the exclusive property of Paladin Steel, and is reserved for elite units. In fact, many people, even within the company, are unaware that the special armors worn by some of its top-ranked units are really produced by the company itself, and not manifestations of super powers or alien hardware/technology bought from outside sources.
Paladin Steel continues to experiment with the PHASE equipment, hoping to apply it to other applications, but thus far the researchers have run into a number of technical limitations to the equipment, including a cap-weight of roughly 2 tons that can be safely held in ‘storage’ , and the apparent need for a living generator of PPE in close proximity/contact to provide an ‘anchor’ for the phased-state dimensional pockets. This rules out vehicular applications of the PHASE equipment, but not cyborgs.

Type: PS-PHASE01/02/03
Class: Personal Paraspace High-energy Armor Storage Equipment
Crew: One
MDC/Armor by Location:
(Phase1)
Helmet 80
Main Body 130
Arms(2) 70 each
Legs(2) 90 each
(Phase 2)
Helmet 100
Main Body 290
Arms(2) 85 each
Legs(2) 100 each
(Phase 3)
Helmet 120
Main Body 500
Arms(2) 180 each
Legs(2) 290 each
Height:(Phase 1)+6-7 inches to wearer’s height
(Phase 2) 7-8 ft
(Phase 3) 8-9 ft
Width:(Phase 1) +4 inches to wearer’s body. Packs add 1-1.8 ft
(Phase 2) 4 ft at shoulders
(Phase 3) 4.6 ft at shoulders
Length:(Phase 1) +2 inches to wearer’s shoulder span
(Phase 2) 4 ft w/ pack
(Phase 3) 4.8 ft
Weight:(Phase 1) 13 lbs
(Phase 2) 860 lbs
(Phase 3) 1.4 tons
Cargo:(Phase 1)Bandolier +backpack
(Phase 2) Bandolier +backpack
(Phase 3) Backpack-sized cargo compartment
Physical Strength:(Phase 1) +6 P.S.
(Phase 2) Augmented P.S. 30
(Phase 3) Robotic P.S. 40
Powerplant:(Phase 1)Nuclear Fusion w/ 10 year energy life
(Phase 2)Nuclear Fusion w/ 10 year energy life
(Phase 3)Nuclear Fusion w/ 10 year energy life
Speed:(Phase 1)
(Running) +20 SPD, reduce fatigue by 50%
(Leaping) +10 ft to leap distance
(Flying) Not possible without jetpack
(Space) Fully spaceworthy, but lacks propulsion system
(Underwater) Neutrally bouyant; reduce swimming speed by 30%, unless equipped with some sort of underwater propulsion system. maximum depth 1 mile
(Phase 2)
(Running) 45 MPH
(Leaping) 15 ft up/across, 150 ft jet-assisted leap, 260 ft jet-assisted running leap
(Flying) 100 MPH, maximum altitude 1,000 ft
(Space)Fully spaceworthy, can rocket through space at 600 MPH
(Underwater)36 MPH underwater, maximum depth 1.3 miles

(Phase 3)
(Running) 35 MPH
(Leaping)12 ft up/across, 300 ft jet-assisted leap, 360 ft jet-assisted running leap
(Flying) Hover to 80 MPH, maximum altitude 1,000 ft
(Space)Fully spaceworthy, can rocket through space at 500 MPH
(Underwater)36 MPH underwater, maximum depth 2.4 miles

Market Cost: EXCLUSIVE TO PALADIN STEEL. NOT FOR SALE.
Systems of Note:
*PHASE Storage/Recall System
Summoning armor takes 3 APMs; recalling it to storage mode takes 1 APM. Switching between modes takes 1 APM, so summoning a Phase 1 body armor takes 3 APM, but upgrading to Phase 2 or going directly to Phase 3 mode takes only 1 APM(as the armor ‘clicks’ onto components of the previously-summoned armor mode).
Note that the storage mode does NOT repair or reload the armor placed in it; damaged equipment must be removed from the storage matrix and repaired the old-fashioned way in normal space.
(Phase 1) Standard EBA Systems, plus:
*Helmet Macro-Binoculars: 8,000 ft range, x6 magnification) , Passive Night Vision(2,000 ft), Thermal Imager(2,000 ft range), light filters, Laser Distancing/Targeting(2,000 ft range, +1 to strike), HUD link.

(Phase 2) Standard Power Armor Systems, plus:
*Head-Mounted Laser Illuminator---’Paints’ targets for laser-guided ordnance. Range of 10,000 ft.


(Phase 3)Standard Power Armor Systems, plus:
*Robotic Strength Actuators

Weapons Systems:
(All)
All PHASES can pick up and use appropriately-sized weapons, such as rifles. launchers, and melee weapons. The designers, in fact, have allowed up to 300 lbs for slung/attached accessory armaments and accompanying ammunition

(Phase 1)
1) Forearm Hardpoints(2)--Fully compatible with any cybernetic weapons system, such as vibroblades, finger blasters, small energy weapons systems, rifle grenade launchers, micromissile launchers, and the like.

2)Accessory Weapons---The Phase 1 Mode comes with a rifle, pistol, blade scabbard, and a grenade bandolier/belt

(Phase 2)
1) Forearm Hardpoints(2)---These are heavier than those on the Phase-1, and are compatible with any of the Bionic Forearm Accessories

2) Backpack Hardpoint(1)
a) Micro-Missiles---Volleys of 1-10, 60 shot payload
b)Mini-Missiles---Volleys of 1-4, 16 shot payload
c) Short Range Missiles---Volleys of 1-2, 4 shot payload

3)Accessory Weapons---The Phase 2 Mode comes with a heavy rifle, pistol, 2 blade scabbards, and a grenade bandolier/belt.

(Phase 3)
1)Modular Forearms(2)
The forearms are fully compatible with any of the same modular forearm assemblies as the PSA-11 power armor:

2)Torso Hardpoints(1-2)---Used for mounting heavy weapons, The following are a few of the more common types added.
a) Micro-Missiles---Volleys of 1-20, 100 shot payload

b)Mini-Missiles---Volleys of 1-4, 16 shot payload each

c) Short Range Missiles---Volleys of 1-2, 4 shot payload each

d) Medium Range Missiles---2 per hardpoint

e) Ion Blast 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

f) Plasma Cannon
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively unlimited

g) Plasma Torpedo Launcher
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
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

h) Particle Beam Cannon
Range: 4,000 ft
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

i) AutoDefense Laser
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)


j) Chain Gun
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

k) Massdriver Cannon----45mm PS-HRG05 'Hellshot' Rail Cannon-- An attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload. Originally a handheld weapon for the PSA-11, the shoulder-mount model available to the PHASE Armor has a sturdier housing and larger payload.
MDC: 100
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot, ECHH
Payload: 80 shots in a backpack magazine


l) Heavy Pulse Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

m)X-Ray Laser Cannon
Range: 6,800 ft
Damage: 2d6x10 MD per single shot; laser resistant armor does NOT apply to stopping x-ray lasers.
Rate of Fire: Four times per melee
Payload: Effectively unlimited

n) Magnetic Vortex Launcher
Range:(EM Bolt) 5,000 ft
(Vortex) 4,000 ft
Damage:(EM Bolt)
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knock-down(lose 1 APM and Initiative) for beings of 300 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

o) Massdriver Cannon---PS-M-64 60mm ‘Snapdragon’ Gun-Mortar System
MDC: 100
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 PHASE suit has a 12 shot magazine(48 if the other hardpoint is used for an ammo drum)
Special Features:
*Reinforced Baseplate/buttstock
*Fold-down Forward Handhold
*Flip-out Basic Sights
*Optional Bipod


p) Massdriver Cannon----KTH-65 32mm Assault Rail Gun (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. the KTH-65 can penetrate most any known armour with ease with a high-velocity burst. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
MDC: 100
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots, ECHH
Payload: 80 rds


q) PS-M-82D ‘Townshend’ 81mm Mortar Cannon ---The M-82D is a Paladin Steel copy of Free Quebec’s GBM-7-70M1 High Power Mortar, the same weapon as mounted on the QGBM-7-70 ‘Taurus’ Glitterboy.
MDC: 100
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. The PHASE armor version has an attached 12 round cassette, plus an additional 24 rounds can be carried if the other hardpoint is used for an ammunition drum.
Special Features:
*Reinforced Baseplate
*Fold-down Forward Handhold
*Flip-out Basic Sights
*Optional Bipod


r) PSAGL-40B 40mm Automatic Grenade Launcher
Range:7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 300 rd drum

s).50 Caliber Heavy Machine Gun(Browning M2HB-pattern)
Range: 10,000 ft
Damage:(SDC) 7d6 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) 1d4 MD single shot, 5d6 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) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 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: 2,000-rd belt per gun



Hand to Hand Combat:
(Phase 1)
As per the wearer’s own P.S.(+6 from the light exoskeleton) and Hand to Hand skill
+1 to Dodge, Parry, and Roll.

(Phase 2)
Use Power Armor Training bonuses, plus the following from Augmented P.S. 30:
Restrained Punch 4d6 SDC
Full Strength Punch 1d4 MD
Power Punch(2 attacks) 1d6 MD
Kick 1d4 MD
Leap Kick(2 attacks) 1d8 MD
+1 to Dodge, Parry, and Roll.
Automatic Dodge(no bonus)

(Phase 3)
Use Power Armor Training bonuses, plus the following from Robotic P.S. 30:
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Kick 1d8 MD
Leap Kick(2 attacks) 3d6 MD

Options:
*Because PHASE-Troopers are something of an elite, assigned to special missions, they often customize the various modes of their armor, depending on the unit, its duties, and often the individual soldier’s style of combat. The following are a few of the more common options:

(Phase 1)

*Fiber Optic Pre-Programmed Camouflage Scheme Surfacing----Can switch the overall color scheme of the armor to any one of 16 different pre-programmed designs(held in microchip memory). Changeover takes 30 seconds(2 melees) to take place.

*Sound Canceller System---A ‘white noise’ system copied from captured Japanese cyberninja systems. This allows the heavily-armored PHASE-1 trooper to use a Prowl skill without penalty.

*Jump Rods----Allows leaps of P.S. x25 ft across, half that vertically. Allows for jumps down of TWICE horizontal distance.

(Phase 2)
*Enhanced Flight Pack---Fitted with folding wings for greater lift and agility. 250 MPH, maximum altitude of 6,000 ft.

*Leg Vibroblades---Add damage to kicks and stomps; +1d6 MD.

(Phase 3)
*Forcefield Generator----200 MDC, and regenerates at 10%(20 MD) per melee.

*Multiplexor---The model described 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 clicke between three spells with the flip of a switch.
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
Last edited by taalismn on Mon Jun 23, 2014 10:23 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by abtex »

89er wrote:My pick for the 100 special, the Patriot manned robot. The hidden, master modular, sentinel of the Alliance. They will stand against the minion war and quell the corrupt fires of countless fiends yet to come.

Barring that, a hovercarrier or some game changer.

Can we get something with a 'Puppy'?
It can be a knock-off of a Northern Gun vehicle.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
abe
Hero
Posts: 1102
Joined: Mon Jul 23, 2001 1:01 am
Location: auburn

Re: Paladin Steel Storefront

Unread post by abe »

ever think of doing a md model t?
howdey folks!!!!!!!!
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abe wrote:ever think of doing a md model t?


Those would be custom jobs handled by smaller garages in the GNE.
PS already turns out a far more versatile line of 'Classic Movers', including several that are essentially motorized buckboards based on pre-Rifts military vehicles designed to be far more robust than the Model T.
And I've already done, or am in the process of doing, a number of civilian vehicles based on pre-Rifts concept cars or sports models.
Plus Ford was a bit of nut in his later years, and thought the Model T was the apex of design(he's also arguably responsible for promoting ant-semitism in the United States to the point where Hitler actually admired him), tried to create 'perfect communities on his rubber plantations in South America that were based on his cult of personality(that may be where the references to the Model T come from in the later dystopian novel 'Brave New World'), and essentially estranged his own son(including having spies sicced on him) to the point that Edsel's health spiraled downhill. Not a nice guy.
-------------
"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
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

PHASEBorgs
(aka ‘Hammerspace ‘borgs’, ‘Hammerspacers’)

“No longer do I have to run back to the garage to get my social body or my combat frame; just *zip* and I’m ready to go!”

After the success(in secret) of its PHASE Armor, Paladin Steel wanted to see how else the technology could be adapted to enhance other things. Experiments on equiping vehicles and ships, as well as robots, have proven disappointing thus far, but some degree of success was attained with applying it to full conversion cyborgs.
PHASEBorgs adopt the same tiered configuration as the PHASE Power Armors, only in this case, the hierarchal progression is Cyberhumanoid, Light Machine, and Assault Trooper. Key to this system is that each cyborg chassis has been modified to be biopod compatible, allowing the convertee to survive in a basic biopod holding their brain, central nervous system, and perhaps a few vital organs in a basic life support system. As with the PHASEArmor, shifting PHASE-states swaps the outer cyborg shell around the ‘pilot’, allowing them to switch from a light frame to a super-heavy frame in the blink of an eye(although initializing and testing the many system connections may take several more seconds).
There is no ‘standard’ set of templates for the individual cyborg bodies of the PHASEBorg, so no single set of statistics and plans exists for them.This means that those outsiders who learn about PHASEBorgs must be kept guessing as to who might be a PHASEBorg or not. Some stated numbers place the numbers of existing PHASEBorgs as few as two dozen, while other figures claim over a hundred exist.
The sheer complexity of the PHASE rigging and the cost of maintaining THREE full conversion cyborg bodies effectively places PHASEBorgs out of the reach of the average(and even most above-average) adventurers, and the technology is an exclusive secret of Paladin Steel and Greater New England. Thus, PHASEBorgs remain elite agents employed directly by PS and the GNE.
As noted before, Paladin Steel has had little luck adapting the PHASE system to other devices and constructs, and many believe that the problem may be one of size(the energy requirements needed to maintain PHASE going up exponentially with mass) and possibly the need for an organic ‘core’ to serve as an ‘anchor’ for the PHASE’d gear).
-------------
"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
------------
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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Very good work on the Phase tech, now you just have several full borgs, two flying power armors, and plenty of exciting sounding robots to check off.

No pressure on to big 100 gift, now you my be our Palladium George RR Martin.
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Re: Paladin Steel Storefront

Unread post by say652 »

Wow. I try not to spam up the Steel but, wow! Phase Armors and PhaseBorgs best stuff I've seen in a while. Like since trolling the Steel storefront.
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Very good work on the Phase tech, now you just have several full borgs, two flying power armors, and plenty of exciting sounding robots to check off.

No pressure on to big 100 gift, now you my be our Palladium George RR Martin.


Here's a fun thought; if the PHASEarmor implants can be made small enough, fit them into Smallkin operatives. Outfit their Tier-2 and -3 set armors to be regular-sized power armors, only piloted like a robot by the much smaller pilot. Use the extra space for extra ammunition or gear.
So you got a mouse specops agent who can sneak inside an enemy installation and then ZOW! Power armor pops up outta seemingly nowhere.
-------------
"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
------------
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abe wrote:ever think of doing a md model t?


Those would be custom jobs handled by smaller garages in the GNE.
PS already turns out a far more versatile line of 'Classic Movers', including several that are essentially motorized buckboards based on pre-Rifts military vehicles designed to be far more robust than the Model T.
And I've already done, or am in the process of doing, a number of civilian vehicles based on pre-Rifts concept cars or sports models.
Plus Ford was a bit of nut in his later years, and thought the Model T was the apex of design(he's also arguably responsible for promoting ant-semitism in the United States to the point where Hitler actually admired him), tried to create 'perfect communities on his rubber plantations in South America that were based on his cult of personality(that may be where the references to the Model T come from in the later dystopian novel 'Brave New World'), and essentially estranged his own son(including having spies sicced on him) to the point that Edsel's health spiraled downhill. Not a nice guy.

Ford personal aside.

Modern Model-T possibles:
http://www.gizmag.com/la-auto-show-design-challenge-2010/16697/

'Model-T' = Bodies or Howdahs that can go on those "motorized buckboards" ranging from seats to just about anything. Hot Rods with tire changes and a couple other changes. Cheaper Mobile bunkers. 'Chase U Down' lemonade stands. "Here Comes Lunch" boxes. More bodies or Howdahs [I like the misspelling of them better, 'Howda'].

Could sale a bunch of them to DogBoys, with those big windows for them to stick their heads out of. :D
Last edited by abtex on Wed Jun 25, 2014 11:10 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote: As noted before, Paladin Steel has had little luck adapting the PHASE system to other devices and constructs, and many believe that the problem may be one of size (the energy requirements needed to maintain PHASE going up exponentially with mass) and possibly the need for an organic ‘core’ to serve as an ‘anchor’ for the PHASE’d gear).

The PHASE system could be used with vehicles? Right. The driver is ‘anchored’ to the vehicle and could call up different chassis, like a Boat hull for deep water crossing or an aircraft wing and engine for flight. Would make parking your car easy, just recall it when needed.

Can things be added and stored on a second or the main vehicle or suit? You normally only carry a week of supplies, but need to carry a month worth instead. You go shopping, call up a trailer load it and then 'put' the trailer back in it's pocket. Doing this would need added power like you state above. Does the "energy requirements" go with the item stored or supplied by the anchor used to call up something from a pocket? Is the pocket size fixed to a pre-set size?

Workers should be able to get into an ExoFrame and call up different tool sets (just like full armor, just on a smaller scale).

Would this work with a team of adventurers making a tank on the 'fly'... one as a driver picking the different vehicle chassis, another calling up a heavy main weapon station and it's armored turret, a loader picking the ammo payload to be used, a Counter-measure tech picking different defense system or light weapon station. Going from a jeep or Model-T to an Armored vehicle.

How quick is the change? Could someone jump off a building and call up a jet pack or small aircraft, then just fly away?

A solider could be wearing.. 'anchored' to a Chipwell suit that phases into a better suit.

Can a wearer call up or switch between different weapons while wearing a basic PA... like trading a rifle for a heavier weapon and it's payload, instead of a full suit change. If so a Combat Vest could be 'anchored' to the wearer and Up Gunning.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

I currently hesitate to make this applicable to vehicles, since people tend not to be 'attached' to their vehicles in the same way as power armors(which are effectively 'worn' or cyborg bodies(which you LIVE).
But yes, you could keep extra stores of ammunition and gear in the 'pockets' as long as they don't exceed the rated upper weight/mass limit. However, you'd still have to manually load your gear with any extra ammunition unless it was already IN a weapon(in short, you can't send your empty rocket launcher into phase-storage and then summon it back up fully reloaded.

And yes, you're seeing how this can be a big factor in combat, provided your opponent doesn't have super-science or dimensional magic of their own that can sense and counteract(such as jamming) the 'pockets'.
-------------
"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
------------
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Almar’ Aerospace Fighter
(aka ‘Swivvie’)

“Ever since the Kreeghor came out with their dumbed-down ‘E’ version of their Flying Fang fighter, we’ve been seeing every pirate and rogue state in the Arm with ambition and a lack of scruples fielding the damn things in squadron strength. The Kreeghies of course claim that the ‘knock-offs’ are coming from factories run by the Free Worlds Council so the Empire’s not responsible for arms sales to outlaws, but we know the Rotten Teeth are coming off the assembly lines on Kreeghor-Tet and the Imperial coreworlds. Well, the Kreeghor delivery trucks have made their way to our corner of the Three Gees, and stuff is falling off the back of them. Needless to say, merchant shipping up and down the Arm is suffering, thanks to lots of people with attitude trying out their new toys.
Thanks to that, you punks are also getting new toys. The new fighters just in are slower than the Fangs but got three times the firepower and fatz-all a helluva lot more missile power to throw. They also got more countermeasure gear than a spaz-wagon, so if missiles start flying, you got better chances of not dying. You got three weeks to acquaint yourselves with the new Almar fighters we bought. Three weeks from now, the -chel- harvest starts coming in and the transports start taking off, and you can be certain that somebody’s gonna try to jack at least one of the shipments. Each of those shipments represents REAL money in the market. So for the next three weeks you are going to be hitting the simulators, flying practice runs, and teaching each other EVERYTHING you learn about the new hardware. We don’t have as much time as I’d like to familiarize with a new design, but we can’t choose our battles either, we make do with what we HAVE. So until otherwise, all leaves are cancelled, and you are all hitting the books tonight. Tomorrow we go hands-on in the hangar bays where your new birds have already arrived.”


The ‘Almar’ started out as a testbed platform based on the initially underestimated ‘Hesperia’ aerospace fighter chassis, but was developed into its own type to address the continuing need, and market, for escort fighters for PS/ASI merchantmen.
The Almar carries a heavier weight of armaments than its parent design, chopping away much of the Hesperia’s clean aerodynamics to mount them. This forces the aerospace craft to rely much more heavily on its anti-gravity systems while in atmosphere with a corresponding drop in speed and agility(while it can still operate in an atmosphere, pilots describe its handling characteristics as ‘brick-like’). Given that the Almar’s primary role is protecting merchantmen in space, this hasn’t been seen as a major problem, but on those occasions when the Almar has been called upon for close support ‘in the soup’, the design has suffered losses. However, the tough construction of the design and its many pilot safety features have insured that many of the downed aircrews have survived to be rescued.
One of the more interesting aspects of the Almar’s modified design is an articulated tail section with a tail-mounted third thruster assembly. In deep space maneuvering, the entire tail can be pivoted down under the main fuselage to redirect the thruster forward. Used properly, in conjunction with other reverse thrusters and inertial buffers, the design feature allows the Almar to perform incredible feats of agility in microgravity and zero-gee maneuvering.
In the meantime, the Almar can throw some serious fire at enemies. The Almar mounts four heavy lasers in double turrets, and backs them with four modular missile bays. Almost as an afterthought, the fighter mounts a double-barrel rapid-fire rail gun that can also fire chaff rounds. Several countermeasure launchers round out the active defenses.
The Almar has begin appearing with PS/GNE/ASI aerospace merchant-marine units and afiliated firms, starting with convoy escort forces. It has also begun appearing in space-based colonial defense wings.

Type: PS/ASI-TAV-SF-14 Almar
Class: Medium Aerospace Fighter, Deep Space Operations
Crew: One
MDC/Armor by Location:
Main Body 480
Reinforced Cockpit 100
Engines(2) 100 each
Primary Laser Cannon Turrets (2) 100 each
Lower Rail Gun Turret(1) 50
Missile Launchers(4) 50 each
Tail Unit 100
Forcefield 800
Height: 20 ft
Width: 24 ft
Length: 28 ft
Weight: 16 tons
Cargo: Small space behind pilot’s seat for a survival pack and sidearm(s)
Powerplant: Nuclear-Fusion w/ 20 year energy life
Speed:
(Atmosphere)Hover to Mach 6; transatmospheric.
(Space)Mach 8
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Bonuses: +2 to Dodge and Roll in deep space, +10% to maneuvers in zero-gee(ONLY)
Cost: 42 million credits
Systems of Note:
Standard Starfighter Systems, plus:
*Cockpit Ejection System---The cockpit can be entirely ejected from the rest of the craft, to serve as a lifeboat. The cockpit pod can make a safe atmospheric re-entry, if necessary, with deployable parachutes, and can even float for a time on water, increasing the chances for crew survival.

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*ECM Suite----- The Almar has a standard ECM suite for confusing sensor-guided weapons; -5 to strike

*Cyberlink(optional): A late retrofit is this advanced cybernetic control system that allows the pilot 'jack in', if so equipped, to the plane, linking him with the plane as if by telemechanics. The pilot is so in tune with the plane and their environment that he instantly knows everything involving their plane and its operations. A series of tiny external cameras normally used for Virtual Environment Cockpits is tied into the cyberlink, giving them an uncanny 360 degree view around the craft, providing them a +1 to init and dodge, in addition to the normal cyberlink bonuses .

Weapons Systems
1) Heavy Pulse Lasers(4)---The Almar DOUBLES the number of heavy lasers on the original Hesperia and mounts them in twin turrets mounted on the ends of the truncated wings. This mounting configuration allows the main weapons to rotate to cover front and rear arcs of the fighter, and the Almar can engage targets behind itself.
Range:(Palladium Values) 6,000 ft in atmosphere, 60,000 ft(12 miles) in space
(Kitsune Values) 12 miles in atmosphere, 1,200 miles in space
Damage: 3d6x10 MD per pulse burst, 6d6x10 MD per simultaneous blast(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Lower Rail Gun Turret----The underside of the Almar sports a rapid-fire rail gun, providing a kinetic punch to its weaponry. This weapon is primarily used to spray a window of space with rounds, increasing the chances of a hit on a fighter or missile. The rail gun can also fire fragmenting chaff rounds. Its placement allows it to rotate to engage targets behind the fighter.
Range: (Palladium Values) 4,000 ft in atmosphere, 40,000 ft(8 miles) in space
(Kitsune Values) 8 miles in atmosphere, 800 miles in space
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
(Chaff rounds) 5d6 SDC per shell at ranges of 2,000 ft or less. None beyond that.
3d6x10 SDC per 5 rd burst
1d4 MD per 10 rd burst
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees Any missiles/projectiles passing through the expanding chaff cloud take 2d6 MD damage.
Rate of Fire: EGCHH
Payload:12,000 rd drum(200 bursts)


3)Mini-Missile Racks(4)---Buried in the wings are four modular missile bays that be configured for a variety of fire missions. In general, the Almar is fitted with short range missiles for defensive anti-fighter and anti-missile work, rather than longer-ranged offensive-profile weapons.
a) Mini-Missiles---40 per launcher

b) “S-Sting” ‘Smart Mini-Missile Launcher-----The S-Sting(for ‘Space Stinger’) is an attempt to scale down the advanced micro-intelligence guidance system of more advanced and larger missiles into a package compact and accurate enough for an infantryman to tote. The ‘S-Sting’ is essentially a ‘smart’ short-range, hyper-velocity, anti-air/spacecraft missile. The program has had its first successes with a space-based missile, owing to the fact that the vacuum of space negates the need for streamlining the weapon. As a result, the missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching).
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
Rate of Fire: Volleys of 1-20(all)
Payload: 20 shots per launcher
Bonuses: +7 to strike
Cost: 80,000 credits. 10,000 credits per missile

c) L-AAM ‘Black Talon’ Launcher---These super-accurate light AAMs are mainly of use in an atmosphere, but the Almar DOES occasionally mount them.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-20(all)
Payload: 20 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200,000 credits per launcher, 10,000 credits per missile

d) Short Range Missiles---10 per launcher

e) Medium Range Missiles---6 per launcher
- PS/ASI ‘Starslam’ AMRASIM(Advanced Medium Range AeroSpace Interception Missile)---An adaption of the ’SkyFlash’ Advanced Short Range Air to Air Multiple Missile(ASRAAMM). ‘Starslam’ is an MRM that splits in flight to unleash a pack of four smaller SRMs, each carrying an MRM warhead....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles. It is also commonly fitted with a ‘swarmhead’ that breaks down into 10 plasma munitions, rather than four SRMs.
Range: 15 miles for the ‘bus’ in atmosphere, 60 miles in space
(Kitsune Values: 60 miles for the ‘bus’ in atmosphere, 50,000 miles in space)
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Or:
Medium Swarmhead--A Swarmhead is a new type of munition that fires a cluster of ten plasma-nuclear warhead ‘skeets’. These ‘skeets’ deploy airburst fashion about 60 ft up off the ground(or 6,000 ft in space), then deploy short range fast-scan targeting sensors. If a target is detected in the limited scope of the sensors, the warhead orients itself, and fires like a shaped charge, sending a powerful jet of superheated plasma lancing into, and through the target. A Swarmhead plasma jet does 2d6x10 MD to a 3 ft blast radius(so all 10 shells firing on a single target would do 2d6x100 MD!)
The initial focusing explosion also does a fair amount of concussion damage to the surrounding area, though this is considerably less than the critical damage inflicted by the plasma jet. The concussion does 6d6 MD to an 80 ft blast radius
Bonuses:+3 to strike



4) Countermeasure Launchers(3) ----These are meant not only to protect the fighter, but to decoy enemy guided weapons away from any vessels the Almar may be protecting.
*Countermeasure Flare/Chaff Launchers---These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
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.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 36

The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range:25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs

The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.
-------------
"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
------------
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

taalismn wrote:Paladin Steel ‘Almar’ Aerospace Fighter
(aka ‘Swivvie’)

nice one
love to see the pic on this one
let your YES be YES and your NO be NO but plz no maybe
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Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Uchi’ MicroScale Attack VTOL
(aka ‘Squirt Jets’, ‘JumpinJollies’)
http://i408.photobucket.com/albums/pp164/taalismn/img483_zps03d64551.jpg

“Neighborhood Air Watch Patrol Thirty-Five Delta-Five, callsign ‘BlueBell’, ready for take off.!”
“Air Control to BlueBell, you are confirmed for take off.”
The four miniature attack vetos that lifted off from the roof of the apartment complex paired off and swung out over the city. Between them they carried four light machine guns with some two hundred rounds of ammunition, two pulse laser rifles, two pulse ion rifles, fifty micro-missiles and nearly forty grenade-bombs of various types. Though they were not anticipating trouble on this patrol, they were armed for it should it crop up. That was the point of these patrols. Firepower on the street, or rather above it, if and when it was needed. And if the bad guys were aware of what was hovering above them, they might decide not to start trouble in the first place. Either way, mission accomplished.



“We used to fly RC helicopters in the Nutkin Civil Air Patrol...that’s right, RC ‘copters; the big ones, pressformed from the same MDC plastics like Wilks uses for its pistol housings, but basically RC helis whipped up by PS from old pre-Rifts hobby shop designs, complete with a choice of liquid-fueled or electric-powered engines. Endurance SUCKED, Mark One Eyeball was the only sensor system worth a hoot, and the most we could carry on them was maybe two or four micromissiles.
The Uchis on the other hand are MUCH better. Better armor, better performance, better systems, standardized sensors, and we got SERIOUS weaponry. I was more than glad to retire my old RC mini-Hughes to civilian life when we switched over to Uchis.”
---Air-Lieutenant Folly Fuzzworth, Nutkin Republic Air Patrol.

The ‘Uchi’ is another budget microscale vehicle for Smallkin troops and adventurers. It is frequently deployed in much the same manner as a helicopter gunship, supporting ground troops with both direct-fire and bomb support.
The Uchi uses as many off-the-shelf components as possible, being based on a standard commercially-available jetpack, outfitted with a cockpit(itself based on EBA helmets and modified for used in microscale Warbirds), control system, sensors(many based on cybernetic/bionic systems or EBA add-ons) and several hardpoints for attached infantry-scale weapons. It lands on four-point landing gear, themselves seconded from PS-made casters for office chairs. Weapons are readily-available infantry weapons, slightly modified, or grenades and explosives fitted with impact or delayed detonation fusing.
Though not as glamorous as flying a MicroWarbird, Uchis provide a low-cost alternative, and provide reliable air support to ground forces. They are becoming increasingly common in urban areas with a Smallkin presence. A number have also appeared with the Sidhe Liberation Army fighting the Faerie Harvest up in Canada.

Type: PS(Mc)VTOL-011 Uchi
Class: Microscale Attack Vertical Take Off and Landing Aerodyne
Crew: One Size Level 1-2 sentient
MDC/Armor by Location:
Main Body 30
Cockpit 50
Weapons Mounts(2) Varies by weapons type; most pistols will be 15-25 MD, rifles and missile launchers 30-50 MD
Height: 1.2 ft
Width: 3 ft
Length: 3 ft
Weight: 60 lbs
Cargo: If not carrying bombs, the Uchi can carry, underslung, up to 25 lbs of cargo.
Powerplant: Liquid Fuel(800 mile range), Electric(800 mile range), or Nuclear(w/ 10 year energy life)
Speed:(Flying) Hover to 120 MPH, maximum altitude of 1,000 ft
Market Cost: 50,000 credits for liquid fuel, 70,000 credits for electric, and 370,000 credits for nuclear
Systems of Note:
Basic Aircraft Systems, plus:
*Thermal Imaging and Low-Lite Optics---Built into the helment/cockpit visor

*Head-Up Display(HUD)---Part of the original helmet systems.

*Radio---50 mile range

*Mini-Radar---3 mile range

*Directional Spotlight---Really just a very powerful flashlight; 80 ft range.

*Voice Amplifier/Loudspeaker---80 decibels

*Escape Pod----This is a modified MDC(50) helmet that closes around the tiny pilot, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away.

*(Optional) Recovery Chute---This is a drogue parachute that deploys out the back and can then lower the microfighter to the ground in event of power-loss, allowing the aircraft to (hopefully) be recovered and repaired for re-use.

Weapons Systems:
1)Weapons Mounts(2)---Two underslung hardpoints can be fitted with infantry handweapons. These are fixed-position mounts; the pilot points the aircraft to aim them. Note that unless the Uchi is nuclear-powered, carried (energy)weapons must rely on their own e-clips.

2)(Optional) Bombs----These are carried aft of the cockpit and between the weapons mounts.
a) Bombs---Really little more than adapted handgrenades---up to 20 can be carried
b) Fusion Block Bombs---up to 3 Light Blocks, 2 Medium Blocks, or 1 Heavy Block can be carried
c) Micromissiles---25 shot cassette of 15mm McMs can be carried
d) Mini-Missiles---4 can be carried and launched


Options:
*Speed Booster---Ups the maximum speed to 200 MPH, but reduce range to 700 miles. Cost: 40,000 credits

*Scramblers---Developed from Juicer scramblers(also available to the micro-scale ‘Speedball’ Hovercycle); vehicle has only a 15% chance of being detected by thermal optics, motion detectors, and radar systems, and guided missiles are -2 to strike. Cost: 22,000 credits.

*Stealth Jets---Copied from a Coalition States jet pack design, this option cuts the noise of the jets down to something more approximating the sound of the wind. Cuts speed down to 60 MPH. Cost: 9,000 credits
Last edited by taalismn on Tue Jul 15, 2014 5:13 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48028
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel DD-21 Atar-class Advanced Destroyers
(aka ‘Swimming Pyramid’, 'Zummie')

“The Coalition Navy’s mighty proud of their shiny new ships, but the fact of the matter is they’re relearning a century’s worth of lost naval science. Let’s prove to them we’re faster studies.”

The PS-DD-21 is a Paladin Steel adaptation of a pre-Rifts U.S. naval design(the Zumwalt) for an advanced design surface combatant developed to replace the aging Spruance and Oliver Hazard Perry -class vessels that made up the bulk of the American surface Navy. The design was one that PS was actually able to get an actual example of, having come across the remains of several late model vessels washed up the river from the original shipyards of Bath, Maine, where they were being constructed. Although unusable and badly corroded, the ships picqued PS’s curiousity, and they actually managed to unearth complete blueprints for the class and their associated systems, from Victor Canth’s Area 51 files. It was only a matter of time before PS proposed building newer vessels based on the old class.
Similar in layout and aspect to the Thorne-class corvettes, the Atar has a low profile, semi-submerged hull, angular main deck and bridge structure designed to deflect radar beams, and two angular weapons turrets. The original hull materials have been replaced with stronger megadamage composites and formed reinforced concrete-foam(speeding construction), the original electrical powerplant has been replaced with a more powerful nuclear fusion bottle, and the weapons updated with more powerful modern variants.
To allow the old design to survive in post-Rifts oceans, where one is more likely to encounter a vicious predator than a technological enemy, PS has made more than a few design modifications, such as a large number of lower-caliber close-in defense weapons(light rail guns and pulse energy weapons), including a number of retracting point defense turrets under the water line.
The GNEN has been practicing the use of squadrons of fast-moving flotillas of Skuld and Miami-class hoverships in concert with slower-moving formations of conventional, but stealthier, Thorne and Atar-class ships, using the fast-movers to decoy and drive enemy forces into firing range of the stealthy semi-submersible warships.

Type: PS-DD-21C Atar
Class: Destroyer
Crew: 96. Can also carry a 25 man troop contingent
MDC/Armor by Location:
Main Body 11,000
Reinforced Bridge 4,000
Gun Turrets(2) 400 each
Vertical Cell Missile Launchers(2) 500 each
Air Defense Missile Launchers(2) 400 each
Secondary CIDS Turrets(8 ) 300 each
Underwater CIDS Turrets(6) 300 each

Height: 28 ft draft, 60 ft mast height
Width/Beam: 84 ft
Length: 600 ft
Weight: 14,800 tons displacement
Cargo: 400 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: 32 knots
Market Cost: 86 million credits
Systems of Note:
Standard Ship Systems, plus:

*Radio/Laser Communications---600 mile range

*Long Range Radar--300 miles

*Sonar---Depth gauge and detection; 200 mile range

*Towed Sonar Array----This involves reeling out a cable-kite(usually 100-300 ft) of hydrophones behind a float pod, typically mounted in a streamlined pod atop the veritical rudder. It takes about a minute to unreel the array, and two minutes to reel it back in(and there’s always the risk of snagging the array and losing it), but the towed array greatly increases the range and accuracy of passive sonar detection.Furthermore, the towed array can be used to look below thermoclines and temperature variation streams that could be used to hide an enemy.
Bonuses:Increase effective range of passive sonar array by 1/3, or add +10% to Read Sensory Instruments /Sonar roll.

*Advanced Fire Control Computer---This advanced fire control system is designed to allow the Atar to make maximum effective use of its weaponry, while retaining its high mobility. Among other functions, this system watches available power to various systems, compensates for sensor-snow generated by buffetting at high speed, and uses inertial sensors to keep weapons lock even as the ship jumps and slews across the water.
All ranged weapons(except missiles) get a +2 to strike from this system.
Furthermore, it can be tied in with the systems aboard other nearby ships(as in a convoy) allowing them to share targeting information, and an additional +1 to strike. Up to 18 ships can be tied into this system, using the Atar as the command hub. Commlink is by radio or direct laser link.


*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN.
Effective Range: 4,000 ft radius of detection.

*EW/ECCM Suite----: A system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 35% chance of negating radar or communications jamming (non-magical) on its own, while having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)

*Stealth Design---The use of radar-absorbant materials, thermal-signature-reducing technologies, and hull-shaping, do not render the vessel invisible to radar, but do reduce the vessel’s chances of being detected; -60% chance of detecting the vessel with radar. Radar-guided missiles are -3 to strike the ship, and IR/thermal-homing weapons are -2 to strike.

*Hull Degausser---This system can be used to periodically de-magnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vessel and detonating.

*Closed-environment Life Support System---If necessary, the Atar can seal up and recycle their air for up to a week.

*Desalination Gear---The cruisers, in addition to having their own onboard freshwater supply, have a desalinator for producing fresh water from salt water.


Weapons Systems:
1) Dual 155mm Long Barrel Massdriver and Heavy Laser Cannon(2, amidships)---In place of the original pre-Rifts turrets, which mounted simply a single weapon, the PS Atars mount a dual-mount projectile massdriver and long range laser in the same turrets.
a) 155 mm LB Massdriver Cannon(PS-MDJ155L)
Range:(Direct Fire) 45,000 ft(9 miles)
(Indirect Fire) 110,000 ft (22 miles)
Damage:High Explosive(HE)---- 3d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10+20 MD to 10 ft radius
Fragmentation---2d6x10 MD to 60 ft radius
Plasma----- 1d6x 40+10 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 6d6x10 MD out to 20,000 ft, 4d4x10 MD out to maximum range
Rate of Fire: Twice per melee
Payload: 200 rds in ready magazine storage
155 mm AP shell weighs 100 lbs( 20 shots per ton)

b) Long Range Naval Laser
Range: 4 miles
Damage: 1d4x100 MD per blast
Rate of Fire:Three times per melee
Payload: Effectively unlimited


2)Vertical Cell Missile Launchers(2x10 launch cells)---The real teeth of the Atar is held in these Vertical Launch System modules.
a) Short Range Missiles---10 per launch cell
b) Medium Range Missiles---5 per launch cell
*ASROC---(Anti-submarine Rocket)
The Paladin Steel Asroc is the post-Rifts adaptation of the rocket-propelled torpedo commonly used by old U.S. Empire warships. It consists of a short-range torpedo mounted atop a short-range missile booster, and is compatible with most short- and medium-range missile launchers. The chief advantages of the Asroc over conventional depth charge and torpedo launch systems, are response time, stand-off range, and the fact that the sudden arrival of the torpedo from above gives the enemy little advance warning.
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage:2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1000 ft

*Harpoon III Missiles
Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close wi th an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike

c) Long Range Missiles---2 per launch cell

3)Air Defense Missile Launchers(2)---These are twin dedicated air defense missile launcher systems. The system of choice is the Shrike III ‘Brilliant’ anti-aircraft missile.
Range: 75 miles
Damage: 3d4x10 MD to a 60 ft blast radius
Rate of Fire: Volley of 1,2,4, 8, or 12
Payload: 12 missiles ready to fire, 48 in storage(takes 1 melee rd to load and test) per launcher.
Bonus: +7 to strike

4) Secondary CIDS Turrets(8 )---As with its spacecraft, Paladin Steel has been moving towards modular, and ideally multi-weapon, point defense systems, allowing for quick refits and the ability to respond to a variety of threats with appropriate force.
a)PS-OTO-CIWS Goalkeeper
Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: ECHH manually operated, 6 attacks per melee under computer control.
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

b)PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Can be mounted singly or in two-gun mounts.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire:ECHH manually operated, 6 attacks per melee under computer control.
Payload:800 rds, 400 rds per cannon
Radar Targeting Bonus: +3 to strike

c)PS-HSGC-AAM-11 20mm Six-Barrel Super Vulcan Cannon---A proven system with good range and damage, but a tendency to seize up under protracted firing.
Range: 7,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst(but -1 to strike)
6d6x10 MD for a 40 rd burst(takes THREE attacks and is -3 to strike targets smaller than 20 ft long)
Rate of Fire: ECHH manually operated, 6 attacks per melee under computer control.
` Payload: 4,000 rd drum
Penalty: If more than 4 full 40-rd bursts are fired consecutively, there is a +10% cumulative chance per additional burst of the weapon overheating and seizing up....Takes 1d6 melees to purge the coolant system and unjam the mechanism. Firing multiple lower-volume bursts incurs NO penalty.
Radar Targeting Bonus: +3 to strike

d)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 manually operated, 6 attacks per melee under computer control.
Payload: Effectively unlimited
Targeting Bonus: +4 to strike

e)M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers, though some buyers have them fitted for installation in large gun mounts). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon.
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH manually operated, 6 attacks per melee under computer control.
Payload:Effectively unlimited
Targeting Bonus: +3 to strike
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.
*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.

5)Underwater CIDS Turrets(6)---These are retractable water-tight turrets that emerge from the ship’s hull under the waterline, and can sweep the waters around and under the ship, Meant for driving off attacking swimmers and aquatic monsters.
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: Effectively unlimited

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: Effectively unlimited

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)

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

e) Micro-Torpedo Launcher---A machine-gun-style micro-torpedo launcher ‘gun’.
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.



6)Countermeasures:------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targeted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse acoustic sensors and homing torpedoes.
The Atar has 2 RBOC mortar banks aft, and 2 Replica System launchers on the forward deck.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are 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!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff launchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.


Auxiliary Craft:
*Armored Lifeboats
*Provision for 1 helicopter/VTOL, or up to six drones.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48028
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel, Greater New England, and the New Abolitionists

“What is this sudden frightening feeling...?”
“It’s called freedom. It’s scary at first, but once you get over that part, you’ll find you wondered how you ever got along without it.”


The GNE has been founded on the ideals of the old American Empire, while Paladin Steel prides itself as serving the needs of the ‘good guys’. One of the areas in particular that the two organizations agree and work diligently on is opposition to slavery. This is especially poignant given the fact that GNE territories have been a refuge for ex-Splugorth slaves.
Inevitably, however, in their trading on both Earth and in the Megaverse, PS and the GNE have made contact with societies where slavery is a normal part of their workings. The GNE can’t always walk away or declare embargo or economic sanctions. That’s when controversy mounts in the halls of government.

Greater New England legislation with regard to slavery is as follows:
*Slavery is illegal in the GNE territories.
*GNE citizens may not own or keep slaves.
*Any slaves bought or received by GNE citizens as a transfer of property must be automatically manumitted.
*Any labor performed by a slave bought or received by GNE citizens as a transfer of property must be individually compensated for equivalent to the wages paid a freeman.
*Any slaves brought onto GNE territory are automatically manumitted, enforcible by GNE authorities.
*Slave-owning is punishable by full confiscation of the slaver-owner’s assets, hard labor, or personality modification,
*Slaving, as defined as capturing and indoctrinating sentients for the purpose of being made slaves, is punishable by hard time, hard labor, or death.

Several state- and private-run agencies operate in the GNE to repatriate and rehabilitate ex-slaves with psychological counseling and vocation re-training. Groups such as Jagernath’s Guardian Service, which was founded by an ex-Splugorth slave, provide assistance to other ex-slaves.

The New Abolitionists are a political movement who want to do more than just outlaw slavery within GNE territories; they want to do something about it in other regions. Using the prosperity of the GNE as a base, the New Abolitionists politick for stricter measures with regards to slave-holding societies, including declarations of censure, disinvestiture in known slave-holding nations and organizations, trade bans, embargoes, and the organization of anti-slavery trade blocs. The more extreme want armed intervention, assassination, and regime change, sponsored and facilitated by the GNE, including arming and supporting slave uprisings. The New Abolitionists have especially heavy support among the many ex-slaves liberated from Atlantis during the Great Smiting and the subsequent Shriving of Atlantis. While the GNE officially walks somewhere in the middle of the demanded policies, they do conduct covert intelligence operations against Splugorth and Horune interests as part of the ongoing cold war with Atlantis. In other cases, PS and the GNE do conduct business with slaveholding societies, but have subsequently called on their large trade pacts and debts to leverage change in those societies, or to facilitate slave-smuggling into neutral or GNE territories.
In the meantime, the New Abolitionists privately liberate and smuggle slaves into free territory. The GNE turns a blind eye to these efforts, though sometimes the NAs’ efforts can backfire and put the GNE in a bad light when GNE citizens are caught violating the sovereign laws of another nation. The GNE forbids the enslavement of its citizens and has come on strong in cases where New Abolitionists have been sentenced to slavery for their antislavery actions, but has had to judge others on a case-by-case basis where murder or other gross violations have been involved. Thus far, however, the GNE prides itseflf on never turning away or returning true slaves who have been able to reach GNE facilities or territory.

Notable Actions/Flashpoints in GNE Slavery Policy:

---Ilovona (Kingdom of Elson)---An example of where the New Abolitionists went to extremes. The annexation of Ilovona in the wake of a silent coup by local aristocrats supporting a particularly cruel form of mystic slavery left a substantial portion of the local aristocracy, army, and police dead, executed in the streets by the largely ex-slave Fourth Army units that invaded.
While some in the GNE feel some shame at the extreme measures taken in Ilovona, others regard the mass executions of slavers as a necessary object lesson. The official stance of the GNE is to regard it as a fait accompli, and govern Ilovona as best it can.

---Shaladazen----Shaladazan is an alternate Earth-like world roughly equal in technology to 20th century pre-Rifts Earth. Its dominant global power, the Muhjaad, has aspects of pre-Islam Persia, Macedonia, and China, and is a trade partner of the GNE. However, chattel slavery is part of their government and social institutions, a sticking point when it comes to increased trade netween the Muhjaad and the GNE. There has been much discussion of whether the GNE should disinvest altogether from any trade with the Muhjaad, but others cite that as long as a balance of trade exists between the two bodies, the GNE has hopes fo using economic leverage to influence social change. Furthermore, the Muhjaad is actually one of the more socially PROGRESSIVE nations on Shaladazen, making simply trading with somebody else on the planet an iffy proposition.
For now, the GNE conducts general trade, but nothing in the way of sensitive knowledge or technology. All the while, however, the New Abolotionists have been running an ‘underground railroad’, smuggling slaves out to GNE territories and freedom.

-Atlantis---Splugorth Atlantis continues to be the epitome of Hell to the New Abolitionists. Too big to attack openly, but too horrible to ignore, the Splugorth are the boogiemen of the New Abolitionists. Wherever they can, the GNE and the New Abolitionists seek to thwart Splugorth slavers, free slaves, and provide advance warning of their incursions. All too often, however, the heroes are obliged to retreat to avoid a wider conflict with the Splugorth.

“Okay, Eddie, your papers look good, and your manifest checks clean..”
“Great! I’ll see you folks next time!”
“...Now show me what you got in the black hold.”
“Say what?”
“Eddie, I KNOW you’re a member of the New Abolitionists, you just came from Arro Bathseba which has chattel slavery, and your ship’s a Concord-class, which means there’s dead space between the number seven and eight bulkheads that can be used for undeclared cargo. Now let’s see what you’ve got in the black holds.”
“...oh, alright...I got eight people in stasis, two families and three singles, all escaped slaves....I was headed for New Stratford where we were going to free them.”
“Good. For your information, this cutter and this space is Greater New England territory, so we’ll just speed it up a bit. Stenko, get Corporeal Yintze and Odulvi over here! Eddie, crack the hold and the stasis tanks, and we’ll bear official witness to you manumitting them.


The Odessa Brigades

“The New Abolitionists in uniform are arguably the most altruistic of people; they’ll fight to the death for the freedom of others, even when that freedom is of little benefit to themselves.
They’re also arguably the most dangerous of people; they’re zealots of the first order, motivated by what they consider the purest of ideals, that they’re willing to KILL for. And sometimes they’ll cross the line that separates liberators from terrorists.”


The so-called Odessa Brigades owe their existence to Gabriella Odessa, a human d-bee, former military officer, former prisoner of slavers, and one-time Paladin Steel officer in the Resource Division. Assigned to setting up and developing factories in other dimensions, Odessa effectively set up shop on her own, using creative accounting and invoice management to hide the fact that she had set up TWICE the officially reported number of facilities. The equipment production from these out-dimension facilities, as well as profits from products sold from them, went to the establishment of several paramilitary antislavery units that acted against organized crime and slavery in their native lands/worlds....Though these ‘Liberty Brigades’ were uniformed, organized, and acted as if they were units of a larger organization(i.e., the GNEAS), neither Greater New England nor the Regular Army knew of their existence until a PS internal audit, investigating what they thought was embezzlement, stumbled across Gabriella Odessa’s private war effort. Odessa was subsequently cashiered for misappropriation of corporate resources, her factories officially brought back under PS control, and the ‘Odessa Brigades’ given new advisors, this time OFFICIAL GNE military.
Before her disciplining, Odessa had recruited and organized four brigade strength units(over 4,000 personnel) mainly equipped with older PS equipment(or local gear refitted with Rifts Earth technology). The original brigades were staffed with ex-slaves and emancipationist zealots from the local worlds the brigades operated on, and, despite their enthusiasm, relied largely on brute force for their success. In many cases, this was enough to carry the day against unprepared local crime syndicates, but the brigades’ performance against more better equipped and prepared opposition was mediocre. When the GNE officially stepped in and took over control of the ‘Odessa Brigades’, they subsequently received training from Fourth Army veterans, and the Brigades became more effective fighting forces. However, as elements of the GNE Armed Services, they are also under tighter administrative control...this has irked some of the zealots of the original Brigades, who ironically feel more constrained under the command of the antislavery Fourth Army....many of these dissidents have left, searching for a rumored fifth Brigade that Odessa was supposedly in the process of forming when her actions were discovered.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48028
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Greater New England and the Dimensional Avatar Registery

“Yes, that is my name and I DO know who I look like, and yes, yes, yes, I know all that, I’ve seen the pictures, I’ve heard the music, and I’ve even met some of those others, but I’ve never been to Graceland, I’ve never considered a career in music OR acting, and I’d really like to get to work here, so if you could shelf those questions until some time when we can all get suitably drunk...or at least I can get suitably drunk.”
“Yes, quite right, sorry to bother you, Colonel Presley.”

In a megaverse of infinite possibilities, it stands to reason that there may exist an infinite number of different reinterations of the same people, might-have-beens, might-yet-bes, and what-are variants of different lifepaths of individuals. It also stands to reason that the odds against those reinterations ever running into each other, what with an infinite number of universes to get lost in, are, well, infinite. However, the chaos of Rifts Earth seems to thrive on busting the impossible, so those with an eye for such things have noticed more than a few coincidental meetings of people sharing the same identity, but hailing from different alternate universes. The Splugorth seem to have developed a minor habit of collecting various versions of the same people, or hunting down their opposite numbers, just for fun. The scholars of Lazlo have also recorded various incidents, both tragic and comic, of people and their extradimensional ‘mirrors’ interacting. Paladin Steel itself has encountered(and begun to exploit) at least one alternate Rifts Earth.
The expansion of Greater New England into the extradimensional realm, and the influx of refugees into GNE territories, both from Atlantis and from other Rifts-linked universe, has pushed the matter of ‘dimensional avatars’ home. The formation of the GNE’s Office of Immigration also quickly necessitated the creation of a Dimensional Avatar Regsitry(also known as the Avatar Registration Service), after several people, indistinguishable from each other by name and appearance, but coming from different universes, were encountered and employed in GNE-related businesses. When this happens, great confusion may take place, especially if several different ‘avatars’ happen to be on Rifts Earth at the same time! More dangerously is the possibility of perfectly innocent people being confused with, and wrongly accused of, the misdeeds of less-innocent dimensional twin selves. Some means of tracking and distinguishing individual dimensional avatars from each other was needed, and the GNE’s prestigious Campbell Institute of Extradimensional Studies stepped in to create a registration database for the purpose.
For those ‘avatars’ who settle in the relative stability of the Alliance nations, or visit/do business on a regular basis, registering who they are, and their respective differences is essential to establishing proper legal identity, respective property ownership, and alibis in criminal cases. The Avatar Registration Service also documents other known ‘lookalikes’ for similar purposes. The ARS/DAR collects as much data as possible on the different versions of a person, creating a database that ideally highlights the actionable differences between them(such as distinguishing marks, PPE auras, biologicl factors, etc.) and allows for identification between them. Many of those who are registered, and who are aware of their other ‘selves’, often try to help matters by assuming marked patterns of behavior that make them more visible and distinguisnable from the others of their ‘line’. Some avatars use the opportunity to join forces with their other selves, forming avatar ‘clans’, while others studiously avoid each other to give each other distance and space.
The system isn’t perfect; there have still been problems and mistakes, but the ARS has highlighted cases of mistaken identity and for the most part, those who have registered have been supportive of the service.

The Atchisons
“We Atchisons are a funny lot...we may tend to look the same, and there seem to some common trends in our appearances and happenstances...Losing an eye at some point seems to be one of them, having some if not all of our hair going white is another. The fact that two of us also are married to identical avatars of the same woman seems another funny coincidence worth noting. However, there ARE differences, for which I am infinitely grateful. Though the time my grown daughter accidentally called Colonel ‘Ripper’ Atchison ‘Daddy’ at a social function was priceless for both the look on her face when she realized her mistake, and the look on HIS face when she first said it.”
---Paul ‘Wander’ Atchison.

The Atchison ‘clan’ is a case in point for the need of the Dimensional Avatar Registry. The Atchison ‘clan’ consists of different dimensional avatars of Paul Atchison, a human male of North American descent who seems to have a particular predilection for extradimensional hijinx. At least ten are known to exist in universes known to the GNE, and five are in the employ of the GNE. The Dimensional Avatar Registry keeps files on all of them.

*Paul Maris ‘Wander’ Atchison----Considered by some to be the ‘grandfather’ of the Atchison-avatar ‘clan’, ‘Wander’ claims to have originated in a 20th century America, from whence he was accidentally blasted by a psionic-magic dimensional-ripping blast and cast on the seas of space/time. He has since wandered various dimensions for several hundred years, becoming the equivalent of a demigod, becoming the favorite disciple (or plaything, depending on how one looks at it)of several different gods, and becoming the star of several legends. He currently works as a consultant for the Campbell Institute. He is aware of the other avatars of himself and is generally amused by them.

*Colonel Paul Atchison---Rifts Earth military officer commanding the 6th Rapid Response Battalion of the Greater New England Regular Army, and is responsible for patrolling and protecting the region around New Bath. The unit is notable for its large concentration of heavy, fast armor, particularly its armored core of hovertanks and heavy combat cyborgs. Atchison is gruff, if unerringly polite, cool, and businesslike; he’s turned down promotion to a higher rank twice in order to remain with his men in the front lines. Atchison is a demigod(exact parentage unknown, and Atchison won’t tell...), though one would hardly guess, given his seeming lack of any sort of magical or psionic abilities. He lost his left eye in battle several years ago, and covers the empty socket with an eyepatch; for some reason his body rejects cybernetic replacements, which does little to mar his decidedly handsome features. Despite his rather stoic, duty-bound, and tightlipped attitude, he has acquired a reputation among the female humanoids of his command as something of a prime specimen of manhood and a most eligible bachelor, and in addition to the rigorous and demanding responsibilities of his command, the Colonel has to contend with the amorous advances of at least three different women, including his d-bee EO, and the local governor’s daughter...
Colonel Atchison knows of his ‘others’, but claims to have originated from a wholly different background than any of them. He doesn’t keep in any sort of contact with any of them, and generally avoids them, though he quietly hopes that some of the women currently pursuing him may decide to fixate on a more ‘attainable’ Atchison and draw attention from him.

*Paul ‘Mar’ Atchison(aka ‘Gypsy’ Atchison)---Paladin Steel merchant. He is yet unaware of the other Atchisons in GNE service, or if he has, he has evinced no particular interest in meeting them. As a Merchant Atchison is primarily involved in extradimensional trade, it is unlikely they will ever meet. He is distinguished mainly by his younger appearance, darker hair, and white forelock.

*Captain Paul Atchison---Salvager for Paladin Steel. Transformed by an encounter with an alien symbiote that integrated into him. He has little contact with any of the other avatars in GNE service, and as his work takes him far out to sea(and under it), contact seems unlikely.

*Flight Lieutenant Paul Atchison---Claims to have also originated from a 20th century Earth but who was cast into other universes under circumstances similar to Paul Wander Atchison’s(some have suggested he was split off from ‘Wander’s’ lifepath early on). Most notably Lieutenant Atchison was drafted into service in an alternate Earth’s war where he served in the aerospace forces(where he attained his rank). He came to Rifts Earth when a female associate he’d made in an alternate universe pulled him out of a battlefield space/time ‘knot’ and to Rifts Earth. He is currently recovering from his combat injuries while advising the GNEAS and PS engineers on reverse-engineering systems in the space fighter he was flying at the time.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48028
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Stalker’ Special Operations Cyborg
(aka ‘Peeper’, ‘Metal Ghost’)

“When I’m not on duty hunting Deadboy officers or Splugorth high-collars, I go people-watching...just prowl the roofs watching people...Occasionally it gets kinda dicy, and somebody spots me, like that cute little redhead I watched showering on her rooftop patio before she sensed me and opened up on me with some serious fireballs, but that’s part of the fun.”

“Okay, boys and girls, we have a location and we have targets. The head-scanners say we got a slaver gang hiding out in these buildings here. Make it quiet but make it messy; Command wants to send a message to anybody who was helping these life-raping bastards ply their trade. Now let’s go and slit some throats.”

“I get the one with the sharp nasty looks and the weasel eyes; you get the corrupt police chief.”
“Why do -I- get the fat greasy boar and you get the evil scientist’s lieutenant?!”
“Because I called dibs first.”
“Okay, fine, but the next time we’re doing an ‘intervention’ I get to play with the smarmy egomaniac chief flunky and -you- get to take care of the pussball head goon.”


The ‘Stalker’ is the culmination of several high-level trade exchanges and industrial espionage ops to create the best battlefield special operations cyborg PS could build. The Stalker is bleeding-edge technology meant for professionals to whom money is not a consideration when it comes to the right equipment for the job.
The Stalker is based on a Light Machine chassis to save on weight, as a three-ton heavy combat body is NOT known for its ability to prowl around battlefields unnoticed, or leap from rooftop to rooftop undetected.
Besides incorporating a stealth system reverse-engineered from ninja assassins encountered(and dismantled) in Takamatsu, the Stalker incorporates the latest copied Naruni cloak tech. To keep the amount of congruity-breaking angles and protrudances to a minimum, the Stalker has a smooth, streamlined outer body shell. The facial features are similarly streamlined, a featureless plate covering the lower face, and only an optical slit or two narrow, wrap-around cyberoptics gracing the face. The legs feature an extra joint, allowing them to bend forward more for better climbing and lower posture. The feet split into splay-toed claws for better weight distribution and grip when climbing and clinging to perches.
All the stealth hardware packed into the small package means that the Stalker can’t carry much in the way of built-in weaponry. Precision, rather than raw firepower, are the keys to the Stalker’s success in combat. The Stalker would be obliterated in open field combat, but then again it’s not meant for straight-on combat, but stalk, snipe, and ambush. The need to minimize the sensor signature and the strain on the stealth systems to compensate places limits on the sort of armament that can be mounted in the arms and torso. That isn’t to say the Stalker is lacking in heavy firepower; the slight hunch of its upper back holds a powered servo arm that can mount a heavy rifle or light autocannon(that can be shrouded in a stealth sheath), and operated by direct link to the cyborg. The favored weapons of the Stalker are the long-range 20mm XM-139 and 30mm SHRS-30 sniper rifles, though other weapons are possible, such as the PAPS-17 _Black Lightning_ Electro-Magnetic Disruptor Weapon.
‘Stalker’ conversions are usually of people who are already well-immersed in the profession; beings with a steely, patient, attitude. Not surprisingly, a lot of Juicer assassins and wilderness scouts who elect to trade meat for metal before Final Call, apply for Stalker conversion.
The Stalker is used by both the GNE military and Paladin Steel corporate security(less for ‘security’ and more for industrial black-ops). Tactically, it is rarely deployed in groups larger than four effectives, and more commonly alone or in pairs. A few larger squad-sized units of Stalkers have been deployed for special missions, but PS and the GNE military have found that larger units of personnel become harder to camouflage and keep undetected. Stalker cyborgs are often also assigned to oversee groups of ‘ninjabots’ on operations, providing direction and oversight.

Type:PS-FC-21 Stalker
Class: Full Conversion Borg - Special Operations
Crew: One volunteer
M.D.C. By Location:
Hands(2) 25 each
Arms(2) 60 each
Legs(2) 85 each
Feet (& Foot Pads)(2) 25 each
*Head 80
**Main Body 220
*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 Stalker CAN be fitted with additional armor, but is limited to LIGHT Cyborg Armor. Most Stalkers, however, eschew armor, as it inteferes with their stealth capabilities, amd will don additional armor only as a disguise or in open combat situations.

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 Stalker CANNOT swim, but sinks like a rock , without an external assist, like a hydrojet propulsion pack.

Statistical Data:
Average Height: 6.7 feet ,
Width: 2.6 feet at shoulders
Length: 1.3 feet
Weight: 350 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
+4 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Headhunter OCC, ex-Juicer Assassin, ex-Juicer Scout, or Commando.
Mandatory skills include:
Prowl
Sniper/Sharpshooting
Black Market Cost: 7 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)Wide-Angle Eyes----One of the original schemes called for a panoramic optic system, but this has been downgraded to a wide-angle ‘wraparound’ visor-optic system that grants the cyborg superior peripheral vision; +1 on initiative and +1 to dodge.

b)Molecular Adhesion Pads---The hands, elbows, knees, and feet of the cyborg are fitted with molecular adhesion pads allowing it to attach itself to structures and climb up even sheer verticals.

c)Advanced Molecular Analyzer---This ”Super Sniffer” actually gives the ‘borg the ability to track by smell (80%), as well as recognize people by scent(85%) provided they have smelled them before.

d)ECM/ECCM Systems---The Stalker has a limited ECM system that can jam radio and radar with 80% proficiency to a radius of 150 ft. The same system can attempt to defeat radio and radar jamming by frequency jumping and signal boosting; 60% success rate.

e) Sound Suppression System---The same noise control technology that would be used in Japanese cyborgs, was also being co-developed on the West Coast. Consisting of a combination of special white noise generators, cushioning foot pads, and muffled joints, this system allows the cyborg to prowl quietly, without penalty! However, the cyborg cannot be moving faster than SPD 10; any sudden movements will bring back the full -40% Prowl penalty!

f) Stealth Skin----The Stalker is skinned in one of several optional stealth coverings, only ONE of which can be selected:
*a)(Optional) Thermal-Optical Camouflage--- Paladin Steel worked hard to reverse-engineer several different flavors of Naruni stealth technology, and it’s paid off with this iteration of TOC.
Visually, the cyborg is -20% for others to Detect Ambush/Detect Concealment, +5% to prowl, and has a 40% chance of remaining undetected if standing still(60% if standing in dim/indirect light). Has only a 20% chance of showing up on radar/motion detection systems, and is, combined with the existing thermal shielding, only 10% likely to show up on thermal sensors.

*b) (Optional) Blurr Camou
MDC: 10 before being rendered inoperable
Bonuses: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike

*c)(Optional) HardLight Projection Field---This is a copy of an alien system acquired through cross-dimensional trade and espionage. The HardLight projection field produces a light electromagnetic forcefield around the wearer, that acts as a holo-’canvas’ for a powerful holographic system. The holographic field can be pre-programmed to emulate up to six different humanoid-sized holographic ‘disguises’ in full three-dimensional glory. The forcefield also gives the illusion some physical substance, at least as far as casual brushing contact is concerned, The holofield provides about 5 MDC, but is easily distorted/disrupted by strong magnetic fields, and is also energy-expensive; the generator can only maintain the holo-disguise for 45 minutes at a time, before needing 5 minutes to recharge before re-initialization.

g) Thermal Stealth---The Stalker is shielded and insulated against deetction with thermal imaging; 20% chance of showing up on thermal sensors.

h) Laser Illuminator---The Stalker is fitted with an integral target illumination laser in the head(a backup can be mounted in an arm) for ‘painting’ targets for laser-guided weaponry. Range: 10,000 ft.

i) Psionic Electro-Magnetic Dampener Implants---Standard issue for specfors; +1 to save versus all psionic attacks, +2 save versus possession, and +1 to save versus magic illusions and mind control.

j) Periscope Flange---An extendable mini-boom with a cyberoptic can be extended from the head to peer around corners or from under cover. Has 3 MDC.


Weapons Systems:
1) Shoulder Sniper Mount----A gyro-stabilized powered mounting on the shoulders, that can be used to mount a precision long range weapon; typically a high-caliber sniper weapon, laser, or gauss rifle.
Bonus: Autostabilization gives a +1 to called shots, in addition to any other skill and weapon bonuses.

2) ForearmVibroBlade(1-2)---A stilleto-like vibroblade, with a specialized folding ‘fan blade’ that does extra damage upon penetrating a target.
Range: Melee
Damage: 2d6 MD. Does DOUBLE damage(critical strike) on a natural unmodified 18-20. +1 to Parry.
In the alternative, silver-plated ‘ripper’ blades that do 3d6 MD can be substituted.


3) Modular Forearm Packs(1-2)---These are based on PS’s own Security Force body armor clip-on packs, and allow for quick customization
a) Projectile Module---Combines a 15mm micro-missile launcher with a 5.56mm machine pistol. The micro-missiles are 15mm PSMM-2s; the PM can accept any of the standard micro-missiles in event the special munitions aren’t available) The machine pistol can fire either SDC or megadamage bullets.
Weight: 5 lbs
Range:(5.56 mm) 1,000 ft
(Micro-Missile Launcher) Varies by micro-missile type
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft

Damage:(5.56 mm) 3d6 SDC for standard SDC rounds
2d4x10 SDC for Wellington-style explosive rounds
1 MD for ramjet rounds
1d4 MD for PSX-1 explosive rounds
(Micro-Missile Launcher) Varies by micro-missile type
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius

Rate of Fire: (5.56 mm) Standard
(Micro-Missile Launcher) Volleys of 1,2,3, 4, or all 5!
Payload:(5.56 mm): 15 shot clip
(Micro-Missile Launcher): 5
Bonuses: +2 to strike for the 5.56 mm thanks to the integral targeting laser and laser rangefinder/smartgun link!.
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
The Stalker carries the latest and most advanced guidance software and hardware pacakge for the Pattern-1E micromissiles; so the following bonuses ALSO apply:
The Micro-Missile Launcher is +3 to strike on a called shot at distances of less than 1000 ft, +2 to strike at distances of 1000-2000 ft, and +1 to strike up to 3,000 ft. That’s in addition to WP and skill bonuses(that’s +6 to strike on a called shot!)
Plus, the missile can be ‘wriggled’ in its flight course up to 270 degrees(so you can’t shoot yourself) so if the gunner has enough information on the flight path, they cna fire the missile, direct it to make a 90-degree turn around a corner, then make another 30 degree turn to clear a wall, then angle 80 degrees down to nail its target from above!
It can also follow a moving target, once it’s been locked on target, so dodging one of these is that much more difficult...

b)Retractable Vibroblade---One, or both, arm vambraces will have a retractable vibroblade for use as a tool or a weapon. Does 2d4 MD. If these are fitted, they can be combined with the existing integrated vibroblades for a simultaneous double-strike.

c) E-Mag Magtech Bolter---This is adapted from the PS S-6 MagMaster ElectroMag Pistol. Its versatility makes it a popular fit.
Weight: 4 lbs
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortice) 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 Vortice) 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 Vortice) 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. Effectively unlimited linked to the cyborg’s powerplant.
(Scattershot Bolt) 1 ‘shotgun bolt’ equals 2 EM bolts
(SDC Shot) 6 SDC shots equal 1 MDC shot
(Stun Vortice) 6 Stun Vortices equals 1 MDC shot
(Cable Gun) Single dart w/ 90 ft line
(Dart Launcher) 6 shot magazine, effectively infinite propellant charge(neglible power drainage from main weapon)
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!

d) Mini-Pulse Laser Module
Range: 800 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: 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. Effectively unlimited linked to the cyborg’s powerplant.
Bonus: Laser targeting add +1 to strike.

e) Taser Pod-SER System - Fires an adhesive line which delivers a strong shock. Great for subduing resisting prisoners.
Range: 20 feet. The wire simply doesn't have the momentum to go further.
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.
Payload: 100 feet of wire which can be spooled out in any lengths. Has 7 darts ready for use

f) 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
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 diabled. 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/non-military vehicles due ti 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, 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. Effectively unlimited linked to the cyborg’s powerplant.

g) Lockpick Master Module---Holds an automatic lock release gun that throws all the pins in a standard physical key lock, several small microprobes, and a special micro-computer that has a 30% chance of discerning the proper combination on combination locks and electronic passcode locks, or adds a +15% to the appropriate lockpicking skills of the wearer.

h) Nerve Dazzler---A smaller and stepped-down Neural Blaster.
Range: 700 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: 22 shots standard E-clip, 30 shots long e-clip, 60 shots canister-clip. Effectively unlimited hitched up to a nuclear power plant.

i) High-Power Ion Blaster---Series-2098 ion weapon w/ spray fire capability
Range: 1,200 ft
Damage: 3d6 MD, does TRIPLE damage on a Critical Strike(natural 20)
(SprayMode) Does 2d4 MD to a 20 ft wide area, but reduce range to 600 ft.
Rate of Fire: ECHH
Payload: 20 shots standard E-clip, 28 shots long e-clip, 55 shots canister-clip. Effectively unlimited hitched up to a nuclear power plant.

j) Chemical Sprayer---Directional chemical blaster that can spray a variety of chemical agents.
Range: 80 ft
Damage: Varies by chemical used
Rate of Fire: Standard
Payload: Enough liquid for 15 blasts

k) Grenade Launcher---Based on the Juicer forearm bracer weapon, albeit with a larger payload.
Range: 600 ft
Damage: Varis by grenade type
Rate of Fire: Volleys of 1-3
Payload: 5

l) Dart Launcher----Compressed air gun firing crossbow bolts similar in range and damage to high-tech arrows.
Range: 600 ft
Damage: Varies by arrowhead type. Typical bolt does 3d6 SDC.
Rate of Fire: ECHH
Payload: 6

m)Mini-Plexor---A ‘lite’ version of the original Multiplexor, with a three spell-card capacity. Stalkers typically carry spell sleections appropriate to assassination and gaining access to secure locations.
Weight: 3 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Clip or Battery(if any is installed) . In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

n) Strobe Gun-----A high-powered flash device used to blind targets.
Range: 60 ft and affects a 10 ft wide area.
Damage: Those without eye protection or polarized vision will be affected similar to a Blinding Flash spell; -10 to strike, parry, dodge for 1d4 melees.
Rate of Fire: ECHH
Payload: Effectively unlimited

0) Extending Shock Baton/Prod---Basically a shock prod bayonet that can be telescoped up to 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.
Payload: Effectively unlimited

4) Hand-Held Weapons---Of course, the Stalker can use any infantry-scale weaponry, typically special-purpose mission-specific weapons(such as anti-vampire weapons for raids on the undead, or incendiary missile launchers for anti-material strikes). When operating deep within enemy territory, Stalkers often use the enemy’s own weapons or commonly available types to mask their true allegiance.

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The Stalker can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with extra limbs, prehensile tails, extra sensors(PPE-sensing optics and optical periscopes are especially popular), and TW systemry(arm-mounted multiplexors in particular). Finger weapons such as tasers, dart shooters, and drug injectors are also popular. However, Stalkers will NOT get additions that interfere with their stealth features or are loud and obvious, as they prefer to preserve the element of surprise.
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"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
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