Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

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GRIZZLY HURRICANE Heavy Weapon Bio-Mod
(aka ‘Mystic Missileer’)
(Est. PU2 budget of 10 million per operative)

“The ecto-launcher’s not the most powerful weapon there is, but it gives you a weapon that is ALWAYS with you, and has a conditionally unlimited supply of ammunition...you just have to make sure you don’t throw away all your ready shots and suddenly find yourself having to wait a half-hour to generate a new batch. The launcher can also manifest THROUGH any body armor you’re wearing. That’s another serious plus, to have the equivalent of a grenade launcher ready to go, whether you’re bareassed or layered up in armor.”

The pressures of both the Minion War and the possibility of renewed hostilities by the Splugorth along the American Eastern Seaboard have put considerable pressure on Greater New England to constantly upgrade its defenses and the effectiveness of its soldiery, both as an organization and the individual soldiers themselves. The concept of the ‘supersoldier in the ranks’ has pushed research and development efforts to give the GNE Alliance’s troops an even greater edge over their opponents. While using captured and farmed biowizardry symbiotes to create their own bio-borgs, and the Cambridge Jungle d-bee tribes making available their biotic biotech are possibilities, the GNE currently continues to favor Paladin Steel’s hybrid-tech bio-augmentations, bringing ‘super’ abilities to the line trooper.
GRIZZLY HURRICANE takes advantage of research into producing an artificial Conjuror, able to manifest material weapons from energy. In the case of GRIZZLY HURRICANE, this takes the form of an energy missile generator and projector developed by another division as the XEctML-01 ‘Ghostfire’ Tactical Ectoplasmic Missile Launcher. The bio-mod can manifest an ectoplasmic construct patterned on the XEctML-01 that appears attached to the recipient’s spine, and can swivel over the shoulders to fire multiplexor-templated ectoplasmic missiles. Though individually each pico-missile doesn’t do much damage, if fired in mass-volley, they can do considerable damage. Being paranormal in origin, they also do full damage to beings normally immune to conventional missile weapons. As a result GRIZZLY HURRICANEs really came into their own during the Minion War. Also, the ‘ecto-lobber’ attached to the bio-aug has another advantage over the XEctML-01 in that, linked to the recipient’s life-force, the GRIZZLY HURRICANE weapon can actually increase and improve in performance as the bio-aug gains experience. Veteran GRIZZLY HURRICANE s can rival aerial fighter bombers in the amount of firepower they can throw around the battlefield.
The current system uses generated mini-packets of thermal plasma as the ‘filler’ for the ectoplasmic missiles, but PS’s meta-engineers are working on variants of the ecto-launcher that could expel other forms of destructive energy as the warheads, and ideally a single launcher with selectable variable warhead yields and types.
Backing the formidable and groundbreaking ecto-launcher system are the by-now standard subcutaneous armor mesh and bio-energy distribution weave, bio-boosters, health improvements, and overall improved physical performance. A multimedia sensor and neural enhancement system is added to allow the bio-mod to improve the accuracy of the ecto-launcher and other handheld weapons.
GRIZZLY HURRICANE augments are typically trained as heavy weapons specialists, and, besides using their integral ecto-launchers, they are frequently assigned heavy weaponry in their teams. GRIZZLY HURRICANE bio-augs are also increasingly fond of exercise regimens and physical philosophies that promote greater endurance, stamina, and somatic awareness, as this improves their ability to interface with their ectoplasmic weaponry.

Powers/Abilities:
-Matter Expulsion: Pico-Missiles(Major)(Modified)
Range: 1,000 ft +15 ft per level of experience
Damage: 1d6 per level of experience
Rate of Fire: Can fire as many volleys as the character has hand to hand attacks, but cannot exceed the maximum payload. Can volley the missiles as they see fit or launch the maximum payload all at once.
Payload: Can generate as many pico-missiles as they have P.E. points per every 30 minutes. So a character with 15 PE can create 15 pico-missiles per 30 minutes, and fire them off one at a time, in volleys, or all 15 at once.
Pico-Missiles CAN be stockpiled internally; though the stockpile numbers cannot exceed the character’s P.E. x5. Stockpiling, however, carries a risk beyond the base minimum number of pico-missiles. For every increment of the P.E. beyond baseline stockpiled, there is a 5% chance (up to a maximum 20%) of the pico-missiles being prematurely detonated if the character gets nailed with a critical strike(example: Arsenal has 20 P.E. and has internally stockpiled 100 pico-missiles, fairly bulging himself with his missile armaments. Unfortunately, Death-Sting nails him with a Natural 20, and rolls a 3 for the chance of a chain-fire. With each pico-missile doing a potential 1d6 MD, or more, the magazine fire does a minimum of 100 points of damage...leaving Arsenal a smoking crater in the ground and a drifting mushroom cloud).
Bonuses: Each pico-missile gets a +3 to strike, +1 per every three levels of experience.
Saves: Pico-Missiles CAN be dodged as normal. They can also be jammed, if the target(s) can identify the guidance type and have the means to jam or decoy the pico-missiles. Jammed missiles lose their bonuses and must be manual targeted(no bonus to strike).
Special:
-Guidance---The superbeing can specify the type of guidance used by the pico-missiles, declaring the type(radar, thermal-IR, laser-optical, anti-radiation, magic-homing, sonar, etc.) currently being used at the beginning of a turn. The character starts out with 1 available guidance type at level one, and can add another type every three levels of experience.
Vulnerability: The GRIZZLY HURRICANE version of the pico-missile launcher is a bit more vulnerable to disruption than either the original superpower or the XEctML-01 versions. The Disrupt Magic and Anti-Magic Cloud spells will temporarily disable the launcher for the duration of the respective spells, requiring a reboot.

--Extraordinary Physical Endurance(Minor)---The GRIZZLY HURRICANE mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. Thus, physical agility and responses have been stepped up. Of course, domestics will tell you that a good steady hand and balance are both much appreciated for safely traversing freshly waxed floors, juggling multiple dishes, and manhandling cumbersome objects, while entertainers and servants will appreciate the ability to more effectively dodge drunken gropes and grabs. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

-Hypnotic Brain Conditioning----Because of the sheer DANGER of a missileer being suborned and turned against their own people, as well as the need for steady nerves when lining up shots, GRIZZLY HURRICANE s receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Physical Transformation---The recipient of a GRIZZLY HURRICANE aug is physically optimized; +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Uncanny Targeting and Throwing: The bio-mod possesses an almost videogame-style targeting ability, having a +2 to strike at twice the normal effective range of a ranged weapon, can fire/throw from a moving position without penalty, and can, using only 1 APM, simultaneously attack two separate targets(albeit without any bonuses to strike). Also has a flat +2 to parry and dodge incoming projectiles and energy blasts.

-Bio-Sensors---Multi-optic eyes and other additional sensors are added, giving the bio-mod recipient a better chance of detecting danger and zeroing in on potential targets.
@ Thermal Vision---300 ft range
@ Telescopic Vision---3 miles range
@ Infrared Vision---Can see in the IR spectrum; 800 ft range
@ Motion Detection---25 ft radius. +1 parry/dodge
@ Kirillian Vision---Can see life-force auras and manifestations of PPE, similar to the Japanese SNARLsystem. Range of 150 ft.
@ Radar Detection---Can sense radar, microwave, and motion sensors being played over them.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1 APM
+2 initiative
+1 parry
+1 dodge
Automatic Dodge
+1d6 to P.S., plus is considered to be Extraordinary
P.P. Minimum of 22
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+5 save vs mind control
+4 save vs illusions and Horror Factor
+2 save vs all other psionic attacks
Impervious to Possession
W.P. Paired Weapons
+5% to physical skills requiring physical dexterity
Ambidextrous

Variants:
Paladin Steel is currently researching ways of incorporating other types of Energy Expulsion into the ecto-missiles, such as Force Blast, Directed Sound/Sonic Pulse, Kinetic Force, or Electricity, ideally with area of effect. Applying psi-mechanics and psynetics to produce effects like telekinesis, electrokinesis, and pyrokinesis currently seem to hold the most promise, and experiments are ongoing.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries PSVS-TAV-SFB-16 Mammatan Aerospace Strike Fighter-Bomber
(aka ‘Doublenaught’, ‘Starraider’, ‘Thunderhead’)

“Reactors?”
“One hundred percent of operational, check.”
“Engines?”
“Power at fifty percent. Repulsors at launch ready, check.”
“Shields?”
“Capacity at one hundred percent. Ready to raise as soon as we clear the fold. Check.”
“Weaponry?”
“Green across the board. Locked and loaded. Check.”
“Targeting package updated, check.”
“Mission profile package locked in, check.”
“Nav markers locked, check.”
“Opposition ae-def profile package updated and lockd, check.”
“Let’s drop some thunder on some unbelievers in Alliance resoluteness.”
“Thunder-smite, check.”


“Guess what, boyos! Our Noirlanian allies in this sector were so impressed with the job you did flying for them, they’ve started clamoring to buy more of our gear, starting with our Doublenaughts! That means orientation with our stuff, which is better than their own and a generation ahead. That also means we’ll be training them up on our ships, so some of you will be teaming up with new partners in your cockpits and teaching them the ropes! By this time next week, I fully expect half of you to be cursing about getting your assignees to unlearn old habits, and the other half cursing how you keep finding your prefered settings fiddled with!”
“ Stonewell! Got a special request here; seems that local ace you rescued wants to learn how to fly our birds and specifically asked to be partnered up with you. That request has been granted. Try to keep your hands off her; last thing we need is a negative PR incident with the natives!”
*Koff-koff-koff*#snicker#
“Alright, in case you all don’t think I’m not listening, just what the hell is so funny?!”
“Sorry, Captain, but it’s not going to be a matter of Stonewell laying hands on the local-”

The Minion War resulted in great turmoil in the Paladin Steel/GNE/Alliance interdimensional network, and had a ripple effect on research and development programs. In some cases, entire colonial and manufacturing sectors were cut off from each other, and corporate divisions forced to make do with what they had on hand, or develop stopgaps to meet domestic and export needs until the trade and transport network could be restored.
The PSVS-TAV-SFB-16 grew out of developments in operational extensions for the TAV-SF-6 Thunderchief II Aerospace Fighter-Bomber, a stalwart of Alliance forces. The original Valiant Station Ekataran engineers who adapted the design to PS/GNE service saw their beloved Jal’Wan lagging behind various modifications and upgrades to other types such as the SF-08 Hesperia Medium Aerospace Fighter, and they felt that their own combat craft was falling behind the curve. A major variant, they felt, might restore faith and interest in the Jal’Wan, and keep the design-line updated and in service. Instead of a variant, however, arguably they wound up creating a greater beast.
The TAV-SFB-16 is a heavier, larger, arguably more capable scale-up of the TAV-SF-6 , akin to the pre-Rifts Russian Sukhoi Su-34. A doubling up of just about everything about the original Thunderchief II resulted in the TAV-SFB-16 quickly being dubbed the ‘doublenaught’ for ‘double or naught/nothing’). Its unofficial name, ‘Mammatan’, was suggested by the resemblance of its bulbous wing and engine nacelles to the mammatus cloud formations often accompanying violent storm cells. Indeed, the engineers have attempted to beef up nearly everything about the Jal’Wan to give it more power and resilience, using the more matured technologies now available. To manage all the added power and systemry, the design has also doubled up on the crew, with side-by-side seating in a reinforced ejection-capable cockpit pod, which is roomy enough to accommodate fold-down cots, a food preparation table and a relief station for long duration missions.
While the resulting craft can no longer operate from the same small hangars as the Jal’Wan, its added armor and firepower make it a welcome addition the complements of larger carriers able to accommodate them.
The Mammatan debuted during the Alliance intervention in the Noirlan/Durok Sector War(considered by some to be a ‘proxy war’ between Naruni Enterprises and several other corporations), where the new fighter-bomber showed its teeth against Naruni-enhanced Durokan fighters and quickly earned a reputation as a shipkiller(Mammatans were credited with three capital warship kills). The GNE/Alliance military was favorably impressed with the SFB-16’s performance, and the type has begun entering general service with the rest of the GNE/Alliance Aerospace Forces, arriving just as the GNE Alliance needs new and more powerful attack craft.
The TAV-SFB-16 has also spawned a number of special purpose variants, keeping the design versatile and relevant well into the foreseeable future.

Type: PSVS-TAV-SFB-16 Mammatan
Class: Aerospace Fighter-Bomber, Missile
Crew: Two. A third person can potentially squeeze in behind the two seats.
MDC/Armor by Location:
Main Body 900
Reinforced Pilot’s Compartment 180
Wings(2) 320 each
Tail 150
Engines(2) 110 each
Missile Launcher Pods(2, wings) 150 each
Pulse Lasers(3) 90 each
Variable Forcefields 200 per side(1,200 total)
Height: 18 ft
Width: 65 ft
Length: 55 ft
Weight: 72 tons
Cargo: Minimal; small trunk-compartment-sized space in crew compartment, in addition to ejection seat survival packs
Powerplant: Nuclear-Fusion w/ 15 year energy life

Speed:(Atmosphere) Hover to Mach 7, transatmospheric
(Space) Mach 15
(Kitsune Values: 50 % of light speed; Accelerates/decelerates at 1.5% of light speed per melee)
Cost: 92 million credits
Systems of Note:
Standard Starfighter Systems, plus:
*Cockpit Ejection System---The cockpit can be entirely ejected from the rest of the craft, to serve as a lifeboat. The cockpit pod can make a safe atmospheric reentry, if necessary, with deployable parachutes, and can even float for a time on water, increasing the chances for crew survival.

*Stealth Design---The special angular shape of the Thunderchief II, as well as the use of special radar-absorbant materials in the fuselage skin, have been retained and refined in the Mammatan , give the ‘fighter a greater chance of going undetected by enemy early warning radars. -15% to enemy Read Sensory Instrument rolls to detect the fighter.

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

Weapons Systems:
1) Pulse Lasers(3, two nose mounted, one tail mounted)--- The original laser weapons of the Jal’Wan were always a point of contention with crews, who felt they were too weak to allow the pilot to seriously continue combat once the missiles had all been expended. Engineers have upgraded the lasers and added a third one for extra power.
Range: 6,000 ft(24,000 ft in space)
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

2) Heavy Missile Launchers(2, wing-mounted)---The main teeth of the Mammatan continue to be these two heavy missile launcher modules buried in the wings. Their capacity has been slightly increased, and a more versatile payload configuration installed.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1, 2, 3, 5, 10, or 15
Payload: 8 Cruise Missiles(16 total), OR 18 Long Range Missiles per launcher(36 total) OR 40 Medium Range Missiles(80 total), OR 90 Short Range Missiles(180 total), OR 2 Anti-Ship Heavy Nuclear Torpedoes(4 total)( Range: (Palladium) 1,800 miles in atmosphere, 3,600 miles in space, (Kitsune Values) 3,400 miles in atmosphere, 1,800,000 miles in space, Damage: 2d4 x 1,000 MD to a 3,000 ft destruction radius).

3)Countermeasure Launchers(4)---Mounted on either side of the tail, and under each wing, are decoy countermeasure launchers.
a) 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: 12 per launcher (48 total)

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

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


Variants:
*PSVS-TAV-SFB-16D---FTL-capable variant; can travel at 4 light years/hour. It can make jumps of 32 light years before needing 1 hour to recharge.

*PSVS-TAV-SFB-16EW--- Four-seater Electronic Warfare variant with ELINT and ECM gear packed into the missile pod nacelles. A -16 EW-D model with FTL drive also exists. Features the following:
-Jamming Systems---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 90 mile radius in atmosphere, 90,000 miles in space.

-Enhanced ECM Suite----- The Mammatan has a more powerful ECM suite for confusing sensor-guided weapons; -8 to strike

-Particle Scrambler Shield---The Mammatan’s avionics modules generate a powerful particle dispersion field that HALVES the damage from ion- and particle-beam weapons.


*PSVS-TAV-SFB-16G---’Gunfighter’ variant with projectile cannons mounted in place of the missiles.
a) Heavy Gatling Cannon Pod(2x2)---Twin heavy rail guns in each repurposed missile pod.
Range:(Palladium) 6,000 ft/1.1 miles in atmosphere, 24,000 ft/4.4 miles in space
(Kitsune Values) 4.4 miles in atmosphere, 440 miles in space
Damage: 3d4x10 MD per 80 rd burst, 4d6x10 MD for a simultaneous burst from both guns in a pod.
Rate of Fire: ECHH
Payload: 20,000 rds(250 bursts)

b) Heavy Rail Gun-80mm MB Gauss Cannon(PS-MDJ80M)(1)
Range: (Palladium) 25,000 ft (5 miles) in atmosphere, 10 miles in space
(Kitsune Values) 25,000 ft (5 miles) in atmosphere, 500 miles in space
‘Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 160 rds

c) G-Cannon(2x2)---The same as mounted on the CAF SF-69 Scorpion. The Mammatan can mount TWO cannons and their ammunition drums in each missile nacelle.
Range: 4 miles in atmosphere, 16 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 4d6x10 MD per single cannon firing, 20 rd burst
Rate of Fire: EPCHH
Payload: 500 bursts per cannon

d) PS-XMG 20mm Gatling Cannon(2x3)--An imposing six-barrelled weapon, based on the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat. The Mammatan carries over a configuration from the Jal’Wan -6G model m but mounts THREE in each refitted missile pod, for a total of six...with all four gatlings going simultaneously, the swath of destruction these vehicles can carve is impressive.
Range: 13,000 ft(52,000 ft in space)
(Kitsune Values: 2.5 miles in atmosphere, 250 miles in space)
Damage: 4d4 MD single shot
1d6x10 MD per 6 rd burst
2d6x10 MD per 12 rd burst
6d6x10 MD for a 30 rd burst(takes 2 attacks)
(a full thirty-round burst by all three cannons in a pod does 1d6x180 MD; all FOUR cannons firing simultaneously does 2d6x180 MD!!!---but takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 1,500 rd drum each gun(total 9,000 rds)

*PSVS-TAV-SFB-16H---Experience in the Noirlan/Durok Sector War gave PS/ASI engineers and Alliance air crews an appreciation for the primitive, but hard-hitting, liquid-fueled plasma-pumped x-ray lasers used by the Noirlan military. the -16H variant does away with missile armaments and instead refits the pods with a pair of modified Noirlan fusion lasers. The upside of these weapons is their power, while the downside is their finite ammunition capacity. The -16H can be visually distinguished by the two deuterium slush ‘carrot tanks’ mounted ventrally under each wing nacelle, along the trailing edge of the wing(each tank has 280 MDC). Well aware of the Noirlanian fighters’ unhealthy tendency to explode if the fusion laser fuel supplies are hit, the pods can be ejected clear of the Mammatan in event of a tank bunker strike.
The Noirlanian aircrews assigned to purchased/leased -16Hs LOVE the firepower configuration that matches their own indigenous heavy fighters, but GNE/ASI crews, despite the impressive direct firepower, are less enthusiastic about the loss of fire-and-forget ‘missile massacre’ capability. They’re glad, however, that the -16H retains the nose and tail HI-lasers as backup when the fusion lasers burn through their fuel supplies.
*Fusion-Pumped Lasers(2)
Range: 8 miles in atmosphere, 32 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
X-ray effect allows them to ignore laser-ablative reflective armors.
Damage: 1d4x100 MD per single laser firing
Rate of Fire: Each laser can fire four times per melee
Payload: Dedicated reaction fuel reservoir with 80 shots per laser

*PSVS-TAV-SFB-16I---Special Operations variant mounting transport cradles for carrying a pair of zero-gee boarding sleds, CANOUs(Covert Aerospace Null-Signature Operations Unit), or six power armors in place of missiles in the nacelles. -16Is were used during the Noirlan/Durok Sector War to insert special operations teams near Durokan deep space outposts, as well as deliver boarding teams to enemy spacecraft.

*PSVS-TAV-SF-16K---’Kelvin’ variant, mounting a pair of heavy plasma ejectors in place of missiles. The plasma cannon are short range, but devastating, and have a tendency to act like plasma thrusters; pilots complain of a sharp ‘kick up’ when the cannons are firing, requiring attention to the controls to keep on course and from heeling up, or nosing down, especially in atmospheric operations. The -16K has seen some action as a ground attack ship, where strafing runs are nicknamed ‘glass-overs’.
-Heavy Plasma Cannon(2)---A Medium-class starship weapon mounted on a fighter
Range: (Palladium) 4 miles in atmosphere, 8 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively unlimited
Option: SF-16Xc---This modification adds the deuterium slush tanks from the -16H variant, allowing deuterium ‘hotshotting’ of the plasma stream and increasing damage per shot by 50%. However, the added recoil from the more violent plasma expulsion means that a piloting roll must be made every melee the enhanced plasma cannons are fired, to keep on a steady course.

*PSVS-TAV-SF-16M---Another substitution variant, this time mounting a medium particle beam cannon in the repurposed missile nacelles. This variant needs to close with its targets to engage them directly, which, like other all-energy weapons configurations, makes it unpopular with those liking the long range and volley capability of missiles. The slow recharge rate of the PBCs also means that crews have to ‘snipers’, picking their targets and using skill to insure telling hits. As with the -K variant, the -16M is uncommon.
-Particle Beam Cannon(2)---A Medium-class starship weapon mounted on a fighter
Range: (Palladium) 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values) 3.5 miles in atmosphere, 350 miles in space
Damage: 2d4x100 MD per shot
Rate of Fire: Two shots per melee
Payload: Effectively unlimited

*PSVS-TAV-SFRc-16R---Reconnaissance variant, carrying both sensory instruments and deployable spysat probes(about 15 can be carried per pod) in the missile nacelles.

*PSVS-TAV-SFB-16P--- Experimental variant armed with Plasma Torpedo generator/launchers in place of missiles. Also mounts a distinctive dorsal ‘hump’ holding a low-powered tractor/repulsor projector for guiding the plasma bolts.
-Tractor/Repulsor Projectors(2)---Not powerful enough to grab hold of spacecraft, but able to direct the PTs. Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 500 miles in space).

-Plasma Torpedo Pod----Developed from PS’s plasma weaponry and reverse-engineered Naruni technology, this pod, powered by its own onboard micro-nuclear generator, fires a bolt of plasma wrapped in a degenerating magnetic vortex. The weapon has superior range to a conventional plasma weapon, as well as an area of effect similar to a missile, as well as unlimited payload, but rate of fire is much slower.
Range: (Palladium) 3 miles in atmosphere, 6 miles in space
(Kitsune Values)6 miles in atmosphere, 600 miles in space
Damage: 2d6x10 MD to 15 ft blast radius
Rate of Fire: Three times per melee
Payload: Effectively unlimited
Last edited by taalismn on Sun May 14, 2017 1:56 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Paladin Steel Storefront

Unread post by kronos »

PSVS-TAV-SFB-16H does this have a pair of plasma pumped lasers total, or per pod?

Also.. while remembering something from the old TIE Fighter game, combined with the tractor beam of the -16P (And Shemarrian versions of same/similar weapon), in theory a pilot/other crew member could use the tractor beam to snag an enemy fighter/drone/power armour to reduce their chance of dodging the equipped craft''s weapons.. definitely something the gun versions could take advantage of so there's less wasting of ammo.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:PSVS-TAV-SFB-16H does this have a pair of plasma pumped lasers total, or per pod?

Also.. while remembering something from the old TIE Fighter game, combined with the tractor beam of the -16P (And Shemarrian versions of same/similar weapon), in theory a pilot/other crew member could use the tractor beam to snag an enemy fighter/drone/power armour to reduce their chance of dodging the equipped craft''s weapons.. definitely something the gun versions could take advantage of so there's less wasting of ammo.


Thanks for catching that!
They mount one in each pod.
As for the tractor beams? The ones on the -16H aren't strong enough to affect large craft(such as fighters) but CAN grab onto the EM sig of the plasma torps enough to help adjust their course and heading.
I'll bear the tractor-snag in mind for other craft. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:PSVS-TAV-SFB-16H does this have a pair of plasma pumped lasers total, or per pod?

Also.. while remembering something from the old TIE Fighter game, combined with the tractor beam of the -16P (And Shemarrian versions of same/similar weapon), in theory a pilot/other crew member could use the tractor beam to snag an enemy fighter/drone/power armour to reduce their chance of dodging the equipped craft''s weapons.. definitely something the gun versions could take advantage of so there's less wasting of ammo.


Thanks for catching that!
They mount one in each pod.
As for the tractor beams? The ones on the -16H aren't strong enough to affect large craft(such as fighters) but CAN grab onto the EM sig of the plasma torps enough to help adjust their course and heading.
I'll bear the tractor-snag in mind for other craft. :D


Well doesn't have to be super strong.. but enough that interferes with another craft's ability to move immediately out of the line of the guns fire.. So yeah, the ones currently mounted probably could only affect other missiles.. oooh.. good way to deflect missiles attacking other craft.. swing it at another craft, but could probbly mess up another fighter's flight path at close range if it even snags it, throws off pilot rolls or dodge rolls even just a little.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:[
Well doesn't have to be super strong.. but enough that interferes with another craft's ability to move immediately out of the line of the guns fire.. So yeah, the ones currently mounted probably could only affect other missiles.. oooh.. good way to deflect missiles attacking other craft.. swing it at another craft, but could probbly mess up another fighter's flight path at close range if it even snags it, throws off pilot rolls or dodge rolls even just a little.


I figure, though, that if you got an energy beam fast and accurate enough to peg a target moving at space-fast speeds...you may as well make it a destructive energy beam powerful enough to crack a vital system or two.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel DSVASSEP ‘Khrenov’-class Submersible Engineering Tender
(aka ‘wrenchsub’, ‘Azorian’)

“Captain, it’s the Lemurians again, knocking on our hull. They’re complaining about the mini-fusor and the ‘ruckus’ we’re supposedly kicking up here.”
“Damn it, if they’d only give us a definite chart of their supposed ‘territorial waters’, maybe we wouldn’t be disturbing them! As is, I think they’re just following us around, hassling us for the hell of it!”


“There’s a real pressing need for deep water workers, and the Paladins are offering good money for anybody willing to brave the deep, cold, and wet to help them put down underwater defenses and industrial gear. Some of the augmentations they’re offering along with the credits are almost worth the risk. I say -almost-. There’s no way you’d ever get me voluntarily in the abyss. Too many hungry things down there.”

“Doing two hours of underwater work can sometimes feel like going twenty-four, and sometimes we work four to six hours at a stretch, in-suit. By the time I get back aboard the mothersub, I need to be craned out of the water, and scooped out of my dive-armor. Fortunately the Company assigns some real proficient support staff on the workships...good cooks and physical therapists who can get us hammer-swingers fed up nicely, rubbed down, warmed up, and ready to go for another slog-shift again.”

Fear of a rapid degeneration of the Grand Banks Line and a resumption of Splugorth depredations along the American Eastern Seaboard placed new pressure on Greater New England to reinforce its coastal and offshore defenses. Since the GNEAS was well aware that surface and air combat would not be the only theatres of conflict, bolstering the GNE’s submarine defenses, in the form of offshore warning arrays, defense bouys, minefields and remote torpedo launchers assumed new priority. Traditionally, implacing and servicing these defenses had been conducted by surface tenders or the PS-UC-18-SCV Maushop-class Submersible Superhaulers, but the GNEN had become aware that the Horune and Splugorth were tracking these vessels and their locations. To speed the emplacement of new submarine defenses, PS began work on several new submarine systems and vessels expressly for deep water engineering tasks.
To save development time, PSMP(Paladin Steel Maritime Projects) ironically used as the basis of several of the submarines Pre-Rifts Russian designs. How the American company acquired these designs remains unknown, but given how PS had already used a number of Soviet-era designs, such as the PS-CG-9 ‘Stribog’ Battlecruiser, PS-S/LST01 Tansa , PS-PCFG-14 Sierca Corvette, PS-C70 Rarog Multirole Medium Transport Aircraft and PS-B-500 ‘Maya’ Supersonic Bomber, it is believed that either PS has access to a parallel universe or extensive Russian technological database. In the case of the new
DSVASSEP Submersible Engineering Tender, PS used the Russian MPS(Multifunctional Underwater Station) as their basis. The MPS was a series of design studies for nuclear-powered special purpose long-duration deep-submergence submarines that could act to install and surface deep water surveillance installations and sabotage enemy equivalents, for the Russian military. During the Golden Age, though, it was rumored that these design studies were actually taken to the hardware stage, as part of Russia’s efforts to exploit the increasingly ice-free arctic waters, service deep water oil pipelines and communications cables, and explore the deep water frontier. Thus, it is entirely possible that PS’s OTAR (Office of Technology Acquisition and Recovery) could have salvaged full-size examples of the MPS concept.
The new DSVASSEP is a workhorse design, a lean, but still fairly beamy, submarine hull, carrying from the original design multiple station-keeping/maneuvering thrusters faired into the hull, deployable landing legs for sitting on the bottom, several docking hardpoints for mini-submarines, small UUV bay in the front, large airlock for divers, and a large cargo bay in the front, with large hatches on the top and bottom of the hull. The PS design uses megadamage materials for better depth resistance, substitutes a safer and more powerful fusion powerplant for the fission reactor, and adds necessary armaments in the form of several blue-green lasers and small torpedo tube arrays. Multiple external manuevering thrusters give the submarine good close-in agility, and its main thruster array is powerful enough to allow the sub to act as a tug, hauling submersible barges or buoy platforms. The ship’s fusion generator can also be used to power underwater projects and installations(typically until other power sources come online). The Khrenov usually sets down on its extended legs over or next to the worksite, allowing its diver complement to use the sub as a support ship and underwater barracks, while its fusion powerplant can also electrolysize oxygen for smaller submarines and sub-crawlers.
These vessels are typically crewed by complements of deep-water bio-augs, cyborgs, and deepwater-adapted androids. Depending on their missions and circumstances, the DSVASSEPs may operate solo, or as part of a larger underwater flottila, including supporting sub-freighters and armed escorts.
Many Khrenovs are deployed as part of the GNEN’s SeaBee units, engaged in constructing and servicing Greater New England’s submarine defenses. Khrenovs are also present in the flotillas of Contract Engineering’s Marine Engineering arm, engaged in deep water salvage, submarine habitat constuction, and other projects.
Besides the litorial waters of Rifts Earth, the Khrenov is likely to be deployed offworld, on such worlds as Atium, New Vita, and New Stratford, all of which possess sizeable oceans.

Type: PS-DSVASSEP02 ‘Khrenov’
Class: Submersible Engineering Tender
Crew: 40+48 passengers/workers.
MDC/Armor by Location:
Main Body 4,500
Escape Pod 400
Engines/Tail Section 2,000
Auxiliary Thrusters(6) 200 each
Point Defense Turrets(6) 100 each
Torpedo Launcher Arrays(2) 200 each

Height: 16.2m (53 ft)
Width: 15m (50 ft)
Length: 117 m(386 ft)
Weight: 5,900 tons
Cargo: 500 tons in the forward wet-hold, and room for another 150 tons throughout the rest of the ship.
Can also tow sub-barges(see Options: below)
Powerplant: Nuclear Fusion
Speed: 16 knts, maximum depth of 5,500 ft
Market Cost: 135 million credits
Systems of Note:
Standard Submarine Systems, plus:
*Long-range Sonar----(Passive) 200 miles, (Active) 90 miles
*Magnetic Anomaly Detector----Mounted in the bow is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----10 mile range
*Molecular Analyzer---Surrounding water is constantly being sampled and tested for trace chemicals, temperature, and radiation. Good for tracking pipeline and ship leaks and analyzing deep water ‘smokers’.
*Long Range Radar----100 miles
*Communications---Long Range Radio: 100 miles
*Periscope System w/ full optics, including passive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(100 mile range) and radar detectors.
*Full Environmental System---Can sustain a breathable atmosphere for up to 75 days.
*Escape Pods---The sub has escape pods sufficient for the crew and complement, including a large one that is incorporated into the submarine’s ‘sail’ and carry up to 50 passengers. The pods carry a solar-powered desalination kit and concentrated foodstuffs for two weeks(pill rations primarily).

*Decompression Chamber--The submarine's diver airlock features a large and comfortable decompression chamber for processing deep water divers.

*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmitt their scrambled message, then self-destruct. This allows the submarine to transmitt information without giving away their exact position, but they can’t recieve messages either.

*Desalination System---The ship can make its own fresh water from salt water, up to 600 gallons a day.

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


Weapons Systems:
1) Point Defense Turrets(6) ---Khrenovs mount several energy weapon turrets for underwater defense. These are typically lasers(which can also be used as laser drills), but other types of weapons are also available.
a) PS-44LG Pulse Laser
Range:4,000 ft underwater
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 250,000 credits

b) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft underwater
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 230,000 credits

b) Sonic Cannon(PS-UHFSC-02)
Range:4,000 ft underwater
Damage: 2d6x10 MD per blast, plus 6d6 MD to a 20 ft diameter area around the blast area
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 95,000 credits

c) MagPulse Cannon
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 250 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

d) PS-100U Rail Gun
Range: 3,000 ft underwater
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits

e) Micro-Torpedo Launcher Gun
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is approximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Rate of Fire: Volleys of 1-10, ECHH
Payload: 200 micro-torps ready to fire
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Cost: 78,000 credits for the launcher
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

2) Torpedo Launcher Arrays(2)---Faied into the sides of the sides of the hull are two modular torpedo launcher arrays, each one of which can accommodate ONE of the following:
a) Mini-Torpedoes---- 48 per launcher. Cost: 150,000 credits per bay (torpedoes purchased separately)
b) Light Torpedoes----16 per launcher. Cost: 180,000 credits per bay (torpedoes purchased separately)


Auxiliary Craft:
4-10 UUVs(typically ‘Cudda’ or ‘Talisman’-class ABAs)
2-12 underwater power armor(usually NEWTarmor, Stormalongs, or Dogfish)
Typically carries 4-6 sub-sleds.
Can carry up to 30 sub-sleds or 2 mini-subs in the forward wet-hold in lieu of cargo.
Also has provison for carrying 1-2 mini-subs docked to the upper side of the hull, and one mini-sub on the underside.


Options:
*Hull Electrification System(i.e. “Hull Zapper”, “Saint Elmo’s Hotfoot”)
An exotic close-in defense system that uses special coils and contact points to run a high-power electrical current across the hull, electrocuting anyone in contact with the hull. Originally developed for post-Rifts military vessels, but now made available to commercial craft.
The Hull Zapper is problematic in many ways, and care must be taken in its use. First, it can only be fitted to ships with metal or artificial(synthetic) hulls---wooden hulls cannot be fitted with this system. Second, special insulation must be installed to buffer the rest of the ship from conducting the hull charge into the interior throiugh the frame(otherwise all sorts of nasty things could happen). Only the hull outside bottom and sides are affected. Third, the act of bleeding off massive amounts of electrical current into the water takes a lot out of the batteries or powerplant. Typically, the ship must wait several minutes after turning this system on, waiting for the batteries to recharge. The smaller, specially-constructed/fitted military subs and vessels for which this was originally developed, have no such problems, as they come already specially insulated against backshock, and have special buffers and capacitators to handle the power demands.
Other points to be taken into consideration; using this system on a poorly insulated metal hull can result in the hull becoming briefly magnetized, throwing compasses off and lighting up the ship on magnetic anomaly detectors(and magnetic mines!). Another is that constant use can result in mineralization plating out on the contact points, requiring cleaning and maintenance.
Used properly, however, this system is great for dissuading boarders and critters crawling up the hull.
Range: Contact+ 1-2 ft from the hull in the water.
Damage: 1d4 MD per contact with the hull
Rate of Fire: Once per melee
Cost: 3.2 million credits

*Sonic Scramblers(“Screamers”)----Screamers are specialized one-use munnitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike. plus accoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Cost: 500 credits per shot


*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. :
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Cost: 200 credits per flare

*PPE Battery and Generator---Paladin Steel is proud to offer TW systems for buyers willing to add a little magic to their ships. While many sea captains and crews avoid such systems because they claim the presence of such equipment actually attracts the attention of the supernatural(and of CSN boarding parties), others have learned the effectiveness of having a few weather control spells, damage-control magic, and protective warding on hand. Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
Note: All PS-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

*TW Enhancements: The following are the more common TW enhancements added to submersible vessels:
-Impervious to Ocean Depths( 2 hours per 40 PPE pumped into the system)

-Sound Sponge(Affects a 240 ft wide area centered on the sub; 1 hour per 20 PPE.)

-Multiple Image(Creates up to 3 mirror-images of the ship up to 600 ft away. Lasts 12 minutes and costs 10 PPE)

-Waterseal(Magically and temporarily seals hull breaches/leaks for 10 hours and hole cannot be bigger than 20 cubic feet. 10 PPE)

-Communicate With Sea Creature(added to a sonar system)(Range 100 ft, 1 hour’s worth of conversation, 5 PPE)

-Waterwall(50 ft tall/100 ft long, range of 200 ft, and has the same properties as described in Rifts Underseas pg. 69, or the Book of Magic, pg. 205. Duration 10 minutes on surface, 5 minutes underwater. Costs 5 PPE for an SDC wall, 17 for an MDC wall. )

*’Fizz’ Sonar Defense----This is a modified chemical sprayer system that allows the ballast system to used to flush foaming chemical compounds out into the water surrounding the submarine. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistant cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Cost: 1.2 million credits. Onboard reservoirs typically have capacity for 12 applications of the foaming agent.
Note: Some operators use the chemical flush system to introduce other chemical agents into the water, such as toxins. The GNE generally frowns on this practice, using it only in areas and situations where collateral environmental damage can be minimized, such as dealing with an outbreak of carnivorous seaweed near one of its coastal trading ports.


*Anechoic Hull Covering----A cheap(relatively) form of stealth, this covers the hull(or most of it) in a material that diffuses sonar pulses and dampens internal noise. PS engineering has improved the quality and efficiency of the materials; -15% to enemy sonar sensor attempts to detect the submarine. Taking more than 200 MDC damage, however , will shred the material and negate its effectiveness.
Cost: +4.2 million credits

*Paladin Steel ‘StasRac’ Magfield Pressure Resistance Generators
StasRacs are an adaptation of alien electromagnetic forcefield technology acquired and adapted by Paladin Steel, that has been designed to augment pressure-resistant structures by shoring them up and bleeding off pressure stress. With StasRac augmentation, underwater structures and vessel hulls can increase their maximum deep dive capability up to 50%(so a submarine previously rated for 5,000 ft depth, can now dive to 7,500 ft!).
Another bonus is that when hit with physical attacks like punches, tentacle crushes, harpoons, and even pressure waves from nearby explosions, the field subtracts 1d6 MD(2d4 MD for ships larger than 100 ft long, and 3d6 MD for 250+ foot craft, on account of the larger virtual ‘surface area’ to radiate the energy) from each strike as its physical force is bled off (energy weapons and magic attacks are UNaffected).
When in operation, StasRacs give off a slight glow(actually pressure stress energy being bled off as electrical current and light energy), and when suddenly changing depth/pressure(as with a rapid ascent or teleport to the surface) they release their pent-up energy in a massive static electrical shock(does 2d4 MD to anything touching the field at the time) that can be quite startling, especially in dark conditions where the resulting flash can stun observers or blow a stealth approach. Deploying a long(at least 50 ft) ‘grounding’ cable and radiator vane(somewhat like a radar target on a buoy) to direct the bleed-off a safe distance away from the craft is advised if the crew doesn’t wish to damage anything their craft is carrying while doing a rapid ascent/shock release.
The StasRacs have some problems(as anyone who has tried to fit underwater equipment with forcefields has learned), however. One is that they require constant power current to keep up their protection(it is best to have a secondary power source to directly power the StasRac generators). Second, they produce a noticeable electromagnetic field that can be picked up easily by MAD gear(typically HALF again to TWICE the regular detection range), and by many undersea predators(most notably sharks) that use natural EM sensors to detect and track potential prey. Meanwhile, sonar effectiveness is reduced by as much as 50% with regard to range, while the StasRac is active, and radio communications may experience static creeping into transmission and reception.
StasRacs also work only on structures that are (relatively) rounded and streamlined, with few appendages and extensions that would break the field and /or increase its surface area, making pressure reinforcement that much more difficult.
They are also fairly expensive, but for the added reinforcement, many seafarers are willing to spend the extra credits.
Size: Rarely larger than 10-15 cubic feet( minimum of 6 cubic feet), and adding 300-600 lbs of weight
Cost: 200,000 credits per 100 cubic feet of structure to be protected. Costs about 900 million credits to outfit the Khrenov.

*Tow Pods---The submarine can be used to tow submersible barges. Each barge is roughly the size of a trailer truck; has 100 MDC, and can hold up to 30 tons of equipment. Unfortunately, towing a barge decreases speed by 5%, and imposes a -5% piloting penalty(the barge gets caught in currents, and its drag fouls the sub’s maneuvaring capabilities); penalties are cumulative for multiple barges. The basic barge-pod has an airtight, compartmentalized interior for bulk stowage of goods, but other versions are also available, including oil/fluid carriers, life-support-equiped passenger barges, torpedo-rafts, and in one case an enormous explosive-filled mine(used to severely damage a Splugorth warship).
Cost: 50,000 credits for the basic barge-pod

*Missile Pods---Missile/Torpedo Pod are essentially cargo pods modified to act as massive Captor Mine, and can be anchored off-shore, just under the surface, and either set to fire at a pre-determined remote signal, timed interval, or boobytrap sensor trip. Typically one-use expendable weapons platforms.
a)LRM/LRT Pod--Holds up to 10 long range missiles or long range torpedoes. Cost: 13 million credits
b) MRM/MRT Pod--Holds up to 20 medium range missiles/torpedoes. Cost: 4 million credits
c)SRM/SRT Pod---Holds up to 40 short-range missiles/torpedoes. Cost:2.5 million credits
d) MM/MT Pod---Holds an astonishing 80 mini-missiles/torpedoes. Cost:1 million credits
e)Mine Pod---Essentially a cargo pod cramped to the gills with high explosives for demolition work. Does 2d6x100 MD to a 100 ft blast radius, and can heave many small vessels into the air if exploded directly underneath. Cost: 800,000 credits

*Flexible Barges---These are large ‘softskin’ barges of megadamage rubber/plastic/composite that can be filled with fresh water, oil, or other liquids, and towed behind a motor vessel. Ballast bags can be added to help float or balance them(for neutral buoyancy). A typical FlexBarge is 250 ft long and 20-50 ft in diameter, with a capacity of 800,000-1,000,000 gallons, and has 450 MDC. Larger barges are also available. The Khrenov can tow the aforementioned 250-footer with only a -5% to piloting rolls and -5% reduction in speed, but penalties are cumulative for multiple barges. Cost is 250,000 credits per barge.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries ‘Orbis’-class Space Habitat
(aka ‘Bernie-Balls’, ‘Cue-Ball House’, ‘Urbis’)

“Three hundred thousand people? For a space station? Where we going to find that many?! That’s a major chunk of Greater New England! We starting to evacuate the homeworld? Is that it? This station’s a fallback redoubt?“
“No, we’re going to find the people in our refugee rescues, people looking for new homes. Job-seekers from the core worlds, now that they’re learning there are jobs to be had out here. Pioneers, wanting new space and new opportunities. Even if most only stay a short time and decide to move back, or to a dirtball, we’ll have people looking to move in. All the cubic we’re building here won’t go to waste. It will fill up faster than you think.”

The ‘Orbis’-class is the largest(not counting colonized asteroids) space habitat to be possibly built by PS/ASI, and is an adaptation of the ‘Bernal Sphere’ design. The first PS/ASI Orbises were constructed with the assistance of The Corianus-Typhen-Rosette League, whose Corianus Halo had already built several such habitats. The addition of WZTechyard technology and resources has made production of the massive stations all the more technologically and economically feasible.
Orbis-classes follow the general layout of the Bernal Sphere; a large central habitat sphere holding life support and atmosphere, capped at the poles by axial docking masts, bookended by multiple agricultural and industrial ring modules, and also sprouting large radiator ‘wings’ and ring-mirror arrays.
The Orbis-class uses rotation to produce centrifugal gravity for its inhabitants, but also incorporates Three Galaxies-style gravity generators as well, giving multiple redundancy and back-up in conditions and situations that prevent one or the other types of gravity-generation from being effective.
Orbis-classes are built on-site; there are currently no means of effectively and safely moving them FTL, despite ongoing efforts to research Gorang-style ‘astro-drives’(which seem to need to use a natural asteroid as a base-anchor) or wormhole generation systems(ASI is still notably weak in high-end FTL research) capable of moving the massive stations. It is rumored, however, that PS/ASI recently has had promising results using one of their larger Asteroid Cruisers as a ‘tug’ in piggybacking Orbis-mass test objects through FTL transit. If so, this would greatly facilitate the construction and opening of new Orbis habitats, since they could be built to order at specialized facilities such as Ambercirn or Corianus, and delivered to customers, ready to occupy.
No Orbis-class stations have been built in the Rifts Sol System(s) as of yet. The sturdy and heavily-armored nature of the Bernal Sphere/Orbis design makes the habitats a good choice for free space space stations in regions of high radiation or micro-debris, such as the radiation belts of some gas giants, and PS/ASI has built several in just such locations, as part of deep space resource development. The first Orbis was effectively a rented and modified habitat in the Corianus system, PS/ASI crews allowed to partially disassemble and modify an older and largely defunct Belter hab as part of the company’s rent-tenure servicing the CTRL shipyards’ retooling. The first Orbis built from the ground up(as it were) was as part of PS/ASI’s expansion of their own shipyards in the Amberjin system, after PS/ASI realized that the need for more workers was quickly overwhelming the surface community’s support capabilities. Additional Orbis-class stations have been considered as possible staging areas and temporary habitats for some of the member-states of the United Systems Alliance, especially those with deteriorating homeworld environments(the idea being to temporarily house migrating populations while larger offworld habitats and colonies are developed).

Type: PSS-SPH-7 Orbis
Class: Large Orbital Habitat
Crew: 350,000 residents under maximum capacity
MDC/Armor by Location:
Main Body 3 million
Outer Hull per 100 ft area 500
Habitat Mirror Arrays(2) 30,000 each
Polar Masts(2) 20,000 each
Radiator Wings(4) 10,000 each
Agro/Industrial Rings (10-20) 1,000-2,000 each
Primary Mirror 40,000
(Optional)Heavy Weapons Mounts( 6-12) 1,000 each
(Optional)Medium Weapons Mounts(8-24) 800 each
(Optional)Point Defense Weapons Mounts(30-90) 200 each

*Many Orbis-Habs, especially those in gas giant orbits with high background radiation, will have heavy-duty forceshielding, even variable forceshielding.
A standard monoplanar forceshield will have an MDC rating of 50,000
Variable Forcefields 12,000 each side( 72,000 total)

Height: Central sphere is generally 6,000 ft in diameter
Width: Central sphere is generally 6,000 ft in diameter
Length: 38,000 ft along the axial poles
Weight: 45 million tons
Cargo: 6 million tons
Powerplant: Nuclear Fusion supplemented by solar and EM-dynamic tethers.
Speed: (Space) Station-keeping only, though some Orbises have been moved between planets using slow Holtzmann-style orbits, assisted by ion thrusers and/or large solar sails
Market Cost: Est. 90 Billion credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximum target Resolution: 4 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 500,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
*FTL Sensors---Many state-run large habitats mount (overtly or covertly)large sensor arrays for tracking space traffic, including long distance FTL drive events, as part of early warnig systems, or space traffic control(especially important in strategic systems, frontier regions, and trade hubs). The arrays may be under civilian control, or maintained and operated by the military. A typical long range array can track FTL transits up to 25 light years away(equivalent to the CAF Deployable Listening Array discussed in detail in Eric Fackler’s Galactic Tracer Starship Creation Rules, Rifter #34, but these arrays are MUCH larger and more brute force systems).

*Internal Artificially Generated Psuedo-Gravity---The Orbis class space stations rely primarily on centrifugally-generated gravity, but selected areas have limited psuedo-gravity capability, particularly military stations, rescue stations, and the command/traffic-control deck, in event of emergencies.

*MagTech Radiation Shielding----Besides physical material armoring against radiation, the stations are equipperd with a steady-state electromagnetic shield that deflects cosmic radiation, includng solar flare flux.

*Full Medical Facilities(equivalent to a large, well-staffed, city hospital in terms of quality of treatment). Includes quarantine and lab facilities.

*Hydroponics Bays and Environmental Recycling---Primary life support purification of air and water is through the hydroponics systems, supplemented with chemical and mechanical processes. Though not 100% closed in terms of materials usage(some air, water, and mass is lost through operations and waste), the system greatly reduces operating/supply costs, keeps the station fed, and morale high(there’s something about growing things that dispels that deep space ennui). With all the interior space available aboard am Orbis, the green spaces can be quite impressive. In addition to the dedicated agro-modules, many residences will have the equivalent of truck gardens.

*Forcefield Generators--The habitat mounts multiple shield generators for full coverage. In general, the standard field fitted has a total of 50,000 MDC, or 72,000 MDC for variable fields, which are typically enough for resisting light weapons, meteor impacts, or collisions with spacecraft. Shields generally regenerate at 1d4x100 MD per hour running off a standard powergrid, or 10% per melee if using dedicated powerplants. Depending on circumstances, heavier shields can installed and powered up.

*Scrambler Shield---A more powerful version of the standard particle protection EM Fields. As a backup against the failure of the main forcefield generators, the Scrambler Shield deflects radiation, and all ion and particle beam weaponry does HALF damage.

Weapons Systems: None standard, but most PS/ASI habitats will mount basic point defense, and have provision for mounting heavier weapons.
The following are some of the standard PS/ASI-made weapons systems available to be fitted to space stations:

a)Long Range Particle Beam Cannon--- (typically 6-12)----Heavy anti-capital ship weaponry.
Range: (Palladium)70 miles in space
(Kitsune Values) 70,000 miles in space
Damage: 1d4x1,000 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively unlimited

b)Point Defense Lasers(typically 30-90)----Intended for anti-robot/fighter defense.
Range: (Palladium) 4 miles in space
(Kitsune Values) 400 miles in space
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH. Under automatic control, they have six attacks per melee
Payload: Effectively unlimited
Bonuses: +3 to strike

c) Dual Laser/Mini-Missile LauncherTurrets(typically 30-90).
Range: (Lasers) 2 miles in space
(Kitsune Values: 200 miles in space)
(Mini-Missiles) 2 miles in space
(Kitsune Values: 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

d)Short Range Missile Launchers(10-30)---Intended for anti-robot/fighter defense.
Range:Varies by Missile Type(Range x4 in space)
(Kitsune Values) 500 miles in space
Damage:Varies by Missile Type
Rate of Fire:Volleys of 1, 2, 5, or 10
Payload: 150 missiles per launcher. Additional missiles are stored in cargo, and can be reloaded in 30 minutes

e)Tachyon Scatterguns(10-30)---Multiple tachyon accelerator cannon, with ‘scattershot’ firing focus, are mounted to cover all arcs of the habitat’s hull. These are typically used for destroying incoming missiles, fighers, and other projectiles, and are favored for their area of effect scatter-mode.
Range: 6 miles (10,000 m) in space w/ 3 mile wide arc
(Kitsune Values: 600 miles in space w/ 30 mile wide arc)
Damage:2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited


Auxiliary Craft:
A typical Orbis will have provision for hosting a dozen or more large passenger/cargo shuttles, and upwards of fifty EVA modules for construction and repair work.
Many Orbis-class habitats will have 1-4 squadrons of fighters and 1-6 small warships(corvette-class or bigger, typically destroyers or frigates) attached as part of their permanent security contingent.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Project GRANITE AXE Heavy Autonomous Mobile Weapons Platform
(Based on Kevin Siembieda’s ‘ Balrog Destroyer’ from the Mechanoid Invasion Trilogy)
(aka “-Oh-Eighteen-”, “Laandskar”, “Superskid”)

“First off, let’s close up some of those gaps and cover those exposed support members....even a simple cover cladding will keep ordnance from exploding in among those shot traps, and a shorter overall length allows for better turning! We’ll keep the three sectional design, but we’ll mount secondary powerplants in the fore and aft sections. It will drive up the cost some, but we won’t have to worry about power allocation, what with the starship-grade weaponry Ordnance wants to mount here and here. Countermeasures! We may not be able to stealth this thing, and anybody with a Mark One Eyeball can’t help but see this galoot, but we can add enough electronic countermeasures that getting a firm lock with anything other than iron or optical sights is going to be difficult, if not impossible!”
---Doctor Gustav Schribner , Project Coordinator, Project GRANITE AX, Paladin Steel Advanced Weapons Design Division

“You ask us why, if we were so concerned with such a weapon running rogue, we installed neural intelligence systems in the Destroyers? Could they not learn to outsmart us, develop aberrant personalities, suffer insanity? Or would they develop willful disobediant personalities? The powers that be ultimately decided that they could live with an AI that could learn both the good and bad about us, develop its own sense of values, and decide of its own free will NOT to run rogue.”
---Doctor Salla Nevis, Cyberpsychologist, Project GRANITE AX, Paladin Steel Advanced Weapons Design Division

“You gave these things amphibious capabilities?! Aside from igniting a controversy between the Army and the Navy, are you sure you want to give these things the ability to travel by water if they run rogue?”

<<<Target Identified. 2x Mechanoid Multi-Brain Combat Vehicles. Immediate Threat Assessment: HIGH. Extended Threat Assessment: CRITICAL. Dispatching Courier Drone, Stealth Course, to Command; Multiple Mechanoid Command-Class Biomechs in Theatre. Priority Assigned to Terminating Both Vehicles and Complement -AS SOON AS POSSIBLE-.
<Probability of Success Against Both Enemy Units: 45%
<Probability of Personal Destruction in Combat Against Both Enemy Units: 86.33%
<Probability of Destruction of Colony Unless Both Enemy Units are Destroyed: 100%
<<Ploting Intercept Course. Plotting Firing Solutions for Main Batteries. Engaging Battle Speed.


“We’ve been getting some rather interesting anomalous behavior from the neural nets of the oh-eighteens; Unit Eight composes haiku, Unit Seventeen has taken up photography as a downtime hobby, using its drones for multiple camera angles, Erickson is studying naval tactics, and Unit Twenty has taken up landscaping...we have to be a little careful of that last, since unless it gets orders to the contrary, it’s been using its main turrets and missile racks to facilitate terrain re-shaping. “

“Let me ask you this; given the sapient rights we’ve already extended to several AIs, what should be the reaction of our society if one of our super tank robots decided it wanted to leave military service, and, potentially on the strength of a military record, go into politics instead?”

Project GRANITE AX is a Paladin Steel-led effort to rebuild and upgrade a d-bee robotic weapons platform design, data on (and wreckage of) which had been acquired by OTAR through dimensional contacts. Though Paladin Steel has been leery of dabbling in large-scale military AI systems(the ‘Skynet Syndrome’ as well as memories of how the Mechanoids attempted to subvert datanets and robot systems during the Battle of Burlington), Artificial Intelligences have been gaining favor in GNE society, and have even recently gained acknowledgement and sentients’ rights in some cases.
Project GRANITE AXE also gained momentum after a Naruni Enterprises NE-MD1000 ‘Wrath of God Destroyer’ obliterated an entire city outdimension, along with the Paladin Steel/Aegis Stellar Industries office complex resident to the city, though the employes and their dependents were able to evacuate in time. Although Alliance intelligence indicates the PS/ASI facility was not the primary target, merely collateral damage, the wholesale destruction wrought on the city(and a wide swathe of the surrounding continent) horrified PS officials. The fact that Naruni Enterprises disavowed any responsibility for the incident(and then later subtly used it in several promotional campaigns) incensed PS authorities even more. Fearful that their own communities might one day face a similar technoberserker unleashed by enemies, the GNE asked PS to look into possible counters. GRANITE AXE was one such project that got renewed interest.
The GRANITE AXE program was based around the reverse engineering of a d-bee/human weapons system identified as a ‘Balrog Destroyer’, several mangled examples of which had been found on a remote world in the Thundercloud Galaxy by PS/ASI prospectors. The giant fighting vehicles are suspected of having been rifted to the planet, as no evidence of a transport spacecraft or the landing of one was identified at the site. Though none of the Destroyers were operational, and had clearly seen serious combat, enough remained that much could be gleaned of their operation, enough that PS/ASI decided to reverse-engineer what they could of the design. The ‘Balrog Destroyer’ is a robotic heavy weapons platform roughly the size of a city block or a naval corvette, with three sections; a forward ram-prow, central heavy weapons and air defense tower section, and a rear ‘caboose’ holding missile launch silos and attendant robots.
Paladin Steel engineers have gone over the original design specs for the ‘Balrog Destroyer’ with an eye towards addressing many of the problems of the design. More advanced armoring goes without saying, as well as better power systems(the original’s powerplants were often taxed, providing energy to its many weapons systems), and upgraded weaponry. The use of improved hoverjets and GMR lift plates also improves mobility, PS applying what it learned from its own ‘flying railcar’, the Bruno Heavy Grav Tank. The original design featured open sections of exposed internal structural frame; Paladin Steel engineers either covered these sections with armor plate or shortened the frame altogether, closing the gaps.
A degree of modularity has been built into the GRANITE AX prototypes, especially in the rear missile bays, themselves revised to take advantage of existing or in-development Vertical Launch Systems in production for PS naval and GMR vessel units. The direct fire weapons configuration has also been altered from the original; the forward main weapons turret and rear air-defense ‘tower’ have been replaced with TWO heavy weapons in fore and aft turrets, combined with multiple secondary weapons. The main direct-fire armaments have been made modular using systems adapted from PS’s naval and aerospace developments.
In place of the original ‘Fritz’ and ‘Schitz’ Hover-Bots deployed with the Balrog Destroyer, Paladin Steel has increased the onboard robot retinue to include about a dozen new-production NEMA-style ‘Flying Eye’ probes.
In a controversial move, PS engineers fitted the GRANITE AX with a Stratego IV Combat Direction Artificial Intelligence system, a neural net descendant of the Stratego II and III mainframes used by Greater New England Armed Services Central Command to run high level strategic simulations of Coalition and Splugorth invasions, as well as run wargames for the armed services. This allows the ‘bot to compose its own tactics and, to a lesser extent, strategies.

Despite the anticipated massive expense-per-production-unit of several billion credits, UHMWP-018s are ultimately considered to be expendable assets.
The GRANITE AX prototypes still fall short of being ‘Wrath of God’ killers with regards to defeating the Naruni hell-machine; the alien vehicle’s incredible speed defeats any range advantage the -018s possess, and it’s been calculated that only with four or more cybertanks, could they be guaranteed a kill on the WoG. Similar problems were encountered in simulations against the Mechanoid Multi-Brain. Against a simulated Spider-Fortress, however, the -018s were much more effective.
Despite the motivation provided by the Naruni incident, many PS and GNE officials were leery of giving control of so much powerful weaponry to an artificial intelligence, citing the Mechanoid Incident and the Coalition States’ problems with tectonic entities taking over skelebots and wreaking havoc. GRANITE AX thus stumbled along in development, hampered by well-meaning safety and security measures. Testing of even partial assemblies had to take place in remote areas or at isolated offworld locations, to reduce the damage(and provide clear fields of fire for counter-fire) if an AI ran rogue. Even some recognized citizen-AIs in the GNE approved of this. The Minion War, however, forced GNE and PS to rush many programmes that were nearing field-testing stage into operational deployment against the Infernals. GRANITE AX was no exception. No sooner had the first prototypes cleared live fire testing then they were ordered rushed to Rifts Earth (or locations in the Three Galaxies) threatened by the Minion War. Thus far, the ‘bots have performed admirably, with no signs of ‘running rogue’, though PS’s technicians and cyberpsychologists continue to closely monitor the AIs.
Ironically, though the GRANITE AX vehicles were designed as land-mobile weapons platforms, their first great victory occured on the water. A squadron of Dyval Hell-Galleons, hunting Demons along the coast of Georgia, instead came across a GNE naval convoy that was supplying allies inland and surprised them at night, while the transports were anchored in a small harbor. A GRANITE-AX-018 was along for combat field trials and had been offloaded, its amphibious capability allowing it to float until it could be ordered ashore and inland. The Dyvals either didn’t see the massive armored vehicle sitting low in the water or discounted it as a barge, because they ignored it until the cyberAFV opened up on them with its heavy weapons. Maneuvering in shallows that hampered deeper-draft vessels, and using its hoverjets to climb atop the calm waters and quickly move to locations over sandbars and barrier islands, the -018 quickly obliterated three of the Dyval ships and annihilated their crew complements(the latter with the support of the rallying convoy). In the after-action report, the GNE Navy had to chagrinedly accredit the Army’s robot tank with winning the naval action; the AI filed petition to be allowed to be redesignated -Erickson-(the petition was granted).

Type: PS/KS-UHMWP-018 ‘ GRANITE AX’
Class: Heavy Autonomous Mobile Weapons Platform, Ground Effect
Crew: None; Artificial (Neural) Intelligence
Has provision for a small crew cabin for passengers or supervisors(1-8).
MDC/Armor by Location:
Ram Prow 4,000
Forward Heavy Turret 800
Secondary PBC Turret 100
Main Body 7,000
Central Heavy Weapons Turret 1,500
Main Laser Cannon/Dorsal Secondary Turret 750
Secondary Point Defense Laser Arrays(5) 90 each
Triple-Barrel Laser Arrays(2) 360 each
Double-Barrel Laser Arrays(2) 300 each
Reinforced Passenger Compartment 400
Reinforced A.I. Compartment 800
Rear Section 3,000
Aft Weapons Bay 750

Height: 40 ft at highest point
Width: 42 ft
Length: 225 ft
Weight: 1,580 tons
Cargo: Small space inside the passenger cabin for a few personal possessions and survival gear.
If not carrying modular missile launchers, the space can be used to carry up to 80 tons of cargo.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Flying) Hover to 220 MPH, 10-12 ft off the ground
(Water) Can fly over relatively calm water(Sea State or nothing higher than 6 ft waves) at 55 MPH.
Surprisingly, the GRANITE AX can float, and motor along at 25 MPH, but it sits in the water like a barge, with little freeboard.
Market Cost: Exclusive to Paladin Steel and the GNEAS. Would cost 7 billion credits.
Systems of Note:
*Full-Range Robot Optics and Audio
*Radar---240 mile range and can simultaneously track up to 96 targets
*Sonar---10 mile range
*Search Lights(6)----4,000 ft range. IR and normal light.

*Radio/Laser Communications---600 mile range

*EW Jamming Systems: Affects a 25 mile radius and are 75% effective at jamming radar and radio. Radar-guided weapons are -6 to strike the jammer-protected vehicle.

*ORACLE---Omni-diRectional Aura Classification and Locator Electronics--- Not part of the original design or the PS concept, the ORACLE system was hastily added when it appeared that Infernals were to be the primary enemy. A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN/GNEN.
Effective Range: 4,000 ft radius of detection.

Weapons Systems:
1.) Forward Heavy Weapons Turret----The Balrog Destroyer was originally fitted with a primary weapons’ fit of a heavy particle beam cannon in a forward turret. Initial plans of PS engineers who felt the forward turret was too exposed would have moved the main PBC aft, but after much discussion and study, the decision was made to mount TWO heavy weapons, fore and aft, and make them modular. The initially tested configuration was for a PBC similar to the original, but several other weapons are available.
a) Particle Beam Cannon(Light Starship PBC)
Range: 1.5 miles in atmosphere
Damage: 4d6x10 MD per blast
Rate of Fire: Six times per melee
Payload: Effectively Unlimited

b) Ion Quad Array
Range: 12,000 ft
Damage: 4d6 MD single shot, 16d6(or 1d6x16) MD for a four-shot burst(counts as one attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited

c) Heavy Laser Cannon
Range: 7,000 ft
Damage: 5d6x10 MD per shot
Rate of Fire: Four times per melee
Payload: Effectively unlimited

d) Magbolt Plasma Launcher---Yet another fine weapon in the Magbolt series of weapons. Capable of firing a magnetically-cocooned plasma ‘shell’, or of firing seperate magnetic vortices. It can fire a particularly devastating ‘shotgun blast’ of invisible mini-vortices that can barrel through infantry and cut down a squad like hay.
Range:(Plasma Shell) 4,000 ft
(Vortex) 3,000 ft
(‘Shotgun Storm’) 1,800 ft
Damage:(Plasma Shell) 2d4x10 MD to 15 ft blast radius
(Vortex) 1d6x10 MD, plus concussive knockdown:
(‘Shotgun Storm’) 6d6 MD to 50 ft area
Rate of Fire:(Plasma Shell) 4 times per melee
(Vortex) Six times per melee
(‘Shotgun Storm’) Twice pe melee
Bonuses: Magnetic vortices, being invisible, are -8 to dodge
Payload: Effectively Unlimited

e) 135 mm LB Massdriver Cannon(PS-MDC135L)
Weight: 25,000 lbs(12.5 tons)
Range:(Direct Fire) 40,000 ft(8 miles)
(Indirect Fire) 100,000 ft (20 miles)
( Cluster-Direct Fire) 27,000 ft (5.4 miles)
(Cluster-Indirect Fire) 67,500 ft (13.6 miles)
Damage:High Explosive(HE)---- 2d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10 MD to 10 ft radius
Fragmentation---2d4x10 MD to 50 ft radius
Plasma----- 1d6x 40 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 5d6x10 MD out to 20,000 ft, 3d4x10 MD out to maximum range
(Cluster)---11 submunitions---Does 1d4x100+10 MD to a 30 ft blast radius, 6d6 MD concussion damage to a 100 ft blast radius
Rate of Fire: Three times per melee
Payload: 2 tons ammunition capacity
135 mm AP shell weighs 62 lbs( 32 shots per ton)
135 mm cluster shell weighs 92 lbs( 20 shots per ton)

f) A-Theron MagnaBlaster----When the GRANITE AX units were deployed to counter the Minion War threat, it was decided to sacrifice some raw firepower for improved anti-paranormal capability, and the ‘bots were fitted with the heaviest anti-theron projectors then available, the MagnaBlaster, meant originally as a shoulder-mount weapon for heavy combat robots. The MagnaBlaster uses the radiation-emissions of spliced psionically-active bacteria held in solution to produce a stream of energy that abreacts with magic PPE. Used in conjunction with the GA’s other weapons, the MagnaBlaster has proved extremely effective in cutting Infernal forces down to size.
Weight: 3.5 tons
Range: 12,000 ft
Damage: Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.

Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath

Rate of Fire: Three times per melee
Payload: 90 shots single tank
Special Features:
*Targetting Sensor and Fire Control Interface Package----PPE Sensor, Radar, and Laser Targetting give a +2 to strike


2.) Secondary PBC Turret---Aft of the main forward PBC turret is a smaller turret with a lower-powered PBC in it, meant primarily for point defense.
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: Eight times per melee
Payload: Effectively Unlimited
Bonus: +2 to strike

3.)Amidships Heavy Weapons Turret---Mounted in the central hull section is a large modular weapons turret fitted with a second heavy battery. The initial fitting was a large multi-mode plasma projector, shifted to a position in the lower portion of the large turret-tower(the heavy laser cannon and the plasma cannon have swapped positions from the original configuration). Later available weapons systems became more powerful as PS engineers grew more confident with the stability of the design(and cyberneticists with the stability of the A.I.).
a) Heavy Plasma Cannon
Range: (Direct Fire)6,000 ft
(Indirect Fire) 20,000 ft(minimum range of 7,000 ft)
Damage: 2d6x10 MD to 30 ft blast radius
Rate of Fire: Three shots per melee or two artillery shots per melee
Payload: Effectively Unlimited

b) SuperHeavy Plasma Cannon----For a Rifts Earth plasma weapon, this massive plasma projector has unprecedented range and power.
Range: 10,000 ft
Damage: 6d6x10 MD per blast, 35 ft blast radius
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

c) ‘Super-Sniper’ Plasma Projector----Imported(Manhunter) design for a plasma weapon with incredible damage, but low damage. It is typically used as a missile defense weapon.
Range: 165,000 ft (roughly 30 miles)
Damage: 3d10 (or 5d6) MD per blast
Rate of Fire: Five blasts per melee
Payload: Effectively Unlimited

d)Heavy Plasma Torpedo Launchers---An adaptation of Paladin Steel advanced plasma projection technology, these weapons fire ‘packets’ of plasma. Surprisingly, these plasma ‘bullets’ can be made to ‘curve’ ballistically, allowing them to be used for indirect fire.
Range: 5 miles
Damage: 1d6x100 MD to a 25 ft blast radius
Rate of Fire: Once per melee
Payload: Effectively Unlimited

e) Heavy Laser Cannon(Medium-category starship laser)
Range: 4 miles
Damage: 1d4x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

f) Heavy Laser Turret
Range: 10 miles
Damage: 3d6x10 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

g) Particle Beam Cannon
Range: 3.5 miles
Damage: 1d6x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

h)Rapid-Fire Rail Cannon Pod---A massive Kinetic Kill Cannon, normally carried as a turret-mount weapon by capital ships, but also configured as a centerline pod for heavy aerospace fighters, now adapted as an MBT cannon. Known as the ‘Slug’ among aerospace crews for the drag it imposes on transatmo craft, it has become known as the ‘Shrieker’ among tank crews for the high-pitched wail it gives off firing at maximum ROF.
Range: 10 miles
Damage:1d4x100 MD per 80 rd burst
Rate of Fire: Three times per melee
Payload: 8,000 rds(100 bursts)

i) 200mm Long Barrel Massdriver
Range:(Direct Fire) 40,000 ft (8 miles)
(Indirect Fire) 100,000 ft( 20 miles)
( Cluster-Direct Fire) 30,000 ft (6 miles)
(Cluster Round-Indirect Fire) 75,000 ft( 15 miles)
Damage:High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----6d6x10 MD to 15 ft radius
Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 8d6x10 MD out to 15,000 ft, 4d6x10+5 MD out to maximum range
(Cluster)--19 submunitions---Does 1d6x100 MD to a 40 ft blast radius, 6d6 MD concussion damage to a 120 ft blast radius
Rate of Fire: Once per melee
Payload: Varies; 5 tons of onboard ammuntion storage.
200 mm AP shell weighs 200 lbs( 10 shots per ton)
200 mm cluster shell weighs 280 lbs( 7 shots per ton)

4.) Heavy Laser Cannon---Mounted as a backup weapon to the two heavy guns in the fore and aft mounts, the heavy laser located amidships commands an excellent field of fire from atop the main plasma turret.
a) Naval Laser
Range: 7,000 ft
Damage: 5d6x10 MD per shot
Rate of Fire: Three times per melee
Payload:Effectively unlimited

b) Starship-grade Light Laser
Range: 2 miles in atmosphere
Damage: 4d6x10 MD per shot
Rate of Fire: Six times per melee
Payload:Effectively unlimited

5.) Secondary Point Defense Laser Arrays(5)---Arrayed around the central hull are several small PDS laser arrays. The original arrays have been replaced by PS-made quad-lasers.
Range: 3,000 ft(6,000 ft in later models)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: Eight times per melee
Payload: Effectively unlimited

6.) Triple-Barrel Laser Arrays(2) ---Mounted on the sides of the central hull section are two three-barrel laser turrets, meant as heavy point defense. Tri-Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: Six times per melee
Payload: Effectively Unlimited

7.) Double-Barrel Laser Arrays(2) ---Mounted on the sides of the central hull section are two double-barrel laser turrets, meant as heavy point defense. When the tank is in water, these cannons sit below the waterline.
Range: 1.5 miles (4,000 ft underwater)
Damage: 1d6x10 MD per blast, 2d6x10 MD double blast(counts as one attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited

8.) Aft Weapons Bay--In place of the original sixteen missile launch tubes in the Balrog Destroyer’s ‘caboose’ section, PS engineers have designed in a modular bay capable of accommodating cargo, robot troops, mine and sensor launchers, or a versatile VLS Missile Array using sixteen multi-use cells in place of the original 16 tube array.
a) Mini-Missiles---30 per launch cell(480 total if all 16 cells are stocked with mini-missiles)

b) Short Range Missiles---10 per launch cell

c) Medium Range Missiles---5 per launch cell

d) Long Range/Cruise Missiles---1 per launch cell

e) Air Defense Missiles---These are dedicated air defense missile launcher systems. The system of choice is the Shrike III ‘Brilliant’ anti-aircraft missile.
Range: 75 miles
Damage: 3d4x10 MD to a 60 ft blast radius
Payload: 5 per launch cell
Bonus: +7 to strike

f) Mortar Tubes----PSMS40-MLS 40mm ‘Chewer’ Mortar-Launcher System. Given that each missile cell can accommodate a 530mm diameter long range/cruise missile, each cell can hold a 13x13(169) tube bank of vertical mortar launch tubes.
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 845 rds per launch cell slot dedicated to an PSMS40-MLS

g) Mine Dispenser System----Modified PS-GNE-RS-HML-01M--- Based on the pre-Rifts ‘Skorpion’ system, the PS version launches 100mm mines up to 75 ft to the sides from a stacked launcher tube, each tube twenty mines each. GRANITE AXE’s missile cells can each hold a 4x4 tube configuration, for 16 tubes each(256 tubes total), or a total of 320 mines per launch cell(5,120 total, if all 16 cells are dedicated to mine launchers).
-PS-MATS/20 Anti-Armor Mine
Weight: 8 lbs
Damage: 5d6 MD to 20 ft area
Cost: 800 credits
-PS-TS/250 Anti-Personnel Mine
Weight: 8 lbs
Damage: 4d6 MD to 40 ft area
Cost: 700 credits

h) Cargo---80 tons

i) Robot Garage----The module holds housing and service linkages for up to 120 Spider Drones, or 30 FALSTAFFs, or 18 Magnus ‘bots, or 8 Spartois or R-BS5-0 Security Drones.

j)Accommodation Module---It’s rare, but it’s anticipated that a GRANITE AX might have to carry a specialist team, refugees, or supervisors(indeed, early test runs carried just such a module for a monitoring crew). Provides space and housing for up to 30 passengers or lab/workshop space. +200 MDC.


9.) Ram Prow
Damage: 1d6x10 MD, 2d4x10 MD full speed ram(60 MPH or better)

10.) Robot Complement
The Balrog Destroyers carried two ‘hoverbots’(nicknamed ‘Fritz and Scitz’). Paladin Steel has nothing comparable(as yet; they are experimenting with refitting some of their R-BS5-0 Security Drones to the same purposes), so instead has fitted their -018s with the following attendent robots:
8 FALSTAFF robot mechanics
24 ‘Flying Eye’ NEMA Globe-Probes

11.) Self Destruct(?)---It’s rumored that, buried deep within the GRANITE AX’s hull, next to the powerplants, are several powerful self-destruct demolition packages, installed to both keep the secrets of a disabled UHMWP out of the hands of enemies, and to allow the destruction of a rogue AI. Whether this is true, the triggers, and who has control over it, remain unknown. Explosive yield would likely be in the high tactical nuclear warhead range.


Actions/Attacks Per Melee: Besides each weapon having a separate and maximum rate of fire, the GRANITE AX can perform 5 general actions per melee.
+2 Initiative
+2 Dodge
+4 Strike(w/ ranged weapons), +5 with aimed shot(also see separate weapons systems for additional mount-specific bonuses)
+1 Roll

Programming:
-Basic Military
Intelligence 85%
Mathematics Basic 99%
General Repair and Maintenance(using its drones) 80%

-Communications
Computer Operation 90%
Optic Systems 90%
Radio: Basic 98%
Language/Literacy: Programmed for 18 different languages

-Communications: Specialized
Cryptography 80%
Electronic Countermeasures 94%
Laser Communications 94%
Photography 94%
Surveillance 90%
TV/Video 94%

-Support
Camouflage 84%
Military Etiquette 96%
Naval Tactics 76%
Recognize Weapon Quality 92%

-Pilot Related
Read Sensory Instruments 94%
Navigation: ALW 94%
Weapons Systems 94%

Pilot Hovercraft 94%
Pilot Boat, Motor & Hydrofoil Type 92%

-Secondary Skills---The Neural Intelligence system of the GRANITE AX has some considerable ‘flex’, and the system can learn 2 Secondary Skills at levels 2, 4, 6, 9, 12, and 15. This has come as something of a surprise to the program’s managers, but not to the programmers. Because of the physical limitations of their massive design, most GRANITE AX AIs have shown a tendency and interest towards Technical skills, although one AI has reportedly taken up musical composition as a study.

Options:
As yet, GRANITE AX doesn’t have any ‘factory options’, as much of the equipment configurations are still considered to be experimental. However, Paladin Steel is looking at incorporating the following into future models:
*Forcefields---PS is looking to incorporate starship-style forcefields, starting with commercial-grade monofields(starting with a value of 1,200 MDC).

*Active Armor---Anti-armor missiles are considered a likely menace to the GRANITE AX, so adding claymore-style flechette packs to the hull seems a logical move(however, some critics claim that the GA is so huge and powerful that most opponents with the wherewithal will simply start lobbing nukes at the giant weapons platform).
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank can be fitted with 50 flechette packs each, while the front and back can each take 12.

*Electronic Security---The possibility of somebody hacking a GRANITE AX and turning it against ts creators frankly terrifies many in PS/GNE. It’s been suggested that a possible vaccination against the threat would be to fit the giant ‘bot with a cyberwarfare module that would have a firewalled submind and counter-hacking skills programmed in. The exact configuration and specs of such a system are still being debated and tested by PS’s cyberneticists, though some AI ethicists claim that giving the massive war machines the ability to counter-hack would also give them the ability to hack outside systems in general, making a rogue AI even more of a potential threat.

Variants:
There are, as yet, no major variants of the GRANITE AX project; the modularity is, in part, to allow the engineers to test various weapons configurations without having to tear down and rebuild existing vehicles into new variants.
The experience of the -Erickson-, however, has Paladin Steel considering a fully navalized version of GRANITE AXE, with better deep water performance, and a modified array of weapons optimized for naval combat(including blue-green lasers, ASROC launchers, and an onboard complement of aquatic robots such as the ROBOATs).
Other variants under consideration include an engineering unit, submersible and spaceborne versions.
Enough concern about AI systems remains, however, that it seems likely that a fully crewed variant(similar to the existing ‘Bruno’ heavy GMR hovertank), with an estimated crew of 24, will also be produced, especially as such a machine would be rather less expensive to produce than the AI-directed model.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

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

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Optimal Labor Mobilization Act (OLMA)

“To each their own, according to their own, for the benefit of all.”

“I didn’t ask to be yanked off the nice safe streets of my homeland and dimensionally transposed to a hellhole alternate universe where I wound up getting half my body eaten while I watched by some monster out of my worst nightmares. I didn’t ask to be rescued by a patrol that should have let me die. I didn’t ask to be revived as more machine than human, or be assigned to work in a cyborg labor battalion, while I was counseled on my new existence and educated in the ways of the world I found myself in. Eight years working for the General Utilities, I got to be decanted into a new flesh and blood body I had to get used to again.
That having been said, after getting my Doctorate in Civil Engineering, I wish to express my thanks for what was given me. It was not always pleasant, but thanks for giving me the chance to survive.”
---Veronica Bannus, OLMA ‘alumnus’.

“You stand, by overwhelming evidence, by being caught in the act, convicted of multiple serious felonies. By the laws of your own society, you would be facing life imprisonment. However, due to your society NOT having laws yet to address your participation in crimes not yet conceived of by your people, you might escape the full punishment you deserve.
However, OUR laws will not be escaped. By the laws of the Alliance, you will face the full consequences of your actions. To facilitate these, you shall be exiled from the world of your birth. Your death sentence shall be mindwipe, followed by public service. Under the ordnances of Optimal Labor Mobilization, you shall be biologically modified to match your new role. As you did take from society and torment others for your own self-gain and amusement, so shall your new life be one of selfless devotion to serving and helping others. Kisaka Saki, I sentence you to CLOSE ALPHA conversion. You shall give of yourself to others, and you shall seek opportunity to provide care and assistance to others.”
“You can’t do this! I have RIGHTS-”
“You gave up your rights when you willfully committed assault, rapine and murder. Consider yourself lucky. Your confederates have already been executed for their crimes. Constables, take her away.”

What’s on your mind, rookie? Feeling uneasy about doing the rounds here in Penal-Med?”
“The prisoner in there, just out of op. She just looks so helpless and innocent, almost in pain, in her sleep like that.”
“Feeling pity for her, are you? Don’t be. That there’s what’s left of a stone-cold thrill-killer. A few minutes ago, if she’d been conscious and free, she’d cheerfully have slit your throat for the laughs. Got real turned on watching violence done to others, too. Some of those who survived her would say mindwiping’s too merciful for the likes of her, but the decision’s come down that she’d be of more benefit to society alive than dead. Her partners in crime got vaped in act, but because she got taken alive she gets brainburned and a new persona laid in. Hopefully, a few years down the line, somebody can say she does more good than the harm she did in her last life.”


“Because of OLMAS, we got some of the cleanest streets in the world in the GNE. It’s gotten so that some of the newly-minted A.I. citizens are complaining about the meatbody municipal workers horning in on their jobs.”
---Margie Obeer, Citizen-Resident, White River Junction, Greater New England

The Optimal Labor Mobilization Act is a piece of legislation passed by the Greater New England Senate that effectively calls for the maximum possible humane utilization of manpower resources available within the GNE and its territories. Essentially, anybody and everybody eligible for work is given a job, according to their abilities and their tested potentials. If necessary, the corporate-state will train and even physically modify enrollees under the program to maximize their employment potential. If not enough work is available locally, the corporate-state will offer to relocate new workers to areas where their skills and abilities are needed.
Under the OLMA, large-scale training programs train promising employees for jobs. Compensation is given according to the job(s) enrolled in, and credits earned towards high-paying promotions and/or alternate positions.
The OLMA is seen by many critics of the GNE as an example of extreme socialism imposed on people living in the GNE, Others see it as an attempt by Paladin Steel to garner cheap forced labor for its own projects. The more extreme critics claim the OLMA is an excuse by the corporate-state to enslave the populace as little more than ‘biological resources’, pointing to the use of ‘biological modification’, including mental indoctrination, as nothing less than involuntary medical experimentation and mutilation of the unwilling. And ‘transport to available work sites’ is seen as an ominous phrase suggesting slave labor transport and deportations. With the Minion War’s demands for action being used to facilitate the implementation of more aspects of the OLMA, critics of the act have increasingly compared it to Coaltion State-style heavy-handedness and programs such as Operation Hellbender. Ironically, CS propagandists have considered using the OLMA as graphic evidence that the GNE is totally UNLIKE the CS in that it is impressing CIVILIANS into state work, whereas Hellbender is open to VOLUNTEERS.
Proponents of the OLMA counter that the Act has built-in restrictions and safeguards meant to prevent exploitation of the masses. That the relocations of persons are temporary, and ‘modifications’ improve the recipients’ health and welfare, the better to have a happy, healthy, productive workforce.
OLMA is administered in part by the GNE’s Human Resources Officers and Combat Psychiatrists, who are charged with testing candidates and finding their apptitudes and positions best suited for them. Under the OLMA, the GNE’s Civil Labor Battalions grew in number and scope; government-sponsored work teams charged with expanding, upgrading, maintaining GNE infrastructure, these units saw the employment of a great many d-bee refugees.
OLMA has been seen as an attempt to publicly blanket-excuse such gray- and black programs as BONE JACKAL and CADMUS BLACK, even outside the geographical and legal borders of the GNE. The definition of ‘potential employee’ has, according to the critics, been stretched to include criminals(under the BONE JACKAL perogatives), refugees, and ‘those at risk of catastrophic loss of life and liberty’(a term commonly applied to psionically-’tagged’ CADMUS BLACK candidates). Under such guidelines, the opponents of OLMA contend, the GNE and PS have recruited up an invisible army of ‘sleeper soldiers’ loyal to the State and Company. Pro-OLMA forces counter that spreading the network wider has made the GNE Alliance safer, giving its territories a security buffer and protecting those areas where the nation has interests.
As the debate continues, the Optimal Labor Mobilization Act coninues to work away, becoming a cornerstone of life in the GNE.

CLBs--Civil Labor Battalions

“Not everybody winds up in a Labor Battalion as a shovel-waver or a bulldozer operator, just as many going through Human Resources get selected as teaching staff. I wound up doing a double-stint between nailing house frames and teaching music to classes of cyborgs. LOT of percussion and metal guyline string instruments, but we actually got quite a few real talents inspired. I got kinda tired of the ‘garage band’ and ‘heavy metal’ jokes, though.
I’m thinking of putting off getting a meat-sleeve when my CCLB contract expires. Much as I miss sex, I don’t miss muscle ache and shortness of breath. Renewing my contract, I’ve got an offer to upgrade to a Rachnor frame for free, and those guys can make some SERIOUS money, what with the new colonies opening up. I figure I put in another ten-fifteen years, I’ll earn both some serious cash and accumulate rehab credits enough to cash out, resleeve, get my bio-clock reset, and have a nice tidy nest egg ready to attract a good mate.”
---Eric VanDauser, Contract Laborer(Skilled, Grade 3), Greater New England

“Taking over that wretched metropolis by force of arms was the EASY part. Rehabbing several thousand slaves who’d been nano-transformed and drone-programmed was the REAL headache. Crackbrain superscience and magic hoo-doo helped transform them part of the way back, and salvaged some of their brains, but we still got thousands of walking talking ex-drones, most of who were effectively addicted to being somebody else’s house labor or plaything, and unable to return to their old lives. So we recruited up a whole bunch of new civie labor-bats, and mixed in the new folks, and got them working to help fix up the city and our other works. Brought over some veteran cee-el workers to work alongside them and help them find themselves. Get them thinking like individuals again, get them interested in other things besides slavishly taking somebody else’s orders, maybe even get them in a few brawls...yeah, get them to assert themselves.
We figure we’ll get some of them all the way back to themselves, at least mentally. Some of them, though, they’ll be working wards of the state all the rest of their lives, and we’ll have to transfer some of them offworld, but at least they’ll be paid and taken care of, and doing constructive things, and that’s better than what they were before.”
---Monik Tessmen, Supervisor, Paladin Steel Human Resources, Outstep Section.

“Hi! Can I interest you in a refreshing cold bottle of spearmint-flavored neural-nutrient supplement?”
“Indeed you can! That sounds mighty lick-smacking tasty! Say...you have the loveliest eyes, you know that?”
“Rebuilds. The de-droning treatments didn’t work all the way. You have a nice smile, too!”
“Thanks, but I kept telling the reconstructive techs it needs to be able to quirk up on the corner if it’s to resemble my old one! They’re still working in the adjustments-”
The plastic-skinned ex-love doll with the pneumatically curved figure shared a grin with the tall full-conversion general labor-frame cyborg with the faux-skin mask and the one gold incisor.
“Muriel, 43rd Field Commissary Platoon. You looking for company later?”
“Samath, 17th Hydro-Build Construction Battalion. I get off shift at six p-m.”
“Can you make it to the Northfield Rec Center?”
“It’s a date. I’ll wear clean overalls.”

“What force of arms cannot achieve, good works often can.”

Harkening in spirit back to the pre-Rifts New Deal’s Works Progress Administration, CLBs are part of Greater New England’s way of assimilating new refugees, especially d-bees, into their economy, under the Optimal Labor Mobilization Act. They are also used to rehabilitate ex-slaves, especially those bred as slaves or indentured from an early age, who have had little experience with anything outside servitude, giving them a structured, disciplined environment while providing opportunities for them to explore other life options.
Civil Labor Battalions can be engaged in a variety of tasks, such as repairing roads, clearing land, loading transports, setting up infrastructure on new colony worlds or in PS/GNE affiliated nations, construction projects, or working on urban beautification programs. Some CLBs harvest crops, raise livestock, and cook meals for other GNE organizations. Conservation efforts such as landscape clean-ups, netting and counting, and forestry are also CLB jobs. Others collect garbage, manage landfills and recycling centers, and recover materials for re-use. Yet more CLBs may be engaged in retaining, documenting, and demonstrating more traditional ways of doing things, such as farm labor or crafts, as a means of keeping them alive and viable against future need.
CLBs aren’t slave(though they are often, as mentioned, used to rehab ex-’lifer’ slaves) or impressed labor, as some critics(especially the Coalition States) contend; they’re a way of providing education, orientation, and direction to often bewildered d-bee refugees. CLB members recieve basic pay as well as housing, food, educational opportunities, and recreational perks. PS Combat Psychologists and Human Resources Officers are frequently attached to CLBs, providing psychiatric counseling to refugee recruits, and providing career advisory to those seeking more advanced work.PS Contract Engineering(PSCE) often engages the services of CLBs and headhunts potential talent from their ranks.
Perhaps the most controversial CLBs are the Cyborg Battalions, a favorite of CS propagandists. CCLBs are made up of partial- or full-conversion cyborgs made from maimed d-bee initiates, who serve five - to ten-year stints as heavy labor before getting the opportunity to decant to cloned bodies or more life-like cyborg frames. Wrongfully called ‘slave borg troupes’, CCLBs are prominent in heavy construction and colony development, owing to the strength and toughness of their members. However, as with the regular CLBs, emphasis is placed on education for members, typically civics and engineering courses are offered to CCLB members. CCLBs, by the physical nature of their cyborg bodies, are typically assigned to more arduous and hazardous work than regular CLBs, but this added hazard arguably goes towards paying for members’ upgrades or body resleeving.
Graduates of CLBs often form social networks and alumni-style friendships, which is part of what PS/GNE sociologists hoped to achieve.

“You think you’re being handed a raw deal? Didn’t ask to be d-stranded all the way from fud-all-where-you-came-from? Didn’t ask to be munched on by monsters? Didn’t ask to be made into a cyborg? Didn’t ask to be sent to dig ditches and build roads? Consider yourself lucky; you rescue-salvage cases could be on the front lines in a war zone somewhere. Instead the Company follows the law and shipped you all the way out here to build a colony away from the troubles back where they found you! You get fed, you get paid, you get trained, you get entertained, a cyberpsych holds your hand when you’re feeling blue, and after you work your hitch, you can get decanted back into a biological body, probably better than your old one, and either your walking papers or a recommendation for a higher position if you decide to stay on with us! That sounds like a pretty fair deal to me!”

*Rehab Credits---These are points that Cyborgs in GNE service can earn for time spent in cyborg conversion, towards reorientation once resleeved in a cloned flesh and blood body. It’s argued that the longer a person spends as a cyborg, the longer and harder it will be for them to readjust to being fully flesh again, so a cyborg in state/company service gets more assistance the longer they stay ‘in the metal’.




Penal Labor Battalions

“Some of these criminal types sure lose their bravado when they’re stood up in front of a judge and face the hammer coming down. Some of them go absolutely meek and miserable, or go into shock, especially if they’ve never seen a non-example of their species before. Not just the human-types; I’ve seen draconoids go wiggly-knees facing human cops, especially if the humahs have proven they can kick scaley ass. Others are freaked by being caught by a legal system not what they’re used to, by the speed of judgement, or by its severity...sometimes its originality. ‘Community service’ may sound like a light sentence, until they learn they’re going to be psy-bonded to a minder, or implanted with a symbiotic AI that’s going to make SURE they behave themselves.”

Penal Labor Battalions(PLBs) are not to be confused with CLBs, though that is often the case. Assignment to a PLB is as punishment, although there is a strong element of rehabilation involved. PLBs do many of the same work tasks as CLBs, but are less well-equipped, and they are not paid for the work(except in good behavior credits applicable towards acquiring extra luxuries). Bio-modification and persona mind alteration is typically not applied to PLB members, and the labor is HARD, as opposed to facilitated by applied meta-abilities or even machinery. The reasoning is, punishment ought to feel like punishment, and the convict has to be aware of the arduousness of the tasks assigned them.
PLBs tend to be assigned to misdeanor and minor felony crimes(the lesser of which are likely to be paroled to a CLB). More serious crimes, such as slavery, murder, and rape tend to carry the death penalty under the GNE legal codes. Specific criminals deemed of special interest to the GNE’s intelligence services may be recruited into programs such as BONE JACKAL, though increasingly many GNE judges are using the growing technologies of bio-modding and persona-remodeling to assign special punishments under BONE JACKAL(for example, a cyber-chopper might be assigned to become a CLOSE ALPHA regenerative organ-donor, with an adjusted persona or BINAS implant that makes them more inclined to altruistic behavior).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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* PS-FC-59 Longma Full Conversion Borg(aka ‘Nightmare’, ‘Steellion’)

“Okay, so you don’t get convenient forearm hardpoints on a Longma, but you get a piledriver punch. And the four-legged mode takes some getting used to, but the flight capabilities are totally worth it. The heavy artillery the frame can carry on the back’s a big plus, too.
And women LOVE horses. Ignore the cyborg squid guys and girls with their talk of tentacles; women love riding hard. And the Longma is serious hardcore horse.”

“There’s two things you have to worry about if you have a run-in with a Longma ‘borg. One is that the cyborg’s got the brain of somebody insane enough to think that wearing the shape of what looks like a demonic dragon horse is a good idea.
The SECOND is that the thing is a flying gunship with enough firepower and armor to NOT disabuse the sociopath inside it that choosing such a shape was a good idea.
And if you can’t get away, blame Paladin Steel; they don’t seem to care that they’re essentially enabling wackjobs like that to live out their dreams in mental metal.”

“So, am I in the Cavalry or the Airborne?”
“Airborne Cavalry. You may now play ‘Ride of the Valkyries’ in combat. In fact, I insist on it.”

“Okay, landing on the roof was a BAD idea.”
“Hiding in the ground floor of that ruin and thinking that having you up top providing cover made us safer was a WORSE idea. Tell me again how many tons you weigh, dead weight?”
“I said I was sorry.”
“You’re lucky I didn’t have to join the cyborg corps myself because of that smooth move, you overweight pigeon!”

“Whow! Hi there! Don’t mind me, coming through the wall, but I was in the neighborhood and thought I heard something bad going down, a damsel in distress, or maybe a kitten caught in a toilet, so I figure I better step in and investigate, being a right conscientious citizen and all- I’m sorry? Who am I? Well, I’m the Kool Aid Man....geez, nobody knows those ads? Okay, it’s just an obscure d-bee joke. I’m your friendly neighborhood witch-asskicking wiseacre-bantering cyborg-knight in shining armor- and HELLO Lady Godiva! I’m your trusty ride out of here away from pale, scaley, and witchy over there! Oh come ON, Evil Lizard Lady! You think you can loom over me and scare me? I just freakin’ came through a rebar concrete WALL for cryin’ out loud! About the only thing about you that scares me is your all-too-perfect dentation! Back on the subject of looming, how about your try THIS on for size-?”

“Schepper! When the hell did you get a WARHORSE bodyframe!?? Hell, where did you get the damn Phaseborg mod?! I thought you were in Civil Engineering, not Special Forces!!!”
“Special program. Can’t talk now. Bad, BAD people coming. Lend a hand, construction ‘borg style? I’ll put in a good word for you with my other bosses.”

Another experimental shocktrooper cyborg frame is the FC-59 ‘Longma’. Though Paladin Steel already made cyborg and robot horses(the latter being copies of black market models), the idea of putting a SENTIENT brain in a quadruped chassis struck some as ridiculous, counterproductive, and sanity-testing(for the convertee). However, Paladin Steel cyber-engineers pointed out that PS had long produced non-humanoid quad-frames since the earliest days of its cyborg program, citing the success enjoyed by the FC-1 'Wolfman" Scout/Wilderness and FC-03 ‘Beetleborg’ Dwarven Mining Cyborgs.
The FC-59 Longma resembles a heavier version of the Black Market Monster Pegasus Robot Steed, with a few design changes. The forelegs are thicker, and have fully articulated hand manipulator-claws that slot into recesses in their backs. The horse can also stand/sit upright, squatting on its rear legs, and walk/run bipedally, though it is faster on all fours. In place of a rider, the Longma sports a heavy weapon turret. Unlike the Monster Pegasus’s. , the Longma’s tail is not a combat appendage, but rather more like a balancing limb or aerodynamic stabilizer
The Longma is often compared to the FC-52 Hayate(and the two are often confused in the field), with the criticism that both designs seem to be built to meet the same specs. However, the Longma is the heavier and slower of the two, and is generally regarded as a ‘flying tank’ as opposed to a ‘land combat-compatible jet fighter’, as the Hayare has been compared to. Both types are often selected as the heavy-mode of Phase’Borgs.
The FC-59 was just finishing up test trials and limited introductory market production when the Minion War broke out on Rifts Earth. With the demand for cyborg body frames suddenly spiking, desperate people grabbed up whatever was available, and the Longma saw intense front line action sooner than anticipated. It’s done fairly well under actual battlefield conditions, and has appeared in a number of dramatic news releases. Because of its animalistic design and size, the Longma has gained a reputation of being a ‘showboat cyborg’ because of its unique appeal to trans/althumanists. It has also acquired a rep as a ‘mega-modder’ due to the truckload of options available to it right off the line.

Type: PS-FC-59 Longma
Class: Full Conversion Borg - Shocktrooper Frame
Crew: One volunteer
A passenger could conceivably be carried on the back, but would have to either duck under the barrel of the long gun or the weapon would have to be removed entirely.
M.D.C. By Location:
Hands(2) 30 each
Legs(4) 130 each
Concealed Hover Jets(6, 4 underbelly, 2 hindquarters) 24 each
Wings(2) 150 each
Back-Mount Weapon(1) 120
Tail 45
*Head 120
**Main Body 360
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Longma CAN be fitted with additional armor, but is limited to LIGHT Cyborg Armor

Speed:
Running: (Biped) 40 mph, (Quadruped) 120 MPH. However the act of running does not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: Hover to 130 MPH, maximum altitude of 900 ft.
Underwater: The Longma can swim/thrust through the water, but at about 8 MPH.

Statistical Data:
Average Height: (Biped) 7.9 ft
(Quadruped) 5 ft
Width: (Biped) 3.4 ft
(Quadruped) 3.4 ft
16 ft wingspan
Length: (Biped) 4.5 ft
(Quadruped) 9 ft
Weight: 1.5 tons
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+4 initiative
+5 strike/parry
+4 dodge, +6 in flight
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg or Headhunter OCC.
Black Market Cost: 12 million credits with all standard features, weapons, and sensors.

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

Special Features:
*Parabolic Ears---The swiveling horse ears of the Longma increase the effective hearing range of the cyber -amplified hearing by 50%.

*Mini-Radar---5 mile range.

*Hardened Circuits---A feature growing to be standard in Paladin Steel-made combat cyborgs. Shields the ‘borg’s systems against EMP and other electrical-disruption attacks.

Weapons Systems:
1) Eye Lasers(2)--Carried over from the original Monster Pegasus. Lock, lock, and shoot.
Range: 2,000 ft
Damage: 2d6 MD single blast, 4d6 MD dual blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Back Heavy Hardpoint(1)---The Longma can carry a heavy weapon on its back. The cyborg can drop its head and neck to allow the long-barreled weapon free arc of fire forward, and drop its wings for full swivel to back and sides. The weapon is normally carried facing back when not cleared for action.
a) Gatling Cannon---Five barrels of meanness. You know you want to rock ‘n roll.
Weight: 35 lbs ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

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

c) 20 mm Rapid-fire Cannon
Range:(20mm)4000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N

d) OCSW-2 ‘Arden’ 25mm Heavy Machine Gun
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
1d4 MD per 10 rd burst, 14 ft blast radius
4d6 MD per 60 rd burst! 25 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
2d4 MD per 10 rd burst, 12 ft blast radius
6d6 MD per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
2d6 MD per 10 rd burst, 2 ft blast radius
1d6x10 MD per 60 rd burst! 4 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)

(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown

(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius

Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proximity fuze.
*Soft Recoil
*Right and/or left-hand ammunition feed
*Quick-set burst length selection
*Corrosion-proof all-weather composite ceramic construction
Note: Unlike Rail Guns, the machine gun/autocannon does suffer from parts fatigue, especially the barrel rifling. The current projected life span of the Arden’s ceramic barrel is 5,000 rds, before recommended replacement, though some field units have reportedly gone twice that before barrel cracking and round deviation took place, and other units have had to replace the barrels after only 1,000 shots. Barrel replacement is relatively simple, with the proper tools and spare parts, and an experienced armorer can tear down the weapon and replace the gun barrel in 5 minutes(requires partial dismantling of the weapon and the recoil system).

Bonuses from Sensor Package:
*Laser Range-finding and Targeting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.(yep!) Shells cost 10(SDC Fragmentation) 20(High Explosive) 28 (SDC Armor Piercing)- 100 (MD Fragmentation) 200 ( MD High Explosive) 350(MD Armor Piercing) credits each;

e) GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
Range: 4,000 ft
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 30 rd drum or 200 rd belts
Special Features:
-Gravitonic Counter-Buffer---The standard GrHW-01 has recoil as standard, so standard burst rules apply, However. PS engineers have learned how to fit the weapon with a gravitonic ‘counterwave’ similar to Three Galaxies weapons, that damps recoil and steadies the weapon during rapid fire---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil.
-Top Sighting Rail---The OCSW-TAT02C sighting module is typically mated to the GrHW-01.
Cost: 95,000 credits


f) KTH-65 32mm Assault Rail Gun (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. the KTH-65 can penetrate most any known armor with ease with a high-velocity burst. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Maxium Effective Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7 ft) radius
Rate of Fire: single shots, ECHH
Payload: 60 rds
Cost: 100,000 credits

g) PS-M-64 60mm ‘Snapdragon’ Gun-Mortar System
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 20 ft blast radius.....lose initiative and 1 APM for that melee(cost: 160 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: ECHH. Hand-loading and firing rounds takes 2 actions each shot.
Payload: Varies by vehicle- and cyborg- ammunition-storage capacity. As a rifle/pod-style weapon, it has a clip-on magazine with 5 shots
Cost: 250,000 credits

h) 40mm Grenade Launcher
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher

i) PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits

j) PS-862 AC Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC)
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload: 400 rds
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 250,000 credits

k) Micro-Missile Launcher---Paladin Steel’s smaller, meaner, more accurate, sub-mini-missiles. Bigger isn’t necessarily better, as these things prove.
Weight: 20 lbs
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1, 5, 10, or all 25
Payload: 3x25-shot cassettes. 75 total.
Cost: 20,000 credits
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM

l) PSMBL-5000BHeavy Pulse Laser
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits

m) Tri-Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 300,000 credits

n) PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon
Range: 3,000 ft...Maximum range for a six-shot burst drops to 2,500 ft with a 6-ft wide ‘spread’, and for a twelve-shot burst to 2,000 ft with an eight-foot spread.
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD per six-shot burst(2d6x10 MD beyond 2,500 ft out to its maximum range), and a whopping 6d6x10 MD for a twelve-shot burst(4d6x10 MD beyond 2,000 ft out to its maximum range)
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: 60 round box standard
Cost: 45,000 credits. Cadmium-telluride cartridges cost 45 credits each

o) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

p) M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon.
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

q) PS-HPBC-20 Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a coaxial small laser.
Range: (PBC) 11,000 ft(double in space)
(Laser) 2,000 feet (double in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Conditionally unlimited(Unlimited linked to nuclear power source) though smaller vehicles(such as the ‘Vader) have a battery capacitor with a limited number of shots(20 typically) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited
Cost: 4.2 million credits

r) Particle Fan-Blaster
Range: 4,000 ft
Damage: 1d4x10 MD single blast, 2d4x10 MD double-barreled blast, to a 10 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 300,000 credits

s) Mini-Missile Launcher---10 mini-missiles, packed ‘metalstorm-style’ in two launch tubes. Let’s see them dodge THIS!
Weight: 27 lbs
Cost: 30,000 credits


3) Wing Lasers(2)---These are knockoffs of those mounted on the Flying Titan Power Armor.
Range: 4,000 ft
Damage: 2d6 MD single blast, 4d6 MD dual blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Wing Hardpoints(2)
a) Micro-Missiles---2x25 shot cassette pods (50 shots) per wing
b) Mini-Missiles---6 per wing
c) Short Range Missiles---3 per wing
d) Medium Range Missiles---1 per wing
e)L-SAM ‘Black Talon’ Launcher---A light weapon mount RAM(rolling airframe missile) launcher adapted for shipboard use.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Payload: 3 per wing
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

f) 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
Payload: 2 per wing
Bonuses: +5 to strike


Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d8 MD
Power Punch( 2 attacks) 4d6 MD
Foreleg Kick/Biped Kick 1d6 MD
Rear Leg Kick(Quadruped Mode) 2d6 MD
Leap Kick(2 Attacks) 3d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block 1d4 MD
Galloping Body Block/Ram: (2 attacks) 1d8 MD
Stomp 1d4 MD
Head Butt 1d4 MD
Bite 1d4 MD
Wing Slap 1d4 MD
Tail Lash 3d6 SDC

Options:
The Longma can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with special armor(such as laser-reflective), cyborg TW multiplexor systems, and cosmetic flourishes.

*Laser Reflective Chroming---Full-body superchrome coating; lasers do HALF damage. Cost: 4 million credits.

*Breath Weapon
a) Chemical Spray---Horse(or is it dragon?) breath.
Range: 30 ft
Damage: Varies by Chemical
Rate of Fire: ECHH
Payload: 25 shots total, of up to 5 different chemicals
Cost: 40,000 credits

b) Flame-thrower
Range: 150 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire: ECHH
Payload: Enough fuel for 10 blasts
Special Features: *Multi-Fuel Capacity
Cost: 8,000 credits

(The following require the cyborg to have some sort of PPE source, such as a Talisman amulet or PPE clip/generator powerstone)
c) TW Vapor: Darkness---200 ft range, covers a 20 ft area, normal vision negated completely(-10 to strike, parry, and dodge), technological sensors are at HALF range. Effect persists for 15 minutes. 5 PPE per activation. Cost: 77,000 credits.
d) TW Vapor: Miasma---100 ft range, covers a 20 ft area, does 1d4 SDC/Hit Points per melee, plus -3 to strike, parry, and Dodge per melee of exposure. 4 PPE per blast. Persists for 1 minute. Cost: 48,000 credits.
e) TW Vapor: Lifeblast---150 ft range, effects as per description on Rifts Book of Magic, pg. 108. Equiv. to 5th level. 8 PPE. Cost: 82,500 credits.
f) TW Vapor: Cloud of Slumber--- Range of 90 ft and covers a 20x20x20 ft area. Anybody caught in the cloud and breathing of its vapors must save versus magic or fall asleep. Effects last 6 minutes. 2 PPE. Cost: 33,000 credits.
g) TW Vapor: Cloud of Ash(Elemental Fire)---Creates a cloud of hot ash; 180 ft range, lasts 4 minutes, and covers a 30 ft area. Anybody caught in the cloud takes 2d6 SDC per melee, and is temporarily blinded for 1d6 melees(-10 to strike, parry, and dodge) unless wearing appropriate protection. 67% chance of setting combustibles afire. 90 ft range, covers a 30 ft diameter, persists for 4 melee rounds/1 minute. PPE Cost: 3 PPE per blast. Cost: 30,600 credits
h) TW Vapor: Stench of Hades--- 60 ft range, covers a 20 ft range. Save vs magic or take 1d6 damage per melee of exposure, and 50% chance per melee of vomiting, losing initiative, 2 APMs, and -4 to strike, parry, dodge. Even those who save are -2 to strike, parry, dodge. PPE Cost: 2 PPE per blast. Persists for 5 minutes. Cost: 34,000 credits
i) TW Vapor: Cloud of Steam---Generates a jet of superheated steam; 240 ft range, lasts 4 minutes, and covers a 30 ft area. Anybody caught in the cloud takes 2d6 SDC per melee, and is temporarily blinded for 1d6 melees(-10 to strike, parry, and dodge) unless wearing appropriate protection. PPE Cost: 3 PPE per blast. Cost: 32,000 credits
j) TW Vapor: Purple Mist---90 ft range, covers a 20 ft area. Roll versus magic or 39% chance of passing out for 1d6 melee rounds, plus take 1d6 SDC per melee of exposure, and -1 to strike, parry, and dodge. Cloud persists for 3 minutes. PPE Cost: 3 PPE per blast. Cost: 42,000 credits
k) TW Vapor: Fog of Fear---60 ft area, and those caught in it must save vs Horror Factor 14. Night and normal vision reduced to 6 ft range, and all are -2 on initiative, strike, parry, dodge, and speed is reduced by HALF. Cloud persists for 5 minutes PPE Cost: 4 PPE per blast. Cost: 56,000 credits
l) TW Vapor: Starburst---210 ft range, 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long. PPE Cost: 6 PPE per shot. Cost: 63,500 credits

m) TW Vapor: Choking Blast & Dust Cloud---Raises a cloud of dust and grit 30x30x30 ft, Those without eye and respiratory protection will be -10 to all combat moves, lose initiative and 1 APM, and are unable to speak in the thick, choking, irritating airborne silt(double penalties for those with advanced senses such acute smell, sight, or hearing as the dust gets in where it shouldn’t). Those with environmental protection will find visibility drops to 1d8 ft, and will be -2 on initiative and -2 to combat moves. Radar, thermal imaging, and motion detection systems are similarly knocked out for the duration.
200 ft range, 8 PPE for 16 melee rounds(4 minutes) duration. Cost: 79,000 credits.
n) TW Vapor: Fire Gout---210 ft range, 6d6+7 MD per blast, targets are -3 to dodge. PPE Cost: 10 PPE per blast . Cost: 103,500 credits
o) TW Vapor: Mystic Water Blast---Great for fire extinguishing and simultaneously maiming and humiliating targets. 100 ft range, no damage(aside from a thorough drenching) to normal people, 2d6+6 HP to vampires, 2d6+6 MD to fire elementals and other beings vulnerable to water. -1 to dodge. 5 PPE per use. Cost: 50,000 credits.

*Horseshoe Punch---This augments the hard, blunt, hoof portion of the forearms with extra damage features.
a) Cold Iron/Silver Plating---Can be plated in cold iron or silver for use against supernatural opponents. Cost: 1,000-3,000 credits
b)Retractable Studs---Normally used to improve traction on slick surfaces. Adds 1d4 MD per stud-spike to a punch. Up to four can be mounted per hoof. Cost: 10,000 credits per spike.
c) Plasma Blast Studs---’Zap Taps’
Range:(Model 1 Stud Pad) Melee
(Model 2 Blast Pad) Melee
Damage:(Model 1 Stud Pad) Two settings; 5d6 SDC or 1 MD
(Model 2 Blast Pad) 2d4 MD
Rate of Fire: (All models) ECHH
Payload: Effectively Unlimited linked to the cyborg’s power systems.
Cost:(Model 1 Stud Pad)20,000 credits
(Model 2 Blast Pad)80,000 credits

*Wingblades---Molecularly sharp(+1d6 MD) or vibroblades(+2d6 MD) on the wings, add to slashing damage. Cost: 5,000-11,000 credits. Can be silver-plated, Naruni ‘Ripper’-style(increase cost by 50%).

*Head Horn---Some cyborgs like to go the ‘alicorn’ route and add a vibrosabre horn to their foreheads. Some will take it even further, and spring for a TW Spinning Blades enhancement.
a) Vibrospike Horn---3d6 MD. 50 MDC. Cost: 15,000 credits. Can be silver-plated, Naruni ‘Ripper’-style(increase cost by 50%).

b) Plasma Spiker---Fires off a contact plasma strike when hitting; 4d6 MD, 60 MDC. Cost: 92,000 credits

c) (Spell) Silverize------Temporarily mystically coats the blade with a layer of silver:
PPE Cost: 10 PPE/20 ISP per activation
Duration: Baseline 5 minutes per activation
Damage: Treat the weapon now as silver-plated; does DOUBLE damage to those vulnerable to silver. This effect extends to the Spinning Blades, even when fired as projectiles.
Cost: +12,000 credits +500 credits per 5 minutes duration

d)(Spell) Spinning Blades---More sharp! More fun!
Range: Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 300 ft.
Damage: When activated, the Spinning Blades spell produces 3 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 2d6x3 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: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the blades
PPE Activation Cost: 20 PPE per activation
Cost: 120,000 credits(basic 3-blade generator)

*Head Energy Weapon---Some take the ‘head horn’ even further, installing either a conventional plasma arc or a TW multiplexor(requiring a TW powerstone to be installed)and a magical blade projector installed in place .
a) Plasma Arc
Range:(Light Bolt) 2,000 ft
(Plasma Lance) 18 ft
Damage:(Light Bolt) 2d6 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 20,000 credits

b)*(Spell) Frostblade----Can be can be transformed/enhanced by the Frostblade spell. 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 8 minutes duration. Cost: 79,000 credits.

c) *(Spell)Light Blade---Causes the horn to glow with intense light, and now does 1d4x10+7 MD per strike, with a duration of 7 minutes. 10 PPE per use. Cost: 50,000 credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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*PS-GMRHV-355FCX/( FC-57) ‘Anansin’ Full Conversion Cyborg
(aka ‘PseudoMin’, ‘Doppelslayer’, ‘Minionator’)

“If you don’t mind the very strong risk of friendly fire incidents, this is one scary-ass cyborg config.”

“Know any super-bodied babes who like skimpy outfits and want to join a harem? MY harem?”
“Even with your nuts excised, Heffner, you’re a swine.”

“If you’re crazy and filthy rich enough to be buying into an Anansin, go with the e-book version of the options catalogue. You’ll be scanning both a cyborg and a vehicle list, and if you go with the hardcopy, you’re going to need a forklift to tote it around while you study up and decide what to get.”

“Face it, I make the whole ‘boat and tentacles’ look GOOD. A lot better than you do. I don’t even have to buy or kidnap my chicks; they just groove and gravitate towards me naturally. And I smell way better, too.”
---Anonymous Anansin pocking a fight with a Splugorth Slaver

“ALL ABOARD THE RESCUE EXPRESS! FLIGHT TO FREEDOM BOARDING HERE!”

“Sure it’s okay leaving this here?”
“I really hate to disengage from my hover, but otherwise I won’t be able to go down those corridors with you. Too small for my whole body. Don’t worry; I’ve set the alarms to autofire on anything not us.”
“Okay, that’s cool, but without your full sheathing, you look like you forgot your pants.”
“Damn it, oh thank you, that’s -exactly- what it feels like.”

Paladin Steel is uncertain whether to classify this as a vehicular variant or a cyborg class. After about a dozen specific-configuration orders, they decided to go with both. This started out as an extreme custom job, but when more than a few similar orders were made(at least five have been commissioned), Paladin Steel decided to assign the configuration a name and distribute general schematics of the type to its dealers. The GMRHV-355FCX is a hybrid vehicle/full conversion cyborg frame meant to emulate Splugorth Slavers in overall configuration. Why? PS is still scratching its heads over this one and was initially more than a little worried about Splugorth cultists seeking to emulate the Slaver minions of the dreaded Atlantic enemy. Subsequent(and mandatory) psych-evals of prospective convertees revealed no sign of Splugorth sympathies, but did show a definite streak of insanity, much directed revenge-anger, and a very relaxed attitude towards self-modification. With that(somewhat shaky) reassurance, and no other solid ground on which to refuse the request, Paladin Steel has authorized the construction of additional GMRHV-355FCXes.
The GMRHV-355FCX features a full conversion cyborg plugged in at the waist taking the place of the central option space(some cyborgs retain their legs, or opt for a long serpentine body similar to the PS-FC-23 SeaCobra Full Conversion Marine Assault Cyborg coiled in the center hull out of sight). The cyborg’s upper body sports two pairs of tentacles sprouting from its back, and the head is modified with a biting power jaw and typically a one-way opaqued visor over the upper face and eyes, with a small laser blaster system attached. A powered and articulated weapon mount is installed in the back.
Technowizardry systems are often installed, including integrated protective spells and Powerstone PPE generators.
GMRHV-355FCXs are typically requested by buyers with arguably some mental issues(indeed, most have been ex-Crazies), but often with the financial means to acquire such an expensive cyber-conversion. Even more telling is that they often have enough leftover funds and enough of a reputation to attract sufficiently talented and attractive female companions to complete the ‘Barge and Beauties’ look(though one GMRHV-355FCXer reportedly acquired the company of four VK-II Vampire Killer androids). Many ‘hobbyists’ also compete to see how much they can imitate the abilities of the Slavers, using alternative technologies, and ideally do them BETTER than the originals.
Though not as well-armored or supernaturally proficient in combat as their inspirations, GMRHV-355FCXers are arguably superior to the Splugorth Slavers in other ways, such as ranged combat and overall firepower. Though considered foolhardy, some of the GMRHV-355FCXers have made quite the sport of attacking the real Splugorth Slavers. Others have become quite good at vampire-slaying, at least one GMRHV-355FCX is known to have been ‘adopted’ into the ranks of the New Shemarrian Nation’s NeShemar.

Type: PS-GMRHV-355FCX/FC-57 ‘Anansin’
Class: Full Conversion Borg - Heavy Cyborg/Vehicle Hybrid, Special Operations
(Fully hooked up to its heavy hoverplatform effectively makes it a Shocktrooper in terms of mass and firepower)
Crew: One volunteer
Note: An M.E. of 14 or better is recommended before this conversion is allowed.
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 100 each
Forearm Weapons(2) 25 each
Tentacles(4) 50 each
Legs(2) 60 each
Feet (& Foot Pads)(2) 18 each .
*Head 100.
**Main Body 250
(See separate stats below for the lower hovercraft body)
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The ‘Anansin’ CAN be fitted with additional armor, up to HEAVY Armor

Speed:
Running: 45 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: Not possible without a jet pack.
Linked to its ‘barge’, the Anansin can very effectively hover and fly(see stats for the hoverbarge below).
Underwater: The ‘Anansin’ CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 7 ft ; tends to be disproportionately taller in the torso, due to the shorter legs.
Width: 3 ft at shoulders
Length: 2 ft
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+4 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg or Headhunter OCC.
Black Market Cost: 8.6 million credits with hoverbarge and all standard features, weapons, and sensors.

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

Special Features:

*Hardened Circuits---A feature growing to be standard in Paladin Steel-made combat cyborgs. Shields the ‘borg’s systems against EMP and other electrical-disruption attacks.

*Vehicle Link---The FC-57 is fitted with special spinal linkages that allow it to plug into a specially fitted PS-GMRHV-355 ‘Vader’ hover vehicle, and take over its control systems, essentially making the hover platform an extension of the cyborg’s body and nervous system. While linked, the cyborg/hoverplatform combination is +8% to piloting rolls, +12% to evasive/trick maneuvers, and +10% to speed. Also, if directly controlling the onboard weapons in the hoverplatform, the cyborg gets +1 APM, +1 on initiative, and +1 to strike, without the ‘zoning out’ normally associated with hyperlinkage systems.

Weapons Systems:
1)Forearm Blasters(2)---Standard cyborg forearm blaster mounts.

2) Back-Mount Weapon(1)----Extra appendage mounted between the shoulder blades and swiveling to fire over the head and shoulders.
a) Micro-Missile Launcher----125-shot array(5x25 shot ‘cassettes’)

b) Mini-Missile Launcher----19-shot pod

c) L-SAM Launcher----FIM100A ‘Black Talon’
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4(all)
Payload: 4 missiles
Bonuses: +5 to strike airborne targets, and gets TWO attempts to strike the target(agile enough to loop back on a target for a second try).
Special Features:
*MIni-Radar: 5 mile range
*Laser Targeting----Target Acquisition lock-on laser, but it also gives a +1 to strike in ‘Dumb Fire’ mode.
*IR/Thermographic Optics and Target Profiling
*Fire-and-Forget Operation
Cost: Launcher costs 75,000 credits. Each encapsulated missile currently costs 10,000 credits. Currently available ONLY to GNE and affiliates

d) Short Range Missile Launcher----2-shot rail

e) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s knockoff of the Coalition’s CCT-M20 Missile Rifle, complete down to the light laser. Has the advantage of having a light laser for additional firepower.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

f) 20mm Cannon--Rapid-fire light cannon.
Range:
(XM139)(Maximum) 7,000 yards(21,000 ft)
(BRFA)(Effective) 2,500 yards(7,500 ft)
Damage:(20 mm) 1d4 MD per shell at 7,500 ft or less, 1 MD per shell up to 21,000 ft
4d6 MD per 5 rd burst(1d6 MD at maximum range)
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(BRFA) 1d4x10+4 MD per 10 rd burst
(20mm PSX-1)4d4 MD per shell(1d4 MD per shell up to 21,000 ft)
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 3.5 ft blast radius(single shot)
(BRFA)1d6x10 MD per 5 rd burst
(Ramjet) 4d6 MD per shell at 4,500 ft or less, 1d4 MD per shell up to 21,000 ft. Bursts not possible
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
(BRFA)1d4x10+4 MD per 10 rd burst

(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: ECHH
Payload: 25 or 100 rd drum
Bonus: The XM139 gets a +1 to strike from its balancing and recoil-control.
Special Features:
Cost: (XM139)18,000 credits
(BRFA) 20,000 credits

g) 30mm Cannon----Typically carries a precision 30mm ‘super-sniper’ weapon as opposed to an automatic cannon. Single shot, but extremely accurate, for ‘headhunting’.
Range: 9,500 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 4 shot clip
Special Features:
*Recoil Compensation and Stabilization System---The SHRS-30 comes standard with an interactive stabilization, smart muzzle-braking, and buttstock recoil control system, compatible with cyborg smart-sighting packages, that gives the monster gun a +2 to strike on aimed shots. The version mounted on the Vader includes hoverjet stabilization systems and gyroscopic balancing that allows for a +4 to strike on aimed shots.
Cost: 50,000 credits


h) 40mm Grenade Launcher(PSAGL-40B)
Range: 7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 300 rd Belt or box magazine
Cost: 50,000 credits


l)TW Starfire Pulse Cannon---Short range, and a monster for power expenditure, but it delivers a fearsome magic punch.
Range: 2,000 ft
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: 2 shots from a standard PPE-clip, or 50 PPE/100 ISP per shot.
Cost: 500,000 credits
Option: Can be fitted with a ‘regenerator’ PPE Powerstone system; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid----100 PPE battery capacity(12,000 credits), 200 PPE capacity(24,000 credits), or 300 PPE capacity(36,000 credits),

m) Pulse Laser Lances(dual mount)---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery, Effectively Unlimited linked to the cyborg’s power systems.
Bonus: +2 to strike
Cost: 75,000 credits

n) Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits

o) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.

p) PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon
Range: 3,000 ft...Maximum range for a six-shot burst drops to 2,500 ft with a 6-ft wide ‘spread’, and for a twelve-shot burst to 2,000 ft with an eight-foot spread.
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD per six-shot burst(2d6x10 MD beyond 2,500 ft out to its maximum range), and a whopping 6d6x10 MD for a twelve-shot burst(4d6x10 MD beyond 2,000 ft out to its maximum range)
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: 60 round box standard
Cost: 45,000 credits. Cadmium-telluride cartridges cost 45 credits each

r) Type 1 Anti-Theron Disruptor Cannon(ATC-01C)
Range: 4,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.

Rate of Fire: EGCHH
Payload: Gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
Cost: EXCLUSIVE to PS, not available for sale

s) TW Mage Pod---PS’s modular TW spell-casting apparatus. The model described here is a MagePod Model 0.1C, a (slight) refinement over the original model, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. Later models feature improved spelll-booster systems(DOUBLE range) and feature 4-8 Spellcard ‘cassettes’.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

3) Head-Mount Light Laser---Derived from the Cranial Blaster headpiece available to the Flexman cyborg.
Range: 2,000 ft
Damage: 2d6 MD single blast, 4d6 MD dual blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited


4) Retractable Claws---Each forearm can sprout three wicked vibroblades for hand to hand combat.
Range: Melee
Damage: 3d6 MD

5) Bionic Bite----An armored ‘overjaw’ that can deliver a powerful bite.
Range: Melee
Damage: 2d4 MD

6) Tentacles(4)---The Anansin sprouts four tentacles from its torso. Scary-looking as hell, they can also be used to snag objects, entangle opponents, and lash targets. Each has a PS and PP of 18, are +1 to strike, +3 parry, +2 dodge, +3 entangle. They have a reach of 7 ft(can be extended to 14 ft for an additional 45,000 credits). Another popular option is to incorporate, at extra cost, options similar to those of Paladin Steel’s ‘technowhip’ line.

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

Options:(Cyborg)
The ‘Anansin’ can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with weapons emulating Kittani and Atlantean weaponry, psi-scramblers, nano-repair kits, TW enhancements, and additional sensor gear.

*Kinetic Resistance Skinning---A result of reverse-engineering studies of Northern Gun’s padded Anti-Ballistic Armor and Naruni Kinetic Armor, this option covers the cyborg’s visible portions with an organic-looking padding that reduces damage from kinetic strikes such as punches, kicks, impacts, explosions, and projectiles by HALF. Adds 18 MDC to arms, 20 MDC to the head, and 40 MDC to the main body. Cyborg armor CAN be hung over it. Cost: 75,000 credits

*Serpentine Lower Body---Goes the whole copycat route by replacing the legs with a serpentine lower body. The snakelike lower body has 150 MDC and stretches out 12 ft, and can slither at 35 MPH. Slow, but it can also act like a prehensile tail; +1 to strike, +2 to dodge/parry, +1 entangle, +5% to Balance. +2d4 MD tail lash, 4d6 MD crush/squeeze. A favorite of those who like to use it coiled up in the hoverbarge to ‘spring’ out. Cost: 900,000 credits.

Lower Body/’Barge’
This is a stock PS-GMRHV-355 ‘Vader’ hover vehicle, modified for one-person operation. The central housing that would normally serve as a base for a heavy weapons module or sensor unit is instead built up into a well into which the FC-57 cyborg plugs themselves in from the waist down and links to the vehicle’s control systems. The platform retains the four gun positions, which can be manually operated by crew/passengers.

Type: PS-GMRHV-355 ‘Vader’, Modified
Class: Light Hover Vehicle, Gravi-Magnetic Resist
Crew: 1-5(1 cyborg pilot, plus 1-4 gunners) and up to 8 passengers.
MDC/Armor by Location:
Main Body 200
Small Maneuvering Jets(8) 5 each
Bottom Hoverjets(4) 50 each
Recessed Lights(4 banks) 5 each
Gun Stations(4) 30 each
(Optional) Bubble Top 40
Height: 6 ft at cockpit coaming +3-4 ft for any center module.
Width: 15 ft
Length: 15 ft
Weight: 2.3 tons
Cargo: Small spaces in the crew enclosure. Can carry up to three tons or lift/tow 10 tons slung underneath(HALF speed when so encumbered).
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Flying) Hover to 160 MPH. Maximum altitude of 1,000 ft. Unlike the original, the PS-GMRHV-355 can hover indefinitely, courtesy of its GMR systems.
Bonus: The GMRHV-355 is +1 to dodge normally.
Market Cost: 1.5 million credits(slightly more expensive than the regular hoverbarge due to the cyborg linkage and AI systems.
Systems of Note:
*Long- and Short-Range Radio/Video Communications
*Normal and IR-Light Spotlights
*HUD Crew Stations
*Radio: 500 mile range
*Radar---10 mile range
*AI AutoSystems---To assist the cyborg ‘pilot’, the hoverplatform has a robotic AI system that can run basic systems, act as security monitor, and run point defense programs, acting as a force multiplier for the ‘borg. 5 attacks per melee, +1 initiative, +4 dodge, +2 to strike, Pilot Hovercraft 92%
The Barge can also be monitered/remote-controled by its associated cyborg via encrypted commlink(10 mile range).

Weapons Systems:
1) Modular Hardpoints(4)----The original HXL-355 Laser Turrets have been replaced with modular fittings that allow more modern weaponry to be quickly installed or swapped out, allowing for quick reconfigurations, depending on operator preference or mission requirements. Due to the more violent nature of Rifts Earth(and beyond) the
‘Vader’ tends to mount heavier weaponry than its NEMA predecessor, and typically carries vehicular-mount versions of common infantry heavy weapons.
Some of the more common modular fits are as follow:
a)7.62mm PS-M136 Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

b) 20mm ‘Taskin’ Rapid-Fire Gun
Range: 3,000 ft (1,500 ft for wood rounds)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds
(20mm PSX-2)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: (20mm) Standard.
Payload: 1,000 rd drum magazine
Cost: 20,000 credits

c) Light Rail Gun(Modified BAR-2)
Range: 2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 500 rd drum magazine
Cost: 29,000 credits

d) Light Rail Gun(PS-RFRG200)---PS copy of the C-200 ‘Dead Man’ Rail Gun
Weight: 42 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

e)PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 78,000 credits

f)PSIC-01 Tesla Infantry Ion Cannon
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
(Ion Bolt/Burst Shot) 10 shots standard e-clip, 20 shots long e-clip, 55 shots e-canister
(Lightning Blast) Each blast takes 2 shots
(Shock Zone) The shock zone uses up 1 shot per minute of operation
Special Features:
*Sighting Laser---+1 to strike in single-shot mode
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 28,000 credits

g)PSIC-02 Infantry Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits

h)PSIC-03 “Scheffer’ Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Cost: 32,000 credits

i) PPR-4 ‘Comet Rifle” Plasma Bazooka
Range: (Plasma)3,500 ft
(Plasma Bolt) 2,000 ft
(Magnetic Vortices) 2,000 ft
Damage: (Plasma)1d4x10 MD per plasma blast, 3d4x10 MD for a 3-shot rapid-fire burst(takes two attacks)
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
(Magnetic Vortex-SDC) 2d8 SDC per vortex, plus 60% chance of knocking down human-sized targets, and affects a 10 ft radius
(MDC) 2d8 MD per vortex, 3 ft radius
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Short E-clip provides enough energy for 8 plasma blasts, or 8 plasma bolts, or 16 MD magnetic vortices, or 160 SDC blasts(10 SDC vortices equal 1 MD blast)
Long E-clip provides enough energy for 16 plasma blasts/bolts, 32/320 magnetic vortices
Remember: TWO clips can be carried; a push of a button above the trigger switches the clips.
Bonuses: +1 to strike from laser targeting
Note: Magnetic force vortices, being invisible, are -8 to dodge
Special Features:
*Sensor Package---To make this weapon more valuable to space forces, PS installed a ‘smart’ sensor package, taken directly off the ‘Maximus’ Laser Rifle.
Telescopic Optics
Passive Nightvision
Thermo-Imaging
Laser Targeting---+1 to strike
PPE-Sensor----200 ft range(out to 400 ft w/ 50% error in aura determination), 60-degree arc, and can detect invisible enemies(See Rifts: Japan, pg. 116 for details on the SNARLS system on which this weapon is ultimately based)
IR/Normal Light Spotlight---300 ft range
Optional Smart-Gun link--Can be fitted for a ‘smart-gun’ link or any other targeting interface
Cost: 90,000 credits

j) PSPPR-5 ‘Lewiston’ Light Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 6 shots standard e-clip, 18 shots long e-clip, 48 shots with an e-canister
Cost: 33,000 credits

k)PSPBW-10 ‘Fanblaster’ Particle Beam Weapon
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 20 shots from a long E-Clip, 45 shots from an E-canister
Cost: 150,000 credits

l)PSBW-11 ‘Super-BAR’ Particle Beam Rifle
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 12 low-power/8 high-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE
Cost: 32,000 credits

m) Multiplexor Cannon----Multi-spell modular spellcasting system. Each installed Multiplexor has a 3-spellcard rack and can be powered by a PPE battery or ‘Greenstar’ regenerating PPE powerstone.

n) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 18 shots standard E-clip, 24 shots long e-clip, 50 shots canister-clip.
Cost: 55,000 credits

o) 25mm Automatic Grenade Launcher
Range: 3,300 ft
Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius

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

(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object

(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown

(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius

Other ammunition types, including incendiary and plasma rounds, are also being developed.

Rate of Fire: Single shot or 5-shot burst
Payload: 100 rd drum
Cost: 14,000 credits
Shells cost 8(SDC Fragmentation) 18(High Explosive) 26 (SDC Armor Piercing)- 198 (MD Fragmentation) 198 ( MD High Explosive) 348(MD Armor Piercing) credits each

p)Stun Gun---An electrical zap-arc that works similar to a taser, but based on a design acquired from Japan, via PS’s limited trade with that island-nation. (Stats from Rifts: japan, pg. 124)
Range: 800 ft
Damage: Setting One: (Weak Stun--Children, elderly, pregnant women, disabled)1d6 SDC
Setting Two: (Light Stun--elderly, teenagers, weak adults, small to medium animals)2d5 SDC
Setting Three: (Moderate Stun---Adults)3d6 SDC
Setting Four: (Heavy Stun---Adults in superior condition, drug-addicts, PR-Borgs, augmented humans, large animals)6d6 SDC
Setting Five:(Super-Shock---superhumans, augments, partial conversion Borgs, monsters) 1d6 MD
Stun Damage: On _correct_ setting, adults must save at 14 or higher(children and animals save at 18 or higher) or be -9 on initiative, -7 to strike/parry/dodge/roll, reduce speed/melee actions/and skill performance by HALF for 2d4 melee rounds. Additional strikes are cumulative. A successful save means the target takes damage, and loses 1 APM, but is otherwise fine.
Cumulative 15% chance per subsequent stun blast that the target will be knocked unconscious for 1d4 minutes.
Penalties: If setting is too low, the target can more easily shrug off the effects. Targets are +4 to save per each level that the blast is too low.
If setting is too high, target is +15% to lose consciousness .
Ineffective against EBA, robots, full conversion Borgs, vampires, androids, and the more powerful creatures of magic.
PR Borgs, Juicers , and Crazies are only really susceptible to Settings 4 and 5, and are +1 to save
FC Borgs are only affected by Setting 5, and are +4 to save, penalties and duration are HALF.
Young supernatural beings and lesser demons can be affected by Setting 5, but are +3 to save.
Rate of Fire: ECHH
Payload: 400 shot battery conventionally powered models(Recharges 20 shots per hour). Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits

q) Electromagnetic Vortex Launcher
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD,
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 250 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

r) Sonic Stunner
Range: 250 ft, 10 ft area.
Damage: 1 SDC, plus save vs non-lethal poison or be -7 to initiative, -6 to strike/parry/dodge, reduce Speed by 25% for 1d6 melees.
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.

s) Sonic Cannon
Range: 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant. 30-shot E-clip(1 MDC shot equals 10 SDC shots), 50 shots from a long E-clip
Cost: 80,0000 credits

t) Flame-thrower---Multi-fuel burner that can fire a direct stream or fire incendiary pellets.
Range:(Direct-Stream Mode) 230 ft
(Pellet Launcher): 1,000 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
(Pellet Launcher)(SDC) 1d4x10 SDC to 10 ft area, plus does 3d6 SDC per melee for 1d4 minutes
(MD) 3d6 MD to 5 ft radius, plus does 1d6 MD per melee for 1d4 minutes(Regardless of fuel-type)
Rate of Fire:(Direct-Stream Mode) Standard
(Pellet Launcher) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
(Pellet Launcher) 25 pellets in the chamber
Cost: 50,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1,000 credits per tank
(WI Napalm-P) 2,000 credits per tank
Pellets cost 5 credits apiece

u) Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast

(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
Rate of Fire: ECHH
Payload: 50 gallon tank(250 blasts)
Cost: 10,000 credits


x) Search Light---Heavy-duty normal light/infrared searchlight. Effective range of 7,000 ft. Cost: 10,000 credits

y) Hydro-Saw---An industrial tool, field-mounted. Rather than use a vibroblade or psuedo-diamond cutting edge, the Hydro-Saw uses high velocity water, pumped at near-supersonic velocity by a magnetic peristaltic pump, then laced with fine ceramic grit, to rapidly cut through materials, acting as both blade and coolant at the same time. The cut is remarkably clean and quick. This device is devastating if used as a weapon, especially against vampires, but its extremely short range limits its effectiveness as a combat weapon.
MDC: 150
Range: 50 ft
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
Rate of Fire: EPCHH
Payload: 300 full melee bursts
Cost: 30,000 credits

Options: (Hoverplatform)
These are options available to the hoverplatform and separate from the cyborg upper body, though they fall under control of the linked hybrid.

*Dome Canopy/Windshielding---Also available as the DSD-B Underwater Dome, with 40 MDC. Cost: 25,000 credits. Tinting costs 1,000 credits, photo-reactive costs 6,000 credits

*Gun Shields-----MDC: 180, Cost: 24,000 Credits each

*Vehicle Armor---Extra armor, typically disguised as ornamentation, can be added to the hovercraft, although at the penalty of extra weight and reduced speed.
*Appliqué Armor---Adds additional protection(and weight) to the main body. Up to 250 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 precut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the appliqué 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 appliqué armor CANNOT be reattached without extensive reconstruction and refurbishment(if anything is left at all of the original material). Essentially, one has to re-buy the appliqué and/or jettisonable armor option to regain its benefits.
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

*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Appliqué Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 credits


*Claymore Reactive Armor---This mounts directional fragmentation grenades on the outside of the hovercraft. Each mine is directional, and does 4d4 MD to 8 ft area in front of the shield, and 1d4 MD to everything out to 80 ft in a 100 -degree arc. Up to 12 can be mounted. Cost: 600 Credits per mine

* Forcefield Generator---Naruni Enterprises would be incensed and Triax drooling to see specs if they knew about these systems. 180 MDC, Cost: 190,000 credits.

* Jamming Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).
Cost: 50,000 credits

*Radio Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.
Cost: 50,000 credits

*Utility Tentacles(1-8)---Up to four heavy tentacles, taken from Paladin Steel’s PS-GMR-Ut17 SkyTek Armored Gravi-Magnetic Resist Utility Vehicle can be added to the underside of the hoverplatorm. Some people think that an Anansin fully outfitted with these appendages resembles a Neuron Beast more than a Splugorth Slaver. Up to four additional tentacles can be added, but each one takes up a gun mounting. Each tentacle has 90 MDC, Robotic PS of 45, can stretch 25 ft, and can inflict damage as follows: Punch/Jab 2d4 MD , Whip/Slap 1d6 MD , Crush/Squeeze 5d6 MD per melee(takes ALL attacks of the operator). Cost: 98,000 credits per tentacle


*TW Multiplexor---Identical to that available to the upper body, only the vehicle mounting can be fitted with multiple PPE generators.

*TW Features---TechnoWizardry enhancement is an expensive way of pushing the imitation to the limits, but some Anansins push it far, and have the money(or bankrolled backing) to have TW mods added. In fact, the most devout(and successful) Splugorth-hunters consider TW accessorization a must-have for stalking Slavers.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

*Environmental Hazard Protection System/Breath Without Air(TW)---20 minutes per 5 PPE. Cost: 200,000 credits

*Impervious to Energy(TW)---5 minutes per 20 PPE. Cost: 170,000 credits

*Protective Energy Field(TW)----50 MDC per 10 PPE pumped in, and 10 minutes per 10 PPE. Cost: 250,000 credits

*Doppleganger-Cloak(TW)----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
Cost: 2 million credits

*TW Hot Tub---One Anansin convert figured on mocking the Slaver Minion ‘slime tank’ by having a modified TEMEIP-02 ‘Rejuvenator’ Medical Energy Immersion Pod built into and around his interface well. The magically-empowered waters do nothing for the cyborg himself, but can be used to fortify and heal crew and passengers. Useful for rescue work and anti-vampire combat(dunking a vampire in the bath can have some pretty spectacular effects) though the Anansin in question found it just as fun for partying(and one of the parties turned into anti-vampire combat when an uninvited pack of bloodsuckers tried to crash it).
Effects:
(Healing Waters) Heals 1d6 SDC/MDC per minute of immersion.
(Fortify Against Disease) For 24 hours after immersion, the patient is +6 to save versus disease caused by viruses or magic, and +1 save versus toxins and poisons.
(Cleanse) Removes dirt, grime, and surface parasites from living beings and clothing. Can also painlessly remove dead skin from those with severe burns or skin disorders.
(LifeBlast) Used as a ‘soaker’, this combat spell has been modified to give the recipient a +1 on all saving throws, +5% on performance of skills, and +10% to save versus coma/death for the next hour after immersion(+18% WHILE immersed). Almost needless to say, all other effects on undead and creatures of death are unchanged; strapping a vampire into one of these pods is (true) death by slow dissolution, and pure torture for necromancers.
(Remove Curse) Save versus magic at +10 to remove a curse.

-Meditation Bonuses----Psychics and magic users soaking in the waters of the TEMEIP recharge their ISP/PPE reserves at TWICE their normal rate.

-Relaxation Bonuses---+2 save vs tension/stress-related insanities.

-Life-force Restoration---Patient is +2 save vs the degenerative effects of a vampire’s slow-kill bite/conversion, and the effects of life-draining attacks.

-Chi-Healing---Helps resets the body’s healing abilities from attacks such as Dim Mak. Halts the loss of chi while the person is immersed. The patient also gets a save versus the Dim Mak degeneration, and if they can make three successive successful saves vs lethal poison, the Dim Mak curse can be broken. An attempt can be made once every three hours of immersion.

Payload:
(Healing Waters)8 PPE/16 ISP per activation(Water Warlocks, Ocean Mages, and Elemental Fusionists with the Water Element can recharge it for 6 PPE/12 PPE)
(Fortify Against Disease)8 PPE per activation
(Cleanse)3 PPE per activation
(LifeBlast)8 PPE per activation
(Remove Curse)70 PPE per activation

The TEMEIP can be fitted with its own dedicated PPE power crystal(at extra expense), linked to a larger PP conduction power net, PPE batteries, or can be powered up by an attending mage.

Special Features:
*Patient Monitoring System---Internal sensor suite monitors the patient’s vitals.
*Aura Reader---The hood and status display of the TEMEIP incorporates a stabilized ectoplasmic vapor screen See Aura monitor, for assessing a patient’s life-aura.
*PPE Stabilization---The body of the TEMEIP is made with special stabilized ectofibers that serve to keep the PPE charge on the energized waters from fading; thus, a charge of Healing Waters that would normally last only 20 minutes, will now last 60 minutes. Similarly, the PPE stabilization can act as a container for spell-substances such as Liquified Sunshine, which would normally dissipate unless held in special containers. Note that this will only work with magic applied/anchored to a stabilized medium, like water.

Cost: 750,000 credits for the baseline system.



*Satellite ‘Bots----Many Anansin try to emulate the Slavers’ attendant Eylor globes with various other devices, such as Robot Remote Probes, NEMA Flying Probes, or Northern Gun Robot Floater Cameras. The limited effectiveness of these improvisations may be part of the motivation driving PSRobotics to develop a heftier robot flier drone, rumored to be based on the PS-McSOHV-02 ‘Blackball’ Micro-Scale Special Operations Hovercraft.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Tijike---Resource World

“Tijike is a reminder that the paths of planets are not set in stone, and that the dance of worlds around their suns is still a precarious balancing act, an act that can be changed gradually over eons, or catastrophically, within mere decades.”

“What do you see?”
“Wonderous things....wonderous things.”

---Supposed cmm-transcript of the first GNE explorers to crack upon a newly discovered bunker on Tihan -P8.

Tijike is a resource world located in a solar system that has apparently what one GNE astronomer calls ‘a Velikovskian catastrophe’. There is evidence that a rogue planet from outside the system careened through it, disrupting planetary orbits and unleashing a storm of comets into the inner system. Massive gravitational shifts have re-arranged the system’s plants and led to sweeping changes on some of them.
GNE explorers came to Tijike as a result of random dimensional rift activity on the planet. What they found was a lifeless rocky world with a new, but thin, atmosphere, and rich mineral resources, significant enough that Paladin Steel Resource has decided to mount mining operations.
What the GNE explorers are only just discovering is that the eighth world of the system is really the former life world of the system, and was originally the second world out from the star. The same rogue planet that tore through the system wreaking havoc on the orbits also pushed the planet into a long eliptical orbit that took it out of the temperate ‘Goldilocks Zone’ of the star and into the colder outer regions. .
The planet Abadal was once an Earth-like world, warm and temperate, and home to a human population, possibly transplanted there by one of the Egyptian pantheon. They developed astronomy as an extension of their early astrology efforts, and it was their sky searches that enabled them to see the future.
Fortunately, the inhabitats had enough time to spot the rogue planet, calculate its trajectory, and its likely effects. Though lacking the means of moving any large number of people OFF their homeworld, the Aballans did have magic and technological means to implement a plan to save their populace and hopefully ride out the oncoming catastrophe.
Buried under hundreds of pyramids on Abadal are bunker-like stasis crypts, containing several million Aballans sleeping in stasis. While some of the shelters were destroyed in the cosmic turmoil and anybody left on the surface killed, amazingly, the majority of living Aballans managed to ride out the disaster in the stasis crypts. These crypts preserve a surprisingly diverse cross section of Abalian society(rather than simply the privileged elites), as well as a collection of cultural artifacts, archives, and materials the Abalians thought would be helpful in re-establishing their civilization.
The GNE exploration teams are only now beginning to realize the extent of the stasis crypts. While mining operations are ongoing on Tijike, GNE policy-makers are trying to figure out how best to handle the discoveries on Abadal.

Solar System(Tihan-307)
Number of Stars: 1
Types of Stars: Yellow Dwarf
Number of Planets: 11
-Tihan -P1 Rocky Terrestrial--P-1 is a ‘sun-kisser’, a Mercury-like world that is rotational-locked to its primary, and is regularly bombarded by solar ejecti. The massive shifts of planets in the Tihan system may have affected Tihan -P1’s orbit as well; company astronomers are watching P-1’s path for any signs of ‘wobbling’ that may indicate an unstable orbit.
-Tihan -P2 Gas Giant---This small gas giant is uncharacteristically ‘wobbling’ in its orbit, making a wide elliptical orbit around the sun, and behaving almost like a giant comet, indicating its orbit may have been disturbed sometime in the none-too-distant past. .
-Asteroid Belt---Indications are, this belt is what remains of Tihan -P3, which may have taken a direct hit from the rogue planet that struck through the system.
-Tihan -P4 Rocky Terrestrial---This world is enshrouded in a cloud of rocky debris, slowly forming rings. There are indications of several massive impactor events on its surface.
-Tihan -P5 Rocky Terrestrial---Lifeless rock, with indications of a few recent large impacts on its surface.
-Tihan -P6 Rocky Terrestrial---Lifeless rock, with indications of a few recent large impacts on its surface.
-Tijike(Tihan -P7)--- Rocky Terrestrial.This world was the first planet of the Tihan-307 system discovered, by dint of a convergence of leylines opening a Rift to its surface. A shift in Tijike’s orbital position has apparently led to renewed gravitational flexing, renewing inner tectonics, and multiple formerly extinct volcanoes have opened on the planet’s surface, spewing forth a thin atmosphere. Tijike is the site of several GNE mining outposts
-Tihan -P8(Abadal)----The former lifeworld of the system, now a wandering, frozen, iceball. Sublight surveyor vessels from the foothold on Tijike were attracted by Tihan -P8’s rich covering of water-ice and indications of large concentrations of metal, detectable from orbit. They’ve been astonished to discover indications of a past civilization, and have begun to discover viable stasis crypts beneath the planet’s surface.
-Tihan -P9 Gas Giant
-Tihan -P10 Gas Giant
-Tihan -P11 Rocky Terrestrial---Lifeless rock

Planet(Tihan -P7)
There’s not alot to recommend about Ti-P7; it’s a rocky, nearly airless, rockworld where the only culture is a mining and surveying encampment. Even the dedicated rockhounds in the mining crews are here only for a two-year-long stint or two, before transfering to other jobs. That could change, however, if the finds on Ti-P8 pan out into anything more interesting, and if the Company could assure water supplies to the operations on Ti-P7.
Type: Rocky, terrestrial
Diameter: 6,000 km
Gravity: 0.9 g.
Temperature: Cold; about -30 degrees C on average.
Unusual/Special Features:
Atmosphere: Thin atmosphere of carbon dioxide compounds
Terrain: Varied, and dominated by several large canyon systems
Notable Mineral Concentrations:
-Mercury(Cinnabar)
-Titanium(and LOTS of it)
-Amethyst
-Cobalt
-Manganese
-Arsenic
-Nickle
-Thorium
-Skalsersium---A natural MDC material. It’s not as dense as Kisenite, and can be worked more easily, but is better suited for armor than weapons. It corrodes fairly fast in its natural state, however, and Tijike’s new atmosphere is quickly oxidizing exposed surface deposits of the material, making crustal mining imperative, as well as quick processing of mined material to rust-proof it.
-Murnite----A temperature-resistant mineral that occurs in fiberous form like asbestos. Murnite is, however, non-toxic, making it attractive as thermal insulation in body armors and bio-mods.

Hydrosphere: Badlands---Tijike’s water is locked in ice and permafrost. Part of the exploration of Tihan -P8 was finding water to transport to the mining settlements.
Biosphere: None
Civilization:
Mining Colony---Several large habitat domes have been established near the richer surface deposits.
Population:
About 900 miners and another 250 scientists, mainly geologists. There’s also a separate deep space science contigent operating off a modified Nao transport and Sagadag-class carrier(This group is expected to be joined soon by two Tsiolkovskys and a WZ-ESS-2235 Piecemeal Exploratory and Surveillance Ship, as more is learned about Tihan -P8).
Technology:
Galactic(Paladin Steel/Aegis Stellar Industries standard). Since Tijike is airless and lifeless, the colonist-miners are dependent on reliable advanced technology to survive.
Economy:
Mining
Wealth:
Difficult to assess, as the settlement is an extension of Paladin Steel Resource and is not independent.
Government:
Company---The Company tells everybody what to do, and the Contract protects everybody.
Law Level:
Lawful. Aside from some substance abuse and the occasional drunken brawl, the miners are too busy to make much trouble.
Popularity:
Ti-P7’s just another rock world, seen from inside a hab-module or the windows of a mining vehicle, to most of the miners. It’s not a pleasure planet, but it’s not a hellhole either, and nobody’s shooting or trying to eat the miners. Most of those Ti-P7 are there to do their contract time, then rotate out to some other assignment. A few ‘vachounds’ are looking at the possibility of a space colony foothold, but only if the mineral surveys show promise of a long term source of revenue capable of supporting a habitat colony.
Stability:
Solid; the miners are paid, housed, and fed on time and not on the cheap, and the Company is living up to its side of the contract, so there’s not anything substantial to gripe about.

Size: About 900 miners and another 250 scientists, mainly geologists.
Type: Mining Outpost
Security: Modest---A more elaborate set up with automated defenses, reinforced walls and structures, a professional force of a dozen or more security men (of at least 4th level of experience) with weaponry, and maybe a security robot and/or automated sentry towers. Employees are expected to have passcodes to enter certain sections. Was originally far lighter, but the decent discoveries of active artifacts on Tihan -P8, security’s been stepped up, just in case.
Contact:Weekly---The outpost can expect 1d4 visits a week from Gated supply convoys.
Products: Minerals, mainly Titanium, Amethyst(TW applications), Skalsersium and Murnite.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Tesgold (IV)---Resource World

“Tesgold might one day be a living world like Earth, but for now it’s just a big mineral cookery and we’re snitching stuf out of the oven. Kinda feels like robbing the cradle before the baby arrives.”

Tesgold is a young world, still in its primordial days, still shedding internal heat. The oceans have just managed to form, and the landmasses are still heavily volcanic. No life has emerged yet, and the atmosphere is still hot, humid, and toxic.
So why has Paladin Steel come to Tesgold? Because the internal geological cookery has yielded a variety of unique minerals that can only be mined in a fresh molten state. PS/ASI has deployed several dozen town-sized anti-gravity platforms to hover over the volcanic continents, or float on the oceans, and harvest minerals. It’s hot, dangerous, nerve-wracking work, but the company pays its workers(most of whom are cyborg conversions or bio-mods) well for the grind.
The company also maintains the Tesgold Orbital Annex, which consists of four Plymouth-class modular spacestation rings stacked along a common axis and plated with both heavy armor and enhanced particle shields. The facility serves as both a habitat for miners’ families, and as a transhipping point between ore shuttles coming up and deep space freighters shipping out. A second two-ring station has been recently completed to act as a geosciences research platform and backup orbital ‘garage’ for support craft.

Solar System(Tesgetti VII)
Number of Stars: 1
Types of Stars: Blue Dwarf
Number of Planets: 8---7 rocky, terrestrial worlds(lifeless) and 1 gas giant.
Tesgetti VII is a young solar system, and still shows many of the signs of its birth; its orbital plane is still dominated by a great deal of loose space debris and unassimilated smaller bodies.
While PS/ASI has the mining rights to Tesgold, several other mining companies (Gildehan Metallurgical Amalgamated, Agoa Atmospheric Fuels, Pizah Nomadic, Koga-span Extractors, and Hallman Stellar Harvestors )have begun working other aspects of the Tesgetti VII system, such as the large asteroid belts and dust clouds.

-Tesgold 1(rocky, terrestrial)---Mercury-like, and on the inner edge of the debris disc
-Tesgold 2(rocky, terrestrial)(small)/Tesgold 3(rocky, terrestrial)(Huge)---Small Tesgold-2 and ‘super-Earth’ Tesgold-3 have become gravity-locked in the same orbit, with T2 essentially acting like a giant moon of T3. Both are in the midst of Tesgetti’s debris disc, so speculation is that passage through the dust cloud will eventually tear T2 away and into a divergent orbit, which may force T3 into a different orbital path of its own. T3 has a Venus-like atmosphere, while T2’s atmosphere has been largely worn away by the dust.
-Tesgold 4 (rocky, terrestrial)(average)---Proto-Earth-like, mostly clear of the dust ring, and cooling. It is the site of the PS/ASI mining colony.
-Tesgold 5(rocky, terrestrial)(small)---Mars-like T5 has been claimed by Gildehan Metallurgical Amalgamated as a worksite. In addition to extracting metal from the planet’s still-active volcanoes(albeit at far less risk than PS/ASI’s operations), GMA sells foodstuffs out of their small surface colony’s hydroponics to the asteroid miners.
-Tesgold 6 (rocky, terrestrial)(Small)---T6 has been pulled by T-7’s gravity clear of the dust disc and may eventually slingshot into the outer solar system.
-Tesgold 7 (Gas giant)(Huge)---Agoa Atmospheric Fuels has established a gas-mining and ice-cracking operation in the T7 moon system, and sells refined fuel and life support gases to the asteroid miners.
-Tesgold 8 (rocky, terrestrial)(small)---Outermost planet and something of a snowball.

Planet (Tesgold IV)
Type: Terrestrial
Diameter: 11,000 km
Gravity: 0.8 g
Temperature: Temperate, but on the warm and muggy side
Unusual/Special Features:
-Strange Orbit---Tesgold’s orbit is some 65 degrees off the plane of the rest of its solar system. Crossing the plane results in twice-annual meteor showers(during which the mining operations are suspended, and the orbital habitats shield-up).
-Craters---Tesgold shows evidence of heavy and periodic meteoric bombardment in a number of craters sprinkled across its surface. Most of these are quickly filled in or eroded away by Tesgold’s active geology, but a few of the larger ones are still visible as stark reminders of the promordial nature of the Tesgetti system.
-Other---Unusual Minerology(see Notable Mineral Concentrations)
Atmosphere: Dense, and poisonous. It can be filtered, but in its raw state, Tesgold’s atmosphere is laced with toxins, ash, and acidic compounds.
Terrain: Hostile. Heavy on active lava fields, basaltic plains, and jagged hills/small mountain ranges.
Notable Mineral Concentrations:
- Wolframite
- Chromium
- Cobalt
- Magnesium
- Sulfur
- Emerald
- Quartz
- Titanium
-Thalanium---Thalanium is a unique mineral found only in magmatic state on certain worlds. If allowed to cool and oxidize naturally, it breaks down into a number of other mineral compounds of little value. If stabilized in the magma state with the addition of a number of chemicals not found in nature, alloyed thalanium becomes an excellent superconductor and magnetic material, with applications in power conduits and rail gun components.
-Godzillum---An iridescent green mineral that, when subjected to radiation, becomes a workable megadamage material. Substantial amounts of Godzillum have recently been found on Tesgold, and harvesting it has become a major goal of the mining operations, though PS/ASI is keeping quiet about the finds, lest it provoke possible claim-jumping by other corporations. Certain groups in the Shemarrian Star Nation are paying top credit for Godzillum-scale armor.
-Palacite---Found around magma fields, palacite shows great promise as a catalyst for certain industrial processes, particularly regulating thermal reactions.
-Thermatesgoldium---Only recently discovered, tongue-twistingly-named Thermathesgoldium seems to have latent magical properties in that it can be used to facilitate Fire Elemental magic; spells cast with Fire magic through a Thermatesgoldium crystal or alloy conduit seem to flow more smoothly and efficiently(5-10% less PPE required), and shows great promise as a possible component of TW systems involving Fire(magic). The red-black mineral is warm to the touch, and some metageophysicists claim the mineral may be the ‘footprints’ of Fire Elemental activity on Tesgold(the company is considering bringing in Fire Warlocks to verify if this is indeed the case). Like the Godzillum finds, PS/ASI is keeping the discovery of Thermatesgoldium close to its chest.

Hydrosphere: Balanced; fortunately there’s a fair amount of open water on Tesgold, but it’s rather toxic, with higher acidity around the coastlines due to dissolved minerals. There are patches in the deep open ocean where the water is somewhat cleaner/swimmable, but the local water is definitely not potable without filtration.

Biosphere: Scant---A few proto-bacteria have been detected in the oceans, but evidence suggests that these may be descended from earlier extraterrestrial visitations(and part of the reason PS/ASI was allowed to exploit the planet in the absence of any truly native life).

Civilization:
Outpost. Mining on the surface, with a recreational platform on one of the more stable regions of the planet. The colony proper is in orbit.

Population:
About 7,000 sky-miners. There’s another 13,000 dependents and support personnel in the orbital habitats.

Technology:
The mining outpost is reliant on advanced technology to survive, most visibly the large anti-gravity platforms that the miners live and work on.

Economy:
Mining

Wealth:
Not really relevant, as the mining outposts are company-run, but the mineral wealth pulled from the surface is equivelent to Prosperous

Government:
Company-run

Law Level:
Aside from some gambling, substance abuse, and the occasional brawl between miners, can be considered to be Lawful. The one guy who tried to murder a romantic rival by pitching him into a lava flow was immediately dogpiled by other workers and sentenced to a penal asteroid. Nobody wants to make trouble while suspended over glowing magma fields.

Popularity:
Tesgold ain’t the sunniest place, but if you don’t mind roughing it for a three-year tour, the money’s good, and the company does the best it can to make sure the miners stay safe. The outpost gets a surprising number of applicants for a duty-tour; apparently having worked on a ‘hellworld’(even of the tamer sort) looks good on the resume.

Stability:
Very Stable; nobody wants to rock the grav platforms or lose a lucrative contract. Everybody signing up for duty on Tesgold’s gone in with their eyes open.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Paladin Steel “Morningstar” Ground Attack Aerodyne
(Aka “Brickbat”)

“I like to play with tanks...REAL tanks, mind you, not the toy kind...”
------Hanna Barbarian, PS Chief of Security

“Do tell me about that sicko we got in charge of security now....we’d be out patrolling the P in our armored vehicles when this big ol’ ****** dripping guns and missiles would come drifting up over the tree line or out from behind an outcropping or building, illuminate us with its targeting sensors, and then tell us we were all dead for not observing proper air defense protocols. It was Hanna Barbarian, of course, buzzing that Morningstar of hers around, testing the hell out of us, but damn but I wanted to cut loose with some Shrikes or cannon rounds just to show HER what a tank can do REALLY do to an aircraft....”
-------Steven Golerez, PS Security and Rattlesnake Commander

“Uhm...do you think that Spluggie was happy to see us?”
“I think so...did you see the way he openned his mouth just before those missiles went down his throat...that was a happy smile, I can tell!”
-------Mikhail Yovick and Rizzo “Happyman” Dunlich, Free Massachusetts Minuteman Air National Guard.

“The Morningstar is a flying tank, and like a tank, its slow, big, and attracts fire. If you aren’t careful, you can find yourself in real trouble when something faster and meaner than you pops up....I once led a four-ship flight over the Cape looking to bomb some suspected Slaver encampment when a bunch of Kittani flying armors jumped us...wing-heavy as we were with the fireworks we were fixin’ to drop, we couldn’t get clear before these guys landed on us and flamed two of us before we even knew they were there...Got my wingmate before I could dump all my ordnance and put my ship over on her back into a climb...once I was clean, the engines just pushed her up and over supersonic, faster than the Kits could go.
By the time we got back with more bombers and some Sky Tigers for air support, the Spluggies had cut and run.....never found the bodies of my flight...but I’m hoping they died in the fight, ‘cause the alternative is too painful .....Nowadays I carry a few air-to-airs on my wing stations, and watch my screens for anything coming near me....if it ain’t a pigeon, it’s going to get smoked. “
-----Captain Vozco “Mighty Voz” Tanner, CoM ANG

The ‘Morningstar’ is another design developed by Paladin Steel , and is intended to compete with recent attack aircraft designs from the Coalition, and independants like Northern Gun. Development was particularly influenced, mid-programme, by the introduction of the A-100 Ironhawk Attack Fighter by Tolkeen-based Metalworks Incorporated(See Kitsune’s Palladium Page for this design). The design teams were able to restart work, make improvements to the existing configuration, and roll out a prototype.
The Morningstar is a pure combat machine, with few, if any, concessions to the multi-option utility design philosophy practiced by Paladin Steel(aside from a large number of hardpoints for schlepping an almost unholy weight of disposable ordnance). The Morningstar isn’t as fast or as agile as the PS Gyrefalcon Light Attack Aircraft or the PS Dragonfly(with which it was developed in parallel), but it carries a tremendous load of armor protection, and a massive weapons-loadout. The Morningstar has been often referred to as a “flying armor plate”(the title of ‘flying brick’ was taken by the Grav-Copter) or a “brickbat”, from its vaguely bat-like wing plan. While it does have fairly large wings, the Morningstar relies primarily on its vectored thrust engines and an internal GMR-coil to remain aloft; the wings are used for carrying weapons. However, the Morningstar also uses a high degree of wing and fuselage-blending, advanced composite materials, and low-thermal emission thruster exhausts to reduce its sensor-signature, making for a much stealthier machine. Furthermore, the Morningstar carries extensive ECM systems and a mast-mounted sight, enabling the machine to mask its presence and use available cover.
In terms of sheer raw firepower, the Morningstar has been compared to a flying tank, giant robot, or flying killer of both, with a combined laser, autocannon, and missile barrage that can dissolve most opposition in a matter of seconds. Pilots call a Morningstar in full-fire operations the “Grim Reaper Concerto”, “Ripper”, or simply “the Drummer”, from the massive concussive ‘zipper’ sound made by its weapons firing in sequence.
If the Morningstar has a problem, it’s that its tremendous weight of armament and armor make the aircraft rather sluggish and slow to respond, even with its decidedly overpowered propulsion system. Fully laden with a full load-out of weapons, the Morningstar can barely get up to 400 MPH. Against fast moving ariel power armors and fighters, this can be a serious liability, making the aircraft quite vulnerable to attack. Once all external ordnance is dumped, however, the Morningstar is a much cleaner machine, and can get up to Mach 1. Another problem with the Morningstar is that because of PS’s “...and the kitchen sink” attitude towards the design, its production is prohibitively expensive(PS expects to get the price down), compared to simpler conventional aircraft.
Morningstars were among the designs thrown en mass at the enemy during the Minion War incursion on Rifts Earth, the aircraft often being pressed into ‘fire brigade’ missions, responding to sightings of enemy units by quickly bombing the heck out of the enemy positions. As ‘flying artillery’, the attack ships work closely with the GNE/Alliance’s ground forces, and can operate from rough forward airfields for quick between-sortie servicing and re-arming.

Type:PS-A-VTOL-5 Morningstar
Class: Ground Attack Vertical Takeoff and Landing Aircraft
Crew: One, plus provision for a passenger/observer/additional crew member.
MDC/Armor by Location:
Main Body 500
Reinforced Crew Compartment 200
Rear Twin-Gun Mount 100
Mast-mounted Sight
Wings(2) 200 each
Tail Fins(2) 40 each
Chain Gun 50
Height: 9 ft
Width: 40 ft
Length:46 ft
Weight: 15 tons
Cargo:Minimal; enough space in the pilot’s compartment for a survival pack and a few(small) personal possessions.
Powerplant: Nuclear Fusion, 15 year energy life.
Speed: Hover to 400 MPH. 670 MPH(Mach 1) unloaded, Max. Altitude: 42,000 ft
Market Cost: 35 million credits
Systems/Features:
Radar: Range 300 miles and can track up to 250 targets at once.
Collision Warning System: 200 foot range, sounds an alarm to warn the pilot of impending collision.
Radio/Video Communications: Wide band and directional, radio and
video transmission capabilities with a 300 mile range.
Standard Video Optics plus:
Thermo-Imaging
IR/UV Optics
Telescopic/Image Enhancement Optics
Low-Light/Nightvision system
Laser Targeting
Headlights/Spotlights: 300 foot range.
Ejector Seats
Heat & Radiation Shields
Independent Oxygen & Circulatory System
*Combat Computer: The Morningstar is equipped with an advanced combat computer that can store and analyze data during combat with hostile forces. Data collected by the combat computer can be displayed on the virtual environment cockpit of the mecha (see below), which allows the system to display large amounts of data to the pilot and even highlight enemies and missile attacks with overlaid graphics.
The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. The computer can identify and track up to 250 targets simultaneously.

*Mast-mounted Sight---An 8-foot extending sensor mast, allowing the Morningstar to peek and acquire targets while remaining below the tree line and behind buildings. Has an integral optics, laser distancing, and laser illuminator/target designator. Great for pop-up ambushes.

*Stealth Systems---The Morningstar has a number of integral stealth systems, notably a radar jammer, and a thermal suppression system. Because it’s relatively slow(and can’t outrun trouble), it needs them. Enemy sensor systems are -20% to rolls to detect the Morningstar.
When in operation, the IR-suppression system works to reduce the aircraft’s thermal signature, reducing its target profile to thermal sensors and IR-homing missiles. However, while this system is engaged, thrust drops off, and the aircraft becomes sluggish and slow to respond. -1 to dodge, reduce speed by 20%.

*ECM---The Morningstar incorporates an active anti-missile jamming suite. Radar-guided weapons are -6 to strike.

Weapons Systems:
1) Nose Mounted Turret Gun(1)---Mounted in a retractable turret under the nose is a heavy rapid-fire gun. Originally, this would have been fixed as a 30mm multi-barrel chain gun, but Paladin Steel’s desire to extend their philosophy of modularity led to the entire weapons systems being modular and swappable.

a) 30mm Chain Gun---A MASSIVE six-barrel 30mm gatling cannon.
Range: 7,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 2d4x10 MD per three-round burst, or 4d4x10 MD per six-round burst
Rate of Fire: Single shot , two-round burst, three-round burst, or six-round burst
Payload: 600 rds
Cost: 40,000 credits

b)PS-HSGC-AAM-11 20mm Six-Barrel Super Vulcan Cannon---A proven system with good range and damage, but a tendency to seize up under protracted firing.
Range: 7,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst(but -1 to strike)
6d6x10 MD for a 40 rd burst(takes THREE attacks and is -3 to strike targets smaller than 20 ft long)
Rate of Fire: EPCHH
Payload: 4,000 rd drum .
Cost: 250,000 credits

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

d) Heavy Ion Gattler
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:230,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

e) Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast, 4d4x10 MD for a four-shot burst
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source
Cost: 3 million 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 50,000 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 sweeping massed formations of enemies.
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: 15,000 credits


f) Plasma PCTCC40 Tribarrel---An adaptation of the PPHvR-02 ‘Sunstorm’ and the PPR-9 ‘Heat Wave’, the PCTCC40 uses 40mm cadmium-telluride plasma cartridges to power its plasma bolts. Limited payload, but serious armor-vaporizing power per shot.
Range: 5,000 ft
Damage: 2d4x10 MD per shot; a three-shot pulse burst does 4d6x10 MD.
Rate of Fire: ECHH
Payload: 300 rds

g) Particle Beam Cannon---PS-HPBC-20 Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon.
Range: (PBC) 11,000 ft
Damage: (PBC) 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: (PBC) Conditionally unlimited(Unlimited linked to nuclear power source); battery capacitor with a 30 shot capacity with a recharge rate of one blast per minute.

h) PS TSC-01 Shock Cannon(copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster
Range: 2,000 ft. Later would be refitted with the TSC-01D with 4,000 ft range.
Damage: 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: EPCHH
Payload: Effectively unlimited

i) ElectroMagnetic Bolt Cannon
Range: 9,000 ft
Damage: 1d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 1.8 million credits


j) TW Magma Cannon---- This TW weapon projects a stream of incandescent magma conjured from magical energy, that hits like napalm and can be panned to form a river or lane of red hot lava. Short range, but scary as hell.
Range: 1,500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: EGCHH
Payload: 25 PPE per shot(requires an onboard PPE source to operate)
Cost: 500,000 credits

k) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot(requires an onboard PPE source to operate)
Cost: 650,000 credits


l) TW Lightning Cannon----This weapon requires that the tank be fitted with PPE generators to power it. Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot(requires an onboard PPE source to operate)
Cost: 1.9 million credits

m) TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot(requires an onboard PPE source to operate)
Cost: 600,000 credits

n) TW Sonic Cannon---PS TechnoWizards got the idea for this after studying examples of the Immaterial Hand’s Ironmage TW Glitterboy Armor and its ‘shrieker’ cannon(see Rifts Black Market, pg. 187-189) . Using their booster barrel technowizardry, PS TWs were able to increase the range.
Range: 7,000 ft
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot(requires an onboard PPE source to operate)
Cost: 1.2 million credits


2) Twin Tri-Barrel Laser Pulse Cannon(2)----As a backup to the nose turret main gun, PS engineers decided to fit the Morningstar with a brace of heavy energy weapons. The favored weapon is the PS-44L Vulcan Laser, perhaps better known as the IH-44L Vulcan Laser (seen on the IronFist MBT), which was licensed to Paladin Steel by survivors of the Coalition States’ annexation of Iron Heart Armaments.
Range:4,000 ft
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload: 500 bursts battery, Unlimited nuclear

3) Rear Twin-mount Laser Cannon(2)----- Taking a tip from the Sky/Star Tiger fighters, the Morningstar mounts rear-mounted lasers. Mounted in a remote-control turret in the tail of the aircraft are two high-power laser cannon, intended to keep pursuers off the slow-moving aircraft, and to strafe targets behind the speeding jet.
Range: 2,000 ft
Damage: 3d6 MD single shot, 6d6 MD double pulse burst(1 attack)
Rate of Fire: EPCHH
Payload: Effectively unlimited

4) Weapons Pylons(12)---The Morningstar fairly bristles with weapons pylons.
Each weapons pylon can carry:
a) Mini-missile Launcher----10-shot pod
b) Short-range Missiles---5-shot box launcher
c) Medium Range Missiles----3
d) Long-Range Missiles---1
e) Hellfire Anti-armor Missiles---4 per Hardpoint
Range: 1 mile
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1, 2, or 4
Payload: 4 per pylon
Bonuses: +5 to strike

f) Mine Dispenser---This munitions pod distributes special bullet-shaped penetrator mines for seeding minefields from the air. Typically, these are used to seed offfensive, or ‘nuisance’ minefields behind enemy lines as they is no way to accurately seed a pattern as might be required of a defensive field, where defenders would be expected to be able to sally out through their own mines in counter-attack.
Damage:(Anti-personnel): 4d6 MD to 20 ft radius
(Anti-Armor): 1d6x10 MD to 10 ft radius
Payload: 50 anti-personnel mines, or 36 anti-armor mines

g)Flare/Chaff Launchers --Additional flare/chaff launchers may be fitted(see description below)
Cost: 5,000 credits for a 20 shot unit

h)ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost:50,000 credits

i) Cargo Pod---A pod that is fitted to carry up to 1,000 lbs of gear for either direct carriage, or for air drops.
Cost: 1,000 credits

j) Gatling Cannon Pod
Range: 3,000 ft
Damage: 3d6 MD single rd, 2d6x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 1,000 rd drum (50 bursts)
Cost: 300,000 credits per pod

k) Gatling Laser Pod---Based on IHA’s IH-44L Gatling laser, this weapon delivers a massive photonic punch, but at massive power consumption rates.
Range: 4,000 ft
Damage: 3d4x10 MD per burst
Rate of Fire:Six times per melee
Payload: 100 shot battery
Cost: 800,000 credits per pod

l) Heavy Particle Beam Cannon Pod
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload: 30 shot battery
Cost: 900,000 credits per pod

m) Bombs---Each hardpoint can accommodate up to 2,000 lbs each of freefall ordnance.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

n) 45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round

o)Anti-Armor Cannon---These are modified single-shot 90mm recoilless guns that can be loaded with armor-piercing rounds, high explosive shells, fragmentation, or incendiary shells. Limited payload, but the munitions have proven particularly effective against lightly armored targets.
Weight: 50 lbs
MDC per Pod: 15
Range: 4,500 ft
Damage: (Armor-Piercing)1d6x10+10 MD per shell
(High Explosive) 5d10 MD to 10 ft blast radius
(Fragmentation ‘Beehive’) 3d6 MD to 30 ft blast radius
(White Phosphorus/Incendiary) 2d4 MD to 20 ft blast radius, plus does 1d6 MD per melee for 2d4 melees
(Eldrencher Napalm)3d6 MD to 20 ft blast radius and continues to burn for 1d4 minutes, doing 2d6 MD per melee, plus
- Supernatural BEINGS caught by Eldrencher Fire take 50% more damage
- Supernaturally-enhanced structures take DOUBLE damage.
Rate of Fire: Single shot
Payload: Single shot
Cost: 9,000 credits per cannon

p) PS-XMG Gatling Cannon----A six-barreled gatling cannon, firing a modified WI-23 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks),
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard

q) Sprayer Pod---This liquid storage pod deploys two diffusers from the back to spray chemicals from the back. This is typically used to control agricultural pests(if the infestation is too great, the ‘copter crew typically fires the affected field), crowd control, firefighting, or other vermin management roles.
Range: Depending on wind and altitude, the helicopter can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 100 gallons
Cost: 10,000 credits

r)Mini-Missile Rifles---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle, complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Paladin Steel has begun applying the double-barrelled weapon to a variety of platforms, from full conversion cyborgs and power armors to armored cars and hovercraft.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
(4d6 MD for two lasers firing simultaneously).
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4 per launcher
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.

s).50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet amunnition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft
(Mini-Missiles) Varies by Missile Type
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits

t) TK Heavy Machine Gun Pod
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. Damage x2 for synchronized fire from TWO mounted pods)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

u) Napalm/Incendi-Gel Tank---Used for vermin control and ground clearance.
Range: Depending on wind and altitude, the aircraft can spray a 60 foot wide, 1,000 ft long swath at maximum dispersal
Damage: Does 2d6 MD per melee for 1d6 minutes, plus combustible materials have an 90% chance of catching fire.
(Eldrencher Napalm)3d6 MD per melee for 1d4 minutes, doing 2d6 MD per melee, plus
- Supernatural BEINGS caught by Eldrencher Fire take 50% more damage
- Supernaturally-enhanced structures take DOUBLE damage.
Rate of Fire: ECHH
Payload:150 gallons
Cost: 12,000 credits. A full tank-up of Incendi-Gel costs 18,000 credits. Eldrencher costs 27,000 credits.


5) Flare/Chaff Launchers(2)
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 aslo temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 chaff clusters(12 per launcher)


Options:
*Magestone PPE Power Generator w/Multiplexor----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
*Hull-Mounted Multiplexor w/ the following spells:
* Impervious to Energy(5 minutes per 20 PPE )
* Impervious to Fire(10 minutes per 5 PPE )
* Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(enables 50% increase in speed on a Ley Line)
*3 additional Spellcard slots

*Thermal-Tile Armor----The aircraft can be fitted with special heat-resistant material armoring, in addition to any magical protections. Heat and plasma-based attacks do 1/3 their normal damage.
Cost: 950,000 credits


Variants:
*PS-A-VTOL-5D “Demonslammer’---Minion War variant fitted with PPE sensors, twin anti-theron magic disruptor cannon in the place of the gatling lasers, and anti-magic ectoplasmic ‘faraday cage’ protection woven into the fuselage armor. Many systems were simply transplanted over from the PS-HST/VTOL-08H Ghost Adder variant of the HST/VTOL-08 Dragonfly attack aerodyne. Often loaded with anti-theron, eldrencher and Anti-Magic Cloud munitions, A-VTOL-5Ds were used to spearhead air strikes against Infernal ground forces and positions.
*Long Range PPE Sensors---An avionics development of the Army’s SNARLS and the Navy’s ORACLE systems, this advanced Kirillian-optics and ethermetrics sensor system allows the aircraft to detect supernatural phenomenon at a distance. Though it isn’t as precise, nor as useful in tracking, as a Dogboy or a Psi-Stalker, the sensors can still warn the crew of supernatural danger.
Range: 4,000 ft

*Magic-Resistant Armor---The A-VTOL-5D’s hull is lined with ectoplasmic insulation that gives the craft a resistance to magic attacks; magic-based attacks do 25% LESS normal damage, and the crew get a +2 on saving throws against any magic that might penetrate/bypass the fuselage to affect them directly.

*Cross Spotlights(2)---The ventral illumination bays mount powerful scanning cross-covered spotlights that provide both illumination and a nasty surprise for vampires.
Range: 200 ft
Damage: Does 1d4x10 H.P. damage to vampires, plus a Horror Factor of 18

*’Pixie Duster’ Launchers(2)----A modified flare/chaff launcher firing canisters of ‘pixie dust’, actually flakes of stabilized ectoplasm(another spinoff of Ectoplasm research). This fine particulate settles on objects and glows when in contact with magical energy, meaning that supernatural beings masking themselves with magical invisibility, magic-users in disguise, and normally intangible beings like spirits, entities, and ghosts, are illuminated by a faint dust halo-glow. The effects persist for up to a half-hour before the flecks evaporate, and the material is nearly impossible to wash off.
Range: 200 ft
Damage: Covers a 20 sq. ft area , and fluoresces in the presense of magical energy.
Payload: 12 canisters

*Bay-Mounted Weaponry:PS/KT-MDEC-04 Magic Disruptor Cannon(2)---What look like twin EW antennae on either side, just behind the cockpit, are really two powerful Disruptor Cannon, capable of chewing apart the PPE-matrix of an entity in just a few quick blasts.
Magic Disruptors are a product of several joint Paladin Steel/Kera-Tech research initiatives into producing more effective defenses against supernatural beings, projects that only recently have begun to show progress. The Type 1 Disruptor is the first of these projects to reach production and deployment status.
The introduction of Magic Disruptor weaponry has caused an uproar in the mage community, who fear that the technology, in the wrong hands, could be used to eradicate and exterminate magic users and magical beings. PS is still engaged in massive PR spins to assure the magic-using public that this simply isn’t the case, but it has delayed the deployment of the Type-1 Disruptors until PS is assured that the technology is secure and CANNOT be duplicated.
Type 1 Disruptors work by causing a spontaneous disruption of magical energy, forcing it to manifest out of its P.P.E.(POTENTIAL Psychic Energy) or ‘static’ state into an uncontrolled ‘free’ state for an instant. This effect is achieved by exciting a closed container of specially genetically-engineered transgenic bacteria that have been infused with key nega-psychic DNA sequences, to create a stream of ‘anti-therons’(from the Elven word for ‘threads’ or ‘magical stream’) that interact with magic.
Type 1 Disruptors have a number of shortcomings, however. They are expensive to produce, difficult to maintain, and the bacteria culture can only be excited for a limited number of shots before they die off(note that the anti-theron bacteria are designed to be unable to reproduce, a further safeguard against technology theft...also, any attempt to open the canisters to take a sample will cause the anaerobic bacteria to die and quickly decay upon exposure to air/oxygen...Ironically, however, PS would later discover that the Coalition had independently engineered their own strains of virulent anti-magic DISEASE organisms), requiring their replacement.

Range: 4,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but inanimate) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods
However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectly STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to flouresce and become visible to the naked eye.
Rate of Fire: EGCHH
Payload: The A-VTOL-5D’s twin PS/KT-MDEC-04s each have a gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

MISTY EYE---The Quantum Communication Switchboard Bio-Mod
(aka ‘Commtat’)

#Spec here. Found another door into the slave market. Narrow alley off the north boulevard. Only two guards and a wire gate. Guard tower over the alley, though, and the way’s too small for a lander. Still, if we can get a team through before the tower suspects anything, we can get a foothold inside.#
@I’ll pass it on to the Colonel. I’m sure he’ll want to use it, if only as a distraction. Stay safe and let me know if you see anything else.@
-“Sir, Speckan thinks he’s found another way in. Might not have to start the extraction with a bang.”

“ Just finished transcribing the weekly financials from our Gwandaland outpost, boss. No return call on your question to the Trantor Archives, yet; my linker’s not yet had a chance to speak to the Librarians. Hold on a moment, sir. Sa! Got a message for you, Squrlwicki. That girl you met in Karo City back over two universes when you deployed there? Seems she found out where you got transferred to and she managed to book passage here. ETA’s a couple of weeks. She might be trying to surprise you, but my contact at the Gate-port thought the circumstances were unusual enough to pass it on to me, and I figure you should have a heads up in case it’s something that might blow up in all of our faces. So, what gives?”

“Can you hear me now?”

With Paladin Steel/Greater New England’s growing multi-continent, extraplanetary, intergalactic, interdimensional trade network growing, reliable communications pose a growing problem to keeping the network functioning smoothly. Courier craft, FTL radios, psionics, magic spells and technowizardry have all been tried with varying degrees of success, and the quest goes on to find new, faster, more efficient, more secure means of communication. MISTY EYE is the latest, debuting a biotech solution to the problem of reliable long-range communications.
MISTY EYE seeks to use a particularly sophisticated alien technology/magic to give the recipients the ability to establish quantum bonds that can serve as channels of communication. MISTY EYE recipients have the ability to generate and implant ‘quantum seeds’ in other people that germinate into locus links between the host and the core recipient, who acts as a living ‘switchboard’ for the communications.
Because the transmitted information is effectively ‘word of mouth’, MISTY EYE augs also recieve memory enhancement and mental shielding, the better to prevent message degradation and interception via psionic ‘hacking’. Of course, a quantum linkage partner might slant information in translation, even unconsciously(part of the limitations of the system), so MISTY EYE recipients are pre-screened for reliability and conscientious dedication to their work. Most MISTY EYE applicants have extensive training in communications and social networking.
Because of the sophistication of the bio-mod and its specialization, the MISTY EYE aug doesn’t leave a lot of leeway for more conventional combat/adventure-oriented performance enhancements, rather limiting what the bio-mods are capable of, and allowed to do, outside their work. MISTY EYE bio-mods are rarely encountered in the field; they are most often found attached to company or government administration staffs as communications specialists. MISTY EYEs make good money as high-level operatives and administration-level personnel, but their skill sets are limited to operating within those environs.

Note: Applicants for MISTY EYE augmentation must have a base M.E. of 11 or better. A high M.A. is also recommended.

Powers/Abilities:
-Quantum Entanglement(Minor)
This is the ability to create a quantum entanglement, or bond, between two people, allowing them to communicate instantaneously, regardless of the distance or barriers between them. The effect is similar to a telephone or telepathic communication, only the distances between the two parties can be intercontinental, interplanetary, intergalactic, and even interdimensional. Communication must be DELIBERATE; the members of the bond can chose to ignore a quantum communication, and they cannot peer into the other member’s thoughts uninvited. Jamming and forcefields and other phenomena CANNOT interfere with the Quantum Entanglement bond.
Unlike the original power, MISTY EYE bio-mods can establish as many quantum bonds as they have ME points, allowing them to become the centers of their own communications networks. The superbeing can cut the connection at will and bond with another person, but cannot re-instate an entanglement unless the other person is there in person, in the immediate presence of the superbeing.
Range: The initial bond is by touch; after which communication enjoys INFINITE range.
Duration: Indefinite, until canceled.

-Photographic Memory(Major) (by Stone Gargoyle)
The character is capable of remembering an event visually and producing a hard copy of any image she has ever seen. This is especially important to MISTY EYE operatives when relaying information acquired through their quantum links(otherwise, a situation similar to ‘playing telephone’ where important details might be forgottenor distorted might otherwise arise).
1.Total Recall: The character remembers everything she has ever seen, remembering specific blocks of information at will. She requires one full melee round to loocate the exact memory needed and cannot perform any other actions. This only applies to images, and names and context the pictures appeared in relation to may be lost and forgotten. But if someone mentions a location and time, she will recall everything as it was in detail, as far as she saw, anyways. This detail will be down to the fly on the counter and words written on a note on the counter, even if normally too far to read clearly, as long as she saw them, even if she did not read the note.
2.Hard Copy: In a process similar to Automatic Writing, the character can enter a trance and begin creating the image on paper, based on any specified image she remembers. The process takes 2 full melee rounds and is done as a type of pointilism, tapping out the image in a way similar to a laser printer. Requires paper and pencils (colored pencils if a color image is desired).
3.Immune to Illusions: The character is totally impervious to visual forms of illusion where a saving throw is allowed, both psionic and magical. Note that the character cannot see the invisible, nor see through camoflage, or other superpowers that put in place disguises or concealment. Cannot see through ectoplasmic disguises, metamorphosis or other forms of transformation or shapechanging abilities(but does get a save against them; see Total Bonuses).
Range: Self
Duration: Constant and automatic
Bonus: +1 save vs. Horror Factor
4.Other Abilities and Bonuses:
+4 save vs. mind control and possession
+1d6 ME

--Extraordinary Physical Endurance(Minor)---The MISTY DEVA mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The added endurance helps, what with MISTY EYE communicators working long hours relaying information.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of a MISTY EYE aug is physically optimized; the ‘bio-mod makeover’ is a standard part of Class III and IV bio-aug packages,. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Hypnotic Brain Conditioning----Because of the sensitive nature of their roles as communications hubs, MISTY EYEs receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.

-Multi-Tasking---This allows the recipient to carry out two tasks simultaneously, such as verbally relaying a conversation while typing out another exchange, as long as they don’t contradict or interfere with each other. Recipients also appreciate the added actions this gives them, as well as the Paired Weapons skill profficiency.


Limitations:
The information transmitted is largely limited to ‘word of mouth’ or what can be auto-written, so transmission speed is limited by what the sender can scan and pass on. This prevents the quantum network from, for example, transmitting extremely large blocks of data, such as encrypted computer programs and holographic files, as they could take weeks or months of nonstop writing or speech to relay.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 ME
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+2 APM
+1 parry
+2 save vs psionic attacks.
+9 save vs. mind control
+5 save vs. Horror Factor
Impervious to Possession.
Immune to Visual Illusions
+4 save vs illusions
+5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair
Paired Weapons

Upgrades:
*Read Recorded Data (minor) by Primus
COBWEB ATTIC and MENTAL METAL programs have attempted to solve the slow data transmission bottleneck by giving the bio-aug the ability to read and transmit electronic media.
As formatted as part of the MISTY EYE augment, this is a form of advanced super-psionic ability that allows the operative to telekinetically/electrokinetically read the material of recording media. The bottleneck still remains in the downloading and recording of the transmitted data on the other end of the quantum link.
Ideally, Paladin Steel hopes to be able to devise some way of not simply READING that media, but also ALTERING it, possibly through psybernetic implants in the hands, or a psimechanic glove device.

-The hero has the unique ability to read information from a computer disk, SANDisk, CD-ROM, DVD, floppy disk, or hard drive without needing a computer. The character is also able to read microfilms, ZIP disks, audio tapes, and VCR tapes. The power works as if the character has these devices built into their brains. The character simply needs to hold the recorded item and concentrate for a moment (3 seconds). The information is displayed in their minds and the hero can relay the information to his comrades or record it in written form. They may not have access to all the information on the device. The hero operates the device as if it was being displayed to them on a computer and may not be able to get into hidden or encrypted files without certain skills such as Computer Hacking or Cryptology. The hero may also be able to tell whether the object being read has been tampered with. The character will always be able to read the object, but may not always be able to get the information needed.
Success in getting information from VHS/ Audio tapes: 55%+7 per level of experience
Success is getting information from naked hard drive: 45%+7 per level of experience
Success in getting information from CD/CDROM/DVD/other removable disks: 53%+7 per level of experience
Success in getting information from microfilm/ZIP: 48%+7 per level of experience
Identifying tampering on devices: 60%+6 per level of experience
Penalties for encoded/ protected data: -10% if hidden, -20% if encrypted
Penalty for damaged items: -12% if physically damaged; -30% if damaged by EMP
NOTE: If combined with the Holographic Memory Projection power, the character may get assistance in beating encryption from other members of his party who may be more skilled than himself; everything functions and responds as it would on a normal computer.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PSHHC-19LSPG Minismeg Combat Hovercycle
(aka ‘gastraphetes’)

“Anything you can do to slow down an enemy, distract them, harass them, make them afraid, make them stupid, make them bleed, even a little, to buy yourself time, space, and position, is a good thing. If you can’t bring them down with a big hammerblow, take them down with a thousand little cuts.”

“Ammo capacity’s not much on a Minismeg, but with a good support team with a hovertruck to reload’em, a squad of artillery-cycles can drive enemy ground forces nuts trying to suppress artillery fire.”

“Hey, isn’t this a big turn on, having this much hard firepower between your legs-?”
“Yeah, yeah, yeah, Mallory. That’s the closest you’ll EVER get to getting ANYTHING up like that.”

“Big bad slavers driving big robots having a hard time swatting the little bitty hovie-flitters bombing their day? Have another explosive meadowmuffin in the face!”
<< “Can the chatter and move it, Kelso! Turd 3’s aiming missile racks in your general direction! Incoming metal hail!”>>
“Hauling ass, Big G, hauling ass!”
<“Foxrat here, Turd 3’s salvoed, but Turd 2 took Kelso’s round directly in the cockpit vents! Repeat, right in the cockpit! That one’s down and smoking!”>
“Whooo-WEEEE!!!! Score one for the K-man! How you like dem apples, slaver-scum!? Oh---wow, hillside behind me just went boom! I think I made them VERY angry!!!”

The Minion War saw a wide range of weapons conceived of and thrown into the fray in an effort to find weapons able to stop and reverse the Infernal invasions. Even when weapons were found to be ineffective, they were deployed anyway, in order to attempt to slow down the demons and dyvals and buy time for the formulation of more effective tactics, strategies, and weapons.
One concept that saw a baptism in fire was the ‘artillery-cycle’, which was essentially a heavy hovercycle fitted with a light ballistic artillery piece such as a mortar, and used as a shoot-and-scoot sniper, pausing only long enough in one place to ground its piece, fire a handful of rounds, then quickly relocate to another place to repeat.
The Minismeg was one such development of this concept, and was put together in parallel with an artillery development of the PS-HC-07 ‘Reliable’ Utility Hovercycle. mounting a PS-M-64 60mm ‘Snapdragon’ massdriver on the rear. The PSHHC-19LSPG was more complicated, though, as it introduced a new vehicle, a modified frame of a light hover utility vehicle (then being developed at CHeVER) reconfigured to carry the larger PS-M-82D ‘Townshend’ 81mm Mortar Cannon, itself a PS knockoff of Free Quebec’s GBM-7-70M1 High Power Mortar. Though this weapon continues to suffer poor regard due to its association with Greater New England’s ‘enemy’ in Free Quebec. the urgencies and supply network disruptions of the Minion War meant that the branch factories developing the PSHHC-19 had to make do with available weaponry.
The mortar is mounted in the lower body of the hovercycle, its muzzle laid down between a split prow. The weapon can fire in a fixed-forward position as a direct-fire weapon, or it can be elevated to act as a ballistic weapon. A powered muzzle cap prevents the entrance of debris when the weapon is lowered, and the hovercycle speeding along. The pilot straddles an ammunition feed chute to a large ammunition drum at the back of the hovercycle.
PS has found the ‘artillery-cycle’ cheaper to produce and faster to deploy than dedicated artillery power armors and cyborgs, though the hovercycles are also less versatile and less durable. They’ve found a niche as fire support for mechanized cavalry units, with faster units acting as forward spotters for the mortar-cycles.
The PSHCC-19LSPG has gotten the nickname ‘gastraphetos’ after an ancient siege weapon, the ‘gastraphetes’ or ‘belly bow’, with the more modern reference alluding to the main cannon’s placement in the lower body. The official reporting name of Minismeg refers even more obliquely to the Monosmeg, a massive pre-Rifts siege cannon used in the reduction of Constantinople. More ribald nicknames circulating among military personnel, inspired by the rather anatomical appearance of the gun in ballistic fire mode, include ‘Dickens’, ‘Hoverhardon’, ‘Jackov’ and ‘Viagra’.

Type: PSHHC-19LSPG Minismeg
Class: Heavy Hovercycle., Light Self Propelled Gun
Crew: One
MDC/Armor by Location:
Main Body 180
Windshield 20
Mortar-Gun 100
Ammunition Drum 50
Thruster Jets(4) 35 each
Height: 5 ft
Width: 8 ft
Length: 14 ft
Weight: 1,520 lbs
Cargo: Small space for external cargo panniers lashed to either side of the ammunition drum.
Powerplant: Electric Fuel Cell(1,000 mile range) or Nuclear(10 year energy life)
Speed: Hover to 290 MPH, maximum altitude of 200 ft.
Market Cost: 120,000 credits for Electric Fuel Cell, 2 million credits for Nuclear
Systems of Note:
-Standard Hovercycle Dashboard Instruments, plus:

-Recoil Baffling---The ‘cycle’s hoverjets are programmed to fire/thrust to counter the recoil of the main gun. The ‘cycle cannot be in motion while firing in ballistic indirect-fire mode, but can still be hovering.

Weapons Systems:
1) Mortar-Gun---Dual-mode breech-loading mortar, capable of firing in the direct and indirect modes.
Initially the PSHHC-19LSPG was configured to use the PS-M-82D ‘Townshend’ 81mm Mortar Cannon because of supply issues at CHeVER, but later vehicles would be fitted/refitted with the lighter, but longer-ranged 80mm ‘Mangonel’ Gun-Mortar, or the PS-M-64 60mm ‘Snapdragon’.
a) PS-M-82D ‘Townshend’ 81mm Mortar Cannon
MDC: 100
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 6 rounds already loaded, plus 18 rounds in the rear drum, ready to fire
Cost: 220,000 credits
Note: The PS-M-82D can use Merlin ‘smart’ rounds. +3 to strike


b) PS-M-80 80mm Gun-Mortar---Based on a design imported with overseas trade with Spain, whose local high-tech enclaves had a locally-produced ‘Mangonel-80’ 80-mm Gun Mortar.
MDC: 100
Range:(Direct Fire) 3,200 ft
(Indirect Fire) 26,000 ft (5 miles!)
Damage:(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Four times per melee
Payload: 22 rds
Cost: 190,000 credits
Note: The PS-M-80 can use Merlin ‘smart’ rounds. +3 to strike


c) PS-M-64 60mm ‘Snapdragon’ Gun-Mortar System
Weight: (Basic weapon) 165 lbs, 195 lbs as a cyborg-carried rifle/pod, 468 lbs for a towed, carriage-borne system.
Bombs/shells weigh from 5 lbs.
MDC: 100
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 20 ft blast radius.....lose initiative and 1 APM for that melee(cost: 160 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: ECHH. Hand-loading and firing rounds takes 2 actions each shot.
Payload: 36 rds
Cost: 250,000 credits
Note: The PS-M-64 can use Merlin ‘smart’ rounds. +2 to strike

2)(Optional) Hood-Mounted Light Weaponry(1-2)---Some users mount a light weapon fixed to either of the split prows, giving them something else to shoot with.
a) Lasers
Range: 1,000 ft
Damage: 2d6 MD per shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 150 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits

b) Ion Blasters
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

c) Cyborg Machine Gun
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: EPCHH
Payload: 300 rd drum
Cost: 18,000 credits

d) MicroMissile Launcher(s)----12 shot pod. Cost: 15,000 credits for the launcher

e)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH, Volleys of 1-8
Payload: 8 shots per launcher
Cost: 8,000 credits

f) PS-DL-110L Razor-Frizzer( a cut-down copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 1,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 20 shots per launcher
Cost: 9,000 credits

g) PSAGL-23C 23mm Micro-Grenade Launcher
Weight: 6 lbs
Range: 280 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.


Variants:
*PSHHC-19---This is the finalized form of the original hovercycle/utility vehicle that was under development at CHeVER(Canadian Heavy Vehicle Evaluation Range). The heavy mortar mount and ammunition drum have been replaced with extra battery capacity (1,200 mile range)and cargo space(120 lbs). Cargo(up to 500 lbs), or a passenger, can sit, dogsled-style in a forward pannier between the split prow. The PSHHC-19 sells for 90,000 credits for Electric Fuel Cell, 1.8 million credits for Nuclear.

*PSHHC-19M---Missile launcher variant that replaces the mortar gun with either a 19-shot mini-missile launch pod or a micromissile launcher with 5 25-shot cassettes(for a total of 125 15-20mm micro-missiles).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

ARBOR CARMINE---Vulpine MegaWarrior Bio-Mod
(PU2 budget of 9 million per operative)

“I KEEP PUMPING SILVER BULLETS INTO THIS WOLF-B@@@@ AND SHE KEEPS COMING!!!!!! AAAAAGGGGGHHHHHHH!!!”(sounds of tearing metal)

“Oh, Arbor Carmine’s GREAT if you’re into the whole ‘berserker were’ schtick, tearing down doors and ripping off people’s limbs, but aside from brute strength and super endurance, you’re going to be disappointed when it comes to the more subtle features. Real wolves don’t rush into trouble, and basically this aug’s a somewhat wolf-shaped TANK.”

ARBOR CARMINE is considered by many an attempt to ‘mega-nize’ the BLACK REMUS bio-mod package, using the perfected Class IV aug-tech to make the recipient extraordinarily strong and megadamage durable.
ARBOR CARMINE follows the canine-theme of BLACK REMUS by giving the recipient a range of added sensory abilities such as better hearing and superior sense of smell. More impressive to many is the nocturnal stalking abilities and improved resistance to magic afforded by the more powerful immune system and endurance. Built-in weaponry is added in the form of extendable self-sharpening monomolecular claw-blades; combined with the enhanced strength of the bio-aug, these claws lend themselves to armor-slicing strikes able to disembowel megadamage opponents.
Despite its benefits, however, many feel that ARBOR CARMINE falls short of BLACK REMUS’s full range of environmental survival abilities, and the ARBOR CARMINE aug has suffered some critical press as a result. To a growing number of ‘wild warriors’, however, the upgraded bio-mod is just what they like to see and be, and the aug is attracting its share of applicants. It is also one of the less expensive bio-augs available.
Many(75%) of ARBOR CARMINE recipients manifest the side effect of excessive body hair growth, while another 50% report their voices dropping an octave or two, taking on a gravelly, growling quality. Far from complaining about this, though, recipients regard these side effects as a sign of how well the bio-aig has taken.
Despite its shortcomings, ARBOR CARMINE is proving popular with many outdoorsmen, frontier adventurers, big game hunters, and ‘tribal’ types looking for a serious power-up. Many Horrorhunters also like the hunting abilities and undead sensory capabilities.

Powers/Abilities:
-Animal Abilities(Canine)(Major)
-DOUBLE Speed, +10
-+1d4x10 SDC
-Keen Hearing
-Extraordinary Sense of Smell(can track by smell 35%+4% per level of experience)
-+1d6 P.S.
-+1d6 P.E.

-Body Weapons(Minor)---ARBOR CARMINEs can extend self-sharpening razor-claws from their hands. 4d4 SDC/MD, plus any P.S. and skill bonuses. +1 on initiative and +2 disarm.

-Nightstalking(Minor)
*Hide in Shadows: 73%+3% per level of experience
*Sense exact time of sunrise/sunset.
*Detect Creatures of the Night; vampires, Shadow Beasts, and those cloaked in unnatural or magical darkness.
*Cannot be turned into undead.
*Nightvision of 1,000 ft
*Horror Factor 13
* +1 on Initiative
*+10% to tracking, land navigation, and prowl
* +1d6 damage, only at night/in total darkness
* +50 SDC/MDC at night

--Extraordinary Physical Endurance(Minor)---The ARBOR CARMINE mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of an aug is physically optimized; they are icons of (literally) glowing good health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Immune System Enhancement---ARBOR CARMINEs have brute force powerful immune systems. The person heals twice as fast, +5 to save versus poisons/toxins, +8 save versus disease, and +3 save versus Bio-Manipulation attacks. Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration. Unfortunately, this jazzed-up immune system also works just as effectively against GOOD and beneficial drugs and chemicals.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1 APM
+3 on initiative
+2d6 to P.S., plus is considered to be Extraordinary
+2d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+2 disarm
+4 save versus Horror Factor
+6 save versus poison
+9 save versus disease
+2 save versus possession
Heals twice as fast
+3 save versus Bio-Manipulation attacks.
Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration.
+10% to tracking, land navigation, and prowl
Track by Smell 35%+4% per level of experience
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PS HUR-04B Landmaster II Heavy Transport/Exploration Robot
(aka ‘Atomic Cockroach’)

“It’s the ultimate landship for travelling the Unknown Regions!”

“Before you even CONSIDER taking the Landmaster into combat, read carefully these accounts we got from Europe of the Germans’ experience with their own hexapod ‘bot, the X-5050 ‘Black Death’. Here the Germans DO have the lead over us in making mistakes first that we can only follow and learn from. Pay close attention to the parts about ‘fighting unsupported’ and ‘superior enemy mobility’. We have no desire to repeat those mistakes.”

“Designate-Earth IC-237 is a bastard of a place to visit; near-total freeze-over. Ice age of the type not seen since the Cryogenian. And we have to search the place for a technological enclave outpost that went silent over fifty years ago, but which was supposed to have survival stasis capsules...according to some reports, over a thousand potential survivors waiting to be rescued. Needles in a big white haystack with a mile thick crust of ice. Even with fully cold-proofed EBA, just looking at the landscape makes me feel cold to the bone. I’m real glad the Company assigned us Landmasters for this assignment; the big crawlers are an oasis of warmth in the Great White Waste.”

The HUR-04 is an early Paladin Steel robot design for a massive all-terrain vehicle that would serve as a heavy transport, utility, and exploration platform similar to the Cyberworks Behemoth Explorer. Though it bears some simlarity to the Kittani Insecton(and indeed many people believe the Landmaster was built either with Kittani assistance or after studies of battlefield-scavenged Insectons), the Landmaster is a wholly indigenous terrestrial design.
The Landmaster is also the first major evidence that Paladin Steel considers itself in competition with Cyberworks; the original Landmaster was clearly designed to compete with the Behemoth Explorer, but did only mediocre sales owing to a number of factors(PS’s as-then-yet relatively unknown status as a manufacturer, and a lack of transport capability causing problems with deliveries). When Cyberworks hinted at a redesign of the BE(see Dinosaur Swamp 2), Paladin Steel announced a substantial redesign of the HUR-04, resulting in the HUR-04B, meant to address many performance issues that had been brought up about the original LandMaster. Northern Gun’s own production of the BE, and the recent introduction of their Super Explorer Behemoth model lit another fire under PS’s R&D efforts, in order to catch up to catching the attention of the SERIOUS explorer/adventurer market.
Paladin Steel chose a multi-legged, lower-profiled, design over that of the bipedal Behemoth Explorer, in part to create a more stable platform. The six large footpads also helped to better distribute the heavy weight of the ‘landship’, allowing it to more easily traverse soft ground. To further improve mobility and stability, the legs were redesigned to incorporate integral triangular powered tread units that could be engaged when on relatively level ground, allowing the massive machine to roll along at a good clip.
Internally, the Landmaster has two decks in the forward half of the machine, and a large cargo/hangar bay in the rear, accessed through a drop-ramp under the ‘tail’ of the Landmaster. Mounted on top of the Landmaster is a fitting for a modular hull section; this can be fitted with an additional level accommodation module, tool/work platform, derrick assembly, or heavy weapons turret. This allows the HUR-04B to be readily modified for a variety of different roles, such as heavy mining ‘bot, construction vehicle, or weapons platform.
The original HUR-04A Landmaster suffered in sales in part due to the difficulty of moving the massive machine to market; Paladin Steel originally had to ship the giant robot vehicle in sections and assemble it on-site for buyers. With the increase in PS’s heavy lift and transport capabilities, however, as well as the superior mobility of the -04B variant, sales are expected to be better for the revised Landmaster. PS’s growing industrial prowess is also reflected in the massive Landmaster II’s price; it is noticeably less expensive than the Behemoth Explorer, another sign of PS’s obvious intent to compete for the market niche.

Type: PS-HUR-04B Landmaster II
Class: Heavy Utility Robot Vehicle
Crew: 4, plus accommodations for up to 30 people
MDC/Armor by Location:
Main Body 780
Armored Bridge 360
Forward Floodlight Bays(4) each
Sensor Armatures(4) 50 each
Forward Manipulator Arms(4) 120 each
Turrets/Observation Bays(3; two forward, one aft) 100 each
Legs(6) 300 each
Rear Ramp 200
(Optional) Heavy Turret/Module 300
Height: 45 ft
Width: 60 ft
Length: 183 ft
Weight: 1,570 tons
Cargo: Internal cargo bay; 15 ft x25 ft x40 ft
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Walking) 45 MPH. Can step over 20 ft high obstacles.
(Treads) 54 MPH on level ground
(Climbing) Not possible. Can negotiate a 40 degree slope, but anything else risks toppling the machine.
(Water) Fully amphibious; can float along on the surface of the water and paddle along at 6 MPH, or can crawl along the bottom at 5 MPH, maximum depth of 900 ft.
Market Cost: 95 million credits
Systems of Note:
Standard Robot Systems, plus:
*Trailer Hitch/Haulage/Winch Points---Can haul up to 1,000 tons without problem, 4,000 tons at 1/4 speed, if properly sledged, trailered, or rollered.
*Power Take-Offs---The powerplant of a Landmaster can power a large encampment
*Sensor Armatures---These four feeler-like devices are the modern equivalent of the ‘poking stick’; telescoping (up to 75 ft) rods that can be used to test ground in front of the robot, probe ahead to carry sensors at the end to test and sample, or just look menacing waving around. The pole-armatures can be detached at the roots in order to disentangle them if necessary.

Weapons Systems: None standard, but it comes with provision for two forward weapons turrets and a tail weapons turret, in addition to the main modular system. Additional weapons can added(see options). The existing turrets can be fitted with the following, as some of the more populat fit-outs:
a) 20 mm Rapid-fire Cannon---A ship- mounted “Taskin” Rifle, and a favorite “light” weapon that can be set up and mounted just about anywhere. Typically pintle-post mounted, with a gun shield to protect the gunner. Typically operated by a two-man gun crew(gunner and loader). Can be mounted singly or in two-gun mounts.
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range:(20mm)4000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N

b) PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Can be mounted singly or in two-gun mounts.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

c) Rapid-Fire 35 mm Cannon----This is an anti-aircraft-mounting, and is fed from two massive ammunition drums on either side of the cannon. Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums). Can be mounted singly or in two-gun mounts.
Range: 2.5 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius, 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 4d6 MD single shot, 3d6x10+10 MD per 10 rd burst
Rate of Fire:EGCHH
Payload: Each drum holds 215 rounds(430 total)
With a trained crew in power armor, a fresh drum can be changed in 3 minutes
Cost: 180,000 credits

d) PS/FA-A9 2-pounder (40mm)Autocannon---Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums). Single gun mounts can be emplaced just anywhere, but the larger 2-8 gun mounts require heavier mountings.
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE


e) PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
Cost: 30,000 credits

f) Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:600,000 credits

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

h) M-BiLar AT-5000 (PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits

i) H-44L Vulcan Laser (PS-44L)
Weight: 1200 lbs
Range:4,000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:six times per melee
Payload:500 bursts battery, Unlimited nuclear
Cost: 250,000 credits

j) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

k) PS-AWD-PC3------Based on the Mechanoid Brute Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source
Cost: 2 million credits

l) PPHvR-02 ‘Sun Storm’ 40mm Heavy Plasma Rifle
Range: 5,000 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: 300 rd magazine
Cost: 145,000 credits. 40mm cadmium-telluride cartridges cost 95 credits each.

m) PS-AWD-DBPBC-2------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire:: ECHH
Payload: Unlimited linked to nuclear power source
Cost: 3 million credits

n) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

o) PS-AWD-MML-2 Mini-Missile Launcher
Range: Varies, generally one mile
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1,2, 4, 6, or 8
Payload: 40
Cost: 120,000 credits

p) L-SAM ‘Black Talon’ Launcher---A light weapon mount RAM(rolling airframe missile) launcher adapted for shipboard use.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200,000 credits per launcher, 10,000 credits per missile

q) Short Range Missile Launcher---6-8 shot launcher boxes can be mounted as ‘light weapons’, while larger 10-16 shot launcher boxes are considered heavy weapons.
Cost: 90,000 credits for six-shot launcher, 11,000 credits for eight-shot launcher


Options:
*Applique Armor---The Landmaster can be fitted with additional armor; up to 500 MDC can be fitted to the main body and 200 MDC can be fitted per leg. Cost: 18,000 credits per 10 MDC

*Light Weapons Turrets(1-4)---Additional weapons turrets, similar to those already mounted as standard, can be added at 50,000 credits each, plus the cost of installed weaponry.

*Main Pod Mount---This is the centrally-located dorsal fitting, that can be used to mount ONE of the following:
*Accommodation Module---Provides space and housing for up to 30 additional passengers or additional lab/workshop space. 200 MDC. Cost: 120,000 credits.

*Double-decker Barracks Module---This replaces any dumper module with a two floor(accessed by a stairway between the decks) passenger module w/ 300 MDC, and accommodations for up to 75 passengers. The roof can be used for a landing pad, or for another 25-30 passengers to ride along on top(protected only by siderails and a tarpuline sunshade roof). Cost: 240,000 credits.

*Derrick Module---A heavy duty crane with a 60 ton lifting capacity. Cost: 320,000 credits.

*Long Reach Crane/Sky-arm---Folding armature that can reach up to 332 ft with a cherrypicker platform at the end. Cost: 180,000 credits.

*Heavy Excavator----Heavy armature (75 ft reach) with a scoop at the end that can scoop up to 78 cubic yards of material(or 80 tons) at once. Cost: 350,000 credits.

*Bucket Excavator----90 ft boom with multiple buckets on a conveyor. Some variants on this equip the buckets with vibroblade edging, allowing the excavator to chew through megadamage rock and concrete(2d4 MD per bucketstrike, six bucket strikes per melee). Cost: 400,000 credits(500,000 credits with vibroblades).

*Robotic Armature Module---This module mounts two giant robotic arms( 65 ft reach, 200 MDC each, Robotic P.S. of 48). Cost: 240,000 credits.

*Heavy Weapons Turret (500 MDC and has slots for TWO weapons as follows). Cost: 260,000 credits+ weapons cost.
a) Missile Launcher---Can accommodate 120 mini-missiles, OR 60 short range missiles, OR 24 medium range missiles, OR 12 long range missiles. TWO launchers can be mounted.
Cost: 9 million credits per single launcher

b) 200mm Cannon
Range:(Direct Fire) 40,000 ft (8 miles)
(Indirect Fire) 100,000 ft( 20 miles)
Damage:High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----6d6x10 MD to 15 ft radius
Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 8d6x10 MD out to 15,000 ft, 4d6x10+5 MD out to maximum range
Rate of Fire:Once per melee
Payload: 200 mm AP shell weighs 200 lbs( 10 shots per ton)
Typically 60 rounds are carried.
Cost: 9.5 million credits per single cannon

c) Heavy Naval Laser Cannon
Range: 2 miles
Damage:1d6x10+7 MD per blast
Rate of Fire: EGCHH
Payload: 120 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 900,000 credits

d) Heavy Particle Beam
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 950,000 credits

e) Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: EGCHH
Payload:100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:800,000 credits

f) Plasma Gattler
Range: 8,500 ft
Damage:1d4x10 MD per single blast(4d6 MD at ranges beyond 7,000 ft out to maximum), 3d4x10 MD per three-shot burst(1d6x10 MD at ranges beyond 7,000 ft out to maximum), 4d6x10 MD per six-shot burst(2d6x10 MD at ranges beyond 7,000 ft out to maximum), and a whopping 8d6x10 MD(4d6x10 MD at ranges beyond 7,000 ft out to maximum) for a twelve-shot burst per single cannon.
Rate of Fire: EGCHH
Payload: Typically is fed by 240 rd belts.
Special Features:
*Computer-stabilized recoil control.
*Trailer and turret mounts have powered swivel
*Integral Targeting and Laser Rangefinding: +1 to strike
Cost: 650,000 credits per single gun system; 1.2 million credits for the dual-mount. 40mm Cadmium-telluride cartridges cost 95 credits each

g) PS-RC12 Rail Cannon---A straight adaptation/copy of the original rail cannons fitted to the old Triton boats. The PS-RC12 is reliable, well-known, and easily maintained.
Range:11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire:ECHH
Payload: 8000 rd drum(200 bursts)
Cost: 250,000 credits

h) 3-Inch(76mm) Gun---A holdover from the classic armed merchantman. PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases and auto-loader), and supplied the weapons with more advanced MD munitions and safer gun propellants. Originally, these weapons were serviced by a 10-man crew; modern automation has replaced them.
Range:14,600 yards in a surface role, 29,800 feet in anti-aircraft mode
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: Typically 130 rounds per gun.
Cost: 200,000 credits

i) 5-Inch(127mm) Gun---A holdover from the classic armed merchantman, improved by PS same as with the 3-inch weapon. Too slow to beeffective as an anti-aircraft defense against modern jets and particularly fast moving monsters, it is effective against surface targets. Even Splugorth Slaver-craft have learned to respect old tube-artillery firing micro-tacnuke shells. Originally, these weapons were serviced by a 10-man crew; modern automation has replaced them.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*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 v 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: 3 rds per melee
Payload: Typically 100 rounds per gun.
Cost: 360,000 credits

j) PS-OTO-CIWS Goalkeeper
Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS. The PS-OTO is intended for larger vessels, and is rarely effectively mounted on smaller vessels.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike
Cost: 200,000 credits

k) Metal Storm 40mm Mortar System(9x36, 324 tubes)---Multi-tube, rapid-fire box-launcher mortar system. The heavy turret on the Landmaster carries 9 36-tube arrays.
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
Cost: 350,000 credits

l) RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited
Cost: 4 million credits;

m) Magepod-Multiplexor---Mrk 3 TW multiplexor, with 10-slot spell cassette system. Requires either a dedicated living PPE source to power, or a PPE generator to be installed.
Range: Varies by spell; increase range by 50% due to advanced spell focusing 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 Mrk 3 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.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits


n) PS-NAC-8 Heavy Rail Cannon
Range: 11,000 ft(2 miles)
Damage: 3d4x10 MD per 40 rd burst(can only fire bursts)
Rate of Fire:EPCHH
Payload:20,000 rds
Cost: 800,000 credits

o) 76mm Squeezebore Cannon
Range: 30,000 ft maximum
Damage: 5d6x10 MD out to 6,400 ft
3d6x10 MD out to 30,000 ft
Rate of Fire: 4 shots per melee
Payload: 60 shots
Cost: 950,000 credits

p) Heavy Variable Mode Plasma Bolt Cannon---A massive multimode plasma torpedo launcher. It is also the first PS energy weapon that can be used like an artillery piece for indirect long range fire, since the magnetic launch field can be used to ‘throw a curveball’, angling the path of the plasma torpedo up and then down in flight.
Range: (Direct Fire)6,000 ft
(Indirect Fire) 20,000 ft(minimum range of 7,000 ft)
Damage: 2d6x10 MD to 30 ft blast radius
Rate of Fire: Three shots per melee or two artillery shots per melee
Payload: Conditionally Unlimited; can fire 40 shots, before needing to recharge; takes 5 minutes per shot to recharge
Cost: Available only to PS/GNE units

q)Heavy Plasma Torpedo Launchers---An adaptation of Paladin Steel advanced plasma projection technology, these weapons fire ‘packets’ of plasma. Surprisingly, these plasma ‘bullets’ can be made to ‘curve’ ballistically, allowing them to be used for indirect fire.
Range: 5 miles
Damage: 1d6x100 MD to a 25 ft blast radius
Rate of Fire: Three times per melee
Payload: Conditionally Unlimited
Cost: Available only to PS/GNE units

r) PSHIW-04 Ion Calliope---The PSHIW-04 is an experiment in creating a low-cost heavy ion weapon for point defense. Harkening back in concept to early machine gun concepts like the millistrausse, the PSHIW-04 simply consists of several dozen simple ion projector rifles racked like the tubes on a ‘calliope’ rocket launcher(4 rows of 12 barrels each), wired to a capacitor and power system, and mounted on a simple pivot and tilt-table traversing gear.
The result is a weapon that delivers a MASSIVE barrage of destructive ion pulses, albeit at fairly short range, that can vaporize targets with ease. The wide area of shot effect makes the weapon ideal for wiping pre-designated ‘kill zone’ approaches free of enemy.
Range: 3,000 ft
Damage: 3d6 MD per single shot, 5d4x10 MD to a 15ft-wide area for a 12-shot ‘row burst’.
2d4x100 MD for all 48 barrels firing simultaneously, to a 20 ft-wide area
Rate of Fire: Volleys of 1-48 shots
Payload: A robot powerplant can provide enough steady power to fire up to 6 12-shot bursts per melee, or 1 full 48-shot blast per melee.
Cost: 950,000 credits

s) Tachyon Scatter Gun
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload:Effectively Unlimited

t) Anti-Theron MagnaBlaster ----This superheavy anti-magic weapon has been ONLY seen with special PS/GNE monster-hunter units. MagnaBlaster-equiped PS-MBT-28s made their debut during the Minion War incursion on Rifts Earth.
Range: 12,000 ft
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings, psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: Three times per melee
Payload: 25 shot canister of genetically modified bacteria providing the anti-therons
Cost: EXCLUSIVE to PS, not available for sale


*’Jump-Fire’ Indirect Fire Teleport System----This is an experimental system, based on PS’s Thunderbunny weapons system, and uses a special adaptation of the Teleport and Mystic Portal systems to create a temporary T-portal in front of the main armament’s muzzle as it fires. If the tank has a direct line of sight on the location it wants the T-Portal’s terminus to be, it can project the shot there, and even angle the shot up to 180 degrees(yes, in theory it IS possible to shoot yourself with this thing), allowing the tank to attack enemies from behind, even if it is in FRONT of them. However, it is more common to use a forward spotter to use a special TW-designator wand(range: 5,000 ft) to designate the terminus point through which the shot will emerge(typically 2-3 ft off from the intended target). This allows the tank to actually shoot THROUGH hills and buildings with a minimal chance of being spotted!
Note that this system can be used with both the massdrivers and the Plasma cannons.
Range: 10 miles!
PPE Cost per Use: 15 per shot
Cost: Available only to PS/GNE units

Variants:
*HUR-04A---The original model Landmaster, which lacked the tread-legs, a more limited selection of turret options, and had a less developed design. The Landmaster -04A only has 600 MDC, and crawls along at 36 MPH. Production of the HUR-04A was slow and only a dozen or so HUR-04As were ever produced, most of them going directly into Paladin Steel/GNE service, before PS decided to revamp the design.

*HUR-04C(DSV) Sea Crawler---Modified for deep water operations, this version can survive depths of down to 2.8 miles. The cargo bay has an airlock and decompression chamber, and the sensor suite includes sonar. Emergency flotation bags can float the Sea Crawler in an emergency. Cost: 102 million credits

*HEWCR-04D---Variant with improved legs that have a more sprawling spider-like configuration. The legs now each have 380 MDC each, and the robot can run at 55 MPH, and climb up to 65-degree slopes with relative impunity. The overall width of the ‘bot increases to a minimum of 72 ft, and can extend out to 130 ft. Cost: 100 million credits

*HEWCR-04L---A mobile heavy energy weapons platform, meant originally to ground-test the mega-laser that would go into the Skymaster IIIHLC. Because the ground-based system could be heavier, the mega-laser is slightly more powerful and has better range(though this is negligible due to the greater problems of thermal blooming, given the thicker atmosphere near the ground). PS would adapt the design as part of their mobile air defense net, supplementing mixed ground batteries.
The HEWCR-04L has NO provision for carrying cargo or troops(the cargo bay is taken up by power generation and cooling for the laser), and has only a third the passenger accommodations.
Range: 95 miles, line of sight.
Damage: 4d6x10 MD at ranges under 5 miles, 2d6x10 MD out to 20 miles, 6d6 MD out to 40 miles, and 6d6 MD out to 95 miles.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

*HEWCR-04L2---A variant produced in the Three Galaxies by Aegis Stellar Industries, Paladin Steel’s avatar-company, the HEWCR-04L2 takes advantage of more advanced technologies available there to mount capital starship-grade weapons in the turret. Up to two medium starship weapons can be mounted in the turret, or one heavy weapon(with the exception of the massdriver cannon). The HEWCR-04L2 is typically seen as a planetary defense unit.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

PS-TW-OHD-01 ‘Fazzler’ Hypno-Optic Mental Effector Device
(aka ‘Hypnogem’)

“You know, most people mount those things on rings, or necklaces, or on diadems, the better to get people to make eye contact with them. Not on...”
“Well, most people aren’t looking at my face. I’m just taking advantage of that pre-existing quality to further grab their attention.”
“...but a -pasty-? Just so you can say you-No, I’m not to say it.”
“-I got hypnoboobs!” :-D

The ‘Fazzler’ is a small TW device createed after several Paladin Steel technowizards got ahold of a piece of dress jewelry from the Three Galaxies, a small wearable holographic crystal projector, and decided to try to create a working version of the iconic ‘hypnowheel’ (erronously)said to be able to induce trance states. Several Technowizards, a Psi-Mechanic, and a Ludicrous Mage all worked together and ultimately produced the Optical Hypnosis Device Zero-One.
The OHD-01 is a small crystalline device built using brown or yellow zircon crystals, blue rubies and stabilized ectoplasmic circuitry. Embedded in the device is a set of spells, Charm, Domination, and Compulsion which are projected through the lensing of the crystals to the sight of the intended targets, so the OHD-01 is typically mounted where it can easily be brought into the line of vision of the victim(s), such as a ring, wristband, diadem, or necklace. Additional spells can be added to the mounting, giving the wearer a variety of situational response options.
As a cheap magic mind-control persuader, the OHD-01 is a bust; its range is too limited and the duration too short to be of much use in tactical situations. However, the device is catching on with espionage agents, seduction specialists, and psychwar operatives.

Range:(Charm/Domination) 15 ft, line of sight and the intended target must be able to see the gem-crystal.
(Compulsion) 60 ft, line of sight
Effect:(Charm) --- Save vs magic or be utterly enraptured by the broache’s wearer.
(Domination)--- Save vs magic or be under the control of the wearer’s suggestions/commands, as long as they do not constitute a gross breach of the victim’s alignment.
(Compulsion)--- Save vs magic or be struck with a compulsion to carry out a single achievable impulse, compulsion, or minor obsession.
Payload:(Charm) ---6 PPE/10 ISP for 5 minutes’ duration
(Domination) ---5 PPE/10 ISP for 75 minutes’ duration
(Compulsion) ---10 PPE/20 ISP for 24 hours’ duration

The Fazzler doesn’t normally have an attached PPE battery attached to it because of its small size, and is typically powered by the user’s own PPE/ISP, but it can be fitted with a Talisman PPE battery(often part of the backing or the rest of the attached jewelry setting) at the usual extra cost.

Cost: 46,000 Credits.

Options:
-(Spell)Blinding Flash---1 PPE/2 ISP---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: 80 credits
-(Spell)Lost for Words---3 PPE/6 ISP for 1 hour’s duration. Cost: 900 credits
-(Spell)Gullible---8 PPE/16 ISP for 12 minutes’ duration. Cost: 1,200 credits
-(Spell)Mask of Deceit---8 PPE/16 ISP for 1 hour’s duration. Cost: 1,200 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PS-HPPC08 Heavy Particle Beam Gatling Cannon
(aka ‘Patgat’, ‘Partistorm’, ‘Vaporator’, ‘RingO’, ‘Seqzapper’, ‘Muonator’)

“INSANE rapid fire. Good thing we got a good steady supply of viritalium to replace all the weapon cores we’re going to be going through once these things hit the front ranks.”

“Incredibly powerful for its weight, but the design’s like trying to swing a jet engine on a target, and it eats power packs like popcorn. Plus the moment you start pulse-zapping glitterboys into vapor, you paint a big target on yourself for anybody with longer ranged heavy hardware. Still, as an assault weapon on a good fast ride, the Patgat’s a sweet destroyer if you know how to properly use it.”

The PS-HPPC08 is a relatively crude attempt to devise a heavy particle beam pulse cannon by simply slaving five SPBW-8 ‘BlueBolt’ Heavy Particle Beam Rifles together and firing them in rapid sequence on the same target. The extremely high damage curve gives the weapon a particularly blistering burst mode, able to crack open tanks, robots, and heavy power armors in one melee. . Even with the mounting and cooling gear, the PS-HPPC08 is lighter and less expensive than the Orbital-derived PS-HPBC-20 Particle Beam Cannon, and comparable in damage, though much shorter-ranged. The PS-HPPC08 is seeing usage as a vehicle- or bunker-mounted heavy weapon, often mounted with a protective shield covering the gunner, or built into a glacis plate casemate. It was rushed into service during the Minion War with the need for heavier weapons and fast. Because most of its components were already in mass-production, the HPPC08 was quickly deployed to a large number of units throughout the GNEAS.

Weight: 225 lbs
Range: 4,000 ft
Damage: 1d6x10 MD per single blast, 5d6x10 MD five-shot burst, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD single shot, and 1d6x100 per burst!
Rate of Fire: Single shot or five-shot burst, EGCHH.
Payload: 45 shots from a long E-Canister, though it’s meant to be powered by a vehicle-based battery or powerplant.
Bonuses: +1 to strike from the laser spot sight.
Special Features:
*Telescopic Optical Sight
*Laser Sight
*LCD energy gauge display
*Hardened MDC Ceramic and Alloy Construction: 55 MDC per barrel
Cost: 960,000 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
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PS HUR-04B Landmaster II Heavy Transport/Exploration Robot
(aka ‘Atomic Cockroach’)

“It’s the ultimate landship for travelling the Unknown Regions!”

“Before you even CONSIDER taking the Landmaster into combat, read carefully these accounts we got from Europe of the Germans’ experience with their own hexapod ‘bot, the X-5050 ‘Black Death’. Here the Germans DO have the lead over us in making mistakes first that we can only follow and learn from. Pay close attention to the parts about ‘fighting unsupported’ and ‘superior enemy mobility’. We have no desire to repeat those mistakes.”

“Designate-Earth IC-237 is a bastard of a place to visit; near-total freeze-over. Ice age of the type not seen since the Cryogenian. And we have to search the place for a technological enclave outpost that went silent over fifty years ago, but which was supposed to have survival stasis capsules...according to some reports, over a thousand potential survivors waiting to be rescued. Needles in a big white haystack with a mile thick crust of ice. Even with fully cold-proofed EBA, just looking at the landscape makes me feel cold to the bone. I’m real glad the Company assigned us Landmasters for this assignment; the big crawlers are an oasis of warmth in the Great White Waste.”

The HUR-04 is an early Paladin Steel robot design for a massive all-terrain vehicle that would serve as a heavy transport, utility, and exploration platform similar to the Cyberworks Behemoth Explorer. Though it bears some simlarity to the Kittani Insecton(and indeed many people believe the Landmaster was built either with Kittani assistance or after studies of battlefield-scavenged Insectons), the Landmaster is a wholly indigenous terrestrial design.
The Landmaster is also the first major evidence that Paladin Steel considers itself in competition with Cyberworks; the original Landmaster was clearly designed to compete with the Behemoth Explorer, but did only mediocre sales owing to a number of factors(PS’s as-then-yet relatively unknown status as a manufacturer, and a lack of transport capability causing problems with deliveries). When Cyberworks hinted at a redesign of the BE(see Dinosaur Swamp 2), Paladin Steel announced a substantial redesign of the HUR-04, resulting in the HUR-04B, meant to address many performance issues that had been brought up about the original LandMaster. Northern Gun’s own production of the BE, and the recent introduction of their Super Explorer Behemoth model lit another fire under PS’s R&D efforts, in order to catch up to catching the attention of the SERIOUS explorer/adventurer market.
Paladin Steel chose a multi-legged, lower-profiled, design over that of the bipedal Behemoth Explorer, in part to create a more stable platform. The six large footpads also helped to better distribute the heavy weight of the ‘landship’, allowing it to more easily traverse soft ground. To further improve mobility and stability, the legs were redesigned to incorporate integral triangular powered tread units that could be engaged when on relatively level ground, allowing the massive machine to roll along at a good clip.
Internally, the Landmaster has two decks in the forward half of the machine, and a large cargo/hangar bay in the rear, accessed through a drop-ramp under the ‘tail’ of the Landmaster. Mounted on top of the Landmaster is a fitting for a modular hull section; this can be fitted with an additional level accommodation module, tool/work platform, derrick assembly, or heavy weapons turret. This allows the HUR-04B to be readily modified for a variety of different roles, such as heavy mining ‘bot, construction vehicle, or weapons platform.
The original HUR-04A Landmaster suffered in sales in part due to the difficulty of moving the massive machine to market; Paladin Steel originally had to ship the giant robot vehicle in sections and assemble it on-site for buyers. With the increase in PS’s heavy lift and transport capabilities, however, as well as the superior mobility of the -04B variant, sales are expected to be better for the revised Landmaster. PS’s growing industrial prowess is also reflected in the massive Landmaster II’s price; it is noticeably less expensive than the Behemoth Explorer, another sign of PS’s obvious intent to compete for the market niche.

Type: PS-HUR-04B Landmaster II
Class: Heavy Utility Robot Vehicle
Crew: 4, plus accommodations for up to 30 people
MDC/Armor by Location:
Main Body 880
Armored Bridge 360
Forward Floodlight Bays(4) each
Sensor Armatures(4) 50 each
Forward Manipulator Arms(4) 120 each
Turrets/Observation Bays(3; two forward, one aft) 100 each
Legs(6) 300 each
Rear Ramp 200
(Optional) Heavy Turret/Module 300
Height: 45 ft
Width: 60 ft
Length: 183 ft
Weight: 1,570 tons
Cargo: Internal cargo bay; 15 ft x25 ft x40 ft
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Walking) 45 MPH. Can step over 20 ft high obstacles.
(Treads) 54 MPH on level ground
(Climbing) Not possible. Can negotiate a 40 degree slope, but anything else risks toppling the machine.
(Water) Fully amphibious; can float along on the surface of the water and paddle along at 6 MPH, or can crawl along the bottom at 5 MPH, maximum depth of 900 ft.
Market Cost: 95 million credits
Systems of Note:
Standard Robot Systems, plus:
*Trailer Hitch/Haulage/Winch Points---Can haul up to 1,000 tons without problem, 4,000 tons at 1/4 speed, if properly sledged, trailered, or rollered.
*Power Take-Offs---The powerplant of a Landmaster can power a large encampment
*Sensor Armatures---These four feeler-like devices are the modern equivalent of the ‘poking stick’; telescoping (up to 75 ft) rods that can be used to test ground in front of the robot, probe ahead to carry sensors at the end to test and sample, or just look menacing waving around. The pole-armatures can be detached at the roots in order to disentangle them if necessary.

Weapons Systems: None standard, but it comes with provision for two forward weapons turrets and a tail weapons turret, in addition to the main modular system. Additional weapons can added(see options). The existing turrets can be fitted with the following, as some of the more populat fit-outs:
a) 20 mm Rapid-fire Cannon---A ship- mounted “Taskin” Rifle, and a favorite “light” weapon that can be set up and mounted just about anywhere. Typically pintle-post mounted, with a gun shield to protect the gunner. Typically operated by a two-man gun crew(gunner and loader). Can be mounted singly or in two-gun mounts.
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range:(20mm)4000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N

b) PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Can be mounted singly or in two-gun mounts.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

c) Rapid-Fire 35 mm Cannon----This is an anti-aircraft-mounting, and is fed from two massive ammunition drums on either side of the cannon. Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums). Can be mounted singly or in two-gun mounts.
Range: 2.5 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius, 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 4d6 MD single shot, 3d6x10+10 MD per 10 rd burst
Rate of Fire:EGCHH
Payload: Each drum holds 215 rounds(430 total)
With a trained crew in power armor, a fresh drum can be changed in 3 minutes
Cost: 180,000 credits

d) PS/FA-A9 2-pounder (40mm)Autocannon---Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums). Single gun mounts can be emplaced just anywhere, but the larger 2-8 gun mounts require heavier mountings.
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE


e) PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
Cost: 30,000 credits

f) Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:600,000 credits

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

h) M-BiLar AT-5000 (PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits

i) H-44L Vulcan Laser (PS-44L)
Weight: 1200 lbs
Range:4,000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:six times per melee
Payload:500 bursts battery, Unlimited nuclear
Cost: 250,000 credits

j) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

k) PS-AWD-PC3------Based on the Mechanoid Brute Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source
Cost: 2 million credits

l) PPHvR-02 ‘Sun Storm’ 40mm Heavy Plasma Rifle
Range: 5,000 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: 300 rd magazine
Cost: 145,000 credits. 40mm cadmium-telluride cartridges cost 95 credits each.

m) PS-AWD-DBPBC-2------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire:: ECHH
Payload: Unlimited linked to nuclear power source
Cost: 3 million credits

n) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

o) PS-AWD-MML-2 Mini-Missile Launcher
Range: Varies, generally one mile
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1,2, 4, 6, or 8
Payload: 40
Cost: 120,000 credits

p) L-SAM ‘Black Talon’ Launcher---A light weapon mount RAM(rolling airframe missile) launcher adapted for shipboard use.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200,000 credits per launcher, 10,000 credits per missile

q) Short Range Missile Launcher---6-8 shot launcher boxes can be mounted as ‘light weapons’, while larger 10-16 shot launcher boxes are considered heavy weapons.
Cost: 90,000 credits for six-shot launcher, 11,000 credits for eight-shot launcher


Options:
*Applique Armor---The Landmaster can be fitted with additional armor; up to 500 MDC can be fitted to the main body and 200 MDC can be fitted per leg. Cost: 18,000 credits per 10 MDC

*Light Weapons Turrets(1-4)---Additional weapons turrets, similar to those already mounted as standard, can be added at 50,000 credits each, plus the cost of installed weaponry.

*Main Pod Mount---This is the centrally-located dorsal fitting, that can be used to mount ONE of the following:
*Accommodation Module---Provides space and housing for up to 30 additional passengers or additional lab/workshop space. 200 MDC. Cost: 120,000 credits.

*Double-decker Barracks Module---This replaces any dumper module with a two floor(accessed by a stairway between the decks) passenger module w/ 300 MDC, and accommodations for up to 75 passengers. The roof can be used for a landing pad, or for another 25-30 passengers to ride along on top(protected only by siderails and a tarpuline sunshade roof). Cost: 240,000 credits.

*Derrick Module---A heavy duty crane with a 60 ton lifting capacity. Cost: 320,000 credits.

*Long Reach Crane/Sky-arm---Folding armature that can reach up to 332 ft with a cherrypicker platform at the end. Cost: 180,000 credits.

*Heavy Excavator----Heavy armature (75 ft reach) with a scoop at the end that can scoop up to 78 cubic yards of material(or 80 tons) at once. Cost: 350,000 credits.

*Bucket Excavator----90 ft boom with multiple buckets on a conveyor. Some variants on this equip the buckets with vibroblade edging, allowing the excavator to chew through megadamage rock and concrete(2d4 MD per bucketstrike, six bucket strikes per melee). Cost: 400,000 credits(500,000 credits with vibroblades).

*Robotic Armature Module---This module mounts two giant robotic arms( 65 ft reach, 200 MDC each, Robotic P.S. of 48). Cost: 240,000 credits.

*Heavy Weapons Turret (500 MDC and has slots for TWO weapons as follows). Cost: 260,000 credits+ weapons cost.
a) Missile Launcher---Can accommodate 120 mini-missiles, OR 60 short range missiles, OR 24 medium range missiles, OR 12 long range missiles. TWO launchers can be mounted.
Cost: 9 million credits per single launcher

b) 200mm Cannon
Range:(Direct Fire) 40,000 ft (8 miles)
(Indirect Fire) 100,000 ft( 20 miles)
Damage:High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----6d6x10 MD to 15 ft radius
Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 8d6x10 MD out to 15,000 ft, 4d6x10+5 MD out to maximum range
Rate of Fire:Once per melee
Payload: 200 mm AP shell weighs 200 lbs( 10 shots per ton)
Typically 60 rounds are carried.
Cost: 9.5 million credits per single cannon

c) Heavy Naval Laser Cannon
Range: 2 miles
Damage:1d6x10+7 MD per blast
Rate of Fire: EGCHH
Payload: 120 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 900,000 credits

d) Heavy Particle Beam
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 950,000 credits

e) Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: EGCHH
Payload:100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:800,000 credits

f) Plasma Gattler---Uses expendable cadmium-telluride cartridges to generate intense plasma bursts.
Range: 8,500 ft
Damage:1d4x10 MD per single blast(4d6 MD at ranges beyond 7,000 ft out to maximum), 3d4x10 MD per three-shot burst(1d6x10 MD at ranges beyond 7,000 ft out to maximum), 4d6x10 MD per six-shot burst(2d6x10 MD at ranges beyond 7,000 ft out to maximum), and a whopping 8d6x10 MD(4d6x10 MD at ranges beyond 7,000 ft out to maximum) for a twelve-shot burst per single cannon.
Rate of Fire: EGCHH
Payload: Typically is fed by 240 rd belts.
Special Features:
*Computer-stabilized recoil control.
*Trailer and turret mounts have powered swivel
*Integral Targeting and Laser Rangefinding: +1 to strike
Cost: 650,000 credits per single gun system; 1.2 million credits for the dual-mount. 40mm Cadmium-telluride cartridges cost 95 credits each

g) PS-RC12 Rail Cannon---A straight adaptation/copy of the original rail cannons fitted to the old Triton boats. The PS-RC12 is reliable, well-known, and easily maintained.
Range:11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire:ECHH
Payload: 8000 rd drum(200 bursts)
Cost: 250,000 credits

h) 3-Inch(76mm) Gun---A holdover from the classic armed merchantman. PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases and auto-loader), and supplied the weapons with more advanced MD munitions and safer gun propellants. Originally, these weapons were serviced by a 10-man crew; modern automation has replaced them.
Range:14,600 yards in a surface role, 29,800 feet in anti-aircraft mode
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: Typically 130 rounds per gun.
Cost: 200,000 credits

i) 5-Inch(127mm) Gun---A holdover from the classic armed merchantman, improved by PS same as with the 3-inch weapon. Too slow to beeffective as an anti-aircraft defense against modern jets and particularly fast moving monsters, it is effective against surface targets. Even Splugorth Slaver-craft have learned to respect old tube-artillery firing micro-tacnuke shells. Originally, these weapons were serviced by a 10-man crew; modern automation has replaced them.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*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 v 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: 3 rds per melee
Payload: Typically 100 rounds per gun.
Cost: 360,000 credits

j) PS-OTO-CIWS Goalkeeper
Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS. The PS-OTO is intended for larger vessels, and is rarely effectively mounted on smaller vessels.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike
Cost: 200,000 credits

k) Metal Storm 40mm Mortar System(9x36, 324 tubes)---Multi-tube, rapid-fire box-launcher mortar system. The heavy turret on the Landmaster carries 9 36-tube arrays.
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
Cost: 350,000 credits

l) RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited
Cost: 4 million credits;

m) Magepod-Multiplexor---Mrk 3 TW multiplexor, with 10-slot spell cassette system. Requires either a dedicated living PPE source to power, or a PPE generator to be installed.
Range: Varies by spell; increase range by 50% due to advanced spell focusing 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 Mrk 3 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.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits


n) PS-NAC-8 Heavy Rail Cannon
Range: 11,000 ft(2 miles)
Damage: 3d4x10 MD per 40 rd burst(can only fire bursts)
Rate of Fire:EPCHH
Payload:20,000 rds
Cost: 800,000 credits

o) 76mm Squeezebore Cannon
Range: 30,000 ft maximum
Damage: 5d6x10 MD out to 6,400 ft
3d6x10 MD out to 30,000 ft
Rate of Fire: 4 shots per melee
Payload: 60 shots
Cost: 950,000 credits

p) Heavy Variable Mode Plasma Bolt Cannon---A massive multimode plasma torpedo launcher. It is also the first PS energy weapon that can be used like an artillery piece for indirect long range fire, since the magnetic launch field can be used to ‘throw a curveball’, angling the path of the plasma torpedo up and then down in flight.
Range: (Direct Fire)6,000 ft
(Indirect Fire) 20,000 ft(minimum range of 7,000 ft)
Damage: 2d6x10 MD to 30 ft blast radius
Rate of Fire: Three shots per melee or two artillery shots per melee
Payload: Conditionally Unlimited; can fire 40 shots, before needing to recharge; takes 5 minutes per shot to recharge
Cost: Available only to PS/GNE units

q) Heavy Plasma Torpedo Launchers---An adaptation of Paladin Steel advanced plasma projection technology, these weapons fire ‘packets’ of plasma. Surprisingly, these plasma ‘bullets’ can be made to ‘curve’ ballistically, allowing them to be used for indirect fire.
Range: 5 miles
Damage: 1d6x100 MD to a 25 ft blast radius
Rate of Fire: Three times per melee
Payload: Conditionally Unlimited
Cost: Available only to PS/GNE units

r) PSHIW-04 Ion Calliope---The PSHIW-04 is an experiment in creating a low-cost heavy ion weapon for point defense. Harkening back in concept to early machine gun concepts like the millistrausse, the PSHIW-04 simply consists of several dozen simple ion projector rifles racked like the tubes on a ‘calliope’ rocket launcher(4 rows of 12 barrels each), wired to a capacitor and power system, and mounted on a simple pivot and tilt-table traversing gear.
The result is a weapon that delivers a MASSIVE barrage of destructive ion pulses, albeit at fairly short range, that can vaporize targets with ease. The wide area of shot effect makes the weapon ideal for wiping pre-designated ‘kill zone’ approaches free of enemy.
Range: 3,000 ft
Damage: 3d6 MD per single shot, 5d4x10 MD to a 15ft-wide area for a 12-shot ‘row burst’.
2d4x100 MD for all 48 barrels firing simultaneously, to a 20 ft-wide area
Rate of Fire: Volleys of 1-48 shots
Payload: A robot powerplant can provide enough steady power to fire up to 6 12-shot bursts per melee, or 1 full 48-shot blast per melee.
Cost: 950,000 credits

s) Tachyon Scatter Gun
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload:Effectively Unlimited
t) Anti-Theron MagnaBlaster ----This superheavy anti-magic weapon has been ONLY seen with special PS/GNE monster-hunter units. MagnaBlaster-equiped PS-MBT-28s made their debut during the Minion War incursion on Rifts Earth.
Range: 12,000 ft
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings, psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: Three times per melee
Payload: 25 shot canister of genetically modified bacteria providing the anti-therons
Cost: EXCLUSIVE to PS, not available for sale


*’Jump-Fire’ Indirect Fire Teleport System----This is an experimental system, based on PS’s Thunderbunny weapons system, and uses a special adaptation of the Teleport and Mystic Portal systems to create a temporary T-portal in front of the main armament’s muzzle as it fires. If the tank has a direct line of sight on the location it wants the T-Portal’s terminus to be, it can project the shot there, and even angle the shot up to 180 degrees(yes, in theory it IS possible to shoot yourself with this thing), allowing the tank to attack enemies from behind, even if it is in FRONT of them. However, it is more common to use a forward spotter to use a special TW-designator wand(range: 5,000 ft) to designate the terminus point through which the shot will emerge(typically 2-3 ft off from the intended target). This allows the tank to actually shoot THROUGH hills and buildings with a minimal chance of being spotted!
Note that this system can be used with both the massdrivers and the Plasma cannons.
Range: 10 miles!
PPE Cost per Use: 15 per shot
Cost: Available only to PS/GNE units

Variants:
*HUR-04A---The original model Landmaster, which lacked the tread-legs, a more limited selection of turret options, and had a less developed design. The Landmaster -04A only has 600 MDC, and crawls along at 36 MPH. Production of the HUR-04A was slow and only a dozen or so HUR-04As were ever produced, most of them going directly into Paladin Steel/GNE service, before PS decided to revamp the design.

*HUR-04C(DSV) Sea Crawler---Modified for deep water operations, this version can survive depths of down to 2.8 miles. The cargo bay has an airlock and decompression chamber, and the sensor suite includes sonar. Emergency flotation bags can float the Sea Crawler in an emergency. Cost: 102 million credits

*HEWCR-04D---Variant with improved legs that have a more sprawling spider-like configuration. The legs now each have 380 MDC each, and the robot can run at 55 MPH, and climb up to 65-degree slopes with relative impunity. The overall width of the ‘bot increases to a minimum of 72 ft, and can extend out to 130 ft. Cost: 100 million credits

*HEWCR-04L---A mobile heavy energy weapons platform, meant originally to ground-test the mega-laser that would go into the Skymaster IIIHLC. Because the ground-based system could be heavier, the mega-laser is slightly more powerful and has better range(though this is negligible due to the greater problems of thermal blooming, given the thicker atmosphere near the ground). PS would adapt the design as part of their mobile air defense net, supplementing mixed ground batteries.
The HEWCR-04L has NO provision for carrying cargo or troops(the cargo bay is taken up by power generation and cooling for the laser), and has only a third the passenger accommodations.
Range: 95 miles, line of sight.
Damage: 4d6x10 MD at ranges under 5 miles, 2d6x10 MD out to 20 miles, 6d6 MD out to 40 miles, and 6d6 MD out to 95 miles.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

*HEWCR-04L2---A variant produced in the Three Galaxies by Aegis Stellar Industries, Paladin Steel’s avatar-company, the HEWCR-04L2 takes advantage of more advanced technologies available there to mount capital starship-grade weapons in the turret. Up to two medium starship weapons can be mounted in the turret, or one heavy weapon(with the exception of the massdriver cannon). The HEWCR-04L2 is typically seen as a planetary defense unit.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
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Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

You already posted the landmaster. Also good to have you back.
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:You already posted the landmaster. Also good to have you back.



Sorry...it was inevitable I'd trip over my own redundancy....

Though, actually, on this I jacked the main body MDC to 880...so, improved model? :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel PS-IR22 Ironfist Combat Robot

“The problem is, most people see Paladin Steel as the place you buy stuff if you’re holing up against a threat, or going offworld to take over something. It’s business-like, not FUN. We’ve got a street-rep as being all-business, and too snooty to roll around in the dirt and wrestle with the boyz, and that we don’t participate in games because we can’t simply haul off and nuke the opposition. We want to win more sales? We gotta learn how to go fist to fist with the brawlers in the ring and show we got sportsmanship.”
-Charlie Katana, PS Vice-President, pushing for a gladiator-bot initiative.

“We don’t build a great tournament machine because at Paladin Steel we aren’t in the habit of building hardware for protracted spectacle; we build for quick, decisive combat. The battlefield is NOT the same as the tournament ring.”
-Elton Sokohail, Vice-Manager, PS Heavy Machinery Assembly division

Paladin Steel is not generally known as a presence in the robot arena fighting circuit, preferring to design its hardware for modular ranged fighting, not brute force melee combat spectaculars. In general, Paladin Steel has left the arena-fighting to after-market private concerns customizing PS gear. It wasn’t until recently that PS vice-president Charlie Katana managed to convince CEO Deneva Khalane that they were missing serious marketing opportunities by staying out of the big robot blood sports, especially given the benefits their genetic soldier program had reaped from involvement with extreme sports.
The rather un-imaginatively-named IR22 Ironfist was PS’s first official entry into mecha-nized giant robot gladiatorial combat. Despite its rather parochial name, however, the Ironfist was decidedly unusual. The basic robot chassis was a prototype combat machine based on that of the Mandril, giving the ‘bot a decidedly top-heavy look, but more importantly disproportionately long arms that can double as legs in a quadruped arrangement. The main torso is roughly spherical, the curved armor being considered optimal for deflecting impact damage. The ‘head’ is actually a protruding circular armored cover in the front of the robot, while atop the main torso is a ball-mounted ion or laser cannon. Mounted in what would be the ‘bot’s ‘armpits’ are two hardpoints that can be used for carrying close-range weapons or even extra limbs for close-in combat.
PS felt that high speed and advanced mobility would be useless inside the confines of an arena, so the decision was made to keep the speed modest, and the armor heavy. The Iron Fist is designed to be very stable on its feet and its long arms make it to overturn or upset, though its short legs are not able to kick very well. Its actuators are heavy-duty and very powerful, giving its long arms incredible striking force.
The IronFist’s real strength, however, is its PS-standard modularity. The chest and arm sockets can quickly be refitted with a variety of different weapons, allowing for fast and easy customization, even between bouts.
Despite much fanfare, however, the ‘Ironfist’ would not debut as a PS-sponsored robo-gladiator in the esteemed ‘Robodome’ of Ishempig; negotiations to arrange a ‘safe passage’ for the Paladin Steel team to travel to Northern Gun collapsed amidst pressure from Chi-Town, and concerns for the safety of the GNE-raised team. A similar offer to host the ‘battle of industrial titans’ in Greater New England faced reciprocal difficulties. By the time a neutral venue was found in the Relic, an early Ironfist prototype that had been given to a mercenary unit for field-testing had been acquired by Northern Gun and set to combat in the Robodome, piloted by a team suspiciously heavily(and locally) promoted as ‘The New Eastside Paladins’. The widely-broadcast combat was so lopsided as the Ironfist was torn apart by a stock Northern Gun ‘bot, that Paladin Steel cried foul, though there was no overt proof that that the match was deliberately thrown, over than through the rash incompetence(or inexperience) of the ‘Paladin’ team. By the time a scrupulously fair and judged match was finally held between the two teams, sentiments were running hot between the two sides; the Paladin Steel effort being decried as soreheads, and the Northern Guns being painted as scheming cheaters. The actual fight was rather more fair, and the Ironfist actually won, but barely, over its Northern Gun-seeded opponent, though the contest was very close. Controversy continued, however, and the blush of the newly introduced machine quickly wore off in the ensuing arguments. While in subsequent fights the Ironfist more often lost, the argument going was that these losses were due to the inexperience of the crews, rather than any glaring fault of the machine. PS continues to produce IronFists, not with any great enthusiasm or expectations, but because enough gladiators have evinced an interest in a machine others are not familiar with. Even among those who are skeptical of the design, the IronFist draws underdog betting, which a smart, skilled, or lucky robogladiator can use to advantage. More recent improvements to the IronFist have further borne out the customers’ belief in the machine, as new tricks are added to its capabilities.
Despite its spotty reputation in the gladiatorial circuit, the PS-IR22 has fared somewhat better as a garrison unit, where it can be outfitted with more powerful non-tournament armaments.

Type: PS-IR22 Ironfist
Class: Infantry Robot, Gladiatorial
Crew: One
MDC/Armor by Location:
Hands(2) 55 each
Arms(2) 200 each
Legs(2) 250 each
Top Ion Turret 75
Head Plate 125
Main Body 550
Reinforced Crew Compartment 200
Height: 35 ft
Width: 11 ft at shoulders
Length: 10 ft
Weight: 20 tons
Physical Strength: Robotic PS of 55
Cargo: Small space in cockpit for several survival packs and sidearms.
Powerplant: Tournament models are powered by a battery electric powerplant with 6 days endurance at maximum load. Combat models have the option of being fitted with Nuclear Fusion, w/ 10 year energy life.
Speed:
Running: 50 mph max. However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Ironfist CANNOT swim, but sinks like a rock. Can run along the bottom at 10 MPH, with a depth tolerance of 300 ft.
Bonuses: +1 to Roll with fall or impact, +5% to Retain Balance
Market Cost: 12 million credits
Systems of Note:
Standard Robot Systems, plus;

*360-degree Waist Rotation

*Concealed Cockpit---The IronFist’s cockpit is buried deep inside the main body armor, making decapitation strikes problematic for opponents. This means that the IronFist’s pilot has to rely on sensors, rather than Mark One Eyeball, so sensor system strikes can leave the pilot literally blind and in the dark. However, the main body is studded with enough concealed and armored sensor nodes that this is fairly unlikely.

*Reversible Limbs---The arms are jointed to be able to bend backwards to engage opponents trying to sneak up and grapple from behind.

Weapons Systems:
1) Head Ion Blaster(1)---This has been fine-tuned for spectacular ‘lightning’ effects when firing. Though originally meant as an antimissile defense, the ion blaster turret is considered by many professional gladiators to be a fairly useless affectation, nicknaming it the ‘dingleball’, and joking that it’s the first thing blown off the IronFist in arena combat.
Range: 3,000 ft
Damage: 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

In the alternative, the field combat unit mounts a more sophisticated system tied to an automated point defense fire control:
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the weapon has a +2 to strike, and four attacks per melee.
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 250,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits


2) Pectoral Guns(2)---Mounted in the chest are two light weapons mounts, typically fitted with light pulse energy weapons or rapid-fire projectile types:
a) Light Machine Guns---Typically loaded with tracers for the spectacular ‘stream of death’ of projectiles shooting out at, and sometimes bouncing off, targets.
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: 20,000 credits

b) Pulse Laser---In smoke-filled or dusty combat arenas, the laser’s light scatter is particularly visible and sometimes results in ‘strobing’ action.
Range: 2,000 ft
Damage: 4d6 MD per burst, 1d6x10 MD triple shot burst
Rate of Fire: ECHH
Payload: 200 shot battery conventionally powered models(Recharges 5 shots per hour). Effectively Unlimited w/ Nuclear Powerplant
Cost: 20,000 credits

c) Ion Blaster---These are simply the workings of PS’s ‘Smasher’ ion pistol mounted in a vehicular mount.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.

*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘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. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 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

d) Plasma Gun---Modified PSR-1 ‘Saber Rifle’ . The sophisticated PSR-1 was chosen over more conventional plasma projectors because it was felt that its multiple modes, especially its ‘lance’ mode, were particularly spectacular in combat, and the PSR-1’s rugged construction less susceptible to jarring damage.
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system;(Heavy Bolt): 10 shots per standard E-clip. Each shot takes 10 minutes off the saber mode duration,
(Light Bolt) 20 shots per E-clip(1 Heavy Bolt =2 Light Bolts)Each shot takes 5 minutes off the saber mode duration
(Plasma Saber) E-clip can power the saber mode for 2 hours.
(Plasma Lance) E-clip can power the lance mode for 1 hour
Cost: 20,000 credits

e) Particle Beam Projector---PSPBW-9 ‘FlareHammer’, chosen for its short range and hard hit capability.
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system;4 shots from a short e-clip, 9 shots from a standard e-clip, 12 shots from a long e-clip
Cost: 29,000 credits

f) Flamer---A surprisingly popular and spectacular weapon; the multi-fuel option allows for tailoring it to fight power levels, as well as for special effects.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.


3) Hardpoints(2)---Under the ‘armpits’ of the Ironfist are two fixed-forward-facing weapons hardpoints, typically used to hold close-combat ordnance:
a) Fragmentation Mine----This works like a ‘metalstorm’-feed claymore mine dispenser; several heavy directional grenades are stored in a line inside the pod, the front one advancing to be deployed like a close-range shotgun shell, spraying an area in front of the ‘bot with concussive force and shrapnel. The spent charge and backplate are then ejected, and the next in line loaded for firing.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Rate of Fire: Once per melee
Payload: Up to three packs can be mounted in each chest hardpoint.
Cost: 200 credits per fletchette pack

b) Plasma Mine---Similar to the FragMine, only it fires a jet of plasma at the target
Range: 250 ft
Damage: 1d4x10 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Rate of Fire: Once per melee
Payload: Up to three packs can be mounted in each chest hardpoint.
Cost: 500 credits per plasma charge

c) Net Launcher
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. This is NEVER issued to police forces.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.

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

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees. This is NEVER issued to police forces.

Rate of Fire: Single shot. Reloading by hand takes 2 APMs
Payload: Single shot
Cost: credits

d) Mini-Missile Launcher---19 shot pod. Cost: 220,000 credits

e) ‘Grapeshot’ Launcher/PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits

f) Razor-Frizzer Launcher/PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired. The sheer spectacle of these screaming spinning projectiles has caught the attention of audiences
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits

g) Piledriver Pod----Pistons a hardened hammer or spike head into the target. It’s been touted as being a ‘dragon rib breaker’.
Range: 12 ft
Damage: 2d6x10 MD per sledgehammer shot
Rate of Fire: Once per melee
Cost: 80,000 credits

h) Heavy Flamer---Aka ‘steel-melter’.
Range: 500 ft
Damage: 3d6 MD per burst, plus does an additional 2d6 MD per melee for 1d6 melees
Rate of Fire: EGCHH
Payload: 100 bursts
Cost: 10,000 credits

i) Multi-Fuel Flamer--A more versatile flamethrower, with fuel efficiency and economy in mind. It can also fire pellets that look particularly spectacular in arena firefights.
Range:(Direct-Stream Mode) 230 ft
(Pellet Launcher): 1,000 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
(Pellet Launcher)(SDC) 1d4x10 SDC to 10 ft area, plus does 3d6 SDC per melee for 1d4 minutes
(MD) 3d6 MD to 5 ft radius, plus does 1d6 MD per melee for 1d4 minutes(Regardless of fuel-type)
Rate of Fire:(Direct-Stream Mode) Standard
(Pellet Launcher) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
(Pellet Launcher) 25 pellets in the chamber
Cost: 50,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1000 credits per tank
(WI Napalm-P) 2000 credits per tank
Pellets cost 5 credits apiece

j) Tentacle Arm----Instead of projectiles or energy, the pod can instead pop out a robotic tentacle.
Range: 11 ft
MDC: 125
Damage: Arm Tentacle Lash 3d6 MD
Power Punch(2 attacks) 1d4x10 MD
Arm Tentacle Crush/Squeeze 6d6 MD
Bonus: +1 to entangle
Cost: 100,000 credits

l) Short Range Missile Launcher--- SRMLs appear only with field combat models, as they are not permitted in arena combat. 12 SRMs per pod. Cost: 250,000 credits

m)Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire. Arena-illegal and thus found only on field combat units.
Range: 1 mile
Damage: Armor-piercing: 2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1,2,3, 4, or 6
Payload: 12
Bonuses: +5 to strike
Cost: 400,000 credits

n) Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills. Another arena-illegal weapon.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 6 SRMs
Bonuses: +5 to strike
Cost: 400,000 credits for the launcher, 20,000 credits per missile

o) Medium Range Missile Launcher----Found only on field combat units. 4 MRMs. Cost: 400,000 credits

p) Slammer Concussion Missile Launcher---Based on reverse-engineered Triax weaponry, this is another weapons system that PS is NOT putting in the arena for all to see.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Payload: 4 Slammers per pod
Cost: 400,000 credits


4) Modular Forearms(2)--Both arms end in modular sockets that can be quickly swapped for various fitouts. These are considered to be the real strength of the IronFist.

a) Standard Manipulator Hand---Fully dexterous and able to handle handheld weapons without penalty. Cost: 85,000 credits

b) Broad Fist---A large heavy-knuckled manipulator; -2 to strike with handheld ranged weapons and -1 to strike with melee weapons, but the reinforced knuckles add +1d6 MD to a punch. Nicknamed the ‘PimpSlapper’ by some robogladiators. Cost: 90,000 credits

c) Claw Fist----A large talon-clawed hand. +3d6 MD to a punch. Cost: 96,000 credits

d) Drill Fist---A heavy armor-piercing drill; it takes some skill(or luck) to put it just so that it can maximize its armor-penetrating potential. 1d4x10 MD drill attack. On a ‘to strike’ roll of 18-20, does double damage. Cost: 98,000 credits

e) Electro-Fist----Essentially a giant electrode for delivering a powerful electrical shock-blast capable of overloading a target’s electrical systems(similar to the Triax Arc-Blaster, on which it is based).
Range: Melee
Damage: 7d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Cost: 200,000 credits
Cost: ,000 credits

f) Fury Fist---Actually a giant rotary buzzsaw. 1d4x10 MD on a slash-cut. Cost: 70,000 credits

g) Shock Fist----A heavy manipulator lined with blast-studs capable of erupting in contact plasma explosions in melee combat. +4d6 MD to a punch by a Manipulator or Broad Fist. Cost: +90,000 credits

h) Orchid Fist---This is a cluster of large vibroblades. +6d6 MD to a punch. Cost: 60,000 credits

i) Torch Arm---This is a big plasma arc, adapted from industrial fusion cutters. 25 ft range; 1d6 MD, 4d6 MD, or 4d6x10 MD per full melee burn. Cost: 40,000 credits

j) Chainsaw Ripper---Giant chainsaw. 1d6x10 MD on a slash-cut. Cost: 75,000 credits

k) Krab-Kutter Fist---This is a giant snipper that clamps on and keeps squeezing. The IronFist can even detach the entire claw and the gearing has a battery that allows it to keep scissoring on an opponent’s limb for 1d8 melees unless removed.
Claw Snap 7d6 MD
Claw Power Strike(2 attacks) 1d4x10+8 MD
Clamp Cut 4d6 MD per melee
Cost: 130,000 credits

l) Cat’s Cradle Arm---This is a claw rig that opens up to support an array of monomolecular chain cutter strings that can be used to entangle and slice up an opponent’s limbs. +1 entangle, and the cutter-lines do 3d6 MD per melee action/attack, including those of an entangled opponent trying to free themselves. Doing 25 MDC of damage to the cables, however, destroys them, and the ‘bot must use up a melee round for the apparatus to reel out more cutter-chain.
Cost: 77,000 credits

m) Missile Arm---Ends in a missile pod holding 13 mini-missiles. Cost: 230,000 credits

n) Blast Chain---A blast-stud-covered mace on the end of an extendable chain. The mace itself does 4d6 MD un-energized, but 6d6 MD energized. The chain can reel out 15 ft, and has 50 MDC. Cost: 75,000 credits

o) Chain Flail Fist---Inspired by the anti-mine ‘flail tanks’ of WWII, this fits a powered sprocket armature rig to the outside of the forearms, to which multiple lengths of heavy chain are affixed. Meant originally as an anti-mine device, these devices do little actual damage, but are spectacular in arena combat, and can flay anything that gets too close, and remove sensor mounts and other delicate equipment from the hull of an opposing robot. Roll to strike; a natural 20(critical strike) means that the victim is _entangled_ briefly in the chains for 1d4 melees, taking DOUBLE damage each melee as they are spun around and smashed about. Nicknamed the ‘Paintscratcher’ by arena announcers.
MDC: 120
Range: Chains have a 10 ft reach
Damage: 1d6 MD per strike
Rate of Fire: ECHH
Bonuses: +1 parry, +1 entangle
Cost: 30,000 credits

p) Piledriver Arm--Uses a pressurized chamber to explosively punch a hard metal hammerhead forward.
Range: 15 ft
Damage: 2d6x10 MD per sledgehammer shot
Rate of Fire: Once per melee
Cost: 85,000 credits

Hand to Hand Combat
Restrained Punch 2d6 MD
Punch 6d6 MD
Power Punch(2 attacks) 2d6x10 MD
Kick 2d6 MD
Stomp(targets 8 ft or smaller) 4d6 MD
Body Block/Tackle 4d6 MD

Options:
Paladin Steel has produced a number of add-ons for the IronFist, mainly meant to increase the visual spectacle of combat. Ironically, many of these options are selling better than the IronFist.

*’Spark’ Panels---These are false appliqué armor panels that are typically mounted on a point likely to see a lot of contact---an elbow, forearm, knee---with roughened edges. They are meant to strike sparks when struck, adding nothing to the combat performance, but everything to the spectacle. Cost: 800 credits each

*’Wound’ Panels---These are false sections of armor appliqué that when hit, break open to spill out (what appears to be)wiring, leak interesting-looking fluids, and spark and smoke suggestively, giving the impression of great damage. A smart robot gladiator will use the opportunity of a split wound-panel to start acting as if his ‘bot is damaged, hopefully luring his opponent into becoming overconfident and overextending themselves. Cost: 4,000 credits each

*’Flare Panels---These are sections of appliqué plating that consist of a backing of hear-refractory tiling smeared with a slow-burning incendiary resin. In combat these panels can be deliberately triggered or ignited by strikes, producing a smoldering smokey conflagration that makes it look as though the ‘bot is burning. Under some circumstances the smoke is heavy enough to act as a smoke screen for the entire ‘bot, but the main goal is to obscure the true extent of damage from an opponent. Flare Panels typically burn for 1d8 minutes. Cost: 400 credits each

*’Gusher’ Pack--- These are internal bladders that can be triggered to spout fountains of slippery hydraulic fluids and lubricants. A clever robogladiator can thus, under the guise of having suffered a critical fluidics leak, smear an area(roughly 50 ft wide) with slippery oil, potentially adversely affecting an opponent’s traction. This tactic is essentially useless on dirt and other porous materials, however. Cost: 400 credits each per application


*External Antipersonnel Fletchette Packs----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggered either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and antipersonnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides, front, back) has 6 fletchette packs each(24 total), the turret has 4 each side, three on top(11 total)
Cost: 300 credits per charge.

*Face Trap----The circular ‘head plate’ in the center of the chest makes a tempting target for opponents who want the spectacle of a full-bore punch to it, potentially incapacitating the machine by knocking the reinforced crew compartment behind it off its connections. The Face Trap option plays on this by reinforcing the head plate with special shock absorbers that reduce the damage from kinetic strikes by HALF, and adds contact blast nodes that release a powerful plasmic charge doing damage (6d6 MD) to any solid material (such as a melee weapon or fist). Cost: 150,000 credits
A further variant of this is the ‘Honey Trap’ that extends megadamage netting and cables, entangling (+3 to entangle) an offending weapon or limb in place, and leaving the opponent inside grappling/mauling range while the contact nodes continue to rip apart the entrapped limb. Cost: 350,000 credits

Variants:
*PS-IR22SG---Late model variant supposedly redesigned with the assistance of the Steel Gaians. The IR22SG incorporates advanced curved armor that really does resist kinetic damage better(Impact/kinetic strikes do 25% LESS damage). The IR22SG has yet to see arena combat, as Paladin Steel is keeping the design changes secret until they can lure Northern Gun into a critical rematch on a dueling ground of PS’s vetting.

*”Kickboy”---Not so much a variant as an individual machine, somehow acquired by Northern Gun sympathizers, ‘Kickboy’ frequently shows up at NG-hosted tournaments, painted up to variously look like a giant target , soccer ball, or crash test dummy, and is, in the course of a tournament, used as a ‘rodeo clown’, being beat up and smacked around in humiliating fashion by other contestants(such as taking punches it should easily avoid, or being buried in truckloads of manure or slime). Paladin Steel doesn’t know if ‘Kickboy’ is piloted by a particularly luckless, but talented, pilot, or by remote control, as the ‘bot seems to regularly waddle into a beating with no small amount of balance-challenged prowess, and somehow manages to keep moving at the end. Ironically, ‘Kickboy’ seems to always be patched up in time for the next public shaming, and PS PR experts are working to subtly highjack the pro-NGers’ derogatory use of the Ironfist as a ‘whipping boy’ by implying that the ‘bot is tough enough to take the abuse heaped on it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

TW ‘Superstink’ Grenades
(aka ‘Metastencher’)

“All I did was toss one little stinkbomb into the Dark Coven’s council chambers-”
“ Three hundred mages in close quarters....they were projectile-vomiting for HOURS. I understand they had to plasma-bomb that room AND burn all their robes. Half of them want your head on a stake, the other half get sick just thinking of you. Good job!”

‘Superstinkers’ are a TW alchemetic version of the ‘Reeker’ aerosol incapacitant munition, but have been improved to incorporate an extra magical level of aromatic assault to their vapors. And to add insult to injury, especially when dealing with other mages, the stench only becomes worse in the presence of active magic and psionic powers. Since their introduction, ‘Superstinkers’ have become a favorite of prankers(especially, and ironically, of Ludicrous Mages), so much so that the GNE Armed Services have been forced to keep their supplies under strict lock and key to protect their own mages.
‘Superstinkers’ clean up with a few special enzyme sprays or LOTS and LOTS of soap and water. However, if a thorough job is not done, even though the stench may be gone, the psychic ‘taint’ may be still lurking, and use of magic or psionics may trigger any lingering residue into aromatic necromancy(at HALF effectiveness; GM’s call).
Weight: 0.5 lbs
Range: Available as either hand-thrown, barrel-launched, or GL rounds.
25 ft spray radius.
Damage:Victims are to save at 15 or better, or be incapacitated(NO initiative, -80% to skill rolls, limited to defensive actions only----parry, roll---and bonuses are at HALF) for as long as they are subjected to the stench, and for fifteen minutes afterwards. The stench is persistent, lingering for 3d6+12 days, and can be smelt from as far off as 2,000 ft(three times that distance for anybody with advanced smell). Anybody with an enhanced sense of smell, such as Dog Boys or predators, who has been directly exposed to the superstench, will find their sense of smell knocked completely off-line for 1d6 days while their olfactory organs are cleansed of the taint. Worse, the magic aspect of this substance also knocks out supernatural tracking abilities(such as a psi-stalker’s PPE tracking abilities), although only for 4d6 hours.
Chemical filter masks are not 100% effective at blocking the chemical; save at 13 or better, or the effects will be only HALF even through simple filter masks. Completely sealed respiratory systems and air supplies are unaffected by the chemical.
Superstinks also are nearly impossible to clean out of natural fibers and fabrics, and will stain and discolor most synthetic fibers like nylon and polyester.
Using a magic or psionic power while soaked with metastench only makes the reek WORSE; the save threshold rises to 16 for the first attempt,17 with a second try...the save bar tops off at 21. Each magic/psionic use also adds an extra day to the duration of the reek. This also applies to spells used by others directed at the tainted person/object; a well-meaning Cleanse spell will only make the situation worse.
Cost: 450 credits per grenade
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Shorty Lickens
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Comment: Arrrrgggghhhh!
Location: Praxus

Re: Paladin Steel Storefront

Unread post by Shorty Lickens »

taalismn wrote:
89er wrote:You already posted the landmaster. Also good to have you back.



Sorry...it was inevitable I'd trip over my own redundancy....

Though, actually, on this I jacked the main body MDC to 880...so, improved model? :P
What we really need is an online database that you can update as you see fit. I checked google docs and they dont have anything like that. You could use a spreadsheet as a database but thats very ineffective for big walls of text.
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
kronos
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Posts: 1264
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Re: Paladin Steel Storefront

Unread post by kronos »

Shorty Lickens wrote:
taalismn wrote:
89er wrote:You already posted the landmaster. Also good to have you back.



Sorry...it was inevitable I'd trip over my own redundancy....

Though, actually, on this I jacked the main body MDC to 880...so, improved model? :P
What we really need is an online database that you can update as you see fit. I checked google docs and they dont have anything like that. You could use a spreadsheet as a database but thats very ineffective for big walls of text.


Something like a wikia would be more practical-ish.. there's a wika for the Shemarrians.. which I need to upload to although I haven't for awhile due to family stuff, starting new position at work.
Otherwise.. something like thos blog sites maybe? set up a template page and fill in the info?
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Personally, for my own record-keeping, I've instituted separate 'posted' and 'WIP' file folders, but if I post just before I head off somewhere, I don't always remember to cut and paste between the folders...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

(Variant) PS/SC-ACB29B Heavy Bomber(aka ‘Chukthudder’, ‘Fuzzbomber’, ‘Kangesh’/’Steel Thundercloud’)

“I expect when word gets out about these things being produced offworld that the Coalition States are going to declare the design a d-bee design, never mind that the Dead Boy air force is liberally using the examples they captured when they annexed New Kenora.”

“There’s maybe a half-dozen different ex-pat concerns that are making Air Castles now, either from original plans or reverse-engineering of examples that the Coalition didn’t destroy. There’s even rumor that Naruni’s copying the design. The Coalition didn’t kill the Air Castle; they just spread it around. But the production plants on SerChai got an entire planetary economy and international cooperative behind them, sponsored by an interdimensional corporation, so they’re the ones that are going to out-produce all the rest. Well, maybe not Naruni, but that’s still a big maybe.”

“Mind if we borrow some of the Murmnaph Royal Heavy Bombardment Squadron? There’s some neo-nazis on Cephiro we need to put in their proper place...at the bottom of deep smoking craters.”

The PS/SC-ACB29B is a Paladin Steel copy of the IHA AC-29 Air Castle Bomber, modified and manufactured offworld by an international conglomerate on the Alliance world of SerChai, home of the Chai-Chuks. The factories producing the PS/SC-ACB29B are believed to be the first and largest of their type off Rifts Earth. Paladin Steel introduced the ChaiChuks to expatriate IHA engineers who managed to escape the annexation of their corporate enclave by the Coalition States. The ChaiChuks, whose military technology was roughly equal to that of late/post WW2-era Earth’s, were looking for a more modern (i.e. megadamage-age) heavy attack aircraft that could contest alien beachheads(brought by Rift activity) on their planet, and were intrigued by the sheer blasting power of the Air Castle displayed on Rifts Earth. The main nation states of SerChai agreed to set up an international industrial board to create shared factories that would produce weaponry for a joint defense organization using imported and reverse-engineered alien technologies. Eager to keep the legacy of their company alive, the ex-IHA engineers jumped at the lucrative offer put on the table by the Alliance. With the assistance of PS engineers, the ChaiChuks were soon assembling and deploying a licensed version of the Air Castle.
The PS/SC-ACB29Bs differ little from the original AC-29s in most respects, but there are minor improvements in details. The control systems have been tweaked to adjust the aircrafts’ performance to the heavier gravity and more violent weather of SerChai, and the cabin fittings modified to accommodate the shorter stature of the ChaiChuks. Countermeasure systems to improve the survivability of the aircraft have been added, such as an EW suite and various flare/decoy launchers. Defensive armaments have been improved to take advantage of better-performing systems available through PS. An emphasis has been made on making the aircraft a better standoff weapons platform, allowing it to engage targets ideally out of range of immediate countermeasures. Several variants of the Air Castle have also been developed, including a flying command post and logistics support versions.
The ChaiChuks manufacture the PS/SC-ACB29B primarily to equip their own planetary defense forces and colonial protection units, but are expected, once their own domestic needs have been met, to produce new aircraft for Paladin Steel. Though Paladin Steel and the GNEAS currently make limited use of two dozen original production AC-29s acquired secondhand, in addition to their own indigenous bomber designs, the production plants on SerChai are expected to make greater numbers of the aircraft available to Alliance members.

Changes/Modifications:
Market Cost: 85 million for liquid fuel, 102 million credits for nuclear.
Cost is expected to drop as much as 12% as production ramps up.
Systems of Note:
*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.

*EW Suite---15 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).

*Radar Detector---Picks up enemy radar emissions and weapons locks

*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 85 miles.


Weapons Systems:
1) Gatling Lasers(3)---Remain unchanged.

2) 30mm Cannons(3)---The IHA 30mm ramjet cannons have been replaced with a number of other weapons systems emphasizing greater range and accuracy:
a) PS-M136 Mingun(2x)---This is merely a rebuilt of the pre-Rifts M134 Minigun. The six-barrelled 7.62mm caliber electrically-powered Gatling has been modified to make use of higher-temperature-resistant and self-cooling megadamage barrel materials and bearings, light weight power sources, and (largely) self-lubricating coatings to keep jamming and overheating to a minimum. The weapon is similar enough to several already in service with the various ChaiChuk militaries on SerChai that it was easily adopted and ammunition produced locally. The ACB29B mounts two in a turret wedded to a PS-designed fire control system.
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
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 per gun
Cost: 27,000 credits


b) Twin .50 caliber Machine Guns(2x)---The old reliable ‘Fifty’. An oldie, but still a goody. Mounted two to a turret(‘old school style’).
Weight: 35 lbs
Range: 9,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rd box magazine per gun
Cost: 18,000 credits

c) PS-862 AC 30mm Anti-Aircraft Flak Cannon---This a Paladin Steel knockoff and lighter weight modification of the TriaxTX-862FC. A single cannon is mounted in each turret.
Weight: 1.4 tons
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per SINGLE gun firing.
Rate of Fire: EPCHH
Payload: 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 600,000 credits

d) 15mm-20mm Missile Guns(2x)---This arguably improves on the original IHA 30mm ramjet cannons by giving the projectiles internal guidance that cuts in after they’ve been fired. Two are mounted in each turret, and can throw a burst of rounds that light off into self-guided missiles in front of a target.
Weight: (T-210) 400 lbs
(T-310) 500 lbs
(T-410) 675 lbs
Range:
(T-210)Gun launcher fires the micromissile out to about 4,000 ft, where the rocket propulsion takes over.
(T-310)Gun launcher fires the micromissile out to about 8,000 ft, where the rocket propulsion takes over.
(T-210/310)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft

(T-410)Gun launcher fires the micromissile out to about 8,200 ft, where the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types

Damage/Bonuses:
(T-210/310)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode

(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Bonuses:
(T-210/310)
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.

(T-410)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Rate of Fire: Bursts of 3-40 rds per melee
Payload: 360 rd bins per cannon

Cost: 50,000 credits for basic T-210 Gun System
120,000 credits for the T-310 Gun System
150,000 credits for the T-410 Gun System

(T-210/310)
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM
(T-410)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each


3) Medium-Range Missile Pods(8, 4 under each wing )---The underwing MRM pods have been replaced with more versatile modular hardpoints.
a) Short Range Missiles----12 per launcher
b) Medium Range Missiles---6 per launcher
c) Long Range Missiles---3 per launcher
d) SAW---Stand-off Attack Weapon, for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, autopilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
3 SAWs can be carried per hardpoint
Weight: 1,100 lbs
Range: SAW has an effective range of 20 miles in atmosphere Submunitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

e) HSOW--Hypersonic Stand-Off Weapon----A new concept in ‘brilliant’ ground attack weapons, designed to penetrate enemy air defense nets, the HSOW is a large Hypersonic Missile(essentially a multi-warhead LRM) that penetrates enemy defenses at a hypersonic sprint, then splits open to deploy four smaller ‘crulets’, miniature cruise stealth missiles that cruise about the battlefield looking for targets. After deploying its crulets, the main carrier missile can continue on to the target with its own small warhead. The main advantage of the HSOW is that it can be ‘blind-fired’ towards known or suspected concentrations of enemy troops or facilities, before deploying the submunitions to cruise about, ID individual targets, such as tanks, robots, or bunkers, and then attack. PS is also working on intermissile-communications programming, that would allow a ‘brilliant’ missile to quickly assess a target, and if necessary, ‘birddog’ the other submunitions in its flight to ‘pack attack’ a chosen target. Other improvements down the road include HARM(Homing Anti-Radiation Missile) capability, allowing the carrier missile to draw enemy air defense fire while the crulets attack the enemy radar sites by homing in on their emission beams(the LRM air defense sites around Chi-Tow and Lone Star would be natural targets for this system).
3 HSOWs can be carried per hardpoint
Range:(Main Missile)500 miles
(Crulets) 60 miles, w/ ‘loiter’ capability
Damage:(Main Missile) 2d6x10 MD to 20 ft blast radius
(Crulets) Varies by Missile Type, but typically Plasma(4d6x10 MD to 40 ft blast radius), or Armor Piercing(3d6x10 MD to 20 ft blast radius)
Payload: Main Missile carries 4 ‘crulets’
Bonuses:(Main Missile)+5 to strike
(Crulets)+5 to strike

f) Shrike III ‘Brilliant’ antiaircraft missiles.
Range: 75 miles
Damage: 3d4x10 MD
Bonus: +7 to strike
Payload: ---6 per launcher

g) ‘Tacit Rainbow’ Drones----These are LRM-sized mini-cruise missiles/reentry vehicles configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
3 TCDs can be carried per hardpoint
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the parent craft.
Bonuses: Drones are +4 to dodge attacks

h) In-air Refueling Pods----These are large fuel tanks with rear-deploying hose-and-basket refueling drogues. These are used to refuel smaller aircraft (typically fighters) equipped with refueling probes. Each pod holds 3 tons of fuel.


4) Long Range Missiles(60) ---Remain unchanged.

5) Bomb Bay----The biggest change in the armaments has been the refitting of the bomb bay to accommodate a more versatile rotary bay system, allowing for a wider variety of munitions to be carried and deployed. This includes missiles, allowing the bomber to act as a standoff weapons system, especially important as it allows the SerChaian defense forces to attack alien incursions from a distance and not endanger their aircraft flying against unknown and potentially superior alien weaponry.
a) Smart Bombs---200
b) Iron Bombs---30,000 lbs total total bombload capacity
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
*’Smart Bombs’---Note that any bomb can be fitted with a ‘smart bomb’ modification kit, similar to the American Paveway series, consisting of fore-and-aft control fins and a sensor nose. ‘Smart Bombs’ AUTOMATICALLY hit stationary targets, and are +6 to hit moving targets(though maximum range is 1/2 mile)

c) Short Range Missiles---180

d)Medium Range Missiles---120

e) Long Range Missiles--- 60

f) SAW Stand-Off Weapon--- 60

g) HSOW--Hypersonic Stand-Off Weapon--- 60

h) ‘Tacit Rainbow’ Drones--- 60

i) A/ASAT Missiles---PS-ALABM /SSpM-07 ‘Dragon Slayer’ Air-Launched Surface-to-Space Interceptor Missile(Aka ‘Alablama’)----The ALABM07 is a heavy hypersonic long range missile developed to intercept intercontinental missiles and reentry vehicles in the upper atmosphere, but it also be deployed against low altitude spacecraft. After getting a target fix from its parent craft(or other sensor source) the missile drops off, lights off its booster jets, accelerates to boost velocity, while its own active sensors acquire the target and it makes final course corrections. It then sheds its boosters, lights off its own engine, and ramps up to final terminal velocity and (hopefully successful) intercept of the target.
Range: 300 miles
Damage: 2d4x100 MD to a 200 ft blast radius
(Neutron Flux) The warhead also creates an intense blast of neutrons in a 900 ft radius. On a Natural 16-20, the neutron flux will cause inadequately shielded fission powerplants to overheat, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Bonuses:+7 to strike flying targets only
Payload: 2

j) Meteor Bombs---A more powerful version of the TW-augmented ‘iron bombs’ now being used by many TW aviators, the Weatherman’s variant is much more destructive and accurate. The basic inactivated weapon resembles a shaped ball of stone, wrapped in mystically-inscribed bands of cold iron, which transforms into a flaming ball of glowing red-hot metal and rock when fired. Works as an air-to-surface bombardment missile.
Range: 5 miles
Damage: 1d6x10+20 MD to an 80 ft blast radius
Payload: Can hold up to 200

k) Improved Bat-2 Glide Bomb---A smart-guided heavy bomb in an aerodynamic frame of radar-invisible plastics. The glide bomb has the advantages of silent flight, with no telltale thermal emissions to give it away.
Range: Varies by drop altitude; extreme range is considered 20-25 miles.
Damage: 1d4x100 MD to 70 ft blast radius
Bonuses: Enemy sensors are -25% to detect its flight. Automatically strikes static targets, +6 to strike moving targets, but range is limited to half a mile under such circumstances.
Payload: Can hold up to 40

6) Countermeasure Launchers(4)---Four countermeasure launcher pods are integrated into the airframe.
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: 24 chaff clusters(12 per launcher)


Variants:

*ACC29B-- Cargo/Paratrooper jump transport---This variant was inspired by accounts of an Air Castle bomber converted into a transport by another expatriate IHA group, the Iron Heart Avengers(see Rifts: Coalition Navy, pgs 126-127.). Can carry 20 tons of cargo or 120 troops in place of bombs.

*ACB29MCP---Flying Command Post variant, outfitted with advanced communications (including laser communications)and accommodations for a military command staff (24) and associated command/control gear in place of the bombs and missiles. Typically retains the wing pods for self-defense missiles. They can be distinguished by the radomes and antennae ‘igloos’ on the top, nose, and tail flanks. The kingdoms of Umberiish and Paritine have three and two respectively, the former having one outfitted as the emergency ‘flying capitol’ for the royal family. The Oolong Council and Joint Military Command operate several more as flying command/communications.

*ACB29T----In-air tanker conversion. The bomb bay and long range missiles are replaced with liquid fuel reservoirs, and a rear observation/boom operator station added. The tanks can hold 24 tons of fuel. Typically retains the wing pods for self-defense missiles or additional fuel pods.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

BROWN LUNA---The Quick Leaper Bio-Aug
(aka ‘Springheel’, ‘Bunnibounders’, ‘Usis’, ‘leapflikkas’)
(PU2 budget of 7 million per operative)

“You may not be able to jump over the moon, little rabbit, but you will be bounding well over small buildings by the time we’re finished training you!”

“We are NOT refering to the mental meditation exercises as ‘usagi yoga’.”

“WWWAAAH!”#THUMP!#
“I see you have the same training problem with your springer-mods that we have with our bounder armors.”
“Hah, give them a few weeks to firm up their fine control, and we’ll have some of the best urban guerillas, city scouts, and light rapid deployment b-mod infantry made out of the street-sweepings and club-dropouts we started out with.

“Watch your hang-time, bouncers, you want to leap low and not put yourself up against open sky for a quick hand with an accurate weapon to skeet you! You LEAP, not fly, and you can’t change speed or direction in mid-jump! Your abilities are assets if you use them RIGHT, liabilities if you use them STUPID.”

“A year ago I was a burned-brain drug-head willing to do -anything- for a hit before the Company dragged me out of a drug lord’s kennel and put me in extreme rehab, including rebuilding and rewiring me mind and body. Now I’m an adrenaline junkie who gets high off flying through this town as part of the urban patrols running the last of that fatso’s masked punks into the ground. I’ve never felt more #$$%ing ALIVE in my life! And I get PAID for it!”

“Better stow the long ears, usi, before somebody shoots them off your head. Medical might be able to regenerate them, but that don’t make getting vangoghed any less painful.”

BROWN LUNA to many seems an attempt to make a megadamage variant of BUNNY BLUE, much as ARBOR CARMINE was a power-up of the main traits of BLACK REMUS. Like ARBOR CARMINE , BROWN LUNA loses a good deal of the finer performance tweaks, but attempts to compensate by offering up megadamage power.
BROWN LUNA makes the recipient into a megadamage being, amps the reflexes, adds advanced acoustic senses, and gives the person a tuned up and tightened up physique that’s the picture of good health.
The most spectacular aspect of BROWN LUNA is the mod’s leaping ability; the entire body package is integrated to make incredible leaps, falls, and tumbles. BROWN LUNAns can keep up with PS ‘Bounder’ armor easily, and the addition of parkour training to the physical orientation means that BROWN LUNAns are much more graceful, especially in built-up areas., be they urban jungles or dense forest.
BROWN LUNA has caught on with scouts, runners, adventurers, and commandoes due to its generalized package of powers. The only major complaints about the BROWN LUNA bio-mod are some recipients complaining about how the modifications give them particularly large muscular hips and thighs. Another frequent complaint is how other auged troops, such as more overtly combat-oriented mods, cyborgs, and power armor jockeys, often regard the LUNAns with amused disdain for their jump-happy fidgeting and twitchiness, resulting in more than a few rabbit jokes.

Powers/Abilities:
-Enhanced Hearing---The bio-mo can pick up on sounds as low as 10 decibels from several hundred feet away. The mod gives the recipient a set of unfolding ‘rabbit ears’ to enhance sound pickup.
Note that the bio-mod is susceptible to sonic weapons/extremely loud noises, but can choose to ‘stow’ their rabbit ears(in which case they revert to normal hearing, and lose the bonuses until they unfurl their heightened hearing organs again).
*Can determine distance of moving objects at 60%+5% per level of experience
*Estimate speed and direction at 50%+5%
*Recognize voice or sound 40% +5%
*Imitate voices 30%+5%
*360 ft range
*+1 parry, +2 dodge, +6 on initiative, using sound

-Enhanced Leaping(Minor)---The bio-mod builds the legs into high-powered leaping engines, and toughens the body to take high-gee leap-offs, and sudden deceleration falls.
*Can leap their P.S. x15 ft across, HALF that vertically. Can take falls of TWICE their maximum horizontal jumping distance without taking any damage from the fall itself.
*+15 SDC/MDC. +6 Spd, +1 roll, +2d6 damage to kick attacks, and +1 to strike/disarm with kick attacks.

-Extraordinary Physical Endurance(Minor)---The BROWN LUNA mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.


-Physical Transformation---The recipient of a BROWN LUNA aug is physically optimized; athletic good looks and peak physical performance. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Phenomenal Balance---BROWN LUNAns have an incredible sense of body position; +3 roll, +2 dodge, +20% to Gymnastics, Acrobatics, and Climbing

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.


-Free Bio-Mod Slot: The amping of the BROWN LUNA’s nervous system has led to an available elective choice of one of the following:
(Pick one)
-Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +2d4 Speed, +1 APM, automatic dodge(+3)

-Heightened Sense of Awareness(Minor)---This is CONSTANT heightened awareness of surroundings, allowing for anticipation of actions, and appropriate planning in response.
*+2 initiative
*+1 Roll
*+2 save vs Horror Factor
*Automatic Dodge(+1 when in conjunction with the other automatic dodge-enabling enhancements)

-Uncanny Targeting and Throwing: The bio-mod possesses an almost videogame-style targeting ability, having a +2 to strike at twice the normal effective range of a ranged weapon, can fire/throw from a moving position without penalty, and can, using only 1 APM, simultaneously attack two separate targets(albeit without any bonuses to strike). Also has a flat +2 to parry and dodge incoming projectiles and energy blasts.

-Danger Sense(Minor)
+1d4 ME,
+1 initiative
+1 parry
+2 dodge
Cannot be attacked by surprise

-Iron Will(Minor)
+3 vs insanity, magic, and disease
+5 vs illusions and Horror Factor
Save vs psionics at a 12 of better
+6 vs mind control
+7 vs possession
Skill bonuses when dazed. drugged, or confused are HALF.
+20% save versus coma/death

-Sidestep(Minor)
+8 automatic dodge(but only +3 to dodge bullets and energy blasts).

-Hypnotic Brain Conditioning----Because of the risk of being suborned and turned against their own people, BROWN LUNAs can receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.


Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6+15 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
Minimum PP of 22
+1d6+6 SPD
+2 APM
+4 on initiative
+2 dodge
Automatic Dodge
+4 roll
+2d6 damage to kick attacks
+1 to strike/disarm with kick attacks.
+4 save versus Horror Factor
+1 save versus poison and disease
+2 save versus possession.
W.P. Paired Weapons
+20% to Gymnastics, Acrobatics, and Climbing
+5% to physical skills requiring physical dexterity
Ambidextrous

Special Skill Training:
BROWN LUNA recipients are also taught parkour as part of their rehabilitation; they also often crosstrain in kickboxing.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

PS-TWFR01 ‘Firestick’ Incendiary Weapon
(aka ‘TorchWand’)

“Yah, this heatstick serves me equally well at work and at war. As part of the militia, I can use this thing to burn a bandit’s face off, vaporize a swarm of creepy-crawlies, and melt armor. At work I can light furnaces, power up the boilers, and make a mean rum flip with it.”

“Now, see this walking stick? It’s a work of art, an expression of elegance, both as a statement of fashion and a tool of combat. Because fire is a weapon of a civilized people.”

“Ah, Kalos the Enforcer. I know him. A word of warning, boys, he may hold a grudge against me seeing as the last time I was here I set him on fire. At the time I WAS trying to burn down his boss’s laboratory, but he got in the way. Flamethrower’s not exactly a precision instrument. Lots of fun, but not precision.”

The TWFR01 is a short staff-like weapon, often fashioned as a walking stick, that is based around incendiary magic. The design incorporates a butane or electric spark lighter that serves as the ‘pilot light’ for a Flamethrower spell. It also incorporates a friction strike-patch, and fireplace-style hook and poker ends.
Flamethrower ---Of course, one HAS to include this spell.
Cloud of Smoke---Instant(and cheap) cover.
Fuel Flame--- Turns small blazes into big blazes. Great for distractions and spreading the joy of a roaring fire.
Ignite Fire---Lights off combustible materials without an apparent ignition source, convenient for sabotage and arson work.
Fire Bolt---Greater range, damage, and accuracy.
Extinguish Fire---Because sometimes a fire gets away from you and you just have to try to bring it under control.
Since its introduction, the TWFR01 has become a popular fashion accessory of Bursters (some of whom prefer to keep their psionic abilities a secret until absolutely necessary) and Elemental Fusionists. More pragmatic users like to use it as an instrument of sabotage.

Weight: 3 lbs
MDC: 35
Range:
(Flamethrower) 100 ft
(Cloud of Smoke) 180 ft, 30 ft radius
(Fuel Flame) 240 ft, 100 ft area
(Ignite Fire) 80 ft
(Fire Bolt) 260 ft
(Extinguish Fire)280 ft
Damage:
(Flamethrower) 1d6x10 SDC or 2d4 MD
(Cloud of Smoke) Covers a 30 ft radius in thick, black smoke that reduces visibility to 3 ft and renders those caught in the cloud -5 to strike, parry, dodge, disarm, and entangle.
(Fuel Flame) DOUBLES the size of an existing fire.
(Ignite Fire) Lights off combustible materials without an apparent ignition source
(Fire Bolt) 1d6x10 SDC or 4d6 MD per bolt, +4 to strike
(Extinguish Fire) Instantly puts out fire in a 20 ft radius per melee of activation
Rate of Fire: ECHH
Payload:
(Flamethrower) 1 PPE per SDC blast, 3 PPE per MDC blast
(Cloud of Smoke)1 PPE for 6 minutes of duration
(Fuel Flame) 3 PPE
(Ignite Fire) 3 PPE
(Fire Bolt) 4 PPE per bolt
(Extinguish Fire) 2 PPE for 6 melees of operation
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.
*Fire-resistant Construction---The shaft of the TWFR01 is made of special non-heat-conductive Stellite VII metal alloy.
*Built-in Lighter---The head of the stick has a butane(50 shot fuel cartridge) or electric spark lighter. It also has a striking surface for generating sparks the old-fashioned way.
*TW Booster--The shaft incorporates a TW range booster system for ranged shots.
Cost: 260,000 credits
Options:
*‘Greenstar’ PPE Clips:---Regenerates PPE at 2 PPE per hour/10 at a ley line/20 at a nexus point.
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits

*Heat Object & Boil Water(Spell)---Superheats an object or the cap- end of the stick to red-or white-hot intensity. 2 PPE for 2d6 melees of damaging heat(1d4 SDC/MD per strike/attempt to hold/touch the object/stick-end). Takes 1d4 melees to heat up. 24 ft range. Can also be used to instantly boil 2 gallons of water. Cost: 24,000 credits

*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

*Cosmetic Ornamentation---Many private buyers of the TWFR01 like to disguise it as a walking or swagger stick, and get gold or chrome plating/inlays, and the head shaped to resemble an animal(dragons and lions are currently popular). Depending on the detail of the work, the price can rise 25% or more.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

MAGMA DEVA ---The FireWalker Bio-Mod
(PU2 budget of 10 million per operative)

“Hah! They thought cooking me alive would tenderize my flesh! All it did was burn through the restraints! And a little application of thermo-dynamics, and I shattered the rest with extreme thermal shock! Boy, were they surprised when I crashed their barbecue! I went from being the main course to the party closer! Brought the house down!!!”

“So Ria’s volunteered for heat treatments? Isn’t that kinda radical?”
“She really REALLY wants to accompany me into the Warm. Can’t do that if she has to hide in a refrigerator or risk passing out and burning up or evaporating.”
“But Class IV’s a rather extreme move. She could make do with a cooling suit a lot more easily, don’t you think?”
“She was really frightened when the Arzhur got a hold of her again that time. They aren’t above using blowtorches and furnaces on their Klia ex-slaves, you know, and for all their talk of hating heat, they aren’t above using it to torture. She wants as far away from them as possible, or at least have the permanent means of avoiding being melted away. The genietechs are confident they now know enough about Klia physiology that they can make the process work for her.”
“Does she know you had a cold-aug of your own done?”
“Well, if her mod doesn’t work out, I can still meet her more than half-way.”

“Theoretically, you should be able to swim in lava or molten metal with this aug, but personally I’d really advise against it. Even the best super-aug isn’t going to save you from extreme stupidity.”

Continuing a line of ‘extremophile’ bio-mods intended to allow ordinary beings to survive in extreme environments, MAGMA DEVA takes the thermal shielding of SPECTRUM ROSE to the next level, using the dimensional pocket technology of MANILA ADJUTANT and the heat sink concept of the PS-FC-49 ‘Abzer’ Full Conversion Cyborg.
MAGMA DEVA augments have the ability to protect themselves from heat by generating a selectively energy-permeable dimensional interface ‘membrane’ around themselves that absorbs heat energy and stores it away in an extra-dimensional heat sink pocket. They can shunt heat away from points of contact(say, such as the soles of the feet while firewalking), preventing damage from being inflicted, and they can absorb extreme heat over their whole bodies with no ill effect. Combined with their megadamage skins, this means that MAGMA DEVA recipients can handle glowing hot metal, walk though burning flames, and work in extreme heat without special equipment. Other enhancements allow them to safely breath toxic smoke, lift great weights(such as burning timbers and foundry ladles), stay healthy by future of burning out infections, and literally staying cool and looking good doing it under the hottest, most miserable conditions.
One psychological side effect reported of MAGMA DEVA augments is that many (roughly 25% of) recipients lose sensitivity to heat, and may inadvertently expose themselves to extremes of heat(such as putting their hands on live stove burners, or wandering barefoot across scorching-hot pavement) that may do damage to their apparel and gear, or lead less-well protected companions into danger(such as following their friend into the skin-peeling-hot waters of a hot spring).
MAGMA DEVA is being considered as one possible way of screening heat-sensitive species-members of the GNE against the dangers of heat exposure. It is more commonly sought by firefighters, hot environment laborers, foundry workers, and extreme extradimensional explorers.

Powers/Abilities:
--Impervious to Fire and Heat(Minor)---The bio-mod implants generate an extra-dimensional field that absorbs extreme heat(including Megadamage-level heat) and whisks it away into a pocket universe heatsink, where the thermal energy can be safely dissipated. PS biotechs are still trying to figure out a way for the MAGMA DEVA to be able to store and use the absorbed heat, but for now the biotech just acts as an extradimensional radiator/cooling system.
The exact nature of the field has other benefits as well; the person’s skin is cool to the touch, and can be adjusted to reduce their thermal signature. What sometimes looks like sweat on a MAGMA DEVA is often really condensation.
Note, however, that while the MAGMA DEVA mod protects the person from thermal damage, they may still be susceptible to suffocation from poisonous fumes or oxygen deprivation(see Respiratory Protection below).

--Cold Point(Minor)---The MAGMA DEVA mod can use their super heatsink to channel heat away from specific points on their body. The bio-aug can cause ice to form in their hand, condensing water out of the atmosphere, or cause their touch to become deadly burning cold, like dry ice. Other tricks include forming frost on bare feet to protect against walking on burning hot surfaces, and forming cold patches on their skin to negate contact burns. The bio-aug doesn’t have enough power or fine control to cool down a larger area of effect, or generate ice armor(though PS biotechs are working on that) but the character can adjust their ambient temperature enough to become invisible to heat sensors.
a) Cold Touch
Range: Melee
Damage: 2d4 cold damage
b) Invisibility to Heat Sensors---It takes 1d4 melees of concentration, but the character can match their surroundings and thus effectively blend into the background heat, becoming much more difficult, if not impossible, to detect using heat sensors.
c) Limited Cold Resistance---Takes HALF damage from cold-based attacks and environmental discomfort.

--Extraordinary Physical Endurance(Minor)---The MAGMA DEVA mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The internal mesh also serves to help reinforce the heat absorption/sink field.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of a MAGMA DEVA aug is physically optimized; the ‘bio-mod makeover’ is a standard part of Class III and IV bio-aug packages, though many MAGMA DEVAs joke that their good looks and good health are the result of the ‘fire burning off the impurities’. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Enhanced Immune System---Because of MAGMA DEVAs’ ability to manipulate their body temperature, they can effectively render themselves poor hosts for a variety of disease organisms, and denature many toxins and pathogens. They can also use gathered heat energy to supercharge an internal colony of healer nanites. Heals twice as fast, +8 save vs disease, +5 save vs poisons/toxins, +3 save vs Bio-manipulation type attacks, and even on a failed save, these attacks have HALF effect.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Respiratory Protection--- Since intense heat and fire is frequently accompanied by combustion byproducts, it was felt that the bio-mod should include some protection from inhaling toxic fumes, or facing an oxygen-depleted atmosphere. Surgical modifications to the lungs give the MAGMA DEVA special filters in their lungs that are 99% effective at screening out dust, ash, and toxic materials, special blood vessels in the air passages actually COOL superheated air before it can damage sensitive tissues, and special cells provide an oxygen reserve of 2d6+12 minutes. The MAGMA DEVA can safely breath in atmospheres with as little as 2% oxygen/nitrogen mix, and has a +5% to save versus gases. In a real emergency, the lungs can metabolize carbon dioxide.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1 APM
+2 on initiative
+4 save versus Horror Factor
Heals twice as fast
+9 save vs disease
+6 save vs poisons/toxins
+5 save vs gases
+3 save vs Bio-manipulation type attacks
+2 save versus possession
-------------
"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
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Well I'm back been busy with work and uni the last six plus months but have a week between courses so been busy updating the files.

Current stats roughly 1080 designs and over 2000 pages.

Paladin Steel Netbook

Enjoy :)
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Shorty Lickens
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Comment: Arrrrgggghhhh!
Location: Praxus

Re: Paladin Steel Storefront

Unread post by Shorty Lickens »

YOU ROCK BRO!!
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:Well I'm back been busy with work and uni the last six plus months but have a week between courses so been busy updating the files.

Current stats roughly 1080 designs and over 2000 pages.

Paladin Steel Netbook

Enjoy :)


You are mad. Simply mad.
To have organized so much.
My appreciation of the obsessive and productive madness of others reaches new heights with you.
You are the golden scarab beetle of these threads, rolling up base material from the earth into perfect celestial spheres to hang in metaphorical heavens. :-D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Veritas476
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Location: Oswego, NY, USA
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

We're not worthy!
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

I REALLY gotta work on a satisfactory company logo...
and GNE/PS-specific general OCCs....Though I'm leaning towards either modified versions of the existing men-at-arms OCCs(munched like they did for Rifts China) or a variant of the more open Ninjas and Superspies skill program set-up, to reflect the generally(and state/company-mandated) higher education in the GNE/Alliance.
-------------
"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
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

taalismn wrote:
wildfire142 wrote:Well I'm back been busy with work and uni the last six plus months but have a week between courses so been busy updating the files.

Current stats roughly 1080 designs and over 2000 pages.

Paladin Steel Netbook

Enjoy :)


You are mad. Simply mad.
To have organized so much.
My appreciation of the obsessive and productive madness of others reaches new heights with you.
You are the golden scarab beetle of these threads, rolling up base material from the earth into perfect celestial spheres to hang in metaphorical heavens. :-D


Slightly OCD I must admit - remember I started this endevour so I'd have a reference of all this great work :) Though it might be slow coming I still intend to keep up with your creative out pouring for a while yet :)
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:[
Slightly OCD I must admit - remember I started this endevour so I'd have a reference of all this great work :) Though it might be slow coming I still intend to keep up with your creative out pouring for a while yet :)


Fortunately or unfortunately, of late I've had a slowdown...between a very busy RL work schedule, trips to close out our summer home of 60 years and prepare to bring family home, a recurrance of backpain, and a general mire of creating material to plug the little details of stuff, I'm in the downstroke of my manic-depressive cycle...(shrug) what's a guy gonna do?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

(Inspired by an idea by 89er)

Paladin Steel PS-HAR-17(X) ‘Sopdu’ Special Weapons Robot
(aka ‘Sunburn’)

“Let’s tan some pale-skinned dracs tonight.”

“So essentially you’ve got a ball of superhot plasma you’re tossing around on the end of an electromagnetic tether? That’s one hell of a yo-yo you’re playing with.”

“It’s not just about throwing one big hot fireball around. We once used a couple of Sopdus to bring light into an arcology that had lost most of its power. Used our plasma generators to light up the open park areas inside that giant building. Helped calm the residents down IMMENSELY. That alone saved thousands of lives that would have been lost if people had started panicking in the dark.”

The ‘Sopdu’(named for an Egyptian sun-deity) is an experimental new combat robot vehicle from Paladin Steel, meant to capitalize on the company’s expertise with high energy plasma processes.
The ‘Sopdu is based around reverse-engineered Mechanoid plasma generator technology, particularly the ‘Mantis’. The ‘Sopdu’ is based around an open-sided plasma fusion powerplant. The Sopdu seems to have an open chest compartment, showing the exposed fusion core; a mini-’sun’ hovering in the middle of the containment chamber, suspended and contained by powerful electromagnetic fields. When not needed, the plasma chamber can be sealed by retractable chest plates that close off the opening. The chest chamber also provides the primary power supply to the robot, though it also has a smaller, less powerful, auxiliary power unit(typically used to power up the primary chamber when it has been in shutdown). The main plasma chamber is also used to feed two powerful plasma cannons in its chest.
The plasma light isn’t quite as effective as hoped as true sunlight against the supernatural as hoped, but it DOES have an effect. It is more effective at incinerating targets as a plasma cutter/streamer.
The containment fields can also be extended to protect the robot against plasma and EM-based(such as ion) weaponry.
The Sopdu is not wholly dependent on its plasma for combat, however; it features a complement of secondary armaments that are powerful in their own right. These weapons are more conventional types, meant to give the crew something to fall back on in event the experimental plasma systems fail(though some critics worry that if the main plasma weaponry fails, the situation is probably bad enough that the robot crew either can’t, or won’t want to, remain in the fight). The Sopdu is also fairly effective in close combat, its long, powerful, arms giving it the reach in melee engagements.
There is danger, though, in the design. Though the plasma generator is heavily shielded and protected by various safeguards, there is the chance that it can be overloaded and go up in a catastrophic nuclear explosion. For this reason, the robot’s crew compartment is more heavily reinforced than other robots’, and has a full-compartment ejection capability.
Only a few dozen PS-HAR-17(X) ‘Sopdus’ have been produced so far, and have been undergoing field trials.

Type: PS-HAR-17(X) ‘Sopdu’
Class: Assault Robot Vehicle, Special Weapons
Crew: Two; pilot and power-engineer.
MDC/Armor by Location:
Hands/Claws(2) 90 each
Arms(2) 220 each
Legs(2) 400 each
Plasma Ejectors(2) 90 each
Shoulder Hardpoints(2) 100 each
Back-Mount Hardpoints(2) 100 each
Head 200
Main Body 590
Fusion Containment Chamber - 290
Reinforced Pilot's Compartment - 250
Height: 24 ft
Width: 15 ft
Length: 9 ft
Weight: 23 tons
Physical Strength: Robot P.S. of 55
Cargo: Small space in cockpit for several survival packs and sidearms.
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:(Running) 85 MPH
(Leaping) 20 ft up/across, +10 ft w/ a running start, +50 ft with a thruster-assist.
(Flying) Not Possible
(Underwater) Limited to running along the bottom at 12 MPH, maximum depth of 500 ft. However, the plasma chamber MUST be closed or shut down. An open plasma chamber when the robot is submerged will result in a massive steam explosion and meltdown(roughly 1/4 the damage and effect as a supernova self-destruct).
Market Cost: 60 million credits; considered to be Experimental
Systems of Note:
Standard Robot Systems, plus:

*Ejection Pod---The entire crew compartment acts as an escape pod in an emergency, affording them additional protection against a plasma overload/breach of containment.

*Plasma Control Fields---The Sopdu’s plasma control fields extend around the robot somewhat; enemy plasma and ion weapon attacks can thus be effectively parried automatically by the field and do HALF damage to the robot. Directed EM weapons like the Triax Lightning Blaster do HALF phsyical damage and NO EM damage.

Weapons Systems:
1) Plasma Chamber----The main weapon of the Sopdu is an open plasma chamber that can be used to expel large amounts of destructive plasma.
Range:(Sunbeam) 7,000 ft and can illuminate a 60 ft wide area
(Solar Flare) 5,000 ft
(Sun Storm) 3,000 ft
(Supernova) 500 ft blast radius
Damage:(Sunbeam) Produces a beam of intensely bright light that can blind unprotected eyes similar to a Blinding Flash spell. Against vampires it does 1d6 Hit Points per melee of exposure.
(Solar Flare) 2d6x10 MD per blast
(Sun Storm) 3d6x10 MD to a 100 ft wide area and the plasma cloud lingers for an additional melee, doing 4d6 MD to everything still caught in the fireball.
(Supernova) 3d6x100 MD to a 500 ft blast radius
Rate of Fire:(Sunbeam) ECHH
(Solar Flare) 3 times per melee
(Sun Storm) Once every 1d10 melees(the plasma chamber needs to be re-ignited and recharged)
(Supernova) One-Shot Self-Destruct
Payload:(Sunbeam) Effectively Unlimited
(Solar Flare) Conditionally Unlimited; after being used, the robot is severely down-powered for 1d10 melees, during which the robot is -1 to strike and dodge, reduce speed by 50%, and all energy weapons have range and damage reduced by 50%. Missile and projectile weapons are unaffected.
(Sun Storm) Conditionally Unlimited
(Supernova) Self-Destruct

2) Plasma Ejectors(2)---Mounted on the sides of the torso are two plasma ejectors of more conventional design, that can draw from the main plasma chamber without diminishing its energy or containment.
Range: 4,000 ft
Damage: (Plasma Stream) 1d6x10 MD per blast*
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: EPCHH
Payload:Unlimited

3) Shoulder Hardpoints(2)---Each shoulder mounts a hardpoint capable of accepting the attachment of podded projectile ordnance.
a) Micro-Missiles---50 shot cassettes
b) Mini-Missiles---19-shot aircraft-style pod launcher
c) Short Range Missiles----6 per launcher
d) Medium Range Missiles---3 per launcher

e)L-SAM ‘Black Talon’ Missiles
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200 ,000 credits per launcher, 10,000 credits per missile

f) 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 1,2,3, 4, or 6
Payload: 12
Bonuses: +5 to strike
Cost: 400,000 credits

g) Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 6 per launch box
Bonuses: +5 to strike
Cost: 100,000 credits for the launcher, 20,000 credits per missile

h) PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits

i) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits

4) Back-Mount Hardpoints(2)----Two additional hardpoints are mounted on the back(and hinged to fire over the shoulders); these can carry podded weapons(most taken directly from PS’s combat aircraft lines).
a)Micro-Missile Launchers---50 shot pod
b) Mini-Missiles---19 shot pod
c) Short Range Missiles---2 per hardpoint
d) Medium Range Missile---1 per hardpoint

e)IH-100 Rail Gun (PS-100)
Weight: 300 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 80,000 credits

f) .50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet amunnition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft, 38,000 ft in space
(Kitsune Values: 380 miles in space)
(Mini-Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: 100 miles in space)
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits

g) Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 65,000 credits

h) Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits

i) 45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Cost: 120,000 credits per cannon, 800 credits per penetrator round

j) Light 20mm Autocannon
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: 200 rds
Cost: 30,000 credits

Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments aside from the following)
+1 Roll with Punch, Kick, or Impact
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Spinning Tear w/ Claw 2d4 MD
Body Block/Tackle 4d6 MD
Stomp 2d4 MD
Kick 3d8 MD

Options:
*Thermal Resistant Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +2.5 million credits

Variants:
* PS-HAR-17E ‘Ekhi’---Modified variant capable of firing plasma ‘torpedoes’ from the plasma chamber. The ‘bot has been modified for faster power-ups between shots, with extra deuterium tankage to fuel the chamber between shots. The most prominent feature, however, is a pair of more powerful EM generators in the torso for shaping and projecting the plasma bolts, giving the ‘bot a more ‘buxom’ appearance, and suggesting the nickname ‘Ekhi’, after a Basque goddess of the sun and protector of humanity.
Changes/Modifications:
1) Plasma Torpedo Pod----Developed from PS’s plasma weaponry and reverse-engineered Naruni technology, this pod, powered by its own onboard micro-nuclear generator, fires a bolt of plasma wrapped in a degenerating magnetic vortex. The weapon has superior range to a conventional plasma weapon, as well as an area of effect similar to a missile, as well as unlimited payload, but rate of fire is much slower
Range: 6,000 ft (24,000 ft in space)
(Kitsune Values: 4.8 miles in atmosphere, 480 miles in space)
Damage: 2d6x10 MD to 30 ft blast radius
Rate of Fire: Three times per melee
Payload: Effectively unlimited

2) Enhanced Rate of Fire(Plasma Chamber)
Rate of Fire:(Sunbeam) ECHH
(Solar Flare) 4 times per melee
(Sun Storm) Once every 1d6 melees(the plasma chamber needs to be re-ignited and recharged)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

McSBD Dauntless MicroWarbird Dive Bomber (Smallkin Air Vehicle)

“Dang! That big giant galoot we saw breaking prisoners’ necks down there? One of those little squirrel guys’ toy aircraft just divebombed him! Put a bomb right down his wide open gawking mouth when he looked up to see what was buzzing him! Nothing left of ‘im but his legs!”
“Guess the zeke-pool bounty on that bastard goes to the Smallkin this time around. Okay, boys and girls, let’s not let the tinyfolk have all the fun and proft geeking these slavers! Up and at’em!!”

Based on pre-Rifts RC aircraft models, this MicroWarbird was designed primarily as an engineering exercise in adapting various technologies to a smaller scale. A scaled-down external-replica of a Pre-Rifts Douglas SBD ‘Dauntless’ dive bomber, the McSBD has been turned into an almost entirely different machine on the inside, thanks to post-Rifts engineering.
Compared to the other MicroWarbirds, the McSBD is slow and vulnerable, but it is very agile.
The McSBD is the smallest aircraft of any sort to be equipped with a Gorang-derived Grav-Prop propulsion unit, and the one installed on the thing is the smallest such produced by anybody with the technology. In addition to providing propulsion, the Grav-Prop unit also generates a light forcefield towards to the front, and partial protection to the sides, of the aircraft.
Despite its many shortcomings compared to other MicroWarbirds, the McSBD is still recieving a following among many Smallkin air-militias, who like the agility and pinpoint bombing capabilities of the design. PS has already turned out several squadrons’ worth of the design.

Type: PS-(Mc)SBD Dauntless
Class: Dive Bomber, Microscale
Crew: Two, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 50
Canopy 20
Wings(2) 25 each
Tail 25
Forcefield 30 front, 15 sides
Height: 31 inches
Width: 100 inch wingspan
Length: 80 inches
Weight: 55 lbs
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/12 hour endurance), Micro-Nuclear (w/ 2 year energy life), or TechnoWizardry
Speed: (Flying) 120 MPH, maximum altitude of 10,000 ft.
Bonus: +10% to Piloting skill, +1 to Dodge
Market Cost: 95,000 credits for electric, 295,000 credits for nuclear, 900,000 credits for technowizardry
Systems of Note:
Basic Aircraft Systems, plus:
*Radio---100 mile range

*Mini-Radar---8 mile range

*Folding Wings---The wings and tail stow for easy transport(reduce width/wingspan by HALF, and height by 1/3).

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

*DiveBombing---The mini-warbird has dive brakes for pulling off divebombing maneuvers. +1 to strike.

Weapons Systems:
1) Nose Guns(2)---The McSBD carries a pair of fixed-forward firing small guns, typically .22 MGs, but some operators have swapped out with other weapons, such as pistol-grade lasers.
a) .22 Machine Guns---Modified caseless ammunition versions of the McGMG07 ’Frenzy’, with better range.
Range: 2,000 ft
Damage: (.22LR) 1d6 SDCor 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d4x10 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d6x10 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a ten-round burst does 1d4x10 MD, and a full twenty-round burst does 2d4x10 MD!!
That’s per SINGLE gun.
Rate of Fire: Automatic
Payload: 360 rds per gun

b) Lasers---Copy/modification of the popular Wilks’ line laser pistols. The fact that PS has duplicated the Wilks’ performance is kept secret(due to an existing neutrality deal with WLT), and its deployment on the much-overlooked Smallkin vehicle is a calculated risk.
Range: 1,000 ft
Damage: 2d6 MD per single blast, 4d6 MD dual blast(counts as one attack)
Rate of Fire: EPCHH
Payload: 180 shot battery for electric-powered models, or Effectively Unlimited for nuclear
Cost: 12,000 credits each(24,000 credits for the pair)

c) Ion Blasters(2)---Modified PSIP-21/2098 Ion Pistol
Range: 500 m (1,650 ft)
Damage: 3d6 MD per shot, 6d6 MD dual blast(counts as one attack)
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: EPCHH
Payload: 100 shot battery for electric-powered models, or Effectively Unlimited for nuclear
Cost: 9,500 credits(19,000 credits for the pair)
Options:
*Ion Booster Module---A barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 2d6 MD, but boost range to 2,000 ft. Critical damage is unaffected. Cost: 7,000 credits



2) Rear Gun(1)---Manned rear gun position on a flexible pintle mount. Otherwise identical to the nose-mounted weapons.

3) Underbody Hardpoints(3, one center body, one under each wing)---Each hardpoint can carry ONE of the following:
a) Bombs---Really adapted handgrenades---up to 3 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
PS has developed a ‘smart guidance’ system similar to the pre-Rifts BDU and Paveway systems, but using microchip guidance systems developed for the 15-30mm format micro-missiles, and for the Merlin II mortar systems. A nose guidance system is strapped to the explosive device, with combination clamps/wire conduits leading to a tail unit with a small battery and moto-actuated fins, that control the mini-bomb’s glide attitude in response to signals sent by the nose guidance unit. Though not as accurate as the larger systems, they still allow for a low cost improved accuracy package for small ordnance. Ordnance in the 20-30mm range, nor the SOW sub-munitions, is typically NOT fitted with this package; such munitions are usually packed for volume, rather than accuracy, and the rounded shape of the SOW sub-munitions makes them impossible to fit with the ‘smart pacs’.
Range: Effective accurate drop range is 2,000 ft
Bonuses: +2 to strike w/ ‘smart’ guidance package

Options:
*Scramblers---Developed from Juicer scramblers(also available to the micro-scale ‘Speedball’ Hovercycle) but not as powerful; vehicle has only a 25% chance of being detected by thermal optics, motion detectors, and radar systems, and guided missiles are -2 to strike. Cost: 22,000 credits.

Variants:
* PS-(Mc)SBD(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 500 MPH.

*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.

*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

‘Hexapus’ Robot Tentacle Harness

“The hexapus isn’t as handy as some other accessory robo-assists when it comes to hauling and fixing, but for deep sea work? This thing’s VERY useful. At the very least, it can keep the hostle sealife off your back while you’’re wrestling with a stodgy valve or unclogging a hydrothruster.”

“Don’t try to hoist anything heavier than yourself with the tentacles; you don’t have the bionic body to match the bionic strength and you’ll either tear the harness off, or your head. Either way, you lose, so don’t do it.”

“Yet another of Paladin Steel’s oddball sideline over-engineered geegaws that will leave you shaking your head at how they came up with THIS one, when you’re still registering disbelief over the last one they pulled. Just when you think they’re going plain vanilla on you, they come out with something like this get-up. And the fact that they mass-produce and sell them makes you realize they’re SERIOUS about stuff like this.”

“Hexapus, sexapus, that is one sexy tentacle rig you’re wearing.”

“Wanna see something REALLY eyeball-bending? Get an Octoman to wear this thing. You’ll go blind trying to follow all the action! Now imagine if you got a ZEBULOID to model it!”

<“Rita here. Target captured. My hunch was correct; she tried to escape through the canal underwater, right into me. She was sure surprised when I wrapped her up. Yeah, she’s out too. Stun-shocked her senseless. Good thing her air mask was strapped on tight; would hate to drown her after all the trouble of tracking her down. Bringing her in now.”>

An advanced ‘wearable robot’, similar to and borrowig heavily from the Arachne dress-armor, in the form of a heavy padded collar or body harness, to which are attached six long thick robotic tentacles. Originally designed for underwater use, the Hexapus can also be used on dry land, albeit more awkwardly, and in space/zero-gravity.
Unlike the Arachne-dress, Hexapus gear can actually move on its own as a semi-autonomous robot drone, as a watchdog or scout. It is becoming a favorite with underwater and zero-gee workers, though some paramilitary personnel have warmed to the equipment as well.

Weight: The assemblance typically weighs around 18 lbs.
MDC:(Collar/vest) 30
Tentacles(6) 12 each
Armor Rating:(Collar/vest) 10
Mobility: Outside of water/zero-gee, the heavy tentacles and awkward siting of the collar/harness impose a -10% to Prowl, -1 to Dodge and -20% to speed.
Speed:
(Crawling) Spd of 11(7.5 MPH)
(Climbing) Equiv. to skill of 90%
(Swimming) Equiv. to skill of 80% and at a speed of 15 MPH(Spd 22) by ungulating or paddling.
Special Features:
*Robot CyberTentacles(6)---A thicker and more ‘muscular’ version of the cybernetic tendril, but still thinner and weaker than the bionic tentacle. Each tendril has 12 MDC and a P.S. of 12.
Range: 12 ft
Damage: 2d4 SDC-1 MD on a lash
Bonus: +1 entangle
Cost: 18,000 credits each for replacement tentacles
*Molecular Adhesion Pads--Each tentacle has several strips of molecular adhesion pads, allowing them a nearly unbreakable grip on objects and surfaces.
*Neutral Bouyancy
*A.I.---A wearable personal defense robot, programmed to defend the wearer. It has the following programs:
-Identification/Intelligence---can be programmed to identify general threats or specific individuals specified as threats, with 85% proficiency. Can deliver an auditory warning or silent signal(via vibration, headjack link, or ear mike) of imminent danger.
Skills:
-Climbing 80%
-Swimming 90%
-EVA: Movement: Zero-Gravity 80%
*Personal Sensor Suite---
-Motion Detector---20 ft range
-Thermal Sensor---30 ft range
-Radiation Detector
-LIDAR Scanner---30 ft range. Uses fast-scan surface topography to quickly scan and ID faces and features.
-Bio-Monitor---Reads the wearer’s vitals to determine their mood and appropriate personal space response.
*Neural Link---Can use a headjack or contact induction plate at the base of the neck to allow direct mental control of the robotics.
Bonuses:
*(A.I. Control) 6 APMs, +1 initiative, +2 strike, +4 parry, +2 disarm. and +2 to dodge when not being worn
*(Cyber-Induction System) +1 APM, +1 parry
Cost: 60,00 credits for the base hardware
Options:
*Molecular Analyzer---Can be set to sample the water/air around the wearer, alerts the wearer to the presence of nuclear, biological, or chemical toxins. 37,000 credits.

*Auto-Deploy Air-Mask---Deploys up from the collar/bodice line to cover the head. Provides limited air for 30 minutes . 1,200 credits.

*Bionic Gill---Special filter panels on the tentacles feed into the collar mask, extracting oxygen from the water. 90,000 credits

*Air Link---This adds a ‘breather tendril’ that can be extended to to tie others into the gill-breather system, allowing the Hexapus wearer to ‘buddy-breath’ with somebody else(a colleague with compromised breathing apparatus, or a prisoner). Note that each additional person on the air-link reduces the self-contained air supply by HALF, and even with the gill system may tax the system in areas of low oxygen concentration in the water. 1,000 credits per additional respirator port.

*Drug Injector Needle---Identical to the cybernetic finger system. Can be fitted to either the cybertendril or the armature. 5,000 credits.

*Neural Stinger---Identical to the cybernetic finger system. 35,000 credits.

*Vibro-Stilleto---Does 1d4 MD. Can be fitted to the tentacles. 5,000 credits. Or 7,00 credits for larger 1d6 MD blades.

*Finger-Gun---Identical to the cybernetic finger system. The tentacles are thick enough to accommodate them. 4,500 credits for projectile, 20,000 credits for the energy blaster.

*Mini-Laser
Range: 300 ft
Damage: 1d4 MD per blast
Rate of Fire: ECHH
Payload: 30 shot battery/e-clip
Cost: 18,000 credits

* Hypodermic Injector
Range: Melee
Damage: Varies by chemical; typically a sedative or nerve toxin
Rate of Fire: ECHH
Payload: 4 doses of up to 5 chemicals, 20 doses total
Cost: 1,200 credits

* Electro-Stunner
Range: Melee
Damage: 2d4 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes
Rate of Fire: ECHH
Cost: 9,000 credits

*Shock Baton/Prod---Basically a shock prod bayonet that can be telescoped up t o 3 ft, turning the rifle into an improvised pike weapon.
Range: Melee
Damage:
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Cost: 10,000 credits

* Zap-Stinger
Range: Melee
Damage: Varies; 2d6, 6d6, or 1d4x10 SDC, 1d4 or 1d6 MD.
Rate of Fire: ECHH
Payload: 16 MD charges(one MD shot =100 SDC shots)
Cost: 30,000 credits

*Micro-Grenade Launcher(23mm)---Modified bionic ‘finger grenade’ launcher with an in-line tubular magazine. Typically used to launch flares as a police weapon.
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot
Payload: 8 shots
Cost: 1,600 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.


*Strap-Ties/ TapeCuff Dispenser---Tentacle-tip roll-dispenser for up to 10 plastic handcuff ties.
Cost: 500 credits for the dispenser, 100 credits for a roll of 10 SDC(40 SDC) ties, 2,000 credits for 10 MDC(2 MDC) ties.

*Improved Strength---The robotic actuators can be improved up to a maximum of Robotic P.S. 15. This means that conceivably the harness could be used to help lift the wearer up if the armatures can get a solid grip on points above the wearer. Each point of added strength costs 3,000 credits each.

*Spotlights---Fits the ends of the tentacles with powerful LED spotlights. 30 credits.

*Light Pads----Fits the tentacle with special fluorescent panels, bright enough to read by, for either utility or presentation purposes.
Cost: Depending on the extent of the pattern, this can cost 10 credits for a simple illumination pad, to 400 credits for a full tentacle-length light show.



*(Magic)TW Enhancements---These can be powered by the wearer’s own PPE/ISP, attached PPE battery, or a ‘Greenstar’ regenerating PPE powerstone amulet.
*(Magic) Armor of Ithan ---10 MD per level, 1 minute duration per level. 5 PPE/10 ISP per activation, 50,000 credits+500 credits per level/duration per activation.

*(Magic)Spinning Blades(10 PPE)---Applicable only to bladed armatures. Lasts 1 melee round(15 seconds) per level of bought duration, produces 1 additional blade per level of bought power. Immediate range if used defensively(automatically gets a +6 to parry hand to hand attacks, but only +2 to parry energy blasts and projectiles), 60 ft range(per level of bought power) and 2d6 MD per blade if used in a ‘buzzsaw attack’, 100 ft range(per level of bought power) and 1d6 MD per blade if launched offensively at a target. Cost: 100,000 credits+500 credits per level.

*Grow Tentacles---Grows a pair of longer (20 ft) ‘striker’ tentacles similar to a squid’s. Each has 60 MDC, adds +1 APM, +1 strike/parry/ initiative. Costs 15 PPE for 10 minutes.
Cost: 155,000 credits

*TW Modifications---Technowizardry modifications are also available from PS; the most common are Armor of Ithan, Sheltering Force, Breath Without Air, Magic Shield, Deflect, and Air Swim.
Also remember that the harness can be combined with other TW-enhanced clothing types.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

*PS-PB-7 Watchman-class Patrol Boat

“The REAL work of maritime patrol isn’t done by cruisers and battleships; it’s done by smaller, simpler boats that do a hundred different chores on the water in the time it takes one of those bigger ships to pull out of harbor. NEVER undervalue small craft. Not everybody gets a duty-berth on a battlecruiser, but any sailor who wants to truly be worth the training should and can spend time on a patrol boat.“

“Between hunting dark sharks and making sure the Horune aren’t slipping infiltrators ashore on our beaches and ports, doing a tour on a Watchman can be seriously nerve-wracking. We can see more daily combat than many Regular Army troopers see in a year.”

The PB-7 ‘Watchman’-class is a simple, straightforward conventional hull design for an inexpensive coastal patrol boat. The design is based on the pre-Rifts U.S. Coast Guard ‘Island-class’ cutter, but improved through the application of megadamage materials, updated electronics, modern powerplants, and advanced weaponry. The PB-7 is one of the vessels that has benefited from PS’s ‘one-piece’ hull-casting system which creates hulls of megadamage composite through large articulated molding cradles.
PB-7s have a fairly standard configuration; an open forward deck provides a wide arc of fire for a crew-served pedestal-mount heavy weapon, a central bridge and ‘castle’ houses command, living quarters, and a communications and sensor mast, and a large rear open deck provides space for small boat davits, a multi-purpose derrick, and access to cargo/equipment bays and the engines below. Weaponry consists of a number of light weapons on open mounts(although gunshields may be added, and even remote control systems applied). Though concievably heavier weapons such as short- to medium-range missile launchers could be fitted, it has never been operationally done, as PB-7s tend to be armed only with point defense missile systems and light guns. PB-7s carry a small complement of crew trained in search, rescue, basic oceanography, and paramilitary operations.
PB-7s are durable and capable small craft, but space aboard them is limited, and they lack the endurance for protracted long-range deployments far out on the open ocean, especially Rifts Earth’s oceans. For coastal operations, however, they are well-suited.
Though officially considered to be too slow for use as a general combatant, PB-7s do see use as coastal rescue craft, fisheries protection vessels, and trawler escorts. On Rifts Earth, most navies favor hydrofoils and GEVs for the fast patrol role, but many smaller concerns and coastal communities use conventional patrol craft out of sheer economy and logistical concerns. The PB-7 also does well in offworld sales; colonies like Kaldia/New Providence employ large numbers of these craft as part of their coastal watches and coast guard complements.

Type: PS-PB-7 Watchman
Class: Patrol Boat/Cutter
Crew: 16 (2 officers, 14 enlisted)
MDC/Armor by Location:
Main Body 500
Bridge 260
Sensor Mast 180
Forward Gun Mount 120(Gunshield adds 100 MDC)
Rear Gun Mounts 50(Gunshield adds 60-75 MDC)
Small Boat Derrick 45
Height/Draft: 6.5 ft (2.0 m) draft
Width: 21 ft (6.4 m)
Length: 110 ft (34 m)
Weight: 168 tons
Cargo: 8-10 tons
Powerplant: Liquid fuel(3,300 mile range), Nuclear(15 year energy life), or TW
Speed: (Water) 32 knots
Market Cost: 7 million credits
Systems of Note:
*Robot-equivalent Life Support/NBC Sealing
*Radio Communications---500 mile range
*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*Radar---80 mile range
*Sonar--50 mile range

Weapons Systems:
1) Forward Gun Mount(1)---The Island -class the Watchman is based on was originally fitted with a 25mm cannon; PS has since installed a modular system that allows for a variety of different weapons, or even spray cannon, to be fitted.
a)*25 mm Cannon---Originally developed for PS’s Greyhound IFV. A rather plain, generic weapon mass produced for the undiscriminating end-user. Typically mounted in a gun-tub with a gun shield.
Range: 4,000 ft
Damage: 1d4 x10 MD per HE shell ; blast radius 8 ft.
Fragmentation: 4d6 MD to 20 ft radius
Plasma/AP : 1d6x10 md to 3 ft radius
Rate of Fire: EGCHH
Payload: 30 rd cassette drum
Cost: 10,000 credits

b)*PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC).
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire:EPCHH
Payload:400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

c) Rapid-Fire 35 mm Cannon----This is an anti-aircraft-mounting, and is fed from two massive ammunition drums on either side of the cannon. Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums). Can be mounted singly or in two-gun mounts.
Range: 2.5 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius, 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 4d6 MD single shot, 3d6x10+10 MD per 10 rd burst
Rate of Fire:EGCHH
Payload: Each drum holds 215 rounds(430 total)
With a trained crew in power armor, a fresh drum can be changed in 3 minutes
Cost: 180,000 credits

d) PS/FA-A9 2-pounder (40mm)Autocannon---Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums).
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

e) 40mm Autocannon----A popular anti-aircraft weapon, available in both single and two-gun mounts.
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: EPCHH
Payload: 444 rounds
Cost: 300,000 credits(ammunition costs extra)

f) 60mm Mass Driver Cannon---The old 60mm Snapfire artillery weapon.
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 50 rds
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits

g) 60mm Gun-Mortar--Based on the pre-Rifts Brandt(French) design for a dual-mode smoothbore direct-and indirect-fire weapon(PS also produces an 80mm weapon using the same basis) that can be either breech or muzzle-loaded.
Weight: (Basic weapon) 165 lbs
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: Three times per melee
Payload: 50 rds
Cost: 4,000 credits

h) PSMBL-5000B Laser
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 180 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 270,000 credits

i) M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers, though some buyers have them fitted for installation in large gun mounts). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

j) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

k) PS-AWD-MML-2 Mini-Missile Launcher
Weight: 900 lbs
Range: Varies, generally one mile
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1,2, 4, 6, or 8
Payload: 40
Cost: 120,000 credits

l) Rocket Propelled Depth Charge Systems/Light Anti-Submarine Rocket Weapons(LASRW)----The standard light ASW system(LASRW), as it is emerging, is a 45mm rocket launcher mount based on a pre-Rifts Russian design. The rocket-charges are based on the PS 45mm MultiLauncher shell, scaled up, fitted with a variable setting depth trigger-fuse, and rocket booster that lobs the rocket in a low arc(can’t be used effectively as a direct fire weapon). The rocket-charges can be fired up to 4,000 ft away, and are effective to depths of 1,000 ft, making them rather ineffective against deep-diving targets, but a good defense against swimmers and small monsters. Reloading can be done by hand(a power-armored loader or person with a PS of 22 or better can reload the entire launcher in 5 minutes), making it suitable for deployment on smaller vessels. Larger versions exist; and the LASRW-8 and -16 mount 8 and 16 rockets respectively, and often have special automated relaoding equipment built in, allowing reloads to be brought up from below deck stowage and locked in in a matter of minutes. Fired in volley, LASRWs are extremely effective at laying down depth charge patterns, increasing the probability of a hit.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: LASRW-8: 8 rounds
LASRW-16: 16 rounds
Cost: 81,000 credits for the LASRW-8 , 84,000 credits for the LASRW-16; 3,000 credits per shell

m) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.This weapon requires that the boat be fitted with PPE generators(or a mage crewmember) to power it.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits

n) TW Lightning Cannon----This weapon requires that the boat be fitted with PPE generators to power it. Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits


2) Rear Pintles(2)---Secondary armament of the Watchman-class is a pair of crew-served pintle-mounted heavy infantry weapons, typically .50-caliber machine guns:
a) .50 caliber HMG
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun

b) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

c) PS-RFL2-33N Blazer Rapid-Fire Infantry Laser---Developed for the Greater New England Coast Guard and Navy, the navalized Blazer has blue-green frequency shift, water/pressure-proofed casing, and a neutral-bouyancy body frame.
Range: 4,000 ft
3,000 ft range underwater and can operate down to 2,800 ft.
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
400 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is standard issue)
*Integral Carrying Handle
*Bipod standard-issue
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits


d) PS-MMLR-14 Mini-Missile Launcher ---A knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Is mounted singly.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup. 400 shot heavy battery pack.
Cost: 36,000 credits per launcher

Options:

*Ventral Turret---Many Watchmen are fitted with a small retractable ventral turret for addressing the problem of underwater threats. The turret has 60 MDC and is typically fitted with a blue-green laser or sonic cannon.
Cost: Small Turret: 100,0000 credits

Variants:
*PS-PB-7HMHF---Hydrofoil variant with a strengthened hull and more powerful engines. The variant is fitted with retractable hyrdofoils(150 MDC each) and a propeller pod(250 MDC) that can be lowered/angled into the water. The hydrofoil can make 90 MPH in relatively calm seas. The base cost of the vessel is 9 million credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

MODEST REBAR---Foundation BioAug
(PU2 budget of 2 million per operative)

“Yeah, if you don’t mind the procedure and having some advanced super surgical ‘bot work you over with nano-implants, MODEST REBAR’s a good thing to get if you’re working for the GNE. Sure, it’s a ‘half-way’ aug that doesn’t make you a superhuman living weapon, but it also doesn’t lock you in to a long term contract or oblige you to take an assignment with a front line hazardous duty unit on the spearpoint. It gives physical protection like a full body cyborg conversion, but doesn’t take away your flesh and blood, and it really spruces you up. Fortunately the GNE’s beginning to hand out enhancements like this as sign-up bonuses for taking the vow with them, but like I said, it doesn’t remake you into a flaming torch or a living weapon.”

“Joke going around the merc community is that the GNE’s new basic super-aug is a ‘MegaMakeover’. Full implementation of this aug and the upgrades of it are going to make the GNE Armed Services at the very least the best LOOKING of Rifts Earth’s militaries.”

“Better endurance just means the bosses gonna push us harder and longer.”

MODEST REBAR is a general purpose bio-aug meant to be applied to a wider array of personnel. The augment consists of subdermal mesh implants and muscle enhancements, as well as a general health tune-up, based on basic aug-programs common to many of PS’s biotech aug-packages. Not as extensive, powerful, or specialized as other augment procedures, MODEST REBAR still gives the recipient an impressive power-up, and can serve as the foundation for more advanced modifications later on. In the ‘workaholic’ atmosphere and culture of the GNE, the iproved stamina, strength, and durability granted by the augment make MODEST REBAR very useful, and the GNE increasingly subsidizes the biotech package procedure as part of government and corporate service. MODEST REBAR is often compared, by more worldly travellers, as the GNE’s equivalent of the Chinese Geofront’s Mo Fuqian subdermal body armor enhancements.
MODEST REBAR is available to humans, elves, dwarves, ogres, and chai-chuk of the GNE.


Powers/Abilities:
--Extraordinary Physical Endurance(Minor)---The mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant subdermal armor. The enhancements to Physical Endurance make the recipient more resistant to disease, poison, and magic.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of a MODEST REBAR aug is physically optimized, becoming pictures of prime health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

PS-M508 Cluster Munition
(aka ‘Apple-Bomb‘, ‘Krakkler’, ‘Death-by-Pineapple’, ‘Skeet-Bomber’, ‘Pocket-crocket’, ‘Gewitterfaust’)

“Infantry portable cluster bombs...what will those depraved geeners think of next?”

<“Good shot, right down the hive mouth! Now scram and pray that holds the Xits long enough to cover our ass-haul!”>

“Strange...I was showing that Triax historian the archival data we had on the NEMA M508 and she started laughing her head off. Won’t tell me what’s so funny. Crazy Germans....”

The M508 is a rocket-propelled area of effect munition resembling a basketball studded with ejection ports for submunitions. A proximity fuse sensor fires off the submunitions for maximum effective dispersal in an airburst attack. The bomb can be fired off a rifle grenade post or dedicated single-shot launch stick. The M508 is based off a pre-Rifts weapon, depictions of which were unearthed by Paladin Steel OTAR Legacy Scouts, and is believed to have been a prototype weapon that never made it into widespread NEMA deployment before the Coming of the Rifts.
The M508 can be fitted with either reduced-lethality shock-plugs or 23mm grenades(based on cyborg ‘fingerjoint’ grenades), eighty in all. This versatility allows the weapon to be used in crowd control or lethal combat.
The main drawbacks with the M508 are its weight and its speed. The large bomb is awkward to carry, and its relatively slow acceleration curve means that a perceptive enemy can conceivably see it arcing in and have enough time to take cover. However, its relatively low cost in using existing munitions for its sub-munitions, ability to be fired off existing rifle grenade adaptors, and its large area of effect make the M508 popular with a number of security forces(who have been experimenting with mixing patterns of shock-plugs and flash-bang flares) and line combat units.

Weight: 6 lbs
Range:(Rocket ‘bus’) 1,500 ft
(Shock Plugs/23mm Grenades) 100 ft radius
Damage:(Shock Plugs)None against inorganic targets.
Against organic targets, the stun-plug inflicts an electrical shock that does 1d6 SDC/HP per jolt. However, this is STUN damage and not tissue-damage. Being shocked five or more times, or with less than HALF hit points remaining, and failing a roll of 15 or better means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. Stunned victims are -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
The Stun Plug has enough capacity for 60 charges. Depending on the situation and intended target, the Stun Plug can be set to discharge at rates of 1-5 shocks per melee until they run dry or the target falls unconscious, whichever comes first. If the person regains consciousness with the Stun Plug still attached(and with remaining charges in it), there’s a 60% chance of the Stun Plug reactivating and proceeding to discharge.
Note that even if/when the Plug runs out of electrical charge, it may still be attached and the tracker chip will still be active for up to 4 hours.
Effects from multiple stun-plugs are cumulative.
A full charge discharge(as can occur when tampering) does 4d6 SDC/HP damage. Unlike the stun-shock, this IS tissue damage, and at 8 or less hit points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.

(23mm Grenades) (Varies)(High Explosive)2d4 MD to a 10 ft area per grenade
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Note: Other munition loads are under consideration, including mini-spell munitions.
Rate of Fire: Single shot with an 80-round spray-volley.
Payload: 80 shock plugs/grenades.

Special Features:
*Proximity Fusing--Can be preset for ground contact detonation or airburst.

Cost: 800 credits for projectile bus
Shock Plugs--- 8 credits each(a fully stun-pre-loaded M508 would cost 1,440 credits)
Grenades ----HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

Variants:
*M509 ‘Room-Blaster’---This is simply the M508 ‘bus’ re-holed for carrying 80 12-gauge shotgun shells. The M509 has more variable area of effect but submunitions are cheaper, and range of options wider.
*Standard Shotgun shell--100 ft range, 5d6 SD
*Standard Buckshot shell---100 ft range, 4d6 SD to 5 ft area
*Tear gas shell---100 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---100 ft range, 2d6 SD, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---100 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or in-going police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 100 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armor & roll versus knockdown (14)

A box of 100 shotgun slug rds costs 60 credits
A box of 100 baton rds costs 45 credits
A box of 100 tear gas rds costs 80 credits
A box of 100 S-9Dex Incapacitation Munition rds costs 360 credits
A box of 100 Mini-Grenade rds costs 2,000 credits
A box of 100 Mini-Grenade(Plasma) rds costs 3,000 credits
A box of 100 Mini-Grenade(HESH) rds costs 2,500 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

*OPAL BOA---The Psi-Tentacle Duelist
(aka ‘Psychopus’, ‘Squirmgelers’, ‘Wormian’, ‘Lovecrafter’)
(PU2 budget of 8 million per operative)

###“UGGGHHH!!! Boss! Boss! That office page just went squid on us! Throttled Melvo out cold and now she’s got me!!! You never said anything about metas in this place!!! *UGH! *UGH! *UGH!!!*”###

“The ectoplasmic field, when I put it up, it -wiggles-. It feels ticklish, like I’m walking in a jiggling suit of jello.”
-
“It’s a lot different seeing the stuff from the other side. I once dated a colleague who was a Lovercrafter, and she had her ectoplasmic field lingering on, sort of automatic standby. Oh, in bright light, it was invisible, but on the porch, in the evening, up close? I kept getting that out-of-the-corner-of-the-eye feeling of movement where it didn’t belong, and holding hands or embracing, I got this squirming feeling. If I hadn’t known about it beforehand, and that she wasn’t doing it intentionally, I might have lost my nerve and baled on her halfway through the date.”

“No, you’re not going to make me into a colony of alien worms because I ALREADY AM a colony of alien worms. Feel my tentacle wrath, you glorified intestinal parasite!”
“AIIIEEEE!!!”


OPAL BOA is a Class IV bio-aug package that promotes in the recipient the ability to generate multiple ectoplasmic appendages. Within seconds, a seemingly unarmed person can become the center of a miniature cyclone of phantom limbs lashing out.
Using the MODEST REBAR class-IV augment as a base, OPAL BOA lines the subcutaneous meshwork with psionically-conductive psilite composite threads. These act as linear generators for the ectoplasmic ‘fibers’ that make up the tentacles that can be projected from the arms or torso. The ectoplasm can also be accumulated into a body-conformal field that can be reinforced as body armor, or used as a large array ‘ear’ for sensing the environment around the person. Improvements to the nervous system, attendant as part of ectoplasmic control, anchor the person against psychic attacks and possessing entities.
OPAL BOA augments are typically special operatives serving espionage and internal security organizations in the GNE. Though not the most powerful of Class IV bio-augs, OPAL BOA’s combination of multiple actions, high protective values, and limited advantages in dealing with astral attacks, as well as the mental hardening attendant with the aug, made OPAL BOA well-recieved by allied security forces during the Minion War.

Powers/Abilities:
*Ecto-Tentacles(Major)---OPAL BOAists can generate ectoplasmic tentacles. These are translucent appendages that act as prehensile tails. In bright light the tentacles are virtually invisible(-1 to dodge) but in low light, dust clouds, or fog, the tentacles can be seen as glowing outlines. The tentacles aren’t dexterous enough to pick up and use firearms, but they can use melee weapons and pick up and throw objects.
-Can generate two tentacles per level of experience. Each pair adds +1 APM.
-Each tentacle has 25 MDC, effectively HALF the generator’s strength, and reach 6 ft +2 ft per level of experience(half in strong natural light).
-The ectoplasm can be ‘stiffened’ to form ectoplasmic blades that add +1d6 to a punch/tentacle strike
-Tentacles do full damage to astral beings and forms.
-Physical attacks(kicks, punches, crowbars, concussive blasts, etc.) do 25% normal damage to the ectoplasm
-Energy attacks do HALF damage to the ectoplasm.
-Psionic and magic attacks, such as psi-swords, do FALL damage to the ectoplasm
-If destroyed, it takes 1d4 hours to generate a new ecto-tentacle.

*Bio-Armor(Major)---The bio-mod can create a layer of shimmering ectoplasmic energy that serves as additional body armor. In a low light or where airborne dust outlines the ectoplasm, this can be confused with the magical spell Armor of the Bizarre.
+200 MDC+20 per level of experience
-Heat, Fire, and Cold do HALF damage against the ablative layers of ectoplasma.
-The bio-armor can form ectoweapons that add +1d6 SDC to punches and kicks.
-The bio-armor adds +1d4 to PS while up; it acts as a light exoskeleton
-Reduces thermal signature by 20%
-If depleted, cannot be fully regenerated for 24 hours. Half-value partial armor(80 MDC +5 per level of experience) can be created after 8 hours.

-Heightened Sense of Awareness(Minor)---The ectoplasm, even in a ‘stand down ‘ state, forms an invisible motion-sensitive field around the recipient. The field will be constantly reacting to stimuli around it, and will alert the person to possible dangers; +2 on initiative, +1 roll, +2 save vs Horror Factor, and gets Automatic Dodge.
The field, because of its ectoplasmic nature, will also react to the approach of astral phenomena and other psionic constructs.

-Extraordinary Physical Endurance(Minor)---The mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of an OPAL BOA aug is physically optimized. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Healing Factor---The ectoplasmic systems act as an amped up internal nanomedical system; ectoplasmic tendrils can be used to staunch and stitch open wounds and push out foreign bodies such as splinters, bullets, and even parasites. Heals at 1d4 SDC/HP per minute, or 2d4x10 HP/1d8 MDC per hour. Effectively equivalent to a Medical Doctor skill of 75%.

-Mind and Body Attunement---Handling the coordination of the ectotentacles and ectomass requires increased coordination, alertness, and reaction time. +1 APM, +2 on initiative, +4 save vs Horror Factor, +1 save vs poison and disease, +2 save vs possession.

-Phenomenal Balance---The ectoplasmic field and tentacles help steady and support the person; can fire a gun without penalty while rolling, hanging upside down, or leaping. +3 roll, +2 dodge. +20% to skills such as Gymnastics, Acrobatics, and Climbing.

-Hypnotic Brain Conditioning----Because of the sheer DANGER of an ectogenerator being suborned and turned against their own people, OPAL BOAists receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
Bio-armor: +200 MDC+20 per level of experience
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1 APM, +1 APM per pair of tentacles generated
+4 initiative
Automatic Dodge
+1 roll
+10 save vs Horror Factor
+5 save vs mind control
+4 save vs illusions
+2 vs all other psionic attacks
Impervious to Possession
+1 save vs poison and disease
Heals 1d4 SDC/HP per minute, or 2d4x10 HP/1d8 MDC per hour
Self-treatment equivalent to a Medical Doctor skill of 75%

Note:
It is rumored that one common ‘upgrade’ to OPAL BOA is the establishment of a symbiotic colony of Talo Mindworms in the recipient. Though Paladin Steel doesn’t publicize it, among their prize acquisitions during the (First) Shriving of Atlantis were viable breeding populations of several Atlantian/Splugorth symbiotic organisms. Several OPAL BOA operatives have been encountered exhibiting psionic abilities and showing signs of mindworm cohabitation, and some science analysts have speculated that part of the OPAL BOA aug is intended to make the host a more comfortable environment for the symbiotic psychic vermiforms, further increasing the reputation of these bio-augs as ‘wormians’.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PS/LSI-CGR-10 ‘Opticycle’ Personal Contragravity Vehicle
(aka ‘Go-Globe’, ‘Zenster’, ‘Mono-sphere’)

“With the hull HUD displays all on, I feel like I’m flying a giant glowing holiday tree ornament.”

“You got a transparent hovercycle, and you’re riding it wearing a transparent skinsuit. Just what are you thinking, girl?”
“Thinking of trying to catch the eye of a certain flying traffic cop.”

“It’s really really nice, setting the engine to neutral, and just floating along on the wind in a scenic place. Like riding in a soap bubble.”

“’Zen-cycle’ indeed! Unless you’re small-statured, getting seated in the CGR-twelve takes some contortion to fit in. Don’t stand up suddenly before you get the hatch open, or else you’re banging your head on the inside surface.”

“Skylane’s rather crowded today...think I’ll take the river route instead.

The PS/LSI-CGR-10 ‘Opticycle’ is a small single-seat contra-gravity vehicle, part of a collaboration between Paladin Steel and Three Galaxies trade partner Locke-Snye Industries. The new line would use components already in production by both companies, or readily available on the open market, the general configuration utilizing Paladin Steel’s DSD Deep Submergence Dome structures for the hull, fitted with an internal contra-gravity coil. The PS/LSI-CGR-10 was originally a proof-of-concept vehicle for larger vehicles in the proposed line, and used two of PS’s DSD-A small domes joined in a sphere, and fitted with a grav-cycle propulsion coil inside. However, early trials proved so successful(the technicians began taking the prototype out for joyrides) that PS and LSI decided to formally format the testbed as a production vehicle, in addition to the larger models.
The Opticycle is a small single-seat spheroid vehicle that can accommodate one normal-sized humanoid pilot. The Opticycle is multi-environment, able to operate underwater, and even in limited fashion in space.
Opticycles are proving popular as commuter and tourist vehicles, and occasionally as industrial inspection craft. The PS/LSI-CGR-10 is considered to be too slow and fragile to be an effective combatant in megadamage environments, though it can be fitted with light armaments for clearing obstacles and fending off wildlife. Despite this, or perhaps because of it, the Opticycle has become a favorite oddball ‘hotrod’ for many techno-wizards(echoing a similar affection for the spherical PS-GMR-C200 ‘Cavorite’ Gravi-Magnetic Resist Drive Multipurpose Light Transport Aircraft).

Type: PS/LSI-CGR-10 ‘Opticycle’
Class: Single-seat Contragravity Vehicle
Crew: One
MDC/Armor by Location:
Main Body 90
Height: 6 ft
Width: 6 ft
Length: 6 ft
Weight: 3,200 lbs
Cargo: Small space inside the sphere for a few personal possessions.
Powerplant: Battery-Electric(w/ 400 mile range), Nuclear Fusion(w/5 year energy life), and can add a dual-TW TK powerplant system and PPE Generators/Acculmulators(see Options)
Speed:(Flying) Hover to 180 MPH, 18,000 ft maximum altitude.
(Underwater) Fully amphibious, and capable of moving underwater at 20 MPH, down to depths of 1.8 miles.
(Space) CG systems can push the sphere through space at roughly 800 MPH.
Market Cost: 90,000+20,000 credits for electric(350 mile range), 500,000 credits for nuclear, +60,000 credits for supplemental TW TK powerplant.
Systems of Note:
*High-Power Headlights
*Depth Gauge
*Sonar---3 mile range
*Life Support---4 day supply

Weapons Systems: None standard(see Options).

Options:
*Manipulator Arms---Up to 6 external manipulator arms can be fitted to the hull of the OptiCycle. These arms are identical to standard bionic arms and can be fitted identical to cyborg tool arms. Each arm has 15 MDC and a P.S. of 10.
Cost: + 24,000 credits per arm.
In the alternative, tentacles, each with 20 MDC and a P.S. of 10, can be added, at a cost of 90,000 credits each.

*Insta-Polarization---Special elements sandwiched between the layers of megacrylic instantly darken to protect the pilot from being blinded by bright light. Cost: +3,000 credits

*Laser-Silvering---Added to Insta-Polarization, this enhancement turns the sphere mirror-reflective, protecting the rider from lasers, though the outer hull still takes HALF damage from the lasers.
Cost: +100,000 credits

*Headlight Laser(s)(1-4)---The OptiCycle can be fitted with small pulse lasers firing through selective frequency ‘windows’ in the hull.
a)*Mini-Lasers
Range: 1,000 ft
Damage: Variable damage: 3d6 SDC, 6d6 SDC, 1d6x10 SDC, or 3d6 MD per blast
Rate of Fire: EGCHH
Payload: 300 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits

b)*Lasers
Range: 2,000 ft
Damage: Variable settings; 1d6, 2d6, or 3d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 21,000 credits per gun

*Stun Gun(1)---An electrical zap-arc that works similar to a taser, but based on a design acquired from Japan, via PS’s limited trade with that island-nation. (Stats from Rifts: japan, pg. 124)
Range: 800 ft
Damage: Setting One: (Weak Stun--Children, elderly, pregnant women, disabled)1d6 SDC
Setting Two: (Light Stun--elderly, teenagers, weak adults, small to medium animals)2d5 SDC
Setting Three: (Moderate Stun---Adults)3d6 SDC
Setting Four: (Heavy Stun---Adults in superior condition, drug-addicts, PR-Borgs, augmented humans, large animals)6d6 SDC
Setting Five:(Super-Shock---superhumans, augments, partial conversion Borgs, monsters) 1d6 MD
Stun Damage: On _correct_ setting, adults must save at 14 or higher(children and animals save at 18 or higher) or be -9 on initiative, -7 to strike/parry/dodge/roll, reduce speed/melee actions/and skill performance by HALF for 2d4 melee rounds. Additional strikes are cumulative. A successful save means the target takes damage, and loses 1 APM, but is otherwise fine.
Cumulative 15% chance per subsequent stun blast that the target will be knocked unconscious for 1d4 minutes.
Penalties: If setting is too low, the target can more easily shrug off the effects. Targets are +4 to save per each level that the blast is too low.
If setting is too high, target is +15% to lose consciousness .
Ineffective against EBA, robots, full conversion Borgs, vampires, androids, and the more powerful creatures of magic.
PR Borgs, Juicers , and Crazies are only really susceptible to Settings 4 and 5, and are +1 to save
FC Borgs are only affected by Setting 5, and are +4 to save, penalties and duration are HALF.
Young supernatural beings and lesser demons can be affected by Setting 5, but are +3 to save.
Rate of Fire: ECHH
Payload: 400 shot battery conventionally powered models(Recharges 20 shots per hour). Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits

*Electromagnetic Vortex Launcher(1)
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, 1d4 MD
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 250 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Rate of Fire: ECHH
Payload: 300 shot battery conventionally powered models.Effectively Unlimited linked to the hovercraft’s powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

*Sonic Stunner(1)
Range: 250 ft, 10 ft area.
Damage: 1 SDC, plus save vs non-lethal poison or be -7 to initiative, -6 to strike/parry/dodge, reduce Speed by 25% for 1d6 melees.
Rate of Fire: ECHH
Payload: 500 shot battery conventionally powered models. Effectively Unlimited linked to the hovercraft’s powerplant.

* Sonic Cannon(1)
Range: 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload:100 shot battery conventionally powered models. Effectively Unlimited linked to the hovercraft’s powerplant. 30-shot E-clip(1 MDC shot equals 10 SDC shots), 50 shots from a long E-clip
Cost: 80,0000 credits


*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. In the case of the OPtiCycle, the hull fills wth air-permeable crash foam. 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

*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 vehicle-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, 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.
This is a favorite option of OptiCycle owners who want to just float in the air and admire the scenery.
Cost: 7,000 credits for the ‘dumb’ version, 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.

*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation: Land, Automotive Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program theiir cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 500,000 credits

*Electrolytic Oxygen Generator---Most high-tech ‘everlast’ systems are reliant on a sort of high-tech ‘furnace’ that uses electrical energy to crack sea water for hydrogen and oxygen. This has the advantage of producing both oxygen for breathing, and hydrogen for energy, but requires a reliable source of energy to produce the large amounts of power needed. Another advantage is that since oxygen is already a part of the H2O molecule, the system isn’t dependent on variables of dissolved oxygen...as long as there’s power, the hardware can separate the gases. Just make sure one has enough inert and supplementary gases to ‘cut’ the pure oxygen and make it breathable.
PS sells Electrolytic Oxygen Generators(power source not included) for 5,000 credits per man-capacity(ability to produce enough breathable oxygen to keep one average-sized humanoid alive). A standard E-clip can keep a one-man unit going for 2 hours.

*Gill Systems---This uses special gas-permeable materials and circulating fluids in imitation of biological gills to filter available dissolved oxygen out of the water. The external mechanism usually takes the form of large sheaves or walls of thick ‘film’ or ‘fabric’ sandwich with innumerable capillaries of circulating fluid inside, picking up oxygen as water passes over the large surfaces. Gill Systems are very high-end technology, but have the advantages of being low energy, very quiet, environmentally safe, and low cost in the long run. On the minus side, they are high start-up cost, require large surface areas for large crews, are susceptible to pollutants that may damage or clog the gills(Kittani Gill-Kill submarine munitions are particularly useful against them) , and are reliant on there being large amounts of dissolved oxygen in the water; not always present at great depths.
PS produces its own Gill Systems with an efficiency rate of 1 man-capacity per 10 square yards of surface area(can draw/filter enough oxygen under normal conditions to keep
one average-sized humanoid alive under normal levels of physical activity, through a gill with 10 square yards of surface area) for 9,000 credits per man-capacity. However, one should buy more footage units than the minimum necessary to compensate for increased physical activity, surplus atmosphere, and low oxygen ratio in the water(at extreme depths, ocean water has very low levels of recoverable dissolved oxygen, as opposed to surface layers).


TechnoWizardry Options:
*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

*Impervious to Ocean Depths----38 PPE per hour. Cost: 400,000 credits

*Communicate with Sea Creature---100 ft range. 5 PPE for 10 minutes. Cost: 60,000 credits.

**TW TK Flyer System---Can fly/float indefinitely on a ley line. Cost: 60,000 credits

*(Boosted) Ley Line Flier---Accelerates the aircraft 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

*Acoustic Muffling---Mounted around each engine, this system cuts any noise, while still allowing the crew to communicate with other aircraft via radio(though optical semaphore is often used for line-of-sight communication); lasts 5 minutes per 12 PPE/24 ISP. Cost: 180,000 credits

*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. Cost: 1.4 million credits

Variants:
*PS/LSI-CGUA/UV-10---(aka ‘Big Eyeball’)Aerial/underwater drone version, outfitted with panoramic cameras to give a full 360-degree field of vision. It can be remotely piloted or fitted with an onboard drone AI.

*PS/LSI-CGR-10(TW)----TW version, with the following:
-Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
-Leyline AutoDrive---Essentially goes on autopilot when on a leyline, cruising at about 40 MPH.
Cost: +125,000 credits
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

A Reminder to Our Customers:
Paladin Steel Offices will be closed in observance of our obscure holiday schedule.
However, Emergency Services Hotlines WILL be still available for your crisis situations, and our Stocking Stuffer Outlets will continue operation 24/7.
Have a safe and happy holiday. :D :angel: :heart:
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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