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Unread postPosted: Sat Jan 11, 2020 2:02 am
  

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Wanderer

Joined: Tue Oct 29, 2019 10:34 pm
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Here it is folks, the transforming grav bike that I hinted at in a previous thread. Please enjoy. :eek: 8)


Darkmoon
Transformable Grav Bike


The present head of Naruni operations on Rifts Earth in MercTown is a true Naruni by the name of Shulkh Tvarnik Quornall. He is considered to be quite young and impulsive by older and more experienced Naruni. As such he is in the process of releasing new goods and services through MercTown that were not previously available on Earth.

One of the more unique items in a transformable anti-grav armored racing bike that has been named Darkmoon.

This weapon system is composed of two parts. The first being specially designed aerodynamic body armor, and the second being a customized grav bike that actually wraps itself around the body armor to form a small suit of power armor. Both the body armor and bike are environmental armor when transformed.

Both the body armor and grav bike are available with and without Naruni’s new Thermo-Kinetic coating. See page 35-36 of the Naruni wave 2 for complete description of this armors new features.

Besides the new coating, the body armor comes with seat clamps that engage and hold the rider to the bike as it changes into its power armor configuration. This process originally took almost 15 seconds and was considered dangerous to the pilot as he had to wait for the armor to transform. Fortunately, the newest version can now transform in under 4 seconds, (1 melee action).




Darkmoon Body Armor.

Model Type: AGT-320
Class: Grav Bike Body Armor

Weight: 12 pounds

M.D.C. by Location:
Head/Helmet: 70
Arms: 50 Each
Legs: 75 Each
Main Body: 120

Note: A Naruni force field can be installed in the body armor, but it cannot be used when the pilot is using the bike in armor mode.

Mobility: Good; -5% to climb, and-10% to prowl, swim, acrobatics and other physical skill roles.

On each side of the armor is a small hip compartment holds a NE-H10 Plasma Derringer and 2 extra shells. The compartments are shielded and any electronic scanners are at -30% chance to see them.

Cost and Availability: 110000 credits with the Thermo-Kinetic coating, and 45000 without.
Both have excellent availability at any Naruni store, but poor anywhere else as the system was just released. The black market price, if they had it, would charge at least double for the armor.

Darkmoon Anti-Grav Cycle.

The main body of the grav bike is an elongated and wider version of the Spitfire racing bike that Naruni has produced for years. A set of foldable wings was added to the side in front of the driver and contains mounts for mini-missiles of any type. The front of the bike contains 16 micro missiles that can only be fired from the “chest” of the bike when it’s in armor mode.

On the larger front “forks”, a NE-75H shoulder cannon is attached to the right side and the left side holds a new NE-800 Extended range pulse laser. When the bike is transformed the shoulder cannon is held behind the pilot’s shoulder, like a boom gun, and the pulse laser attaches itself to the pilot’s left arm.

In bike mode, the driver has access to a small hidden storage compartment holding NE-6 Plasma Cartridge Revolver and one filled quick loader.

Now as you may know, there is no love lost between Naruni and Northern Gun. Since any sort of military action is out of the question, Naruni decided to hit NG in the pocket book by coming out with their own UEL style link. The main difference being that NG’s version can only handle weapons up to 1d6x10 M.D., but Naruni’s new design handles weapons doing up to 2d4x10 M.D. There is one link accessible on the bike in bike mode in front of the rider, and one on the right arm when in armor mode.

Rounding out the bike’s features is a Naruni super heavy force field tied into the anti-matter power plant.

There are two ways for the bike to transform. The most revolutionary way is for the bike to transform as the pilot is riding it at speeds of 100 miles per hour or slower. When the driver flicks a switch, so to speak, the armor activates the seat clamps and rises into the air. The back part of the bike swings downward, splits apart and encircles the drives legs and waist. The front part of the bike swings up and encircles the chest and arms with the wings moving behind the pilot’s mid back. A small secondary foldable helmet then attaches to the body armor helmet increasing its M.D.C.

After the transformation, the force field system activates.

The second way for the bike to transform is for the rider to get off the bike then enter a code in the main instrument panel. The bike then lifts itself up and partially transforms leaving the front of the armor completely open, like an exoskeleton. The pilot can at any time then move backwards into the armor and it will then attach and enclose around him. This method is used when the armor is carried in troop transports and the pilot then puts on the armor before leaping out and gliding to the ground or flying away. Well at least most do it this way. Some riders prefer to drive the bike out the transport in bike mode then transform in midair, because it looks “cooler”.

Darkmoon Bike / Armor

Model Type: DM-330 (TK)
Class: Scout / Sniper Armor
Crew: One Pilot

M.D.C. by Location (Bike Mode)
NE-75H Shoulder Cannon – 140
NE-800 Pulse Laser Cannon – 120
Armored “UEL” cable – 25
Undercarriage & Landing Gear – 160
* Front Windshield – 75
* Headlights (2 in front) – 12 each
* Tail Fins (2) – 35 each
* Directional Jets (10; small) – 30 each
Main Jets (2; rear) – 120 each
Foldable Wings (2) – 100
** Main Body – 340
Force Field – 160

M.D.C. by Location (Armor Mode)

NE-75H Shoulder Cannon – 140
NE-800 Pulse Laser Cannon – 120
Armored “UEL” cable – 25
* Directional Jets (10; small) – 30 each
Main Jets (2; rear) – 120 each
Foldable Wings (2) – 100
* Head – 120
* Hands (2) – 30 each
Arms (2) – 100 each
Legs (2) – 200 each
** Main Body – 340
Force Field – 160

* A Single asterisk indicates a small and difficult target to hit requiring a “called shot” and even then the target is -4 to strike, except the very small directional jets which are -6.

** Depleting the M.D.C. of the main body will shut down the mecha rendering it immobile and useless.

Speed:

Running: (Armor mode only) 120 M.P.H., but the pilot only tires at 5% of normal due to the contra grav system supporting the armor.

Leaping: (Armor Mode): The contra grav system allows the pilot to leap 100s or even 1000s of feet into the air. Whatever is required without attaining full flight if desired. All landings are feather soft and silent.

Flying: (Armor Mode) The pilot can fly a maximum of 400 M.P.H, but cruising speed is 200-250 M.P.H. Using the rocket thrusters in armor mode is not recommended in an atmosphere. All piloting rolls are at -20% but the armor can achieves speeds of 550 M.P.H. if he is willing to risk it. These speeds are 4x higher when in space.

Flying: (Bike Mode) 500 M.P.H. without using the rocket thrusters, and 750 M.P.H. when they are in use. This high speed though can only be maintained for 2 hours before the rockets begin to overheat.

In space the bike can achieves speeds of mach 4 (2700 M.P.H.) without using the thrusters and mach 16 (11000 M.P.H.) when the rockets are active.

Maximum altitude is unlimited and the bike can achieve orbit. This is not advisable on Rift’s Earth as any altitude over 50000 feet is liable to attract the attention of several “killer” satellites in orbit which will target the armor / bike.

Note: Any speed over 200 M.P.H. in bike mode will require the use of environmental armor. You can ride the bike without it, but you can not transform, and you will start to take damage at higher speeds. Armor is also required at high altitudes and underwater.

Underwater: 120 M.P.H. in bike mode using the contra-gravity system, and 50 M.P.H. in armor mode using the same system.

Maximum depth tolerance is 300 feet in either mode.

Maximum Range: The anti-matter power supply has a life of 50-75 years depending on use, and the bike /armor can be used for up to 15 hours continuously before needing to cool down.

Statistical Data:

Height: (Bike Mode) 3.5 feet, 4.5 with landing gear down.

(Armor Mode): 9.5 feet, 10.5 with shoulder cannon swung into place.

Width: (Bike Mode) 5.5 feet, at back thrusters, and 1.5 feet near front weapon “forks”. The missile wings add 3 feet to each side if folded down.

(Armor Mode): 6 feet at rocket thrusters, plus an additional 3 feet to each side when the wings are deployed.

Length: (Bike Mode) 15 feet.

(Armor Mode): 4 feet, plus an additional 3 feet when the shoulder cannon is swung into place and pointing forward.

Weight: 1600 pounds plus the weight of the pilot and body armor.


Physical Strength: Robot P.S. of 35

Power System: Anti-matter, with 50-75 years of life depending on use.

Market Cost: 14 million credits, 13 million without the Thermo-Kinetic coating. Contra-gravity systems are expensive, especially transforming ones.

For those on a budget, Naruni Enterprises recommends are NE-HC-120 Shadow Hovercycle, a bargain at the recently reduced price of 3 million credits.


Weapon Systems:


1. NE-75H Shoulder Cannon

This large weapon can fire both in bike and armor mode and is designed to take out even the largest of foes.

Primary Purpose: Anti-Robot, Anti-Vehicle.
Secondary Purpose: Anti-Aircraft.

Mega-Damage: 2d4x10+20 for heavy cartridges and 1d4x10+10 for light ones.

Maximum Range: 6000 feet.

Rate of Fire: Equal to pilots combined hand to hand attacks.

Payload: 50 cartridges +8 stored in rifle. Twice as many light cartridges can be used.

2. NE-800 Pulse Laser Cannon.

Primary Purpose: Assault
Secondary Purpose: Anti-Personnel.

Mega-damage: 4d6 single shot, and 1d6x10+10 for a triple pulse burst.

Maximum Range: 2500 feet.

Rate of Fire: Equal to pilots combined hand to hand attacks.

Payload: Unlimited, tied into reactor plus 21 shot emergency e-clip in the gun itself.

3. Wing Mounted Mini-Missiles

Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Robot

Missile Type: Any standard missile can be used.

Mega-Damage: Varies per missile used.

Range: 1 mile.

Rate of Fire: One at a time or in volleys of 2, 4, 6, or all 8.

Payload: 4 per wing.

4. Chest Mounted Micro-Missile Launchers

Primary Purpose: Anti-Personnel.
Secondary Purpose: Anti-Vehicle.

Missile Type: “Dumb” Micro-Missile are the standard payload.

Mega-Damage: 6d6 M.D. to a 3 foot area.

Range: 1 Mile.

Rate of Fire: One at a time or in volleys of 2, 4, 6, 8, 12, or all 16.

Payload: 16; 8 per launcher.

5. “UEL” Links

One of Naruni’s improved UEL links is included in the body of the bike and in the right arm of the armor in armor mode.


6. Force Field System:

The bike has a Naruni super-heavy force field system built into it, which can absorb up to 160 mega-damage before shutting down.




7. Bike Mode Combat Bonuses.

Juicers, Psi-Techs, elite RPA pilots, RPA fly boys, and similar classes get a special bonus of +3 initiative, +3 to auto-dodge, and two additional attacks when piloting this bike. Of course, piloting the vehicle first requires the pilot hover-cycle skill.

8. Hand to Hand Combat and Armor Mode Bonuses.

For full benefits, the pilot needs the Robot Combat Elite: Darkmoon, otherwise the bonuses from robot combat basic apply.

Restrained Punch: 1d4 M.D.
Full Punch: 1d6 M.D.
Power Punch: 2d6 M.D. (Counts as two attacks)
Kicks: 2d6 M.D.
Power Kick: 4d6 M.D. (Counts as two attacks)
Body Block (Ground): 1d6 M.D.
Body Block (Flying): 2d6 M.D.

+2 to strike.
+4 to parry.
+4 to dodge on ground.
+6 to dodge while flying.
+3 to auto-dodge.
+3 to roll with impact.
+2 to pull punch
+2 attacks at level one, and 1 additional attack at levels 3, 6, 9, and 12.

9. Sensor Systems:

All standard systems plus night vision out to 2000 feet. Thermo-imaging out to 800 feet.
Helmet camera and recorder with 96 hours of playback time.

Also included are telescopic vision 50 power, infra-red vision and ultra-violet out to 1600 feet. Thermo-kinetic armor is also an option.


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Unread postPosted: Sat Jan 11, 2020 5:38 pm
  

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Knight

Joined: Thu Mar 30, 2006 10:50 am
Posts: 6344
Location: WI
Unanswered Questions:
1. Why did Naruni make a transforming bike?
2. Why did Naruni make a transforming bike that required the rider to be in body armor?
3. Is this supposed to be a racing system or combat system, because it seems to float between the two.
4. The weapons selection seems out of place for Naruni, they are more likely to equip it with Plasma Cartridge weapons for repeat sales (a Corporate only version not so much)
5. Nuclear power seems more in line with previous Naruni designs, especially offerings on Rifts Earth so you need to explain why this

This does seem to invoke strong Robotech/Mospeada vibes to me in a lot of aspects, the transforming body armor requirement, bike aspect, the weapon placement (some of which is unused OSM work), etc.


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Unread postPosted: Sat Jan 11, 2020 9:07 pm
  

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Wanderer

Joined: Tue Oct 29, 2019 10:34 pm
Posts: 81
ShadowLogan wrote:
Unanswered Questions:
1. Why did Naruni make a transforming bike?
2. Why did Naruni make a transforming bike that required the rider to be in body armor?
3. Is this supposed to be a racing system or combat system, because it seems to float between the two.
4. The weapons selection seems out of place for Naruni, they are more likely to equip it with Plasma Cartridge weapons for repeat sales (a Corporate only version not so much)
5. Nuclear power seems more in line with previous Naruni designs, especially offerings on Rifts Earth so you need to explain why this

This does seem to invoke strong Robotech/Mospeada vibes to me in a lot of aspects, the transforming body armor requirement, bike aspect, the weapon placement (some of which is unused OSM work), etc.


Answer for 1. Because the new leader of Naruni in Merktown likes to try new things as said in Naruni wave 2.

for #2. For durabliity and safety.
for #3 both
for #4 All weapons on the bike are made by Naruni, and they are in the books. Well the ne-800 is a modified ne-600 so its close.
for #5 anti-matter is a common power source in the 3 galaxies. Naruni is now bring the tech to the U.S.


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Unread postPosted: Sun Jan 12, 2020 1:14 pm
  

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Knight

Joined: Thu Mar 30, 2006 10:50 am
Posts: 6344
Location: WI
Great he likes new things, and Naruni has offered a pair of transforming designs before, but what why did they go with the selections they did in the design.

Why chose MAMA over Nuclear? This choice is very rare for a Naruni commercial product in PW let alone Rifts Earth, like 2 designs out of atleast 28 vehicle/pa/bot/bionic-body. How is the market (Rifts Earth) going to view the MAMA reactor vs the research Naruni did in terms of how it will be received? Is it worth the extra cost over a nuclear version. Is it something the customer can maintain or does it require new skills?

Why did they select a transforming design that requires the bike operator's body armor to integrate to form the suit of power armor? That does not lead to a safer or more durable design, certainly a more complex one compared to the Kittani Land Skimmer (WB2 pg186-7) or their own Sun Chariot (DB8 pg57-60) given the linkup between the bike and armor during transformation requires proper position to attach, the system also has to be able to adjust if they aren't and for operators of differing size. How did they come up with the idea in the first place, nothing like this has been done in Rifts/PW AFAIK so what is their inspiration for the approach. I can point toward 6 transformable designs in Rifts for sure (maybe a few more that could qualify as transformable), and none of them (including Naruni offerings) use this approach, they all use a self-contained approach. If it is safer/durable, how is it these things?

For a unit that does both Racing and Combat, it doesn't seem to suffer any penalties. One would expect that the racing performance or combat performance should suffer, even in a balanced design. It shouldn't out perform other racing bikes due to the diversity of combat systems, and the combat performance is also pretty high for such a tight package. Looking at the Naruni racing contra-grav 'cycle in Wave2, it doesn't have weapons and lists what happens when you mount extra weapons on it. So there is some precedent that this thing should suffer in terms of performance from a racing perspective, and it doesn't.


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Unread postPosted: Mon Jan 13, 2020 12:22 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43691
Location: Somewhere between Heaven, Hell, and New England
Emerald MoonSilver is attempting to uber a concept with the 'marketplace-common' technologies of the Three Galaxies. After all, if the provincial Rifts Earth bumpkins are willing to shell out the big credits for the bargain basement stuff, how many limbs will they sell off to get ahold of the cutting edge gear, especially if it's known that it's been developed 'with them in mind'. So we get to see what a Cyclone or MOSPEAD would look like with a much larger budget, techbase, and Porsche designing it.

Shadowlogan raises some valid business points, though. Racing vehicles tend to be very specialized and finely tuned beasties, even if they're wearing the shell of a workaday vehicle like a Mini-Cooper. Problem is, that same high performance makes them at beast tempermental maintenance monsters when it comes to the rigors of combat operations, and hangar queens at worst. Even allowing for the concept of rollerball-like combat sports driving the design, a racing/combat vehicle winds up being a compromise at best. Historical precedence: both the Germans and Italians in WW2 attempted to turn record-beater aircraft into combat aircraft; they failed miserably because of the added weight of military gear, or the heavyhanded performance of engines that were only meant to run the duration of a race before being overhauled for the next race, fairing poorly under the limitations of field operations(multiple this by the number of vehicles in a unit, the average competency of field mechanics, and the average piloting ability of combat pilots). This is why nobody ever considered turning the GeeBee Racer into a combat aircraft.

Likewise, M/AM systems require specialized maintenance that currently isn't available on Rifts Earth. While introducing cutting edge tech is nice, introducing technologies that require specialized support not already in place is a bad idea. Unless you're providing technical support, training, and/or have a powerplant that's 99.99999999% foolproof, it's not a good idea to sell systemry that's going to leave customers in the dark or worse when it fails, with no other resort.

Naruni might see a few sales to people with the bucks to buy the support, or who have more money than brains, but there's a cutoff point where the smart buyer will choose a lower-tech alternative with more easily-fixed bugs and easier-support.

A damning review of the Darkmoon might conclude simply:

"For the price of a squad of Darkmoons I could arm a company with Chipwells. The crunchies with the Chippies will be more inclined to use their brains to avoid getting zeked and still take the objective, and those who don't...I can easily get replacements."

Emerald MoonSilver, you bling up a nice little piece of tech-candy would undoubtedly cut a nice swath through the enemies of the buyer, but outside the showroom or a well-monied enclave in the proofing ground that is Rifts Earth, I'd have my reservations about its staying power.

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

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


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Unread postPosted: Mon Jan 13, 2020 10:03 pm
  

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Wanderer

Joined: Tue Oct 29, 2019 10:34 pm
Posts: 81
taalismn wrote:
Emerald MoonSilver is attempting to uber a concept with the 'marketplace-common' technologies of the Three Galaxies. After all, if the provincial Rifts Earth bumpkins are willing to shell out the big credits for the bargain basement stuff, how many limbs will they sell off to get ahold of the cutting edge gear, especially if it's known that it's been developed 'with them in mind'. So we get to see what a Cyclone or MOSPEAD would look like with a much larger budget, techbase, and Porsche designing it.

Shadowlogan raises some valid business points, though. Racing vehicles tend to be very specialized and finely tuned beasties, even if they're wearing the shell of a workaday vehicle like a Mini-Cooper. Problem is, that same high performance makes them at beast tempermental maintenance monsters when it comes to the rigors of combat operations, and hangar queens at worst. Even allowing for the concept of rollerball-like combat sports driving the design, a racing/combat vehicle winds up being a compromise at best. Historical precedence: both the Germans and Italians in WW2 attempted to turn record-beater aircraft into combat aircraft; they failed miserably because of the added weight of military gear, or the heavyhanded performance of engines that were only meant to run the duration of a race before being overhauled for the next race, fairing poorly under the limitations of field operations(multiple this by the number of vehicles in a unit, the average competency of field mechanics, and the average piloting ability of combat pilots). This is why nobody ever considered turning the GeeBee Racer into a combat aircraft.

Likewise, M/AM systems require specialized maintenance that currently isn't available on Rifts Earth. While introducing cutting edge tech is nice, introducing technologies that require specialized support not already in place is a bad idea. Unless you're providing technical support, training, and/or have a powerplant that's 99.99999999% foolproof, it's not a good idea to sell systemry that's going to leave customers in the dark or worse when it fails, with no other resort.

Naruni might see a few sales to people with the bucks to buy the support, or who have more money than brains, but there's a cutoff point where the smart buyer will choose a lower-tech alternative with more easily-fixed bugs and easier-support.

A damning review of the Darkmoon might conclude simply:

"For the price of a squad of Darkmoons I could arm a company with Chipwells. The crunchies with the Chippies will be more inclined to use their brains to avoid getting zeked and still take the objective, and those who don't...I can easily get replacements."

Emerald MoonSilver, you bling up a nice little piece of tech-candy would undoubtedly cut a nice swath through the enemies of the buyer, but outside the showroom or a well-monied enclave in the proofing ground that is Rifts Earth, I'd have my reservations about its staying power.




I keep forgetting when I post things like this to explain how our group's Rifts US is a tad different from canon rifts US. For Instance The NGR and Naruni and our little Sacramento group have salesrooms in Merktown, Arzno, New POrtland, Seattle and several places in California as well as a partnership with GAW to make some new c-130's and c-5's for cargo transport. You are correct in canon rifts earth they might come across some repair problems in battles out in the wilderness. I'll try to explain the differences better in the future, such as our little sacramento city and off shoots with 3 million population spread out over California. Which might seem like a lot until in our game CA have almost 50 million resident before everytign went CAboom. pun intended of course.

Emerald


P.S. Wait til you see teh "Boom Tank" I'm working on :twisted: :eek:


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Unread postPosted: Tue Jan 14, 2020 2:51 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43691
Location: Somewhere between Heaven, Hell, and New England
Emerald MoonSilver wrote:


I keep forgetting when I post things like this to explain how our group's Rifts US is a tad different from canon rifts US. For Instance The NGR and Naruni and our little Sacramento group have salesrooms in Merktown, Arzno, New POrtland, Seattle and several places in California as well as a partnership with GAW to make some new c-130's and c-5's for cargo transport. You are correct in canon rifts earth they might come across some repair problems in battles out in the wilderness. I'll try to explain the differences better in the future, such as our little sacramento city and off shoots with 3 million population spread out over California. Which might seem like a lot until in our game CA have almost 50 million resident before everytign went CAboom. pun intended of course.

Emerald


P.S. Wait til you see teh "Boom Tank" I'm working on :twisted: :eek:



That's like me posting something out of my 'Good Splugorth' universe without showing/building up the background and showing how utterly different it is from the canonical megaverse. You get these items that because they're bare of the original context that they existed in, suffer in comparison.

Frankly, I would find it much more interesting, more so than a pile of stats wrapped around a machine, if you could show what sort of sporting event the combat-fitted Darkmoon would be appropriate for/was intended for. Or why any engineer would thick weighing down a racing machine with combat hardware is a good idea. The backstory of a lot of tech is often more interesting than the big numbers.
The same goes for the universes/game settings where conditions promote the sort of stuff spun out, rather than just dumping the big ticket/stat item, based on invisible presumptions, that has no business existing in the setting it's been dumped in.

As it is, the Darkmoon on canonical Rifts Earth would be more like an NE office security machine or one handed out to people who are Naruni operatives in all but name(and thus under the thumb of the Naruni), and not something made available to the natives.

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