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Unread postPosted: Sat Jan 23, 2021 4:30 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
So here's GNE Intel on what the Azhur have shown so far. I'm working on a number of other things, including a fatal chink in their armor, but that needs a good deal of development.

On the Azhur: Mid 113 PA Update
We have more than a few problems dealing with the icy bastards. First off, we can’t really hit their home territory, as we need to find not only their dimension but what part of it they’re in. The first part shouldn’t take very long, but the second is a classic ‘needle in a haystack’ problem. Our best bet is that some of the Rat’s people manage to smuggle a dimensional locator beacon to give us the coordinates, but so far the transfers have only been going towards us rather than from. Until we can strike back, the best we can do is stonewall them and edore the support for the endeavor, but that has its own problems.

As far as we can tell, there is effectively NO impetus for the Azhur to rethink their overall crusade. They legit do not care about the casualties, with the Klia being little more than well trained pets and other Azhur being potential rivals. Best guestimate from our anthropologists is that they have a multitude of political and social reasons to see the crusade continue, with the casualties being actually helpful in a number of ways. Their native ice form makes them effectively immune to emotional appeals, so as long as the losses only happen in their expeditionary forces they have negative reason to stop. And the ones that have become flesh often become addicted to being jackasses, so they’ll keep pushing as well. The Klia don’t have an opinion in the matter, let alone a say, so they’ll keep marching right into the ice shredder.

Beyond their will to fight being effectively unbreakable, we also have the complication that they’ve diversified their production network to make it harder for us to disrupt it. Intercepts and scrying indicate that they’ve set up shop in a number of difficult to access pocket dimensions, and with the sheer amount of manpower they’re able to throw the issue have rapidly set up industrial bases. They have their usual problems with using heat base metallurgy and such, but they have both the Klia to melt and an increasing amount of basic automation to deal with the more mundane and ubiquitous stuff. They’re currently more focused on using their factories to build more factories, but we’re already seeing their overall military output being equal to Ishpeming, and are notably ahead in terms of sophistication.

Speaking of their tech level, to say that it’s ‘inconsistent’ is putting it mildly. The overall focus so far is the classic ‘quantity over quality’, and with their manpower that is a perfectly valid strategy. Assuming that casualties are only relevant in terms of purely material loss, their line up is very economical for how effective it is, which means they have the forces to swarm if need be. The primary reason they haven’t gone to Chipwell levels of cost-effective garbage is that the mass use of S-factor materials requires (from a logistical perspective) more heat based forges, which is their primary bottleneck. If (and more likely when) they overrun a less developed industrial world they’ll likely force the populace to do the work for them, so it's still in the cards.

But they can make better stuff for sure. Technical analysis of the higher end stuff we’ve shot up shows that they’re about half way between old school Coalition and Tolkien War era kit as far as pure tech goes, and with their rate of development it’s likely that they’re holding the newest stuff back to introduce it in mass. If they REALLY want to, they can likely reach TRIAX levels without jumping through some major hoops, but past that things get wonky for a number of reasons. We haven’t seen them show any indications of orbital forged materials, but it has to be on their mind and we’ve found a few dimensions where they can be done without a full space program, so it's possible.

Adding to the pile, they have proven resourceful in using their available mystic knowledge in finding ways to deal with the normal technical shortfalls of their creations. Their bound-elemental engines are far easier to manufacture than nuke plants, and allow for easy TW enchantment. This is most notable on their aircraft (which have them as a matter of course due to their relative importance and base cost), but we’ve also seen it in their combat ships. Their ground based platforms are much more frugal in comparison, primarily using enchanted components to cheapen the overall craft via bypassing complicated and/or time consuming manufacturing processes. This is entirely fitting with their demonstrated strategy, and even their ridiculous Ratte-Zamboni hybrid becomes viable with the physics ignoring enchantments put on it.

One of the brighter points is that they still haven’t shown themselves to be particularly creative when it comes to military tactics, being extremely by-the-book in operation. The Klia are bred to not have initiative, which cripples them in small unit operation, and still has negatives in larger set piece battles. The Azhur themselves are naturally better, but those put in frontline positions tend to go native faster than anyone else, which hampers their effectiveness. By sheer law of averages their going to find somebody that can handle it though, so they’ll find an equivalent to Manstein or Zhukov sooner or later. It's unlikely they’re going to be weighed down by a Kulik or Fredendall, so things are going to get a lot harder. Our best hope here is that the lower officer ranks remain problematic, which considering its as much mystic biology as actual training isn’t unlikely.

But their primary flaw is almost certain to remain for as long as they exist; the absence of anything resembling an effective NCO corps. The Azhur are dead set against allowing anything resembling it to exist, which hurts them on many levels. They’re nowhere near as bad as 20th/21st century Arab militaries, if only because they lack the family based culture factors, but the fact remains that their forces will always be an inflexible tool. Thus, the best strategy is to peel them apart in numerous small scale engagements that demand independent initiative, with cumulative attrition making them combat ineffective. If this resembles the Free Quebec strategy against the Coalition, that’s because it has many of the same reasons behind it, but the Azhur are substantially more vulnerable. From what Intel can tell, this is not lost among our northern human supremacist neighbors, so they should be able to hold the line at the very least.

Azhur Army
As others have said, the Azhur Army is ‘Memeticly Soviet’, having little actual relationship with the actual Red or People’s Liberation Army doctrines. It's honestly rare to see an actual Azhur act in a position less than a company commander, which means that their squads and platoons are quite inflexible. They’re still amateurs here, but they’re learning faster than we can knock them back.
Spoiler:
Infantry Equipment: Considering they’re almost entirely clones of Northern Gun or Russian Warlord equipment, they’re not bad. They had the good sense to go with the most practical designs, and their decision to be Ion focused makes sense for their preferred environment. Heavy weapons are limited to Railguns and ordinance launchers, but this also makes sense based on their background and domestic concerns. Finally, their armor choices are logical, although their cost saving methods are distinctly inhuman.

‘Snowfake’ Power Armor: A clone of the old Flying Titan. It's perfectly acceptable as a scouting unit, but ‘unfortunately’ extended missions with little contact from command leads to Klia going native faster than anything else. They see a lot of use in patrolling their claimed territory and suppressing whatever local hazards are present, which isn’t a bad use either. As an actual combat platform it's a bust, but they have to have a SAMAS equivalent ready for their next major push.

‘Icikill’ Power Armor: Their most common PA, this a clone of the NO-powered Samson with the usual Azhur tweeks. It lacks mobility being a pure foot slogger, but as an infantry support or massed breakthrough unit it works well. It's a near certainty that they’ll use it for a number of variants, but it's questionable if they’ll make a more capable unit for Klia use. Our current thought is that anything larger and more capable will be Azhur use only, and while that will result in an enchanted platform it also greatly limits the numbers that can be fielded. Barring a mass cultural shift that sees massive numbers of junior Azhur seeking military service to boost their social position, which is as cliche as it is common.

‘Razis’ Light Attack Hovercraft: A traditional small and expendable raider. Like most of the type, it is armed with a number of heavy infantry weapons and focuses on speed rather than armor. The Azhur are more than happy to use swarm tactics, and this is one of the ideal platforms to do it in. It’s almost certainly the cheapest combat vehicle they produce, so it’s fielded in substantially larger numbers than their PA.

Tice-ger: Their first legitimately creative design, it still draws from older human vehicles and their form was likely inspired by the Shemarians they’ve encountered. It's a distinctly ‘Light Tank’, with mobility being a higher priority than armor, so it's not hard to put down if you can get weapons on it. The problems are that it is legitimately fast for a quad-legged vehicle and it is deployed by the company, which complicates things tremendously. Their individual firepower is mediocre, but it can add up fast. They’ll want a heavier design soonish, but it's good enough for their current operational environment and strategic needs.

Kholder: Magic being used to make a normally stupid idea work, this is nothing less than the infamous Ratte combined with a TW Zamboni, solving the mobility issue. The lack of tracks makes it far harder to neutralize, and it has enough mobility to avoid dumbfire artillery. Analysis of the muzzle blast shows that they’re using electro-thermal propulsion, which honestly is no more against their tenants than old school chemical or liquid propellant, so they can fit a decent number of shells inside. One of the theories being put out is that they intend to use it as an infantry command nexus, with enough Azhur being onboard to play armchair lieutenant with remote data links. It has the internal volume to carry a one shot teleport circle to get the Azhur out if need be, so head capping will likely be of limited effectiveness.

Azhur Air Force
The Air Force has been (as far as we’ve known them) the most prestigious of the Azhur’s forces. The anthropology experts are working on the exact reasons why this is the case, but the most obvious answer is that the ‘Sky Knight’ mythos is as seductive to them as anyone else. They’ve been working their way up the tech tree at a rapid pace, but they’ve always been iterations of Pre-Rifts designs. With their Su-57 derivative, they’ve basically hit the peak of what was actually fielded prior to the M-Factor Revolution. Thus, they’re going to have to dredge up Second Sovietski designs or go into the land of concept art, which means that they might as well be doing original engineering for the latter.
Spoiler:
Mi-8/TW ‘HellWind’: Their only pure VTOL design at the moment, it has all the problems of the rotor type. They can likely speed it up a bit, but it's a bit questionable how much that would actually help. If they take ASW seriously, an equivalent to the Mi-14 is inevitable. There’s good odds that they’re going to supplement it with an Mi-26 equivalent, with the bigger craft being able to haul more and faster. It is more questionable if they will make Mi-24 or Mi-28 variants, but the former is more plausible than the later.

Mig-21/TW ‘Freyza’: The old ‘Pipe’, this was the first combat craft they used in perceivable numbers. Most of the ones we’ve encountered over the last year or so have dropped the Invisibilibility and Ice Armor to cut costs, which isn’t as great of a loss for them due to our use of ORACLE equipped AWACS. They’ve also settled on using the Shard Gun as the primary fixed mount, and they’re almost always equipped with AP MRMs. In all honesty, the only things it has ever had going for it are being supersonic and virtually dirt cheap, as they’ve been dying like flies when they confront actual modern craft or defense grids. Even with their rock bottom production cost, they’re not really worth the resource investment these days.

Mig-31/TW ‘FrostHound’: While still nominally their fastest craft, it's been demoted to being a pure interceptor. It's still being produced and it has a valid role in warding off recon efforts and LRM attacks, but it turns as poorly as its inspiration, which makes it almost completely unsuited for dog-fighting. On the other hand its focus makes it much cheaper than the newer Su’s, and the Azhur have reason to want it given their network of arctic facilities.

Su-27TW ‘Frost Wolf’: The mixed news is that while we can confirm it’s extinct due to the loss of the only production site, they’ve moved onto an upgraded design for their expanded out-dimensional facilities. Considering that the alternative was being swarmed by massed Su-57s, it was worth the strike, but it would have been nice if they kept to the -27 for their Klia.

Su-35TW-A/F ‘Frost Pub’: Their new mainline design, it's clearly a response to our own efforts to push them out. It can carry a good number of MRMs, and the default inclusion of a mystic force field gives it a much better chance of surviving the missile stand-off phase. Assuming it dumps the entire PPE capacitor into it, the shield triples its durability at minimum, and that rises when you factor in the reduced odds of getting a wing blown off. However, the Neo-Viking version is likely more of a problem thanks to its ‘Comet’ mode, which allows them to get away with not having the Su-57.

Su-57TW-A ‘Frost Felon’: Seriyev’s version frankly clobbers it in a straight match up, but even this stripped down version is a massive problem. A capacitor dump gives it a mystic force field with an M-Factor of no less than 1500, and if it's not using the external hard points it has no reason to use any of the battery before making contact. Its capabilities and production rate make it distinctly Azhur use only, and that’s not going to change until they have something better.

Il-28/TW Breezer: While it’s nominally a bomber, it sees far more use in Recon and EWAR roles. Intel shows that the Azhur have come to regard it as a dated combat platform, but the variants give it enough utility to keep producing them. They might use them in ASW roles, but that’s going to depend on how that theater goes. As a support unit, it's more than adequate, and we have seen no indication that they are moving to develop a replacement at this time.

EF 132/NV-B132 ‘Frost Bat’: Beyond its freakishly large payload capacity for its size and displacement, it’s a traditional heavy bomber. The ones that have been recently seen have had mystic force fields and a variety of anti-missile countermeasures installed, although their effectiveness has been naturally inconsistent. Other than opportunistic terror attacks, they rarely operate at less than 40k ft, using smart and target designated ordinance to do the work for them. The next logical shift is using them as long range missile buses, and Intel indicates that they’re looking at that being the primary role in the long term. Barring a radical change that results in there being a more cost effective method of hauling LRMs, it's going to stay in production for the foreseeable future.

Azhur Navy
The naval aspects are where they are at their relative weakest, but that’s because they’ve managed to off load nearly all of the work onto the Neo-Vikings. They have a few Iceberg Carriers they use as macro-transports and mobile bases, but beyond that they only have escorts. Their ability to use Rift/Stone Pyramid teleportation removes most of the need for normal logistical routing, and their actions thus far have been small enough scale (sub-Division) that air lift can supply their support requirements. Seriyev has provided some intel that shows that they’re experimenting with submarine forces to try to counter our own, but it’s a distinct secondary focus for them.


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Unread postPosted: Sat Jan 23, 2021 11:34 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Coverage of the Northern War continues...


Iceship---Neo-Viking/Arzhur Motherships
(aka ‘bergship’)

“White Death....a mountain of cold merciless destruction looming out of the North Sea...Those who see it know the cold breath of Death upon their necks...”

The ‘flagship’ of the Neo-Viking armada would appear to be this massive aircraft-carrier-style command carrier....a giant mobile platform made of megadamage ice!
To one rogue scholar familiar with pre-Rifts technological lore, the iceship seems eeriely similar to a World War Two-vintage proposal by the British to create a giant aircraft carrier out of specially formulated ice reinforced with wood fiber ( the proposed mega-carrier called the ‘Habbakuk’ and actually prototyped in Canada).
The Iceship, however, is built of magically renewing megadamage ice...when damaged, the ice can quickly be repaired by precipitating fresh ice from the surrounding sea water. Propelling it are several external drive pods and several internal ‘caterpillar’ drives that draw water in through intake shafts, accelerate it(most likely using water elementals), then expel it out through exhaust shafts. It is also clear that the ship is inhabited by several water and air elementals(especially those empowering ice), either as ensorcelled slaves, or as willing participants in the vessel’s campaigns.
The Iceship serves as mothership for a host of lesser Neo-Viking Long Carriers and several squadrons of aircraft, including bombers. There is believed to only one Iceship, but some accounts tell of other similar vessels haunting the Far North...Whether this is because of erroneous time-indexes giving the misleading impression of the same ship being in several different places at the same time, a previously unknown capability of the Iceship, or whether there are several sister- or even daughter-ships ‘calved’ off the original, remains unknown.
The Iceship mainly stays in the higher latitudes, menacing the North Sea and polar region, where it seems to be able to move effortlessly through ice-locked waters, but it has occasionally ventured down into warmer waters, camouflaged by the cold thick fog
subliminating off its hull.


Update:
Since the original report material submitted above was posted to the GNEAS Threat ID boards, further intelligence, believed to have been obtained in collaboration with Warloard Seriyev and the Aurora Warriors, confirms more than one Iceship operating in the northern lattitudes, though exact numbers remain unknown. Furthermore, the Anzhur operate their own Iceships separate from the NeoViking vessel(s), and these vessels can be expected to possess features not found on the NeoViking version.

The Arzhur are also known to use IceShips as mobile base camps, and theirs are even more heavily enchanted, and may carry dimensional gates back to theri Elemental Plane of Cold. If nothing else, the Arzhur are using dimensional heatsinks to constantly drain off heat into sub-dimensions, maintaining the chill temperatures aboard their ships.

Type: Iceship
Class: SuperCarrier
Crew: 8,500+12,000 troops
Ice Elementals)?) ---Some accounts have observed as many as several dozen on the upper decks.
MDC/Armor by Location:
Main Body 48,000
Flight Deck 8,000
Bridge Tower 3,500
Radar/Sensor Towers(5) 900 each
Aircraft Elevators(6) 800 each
Heavy Gun Turrets(10) 350 each
Heavy AA Cannons(25) 250 each
Medium AA Guns(30) each
Light AA Guns(36) 200 each
Heavy Missile Launchers(4) 360 each
Light Missile Launchers(10) 150 each
Torpedo Launchers(4) each
Underwater Launch Bays(2) 900 each
Propulsion Pods(26) 360 each
Height: 190 ft, 50 ft draft
Width: 350 ft
Length: 2,000 ft
Weight: Estimated at 1 million tons
Cargo: Estimated at 50,000 tons
Powerplant: Mystic Cold Fusion Nuclear
Speed: 35 kts, even through ice fields and solid ice cap
Market Cost: Unknown
Systems of Note:
*Long Range Radar---100 miles
*Long Range Radio---500 miles
*Sonar--- 80 mile range
*Lockups-----The Neo-Vikings and Arzhur can literally put prisoners and slaves ‘on ice’ in their aptly-named lockup ‘coolers’.....specially equipped ice cells that freeze normal beings into suspended animation until needed, and trapping megadamage beings in ice.

*Ice Self Repair---The Iceship can repair itself by freezing sea water and patch any damage done to its hull, regenerating at a rate of 10% per melee...Note that technological systems like the propulsion pods and sensor towers CANNOT be repaired in this manner.

*Ice Navigation----Iceships seem unimpeded by frozen ocean or ice fields; another sign of Elemental Cold Magick at work.

Weapons Systems:
1) Heavy Gun Turrets(10)---
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 4 rds per melee
Payload: 200 rounds per gun, ready magazine

2) Heavy Naval Laser AA Cannons(25)---Used for air defense for the most part.
Range: 2 miles
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

3) Medium AA Guns(30)---Roughly equal to 40mm cannons, choice of either autocannon or ion cannons in twin or quad mountings
a)40mm Cannon
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EGCHH
Payload: 400 rds per gun

b) Ion Cannon
Range: 7,000 ft
Damage: 1d4x10 MD per blast; 2d4x10 MD double blast, 4d4x10 MD quad blast, depending on the mounting
Rate of Fire: EGCHH
Payload: Effectively unlimited

4) Light AA Guns(36)----The equivalent of 20mm light cannons
Range:7,000 ft
Damage: 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Rate of Fire: Standard
Payload: 500 rounds per gun, ready magazine

5) Heavy Missile Launchers(4)----These aren’t the ‘standardized’ general purpose missiles so familiar to Rifts Earth, but are shorter ranged flying bombs similar to the pre-Rifts Russian/Chinese ‘Styx’ and ‘Silkworm’ anti-ship cruise missiles. Their main purpose is anti-ship and surface attack, but occasionally they have been used in an anti-aircraft role. The missiles are jet-propelled, folding wing designs, launched from traversing launch-rails.
Range: 500 miles
Damage: (High Explosive) ----1d4x100 MD to 70 ft blast radius
Rate of Fire: Single fire, once per melee
Payload: Each launcher can only fire one at a time, but has a ready-fire magazine capacity of 50 missiles. Additional missiles can be carried in the main cargo holds and transferred to the magazines, though this generally takes about 15 minutes per missile.

6) Short Range Missile Launchers(10) ---More conventional general-purpose SRMs identical to those used by the Neo-Viking Long-Carriers.
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8 missiles
Payload: 64 SRMs each launcher. Additional reloads can be carried in the main cargo holds and transferred to the magazines as needed.

7) Torpedo Launchers(4)----Concealed under the waterline are four banks of four heavy torpedo tubes. These are generally used to fight off submarines and sea monsters.
Range: 20 miles
Damage: (High Explosive) 4d6x10 MD
Special Munition:
*‘Kraken’ Torpedoes---Kraken Torpedoes are magically living ordnance that seems inspired by the ‘bottled demon’ missiles of the Three Galaxies’ United Worlds of Warlock. These waterjet-propelled projectiles track and pursue targets like the monstrous predators they are, then slam their hardshelled armor-piercing bodies into a ship’s hull. Then, the horrid things sprout tentacles and proceed to tear and entangle the target, doing even more damage, before the magic keeping them on this plane of existance breaks down and they seemingly evaporate. The real danger is that few water vehicles have the means of dislodging the living weapons once they’ve attached themselves under the waterline or to the hull; somebody usually has to go overborad/into the water to attack the monstrous munition.
Kraken Torpedoes have 80 MDC each, move at MPH/65 kts, have a 15 mile range, are +2 to strike and have two attacks (so if they miss the first time, they can come around for a second run). Their initial ramming strike does 2d6x10 MD, but they then continue to do 6d6 MD per melee tentacle punch/crush damage, for 2d4 melees. Electrical/ion attacks do DOUBLE damage to Kraken Torps.
Kraken Torpedoes count as Heavy Torpedoes for purposes of launch mechanisms and stowage.
Rate of Fire: Salvoes of 1-4 per melee(takes one minute to reload a tube)
Payload: 8

8 ) *Generate Ice Barrier---The Iceship can cast Wall of Ice to affect temporary repairs( as ‘bandaides’ to seal holes until the ship’s normal regeneration mechanisms can go into effect) or on the waters around it to create temporary anti-torpedo iceflows.
Range: Can be cast up to 120 ft away
Size: Covers a 250 ft area
MDC: 600
Duration: Lasts 60 mnutes, after which it becomes normal SDC snow/ice(1,000 SDC)
Rate of Fire: Once per melee

9) *Spawn Icebergs/Ice Floes----As a last resort, close-in defense, the Iceship can actually spawn its own field of mini-icebergs, crowding the water around it and preventing small craft and torpedoes from approaching the Iceship. In shallow waters, such as those along the Scandanavian coast, this can also be used to block narrow straits, fjords, and shipping channels, preventing pursuit(or escape) of lesser craft.
The Iceship can spawn 4 one-thousand ton icebergs per day, or many smaller ice pieces of the same total weight.
The larger ‘bergs can act equivalent to a Towed Sonar/Radar Decoy---(Stats suggested courtesy of Mischa and Kitsune)---
M.D.C.: 100 (10,000 SDC) each 1k ton ‘berg
Effects:: Ad a decoy, the larger bergs have an 85% chance of fooling ordinary non military sonars/radars and non smart guided torpedoes, and a 65% chance of fooling military level sonars (like those of the Coalition), and the decoy has a 50% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes. However, even if it can’t fll a sensor system, the iceberg can block a weapon.
Range: Not Applicable, calf directly off the main hull.

10) Aurora Borealis/’Aurora Malignus’----The Iceship can set off a wide-area jamming spell that creates an aurora-like glow to the sky, visible for dozens of miles. Though much more localized than the natural phenomenon, the effects of the aurora are much more intense, jamming radio communications, adversely affecting radar, and interfering with unshielded electrical systems.
Range: 50 mile radius
Damage:*Jamming--- The radio bands are fileld with enough crackling static and white noise to jam civilian band communications with 90% effectiveness, and military comms with 75% effectiveness
-Radar systems are thrown off acuity by 70%, military-grade radars by 40%. A Read Sensory Instruments or Electronic Warfare skill roll is needed to readjust the radar systems, at -70% and --40% respectively.
-Radar-guided weapons are -7 to strike.
*Electrical Disruption---Unshielded elecrtrical systems have a 60% chance of being knocked out. Military-grade systems, including most cyborg circuitry, are hardened against this effect.
Rate of Fire: Twice per 24 hours, and lasts an hour with each use.
Payload: Effectively Unlimited

11) Cloud of Fog-----The Iceship can create a thick cloud of cold fog to obscure it.
Range: Covers a 30 mile area
Damage/Effects: Thick obscuring fog that reduces visibility to a mere 10 ft.
Rate of Fire: Fog persists for 15 hours
Payload: Effectively Unlimited

12) Summon Snow Storm----The Iceship can whistle up a blizzard.
Range: Covers a 30 mile area
Damage/Effects: Havy driving snow and 30 MPH winds that reduce visibility to a mere 20 ft. Pelting hail and ice yjay do 10 SDC per melee round, and 1 ft accumulation every 30 seconds. Aircraft with aerodynamic control surfaces will find themselves icing up and puloting rolls will be at -15% uness de-icing measures are taken. Windows and optics will be coated with ice, rendering vision through them increasingly difficult. Even small water vessels and patrol boats will be in peril of capsizing if the ice and snow accumulation on them becomes too heavy.
Rate of Fire: Blizzard persists for 6 hours
Payload: Effectively Unlimited

Auxiliary Craft:
300 aircraft(about 200 fighters and 100 heavy bombers) or TWICE that number in living warmounts like griffins or dragondactyls
60 Longboat Skimmers
` 25 Kholdar Heavy Hovertanks
10 Mini-submarines(equivalent to UB-300)

_________________
-------------
"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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Unread postPosted: Sun Jan 24, 2021 8:23 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
(Some)Cambridge Jungle Biotech Equipment:

*LimGen Pod

“Beautiful little thing wrapped around your stump, isn’t it? That little miracle is in fact growing you a new hand. Yes, by the end of the day, you’ll be able to scratch your ass again. Wondering why you’re not jumping for joy at the prospect? You’re currently doped to the gills, otherwise you’d be screaming like your hand had been dipped in boiling water, then stuck in a bear trap inside a hornets’ nest.”

This is a piece of hybrid biotech that resembles a sheaf of rubbery leaves and flexible plastic panels, with root tendrils dangling from the underside. A person with an amputated/missing limb sticks their stump into the center of the sheaf, which then wraps around it and seals, while the root tendrils seek sources of nutrient(usually provided in the form of bottles or bags of nutrient-rich solutions) to feed the regeneration process. The organism ‘reads’ the DNA pattern of the patient and begins a combination of accelerated cell growth and 3D printing(the latter with regards to the skeleton, if any).
The LimGen Pod can replace a finger, nose, or ear in as little as 30 minutes, a hand in 3 hours, an arm in 9, and a leg in 12 hours. The downside is that the process of re-growing also stimulates new nerve growth, and without some form of pain relief/control, re-growiing a new body part can be AGONIZING for anybody wanting to’[tough it out’. The new limb will be effectively ‘newborne’ and must be exercised up to the same level of strength/speed as the rest of the body.
Cost: 90,000 credits


*Regen Bag
“ ‘Tag and Bag’em’ has a different meaning with us. It usually means stick a near- or fresh-deader in a stasis bag, rezrec them with an agatron later, or stick them in a regen sack for some healing. Yeah, people get to thinking we’re crazy-awesome when we can present them with living breathing loved ones they thought they’d seen kick it . Of course, every once in a while we get somebody mad at us for bringing them back from their heavenly reward, or because we kept them from what they were looking to inherit.”

This is a derivative of the regeneration abilities of the Host Armors to heal their pilots, including re-growing limbs. The Regen Bag is a portable life support system and medical station resembling a large roughly man-sized hard-shelled insect pupae that opens up to engulf a patient in a soft fleshy sac. Hoppers on the ends of the casing are used to feed the Regen Bag with mulched vegetable matter and water to keep both the regeneration organism and the encased patient alive and sustained.
On the Splicers world, Regen Bags are normally reserved for a House’s medical healers, and given out to outsiders only for exceptional services. On Rifts Earth, the Cambridge Jungle Splicers have tapped the ambient magic to allow for accelerated mass production of bioware, and that includes Regen Bags, which are more readily available to the GNE medical establishment.
Requirements: The Regen Bag must be fed 3 lbs of mulch and a quart of water a day to keep it healthy in standby mode. Active, it may require more(2-5 times as much) to heal and sustain patients.
MDC of ‘Bag: Typically has 1d10+15 MD
Effects: Heals 4d8
Cost: 15,000 credits for the Basic Regen (3d4 SDC/HP per hour)
500,000 credits for the Enhanced Regen(6d6x10 SDC/HP per hour)
2 million credits for the Deluxe (Super) Regen((1d6x10 SDC/HP PER MINUTE, and can regenerate lost limbs)

*CamJ Chameleon Sheets
(aka ‘ChamCloth’, ‘Octocloth’, ‘Mimic-Tarp’)
“If you’re bivouacking in the field under mimic-sheets, make sure you know where your headcount is before you turn in. I once had to change position in the night and tripped over three of my own guys getting to my perimeter. Didn’t exactly make me popular with the troops.”

An alternative to technological chameleon camouflage systems, Chameleon Sheets use the same sort of adaptive camouflaging as octopi use to blend into their surroundings. A typical ChamCloth trap can cover a 25 square ft area can has a 93% chance of going undetected covering stationary objects. It also provides thermal insulation, absorbing heat from under it. ChamSheets have 10 MDC per 25 ft area. Like LINNUS sheets, ChamSheets need to be periodically(once a week) sprayed with a special nutrient spray to remain viable.
Cost: 19,000 credits per 25 ft section

_________________
-------------
"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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Unread postPosted: Sun Jan 24, 2021 9:06 pm
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 360
Mhm. Regen applications are a really good application of their tech, and are something that normal technology struggles with. It also functions in low PPE environments, which isn't uncommon.


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Unread postPosted: Sun Jan 24, 2021 10:01 pm
  

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Omegasgundam wrote:
Mhm. Regen applications are a really good application of their tech, and are something that normal technology struggles with. It also functions in low PPE environments, which isn't uncommon.


That, and I needed to come up with a way of regenerating body parts when the magic spell Restoration doesn't do it. You need to go full out and have a ritual which is even more expensive than the Resurrection spell(which you CAN create as a TW device very cheaply*)---

*MadMike did the math, but figured it was a game-buster if you could hand out resurrections at less than 10 PPE a pop, and I looked it over)because I'm not as concerned with breaking society as MadMIke) and discovered he was right.
Thing is, you can't lump the bigger better(higher than sixth level) spells on the same mass of gemstones/crystals; you gotta rig them separately.

Anyways, I wanted an alternative instant-healing system(especially nice if you're treating mass casualty events in the field), and some people aren't going to want or wait for a a week or so to have a biosyjstem limb cultured and printed up, or take an off-the-shelf prosthetic. And here's Splicer tech to the rescue!


Wait,..I just took a look at the mineral/gemstone spell-listings, and the Ley Line Restoration spell/ritual IS listed for orange=red agate...what the hell? How would that work?
Okay. gotta rethink it, but it still means you need separate masses of agate to create TW applicators for the Resurrect-Reattach-Regenerate trifecta spells.

_________________
-------------
"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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Unread postPosted: Mon Jan 25, 2021 1:03 am
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 360
And I have some more 'gifts'. A pair of Azhur utility designs and their SAMAS knock off. I'm now working on an angle to get the humans an inside track to attacking their home dimension holdings, and I thinks its enough out of left field for you to not guess the specifics.

Mil Mi-26/TW “Frostwind” Heavy Utility Helicopter
“Everybody needs these sorts of utility craft, although most avoid egg beaters if they have a choice. The TW features compensate for the type’s problems though, particularly the vulnerability of the lift rotor. Beyond the force field, the hover system allows it to survive the top being shot off, although it’ll likely need some serious time in the shop afterwards. All of them powered by Air Elementals, with the truly all weather capabilities allowing them to operate in contentions where the normal rules of aerodynamics would fail them, which is the other traditional failing. That being said, they’re basically defenseless without escorts, which is why they usually have a few Snowfakes on board when they travel from their own interior territory.”
--- Excerpt from GNE Intelligence Documents.

A natural utility design, the Frostwind is a Technowizard version of the classic Mi-26, which held the record as the largest and most capable production heavy lift helicopter for the 20th century and the first few decades of the 21st. A near bare bones design, the Frostwind is designed for utility above all else, and is used by both the Azhur and the Neo-Vikings to move substantial cargo and personal cross relatively short distances, making it a common sight around their larger bases and aircraft carriers. While lacking in defensive armament or enchantments, the craft has been equipped with a more effective force field enchantment operating off of a PPE capacitor. Additionally, the craft also features a Levitation enchantment as a safety feature, but has been found to have a profound positive impact on Sling Loading. While their primary opposition (the GNE, NGE, and various Russian factions) have the luxury of ubiquitous direct thrust and GMR platforms, this is a major step forward for the invaders.
Spoiler:
Type: Mil Mi-26/TW

Class: Utility Heavy Helicopter

Crew: 5 (2 pilots, 1 navigator, 1 flight engineer, 1 flight technician)

Passengers: Up to 90 Klia troops.

MDC/Armor by Location:
    Main Body--------------400
    Reinforced Cockpit---100
    Tail (2)-------------------150
    Rotor Blades (8)------30 each
    Rear Rotor-------------60

Statistics
    Height: 27 ft (8.2 m)
    Width: 105 ft (32 m)
    Length: 131 ft (40 m)
    Weight: 62,170 lb (28,200 kg) empty, 123,459 lb (56,000 kg) maximum load

Cargo: Up to 44,000 lb (20,000 kg) cargo

Powerplant: Ensorceled Air Elemental, containment spells need to be renewed every six months or the Elementals will escape. It also has a 100 PPE battery, which recharges at 5 PPE/hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus. They can also be charged by external sources.

Speed:
    Cruise: 158 mph (255 km/h)
    Maximum: 183 mph (295 km/h)
    Maximum Altitude: 15,100 ft (4,600 m)

Market Cost: 12 million credits if made available on the Black Market; very rarely available

Systems of Note:
    Standard Aircraft Systems, as well as the following;

    *Door Cable Winch: Capable of lifting up to 600 lbs, and has 200 ft of cable

    *Searchlights---Trainable spotlights in normal and IR light modes. Range 800 ft.

    *Air Elemental Engines: NO foul weather penalties for flying in windy conditions, does not suffer icing, and does not have a hot exhaust for heat-seekers to track.

Weapons Systems: None

Magic Systems:
    *Levitation: Allows the craft to hover up to 100 ft without the primary rotor, although speed is limited to 20 mph. If the primary rotor is lost, it can slow the craft to a safe landing from any operational altitude. It also grants a reroll for Helicopter Sling Loading checks.

    *Protective Energy Field: 50 MDC per 10 PPE, 10 minute duration.

    *Breath Without Air: Enables the aircraft to fly at high altitude without standard pressurization reinforcement. 10 minutes per 10 PPE.

Variants: None spotted so far, but a few alternative configurations that replace the cargo bay with various systems seems inevitable.

Mil Mi-8M/TW “Hellwind-M” Medium Utility Helicopter
A recent upgrade of the Azhur’s first helicopter, the Hellwind-M addresses many of the older design’s problems, drawing from the later Mi-26/TW. Based on the Mi-17, the engine power has been substantially upgraded, allowing it greater cargo capacity and higher speed and altitude. The chassis has also been reinforced to allow it to carry its full load in a sling mount, although this can be tricky. Finally, the older enchantments have been altered to run off of a central PPE capacitor, granting substantially more flexibility and simplifying its production. However, it remains highly vulnerable to sophisticated air defense systems, making it only viable as an attack craft against poorly protected targets.
Spoiler:
Type: Mil Mi-8M/TW

Statistics Now weights 16,510 lb (7,489 kg) empty

Cargo: Up to 13,252 lb (5011 kg) of cargo

Powerplant: Ensorceled Air Elemental, containment spells need to be renewed every six months or the Elementals will escape. It also has a 60 PPE battery, which recharges at 5 PPE/hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus. They can also be charged by external sources.

Speed:
    Cruise: 160 mph (260 km/h)
    Maximum: 170 mph (280 km/h)
    Maximum Altitude: 20,000 ft (6,000 m)

Market Cost: 12 million credits if made available on the Black Market; very rarely available

Magic Systems:
    *Levitation: Allows the craft to hover up to 100 ft without the primary rotor, although speed is limited to 20 mph. If the primary rotor is lost, it can slow the craft to a safe landing from any operational altitude. It also grants a reroll for Helicopter Sling Loading checks.

    *Protective Energy Field: 50 MDC per 10 PPE, 10 minute duration.

    *Breath Without Air: Enables the aircraft to fly at high altitude without standard pressurization reinforcement. 10 minutes per 10 PPE.

    *Tornado: As on the Mi-8/TW for effect, but draws from the capacitor to operate. 30 PPE per use.

Variants: As the Mi-8/TW

Snow Jack Flying Power Armor
“Much to no one’s surprise, they’ve made a SAMAS equivalent. Its higher grade than the original PA-06, and is better in low level aspects than the PA-07, but it lacks the latter’s altitude capabilities. Interestingly they haven’t armed it with a railgun, but I suppose the JA-12 is easier to deal with in the arctic after it's been heavily winterized. It's not as common as the Icikill, with the usual mix is one platoon in an Icikill Company. All of them have been of the annoying ‘welded shut’ type so far, as the limb myolmers and torso mounted systems can be maintained without taking the whole thing off.”
--- Extript from a GNE Intelligence Report

The Snow Jack is the Azhur’s attempt at a legitimate flying combat capable power armor. Naturally a derivative of the classic ‘Death’s Head’ SAMAS, the Azhur use higher quality materials than the ‘Bloody Revenge’ era models, resulting in substantially improved durability. Other improvements include a greatly increased altitude limit and integral weapon systems, inspired by the more capable ‘Smiling Jack’. Operational tactics are effectively identical, although the increased missile power does change the proscribed closing engagement sections. The near totality of those so far seen have been of the cheaper sonic welded variety, but salvaged units can be rebuilt with Paladin Steel sourced components.
Spoiler:
Model: Azr-PA-03 Snow Jack

Class: Strategic Armor Military Assault Suit

MDC:
    Rear Jet Pack--------------120
    Shoulder Wings (2)-------85 each
    Lowers Jets (2)------------30 each
    Arms (2)---------------------70 each
    Legs (2)----------------------100 each
    *Head------------------------75
    Main Body-------------------280

Speed
    Altitude 450 ft (137.16m) Hovering, 1000 ft (304.8m) maximum

Statistics
    Power Source:Cold Fusion Deuterium Slug Battery, good for 700 hours
    Cost: While they need to be disassembled to be repurposed, SAMAS’s are desired enough that it's considered worth the effort. A suit pieced together from salvage is valued at around 500,000 credits without the power plant, and Paladin Steel sells a compatible Solid Oxide engineer for 300,000 credits.

Systems and Bonuses:
    Standard Rift’s Earth Power Armor Systems, as well as the following

    *Bonuses: +1 to Strike and Dodge in addition to normal PA training bonuses.

    *Thermal Stealth: The Snow Jack runs exceptionally cool, making detection with thermal-imaging systems difficult, if not impossible. -50% on Read Sensory Instruments rolls when using heat sensors.

Weapons:
    1. Wing Missiles (2): Each may carry up to 6 Mini-missiles or 3 SRMs, and combined can fire volleys of up to 4

    2. Hand Weapons: The Snow Jack has a UEL cable, allowing it to use infantry weapons. It’s generally issued an ALR-2, which is a heavily winterized clone of the JA-12.

    3. Hand to Hand: As Robotic PS 30.

Variants: A notable number of Azhur use modified (removable) versions for their personal convenience, and feature extensive TW systems. The exact details varies from suit to suite though.


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Unread postPosted: Thu Jan 28, 2021 9:14 pm
  

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Reposting some older material first:
MagLev Lines

“Thought it was a good idea to go walking along what I thought was a nice clear firelane through the forest when I almost freakin’ had my head taken off by a flying boxcar full of cereal for the kiddies in Burlington! They oughta have warning signs on those damn train lanes!”
-----Leslie Carter, Headhunter

“You can float just about ANYTHING on a big enough Maglev GMR pad...and don’t think we regularly test that! Whole merchant ships assembled inland going to the coast, huge aerospace assemblies, bauxite and titanium ore, cars full of meatbeasts, tankers worth of petrochem, megatonnes of soil fill....even once sent a small forest in transhippment....If you can get it onto a platform, we’ll send it on!”
-----Captain Nicole Shevernatzen, Greater New England Transit Authority

Another invaluable form of mass transit and heavy transport throughout the GNE are the recently introduced MagLev lines....The GNE uses a ‘buried lane passive conduit’ maglev system. These are buried(6-12 ft down) conduits of room-temperature superconductor, bundled in 4 ft-thick pipes with superconductor ‘coolant wicks’, and in some places water cooling, that serve as the nearly invisible ‘base’ for massive electromagnetic levitation ‘train-ships’ that fly 20-35 ft off the ground, hitting speeds of up to 120 MPH. The trains or ‘maglev modules’, are massive slab-sided transport craft fitted with low-power GraviMagnetic Repulse(GMR) pads that push against the heightened magnetic fields around the buried superconductor ‘lane’. Though aircraft and hovercraft are more capable and versatile, these cutting edge ‘trains’ are far more energy efficient for moving large amounts of cargo and people over busy internal traffic routes. The new technologies make the trains more effective and less vulnerable as well, as the maglev lines can now be buried, much like natural gas and power lines were, and the trains can safely fly over most obstacles(such as people walking along the maglev lanes). However, many newcomers to the GNE often use the cleared lanes as travel paths, resulting in several(well-publicized) accidents in the five years since the system came online.
Maglev ‘corridors’ connect Burlington, North Wilder, New Bath, Penobscott Bay, Springfield, New Boston, New Hartford, and Ticonderoga. with plans to expand the network to include New Rochester on a western spur. Besides the mass movement of materials, these Maglev lines also serve as emergency evacuation routes, in the event the coastal communities have to be abandoned in the face of a Splugorth invasion of the NorthEast.
Paladin Steel offers complete MagLev systems for sale to communities as part of its Infrastructure Builder packages.

MagLev Modules
The most visible part of the maglev system are the impressive maglev module trains, massive floating ships that remind many of flying Liberty Freighters. These hulking vehicles loom 1-3 stories tall, and are essentially land-based bulk freighters, hauling massive loads of raw materials and finished products, including hull assemblies, building structural members, and complete vehicles, back and forth across the GNE. MagLev Modules have little in the way of independent flight capability off the maglev lane, but they are fitted with airbrake baffles, retrorockets, and emergency crash bags in the event the trains have to make sudden stops, and they have enough reserve power that in event of main conduit power loss, they can slow down and coast to a halt under their own power.
MagLev Modules are rarely armed; their routes inside the GNE rarely expose them to the sort of danger travellers are commonly subjected to in more dangerous parts of the country. However, they are well armored, and most will carry a well-armed security officer or three, a contingent which can be greatly reinforced if travelling in more dangerous regions(such as the Vermont to New Rochester run) or carrying sensitive cargo.
Smaller, faster, passenger MagLev modules are also coming into service, but the bulk of maglev traffic continues to be freight; even in relatively pacified regions as the GNE, the local populations have not yet acquired the sort of mobility, or desire to travel far from their homes, so familiar to pre-Rifts Americans.

Typical MagLev Module
The Type 01 ‘Hobo’ MLM is a typical MagLev Module used for heavy transport of dry, containerized, cargo, with limited passenger capacity. The ‘Hobo’ has a boxy shape, even larger and more imposing than an old railroad boxcar’s, sturdy construction(enough to survive fairly heavy small arms fire and crashlandings), minimal propulsion capabilies aside from its levitation capabilities, and a fuel cell powerplant. The ‘Hobo’ has a large main interior cargo deck large enough to accommodate most light robot vehicles, and an upper deck, accessed by ladderway or internal stairwell, that is intended for passengers, but can also be used to hold additional cargo, crew, or even an apartment-style residence. Four large cargo doors, one on each side, and one fore and aft, permit roll-on/roll-off loading of the main deck, while four smaller doors allow gantry access to the upper deck. The ‘Hobo’ has air conditioning/climate control, but lacks self-contained life support. The ‘Hobo’ is typically linked as part of a maglev train, but it can be controlled from a small control cabin with basic controls. This cabin is typically kept locked and/or disconnected when the module is train-linked.
Type: PS-MLM-01
Class: Magnetic Levitation Heavy Cargo Transporter Module
Crew: 2, plus 1-4 security officers,
MDC/Armor by Location:
Main Body 300
Passenger Compartment Windows(6-18) 5 each
Cargo Doors(4) 90 each
Passenger Doors(4) 50 each
Height: 50 ft
Width: 50 ft
Length: 100 ft
Weight: 75 tons
Cargo: Can hold up to 180 tons of freight
Powerplant: Rechargeable battery or fuel cell, good for 56 hours of continuous operation
Speed: 120 MPH. Hovers 1-15 ft off the ground over a buried maglev line
Cost: A typical MagLev Module costs anywhere from 30,000-500,000 credits, depending on features and configuration. Putting it on the maglev lanes requires the permission and notification of the Transit Authority, that coordinates maglev schedules.
Booking passage on the Maglev costs 5-15 credits, or 150 credits for a pass good for a whole year. Transporting cargo or a vehicle up to 25 tons costs about 50-100 credits. Military equipment may cost more(1,000+ credits for transporting a heavy military robot, for instance), especially if it requires special handling gear.
Systems of Note:
*Air Conditioning
*External Warning Lights and Siren
*Airbag Crash Landing Gear(‘Pontoon Bags’)
*Emergency Radio(Automatic Rail Line Beacon warns of module’s speed, heading, and location to other modules and rail controllers)
Weapons Systems: None standard.

Note: Many other MagLev Module variants exist as well, from large open deck flatbeds used to transport prefab ship components(and sometimes entire vessels), robots and artillery, and rolls of sheet steel, to large tanker modules for carrying liquid cargoes.
The military(and Paladin Steel) is known to have armed and armored transport modules, with as many as eight gun positions and twice as much armor. Rumors persist of ‘missile cars’ carrying large batteries of missiles, including massive LRM launchers, and even train-transported IRBMs, targeted at Atlantis.


Variants:
*MagLev Type-02 ‘Floaters’----These are simply MagLev modules fitted with more powerful GMR repulsor systems, allowing them to operate like regular hovercraft off the superconduction lines. Larger than hovertrucks and smaller than GMR Grav-Ships, MagLev Floatersfill an intermediate cargo transport roll between those vehicles. They can still be linked in massive ‘trains’, but beyond a single car, larger ‘trains’ may need a separate engine to pull them at any great speed. The advantages of Type-02 Floaters are that they can operate off set ‘lines’ and have greater freedom of movement, but at the expense of generall slower speeds and higher cost per unit
Size: Unchanged
Speed: 80 MPH, at altitudes of 20-200 ft. Higher speeds will require a dedicated external ‘puller/pusher’ engine/tug
Powerplant: Varies: a low end ‘floater’ has electrical propulsion batteries good for 248 hours of continuous operation (it will still levitate even with the batteries drained, but won’t move under its own power) before needing a recharge, but nuclear and technowizardry powerplants are available at extra cost.
Cost: 50% extra over the regular cost of a MagLev Car.


GMR-Ground Vehicle Conversions
(aka ‘Gurms’, ‘Gurmers’, ‘Floaters’, ‘Nappers’(nape-of-the-Earth’) )

“Learning to drive a gurm-conversion isn’t as easy as you think, though one d-bee colleague I knew, who had LTA experience, compared driving one to ‘flying a blimp’. It really is like learning to fly a light aircraft, even though gurmers are not exactly as fast or high-flying as regular aerodynes, though the control setups are similar. The extra controls feature nose-up-nose-down controls for altitude positioning, and there’s a ground alert sensor that warns if you if you’re about to scrape turf and bottom out. You can’t lean into traction on turns like you would with a ground vehicle, and a good wind can really knock you about if you aren’t holding tight on the stick. Floaters make flying look easy, but it’s actually harder than it looks.”

“Great; in-city traffic pattern just gotta LOT more complicated.”
---Anonymous GNE Highway Patrol Trooper

The proliferation of inexpensive GMR technology through mass production meant that affordable GMR repulsor plates were becoming more widely available. This has resulted in a number of conversions of existing wheeled and treaded(and some older GEV) vehicles into hover-capable GMR platforms simply by sliding hoverplates under the body and adding horizontal propulsion jets. The ‘Gravsnake’ GMR conversion of the ‘Rattlesnake’ APC paved the way for a flood of similar refits and re-imaginings.
Though more expensive than conventional vectored-thrust and ground effect hover systems, GMR has a few advantages; nearly silent operation, continual state levitation, and much reduced telltale dust/debris plumes from lift jet overpressure. What little visible upthrow there is stems mainly from propulsive thrust exhaust. The GMR system works just as well over water as land, so it’s quite popular, despite the relatively low operating altitudes and slow speeds(compared to purpose-built aerodynes), ‘gurmers’ are gaining popularity as ‘go anywhere’ vehicles. The conversions are proving expecially popular offworld in the GNE and USA worlds.

Note: GMR vehicles DOUBLE their altitude above the superconducting conduits laid down for larger GMR MagLev ‘levitrains’, making the existing floater-train lanes even more popular avenues of travel.

Notable Conversions:
*Colter Rover---Hovers 1-70 ft off the ground, and can hit speeds of 120 MPH. Cost: +220,000 credits

*DL-500 “Arabian’ All Terrain Multi-Purpose Vehicle---Hovers 1-75 ft off the ground, and can hit speeds of 150 MPH. Cost: : + 270,000 credits

*DL-600 ‘Clydesdale’ Heavy 8x8 Multi-Purpose Vehicle---Hovers 1-50 ft off the ground, and can hit speeds of 120 MPH. Cost: : +290,000 credits

*PS-HT-170/240/320/400 Heavy Multipurpose Industrial Truck---Hovers 1-25 ft off the ground, and can hit speeds of 100 MPH. Cost:: +300,000 credits

*PS-T18 ‘Rambo’ Heavy Truck/Land Cruiser---Hovers 1-20 ft off the ground, and can hit speeds of 80 MPH. Cost: : +300,000 credits

*PS-GC1979 Checker Marathon II Taxi-Sedan---Hovers 1-90 ft off the ground, and can hit speeds of 200 MPH. Cost: : +200,000 credits

*PS-GEV-APC-113 ‘Grenser’ Armored Personnel Carrier---Hovers 1-60 ft off the ground, and can hit speeds of 150 MPH. Cost: +240,000 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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Unread postPosted: Tue Feb 09, 2021 12:42 am
  

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Paladin Steel ‘Skywinder’ Sport Hovercar

“What’s there to do in the Relic? Skyscrapper drifting.
---’Maniac Mary’, Turbojockey

“Sure, the Germans will sell you something cheaper, but those volkscuttles got -nothing- on the skyrockets we got. The shell’s Golden Age refinement, but the heart’s pure Paladin Steel; reliable, hardcharging, combat-tested.”

While Paladin Steel’s catalogue of utilitarian and military vehicles numbers in the dozens, if not hundreds, the number of designs made by PS that could be called ‘luxury’ or ‘sporty’ can be counted on one hand. In general, Paladin Steel is known for staid and reliable workhorses, rather than exciting and zippy recreational vehicles with upper class or youth market appeal, and designs like the Peregrine and Silken Swift are considered by many industry analysts as lucky shots in the dark, or copies of earlier Golden Age designs. The Skywinder falls into the latter category, but at least represents an effort to appeal to a younger, civilian, market with a need for style and speed. The growing economies of the United Systems Alliance, wth an increasing amount of disposable income available to the member worlds, are a big market for these vehicles, especially with the growing ‘buy home-grown’ movement against imports from the older metroworlds, while the still-’wild’ nature of many of the Fringe worlds makes milspec M-factor durability sought afteer and considered worth the extra cost.
The Skywinder bears more than a little resemblance to a wheelless Kia Sidewinder, a pre-Rifts concept car that existed only on paper(or computer simulation) that generated a lot of buzz in its time, but which was, to the best of anybody’s knowledge, never actually built. It’s rumored, though, that in the flush of the Golden Age, when new technology and materials were cheap, and computer-assisted small-gig manufacturing made it possible to fabricate objects that previously needed a full-wing assembly line, that somebody commissioned an actual Sidewinder using licensed design software(possibly at the pre-Rifts Paladin Steel facility, known to do odd fabrication jobs for the open market). Another rumor is that PS got an example from another dimensional Earth where the Sidewinder WAS put into production. In either case, the basic design of the ‘drift’-racer seems to have inspired the current PS Skywinder hovercar.
The Skywinder does away with the wheels of the original design, in favor of high-power, high-efficiency hoverjets, powered by a choice of powerplants(the original was meant to be powered by liquified natural gas). Two hover jets in the forward fuselage provide lft and control, two small jets in separate nacelles at the rear provide additional lift and drive, and a large main thruster at the stern provides kick-in-the-ass main power. The ‘Skywinder’ has a few tricks inspired by its ‘Sidewinder’ namesake; ost notably that it is nearly as fast moving sideways as it is in forward flight, thanks to its vectorable hoverjets.
Two basic models of the Skywinder are in mass-production. The SW-01 is the SDC ‘economy model’, using less durable materials, but also cheaper to build, buy, and maintain. The SW-02A model uses aerospace-grade megadamage materials for a more durable vehicle better suited for dangerous environments like Rifts Earth.
There’s a military variant of course, that trades some performance for added military equipment.
There is noticeably an uncharacteristic lack of space for weapons hardpoints, which makes the Skywinder unpopular with gun-loving users, but most speed afficionados defend this by pointing out that the Skywinder is optimized weight-wise for speed and performance, not firepower.

Type: PS-SW-01 Skywinder
Class: Sport Hovercar
Crew: 2
MDC/Armor by Location:
(SW-01)(SDC)
Main Body 1,000 SDC
Windshield 120
Doors(2) 90 each
Spoiler Bar 90
Hoverjets(5) 100 each

(SW-02A)(MDC)
Main Body 120
Windshield 40
Doors(2) 50 each
Spoiler Bar 40
Hoverjets(5) 30 each
Height: 3.8 ft
Width: 5 ft
Length: 12 ft
Weight: 3,520 lb
Cargo: Glove compartment-sized space, plus some room behind the seats for luggage.
Powerplant: Fuel cell electric(w/ mile range), or nuclear.
Speed: (Flying) Hover to 250 MPH, maximum altitude 200 ft. 180 MPH in sideways flight.
Bonuses: +10% to Pilot Hovercraft rolls for purposes of stunts, +1 Dodge
Market Cost:(SW-01) 68,000 credits for fuel cell electric(w/ 300 mile range), 120,000 credits for nuclear(w/ 15 year energy life)
(SW-02A) 350,000 credits for fuel cell electric(w/ 300 mile range), 400,000 credits for nuclear(w/ 15 year energy life)
Systems of Note:
Tinted Windows(standard)
Life Support w/ Full Air-Conditioning and Air Filtration(8 hour air supply)
Radio: 50 mile range
Stereo System
Normal Light/IR Headlights
Inertial Compass
AutoPilot---Basic
*Reclining Bucket Seats w/ Auto-Adjust(for maximum comfort)
Weapons Systems: None standard(see Options)
Options:
*Engine Upgrade----A more powerful engine, more efficient power train, and improved transmission can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 120,000 credits per 10% of improvement over base. 300,000 credits for nuclear upgrades. +50,000 per 10% for hoverjet systems(actually simpler to upgrade GEV systems past the initial high cost by adding more/bigger jet thrusters).

*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end)
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicel-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: ‘Dumb’ version comes standard with the Skywinder, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits

*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fire the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids in the car, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits

*JATO--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes.
Speed: 350 MPH for 1d4 minutes, or adds 100 MPH to an existing flight system, for 1d4 minutes. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits

*Chaff/Flare Launcher---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launcher, 100 credits per bundle

*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits

*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE vehicle in articulated armor plates, increasing armor protection, but effectively immobilizing the car. Can only be openned from the outside by special electronic passcode(included in cost)
MDC: +100 MDC when deployed
Cost: 150,000 credits; 80,000 credits for three Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)

*Super-Glo Paint Job(Flare Paint)---A specialized coating of highly reflective and electro-
luminescent paint, typically in Day-Glo Orange, Green, Electric Blue, and Psychodelic....extremely
loud and painfully bright to look at....Lasers do 1/3 normal damage, and the vehicle is extremely
easy to spot and difficult to camouflage. The vehicle also seems to glow at night in any sort of
ambient light.
When charged with an electric current, the paint flash-luminesces, with effects similar to a
Blinding Flash spell
Damage: Unless wearing flash-protection equipment, like polarizing goggles, or otherwise
protected, victims are blinded for 4 melees, and are -5 to strike, -10 to parry and dodge.
Range: Omni-directional: 100 ft range
Cost: 60,000 credits
(Hypno pin-wheel paint job on hubcaps optional)

*Blurr Armor---The Skywinder is one of the first PS-made vehicles to be fitted with vehicular blurr-armor:
Bonuses: The faster the vehicle moves, the greater the distortion; at speeds of 15 MPH or less, no bonus, 15-25 MPH; -1 to strike the wearer, 26-60 MPH; -2 to strike, 61-90 MPH; -3 to strike, 91 MPH or greater, -4 to strike. These penalties only apply to visual targeting(Mark One Eyeball).
CAN be combined with Super-Glo Paint Job.
Cost: 90,000 credits

*Laser Headlights(1-2)
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 30,000 credits per gun

*Nose Gun---This is a rather recently introduced option, after many complaints about the optional laser headlights being ‘not enough gun’. Thus some effort has been made to make room under the hood for an extra weapon, a standard cyborg forearm-mount gun. 45-degree arc of fire to the front.
Cost: 40,000 credits for the nose mount
a) Laser---Range: 2,000 ft, Damage: 3d6 MD per shot, Payload: 200 shot battery. Effectively unlimited linked to a powerplant. Cost: 32,000 credits

b) Ion---Range: 1,200 ft, Damage: 3d6 MD per shot, Payload: 120 shot battery. Effectively unlimited linked to a powerplant. Cost: 20,000 credits
Option: Scatter-Shot Mode---This i turns the Ion Blaster into a short range shotgun with an area of effect blast. Reduce range to 600 ft, but does 4d6 MD to a 12 ft wide area. Cost: 8,000 credits

c) Plasma---Range: 1,000 ft, Damage: 4d6 MD per shot, Payload: 100 shot battery. Effectively unlimited linked to a powerplant. Cost: 40,000 credits
Option: Scatter-Fire---This modifies the muzzle plasma ejector mechanism to fire a dozen or so smaller plasma bolts at shorter range and with less individual damage, but with a scatter effect like a shotgun---ideal for clearing out rooms and compartments.
Reduce range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or rougly 15 ft wide area)
Cost: +8,000 credits

d) Particle Beam---Range: 1,000 ft, Damage: 6d6+6 MD per shot, Payload: 100 shot battery. Effectively unlimited linked to a powerplant. Cost: 60,000 credits

e) Light Machine Gun
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 200 rd box magazine
Cost: 18,000 credits

*’Sidewinder’ Lasers(2)---This is another late offering originating from the Steel Gaians, who had received enough requests for post-market modifications. It’s suspected that these small fire-linked laser turrets mounted on the spoiler ends are knockoffs of the wing lasers on the Flying Titan power armor. Each turret has a 240-degree arc of fire, allowing engagement of targets to the sides and back of the hovercar.
Range: 4,000 ft
Damage: 2d6 MD per blast, 4d6 MD for a linked(counts as one attack) blast from both turrets on the same target.
Rate of Fire: ECHH
Payload: 200 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 86,000 credits for the set


Variants:
*PS-SW-01M ----Military variant, based on the SW-02. Weighs 25% more and reduces maximum speed by 20%, but increases main body MDC by 30%. Nose gun mount comes standard, as well as a targeting system(+1 to strike) Primarly marketed towards military police and security organizations as a ‘pursuit vehicle’. The PS-SW-02M has, on some worlds, earned the contempt of some drift-racing gangs as the local police have used the racer lines of the ‘car to approach and infiltrate their groups and shut down their illegal racing. 30% increase in price over regular civilian model.

*PS-SW-02(TW) ----TW version, with the following:
*TW Batteries/Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits

-Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

*TW Overdrive Booster----Adds a TW Full Throttle spell enhancement to the ‘car, adding bursts of even greater speed. This option is generally BANNED from competition racing, however.
Bonus: Increase maximum speed by 40% for 6 melees.
Penalty: -5% to basic Piloting rolls, -20% to skill rolls for stunt maneuvering.
PPE Activation Cost: 10 PPE/20 ISP per activation.
Cost: 120,000 credits

TechnoWizardry Options:(Cost is HALF if the TechnoWizardry powerplant is taken)


Paladin Steel ‘Preston’ Hovercar
(aka ‘Torpedo’)

“This is the Retro Rocketcar of the Future!”
---PS sales ad

“You know what’s ironic? Preston Tucker designed an armored car for the old U.S. empire before he set to work on the Torpedo. Given what armor and armaments I’ve seen loaded into this remake, it’s almost like a historical merging of ideas.”
---Galter Hezlip, Scholar, Professor of Pre-Rifts Studies, University of New Lazlo.

“There’s some military commanders, and some Irregular units, who eschew standard-issue military vehicles, and go for heavily-modified civilian models like the Stratos and the Preston. Sometimes it’s just an obsession with looking stylish, other times it’s a desire to look inconspicious especially in urban settings, and other times with the right mods some of these pseudo-civie hack-jobs can oufperform the military lines.”

The Shrivving of Atlantis and the Great Escape that brought hordes of liberated slaves to the shores of Rifts Earth also brought with it hundreds, arguably thousands, of tons of booty taken by the escapees as they sought refuge, or sought to buy escape farther and faster from their Splugorth enslavers. Along with all that material wealth came an incalculable wealth of skills; sentients enslaved for their knowledge, for their expertise, for their talents in fields and professions both unique and coveted by the Splugorth and their associates. Many businesses in the Splynn Dimensional Market lost valuable talent (that was costing them little or nothing) during the Great Escape, that would cost them dearly in the years to come.
One of the businesses that suffered especially hard was Wheels of Time, a company that specialized in producing custom TW vehicles based on classical transport vehicles of (mainly terrestrial) antiquity. Though the Jotan-owned Wheels generally treated its slaves better than most, it wasn’t enough to prevent most of its slave engineers and mechanics from slipping their leashes and joining the exodus to freedom. Before leaving, however, the quicker-thinking of these refugees snapped up the history and design files of Wheels of Time. One of these escaping slaves, Giro Klhanne, a psi-mechanic, managed to bring with him a full portfolio set of WoT’s project files. When he arrived in Greater New England, Klhanne turned over the files and his technical assistance to Paladin Steel, in return for safe passage off Rifts Earth and as far from the Splugorth as possible.
Wheels of Time was manufacturing, by hand, their own version of a pre-Rifts classic automobile, the Tucker Torpedo, using TW enhancements to make it into a magically-levitated hovercar. However, they also had plans in development for a pure hovercar conversion of the same, plans that were detailed, along with the original car specs, in Klhanne’s purloined file copies. Paladin Steel engineers soon completed the unfinished redesign, added their own tweaks to it, and were soon retooling(or building) a new assembly line for their latest roll-out.
The Preston resembles a wheel-less version of the original Tucker Torpedo, with rear-mounted engines, side-mounted air intakes, and a large spacious cargo trunk in front. However, where the WoT design called for an Eye of Eylor in the place of the third, centrally-mounted headlight, Paladin Steel instead installed a sensor mount, with the option of upgrading to a powerful energy weapon system or technowizardry sensor.
The large forward trunk space allows for a variety of modifications; Operators and Technowizards are fond of fitting missile launchers and heavy weapons into the front of the car. This practice of loading heavy weapons into the front space is particularly popular with organized crime elements in the Relic, where the Preston is selling quite well as a luxury status symbol car. Ironically, the Preston has sold just as well to the private security outfits and vigilante groups thate are fighting the criminal gangs, leading to the Paladin Steel-affiliated garages in the region getting a fair amount of business repairing combat damage to Prestons.
Since its (re)introduction, the Preston is selling very well to those looking for some Golden Age antiquity styling, without sacrificing modern mobility and protection.

Type: PS-HV-17 Preston
Class: Medium Hovercar Sedan
Crew: One+1-5 passengers
MDC/Armor by Location:
Main Body 180
Reinforced Interior Compartment 100
Hoverjets(4) 50 each
Height: 60 in.(5 ft)
Width: 79 in.( 6.4 ft)
Length: 219 in.( 33.5 ft)
Weight: 4,500 lbs
Cargo: The forward trunk space is about 4 ft long, 4 ft wide, and 3 ft deep.
Powerplant: Conventional Liquid Fuel(250 mile range), Electric(300 mile range), Nuclear Fusion (w/ 15 year energy life), or TechnoWizardry(w/ 10 year energy life)
Speed: (Flying) Hover to 180 MPH, maximum altitude 1,000 ft.
Market Cost: 320,000 credits for Liquid Fuel, 380,000 credits for Electric, 950,000 credits for nuclear w/ 15 year energy life, 1.2 million credits for TW; options cost extra
Systems of Note:
Tinted Windows(standard)
Life Support w/ Full Air-Conditioning and Air Filtration(8 hour air supply)
Radio: 50 mile range
Stereo System
Normal Light/IR Headlights
Inertial Compass
AutoPilot---Basic
*Reclining Bucket Seats w/ Auto-Adjust(for maximum comfort)

Weapons Systems: None standard, but can be fitted as Options:

Options:
*Robot-Orb---This replaces the central headlight with a Flying Probe, a re-manufacture of the NEMA Flying Eye Probe. It can link its sensors to a dashboard display in the car to share its data.
Cost: 75,000 credits

*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 7,000 credits per 10% of improvement over base.

*Mini-Radar----8 mile range
Cost: 2,000 credits

*Radar Detector----A dashboard ‘fuzzbuster’ for detecting other folk’s radar sensors.
Cost: 200 credits

*Gunports---Use your own handweapons to blast away at the bad guys outside, without compromising your own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let you shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.
Cost: 1,000 credits each

*Chemical Sprayer System---For wiping vermin, mobs, or those equally obnoxious vampires off the car.
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 100 blasts of chemical/liquid
Cost: 200,000 credits

*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits

*Applique Armor---Adds additional protection(and weight) to the main body. Up to 200 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
----Cost: +4,000 credits+cost of armor

*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to coathangar the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits

Weapons Options:
*Laser Headlights
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 30,000 credits per gun
Option: For an additional 20,000 credits, these can be replaced/upgraded with TW Sun Lasers that do DOUBLE damage to vampires.

*Central Headlight Turret---This replaces the central headlight with a weapons mount:
a) Laser
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD .
Rate of Fire: ECHH
Payload: 250 shot battery. Effectively unlimited linked to a powerplant.
Cost: 30,000 credits
Option: For an additional 20,000 credits, can be replaced/upgraded with a TW Sun Laser that does DOUBLE damage to vampires.

b) Ion Blaster
Range: 600 ft
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 100 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits
Options:
*Ion Scatter-Shot Mode---This i turns the Ion Blaster into a short range shotgun with an area of effect blast. Reduce range to 200 ft, but does 4d6 MD to a 12 ft wide area. Cost: 4,000 credits

*Ion Step-Down Mode---This ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 2d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits

c) Plasma Blaster
Range: 500 ft
Damage: 4d6 MD per blast
2d4x10 MD per three-shot burst
Rate of Fire: EPCHH
Payload: 70 shot battery. Effectively unlimited linked to a powerplant.
Cost: 17,000 credits
Options:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: HotShot modding costs +8,000 credits, and a recharged cylinder of refined d-gas costs 500 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

*Scatter-Fire---This modifies the muzzle plasma ejector mechanism to fire a dozen or so smaller plasma bolts at shorter range and with less individual damage, but with a scatter effect like a shotgun---ideal for clearing out rooms and compartments.
Reduce range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or rougly 15 ft wide area)
Cost: +4,000 credits

*Plasma Bolt-exploder----Rather than a single plasma bolt, this mod supercharges the outgoing shot into a sort of freeform plasma ‘grenade’ whose cohesion deteriorates faster, resulting in shorter range, but which explodes with greater area of effect and intensity.
Reduce range by HALF, but the bolt now does 1d6x10MD and explodes in a 5 ft blast radius . A single plasma ‘grenade’ costs two shots from the e-clip.
Cost: +5,000 credits

d) Particle Beam Blaster
Range: 1,000 ft
Damage: 4d6 MD per blast
Rate of Fire: EPCHH
Payload: 250 shot battery. Effectively unlimited linked to a powerplant.
Cost: 80,000 credits

e) S-6/IMP-07 ‘MagMaster’ ElectroMagnetic Blaster
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortice) 300 ft
Damage: (EM Bolt) 3d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 4d6 SDC per bolt
(Stun Vortice) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortice) ECHH
Payload: (EM Bolt) 250 shot battery. Effectively unlimited linked to a powerplant.
(Scattershot Bolt) 1 ‘shotgun bolt’ equals 2 EM bolts
(SDC Shot) 6 SDC shots equal 1 MDC shot
(Stun Vortice) 6 Stun Vortices equals 1 MDC shot
Bonus: EM bolts are -6 to dodge, on top of that!
Cost: 20,000 credits

f) Stun Blaster
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. 250 shot battery. Effectively unlimited linked to a powerplant.
Cost: 55,000 credits

*Hood Compartment Weaponry---If modifying the forward luggage compartment into a weapons bay, the forward space can accommodate the following:
a) Micro-Missiles----2x25 shot cassettes; 50 rds total. Cost: 80,000 credits

b) Mini-Missiles----6 shot pod. Cost: 10,000 credits

c) Anti-Armor Missiles----3 shot launcher; 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 1-3
Payload: 3
Bonuses: +5 to strike
Cost: 20,000 credits, 18,000 credits per missile

d) 20mm Cannon
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)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)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 20,000 credits

e) Mini-Gun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt

f) Dual .50 caliber Machine Guns
Range: 6,000 ft(9,000 ft HB)
Damage: 1d6x10 SDC per rd
(WI Exploders) 2d6 MD per 20 rd burst
(Ramjets) 1d4 MD single rd, 5d6 MD per 40 rd burst
(PSX-1) 2d6 MD single rd, 4d6x10 MD per 20 rd burst
Rate of Fire: Standard
Payload: 500 rds per gun
Cost: 9,000 credits

TechnoWizardry Options:(Cost is HALF if the TechnoWizardry powerplant is taken)

*PPE Generators---Can be fitted to power any magic systems aboard.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

*TW Weapon Headlight---This replaces the central headlight with a TW weapon
*TW Sunbeam Laser--- 2,000 ft range, 2d6 MD single blast, double damage to beings sensitive to sunlight, 4d6 HP to vampires, 10 shots per 40 PPE. Cost: 23,000 credits
*TW Fireball Launcher---1,000 ft range, 4d6 MD per blast, 10 shots per 12 PPE. Cost: 60,000 credits
*TW Lightning Blaster---2,000 ft range, 5d6 MD per blast, 10 shots per 15 PPE. Cost: 100,000 credits
*TW P-Beam---1,000 ft range, 1d4x10+6 MD per blast, 10 shots per 25 PPE. Cost: 150,000 credits

*TW Sensor Orb---This replaces the central headlight with a TW sensor system with the following abilities; Nightvision(600 ft, 42 minutes, 2 PPE), See the Invisible(200 ft range, 10 minutes, 2 PPE), Infrared Vision(500 ft range, 35 minutes, 3 PPE), Sense Mines & Traps(94%, 10 minutes, 6 PPE),
Cost: 150,000 credits

*TW SpyEye---Can be added to the TW Sensor Orb. 300 ft range, 20 minute duration, 13 PPE.
Cost: 70,000 credits

*LeyLine Booster---Accelerates the ‘craft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged. Cost: 500,000 credits for regular installation, 300,000 credits for addition to an existing TW-powered vehicle

*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in. Cost: 240,000 credits

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in. Cost: 700,000 credits

*De-Icer---Keeps the windows clear of ice build-up. ---2 hours per 5 PPE, or 24 hours for 60 PPE. Cost: 70,000 credits


*MultiPlexor/MagePod Model 0.2 Spell Projector----The vehicle can be fitted with PS’s technowizardry spell-projection system. The Model 0.2 is a refined and enhanced version of the original Model 0.1C, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The 0.2 also features enhanced barrel-focusing elements, boosting the range of the spells.
Weight: 1,000 lbs
Range: Varies by spell, x2 due to ecoto-glass focusing and spell-booster elements.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Mage Pod system costs about 1.8 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.


Variants:
*PS-HV-18 Preston Sunfire---Preston Tucker had planned an even sleeker and sportier development of the Torpedo, nicknamed the Corona. While Wheels of Time had no plans for such a vehicle, Paladin Steel jumped at the chance to diversify its luxury vehicle lineup and decided to go ahead and develop it fully.
The Preston Sunfire is even more streamlined and does away with the rear passenger seats, mounting a more powerful engine in the rear compartment.
Speed: (Flying) Hover to 320 MPH, maximum altitude 1,000 ft.
Market Cost: 700,000 credits for liquid fuel, 900,000 credits for electric, 1.5 million credits for nuclear w/ 15 year energy life, 1.9 million credits for TW.

*WoT ‘Triklops’---This is the original WoT configuration that was being built at the time of the ZOT invasion and the Great Exodus. WoT managed to get out about three dozen before being overtaken by the ZOT attack; reportedly the owner is struggling to rebuild his company and get back into business. Also reportedly, at least two of the original configuration ‘Triklops’(so named for the three headlights) were stolen and taken off Atlantis by escaping slaves.
Details are scant about the exact configuration of the WoT design, but the ‘Triklops’ reportedly depended heavily on magic systems to operate. Its signature was the Eye of Eylor taking the place of the middle headlight.

_________________
-------------
"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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Unread postPosted: Tue Feb 09, 2021 1:09 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
Gimmick civilian craft, by they have a niche for fields where military grade equipment is a no go.


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Unread postPosted: Tue Feb 09, 2021 1:38 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
Gimmick civilian craft, by they have a niche for fields where military grade equipment is a no go.


Works in a couple of ways....

"I thought you said the planet was undefended! That all you observed was civilian transportation!!!! Then where in the hellz did all these combat vehicles come from?!"

"Just coast up to the gate like you're just a lost traveler. Once the guards open up and come out to question us, gun it and gun them."

"Haven't you idiots seen ANY James Bond movies?! Didn't you learn ANYTHING about seemingly-innocuous vehicles?"


And from the James Bond movies:
"This is a COMPANY car!"

_________________
-------------
"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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Unread postPosted: Tue Feb 09, 2021 11:25 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3866
Location: new york
Comment: NEVER QUIT..... I got lucky
taalismn wrote:
Omegasgundam wrote:
Gimmick civilian craft, by they have a niche for fields where military grade equipment is a no go.


Works in a couple of ways....

"I thought you said the planet was undefended! That all you observed was civilian transportation!!!! Then where in the hellz did all these combat vehicles come from?!"

"Just coast up to the gate like you're just a lost traveler. Once the guards open up and come out to question us, gun it and gun them."

"Haven't you idiots seen ANY James Bond movies?! Didn't you learn ANYTHING about seemingly-innocuous vehicles?"


And from the James Bond movies:
"This is a COMPANY car!"

:lol: :lol: :lol: :lol: :lol: :lol:

_________________
let your YES be YES and your NO be NO but plz no maybe


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Unread postPosted: Fri Feb 12, 2021 10:24 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
(apologies to John Meyers, for the use of his City of Charter idea in Rifter #61 and his Charter Patrol Armor)

PS-PA-17 ‘Verl’ TW-SAMAS Power Armor
(aka ‘Myrlyn’ )

“Individually, a single power armor, unless they’ve got some really powerful weapon or they’re VERY lucky, isn’t much of a match against a full-size combat mech, but a squad of power armors, well-trained in cooperative tactics, can wolf down that same ‘mech.”

“Pursuing both magic and technology pays off handsomely when we can service BOTH customer markets, and the big gray area between where Magic and Science mix.”

“The ‘Verl’ is hardly a ‘local’ product; our Vermonter neighbors are only able to make so many of them because of their offworld resource contacts. Most of the steel comes from offworld, and the crystals they use in their mystech powerstones come from even farther away. “

“I, for one, am seriously GLAD I traded my flying carpet for a Verl. Takes more training and learning techno-skills, but I feel a lot safer with a powered shell of mithrilited armor around me.”

<<“Aye, easy there, lass, I’ve got you safe! A fine lady like yourself shadn’t be squattin’ on high sharp poles like that, you coulda gotten hurt or worse! Lucky my mates and I were cruising by in the area, nuh? We’ll just put some distance between us and yon villains down there and we’ll see aboyt getting you some more help for yar ills, sa?”>>


The ‘Verl’ was originally developed as part of Paladin Steel’s peace offerings to the Kingdom of Charter(see John Meyers, Rifter #61), in their efforts to woo the mage-kingdom into joining Greater New England. Charter was already producing their Charter Patrol Armor, a heavily technowizardry-enhanced knockoff/rebuild of the Coalition States’ PA-06 ‘Classic’ SAMAS. Paladin Steel already manufactured the PS-PA-10 ‘Pikeman’, itself a derivation of reverse-engineered CS-PA-06 design, so PS engineers and technowizards were sure that they could quickly produce an upgraded Patrol Armor equivalent that would appeal to Charter’s government, and that PS could provide at least the base components to the smaller kingdom in bulk. As it meant undoing some of the streamlining of the PS-PA-10 configuration to return to the flyable PA-06, Paladin Steel felt that they could easily build the basic structure, though the required technowizardry systems and options would take somewhat longer to sort out and integrate.
The PS-PA-17 follows the Charter power armor as a general template, but while the Charter Patrol Armor seems to mockingly retain much of the original PA-06’s styling, the PS-PA-17 ironically goes for a more ‘Victorian’ styling. The head features a ‘bug-eyed’ look in acknowledgment of the CPA’s ‘xeno’ helmet, but adds a crystalline faceplate and winglet-style arabesques streaming back from it. The wings are sculpted to resemble hawk wings in iron or brass.
Being purely magic-powered, and relying heavily on magic systems, the PS-PA-17 is much more expensive than an equivalent pure-tech power armor, as well as being vulnerable to magic detection/disruption, which has limited production and acceptance with the GNEAS, which has been seeking a SAMAS equivalent of its own, even if the design is essentially a knockoff of an older Coalition design. Still, many more PS-PA-17s have entered GNEAS service, owing to the larger more mechanized production capabilities of Paladin Steel, resource base(especially mineral crystals imported from offworld) and the larger military budgets of the GNE, than have entered Charter service. While appreciative of the design and its capabilities, and acknowledging its strengths, the smaller Charter militia lacks the resources to manufacture the design in any great quantity, though they have accepted over a hundred into their ranks.
While not the most advanced power armor in the PS/GNE stables, the Verl is doughty enough, with a few surprises in it, to be a dangerous adversary, especially in the hands of a skilled pilot. Its magic features make it a good scout unit in areas with high magic activity, as well as a decent horror-hunter for tracking and fighting paranormal threats.

Type: PS-PA-17 Verl
Class: Medium Infantry Exoskeleton.
Crew: One
MDC/Armor by Location:
Main Body 250
Head 70
Hands(2) 20 each
Arms(2) 60 each
Legs(2) 70 each
Flightpack 100
Wings(2) 100 each
Armor of Ithan 100

Height: 8 ft
Width: 3.5 ft, 10 ft wingspan
Length: 2.8 ft
Weight: 250 lbs
Cargo: None, except what can be belted or carried in the arms.
Physical Strength: Robotic P.S. of 30
Powerplant: PPE Generator:
PPE Capacity:(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus

Speed:
(Running) 60 MPH
(Leaping) 20 ft up/across, 35 ft up/across with a running start
(Flying) Hover to 350 MPH, maximum alttitude of 600 ft.
(Underwater) 7 MPH running underwater, maximum depth of 480 ft
Market Cost: 500,000 credits
Systems of Note:
Standard Power Armor Systems, plus:
*PPE Sensor---This is an extra sensor package, developed with the help of Paladin Steel’s Japanese trade contacts, built into the helmet/head section. Essentially a replackaging of the Japanese SNARLS. Range: 2,000 ft.

*PPE Detector Optics----Can see magic at a range of 240 ft, and see mystic auras at 200 ft. Backup system to the SNARLS.

Weapons Systems:
1) Forearm Hardpoints(2)---Each forearm is fitted with a hardpoint capable of accommodating any of the commercially-available cyborg forearm options or one of the following:
a) Micro-Missile Launcher---9-shot 15mm pod, 6-shot 20mm pod, or 4-shot 30mm pod
b) Mini-Missile Launcher----2 per hardpoint
c) TW Mini-Missile Launcher---Can use any of PS’s TW mini-missiles---2 shots
d) Light Machine Gun---Modified cyborg forearm weapon. Can also fire wood and silver bullets.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 100 rd box magazine
Cost: 18,000 credits

e)TW Stake Launcher----Same as the cyborg TW weapon.

f) TW Flame-thrower----’Light’ TW Flame-thrower modified with PS’s spell-booster/’range-pumper’ elements in the projector-nozzle.
Range: 450 ft
Damage: 3d6 MD incendiary damage(5d6 MD on ley lines). 2d4x10 MD for a full melee sweep of a target(takes up 5 APMs).
Rate of Fire: ECHH
Payload: 10 PPE for 15 blasts
Cost: 86,000 credits

g) PAM(Pursuit Apprehension Module)---This option is most often taken by police units(further modified with light bars and sirens), prison guards, security squads, and specialized ‘capture’ teams. The PAM-02 combines a light grenade launcher, electro-zap taser gun, light machine gun, and an extendable claw arm. A number of later models for security forces mixed various combinations of autoshotguns, tasers, stun-bead shooters, tear gas sprayers, and other ‘limited lethality’ devices.
Range:(Grenade Launcher)1500 ft
(Taser) 100 ft
(LMG) 2000 ft
(Claw Arm) Extends out to 8 ft
Damage:(Grenade Launcher) Varies by grenade type
(Flash/Bang)---Makes a loud, disorienting roar and a blinding flash and causes anyone not wearing protective gear(eye protection, ear protectors, or EBA) in a 15 ft radius to be -10 to strike, parry, dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Even characters in EBA will be distracted for 1d4 seconds(about 1 APM) and lose initiative.
(Smoke) Fills a 20 ft area with thick, obscuring smoke
(Chemical)---Varies by chemical used(typically mace or tear gas)
(‘Loogie’ Restraint Round)1d4 SDC bruising damage on impact, restrains with a PS of 30 (characters without a robotic or supernatural PS of 30 or greater are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out). Affects a 6 ft area.
Note: Police carry solvents that dissolve the "Loogie" within 1d4 melees.
(Taser-Shock Beads)Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have a 75% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out. Area of effect: 15 ft

Megadamage Rounds(Rarely carried by police/security forces)
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Popular load-outs include stun-flash grenades, gas shells, and other specialized munition types.

(Taser) Victims must save versus non-lethal poison(12 or better) or suffer
-10 to strike, parry, and dodge, reduce speed and APMs by HALF, for 2d4 melees per hit.
Cyborgs(full and partial conversion) save at 8 or better.
Also has the effect of shorting out vehicle ignition systems(60% chance)
(Claw Arm) 2d4 MD crush or tear

(LMG) 3d6 SDC per 15 rd burst, 6d6 SDC per 30 rd burst
Rubber bullets do 1d4 SDC and a 50% chance of knocking a human-sized target off its feet, losing initiative and 1 APM. 25% chance of stunning the target for 1d4 melees.
Rate of Fire:(Grenade Launcher) ECHH
(Taser) ECHH
(LMG) ECHH
(Claw Arm) ECHH
Payload:(Grenade Launcher)30 rd drum loads under the forearm
(Taser) Effectively unlimited
(LMG) 1,000 rds; helical magazine loads near the elbow
Cost: 22,000 credits

h) TW Light Blade
Range:(Light Blade) Blade reaches 3 ft
Damage:(Light Blade) 1d6x10+8 MD(full HP damage to vampires)
Rate of Fire: ECHH
Payload:(Light Blade) 10 PPE for 8 minutes
Cost: 78,000 credits

i) TW Ice Grenade Launcher----This fires a Ten Foot Ball of Ice. The shooter can, by pointing the launcher, direct the giant iceball until it dissipates. 120 ft range, 15 PPE to summon, and lasts 8 minutes. Does 2d6 MD dropped on somebody, 1d6 MD rolling over somebody, has 70 MDC, and is +2 to strike specific targets. Cost: 174,000 credits

j) TW Lightning Grenadier---This attachment fires a Call Lightning spell(8th level)---800 ft range, 8d6 MD per blast. 5 PPE per shot. Cost: 14,000 credits

k) TW Hailstorm Grenadier---This attachment fires a Hail spell(8th level)---2,000 ft range, 8d4 MD per melee, for 32 melees(8 minutes) to a 40 ft target radius. 10 PPE per activation. Cost: 114,000 credits


2) Heavy Rifle---A handheld heavy gun is standard equipment for the power armor. The incorporation of a TW powerplant with supplemental power batteries means that the Verl is often issued TW weaponry as standard.
a) Heavy TK Machine Gun----Based on the original Charter Patrol Armor’s improved TK-80 main armament and most commonly found with Charter-refitted PS-PA-17s

b)Heavy TK Machine Gun----This is the more powerful Stormspire-inspired model. The recently-introduced ‘Long Barrel’ HTKMG is also available, with DOUBLE the range, but currently the shorter-ranged model is favored, as Charter pilots are not yet used to the longer-ranged tactical doctrine favored by other GNE armed services units.
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: ECHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 120,000 credits

c) ‘Sunburn’ Heavy TW Laser Rifle
Range: 4,000 ft
Damage: 2d6 MD single blast, double damage to beings sensitive to sunlight, 4d6 HP to vampires.
Rate of Fire: ECHH
Payload: 4 P.P.E. per shot. Uses PPE-clips or can be fitted with a Powerstone(see Options)
Bonuses: +1 to strike
Special Features:
*LED PPE Counter(keeps track of available power)
*Laser Rangefinder/Spotsight
*Attachable Folding Wire Shoulder Stock
*Top Sight Rail
Cost: 29,000 credits
Options:
*Lantern Light(1 PPE and lasts 4 hours)---Fills a ten foot area with soft illumination, but CANNOT drive off vampires or other sunlight-sensitive beings. Cost: 2,000 credits

*Blinding Flash(1 PPE per shot)----60 ft range, 10 ft radius. The crystal can be used offensively to deliver a blinding flash of light that leaves victims dazed; save versus magic or be -10 to strike, parry, and dodge, with a 50% chance of falling for every 10 ft of distance they attempt to move. Effects last 1d4 melees. Cost: 2,000 credits

*TW Powerstone---This refits the ‘Sunburn’ with a Greenstar PPE Powerstone:
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits
Recharge Rate: 2 PPE per hour, 10 PPE at a ley line, 20 PPE/hour on a nexus or in a dimensional pyramid
-Starglow---The PPE cylinder normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE.

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

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

*Double Barrel---The mechanism of most GALtd. weaponry prevents conventional automatic fire modes, but by modifying the firing mechanism and adding a second focusing barrel next to the first, the weapons can be altered to fire two shots simultaneously(counts as one attack). This of course uses the same PPE as for two shots, but allows the gunner to do double damage in a single attack.
Double-Barreling increases weapon weight by 20% and cost by 25%.

*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)

d) 40mm Grenade Launcher
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds
Cost: 50,000 credits

e)M-50B Reaper Heavy Machine Rifle(Hand-Held-1 Hand)
This is the modified version of the original M-50A, itself a repackaging of the 20mm ‘Taskin’ manportable infantry cannon. The weapon can fire original Triax-derived explosive shells, PSX explosive shells, and even wood rounds for use against vampires. The original problem of thermal cooking of the Taskin’s ‘smart’ ammunition has been solved by simply laying a strip of thermo-conductor between the magazine and the gun barrel, pulling the heat away to a heatsink in the handle. ‘Smart’ bullets can be specially fuzed to ‘airburst’ like a grenade, or can be set to punch through light structures before exploding, rather than detonating on contact. A 20mm Reaper round can penetrate up to 250 SDC before detonating or being rendered ineffective....This has proven remarkably effective at taking out enemy troops hiding inside cargo containers and regular buildings, as the shells punch through their cover before exploding within.
Weight: 60 lbs
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: Two fifty-round box magazines(100 rds total)
Bonuses: +1 strike(w/ laser targeting)
Special Features: *Laser Targeting--+1 to strike
*Optional Bipod
*Optional Silencer/Muzzle Brake/Flash Suppressor---This three-foot long muzzle attachment suppresses the flash and the thunder, adds a +1 to strike, but reduce range to 3,000 ft, and can only fire single shots. However, power armored sniper teams with thermo-camo and M-50Bs proved remarkably effective at picking off Coalition soldiers during the Siege of New Castleburg.
Cost: 28,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PS rds costs 3000 credits


f) 12.7mm PS-MRG03 Snub-nose Short Gatling Gun (Hand-Held-1 Hand): This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas. Like the M-50, the PS-MRG03 can be used single-handed.
MDC: 30
Weight: 50 lbs
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 500 rounds
Market Cost: 12,000 credits

g)PS-5400 Caseless Machinegun(Hand-Held-2 Hands) as standard issue: it’s a repackaging of the Bandito Arms 5500 "Cactus Juicer" Fletchette Rail Gun. Being an older PS-made weapon, it’s common enough that it could be supplied to Charter in bulk.
(Post 109 PA Note: This was initially the standard issue weapon for PS and VFS armed forces, but would later be replaced by the more powerful M50 Reaper and similar later-generation rifle-modules when they came into service...the PS-5400 continues to be offered, however, as part of the market PSA-11 package)
Range: 2,000 ft
Damage: 1D6 MD single round, 6D6 MD per burst of six rounds
Rate of Fire: Single shot, or 6-round burst
Payload: 100 rounds (18 bursts).

3) Vibroblades(2) ---Each forearm also sports an extendable vibroblade. Silver-plated types are also available and popular. They can also be enhanced with a Frost Blade, Spinning Blades, or Flaming Sword spell modification(see Options).
Range: Melee
Damage: 2d6 MD slicing damage, or added to a punch.

4) TW Features:
*Armor of Ithan---100 MDC, 10 minutes, 5 PPE/10 ISP per activation.

*Leyline Flier ---Increase speed on a leyline by 50%. -10% to piloting rolls as the armor is dragged along for the ride.

*TW Optics --- PPE/See Aura optics.

*Chest Multiplexor---A multi-spellcard system that holds FOUR spellcards powered by the onboard PPE generator, or by the operator’s own PPE/ISP. Typically used to add defensive spells or illusionary magic spells. Examples:
---Chromatic Protection---Blinds attackers for 1d4 melees. 5 PPE, 10 minutes duration.
-Freefall ---Can now safely drop, land, and roll safely without damage up to 2,000 ft per level, 9 PPE/18 ISP per activation.
-Impervious to Energy ---Energy attacks do NO damage to the wearer, 2 minutes/8 melees duration per level/activation. 10 PPE/20 ISP per activation.
-Multiple Image---This surrounds the power armor with three identical mirages of itself, matching its movements exactly, and lasting 10 minutes for the expenditure of 4 PPE.
---Mystic Chrome---Temporarily coats the power armor in laser reflective sheen, sometimes leading to mistaken identity as a NEMA Silver Eagle SAMAS. . Lasers do HALF damage. 30 minutes’ duration for 3 PPE.
---Superhuman Strength---Temporarily supercharges the power armor with supernatural strength, so a full strength punch that normally does 1d6 MD, now does 3d6 MD, and a 2d6 MD power punch does 6d6 MD. 5 PPE for 5 minutes’ worth of power-up.

5) (Optional) Wing Hardpoints (2-4)---Each wing can be fitted with up to two hardpoints, each of which can accommodate the following:
a) Mini-Missiles---3 per hardpoint
b)TW Mini-Missile Launcher---Can use any of PS’s TW mini-missiles. 3 per hardpoint
c) TW Large Missile---Can use any of PS’s Large TW Missiles. One per hardpoint
d) Micro-Missile Launcher---25 15-20mm micromissiles per cassette launcher, or 12 30mm McMs.
e) Fragmentation Rocket Launcher Pod ( a copy of an imported Russian design). This uses the same rockets as are used by the belt-fed PS-RL-210, only repackaged in a more conventional aviation-style hardpoint pod. Ten tubes are packed with two projectiles each, for a total of 20 rockets, and can be fired off selectively from single rockets to salves of 10. . 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: ECHH in volleys of 1-10 rockets
Payload: 20 rds

f)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: 4 per launcher

6) (Optional) Use of Handheld Weapons---The PSA-17’s hands are scaled to use standard infantry weapons, though the extra strength of the exoskeleton allows the wearer to carry and use fairly heavy weapons with ease.

Options:
*Wing Blades---Inspired by observations of Free Quebec’s SAMAS designs, this feature adds large sharp strakes that do 2d4 MD on a sideswipe attack.
Cost: 18,000 credits

*PPE Generator Upgrade----
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus----2 million credits

*FrostBlade Enhancement---The integral vibroblades can be enhanced to be sheathed in super-cold. The blade now does 4d6 MD, 6d6 MD to fire creatures, or DOUBLE damage to those noted as being susceptible to cold-based attacks. Can also attempt to parry energy blasts(with no bonuses). Costs 4 PPE for 16 minutes duration. Cost: 78,000 credits.

*Spinning Blades---The integral vibroblades can be enhanced to produce 10 smaller blades, each doing 1d6 MD, around the forearm swords. Lasts 10 melees(2 minutes, 30 seconds) per activation. 600 ft range and 2d6x10 MD if launched offensively at a target. +6 to parry hand to hand attacks, +2 to parry projectiles and energy blasts. Cost: 78,000 credits.

* Flaming Sword Enhancement---The integral vibroblades can be enhanced to glow with blue flames. 3d6 MD for fire alone, or +3d6 MD to a strike. 4 minutes’ duration per level of experience of the wielder, 7 PPE per activation. Cost: 70,000 credits.

*-MagePlate-1C Armor----The PSPA-22(TW) is armored in PS’s MP1C armor that lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2 PPE/4 ISP. CANNOT replace destroyed limbs but can repair armor surfacing and strengthen damaged actuators.

*Mystic Targeting---Adds a mystech targeting system. Mystic Targeting allows the spellcaster bonuses to strike supernatural targets radiating PPE(more than 40 PPE). The spell confers a +3 to strike such targets for the duration of the spell. Lasts 10 minutes for 4 PPE. Cost: 80,000 credits.

*Penetrating Vision---Adds extra magic magic optics that allow the power armor pilot to see through fog, smoke, and even water. 800 ft range, 50 minute duration, for 2 PPE. Cost: 25,000 credits.

Variants:
Rumors of more heavily-modified ‘stealth’ or ‘phantom’ Verls, extensively fitted with mystical invisibility systems, have popped up.

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

--------Rudyard Kipling
------------


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Unread postPosted: Sat Feb 13, 2021 12:43 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3866
Location: new york
Comment: NEVER QUIT..... I got lucky
taalismn wrote:
(apologies to John Meyers, for the use of his City of Charter idea in Rifter #61 and his Charter Patrol Armor)

PS-PA-17 ‘Verl’ TW-SAMAS Power Armor
(aka ‘Myrlyn’ )

finally been waiting for years stats lke this !!! WELL DONE

_________________
let your YES be YES and your NO be NO but plz no maybe


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Unread postPosted: Sun Feb 14, 2021 9:28 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
PS/ASI -MLR-025 ‘Smokeless’ Mini-Missile Launcher
“Only so much that you can do with a simple tube launcher. Not that we didn’t have a go at it.”

“The pre-Rifts Germans came up with teh idea of using an ejectable counterweight in their Panzerfaust 3s to eliminate the hazards of backblast. You could still get a good bop if you were standing behind one when it fired, however, If we could eliminate the need to eject any sort of material, gaseous or solid, altogether...”

“It’s an interesting attempt to improve on a classic, but elegant in a way only a tech-geek would really love, but in the places where its sniper appeal would really be useful, gravitic sensors are sure to pick up on the ejection and recoil-baffling charge. No, PS/ASI’s own micromissiles are a much more effective answer to the problems the Smokeless was designed to solve, though the mine-option on the missile cassettes is likely to see wide-scale adoption and swappable sensor package promises adaptation of smarter active guidance to mini-missiles. All in all, the Mel-TwentyFive looks more like a proof of concept design than a serious attempt on the mini-missiel launcher market. “
-Colonel Vlar Reltish, CAF

This was an attempt to improve on the CAF’s Repeating Rocket Launcher and make a distinctly GNE version of this standard weapon. PS/ASI engineers focused on two aspects of the design has holding promise for immediate improvement; the missile cassette and the exhaust system.
The missile magazine cassette was a simple matter, and was adapted directly from Paladin Steel’s micro-torpedo and grenade launcher cassettes. With the insertion of a fuse and sensor system through the axial channel of the dismounted cassette, the magazine could be turned into an impromptu missile-mine, firing off any remaining missiles in it at the initiation of a timed fuse, sensor trigger, or command signal. THis modification could done with little extra retooling and negligible added cost.
The second, and more complicated, design modification was an effort to reduce the backblast from the firing rockets. PS/ASI attempted to adapt their Gravitic Counter-Buffering to act in a manner of some early pre-Rifts man-portable antitank weapons, that projected a counterbalance, rather than vent hot exhaust gasses. The MLR-025 does the same, using a small gravitic charge to throw the missile free of the launch tube where it lights off externally, with a small counter-gravitic baffle canceling out any recoil. This makes for a weapon that is easier to use indoors or in close cover, without backblast endangering bystanders, damaging property and cover, and creating a telltale thermal plume.
However, though a tech-wonder, there was simply no arguing with simplicity and success with regards to the RRL, and with so many copies already available even in the Rim, few operators were willing to shell out extra credits for the more complicated MLR-025. Though PS/ASI has manufactured a small number of MLR-025s and many more modified missile cassettes, it’s proven simply easier to produce copies of the RRL, albeit with some changes in sensor packages or materials. The relatively few MLR-025s produced so far tend to wind up in the hands of specforce units, where its peculiar qualities could be put to best use.

Weight: 22 lbs
MDC: 25
Range: Roughly 1 mile
Damage: Varies by Mini-Missile
Rate of Fire: Two shots per melee(the hitch is the time it takes a fresh missile to rotate into the firing chambere)
Payload: 4-shot cassette
Special Features:
*Gravitic Recoil Baffling---Rather than hot-launc from the tube, the MLR-025 uses a weak gravitic pulse to push the missile out of the tube to a stand-off distance before it lights off, and to counter-balance its ejection.

*Cassette Booby-Trapping---The missile cassette can be transformed, with a simple insert unit, into a demolition munition or stand-off mine.

Cost: 22,000 credits
Options:
*Swappable Sight Package---The sighting and guidance system can be swapped on the MLR-025 , allowing for upgrades from ‘dump-fire’ to possible guided ‘smart’ mini-missile munitions.

_________________
-------------
"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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Unread postPosted: Tue Mar 02, 2021 1:05 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
ICY METAPHOR---- Linguistic Bio-Mod
“Yep, as a matter of fact I CAN speak Trade Five without accent. I also speak fluent Dolphin, Deep Whale, and High Mantazee.”

“Oh, you can get parts of this mod if you’ve got limited needs, but go for the whole kit; it has unexpected benefits. I was negotiating ...well, let’s not say what I was negotiating for, exactly...but I got some suggestive signals between the person I thought I was coming to a deal with, and some muscle who thought they were sitting out of my vision and attention. I knew something was up when the negotiations seemed to be coming to a good deal, but the tension and signaling were going WAY up. I managed to move in time to avoid a vibroknife in the back and escape with my skin and wallet intact. ”

The curiously named ICY METAPHOR is actually a Class Two bio-mod package designed to give the recipient the ability to hear, comprehend, and speak, a variety of languages and communications modes. In a culture as diverse and multidimensional as the United Systems Alliance, the ability to communicate clearly and reliably with other cultures and species has proven invaluable, and the total ICY METAPHOR mod-package has proven very popular with scholars, diplomats, businessmen and merchants.
ICY METAPHOR CAN be combined with other bio-mods, such as MODEST REBAR

Powers/Abilities:
*Ultra-Hearing---The recipient now has the ability to hear in the subsonic and ultrasonic ranges. +1 on initiative, dodge, and +5% to Language skills.

*Modified Vocal Cords---The vocal cords have been modified into the equivalent of an electronic voice modulator, and can bellow at volumes up to 80 decibels, or make subsonic or ultrasonic noises. +10% to Imitate/Impersonate Voices/Ventriloquism and a base 70%+2% per level of experience to disguise the voice.

*Living Anatomy---The recipient’s perceptual senses have been tweaked to be able to sense nonverbal communications patterns, and pick up on body language cues. This version lacks the bonuses to medical skills and physical damage, but does give a +1 on initiative and dodge.

*BINAS---Linguistics(Minor)---Modifies the speech centers of the brain to better be able to identify patterns in sound that constitute speech. This incorporates features of the BINAS BABEL bio-mod; the recipient can intuit most languages with 1d8 minutes of exposure(cannot do anything else other than just listen). Can retain a fluency of 90% in an acquired language for 10 minutes per level of experience after a conversation ends. Language skills are picked up in the normal fashion with a +25% bonus to study and practice, and in a third of the normal amount of time. The recipient can start with 1d6+1 additional languages, and can learn 1 new language per level of experience.

Total bonuses:
+2 Initiative
+2 Dodge
+30% to Language skills.
+10% to Imitate/Impersonate Voices/Ventriloquism
+ 70%+2% per level of experience to disguise the voice
+1d6+1 additional languages

Cost: 990,000 credits (198,000 xredits in the Three Galaxies)

DUST ANGLER--The Phantom Multiple Limb Aug
“Having more hands to do work, I’m afraid, means they just give me even more work to do.”

DUST ANGLER is a bio-mod that aims to provide bio-augs with a non-disfiguring version of an advantage possessed by many Paladin Steel cyborgs; multiple limbs. While many bio-augs want the added actions and multitasking capablities of bionics, they don’t want the extra limbs cluttering up their bodies and marking them as different when not needed.
DUST ANGLER, building on the pioneering work done for OPAL BOA, uses a combination of ectoplasmic cybertech, psi-tech, and advanced phasetech energy manipulation to allow the recipient to generate extra limbs as needed. Special nodes implanted in the spine generate and control the virtual limbs as requested. Bio-implants in the brajn and spine handle the mental aspects of having extra limbs and the extra sensations attenadant with them. The generated limbs appear as translucent forms, unless coated with dust, paint, or clothing.
Being virtual, the phantom ecto-limbs can be visually configured to resemble the recipient’s existing limbs. They can be extended through a person’s normal clothing without the need for extra openings being tailored in. When not needed, the ecto-limbs can be shut off and dissipate, but can be regenerated as needed.
Combined with combat implants or a BINAS like multitasking, a DUST ANGLER aug can become a whirlwind of productivity, or a terror in combat. It is frequently buddled with the MODEST REBAR aug to create a full augmentation.

Powers/Abilities:
*Multiple Limbs
DUST ANGLER can generate up to FOUR additional limbs, adding +2 APMs(1 APM per pair)
+1 to Parry per extra pair of limbs
Each ecto-limb has 20 SDC, but is effectively IMMUNE to extremes of heat and cold(so the person could reach into a furnace and pick up a glowing hot piece of metal, or stick their virtual arm into liquid nitrogen, with little more than the sensation that the experience is VERY hot or cold).
-Physical attacks(kicks, punches, crowbars, concussive blasts, etc.) do 25% normal damage to the ectoplasm
-Energy attacks do HALF damage to the ectoplasm.

Vulnerabilities/Drawbacks:
*The extra limbs have HALF the normal P.S. of the recipient.
-Psionic and magic attacks, such as psi-swords, do FULL damage to the ectoplasm
* CANNOT be extended through MDC EBA(partial body armor is the limit), forcefields or another person’s clothing.

*Destroying a phantom limb removes it from use, until the ecto-generator is shut down and rebooted.
Note that anything worn or held by the extra limbs will fall free when the limbs are dispelled.

Total bonuses:
+2 APMs(+1 APM per extra pair of limbs)
+1 to Parry per extra pair of limbs

Options:
*Ecto-Weapons-The ectoplasm can be ‘stiffened’ to form ectoplasmic blades that add +1d6 to a punch
*Ecto-Phasing-The ectoplasm can ooze through narrow(pinhole-sized) openings and spaces to reach lock-bolts and hidden switches. +15% to Pick Locks.



Cost: 1.4 million credits (250,000 xredits in the Three Galaxies)

_________________
-------------
"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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Unread postPosted: Tue Mar 16, 2021 2:42 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
*Arm Storm TW Cybernetic Implant
(aka ‘Shreddomizer’, ‘Storm-blader’, ‘Carnager’, ‘Arm-Grinder’)

“The Arm Storm is a very good reason one should never engage in melee combat with Greater New Englanders if one wishes to have an open casket funeral. I’ve seen artillery bombardment victims who looked better than mooks who’d gone mano-a-mano with somebody with a storm-blader hidden under their skin. ”

The ‘Arm Storm’ is a TW cybernetic implant that implements the Spinning Blades spell, a favorite of PS/ASI technowizards. The implant consists of a light MDC flex-blade housed in a forearm sheath, coupled with a small rod of opal and a PPE power crystal grafted to the forearm bones. A fold of skin and faux-flesh closure conceals the implant’s sheath opening from casual inspection( it’s rumored that more advanced milspec models further wrap the installation in a sensor-bafling mesh to hide the implants from weapons scanners, giving false readings of prostheic wrist joints or bone pins) .
In operation, the implantee’s arm extends the concealed blade into the open palm, then seems to explode into a conical cloud of flying blades, which can rotate like a flying meat grinder, or shoot off individually or all at once in a barrage.
Since its introduction, several variants of the Arm Storm have appeared, including a female anti-rapine version. Though originally meant for special forces, the popularity of the ArmStorm implant has spread, so it is now more commonly available The GNE(and by extension the USA) law enforcement authorities, though, consider the weapon as a lethal concealed weapon; those possessing the implant are required to register when entering civic areas, and crimes committed with the implant are weighted much more heavily in the courts.

Range: Melee. When activated, the Spinning Blades spell can reach 480 ft away. If ejected as projectiles, the blades can reach 800 ft.
Damage: The flex-blade itself does 3d6 SDC/1d6 MD powered.
When activated, the Spinning Blades spell produces 8 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x8 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
Duration: 8 melees/2 minutes per activation
PPE Activation Cost: 13 PPE/26 ISP per activation
Cost: 28,000 credits + energy storage gems(the most popular, and cheapest, fit-out is a ‘specialized ‘greenstone’ regenerator with 75 PPE capacity, regenerating 2 PPE per hour/10 at a ley line, cost: 9,000 credits


PS-TWEx02 TW Detonote Dispenser
(aka ‘Trigga-Tagga’, ‘slap-cracker’)

(Looking at little clouds of smoke rising up all over his facility) “I really HATE these security preparedness exercises. Now I gotta explain to the generals how we were made chumps.”
---Anonymous GNEAS base commander, seeing the aftermath of a security test exercise using sticky notes.

“Hey, there’s a note somebody left here! It looks like it sez-(explosion)

“Is this how ninjas feel when they’re working?”
---Anonymous GNEAS SpecOps ranger.

“Want something else to keep you sleepless at night? This thing’s the right size to be worn as a backpack by a mouse-sized smallkin. One of those titches, with one or more companions carrying magic power cells, slapping these things in hard to see, hard to check, but oh-so vulnerable places around your facility? Yeah, more security nightmares.”

This is a technowizardry device worn as a vambrace or incorporated into the forearm of a suit of body or power armor. It uses an adapted form of the Ludicrous Magic spell Sticky-Notes-’o-Doom. It resembles a plastic-cased adhesive note dispenser with an inset smokey quartz crystal and etched mystic symbols. To use, the user simply pulls off a slip of paper, slaps it on the target, touches it, and it’s magically armed. The user can leave the note to detonate timed, or by command. The Detonote has, not surprisingly, proven very popular with special forces and espionage operatives.
More mundanely, the paper notes can be used to leave messages, mark trails, or flag objects of interest, such as uncovered booby-traps.
Smoke notes usually have a drawing of a cloud on them, or some saying like ‘Smoke gets in your eyes’ or something similar scrawled on it. Explosive tags will have a mushroom cloud, explosion, or bomb depicted on them.

Weight: 1.4 lbs
Range: Touch, but can be remote-detonated from as far away as 2,000 ft
Damage:(Smoke)None, but generates a small cloud of smoke, adjustable in size from a few inches across to 30 ft.
(Explosive)Adjustable from 1d6 to 1d4x100 SDC/ or 1d4 MD
Rate of Fire: ECHH
Payload: Pad has 100 note-sheets
Total payload depends on what powers the device; usually a PPE-clip or powerstone, but can be linked to a TW-powered power armor or vehicle’s powerplant for effectively unlimited shots. In a pinch the operator can channel in their own PPE/ISP.
(Smoke) 1 PPE/2 ISP per note for smoke, or 1 PPE for 2 if used consecutively
(Explosive) 5 PPE/10 ISP per explosive note regardless of whether it’s SDC or MDC
Notes can be left in place and viable for up to 10 hours. After that, they just become ordinary pieces of paper.
Special Features:
*Compatible with PPE Clips
Cost: 12,000 credits. Paper refills typically cost 2-3 credits per 100 sheets.
Options:
*Igniter---This turns the ’note into an incendiary device, doing 4d6 MD initially, then continuing to burn for 1d6 minutes, doing 3d6 MD per minute and igniting combustible materials in its vicinity. TYpically marked with a little drawing of a flame, the pre-Rifts fire warning icon, or some cute fire-related blurb(like ‘You burn me up!’ or ‘Hot Stuff!’). 6 PPE per incendiary note. Cost: +12,000 credits

*Choking Dust Cloud---This causes the smoke cloud to be the equivalent of a tear gas grenade, with a dusty, gritty sulfurous component that makes people gag. Those without breathing/eye protection will be -10 to strike, parry, roll, and dodge, and even those with protection will be -2 on initiative, strike, parry, roll, and dodge, with visibility reduced to 1d8 ft. Covers a 30 ft area and persists for 20 melees/5 minutes. Typically has a little picture of a dust cloud. 8 PPE per dust note. Cost: +18,000 credits

*Crunch----This is an application of the Crushing Fist spell; when activation, the note crumbles up, pulling on the adjacent material and crushing it like a powered vice or hydraulic press. Does 2d6 MD per melee for 40 melees(10 minutes). Usually features a picture of a closing fist. 6 PPE per compression note. Cost: +12,000 credits

*Starburst--- The note explodes into a glaring shimmering wall of light and burning energy. 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, Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long. Card has a star or stars on it. 6 PPE per incendiary note. Cost: +12,000 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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Unread postPosted: Sat Mar 27, 2021 11:29 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
I'm poking along at the Azhur 'weak link', and I think I have my depression issues under control enough to finish it soonish.

As a hit, something I've observed is that the Azhur are an awful lot like Drow, and the one thing that Drow want above all else is control over other Drow. And the most common failure point of Drow schemes are also other Drow. Occasionally, the same Drow that hatched the scheme.


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Unread postPosted: Sun Mar 28, 2021 3:26 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
I'm poking along at the Azhur 'weak link', and I think I have my depression issues under control enough to finish it soonish.



I hear yah.....depression is a nasty little bastard to deal with, and there's admittedly been a lot to be depressed about. You're not alone In that, just so you know.

_________________
-------------
"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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Unread postPosted: Mon Apr 05, 2021 8:26 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel PS-TWP18 ‘Amether’ TW Pistol
(aka ‘Purpilator/Perpilator’, ‘Flashgun’)
“Range is about average for a hand weapon, and the duration of effects is low, bit if you have to, you can always recast a shot, especially in the case of the carpet, net, or shield, which ain’t going anywhere, and renew them without breaking the power bank. You’re not likely to attract fire from lawyers, either, because the Amether’s listed as ‘non-lethal’, though I do know a guy who net-glued a perp to the side of a moving turbo-train just as it was accelerating out of the station.”

“A lot of criminals have reason to curse these things, because they weren’t killed outright by them. Worst thing that can happen to some scum is to be taken ALIVE by the Laws of the Fringe.”

The ‘Amether’ is a TW pistol-style weapon originally commissioned by the Skenzians for their security forces. Since joining the United Systems Alliance, the Skenzian elves have been working to recover the elven magic heritage with their access to the magic libraries and technowizardry industries of the GNE. The ‘Amether’ was intended to make use of the abundant deposits of amethyst crystal found on the Skenzian homeworld. Though the result was not a particularly powerful or even lethal weapon, the Amether would prove a useful security tool that soon found favor with the Skenzian Royal Commandos for taking pirates alive for questioning and trial. Both the utility and aesthetics of the weapon found appeal in other worlds, especially those that also possessed large exploitable deposits of amethyst, so the original commissioners of the weapon graciously allowed PS/ASI to manufacture it on a larger scale.
The Amether is a compact, squarish, but handsomely streamlined weapon done up in black with purple highlights. It contains a ten-carat array of amethyst crystal, ectoconduit wiring, a range booster element, and a clip adaptor that can take an PPE-clip or renewing powerstone. Four spells are embedded in the Amether:
Carpet of Adhesion---This turns a section of ground, floor, or deck into a sticky trap.
Magic Net--- Throws a glowing purple web that restrains targets caught in it.
Magic Shield---A welcome defensive measure, this spell creates a glowing purple parrying shield around the weapon. No more having to worry about losing one’s pistol in melee combat.
Paralysis: Lesser---Good for temporarily disabling a perp’s arm(s) or leg(s).
The Amether uses enough crystal to lower the energy expenditure per spell such that the weapons can fire repeatedly or maintain shield duration without rapidly exhausting their PPE batteries/powerstones.
Since its introduction, the Amether has proven incredibly popular with police and security organizations across the United Systems Alliance and it is just starting to appear in markets outside the USA’s territories.

Weight: 2 lbs.
MDC: 10
Range:
(Carpet of Adhesion) 600 ft
(Magic Net) 120 ft
(Magic Shield) Melee
(Paralysis: Lesser)120 ft
Damage:
(Carpet of Adhesion) Covers a 10x20 ft area in mystic adhesive. Save versus magic or be stuck for the entire duration( 20 melees). A successful save means the target can pull loose in 2d6 melees.
(Magic Net) Covers a 10 ft wide area. Targets cannot move, attack, or defend. Takes 2 melee rounds with megadamage weaponry or magic to break free. Lasts 20 melees(5 minutes)
(Magic Shield) Creates a glowing shield with 60 MDC, with +1 to parry material attacks, -8 to parry energy attacks, and takes 1/4 damage from any attacks it successfully parries.
(Paralysis: Lesser) Causes a struck limb to lose all sensation and mobility. Victim must save versus magic or suffer the effects of a Paralysis spell to the affected body part(i.e. limbs).
Rate of Fire: ECHH
Payload:
(Carpet of Adhesion) 3 PPE/6 ISP for 5 minutes’ duration
(Magic Net) 2 PPE/4 ISP for 10 melees’ duration
(Magic Shield) 2 PPE/4 ISP for 10 minutes’ duration
(Paralysis: Lesser)1 PPE/2 ISP for 5 minutes’ duration
Special Features:
*Compatible with PPE Clips or Powerstones

*TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots.

Cost: 80,000 credits(can range as low as 60,000 credits or as high as 82,000 credits, depending on the local availability of amethyst and other components at the production site)
Options:
*Mounting rails along the top and under the barrel for fitting with a scope, laser sight, or PPE illuminator

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

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

*Vambrace Mount---The weapon is often mounted on a forearm vambrace that allows it to be used simply by pointing the arm and curling the fingers. This makes the shield mode easier to use also. A ‘quickdraw’ spring device delivers the pistol to the regular palm grip position for more flexible shooting. This is popular with some users because they can hide the Amether up under a wide sleeve. Cost: 600 credits

PS-TWAR-09 Blade-Rifle
(aka ‘chopper-gun’, ‘pilum-gun’)
“Sure, it’s expensive for relatively light damage, but mana expenditure is damn cheap for a techwiz weapon, the range is appropriate for most infantry ranged combat if you’re not a sniper, it has a f###you defensive melee mode and the magic blades do damage to targets that would laugh at mundane material attacks. It’s also very light weight, sits easy in the hands, and is very convenient. ”

“The geeners are entirely too fond of the spinning blades spell; it crops up all too frequently in their technowizardry creations. Thought seems to be; if it’s worth mounting a blade on it, it can and should be enhanced with the spin-blade spell. Case in point: sword multiplexors with spinning blade cards in them are bad enough, but this nose-picker is optimized for people who like shooting knives into other people. So it’s not as effective at range as a cheaper pulse laser rifle, it’s still no fun to be used as a dart board by somebody with one of these things. And it still has its original utility as a melee weapon, so hoping to charge and grapple somebody with one of these things is even LESS fun and a really BAD idea.”

The Blade-Rifle would at first seem to be merely a simplified version of a sword-cane incorporating a Spinning Blades spell in it, but the weapon is optimized for ranged combat. The walking stick grip folds out into a pistol grip and sights, and the stick shaft unfolds into a buttstock for more accurate rifle-style positioning. A TW barrel booster behind the extendable vibroblade doubles the effective range of the spinning blades as projectiles.
The TWAR-09 Blade-Rifle has proven popular with adventurers and GNE dimensional scouts because of its light weight, durability, and inconspicuous appearance, until it unfolds into combat configuration. Its solid and vicious melee defense(or offense) mode, good ranged combat characteristics, and PPE efficiency are appreciated by users.

Weight: 4.3 lbs.
MDC: 45
Range:(Extending Vibroblade) Melee
(Spinning Blades)When activated, the Spinning Blades spell can reach 480 ft away, used offensively. If ejected as projectiles, the blades can reach 800 ft/ 1,600 ft.
Damage:(Extending Vibroblade) 1d6+2 MD.
(Spinning Blades)When activated, the Spinning Blades spell produces 8 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x8 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
Rate of Fire: ECHH
Payload:
(Spinning Blades)4 PPE/8 ISP for 8 melee rounds
Special Features:
*PPE-Clip Powered---Accepts Magic Talisman PPE batteries, Stormspire or Paladin Steel PPE power cells. The favored power system, however, is to install a ‘Greenstar’ PP Regenerator Clip at extra cost.

*Barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots.

*Extending Haft---A sliding buttstock allows the Blade-Rifle to be braced against the shoulder for greater accuracy...or it can be used to extend the weapon’s reach in melee combat. Extends the length of the weapon from 3 ft to 4.5 ft.

*Sight-Rail---Comes standard with flip-up iron sights, but standard sighting packages, such as the LR-OTS07, can be mounted on a standard rail attachment.

Cost: 99,000 credits

Options:
*Blade Modification---Many users have the baseline blade modified, replacing it with a larger vibrosaber blade(2d4 MD), Naruni-style ‘ripper’ blade(2d6 MD for the bayonet, 4d4 MD for the short sword+the jagged wounds take longer to heal), and/or silver-plating it for extra damage against opponents allergic to silver.

*Mystic Markmanship(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)

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

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

*Paralysis: Lesser---Magically ‘envenoms’ the blades to deliver a pinpoint paralysis strike on contact. Victim must save versus magic or suffer the effects of a Paralysis spell to the affected body part(i.e. limbs). 3 PPE per shot. Duration of 2 minutes. Cost: 30,000 credits.

*Hellseeker---Modifies the flying blades to home in on supernatural evil alignments, + 3 to strike beings of supernatural evil in both the flying offensive blade mode and the shooting blade attack. 5 PPE per activation and the first volley(regardless of how many magic blades are in it), 5 PPE for each subsequent volley until the blades are all expended. Cost: 32,000 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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Unread postPosted: Sat Apr 17, 2021 11:33 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
Fort Borisov----New Sovietski Outpost on Dedek
(aka ‘Vodkagrad’, ‘Kremlin on the Dedek’)

“The Russians have their own slice of home established over there, and they’re not doing too badly...unless you count some of the local attempts at adapting some of the great Russian playwrights to local themes and settings. I sometimes have to wonder what some of those cultural commissars are thinking, pushing Chekov on innocent Dedekians.”
----Calor Vanorc, Teamster, GNE Deland.

“I’d appreciate it even more if we weren’t gaining a reputation as a liquor warehouse. Much as I like to have a positive and growing flow of trade, I dislike the image of us getting rich off selling the locals vodka. That’s positively colonial capitalist abuse of our position. We’re about more than fermented potatoes.”

Fort Borisov is the New Sovietski’s first offworld colony and outpost on Dedek.
Though the 4th Reserve Motor Rifle Division had developed(and continued to hold) close working ties with the GNE Dedek Deland Depot during the Minion War incursion, the New Sovietski wanted their own space on Dedek to develop their own trade ties with the Dedekians, as well as any other interesting dimensional travelers who might be passing through the reopening Dedekian transit nexus.
Fortunately, the Infernal invasion had left a number of Dedekian war-house garage-posts(used for refitting their War Barges) abandoned(their former users killed in the invasion) as well as several quite substantial cultist hideouts. While the latter would need extensive cleansing and exorcisms, the former could be moved into with only some repair and renovation needed. As the Dedekian War Games have been suspended for the foreseeable future. the Soviets easily found an unused outpost they could move into with little dispute, that was both not too far from the GNE depot and the trade routes, yet had enough distance that the Russians had some personal space and safety in distance.
Though more conservative elements back home in New Moscow wanted to name the outpost for some historical figure in Russian legend, those on the ground on Dedek almost unanimously named the new outpost for the martyred Colonel Goga Borisov, hero of Battlegroup Murmansk.
Fort Borisov is home to rotating elements of the 4th Reserve Motor Rifle Division and a growing number of technicians and scientists overseeing the processing and shipping of minerals back home to Russia. There’s also a number of agents looking to acquire and study alien technologies to advance the Sovietski’s state oft the art(hey, it paid off handsomely for PS/ASI and Triax, hasn’t it?).
Besides serving to gather valuable resources for Rodina, the Fort Borisov outpost is viewed by some in the Soviet in the same way as the GNE sees its offworld colonies; cultural sanctuaries and ‘seed banks’ against the potential destruction of their homelands on Rifts Earth. If not an ideal offworld colony, Fort Borisov’s position on an extradimensional transit route could provide a waystation to more hospitable refuge worlds.

-Orientation & Disposition:
Open but Cautious; the Soviets are trying to put their best face forward for the locals, so it’s not quite as rigid and strict as one of the Sovietski’s fort- factory cities back home, but these are still Russian soldiers. The troops are cheerful and amicable towards the local Dedekians, but commissars and military police are always watching to make sure they’re not being infiltrated...that is, after all, what got the PREVIOUS legal occupants of the Fort.

-Type and Size:
Military Encampment and Trading Post--Fort Borisov is heavily fortified in the old European magazine/Vaubon-style, but the former war barge slips and foundries now serve as mineral processing and shipping.
Fort Borisov supports a battalion of roughly 2,000 troops, plus another 5,000 associated support personnel and transportation workers. The fortress accommodations have been expanded to be able to accommodate a full division of some 6,000 troops and another 6,000 workers/civilians.

A. Weapons and Armor:
Superior----The Rus possess personal weapons and armor superior to the local Dedekians.
The base itself retains a dozen heavy cannon of old make that a Russian military officer of the late 1800s/early 1900s wouldn’t have found out of place in a coastal fort shore battery. These turret-mounted breechloaders are of the 11-15 inch caliber range, are slow firing, but have ranges in excess of ten miles and the ability to throw shells of 350-1,500 lbs in weight. The Russians also inherited a number of 11-inch mortars that the cultists couldn’t take away. The Soviets have acquired a supply of shells for these cannons and fabricated a few ‘special munitions’(cluster and tactical nuclear) of their own, but generally regard the weapons as secondary weapons.

These weapons are backed by multiple missile batteries and rapid-fire antiaircraft cannon of Soviet make.

B. Medicine:
Superior---Small hospital with cybernetics capabilities.

C: Agriculture and Natural Resources:
Of necessity and location, the dead sea basin bottom ’islands’ aren’t exactly prime farmland, so the Russians have had to make do with hydroponics(the original high efficiency systems bought from PS/ASI and of great interest to the Soviets) . Fortunately, the site had access to some deep wells drawing on an aquifer, but the Russians supplement this with wind-catcher condensers.

D. Real Estate and Land:
Good location, on several trade roads providing access to the dimensional gates, mineral mines, and Uplands

E. Vehicles and Fuel:
Excellent; the Fort has a full motorpool of motorized vehicles, almost all of them electrically or nuclear powered.

F. Administration:
Military Commandant---Fort Borisov is run as a military outpost

G. Alignment:
Scrupulous and Unprincipled

H. Magic:
Aside from what the Sovietski has acquired from PS/ASI, there’s fairly little. The Soviets had a few Old Believers come through the place and ritually purify it when they moved in, to remove the taint of the Dark Cultists’ occupation.

I. Racial Tolerance:
Reasonably tolerant; the Soviets are still mainly Human-biased, but accept working with d-bees, and are using the opportunities on Dedek to acquaint themselves with dimensional travelers.

J. Trade:
Trading Post, mainly focused on mineral ores.
Notable Allies:
*Dedekians---The Soviets have several trade and diplomatic treaties with the local Dedekians, mainly for minerals in short supply back home. The Soviets have also been trying to fill the leadership void left in the aftermath of the Infernal invasion, at least amongst the shattered lower altitude communities. Not everybody is sure this is a good idea, but the Russians aren’t aggressively pushing their New Communism too hard, so the protests aren’t very vocal.
*Greater New England---The GNE continues to be the Sovietskis’ mentors and facilitators on extradimensional matters.

K. Threats:
Notable Enemies:
*Cultists---There are still groups of cultists lurking about, and the Dedekians’ and Russians’ efforts to hunt these remaining pockets of evil have made Fort Borisov a target of terrorism.

L. Skill Levels and Professionalism:(Notable skilled personnel groups)
Military and Technical Staff. Some scientific work done.

M. Community Overall:
Educated; the majority of the staff/residents in Fort Borisov are skilled(technical and military) and literate. There are a few local illiterates(local Dedekians from the basin bottom slum/fringe communities) who have taken up residence near the base and work as general laborers, and are being taught how to read(and incidentally being indoctrinated in Good Red Communism), with the resident GRU and Commissars hoping these students will return to their homelands, spread the good word, and serve as the seeds of a network of informers keeping their Soviet mentors appraised of events of interest in the land.

N. Shelter:
Fortified, Though Dedekian war barge ports weren’t regularly attacked directly, sieges were still an occasional part of the War Games, so fortifications and bombproofs were often part of a proper base’s features.

O. Security and Fighting Force:
Fortified; though the original garage-complex faired less than well during the Infernal invasion, there’s evidence that the takedown was in part facilitated by infiltration from within. The citadel’s meant to withstand landbattleship-caliber cannons, and the wall-mounted cannon are still sound, especially with repairs, though the Russians are looking to replace the locally-produced heavy guns with better weaponry along the lines of what the Deland Depot has been refitting with(akin to Greater New England’s coastal defenses). Appreciating heavy fortifications, the Russians have installed deep bunkers able to withstand heavy bombardment(including nuclear attack).
The 4th Reserve Motor Rifle Division has, for the most part, been rotated in sections back to the motherland, but a brigade-strength security force remains, supplemented by a regular rotation of specialist units enjoying the novelty of an offworld deployment.
The Fort garrison retains much of the equipment loan-leased the Soviets from the Deland Depot, minus what has been sent back home to be studied(and, where possible, reverse-engineered), but the Sovietski has also been shipping in their own pattern gear, so as to better distinguish themselves(at least visually) from their GNE neighbors in the eyes of the local Dedekians.

P. Power/Energy:
Nuclear Fusion provides most of the Fort’s power, at least until the Soviets understand the local version of nuclear power.

Q: Special Features:
*Machine Shops--- Plenty of machine shops for servicing the subassemblies of war-barges. Some of them have been converted to service Russian gear, while others maintain the depot’s complement of ore transports and rolling stock.
*Ore Processing---The Fort’s shipping section does some ore processing and reduction.
*Rail Yard---The Soviets have acquired several of the big Dedekian atomic-powered locomotives and use them for hauling the massive shipments of minerals to the dimensional gates back to (Rifts) Earth. Naturally, this requires a small rail yard. Given the Russian love of trains, the Soviets have taken to running their little rail line operation with enthusiasm.

_________________
-------------
"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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Unread postPosted: Wed Apr 21, 2021 6:39 am
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 360
While the Reds would love to spread the manifesto, they'll settle for ideological informants if nothing else. The resources are too important to seriously jeopardize access to, and the potential gains in intelligence are almost as valuable. They won't rock the boat unless they have to, and they can do just as much good in the planetary background as in the forefront. They'll need a few decades to regain skills in how to seriously influence non-Russian cultures too, so best not embed any mistakes.


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Unread postPosted: Wed Apr 21, 2021 10:17 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
While the Reds would love to spread the manifesto, they'll settle for ideological informants if nothing else. The resources are too important to seriously jeopardize access to, and the potential gains in intelligence are almost as valuable. They won't rock the boat unless they have to, and they can do just as much good in the planetary background as in the forefront. They'll need a few decades to regain skills in how to seriously influence non-Russian cultures too, so best not embed any mistakes.


Meanwhile the Paladins are chuckling at the 'Hotel Moscow', ' Red Star Cafe', and 'Russia House' businesses going up just across the Dead Sea pan.

_________________
-------------
"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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Unread postPosted: Thu Apr 22, 2021 5:14 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
And here's the Azhur weak link I've mentioned. Long story short, a would be mind twister screwed herself up and decided to screw her descendant into being just like her. How this chink will be exploited will be covered later.

Lunacy in the Ice Fields
Grand Dutches Pyhä Tilaus is one of the most venerable figures of the Anzhur, having considered to have ‘won’ the great political game before nearly all of her nominal peers were even born. Fortunately for the rest of their cutthroat society, Tilaus has by all accounts grown completely disinterested in furthering her position due to reaching the effective top, and while she maintains her status her true passion is furthering her Klia breeding efforts to develop better servants. The castoffs from these projects are what provide the overwhelming majority of her income (be it resources for favors), and are still considered a notch above the best efforts of her closest rivals. She is most notorious for having the highest proportion of Azhur-Klia Hybrids among her servants of any of the major Azhur players, which produces no end of rumors regarding the status of her barely seen oathsworn vassals, leading many to consider her to have gone insane over the millennia. The ‘Crusade’ faction of the Azhur have so far gone out of the way to not engage with her for a number of reasons, and have no intention of doing so.

Pyhä Tilaus the First
As one of the many great Megaversal ironies, Pyhä Tilaus truly has gone insane, but the manner in which she did so is unlike any that her peers could dream of. The story begins shortly after Pyhä the First’s assumption of her current social status, and finding that mere domination of endless Klia and Azhur vassals was simply not enough to sate her desires. The loyalty of the Klia was oh so satisfying, but their far lesser status made it nowhere near as exhilarating as such devotion from far more capable Azhur. The existence of Hybrids showed that it was theoretically possible to combine them, so she began her quest to merge the mentality of the Klia with the power of an Azhur. The Azhur component was naturally the most problematic, being far too independent to be easily tamed, but after almost a millennia of experimentation Pyhä believed she had a working solution.

In her mind, the core problem was that the Azhur simply desired control on a fundamental metaphysical level. This served as the foundation for their greater powers, and explained the various incidents with Hybrids that made it traditional to cripple those that were produced. Thus, if Azhur were to be tamed, this desire needed to be twisting into something far more malleable, such as the Klia’s desire to serve. Elders from learned psionic societies (such as Noro or Psyscape) would tell you the reasons why such a fundamental alteration is impossible without complete consent and greater powers being involved, but the Azhur to this day lack any meaningful understanding of the art and Pyhä would have been completely undeterred regardless. Diving into the Old One art of Circle Magic, she believed she had found a valid method to change the fundamental thought process of an unwilling Azhur. In hindsight, she would admit that she had made several key mistakes in her formula, but those were secondary issues compared to the primary.

The fact that she accidentally subjected herself to it while crafting the array was much more significant, expecially when combined with the fact that massive investment of her own PPE into it made her defenseless.

The resulting accident would manage to twist her enough that the core need to serve had become the center of her existence, but the imperfect and fundamentally flawed nature of the array resulted in her mental abilities decaying at a rapid rate. To safeguard her legacy, and fill her new need to be used, she turned to a complete part of her related work to imbue her knowledge and priorities into a near clone daughter. This array had been languishing for decades due to needing to be crafted by the prospective mother and invariably resulting in their total mental obliteration, but this was now an easily born cost, and Pyhä had enough of her faculties left to appreciate the irony of inflicting her own plans of domination upon herself. The greatest problem was the need to rush the planning to excuse her prolonged absence from society until her daughter had matured and was able to take her place, but as she had already gained a reputation as a recluse this was much easier than normal.

The greatest sign of her warped mind was her final thoughts as a sapient being. They were not of regrets or Machiavellian plans, but an eager hope that this would become a family tradition, with each future daughter reducing themselves to top notch broodstock for their successor to make use of. As the array activated, she daydreamed of the obedient hybrids she would be used to make, and hoped that there wasn’t enough left of her mind to resist any control methods.

Pyhä Tilaus the Second
Pyhä the Second would prove to be everything her mother could have hoped for, combining the abilities of a true Azhur with the Klia’s need to serve. She would retain the desire to dominate other Azhur however, which made them completely unacceptable as owners, and the mental gymnastics she did to justify her continued independence would be familiar to any of the Klia that have defected to humanity. Placing her loyalty in her yet to be conceived firstborn successor, the second Pyhä would be the one to establish the lineage’s peerless reputation as Klia breeders, and after centuries of work managed to coax her mother’s body into producing Hybrids that could perfectly imitate full Azhur. These Hybrids were then used in a subtle yet ruthless campaign to replace all of Tilaus’s direct vassals with ones loyal to her mother’s dream, further reducing the chance of discovery and enabling wider spread breeding efforts.

Armed with the exotic concept known as trust, the near totality of the Tilaus holdings were now managed by these Hybrids and their descendants, freeing Pyhä to devote her full attention to furthering the pursuit of Azhur husbandry. After making a number of breakthroughs understanding the Azhur’s physiology and metaphysical biology, she was able to enhance her mother’s breeding array to enhance the attributes of her descendants, with her firstborn receiving effectively apex abilities in all aspects. With her Hybrid assistants being more than able to continue her programs and with all but the most tedious research avenues exhausted, she passed on her mantle to her firstborn, and joined her mother in the breeding pens without regrets.

Pyhä Tilaus the Third
Pyhä the Third sought to expand the line’s knowledge of the Megaverse and find ideal candidates to own her successor, becoming a very accomplished Shifter. If she had been part of the greater Azhur efforts, she would have been recognized as one of the first to truly care to see what existed outside of their home plane. Knowing the Azhur mentality, she immediately recognized that the Azhur would become nothing but a disruption to the greater Megaverse, and would almost certainly seek to try to expand their domain over what they would perceive to be ‘lesser’ existences. Having no love for the rest of her nominal species, she found the thought of betraying them to material powers to be too delightful a thought to resist, and thus started laying groundwork what her daughter would eventually use to stab them in the back. Among other things, this included a network of Stone Pyramids to both allow invaders to strike deeply into the homeplane and allow the Tilaus Fief to be evacuated before any possible retaliation.

Unfortunately, her ‘hat’ as an explorer was not well suited to the espionage campaign that would be needed, so it would soon be time to continue the family tradition and melt her mind to empower her successor. Thanks to her greater understanding of similar trends, she was able to accurately gage how long it would take for the beginnings of the future ‘Crusade’ faction to come to power, and thus gave her daughter a healthy amount of time to both mature and weave her web of intrigue.

Pyhä Tilaus the Forth
Like her mother and grandmother, Pyhä the Forth eagerly stepped into the role intended of her. While less than 40 years old, she has been able to leverage her family’s influence to get her fingers into every aspect of the current war effort, and dreams of the day that she can bring it all crashing down. Despite not being officially involved, the groundwork she has inherited places her in a position to have a near total access and understanding of the Azhur military industrial complex, with the nominal loss of favors being easily born due to rapidly coming up to their ‘expiration date’. Unfortunately, her ability to directly influence the current campaign is limited, but she has gone above and beyond in her efforts to undermine the long term course of Azhur.

More than anything else, Pyhä’s most important goal is to limit how far the Azhur can escalate and expand their conflict, particularly in regards to the level of technology they can field. To that end, she has both subtly crippled efforts to look into stellar tier dimensions and has arranged for the most innovative minds among the Azhur to be at each other’s throats. This has already produced no small number of internally driven assassinations, and the overall search for prospective future conquests has been limited to either easily assessable high-magic dimensions (than can either resist or counter invade) or minor pickings that offer relatively little other than territory and raw material. All that is needed for this to become a strongly self-reinforcing trend is a ‘simple’ matter of shattering the current sense of unity, and Pyhä has the plan to do it.

The most easily achievable method of this is a successful decapitation strike of the upper strata of Azhur society, and while the distributed nature means that a dozens of attacks would need to be conducted this is more of a matter of logistics than tactical planning. Internal security efforts are lacking in the least, so it is quite plausible that regiment scale units could mobilize and infiltrate if given even moderate mystic assistance. The Stone Pyramid network established by Pyhä the Third provides excellent coverage of the areas that need to be reached, and they can likely bring in forces for days before any of the Azhur become alarmed. This leaves the less than simple matter of making contact with forces that would be both willing to trust her and have the military might to seal the deal. Fortunately, the currently ascendant mortal powers of Rifts Earth not only have these traits but are also slightly desperate for a way to strike back at the invaders.


The Icy Fifth Column
The Duchy of Tilaus is one of the largest individual Azhur fiefs, but its numbers are relatively small compared to those of ‘modern’ mortal nations. Consisting of around 250,000 souls, and is composed entirely of lineages that have been cultivated by the Pyhä since the First’s change of focus all those millennia ago. Overall numbers double when you include the surrounding territory that are effectively puppets, but they consist of between 30% to 65% Tilaus stock. Even this is less than a fraction of a percent of the home plane’s population, but its non-alignment with the (often temporary) political power blocks has long made it a force to be courted for support, and the array of non-expended favors owed to the Grand Duchess has no equal among the Azhur. While most of these have been subtly discharged over the past few decades, they have given the Forth Pyhä an espionage network with deeper penetration than the Azhur have ever experienced, and she is counting the days until she can use it to its fullest.

Historically, the primary source of income was high grade Klia (reroll any attribute die less than half the maximum), but these are the relative cast offs of the programs instituted by Pyhä the Second. Thanks to the ruling line’s sympathy for their slaves, they have been bred to be more capable and capable of independent thought than other branches. While not quite as submissive as normal Klia, they still have a driving urge to utterly subsume themselves to the vision of another, and have developed a cult-like reverence for the Pyhä due to their ability to withstand the burdens of leadership while having a need to serve greater than any other. The relative handful of specially bred Azhur have greater than normal abilities, and are only a few steps less devoted. Once the Forth Pyhä swears herself to her chosen owner, her fief will happily follow suit.

Tilaus Klia
The overwhelming bulk of the fief’s population remains pure Klia, but millennia of breeding efforts have taken the edge off of their mental drawbacks. While still needing to serve on a metaphysical level, they are much more able to do mental gymnastics in order to achieve faux-independence when it serves the interests of their owner. A significant anomaly is the gender ratio, with the Pyhä’s tastes resulting in female births outnumbering male ones by a factor of five. Other major changes include large numbers of permanent mating bonds, with Pytha the Third implementing them to preemptively adapt to emotional and biological needs once the fief migrates to the material planes. A notable number of the most metally capable have been inducted into the arts of mystic craftsmanship, although this is intended to allow for future expansion rather than immediate production needs. As a whole however, their involvement in Pyhä’s plans is purely logistical, as there are more than enough hybrids to fill the direct action roles needed.
    (Base Attributes: ME is 3D6, and reroll all that are less than half the initial maximum)
    (SDC of Warrior/Military Klia)
    (Have one minor power from the Klia/Azhur list, and most have the improved heat tolerances as well)

Tilaus Hybrids
The Hybrids produced by the Pyhä are superior to the typical full Azhur most respects. Those that interact with the rest of Azhur society have the Minor Power Alter Physical Body, which is enough to cover the remaining differences between them and the Azhur norm. Their most notable trait is that their abilities have increasingly bred true between each other in recent centuries, removing the need to involve Azhur in the process. As such, few of them can be considered true hybrids, and Pyhä prefers to think of them as ‘Hur-Klia’. Long term numbers make it likely that there will be one Hur-Klia for every fifty normal Klia (2%) given the current population dynamics, but Pyhä hopes to double it within a century.
    (Base Attributes: All have a minimum of 18.)
    (PPE: 4d6x10+P.E.)
    (MDC is 170 +2d4 MD per level of experience.)
    (Ice Form Horror Factor is 11.)
    (Super Powers are as Azhur, but have 2 additional (3 total) Minor Power picks with the usual restrictions.)

Tilaus Azhur
The flower of the Pyhä’s breeding program, the ‘true’ Azhur that have been produced by her most capable breeders (ie her predecessors) are both well above average in capabilities and share the need to serve as the Klia, although it is notably weaker. For complex metaphysical reasons, they are entirely female, and make use of gender alteration magic to reproduce with each other. While far rarer than Pyhä would like, there are enough to serve as the go betweens with other Azhur power blocks, and their remaining urges to dominate is well handled by dealing with political power games. Given the various factors involved, the most plausible long term figures have them at a bit less than .2% of the fief’s population.
    (Base Attributes: All have a minimum of 20.)
    (MDC is 170 +2d4 MD per level of experience.)
    (Gain an additional Major Super Power or 2 additional Minors)


Last edited by Omegasgundam on Fri Apr 23, 2021 5:41 am, edited 1 time in total.

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Unread postPosted: Thu Apr 22, 2021 8:53 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
...and this elevates the 'enemy of the week/dark cold evil looks' to 'twisted and convoluted with new depths and marbled fundaments'. 8)

_________________
-------------
"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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Unread postPosted: Fri Apr 30, 2021 9:05 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
Growing on omegasgundam’s line about Grand Duchess Pyha’s wanting to curtail Arzhur expansion into other alternities:

The dimensional transport array was a new one, the result of an Ice Lord wanting to explore other possible venues of conquest without having to humble himself to seek the permission of the Dominance to re-align the arrays servicing the war efforts on the Warm rift-world. Despite the time and resources building the array took, the Arzhur Ice-Lord would have sole control over the worlds it connected to and the glory and profit attained from them. Lord-Baron Karmok was most pleased with his new doorway to glory. It would be his doorway to the exalted ranks of the Dominance.
It was also almost childishly simple to infiltrate, especially for one of Grand Duchess Pyha’s extended circle. Karmok had thought nothing of acquiring specialist talent to accomplish the construction of the transport array, as long as it didn’t come from any of the stables of the Dominance Lords and Ladies who would be adverse to a lesser Ice-Lord joining their ranks.
Those that were brought in may have been four or five circles removed from any obvious link to the Grand Duchess, but their allegiance to her was just as absolute as if they were of the First Ring. Thus, every step and detail of the transport array’s construction was known to her and her staff, and the scouting reports of the first worlds it was opened to arrived on her desk almost simultaneously with Lord Karmok’s. Pyha would know every detail, down to the issued hand weapon, of the expeditionary force Lord Karmok would lead through the gate to the most promising of the new worlds, as well as the protocols and timing of the follow-up openings.
It was a simple matter to arrange a happening; a Klia gate-technician issued a fudged order and changing an input set of coordinates, a mishandled cargo flat bumping an array stone and knocking it ever so slightly out of alignment, an unsuspected flaw in a control crystal succumbing to over-stress and shattering, taking out adjacent elements. The reality coordinates of the new realms were lost, the array off-line, contact with the expeditionary force lost.
The Dominance thought little of the lost army and took little notice of Lord-Baron Karmok’s disappearance. Those few who did, regarded it as more a benefit than a loss; good riddance to another fool.

“WHERE ARE MY REINFORCEMENTS!!!????” Lord-Baron Karmok screamed, as his field bunker shuddered under another thundering impact. Around him his Arzhur lieutenants and Klia soldiers either hunkered down behind the map tables or scurried about almost mindlessly.
“WHERE ARE MY REINFORCEMENTS!?? THEY SHOULD HAVE BEEN HERE XANS AGO!!!! OPEN THE COMMUNICATIONS GATE AND FIND OUT WHERE THEY ARE!!!!”
“I’m sorry, milord, we keep trying to, but the link isn’t opening! It’s not responding to o-”
Karmok backhanded the underling into the wall. “I DON’T WANT EXCUSES! I WANT RESULTS! GET THOSE REINFORCEMENTS!!!” The Lord-Baron’s command staff scattered to their stations, to try to carry out his orders and, at the very least, stay out of range of his physical wrath.
The bunker shuddered again, more violently. The view port slits suddenly flew open as their armored shutters were torn away, then abruptly caved inwards as the bulk of one of the bunker’s guard-tanks was thrust back into it, something trying to forcibly shove the armored fighting vehicle through the narrow observation windows.
Then, as if the tank were a wedge shoved under a rock, the roof of the bunker was lifted up, exposing the interior and its occupants to the open air...and the scene of violent carnage taking place around the Arzhur encampment. The air vehicles of the locals screamed in, dropping payloads of destruction on the entrenched expeditionary force, blasting them out of their positions. The Arzhur leader found himself staring up at the enormous mechanical construct that had torn off the top of his command bunker, and now turned its weapons on him.
Lord-Baron Karmok died screaming as he was engulfed in a spray of Chef Alvarez’s Arctic Napalm Chili Surprise.

“Who were these jerks?” Sergeant ‘Shotgun Harry’ Miles asked as he turned his Mini-Monster destroid and surveyed the destruction Ice Guard had just wrought on the enemy encampment. “Some sort of old Russian experiment?”
Sure, when they’d first appeared, with their mecha-tanks and jet fighters, they’d looked like some sort of remnant of the old Sov-collective that had survived the Robotech Masters and the Invid, and had treated the inhabitants of a few of the small villages clinging to life here in the Arctic Circle like Mongolian reavers, but things weren’t adding up. Popular theory was the blue-skinned soldiers were some sort of Zentraedi-inspired supersoldier experiment to produce cold-immune combatants. Impressive, initially, especially with some of their tricks like the weather control, but the veterans of Ice Guard had adapted quickly and turned the tables on the invaders in short order.
“Guess we’ll find out. Doesn’t look as if we’re going to be lacking for volunteers to tell us.” Corporal Fausolini put in, as he banked his Guardian-mode VF-1R ‘snowbird’ over the battlefield. With the destruction of their command HQ at the hands of Barbarossa Venton’s Bioroid marauders, the rest of the alien military force had collapsed in maintaining their fighting spirit. Under the guns of Ice Guard’s mecha, obviously shaken enemy troops were emerging from their hiding places, hands up and staggering where directed. From where he was flying, Fausolini could see the white forms of Lieutenant Naomi Akina’s ‘tame’ norcas coursing into the shattered encampment, rounding up strays and shepherding them into custody. Not that they needed much in the way of encouragement to surrender; Fausolini could also see the hulking figure of Corporal Urghason standing in apparently embarrassed surprise, as a virtually unclothed young woman with long white hair enthusiastically tried to wrap her arms around his thick torso. Other Ice Guard soldiers seemed to be picking up their own retinues of surrendering enemy personnel....maybe they were conscripts, slave labor? Oh well, they’d sort this all out in good time, now that they’d pulled the teeth of the enemy force and destroyed it as a cohesive fighting organization. And the troops circling the perimeter of the enemy base-camp would mop up any stragglers in short order, with the mutant wildlife taking care of the rest.
“Report this in to the Major; operation success, captured enemy army, bringing guests.”

_________________
-------------
"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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Unread postPosted: Fri Apr 30, 2021 9:57 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
Perfect. That is exactly how she would do it. It also helps that her agents are able to do the mental work to wear a false ownership sign. For a while anyway.


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Unread postPosted: Fri Apr 30, 2021 11:52 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
Perfect. That is exactly how she would do it. It also helps that her agents are able to do the mental work to wear a false ownership sign. For a while anyway.


The snippet allowed me to dabble in cutthroat Arzhur internal politics. :twisted:
Plus it allowed me to work in some Robotech material, which I haven't done in a long while(and which is likely to become increasingly rare with PB losing the license) using a group that, like Pyha, is their own long-term eugenics program, only Ice Guard breeding is promoting SURVIVAL. Ice Guard was the perfect random foil for wiping out an Arzhur incursion elsewhere in the megaverse. :D :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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Unread postPosted: Sun May 09, 2021 1:32 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
Something I've noticed is that the Fury isn't particularly effective in space, leaving the USA with out a domestic Silverhawk equivalent, so I've decided to enlarge it and use more advanced 3G technologies. The options and variants are still WiP, so don't be surprised by the PS catalog getting dumped on it. My other projects are giving 'love' to Naruni to keep them relevant, and maybe poking at the NGR.

PSA-14G 'Fury' Space Power Armor
(aka ‘Star Fury’)
”PS’s new Silverhawk equivalent, the Fury-G honestly doesn’t share much with its predecessor other than the visual profile and layout. It has the usual mix of armor, system, and weight improvements, and it comes out well ahead of the Stormcrow despite the higher mass. The only issue I can find is the relative lack of range on the commonly offered hand weapons, but the ‘hawk’s Hi-Laser is a notable outlier in that regard. Those in USA service usually carry Slayer-Bs or dual Flammas, and that gives them competitive firepower at the usual PA engagement ranges. The EWAR suite is usually far more useful than a shield disrupter, so it's notably more popular than any of the alternatives.”
----Major Philip Fredette, CAF

Effectively a complete redesign of the original Fury, the Fury-G is nothing less than a deliberate knockoff of the CAF Silverhawk. While substantially heavier than any of the competitors, its overall performance is the closest out of all of them. As you would expect, parts compatibility with the other Fury models is almost non-existent, but this is not a notable problem to those that operate it. The Fury-G is rapidly pushing out the Stormcrows and similar that the AJC had previously acquired, and Irregular units are right behind them. Interestingly, the Warhammer will be remaining in service, with the near totality being upgraded to the 'Ironmonger' standard over the past few years.
Spoiler:
Model Type: PS-AAAS-PSA-14G ‘Fury’

Vehicle Type: Armored Aerospace Assault Suit, Medium

Crew: One. The pilot is limited to wearing light (30 MDC) EBA

M.D.C. by Location:
    Main Body---------------400
    Head--------------------100
    Arms (2)----------------120 each
    Hands (2)---------------50 each
    Legs (2)-----------------150 each
    Shoulder EW Pods (2)---90 each
    Wings (2)---------------100 each
    Contragravity System----200
    VEFFG02RR Forcefield---150

    Forcefield regenerates at 1.5 MDC per melee.

Speed: As Silverhawk

Statistical Data:
    Height: 9 ft
    Width: 10 ft (4.5 ft with the wings folded)
    Length: 5 ft (3.5 ft without the CG pack)
    Weight: 1,500 lbs
    Cargo: None
    Physical Strength: Equivalent to PS 45 for damage purposes.

Power Plant: Nuclear-Fusion with an average energy life of 20 years

Bonuses: In addition to those from RPA: Elite (Flying PA), +2 on Initiative, +1 to Strike with ranged weapons, and +4 to Perception

Market Cost: 3 million (PW) credits with the full electronic features, 2.4 million without. The original goes for 1.5 million.

Systems of Note:
    Standard (PW) Power Armor Systems, plus;

    *Multi-Spectrum Target Designator: 10 miles (atmosphere) range, +1 to strike.

    *Enhanced Electromagnetic Radiation Shielding: Both passive insulation and an active Magtech field protect the armor from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up. However, due to the EM field this system sets up, electronic cloaking and stealthing CANNOT be used simultaneously.

    *ECCM system: 25% chance of negating technological radar or communications jamming on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system. Having an Electronic Warfare Skill gains a +15% bonus to operating this system. Note that this only applies to received communications.

    *EW Jamming System: A more sophisticated version of the ‘black box’ system used on the Bandito Arms ‘Wild Weasel’ SAMAS. This system has a 01-80% chance of jamming all civilian band communications, and a 01-70% chance of jamming military bands within its 3 mile radius of effect
    The target jamming aspect of this system means that in automatic mode missiles and sensor-guided weapons systems are normally -2 to strike the power armor. If the pilot chooses to devote an APM to defense per attack, he or she, using their Electronic Countermeasures skill, can raise that to -6 for a volley, or -9 if they elect to focus their efforts on one missile/weapon for that action.

    *Electronic Cloak: This system is essentially a scaled-up version of the Juicer ‘Scrambler’ electronic cloakers, powered up and improved to shield the larger and more complicated(in terms of sensor signature) power armor.
    Under the protection of the Cloak, the power armor has only a 20% chance of being detected by standard thermal optics, motion detectors, and radar. Laser targeting systems have NO bonuses (lose lock-on), and missiles are -2 to strike (Conventional jamming CANNOT be activated simultaneously with this...the increased EM ‘noise’ will blow the cloak).

Weapons Systems:
    1) Forearm Hardpoints (2): 7 lbs cut off. Costs are 2x due to using more energy efficient PA grade components. Control systems allow them to be fire linked without the Paired Weapons skill. Without a secondary power source, it provides the equivalent of a standard E-Clip each melee, so trigger control is needed for the faster firing weapons.
      j) PS-LR-5 ‘Partisan’
      k) PS-LR-17 ‘Priene’
      l) PS-IP-2 Smasher
      m) PS-IP-17/2098 ‘Kepper’
      n) PS-IP-21/2098 ‘Zazzer’
      o) PS-PBW-07 ‘Kurang’
      p) PS-SPC-07 ‘Nova’
      q) PS-GrP-02 ‘Astra-Omega’: Wrist magazine holds 120 rounds

    2) Shoulders/Wing Hardpoints (2): 25 lbs cut off. Costs are 2x due to using more energy efficient PA grade components. Control systems allow them to be fire linked without the Paired Weapons skill. Without a secondary power source, it provides the equivalent of a standard E-Clip each melee, so trigger control is needed for the faster firing weapons.
      j) PS-LR-10 ‘Maximus’
      k) PS-LR-52 ‘Chintis’
      l) PS-RFL2-33D ‘Blazer’
      m) PS-IR-17 ‘Zonn’
      n) PS-PBW-8 ‘Blue Bolt’
      o) PS-PBW-9 ‘FlareHammer’
      p) PS-PBW-10 ‘FanBlaster’
      q) PS-PBW-11 ‘SuperBAR’
      r) PS-PBW-12 ‘Genna’
      s) PS-PPR-5B ‘Comet Rifle’
      t) PS-PPR-22B ‘Tompson’
      u) PS-GrAR-05B ‘Long Thumpa’: Can use belts.
      v) '2x4' Mini-Missile Launcher Rack: 8 MMs each, -1 to dodge while in use.

    3) Handheld Weaponry: As Robot PS 45, and there is sufficient room under the CG pack to mount an ammo drum or a secondary power source.

    4)Flare/Chaff Launchers (2): Unchanged

    5)Hand to Hand Combat: As Robot PS 45, but has Quebec style wing blades (2d4 MD)

Variants: Much to no one’s surprise, a TW model is in the works. Efforts are also underway to develop a booster system similar to the Silverhawk-A.


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Unread postPosted: Sun May 09, 2021 8:18 pm
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
Something I've noticed is that the Fury isn't particularly effective in space, leaving the USA with out a domestic Silverhawk equivalent, so I've decided to enlarge it and use more advanced 3G technologies. The options and variants are still WiP, so don't be surprised by the PS catalog getting dumped on it. My other projects are giving 'love' to Naruni to keep them relevant, and maybe poking at the NGR.

PSA-14G 'Fury' Space Power Armor



8) :ok: It will do until I come up with some heavier flying armors forPS and some space variants on other types(The Skenzian Royal Commandos are going to get some specialist versions for their space commandos).

Besides, there's that TW shield disruptor. :demon:

_________________
-------------
"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
------------


          Top  
 
Unread postPosted: Tue May 11, 2021 9:52 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
The NGR is supposed to be a major power, so let's keep them relevant. An in-depth look at their strategic situation and diplomatic stance will come later (after I think it over and write it), but for now have most of the expanded toy chest. A good chunk of it is fixing the nerf balls and outright dumb ideas in WB:31, but it needs to be done. Here's an opener to set a few things up and provide some explanations.
Preliminary Analysis of the Industrial Implications of the Returnees
Date: 2/3/110 PA
Sender: Director Meyer, Passau Reserse Komplex
Recipient(s): President Sperling, Military High Command
Security Header: (WHITENOISE)

Madam President, the haul that the returnee team brought with them is everything we could have reasonably hoped for. Beyond the shuttle and paired fighters themselves, the cargo bay of the former was full of key industrial equipment and documentation, which are quickly being translated and analyzed. While the work will take years to be fully integrated, this is the greatest leap in our scientific understanding that we have ever seen. The team deserves the highest honors for their contribution to our nation’s future.

The documentation is primarily college level educational material and open source production documents, which will help both our understanding of the sciences involved and our ability to begin implementation. It is currently too early to tell how long it will take our scientists to truly understand the material, but several of the team’s members are willing to provide first hand education. The team had the foresight to focus on technologies and designs that required minimal exotic materials, which unfortunately (but understandably) precluded anything that was considered ‘military grade’. However, the ‘civilian grade’ material is more than sufficient to keep our entire scientific community busy for at least a generation, so there is little loss there.

Sadly, large portions of the most critical technologies require orbital manufacturing capabilities, which leaves us with a conundrum. The contra-gravity systems they brought back will allow us to make a limited amount planet-side, but those systems require infrastructure that was too bulky to bring back, so we will have to breach the planet’s dimensional interference barrier if we are to make widespread use of them. Intelligence is going over the data that the team brought back regarding the GNE’s orbital activities, and while it is not my field of expertise I understand that we will need to use a very large platform to conduct the breakthrough. I must also note that the Undertow has been effectively idle since SeaStorm, and it has the volume to hold everything we need.

For implementation, we should be able use enough of what was brought back to see major improvements in most fields, particularly force fields and gravity manipulation. The very first thing that was handed over was a compendium of documents regarding the development and production of GraviMagnetic Resist material, and combined with what we have picked up from the GNE we will have our own formula within half a year, which will open up no end of possibilities. Upgrading our force fields will take longer, but we will be able to make major improvements within 18 months. More mundane benefits such as armor composition and weapon effectiveness are also possible, and we haven’t even touched the electronics yet.

Due to the sheer size of the databanks the team brought back, a substantial amount of it would be of limited industrial utility, but it still has value. The knowledge of the equipment of the galactic scale powers shows us what the GNE believes it will go up against, and the documentation regarding ‘Aegis Stellar Industries’ will give Intelligence a much firmer understanding of what the Yankees are capable of. What little regarding the Splugorth and Kittani I have skimmed through is honestly disturbing, and tells us that Lord Splynn is ‘playing soft ball’ to an incredible degree. It also paints the GNE’s activities in Russia in several new lights, and I must bow to the experts on how that will weigh on our decision making. Regardless, I think we can safely say that the Coalition States cannot become the hegemon of North America, which will change our strategic goals and diplomatic posture.

TRIAX Body Armor
While the T-10 had provided more than adequate protection over the last few decades, technology had moved on, with even the Coalition States starting to openly emulate NEMA’s EBA-130. Rather than start from whole cloth, TRIAX decided to base their next generation armor on the new ‘Cyclops Booster’ model, improving overall protection while decreasing weight and retaining the light exoskeleton. Switchover of the production lines has already finished, but it will take years to work though the older stores of armor.
Spoiler:
T-100 Cyclops II Body Armor
While the GNE’s VEBA-4 still takes the crown for most effective standard suit of armor, the T-100 is at least competitive, and it remains better than the Coalition State’s main line.
    Weight: 23.8 lbs (10.8 kg)
    MDC by Location
      Helmet: 70
      Arms: 60 each
      Legs: 80 each
      Body: 120
    Mobility: Good, -5% climb, -10% other physical skills
    Additional Exoskeleton: +6 PS, +6 Spd, +4 ft (1.2m) to jumps, -20% fatigue rate, +1 Parry, +1 Dodge, and +1 roll with Impact
    Cost: 80,000 credits

T-101 Cyclops II Enhanced Body Armor
Naturally, the T-11 would also be upgraded, and would gain a pair of mounted weapons in the process.
    Weight: 42 kg (19 kg)
    MDC by Location
      Forearm Laser: 25
      Forearm VB: 30
    Combined Exoskeleton: +12 PS, +16 Spd, +14 ft (4.2m) jump, +10% to climb, +1 Parry, +1 Dodge, and roll with Impact, -70% fatigue rate
    Forearm TX-20 Laser: 2D6 MD, SS, 204m, 20 shot per clip, battery slot on torso
    Forearm Vibro-Blade: 2D4
    Cost: 120K

T-25B ‘Uber Mod’ Body Armor
The original T-25 was found to have flaws in its helmet and limb design, which have since been rectified.
    MDC by Location
      Helmet: 100
      Arms: 100 each
      Legs: 120 each

TRIAX Infantry Weapons
Perhaps more than anything else, the range and capabilities of weapons that Paladin Steel has put out in recent years had disturbed TRIAX development teams. This became panic when they started becoming more capable than TRIAX offerings, and they have been playing catch up ever since. While the NGR’s lack of orbital access prevents them from copying a great many of the specific high end materials, they have still managed to close the distance significantly, and are well ahead of the Coalition in this regard.
Spoiler:
TX-23B Pulse Laser Pistol
The improvements that went into the PSLP-1B ‘Adder’ meant that the original TX-23 was now a distinctly second best, and TRIAX found that they could not duplicate all of the changes. However, they were able to improve the overall consistency of the damage pattern, which also resulted in notably better burst performance. A refit package was quickly put together and distributed.
    Weight: 5 lbs (2.25 kg)
    MD: 3D4 SS, 6D6 per 3
    Range: 800 ft (244m)
    Payload: 20 per short E-Clip, 30 per standard, 40 per long
    Bonus: +1 to aimed shot
    Cost: 22,000 credits new, 3000 for a conversion kit for an old one.

TX-25 Ion Pistol
(Poor Palladium editing. Or an attempt at nerfing.)
    MD: 4D6+4
    Range: 300 (91.5 m)

TX-25B Pulse Ion Pistol
While the mighty PSIP-17 ‘Kepper’ remains out of TRIAX’s reach, they have still managed to use it to improve their ion pistols.
    Weight: 5 lbs (2.25 kg)
    MD: 5D6 SS, 1D4x10+10 per 2, 1D6x10+10 per 3
    Range: 400 ft (122m)
    Payload: 10 per short E-Clip, 15 per standard, 20 per long
    Bonus: +1 to aimed shot
    Cost: 30,000 credits new, 5000 for a conversion kit for an old one.

TX-43 Laser Pulse Rifle
The NGR has managed to get their hands on a few PSLR-10 ‘Maximus’ rifles, and to say that they were impressed was putting it mildly. While (currently) unable to acquire the orbital-based materials that are key to its overall performance, TRIAX has been able to improve upon the standard issue TX-42 as a result of their studies, adding an ergonomic stock to provide additional volume to work with. Beyond increased damage, the most significant gain is in energy efficiency, which more than justified sticking with the FSE format.
    Weight: 10 lbs (4.5 kg)
    MD: 3D6 SS, 6D6 per 2, 1D4x10+10 per 3
    Range: 2000 ft (610 m)
    Payload: 60 per FSE Clip, 20 bursts
    Bonus: +1 to aimed shot
    Cost: 50,000 credits

TX-46B Particle Beam Rifle
With a few PSPBW-9 ‘Flare Hammers’ in hand, TRIAX engineers were able to improve the still new TX-46, increasing damage potential notably for the same energy expenditure. Efforts to improve the effective range were met with an unacceptable decrease in payload, so that would have to wait until another technological improvement.
    Weight: 11 lbs (5 kg)
    MD: 1D6x10+10
    Range: 1200 ft (365 m)
    Payload: 24 per FSE, 10 per short E-clip
    Bonus: +1 to aimed shot
    Cost: 85,000 credits, 8,000 credits for a conversion kit for an old one.

TX-51 Rail Gun
While the GNE no longer considered it a front line weapon, the BAR2 was cause for concern among TRIAX engineers. While its range wasn’t much better than most infantry rifles, it was far lighter and damaging than the TX-50. As said weapon was somewhat long in the tooth, it was decided that they would develop a replacement, resulting in the TX-51. Beyond cutting the weight in half, overall damage was greatly improved, and the increasing use of exoskeletons has made increasing burst sizes up to 20 practical.
    Weight: 30 lbs (13.5 kg)
    MD: 1D4+1 SS, 4D6+7 per 10, 1D4x10+12 per 20
    Range: 4000 ft (1220 m)
    Payload: 200 per short clip, 600 per small drum 2K per large drum
    Bonus: +1 to strike
    Cost: 65,000 credits

TX-JA-12 Laser Rifle
(It was german to start with, so here’s an FSE using version without the grenade launcher.)
    Weight: 12 lbs (5.4 kg)
    MD: 4D6 SS, 1D6x10+10 per 3
    Range: 4000 ft (1220 m)
    Payload: 40 per FSE
    Targeting: +2 strike
    Cost: 100K

TX-SL12 Sharpshooter Laser Rifle
(Palladium nerfing)
    Weight: 7 lbs (3.2 kg)
    MD: 6D6 SS

TX-SL13 Ultra Sniper Rifle
(Palladium nerfing)
    MD: 2D4x10

TX-SS01 Exterminator Shotgun
(Palladium nerfing)
    MD: Buckshot does 5D6, and Solid Slug does 1D4x10+12

TRIAX Power Armor/Cyborg Weapons
(Lets face it, TRIAX 2 has lots of stuff pre-nerfed for ‘balance’. Balance can go shove its head up its own rear as far as I care, so lets make these guns meaningful upgrades.)
Spoiler:
TX-222 Giant Pulse Rifle
(JFC, it's a legit DOWNGRADE from the TX-41. Let's fix it.)
    Weight: 90 lbs (40.8 kg)
    MD: 2D4x10 per 4
    Range: 4,000 ft (1220 m)

TX-249 Giant Particle Beam Rifle
(Still a major downgrade from the TX-41. Time to give it an actual role.)
    Weight: 165 lbs (74.8 kg)
    MD: 2D6x10+10
    Range: 3,000 ft (910 m)

TX-252 Giant Railgun
(While it's not as bad as the -250, it's still overweight and underpowered compared to other modern offerings. The shorter range doesn’t help either.)
    Weight: 125 lbs (56.7 kg)
    MD: 2D4x10 per 30
    Range: 4,000 ft (1220 m)
    Bonus: +1 to strike

TRIAX Power Armor
(We all love PA, and TRIAX is supposed to be one of the world leaders with their science base. The GNE pulls ahead due to out dimension BS, but the Germans can still steal from them. Here’s the alterations and upgrades that I think are the most plausible.)
Spoiler:
T-C20 Terrain Hopper: Increased competition from multiple sources and the march of technology has prompted the military model to be offered for export. The forearm lasers are commonly replaced with a choice of energy pistols, with modern infantry long arms compensating for longer ranges.

T-31 Super Trooper: As an alternative configuration, the torso mounted explosives have been removed, in favor of either a pair of SRMs or an MRM over each shoulder. TRAIX is thought to be working on a detachable jet-pack as well.

X-10A Predator: TRIAX was surprised to find itself continuing to manufacture this older design, with export sales being extremely strong.

X-11 Predator II: With some minor changes (Pulse Lasers now have 30 MDC each), this flying PA has been found to be everything the NGR wanted. TRIAX is working on using newly reverse engineered GMR technology to improve the flight performance however.

X-21 War Eagle: The War Eagle is known to be over optimized for use against the Gargoyle Empire. It has shown to have additional utility against many Infernals, but most expect it will be mothballed after the current war is over, or sold to an allied force that would help the NGR’s strategic interests.

X-60 Flanker: The humble Flanker is now offered for export, but remains in use by police forces.

X-80 Butterfly: A faster way of reloading the spent missile racks has been developed, making it substantially less of a headache to use.

X-535 Jager: The latest model of the NGR standby has 25% greater armor protection values due to improved technology, and a pair of TX-43 Pulse Lasers have been installed on the underside of the arms for general utility. NGR Field Mechanics have also developed detachable MM and McM launcher pods for the legs

X-545 Armored Jager: Similarly, the larger support model gained 20% more durability. The ion cannons have not yet being replaced, but most consider it a matter of time. Field Mechanics have created a number of detachable weapons for the legs and arms, mostly munitions launchers.

X-550 Glitter Boy: Beyond its historical status, the Traix Glitter Boy is much more versatile than the normal model, which makes it less problematic in unexpected situations. The only significant changes have been to replace the left shoulder laser with one derived from the TX-43, and to have a mount for a heavy infantry weapon on the lower left arm.

X-700 Fat Boy: Doubling down on the basic paradigm of the Glitter Boy, the Fat Boy is extremely effective when played to its strengths. The only meaningful change so far has been to replace the forearm weapons with a pair of TX-43 Pulse Lasers.

X-710 Hell Angel: (RETCONNED OUT. Triax doesn’t have PW tech yet, and they’d put more into it once they do.)

X-1000 Ulti-Max: As it has been discontinued in favor of the upgraded model, attrition has been steadily biting at the remaining units. While durable, many have been lost due to the amount of firepower thrown at them, so it is likely to be fully phased out of NGR service by 115 PA.

X-1001 Ulti-Max II: After the initial batch, the Uma II saw a notable redesign of the main torso, which saw protection increase (550 MDC) and the force-field being dramatically upgraded (200 MDC, regenerates 1 MDC per melee).

TRIAX Robot Vehicles
(The older TRIAX bots have to deal with being dated, but the new ones have massive problems due to the rampant nerfing. We can now deal with that, so here’s my takes.)
Spoiler:
X-500 Forager: The list price for the fully armed model has dropped to 18 million due to increased competition.

X-622 Bug: This light patrol robot was found to be perfectly acceptable, although a number of alternative forward weapons have become available. It has begun being sold to forces considered reliable, and enough have been lost in recent years that salvage is reasonably common.

X-821 Landcrab: Like many of the true front-line designs, the Landcrab has seen a 15% increase in armor protection due to improved compositions. The arm weapons have been replaced with variants of the TX-222 and -252 for improved effectiveness, and the rear lasers have been consolidated into a single TX-222

X-1471 Wolfhound: (NEEDS REVISION. Currently just a bad idea, but the core chassis and drone system have potential.)

X-2000 Dyna-Max: Improved armor composition has granted the Dyna-Max 25% more protection in most areas, and the rail gun appendages have been replaced with TX-252s.

X-2010 Longstrike: While a few jokers tried to turn a labor lifter into a fire support platform, they were quickly slapped down for wasting corporate funds. Beyond being simply too slow for something its size, NGR doctrine had LRMs being providence of conventional vehicles or aircraft due to their range and role, not on the front lines within gun range of the enemy. (RETCONNED OUT. Just use a damn flatbed 10 miles away.)

X-2020 Rainmaker: This AA platform has been found to be incredibly effective in many roles, and efforts are underway to develop alternative turret mounts for greater battlefield flexibility.

X-2500 Black Knight: The venerable Black Knight is in the midst of being phased out, with its primary issue being that it is considered under armed by modern standards. There are no plans on selling them however, and it is expected that attrition will do the job before too long.

X-2525 Faust: (NEEDS REVISION. Thinking of using it as the basis of a Black Knight replacement, but that completely ditches the core premise. Said premise is stupid, so I that makes me want to do it more.)

X-2710 Dragonwing: The Dragonwing would prove to be surprisingly easy to upgrade, as the rear spine of the main body has been found to have just enough space for a GMR spar strong enough to give it hover capacity in a 1G environment, allowing it to float without the use of its engines and land safely with only a few of the directional thrusters. Its new altitude limit is the dimensional interference, although even without that it would be unable to operate in space due to the air-breathing nature of its engines. Improved armor composition has increased protection by 15%, and space was also found for a force-field like that of the Ulti-Max II. For firepower, the weapons arms have been replaced with XM-4501s from the improved Gunman, small rear lasers are now a single TX-222, and the near useless machine guns are now TX-51s.

X-2730 Griffon: While a number of experimental flying melee robots were produced (and subsequently lost in various engagements), the NGR has decided that the concept is simply too impractical to seriously devote resources to at the moment. (RETCONNED OUT. See Ratty’s verdict. The Gothics picked up a pair of the lost prototypes, which the NGR thought they had been turned into scrap metal from the fiasco they were part of.)

X-2750 Talon: There was an attempt at making a humanoid alternative to the Dragonwing, but it was smothered with great prejudice before it got very far. (RETCONNED OUT. It's like they forgot they had the Dragonwing, and it's horrifically under-gunned for its size.)

X-4500 Gunman: The test models had an under-powered placeholder shoulder laser that has since been replaced (now 2D6x10 MD), and the targeting systems for the arm lasers have been fire linked. The older style rail guns have been replaced with TX-252s.

X-4600 Sharpshooter: The early shells for the Long Rifle were found to be quite flawed, and have been replaced with ones that do greater damage (now 3D4x10 MD).

X-5000 Devastator: The remaining units of the original model have been either ground away from attrition or scrapped to provide spares for the upgrade.

X-5001 Devastator Mk II: (See Revised post below)

X-5050 Black Death: After the initial prototype, this walking bunker was upgraded to be 5 mph (8 kph) faster, allowing it to keep up with the MISBs. Additionally, the old style railguns have been replaced with shorter ranged but more powerful TX-252 models, and the Heavy Laser has been replaced with that of the finalized Gunman (2D6x10 MD out to 8K ft). To reduce crew load, several Dyna-Bot AI’s have been installed to operate the short range defensive weapons (+4 to strike, 6 APM), and system improvements have allowed for the elimination of one of the comms officers. As an experiment, one has been given GMR struts to reduce the effective mass, and has shown a quite promising decrease in mechanical wear.

TRIAX (Near) Ground Vehicles
As the majority of the NGR’s military vehicles were hover platforms, the implications of GMR were not lost on anyone. While the processing facilities are still tooling up, there is enough material being produced to convert a number of the more problematic and maintenance intensive designs to use the wonder-material, such as the large support platforms. The smaller designs have proven to be too focused around their current drive system to be easily switched over however, but their mobility is sufficient for the NGR’s current military needs. New standards for future vehicles have been set however, and the NGR looks to phase out their ‘blowers’ within a generation.

A more immediate part of the new vehicle requirements is in regards to weaponry, with the various ‘light turrets’ on so many platforms proving to be outperformed by modern rifle designs. This was unacceptable, so the NGR has mandated that they be replaced with more powerful weapons from the new TX-200 series. TRIAX has been able to do one better by making the system modular and cross compatible, although several designs have problems finding room to house meaningful amounts of railgun ammunition.
Spoiler:
XM-50/60/70 Pods: These basic utility craft are due to be replaced with a GMR using equivalent, which will feature a number of improvements.

XM-140 Infantry Support Weapon Platform: To say that this vehicle is obsolete is putting it mildly, and TRIAX is working on a replacement. In the meantime, the side gunners are often replaced by Dyna-Bot AIs, and the center missile can be replaced with the Jager’s external mounts.

XM-170 Infantry Repair Barge: The first design converted to GMR, the overall carrying capacity has been dramatically increased (3x), resulting in it being far more capable in the field. Maximum speed has also been doubled, but this is naturally problematic when there is loose cargo on deck. As the domain of Field Mechanics, they are most appreciative of the vast reduction in maintenance needed to keep it operational, giving them more time to do the tasks they’re sent out for.

XM-250 Medical Hover Station: Similar to the XM-170, these have also finished the GMR conversion, becoming much less maintenance intensive and more stable in flight. While overall speed has not increased, medical personnel are now far more comfortable conducting operations while at its upper velocity limits.

XM-300 ‘Terror’ Mini-Tank: The various flaws and logistical problems this vehicle had saw that it was replaced with the XM-400 ‘Gepard’ in mid-105 PA, which has proven to be far more useful under essentially all circumstances. (See post below)

XM-330 ‘Phantom’ Hover Tank: While the primary combat version is being replaced by the Rhino, the chassis remains in moderate production for use as a missile launching platform.

XM-340 ‘Rhino’ Hover Tank: While the early test models were perfectly viable, the ones that hovered off the production line had the mini-turrets crewed by Dyna-Bot AIs and the force field replaced with a faster regenerating model (1 MDC per melee). A GMR based replacement is currently being developed, but a much higher priority is to replace the PBCs with a more powerful and longer ranged alternatives. As a quick fix, the XM-4501 Laser Cannon of the Gunman and XM-4601 Long Rifle of the Sharpshooter are often used to replace one or both barrels, but they still lack the shear range desired from a modern tank.

XM-350 ‘Leopard III’ APC: Long deride as a ‘rolling bunker’ by the troops, these transports suffered from a large number of problems, the most important of which was its lack of ground clearance due to it’s simply inexplicable suspension system. The reputation had gotten so bad that they were openly left behind at base when the NGR started its offensive, and President Sperling considered it effectively unsolvable at this point. A ground up GMR based replacement is underway.

TX-MISB Mobile Infantry Strike Base: (NEEDS COMPLETE REVISION. No turret? No play.)

TRIAX Aircraft
The implications of GMR are just as significant in fully flight capable platforms, removing the need for complex VTOL systems and making even the least aerodynamic platform viable regardless of thrust. The Luftwaffe’s fighters have taken the changes easily, but the troop transports will require far more work. TRIAX’s combat aircraft developers are not idle though, as they are working on a drone craft to counter Azhur and Neo-Viking intrusions from the North and Baltic Sea.
Spoiler:
XM-180 ‘Dragonfly’ Drop Ship: Once the early issues of the Phoenix were resolved, it became a more than adequate replacement, so the Dragonfly has been drastically scaled back in production and has been pushed to secondary theaters. To reduce crew losses, the gunner and comms officer have been replaced with Dyna-Bot AI’s, with the pilot and copilot able to handle the needed operational tasks in flight. Beyond the now common turret replacements, it was found that the under-wing missiles could be upgraded to SRMs without issue, and could alternatively be replaced with paired MRMs (for a total of 6 with the wingtips).

XM-180 ‘Phoenix’ Drop Ship: The lack of speed on the initial models was found to be absolutely devastating on survival rates, and a crash program was implemented to allow it to catch up with the older Dragonfly. Similarly, the crew has been reduced to the pilot and do pilot, with Dyna-Bot AIs covering the other roles. Further alterations include replacing the SRMLs with MRMLs (8 each wing), increasing the wing tip mounts to full LRMs, and greatly improving the regeneration rate of the force field (1 MDC per melee).

XM-270 ‘Mosquito’ VTOL APC: The possibilities of GMR mean that its propulsion system will have to be redesigned, but this is well underway. As a ‘quick fix’, the guns have been replaced by equivalents from the TX-200 series. A number of variants have also appeared in recent years, such as AWACS and EWAR configurations. (See Revised post below)

XM-275 ‘Lightning’ Combat VTOL: This craft has been found to be incredibly under armed on the modern battlefield, and has been discontinued. The attrition rates are high enough that it is unlikely that they will need to be phased out.

XM-279 ‘Earth Lifter’ Armored Transport: Beyond the tactical problems, GMR has made these craft obsolete, so they are being pushed to secondary fronts.

XM-280 Fighter Jet: The conventional model is now effectively extinct due to attrition from the Azhur, and the cyborg-use XML model is considered far more effective. A simpler and less expensive drone model is being explored however.

XML-280 ‘Black Eagle’ Fighter Jet: The initial control systems were quite buggy, reducing the overall speed, but once that was solved they were capable of reaching their designed Mach 3 velocity. The underpowered forward lasers have been replaced with paired TX-222s. GMR has made it VTOL capable, which solved its greatest problem, and the war against the Azhur and Neo-Vikings have seen it produced in ever increasing numbers.

XML-283 ‘Wraith’ Low Altitude Fighter: Similarly, it took a bit of refinement to get the Wraith’s maximum speed up to the desired Mach 2. The lasers were also replaced with TX-222s, one in each wing base and one in the nose. GMR has added a measure of additional safety, which invariably resulted in its pilots pushing the envelope even further.

XML-285 ‘Ghost’ Stealth Fighter: It took a bit of wrangling, but TRIAX was able to replace the quad Pulse Lasers with dual TX-222s. Thanks to GMR, the under-body hover jets were reduced to the minimum needed for low speed maneuvering, solving the biggest mechanical maintenance problem. The stealth coating remains finicky, but there are a number of tools to quickly handle nearly all of the known problems. Production bottlenecks have kept its numbers far lower than the NGR would like, but they remain well ahead of attrition.

XML-288 Super Sonic Transport: While time consuming to install, the use of GMR made the craft VTOL capable, which solved the problems it had with limited airfield access. Due to its value and significance, the NGR has decided to invest its limited Three-Galaxy grade materials into the design, resulting in a much more powerful reactor and a fixed force field (1200 MDC, 5% regen per melee).

NGR Navy
(Sigh. The small things are fine, but the large craft are a complete clown show. For the time being, use Kitsune’s ships with increased Main Hull MDC.)
Spoiler:
TXD-100 Ultra Deep-Sea Power Armor: The only change has been replacing the forearm lasers with Blue-Green versions of the TX-43.

X-6000 Transformable Submarine: The lasers have been replaced with a single Blue-Green version of the TX-222, and the railguns with paired TX-252s. Retractable vibroblades have also been added to the arms, both for general utility and the increased likelihood of melee combat underwater.

XS-20 Sea Mite/SX-24 Sea Bat Mini-Submarines: Now offered for export, although the railguns are removed.

SX-30 Torpedo Attack Sub: (Remove the damn window for cameras and replace the railguns with paired TX-252s.)

XS-120 Interceptor: (Replace the rear PBC with a TX-249.)

XS-400 Escort Battleship: (RETCONNED OUT. JFC what were they thinking.)

NGRS-100 Poseidon Submersible Carrier: (Yet another damn Palladium clown car. Use Kitsune’s version, but drop the hover vehicles and land robots. Replace the aircraft with XMLs while you're at it.)

(Short summary of Kitsune’s boats and their uses in my head canon. Organized by mass.)
Spoiler:
Pre-SeaStorm Public
    Falke class Surface Effect Patrol Boat: The larger cousin of the Interceptor, the Falke is used to patrol coastal waters and deal with sea monsters.

    Helograd class Missile Frigate: A venerable design, the Helograd has been in service since the first few decades of the NGR. While out of production, a full 32 remain in operational condition. The pressures from the new sea-born threats means that it is being replaced by the new Iroquois however.

    Type 1100 Fast Attack Submarine: Almost a century old at this point, more than 40 of these submarines remain in service. It is only recently that the NGR has felt a need for a more capable design, resulting in the Type 1200.

    Iroquois Class Missile Destroyer: The NGR’s equivalent to the Advanced Hudson, the Neo-Vikings have forced it into sustained production, with 27 currently in service.

    Valkyrie Class Sea Control Ship: Pre-Rifts hold overs, this trio of ships had long been the only carrier designs in NGR service. Primarily used to escort convoys and assist minor amphibious landings, the new sea-born threats means that they have been pulled back to coastal waters.

    Seydlitz Class Carrier: First constructed as a pair in the late 90s PA, they were originally intended to allow for increased air pressure on the Gargoyle Empire. During the late 100s they were the only secure airbase near the northern conflict zone, and were often the first to respond to Neo-Viking incursions.

Secret Fleet
    Type 1200 Fast Attack Submarine: Intended as an escort for the Type 2000 Submersible Carriers, they have since proven to be badly needed in the war against the Neo-Vikings and their extensive fleet assets.

    Type 2000 ‘Poseidon’ Submersible Carrier: The largest sea vessel constructed by human hands since the Cataclysm, the Poseidon is justifiably the pride of the NGR Navy. 4 took part in operation Sea Storm, and an additional pair have been completed since then. They have been a key part of warding off the Neo-Viking Iceberg-Carriers, and now that the Gargoyle Empire is effectively defunct the NGR hopes to focus its naval and aerial efforts on their northern enemies.

    NGRS Undertow: Less of a ship and more of a mobile underwater colony, the Undertow is thought to have had its time in the sun, although there is some thought as to using it to transport an army to attack the Azhur facilities in the polar regions. Currently, it has returned to its construction yard for a refit of some kind. (It's the thing on pg 213 of WB:8 btw)

Northern War
    Mackensen class Battlecruiser: (Explanation coming)

Scroll down for pt 2.


Last edited by Omegasgundam on Tue May 11, 2021 10:27 pm, edited 7 times in total.

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Unread postPosted: Tue May 11, 2021 9:58 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
And here's more stuff that would have hit the character limit for the first post. Kitsune came up with most of it, so go to his site already.
Revised NGR Aircraft Systems, Weapon Pods, and Bonuses
(Because they should have electronics and bonuses worth having damn it)
Spoiler:
Revised Standard NGR Aircraft Systems
    In addition to those listed in WB:31, all modern TRIAX combat aircraft have the following (at minimum);

    Active Electronically Scanned Array (AESA) Radar: 500 mile (805 km) range

    ECM Gear: -4 penalty to all radar guided weapons.

Revised XLH Series Hardpoint Weapon Pods:
    (New)LRM Pod: Holds up to 2 LRMs

    Pulse Laser Pod: Damaged increased to 1D6x10+10

    Rail Gun Pod: Damage increased to 2D4x10 per 30

    Stealth Missile Pods: Can hold an LRM as an alternative.

Revised XM/XML-280 Bonuses: +2 to strike, +3 to dodge, +5 to dodge while traveling over 300 mph, +5% to piloting

Revised XML-283 Bonuses: +3 on Initiative, +2 to strike, +4 to dodge, +6 to dodge while traveling over 300 mph, +20% to piloting

Revised XML-285 Bonuses: +2 on Initiative, +2 to strike, +3 to dodge, +5 to dodge while traveling over 300 mph, +10% to piloting

TRIAX XM-270 ‘Mosquito’ Variants
(Fluff)
Spoiler:
Type: XM-270E
    XM-270F
    XM-270G

Class: Airborne Command Control, Electronic Warfare, and Radar
    Anti-Submarine Warfare
    Airborne Jamming

Crew:
    XM-270E: 8 (Pilot, Co-Pilot, 2 Sensors, 2 Communications, & 2 Gunners)
    XM-270F: 5 (Pilot, Co-Pilot, Sensor Officer, & 2 Gunners
    XM-270G: 6 (Pilot, Co-Pilot, 2 Sensors / Jamming, & 2 Gunners)

Troops: None.

Cargo: None normally, but the -270G can fill its drop bays with something else.

XM-270E AWACS Systems
    Airborne Three Dimensional Search Radar System: If allowed by the horizon, the system can track out to 600 miles (966 km) and can simultaneously track and identify up to 768 targets at one time. The system controls missiles launched from other linked vehicles and the system can track and guide each individual missile to an individual target for up to 192 targets. If a target is eliminated, missiles are automatically guided to a new target. The system gives a +10% to read sensory rolls, +2 on initiative, and +1 to strike.

    Advanced Communication Package: Give the aircraft the ability of multi-direction communication of 800 miles (1290 km) as well as directional communication out to 500 miles (800 km) to up to 20 individual targets. The system also has 20 laser/microwave communication systems that are only limited by line of sight (Range of about 100,000 miles / 161,000 km).

XM-270F ASW Systems
    Enhanced M.A.D. Gear: Double normal range.

    Dipping Sonar: The sensor includes a passive sonar, active sonar, and an underwater communication unit. The active sonar and communication system can be detected by any vehicle using passive sonar if within their detection range. Sonar can track up to 60 simultaneously and identify up to 30 of them. The sonar equipment has a unit that can be lower into water while hovering or flying up to 30 mph (26 knots/ 48 km) per hour. Range: Passive Sonar: 8 mile (12.8 km) Active Sonar: 12 miles (19.3 km). Underwater Communication: 4 miles (6.4 km)

    Sonar Buoys Dispensers: Can carry and deploy up to 9,600 lbs (4,354.5 kg) of remote sensor equipment or air dropped torpedoes.

XM-270G EWAR Systems
    Jamming Suite: The system creates a jamming field in a 60 mile (96.5 km) radius in all directions around the aircraft. It jams all radars, radios, and all equipment that uses RF waves. This also includes jamming all friendly forces and all equipment in aircraft that is mounting the system and operating it. The system causes all radar systems to have a 85% reduction in range. In addition, radar systems will have a -25% penalty to detect all targets within their reduced range. Laser communications and light-based sensors are unaffected by the jamming system. Jamming also causes a -6 penalty to strike with all radar guided weapons within the area but some radar guided missiles can home on jamming signals.

Weapons Systems:
    1) Nose Laser: Replaced by a TX-222

    2) Railgun Turrets (2): Replaced by TX-252s

    3) Ion Cannons (2): Replaced by TX-249 PBCs

    4) MMLs (2): 10 MMs each, volley 2-4

    5) Chaff Dispenser: Unchanged

TRIAX XM-335 ‘Spectre’ Hover Missile Launcher
Designed as an organic support platform for mobile hovercraft formations, the Spectre uses the Phantom chassis to mount a large multiple missile turret, removing almost all the original weapons.
Spoiler:
MDC/Armor by Location:
    Multiple Missile Battery----------325

Statistics
    Height: 9 feet (2.7 meters) with missile launcher fully retracted and 12.5 feet (3.8 meters) with missile launcher fully extended.
    Width: 20 feet (6 meters)
    Length: 38 feet (11.6 meters)
    Weight: 39 tons (35.4 metric tons) empty and 58 tons (52.6 metric tons) fully loaded

Weapons Systems:
    1) LRM Launcher: 8 LRMs, volley 2 and 4

    2) MRM Launcher: 24 MRMs, volley 2-8

    3) Forward Railguns (2): Replaced with TX-252s, and usually operated by the comms officer.

    4) Smoke Grenade Launchers (2):3 uses each

Variants:
    Two reasonably common alternatives replace either the LRMs or MRMs with more of the other, with 1 of the former being equivalent to 2 of the latter. This means that it can hold up to 20 LRMs or 40 MRMs, and volley sizes increase proportionally.

TRIAX XM-358 ‘Savior’ Medical Support Vehicle
A militarized version of the MZ-10 Wilderness Crusader, this ambulance is used when the larger XM-250 is simply too large to use or enemy resistance is too high. Normally set up as a patient transport, it can be converted into a mobile surgical suite in 15 minutes with training.
Spoiler:
Type: XM-358

Class: High Mobility Medical Support Vehicle

Crew: One driver; a gunner is optional

Troops: eight ambulatory or four litter patients and two combat medics.

MDC/Armor by Location:
    Headlights-----------------------20
    Landing Gear (4)------------------25 each
    Lower Hover Jets (3)-------------80 each
    Rear Rocket Jets (2)-------------160 each
    Windshield (1, slot)---------------40
    High-Impact Bumper-------------125
    Forward Rail Gun-----------------80
    Main Weapon Turret-------------200
    Main Body----------------------420
    Force Field----------------------200

    Forcefield regenerates at a rate of 1 MDC per melee.

Speed
    Land: 180 mph (288 km). It hovers one to fifteen feet (0.3 to 4.5 m) above the ground and is also amphibious!
    Water: 40 mph (64 km). The hover system is not as efficient over water as it is over land.

Statistics
    Height: 6.5 feet (1.98 meters)
    Width: 8.6 feet (2.62 meters)
    Length: 25.0 feet (7.62 meters)
    Weight: 12.5 tons (11.34 metric tons) fully loaded
    Power System: Nuclear, 15 years before refurbishment.
    Cargo: A pair of inner storage bays large enough to stow about a six backpacks each. This doesn't include the medical supplies stored ready to use in the patient area. There is also a special storage bay for a pair of XM-50 medical pods or T-44 "Medic" Power Armor. When not carrying medical supplies or patients, has the ability to carry 2.5 tons (2.27 metric tons)
    Cost: a gas or electric would run about 5 million credit and nuclear around 8.5 million.

Systems of Note:
    Standard TRIAX Vehicle Equipment, as well as the following

    *Bonuses: +2 to dodge. NGR trained personnel get +10% to piloting rolls

    *Winches: 3 tons on the front and 2 tons on the rear, each is 100 feet/30.5 m long

    *Patient Beds (4): Each patient bed is equipped with an IROU "Breather", a set of IRVT "Seekers", two sets of RAU "Cleaners", two sets of RMK "Knitters", an RSU "Sleeper" system, and three sets of special IRMSS units. The IRMSS operate for 8 hours, and then return to their charge pack for 16 hours of recharging. They can be programmed to operate in shifts or all at once. There is also an oxygen hookup, a bio-scan, an IV unit, the equivalent of two full stocked first aid kits, and a compu-drug dispenser. Each bed is monitored by a computer program that takes commands from one of the on-board medics, but is also equivalent to 90% paramedic skills. It should be noted that most operations are only started after on board medics are given a chance to countermand it, usually about a 2 minute warning.

    *Other Medical Equipment: A portable laboratory, but with double the number of incubation, isolation, and refrigeration chambers, which are also double the normal size. There are also two dozen throw away surgical gowns, a fully stocked surgical kit with double the number of disposables, and a full complement of various anesthetics, antibiotics, and such.

Weapons Systems:
    1) Forward Railgun Mount: A TX-252 with a 2000 round belt

    2) Weapon Turret: Effectively the TW-884I mount from the Jager.

Variants:
    The latest model replaces the hover jets with GMR plates, making it less vulnerable and quieter at low speeds.

TRIAX XM-400 ‘Gepard’ Armored Reconnaissance Vehicle
I’m feeling lazy, so here’s Kitsune’s verbose fluff for it. All credit to him, etcetera.
Spoiler:
"I applaud the men who designed this vehicle....in one ingenious stroke they HALVED my logistical problems with the Biberach garrison vehicle pool....Even with Munich so close, our 'Terrors' were constantly in need of repairs and replacements with the close-quarters fighting around 'der Schwarzwald', and our technicians were rapidly running out of curse words, as well as patience, with the 'Terrors'.

"But when we started getting the XM-400s, we discovered that our parts supplies effectively TRIPLED....Using the civilian 'Little Badgers' as the basis of the Cheetah...well, it meant we could draw upon the garage supplies for Biberach's own civil service WR-5054s...The transmissions and power trains are completely compatible, as well as so many other parts....We can also use equipment from the power armor squads and parts stripped from our junked 'Terrors'.....(laughs) One of our patrols was disabled, broke an axle, out in the forest, but one of the crewmen remembered that his brother-in-law had a nearby farm and owned a 'Badger' as a farm truck...They made a midnight call, borrowed some of his spares, and were up and running by morning! How's THAT for good design!"
---Oberst Luther Volkner, Biberach Regional Defense Corps, New German Republic Panzer Grupen.

This design originally began as an independent project by several field technicians who wanted a more effective combat vehicle than the “Terror” mini-tank. The Terror is not well liked by many crews and there has been pressure to replace it for many years. The Terror is considered not very well armed and does not have the ground clearance that many would like. Many other combat vehicles can be operated in mountainous or extremely rocky terrain while the Terror cannot. The technicians decided to use the Six wheeled WR-5054 Mini-Cargo Hauler as a basis for the design and use tried and tested weapon systems from designs already in service. The resulting design was field tested by the soldiers and was preferred by virtually all personnel over the “Terror” Mini-Tank. The design was capable of extremely high speeds over flat and level terrain and the name “Cheetah” or “Gepard” in German was stuck on it.

Instead of going through the civilian portion of government bureaucracy, the technicians decided to go through the military chain of command and enlisted their officers to help to push the project through. Previous groups attempting to get the “Terror” replaced had gone through the Civilian research and development and had been blocked by Triax officials. The project eventually found its way to the General in charge of NGR Logistics and he stated flatly that they needed the new design. As final proof of its superiority, the Cheetah was tested in a head to head test in simulated combat conditions against the Terror and was found to be far superior to the Mini-Tank. It still took more wrangling but eventually the Government agreed to begin manufacture the Cheetah. When Triax got the contract under the designation XM-400, they did make some minor changes to the design but it is still very close to the design that the technicians first developed. So far only a small number of Cheetahs have entered service but they are already far preferred to the design that they are replacing.

As stated in the background, the Cheetah is based on the WR-5054 Mini-Cargo Hauler and retains many of the same features. Still, the design looks quite a bit different with the rear cargo doors eliminated and a very different body style. The six larger wheels give the Cheetah far better ground clearance than the ten smaller wheels carried on the Terror. The Cheetah is well armored and carries more armor than the Terror. The booster jet is retained and allows for the extremely high speed achievable over flat terrain. On production models of the Cheetah, the wheels are reinforced compared to the wheels on the cargo hauler. While the Mini-Cargo Hauler is available with a variety of power systems, all Cheetahs use a fusion reactor. This gives them virtually infinite range and is a huge advantage in most combat conditions. None of the weapon systems carried on the Mini-Cargo Hauler are retained. The main weapon of the Cheetah is fairly innovative and allows for a large amount of flexibility. Instead of carrying a traditional turret or a fixed mount, the Cheetah carries an Interchangeable mount which is designed to mount the weapon systems designed for the X-535 Hunter Power Armor. The interchangeable weapon mounts are in large supply and are perfect in most respects. Due to the greater power and weight of the six wheeled vehicle, the weapon mounts do not reduce the top speed of the vehicle like they do the power armor. Among the weapons most preferred are the Flack Cannon and the Combination Ion Cannon and Medium Range Missile Launchers. The Flack Cannon has very good range and excellent damage (many crews consider it to be almost as effective as a Glitter Boy boom gun) while the Medium Range Missiles can be used as medium range missile artillery. The weapon system is controlled from inside by the gunner. Of course, all of the standard mounts can be carried if called upon. The one weakness of the weapon system is that it is external and not protected by a turret. As partial compensation, the weapon mount is design to be able to partially retract into the hull to make it a smaller target when not in use. Originally the prototype carried the forward rail guns carried on the Terror Mini-Tank but these were replaced later on the prototype and carried on all production models are two pulse laser mounts which were designed to be able to operate by computer control to reduce the amount of work for the pilot. The one weapon system which is the same as the Terror Mini-Tank are mini-missile launchers and the Cheetah carries a total of twenty mini-missiles. This can be boosted with a mini-missile drum in the interchangeable mount but other weapons are generally preferred. Smoke grenade launchers are mounted on either side of the vehicle. Prismatic Aerosol and Gas grenades may be carried as substitutes for smoke grenades.

The Cheetah only has a crew of two but is designed to be able to carry two passengers. All weapon systems are manned by the gunner or are under computer control. Generally, two soldiers are carried to help support the vehicle. They sit behind the pilot’s compartment but are in a separate compartment with a door on either side. Each side door is split with firing ports so that the troops can engage enemies while in the vehicle. The compartment is equipped with power connections so that the troops can fire their weapons without using all of their energy magazines. Like most troop transport vehicles, the compartment is also equipped with an E-Clip recharger which is plugged into the main power supply. Each compartment is environmentally sealed.

And the stats
Spoiler:
Type: XM-400

Class: Armored Reconnaissance Vehicle

Crew: Two (Driver and Gunner).

Troops: 2 soldiers in full gear

MDC/Armor by Location:
    TX-43 Turrets (2)-------------50 each
    Rear MML----------------------100
    Smoke Launchers (2)----------10 each
    Forward/Side Cameras (4)-----10 each
    Side Doors (2)-----------------100
    Rein Driver Comp--------------100
    Rein Troop Comp--------------100
    Rear Jet Booster---------------90
    Wheels (6)-------------------75 each
    Main Body--------------------400

Speed
    Land: Without Jet Thruster: Cruising speed on land is 100 mph (160.9 kph) on roads and 80 mph (128.7 kph) off road maximum.
      With Jet Thruster Engaged: While Thruster is engaged, vehicle rockets to a maximum speed of 150 mph (241.4 kph). The Jet Thruster should only be engaged in flat and level terrain. A burst of the truster can be used to break the vehicle through thick mud though.
      The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 30%.
    Water: Without Jet Thruster: Using just the wheels as a means of propulsion, the vehicle can travel on the surface of the water at up to 8 mph (12.9 kph / 6.9 knots).
      With Jet Thruster Engaged: Top speed is vastly increased to 50 mph (80.5 kph / 43.4 knots)

Statistics
    Height: 7.5 feet (2.3 meters) without weapon mount, 9.4 feet (2.86 meters) with weapon mount retracted, and 11.8 feet (3.6 meters) with weapon mount extended
    Width: 8.5 feet (2.6 meters)
    Length: 22.8 feet (6.9 meters)
    Weight: 8.5 tons (16.7 metric tons) without Interchangeable weapon mounted. Weapon mounts weigh 3 tons (2.7 metric tons) to 6 tons (5.4 metric tons) each
    Power System: Nuclear, 10 years before refurbishment.
    Cargo: Minimal storage space in pilot and troop compartments; two storage spaces (one each compartment) about three feet (0.9 meters) in side dimensions for extra clothing, weapons, and personal items. In each compartment there is a space which stores two carbines (total of four) and one hand-held mini-missile launcher (Total of two) with four loads each.
    Cost: Not available but manufacturing cost is around 15 million credits not including weapon systems. Each weapon mount costs around 4 million credits. On the black market, the vehicle could likely sell for twice as much as manufacturing cost.

Systems of Note:
    Standard TRIAX Vehicle Equipment, as well as the following;

    Radio/ Video Communications: Long range, directional, has a range of 500 miles (805 km) with short range directional radio of 5 miles (8.5 km).

    Laser Targeting System: Range is 2 miles (3.2 km) and gives +1 to strike with long range weapons.

    Radar: 50 miles (80.5 km), can identify 96 targets and track 48 as low as 500 feet (152.4 meters). Same as robot's Maxi-Radar.

    Full Life Support: Protects pilots and hovercraft from heat and radiation and gives a breathable atmosphere inside the hover tank for up 48 hours in vacuum and three weeks with scrubbers.

    Spotlight: Range: 600 feet (182.9 meters)

    Thermo-Imager: Range: 2,000 feet (609 meters). Finds the infrared radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.

    Nightvision Optics: Range: 2,000 feet (609 meters). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled by sudden bright lights but does not physically blind the pilot.

Weapons Systems:
    1) Interchangeable Weapon Mount: As on the Jager, and use their MDC values.

    2) TX-43 Pulse Laser Turrets: Near the front of the vehicle

    3) Rear MML: 20 MMLs (or 100 McMs), volley 2-8 (or 2-16)

    4) Side Firing Ports (2): 1 on each side

    5) Smoke Grenade Launchers (2): 8 uses each

TRIAX X-1550 ‘Ultra-Troll’ Heavy Power Armor
I’ll probably do the work bringing it over later. In the meantime, use Kitsune’s version with the following changes.
    1) Replace the Coaxial laser with a TX-43
    2) Replace the gatlings with a single TX-252
    3) Missile mounts can have McMs, with 5x the payload of MMs.
    3) Increase shield strength to 200 MDC and now regenerate 1 MDC per melee.

TRIAX X-5002 ‘Devastator Mk III’ Upgrade
Finalised in late 111 PA, the Devastator Mk III rebuilds the Mk II’s main body to incorporate a number of reverse engineered Three Galaxy technologies. GMR coils have been used to greatly reduce the effective weight, increasing speed by 50% and solving nearly all of the remaining surface pressure issues. Additionally, the primary weapons have been replaced with twin HI-Laser Cannons in ‘Rifle’ mountings, and a powerful force field (based on that of the 3G Shuttle) was installed.
Spoiler:
Crew: 6. Commander, Pilot (legs), co-pilot (arms), 2 gunners, comms/sensor officer.

Troops: Up to 6 soldiers in full gear

MDC/Armor by Location: If not noted, it remains the same
    Hi-Laser Cannon Rifles (2)--------350 each
    Forearms (2)--------------------+50
    Legs (2)-------------------------+100
    Main Hatch-----------------------+100
    Head/Sensor Array---------------+50
    Reinforced Pilot Compartment----+100
    Fixed Force Field------------------700

    The Force Field regenerates at 5% (35 MDC) per melee

Speed
    Running: 60 mph (84 kph)

Weapons Systems:
    1) TX-5050 HI-Laser Cannon (2): Hand held in operation, and can be attached to the legs when not in use. They have their own GMR coils to make it easier to swing around.
      Range: 3 miles in atmosphere, 6 in space
      Damage: 5d6x10 MD
      Rate of Fire: 6 per melee
      Payload: Effectively Unlimited

    2) LRML: Unchanged

    3) MRMLs (2): Unchanged

    4) MMLs (2): Can be replaced with McMs at 5x the payload.

    5) Slammer Missile Launchers (2): Unchanged

    6) Belly Turret: Replaced with dual TX-222s.

    7) Forearm Weapons (2): Unchanged

    8) Electric Field Generator: +1D6 MD to damage.

Variants:
    The Devastator II had identical secondary weapons and armor, but the primary guns were less powerful and had much shorter range. The force field remained faster charging than older models, but overall protection made it ‘forgettable’
    (2x range on the Super-Laser and Super-Ion, 2x Super-Laser damage, 1.5x Super-Ion damage, force field regenerates 1 MDC per melee)


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Unread postPosted: Thu May 13, 2021 1:49 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
Let's start part 3.
Revised Luftwaffe Cyborg Pilots
“CC tried to keep the details of the New Luftwaffe under wraps, but just about everybody knew that there was some form of augmentation from the get go. When the Scourge happened, secrecy fell by the wayside, so just about anybody that paid attention knew we were Cyborgs with super-tech. It didn’t take the Yankees long to come up with their own once they heard of it though, and then they did one better by making a new version of their Bio-Mods. I’ve worked with some of their top aces before and after, and they easily caught up with me once they went under the knife. Have to wonder just which of the endless gut punches that was for our eggheads; they always had big egos, and it seems like the GNE has nothing better to do than to show them up.”

“It's not all bad or meh news though. They gave TRIAX the design for their cyber-sex machine, so now I always have something fun to do when I’m not in the air. They also handed over their clone body tech, so I can be flesh and blood again if I REALLY want to. The doc’s say I’m too much of a Juicer to go for it without massive intervention, but it's sorta comforting to know in an abstract sense. I don’t really CARE care, but I think it took a load off my mind somehow. I wouldn’t be surprised if they’re trying to wean me of the air-high using sex as an alternative, but if they think it’ll keep me stable its their job, so I can’t honestly complain. It's not like I’m getting bored.”

---Col. Anna "Grey" Mauser, NGR Luftwaffe

(For all that Palladium was giving out nerf balls in WB:31, they added this monster, which combines a Cyborg with a Juicer. The best reason I can think of for why they gave all those bonuses is because they’re not supposed to get PP bonuses, which given the PP of 20 would be +3, and a more plausible PP 24 is +5. Add in that they are using Cyberlink by definition, it gets more plausible. But that’s a new (if simpler) system to learn, so let's strip it down to isolated components and see what does what.)

The following supersedes the ‘Elite Aerial Combat Skill: XML Series’ as written on pages 167 and 168 of WB: 31.

These bonuses are explicitly cumulative, and the first two function even when not not operating an aircraft. Additionally, the Cybernetic body is upgraded to PP 24.

If not operating a craft designed to be used by Cyborg Pilots, they only gain the ‘Cyberlink Vehicle Interface’ bonuses, but do so even if the vehicle is not normally equipped for such as long as it is electronically controlled.

The Paladin Steel version is part of the NEXT SWORD program, and is usually referred to as such.
Spoiler:
O.C.C/R.C.C Bonuses
    +4 to Roll with Punch, Fall, and Impact
    +1 to save vs Horror Factor at levels 1, 3, 6, 9, 12, and 15
    +4 on Perception Rolls

High Speed Neurolinking (ie PP 24)
    +5 to Strike (non-self guided)
    +5 to Dodge
    +5 to Automatic Dodge (when linked to a properly fitted craft)

Cyberlink Vehicle Interface
    +1 on Initiative
    +1 to Strike
    +1 to Dodge
    +1 APM

Deep Cyberlink Aircraft Interface
    +15% to relevant Pilot skill
    +15% to relevant Pilot Related skills.
    +1 APM at levels 1, 3, 5, 7, 9, and 11
    +4 non-attack APM
    +1 on Initiative at levels 1, 2, 3, 5, 7, 9, 11, and 15
    +1 to Strike with non-self guided weapons at levels 3, 6, 9, 12, and 15
    +2 to Strike with self guided missiles
    +1 to Automatic Dodge at levels 1, 3, 6, 9, 12, and 15
    Critical Strike on 18+
    +10% maximum speed and altitude
    Goose Airframe Survival (As before)
    Surviving a Fall (as before)

XML-286 ‘Grey Death’ Multi-Role Cyborg Stealth Fighter
“Fluff to be added.”
---Col. Anna "Grey" Mauser, NGR Luftwaffe

While the NGR has some of the best human technology on the planet, the GNE would prove to have the best period, and their Sky Tiger II made a mockery of the Luftwaffe’s most advanced fighters. This was unacceptable, and one of the many development projects during the Minion War was to create a craft that would close the gap. Much to their disappointment, that would prove effectively impossible, but they would come quite close with the Grey Death. Seeing its first flight in mid 112 PA, it would be ready just in time for the second wave of Azhur and Neo-Viking attacks.

Pushing TRIAX’s available technology to the limit, it was their first craft purpose built to use GMR material from the very beginning. This solved many normally painstaking engineering challenges, and allowed a far greater overall payload than the norm. Armed with twin heavy autocannons, twin long range pulse lasers, and up to 10 tons of internal ordinance, the Grey Death is far more heavily armed than any previous XML-series craft, and it was the first to utilize a force field. Performance characteristics are also better than ever, surpassing all prior designs in all aspects, and durability was also head and shoulders above the competition. While the Sky Tiger II was faster and had substantially greater damage potential, the future looked bright for the Luftwaffe.

And then the Azhur and Neo-Viking hordes released their wings of newly built Su-35TWs, and it was barely enough.

The NGR’s internal assessment of the situation was that the primary reason they were able to hold the line was that their forces no longer had to deal with the Gargoyle Empire, and the more cynical would also point to the fact that the Russian’s Air Forces had shaped up dramatically over the past few years. While President Sperling’s decision to share Cyborg Pilot technology with the Sovietski had been met with no end of protest in the halls of the Central Command, it proved to be all too necessary in the dark days of 113 PA. Every enemy fighter that was shot down by a Mig-244 or SU-57TW was one less that the Luftwaffe had to deal with, and even the most egotistical pilots admitted that there was almost always more food on their plate than they could eat in one sitting. Aircraft losses were high, and while pilot survival was the norm it still resulted in the Luftwaffe being extremely hand to mouth with its equipment.

But for all of this, the Grey Death was everything the NGR needed in its defenders. Where the older designs were near helpless against the dreaded Frost Felons, the Grey Death could go toe to toe, and thanks to their better pilots often came out on top. When the Fire Pups used their magical afterburners, the Grey Death was the sole European craft that could keep up. When the Frost Pups swarmed and dumped their MRMs, the Grey Death could evade and survive. And when it came time to strike back, the Grey Death led the charge. And for an aircraft, what more can be asked?
Spoiler:
Type: XML-286

Class: Multi-Role Stealth Fighter

Crew: One full conversion Cyborg

MDC/Armor by Location:
    Large Ordinance Bay---------------220
    Small Ordinance Bays (2)----------100 each
    Wings (2)--------------------------260 each
    Canards (2)------------------------120 each
    Engines (2)-------------------------300 each
    Reinforced Cyborg Compartment---200
    Main Body--------------------------600
    Aerosheath Force Field-------------200

    Destroying a wing will cause the plane to lose flight capability, and must float to the ground using the GMR coils.
    Destruction of a canard will still allow the fighter to be controlled by varying the power levels of the engines but the fighter has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls. Destruction of both of the canards will leave the plane uncontrollable and the cyborg pilot must eject to survive.
    The destruction of one engine will reduce the fighter’s top speed by half and give the pilot a -2 penalty to dodge as well as giving a 10% penalty to piloting. Destruction of both engines will cause the aircraft to lose flight capability. The pilot may attempt an emergency landing or can choose to eject. The engines are placed deep in the main body of the fighter, and can only be hit on a called shot: -3 to strike.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight.
    The Force Field regenerates at a rate of 1 MDC per melee.

Speed
    Cruise: Mach 1.6 (1,186.3 mph/ 1,909.3 kph)
    Maximum: Mach 3.6 (2,669.2 mph/4,281.4 kph), Mach 2.6 (1,927.8 mph / 3,102.5 kph) with full ordinance, +1.2 Mach (920.7 mph/1481.8 kph) when the Forcefield is operational
    Maximum Altitude: 20 Miles (105,600 feet/ 32190 meters)
    Range: Effectively Unlimited. Thrusters do not overheat.

Statistics
    Height: 8.5 feet (2.5 meters)
    Width: 45 feet (15 meters).
    Length: 70 feet (21.3 meters)
    Weight: 35 tons (38.6 metric tons) fully loaded
    Power System: Nuclear, 20 years before refurbishment.
    Cargo: Minimal (Storage for small equipment), does not include ordnance bays.
    Cost: Production cost of around 50 million credits given the NGR’s current technology base.

Systems of Note:
    Standard NGR Aircraft Equipment, as well as the following;

    *Bonuses: +3 on Initiative, +2 to strike, +3 to dodge, +5 to dodge while traveling over 300 mph, +20% to piloting

    *GMR Lift Plates: Allow hovering up to 100 ft, and makes the craft VTOL.

    *Stealth Features: -80% to be detected by Radar, degrades by 5% for each external hardpoint used. The special shape of its exhaust also means that the plane is -40% to detect using IR sensors. All IR guided missiles are -3 to strike.

    *Jamming Gear: Causes -30% to detection but when it is active, other platforms can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.

    *Enhanced Radar: Range 620 miles (997.8 km.)

    *ALIR: Around Looking Infrared. Range 40 miles (64.4 km.) A set of IR sensors set to cover the entire hemisphere, including aft of the plane.

Weapons Systems:
    1) 30mm Autocannons (2): As the Jager, 240 rounds each.

    2) Pulse Lasers (2): TX-222s with enhanced range (6K ft).

    3) Large Ordinance Bay: 6 LRMs or equivalent, 15,000 lbs (6,840 kg)

    4) Small Ordinance Bays (2): 2 LRMs or equivalent, 5,000 lbs (2,268. kg) each

    5) XLH Hardpoints (4): Top and bottom of each wing.

    6) Flare/Chaff Launchers (2): Triax style chaff, 12 charges each

Variants:
    Among those that know of the NGR’s orbital ambitions, it is considered almost certain that the craft is intended to serve as the basis for a space fighter. The ordinance bays could be used to store reaction mass, and while overall endurance would be poor to mediocre they would only have to hold the line long enough for TRIAX to use their new orbital foundries to cast the CG-drive coils for replacement engines. After that, a Three Galaxies level fixed force field is also certain.

XM-290 ‘Kondor’ Strategic Bomber
“Let's be perfectly frank. If it wasn’t for the Dimensional Interface, there would be no reason to build the Kondor, as it would be more cost effective to conduct an orbital strike of some variety. But that is not an option on this planet, so we are forced to make an atmospheric strategic bomber in the age of anti-gravity technology. It would have been useful to have against the Gargoyles, if only to clear paths to their roosts, but there was a reason the program had stalled. It has proven itself capable against the fleet defenses of the Neo-Vikings, and the number of Iceships that it has broken up is without peer among the allied air forces. Make no mistake however, it is a technological dead end unless it turns out to be usable as the basis of a spacecraft.”
--- President and CEO Viktoria Sperling, New German Republic and TRIAX Industries.

One of the NGR’s various projects under its Full Militarization policy, the Kondor is an engineering derivative of the XM-288 Supersonic Transport turned into a strategic bomber. Intended to serve as a deterrent against Atlantis and as a heavy strike craft against the Gargoyle Empire, technical challenges along with the lack of utility in digging out aviaries led to it stalling out in mid 108 PA. The Gargoyle’s hatred of all forms of aircraft only added to this, as the Kondor would have been limited to operating out of the most secure airfields in NGR territory. It would be the demands of the Northern War of the early 110’s that caused the bomber to be taken off the back burner and into the spotlight, and it would prove most critical in the counter attacks of 114 PA.

Compared to the XM-288, the Kondor is smaller and proportionally wider, allowing it to maneuver at lower speeds. The overall shape has been changed to reduce the radar profile, although this is relative compared to the near total effectiveness of smaller craft. Naturally, it has phenomenal speed for an air breathing craft, and the Three Galaxies grade force field was flexible enough to compensate for the aerodynamic changes to allow it to reach Mach 5 in level flight if need be. Unlike the -288, the Kondor is impressively maneuverable for its size, capable of Nape of Earth flight even without the use of its GMR coils. Said GMR coils greatly simplified its design and operational profile, making it fully VTOL capable without paying a massive penalty in mass and complexity. Defensive weapons consist of 5 automatic pulse laser turrets and a sizable MRML in the nose, but the primary purpose of the aircraft is to drop munitions, and it does so very well.

The Kondor can be loaded with essentially any piece of ordinance the NGR has access to, but it is most famous for fielding ‘Sonic Shockwave’ smart bombs. Designed specifically to shake apart the reinforced ice that the Neo-Viking motherships were constructed out of, they vibrated the various components out of their mountings, crippling the Iceships and with some luck leaving them an inoperable floating hulk. As actually destroying those behemoths usually required boarding actions and/or underwater demolitions, this was far and away the best method of neutralizing them. Post-war analysis would place the Kondors as being the key factor for half of the Iceship sinkings. Typical attack altitude was 44,000 ft, as the only surface weapons that could reach them were the Iceship’s Heavy Missiles, which were simple enough to shoot down by the PD turrets and MRML. The Iceship’s own aircraft were a much larger concern however, and often mandated it be worn down by at least half before the Kondor entered the field.
Spoiler:
Type: XM-290

Class: Strategic Bomber

Crew: Four (Pilot, Co-pilot, ECM and Communication Operator, and Engineer)

MDC/Armor by Location:
    Ordinance Bays (2)----------------400 each
    MRML------------------------------200
    PD Pulse Laser Turrets (5)---------150 each
    Wings (2)-------------------------500 each
    Rudders (2)-----------------------300 each
    Engines (4)------------------------300 each
    Reinforced Crew Compartment-----400
    Main Body-------------------------1250
    Fixed Forcefield--------------------700

    Destroying a wing will cause the plane to lose flight capability, and must float to the ground using the GMR coils.
    Destruction of a rudder will still allow the fighter to be controlled by varying the power levels of the engines but the fighter has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls.
    The destruction of one engine will reduce the bombers top speed by one quarter and give the pilot a -2 penalty to dodge as well as giving a 5% penalty to piloting. The destruction of additional engines will give cumulative penalties. Destruction of all four engines will cause the aircraft to lose flight capability. Pilot may attempt an emergency landing or the bomber crew can choose to eject.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight.
    The Force Field regenerates at a rate of 5% (35 MDC) per melee.

Speed
    Cruise: Mach 2.0 (1,482.9 mph/ 2,386.5 kph)
    Maximum: Mach 4.2 (3,114 mph/5,010 kph), +.8 Mach (613.8 mph/987.8 kph) when the Forcefield is operational
    Maximum Altitude: 20 Miles (105,600 feet/ 32190 meters)
    Range: Effectively Unlimited. Thrusters do not overheat.

Statistics
    Height: 36 feet (11 meters)
    Width: 120 feet (36.6 meters)
    Length: 155 feet (47.2 meters)
    Weight: 600,000 pounds (272,100 kg) fully loaded.
    Power System: Nuclear, 20 years before refurbishment.
    Cargo: Minimal (Storage for equipment for the bomber crew). Does not include ordnance bays.
    Cost: Production cost of around 250 million credits given the NGR’s current technology base.

Systems of Note:
    Standard NGR Aircraft Equipment, as well as the following;

    *Bonuses: +2 to dodge, +3 to dodge while traveling over 300 mph

    *GMR Lift Plates: Allow hovering up to 100 ft, and makes the craft VTOL.

    *Stealth Features: -60% to be detected by Radar. Opening the Ordnance bay greatly increase the aircraft's radar signature from the underside of the aircraft and aircraft creates no penalties to be detected in those conditions.

    *Jamming Gear: Causes -30% to detection but when it is active, other platforms can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.

    *Automated PD Control: +5 to strike and 6 APM each.

Weapons Systems:
    1) PD Pulse Laser Turrets (5): TX-222s with enhanced range (6K ft). 2 top, 2 bottom, 1 rear.

    2) Nose MRML: 72 MRMs, volley 2-8

    3) Ordinance Bays (2): 50,000 lbs (22,700 kg) each, or 25 CM equivalents. Volley 2-20

    4) Flare/Chaff Launchers (4): Triax style chaff, 16 charges each

Variants:
    Some parts of Paladin Steel Aerospace have speculated about the possibility of reusing the hull as a heavy orbital strike craft, but both the NGR and TRIAX are naturally non-committal.

DV-41 ‘Pigeon’ Drone Fighter
“You can tell TRIAX didn’t make the early ones, if only because of how kitbashed they were. I know it's a stereotype that German engineers are ‘obsessive’ about efficiencies, but that dies pretty quickly in the field, and the Pidgin is EXACTLY like something a Field Mechanic would dream up. The goal was to get as many of them in service as fast as possible, so they looted the spares bins and threw the drone together in less than 6 months. Considering the amount of original work they still had to do, that was an accomplishment, and I’d love to see anybody else not from the GNE pull that off.”

One of the many ubiquitous personnel problems that the NGR has found itself facing is a fundamental bottleneck in capable combat pilots, with the pool of capable prospects always being too shallow and the training program too long. In the late 100s, the NGR Luftwaffe was only barely staying ahead of personnel losses, and the specter of what would be known as the Northern War was making itself felt. With the ever increasing number of enemy aircraft reported, Central Command felt the need to order the development of a drone fighter craft that could take up defensive duties, if only to free up the Luftwaffe pilots for offensive operations into the Gargoyle Empire. President Sperling would immediately hear of the request, and intervene in the normal procurement process in an example of her non-traditional management style. As CEO of TRIAX Industries, she had a full understanding of the company, and knew that their solution would take years of development and require no end of custom designed components, and that was simply unacceptable. If the NGR needed something NOW, the fastest way was to tell a large group of Field Mechanics a set of general requirements and give them access to the spare parts warehouses, and that is exactly what she did.

As both President and CEO, she squashed all protest, and within days her newly assembled team of aged veteran wrench jockeys were hard at work finding the most easily sourced components to make their drone. Surprisingly, the fusion turbine production line for the original XM-280s had not yet been converted to new models, so its manufacturing could begin almost immediately. Sensors and avionics were taken from the increasingly common DVO-1, while the jamming system would be a cut back unit of the NGR standard. For lightweight protection a pair of old style force fields from TRIAX’s hover pods were installed in the wings, which were modified to sacrifice in-field regeneration capability for ‘aerosheathing’ characteristics. The power plant and AI were taken from the common DV-40 Hunter/Killer. Due to the priority of the project and obvious advantages, they were authorized to requisition GMR-coils to make it VTOL capable. The only parts that needed to be freshly designed were the airframe and programming, and they were able to scavenge from TRIAX’s project archives for most of it.

There was a substantial debate as to the fixed gun armaments (if any), but it was decided to split the craft between two different models. The first would use dual 30mm autocannons, which had proven incredibly popular among the various air forces of the world and had exceptional range. The second would mount surplus TX-41 in a quad arrangement, with the capacitor system consisting of no less than 8 giant FSE-Clips chained together in the fuselage. The external stores were quickly established to be quad XLH-series harpoints, and the aerosheath force fields and GMR coil allowed for them to be installed on the upper surfaces of the wings. While it had the capability to use all of the XLH options, it was understood that it would virtually always be fitted with massed MRMs to counter the massed Azhur and Neo-Viking air fleets. A chaff launcher was included for defensive purposes, but this was intended to increase the number of missiles that the enemy needed to expend to neutralize it more than anything else.

Looking much like a winged missile, the now christened Pigeon would prove to have a near rock bottom production cost, and could be assembled in large numbers with even depot facilities. The first few wings were ready in the closing days of the Minion War, and would miss the absolute mess that the Infernal invasions in Europe would devolve into due to their deployment pattern. However, they would be the first elements to engage the sea-born enemies during what would be later called the ‘Northern Scourge’, and their relatively sustained numbers would prove key to the NGR’s ability to withstand it. Average life expectancy was between 1 and 3 combat engagements, but the Pigeons were able to bear the brunt of the invader’s attention and give the Luftwaffe the opportunities needed to make the best use of their manned craft. If there was dying to be done in the air, the Pigeons were the ones the NGR had do it, and their sacrifices preserved more valuable assets for another day. To keep up with attrition, TRIAX would be contracted to develop a more refined and resource efficient replacement, with units coming off the line in late 113 PA.

For the cost of a single Grey Death fighter, more than 6 early Pigeons could be produced, and the refined version increased that number to more than 8. As a missile bus, the Pigeon was the most cost effective platform in Europe, and it was the key element in breaking up massed flocks in the preliminary missile exchanges. Once the ranged close, the drone was still capable in a dog fight, and could be relied upon to take at least one enemy craft down with them. Even during the worst days of the Scourge, the NGR could field at least 70% of their enemies’ numbers, which was just barely workable for the Grey Deaths and surface air defense platforms. The Luftwaffe constantly came close to buckling, but they did not break, and the Pigeon was how they paid the price to keep it so.
Spoiler:
Type: DV-41

Class: Drone Fighter

Crew: None

MDC/Armor by Location:
    Wings (2)---------------------------------150 each
    Tail Fins (4)-------------------------------40 each
    Engine-------------------------------------150
    Main Body---------------------------------300
    Force Fields (2)----------------------------80 each

    Destroying a wing will cause the drone to lose flight capability, and must float to the ground using the GMR coils.
    Destruction of a tail fin will still allow the drone to be controlled by varying the power levels of the engine but the drone has a penalty of -5 to dodge, and a -15% penalty to all piloting rolls. Destruction of 3 of the fins will cause the drone to lose flight capability.
    The destruction of the engine will cause the drone to lose flight capability, but as it is deep in the main body it is -3 to strike.
    Depleting the M.D.C. of the main body will shut the drone down completely, rendering it useless and causing it to crash if in flight.
    The old style force fields do not regenerate in flight, and must be recharged at base. Each covers one wing and half the rest of the craft.

Speed
    Cruise: Mach 1.12 (870 mph, 1,400 km/h)
    Maximum: Mach 2.4 (1,779.5 mph/2,863.8 kph), Mach 2.1 (1,557.1 mph /2,505.8 kph) with full ordinance and both force fields are operational, Mach 1.6 without.
    Maximum Altitude: 60,000 feet/ 18,288 meters
    Range: Can theoretically operate for 8 hours before needing to cool the engines, but this has never been tried out of testing. The craft always returns to the ground (intact or in pieces) in less than 4 hours.

Statistics
    Height: 9 ft (2.9m) with the Tail Fins, 6 ft (1.8m) without.
    Width: 16 ft (4.9m)
    Length: 22 ft (6.7m)
    Weight: 12 tons fully loaded
    Power System: Nuclear, 5 years before refurbishment.
    Cargo: None
    Cost: Early models cost the NGR around 8 million credits for materials and labor, but later models with more efficient and purpose built components would reduce it to 6 million.

Systems of Note:
    Standard NGR Drone systems, as well as the following;

    *GMR Lift Plates: Allow hovering up to 100 ft, and makes the craft VTOL.

    *Radar: Range 200 miles (310 km.)

    *Jamming Gear: Causes -15% to detection but when it is active, other platforms can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -3 penalty to all radar guided weapons.

Weapons Systems:
    1) Primary Gun Mounts: Equipped with one of the following
      a) 30mm Autocannons (2): As the Jager, 120 rounds each.

      b) Pulse Lasers (4): TX-41s with 2 Giant FSEs

    2) XLH Hardpoints (4): Top and bottom of each wing. Almost always all MRMs (16 total) in practice.

    3) Flare/Chaff Launcher: Triax style chaff, 6 charges.

Programming
    Skills
      Radio Basic: 98%
      Pilot Jet Fighter: 91%
      Navigation (Air): 94%
      Read Sensory Equipment: 94%
      Weapon Systems: 90%
    Combat Abilities
      8 Attacks per Melee
      +3 on Initiative
      +3 to Strike
      +3 to Dodge
      +4 to Dodge while traveling over 300 mph
      +2 to Roll with Impact


Last edited by Omegasgundam on Fri May 14, 2021 12:03 am, edited 4 times in total.

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Unread postPosted: Thu May 13, 2021 10:03 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
Here's a few things I whipped up last night. Mostly copypaste from older stuff, but the fluff and some details are new.

The reason Space Native isn't used is because PU:3 notes that it almost qualifies as a Major. I wanted to leave a bit more 'room' in the build, so I created a cut down version.
GREY DANCER Super-Pilot Augmentation Package
(PU2 budget of 9.3+ million credits per operative)
”With the various process improvements we’ve done over the years, NEXT DAGGER has a nominal cost of a bit less than 6.1 mil per mod, or a third less that it started as. For its time, it was as good as we could do, but things have changed since then. Almost a third of it is dated junk by modern standards, with the survival and temporary boost mods being not effective enough to bother with. Swapping the psi-powers with the new pilot focused one broke even in cost, so we had a good deal of room to work with. We can easily push things up to 10 mil these days, so we did so. Even the bean counters say it's a good investment, with airframe losses dropping as a direct result, which more than covers the program cost.”

The successor to the Arkon War era NEXT DAGGER, GREY DANCER is intended for the Three Galaxies environment. Taking the constant reflex and precision manipulation abilities of its predecessor (Lightning Reflexes, Extraordinary Physical Prowess, Ambidextrous, and Heightened Sense of Awareness), the old space and High-G survivability enhancements have been replaced by a more comprehensive suite of physiological augments. While falling short of the standard set by DIAMOND NOMAD, it is still more than sufficient to keep the pilot functional in nearly all vacuum situations they would experience in a CG-Technology environment, and the overall modifications made it trivial to combine it with the ever popular ‘Physical Transformation’. Other neurological changes consist of improving mental resilience (Hypnotic Conditioning), which has the helpful side feature of greatly calming them down and making them less addicted to their abilities. But the star of the show is the psionic mencho-linking ability, allowing them to push the limits of their vehicles like never before.

Combining various branches of BINAS architecture, prior augment packages (PEARL LIGHTING and RED KINE), and a wide array of psionic reactive materials such as J’ng Crystals, the ‘Mechno-Link’ has been turned into something that is possibly superior to the NGR’s XML Cyborg Interface. While Paladin Steel has developed an equivalent system for its own Cyborg pilots, there has not yet been a head-to-head competition between the two, although both sides are naturally clamoring for it. In daily life, GREY DANCER pilots are notably less ‘jittery’ than NEXT DAGGER, with the more refined package taking the ‘edge’ off of the hyper-active reflexes and awareness, and making mundane activities tolerable. While still more ‘active’ than the commonly egotistical fighter pilot, it is within normal tolerances of behavior. Once they are in the air it is a different story, but there is currently an even split between the hyper-focused ‘Iceman’ and flamboyant ‘Maniac’ archetypes.

While development started in late 108 PA, it would not be until mid 111 PA that it would be ready for deployment, first being given to AJC pilots in the Three Galaxies. GNE pilots on Rifts Earth did not have an immediate need for it, but it was planned to be distributed among their ranks in 113 PA. The 'Northern Scourge' of that year gave considerable emphasis, and it is suspected that one of the reasons the invaders focused their efforts in Europe in the middle and latter parts was due to the sheer effectiveness of these augmented pilots at the controls of Sky Tiger IIs. In the Three Galaxies, slightly experienced GREY DANCER pilots (level 3+) can outperform Zebuloids, and thanks to ASI and WZT fly some of the best mass production ASFs in the dimension.

As an aside, the increased interactions with the Cambridge Tribes and availability of their Bio-Druids means that more and more augment candidates start with Bio-Cauldron boosted attributes, and pilots are often offered full Bio-Wizard enhancement to their endurance and reflexes (PE and PP 24), resulting in simply insane capabilities (av PE 34 and PP of 33!). Additionally, the package does not fully engage with Power Armor, and First Librarian Gould is still not entirely sure why. The rest of the augmentation works however, and the currently experimental ‘Pilot Armor’ light exoskeletons that are being developed work well in their hands.
Spoiler:
Super Powers and Abilities
    Minor Power: Lightning Reflexes (700K)
      +1 APM
      +2D4 to Speed attribute
      +3 on Initiative
      +3 to Automatic Dodge
      +1 to Disarm
      +3 to Pull Punch
      +2 to Roll with Punch, Fall, or Impact
      W. P. Paired Weapons.

    Minor Power: Extraordinary Physical Prowess (550K)
      20+2D4 PP, or +2D4+4 if 20 or higher already (because it should have been this the whole damn time, and you can’t tell me otherwise.)
      +3D4 Spd
      +1 APM
      +3 to Automatic Dodge
      +10% to physical skills requiring dexterity and prowess

    Minor Power: Extraordinary Physical Endurance (2.1M)
      20+1D6 PE, or +1D6+5 if higher
      +4D4x10 SDC
      +3D6 HP, +1D4 per level of experience
      Turns into an MDC being (combine total SDC and HP)
      10% normal fatigue rate

    Eugenic Modification (Minor Power): Ambidextrous (300K)
      +1 APM
      +1 to Parry
      +5% to dexterity skills

    Eugenic Modification (Minor Power): Heightened Sense of Awareness (200K)
      +2 on Initiative
      +1 to Roll with Punch, Fall, and Impact
      +2 vs Horror Factor
      Automatic Dodge

    Eugenic Modification (Minor Power): Circadian Rhythms (50K)
      Needs 3 hours of sleep
      Stay up for 4 days without ill effects

    Super Soldier Enhancement (Minor Power): Physical Transformation (1.5M?)
      +1D6 PS (Extraordinary)
      +1D4 PE
      +1D6 PB
      +1D6 Spd
      +2D6 HP
      +4D6 SDC

    Super Soldier Enhancement (Minor Power): Hypnotic Conditioning (300K?)
      +5 vs Mind Control
      +4 vs Horror Factor
      +4 vs Illusions
      +2 vs Psionics
      Immune to possession

    (NEW) Super Soldier Enhancement (Minor Power): Space Survival (1.5M)
    A lesser form of Space Native, this augment is much less involving to install and leaves more ‘room’ for other complex modifications.
      No penalties of any kind from being in a zero-gravity environment, and automatically passes any Movement: Zero Gravity skill roles
      Impervious to mundane cold, depressurization, radiation (including attacks), and small environmental debris.
      Can survive unprotected in space (including not needing to breathe) for 3 hours per level of experience, +2 hours per PE point.

    (NEW) Major Power: Preternatural Piloting Ability (2.1M?)
    Similar to the Major Powers of ‘Mechno-Link’ and ‘Natural Combat Ability’, this power focuses on pushing a specific aircraft or flying robot (not power armor) beyond its normal limits. To function, the craft must be plausibly controlled by a single person and not considered ‘overly large’ by the GM (No Dominator Planetoids please). If the vehicle has an equivalent to a Cyberlink Interface, it supersedes those bonuses, but it is considered ‘much easier’ to maintain control for prolonged periods and allows for the other powers to affect the vehicle (such as the Minor Power ‘Lightning Reflexes’). This also supersedes the Super Psionic Power of ‘Telemechanics’ and similar. Needless to say, these bonuses are only active when in a qualified craft.
      +1 APM at levels 1, 3, 6, 9, 12, and 15.
      +1 non-attack APM at levels 1, 2, 3, 4, 6, 8, 10, and 12
      +1 on initiative at levels 1, 3, 5, 7, 9, 11, 13 and 15
      +1 to Strike with non-self guided weapons at levels 1, 3, 6, 9, 12, and 15
      +2 to strike self guided missiles
      +1 to Dodge and Automatic Dodge at level 1, 3, 6, 9, 12, and 15. The aircraft gets half the Automatic Dodge bonuses from other super powers.
      Bonuses to Automatic Dodge from other sources are also added to normal Dodge actions.
      Critical Strike on 18+
      +1 to roll with impact, punch, or fall at levels 1, 2, 4, 6, 8, 10, 13, and 15.
      +20% to relevant Pilot skill
      +20% to relevant Pilot Related skills
      +10% maximum speed and altitude
      Goose survival (10% MDC)
      Immune to G-Force related problems

Options: Up to .7 million credits can be added without any major investments, but more is possible given sufficent effort. The increased interaction with the Cambridge Tribes makes later modifications a non-issue, and as a rule of thumb a character can add another 500K every additional level of experience as their body settles down.
    Attribute Enhancement
      As NEXT DAGGER
      Commonly to boost PP past a threshold after physical skills. PP 26 or higher (+6 bonus) is considered the standard for a reason.
      150,000 credits per point

    Bio-Regeneration: Healing Factor
      As NEXT DAGGER
      Less ‘need’ for it, but extremely useful to have when it's relevant.
      500,000 credits

    Brain Enhancement
      As NEXT DAGGER
      Reasonably common, but BINAS-EINSTEIN is overtaking it in popularity
      250,000 credits.

    Brain: Mental Acuity
      As NEXT DAGGER
      Generally considered mildly redundant.
      600,000 credits

    Brain: Psionics (Super Combat)
      As NEXT DAGGER
      Again, less ‘need’, but the utility is naturally high. Requires substantial effort to add though.
      2,100,000 credits

Total (Constant) Bonuses
    Attributes
      +1D6 PS (Extraordinary)
      20+1D6+1D4 PE (or 1D6+1D4+5 if already 20 or more)
      20+2D4 PP (or +2D4+4 if already 20 or more)
      +1D6 PB
      +5D4+1D6 Spd
      +5D6 HP, and an additional 1D4 per level
      +4D4x10+4D6 SDC
      Turns into an MDC being (combine total SDC and HP)
    Combat Stats
      +3 APM
      +5 on Initiative
      +1 to Parry
      +6 to Automatic Dodge
      +1 to Disarm
      +3 to Pull Punch
      +3 to Roll with Punch, Fall, and Impact
    Saves
      +6 vs Horror Factor
      +5 vs Mind Control
      +4 vs Illusions
      +2 vs Psionics
      Immune to possession
    Skills
      W.P. Paired Weapons
      +15% to physical skills requiring dexterity and prowess
    Other Constant Bonuses
      10% normal fatigue rate
      Needs 3 hours of sleep
      Stay up for 4 days without ill effects
      No penalties of any kind from being in a zero-gravity environment, and automatically passes any Movement: Zero Gravity skill roles
      Impervious to mundane cold, depressurization, radiation (including attacks), and small environmental debris.
      Can survive unprotected in space (including not needing to breathe) for 3 hours per level of experience, +2 hours per PE point.
    And that’s when they’re out of their element (in a cockpit).

A hypothetical surface RPA version without Space Survival and PPA would cost 5.7 million, which would be well worthwhile for high end units if they can get the power bonuses to work (GM’s decision).

And here’s a smaller version of the Ramza that can fit in an ASF cockpit without too much modification to the latter.
Paladin Steel/ASI VEBA-15EX ‘Rhiannon’ Pilot Exoskeleton
    (Aka Rhi, Bailsuit, Dropsuit, and similar)

”With Exoskeletons being all the rage, it's unsurprising that Paladin Steel wouldn’t be satisfied with just one. The Rhi is a bit out of left field, but I can definitely see where they’re coming from. Good ASF pilots are expensive, and their Bio-Mods only jack that up. It's most useful in or near an atmosphere, if only because the pilot could put their SERE training to use, but it also helps protect them from casual swatting in the void. The stealth systems are just good enough to mask the signature from parasite grade sensors, and with a shield it can survive a fighter appropriate power plant brewing up without compromising integrity. If your side loses you’re still in trouble, but it makes it harder for the real scumbags to kill you out of spite before they try to run.”
---Colonel Philip Fredette

“The documentation ASI has handed out is more than enough to replace our ejection seats with the hook up system, and there’s enough room in the multispecies cockpits of our newer designs that we don’t need to change much. Body armor isn’t my field, but I can see how the suit simplifies a number of life support and control interface problems. The difference between green pilots and veteran pilots is stark, and this lets more of the former become the latter. I know Procurement is working on our own, and I’ve been given a formal tender for what I need to do on my end.”
---Captain Harriet McKenna

”It's always hard to put a price on the lives of pilots, but bio-mods make it a bit simpler. With the discounts we get, a fully tricked out suit of pilot armor is around a half mil, and if it lets a rookie survive to be a vet it's paid for itself a dozen times over. NEXT SWORD usually runs up to the 10 mil line, but it damn near lets you count each ASF as being worth two, and while the proportional math isn’t quite as generous it's still a great investment. Among the pilots, GREY DANCERS that can’t trump 3-to-1 odds against them in similar craft are considered complete failures that are embarrassing to associate with, so you can think of it as saving on either ASF or carrier platform numbers depending on how you look at it.”

Named after the person first known to have pushed for the concept, the Rhiannon is meant for use by pilots, and is primarily intended to to assist in SERE situations and improve the odds of survival in worst case scenarios. Based on the Ramza, the legs and helmet are unchanged, but the arms and torso have been redesigned for optimal use in a cockpit. This has resulted the external hardpoints being omitted to make the armor lighter and more compact, but the use of these features greatly inhibits one’s ability to operate a vehicle. Protection is notably less due to the decreased mass, but it remains well ahead of all practical suits of non-powered EBA.

As it is intended first and foremost for ASF pilots of the AJC, it was decided that a Grav Pack would be effectively mandatory, and a custom designed detachable unit was added. Thanks to its more integrated set up, it can pull power directly from any Power Pack the wearer has hooked up, with each giving 120 hours of operation, more than the suit’s normal batteries can last. Said battery has a longer endurance on the Ramza due to the decreased load, giving each of the hip mounted units 110 hours of endurance. Being a survival suit, the Power Packs can be set to trickle charge the suit batteries, with the efficient power systems of the latter allowing it to drain a Pack for a full change twice.
Spoiler:
Type: Emergency Use Pilot Interface Exoskeleton

MDC/Armor by Location:
    Arms (2)-----------------80 each
    Legs (2)-----------------100 each
    *Head-------------------100
    Main Body---------------150
    Grav Pack----------------50
    Power Pack (1-2)--------40 each

Statistics:
    Height: The suit is four inches (10.1 centimeters) taller than the wearer. Armor is designed to be worn by individuals for five feet (1.52 meters) to seven feet (2.13 meters), although it usually has to be custom fit for the race.
    Width: Variable
    Length: Variable
    Weight: 70 lbs (31.8 kg) with the Grav Pack, 50 lbs (22.7 kg) without. Each CAF Power Pack is 4 lbs (1.8 kg)

Speed:
    Mobility: Good, -10% to physical skills
    Running: Triple normal running speed. Leaping distance is increased by 20% or 10 ft (3m), whichever is higher. Running does tire the operator but at 30% of normal rate. Armor is well suited for most terrains, including underwater.
    Flight: As a Grav Pack (DB:2, pgs 126-127).
    Underwater: The Rhiannon can swim by using the same types of paddling leg and arm movements as a human at a maximum speed of roughly four mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% its normal running speed.
    Maximum Depth: 500 feet (152.4 meters).

Physical Strength: Either Base PS +5 or 20 (whichever is higher), and is Augmented.

Cargo: Very limited, but the lower back has slots for a pair of CAF Power Packs for use by the integral Grav Pack and possible forearm weapons, and the GNE standard ‘Bailout’ pack can be hooked to the hips. EBA compatible strap harnesses can be used, and a number are included for after the pilot ejects from their aircraft. Operators almost always wear a Skinsuit underneath.

Power System: Electrical, has a 110 hour battery (Can change out battery in two minutes or recharge battery in thirty minutes). Stored in the hips, two batteries can be used at once, and can be charged while plugged into a vehicle.

Market Cost: 300,000 (Phase World) credits for a basic suit due to the Grav Pack (200,000 without), but the options increase it dramatically. Each battery costs 25,000 credits.

Systems of Note:
    Has all the standard features of the Ramza, as well as the following;

    *Cyberlink Vehicle Interface Extension: While the armor itself does not benefit, there are connection ports so that the pilot can interface with vehicles equipped with such while fully buttoned up.

    *G-Force Compensation: When operational, the Grav Pack eliminates the all but the most extreme G-Forces experience by the pilot.

    *Integral Micro-Gravity Maneuvering System: Intended for use when the Grav Pack is either a liability or pure overkill, it can move the pilot at speeds of 30 MPH, and is good for 6 hours of maneuvering.

    *Low Grade Stealth Features: While not enough to make targeting the armor harder, it is enough to mask the life signature of the pilot and power draw of the suit’s environmental systems from Fighter grade sensors without a focused scan.

    *Deployable Reentry Shell: A series of one-use deployable balloons allow the suit to make reentry without any active methods that would generate a power signature. To slow the wearer down, smart fabric wingsuit foils and a one use rocket motor can be used if the Grav Pack is not considered viable or is non-functional.

Weapons:
    1) Internal Forearm Mounts (2): As the Ramza. In AJC service, pilots generally take either the PSLP-4 ‘Bushmaster’ for range and endurance or PSIP-17/2098 ‘Kepper’ for damage output.

    2) Hand Weapons: Not commonly used by its typical operators, the UEL links of the Ramza have been omitted to save volume and mass. There is generally not enough room in an ASF cockpit for a long arm.

    3) Pistol Holsters: The shins include quick draw holsters for various pistol sized items, most often projectile weapons for use against energy immune foes.

    4) Hand to Hand: As PS, along with whatever melee weapons are installed.

Options:
    As the Ramza. In AJC service, the pilot is issued their choice of Undermesh, and are given at minimum an equivalent to the N-20B (75 MDC). Bio-modded pilots get an N-50B equivalent (160 MDC) by default along with Thermo-Kinetic armor.


Mathhammering this out, here's what a GREY DANCER can expect on average, assuming they are a GNE Aircaft Pilot OCC with only the automatic physical skills and two trips to the Gene-Cauldron (PE and PP).
Spoiler:
PS: 16.5 (Extraordinary)
PE: 35
PP: 33
PB: 13.5
Spd: 39.5
    HP: PE +17.5 +2D4 per additional level (total)
    SDC: 135+2D6
MDC: (HP+SDC) PE+187.5+2D6 +2D4 per additional level (209 at level 1)
    +3 APM
    +5 on Initiative
    +2 to Parry
    +1 to Dodge
    +6 to Automatic Dodge
    +1 to Disarm
    +3 to Pull Punch
    +4 to Roll with Impact
    +3 to Roll with Punch
    +3 to Roll with Fall
    +6 vs Horror Factor
    +5 vs Mind Control
    +4 vs Illusions
    +2 vs Psionics
    Immune to possession

On foot, they start with 7 APM, +6 on initiative, +8 to strike, and +14 automatic dodge. With the exoskeleton movement, they're basically Hyper-Juicers in very heavy armor.
In the air, they start with 8+1 APM, +7 on initiative, at least +9 to strike, and +12 automatic dodge. There's a reason they're considered death on wings in the 3G.
    Level 3, its 9+3 APM, +8 on initiative, +10 to strike, and +13 autododge. Before skills or craft bonuses.


Last edited by Omegasgundam on Wed May 26, 2021 10:22 pm, edited 26 times in total.

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Unread postPosted: Thu May 13, 2021 10:50 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
Oy, I see that the original name for the bio-aug was NEXT SWORD before our mutual ninja'ing :D :lol:
I subconsciously was thinking of 'GREY DANCER' because it suggests pilots flirting with high-gee blackouts(but that subcutaneous body reinforcement webbing and modified heart/circulation system act as internal gee-suit pressurization, keeping blood where it can do the most good. And that altered blood chemistry that carries more oxygen and releases it when needed to the cells) .
However, NEXT SWORD can be the overall initiative name for bio-aug, cyborg mods, and exoskeleton package(s) meant to keep the GNE/USA fighter corps pushing the envelope. :wink:

_________________
-------------
"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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Unread postPosted: Thu May 13, 2021 11:00 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
taalismn wrote:
Oy, I see that the original name for the bio-aug was NEXT SWORD before our mutual ninja'ing :D :lol:
I subconsciously was thinking of 'GREY DANCER' because it suggests pilots flirting with high-gee blackouts(but that subcutaneous body reinforcement webbing and modified heart/circulation system act as internal gee-suit pressurization, keeping blood where it can do the most good. And that altered blood chemistry that carries more oxygen and releases it when needed to the cells) .

Check the bottom again, I did some mathhammer for how munchkin it is. The point of PPA is to let the rest of the bonuses stack up in the air, including the PP (which applies to auto dodges).


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Unread postPosted: Fri May 14, 2021 12:22 am
  

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Omegasgundam wrote:
Check the bottom again, I did some mathhammer for how munchkin it is. The point of PPA is to let the rest of the bonuses stack up in the air, including the PP (which applies to auto dodges).



Yah, the Shemarrians are now jealous of those crazy meatbags. Flesh shouldn't react that fast without rupturing something bad. Hyperion and Phaeton Juicers want detox and their conversion money back.


“There’s a new sound on the Fringe and in the extradimensional Wilds. It sounds like rolling thunder, or troubled atmosphere, but increasingly evil-doers, tyrants, and miscreants have had reason to fear the sound and what it heralds.
It is the hammering rumble of pulse thrusters. It is the predator-scream of an angry aerospace force come to deliver punishment. It is the sound of the cavalry. It is the war-song of Justice. It is the sound of United Systems Alliance ships on approach.
Worse yet is if it comes after a sudden crack of a sonic boom. That’s a telltale that it’s already too late; that justice or vengance has ALREADY arrived. Whether it’s an airstrike or approaching dropships full of Alliance troops. “

***

“It’s not thunder that’s the sound of deliverance out here in the Wild; it’s SILENCE.
It’s the lack of shouted orders to obey! submit! destroy! or die! It’s the lack of screaming, of begging for lives, or sparing of loved ones, or agony at being violated for the amusement of others. It’s the lack of the sounds of the self-satisfied destruction of lives, the gloating over atrocities, the triumphal roar of genocides at work.. Where once the land echoed with suffering, there is instead a peaceful quiet. It is the work of ghosts protecting the living, going in the places the innocent and the helpless should not be, and working a quiet form of justice from the shadows.
Tyrants are learning to fear the sound of silence in their places of power. It means that their domination has come to an end, that the workings of their evil have come to a stop. When issued orders are met with silence, evil beings should start to fear.
Out here, evil is learning to fear ghosts of the Stripes and Spiral variety.”

_________________
-------------
"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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Unread postPosted: Fri May 14, 2021 12:40 am
  

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taalismn wrote:
Omegasgundam wrote:
Check the bottom again, I did some mathhammer for how munchkin it is. The point of PPA is to let the rest of the bonuses stack up in the air, including the PP (which applies to auto dodges).

Yah, the Shemarrians are now jealous of those crazy meatbags. Flesh shouldn't react that fast without rupturing something bad. Hyperion and Phaeton Juicers want detox and their conversion money back.

If nothing else, HU says you can BS an excuse for how a super-science cyborg augment can give PPA and the rest. If it helps, the GD's are using cyberlinks to channel their powers, so their not actually touching the physical controls.

Still, the least terrible way to deal with a GREY DANCER is to launch every fragmentation missile you have and hope you do enough splash damage to take it out, which is PROHIBITIVE to put it mildly.


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Unread postPosted: Fri May 14, 2021 1:31 am
  

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The munchkin stats also certainly insure that the Cult of the Fighter Pilot is very alive and well in the GNE/USA. They're considered the publicly-known elite in the armed services and the media, with the same WW1 'Knights of Air and Space' vibe going. Hardly any other service is so visible doing daredevil work(SpecOps keeps it quiet, ground pounders are virtually anonymous in their vehicles and armor, navy's either hidden in their ships or underwater).
Of course, that elite rating comes with a cost: without their own big gun ships available for slugging out other capital units, it's common for the aerospace fighter corps to cover many of the same theaters and be called upon to make cruise missile torpedo boat runs on those same capital units, with the fighters running the gauntlet of point defense to deliver shipkiller strikes. That's in addition to taking on the enemy's own fighter squadrons, often with superior numbers stacked against the GNE/USA forces.
It's why the GNE/USA fighter corps lives hard off duty and banks reproductive material against not ever coming back(or being irradiated by somebody using WMDs as flak) from a mission.

_________________
-------------
"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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Unread postPosted: Fri May 14, 2021 10:09 am
  

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taalismn wrote:
The munchkin stats also certainly insure that the Cult of the Fighter Pilot is very alive and well in the GNE/USA. They're considered the publicly-known elite in the armed services and the media, with the same WW1 'Knights of Air and Space' vibe going. Hardly any other service is so visible doing daredevil work(SpecOps keeps it quiet, ground pounders are virtually anonymous in their vehicles and armor, navy's either hidden in their ships or underwater).
Of course, that elite rating comes with a cost: without their own big gun ships available for slugging out other capital units, it's common for the aerospace fighter corps to cover many of the same theaters and be called upon to make cruise missile torpedo boat runs on those same capital units, with the fighters running the gauntlet of point defense to deliver shipkiller strikes. That's in addition to taking on the enemy's own fighter squadrons, often with superior numbers stacked against the GNE/USA forces.
It's why the GNE/USA fighter corps lives hard off duty and banks reproductive material against not ever coming back(or being irradiated by somebody using WMDs as flak) from a mission.

Pretty much. The ego is as much a defense against the inevitable as anything else.

And I have an 'IDEA' for the Shemarian version and associated primary fighter.


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Unread postPosted: Fri May 14, 2021 8:49 pm
  

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Omegasgundam wrote:
If nothing else, HU says you can BS an excuse for how a super-science cyborg augment can give PPA and the rest. If it helps, the GD's are using cyberlinks to channel their powers, so their not actually touching the physical controls.


Just as long as you can sell the idea through good storytelling and build-up. Otherwise, just arbitrarily shoveling bonus on bonus because 'the rules don't say you can't' leads to Legion X trollery(or 'the rules books didn't say we couldn't tip the gaming table over on top of the GM, pin him to the floor with it, and threaten to cut off his air if he didn't give us the best of everything in the games books'). ;) .

_________________
-------------
"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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Unread postPosted: Wed May 19, 2021 1:19 pm
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 360
I have decided that my next work will the the Coalition's impressions on the immediately pre-Minion War PS lineup, which will be hardware analysis with bits of ringside political commentary mixed in. It will be full of half-right data.


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Unread postPosted: Wed May 19, 2021 10:07 pm
  

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Omegasgundam wrote:
I have decided that my next work will the the Coalition's impressions on the immediately pre-Minion War PS lineup, which will be hardware analysis with bits of ringside political commentary mixed in. It will be full of half-right data.


Gotta expect that when viewed through the lense of national socialism Prosekism.

_________________
-------------
"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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Unread postPosted: Wed May 19, 2021 11:43 pm
  

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Joined: Thu May 08, 2008 11:04 pm
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taalismn wrote:
Omegasgundam wrote:
I have decided that my next work will the the Coalition's impressions on the immediately pre-Minion War PS lineup, which will be hardware analysis with bits of ringside political commentary mixed in. It will be full of half-right data.


Gotta expect that when viewed through the lense of national socialism Prosekism.

This is at the 'hyper educated elite' level that knows that the Party Truth is mostly projection. They'd believe the core tenants, but in a different way than the grunts.


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Unread postPosted: Thu May 20, 2021 12:11 am
  

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Paladin Steel/Greater New England Slang:

-Allison---A reliable, well-performing engine or powerplant.

-Amerzon---Female Shemarrian.

-Anwap---Advanced enhanced neutron emission particle beam weaponry.

-Aristo---Old money GNE family, typically Elven.

-Atom-smasher---Particle beam weaponry.

-Bait-chanter---Lord of the Deep cultist. Also Bait-singer.

-Banana---Standard measurement unit of how difficult a problem is, supposedly by how many plantains it takes to bribe the ape assigned to fix it; a one-banana problem is fairly simple, a five-banana problem is very difficult.

-Bash-Palace---The Northern Gun Robodome. Gladiatorial arenas in general.

-Bathboy/girl---Native of the New Bath development zone.

-Battleclunker---PS/ASI/USA space battleship, especially the Joshua Norton class of modular ‘coat rack’ design.

-Belter---Long-tour asteroid miner. A space native who eschews planetary life in favor of working smaller celestial bodies.

-BigFolk---Human-sized and larger beings, as seen from the perspective of a Smallkin(see Smallkin). See also Gifolk.

-BigMetal---Heavy vehicles and robots.

-BioBitz---Biosystems

-Blowarp---A victim of particularly disfiguring Splugorth biowizardy, such tat only the most drastic efforts(such as full body transplant) can mitigate the effects. Also Kragger, Worp.

-Blowville---Nickname for the former city of Worcester, Massachussets. Resettled by the Wynaro d-bees, who named their community Panasar.

-Brickhouse---The New Boston Arcology. Also ‘the Anthill’, ‘Wall’, ‘Minas Beantown’, ‘Bosscon’, ‘East-chi’, ‘Mini-chi’.

-Cambrdge Jungle---Region of exceptionally dense and mutated vegetation stretching east of Worcester/Panasar to just west of New Boston, south to New Bedford and the ruins of Providence, and north into New Hampshire. Home of the Miter- tribes. Also known as the MIT Forest.

-Canker, the---Splugorth Atlantis. Also ‘the Boil’.

-Chigger---Chi-Town native, especially arrogant upper-classer.

-Chipped Boff---Chipwell armor suit(also ‘Spam-Suit’).

-Chugrug---Vehicle powered by a TW steam engine(also ‘chugboat’).

-Chunkinator----Automatic Grenade Launcher

-Crazy-Hangers---A Crazy’s knobs. Also Dendruff.

-Cremator---Plasma weapon

-’Crete, to Lay Down---To put down roots, establish oneself more or less permanently in a location, to settle down.

-Crunchie---GNE Infantry. Though the verdict is out on whether they’re being crunched or doing the crunching.

-Cuckoocopper---M.O.M. Crazy in law enforcement.

-Cullskull----Particularly good-looking vampires(the sort you want to kill IMMEDIATELY on just general principles). Also ‘Cully’

-Cybatty----Crazy about cybernetic implants and bionics.

-CyMid---Cybernetically or bionically-augmented person.

-Day of Wrath(aka the ‘Great Smiting’)---The ZOT’s surprise attack on Splugorth Atlantis, that utterly disrupted normal activities for at least a day.

-D-Bone---Obvious d-bee supporting the Coalition States, singing their praises in hopes of gaining citizenship.

- Deathsharpy---Micro-missile. Also Death-Pencil, Screaming Meenie.

-Deathwalker---Zombie or necromancer.

-Dendruff---A Crazie’s cranial knobs.

-Deniler---Negapsychic

-Dethsmokey---CS government-issued tobacco product(also ‘deathsticks’, specifically cigarettes). Also ‘Dethsmogger’.

-Dizzer---Ion weapon, especially tose with a stun mode.

-Downworld---Extradimensional trade/contact/travel to/with less advanced worlds/societies.

-Dumbledork---Old school magic user. Uber-conservative(and elderly) magic user.

-Dumphole---One-way dimensional portal. Typically one that ends up someplace miserable.

-Dundergun---Ridiculously overpowered weaponry trying to imitate a boomgun in power and noise. Impractically heavy weaponry.

-Dundergunner---Weapons fanatic who HAS to have the biggest, loudest firearms out there, no matter how impractical they are to carry and attempt to use.

-Earth-devil---Burrowing monster, aka ‘Death from below’ or ‘boot-eater’..

-Edge, The---A person’s personal advantage or power, vocational, technological, biological, or magic, giving them ‘an edge’ over those who don’t have it.

-Electric Cannon---Rail guns.

-E-Wap---Magnetic vortex weapon.

-FireTeam---A grouping of talents/personnel working together. Originally limited to its military meaning, but expanded to cover other work and social activities. In the GNE, especially on Rifts Earth, being part of a ‘fireteam’ is considered essential to survival and prosperity, an extension and more immediate permutation of the ‘social networking’ of the pre-Rifts era.

-Five Star Alliance---Early form of the Earthside United Systems Alliance; it encompassed Greater New England, Free Canada, Paladin Steel West, the United Connecticut Baronies, and Wooster. However, when the political winds changed, and both the UCB and Wooster became direct states of the GNE, the Five Star Alliance moniker fell out of usage. The term and insignia syill persist and surface with regards to Earhside alliances between the GNE, Lazlo, the Tundra Rangers, and other earthsode kingdoms.

-Fleshhater---Cybernetic or bionic zealot. Perfecty healthy voluntary bionic conversion.

-Flipperboy/girl---Pneumo-biforms.

-Fluffer---Hovercraft

-Frygun---X-ray laser.

-FullCon---Full conversion cyborg.

-Fuzzbutt---Chai-Chuk d-bee.

-Gawker---Golden Age Weaponsmith enthusiast or customer.

-Gawkjob---GAW vehicle rebuild. By extension, any rebuild of a pre-Rifts vehicle into an improbable refit for Rifts Earth.

-Gener---Greater New England citizen. Generally regarded as derogatory, though some make the distinction between it being acceptable pronounced gENer and an insult pronounced gEEner.

-Genie---Genetically augmented or engineered lifeform.

-Genieware---Genetically engineered bio-implants.

-Geriborg---Late-life geriatric full-conversion cyborg. Older people taking ‘second life’ option as fullcon cyborgs, typically in support roles. Also Cybersenior, Geezertech, Gitzer, Rockerbot, grandmekker.

-Gevver---Hovercraft(also ‘gevrevv’ for hovercycles).

-Ghost-silk----Fabrics made from stabilized ectofiber.

-Gifolk---Giant d-bees/sophonts

-Gimmer----GMT(Gravitic-Magnetic Resist) vehicle, Also ‘Floater’, ‘Repulsor’, ‘Magev’.

-Godhammer---Heavy artillery support. Also ‘Smiter’.

-Gothjackets----Coalition States uniforms, and the people wearing them(also ‘Gothjacks’).

-Grand Banks Treaty----Terms of survival forced on Splynncryth by The ZOT after the Day of Wrath, curtailing Splugorth expansion into North America. The Splugorth have since constantly tested the Treaty, especially via the resumption of the Faerie Harvest.

-Grand Exodus---Mass exodus of slaves following the Day of Wrath. Many settle in various corners of Rifts Earth, but many also attempt to use the rifts to escape the Splugorth entirely. The Great Exodus is generally seen as a great boon to Paladin Steel and the GNE, as it brought thousands of talented beings familiar with the magic and technologies of Atlantis into their service, as well as thousands of tons of equipment and assorted loot brought out with the escaping slaves.

-Grassburner---Animal transport.

-Greener---GNE citizen.

-Greenscraper---Multi-level urban farm. Also ‘grass-scraper’.

-Gumper---A dumb or naive d-bee.

-Hammerhand---Steel Gaian EShemarrian. More broadly, cyborg blacksmith or foundry worker.

-Hayver---Madhaven resident.

-Hellworld---Planet with very difficult conditions ranging from violent civil unrest to climatic uninhabitability. Exact definition varies by point of view; Rifts Earth is considered by many to be a hellworld while others consider it a habitable parradise.

-Heroland---Nickname given to Greater New England, inspired by their patronage of adventurer parties, use of superpowered augmentation, and an early PS marketing slogan ‘We build heroes!’. Later used in reference to their espousement of altruistic causes. Used semi-derogatorilly(the same way ‘Boy Scout’ is sometimes used, and akin to ‘holier than thou”).

-Horry---Horune pirate.

-Humzing---Particularly fast/frenetic person or critter, especially d-bee.

-Infernal---Demon or Devyl. Any truly monstrous and EVIL supernatural being preying on people.

-Iniac---Integral (or internal) artificial intelligence. Advanced software incorporated into neuro-cybernetics or full conversion cyborgs, especially if it uses a verbal interface.

-Inkjobber---Tattooed Man/Woman(also ‘Touchyfeeler’, ‘Inkskin’).

-Invizibiz---A company or organization that is involved in covert(or at least not public knowledge) cross-dimensional trade. Sometimes refered to as ‘icebergs’ for most of their operations being unseen. By extension, larger, typically d-bee, companies fronting as small local businesses. Also known as ‘shadowfirms’. Sometimes used as a broad reference to the Black Market in general, especially if a reputable company is carrying on business through the Black Market.

-Jode---Meat product produced by the Stone to Flesh spell from rock(‘geode’). Often used in conjunction with other food names; jode-stew, jode-burgers, jode-jerky, etc.

-Litebrite---Laser target designator.

-LocBlocker----Any PS design heavy on options. Also ‘Lego’ed’.

-Magcaps---Railgun rounds. Also ‘Marbles’.

-’Major Chin’---Nickname for any of a number of generic, officious, authoritarian, square-jawed Coalition officials appearing in CS video pronouncements and propoganda. Suspected of being CGI effects. Said to speak in clipped, terse, statements because he can’t open his bulldog jaws. Zealous, too-good-to-be-real, diehards in CS uniforms are said to be ‘Major Chins’. The post-Rifts American version of the British ‘Colonel Blimp’.

-Maniac-Zone---Magic Zone

-Meatware---Biosystems, cloned transplant organs.

-Mega, The---The Megaverse.

-Metroworlds---The more densely populated/heavily travelled ‘homeworlds’ of the major Galactic polities of the Three Galaxies. Also called ‘coreworlds’, as opposed to the Fringe/Rim/Frontier. Sometimes used to imply a certain cosmopolitan sophistication or haughtiness/cluelessness in contrast to the supposed rustic ‘bumpkinness’ of Fringe-worlders.

-M-Factor----’Megadamage’. Especially tough, durable, or damaging materials, equipment, and weaponry are said to possess this.

-Miter----MIT Forest native. Also ‘Miterite’.

-Mocmeat---Articficial/synthetic meat-product, including that produced by the Stone to Flesh conversion spell. Se also ‘Jode’

-Mod-Bod---Genetically augmented person.

-Modesitt Greens---The green themed uniforms adopted by many organizations in the GNE. Reference to a pre-Rifts sci-fi author who created a fictious society based on meritocracy and scientific advancement.

-Mortwart---Necromancer.

-Nanobopper---Juicer’s IRMSS ‘slap-pad’ incorporated into their harness.

-Narts---Naruni plasma rounds.

-Needleshirt---Juicer Harness(also ‘NeedleJacket’).

-Negjacket---Northern Gun armor or power armor(also ‘Negsuit’).

-Negstick---Northern Gun hand weapon.

-Neuronut---Crazy. Psynetic augment. Anybody who spends an excessive amount of time ‘jacked into a tech-system.

-Nexxy---Nexus Maw. Plural ‘nexxies’. Cutesy name for a deadly dangerous predator.

-Nort---Northern Gun.

-Nug---Northern Gun.

-Odessa Brigade---Unauthorized paramilitary units using PS/GNE equipment and uniforms and acting as aggressive political activist(typically abolitionist) groups. Also ‘Odessa Factories’; unauthorized or off-the-books manufacturing facilities using PS/GNE-made/funded equipment to produce PS-template goods and equipment. Most Odessa groups, when found, are assimilated into the GNE command structure and made accountable to the General Orders, but not all suspected Odessa Brigades have been found.

-Orgo---Genetically-engineered organism, especially those created/bred for combat, or of especially monstrous appearance.

-Outworld---Extradimensional trade/contact/travel to/with other worlds/societies(in general).

-Pathman--Wilderness scout. Explorer.

-Perfessor---Lazlo citizen, owing to the large number of scholars, or well-educated idealists from that city.

-Personac---Persona Clone---A duplicate made of a person’s mental state, memories, and persona. Sometimes shortened to ‘persac’.

-’Phantom Cheese’---Synthetic diary products or calcium supplements.

-Pinbender---Technician, usually a shoddy one.

-Plow Wall---A ridge of debris averaging 80 ft in height(in some areas reaching 150 ft) running across the former states of Connecticut and Rhode Island, some 3-5 miles inland from the former coastline. The ridge was deposited by tidal wave action that swept over(and away) much of Long Island during the Coming of the Rifts and the rise of Atlantis. The Plow Wall has settled for the most part, but areas of it are still prone to avalanching. Access to the new GNE coastal communities has been cut through parts of the Plow Wall.

-Potholer---Giant robots, from the large footprints they leave.

-Presto---Mage.

-Print-Clone---Biosystem body produced using cloned tissues; common in cyborg re-sleeving. So-called because of the use of advanced 3D printing techniques in the gestation-assembly.

-Prosek Pus---CS Army government-issued beer(more derogatively: ‘Emperor’s P----’).

-Pumpy---Triax pump weapon. Also ‘Pumper’.

-Punchcard---Factory worker. Derisively an urban citizen exchanging their freedom for security and a steady job. Also used by mages as a term of derision to describe other mages, especially Technowizards, who have sold out to work for corporations.

-Quickgun---Any of a wide range of inexpensive SDC firearms, usually ‘repliguns’, stamped out, often by autofac, and available on the open market.

-Resleeving----Changing bodies. Originally applied to full conversion cyborgs changing chassis design, but later including bio-pod shifting, and later still to a cyborg becoming full organic again, by transplanting into a biosystem or cloned body. Also ‘rejacketing’, ‘recasing’.

-‘Retroca’---A post-Rifts replica of a pre-Rifts(typically pre-Golden Age) vehicle or piece of hardware, as opposed to a refit of a surviving piece of pre-Rifts hardware, and meant to capitalize on recovered technology or public interest in ‘the golden days’. While some retrocas are faithful to every aspect, nut and bolt of the original design, many retrocas are updated with modern technology or technowizardry, and in some cases have only a general resemblance(and marketing) to the original design in common. Sometimes refered to more specifically as ‘retrocars’, ‘retroplanes’, ‘retroships/boats’, ‘retroguns’, or ‘retrocraft’.
See also ‘Retrofaced’.

-Retrofaced----Any design or technology that claims or appears to be on the outside of pre-rifts origin, but is really a post-Rifts development, is said to be ‘retrofaced’.

-Riftraff---Megaversal bum. Somebody who always believes that ‘things are gonna be better on the other side of the Rift’, and fails to honor obligations in one place to go running through a dimensional rift to another place.

-Rustbutt---Full conversion cyborg.

-Sardine Jockey---Power Armor Pilot.

-Scramble---Another term for the Cambridge Jungle. Also ‘Tangle’.

-Screamfodder---Clueless city dweller or newly arrived d-bee in a danger zone.

-Shadoface---Computer-generated video avatar used to conceal a person’s real identity over visual comms. A CGI fascade, fake, or fraud.

-Shakker---Pump-action energy w eapon, using an adapted form of the NA Laser Bow’s pull-string power system. Derived from the sound of the slide operating.

-Shattertech---Environmental engineer engaged in repairing damaged worlds/environments. A (re)terraformer.

-Shatterworld----A once-habitable/inhabited lifeworld, damaged or destroyed by disaster, be it natural or man-made. Many refugee members of the United Systems Alliance hail from shatterworlds, onlya few of which can be made habitable again. Also Wreckworld.

-Shem---Shemarrian.

-Skull-farm---Fortified Coalition State farmland.

-Sleepeater---Nocturnal monsters.

-Slickback---Hazmat cyborg, so-called because of the chemically-inert ‘no stick’ armor coating on them.

-Slolife----A slang term rarely heard outside the halls of academia on Rifts Earth, but more common in the Three Galaxies, ‘slolife’ refers to alien intelligences, Elemental beings, and exotic/exotic chemistry alien lifeforms that live at a much slower rate than carbon-based organic beings and other ‘mundanes’. Slolife moves at a pace that is so slow that it is almost imperceptible, and the beings might be mistaken as dead, or not even living beings at all. Movement is glacial in pace, and lifespans measured at a geological level of perception. Spacers in the Three Galaxies report encountering exotic cryogenic lifeforms in the spaces between solar systems that live at super-slow low-energy rates. The more verbose Elemental beings speak of certain slolife Greater Elementals as if they were gods, engaged in slowly shaping the cosmos. Some dragons, with their predilection for hibernating for centuries at a time, are said to be skirting the lower edges of definition for slolife, but most xenobiologists discount grouping such dragons with true slolife entities.
Interaction between the everyday and slolife is rare and frustrating; a slolife being might register the existence of everyday beings, but by the time it responded, the individuals it percieved might be long dead, and even their civilizations might have collapsed.
Despite this lack of interaction, ‘slolife’ is entering common slang vocabulary to mean particularly apathetic, slow-acting, and nearly-below-the-level-of-notice individuals and organizations(examples: “Does D’ress ever leave his apartment? Does he ever DO anything, or is he some sort of slolife?” “Don’t bother waiting for a travel visa from the Republik Office of Antiquities. They’re slolife over there.”).
Naturally, there’s also ‘fastlife’, implying lifeforms that live at much higher perceptual speeds.

-Smallkin---Physically very small-statured sophonts.

-Smartware---Particularly-sophisticated computer-run equipment

-Smogsmut---Low quality tobacco product.

-Sno-puff--Klia, especially Klia civilians

-Somac---Somatic Clone--A clone or duplicate made of a person’s body, and not their persona or mental state. Typically used as an organ source or brain transplant vessel.

-Sonic Gnats---Coalition State Flycycles, so-called for their annoying practice of high speed passes and ‘buzzing’ people on the ground.

-Sparker---Ion weapon. Also ‘zapper’.

-Squeezer---Abusive ’Urb business owner or asociated foremen. Sweatshop owner.

-Stomper---Giant robot.

-Stomp-Jockey---Robot pilot.

-Sungun----Plasma weaponry(also ‘Sun Tan Gun’).

-TechApe---Technician. Also Animal-Man Mutant from Madhaven.

-Touchyfeeler---Tattooed Man/Woman.

-TubeFarm---Hydroponics facility. Also ‘tubetower’. See also ‘greenscraper’.

-Tundie-romper---Tundra Ranger(also ‘Tundie-Jumper’, ‘Tundie-hopper’).

-Ubernaut---Anybody addicted to getting technological or biological enhancements simply to improve their performance, and not for medical reasons.

-Uberware---Any implant, technological or biological, meant to augment, rather than restore, a person’s performance.

-Upworld---Extradimensional trade/contact/travel to/with more advanced worlds/societies(such as the Three Galaxies).

-Usan---Citizen of the United Systems Alliance(USA)

-Verm---Derogatory term for native of the Old Vermont region.

-Vittleville---Coalition supply dump(or any supply dump in general).

-Waldo---Dimensional tourist, floater. Extradimensional tramp.

-Wandic---Mage or mage wannabe. Diehard(and annoying) magic fanatic. Also ‘Wizdic’.

-Windbag---Wynaro d-bee(also ‘Windies).

-Windtown---Panasar(formerly Worcester, Massachussets). See also Blowville.

-Windwaver---Air Elemental Warlock.

-Zilla---Large inhuman d-bee. especially if reptillean in nature(also ‘Tin-Zilla’ for large cyborgs, and ‘Steelzilla’ for giant robots). especially if they like throwing their weight around or blunder around with little regard to collateral damage.

-Zombot---Robot drone. Anybody particularly lacking in personality(and thus suspected of being a robot).

-ZOT---An alien pantheon that once clobbered Splugorth Atlantis hard enough to allow millions of slaves to escape. The ZOT also imposed a moritorium on Splynncrythh attacking North America’s eastern seabaord, allowing the escaped slaves a headstart to escape and affording the nascent GNE time to build up its defenss. Nothing has been heard of the ZOT since, though, and there are fears that the Splugorth may begin testing the limits of the ‘line in the Atlantic’ protecting North America. Little is known fo the ZOT save that they were ridiculously powerful, eccentric, and may have consisted of trickster beings.

_________________
-------------
"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
------------


Last edited by taalismn on Fri May 28, 2021 10:50 pm, edited 1 time in total.

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Unread postPosted: Sun May 23, 2021 7:41 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel ‘Cumular’ Multi-Environment GMR Cargo-Liner

“Dimensional Transition complete! Stabilizing at four thousand feet! Position confirmed! Running environmental checks! Clear! Secure running gear, stand down alert stations!”
“Well, now, we still have a few hours before we get to this ‘Halla’, which I understand is quite the trade center on this world, so let’s go over what we already know of our potential customers!”
“Think we can move the briefing up to the sundeck, Senior Merchant Enslo? I’ve been stuck in conference rooms all the way until loading; I’d appreciate some light and space.”
“EXCELLENT idea, Merchant Ida! I’ll ring up the steward and have some appropriate food and drink sent up! To the sundeck, gentlebeings!”

The Cumular-class GMR ships are direct descendants of the original Foss-Fliers, only writ larger(MUCH larger) with an eye towards interdimensional/Rifts trade routes. These giant ships resemble airborne cruise liners more than anything else, and indeed many of their features suggest PS engineers looked at surviving plans of pre-Rifts luxury liners when configuring the GMR vessels, but the Cumulars are true multipurpose mixed-cargo/accommodation craft, fully capable of operating in a variety of environments. Being Rifts Earth-designed, the ships carry a substantial protection of armor and armaments in the event good intentions, friendly attitudes, and signed treaties aren’t enough to insure the ships’ safety. As the Cumulars are not intended as front-line combatants, focus has shifted from a mix of heavy weapons to a variety of defensive weapons systems. The Cumulars have benefitted from a shift from the GMR ships being regarded as wholly separate from the starship-buildig programs to being a beneficiary of them, especially with regards to the adaptation of starship weaponry. Care has been taken to conceal their heavy defensive weaponry behind sliding hatches and hull panels to both allay fears other dimensional cultures might have about the alien craft, and to catch any potential pirates offguard.
Accommodations aboard a Cumular are quite conformable, as befits their cruise liner ancestry. All decks are environmentally enclosed, including the upper sundeck and pool/exercise area, so the crew and passengers are safe against sudden changes in hospitable environment(as sometimes happens around ley lines and nexi). Communications have been improved to keep the ship in contact with the GNE trade network, and the bridge includes provision for a a ‘mercantile command center’ which tracks personnel, inventory, and sales, as well as records relevant information for sales, future negotiations, and placed orders.
At least two of these craft, GNESS Haymarket Square and GNESS Westfarms, are used as ‘embassy ships’, traveling showrooms of PS/GNE goods and services, to far distant lands, including other dimensions. One client was so impressed by the Cumular that trade negotiations were conducted on that she commissioned one as a personal yacht.

Type: PS-HMAT-GMR-FF-04 Cumular
Class: Heavy Multi-Environment Armored Transport
Crew: 20-48 officers, 400 crew + up to 3,600 passengers(if carrying passengers exclusively)
MDC/Armor by Location:
Main Body* 9,000
Bridge 1,000
Forward Observation Deck 1,000
Cranes(2) 50 each
Heavy Laser Cannon(2) 300 each
Mage Pod Mounts(4) 175 each
Medium Range Missile Launchers(2) 180 each
30mm Antiaircraft Cannon(6) 150 each
Point Defense Turrets( 8 ) 80 each
Auxiliary Thrusters(4)** 350 each
Lateral Thrusters(8, 4 per side)*** 500 each
Main Thrusters**** 3,000
*Depleting more than 75% of the Main Body MDC will compromise the GMR system, resulting in the loss of levitation ability. If airborne, the ship will drop like a stone.
**Destroying the Auxiliary Hydro-Thrusters will result in the ship being unable to effectively move in the water. The vessel can still push itself through the water using the lateral jets, but at 5 MPH, and at -20% to maneuver.
***Destroying the Lateral Thrusters will result in severely compromised flight control.
-25% to piloting rolls
****Destroying the Main Thruster will not destroy the ship’s ability to fly(the GMR coils are located in the main hull), but will severely cut the ship’s flight speed. The ship can still fly under power of the Lateral Thrusters, but only at 20% maximum speed.
Height: 110 ft
Width: 105 ft
Length: 970 ft
Weight: 94,000 tons
Cargo: Can carry up to 10,000 tons of cargo
Powerplant: Nuclear Fusion; 20 year energy life.
2x ‘Wizard’-class TW Generators----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Speed:
(Water) Traveling on the surface, the Cumular can reach a respectable speed of 20 MPH
(Underwater) Can travel underwater at 25 MPH. Max. Depth 1,000 ft
(Flying)Hover to 250 MPH; typically cruises at 150 MPH
Traveling on a Ley-Line, the Cumular can make Mach 1(670 MPH).
Maximum Altitude: 18,000 ft
(Space) Limited; if somehow transposed into space, the ship would still maintain environmental integrity, but would only be able to maneuver at about 100 MPH.

Market Cost: Estimated at 650 million credits, if not more
Systems/Features:
Standard Ship/Aircraft Systems, plus:
*Life Support---Star Cruiser grade
*Radio---200 mile range
*Radar--200 mile range, track and ID 144 targets simultaneously
*Sonar---50 mile range
*Cargo Cranes--The Cumular class cruisers have four side-mounted heavy lift cranes for loading and offloading the vessel even when airborne. Each crane can lift up to 80 tons.
*Lifeboats----The Cumular class cruisers mount several enclosed lifeboats/escape pods patterned on those deployed on the Foss Fliers; to allow them to be used under any circumstances, the lifeboats are fitted with watertight environmentally-sealled hulls(8 hour life support) and flotation bags for underwater escapes, and a combination parasail and Featherfall TW-system for aerial ejections.

Weapons Systems:
1) Medium Range Missile Launchers(2)---The main long range weapons system of the Cumular Cruisers are a pair of MRM launchers, mounted fore and aft behind armored shutters.
Range: Varies By Missile Type
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1, 2, 4, 6, or 12
Payload: 60 per launcher(120 total); additional missiles may be carried as cargo and loaded from stores.

2) Point Defense Turrets( 8)---Originally the Cumulars were to be fitted with separate mini-misisle and laser turrets, but the decision was made to consolidate them, using the CCW-pattern Point Defense Dual Laser/Mini-Missile Launchers that have become standard on PS/ASI spacecraft for close-in defense and are now showing up on naval vessels and larger atmospheric craft/grav/GMR-platforms. These have been modified to be able to fire standard mini-missiles and Black Talon LSAMs, though they cannot fire the “S-Sting” ‘Smart Mini-Missiles typical of the space fleet, and are distinguished from the spaceship PDSLs in having a more obvious covered launch rail cover for the longer LSAMs.
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: (Rail Gun) 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 “Black Talon” L-SAM, particularly effective in atmosphere.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 10,000 credits per missile

4) Heavy Laser Cannon (2)---One cannon is mounted in the nose in a retractable turret, and the other in a concealed aft turret.
Range: 2 miles
Damage: 1d4x100 MD per blast
Rate of Fire: Three times per melee
Payload: Effectively unlimited

5) 30mm Antiaircraft Cannon(6)----Mounted in armored turrets two forward, one each side, and two aft, these autocannons are intended for antimissile and antiaircraft/PA defense. This system uses the PS-862, the Paladin Steel copy of the Triax/New Roman Empire TX-862FC AA autocannon, also used in the Meles/Skywatcher, and Rattlesnake AA vehicles. The cannon mounts also have independent tracking and targeting sensors and hardware(reflected in the bonuses to strike). These ‘primitive’ projectile weapons have a respectable bite, especially against opponents normally immune to energy weapons.
Range: 10,000 ft
Damage: 4d6 MD single rd
1d6x10 MD two rd burst
2d6x10 MD six rd burst
Rate of Fire: EGCHH
4 attacks per melee when in autodefense
Payload: 4,800 rds per drum/magazine. Additional ammunition can be stored in cargo and loaded to the weapons stations(takes 2d4 minutes to do so)
Sensor Bonuses: +2 strike when on automatic sentry mode
+3 to strike when operated manually

6) Mage Pod Weapons Mounts(4)----The Cumular has benefitted from the advance of industrialized technowizardry in the GNE, and the ships sport no less than four of these magic projectors. The ones fitted to the Cumulars are typically of the PS-TWMPP-4(Bst) model, meaning each projector has a four-Spellcard ‘carousel’ that allows it to cast four different kinds of spells, while the (Bst) signifies the use of range-boosting barrel elements. Cumulars generally carry a mix of environmental control spells and defensive magic.
Range: Varies by spell , but the (Bst) modification DOUBLES the range of spells, and when the ship is traveling on a ley-line, the range of spells is typically increased by 50%.
Damage/Duration: Varies by spell
Rate of Fire: EGCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the Cruiser’s own PPE reserves. In an emergency, the gunner, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The PS-TWMPP-4(Bst) system costs about 1.9 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

Auxiliary Craft:
Provision for 2 light aircraft/transport helicopters/VTOLs
8 ground vehicles/hovercraft
Additional vehicles can be carried as cargo

Options:
Depending on their operations, Cumulars can be fitted with a variety of subsystems, including TW sensors, leyline storm defense mechanisms, forcefield generators, additional(or fewer) weapons stations, special accommodations, luxury features such as swimming pools and shuffleboard courts, extra environmental protection, and the like. Rift generators are common on ships engaged in the extradimensional trade traffic. Some Cumulars are so heavily modified for multi-environment operations that they are virtually indistinguishable from true spacecraft like the Concord-class, examples of which are also heavily employed in the extradimensional trade.

Variants:
Most Cumulars are of a general passenger-and-cargo configuration, but some have been outfitted as luxury passenger/diplomatic vessels, communications auxiliaries, hospital ships and scientific research craft.

_________________
-------------
"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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Unread postPosted: Mon May 24, 2021 12:16 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
This will be a 2 parter. Things in (italicized brackets) are my personal commentary. Normal italicized in the GNEIS analysis.

GNEIS Report ************-109: Intercepted CS Documents
To: ******
From: ******
Security Header: *******

We've managed to piece together what we can from the fragments we were handed by Asset: ******** last month. It seems to be a high level analysis of Paladin Steel's products and their implications. Large chunks are missing, most notably the introduction and conclusions, but the ground forces are covered well enough. The people doing it are less blowhard douches than the usually elite Chi-Town ********, but they still have notable perception filters/biases. We've attached the readable bits below for your convenience. Personally, I find their salt on the weird numbering is amusing.

Paladin Steel Weapon Numbering Schemes.

One of the many annoying factors to us analysis is that PS seems to jump between numbering and designation systems, leaving a mess to sort through to try to ascertain their developmental history. To the best of our knowledge, this is how their locally developed weapons are arranged in their hierarchy, but there are a substantial number of out of place/duplicate entries. The Grenade Launchers are excluded, due to being numbered after their calibur, and ‘Repliguns’ that keep their original designation are also omitted. The larger energy weapons seem to be going by more normal sequential numbers by type, so they will not be mentioned here.-----Corrections and additions are like this
Pistols
Spoiler:
LP-1B Adder:

IP-2 Smasher:/McLP-02 Rocket Pistol

LP-3 Asp:

LP-4 Bushmaster:

LP-5 Krait:

LP-6 SunFang:

LP-7 Persevet:---IMP-07 MagMaster

LP-8 Rinkhal:

LP-9 Sunsting:---sorta wrong? and the Ratling

USP-10 Skreeker:

McMLP-11 Nolan:

PPH-12 Incendii:

*P-13: Unused---(NovaGaze?)

MP-14 Fhizer:

IP-15 Arc-Pistol/PPH-15 Ringo:

*P-16: Unused---)Semi-auto plasma cartridge?)

IP-17 Kepper:

IP-18 Bergan:

IP-19 Sparkshot:

*P-20:---'Khul' non-metallic Heavy Ion pistol

*P-21:---'Teraon' non-metallic Light Ion pistol and Zazzer

*P-22:---(Noveye?)

Rifles
Spoiler:
PSR-01 Saber Rifle/IMD-01 STARrifle/MTR-01 SeaHammer

PPR-02 Nimro-----(Personal suggestion.)

PPR-3 Serap/IMD-03 Scrapper

PPR-04 Comet Rifle/IMRR-04 Jed

LR-5 Partisan/PSIR-5 Lewiston/McR-05

LR-6 Pointer/PSIR-6 Viper/PPR-06 Genta:/IMD-06 Fletcher /McLR-06

LR-7 Rattler/McLR-07 Blunderbess

IR-8 Rip-Zapper---And the MagHammer

IR-9 Murchion:---And Heatwave Plasma Cartridge Tri-Barrel

LR-10 Maximus/USR-10 Howler

PPR-11 Scorcher/USR-11 Stakker---and the 'DeWatti' Non-metallic Ion rifle

IR-12 Cheven

*R-13 Unused

MR-14 Simarand/IR-14 Vandegrift/McMLR-14 Popper

IR-15 Westing/McLR-15 Hornet:

McR-16 Hornet/PPRCT-16 Hot Henry

LR-17 Priene---and the Zonn

PS-RFL-18 Exel/McMAALR-18 Fire Orchid/----and the 'Spazz' Plasma Cartridge Repeater

TT-M19 Slammer---and the Firestarter Heavy Plasma Cartridge Rifle

HAR-20 Taskin/PPR-20 Supernova

*R-21 Unknown---and the Combi Plasma Cartridge Assault Rifle

PPR-22 Thompson/TT-M22 Missile Rifle

PPR-23 Sunburn:

CT-M24 Torpedo Rifle

HAR-25 Esben

MLR-26 Caffie---(my proposed CAF Repeating clone)

*R-27 Unused

*R-28 Unused

*R-29 Unused

SHRS-30 Shress/McMAALR-30 Fire Rose

*R-31

LR-32 Ulnar

PS-RFL-33 Blazer

18 number gap

LR-51 Kasey


Laser Weapons
The natural main armament of any technological force, Laser weapons have a number of mechanical advantages over other forms of energy weapons that make them the stand out choice. Thus, those maniacs worked on everything else first and left it for last. They have produced notable results however, and are making up for lost time.
Spoiler:
PSLP-1B Adder: Their primary energy side arm, the Adder starts the trend of being frustratingly superior weapons to what is available to our own troops. While having the same mass as the CP-30, it has nearly half again the range, 50% more damage in both firing modes, and nearly as great a gain in energy efficiency/payload. The truly frustrating part is that it is clearly based on the CP-30, which means that they have substantially improved on what is our most advanced field usable technology. This is unacceptable.

PSLP-3 Asp: They essentially took the CP-30 and put it into as small a package as was practical, which resulted in the mass being cut in half for the exact same performance. There are a notable number of maintenance concerns, but those are endemic to such small energy weapons. Beyond the obvious Special Forces role, it's also marketed as a personal defense weapon, and is doing surprisingly well at it.

PSLP-4 Bushmaster: Their equivalent to the NG-LP25, it is naturally superior in essentially all respects. NG has advanced to the point where their current offerings are in the same range as our old Pre-105 PA inventory, but as PS can compete with us it should come as no surprise that they can do better. While weighing slightly more, it has longer range, higher effective damage output in burst mode, and a third greater energy efficiency. There is a niche of this sort of weapon, particularly urban warfare, so it is worthwhile to see if we could make a similarly compact rifle grade pseudo-carbine.

PSLP-5 Krait: While the range is in the low end of Ion Pistol territory, it also has the damage to match. It is only useful in an urban or similarly close quarters environment, but within that zone it is outstanding. I know for a fact that the Special Forces Division has acquired a number of them due to their specific needs, and it is well within their remit to do so. It would be far preferable if we had our own weapon however.

PSLP-6 SunFang: This is likely the single lightest conventional laser pistol in North America, with anything smaller being a ‘gimmick’ weapon of some sort. Damage is minimal, but considering its cost acceptable. Beyond its size, weight, and cost, it's only combat virtue is that it is still an M-Factor weapon, which makes it quite capable of killing S-Factor beings in one shot. Thus, its primary use is as an insurgent weapon, and reaffirms the wisdom of the policy of treating full EBA as acceptable attire for officers in the non-secure locations.

PSLP-7 Persevet: Essentially an Adder in a different shell and without the options. I frankly have no idea why they bothered, so we’re likely missing something.

PSLP-8 Rinkhal: Something of a misstep on their part I think, this is an undersized laser rifle with poor energy efficiency.

PSLR-5 Partisan: Their first forte into long arm energy weapons was a notable disaster, but the Partisan can be regarded as them finding their footing again. Beyond the various ergonomic and maintenance concerns, this is another case of them improving on our technology, cutting the weight of the CP-40 by a third and increasing the energy efficiency by at least as much. All other performance metrics are equivalent at worst. But more than anything else the simple fact that they call it the Partisan is concerning, as it means it is intended to be distributed in vast numbers for insurgent campaigns.

PSLR-6 Pointer: A non-bullpup Partisan for conservative customers. There’s no mechanical point for it, but if the market wants it then PS will try to provide it. We’ve made the CP-40 more compact by replacing the frankly ungainly original stock with a folding arrangement like that on the CP-50, which does just as good a job.

PSLR-7 Rattler: While the range and energy efficiency are well below what they would consider normal, it can inflict a great deal of damage very quickly at short range. The numbers we are seeing in the hands of insurgents tells us that the GNE is propping up a number of the ‘Tolkien Revenge Squads’, although how great a fraction of the overall number is unknown.

PSLR-10 Maximus: While we only have reports from survivors and scant documentation, the claimed capabilities of this weapon are frankly ridiculous, but given what we have seen out of certain alien technologies it is not impossible. The greater problem is that it means they have surpassed NEMA in a number of areas, which poses a very significant problem for us.

PSLR-17 Priene: I would claim that they were frankly lying if it wasn't for the fact that several of them have fallen into our hands and have been thoroughly tested. The shear range on this is simple lunacy, and the rest of its capability are still on par or better than the CP-40. I know that reverse engineering is underway, although I have heard that the focusing array is going to be problematic.

PSLR-32 Ulnar: A numbering outlier, it should be in the 20s if they were being consistent. The weapon itself is nominally an aquatic use version of the Partisan, the heavy grenade launcher option makes it a pear to the CP-50. It naturally makes some sacrifices due to being half the mass and far more compact, but that can be considered worthwhile.

PSLR-51 Kasey: The single most egregious outlier in their numbering scheme, it is equally ridiculous in operation. Technical analysis has managed to track down just where the power source for it came from in the Pre-Rifts archives, so it is not truly powered by simple mechanical motion. Its actual utility is questionable outside of true frontier regions like the Nevadas, but there is a market for that. There are a number of equivalent designs for other weapon forms.

PS-RFL-18 Exel: Information regarding this weapon is as much speculation as fact, but it seems to be a derivative of the South American ATL-7. The damage has been decreased to improve the energy efficiency, and the resulting cascaded effect from being able to use more efficient but less durable components has resulted in it being able to get a full 3 shots from a single E-Clip. Sustained rate of fire is likely still problematic, with the thermal build up almost certain to pass sustainable dissipation before the 4th clip.

PS-RFL-33 Blazer: An improved version of Quebec’s Q2-30, it has further improved range and energy efficiency. Effectively a medium vehicle weapon in a handheld configuration, it is used just as often as a pintle mount. Fortunately, the overall damage output is not quite on par with the JA-12.

Ion Weapons
PS has done quite well in their Ion weapon development, and are naturally ahead of NG’s offerings. Ion weapons are at their best when taking advantage of their shear brute firepower, with range being a secondary concern. There is a reason the laser is the primary infantry weapon however.
Spoiler:
PSIP-2 Smasher: Likely intended as an alternative to the NG-57, the Smasher is a mostly standard heavy ion pistol. However, the construction and layout of the weapon is ideal for after-market modification, and it is likely that PS is working on a number of standardized packages for additional sales.

PSIP-15 Arc-Pistol: One of their many oddities, this ion gun weaponizes the concept of electricity jumping from object to object to inflict damage on secondary targets. The sheer randomness is a notable drawback, making it poorly suited for something to be relied on. There are better option for even a secondary weapon.

PSIP-17 Keeper: This seems to be an improved version of an Atlantis weapon, which can be attributed to no small number of them falling into the GNE’s hands after the ‘Zot Incident’. Even in single shot mode, the damage is equal to that of NG’s new PB-pistol, and its pulse capabilities are distressingly efficient. Analysis of some of the key components shows that they require a zero-gravity environment to be manufactured, which ties into the much larger issue of the GNE’s access to the orbitals.

PSIP-18 Bergan: Essentially a longer ranged and more energy efficient version of the NG-56, this is not a particularly notable weapon.

PSIR-6 Viper: A slightly enlarged and longer range version of the Smasher, it loses its pulse capability. This results in a much poorer damage output, which leads us to believe that this is a dead end technology wise. The use of an RE-Pack in inspired though, and makes sense for long range patrols.

PSIR-8 Rip-Zapper: A very specialized weapon, it is purpose built to deal with tech using opponents. Its other capabilities are mediocre however.

PSIR-9 Murchion: This is an Ion Rifle with the performance profile of a Laser. It is frankly BETTER than the latest NG-L5, but that has been used as the low end benchmark since its release. It's likely that they lucked out with the range, as it is immediately lost should you change anything.

PSIR-12 Cheven: This ought to be listed as a pistol, but you have to expect inane decisions from PS. It is essentially a Smasher in a more compact but less easily modified package.

PSIR-14 Vandegrift: This is a close match to the pre-Rifts Ion Rifle of the American Empire Navy.

PSIR-15 Westing: Using the same power source as the PSLR-51, the Westing is an ion weapon with mediocre capabilities.

PSIC-01 Tesla: A novelty to be sure, this versatile Ion weapon is heavy but surprisingly long ranged for the type.

PSIC-02 Sparker: This is an enlarged version of the Arc Pistol, and has all the same drawbacks. Not suitable for serious military use.

Plasma Weapons
PS has produced an impressive number of different plasma weapons over the last decade, and the amount of overlapping is surprisingly small. Still not suitable as the primary form of weapon, but they have a stronger secondary role than normal.
Spoiler:
PP-89 NovaGaze: They claim this was intended to see how small they could make a Plasma weapon, its only real uses are as a personal defense weapon and as the basis for a mechanic’s tool. For all of its faults, it is competitive with the early NG-33, although that weapon barely passes the bar of usability.

PP-90 Noveye: And even more minimalist version of the above, this is an assassination weapon for use against unarmored targets. There is no other use of it.

PPH-12 Incendii: Analysis of the internals shows a distinctly Atlantian design, but it is again quite likely that they acquired it from escaped slaves. Actual capabilities makes it a valid alternative to their Adder, which makes it superior to our designs even without the different niche it has due to its plasma based damage.

PPH-15 Ringo: Based on what we know of Naruni Enterprises, it is quite likely that PS’s claims of developing an equivalent to their Plasma Cartridges is actually true, if only because they would never be willing to share the profits. Damage is substantial for a single shot pistol, and the price is naturally low to draw in repeat customers.

PSMG-01 Hotspur: While only out for a few months, this plasma cartridge weapon can be considered everything we feared about Naruni on the tactical level. Give them a bit more time and they will develop weapons that use the larger cartridges.

PSR-01 Saber Rifle: This toy is amusing, but not very effective. For its cost it’s not a horrible weapon, but not something a serious soldier would use.

PPR-02 Nimro: This is their primary alternative to the C-29, and it is galling on a number of levels. First, it is more effective as a weapon, being lighter, slightly longer ranged, and having much better energy efficiency. Secondly, they consider it an engineering tool, and this is backed up by their available options. There is clearly something wrong with our Plasma weapon development staff, because this is unacceptable.

PPR-3 Serap: This massive Plasma Cannon has a number of advantages over the C-29, other than its weight which is close to the NG-E4. Beyond range, the energy efficiency is far greater, and the alternative ‘Bolt’ firing mode makes it an alternative to explosives in certain roles.

PPR-04 Comet: Details are extremely sparse on this one, as it has primarily gone to their orbital forces. It seems to be some sort of pulse plasma ejector like the NG-E15, but it likely has a number of additional capabilities if the Nimro and Serap are anything to go by.

PPR-05 Lewiston: The range is simply phenomenal for a plasma weapon, which explains its mediocre energy efficiency. It is readily able to use larger power sources however, and the burst capability gives it a very high damage potential

PPR-06 Genta: Intended as a cheaper alternative to the NG-E4, it has less damage and range, but for its mass and cost this is acceptable. They consider it to be militia grade, which makes sense considering its capabilities.

PPR-11 Scorcher: Ultimately an anti-monster weapon due to its impracticality otherwise. It is not suited for a proper military environment.

PPRCT-16 Hot Henry: A truely old school New West weapon using heavy pistol plasma cartridges. Range is far better as to be expected, but the reloading is naturally problematic. If we are to be generous, it can be assumed that it is marketed solely to ‘Retrogunners’, and is likely their first successful attempt at a rifle form of this technology.

*R-19: We expect this to use full size ‘Standard’ plasma cartridges, although the firing mechanism is up in the air.

PPR-20 Supernova: A much modified version of the NG-E12, the additional fire modes have interesting tactical implications, particularly its shotgun capabilities. I believe R&D has started working on an equivalent.

*R-21: We have received reports of this number being used for a plasma cartridge assault rifle, so we are tentatively placing it here.

PPR-22 Tompson: Retrogun craze aside, the near pistol range is used to increase energy efficiency and provide extended burst capability, which makes the damage output extremely high.

PSPPR-23 Sunburn: Their final pump action energy weapon, it is naturally the plasma version. The power demands of plasma weapons make it problematic in use, particularly with its pistol-like range.

Particle Beam Weapons
A number of particle based weapons have been spotted in GNE hands, but details are currently almost nonexistent. Anything we would write down would be more speculation than fact, but we can only hope they give some lip service to consistency and start in the 20s number range.

(Non-Grenade) Kinetic Weapons
PS has invested heavily into explosive rounds, and the early failure of which was a source of their first major setback in their weapons program. Nevertheless, they persisted, and their current products are at the very least adequate against low end energy weapons, and those capable of accurate bursts of fire and outright competitive with the middle brands if within their effective range. They retain their ability to fire S-Factor ammunition, which gives them additional utility as hunting implements and police weapons. The actual weapons themselves fall within the normal boundaries of such, but are of generally high quality. The most notable are listed below.

As a side note, they have produced a number of vanity piece designs using full size autocannon and grenade shells for use by cyborgs and supernatural monsters, but those are only practical for entertainment or special munition purposes. The latter is more easily done by an under barrel mount.
Spoiler:
Sniper Weapons: Something that must be noted is that single shot chemically propelled projectile weapons have a continued role in assassinations, with the lack of a power signature and far more easily hidden thermal signature making them more practical than most energy weapons against targets with low to no protection.

S-9 Sandman: See Security Threat Report ******-**-*****. Production of our equivalent will stand in less than 2 months for use by law enforcement personnel.

OICW Waybur: An update of a weapon from the very early Golden-Age, this is a burst capable 20mm rifle with a 9mm SMG attached to it. With modern rounds it is a reasonably capable projectile rifle for militias.

BAR2: Their only domestically (GNE) designed electromagnetic mass driver that is not niche in purpose, it very much plays against what we consider the norm. Rather than fire a bust of 20 to 60 rounds, it uses fewer but much larger projectiles. Its overall capabilities are limited due to its small size and weight, but it is an interesting approach. I believe it to be a more effective weapon than the NG-303 in the hands of a normal human, but augmented troops are able to use much less restricted designs.

HAR-20 Taskin: This can be considered their equivalent to the NG-101 and/or NG-202, and its capabilities make for a convincing argument that it is generally superior. Their current explosive rounds are extremely effective in short bursts, and despite the notably higher costs have a notably lower weight than the NG options. It does have a shorter maximum effective range however, but this is usually a meaningless distinction in unaugmented infantry roles.

KTH-65 Ravenclaw: A creation of one of their affiliated FSA companies, the Ravenclaw is a successful emulation of the RG-14 of the Glitterboy. The overall range is lacking in comparison and its most damaging munitions have trouble performing at the upper limits of it, but it remains a potent weapon in the hands of Cyborgs, PA, and light vehicles. To say that this is problematic is an understatement, and the longer we fail to field an equivalent the worse it looks.

Grenade Weapons
The effectiveness of PS’s long range grenade launchers is the cornerstone which the currently raging railguns vs explosives’ debate is about, with burst cost being sacrificed for flexibility and blast capabilities. This reflects their desire to allow a single soldier to neutralize multiple enemy soldiers, holding flesh and blood to be more valuable than metal and ceramics. Free Quebeck has many of the same demands, but has been far more able to resist going into more twisted paths. The cost to this is naturally cost, with their least expensive genade being 100 credits, and is commonly fired in bursts of 10. The cost to the GNE is naturally far lower, but it is still far higher than rail gun projectiles. Historically, we have had far greater access to heavy metals suitable for railgun projectiles, which is why there is a lack of resource investment in explosives.
Spoiler:
HAR-25 Esben: The debate for which category this falls into is a heated one, but it is a competitor to the Taskin. It seems to have fallen out of favor however due to the lack of more modern explosive rounds, so it will not be a major concern.

OCSW-2 Arden: Their equivalent to our C-40R (which they also produce no small number of knockoffs of), the Arden has been a constant concern since it was first introduced. Single target damage is essentially equivalent for their Fragmentation rounds, but the simple fact that they are explosives means that they can cause substantial secondary damage to exposed components. Effective range is half again that of the C-40R, and its blast capabilities allow it to suppress infantry even further out.

AGL-30B Banger: This grenade machine rifle has already become infamous, if only due to the poor quality of the preceding Black Market produced model. Range is poor and the ammunition is expensive, but it can fire several bursts before needing to reload. The GNE does not make notable use of it, so even they accept that it is not a practical military weapon.

TGL-40E China Lake: Their version of the ubiquitous pump action grenade launcher is higher quality and more accurate at its upper limits, which makes it more concerning than normal. It remains a limited format, but still a great deal more dangerous than an NG-L5.

AGL-40D Laggie: A notably improved version of Wellington’s revolving launcher, what it lacks in payload it makes up for in ease of reloading and comically lesser cost. It's frankly ridiculous that both Wellington changes so much for them and that people are willing to pay it, but there is no shortage of fools on this continent.

AGL-40B Hammertime: A substantially more capable alternative to Wellington’s equivalent, the longer range is due to using a far less crude pre-Golden Age design to base off of, both in terms of launcher and munition. CS doctrine does not have a proper place for such a weapon, but this is due to the resource constraints we have been working under. If we had devoted more resources to producing M-Factor explosives, we would have developed an equivalent decades ago, and such a weapon would have been quite useful in the urban combat that was Fall of Tolkien. All too often our Mini Missile launchers were unable to provide the sustained rate of fire or simple endurance than a belt fed weapon could, and this resulted in no small number of avoidable losses.

AGL-50E Sneezer: While having pistol range, this small and inexpensive weapon can inflict a tremendous amount of damage to anything it directly hits, and Tolkien Revenge Squads have gotten their hands on a notable number of them. These will make close quarter engagement much more costly going forward, and we need to find a way to deal with them as soon as possible.

M-811 Gunther: This easily portable mortar has already caused us no end of problems, with the tactical realities of actual combat means that any ground bound force will be vulnerable to tube launcher artillery. The mobility of mechanized forces plummets after initial contact, guided shells are still simpler and cheaper than equivalent missiles.

M-64 Snapdragon: An interesting weapon, it can be used as both a direct fire weapon and a mortar. The novel HEAT rounds are particularly effective against vulnerable targets, although there are a number of simple counters that can be employed. More of a novelty for small bands than a military weapon however.

Missile Weapons
Beyond their ‘creative’ alternative munitions, PS is fully on par with our most modern missile weapons, which is admittedly not a high bar to clear in the current environment. The exact launch platform itself is usually a far lesser concern than the missile and seeker head, and all of the North American powers use ones essentially cloned from Pre-Rifts models.
Spoiler:
Micro Missiles (McM): See Threat File ******-**-***** for full details, but the Tolkien occupation forces have become all too familiar with these small munitions. The S-Factor nature of the casings means that we can likely do something to reduce their impact effectiveness, but that will be a non-trivial engineering task.

MLR-026 Caffie: Their version of the normal Mini Missile launcher has a revolving cylinder payload of 4 missiles. While the launcher itself is nothing special, the missiles they use are surprisingly lightweight, which make it much easier for squadmates to carry reloads.

TT-M19 Slammer: An aircraft rocket pod converted to Cyborg and PA use, this is perhaps the simplest equivalent to the CTT-M20 possible. If simple cheapness is the goal, then this is hard to beat, and its effectiveness remains notable due to the Mini-missiles not particularly caring what they are launched from. We are nowhere near pressured enough to care for it, but Wellington is about to start making their equivalent.

TT-M22 Missile Rifle: A straight up copy of our CTT-M20, the sheer simplicity of the weapon means that it was inevitable that somebody would do so. The complaints against it are much the same with ours, with the laser component being near useless due to low damage and short range.

Sooperzoka: A logical extrapolation of the WI-40M, this is an LRM warhead put on an MRM or SRM casing. It does have a proper launcher system, so it is reusable in the sense that it can be reloaded. Guidance is effectively non-existent due to the short range and high blast area, but when it can take out an infantry squad without directly hitting any of them this is acceptable. A micro-nuke warhead is a known variant, and demands that any of our fixed or semi-fixed positions have a point defense system specifically dedicated to dealing with them.

Harpoon III: A resurrection of a pre-rifts design, this is a MRM that can be launched out of a torpedo tube. Actual damage is mediocre, but it is not particularly expensive as far as missiles go. The shear range adds another dimension to ASW operations, and it is likely that they are programmed to go after searching helicopters and light VTOLs.

Additional Munition Types
Say what you will about their sanity, they are very creative with the tools at their disposal.
Spoiler:
Banger: A copy of the specialist munitions used by the limited production Anaconda SAMAS, it remains a niche weapon.

Biothan Shell: We believe this to be a magic derived munition, but it is possible (but unlikely) that they have uncovered something from the Cambridge Jungle. The ability to produce instant terrain features is not a trivial one.

MMS-4 Switchblade: A resurrection of a variety of small remote explosive drones, it is most useful in a Special Forces environment. The slow projectile speed makes it less effective in the hands of less well trained units such as common infantry.

M-508 Krackler: Another novelty, it has been found the most use as a crowd control weapon when equipped with shock plugs.

Rifleman’s Assault Projectile: As comical looking as it is, this squash head projectile is very effective against ground targets, particularly those that are immobilized.

Monofilament Munitions: A product of their orbital industry, these strands are exceptionally deadly to anything moving fast, such as flying units or missiles. Beyond that, they are best use as terrain control tool, forcing attackers to expend their own ordinance to clear it out.

Body Armor
Not being idiots, they have developed their own lines of distinctive armor to suit their tactical preferences.
Spoiler:
VBA-UC-01 Skinsuit: They effectively invented the Skinsuit as it is known in North America today, and even the older version holds up to the best from other regions. While lacking the covert nature of T-40 Urban, it can be readily used as an under armour thanks to its body hugging profile and low weight. Procurement is quietly working up the production facilities for our own equivalent, and Northern Gun is months away from starting to offer their version (estimated M-Factor between 8 and 15). PS’s more recent formulations use more exotic fabrication techniques which we have little hope of replicating in the near future.

VEBA-01 Bushman: Their older Bushman based standard armor, it is in the final stages of being phased out in favor of the new successor.

VEBA-02A Raptor: Showing their propensity for features and gimmicks over flat out performance, the Raptor is an adequate armor with good mobility. The laser ablative nature of its exterior coatings makes it substantially more resistant to the most common infantry weapon, bringing it up to near parity with the CA-4. It needs an over armor kit to gain true parity, but it still has a number of issues. They are almost certain to be working on a successor given their technical capabilities, but they settled on this for the interregnum.

VUBA-03 Lightning Strike: A straight up clone of our CNA-1 design with stylistic changes to distinguish them. Naturally, they sell it on the open market as a way of poking at us.

VEBA-04: Rumored for almost a decade, but no official information is available.

VUBA-05 Baracuda: A clone of our CNA-2, at least this one isn’t sold commercially.

VEBA-06 Starman: Orbital use armor with very little information available. Said to be quite expensive and loaded with capabilities.

VBA-07 Super-Skin: Recently released, this is a reverse engineered copy of the Splugorth Blind Warrior Woman unitard. We believe it to be notably improved, if only because of the increased coverage and options. Currently expensive, so it is unlikely to see mass adoption.

HVEBA-08 Thermal-Guard: A very niche design, this is an exoskeleton armor ment for use in outright M-Factor temperatures. Its combat usability is normally outright non-existent, with the exceptions being the environments it is designed for. We would be better served by making use of a modified suit of Power Armor.

LVEBA-09 Copslick: While similar in concept to the NG-A12, the actual method is quite different. Overall protection is at least on par, and its other features give it a notable edge. It is also much cheaper. The GNE has begun issuing it to police forces which is a valid use.

HVEBA-10: Currently in field testing, this is a heavier version of the above for use in SWAT situations.

HMEBA-Aug-01 HazMat-K: A derivative of a number of Pre-Rifts HAZMAT designs, it is most notable for its relatively high protection to weight ratio. We still use the models based on the CA-1, which is dated to say the least. The phase in is still several years away, but there have been only a handful of incidences where a CA-4 variant has been warranted, so the current schedule can remain.

DSEBA-Aug-02 SuperNewt: Their primary domestically designed aquatic suit, it is almost exclusively focused on the diving portion, making it extremely cumbersome on land. However, their much more pressing need for naval forces gives reason for substantial use, and we would have produced something similar if we had substantially more coastline to defend.

PPAug-03/04 ‘Muscle Jacket/Pants’: Similar to the NGR’s Enhanced Cyclops, this set of addons has a number of additional features worthy of study. Actual use will depend on how our stocks of molymer hold up with our current rebuilding program.

Smallkin
This entire section has been most thoroughly covered in Threat Files ******-**-***** and ******-**-***** (Security Clearance *********), and to say that they represent ‘problems’ is understating it to a near comical degree. They are why the NTSET has received such an incredible increase in funding the last financial cycle, and the reasoning remains completely valid.

Cyborgs
The GNE is one of the most prolific users of Cyborgs in North America, and is said to be not far behind the Russian Warlords. Their deranged minds have developed no shortage of strang configurations, some of which are even useful.
Spoiler:
PS-Esp/Recon-FC-1 'Wolfman’: An interesting attempt at making a ‘Werewolf’, I can see its capabilities being useful in the special forces role.

PS-Lt-Ut-FC-2 'Flexman': A gimmick civilian novelty of little interest by itself, but there are more notable derivatives.

PS-FC-03 ‘Beetleborg’: An insectoid mining design from D-Bees. No more of a concern than any other mining cyborg.

HB-FC-04 ‘Borgupine’: The first one of Doctor Calvin Howletts’s designs to be featured in their catalog, it is as bizarre as it is militarily irrelevant.

PS-FC-5 ‘Montoya’: The exact wisdom of melee focused light cyborgs is quite questionable, as it focuses on roles that are better suited to Juicers.

PS-Ut-FC-6 ‘Hazard’: A logical combination, assuming you are willing to devote the resources to a non-military role. There are a number of situations where they are quite warranted however, and our equivalent was finalized a few years ago.

PS-HA-FC-07 ‘Aries’: A Cyborg trying to be a SAMAS, it does a remarkably good job at it, and it has a number of alternative ground bound configurations.

PS-RX-FC-8 ‘Schweitzer’: This makes more sense the more you think about it, as it makes the doctor immune to outbreaks and allows them to ignore most physiological factors. The ‘bedside manner’ is a different story though.

PS/VBCA-CB-FC-RD ‘ChefBorg-RD’: Baffling to say the least, but it does show a way to take the edge off of the dehumanization that is endemic among cyborgs.

PS-FC-9 ‘Heizo’: Another novelty, the casualty rates among our own ‘Burbs suppression forces makes a convincing argument for it.

PS-FC-10 ‘Light Dancer’: A distinctly non-sensical design, archives have found a number of pre-Rifts vanity pieces with similar aesthetics. Our forces have enough weapons divercity for it not to be an issue.

FC-11: Judging by how long the number has been unassigned, they have a project that has been stuck in development hell for some reason.

PS-LAOC-FC-12 ‘Angelina’: This would be a vanity piece if it didn’t have actual performance behind it. It remains a very expensive Cyberoid though, and relies on not being hit to a dangerous degree.

PS-FC-13 ‘Tarantula’: For all of its capabilities, its non-conformity makes it unable to use normal cyborg equipment such as over-armor. Outside of its niche, it is of little concern.

PS-FC-14 ‘Halley’: Said to be a design for their orbital assets, it is naturally a non-issue for us in the atmosphere.

PS-FC-15 ‘Maczek’: This crude design is apparently Polish, and it exported as near cost to the various groups over there in Eastern Europe. I’m sure the NGR is delighted.

PS-FC-16 ‘Armadillo’: Suspected by many to be another creation of Doctor Calvin Howletts, this manned wrecking ball is overspecialized in its gimmick. Durable, but its lack of range capabilities make it a lesser threat.

PS-A-FC-17 ‘Midas’: While early reports had it being a knockoff of a TRIAX design, this is not the case. Its laser resistance is due to ablative armor rather than reflective, so VFLs are of no utility. Flight capabilities are provided via their GMR technology, and its integral weapons are appreciable in firepower.

PS-FC-18 ‘Robar’: A cyborg version of one of the crewed robots they sell to Smalkin, the Robar is extremely generic in capabilities, but that also makes it much cheaper.

PS-FC-19 ‘Mirronid’: A cyberoid version of the Midas, it misses the point of having such a small platform.

PS-FC-20 ‘Karyatoid’: A Mirronid that tried to be a stone statue, it again misses the point, but has even less utility.

PS-FC-21 ‘Stalker’: What little we have says that it is a stealth design with relatively limited firepower, but as long as it has more capabilities than the typical commando that it will have a use.

PS-FC-22 ‘Centrus’ We would have come up with something similar if our small drone programs were thought to have notable value. TRIAX has to be working on their own by now.

PS-FC-23 ‘SeaCobra: One of the more inhuman designs, this is a focused aquatic specialist. The GNE has more experience with aquatic foes for obvious reasons, so this is possibly a reflection of that. Outside of the water it is a negligible concern.

PS-FC-24 ‘Helmuth’: Well past the point of what is considered practicality for cyborgs, this walking direct fire weapons platform is best suited for defensive roles. Overall protection is not great for its mass, but for its cost it is more than acceptable.

PS-FC-30 ‘Shield Warrior’: Its one notable trait is the shield generator, which is one of the most capable we have seen fielded by a human force. The regeneration is frankly incredible compared to TRIAX and even Naruni models, and it outshines the various experiments we have in the lower levels of R&D.

PS-FC-31 ‘Kagerou’: A clear cut case of them using alien technology, the known nature of the Gorag means that they likely extracted the knowledge to make it at gunpoint or similar. It naturally attracts more mentally disturbed volunteers, although it is far less dehumanizing than others.

FC-32: Like the FC-11, we believe it is in development hell.

PS-FC-33 ‘Maveli’: Once you get over the inhuman factor, it does look a bit silly and/or wasteful, with the winglets and flesh covering being dubiously useful. Its short range capabilities are substantial however, and it is quite distracting in melee.

PS-FC-34 ‘Minotaur’: Likely another creation of Howletts, it attracts those of a certain mindset such as ex-Juicers.

PS-FC-35 ‘Zhu-Rong’: A walking indirect-fire weapons platform, it is reliant on its ability to stay out of line of sight for protection.

PS- FC-37 ‘Kishu’: Said to be an orbital design, it is of little interest to us.

Power Armor
The overwhelming bulk of their PA development consists of modifications to their mainline Gendarme, which is admittedly not a bad choice. Their focus on projectile and missile weapons is likely linked to their prolonged use of lower endurance power plants in order to produce larger numbers, which has only changed relatively recently. Interestingly, the numbering system seems to be considered a mess even by their own standards.
Spoiler:
PS-PSA-10 ‘Pikeman’ Medium Power Armor: There are now multiple blatant derivatives of the classic SAMAS, but the Pikeman was the first to do so. The number of local stylistic variants they have produced is impressive, and thanks to the option for a battery power source it is sold in massive numbers. It is honestly curious that they have not outright copied the SAMAS and its flight capabilities, but there is a Gendarme mod that does so.

PS-PSA-11 ‘Gendarme’ Medium Power Armor: The single longest entry on the Paladin Steel Catalog, the Gendarme and its options have become a meme among the mercenary and operator communities. If there is a battlefield role that can be filled by PA, the Gendarme can at least attempt to do it, although some are far more difficult than others.

PS-PSA-12 ‘Caliban’ Heavy Power Armor: The development history of the Caliban is said to be a bureaucratic mess, but the end platform is something between the Terror Trooper and the Mauler. Something of a ‘boat’ design, the variants focus on using a specific type of weaponry, which reduces versatility. Its naval configuration serves as their alternative to the Orca-100, and while the depth reinforcement is lacking it is felt to be otherwise superior.

PS-PSA-13: Currently unassigned. We suspect that this was the number that was reserved for the manned version of their SASR-7 Spatori Robot, but they have since decided to call it the SAPA-7 instead.

PS-PAH-14 Nahar Semi-Autonomous Robotic Power Armor Extension System: Less of a PA unit and more of an attachment to one, this equinoid body is based off of stolen Splugorth examples. Arguably better designated as a Robot vehicle, and many list it as such. Nonetheless, it is currently listed under Power Armor in their catalogues.

PS-AAAS-PSA-14 ‘Fury’: The Fury has only been in service for a few months, but we are able to draw some conclusions. As their first dedicated SAMAS equivalent, it is loaded down with bells and whistles that complicate its production and operation, but when functional it is frighteningly capable. While somewhat lacking in raw durability, it makes up for it with agility and the ability to mount a quite powerful forcefield with an exceptionally high regeneration rate. The simplified models are more practical for less elite forces, and the bottom tier Echo model is a bit cheaper than the Flying Titan.

PS-PSA-15: Currently unassigned.---(XPA-15 Drakon Heavy Flying PA? Its been mentioned.)

PS-PSA-16: Currently unassigned.---(T, I’m reserving it for my GB attempt.)

PS-HSA-PSA-17 ‘Raptorex’:---Entry no recoverable

PS-PSA-18 ‘Swashbuckler’: Their version of the Orca-50, the primary model is an urban jumper, and has proven reasonably successful in that role. The naval version returns to its root, and it notable more effective thanks to its torpedo armament.

PS-DSSA-2 ‘Stormalong’: A non-combat armor, the Stormalong is a lower cost alternative to the Orca-100 in exploration and utility work. This has not been met with a great deal of commercial success, and it is known as being particularly cumbersome on land.

Robotic Drones
For all their mad indulgences in magic, the GNE is a very technologically advanced nation, and has begun fielding autonomous combat units like the CS and the NGR. Additionally, PS produces an array of advanced automatic driving systems for their various vehicles, with contrived backronyms for names. The numbering system for them is
(Retconn numbering system in place)
Spoiler:
PS-R-DWB-01 ‘Dweeb’ Domestic Robot: Conceptually similar to the domestic designs TRIAX has begun offering, their small size and lack of actual capability makes them glorified cleaning tools.

PS-R-2 ‘DanBot’ Humanoid Utility Drone: A full fledged human substitute, DanBots are used when a human’s mental capabilities are not needed but their hands are. They are comically cheaper than the NG equivalent due to using a battery, which has recently been mirrored.

PS-Rb-2 ‘Magnus’ Infantry Robot: Arguably their equivalent to the Skelebot, they deliberately made it smaller so that it can use human scale equipment such as body armor and weapons. They are notably more intelligent than either our or TRIAX’s offerings, which makes them more able to make use of their capabilities and stature.

PS-HLUR-03 Atlas: Their alternative to the HG Heavy Labor Bot, it's arguably more capable assuming it doesn’t need to go faster than walking speed.

PS-R-CCX-4 ‘Overboss’ Network Overseer: We have yet to gain access to one, so we cannot judge its actual capabilities, but there are a number of Pre-Rifts architectural programs that were almost completely automated in function, so its not implausible that this mobile server is capable of directing construction efforts.

PS-R-BS5-0 BlueSteel Security Robot: The name is a joke, referring to the traditional name of police vehicles, but it is quite capable at criminal apprehension and riot duty. We have enough manpower to not need such a design however.

PS-R-CILA-6 Cyber Humanoid: It is exceedingly unlikely that the GNE has developed the technology to make such intelligent robots on their own, so many are waiting for the other shoe to drop regarding these cyberoids. There are rumors about ‘brain recycling’, but given what we know of the GNE’s character this is absurd rumor fodder with no basis in reality. Still something to push for cheap points though.

PS-SASR-7 Spartori: Equivalent to a suit of Power Armor, this robot has proven to have exceptional intelligence and programing. Its main problem is its lack of speed, but this can be due to a number of factors. This is being countered by the use of the jet pack from the PSA-11.


Last edited by Omegasgundam on Mon May 24, 2021 12:36 am, edited 8 times in total.

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Unread postPosted: Mon May 24, 2021 12:18 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
(Also featuring a dig at NG 1 and 2)

Natively Developed Robot Vehicles
Paladin Steel has been uncharacteristically slow to develop their own Robotic Vehicles, suffering from a number of disastrous externally caused incidents and very poor market penetration in the face of NG’s offerings. Most of their early models (up to the -11 designation) were derivatives of other people’s designs, with Titan Robotics, NG, and the CS all having knockoffs produced. The still unreleased PS-MPR-11 Patriot is arguably the turning point, with models after that being generally more capable, drawing from more advanced stolen technology or based on recovered NEMA artifacts. This also coincided with the beginning of their importation efforts with the ‘CTRL’, which are described in the next section.

(T, I’m retconning the numbering to have them make sense. I think the overall order is more or less correct.)
Spoiler:
PS-LCR-01 Pathfinder: A knockoff of the Titan Scout, the Pathfinder focuses on exploration capabilities, with armaments being sparse. As it usually operates as part of a team, its limitations are tolerable in the wilderness, but it is not military suitable by any stretch of the imagination.

PS-MCR-02 Molijar I/II: Their first attempt at a military design, the Molijar was a knockoff of the UAR-1. The early ones were slower but heavier armed and armored, while the latter ones were overall superior and started to feature the sort of options list that PS has become infamous for.

PS-TIR-03 Satyr: A crude attempt at a light combat design, it was quietly discontinued sometime in the last few years.

PS-HUR-04 Landmaster II: PS’s version of the Behemoth Explorer, the exact utility of such large robotic vehicles has always been questionable in military use. The Landmaster is the most overall capable however, with the PS modularity being quite useful in prolonged exploration missions.

PS-MPR-05 Acros: A Pathfinder stripped of any mission specific equipment, this general labor robot often lacks a nuclear power plant, using batteries or even fuel oils instead. It can be fitted with a number of weapons for militia use, but actual effectiveness limits it against actually capable foes.

PS-I/ADR-06 Grelac: Their take on the NG Hunter, the Grelac is a second line fire support design that can function as a labor unit at field depots, and its weapons are well suited for air defense. The GNEAF uses them instead of the Acros for obvious reasons.

PS-LCR-7 Jackalope: Their version of the Titan Light Combat Robot, it essentially fits the weapons of the heavy model on the medium chassis at the cost of speed. Quite mobile thanks to its jet boosters, and more capable than anything short of the NG-Gunbot and having far greater utility.

PS-UMLVR-8 Scuttler: It almost certainly started as a knockoff of the classic Spider Skull Walker, but they have turned it into a utility platform with a large number of alternative combat fittings. This is not a bad use for our remaining production lines set up for them, so investigation is encouraged.

PS-IAR-09 Mantis: Their first successful original design, its project history was a mess even by PS’s standards. Our equivalent is the IAR-4 Hellraiser, which is larger and more durable, but slower and frankly not well armed as a general purpose combatant. The Hellraiser is a bit more responsive however, and the secondary systems are notably better.

PS-IR-10 Minotaur: Similar to the Mantis, this was an attempt at a mostly original design. Its numerous failings saw it discontinued after less than 60 were produced, and they were mostly donated to Tolkien in early 107 PA. All of those were accounted for before the Sorcerer’s Revenge Blitz, so it is nearly extinct outside of PS’s keepsakes..

PS-MPR-11 Patriot: The Patriot has been in development hell since before 105 PA, and it shows no sign of changing anytime soon. The most reliable rumors have the problem being that PS let their modularity obsession get away from them, with radically different configurations amounting to at least 3 different designs, including different torsos. In all likelihood, they have unofficially abandoned it but refuse to admit it.

PS-AR-12 Mandril: The alien influences are obvious, but beyond that it is a relatively straightforward artillery platform. It is notably more practical than the old IAR-2 Abolisher, but that is not a very high bar to clear.

PS-IR-13 Torris: And then they made something even more obviously alien. To say that it is impractical is putting it mildly, and it should be relatively easy to deal with when encountered due to its lack of firepower.

PS-IR-14 Carney: Their equivalent to the Hellfire, they simply took the fuselage of one of their attack helicopters and put it on legs. Comparatively, it trades durability for greater firepower. The two designs have been rivals since the moment they first faced off, and the victor is usually the one that gets the first significant hit in.

PS-KVAR-15 Jayhawk: This is said to be a mocking upgrade of what Atlantis considers to be a civilian-sport design, and they claim it to be capable of going toe to toe with Splugorth’s best fielded units. Overall capabilities put it as being substantially ahead of most small attack and transport helicopters, and they are increasingly using it as such. Our own Black Lightning and Demon Locust are intended as low cost patrol platforms above all else, as there is not much need to develop an equivalent.

PS-IRA-16 Zysha: As crude as it looks, the Zysha is an effective swarm buster due to its high rate of fire weapons and chemical weapon capabilities. The latter has rarely been used so far, and with the Fall of Tolkien they have few reasons to ship their hardware out to the Hivelands.

PS-HAR-17(X) Sopdu: A bizarre experimental design focused around its gimmick, which is some sort of Plasma chamber projector using the primary reactor. We honestly can’t make out just why they thought it was worthwhile. Not many have been produced, so it's likely going to be quietly abandoned soon.

PA-A-18 Mongrel: A resurrection of the NEMA Bull Dog, it is of strategic interest how they found enough information about it to do so. Overall capabilities are a close match, with the differences being PS’s modularity focus providing alternative weapons.

PS-CR-19 SuperMutt: Similar to the above, this is a resurrected NEMA Mastiff with additional modularity. Its inherent slowness makes it less than practical on a modern battlefield, but it is naturally capable in an urban environment.

PS-DSCRV-H20A Nemo: We have limited information on this specialist design, other than it being a variant on the Mandril intended for underwater combat. Its lack of large weapons means that it is a shorter ranged combatant, but its close damage potential is almost certainly impressive.

PS-IR-21 Ironfist: Their attempt at breaking into the gladiator robot market, it has been fighting an uphill battle to gain acceptance. We wish them the worst of luck.

Imported (CTRL) Robot Vehicles
To make up for their lagging robot development efforts, in 105 PA the GNE tapped one of their technologically advanced out dimensional contacts for assistance. The ‘CTRL’ is said to be a multi-system policy that is primarily composed of humans, although this must be taken with no end of skepticism. Analysis of acquired samples show that they are designed for and likely by humanoids with physical characteristics within human norms, and a few DNA samples do match Humans of unknown descent, so it is admittedly not impossible that it is true. The models acquired so far are said to be of older vintage, so more capable units could likely be easily acquired if need be. As a rule of thumb, they tend to be slower and less physically strong than a design we would field.

As a personal grievance, the CTRL’s designation system is even worse than PS’s vehicles, frequently including the design’s name into the alpha numeric header and reusing the same number constantly.
Spoiler:
CTRL-MCR-FP04 Firepike: Considered an undersized version of the Fireshriek, the Firepike is built around its extremely powerful long range lasers. The range of said lasers actually exceeds its targeting systems, meaning that it needs external support to be at its greatest effectiveness. Protection is somewhat lacking, but it is substantially faster than normal for a CTRL design so it can try to keep the range open. Close range weapons are on the light side, so it is quite vulnerable if it is unable to do so.

CTRL-LPR-EPHUS05 Emphus: Said to be a flop, I can only presume that the GNE got them for a song. Its drawbacks are extensive, and while PS is fiddling with it most do not expect to see anything reach notable production status.

CTRL-LCRR-MTJY-05 Montjoy: A relatively lightly armed scout/courier robot, its nominally mediocre durability is greatly enhanced by its integral forcefield. Once it gets into range its lasers can do exceptional damage, but it is entirely dependent on them.

CTRL-HCR-RLND05 Roland: A point of designation frustration, the Roland is one of the most modern designs imported despite the low number. The cultural influence that goes into it’s ‘Knight’ design will fascinate anthropologists, but the resulting combination somehow manages to work. Our data is almost nonexistent, as while several have been engaged by CS forces said battles were universally one sided affairs under heavy jamming. Considering it is a successor to the Scimitar, that can be treated as an absolute minimum.

CTRL-BRAP-D07 Bardolph: Said to be quite an old design, dating of samples recovered from several imports show them to be more than 40 years old. Overall capabilities are mediocre, but it is easy to pilot and quite cheap.

CTRL-MIBR-GILH09-Giliath: Intended as a ‘Heavy Scout’, it is considered ‘overly bland’. We would consider it over mass for its capabilities, but concessions do have to be made for non-combat roles. It is notably lacking in versatility, which is a concern due to lacking the same levels of support it would have in the service of a planetary government.

CTRL-CSTL09 Castellan: A relatively straightforward urban combatant, it is slow but exceptionally well armed and armored. I would say that the Skull Smasher is superior, but the limitations of its current weapon suite have become quite apparent over the last few years.

CTRL-GND11 Gondal: A simple chicken walker design, it can be thought of as a scaled down Hellfire. Its low cost and small size have led to many being picked up by affiliated communities.

CTRL-MCR-SCMT12 Scimitar: Said to be over a hundred years old, this was considered a groundbreaking unit at the time, and its flight capabilities do not have an equivalent in our inventory. Overall firepower is limited after its missiles have been expended, but it can close the distance quite rapidly to get into melee.

CTRL-MCR-GvDD014 Grave Digger: The development and production of this robot is said to have devolved into a pork barrel project, but the GNE was able to buy them at an exceptionally low cost. It is primarily a ‘missile boat’ design with some non-trivial energy weaponry, and the analysis team considers it notably better than the -V34 design that NG is currently working on.

CTRL-SMRG017 Simurg: A very old design, it dates back to when the policy was called the CTA, which predates the PA calendar. We have little information on it due to being a space use design, so it is unlikely that we will ever encounter it.

CTRL-HCR17 Fireshriek: Their equivalent to the Skull Smasher, its shear firepower is unprecedented in a human built ground platform. Its primary weapons are said to be a cut down medium weight dual-purpose mounts from starships, and can easily destroy anything short of a Firestorm MCC in less than half a minute. The defensive weapons are reasonably potent, and they have barely started to work on modifications. Fortunately for us, they are mostly committed to coastal defense, and the sheer expense makes it unlikely that anyone but the GNE will acquire them.

CTRL-HRV-AZTC17 Aztec: A quite capable anti-armor specialist, its high speed and long range make it difficult to deal with by other ground based units. The best counter we have so far is either fast hover units or airpower, and the GNE has a notable advantage in both if recent skirmishes are anything to go by.


Conventional Vehicles
PS’s vehicle numbering system is an absolute mess for several reasons. First off, there are several different sub-systems in use, each with their own sequence. Secondly, the large numbers of resurrected designs usually keep their original designation, which is completely unrelated to the modern ones. This is particularly notable with their aircraft listings, with PS Aeronautics having a near-fetish for it. And then there is the almost default jumping forward and backwards they do, which makes things even worse. The least terrible way to list them that we have found is to take their catalogue order and break them apart by type, which are at least half of our own invention.

Due to the different mindsets and tactical understanding needed, the aircraft and naval platforms will be covered by intelligence personal from the relevant branches. ----Not part of what was handed over, so we'll have to wait to see if we can get our hands on them.

As an amusing side note, NG’s official sales brochures were gone over again for comparative analysis, and their claimed weights, speeds, and cargo capabilities remains as comical as ever. They’re still trying to give the Mountaineer a 40 ton carrying capacity on a 6 ton vehicle that can do 120 mph for goodness sake. If it can make independent fools waste their money, more power to them.

Wheeled Non-Combat Vehicles
Civilization relies on cost effective transport of all kinds to stay functional, and wheeled vehicles are as cheap and simple as it gets. They are also easier to keep operational in the field, which makes them attractive to the usual bands of armed misfits that infest North America. PS tries to cater to every market possible, so they naturally make no small number of notable ones.
Spoiler:
PS-GAAB-01 Bus: Apparently derived from a Pre-Rifts tourist transport, it can carry a large number of people long distances and survive a few hits from meaningfully heavy weapons. The GNE has used Rift teleportation to donate a large number to the refugee efforts by the Cyber Knights, which is resulting in lower casualties than early estimates projected.

PS-ATV-VE-04 Super-Gug: The story as to just WHY they decided to resurrect a more than 400 year old design is subject to no amount of inane speculation, but in this care the most strange is likely the truth. Due to explicit demands from the Crazy market, a vast array of outright lunatic modifications have been developed for it, causing the Super-Bug to become the iconic vehicle for M.O.M augments. For people that are not insane, it still serves as a surprisingly capable alternative to the NG Big Boss.

PS-TT-14 ‘Katir’ Variable Wheelbase Truck/Transporter: Essentially their alternative to the Mountaineer, the Katir is closer to the Cagonaut in overall use.

PS-LAFV-17 ‘Daniel Boone’ Light Scout Vehicle: A strange combination of wheeled and hovercraft, the Boone is comparable to the NG Ermine, only far better equipped and able to move far faster when need be. It is primarily of concern to out patrol groups and special forces, with the former encountering no small number of them and the latter contending with it as a patrol vehicle.

HT-Series Heavy Trucks: Amusing legal battles aside, the HT-series are exceptionally capable extremely heavy haulers, and they are dramatically undercutting every equivalent vehicle on the open market. Beyond serving as a logistical vehicle, it can easily be used as mobile artillery, and its protection can be trivially increased with its sheer payload capacity.

PS-DL-500 ‘Arabian’ All Terrain Multi-Purpose Vehicle: Their formal equivalent to the NG Big Boss and/or Road King, it is more expensive but far more capable in general.

Wheeled Combat Vehicles
While their terrain handling abilities are poor and they are often easier to immobilize, wheeled vehicles are still capable of filling a number of combat roles and have less technical demands than tracked or (traditional) hovercraft.
Spoiler:
PS-LADV-1 ‘SkyWatcher’ Air Defense Vehicle: A TRIAX flak battery mounted on an available ATV chassis, the SkyWatcher is said to be a collaborative effort with the New Roman Republic, which is said to consist of ‘Wolven’ D-Bees. The electronics are said to come from a Pre-Rift’s Italian design, which would explain its development. It is commonly also equipped with a number of SRMs and MMs, and has been aggressively marketed to communities since the Juicer Rebelion. While not being particularly capable, the SkyWatcher arguably defines the low end of the ADV market, with NG’s equivalent still being held back to bolster their own defense networks. PS is working to phase it out of production in favor of a variant of their Rattlesnake APC.

PS-CAC-01 ‘Greyhound’ Light Armored Car: The joint oldest military vehicle design in PS’s inventory (alongside the Jeb Stuart tank), the Greyhound is a simple armored car intended for militias. The company itself no longer produces them, but the license has been distributed to a large number of small local firms across the continent, making it almost as common as NG’s exploration vehicles.

PS-CAC-02 ‘Wolfhound’ Light Armored Car: One of the oldest designs still in production, the Wolfhound is an improved version of the Greyhound. While small, the Wolfhound is surprisingly durable and has a surprisingly potent gun. Most if not all of its systems were taken from something else, and it also has the normal pages of PS options. It is generally superior to a single suit of Ground Power Armor in general patrol and security duty, and it is the basis for most low tier militias in GNE affiliated territory.

PS-APC-03 ‘Rattlesnake’ Armored Personnel Carrier: The basis for a number of similar APCs of different motive types, the Rattlesnake is a true minimalist design that focuses on moving a platoon of soldiers from point A to point B in a degree of safety. Like all such vehicles, the simple and empty nature of its interior has prompted no end of support variants, with at least 13 alternative models using the same chassis and drive system.

PS-MBT-05C ’Lynx’ Medium Tank: Despite its odd ascetics, the Lynx has proven to be extremely maneuverable, and has notable protection and firepower to back it up. They have recently put it on the open market for mass distribution, and it is a common sight in GNE militias.

PS-AFV-25 ‘Sand Demon’ Heavy Armored Fighting Vehicle: A dedicated plains and desert specialist, it was commissioned for the ‘Four Horsemen’ incident. As far as the North Americas are concerned, it is quite popular in the New West and in the deserts of Mexico, and there have been no small number of engagements with our long range patrol forces. The victor is generally whoever manages to inflict notable mobility damage fist.

PS-APC-117 ‘Dancat’ Armored Car: Likely Paladin Steel’s take on an ideal post-Rifts budget police vehicle, and it must be said that it makes a good deal of sense in that context. The options list has a large number of items that are useful in law enforcement and crowd control capabilities, and its poor cross-country ability is near irrelevant on city streets. As police are often near synonymous with militia, it also has appreciable heavy weapon choices.

PS-DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle: A blatant clone of the Mark V APC, they stripped it of all its weapons and then threw as much of the add-on catalogue at it as they could. The one saving grace is that it has greatly reduced the demand for Mark Vs 'acquired’ by the Black Market, which has resulted in a decrease in losses among patrol forces.

Tracked Non-Combat Vehicles
While PS makes no small number of tracked construction vehicles to fuel the GNE’s industry, it's unlikely that they will be encountered in the field.
Spoiler:
PS-UT-ST-04 ‘Mauler’ Salvage and Demolition Tank: Tracked vehicles have a number of operational advantages over Robotic ones in several engineering situations, and its low cost means that it does not detract from combat vehicle production.

PS-HUC-08 ‘Atenus’ Super Heavy Utility Crawler: Mining platforms of this type are nothing new, but PS is the only notable producer of them since the Coming of the Rifts. Even we only use those that have been recovered on site due to the transport limitations. NG has announced that they are constructing a pair for their own use however, and Procurement should look into their potential usability with our Sky Lifters.

PS-M9T Tunneler Subterranean Mining Vehicle: Our planet has no shortage of burrowing monsters, which makes a tunneling vehicle surprisingly useful. We honestly need to be able to field an equivalent, if only for mining and construction purposes.

PS-CEV-U/T-18 ‘Roebling’ Combat Engineering Vehicle: A typical light tracked bulldozer with a small computer room so that the Combat Engineer can ply their trade without having to use an abacus. Equivalent to the NG Rhino.

PS-APC-T-118 ‘Linden’ Armored Personnel Carrier: Curiously, they list this APC in the non-combat section, which says something about their priorities. Like the Rattlesnake, it has produced a substantial number of alternative configurations that replace the troop bay with something else.

Tracked Combat Vehicles
For all of their vulnerabilities, tracked AFVs are much cheaper and faster to produce than Robotic ones, and have a much broader range of tolerances in regards to power plant and modification. With so much of North America having returned to wilderness, cross terrain capabilities are in high demand, and tracks are the most reliable way of providing it that is not legs. M-Factor material also deals with most of the associated maintenance concerns, which is the historical drawback to the type. They are still tactically inferior to hovercraft, but they are not irrelevant.
Spoiler:
PS-LBT-01 ‘Jeb Stuard’ Light Tank: Notable for being their first combat vehicle, it has since been discontinued due to being too primitive. It is still found in many communities across the East Coast however. The most obvious sign of its old nature is the lack of options, predating PS’s obsession with such by at least two generations.

PS-LBT-03 ‘Mongol’ Light Tank: The replacement for the Jeb, it was rapidly overtaken by more advanced vehicles, but it remains extremely popular among militias due to its relative simplicity. It does have the extensive options list that we can come to expect, though none of them are particularly worthy of note.

UET-CCMBT-03 ‘Unish’ Main Battle Tank: An outdimensional design created by the ChaiChuk D-Bees, their peculiarities allowed them to work around many of the issues present in pre-M-Factor multi turreted tanks. This version is an early upgrade using technologies provided by the GNE, but it's almost certain that the Unish will be abandoned for a more fundamentally sound design.

PS-M4A3 ‘Sherman’ Medium Tank: Yes, they really did resurrect a pre-Atomic tank design and mass produce it. It may as well be a semi-mobile medium bunker in terms of capabilities. It's apparently sold to lower tech out dimensional concerns, so it is unlikely to be terribly common here on Earth.

PS-MBT-07 ‘Black Bear’ Medium Tank: The most common tracked tank that can be found in formal GNE service, the Black Bear has some novel features that address the most common problems of the type. Firepower is meaningful, particularly for its cost, but it needs a reactor for extended battles. It is still inferior to our heavy IAR designs, but the GNE would be fighting at a substantial numbers advantage.

PS-ASV-07 ‘Cactus’ Air Defense Vehicle: Simply a Black Bear with the turret replaced by a battery of their specialized AA missiles. Our own efforts into this field have stalled due to lack of committed resources, but the number of aircraft that the GNE can field means that we should finish it sooner than later.

PS-AT-LABT-07 ‘Damthing’ AutoTank: Technically their first automated combat platform, what it lacks in overall capabilities it makes up for in cost and ease of maintenance. Overall programming is mediocre, but for half million credits you can work around it by getting two. Far more disposable than any Skelebot, they are used to free up actual soldiers from interior security duties, allowing them to stretch manpower that much further. Many of the technologically competent kingdoms are staping them up for much the same reasons.

PS-HMBT-17 ‘Kerkat’ Heavy Tank: It frankly doesn’t make much sense to make such a slow direct fire combat vehicle, but it can do work as escorts to low speed convoys and coastal defense of important locations. Considering its limitations, we will only face it if we directly attack their key facilities, which is cost prohibitive at this juncture.

PS-HMBT-25 ‘Von Stuben’ Heavy Tank: Essentially a semi-mobile bunker, the Von Stuben is only of interest to garrison units. The sheer size of its primary weapon is a cause for concern should we go up against it, but like the Kerkat this is exceedingly unlikely. If they want to waste their resources on this sort of white elephant, they are free to do so.

PS-LAFV-27 ‘Winsor’ Light Armored Vehicle: Essentially a small weapons platform intended for airborne units, its primary virtues are being able to be crammed into the back of many air transports and dropped without notable difficulty. If you view it as the alternative to a heavy weapons team it makes tactical sense, and the actual vehicle is often less expensive than the weapon it carries. But it sees the most use as a robotic drone, being able to fit through much more confined spaces than the Damthing.

PS-AA/AP-AFV-32 'Gun-Ripper': An IH tank hull with as many NG railguns shoehorned into it as possible. The power demands necessitate a reactor, but it is an excellent swarm shredder. NG has started offering an equivalent for use in the Hivelands.

PS-T-34 ‘Kodiak’ Medium Tank: Their first notable combat ‘Replivehicle’, this WWII icon is dirt cheap by anybody’s standards and is still capable when defending a fixed position. As a nod to practicality, the interior is almost completely different from that of the original, which solves a great many ergonomic problems that plagued it in Soviet service. The GNE hands them out as party favors as an incentive for independent townships to join them, and hundreds are being bought by local concerns across the continent. Quality is several steps above Chipwell, and it is a superior alternative to the same sorts of customers.

PS-LT-47 ‘Ontos II’ Light Tank: While production was short lived, the impact of this ‘missile boat’ would be profound on PS’s light vehicle lines, with many of their smaller AFVs having an equivalent configuration.

PS-LUMC-48 ‘Quickload’ Resupply Vehicle: A specialized reloading vehicle, similar in concept to Quebec's, its purpose is to reload the Missile Rifles that they stole from us. Considering just how many of those they use across all of their platforms it makes logistical sense, and it's only a matter of time before they adapt it to service other common weapons.

Conventional Hover Vehicles
PS’s hovercraft are most easily split into normal air blowers and GMR designs, with the former being substantially smaller than the latter. Those that have a notable chance of being encountered in a combat situation are listed bellow.
Spoiler:
PS-LRV-ACV-03 ‘Asateague’ Light Hovercraft: A minimalist attack hovercraft of the sort that crops up everywhere, it would not be entirely inaccurate to call it an inflated and overweight hoverbike with delusions of grandeur. Its mass and volume are used to dumb down its systems and construction, making it easy to keep operational by even rural mechanics. That being said, actual firepower can be quite substantial, with mounts for up to 3 heavy infantry weapons, 1 of them turreted. Due to its low cost, production numbers have reached 5 digits, and it has proliferated across the continent.

PS-HRv-03 ‘Tizon’ Robo-Hovercycle: Similar to the Jayhawk, the Tizon is an upgrade of a civilian sport design from Atlantis. The resulting craft is said to be flat out superior to the original, and it infuriates the Apemen that encounter it. The GNE itself does not buy them to prevent friendly fire accidents, but it has proven ludicrously popular among independent operators. We’ve made the usual claims of being a nation of tech pirates and/or AI corruption, but that line has realistically been exhausted with how often it has been used. That is not our responsibility however.

PS-HACU-05 ‘Alpaca’ Heavy Hover Carrier: The heavier of the two blower cargo platforms, the Alpaca is a cheaper and lower tech hovertrain. It has been pushed out of GNE service in favor of even simpler GMR designs, but this means it has been put onto the open market for nearly anyone to buy. This has pulled the rug out of NG’s own, and has started a price war. The shear number than has been sold over the past few years makes it effectively impossible to fully vet all that cross our territory, which has naturally led to an increase in smuggling capabilities for the Black Market.

PS-GEV-MBT-15 'Firedrake': Essentially a Lynx turned into a hovercraft, its capabilities against the Linebacker are concerning, particularly with it being pushed back to second line roles. The formal post-war review of the Linebacker is still underway, but that has been passed on has not been notable with its praise.

PS-GEV-MMBT-20 'Chamdar': We have not yet encountered these, but the stated capabilities are also a cause for alarm. Analysis is working on figuring out its actual parameters, but we believe that it is at least partially a bluff due to the simple fact that it is not a GMR vehicle. GMR offers a large number of advantages, and it is unlikely that the GNE would accept anything into service that was crippled before it was even built.

PS-HBT-36 'Nasicorn’ High Speed Hovercraft: They claim that this bizarre craft ws derived from systems taken from the Phoenix Empire in Africa, which was then put on the hull of a Clysdale, which is a clone of the Mark V APC. They then put the upper body of one of their old robots on top of it for some reason. And finally they threw the addon book at it. The conclusion is that they are insane as we think they are.

PS-LT-48 ‘Zerkat’ Light Armored Vehicle Family: The designated successor to the ONTOS, the Zerkat is nominally a tracked vehicle, but PS has devoted time and resources to allow it to use wheels, hover jets, and even walker legs as well. We rarely encounter it in anything but its hover configuration, so that is what we have labeled it as. There are a large number of weapon options, but the quad Missile Rifles are the most popular by far. It is above all else a light skirmish vehicle that is best from ambush, so it is a minor concern in larger scale battles. Patrol groups have reason to be concerned however.

PS-DL-100 ‘Drom’ Heavy Duty Hover Utility Platform: While older and lighter than the Alpaca, the Drom has a number of structural differences that provide substantially more open space, which makes it popular as a mobile building. In particular, jetbike gangs have begun using them as mobile garages, and its speed is usually boosted to allow it to escape anything short of aircraft. This has led to a notable increase in bandit activity in the usual hot spots, which is serving as a further drain on our resources.

PS-GEV-APC-113 ‘Grenser’ Hover-APC: Their basic Linden chassis with hover jets attached, it's honestly slow for a hovercraft but its price point is almost comically low. Weight concerns have prevented it from spawning many variants, but there are some. Naturally, it is being bought up in job lots by low and mid tier mercenary companies to provide cheap mechanization.

GMR Hover Vehicles
The reverberations of GMR materials and their application have been the subject to no end of high level analysis, and I will not repeat them here. Anyone that has high enough clearance to read this document can go over them at their leisure (Archive Branch Link: ***-****-**). With that out of the way, the mechanical simplicity and greatly reduced vulnerability makes GMR craft far more able to withstand damage and operational abuse.
Spoiler:
GMR Hoverplate: The most obvious display of its capabilities, an 18 ton platform is able to carry over 65 tons of material at a reasonable speed for less than half a million credits. Militarizing it is literally as simple as sticking the upper part of a tank chassis on top of it, which is exactly what they did. Twice.

PS-GMR-RS-TV-01 ‘Megabago’ Medium Utility Hover Vehicle: The world’s first look into the potential of GMR technology back in 104 PA, the Megabago has become the bane of NG’s exploration vehicle lines and the preferred ‘battle bus’ of every adventuring group that can get their hands on it. Beyond the RV capabilities, it instantly became infamous for its ludicrous primary weapon, which would be a superior choice for a full main battle tank. On numerous occasions they have gone up against isolated Death Bringer APCs, and they usually won. Needless to say, its popularity is unmatched in North America, and the chassis has been used for a large number of much cheaper support vehicles.

PS-GMR-HBT-4A3 ‘Shaw’ Medium Hovertank/PS-GMR-HBT-34 ‘Cossack’ Medium Hovertank: The Shaw and the later Cossack are quite likely the single most cost effective hover tanks that can possibly be produced. While their capabilities are limited by their tracked based predecessors, they can still outmaneuver nearly all ground bound platforms. To lose in a tank battle is one thing, but to have a company of Linebackers be taken out by an equal number of machines that are the technological equivalent of a ‘Saturday Night Special’ blunderbuss is humiliating.

PS-GMR-LHUV-05 ‘Merlin’ Hoverjeep: Likely based off of the Quebec Cougar, the Merlin uses GMR technology and is thus far less vulnerable to disabling hits. PS’s options list greatly expands its capabilities and versatility. The GNE has adopted it for just about every relevant role imaginable.

PS-GMR-LBT-07 ‘Zephyr’ Light Hovertank: By their accounts, the Zephyr is their first attempt at a GMR using ground combat vehicle. Considering its effectiveness, this is somewhat dubious. Firepower and protection are good for its mass, and the variants are both logical and well developed. Given its crew of 2, the lack of smaller defensive turrets is acceptable.

PS-GMR-H/MBT-16 ‘Bandersnatch’ Hover Tank: We have only encountered the Bandersnatch on a few occasions that we know of, but the number of skirmish groups that have not reported back has notably increased over the last 4 months, which coincides with the vehicle’s release. The primary weapon appears to be a form of pulse plasma cannon with exceptional range, and we are currently at a loss to explain its capabilities. We suspect it has a crew of five 5 to its weapon count. The overall hull form does not look particularly well suited towards radical variants, but a fixed assault gun and an ADV configurations are plausible. EWAR capabilities are likely not terribly more than the Zypher due to the volume constraints.
(Btw T, I’m going to have a whack at revisiting)

PS-GMR-LAH-17 ‘Xaos’ Light Attack Vehicle: The intended frontline replacement for the Asateague, it is both far faster and has greater firepower. It has not yet proliferated beyond the GNE and its direct affiliates, but it is almost certainly only a matter of time before it is offered to the public.

PS-GMR-HV-355 ‘Vader’ Hovercraft: While many claim it is derived from the Splugorth Slaver Barge, the number gives it away as a resurrection of the NEMA Hover Platform. The weapon mounts have been replaced with modular ones, the center spotlight has been replaced with an anti-vehicle hard point, and there are modest gains in speed and durability despite the less advanced and heavier armor materials used. While slower and less durable than the Merlin, its other capabilities have it in direct competition for popularity.


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Unread postPosted: Tue May 25, 2021 4:31 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44524
Location: Somewhere between Heaven, Hell, and New England
You hit the nail right on the head on a number of points...
Yes, the Drakon and the Patriot are in development hell..but I keep hoping that I'll make a mental breakthgugh that will open the creative floodgates on their streams of thought once again...
The designation system is all over the place, yes...ironic given my library training(but then again, cataloguing was not my strong point, especially after everybody began buying and importing MARC records), and there's plenty of real life examples of disorganized systems(the US Air Force, for example, with the changeover from the Army Air Force system of P for pursuit, A for attack, then F for Fighter, and the numbers resetting such that we had the 'Century Fighters' like the F-100 being superseded by the F-4, F-14, F-15, F-16, F/A-18, the F-111 being quietly rebranded the FB-111, etc.. But I'm glad to see somebody having fun with it and the CS milintel having headaches over 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
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Unread postPosted: Tue May 25, 2021 7:04 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 360
taalismn wrote:
You hit the nail right on the head on a number of points...
Yes, the Drakon and the Patriot are in development hell..but I keep hoping that I'll make a mental breakthgugh that will open the creative floodgates on their streams of thought once again...
The designation system is all over the place, yes...ironic given my library training(but then again, cataloguing was not my strong point, especially after everybody began buying and importing MARC records), and there's plenty of real life examples of disorganized systems(the US Air Force, for example, with the changeover from the Army Air Force system of P for pursuit, A for attack, then F for Fighter, and the numbers resetting such that we had the 'Century Fighters' like the F-100 being superseded by the F-4, F-14, F-15, F-16, F/A-18, the F-111 being quietly rebranded the FB-111, etc.. But I'm glad to see somebody having fun with it and the CS milintel having headaches over it.

Glad you liked it.

Anyway, here's a new bio-mod to go with the Minuteman Glitter Boy, although its used far beyond that. As a size note, I'm working on nerfing the Autododge capabilities of the super powered pilots, if only to make them a bit more possible to hit when they're level 1. The current idea is that bonuses from other powers only count as half, with the ur-combo of Lightning Reflexes and Extraordinary PP only providing a +3 rather than +6, which is basically what everybody used. Also working in how to use relative vehicle responsiveness.

IRON GUARD Power Armor Augmentation Package
(PU2 budget of 3.2+ million credits per operative)

A side project of the NEXT SWORD initiative, IRON GUARD is meant for Power Armor and light vehicle pilots. As those platforms are generally far less valuable than full ASFs, the base package was reduced to what was considered the minimum. However, it was hoped from the beginning that it would be used in conjunction with other small augment packages, so it is easily combined with many of them. For quality of life purposes, a new feature was developed that minimised the problems of being stuck in a cockpit for days or even weeks, which was hoped would improve operational readiness rates. In an agile PA or responsive hovercraft, the initial volunteers could keep up with Juicers, but Paragon Progress wasn’t done yet.

The primary feature of IRON GUARD is its Incredible Personal Craft Operation BINAS implant, bringing the volunteer’s abilities in vehicle piloting to the next level. Essentially a cut down and simplified version of the then experimental Preternatural Piloting Ability BINAS, the Incredible Personal Craft Operation implant was both much easier to implant and had less physical neurological requirements, allowing it to be distributed in large numbers. It is practical to distribute IRON GUARD augmentations by the battalion, making the GNE’s PA formations that much more capable. When more time and/or resources are available, additional capabilities can be added, with MODEST REBAR being so common that many think it comes with it by default.

Early test examples had a number of frustrating flaws, particularly debilitating migraines after prolonged use, but these were solved during development. The Minion War accelerated development, and IRON GUARD would be finalized and distributed right before Rifts Earth entered lockdown. It would rapidly proliferate across the AJC’s most elite PA units, particularly those that operated expensive imported designs like the Glitter Boy, Silverhawk, or even the Ground Pounder. Effort continues for a version that works with heavier robot vehicles.
Spoiler:
Super Powers and Abilities
    Minor Power: Lightning Reflexes (700K)
      +1 APM
      +2D4 to Speed attribute
      +3 on Initiative
      +3 to Automatic Dodge
      +1 to Disarm
      +3 to Pull Punch
      +2 to Roll with Punch, Fall, or Impact
      W. P. Paired Weapons.

    Minor Power: Extraordinary Physical Prowess (550K)
      20+2D4 PP, or +2D4+4 if 20 or higher already (because it should have been this the whole damn time, and you can’t tell me otherwise.)
      +3D4 Spd
      +1 APM
      +3 to Automatic Dodge
      +10% to physical skills requiring dexterity and prowess

    Eugenic Modification (Minor/Trivial Power): Ambidextrous (300K)(half a Minor)
      +1 APM
      +1 to Parry
      +5% to dexterity skills

    Eugenic Modification (Minor/Trivial Power): Heightened Sense of Awareness (200K)(half a Minor)
      +2 on Initiative
      +1 to Roll with Punch, Fall, and Impact
      +2 vs Horror Factor

    NEW Eugenic Modification (Trivial Power): Sustained Confinement Assistance (100K)
      Does not cramp, chafe, or suffer any degradation from limited movement
      Reduces body odor and skin shedding to 10% normal
      Is not mentally affected by being in a confined space for extended periods of time.

    Eugenic Modification (Trivial Power): Circadian Rhythms (50K)
      Needs 3 hours of sleep
      Stay up for 4 days without ill effects

    Super Soldier Enhancement (Minor Power): Hypnotic Conditioning (300K?)
      +5 vs Mind Control
      +4 vs Horror Factor
      +4 vs Illusions
      +2 vs Psionic
      Immune to possession

    (NEW) Major Power: Incredible Personal Craft Operation (1 M)
    A less powerful version of Preternatural Piloting Ability, Incredible Personal Craft Operation effects suits of Power Armor and/or extremely light craft like hoverbikes and small airplanes. The exact limits are that the vehicle must not weigh more than 3 tons (without external weapons and ammunition) and that it must have room for no more than a single operator and a potential passenger. This power supersedes the Super Psionic Power of ‘Telemechanics’ and similar. Needless to say, these bonuses are only active when in a qualified Power Armor or Hovercraft.
      Effects
        Gains 1 RPA: Elite Combat skill every level (must be a Power Armor or light hovercraft they know of.)
        +1 APM at levels 1, 4, 8, and 12
        +1 non-attack APM at levels 3, 6, 9, 12, and 15
        +1 on initiative at levels 1, 4, 8, and 12
        +2 to Strike
        +1 to Dodge and Automatic Dodge at level 1, 4, 8, and 12
        Bonuses to Automatic Dodge from other sources are also added to normal Dodge actions.
        +2 to Pull Punch (if possible)
        Critical Strike on 18+
        Paired Weapons (no penalty to mounted weapons)
        +1 to roll with impact, punch, or fall at levels 1, 3, 6, 9, 12, and 15.
        +1 to save vs Horror Factor at levels 1, 3, 6, 9, 12, and 15
        +1 to save vs possession and mind control at levels 3, 6, 9, 12, and 15
        +20% to relevant Pilot skill
        +20% to relevant Pilot Related skills
        +10% maximum speed and altitude/jumping height
        Goose survival (10% MDC)
      Automatic Dodge Limitations:
        Only half the Automatic Dodge bonuses from Powers affect the platform.
        If the platform already has an Automatic Dodge, it gains the full P.P. Bonus disregarding any of the below, unless it is immobilised.
        If the platform is less than 1.5 tons (without external weapons and ammunition) and is considered highly responsive, it gains the full P.P. Bonus. If it is not considered responsive, it gains half the P.P. Bonus (rounding down).
        Platforms heavier than that get half the P.P. Bonus (rounding down) if they are highly responsive. Otherwise, they gain no P.P. Bonus
        If the platform is immobilized, it cannot dodge or auto dodge

Options: As the package is extremely light, it is designed to be able to be combined with others, with up to 6.8 million credits worth being practical without needing more extreme measures.

    MODEST REBAR (Extraordinary Physical Endurance and Physical Transformation)
      +1D6 PS (Extraordinary)
      20+1D6+1D4 PE, or +1D6+5+1D4 if higher
      +1D6 PB
      +1D6 Spd
      +4D4x10+4D6 SDC
      +4D6 HP, +1D4 per level of experience
      Turns into an MDC being (combine total SDC and HP)
      10% normal fatigue rate
      2 million

    Brain: Psionics (Super Combat)
      2D6x10+ ME ISP
      Electrokinesis
      Telemechanics
      2 Super of choice
      1D4+1 Sensitive of choice
      2,100,000 credits

    Bio-Regeneration: Healing Factor
      As Minor Power Healing Factor but without the stat or save bonuses.
      500,000 credits

    Attribute Enhancement (per point)
      IQ: 100K
      ME: 100K
      MA: 100K
      PS: 150K
      PP: 150K
      PB: 175K
      SPD: 150K

Total (Constant) Bonuses
    Attributes
      20+2D4 PP (or +2D4+4 if already 20 or more)
      +5D4 Spd
    Combat Stats
      +3 APM
      +5 on Initiative
      +1 to Parry
      +6 to Automatic Dodge
      +1 to Disarm
      +3 to Pull Punch
      +3 to Roll with Punch, Fall, and Impact
    Saves
      +6 vs Horror Factor
      +5 vs Mind Control
      +4 vs Illusions
      +2 vs Psionic
      Immune to possession
    Other Constant Bonuses
      +15% to physical skills requiring dexterity and prowess
      Needs 3 hours of sleep
      Stay up for 4 days without ill effects


And here's the Minuteman in all its glory. I'm working on just who my stuper speshul OC Wilson Clark is, along with a usable character sheet, but he's one of those gems that the GNE trips over due to their karma of being good guys.

Derived from Kitsune’s Phoenix Armory Glitter Boy. taalismaan is working on his own art though.
PSA-16TW ‘Minuteman’ Enchanted Glitter Boy
(aka Glitter Green, Raptor Boy, Glitter Slayer, Super Glitter)

    “Sir, the skull just spat out a new one that seems pretty clear. Prophesy states ‘The shining companies led by the time lost teacher shall travel to the heart of the galaxies and be met with a cold reception. But the legions of unholy fire, led by the Master of Devouring Worlds, the Haze of Ages, shall make them welcomed in haste, and they shall choke the army at its source.’”
    “You’re right. That’s outright childsplay compared to what we usually deal with. The second company of Minutemen GBs is finishing their training under Clark, and if he isn’t time lost I don’t know who is. And galaxies plural means the 3G, and that means the heart is Center. Unholy is supernatural of some kind, and ‘at the source’ likely means Rifts.”
    “The dimensional grapevine says that the eternal pissing match between Hades and Dyvel has gone serious, and they’re playing for advantages.”
    “The ‘Master of Devouring Worlds’ is worrying though. And the Haze of Ages? The true name?”
    “Maybe. I’ll have the 3G section see if they can dredge some legend up that fits. They say some of the activity they’ve been seeing over the past half year has twigged their suspicions, so they might already be working on it.”
    “Clark is scheduled to take the Minutemen out on field trials on New Year’s Day, so we have time to try to set up the travel arrangements. Going to have to pull in the State Department due to the political aspects. See if any of the other tea leaves back this up.”
    “Yes sir.”

    ---- Conversation in GNEIS Procognitive Analysis Division, late December 109 PA.

    “The Minuteman has just about every pie-in-the-sky feature those nuts could shoehorn in, but they actually work and don’t get in the way. They managed to finish the improved Molecular Chrome alloy that KLS kept banging their heads against with only a semi-detailed description and a few months of tweeking, and damn if it isn’t crazy how they did it. The CG systems are about what I expected given my experience with 3G tech, but the additional weapons were surprising for how in depth they were. The massive pauldrons make sense with the added AD mini-turrets, and they are great at taking out bigger missiles before they can mess you up. The arm changes are simply great, the micros are a great emergency swarm shredder, and the shield is still something else, being head and shoulders above anything short of an ASF variable model. And let's not even go into the electronics improvements and TW systems. They would have made loads of difference in Chicago.”
    ----Lt Colonel Wilson Clark, GNEAF, formerly of NEMA Midwest Command

    “Is it expensive to the point of being cost prohibitive? Yes. Is it worth it? Oh yes. The Minuteman has the capabilities of a larger robotic vehicle, and a good one at that, shrunk into something not much larger than an Ogre and with a good ground speed. It requires bleeding edge pilots to get the most out of it, but PS has some bio-mods that can bring merely good ones up to that level. They made a nuclear level spash when they were thrust into the Center stage while undergoing field trials, and having Wilson (*&@&*(@ Clark in charge of them only helped. Who better to lead massed Glitter Boys against the forces of Hades than the honest to god Neeman test pilot who literally wrote the half the damn book on how to use the original -G10 back in the day? Him being a damn good tactical officer was the cherry on top.”
    ---- General -----, GNEAS PA Corps, February 110 PA.

    “The EHMCA we use to coat the things is expensive and time consuming to make, but it's worth the effort. Conceptually, it's close to the ‘Magic Quartz’ that some Techno Wizard armors use, but it uses Earth Elemental magic to perfectly align the otherwise mundane molecules into just the right connections using an Ectofibre framework. It has to be painstakingly grown into the final shape gram by gram, and getting it to do curves takes even longer than normal, which is why things made from it are so boxy. If repairing it was that hard we wouldn’t use it, but the magical/psionic imprint of the material remembers its original shape, which lets somebody with a ‘Mend Metal’ spell card merge simple blanks to it and fill in gaps. Wastage is also near negligible, with the remaining blank stumps being just as usable as when they were fresh. They’re still more expensive than conventional armor patches, but they’re in a dead heat with normal Moly-Chrome and the labor savings are massive.”
    ---- Anonymous, PS Plate

    “The Minuteman gets compared a lot to the TI Crystal Star version, but there’s some details that often get overlooked. To start with, the one TI sells on the market is the monkey model, with the one bought by the Warlock Marines having better systems that are at least on par with what ASI puts in theirs. Thus, it's not particularly surprising that the Minuteman is a better performer, if only because it's actually complete. The Star still has the advantage of being permanently energy immune and has the constant camouflage system, as well as having a bit more raw durability. Repairs are also cheap if you have a Wiz and the PPE to burn, and that’s a renewable resource. Physical strength is a bit tricky, but if you know how to use the forearm blades the Minuteman has the advantage in melee. The rest of the weapons suite is distinctly in the Minuteman’s favor, but TI has announced that they’re upgrading the Star’s layout to ‘better suit battlefield demands’, which means they’re likely going to duplicate it.”
    ---- Excerpt from Three Galaxies Soldier’s Review Magazine

The culmination of arguably decades of work by Paladin Steel’s infamous group of deranged developers, the Minuteman is their long awaited Glitter Boy variant. As a multi century cultural icon of Rift’s Earth North America, it was mandatory that the company’s first model of such be as capable as possible. Thus, Paladin Steel used technologies gained from Aegis Stellar Industries to bring the design up to the true cutting edge of the Three Galaxies, adding their own flourishes to make it identifiably theirs. Finished no less than 3 months before the *th Siege of Center, they would make their combat debut in that mess due to either luck or providence, becoming synonymous with the courageous resistance against the Demonic Invaders. The changes Paladin Steel did to their new icon were as effective as they were extensive.

The most important change is the armor material. While still having the high durability and laser reflective properties of the original Molecularly-bonded Chrome, PS scientists were able to combine it with more thermally resistant materials, making it just as resistant to plasma and other heat based weapons. This also makes the laser resistance no longer tied to the reflective properties, removing the ability of VFL weapons to bypass it. The formation process uses dense ectofibre frameworks as the focus for overcharged Earth elemental spells to perfectly align the lattice formation, and is notably time consuming to produce in complex shapes. Another drawback is that material has great difficulties being shaped into large curved objects, resulting in the Minuteman’s very blocky appearance. This fit in with Paladin Steel’s general ascetics however, so it was considered a good start.

The second change is to the primary weapon, with the old RG-14 being converted to use CG technology to both solve the recoil issue and increase projectile speed. It is now mounted on a much more flexible mount, allowing the shoulder it is mounted over to be changed according to pilot preferences given a good 10 minutes. The ammunition drum has been replaced with a larger one with two different internal magazines for different ammunition types, and it can be readily switched if desired. The opposite shoulder holds one of the first uses of the PS-RFL-41 Slasher-B, and can be detached for use as an oversized rifle powered by induction through the hands.

Secondary weapons were naturally included, with modular mounts on the underarms and pauldrons allowing many of Paladin Steel’s pistols and rifles to be installed. The chest and legs now feature large Micro-Missile batteries, which can be tied into an automated point defense system if desired along with the pauldron turrets. Melee capability is provided by a pair of large retractable Power Blades in the forearms, and combined with the underarm mounts explain the particularly bulky appearance of that part of the limb. If need be, the Minuteman can use alternative hand weapons, but this is usually due to lack of spares for destroyed mounts or unusual circumstances that require alternative damage methods.

With the GRG-14X having contragravity dampening, the need for the recoil system is completely removed, allowing it to be replaced with a CG-flight unit. This allows the Minuteman limited flight capability, but it is most commonly used to ‘hoverskate’ across the ground at high speeds. The larger main body allows for a powerful Paladin Steel designed shield generator to be installed, further increasing its durability. A multitude of other systems have been added, such as ECCM gear, an EM Magshield, an automated PD system, and more. Naturally, all of these weapons and systems require an immense amount of power to operate, resulting in the installation of a Lucerin-enhanced Fusion Reactor, the first to be used in Power Armor.

As a final improvement, the company’s magical resources were thrown at it, resulting in a potent set of Technowizard enchantments. With the projected maximum construction numbers already being low, the additional burden was considered negligible, and they greatly increased the effectiveness of the armor. Taking a cue from the ‘Crystal Star’ pattern from Thoth Industries, the enchantments focused on the classics, with Impervious to Energy, Invisibility Superior, and Shadow Meld being automatic inclusions. The final slot was filled by Apparition, with the effects of having a more than double the number of Minuteman being felt to have a dramatic effect on battlefield effectiveness. Additionally, the ammunition drum was upgraded to a Pocket Dimension to be far more capable, and UWW grade sensors and internal protections were added.

Due to its sheer expense and lengthy production time, the Minuteman is reserved for the GNE’s own use. None of the other USA members have substantial interest in the Minuteman due to their lack of shared cultural heritage and far lesser need for planetary forces, but the GNE is more than happy to buy any that are produced. It is given first and foremost to Heritage pilots that are willing to undergo augmentation to further boost their abilities, followed by naturally talented PA specialists that are willing to commit to it for an extended time. Training for them is handled by no less than Lt Colonel Wilson Clark, the time lost test pilot who was at the spearpoint of NEMA’s entire RPA development program and was responsible for a majority of the Pre and Post-Cataclysm tactical manuals for General Sawyer’s Midwest Command.

As stated before, the Minuteman was first blooded in the Battle of Center. While the GNE would normally have sent their forces using their own dimensional transit methods, they chose to take the Phase World route this time instead, and loaded them down with large quantities of additional ammunition. As the armor was still in the field trial stage, only 2 companies of suits had been completed, and they were hastily given to the best PA pilots available. Their presence would greatly displease Gateland Security, who would send much of their heavy vehicles to serve as a deterrent, but the Demonic attack would commence a mere 7 minutes later. With a Gate Hub refusing to be locked down and demonic invaders flooding in, the head of Gateland Security decided to let the GNE forces assist in the defense. He would not be disappointed.

Over the next 6 hours the Minutemen would rack up an estimated kill count of over 300,000 Demons, with the ammo bins filled by flash fabricated ammunition from Gateland Security’s phase assemblers. Within the first 30 minutes they were able to blockade the Gate Hub and set up a kill zone that none could get through without magic assistance, and derailed Star General Halthhag’s plans. Tens of Thousands of Baal-Rogs and Gallu would be banished back to Hades under a storm of Boom Gun fire, and thanks to their efforts Gateland Control was able to shut the Hub down. They would then lead the attack on the demonically controlled portions of Skyline Starport and take out the Rift generating transports, ending the possibility of further reinforcements. Halthhag would then be forced to retreat by the forces of Thraxis and Cosmoknights, effectively ending the battle.
Spoiler:
Type: PS-AIPAU-PSA-16TW ‘Minuteman’

Class: Armored Infantry Personnel Assault Unit.

Crew: One, and are almost always given a top of the line Skinsuit.

MDC/Armor by Location:
    GRG-14X Boom Gun----------200
    Rear Ammo Drum-------------180
    Slayer-B-----------------------150
    Pauldrons (2)------------------150 each
    Arms (2)----------------------300 each
    *Hands (2)--------------------100 each
    Legs (2)-----------------------500 each
    *Chest McMLs (2)-------------90 each
    *Lower Leg McMLs (4)---------60 each
    *Head-------------------------300
    Main Body---------------------800
    Reinforced Cockpit------------150
    CG-Flight System-------------250
    Fixed Force Field--------------300

    The armor takes half damage from Lasers, Plasma, and any and all heat based attacks.
    The forcefield regenerates at a rate of 5% per melee (15 MDC)

Speed:
    (Ground Speed): 120 mph (193.1 kph) maximum. 10% fatigue rate with the CG system, 20% without. It more commonly uses its CG systems to hoverskate.
    (Leaping): 60 feet (18.3 meters) high or across, or 20 feet (6 meters) without the thrusters. Add 12 feet (3.6 meters) with a running start.
    (Flight): 200 mph (320 kph) in an atmosphere and Earth-type gravity, and trans-atmospheric. 1/5 G of acceleration in space.
    (Underwater) 40 mph (64 kph) to a maximum depth of 1,000 feet (310 meters).

Statistical Data:
    Height: 11 feet (3.35 meters).
    Width: 4.4 feet (1.34 meters).
    Length: 4.2 feet (1.28 meters) with contra-grav pack / rail gun magazine.
    Weight: 2 tons (1.81 metric tons), fully loaded.
    Physical Strength: 40 (Robotic), and is treated as a giant robot for carrying limits, meaning that it can carry another fully loaded Minuteman.
    Cargo: GNE standard survival kit stored in the cockpit, and the shin plates are designed to be used as mounting hooks for additional supply containers of up to a quarter ton in weight each.

Power System: Advanced Lucerin-enhanced Fusion, 25 year life span.

Market Cost: 35 million credits for the AJC, and is rarely offered to anyone else.

Bonuses: Beyond those of the USA-G10 (including its special RPA: Elite), it has an additional +2 to strike with all ranged weapons (total of +4 to strike for the Boom Gun and Slayer-B), +2 to disarm, and has a total of +4 to roll with punch, fall, and impact.
If the CG flight system is destroyed or disabled, power armor will have only +1 to initiative, +2 to strike with the primary weapons, -1 to dodge, and +2 to roll with punch, fall, and impact.

Systems of Note:
    Standard (PW) Power Armor Features, as well as the following;

    *Magic Sensors: Globe of Daylight, Presence Sense, See the Invisible, Sense Magic, Sense Evil, Sense Good, and See Aura. Permanently active.

    *Amulets of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.

    *Integral First Aid System: Integrated RMK and IRMSS with drug dispenser.

    *Multi-Spectrum Target Designator: 10 miles (atmosphere) range, +1 to strike.

    *ECCM system: 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system. Having an Electronic Warfare Skill gains a +15% bonus to operating this system. Note that this only applies to received communications.

    *Automatic Point Defense Computer: +4 to strike with McMs, +2 with mini-turrets, 4 APM, targets incoming missile salvoes based on criteria set by the pilot.

    *EM Magshield: Particle and Ion weapons do HALF damage when this system is up. This is effective against Energy Pulse technology.

    *Ectofibre Mesh: Magical attacks are reduced in damage by 1/3, and the wearer gets to save +1 versus magic, and TW modifications cost 1/3 less. When combined with the EHMCA, Heat based magic attacks are reduced by 80% and TW modifications are reduced by 2/3rds the normal price.

    *Elemental Forged Molecular Chrome Armor: The armor is nearly impossible to repair with normal tools, but it can be quickly restored by merging armor blanks into the damaged sections with the use of a Multiplexor with the Earth Warlock spell of Mend Metal, although the mystically produced plates refuse to be beyond what they were created as. Each cast can merge up to 200 MDC of material to the armor.

Magical Systems: 5th Level equivalent
    *P.P.E Battery: 400 P.P.E capacity, regenerates 14 per hour (14 on a LL and 100 on a Nexus), and may be directly charged by the operator at a 1-to-1 ratio.

    *Shadow Meld: 10 P.P.E to activate, 2 minutes/level per activation.

    *Apparition: 20 P.P.E to activate, 1 minute/level per activation. Takes the form of an additional Minuteman, and several can be projected at additional cost.

    *Impervious to Energy: 20 P.P.E to activate, 2 minutes/level per activation.

    *Invisibility Superior: 20 PPE to activate, 3 minutes/level per activation.

Weapons Systems:
    1) GRG-14X Rapid Acceleration Gravitic Rail Gun: Fires at higher velocities than the original RG-14. It can be mounted over the pilot’s choice of shoulder, and it does not need an arm to operate. The attached ammunition drum is capable of quick field replacement.
      Weight: 865 lbs (392.4 kg).
      Range: 24,000 feet (7.2 km) in an atmosphere. 2x in space.
      MD: Flechette: 3D6x10+20 and +2 to strike against fast moving targets
        Solid Slug: 4D4x10+60 (critical strike on a natural 18+)
      Rate of Fire: ECHH
      Payload: 400 rounds stored in two 200 round permanent dimensional pockets. While rarely loaded by hand due to extra magazine spaces, the Glitter Boy’s Boom Gun can still be reloaded by hand, one round at a time. It will take 15 minutes to load 40 rounds

    2) Slayer-B Quad Cannon: Mounted on the opposite shoulder, or can be detached to use as a rifle.
      Range: 4,000 ft in atmosphere, 8,000 ft in space
        (Kitsune: 4K ft in atmosphere, 400,K ft/80 miles in space)
      Damage: 4d6 MD single shot
        2d4x10+16 MD short burst (four shots, one from each barrel)
        4d4x10+36 MD medium burst (eight shots, two from each barrel in sequence)
        4d6x10+48 MD long burst (twelve shots, three from each barrel in sequence)
      Rate of Fire: EGCHH
      Payload: Effectively unlimited, but no more than 60 (7.5 medium/5 long) shots per melee due to the massive drain and heat generation.

    3) Lower Underarm Hardpoints (2): Can hold any of the Fury-G’s non-missile wing options, and does not have energy generation concerns. These are usually some form of blast weapon.

    4) Pauldron Mini-Turrets (2): Similar to option b11 on the PSA-12 and the shoulder turrets of the VEBA-14EX, the pauldrons mount automated mini-turrets for anti-missile capabilities. The most common mount is an equivalent to the PSLP-4 Bushmaster for its relatively high range and low energy requirements, which can become an issue when all systems are at full power.

    4) Chest Micro-Missile Launchers (2): 32 McMs each (4 tall X 4 wide X2 deep), volley 2-8 each. Individual McM cassettes are 2x2x2 for ease of reloading.

    5) Leg Micro-Missile Launchers (4, 2 on each lower leg): 16 McMs each (4 tall X 2 wide X2 deep), volley 2-4 each. Individual McM cassettes are 2x2x2 for ease of reloading.

    7) Forearm Power Blades (2): Based on the Power Halberd. 1D6x10+25 MD per hit.

    8) Alternative Hand Weapons: As Robot PS 40, and there are UEL cables in the upper arms, but they are generally redundant.

    9) Hand to Hand: As Robotic P.S. 40

Variants:
    Paladin Steel has a number of vehicle scale weapons that can replace the Boom Gun and/or Slayer-B, such as the PS-HPBC-21B Heavy Particle Beam Cannon and its needed capacitor set. It is quite plausible that a command variant with improved communications and EWAR capability will be developed for use by squad leaders.

    A fully conventional version would replace the armor with the original Chrome and remove the TW features, reducing the acquisition cost for the AJC to 25 million. This would not have a notable effect on production numbers for a number of reasons, so this is of limited interest at this time.


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Unread postPosted: Tue May 25, 2021 7:45 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
Anyway, here's a new bio-mod to go with the Minuteman Glitter Boy, although its used far beyond that. As a size note, I'm working on nerfing the Autododge capabilities of the super powered pilots, if only to make them a bit more possible to hit when they're level 1. The current idea is that bonuses from other powers only count as half, with the ur-combo of Lightning Reflexes and Extraordinary PP only providing a +3 rather than +6, which is basically what everybody used. Also working in how to use relative vehicle responsiveness.

IRON GUARD Power Armor Augmentation Package
(PU2 budget of 3.2+ million credits per operative)

A side project of the NEXT SWORD initiative, IRON GUARD is meant for Power Armor and light vehicle pilots. As those platforms are generally far less valuable than full ASFs, the base package was reduced to what was considered the minimum. However, it was hoped from the beginning that it would be used in conjunction with other small augment packages, so it is easily combined with many of them. For quality of life purposes, a new feature was developed that minimised the problems of being stuck in a cockpit for days or even weeks, which was hoped would improve operational readiness rates. In an agile PA or responsive hovercraft, the initial volunteers could keep up with Juicers, but Paragon Progress wasn’t done yet.

The primary feature of IRON GUARD is its Incredible Personal Craft Operation BINAS implant, bringing the volunteer’s abilities in vehicle piloting to the next level. Essentially a cut down and simplified version of the then experimental Preternatural Piloting Ability BINAS, the Incredible Personal Craft Operation implant was both much easier to implant and had less physical neurological requirements, allowing it to be distributed in large numbers. It is practical to distribute IRON GUARD augmentations by the battalion, making the GNE’s PA formations that much more capable. When more time and/or resources are available, additional capabilities can be added, with MODEST REBAR being so common that many think it comes with it by default.

Early test examples had a number of frustrating flaws, particularly debilitating migraines after prolonged use, but these were solved during development. The Minion War accelerated development, and IRON GUARD would be finalized and distributed right before Rifts Earth entered lockdown. It would rapidly proliferate across the AJC’s most elite PA units, particularly those that operated expensive imported designs like the Glitter Boy, Silverhawk, or even the Ground Pounder. Effort continues for a version that works with heavier robot vehicles.]



"I appreciate your taking out that Kittani armored platoon, but did you have to follow it up by dribbling the Kittani commander in his cripped exarmor down the roadway and making a basket shot with him through that old street sign overhead?"
"Yep, the faeries were watching us. You know how they hate the Harvest slavers and how much they love a good spectacle. Kittani power armor getting beaten, then toyed with, by an 'inferior technology' would definitely qualify as spectacle. And it's still kinder than what the fae would do to him if we left him staked out for them to play with."

_________________
-------------
"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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