Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

RetroDay sees the 'Fhizer' 5/56 Security Gun, back on page 25 of this thread, get illos, courtesy of Pimpmygun:
http://i408.photobucket.com/albums/pp164/taalismn/PS-FhizerLong-Barrel_zps498f7671.jpg

Mr. Peabody, set the Wayback Machine!
-------------
"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 »

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

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Paladin Steel TWESD-01 ‘Thrall Seeker’ TW Enthrallment Spell Detector/Scanner

“This kid’s definitely soul-leashed, and the source of it’s registering as from over THERE! Carmichael, Houston, take the dogs and check it out! Dwie, finish handcuffing the kid so she doesn’t hurt herself and get her in the car! I’m calling this in!”

This small handheld device is a technowizardry scanner meant to detect and backtrace active magic and psionic mind control. Pointing and running the device over a suspected mind control victim will show if they are currently being mind controlled, and will provide a general directional indicator of where the source of the mind control is. The device works by using several different spells, including See Aura and Telltale Soul to cause a feedback resonance between the affected person and their controller, the reflected spiritual energies of the former being able to be picked up by the scanner in a process akin to radar radiation reflecting off a distant reflector.
The calculator(or cellphone)-sized TWESD-01 is pointed at a suspected mystic-thrall and activated. A mini-camera optic scans the target and presents the results on the device flat-screen. If a mind control link or attack is present/in progress, the device will sound an alert, and a compass display screen will show the general direction from where the attack/influence is coming from, provided it is within range of the scanner.
The Thrall Seeker is also available as a modular app for UWW TW Arcane Scanners.
Weight: 6 ounces
MDC: 5
Range:
(See Aura)100 ft
(Telltale Soul) 8,000 ft radius of detection
(Detect Concealment) 30 ft
Effects:
(See Aura)Same as for the spell See Aura. Similarly, Mind Block and Alter Aura will confuse true readings.
(Telltale Soul) Pointed at a person, this device registers not only if they are currently being mind controled/possessed, but the general direction and location of the controling party, as long as they are within the range of detection.
(Detect Concealment) Can be used to scan a target for any magically concealed items.
Payload: TW Battery with 80 PPE capacity. Can be charged using standard PE-clips.
(See Aura) 3 PPE per activation
(Telltale Soul) 8 PPE per activation
(Detect Concealment) 3 PPE per activation
Special Features:
*Flatscreen Display
Cost: 115,000 credits



Telltale Soul (Invocation)
Level: 6
Type: Invocation
Range: 5 ft per level of experience, search area of 1,000 per level of experience
Duration: Instant
Saving Throw: Special(see below)
PPE Cost: 15
Effects:
This is a spell cast on a person known to be under the possession or influence of mind-controlling magic or psionics, including soul-stealing magic. Casting this spell on the affected person sets up a sort of magical resonance that causes the other end of the influence effect to 'light up' in the spellcaster's senses like a radar reflector. Effective range of being able to sense the influencing agent(or artifact) is a 1,000 ft radius per level of experience. If the mind control/soul-possession is an active link direct from the possessing agency, they will detect the attempt to backtrack them and can save versus the magic(in which case the attempt fails, though the caster will be aware of the deliberate attempt to block them). If the possessing agency is an artifact, the artifact does NOT get a saving throw against being detected and can be spotted by the spellcaster. If the possessing agency lies outside the area of search effect, all the spellcaster gets is a general direction heading and a sense of it being 'far away'.
-------------
"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 »

abtex wrote:Page 25 is here


Thank you, Mister Peabody. ;)
-------------
"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 »

RetroTuesday brings PimpMyGun treatment to the
PSPSR-1 'Saber Rifle" on page 12.
And the USR-11 'Strakker' Sonic Rifle on Page 37.

Hopefully I'll eventually get some original artwork up there too so people will quit wondering why my 'bucket account is filled with weaponry. :oops:
-------------
"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

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Paladin Steel ‘Spritzer’ TW Squirt Gun

“Remember; once we’re in, sleep cloud first. That oughta knock down both the guard animals and the target. Magic net next to keep both problems down. Then go for direct sedation of the target. After that, we can bag and pack everything up for transport and be out before the opposition shows up. Ready to spritz? Good, let’s do this!”
---Transcript from Special Ops extraction team combat recorder

“Squirt Guns aren’t just for kids any more.”

Developed from TW anti-vampire weapons, but with an eye towards even more versatility, the ‘Spritzer’ takes a power-pumped squirt gun and enhances it with multi-spell capability. A composite, rather than metal, construction, was chosen to keep the weapon light and potentially hide it from metal detectors.
The Spritzer uses the water in its reservoir as a medium to transfer various spell effects, or, for a little extra power usage, it can create the water magically, then modify it accordingly. By using the water/liquid as a medium to carry the spells, Paladin Steel manages to increase spell range and area of effect in some cases, and reduce the cost of the weapon substantially from what it might be if the spells were cast directly.
Sleep is modified to enchant ordinary water into a powerful contact skin-absorption soporific.
Cloud of Slumber is similar, but uses an Elemental spell to cover a larger area in aerosol inhalant mist sleep gas. Perfect for subduing whole rooms or small crowds.
Paint allows the holder of the weapon to magically select a color of dye added to the water. This can be used to mark targets, or blind them.
Extinguish Fire turns the humble squirt gun into a handheld fire hose able to dowse much larger blazes.
Energy Disruption seems to work on the idea that being doused with water is inimical to the function of electronic devices. Even if the device is waterproofed, any electronic device struck with a spritz from this gun will appear to spark and smoke and go dead temporarily.
Magic Net turns the water into a fast-setting super-adhesive that can be used to glue down people or objects.
‘Spritzers’ are typically sold looking like regular toy squirt guns(rather expensive toy squirt guns) as many buyers prefer to disguise their true capabilities. Despite their expense per unit, Spritzers are proving popular with security forces and bounty hunters.

Weight: 2 lbs

MDC: 20

Range: 150 ft (unless otherwise noted)

Damage:(Normal) None, but does 2d6 HP to vampires
(Sleep) Anybody struck with the liquid from the Spritzer must save versus magic(it works through skin contact/absorption), or fall into a deep enchanted sleep for about 60 minutes.
(Cloud of Slumber) Range of 90 ft and covers a 20x20x20 ft area. Anybody caught in the cloud and breathing of its vapors must save versus magic or fall asleep. Effects last 6 minutes.
(Paint) Can cover a 10 ft area per application. The paint lasts 18 minutes. If sprayed in the eyes or on optics, the paint effectively blinds the target until the paint can be wiped out/away(typically takes 1d4 melees to do so).
(Extinguish Fire) Puts out fire in a 20 ft radius
(Energy Disruption)Objects struck by the liquid from the Spritzer suddenly lose power for 18 minutes, typically accompanied by a magically generated shower of sparks or dismal smoke trail. Does NOT affect MDC EBA, power armor, robots, or military vehicles.
(Magic Net) Spray covers a 10 ft area and gels into a sticky adhesive net that lasts 12 melee rounds(3 minutes)

Rate of Fire: ECHH

Payload:(Normal) 12 shot water reservoir. A 12 shot reserve tank can be attached.
(Magic) 40 ordinary blasts per 10 PPE/20 ISP
(Sleep)5 PPE per application
(Cloud of Slumber)4 PPE per application
(Paint) 5 PPE per application
(Extinguish Fire)2 PPE per application
(Energy Disruption) 6 PPE per application
(Magic Net) 4 PPE per application
PPE Capacity:(Light)----75 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Integral Spotsight---+1 to strike

Cost: Would normally cost 295,000 credits, but PS’s ‘synergistic’ engineering has brought the price down to 100,000 credits.

Options:
*Create Water----Fills the weapon’s internal reservoir on demand. can also be used to provide drinking water; a half gallon at a time direct from the pistol, or, if a catch tank is attached, 2.5 gallons. 8 PPE per activation. Cost: 80,000 credits

*Mystic Water Blast---150 ft range, no damage to normal folk, 2d6+6 HP to vampires, MD to Fire Elementals and other beings vulnerable to water. -1 to dodge. 4 PPE per shot. Cost: 50,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Paladin Steel Fifty-Caliber Machine Guns

“The spirits of war must favor these weapons because they endure! There are newer, sleeker, more powerful weapons that dominate the battlefield, but the spirits of war must have decreed that these weapons are amongst their favorites, otherwise they would not persist through the ages as they have! Spear, Sword, Arrow, Garand, Fifty-Oh, these are all weapons that have a special place in the lodge of the war gods!”
---Shaman-Quartermaster Savak Redstorm

“Bloody hell! I heard about it, but I didn’t believe it! But it’s true, those bloody Paladins have just about armed everybody in their territories with a heavy weapon, and they’re all trying them out on us! It’s been sleeting lead and explosives on us since we crossed the damn river!”
----Lieutenant Samuel Quan, ‘Mosen’s Marauders’ mercenary company, after a Free Quebec-financed ‘recon expedition’ into western New York territory.

The .50 cal heavy automatic machine gun has been around for centuries by the current post-Rifts reckoning, a reliable, solid weapon that dates back to the original pre-Rifts era 1919 Browning design. The design has survived through a combination of reliability and hard-hitting power; even in the age of megadamage weaponry, the Fifty still commands respect. Just about every post-Rifts weapons manufacturer worth their salt, including the Coalition States, currently or can manufacture fifty-caliber heavy machine gun, with only minor variations in materials and mounting. The advent of megadamage ramjet and explosive bullets has only increased interest in these ‘legacy’ weapons.
Paladin Steel is no exception to the many manufacturers producing direct decendents of Robert Browning’s original heavy machine gun. PS produces both standard SDC versions and ‘ruggedized’ versions using megadamage materials and high-tech integrated dry lubricant surfacing. Paladin Steel also produces several ‘light’ versions of the HMG, based on efforts to produce a more portable version of the M2HB, that fell by the wayside. PS is also researching ways to produce a version of the .50 that uses caseless ammunition.
Paladin Steel likes the line because they are durable, fairly inexpensive, long ranged, and easily produced. They can often operate in areas where more sophisticated technology can’t. Furthermore, the real long term expense is in the ammunition, which means repeat sales.

SDC/MDC of .50 caliber Machine Guns:
-SDC models have 120 SDC
-MDC models have 60-65 MDC, and will cost TWICE as much as listed below.

*.50 Caliber Machine Gun(Black Market/Palladium pattern)---This is the most commonly encountered version of the weapon to be found in North America, and is produced by a large number of manufacturers. Most are solid, reliable weapons that are easily adapted to using modern MD-capable munitions. PS also produces versions to this pattern, mainly through subcontracting shops and factories.
Weight: 30+ lbs
Range: 3,000 ft
Damage: (SDC) 7d6 SDC single shot
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Burst fire only
Payload: 300 rd box magazine
Cost: 5,000+ credits

*.50 Caliber Machine Gun(M1919 pattern)---The old reliable ‘Fifty’. An oldie, but still a goody. At maximum rate of fire, it can do light megadamage, making it popular on Rifts Earth. This is the most common version coming out of higher-end arms manufacturers like Northern Gun, Isphemig, Free Quebec, the Coalition States, and Paladin Steel.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits

*.50 Caliber Machine Gun(M2HB pattern)---(aka ‘Ma Deuce’) The long barrel version, which saw service in US Army and NEMA arsenals all the way up to the time of the Rifts. It is considerably heavier than the basic M1919 pattern weapons, but has greater range. The M2 configuration has showed considerable staying power as a design, and, in a manner akin to how the C-130 ‘Hercules’ aircraft outlived many of its intended ‘successors’, has survived multiple attempts to improve on and ultimately replace it.
Weight: 80 lbs
Range: 9,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine(typical)
Cost: 9,000 credits

*.50 Caliber Machine Gun( M312 pattern)---Intended as a replacement for the M2HB when the 5mm XM307 OSCW met development delays, the XM312 was a lighter-weight .50 cal meant to use the same ‘smart’ mounting as the SM307. However, it, and its successor, the XM806, failed to replace the M2 because of matters of cost and reliability. The design has been revived by PS, since the company was already manufacturing their own version of the M307 OSCW, and so it was a simple matter to adapt already-in-the-manufacturing-stream mounts to carry the M312. Lightweight, the M312 has a slightly lower maximum rate of fire than the M2HB, but for practical purposes(ground attack), the 400 rounds per minute rate of fire is deemed sufficient.
Weight: 41 lbs fully mounted
Range/Damage/Rate of Fire/Payload: Identical to the M2HB
Special Features:
*Standard Issue tripod ground mount(18 inch elevation) w/ 45-degree elevation, 30 degree depression pintle.
*Simple grip and button electronic trigger, suitable for a variety of manipulatory appendages
*Standard low-slug tripod features ground spikes with simple twist-screw activated retractable ‘ground hooks’, and spade backtrail. Snap-on seat pad optional.
*Can be rigged for remote firing and operation
*Smart-ported for sensor pack- and cyberlink- hookup

Bonuses from Sensor Package:
*Laser Range-finding and Targeting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor and mounting.

*.50 Caliber Machine Gun(M806 pattern)----Another effort to make the .50 lighter and easier to use/maintain, this too failed to gain government approval and adoption due to development delays. The design has since been rediscovered and revived by Paladin Steel. Like the M312, the M806 has a slower rate of fire than it is intended to replace, but is still sufficient to do serious damage to its targets. The main attraction of the design, besides the light weight, is the reduced recoil; the weapon has a nearly 60% reduction in recoil over the standard M2HB.
Weight: 40 lbs
Range/Damage/Rate of Fire/Payload: Identical to the M2HB
Special Features:
-Low Recoil: The M806 has only a -2 to strike with bursts because of its low recoil(further tinkering and fine tuning can reduce this to as much as -1 on a burst, but a successful Gunsmith or Weapons Engineer skill must be made every 500 shots to readjust the weapon).
Cost: 9,500 credits

Tripods(heavy weapon accessory)
Paladin Steel also produces mounting tripods for heavy weapons, especially heavy machine guns and grenade launchers, but equally usable by rail guns, light missile launchers, and heavy infantry energy weapons. These mounts are little changed from the original pre-Rifts designs, save in some cases the use of more modern and lighter materials has cut weight without cutting strength or durability. In some cases the heavy tripoding can weight more than the weapon being mounted, and adds considerably to the encumbrance of the weapon, but provides a necessary steady firing platform for the weapon.

*M2 Tripod---Original mounting for the M1919-pattern HMG. Later modified into the M122 mount, for light- and medium GPMGs such as the M60, M240 or M249. Appropriate for energy rifles and light rail guns like the C-200 ‘Dead Man’ or BAR2 Light Rail Gun. Weight: 16 lbs, Cost: 400 credits

*M192 Tripod---Meant for light- to medium-machine guns, Weight: 11 lbs, Cost: 900 credits

*M3 Tripod---Meant for HMGs such as the M2HB and 40mm automatic grenade launchers, , but also appropriate for rail guns like the C-40R, YX-500, NG-101, and NG-202, and rapid-fire weapons such as thePSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon. Weight: 50 lbs, Cost: 700 credits

*M205 Tripod---Meant as a lighter replacement for the M3. Weight: 34 lbs, Cost: 1,000 credits
Last edited by taalismn on Tue Mar 11, 2014 6:45 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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

How soon will we see the .17 and .22 versions? Maybe the heavier .25 versions for Small Kin?
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:How soon will we see the .17 and .22 versions? Maybe the heavier .25 versions for Small Kin?



There's already a .22 GPMG for Smallkin, which is about the limit they can handle. And that version can be modified with a larger handle for use by bigger folk.
Actually, though, the 'Hailburst' three-barrel pistol-gatling ALREADY is the .22 SMG.
-------------
"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/Ghanam Arms Limited ‘Luxxar’ TW Laser Pistol

“Don’t dismiss the Luxxar as a fancy-looking toy. It’s not dandified, it’s -streamlined-. It’s an elegant-looking little destroyer that can do a substantial amount of hurt if used right. It can be your ray of sunshine in a dark time if you keep your wits about you and use it well.”
----Detzee Romano, HorrorHunter

An attempt to create a simple, effective, and elegant TW weapon in the same vein as the ever-popular Wilks Laser Pistol lines, the ‘Luxxar’ attempts to bring TW revolver-style versatility to an automatic pistol configuration. After a series of functional, but decidedly ugly, Paladin Steel-mass-rproduced weapons, GAL has presented the ‘Luxxar’ in an effort to reassert that they are the ‘stylish’ face of the greater Paladin Steel corporate juggernaut.
The ‘Luxxar’ has an appearance based on the pre-Rifts (1950s-vintage)Whitney Wolverine, a limited-run light-caliber(.22lr) automatic pistol noted for its extremely streamlined appearance(so much so that it featured in several sci-fi movies as props). However, internally the weapons are pure technowizardry. A focusing crystal replaces the barrel, while a selector switch replaces the hammer. The weapon can, for economy, be powered by a regular PPE clip, or, for greater expense, a ‘Greenstar’ Regenerator Powerstone for near infinite shots. Finally, the pistol construction itself is light and easy to handle, giving it a high degree of accuracy, while the streamlined shape offers few hangups or obstructions to quickdraws from within clothing. The Luxxar is available in a variety of finishes, though metallic silver, cold, or cobalt seem to be the most popular.
The Luxxar is configured around light-based spells:
Laser Blast seemed a most obvious primary spell choice, being ready made for application to what is supposed to be a photonic weapon. It has good range and, at the incorporated 8th level spell strength, good damage.
Starburst offers spectacular area of effect and incapacitation effects.
Blinding Flash is included to provide a physically safe, but still incapacitating, antipersonnel mode for self-defense.
Despite the Luxxar’s greater expense relative to a comparable Wilks weapon, the Luxxar is gaining popularity with the jet-set adventurers, minor nobles, and celebrities looking for an effective, but stylish, sidearm.

Weight: 1.3 lbs
MDC: 15
Range:
(Laser Blast)1,600 ft
(Starburst) 240 ft
(Blinding Flash) 90 ft
Damage:
(Laser Blast)1d6+16 MD per blast
(Starburst)3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.
(Blinding Flash) Illuminates a 10 ft radius area in sudden, intense, light. Victims are stunned on a failed roll versus magic; -10 to strike, dodge, and parry for 1d4 melee rounds.
Rate of Fire:
(Laser Blast) ECHH
(Starburst) ECHH
(Blinding Flash)ECHH
Payload:
(Laser Blast)3 PPE per shot
(Starburst) 6 PPE per shot
(Blinding Flash)1 PPE per shot
Can use a PPE clip with 50 PPE, or can be fitted with a ‘Regenerator’ Power Stone.
PPE Capacity:(Light)----75 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid, cost: 9,000 credits

Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Top Sight Rail
*Well-Balanced---+1 to strike
Cost: 98,000 credits
Options:
*Barrel Extension---This attaches a barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots. Cost: 25,000 credits.

*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Requires a Regenerator powerstone to work. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Requires a Regenerator powerstone to work. Cost: 10,000 credits

*Flare Burst(1 PPE for a single shot)---500 ft range, burns for 5 minutes, and illuminates a 300 ft radius. Cost: 12,500 credits

*Globe of Daylight(1 PPE for a single shot)--- 30 ft range, lasts for 15 minutes, and illuminates a 180 ft area. Unlike the spell, the Globe CANNOT be moved once it has been ‘fired’. Can be used to mark an area or ‘seed’ a perimeter to keep off animals and creatures vulnerable to sunlight. Additional duration can be bought for 500 credits per additional 3 minutes of spell life. Cost: 12,500 credits

*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safetied’ and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.


Variants:
*Whitney P-100---Paladin Steel also produces a version of the original Whitney Wolverine, only ruggedized for duty on Rifts Earth, and firing the same cartridges as PS’s PSMcAR-03 Venter Pepperbox Personal Defense Weapon(.22LR). The W-P100’s longer rifled barrel lends itself to better range and accuracy, however.
Weight: 1.3 lbs
Range: 98 ft
Damage: (.22LR) 1d6 SDC per rd
(Wellington/PS Exploders) 3d6 SD per rd
(PSX-2) 1d4 MD per rd
Rate of Fire: Standard; single shot
Payload: 10-round clip
Features:
*Lightweight Composite Construction
Cost: 60 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
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries ‘Sagadag’-class Light Aerospace Carrier
(aka ‘Saggy’, ‘Bristle’)
http://i408.photobucket.com/albums/pp164/taalismn/img448_zpsca4c8eed.jpg


“The Sag’s a lash-up and a jeep-carrier, no two ways about it, and it’s no cushy assignment. Compared to other carrier platforms, they’re small and they’re crowded. Room’s at a premium aboard them, what with fighters, ammo, spare parts and crew alike stacked like wood inside. But at least it’s designed as a carrier, with the appropriate parts put where they should be, and enough space for two squadrons and the proper means to deploy them, unlike the merchant conversions we’ve been using to date. Of course, that makes it a lot more likely that Sagadag crews are going to be assigned more power projection roles in harm’s way, than simply serving as convoy escorts, but one doesn’t sign to be a fighter pilot just to buzz fields and carry out hull inspections.”

The PSS/ASI-CV-08 Sagadag* is a light carrier derived from the successful Javelin-class missile destroyer, and is meant to give mercantile escort squadrons and destroyer flotillas much-needed aerospace fighter support.
The Sagadag is intended to be inexpensive, using the tried and true Javelin as its basis, and can be quickly built from production in-stream craft diverted off main assembly, or converted from older Javelins. Retaining the bow and engines, the design guts the central hull of its missile launchers and splices in several extra lengths of accommodation and hangar modules for shuttles and fighters. Conversion removes all the heavy missile launchers of the Javelin, but retains the point defense weaponry and heavy direct-fire weapons turrets. The Sagadag also retains the Javelin’s stealth and EW systems, with the long range electronics and sensors converted over from long range targeting for missiles to search, early warning, and command/control for the small craft. In addition to deploying fighters and small craft, the Sagadag can thus act as a picket ship and point defense vessel for the transports it is expected to be escorting.
The Sagadag carries its fighters in four hangar modules, launching forward, two ventral, and two dorsal. Recovery is via two lateral modules equipped with trap and tractor gear. Once fighters are recovered, they can be serviced in these recovery bays, then moved by conveyor chutes to the launch modules to be catapult launched. The hangar bays are designed to be modular, allowing for fast ship upgrades to accommodate different types of fighters and shuttles(though the standard module pods can already fit a variety of small craft). Supplies and stores are loaded in the rear of these modules, and the storage sections can be quickly jettisoned in event of fuel or ordnance fires. Crew accommodations are in the central core of the ship, with access to lifepods in the hangar and recovery modules.
The first ‘Sags’ went immediately to PS/ASI’s security fleet, while subsequent production runs have been offered for sale on the open market to approved GNE/ASI affiliates.

(*Sagadag---Derived from the anglicization of a Russian/Mongolian name for an arrow quiver)

Type: PSS/ASI-CV-08 Sagadag
Class: Space Light Aerospace Carrier
Crew: 80+ 10 man Stelmarine security contingent+ 45 man fighter /small craft crew complement
MDC/Armor by Location:
Main Body 35,000
Bridge 9,000
Main Engine Bloc 9,000
Auxiliary Engines(2) 3,500 each
Kinetic Kill Rail Cannons(3x2) 500 each
Point Defense Lasers(14) 90 each
Point Defense Rail Guns(10) 100 each
Hangar Bays(4) 5,000 each
Lateral Recovery Bays(2) 6,000 each
Variable Forcefield 3,000 per side, 18,000 total
Height: 120 ft
Width: 220 ft
Length: 500 ft
Weight: 90,000 tons
Cargo: 3,000 tons
Powerplant: Nuclear Fusion, w/ 25 year energy life
Speed:(Atmosphere) Hover to Escape Velocity(Mach 6)
(Gravitic Drive) Mach 11
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) (all Marks) Not possible
Market Cost: Estimated cost at around 800 million credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
*Enhanced Sensors----The Sagadag mounts a sensor suite slightly more powerful than those typical of its class, and has 25% better range(effective -Fleets of the Three Galaxies- range of 320,000 miles)
*Laser Targeting-------250,000 miles
*Communications Suite:---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Jamming Systems---In combat, the Sagadag will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Sagadag uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

*Electromagnetic Catapults(4)----The Sagadag can deploy its fighters four at a time, using massdriver catapult systems.

*Tractor Beam Emitters(4)----Effectively rated for 1,000 tons dead weight each, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Normally used for recovering fighters and shuttles. Range: 20,000 ft

Weapons Systems:

1)Kinetic Kill Rail Cannons(3x2)---Mounted in main hull turrets positioned one ventral and one dorsal, these weapons can pivot for maximum arc of fire. However, the turrets do not adequately cover the rear firing arcs of the ship. These weapons have been retained as a hedge against larger commerce raiders instead targeting the escort carriers.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

Alternatively, the ship’s twin heavy turret mounts can be fitted with the following:
b) Medium Lasers
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 4d4x100 double-barreled blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited


2) Point Defense Lasers(14)----Spaced around the hull are standard laser PDS turrets for fending off enemy fighters and missiles. The sheer number of them allows the Sagadag to act as a defensive picket for escorted vessels, and has, together with the PDS railguns, earned the Sagadags the nicknames of ‘porcupines’, ‘bristles’, and ‘hedgehogs’.
Range: 1 mile(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH, or auto-fire; 6 attacks per melee
Payload: Effectively unlimited

(Optional) Laser/Mini-Missile PDS----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile


3) Point Defense Rail Guns(10)---These are standard rapid-fire gauss guns that ‘pepper’ areas of space with hypervelocity kinetic kill rounds.
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: EGCHH, or 6 attacks per melee in auto mode
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

Auxiliary Craft:
*24 Aerospace Fighters(standard complement)
*4 Shuttles

Variants:
*PSS/ASI-CV-08AHP---Light Assault Transport variant. The upper hangar/launch modules have been replaced with life support modules and capacity for barracking a company of troops(160 effectives), while the lower hangar modules have been replaced with hangaring for 8 assault shuttles. Space in the recovery bays normally used for fighter support has been given over to expanded recreation and practice areas for the troops.

*PSS/ASI-AOT-08----Light Tanker variant, replacing the hangar modules with gas/liquid storage tanks, typically for reaction mass and reactor fuels. Transfer can be made via direct linkage or the use of special transport shuttles operating from the modified lateral recovery bays. The AOT-08 variant is often deployed to assist others’ space forces, especially in extending the range of liquid-fuelled fighters and patrol craft. The Kinetic Kill Rail Cannons have been removed, but the heavy point defense capabilities have been retained, as these ‘combat tankers’ often operate close to front lines and are a tempting target for enemy fighters.
Last edited by taalismn on Mon Apr 07, 2014 2:13 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Can't help but look at some of the aircraft on this thread and think of biotech/steam/diesel/aeropunk-cyborg creations:
http://www.whatifmodelers.com/index.php/topic,37003.0.html
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by abtex »

taalismn wrote:Can't help but look at some of the aircraft on this thread and think of biotech/steam/diesel/aeropunk-cyborg creations:
http://www.whatifmodelers.com/index.php/topic,37003.0.html

You do need to join the forum to view the work.
Or goto http://s1274.photobucket.com/user/ericr63/library/?sort=3&page=1 to see them as well.
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:
taalismn wrote:Can't help but look at some of the aircraft on this thread and think of biotech/steam/diesel/aeropunk-cyborg creations:
http://www.whatifmodelers.com/index.php/topic,37003.0.html

You do need to join the forum to view the work.
Or goto http://s1274.photobucket.com/user/ericr63/library/?sort=3&page=1 to see them as well.



Sorry about that...I'd forgotten that I must have signed up at some point with them.
Still, some of the kitbashing is incredibly simple, but VERY effective.
-------------
"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 »

On Page 79, Posted your found on 31 Aug 2012
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
kronos
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Re: Paladin Steel Storefront

Unread post by kronos »

abtex wrote:
taalismn wrote:Can't help but look at some of the aircraft on this thread and think of biotech/steam/diesel/aeropunk-cyborg creations:
http://www.whatifmodelers.com/index.php/topic,37003.0.html

You do need to join the forum to view the work.
Or goto http://s1274.photobucket.com/user/ericr63/library/?sort=3&page=1 to see them as well.


I'm not signed up and I can see the pics fine..
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

I am a member of the forum. But thought that you needed to be one to see the pictures. Thanks for the insight.
"Now where's my White cane and dark glasses."
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
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:I am a member of the forum. But thought that you needed to be one to see the pictures. Thanks for the insight.
"Now where's my White cane and dark glasses."


"Right her-#RRROOAAARRRRRRRRRRUUGHHHHHHH!!!.....nope, that's not it.
-------------
"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
ZINO
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Comment: NEVER QUIT..... I got lucky
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Re: Paladin Steel Storefront

Unread post by ZINO »

taalismn
WISH U THE BEST
YOU ROCK MAN AND CLOSE TO 100!!!!!!!!!!EPIC
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 »

Paladin Steel USDV-03 ‘SeaFang’ Underwater Combat Vehicle
http://i408.photobucket.com/albums/pp164/taalismn/PS-USDV-03_zps6dc00b2c.jpg

“If you’re going for a swim, dear, at least take the ‘Fang. The fish might be biting out there.”

The ‘SeaFang’ is a PS-manufactured ‘wet sub’ swimmer delivery vehicle for underwater combat. The sled is roughly shaped like a bobsled, with an ovoid prow, outriggers for weapons, propulsors, and vibroblades, and a trailing cradle-seat for the pilot and passenger. The sled can be piloted from a seated position, or the pilot can lay prone, upper torso concealed inside the body of the sled, and using instruments to pilot(this affords slightly better protection to the pilot). The sled can be powered by electric, nuclear, or technowizardry systems.
Though not as fast as some underwater sleds, the USDV-03 is one of the better armed; it bristles with no less than nine weapons, from several braces of energy and projectile launchers, to a mini-torpedo launcher and two giant vibroblades.
The ‘SeaFang’ is used for a variety of purposes, including harbor patrol, deep site security, fisheries protection, and amphibious spec-ops. They are also bought by explorers and merchants for underseas protection and exploration.

Type: PS-USDV-03 ‘SeaFang’
Class: Underwater Combat Sled
Crew: One, +1 passenger. Up to 3 additional divers can be towed using handholds along the back and sides.
MDC/Armor by Location:
Main Body 160
Laser Pods(2) 50 each
Torpedo Launcher(1, underside) 40
Spotlight Pods(2) 20 each
Vibroblades(2) 35 each
Hydrothrusters(4) 50 each

*Note: The pilot can operate the ‘SeaFang’ sitting supine or lying prone. Either way, the body of the sled offers partial protection from attack. In seated position, the pilot is -4 to strike because of the built-up front and high-backed seat. If prone, the pilot is -5 to strike.

Height: 3 ft
Width: 7.8 ft
Length: 7 ft
Weight: 550 lbs
Cargo: Clips in the cockpit can hold survival packs, extra air bottles, and sidearms. Can carry or pull an additional 1,000 lbs.
Powerplant: Battery-Electric(w/ 850 mile range), Nuclear(5 year energy life), or TechnoWizardry
Speed:(Water Surface) 42 knots (48 MPH)skimming close to the surface
(Underwater) 45 knots(52 MPH)
Increase the speed of TW-powered models by 10% when traveling along a ley line.
Maximum Depth: 8,000 ft
Bonuses: +5% to piloting skill, +3 to dodge.
Market Cost: 45,000 credits for Battery-Electric, 900,000 credits for Nuclear, 1 million credits for TechnoWizardry
Systems of Note:
Standard Underwater Sled Systems:
*Radiation Detector
*Laser Distancer(4,000 ft range)
*Homing Beacon(12 hour duration, 400 mile range)
*Short Range Radio(20 miles)
*High-Intensity Spotlights---Underwater, they generally have a range of 100 ft, but also can be set to strobe with blinding intensity. Especially effective in the deep dark sea.
*Sonar---5 mile range
*Depth Gauge

Weapons Systems:
1) Blue-Green Lasers(2)---Mounted on the ‘wings’, but inboard of the lights, are two blue-green lasers in a fixed-forward firing position.
Range: 4,000 ft
Damage: 4d6 MD per single shot, 8d6 MD for synchronized simultaneous double blast(counts as one attack)
Rate of Fire: ECHH
Payload: 100 shot battery capacity for electric models, effectively unlimited for nuclear and TW models.

2) Nose Weapons(4)---Up to four separate light weapons can be mounted around the nose sonar bulb. They can be all of the same type, or different types.
a) Spear Launcher
Range: 200 ft
Damage: These weapons can be tipped with an explosive head(2d6 SDC or 5d6 MD exploding head), armor-piercing hunting point(1d6 MD), magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
Rate of Fire: Single shot
Payload: Single shot; reloading by hand takes two actions
Cost: 1,000 credits

b) Dart Launcher----Modified APR2 firing 5.56mm metal darts.
Range:(5.56mm, 120mm-long darts) 360 ft in air.
180 ft at depths of about 16 ft
120 ft at depths of about 66 ft
72 ft at depths of about 130 ft
Damage: 3d6 SDC single round, 6d6 SDC per three round burst.
Rate of Fire: Standard
Payload: 50 round drum
Cost: 1,400 Credits. Ammunition costs 70 credits per 100 rounds
Options:
*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available). Cost: 75 credits per 100 basic, unfilled, venom rounds.
*MDC Penetrators---These use a more powerful propellant to fire the projectile that much harder, to the point that they each do 1 MD(range is unchanged). Cost: 500 credits per 100 rds

c) Mini-Harpoon Launcher---Based on copied Tritonia designs. Long-ranged, but useful only against ‘soft’ targets.
Range: 600 ft
Damage: 4D6 SDC per harpoon
Rate of Fire: ECHH
Payload: 24 shots
Cost: 10,000 credits
Options:
*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available).

d) Light Machine Gun(s)---Fitted to fire supercavitating ammunition
Range: 2,000 ft in air
Damage: (SDC) 1d6x10 SDC per 10 rd burst
(MD) 2d4x10 MD per 10 rd burst
Rate of Fire: ECHH
Payload: 300 rd drum
Cost: 20,000 credits
Bonuses: Regular chemical projectile can travel 20% of its normal range through the water; not a heckuva lot for lighter, smaller, short ranged projectiles, but substantial for larger, more powerful types. Rail Guns have an underwater range of 25% of their regular range, thanks to their higher initial muzzle velocity. So a rail gun with 4,000 ft range, would have an 1,000 ft range underwater. Atmospheric range remains the same.
Penalties: Can only be used with solid slug and high explosive ammunition types.
When applied to heavier artillery pieces, use only the DIRECT effective fire range(not the indirect ballistic fire range)
Also, at great depth and pressure, range begins to suffer with the greater resistance offered by the water; at depths of 5,000 ft, range is reduced by 1/4....at 2 miles by HALF....This makes normal projectile weapons less cost effective to modify for deep sea operations, and rail guns the weapons of choice if lasers, ion weapons, or sonics are unavailable.

e) Light Rail Gun---Modified PS BAR-2 light rail gun.
Range: 2,600 ft in air, 650 ft underwater
Damage: 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 or 5-shot burst, ECHH
Payload: 100 rds in a box magazine
Cost: 29,000 credits


f) Micro-Torpedo Launcher---Tubular ’Metal-Storm’-style inline magazine holding 4 15mm micro-torps.
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
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 approximately 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
Rate of Fire: Volleys of 1-4(all)
Payload: 4 per launcher
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.
Cost: 78,000 credits for the launcher
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

g) Light Blue-Green Laser
Range: 1,200 ft
Damage: 2d6 MD single shot
Rate of Fire: ECHH
Payload: 120 shot battery for electric versions, effectively unlimited for nuclear or TW versions
Cost: 18,000 credits

h) Light Ion Blaster
Range: 2,000 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: 60 shot battery for electric versions, effectively unlimited for nuclear or TW versions
Cost: 22,000 credits

i) Light Particle Beam Blaster
Range: 600 ft underwater, 1,200 ft in air
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: 30 shot battery for electric versions, effectively unlimited for nuclear or TW versions
Cost: 69,000 credits

j) Sonic Projector
Range: 1,200 ft in water, 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: 80 shot battery for electric versions, effectively unlimited for nuclear or TW versions
Cost: 80,0000 credits

3) Ventral Torpedo Launcher---Can be configured for either microtorps or mini-torpedoes.
a) Micro-Torps---25
b) Mini-Torpedoes----4

4) Vibroblades(2)---Looking like the skids on a ski-mobile slung underneath the outriggers of the sled, these two large vibroblades give the sled the ability to cut through obstructions, slash open the hulls of ships, and inflict deep slashes on underwater monsters that close with the sled. The can be angled out as much as 30 degrees for slashing passes. As a weapon of last resort, they can be ejected by special charges and used as crude harpoon projectiles.
Range: Melee.
As projectiles, they have a range of 50 ft underwater, and 100 ft in the air.
Damage: 3d6 MD +1d6 MD per every 20 MPH of speed.
As projectiles, they do 4d6 MD each

5) Strobelight Attack----The two high-intensity spotlights can be set to fire strobe-intensity flashes, blinding and disorienting those without adequate eye-protection. Especially effective at night or in the deep dark sea.
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

Options:
*Ink Cloud---Injects a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Range: Covers a 40 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes.
Damage: Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
Rate of Fire: Once per melee
Payload: Enough material for four bursts
Cost: 6,000 credits. 190 credits a shot of the chemical.

*Deep Flare/Acoustic Countermeasure Launchers-------Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 per launcher.
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Rate of Fire: Volleys of 1 or 2
Payload: Each pod can hold up to 6 Deep Flares
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

*TW Flier(Techno-Wizardry-powered versions only)---This TW modification allows the SeaFang to lift up out of the water entirely and fly using magic. Speed: 50 MPH, maximum altitude of 300 ft, DOUBLE that on ley lines, +2 to dodge in flight. Cost: 300,000 credits.

Variants:

“Dog-Able reports duck is in the water and in their paws. Ducky is secured and inbound. No problems with retrieval.”
“Sir! Contact at fifty-five degrees southeast, closing at thirty-three knots! Indications are it’s military and trying not to be seen; it’s moving at eighty fathoms, estimated size three hundred tonnes displacement!”
“Damn it! Have they detected us?”
“Negative; no indications! They look to be paralleling our surface target.”
“Double damn it! Looks like the opposition showed up early to do their own grab! How long until Dog-Able can get back aboard with the ducky?”
“Another ten minutes to the hatch even with the ducky assisting.”
“Too close with that that thing closing. Ready our two SeaTooths to give them a warn reception. That may tip our presence here, but if we hit them fast enough, they’ll be part of the sea bottom before they can sound any alarm!”


*PS-UROV-03---(aka ‘SeaTooth’) Drone version that can be remote controlled or programmed for autonomous operation.
As a measure of last resort, it can carry a 250-lb depth or demolition charge(2d4x10 MD to 50 ft blast radius is typical damage).
Programming:
Radio: Basic 90%
Underwater Navigation 85%
-Combat Program(see Combat Bonuses)
Actions/Attacks Per Melee: 5
Initiative +2
Strike+3
Parry +1
Dodge +2
Cost: +200,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by abtex »

Has it started to snow yet? Says like "a bad storm this comes."
http://www.weather.com/news/weather-winter/winter-storm-east-coast-new-england-blizzard-possible-20140324
Sent more of it to Zino, he needs it more that you. :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

Unread post by taalismn »

abtex wrote:Has it started to snow yet? Says like "a bad storm this comes."
http://www.weather.com/news/weather-winter/winter-storm-east-coast-new-england-blizzard-possible-20140324
Sent more of it to Zino, he needs it more that you. :D


Nary a flake. It all blew out to sea. :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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Northern Gun 2 Preview now start looting see what is coming!!
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:Northern Gun 2 Preview now start looting see what is coming!!



Indeed. Corporate espionage is alive and well in the world of Rifts. :bandit:
-------------
"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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Svartalf
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Re: Paladin Steel Storefront

Unread post by Svartalf »

March release schedule... how misinformation is rampant...
Image
Svartalf - Flamboyantly Fresh Franco of Freedom Freakin' Fries : Shadyslug
Embrace the Darkness, it needs a hug - Cherico
PC stands for "patronizing cretin" G'mo
I name you honorary American Subjugator & Ratbastard
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Greater New England Classified Projects(A Sampling)

*COBWEB ATTIC----Study into duplicating/modifying psynetic research acquired from Europe. Rumored to involve expatriate Mindwerks employees.

*MOSAIC EYE----Series of research efforts into large scale psionic amplifier arrays for uses of far-sensing and communications. Aspects of MOSAIC EYE are said to involve psylite lenses, non-surgical linked-mind gestalts, sensory deprivation, and/or directed ‘lucid dreaming’.

*PENNY TRICK----Engineering studies of using technologically generated ‘pocket universes’ as an alternative to magical ‘stuffspace’.

*RANDOM VANE----Experiments in large scale weather modification, with both domestic and terraforming applications.

*RAW PHYLUM---Advanced applications of the MIT Forest/Cambridge Jungle biotech to larger macro-life applications, such as organic robots, living buildings and aerospacecraft.

*TORRID QUENCH----Research into advanced anti-demon/Infernal weaponry.

*OUTLET COBALT---Research into municipal-scale ‘free energy’ systems such as leyline taps and PPE power grids. Some progress already with regards to TW industrial systems, but larger scale adoption of PPE delivery systems undergoing review, pending studies of ‘power surges’ reported in the Tolkeen municipal power grid just before the fall of that city.

* BALLARD PRESSURE ---Deep sea colonization and mining programs.

*CUMULUS REX---capital starship-building program, mainly based with Aegis Stellar Industries in the Three Galaxies, but some work done in Rifts Earth orbit.

*BONE JUBILEE---Speculative black-ops psycho-sociological studies on rehabing the Coalition States and integrating them into a more tolerant Lazlo/Alliance-led North American union. Dovetails with DOMINION DUST, OCTOBER BEREAVE, and BROKEN EBONY studies of what would happen to the North American military, security, industrial, and economic situation if the Coalition States were somehow to collapse or break apart.

*MIDNIGHT SUNRISE---Contingency 'doomsday' planning against an all-out attack on the GNE by the Splugorth, Coalition, or other major power.
-------------
"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 »

This may go over a 100 pages!
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:This may go over a 100 pages!


That is the plan. I certainly have enough WIPs to push it to that. It's the time needed to finish them(and provide illos for many of them) along with everything else that needs to be done in RL, that's the chokepoint.
-------------
"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 »

For some reason I thought I'd already posted these, but they don't pop up on a search..so, reposting:

Paladin Steel PSPBW-10 ‘Fanblaster’ Particle Beam Rifle
(aka ‘Dissolver’)
“Yeah, with one of these babies you can slice down a charge of Brodkil with a few shots or bring a building down by undercutting a support column with one, rather than just punch through it....”

The PSPBW-10 is an experiment in varying the capabilities of particle beam weaponry, an area which Paladin Steel has seen only linear improvements in the technology(range, efficiency, and damage).
The PSPBW-10 is a heavy weapon designed to be carried and fired over the shoulder, though some exceptionally strong beings can fire it underhand. The weapon has a large backstock with an underside shaped to fit on a shoulder, while the forward section is remarkably small, the trigger handle placed well forward with a flash guard shield directly in front of it, and an adjustable sight above it. Its new innovation, however, is the ability to fire an area of effect swath of destruction. This powerful fan-effect of catastrophic irradiation has earned the as-yet unofficially named weapon the nicknames of ‘Fanblaster’ and ‘the Dissolver’.
The PSPBW-10 has only seen limited release, but so far it’s received a lukewarm reception from GNE troops issued the weapon. While they appreciate its range and swathe-damage, the weapon is awkward for many to use. This has led to speculation that PS may design a PBW-10B model that is more ergonomically accommodating, or simply incorporate the lessons learned from the PBW-10 into an entirely new weapon. The PSPBW-10 has also seen some limited distribution and sales to PS affiliates.
Weight: 19.5 lbs
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: 20 shots from a long E-Clip, 45 shots from an E-canister
Cost: 150,000 credits

PS PSIC-03 “Scheffer’ Ion Cannon
(aka ‘Max Zappa’)

“This heavy weapons company is a line of thunderstorms! We bring the lightning! We bring the thunder! We are the whirlwind that reaps! Charge the capacitors, sergeant, and let us rain hell today!”

This is a heavy duty light ion cannon/ heavy rifle based on the M-80 “Stormbringer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ‘Series-2098’ ion technology into a more efficient and powerful infantry-portable heavy weapon. Good range and the versatility of both a direct fire mode and an area of effect spray mode make the PSIC-03 the ion equivalent of a general purpose machine gun(GPMG).
Since its introduction, the PSIC-03 has become increasingly common in the ranks of the GNEAS as the heavy ion weapon of choice for its high damage. It is especially popular as a vehicle-mounted weapon.
Weight: 21 lbs
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: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister.
Special Features:
*Underbarrel Bayonet Lug
*Laser Spot Sight---+1 to strike on an aimed shot
*Optional Bipod or Tripod Mounting.
Cost: 32,000 credits
Variants:
*PSIC-03B---This is the naval version of the PSIC-03, by simply adding a streamlined cowling that makes the weapon neutrally-buoyant.
-------------
"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 »

Update: The Sagadag Light Carrier starship gets illustrated.
http://i408.photobucket.com/albums/pp16 ... 4c8eed.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel Tarantula Super-Heavy Assault Cyborg
http://i408.photobucket.com/albums/pp164/taalismn/tarantula_zps97f231a0.jpg

“Come into my parlor, said the spider to the fly...”
---Anonymous Tarantula full conversion

“Oh sure, all that firepower looks impressive on paper, and the first coupla times you set off a full salvo on a target, you get to believing you’re damn near invincible, but what they DON’T tell you is that after taking a few hits and punches all those little laser lenses get knocked out of alignment, so you can’t hit true on the first shot! I was in the shop every third or fourth fight I was in, having all my laser cannon checked for cracks and alignment drift! That’s long, tedious, open-chest work---lucky I had a friendly cyberdoc who could book me on short notice, and didn’t charge me extra for it, otherwise I’d have been out of commission a lot longer while I was trying to scrape up the dough for the work!
But it was the damn Crazy with the giant rolled-up newspaper that convinced me to ditch the Tarantula and go back to a regular reliable Aries....”
---Sunny Carmichael, Full Conversion ‘Borg-Warrior

“I had a run-in with one of those Tarantula-borgs once. It was like facing a demonically-possessed crop-harvester; all spinning blades and majorly bad attitude. The only good thing I can say about the encounter is that the cyborg WASN’T demonically possessed, just very VERY angry at me. I still get cold-sweat wakeups about that fight.”
---Karsus M’Galon, Torval Swordfist Mercenary


"I always get dirty looks from those bug-types whenever I wear my Tarantula body. Those people take themselves way too seriously! Hell, I sometimes use washable paint to paint the thing up like a clown and do juggling on street corners on the weekends...you’d be surprised the car-acident-watching curiosity that sort of thing evokes. A six armed
demon-spider borg painted up like a clown juggling two dozen bowling pins...you just can’t beat that! It's a good thing I bought an interchangeable biopod though, I don’t think I could live as a spider forever. I’ve got a couple different bodies...including a *female* cyberhumanoid
body...hey, what's the point to cashing in your humanity if you can’t mess with the mortals, eh?"
---Jarvik Talon, Full Conversion ‘Borg Body Collector and Party Animal.

“I was in Takamatsu visiting some possible long distant cousins when I ran into one of them Japanese sex demons. Yeah, like in those pre-Rifts cautionary videos? All tentacles and slime and bad breath and all! Don’t know what it was doing going after me, but I might not have been its target, seeing as there WUZ a few bathhouses in the area. I might just kinda surprised it. But anyways it made to attack me.
Fortunately, I’d just gotten my blades upgraded with silver rippers, and my maybe-uncle-six-times-removed Kazuo had just put a blessing on me...sprinkled water on me from some sacred cistern. That all might have had an effect. But I think it was really my training back on the farm, back before I joined the army, learned other things, and got ‘borged. Some skills you NEVER forget. You know what they say about how fixin’ a male animal takes away most of its aggression? Works like a charm with tentacle sex demons. Not terribly bright, attacking with everything it got, because that just made it a lot easier for me to snip-snip-snip. Didn’t take much before it’s wailing and whimpering and threatening and pleading and promising and begging and whining. Almost took pity on the damn thing, until I remembered what the things do. Then I set it on fire.”
---Samuel Sano, Tarantula Cyborg Conversion.

The Tarantula is one of PS’s newer Heavy Assault Full Conversion Cyborgs, an exotic design that departs from the ‘iron man’ configurations of the past, in favor of more exotic structuring and weapons configurations. In many ways, the Tarantula is considered to be a heavier version of the PS-FC-33 Maveli chassis, just as that design is considered a scale-up and power-up of the PS-FC-5 Montoya melee specialist cyborg. This barely humanoid, towering mass of bionic mayhem is a pure combat machine, directed by the implanted organic mind. Resembling nothing so much as a giant, inhuman, spindle-limbed armored skeleton, the Tarantula can seemingly unfold itself to reveal a veritable forest of extra limbs; its shoulder joints sprout two arms apiece, for a total of four, while a third pair of arms unfold from the lower rib cage. Sandwiched in among the servos and armor, the Tarantula has a bewildering array of light laser weapons; no less than twenty-four dotting its body. Two shoulder-mounted cable pod nacelles give it the ability to climb and rappel with ease, as well as to entangle unwary opponents.
The Tarantula is surprisingly nimble for its great size and bulk; the use of advanced coprocessors and composite materials make the giant cyborg much lighter than it should be, without sacrificing protection or durability. Advanced miniaturized fusion powerpacks give it enough power to fuel its energy intensive systems, especially the energy cannons.
The first Tarantulas were used in a spectacular action; hunting a squad of Splugorth Bio-Borgs during an attempted sabotage of the New Bath shipyard works. A team of six Tarantulas was sent crawling and leaping about the dry-docks and gantries of New Bath, in pursuit of the death-commandoes, who had taken refuge among the half-completed warships and freighter hulls, while engaged in sabotage. In a running battle lasting about an hour, the Tarantulas ultimately sliced the Splugorth saboteurs to pieces in close quarters combat.
Despite its fearsome appearance and exotic design, the Tarantula has met with only a lukewarm reception from the cyborg community. Though its melee combat capabilities and short range firepower are undeniably impressive, many experts consider the Tarantula to be overspecialized, being unable to accommodate the diversity of features that other, more generic, cyborg designs can carry. The inability to mount additional armor or long range weapons without interfering with the built-in laser arrays strikes many as poor design planning, and critics cite several instances where better armed opponents were able to stay out of range of the Tarantulas’ blades and lasers, and seriously damage them with long range fire. Still, there are sufficient advocates of the design that the Tarantula remains in production, although its distribution is very limited. The Tarantula enjoys some popularity in the cybermarkets of Japan(especially around the GNE economic enclave-’colony’ on Takamatsu) where it is also known as the ‘Takashigani’ ---after a long-legged spider-crab species.

Type: PS-FC-13 Tarantula
Class: Full conversion Borg - Special Assault
Crew: One volunteer
M.D.C. By Location:
Hands(6) 30 each
Arms(6) 120 each
Shoulder Grapple Gun Pods(2) 90 each
Laser Lenses(25) 15 each(when opened and cleared for action)
Legs(2) 220 each
Feet (& Foot Pads)(2) 65 each
*Head 130
**Main Body 390
*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 Tarantula CANNOT be fitted with any additional armor

Speed:
Running: 120 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 18 feet high or 30 ft lengthwise. A running leap adds 50% to
distance/height.
Climbing: Under ideal conditions, the Tarantula can scamper up walls at a speed of about 60 MPH!
Flying: Not possible without a jet pack
Underwater: The Tarantula CANNOT swim, but sinks like a rock . It CAN survive depths of down to 1.3 miles.

Statistical Data:
Average Height: 12 feet
Width: 4 feet at shoulders
Length: 2.5 feet , and has an 8 ft reach
Weight: 1 ton
Power System: Nuclear w/ 20 year energy life
Physical Attributes: Equal to Robotic PS. 38, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+3 Actions/Attacks per Melee
+4 initiative
+5 strike/parry
+2 to strike w/ ranged weaponry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 50% of human norm.
Prowl penalty: -20%

Horror Factor: The monstrous appearance of the Tarantula actually gives it a first-time H.F. of 12

Special Skills/Training---Use standard 'Borg, or Headhunter OCC.
Black Market Cost: 8 million credits with all standard features, weapons, and sensors.

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyrocompass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and
sound filtration systems.

Special Features:
a) Robotic Strength Enhancement---Super strong servos for heavy work and combat.

b) Climbing Claws---The claws on hands and feet, as well as the extra limbs, give the Tarantula a +15% to its Climbing skill

c) Molecular Adhesion Pads---Molecular adhesion pads in the hands and feet allow the Tarantula to anchor itself to just about any surface.

d) Reversible Joints---The arms feature 180-degree elbow jointing, allowing the arms to swivel to reach to the back. Combined with the Rear Optics(below), the cyborg doesn’t suffer the normal -2 to strike to deal with targets behind itself.

e) Rear Optics/Sensory System---The Tarantula has a rear-facing set of eyes and short range motion detector in the back of the head, similar to the BH-3-OS(Rifts Bionic Sourcebook, pg 85), normally concealed under retractable/lifting plates. These optical pickups are typically only activated if the cyborg detects movement behind itself, or regularly to check behind it, rather be left on at all times. They offer no bonuses as such aside from the normal cyborg bonuses. For those wanting 24/7 optical coverage, the Panoramic Vision system(Rifts Bionic Sourcebook, pgs 103-104) can be mounted instead complete with bonuses and drawbacks.

Weapons Systems:
1)Light Lasers(25; three in the forehead, eight on back, two on each shoulder, four in the lower torso, six in the upper torso ). These are the primary built-in weapons of the Tarantula, and allow it to vaporize any target that gets within range. The unique position of the lasers means that it’s virtually impossible to approach the cyborg from any angle without coming within the firing arc of at least ONE of the lasers.
Range: 1,000 ft
Damage: 3d6 MD per blast, and can be salvoed in concert(firelinked)...so a salvo from the forward torso and head lasers on one target(counts as ONE attack) does 3d6x17 MD , and a full volley at a target behind the ‘borg does 3d6x8 MD!
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Chest-Mounted Plasma Cannon--A short range plasma projector built into the chest.
Range: 1,500 ft
Damage: 4d6 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

3) VibroClaws---The vibro-claws built into the hands, feet, and extra arms of the Tarantula are fearsome armor-piercing slashing weapons.
Range: Melee
Damage: +3d6 MD on a punch/kick/slash

4) Body Blades(many)----The Tarantula bristles with extra blades, making casual contact with the cyborg potentially gruesomely lethal from gashes and slashes. Those on the arms are hinged, just like the hand claws, to be able to lay back flat along the forearm, protruding past the elbow, allowing for a slashing elbow strike, or rolled up perpendicular to the arm, for an impaling backhand strike, or stuck forward to add to punches with the vibroblades. The leg blades are attached to a rotary shield outboard of the knees, and can be rotated to add to a knee strike or back to slash in a passing kick. The head blades act mainly as additional armor, but can be swept up and forward to add to head-butts.
Range: Melee
Fired, the blades have an effective range of 80 ft
Damage: 1d6 MD per single blade for the leg and arm blades, 1d4 MD per blade for the head blades(shorter length)
Fired, the blades do 1d6+1 MD
Rate of Fire: ECHH.
Fired, the blades can be ejected in volleys of 1-3 blades.
Payload: The head sports 7 blades
Each arm sports 3 blades
The main torso mounts 6 blades( back)
Each leg sports 4 blades

5) Cable Pods(2)---Looking like wings or horns protruding from the back and over the shoulders are two cable launchers that fire small(reusable) grapple heads, attached to 150 ft of high-strength(50 MDC each) polyon arachnofiber cabling. Intended to allow the Tarantula to scale buildings and ‘spiderman’ between buildings, it can also be used to grab fleeing fugitives, entangle opponents, and clothesline vehicles.
Range: 150 ft. Cable winch can support/pull up to 1.2 tons of weight
Damage: 2d6 SDC from a strike with the cable launcher head. On a called shot, the cable can be used to grab or entangle an opponent( a successful entangle means the target loses all initiative and HALF hand to hand bonuses/speed, until released or breaks free).

6) Optional Use of Handheld Weapons---It isn’t standard issue, but the Tarantula can use handheld infantry weapons, and most soldiers will sling a railgun or two on their backs for the extra firepower and range(being careful not to obstruct the lasers), especially when they’re traveling in open country.

7)Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD(8d6 MD with all blades positioned)
Power Punch( 2 attacks) 4d6 MD(1d6x10 MD with all blades positioned)
Kick 2d6 MD (5d6 MD with all blades positioned)
Leap Kick(2 Attacks) 4d6 MD(1d8x10 MD with all blades positioned)
Judo-Style Throw/Flip 1d4 MD(2d4x10 MD if target is rolled over the back and head with the blades positioned)
Body Block/Ram: (2 attacks) 1d6 MD
Head Butt 1d4(8d4 MD with blades swept up)

Options:
The Tarantula can be fitted with any of the standard cybernetic and bionic features in the Rifts books, EXCEPT extra arms. Favorite options include fitting the 'borg with extra grapple guns, extra sensors, and prehensile tentacle-tails.

*EW Package---An advanced options package currently in the testing phase is intended to overcome the Tarantula’s vulnerability to long range attack---Based on the Juicer Scrambler packs, this rather more limited EW package helps to mask the Tarantula’s sensor signature, until it attacks. Includes short-range jamming and special sensors implanted in the ‘borg’s composite skin to monitor and regulate its thermal signature.
Bonuses: Missiles are -2 to strike the ‘borg, and enemy sensor systems are -15% to detect the ‘borg.

*Cable-Pod Replacement----One or both of the cable-pods can be exchanged for a Cyborg Forearm Weapon, adding extra ranged firepower. This isn’t a popular option among Tarantulas, who like the extra mobility options the cable-pods give them.

*Stun Web Launcher---One or both of the cable-pods can be exchanged for a Stun-Web Launcher... This is a projectile codeveloped by Paladin Steel and is a one-shot MD net launcher that fires either a magnetic net (attracted to itself once it contacts
someone so that it automatically wraps them tightly) or a sticky polymer web, with an incorporated ‘liquid-gel battery’ with the ability to release neuro-mace type shocks to the captives, stunning them. The nets can also be used to glom prisoners to walls, shocking them if they attempt to get loose, or can be anchored across a corridor or alleyway to block entrance/exit.
After its introduction, the net launcher was subsequently upgraded to use other types of nets as well, increasing the system’s versatility.
Range: 300 ft. Net covers a 10 ft area
Damage: (Standard Net) Heavy high-tensile strength megadamage steel or polymer cable net; takes 5 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out of the razor-sharp metal mesh, they take 2d6 SDC MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.
(Neuro-Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
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.
Plus MDC beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 60% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Robots and Power Armor fare somewhat better, having only a 40% chance of losing electrical systems or peripherals for 1d4 melees.
Nets have 4 charges before the liquid-gel batteries run dry.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees
Rate of Fire: Single Shot
Payload: Web Launcher has 8 webs per pod
Cost: 100,000 credits
(Standard Net)(Reusable)200 credits/
(Slicer Net)(Reusable) 300 credits
(Shock Net) 600 credits
(Drug Net)400 credits
(Thermite Net)(Single use)300 credits
Last edited by taalismn on Tue Apr 29, 2014 10:21 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
------------
kronos
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Re: Paladin Steel Storefront

Unread post by kronos »

taalismn wrote:Paladin Steel Tarantula Super-Heavy Assault Cyborg

“Come into my parlor, said the spider to the fly...”
---Anonymous Tarantula full conversion


Nice. I wonder where they got the idea for this :P
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Bih-arse Japanese spider-crabs, actually.
I'll have the picture up next tuesday.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Veritas476
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

taalismn wrote:Paladin Steel Tarantula Super-Heavy Assault Cyborg

"Spider... Why'd it have to be a spider." -Montana Jack, Treasure Hunter
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Shorty Lickens
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Re: Paladin Steel Storefront

Unread post by Shorty Lickens »

I like your particle beam but it seems a little too power efficient compared to others.

Also, DAMN THIS THREAD IS BIG!
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shorty Lickens wrote:I like your particle beam but it seems a little too power efficient compared to others.

Also, DAMN THIS THREAD IS BIG!


a) A little artistic license, a little munchkinism peeking through, explained by my company, through interdimensional trade, having access to other technologies and exotic materials.Warning: using some of my material, your game balance may suffer. Use your best judgment. ;)

b) Been at it for a while. :D I'm been had at to organize it all somehow and somewhere, but, sadly, I'm a habitual slob without the patience for organization before I'm off chasing the next big ide-SQUIRREL!!!!
Last edited by taalismn on Sat Apr 26, 2014 10:19 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
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Re: Paladin Steel Storefront

Unread post by abtex »

Shorty Lickens wrote:I like your particle beam but it seems a little too power efficient compared to others.

Also, DAMN THIS THREAD IS BIG!

Reply often to help make it BIGGER, please, really... taalismn only thinks it will be a 100 pages long. :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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Ectomatic Cybernetics and Bionics(EctB)
http://i408.photobucket.com/albums/pp164/taalismn/MystechCybernetics_zps1307f9a2.jpg

“Yes, the patient’s body reads thirty percent negative-band bio-energy of some sort by mass, but fortunately our universal energy matrix seems compatible with it. I’ve got her soaking in a regen-bath without any problems, but the big missing hunks of flesh are going to keep her under and in there for a while. The chunk of torso’s requiring multiple healing spells to grow new tissue, and we’ve reconstructed the missing ribs with ecto-composite, which should provide a scaffolding for the regenerating muscle tissue. We’re using similar material to patch that crack in her skull, after we dealt with the cranial bleeding. Too early to tell if we’re looking at possible long term brain damage just yet. Still uncertain when she’s going to regain consciousness, though, and I’m not about to force the issue until I know more about her species, so we’re letting her sleep.
The missing arm is going to be a problem, though. I see no indication her species has advanced regenerative abilities to regrow limbs, and even with the UEM, the -Restoration- spell isn’t making a lot of headway. I suggest we look into the possibility of reconstructing the missing parts of the limb with an ectomatic prosthetic, but hold off on actual implementation until she comes out of the coma and we can get her permission to go ahead. We could move faster on that if we had next-of-kin approval; any luck tracking those down?”


While Paladin Steel cyberneticists and technowizards have been working to allow cyborgs to use magic in the form of technowizardry constructions, they have also been working to crack the bionic barrier that effectively prevents existing magic users and supernatural creatures from accepting bionic implants without losing most, if not all, of their abilities.
Recently, however, Paladin Steel has been experimenting with fabricating cybernetic and bionic limbs and body parts, using their ‘MagePlate’ materials, that show a greatly reduced level of rejection and fewer detrimental side-effects in magic users. PS has also looked at new methods of fabricating bio-systems using mystic materials to reinforce and stabilize biological components. Stabilized ectoplasm is also used extensively to replace traditional implant materials such as plastics, fiber optics, and metal wiring.
EctB bionics are not so much implanted or tacked onto/into a living person as GROWN into them, a process that takes 1d4 times longer than conventional bionic surgery. However, recipients feel that the new implants feel more ‘natural’(despite their obvious artificial nature) and rehab time is often effectively halved for them. The implants also are less traumatizing to the person’s metapsychic constitution; the stabilized ectoplasm and other associated materials ‘synch’ more easily to the person’s existing lifeforce(and PPE reserves) than more artificial cybernetic and bionic implants.
Beyond simply acting as replacement body parts for the critically wounded/ill, EctB technology also promises a new form of biological augmentation, and a new class of ‘bioborg’ with integral magic abilities and potentially any original spellcasting abilities. Paladin Steel is just beginning to look at all the possibilities of the new EctB technologies.
The new ‘Ectomatic’ implants aren’t completely without problems, though. Both material formulations show a vulnerability to damage from magic attacks. Also, shape-changers still CANNOT accept the implants.

Effects on Magic:
-Minor EctB Implants/Augments: Have NO impact on the recipient’s magic/psionic abilities.

-Partial to Full Bionic Conversion---Only HALVES the recipient’s magical abilities, and they will still be able to draw upon external PPE sources.



Special Properties:
-MagePlate-1B systems can be repaired by infusing them with magic or psionic energy: 1 MDC can be repaired with 1 PPE.

-MagePlate-1C systems cost 1 MDC=2 PPE/4 ISP, but lack the MP-1B vulnerability to magic.



Though hailed as a breakthrough in technowizardry circles, EctB bionics still face some negative criticism from the mainstream magic community, the more conservative members of whom regard ANY artificial implants in the body as ‘unnatural’. Among those magic users who have suffered debilitating and severely crippling injuries(especially at the hands of the Coalition or Lord Dunscon), EctB mystechnology offers a hope of rehabilitation(and sweet revenge later) where more conventional magical measures have failed.

Ectomatic Bionic Limbs typically have the same SDC/MDC and performance values as more conventional technological bionics, but also tend to be 25% lighter (and arguably more agile). However, they also cost 25-50% more and can have some serious vulnerabilities, especially a susceptibility to disruption by hostile magic.

In general, EctB implants cost 50% more than their conventional technological equivalents, such as biosystems. However, unlike biosystems, EctB organs and tissues can be AUGMENTED with technowizardry options, and they have the aforementioned reduced impact on psionic and magical abilities.

Vulnerabilities:
-MagePlate-1B systems take DOUBLE damage from magic attacks.

-MagePlate-1C systems lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2 PPE/4 ISP.

-Negate Magic can temporarily take EctB implants offline. However, the mage-cyborg gets to save versus the magic as normal(plus any bonuses they may get as a magic user). See effects for each individual implant type listed below.

-Anti-Magic Clouds reduce the effectiveness of the implants similar to Negate Magic attacks. See effects for each individual implant type listed below.

-Unless otherwise noted, EctB mystic implants do NOT increase in duration/effect with greater levels of experience.

-EctB implants are still incompatible with shapeshifting magic and shapeshifters.

Augmented Ectomatic Implants:
“We can make him better.”
Beyond basic life support and functionality, it was inevitable that people would see the opportunity of ectomatic bionics to add augmentation:
(Unless otherwise noted, all spell equivalents are at a 10th level of duration/damage/effect)
In general, baseline EctB implants cost 50% more than their conventional technological equivalents, such as biosystems.
( PPE per activation, credits)
(Side Effects from Successful Magic Disruption:)

-EctB Eyes:
(Cost: 30,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Subject will be essentially struck blind for the duration of the disruption; -5 to strike, -10 parry/dodge, 50% chance of stumbling and falling for every 10 ft the victim attempts to run)
-Farseeing ( 2 PPE per activation, 20,000 credits)
-Nightvision ( 2 PPE per activation, 25,000 credits)
-Infrared Vision ( 3 PPE per activation, 30,000 credits)
-See the Invisible( PPE per activation, 25,000 credits)
-See Aura ( 3 PPE per activation, 35,000 credits)
-Eyes of Thoth(4 PPE per activation, 45,000 credits)
-Sense Traps & Mines ( 5 PPE per activation, 55,000 credits)
-See Wards ( 10 PPE per activation, 105,000 credits)
-Eyes of the Wolf ( 13 PPE per activation, 115,000 credits)
-Spy Eye---Typically implanted in a third eye in the forehead or chest; the spy eye orb is exuded from the implant and then grows to full size before zipping off. ( 13 PPE per activation, 130,000 credits)

-EctB Hearing Implants
(Cost: 30,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Subject will be essentially struck deaf for the duration of the disruption; lose 1 APM, -6 on initiative. )
-Eavesdrop ( 5 PPE per activation, 55,000 credits)
-Mystic Direction Sense(modified inner ear) ( 3 PPE per activation, 35,000 credits)
-Sonar Hearing(Ocean Magic) ( 5 PPE per activation, 55,000 credits)

-EctB Throat Implant---Replaces a damaged or destroyed larynx.
(Cost: 27,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Subject will be essentially struck mute for the duration of the disruption)
-Calling ( 4 PPE per activation, 45,000 credits)
-Tongues ( 6 PPE per activation, 65,000 credits)
-Commune with Spirits ( 13 PPE per activation, 130,000 credits)
-Speak Underwater(Ocean Magic) ( 5 PPE per activation, 55,000 credits)

-EctB Arms:
(Cost: 36,000 credits for basic unaugmented and obviously mechanical implant, 57,000 credits for mechanical/bio-combination, 125,000 for natural-looking bio-system limb)
(Side Effects from Successful Magic Disruption: Subject will be unable to use any enhancements or their arms in anything but the most basic movements. Only one hand/arm APM, reduce skill performance by 60%, -2 to strike/parry/roll. )
-Mystic Fulcrum ( 3 PPE per activation, 35,000 credits)
-Supernatural Strength( 5 PPE per activation, 55,000 credits)
-Haymaker Strike ( 2 PPE per activation, 25,000 credits)
-Megadamage Haymaker ( 5 PPE per activation, 55,000 credits)
-Crushing Fist( 6 PPE per activation, 65,000 credits)
-Mystic Water Blast ( 5 PPE per activation, 55,000 credits)
-Frostblade( 8 PPE per activation, 85,000 credits)
-Light Blade( 10 PPE per activation, 35,000 credits)
-Thundermaul ( 8 PPE per activation, 85,000 credits)
-Syphon PPE from Object( 8 PPE per activation, 85,000 credits)
-Targeted Deflection( 8 PPE per activation, 85,000 credits)
-Telekinesis(Just point at the target and THINK)(4 PPE per activation, 45,000 credits)

-EctB Forearm Spell Weapons:
Melee and Ranged spell weaponry can also be built into the artificial forelimbs, using advanced magic materials and spell-imprinting technologies. Because there are so many possible weapons spells, from Ice Blade to Swallowing Rift, use the following rules of thumb for incorporation of these into existing EctB limbs; PPE usage per activation will be HALF(round up) as a TW device; 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). Weapons systems start out at their base level for reasons of calculating cost.
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

-EctB Legs:(Must have both legs replaced with prosthetics for augmentations to work)
(Cost: 36,000 credits for basic unaugmented and obviously mechanical implant, 60,000 credits for mechanical/bio-combination, 120,000 for natural-looking bio-system limb)
(Side Effects from Successful Magic Disruption: Subject will be unable to use any enhancements, and will suffer from reduced speed; reduce normal running speed by 75%, for the duration of the disruption, and will be -2 on initiative, -4 to roll/dodge )
-Haymaker Strike(Kick) ( 2 PPE per activation, 25,000 credits)
-Megadamage Haymaker(Kick) ( 5 PPE per activation, 55,000 credits)
-Superhuman Speed (5 PPE per activation, 55,000 credits)
-Freefall ( 9 PPE per activation, 95,000 credits)
-Stealthwalk ( 5 PPE per activation, 55,000 credits)
-Erase Trail ( 8 PPE per activation, 85,000 credits)
-Travel Above Water( 15 PPE per activation, 155,000 credits)
-Swim as a Fish:Lesser( 6 PPE per activation, 60,000 credits)
-Magnetic Boots(Space Magic)( 1 PPE per activation, 15,000 credits)

-EctBLungs
(Cost: 75,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Enhancements will not work; subject will feel short of breath; -3 initiative, -2 strike/parry/dodge, and -15% to skill performance. )
-Breath Without Air (3 PPE per activation, 30,000 credits)
-Wind Rush ( 10 PPE per activation, 105,000 credits)
-Distant Voice ( 5 PPE per activation, 55,000 credits)
-Tongues ( 6 PPE per activation, 65,000 credits)
-Cloud of Slumber ( 2 PPE per activation, 25,000 credits)
-Cloud of Steam ( 2 PPE per activation, 25,000 credits)
-Thunderclap ( 1 PPE per activation, 25,000 credits)
-Breath of Life ( 30 PPE per activation, 305,000 credits)

-EctB Liver
(Cost: 45,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work, and the subject will feel slightly ‘off’ and fatigued)
-Purge Self( 35 PPE per activation, 355,000 credits)
-Negate Poison/Toxins(3 PPE per activation, 30,000 credits)
-Impervious to Poison ( 3 PPE per activation, 30,000 credits)

-EctB Stomach
(Cost: 75,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Enhancements will not work. Subject will suffer acute nausea for the duration of the disruption. )
-Sustain( 6 PPE per activation, 65,000 credits)
-Purge Self( 35 PPE per activation, 355,000 credits)
-Negate Poison/Toxins(3 PPE per activation, 30,000 credits)
-Impervious to Poison ( 3 PPE per activation, 30,000 credits)
-Purification---The recipient can eat/drink tainted food and drink, as long as they remember to activate this power.( 10 PPE per activation, 105,000 credits)

-EctB Artificial Heart
(Cost: 95,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work , and the subject may feel fatigued and weak)
-Superhuman Endurance( 6 PPE per activation, 65,000 credits)
-Sustain( 6 PPE per activation, 65,000 credits)
-Wakefulness ( 3 PPE per activation, 30,000 credits)
-Sorcerous Fury( 35 PPE per activation, 355,000 credits)
-Magic-Adrenal Rush( 23 PPE per activation, 230,000 credits)

-EctB Immune-Repair System---If/for components that are not made of one of the MagePlate materials, there’s this; a TW-enhanced Micro-Repair Robot System that has been amped with the Mend the Broken spell.
(Cost: 130,000 credits)
(Side Effects from Successful Magic Disruption: The system will not work for the duration of the disruption )
-Mend the Broken( 5 PPE per activation +1 PPE per every 4 SDC, or 15 PPE per 1 MDC)

-EctB CyberArmor:
(Cost: 110,000 credits for basic unaugmented implant, MagePlate-1B composition, 125,000 credits for MagePlate-1C )
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work)
-Armor of Ithan( 5 PPE per activation, 55,000 credits)
-Grow Tentacles(Ocean Magic) ( 15 PPE per activation, 155,000 credits)
-Invincible Armor(15 PPE per activation, 155,000 credits)
-Magic Reentry Bubble(Space Magic)( 10 PPE per activation, 105,000 credits)

-EctB Artificial Skin---A full body covering interwoven with stabilized ectofiber. The skin looks perfectly natural, but has faint magical sigils visible worked into it.
(Cost: 300,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work)
-Armor Bizarre( 8 PPE per activation, 80,000 credits)
-Armor of Ithan( 5 PPE per activation, 55,000 credits)
-Charismatic Aura( 5 PPE per activation, 55,000 credits)
-Chameleon( 3 PPE per activation, 35,000 credits)
-Bullet-Proof( 5 PPE per activation, 20,000 credits)
-Resist Fire( 3 PPE per activation, 35,000 credits)
-Resist Cold( 3 PPE per activation, 35,000 credits)
-Invulnerability(13 PPE per activation, 130,000 credits)
-Impervious to Fire( 3 PPE per activation, 30,000 credits)
-Impervious to Energy( 10 PPE per activation, 105,000 credits)
-Shadow Meld ( 5 PPE per activation, 55,000 credits)
-Invisibility to Sensors ( 10 PPE per activation, 105,000 credits)
-Mystic Invisibility( 13 PPE per activation, 130,000 credits)
-Invisibility: Simple( 3 PPE per activation, 35,000 credits)
-Armor of Neptune(Ocean Magic) ( 10 PPE per activation, 105,000 credits)
-Coral Armor (Ocean Magic) ( 10 PPE per activation for SDC, 23 PPE for MDC, 265,000 credits)
-Radiation Shielding(Space Magic)( 3 PPE per activation, 35,000 credits)
-Impervious to Vacuum(Space Magic)( 5 PPE per activation, 20,000 credits)

-EctB Bone Implants---Typically implanted to cure bone and blood diseases(including bone and marrow cancers, and radiation damage). Besides lacing the bones with mystically-micro-engraved wires for strength, bone marrow cells are implanted in a stabilized ectoplasm mesh-’scaffold’ that encourages their growth, and incidentally bathes them in magical energy.
(Cost: 200,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work)
-Superhuman Endurance( 6 PPE per activation, 65,000 credits)
-Heal Self( 10 PPE per activation, 105,000 credits)
-Fortify Against Disease( 8 PPE per activation, 80,000 credits)

-EctB Spinal Implants----Repairs/replaces a damaged spine with vat-grown materials and mystically-enhanced reinforcement.
(Cost: 900,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work)
-Superhuman Agility(enhanced reflexes/nerve growth)( 6 PPE per activation, 65,000 credits)
-Float in Air( 3 PPE per activation, 30,000 credits)
-Freefall( 9 PPE per activation, 95,000 credits)
-Winged Flight( 18 PPE per activation, 190,000 credits)
-Zero-Gravity Movement & Combat(Space Magic) ( 2 PPE per activation, 25,000 credits)
-Space Swim(Space Magic) ( 4 PPE per activation, 45,000 credits)
-Space Flight(Space Magic) ( 8 PPE per activation, 80,000 credits)

-EctB Brain Implants
These are available only to those who have sustained traumatic brain injury; the implanted ectoconduits are an effort to patch up and bypass damage. In many respects, the research leading to these implants benefiting greatly from PS’s COBWEB ATTIC program to develop their own psynetic implants, although the effort here is therapeutic, rather than enhancement. Though not 100% effective with regards to restoring a person to what they were before, the implants do have some beneficial side effects, such as language proficiency, perfect recall, or faster reflexes. Unfortunately, these benefits are temporarily lost if the recipient fails a save versus disruptive magic, and the person may find themselves (thankfully only temporarily) not far removed from whatever crippled state they were in before receiving the implant(s).

-Speech Center(Tongues)---An attempt to restore speech, this is one of the EctB brain implants that offers real augmentative effects in granting the person the ability to speak just about ANY language fluently and easily. It is also one of the few EctB implants that increases in duration with experience. ( 6 PPE per activation, 70,000 credits)

-Memory/Recognition(Total Recall)---This only works on memories the person has acquired AFTER they got the implant; there’s only a 15% chance of recalling any vague memories from before their condition. ( 6 PPE per activation, 70,000 credits)

-Defensor Implant(Fighting Spirit)---An attempt to compensate trauma victims for loss of ability to defend themselves due to brain/nerve damage, this implant, inspired by the PS Biotech Division’s RED KINE Biotech Implanted Tactical Battle Response Artificial Intelligence Network(BITBRAIN), plants a mystic ‘combat essence’ in the recipient’s brain, the essence being activated at will when needed. ( 10 PPE per activation, 105,000 credits)

-Skill Learning(Instill Skill/Knowledge)---Working with patients who have suffered traumatic loss of memories and skills, this implant allows to gain a skill slot back, though it must again be learned starting at first level. IN ADDITION, the recipient can temporarily and quickly learn a new skill by observing others teaching them, and they can hold this skill in an effective ‘temporary memory’ and perform it again by using PPE to activate the memory-impression. The skill will be performed at one level LOWER than that of the teacher’s. The copied skill remain in the ‘buffer’ until the user decides to ‘overwrite’ it with another skill selection, in which case the previously copied skill is permanently lost(would have to learn it all over again, or acquire it in the regular way, starting at level one). (8 PPE per activation, 180,000 credits)



Wynaro EctB Prosthetic Wind-Lungs
http://i408.photobucket.com/albums/pp164/taalismn/Windlung_zpsb41d21a8.jpg
Prominent members of the GNE, the Wynaro(‘Windcats’), though a high tech-using species, are well-known for their intrinsic magic-using abilities, especially their ability to commune with and manipulate the mystic aspects of Wind. However, their primary means of accomplishing this, a large external bladder or ‘third lung’ running along the top and back of their head and torso, is vulnerable to damage, and difficult to heal, short of full mystic healing methods. Wynaro who have suffered grievous harm to their wind-organs are considered crippled, and refered to as ‘wind-mute’ or ‘wind-blind’. Paladin Steel efforts to create a pure technological cybernetic replacement, usually incorporating turbulance generators, have proven poor substitutes for the real thing, and have been accepted by Wynaro only as a desperate last resort. Ect-B mystechnology, on the other hand, offers wind-mute Wynaro a much more satisfactory alternative.
-EctB Prosthetic Wind-Lung(MDC: 36, Cost: 150,000 credits)
(Side Effects from Successful Magic Disruption: Magical ability enhancements will not work for the duration of the disruption)
-Wind Rush(3 PPE per activation)
-Create Mild Wind(2 PPE per activation)
-Distant Voice(5 PPE per activation)
-Breath Without Air (3 PPE per activation)

Options:
-Howling Wind(4 PPE per activation, 42,000 credits)
-North Wind(4 PPE per activation, 42,000 credits)
-Air Bubble(5 PPE per activation, 60,000 credits)
-Fingers of Wind(4 PPE per activation, 40,000 credits)
-Northern Lights(6 PPE per activation, 78,000 credits)
-Wave of Frost(2 PPE per activation, 24,000 credits)
-Dissipate Gases(8 PPE per activation, 96,000 credits)
-Breath of Life(30 PPE per activation, 360,000 credits)
-Invisible Wall(3 PPE per activation, 36,000 credits)
-Sonic Blast(3 PPE per activation, 36,000 credits)
-Whirlwind(15 PPE per activation, 180,000 credits)
-Create Fog(4 PPE per activation, 380,000 credits)


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 Powerstone Implants
These are crystalline ‘Regenerator’ PPE power sources similar to those available for many PS TW weapons and cyborg systems, but are designed to be implanted into living bodies. The ‘Greenstar’ implants are typically disc- or sphere-shaped, and implanted in the limbs or torso, and provide PPE to power special systems. Mages cannot draw upon the available PPE to power their own magic, but the PPE can be tapped to power TW enhancements.
-Recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’---200 PPE capacity, cost: 24,000 credits
*’Max’---300 PPE capacity, cost: 36,000 credits
Last edited by taalismn on Tue Apr 29, 2014 6:16 pm, edited 3 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Both the Tarantula Cyborg and EctBionics get illos today.
-------------
"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: 48134
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Howard’ Light Combat Cycle
(aka ‘Mighty Moe’, ‘Seggy’, ‘’Super-Seggy’)
http://i408.photobucket.com/albums/pp164/taalismn/img419_zps3be8d659.jpg

“It’s the New Boston ARCOLOGY! It’s ONE MASSIVE BUILDING! Of COURSE you can’t raid the place without running into Mall Cops! And given that they’re on the eastern seaboard with the threat of the Splugorth looming offshore, of COURSE they’re going to be heavily armed! Of COURSE they will ride down on any intruder like Great Attila on motorscooters!!! This simple fact eludes you?!”
---Osic ‘The Acquisitioner’ Audren, Professional Raider

“Look, Daddy! Here comes the Motorized Geezer Squads!”
---Overheard at a Greater New England Independence Day parade

One of the more unusual ‘nostalgia vehicles’ produced by Paladin Steel, pre-Rifts peoples would recognize the ‘Howard’ as a modified and tricked-out ‘Segway’ scoooter. Little more than a pair of electrically-powered wheels, a gyro-stabilized foot platform, and an adjustable-height control post, the ‘Howard’ is slow and cumbersome compared to other Rifts-made vehicles, yet somehow the vehicle has become popular with various urban and indoor security forces, and, of course, Crazies.

Type: PS-MC019 ‘Howard’
Class: Light Personal Transport Scooter
Crew: One, and cannot exceed 260 lbs.
MDC/Armor by Location:
Wheels(2) 5 each
Main Body/Control Post 15
Stem Shield*(removeable) 25-60

*The shield provides limited protection to the legs of the rider, especially from the front; counts as partial cover, so enemy fire is -3 to strike the legs and lower torso

Height: 3 ft at handlebars(can be adjusted up to 4 ft)
Width: 35 inches
Length: 19 inches at wheels(21 inches with Heavy Wheels)
Weight: 124 lbs
Cargo: Can carry up to 2 panniers(in lieu of weaponry) on the sides, each up to 15 lbs.
Powerplant: Battery Electric with a 75 mile range between recharging.
E-clips can be substituted, a standard e-clip providing enough power for up to 50 miles, a long e-clip 95 miles
Speed: 13 MPH
Market Cost: 9,000 credits
Systems of Note:
*Gyrostabilization---+1 to Maintain Balance
*LED Headlight
*Silent Operation----Inherent Prowl capability of 40%

Weapons Systems: None standard(see Options)

Options:
*Improved Speed---Ups maximum speed up to 25 MPH. Cost: 5,000 credits per 5 MPH increase

*Improved Stealth---Makes the scooter even more quiet. Effective Prowl capability of 70%. Cost: 4,000 credits

*’Pogo’-Jumping---Adds heavy-duty shocks and a modified version of PS’s ‘jump rod’ technology to allow the ‘Seggy’ to bounce-jump up to 8 ft up/12 ft across.
Cost: 5,000 credits

*Full-Body Weather Shell---Provides full coverage from the elements, and some added protection, but at the cost of Perception and freedom of movement. 5 MDC Cost: 3,000 credits

*Extendable Wheel Spikes----These can be extended out 15 inches from the wheel hubs and used to slash vehicle tires or opponents’ legs in passing.
Damage: 4d6 SD for standard blades, 1d6 MD for vibroblades.
Cost: 3,000 credits for standard spikes, ,000 credits for vibroblade models.

*Shield Options: Shields typically have 2-4 handholds/binders on the inside facing. They may also have 1-2 clips for small objects like flashlights, toolkits, combat/utility knives, grenades, and extra ammo/e-clips.
Light Shield---Weight: 4 lbs, MDC: 25, Cost: 6,000 Credits
Medium Shield---Weight: 8 lbs, MDC: 60, Cost: 13,000 Credits
a) Thermal Resistance ---Developed from pre-Rifts aerospace heatshielding materials. Cuts the damage from plasma and other heat based attacks by 3/4! Cost: 10,00 Credits
b) Laser-Ablative---Bonds a layer of laser resistant material that cuts laser damage by HALF. Cost: 12,000 Credits
c) Forcefield Shield---This shield adds a small portable forcefield projector to the rear; 45 MDC for light, 65 for medium; protects the forward arc of the shield(+2 ft to either side) runs on E-clips(12 hours for the light, 10 hours for the medium). Cost: 40,000 credits for light, 80,000 credits for medium.
d) Repulsor Field---An electromagnetic repulsion field; ion weapons and rail gin projectiles do HALF damage trying to shoot through it, and metal bullets, shells, grenades, and other projectiles are tossed aside by it(has an 10 ft range)...Melee weapons must be wielded by a PS of 24(or Superhuman PS of 18 or better) or greater to be pushed against the field, or be knocked aside/away. Like the forcefields, it extends 2 ft to either side of the shield. An e-clip powers the repulsor for 8 hours of continuous operation. Cost: 32,000 credits.
e) Spikes---Spikes can be added, that add +1d6 SDC(or 1d6 MD if vibroblade spikes are mounted) to a strike(or impact) with the shield. PS also produces a ‘memory plastic’ material that appears as flat plate, but with a brief electrical charge, undergoes a state-change to suddenly bristle with spikes. Cost: 300 credits for normal spikes, 1,000 credits for vibroblade spikes, 50% more for memory material(applies to both types)
f) Tazer-Strips---ideal for riot duty. (Shock Damage---Generally nonlethal)
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: 80 lethal (strong)shocks, or 150 moderate from a standard E-clip
Cost: 9,000 Credits
g) Zap-Tap Studs----(2-6) Damage: 2d4 MD per strike, 50 blasts from a Standard E-Clip pack . Cost: 80,000 Credits per stud-mount.

*Weapons Racks---Two weapons hardpoints can be added to the sides of the Combat Shield:
a) Mini-Machine Gun---Modified ‘Frenzy’ PS-McGPMG07.
Range: 500 ft
Damage: (.22LR) 1d6 SDCor 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d4x10 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d6x10 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a ten-round burst does 1d4x10 MD, and a full twenty-round burst does 2d4x10 MD!!
Rate of Fire: Automatic
Payload: 50-round box magazines are available, but 250 and 360 rd belts are the norm
Cost: 2,500 credits

b) 23mm Micro-Grenade Launcher
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: Volleys of 1-18.
Payload: 18 shots per launcher
Cost: 1,200 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

c) 30mm Grenades---PS’s knockoff/improvement on arch-rival Northern Gun’s 30mm grenade launcher. Typically used to launch flashbang rounds.
Weight: 4 lbs
Range: 800 ft
Damage:(Flashbang) Victims are -10 to strike, parry, dodge, -1 on initiative, and lose 1 APM for 1d4 melees, Even those in armor will lose initiative that melee.
(MD)2d6 MD to 6 ft blast area
Tear Gas, Smoke, and Chemical rounds are also available.
Rate of Fire: Single shot
Payload: Single shot. Up to four launcher tubes can be mounted
Special Features:-----
Cost: 2,000 credits per launcher

d)’Door Buster’---This is simply a one-shot 12-gauge shotgun tube used for delivering a short range blast
Weight: 1 lb
Range: Varies(see below)
Damage:(12 Gauge)
*Standard Shotgun shell--100 ft range, 5d6 SD
*Standard Buckshot shell---100 ft range, 4d6 SD to 5 ft area
*Teargas shell---100 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---100 ft range, 2d6 SD, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---100 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 100 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armor & roll versus knockdown (14)

Rate of Fire: Single shot
Payload: 1 rd, hand-loaded
Cost: 1,000 credits


e)15-20 mm Micro-Missile Launcher
Range:Varies by Micro-Missile Type;
(15mm Format)
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

(20mm Format) 8,000 ft for all types

Damage:Varies by Micro-Missile Type;
(15mm Format)
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

(20mm Format)
(Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Rate of Fire: Single Shot
Payload: Single Shot
Bonuses:
(15mm Format)
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.

(20mm Format)(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Cost: Launcher(both types) (Disposable) 2,000 credits+cost of missile
(Reusable/reloadable)4,000 credits, 1,000 credits for the laser guidance upgrade.
(15mm Format)
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
(20mm Format)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each


*Pannier Weapons Packs----In place of cargo panniers, a fixed-forward-firing weapons pack can be mounted instead. These are identical to standard cyborg forearm weaponry, and are e-clip/battery-pack powered.

*TW Electric Conversion----Powers the Seggy for a month before needing 15 PPE to recharge it. Cost: +85,000 credits.

Variants:
*PS-R/MC019----(aka ‘RoboSeggy’) Robot drone version, meant as a low cost semi-autonomous patrol tool. Can also be remote controlled.
-Basic Robot Optical and Audio
-Low-Light and Thermal-Imaging Optics
-Motion Detector
-Attached Loudspeaker
-Drone A.I.; has 4 attacks per melee, +2 to strike, +1 to dodge
Cost: 75,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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How taalismn waters his lawn

Unread post by abtex »

How taalismn waters his lawn.....

Schatzi schieß mir ein Bluemchen

or he uses ..... :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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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)
Image
* 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 »

Not far off the mark, considering I'm planning on weaponizing a Zamboni... :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
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

:eek: So you can mow your lawn in the winter and do the sidewalks at the same time?
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
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote::eek: So you can mow your lawn in the winter and do the sidewalks at the same time?

Reduces wear and tear(and foot traffic) on my sidewalk(I live on a hill with a 20-percent grade).
-------------
"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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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

But increase the ice skating down the hill
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:But increase the ice skating down the hill


'Skating' infers that there's a degree of control.... :P
-------------
"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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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:But increase the ice skating down the hill


'Skating' infers that there's a degree of control.... :P

Like driving to work on Icy streets and other once drive-able surfaces? :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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Tsen’ Combat Grav-Cycle
(aka ‘Zip-flit’, ‘Hell-Swallow’)
http://i408.photobucket.com/albums/pp164/taalismn/Image-Tsencopy_zps84fc798b.jpg


“If you’re going to pull a heist in any of the cities of Greater New England, once you get out of your target, possibly WITHOUT taking too many casualties dealing with the locals, don’t bother trying to make a run for it. The security-flits will be on top of you before you know it, and that’s when your pain really begins.”
---Yegbern Manosett, Professional Bandit

“The GNErs have air support waiting on them in virtually every neighborhood. Taking out their main bases will not help any invasion effort, because they have dispersed light air support elements that are just as capable as, if not more so than, their larger aircraft assets, waiting in bunkers and militia fields all over their territories. Any open space capable of landing a hovercycle is a potential airfield for them, any barn or warehouse a potential hangar. If they cannot call up big aircraft to take out a problem, they will call upon swarms of smaller aircraft to harry and wear down any attacker. Any force trying to deal with air defense will be at the very least distracted from ground trap detection and anti-partisan operations...both of which the GNE is ALSO fond of.”
----Major Marjorie Lawrence, Coalition States Military Intelligence, in an annual assessment report on the ‘Greater New England Problem”.

“It’s vehicles like this that blur the line between a rocket-cycle and a proper light combat aircraft. Any intercepted intelligence on the disposition of GNEAS forces must be evaluated with this in mind. What may be listed as a ‘light aircraft’ may be a simple lightly-armed observation aerodyne, while a ‘light hover combatant’ may be an advanced high speed ground attack vehicle with an ordnance throw-weight nearly as great as its own weight. Don’t rely on standardized descriptions or categories of reported opposition hardware when planning actions; get hard intel, if you can, on what the enemy is packing before giving the operational go-ahead, so your troops know what they’ll likely be facing.”
----Colonel Daryl Dusqune, Free Quebec Armed Services, memo on intelligence-gathering along the FQ/GNE border.

The ‘Tsen’ is PS’s latest venture into contra-gravity vehicle design, in an effort both to advance their understanding of CG technology and to firm up their product appeal in the higher-end markets of the Three Galaxies.
The Tsen can be thought of as a fully-enclosed rocket-cycle or small high-performance aircraft, only using contra-gravity propulsion in place of directed thrust. Indeed, the Tsen resembles a long, streamlined, attenuated small racing plane without wings(one wag called it a ‘racing pigeon flying with its wings folded’). The pilot’s canopy is barely visible above the twin lobes of the antigravity system, and a high single vertical stabilizer graces the tail. Performance is comparable to the Coalition’s Sky- and rocket-cycles.
The Tsen is used like a light fighter/skirmisher, scout, and patrol aircraft, single vehicles or pairs patrolling GNE territories looking for trouble. Their silent antigravity propulsion makes them excellent surveillance craft for creeping up on suspicious activity. Larger squadrons are also deployed en masse against heavier opposition forces, attacking directly, or acting as spotters for artillery.
The Tsen is being distributed throughout the GNEAS, and is available to approved affiliates and vetted mercenary/adventurer groups.
Type: PS-CGC-03 Tsen
Class: Grav-Cycle, Heavy, Combat
Crew: One
MDC/Armor by Location:
Main Body 220
Windshield Canopy 60
Headlights(2, front, small) 2 each
Tail Fin 90
Undercarriage Weapons Pod 100
Height: 5 ft overall, tail adds an additional 3 ft
Width: 7.6 ft
Length: 16 ft
Weight: 1.4 tons
Cargo: Minimal; only enough to stow a sidearm and survival pack. If the weapons pod is deleted, an additional 110 lbs of payload can be carried in a ventral pod. Additional cargo can be carried in external panniers in place of the two ventral hardpoints, each ‘saddlebag’ holding an extra 50 lbs, but reduce maximum speed by 10% due to drag.
Powerplant: Nuclear Fusion, w/ 20 energy life
Speed: (Flying) Hover to 640 MPH, maximum altitude of 19,000 ft.
Bonuses: +1 initiative, +4 dodge
Market Cost: 1.9 million credits
Systems of Note:
Standard Power Armor Systems, plus:
*Enhanced Radar---25 mile range
Weapons Systems:
1)Undercarriage Gun Mount(1)---The Tsen can carry a single gun recessed under the main hull. The weapon is normally carried tucked up under the main hull, with a fixed-forward firing position, but at lower speeds(60 MPH or less) the gun mount can extend downwards and rotate a full 360-degrees/60-degree depression, with a sensor-feed to the pilot’s HUD/helmet displays.
a)Light Machine Gun(5.56mm) ---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maximum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 3,000-rd Belt
Cost: 7,000 credits

b) Medium Machine Gun(7.62mm) ---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 2,500-rd belt
Cost: 8,000 credits

c) Heavy Machine Gun(.50 caliber)---The old reliable ‘Fifty’. An oldie, but still a goody.
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 1,000 rd drum magazine
Cost: 8,000 credits

d) Mini-Gun(7.62mm PS-M136)---Multi-barrel weapon with a faster rate of fire.
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

e) Light Rail Gun(PS-RFG202)
Range: 4,000 ft
Damage: 1 MD single rd, 3d6 MD per 15 rd burst, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 3,000 rd drum per cannon
Cost: 75,000 credits

f) Heavy Rail Gun(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 armor 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.
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armor 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
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 60 rds
Cost: 100,000 credits

g) Mini-Missile Launcher/Laser Pod(PS-MMLR-14 Mini-Missile Launcher) ---A 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

h) 20 mm Rapid-fire Cannon---A modified “Taskin” Rifle.
Range:(20mm)4,000 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) 23mm Arden Light Autocannon---The 23mm ‘Arden’ is a favorite because it has both range and damage comparable to heavier ramjet and rail cannon. The light cannon is often nicknamed the ‘Gimlet’ after the large hole-making tool used by carpenters. With high explosive shells, it can rival a tank gun at full auto.
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters (roughly 10,000 ft)
Damage:(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 15 ft blast radius

(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius

(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

(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
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius

Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-10 rounds per melee( a 60-rd burst capability was tested, but it tended to wear out the gun barrel in two or three melees of continuous fire).
Payload: 100 rd magazine
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proximity fuze.
Cost: 8,000 credits

j) 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: 100 rd drum
Special Features: None
Cost: 50,000 credits for the launcher

k) 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

l) 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

m) ATHW02 Anti-Theron Heavy Projector
Range: 2,000 ft, and affects a 20 ft wide area. In focused mode, it has a 3,000 ft range, and a 5 ft spread.
Damage: Does 5d6 HP/MDC damage(modified effects based on what the creature is). In focused mode it does 6d6 HP/MDC.
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: Standard, ECHH
Payload: 20 shots per EE-Canister
It can also use a gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system
Special Features:
*Integral mini-SNARLS PPE Sensor System with flip-up video flatscreen display. Thanks to PS’s microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
Cost: Currently available only to GNE military units; but could be expected to fetch 90,000+ credits if a fully charged example were made available to the Black Market

n)Pulse 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 in a 30-degree arc if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 78,000 credits

o)Ion Blaster
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
Option: 2098-series Enhancement: On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage. Cost: Increase cost of the weapon by 50%.


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

q)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser). The downside is that the weapon is limited to four shots per melee, due to the cooling and capacitor cycle.
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
Cost: 180,000 credits

r)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.
Weight: 30 lbs
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: 18 shots standard E-clip, 24 shots long e-clip, 50 shots canister-clip. Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 credits

s) Mini-Missile Pod---19 shot pod

t) Short Range Missile Pod---Four shot SRM pod

u) Medium Range Missile---One

v) Torpedoes---16 mini-torps OR 4 short range torpedoes OR 1 heavy torpedo.

w) Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:

(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 CS Skullcrusher) 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: 100 gallon internal tank, or can be attached to a trailer holding up to 200 gallons
Cost: 10,000 credits

x) 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



2)(Optional) Lateral Hardpoints(2)---Two hardpoints on the sides can be used to mount additional weaponry, such as light gun pods or missile/rocket launchers. However, the added drag from these mountings does cut down on performance(reduce maximum speed by 20%), so this option is rarely exercised. 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-Missile Launcher---25 shot pod.

b) Mini-Missile Launcher---2 shot rail or 12-shot pod

c)L-SAM ‘Black Talon’
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
R ate of Fire: Volleys of 1-3(all)
Payload: 3 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: 70,000 credits per launcher, 10,000 credits per missile

d)Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 400,000 credits

e)Bomb Deployment System---A modified L-SAW ordnance dispenser which consists of multiple launch tubes on both sides(25-100 tubes per side) of the aircraft’s airframe. Each tube ejects/launches a submunition. The Tsen cannot thus accurately bomb targets on a direct line below it, but can launch a ‘broadside’ from an angle. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
Range: Submunitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A L-SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

f) Machine Gun Pod
Range: 2,000 ft
Damage: 1d4 MD (2d4 MD if using PX-1 rounds)per burst of 50 rds.
Rate of Fire: ECHH
Payload: 1,200 rds(24 bursts)
Cost: 5,000 credits

Options:
*Enhanced Control---Adds additional tail fins for extra control. Reduce maximum speed by 10%, but adds a +5% to Piloting rolls and +1 to Dodge/Roll. Cost: +15,000 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).

*Laser Reflective Armor---Gives the Tsen an overall coating of laser-reflective mirror-chrome. Reduces laser damage by HALF. Like Glitterboy Chrome, variable lasers DO work against this material. Cost: 150,000 credits.

*Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 6

*Laser Designator---Mounted in a rotating disc body atop the vertical stabilizer, this laser ‘paints’ targets for laser-guided ordnance, allowing the Tsen to act as an artillery spotter. Range: 3 miles. Cost: 7,000 credits.

Variants:
*PS-CGC-03TW---TechnoWizardry variant
-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.

*PS-CGC-03(Mc)---Variant modified to be piloted by a Smallkin crew. Can be piloted by 1-2 Smallkin, plus can carry an 8-person Smallkin commando squad.
Last edited by taalismn on Mon May 12, 2014 10:17 am, edited 2 times in total.
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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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abtex
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Both the Tarantula Cyborg and EctBionics get illos today.

Which came first, the Hunter or the Prey? :-?
Which one is the Hunter? :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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