Paladin Steel PS-K-37 Battle Robot(aka ‘Hekky’, ‘Hekker’, ‘Muscles’)
http://i408.photobucket.com/albums/pp164/taalismn/img436_zpsia0taisc.jpg “I don’t buy into this whole ‘we’re using Shemarrian tech’ stuff. The Hekker’s a piece of hardware like anything else we produce and use. It just happens to look like something somebody else is using because of common principles in engineering. The way I understand it, back pre-Rifts, every time the ‘Sovs’ came out with something that looked like stuff other people were using, there were claims that they copied it off everybody else, and using deep spies to grab technological secrets. Thing was, while they were reading the same magazines and engineering journals, a lot of their stuff was just home-brewed junk that looked externally similar but was internally a lot different. That’s what we’ve got here.
About the only good thing I can say about this whole ‘shared Shemarrian tech’ business is that if people are reluctant to face off against us because they think we’ve got some sort of super-powered Shemarrian mojo working for us, I say good; that’s less trouble we have to deal with.”
“Just because it looks like an ape doesn’t mean it can climb like an ape: I dunno how many repair jobs I’ve had to pull on these things because some newbie robojock tried swinging from an overpass, a tree, or a ruin, only to have their hang-grip give way and send them tumbling! The Hekker weighs forty tons for grue’s sake!”
The PS-K-37 was born of secret collaboration with the EShemmarians and the reformed Shemarrian Nation, with development taking place at an offworld site. The project ultimately resulted in the evolution of the Shemarrian ‘Hekatonheries’ Warmount, a semi-sentient multi-role humanoid warsteed used by all the Tribes. The PS-K-37 is the PS-made variant, with substantial cosmetic alterations and a cockpit for a crew member, rather than an Artificial Intelligence. It is regarded as a good match for the CS’s Hellraiser robot. Its shoulder hardpoints are plumbed to accommodate PS-made weapons packs, and in place of the saddle-rig on the back, a third hardpoint has been added, that can accommodate additional weapons pods or a cargo module. The more advanced systems that appear in the Shemarrian version, such as the AI and nano-repair capability, have been excluded from this model.
The PS-K-37 is beginning to filter into service with the GNE as an infantry robot, particularly as a robot hunter and artillery support machine. The PS-K-37 often serves as a faster escort unit to the larger, but slower, ‘Mandril’ robot. The Minion War has accelerated deployment of the PS-K-37, as any and all assembly lines for the machine have ramped up production to arm both defensive forces and offensive formations opposing the Infernals.
Type: PS-K-37 Hekatonheires
Class: Infantry Robot
Crew: 1 pilot + 1 passenger/gunner
MDC/Armor by Location:
Main Body 500
Reinforced Crew Compartment 120
Head 150
Upper Arms(2) 280 each
Forearms(2) 330 each
Legs(2) 280 each
Height: 24 ft
Width: 18 ft
Length: 9 ft
Weight: 37 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) 20 ft up/ft across from a standing start; increase distance by 50% with a running start.
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 10 MPH. Maximum depth of 900 ft.
Market Cost: 36 million credits
Systems of Note:
Standard Robot Systems
Weapons Systems:
1) Shoulder Weapons Mounts(2)---The shoulders sport modular gyro-stabilized weapons mounts.
Shoulder Hardpoint Options:
a) Micro-Missile Launcher
Range: 3,000 ft
Damage: 1d6x10 MD per missile
Rate of Fire: Volleys of 1, 5, 10, 15, 20, or 25(all)
Payload: 25
Cost: 80,000 credits
b)Mini-Missile Launcher
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1, 2, 5, or 10
Payload: 10
Cost: 80,000 credits
c) Bunker-Buster Missile---Modified from the original laser-guided AT ‘Heavy Hitter’ Missile, but with a larger warhead and slightly more powerful sustainer rocket motor for longer range.
Range: 1 mile
Damage: High Explosive 4d6x10 MD
Rate of Fire: 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 50,000 credits for the launcher, 20,000 credits per missile
d)Rapid Fire 40mm Grenade Launcher
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
e)Pepper Gun----A multipurpose chemical sprayer
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)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the MAC II) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 200 gallon internal tank, or can be attached to a trailer holding up to 400 gallons
Cost: 10,000 credits
f)Flame Thrower
Range: 250 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 30 blasts
Special Features: *Multi-Fuel Capacity
Cost: 9,000 credits
g)12.7mm PS-MRG03 Snub-nose Short Gatling Gun : This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
MDC: 30
Weight: 50 lbs
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 800 rounds
Market Cost: 12,000 credits
h)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
i) 45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld 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.
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots. A special rotary magazine can be fitted with 18 rounds, or, if the backpack hardpoint is dedicated to a magazine pod, a belt feed can be installed, with capacity for 140 rounds(HALF that per gun if TWO identical weapons are installed on each shoulder and feeding from the same magazine).
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
j)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: As a rifle/pod-style weapon, it has a clip-on magazine with 5 shots. A special rotary magazine can be fitted with 18 rounds, or, if the backpack hardpoint is dedicated to a magazine pod, a belt feed can be installed, with capacity for 100 rounds(HALF that per gun if TWO identical weapons are installed on each shoulder and feeding from the same magazine).
Cost: 250,000 credits
k) PS-M-82D ‘Townshend’ 81mm Mortar Cannon---Paladin Steel’s copy of Free Quebec’s GBM-7-70M1 High Power Mortar
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. A special rotary magazine can be fitted with 12 rounds, or, if the backpack hardpoint is dedicated to a magazine pod, a belt feed can be installed, with capacity for 80 rounds(HALF that per gun if TWO identical weapons are installed on each shoulder and feeding from the same magazine).
Cost: 220,000 credits
l) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower.
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
m) PS-100 Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 100,000 credits
n) PS-RG-44 Rail Gun(a copy of an imported Russian design)
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits
o)Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 65,000 credits
p) 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) 2000 ft
(Plasma Bolt) 1500 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.
q)L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
r) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
s)Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 120,000 credits
t)Dual Packs---These are double-mounts of the Cyborg Forearm Weapons (described below), firing in synch with each other.
) Secondary Arms---Fully articulated extra arms can be attached to the shoulders. Each arm has 200 MDC each, a Robotic P.S. of , and the pair of extra arms adds a +1 APM and +1 to parry.
) Buzzsaw Arms---Similar to the above, only instead of ending in a hand-claw, the arm ends in a powered rotary saw or chainsaw, doing 1d6x10 MD.
2) Forearm Weapons(1-4 each hand)---The oversized forearms sport four armored housings on their backs, each of which can hold a standard cyborg forearm weapon. Individually, on a machine this size, that wouldn’t be very powerful, but firing in batteries of three or four weapons, they can be devastating. Point and shoot.
a) Light Laser Blaster(2,000 ft range, 2d6 MD per blast)--25,000 credits
b) Medium Laser Blaster(2,000 ft range, 3d6 MD per blast)--32,000 credits
c) Heavy Laser Blaster(1,600 ft range, 4d6 MD per blast)--40,000 credits
d) Pulse Laser(1,600 ft range, 6d6 MD per blast)--50,000 credits
e) Ion Blaster(1,200 ft range, 3d6 MD per blast)--20,000 credits
f) Heavy Ion Blaster(1,000 ft range, 4d6 MD per blast)--40,000 credits
g) Plasma Ejector(1,000 ft range, 4d6 MD per blast)--40,000 credits
h) Particle Beam(1,000 ft range, 6d6+6 MD per blast)--60,000 credits
i) Mini-Machine Gun(2,000 ft range, 1d6x10 SDC/HP per 10 rd burst, 1 MD per single round with MD rounds, or 2d4 MD per 10 round burst, 300 round drum per gun)--20,000 credits
j) Grenade Launcher(600 ft range, 2d6 MD or 6d6 MD to a 12 ft blast radius per grenade, 10 grenades per launcher)--30,000 credits
k) Flame Thrower
Range: 280 ft
Damage:(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower 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.
Rate of Fire: Standard
Payload:(Gasoline/Alcohol) 10 blasts
(Napalm) 30 blasts
(MD Fluid) 50 blasts
(Incendi-Gel) 60 blasts
(WI Napalm-P) 100 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 80,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 25 credits per tank
(MD Fluid) 400 credits per tank
(Incendi-Gel) 500 credits per tank
(WI Napalm-P) 1000 credits per tank
3) Robotic Jaws
Range: Melee
Damage: 2d6 MD bite
4) Backpack Weapons Pod
a)Mrk 1 Mini-missile ‘Calliope’ Launcher---This turret-mounted multi-tube “pipe organ” missile launcher turns the light tank into a light bombard platform. This particular option equipment is a holdover from the LBT-01 line, quantities still being in stock and available.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits
b)Mrk 2 Mini-missile ‘Calliope’ Launcher---A larger version of the above, with sixty single-shot tubes.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 1 missile each tube
Cost: 65,000 credits
c)Mrk 3 Mini-missile ‘Calliope’ Launcher---A larger version of the Mrk 1, with sixty tubes as the the Mrk 2, but with ‘metalstorm-stacked’ mini-missiles similar to the PS Missile Rifle.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 4 missiles each tube, 240 mini-missiles total
Cost: 220,000 credits
d)Mrk 1 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower. This particular option equipment is a holdover from the LBT-01 line, quantities still being in stock and available.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, (all)
Payload: 6
Cost: 20,000 credits
e)Mrk 2 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, or 24(all)
Payload: 24
Cost: 85,000 credits
f) Medium Range Missiles----8 shot box launcher. Cost: 225,000 credits
g) ‘Black Talon’ LAAM Pods---These are light ‘smart’ antiaircraft missiles with enhanced warheads, similar in concept to the pre-Rifts ‘Stinger’ SAMs.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-8
Payload: 16
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
h) PSMS40-MLS 40mm ‘Chewer’ Mortar-Launcher System
Weight: 2,200 lbs for the basic launcher; 2,900 lbs fully loaded
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
Cost: 60,000 credits for the basic unit
i)100mm MB Massdriver Cannon(PS-MDJ100M)
Weight: 9,000 lbs(4.5 tons)
Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles)
(Indirect Fire) 67,500 ft( 13.7 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 100 mm AP shell weighs 25 lbs( 80 shots per ton)
Cost: 700,000 credits
j) Heavy Rail Gun
Range: 11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire: ECHH
Payload: 8,000 rd drum(200 bursts)
Cost: 250,000 credits
k) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and antiaircraft roles.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Cost: 250,000 credits
l)TW Lightning Cannon----This weapon requires that the ‘bot be fitted with PPE generators(see Options) to power it. Launches a horizontal blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits
m) TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot
Cost: 600,000 credits
n) TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits
o) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits
p) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits
q) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits
r) TW Magma Cannon---- This TW weapon projects a stream of incandescent magma conjured from magical energy, that hits like napalm and can be panned to form a river or lane of red hot lava. Short range, but scary as hell.
Range: 1,500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: EGCHH
Payload: 25 PPE per shot
Cost: 500,000 credits
s) TW Sonic Cannon---PS TechnoWizards got the idea for this after studying examples of the Immaterial Hand’s Ironmage TW Glitterboy Armor and its ‘shrieker’ cannon(see Rifts Black Market, pg. 187-189) . Using their booster barrel technowizardry, PS TWs were able to increase the range
Range: 7,000 ft
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot
Cost: 1.2 million credits
t) Anti-Theron MagnaBlaster ----This superheavy anti-magic weapon has been ONLY seen with special PS/GNE monster-hunter units. MagnaBlaster-equiped PS-MBT-28s made their debut during the Minion War incursion on Rifts Earth.
Range: 12,000 ft
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
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: Three times per melee
Payload: 25 shot canister of genetically modified bacteria providing the anti-therons
Cost: EXCLUSIVE to PS, not available for sale
Hand to Hand Combat:
Bite 2d6 MD
Restrained Punch 2d6 MD
Full Strength Punch 6d6 MD
Power Punch(2 attacks) 2d6x10 MD
Tear/Pry 4d6 MD
Crush/Squeeze 4d6 MD
Kick 4d8 MD
Swing Kick(the Warmount plants both forearms on the ground, and swings the legs forward in a power kick)(2 attacks) 2d6x10 MD
Body Block/Tackle 4d6 MD
Head Butt 1d6 MD
Options:
*PPE Battery and Generator--- PPE Powerstone generator systems for powering onboard TW enhancements and weapons systems.
Note: All PS-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
Variants:
*PS-K-37F---Firefighting variant, carrying a backpack reservoir tank feeding two shoulder-mounted spray cannons(or one spray cannon and a cryolaser). The entire ‘bot is plated in thermal-resistant(heat does 1/4 normal damage) heat-shield armor. The paws typically aren’t fitted with weaponry, but with Mining Borg-style tools for excavation and extraction work. PS-K-37Fs have begun showing up at many PS/GNE industrial sites as a heavy firefighting unit.
*PS-K-37M---Paladin Steel’s answer to the black market’s Mole Prospecting Robot. The K-37M features more paw-like vibroblade-edged scoop-claws for easier excavation. The shoulder-mounts are typically fitted with a plasma cannon/cutter and a cryolaser---the temperature differential between the two fracturing rock. A smaller pair of robot arms(100 MDC each, robotic PS of 18 each) is fitted under the ‘chin’, and each can be fitted with mining cyborg modular tools for precision work. The back mount carries a heavy drill with with either a 3 ft diameter drill head, or a shield-like cutting head(20 ft in diameter and 200 MDC) that can be swung around and in front of the ‘bot(the ‘bot can crouch down low enough to advance behind the shield).
*PS-K-37XR---Rumored variant piloted wholly by a robot AI. The PS-K-37XR would thus be deployable in environs too inhospitable even for robot crews, such as irradiated nuke zones or the surface of hellworlds. However, word is that many PS senior executives are balking(perhaps remembering the Mechanoid Incident) at the prospect of such a large robotic weapon being run by an AI.
The PS-K-37XR would reportedly have the following programming and performance, based on the Spartoi robot:
Actions/Attacks per Melee: 6
Strike +6
+4 Strike w/ Energy Weapons
+2 Strike w/ Projectile Cannon
+3 Strike w/ Aimed Shot
Parry +5
Dodge+5
+3 Dodge attacks from behind
Roll +4
Pull +4
Initiative +4
Critical Strike on a natural 19 or 20
Programming:
Land Navigation 90%
Radio: Basic 96%
Surveillance Systems 80%
Climbing 85%/75%(Climb x2 faster than average person)
Math: Basic 96%
Language/Literacy(all at 96%)
American-English
French
Spanish
TechnoCan
Dragonese
(Prisons often secretly program other linguistics into the robots, the better to eavesdrop on prisoners)
Hand to Hand: Expert(8th Level)
W.P. Energy(all)
W.P. Heavy Weapons
W.P. Paired Weapons
W.P. Blunt
W.P. Sword
W.P. Chain
*EcoS-K-37Sg ----This variant is seen primarily with the Shemarrian Fringe Tribe known as the Steel Gaians, who live in and near the environs of the GNE. Depending on who one asks, the EcoS-K-37Sg is proof that either the Steel Gaians leaked information information about the original ‘Hekatonheries’ , or that it was via the Steel Gaians that the K-37 was copied by the Shemarrians(despite reports of natural-looking ‘ferals’). The K-37s in the service of the Steel Gaians look little different from those standard issue to the GNE AS, but are reported to be fitted with robot drone intelligences. Like so many other Steel Gaian mechanical lash-ups of other peoples’ equipment, the utilitarian drones can be observed shambling around Steel Gaian businesses and work sites, obedient to their masters and mechanics.
In reality, the modifications go far deeper, making the EcoS-K-37Sg a proper Warmount.
Changes/Modifications:
-*Bionic Cybernanite Repair Systems---ALL Hekatonheires have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material.
Weapons Systems:
(Optional) Head Cap Guns---This adds an armored ‘cap’ to the head that mounts four rapid-fire projectile guns(modified Shemarrian Assault Rifles). Adds +240 MDC to the head MDC, but reduce radar range to 1/3 normal.
Range: 3,000 ft
Damage: 1d6 MD single round, 4d6 MD six round short burst per gun, while a heavy burst(12 rounds) does 1d6x10 MD, so all four guns going simultaneously and spending 48 rounds in a serious burst, does 4d6x10 MD!
Rate of Fire: ECHH
Payload: 240 rd clip per gun
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following, in addition to the baseline Monstrex programming:
Wrestling
Art: Sculpture: 25%(+3% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Hekatonheires intelligence and design is such that it is limited to skill selections from Technical: Language(understanding), Excavation and Lore, Espionage(Detect Ambush, Detect Concealment), Military: Camouflage, Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits), and Ancient Weapons(non-ranged types, like clubs, swords, battle-axes, and the like).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6
Strike +2 (+2 w/ ranged weaponry)
Roll +5
Parry +6
Pull Punch +5
Pin/Incapacitate on 18-20
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Hekatonheires an aura and behavior more befitting a sentient being than a robot. Befitting its appearance, the Hekatonheires have personalities akin to those of the great apes; generally passive and curious, but vicious when threatened or roused to combat. One of their eccentricities is an almost childlike liking of piling and mashing together wreckage and debris on the battlefield into artistic ‘sandcastles’ or sculpture.
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).