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Unread postPosted: Sat Dec 24, 2016 9:58 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Hey, I'd like to give a warm holiday greetings and wishes to everybody who's stopped by here, been a faithful helper, constructive critic, loyal fan, honorable opposition, customer/player, or just friendly visitor.
A big shout-out to you all, including(bit not limited to: Abtex, wildfire142, Glitterboy2098, 89er, kronos, DhAkael, Sharkforce, Veritas476. StoneGargoyle, and so many others. You are all incredible. Best holiday wishes to you all. 8)

Have a 500,000 credit gift certificate* good towards Paladin Steel products, good until 1/30/ 2017. :bandit:

*Not redeemable in the real world. Sorry, if that were the case I'd be buying the U.S. government. :mrgreen:

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

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


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Unread postPosted: Wed Dec 28, 2016 8:16 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
PS ‘Scorcha’ TW Hellfire Pistol

“Suck on this, succubitch.”
-Corporal Menessa Klovitch, taking down an Infernal assassin in a leisure center outside Burlington, GNE.

“Handy bit of advice: if you take the Mystic Marksmanship enhancement, put in extra time at the range to get your shooting down pat. I know it seems contrary, but it’s very easy to start relying on the aug as a crutch, and your normal skills, if any, will suffer as a result. And a lot of Infernals are happy about throwing around spells that disrupt concentration, and magic... NOT what you want to have throwing you off when you’re in a high-pitched firefight with something that wants to eat your soul.
---Carla Midnight, Gunfighter

The ‘Scorcha’ is part of an effort to quickly deploy anti-Infermal weaponry into the field. Using an existing modification kit to the Quadamental TW Rifle, PS engineers fitted the basic mystic components into an automatic pistol frame. Later models added a red chrome finish and options. The weapon comes standard with a PPE accumulator clip, but can also accept other PPE clips through a built-in adaptor fitting. Though still rather highly priced, especially compared to coventional firearms, because of its effect against Infernals, the Scorcha is becoming very popular with operatives opposing the Minion War incursions.
Weight: 3 lbs.
MDC: 45
Range: 480 ft
Damage:(Spell)Hellfire--- Projects a fireball that does 2d6 MD to mundane beings and Elementals, but does 1d6x10 MD to demons, Deevils, Mummies, Immortals, and Scarecrows. Even Infernals normally resistant/impervious to Fire will take HALF damage from this attack.
Rate of Fire: ECHH for the duration of the activated spell
Payload: 33 PPE for 8 melee rounds(2 minutes) of attacks.
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
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*LED PPE Counter(keeps track of available power)
*Mounting rails along the top and under the barrel for fitting with a scope, laser sight, or PPE illuminator.
*Butt-socket; can be fitted with a shoulder stock
*Lanyard Ring---The pistol butt has a small mounting ring for an attachment cord, so the weapon isn’t dropped or lost
Cost: 349,000 credits
Options:
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

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

*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

*Barrel-Booster---Adds a longer barrel (+2 inches to the weapon’s overall length) containing various spell-booster elements that increase the range of the fired spells by 25%.
Cost: 40,000 credits

*Carbine Conversion Kit---This attaches a rifle butt for steadier shooting(+1 on aimed shots) and a 1.2 ft barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots. Cost: 75,000 credits.

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

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


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Unread postPosted: Fri Dec 30, 2016 8:15 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Paladin Steel ‘Blatgun’ TW Rifle

“This is my one-man comedy routine and army!”

“Yah know, for the cost of that ugly plastic thing, I can get a fully functional boomgun and ammo, with WAY better range and damage.”
“Yeah, but with this thing I get invited to some INCREDIBLE parties...and get paid for it too!”

“I’m a clown for the kids, a killer for the adults.”
---Anonymous Contract Security operative and Blatgunner.

“Even if any of those demons survive the rest of the battle, I don’t think they’ll ever live down being defeated like they just were. I think either their comrades will kill them or they’ll kill themselves in humiliation.”

The ‘Blatgun’ is the TW ‘Fungun’s’ bigger brother, and is essentially a magazine-fed double-barreled techno-wizardry shotgun(some would say it looks like something the pre-Rifts ‘Nerf’ company would put out) configured to fire Ludicrous Mage spells. In many ways, the ‘Blatgun’ seems inspired by the Italian Vilar-Perosa M15 submachine gun, an early, and eccentric, attempt to create a rapid-fire gun, which consisted of two rapid-fire guns attached side-by-side and fed from top-mounted magazines. The ‘Blatgun’ resembles a double-barreled shotgun, but with two revolver-style magazines mounted ‘saddle-style’ ahead of the trigger. Each cylinder holds seven spell-slots(similar to the ‘Raging Looney Fungun’), allowing for a possible fourteen different spells to be carried, though there is some duplication between the two cylinders. The reason for this is to allow for simultaneous double-blasts of the same spell. The ‘Blatgun’ shares many of the same spells as the ‘FunGun’, but the long barrels of the rifle contain focusing elements that allow for greater range to be applied to the spells. Power is provided to both barrels by a common ‘Regenerator’ powerstone concealed in the rifle stock.
Magic Punching Gloves is mounted in BOTH cylinders, for a ‘one-two punch’. This spell has been modified for greater than average range, but the effect is the same; two comical punching gloves spring from the gun’s barrels to punch out somebody at a distance. Good for close-quarters defense.
Rubber Chickens is similarly doubled up, with the ability to shoot ‘chicken bursts’.
Plunger Gun is yet another spell that is ‘doubled up’, allowing for double-trouble plunger-popping on a target.
Dummy Grenade(Greater) has been modified for greater range. Bringing to mind PS’s TW ‘dum-dum’ rounds, this spell fires a grenade-looking object(expands to full size once it clears the barrel) that explodes in a shower of dandruff-like flakes, ‘snowing’ whoever is caught in the radius of effect and rendering them dumber.
Subatomic Wedgie is a humiliating and painfully distracting spell that has the advantage of working through armor.
Fireworks is a spectacular disrupting spell; bright and loud.
Paint Ball is a good way of marking targets for later humiliation.
Banana Peels is a hinderance spell, effectively creating a ‘zone of denial’ to anybody trying to cross it on foot or in a traction/ground contact vehicle.
Pies is another classic brought over from the ‘Raging Looney’ FunGun, and can be considered a ‘multioption’, because the weapon allows for a variety of different pie-types to be selected and projected.
Trapdoor is another hinderance spell, that creates an invisible and long-duration pitfall that can be used to hinder personnel, vehicles, and even giant robots.

The Blatgun is almost always rendered in bright(almost luridly so) cheery plastic colors, and typically ends up decorated with stickers depicting lightning bolts, punching gloves, hand gestures, and slogans. The weapon looks deceptively toy-like and may even pass as one in outdimension societies that can’t sense its magic nature.

The major complaint about the Blatgun, aside from its steep price(it’s in the million+ credit range; some say it’s cheaper to buy a suit of power armor and paint it day-glo pink), is that its very large array of options can prove distracting to an inexperienced user. An operator must think fast to select the appropriate mode-response, and an amateur can quickly be overwhelmed while trying to make up their minds. However, veteran LMs and Crazies claim that a good and proper comedian is fast on their feet and quick of wit, so practice with the Blatgun quickly weeds out the real talents from the no-talents.

The Blatgun is one of the more expensive Ludicrous Mage-inspired TW creations, but those who have them have expressed no regrets about the monetary cost. Oddly enough, peacekeeping forces (including PS Contract Security mercenaries) find them economical weapons for policing conflict zones, since the Blatguns can be both ‘nice’ when civilian casaulties are to be avoided, and ‘nasty’ if insurgents become emboldened by the seemingly harmless nature of the weapons.

Weight: 9 lbs
MDC: 50
Range: -*denotes a spell mounted in BOTH cylinders
(*Magic Punching Gloves) 30 ft
(*Rubber Chickens) 600 ft
(*Plunger Gun) 1,600 ft
(Dummy Grenade-Greater)1,200 ft
(Subatomic Wedgie)-600 feet
(Fireworks)-600 ft
(Anvil Drop)-600 ft
-(Paint Ball) -500 ft
-(Banana Peels) -600 ft
-(Pies) -180 ft
-Trap Door -400 feet (120 m) 30 foot (9.1 m) radius; line of sight

-DOUBLE ranges when on a ley line or nexus point.

Damage:
(*Magic Punching Gloves) 2d6 MD single strike
(*Rubber Chickens) 3d6 SDC/MD per shot for 12 melee rounds
(*Plunger Gun)(12 gauge) 3d6 SDC. The plungers also stick, forcing the victim to remove them or suffer half attacks and combat bonuses due to the distraction, and the plungers constantly getting in the way, catching on things, etc. until removed(takes 1 APM to remove each one) or the spell lapses(10 minutes).

(Dummy Grenade-Greater)No damage, but the victim must save versus magic or be rendered an imbecile with an IQ decline of -10...Victim is easily disoriented, forgetful, can’t figure out how to work things, and can hardly understand anything(-30% to skills, lose initiative, NO combat bonuses, and only 2 APMs). Advise removal of loaded weapons and armed explosives from victim’s possession. A successful save versus magic mean that the victim is only stunned by the concussion, like a rubber bullet; no lasting mental effects, but loses initiative and is -1 to strike parry, and dodge for a melee. Duration: 6 melee rounds. 10 feet blast radius.

(Subatomic Wedgie)---Victims must save versus magic or they will be -3 to strike, parry, dodge and initiative for a full melee, while pilots of power armor and robots will be -1 to strike, parry, dodge, and initiative and -10% to piloting.

(Fireworks)Not a single spell per say, but a bundled combination of Blinding Flash, Thunderclap, and Globe of Daylight. It does no damage, but fills a 10-ft area with constant flashing lights and thundering-shrieking-whistling concussive booms like a miniature fireworks display that lasts up to 3 minutes. The constant barrage effectively blinds and deafens anybody caught in the area of effect, rendering them, if they do not make a saving throw versus magic, -10 to strike, parry, and dodge, with a 50% chance of stumbling and falling for every 10 ft they travel. Those in 30 ft radius of the aiming point must also make a saving throw versus Horror Factor of 8(9 for those with acute hearing) or be startled by the thundering blasts and shrill whistles. This can be particularly frightening in close quarters and underground in dark surroundings. As it is based on a Globe of Daylight spell, beings sensitive to sunlight will be warded off in a 96 ft radius. Great for parties and distractions.

(Anvil Drop) Dodge on an 18 or better or be knocked out for 3d4 minutes. Also suffer a Humor Factor of 18 for being anviled.

(Paint Ball) 1 pt of damage(SDC or MDC depending on target) per single paint ball, and 1d4 MD for a burst of five. Each shot covers a 5 ft area, and the paint remains indelible for 30 minutes.

(Banana Peels) Covers an area of roughly 60 ft in slipperiness; those attempting to cross it on foot, or even kick, must roll under their P.P. or fall. Only those with a P.P. of 16 or better can run across it, albeit at HALF speed.

(Pies)(Cream)---No damage, but targeted at face or sensors, blinds for 1 melee round(-4 to strike, parry, and dodge)
(Banana Cream)---None, but coats the target in slippery slimey banana cream, with a 20% chance of losingtheir grip on a handheld weapon, and 30% chance of losing their footing(fall down, lose initiative and 2 APMs, and take 1d6 SDC from the fall). Lasts 1d4+2 melee rounds.
(Blueberry) 1d4 SDC or 1 MD, and paints the target bright blue for 8d6 minutes.
(Cement)---Effectively a slug round that does 2d6 SDC or 1d6 MD upon impact
(Cherry)---1d6 SDC or 1d4 MD, and paints the target bright red for all to see(+20% to Track by the sweet smell alone), for 32+1d6 minutes.
(Lemon Meringue)---Acidic meringue that does 4d6+16 SDC/ MD per melee for 2 melees.
(Gas) Explodes into a cloud of dense smoke roughly 30 ft in all dimensions, and persisting for 8 minutes. Those caught in the cloud will be -4 to all combat maneuvers.

(Trapdoor) Creates an invisible hole 30 ft in radius and 20 feet (6 m) deep and does 1D6 damage despite the constitution of the victim (M.D.C. or S.D.C.), must climb up 20 ft to get out of the hole then roll under their P.P. or fall back into the hole from the top. Lasts 4 weeks, so the trap can set in advance.

Rate of Fire: ECHH
Payload:
(*Magic Punching Gloves)10 PPE per shot
(*Rubber Chickens)10 PPE per 30 shots
(*Plunger Gun)11 PPE per shot
(Dummy Grenade-Greater)10 PPE per shot
(Subatomic Wedgie)10 PPE per shot
(Fireworks) 3 PPE per shot
(Anvil Drop) 8 PPE per shot
(Paint Ball) 10 PPE per 65 shots, or 10 minutes; activation time(paint lasts 30 minutes).
(Banana Peels) 13 PPE per 18 minutes
(Pies) One per activation
(Cream) 1 PPE
(Banana Cream)2 PPE
(Blueberry)2 PPE
(Cement)3 PPE
(Cherry)3 PPE
(Lemon Meringue)10 PPE
(Gas)4 PPE
(Trapdoor) 33 PPE per activation; lasts 4 weeks.

PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The device accepts PPE clips or the user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Top Sighting Rail
*Underbarrel Attachment Point---Accepts flashlights, sprayers, bayonets, and laser spots.
*LED PPE Counter
*Folding Bipod
Cost: 1.4 million credits
Options:
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

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

*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

*Bigger Guns Enhancement---This makes the gun suddenly look like a cannon, or a handheld gatling gun, Horror Factor 18, to anybody seeing it within 130 ft. Duration is 4 minutes at a cost of 8 PPE. Cost: 20,000 credits

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

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


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Unread postPosted: Sat Dec 31, 2016 8:40 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
TW ‘Liberator’ TW Pistol
(aka ‘Thrall-Buster’)

With a screech that faded to a choked gasp, the last of the possessed joyers collapsed to the street, white ash-powder misting from her mouth and nose, her weapon clattering to the ground.
One of the only two people left still standing in the street looked chagrined at his companion.

“Okay, okay, I take it back; I thought you were crazy for carrying such a specialist weapon in this neighborhood on the slim and remote chance that it might prove useful. I really didn’t think we were going to encounter anything like that bastard and his mind-controlled minions. I’m glad that your forethought kept us from having to massacre a bunch of innocent people whose only crime was being convenient cannonfodder for an outright monster. Now quit looking smug and help me secure the area so the EMTs can work safely!”

The ‘Liberator’ is a specialized TW sidearm that resembles a large double-barreled over-and-under sawed-off shotgun with a regular revolver cylinder mated to the lower barrel. In reality, the upper barrel is a TW sighting scope, and the lower barrel a spell projector. A wide-angle viewscope flares out at the back, allowing for easy viewing through the scope. The weapon can be powered by a ‘regenerator’ PPE clip, and can accept other PPE batteries through an adaptor.
The Liberator is designed to detect and break mindcontrol and possession in individuals. The scope is designed with this in mind, with a combination of technological and mystic means of spotting the presence of malign influences. See Aura can help detect aberrations in a person’s biofield, indicating possible alien influences.
If a possessing entity or other malign influence is detected, the Liberator’s user then has a variety of options to neutralize the problem.
-Banish---Modified spell. Used to repel possessing entities.
-Wither Plants---A modified version of this spell, it has been altered to include certain strains of fungi as well. Some alien plant and fungus species are known to have mind-altering effects, or be neurological parasites used in controling sentient beings. Using this spell neutralizes such effects.
-Thrall-Breaker---This specialist spell breaks magic mind control.
-Magic Net is used as a last humane resort to attempt to safely contain possessed or controlled individuals so that other means can be used to subdue them.

Liberator Pistols tend to be acquired by security specialists on the lookout for supernatural assassins and other threats, though some have been bought by Horror-Hunters. The only real complaint about the weapons is the lack of an integral backup mode; if the target proves resistant or immune to any banishment/containment measures dispensed by the Liberator, the holder better have another weapon immediately at hand(or IN hand).

Weight: 4.6 lbs
MDC: 25
Range:
(Banish)100 ft
(Wither Plants) 60 ft and affects a 10 ft area
(Thrall-Breaker) 80 ft
(Magic Net ) 60 ft
Damage:
(Banish) Supernatural creatures so targeted save versus the magic or they will be forced to flee the immediate(600 ft radius) area for at least 2 weeks. Only affects one lesser supernatural creature/entity per shot.

(Wither Plants) Causes plants and fungal infestations in the area of effect to wither and die within 1d4 minutes. Trees and shrubs take 1d6x10 SDC, and tree/plant Elementals take 1d4x10 MD. Most plant-based ‘implants’ immediately die upon being hit by this spell, though symbiotes get a saving throw.

(Thrall-Breaker) Permanently negates mind-control spells such as Dominate, Influence the Beast, Summon & Control spells, and vampires’ controlling bite.
Thrall Breaker can also be used to disrupt VOLUNTARY linkages, such as those between a mage and his familiar(s), witches’ pacts, and summoner links. In such cases, the target gets to save versus the spell. On a successful save, the link remains undisturbed. On a failure, the link is temporarily severed for thirty minutes before the target can reestablish the link. For those unfamiliar with the spell, the severing can be terrifying and debilitating, leaving them confused and adrift without the comforting link to bolster their power or perceptions(those with familiars will be intensely worried about the fate of their mystic companions). During the period of disruption, the cutoff minion’s available PPE will be HALVED, and they will be -1 to initiative, spell strength, strike, dodge, and parry, and will be -20% to skill rolls as a result of the linkage severing and their own anxiety. Familiar links will be cut, the mage unable to remotely command or see through the senses of the Familiar, while the Familiar will be similarly confused and anxious, even if they have a clear line of sight on their mage-master.
Thrall Breaker can also be used against Possessing Entities, in which case the possessing entity gets a save versus the spell. If successful, the entity remains in control of the victim. On a failure, the entity is banished from the victim, same as an exorcism. However, Thrall Breaker can only be used ONCE on a particular possessed victim.
Note that Thrall-Breaker will NOT work on linkages with unliving objects, such as animated skeletons, zombies, mummies, or Rune Weapons.

(Magic Net )Holds with supernatural power; only MD weapons or spells can cut free of it, and even then take 2 melees to get free.

Rate of Fire:
(Banish) ECHH
(Wither Plants) ECHH
(Thrall-Breaker) ECHH
(Magic Net ) ECHH
Payload:
(Banish) 33 PPE
(Wither Plants) 5 PPE
(Thrall-Breaker) 10 PPE
(Magic Net )4 PPE for 14 melee rounds.
Special Features:
*See Aura TW Scope---100 ft range
Cost: 546,500 credits
Options:
*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

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

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


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Unread postPosted: Sun Jan 01, 2017 8:47 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
*PERIWINKLE VAMBRACE Smallkin Power-Up Bio-Mod

“OH FLAMING ####! GROUND SQUIRRELS WITH INSTANT POWER ARMOR???!!!! WHAT IS -WRONG- WITH YOU GEENER BASTARDS????!!! CAN’T YOU JUST LEAVE US HONEST BANDITS THE #### ALONE!!!!????”

“....little bastard went armor-mode and body-checked me right in the ‘nadgers.....feels like I got hit with a cannonball down there...tell’meh, doc, have I got anything left?”

PERWINKLE VAMBRACE is a ‘downsized’ version of TEAL GUARDIAN, and is meant for bio-modding Smallkin supersoldiers. The introduction of a Class IV bio-mod available to Smallkin has gone very far to cement the loyalties of the Smallkin nations to Greater New England and their Alliance.
Because of the smaller size of the recipients, PERIWINKLE VAMBRACE augs generally have 50-75% less durability and speed than their larger TEAL GUARDIAN brethren, but typically the Smallkin make up for this by being smaller and more agile(and harder to hit).
PERIWINKLE VAMBRACE has proven a MOST startling and effective bio-mod when that bunch of cute fuzzy squirrels roaming across your lawn suddenly ‘morph into power-armored mini-titans already inside your defense perimeter.

Powers/Abilities:
-Bio-Armor(Major)---This is articulated armor plating that can be materialized out of phase-space around the bio-moddie and anchored by phase-space links to the wearer(NO prowl or movement penalties). It is NON-environmental, so operatives facing toxic or contagious situations should wear some sort of environmental protection(the bio-armor fits over clothing, including light to medium EBA). While standardized styling common to PS/GNE armors is available, PS has taken a cue from the Cyberknights and allows operatives to customize the appearance of their bio-armor, encouraging the ‘superhero’ theme of these agents(this can look pretty funny on a squirrel or woodchuck).
*50 MDC +5 per level of experience
*Increase weight by 30%
*If completely depleted, regenerates completely after 24 hours. Partial armor(80 MDC +5 per level of experience) can be generated after 8 hours.
*Resistant to Heat, Fire, and Cold(including those created by magic and psionics) -Does HALF damage. Heat signature is 20% lower than normal.
*+1d4 to P.S.
* +1d4 SDC to hand to hand damage.

-Flight: Wingless(Minor)---An integral contra-gravity flight system controlled by thought.
*Speed is 200 MPH +20 MPH per level of experience, no altitude limit(limited only by environmental concerns).
*+1 APM
*+2 strike
*+2 parry
*+4 dodge when hovering or flying under 80 MPH
*+6 dodge when flying at 90 MPH or greater
*+4 to damage for every 20 MPH of speed
*+40 SDC

-Extraordinary Physical Endurance(Minor)---The TEAL GUARDIAN/PERIWINKLE VAMBRACE augment more than qualifies for its Class 4 rating with this alone. The energy field creating the A-G field and holding the body armor in place also serves to intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor, effectively making the bio-mod recipient a megadamage being.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 1d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of a TEAL GUARDIAN/PERIWINKLE VAMBRACE aug is physically optimized; increased charisma and glowing good health adding to the image of heroism. +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.

-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. Increase P.P. to a minimum of 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

-Mental Conditioning---Because of the potential threat of a TEAL GUARDIAN/PERIWINKLE VAMBRACE being turned on his or her allies, the bio-mods get special conditioning against mind control and torture. +5 save versus mind control, +4 save versus illusions and horror factor, +2 save versus psionic attack, and is impervious to possession.

Total bonuses:
+40 SDC+4d6 SDC
+2d6 Hit Points
Effectively becomes a megadamage being with 1d4x10 MD +2d4 per level of experience. +40+6d6 MDC (from above SDC/HP conversion)
+2 APM
+4 on initiative
Automatic dodge
+4 dodge when hovering or flying under 80 MPH
*+6 dodge when flying at 80 MPH or greater
Increase P.P. to 22
+1d6+5 P.E. +1d4 P.E.
Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1d6 to P.S(+1d4 to P.S. when armored up)., plus it is considered to be Extraordinary.
+8 save versus Horror Factor
+1 save versus poison and disease
+5 save versus mind control
+4 save versus illusions
+2 save versus psionic attack
Impervious to possession
+2 save versus possession
W.P. Paired Weapons
+5% to physical skills requiring physical dexterity. The character is also ambidextrous.

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

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


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Unread postPosted: Mon Jan 02, 2017 8:17 pm
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel Mystic-Class Sail Frigate
“You can’t really claim to be a proper seaman until you can travel the ocean by wind and wave, and learn of its moods without forcing it. Listening to the life of the waters and the air, and tasting their temperment. Take away electrical power and sensors, and you can still navigate and travel.
Not that I would want to do without those modern conveniences, or the comforts of heated cabins, or the protection of modern weapons systems. but I feel better for having the ability and means to know the sea and harmonize with it, without insulting it with my arrogance and igorance, if I have to.”
---Captain Sverin Vries, NCRCGS Joshua Norton

“You’d be surprised at how many pirates and slavers we surprise just by coasting on a full head of sail....they either ignore us until te last minute when we come up on them, or theythink they can just steam right up to us and take us down...then we drop the hammer on them when the sideboards come down and the cannons zero in.”
---Midshipman Yarri Amoth, GNECGS Letha Cirnan

“Another oceanic anomaly that would have left us powerless and helpless, if not for our Sailng Master and our two weather mages. Third anomaly this trip, and they were equidistant from each other. That can’t be a coincidence....”
---Doctor Tylor Frankensen, GNE CoE Oceanographic Survey Vessel Elizabeth Gosnald

“...I am incredibly shocked and astonished, Meister Rodard; I have NEVER considered or seen an anchor and chain, still attached to a ship, wielded telekinetically as a giant whip and bludgeon. A most EFFCTIVE whip and bludgeon, masterfully used on that giant squid.”
“Thank you, Captain! I must admit I got the idea from a pre-Rifts cartoon.”

The Mystic-class Frigates seem almost like an unworkable step backwards in nautical design, throwbacks to the interim designs between pure sail ships and ironclads, but Paladin Steel devised the vessels to meet the possibility of cross-dimensional nautical exploration, as well as covert reconnaissance on Earth’s own oceans. The Mystic class are based loosely on the design of the pre-Rifts United States Coast Guard Training Barque ‘Eagle’, but have also been strongly influenced by observations of the Kingdom of Kingston’s ‘Stormjammer’ Frigates, and by historical records of pre-ironclad warships.
The result is a modern megadamage techno-wizardry enhanced sail-and-hydrojet-powered Yankee Clipper. These vessels have the clean, sharp-prowed lines of windjammers, with full rigging, but modern hull materials, cutting edge sensors, and modern weaponry.
The large sail rigging is insurance against failure of the ship’s main electrical systems(an infrequent but still unwelcome occurance due to some extra-dimensional phenomenon). Modern megadamage materials make for lighter, more durable masts, while extensive automation and rigging allow the sails to be easily managed with a handful of crew. A modern marine hydro- impeller system powered by a fusion microbottle system, however, provides powered propulsion when speed and directed thrust is a necessity.
Weaponry is thoroughly modern, well-suited for a variety of mission circumstances. The Mystics, however, lack any sort of real missile armament, aside from what handheld launchers may be deployed by the deck crew.
The biggest complaint is that the large barque rigging complement tends to get in the way of the vessels’ main armament, sorely limiting the sort of firepower the Mystics can bring to bear, for vessels of their size and displacement. Even with the ‘origami masting’, as it has been nicknamed, the compromises needed to fit both masts and modern armaments haven’t been 100% successful in maximizing both. The incorporation of TW systems compensates for these shortcomings somewhat, but those from wholly sail-dependent navies or, at the other extreme, modern propulsion navies, aren’t entirely pleased with the Mystics’ ‘neither fish nor fowl’ arrangements and the mechanical contortions necessary.
The GNEN maintains a number of Mystics as coastal patrol vessels and Coast Guard cutters, rather than front-line combatant units. Mystics are also commonly deployed with Corps of Exploration units, oceanographic and mapping missions, and Naval Irregular forces . Several have also been sold to affiliates of the GNE.

Type: PS-Fg-7(TW) Mystic
Class: Frigate
Crew: 300
MDC/Armor by Location:
Main Body 1,800
Bridge 700
Masts(3) 300 each
8-inch Gun Mounts(4) 300 each
5-inch Gun Turrets(2) 250 each
Trainable Torpedo Launchers(2) 100 each
Height: Mast Height 45 ft
Draft: 19 ft
Width: 48 ft
Length: 342 ft
Weight: 4,860 tons
Cargo: 500 tons
Powerplant: Nuclear Fusion w/15 year energy life and TW back-up
Speed:(Props) 36 knts
(Sail) 18 knts
Market Cost: 23 million credits
Systems of Note:
Standard Ship Systems, plus:
*Robot-equivalent Life Support and Environmental Sealing
*Radar----80 mile range
*Sonar----80 mile range
*Variable Depth Sonar---A small, retractable ‘fish’ that can be reeled out to 100 ft to peer under thermoclines and provide better acoustic coverage of the sea area. This improves sonar sensitivity by a +15% to Read Sensory Instrument rolls.

*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---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. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). 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.
Effective Range: 4,000 ft radius of detection.

*Hull Degausser---A necessary part of the ship’s antimine and anti-torpedo defenses is its ability to bleed off electromagnetic charge, reducing its magnetic signature, and reducing its trigger-threshold to magnetically-armed mines and torpedoes.

*Desalination System---The ship can make its own fresh water from salt water, up to 100 gallons a day

*Telescoping Masts----The Mystics’ masts can be erected or taken down in as little as 3 minutes, thanks to extensive automation.

*Lifeboats---The Mystics sport twelve 20-man heavy lifeboats(250 MDC each, 20mph electric motors), and inflatable rafts (30-150 MDC each) for 120% of crew complement.

Weapons Systems:
1) 8-inch guns(4 single mounts, two amidships forward, and two amidships aft)---These howitzers are modernized weapons using lightweight megadamage materials, and advanced mountings--but they can still lob a 260-lb shell at a good velocity. Their arc of fire is limited, however, with a 60-degree arc of fire to one side of the ship.
Range: 8,000 yards (24,000 ft)
Damage: (High Explosive) 4d6x10 MD to 50 ft blast radius
Other types of ammunition, including depth charge rounds and Eldrencher shells, are also available.
Rate of Fire: Once per melee
Payload: Typically carries about 250 rounds in cargo.

2) Heavy Naval Laser Cannon (8, 4 each side)---Modified for blue-green frequencies. Their arc of fire is limited, however, with an 80-degree arc of fire to one side of the ship.
Range: 2 miles
Damage:1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: 120 shot battery. Effectively unlimited if attached to a nuclear powerplant.

3) 5-inch guns(2, single-mounts, one forward, one aft). Each weapon has a 270-degree arc of fire.
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 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:Single shot feed, and typically carries 360 rds in cargo

4) Twin-40mm Autocannon(2x2)----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 per gun

5) Rapid-Fire Chain Guns(2, single-mounts, one forward, one aft). Each weapon has a 270-degree arc of fire.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: EGCHH or 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

6) Medium Torpedo Launchers(3; 1 twin-tube array under the waterline, 2 single-tube trainable deck launchers). These are primarily used to deal with underwater threats.
Range: 17 miles
Damage: (High Explosive) 3d6x10 MD to 15 ft blast radius
(Plasma) 4d6x10 MD to 25 ft blast radius
Rate of Fire: Volleys of 1-2
Payload: Total of 18 torpedoes carried

7) Machine Gun Mounts(4-6)---The Mystic’s decks have provision for pintle-mounting several machine guns, usually 7.62mm caliber. The manually-powered RtG-02 ‘Bulldog’ 7.62mm Gatling Gun is a favorite backup weapon, when anti-technology conditions or magic are expected to be faced in the field.


Magic Systems:
*PPE Generators(3)----(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
*Multiplexors(2)
- Summon Fog--- 60 mile range. 6 mile area, 6 hour duration, 70 PPE. Perfect for sneaking away or sneaking up.
- Summon & Control Storm---10 mile range, 6 hour duration, 150 PPE. Effective for disrupting water traffic, covering a retreat, or trapping enemy vessels(especially sailing vessels).
- Calm Waters---10 mile radius, 10 hour duration, 150 PPE. Often used to ride out storms.
-Water Seal---In addition to compartmentalization, the ships have been fitted with a magic damage control system. PPE Cost: 10 PPE per activation, covers a 16 ft square area, and lasts 8 hours.
-Smokescreen---Creates a thick obscuring bank of dark smoke that is equivalent to the Fire Elemental spell Cloud of Smoke....PPE Cost: 10 PPE per activation, covers a 1,000 ft square area, and lasts 10 minutes.
-Wall of Water---Can raise a barrier of water that can act as a shield against low trajectory shells and sea-skimming missiles, and can also be raised underwater as a torpedo defense. ....PPE Cost: 25 PPE per activation, 50 ft high/100 ft long, does 1d6x10 MD to anything running into it(plus reduce target speed by half), lasers and large missiles will be -5 to strike passing through the wall, and lasts 10 minutes, half damage/duration underwater.

*Magic Optics---The spotters’ stations have TW optics that include See the Invisible, Eye of the Eagle, See Magic, See Aura, and Sense Evil.

*Ley Line Storm Defense---Shields the ship and its mystech systems from Ley Line Storms

Options:
*Additional TW Systems----PS is always experimenting with new TW applications, and the Mystic has been seen being fitted with various protective technomagicks such as mystic forcefields, blast barriers, invisibility generators, and leyline boosters, to name a few.

*Torpedo Tube Replacements----In the alternative, the MRTs can be replaced with Mini-Torpedoes( 19 shot launcher) or Short Range Torpedoes(4 shot launchers).

*8 inch and 5 inch Gun Replacements----Not everybody likes the 5-8 inch guns, so many buyers of the Mystics replace them with alternate weapons:
a) Torpedo Tubes---- Triple-tube short range or twin-tube medium range launchers(identical to those already fitted below the waterline)
Range: 17 miles
Damage: (High Explosive) 3d6x10 MD to 15 ft blast radius
(Plasma) 4d6x10 MD to 25 ft blast radius
Rate of Fire: Volleys of 1-2
Payload: 2 per launcher

b) 100mm MB Massdriver Cannon(PS-MDJ100M)
Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles)
(Indirect Fire) 67,500 ft( 13.7 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four times per melee
Payload: 100 rds
Cost: 1.8 million credits

c) Heavy Rail Gun
Range: 11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire: ECHH
Payload: 8,000 rd drum(200 bursts)
Cost: 250,000 credits

d) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and antiaircraft roles.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Cost: 250,000 credits

e) Heavy Pulse Laser
Range: 8,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: Unlimited linked to nuclear power source
Cost: 3.7 million credits

f) Series 2098 Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Cost: 1.2 million credits

g) Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EGCHH
Payload: Effectively unlimited linked to nuclear power source
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 3 million credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.

h) Particle Beam Cannon---A rapid-fire particle beam cannon, adapted from the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon.
Range: 11,000 ft
Damage: 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 4.2 million credits

i) Disruptor Cannon---PS apparently wanted to mix it up a bit more with this knockoff of a Golgan Republik weapon(this raises some questions of how PS got hold of examples in the first place, but it seems likely they got the data in trade from a third party). .
Range: 5,000 ft
Damage: 1d6x10 MD per blast, plus 1/4 that to a 10 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: Exclusive to PS/GNE forces

j) Spiral Wave Particle Cannon---Another ‘false flag’ weapon knocked off from an enemy nation, this time the Naut’yll. It’s rumored that this weapon’s specs came to the GNE courtesy of trade with the DarkWaters Tribe of the Shemarrian Nation, and has since appeared on a number of GNE covert-operations platforms, mainly to confuse opposition forces.
Range: 5,000 ft
Damage: 1d6x10+6 MD per single blast blast, 2d6x10+12 MD double blast, and 3d6x10+20 MD triple blast.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: Exclusive to PS/GNE forces.

k) EM Bolt/Electromagnetic Vortex Cannon
Range: 8,000 ft
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: Three times per melee
Payload: Effectively unlimited
Cost: Exclusive to PS/GNE forces.

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
Cost: 1.9 million credits

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

n) TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits

o) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits

p) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits

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

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

s) Anti-Theron MagnaBlaster ----This superheavy anti-magic weapon has been ONLY seen with special PS/GNE monster-hunter units. This weapon has proven particularly effective in square-offs between Mystics and the demonic Black Ships, and against Reachers.
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


t) 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

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

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


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Unread postPosted: Wed Jan 04, 2017 12:05 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel TEMEIP-02 ‘Rejuvenator’ Medical Energy Immersion Pod
(aka ‘rejuv pod’, ‘life soaker’, ‘regen bath’)

“Well, we’ve only had to surgically re-attach the patients’ souls, after cramming their forcibly detached personas back into them sideways in a previously untried procedure. I recommend leaving the patients in the soakers another hour or so and then we’ll see if their auras are looking any better.”

“Severe lifeforce depletion? Not a problem. Nurse, get the patient prepped for the bath. I’ll set up an Alpha-Rose-Gold pattern-cycle on the rejuver. We’ll get that aura looking healthy in hardly any time.”

The TEMEIP02 is a technowizardry medical rehabilitation and healing device that combines the aspects of several smaller portable devices and various hospital therapy apparatus.
The TEMEIP02 consists of a semi-enclosed pod with a shallow bathtub lower half and a canopy that closes over the top. A couch for holding a patient is mounted on actuators that can raise, lower, and swivel out of the pod. Attached bio-monitoring systems keep watch on the patient’s vitals, and can use a Juicer-style drug harness autoinjector system to deliver medications and IV solutions. When in operation the patient is lowered into the tub portion and the lower part filled with medicinally-charged water, while the canopy is lowered and TW-enhanced photo-therapy systems engaged. The system can be powered by plugged-in PPE battery-crystals or charged by a psychic or mystic using their own PPE or ISP reserves.
Healing Waters is the hydrotherapy portion of the chamber’s repertoire, immersing the patient in a warm, pain-relieving, and relaxing bath of energized water.
A extended version of LifeBlast provides a form of phototherapy that bolsters the patient’s spirits and helps remove the residual taint of dark magicks.
Fortify Against Disease boosts the immune system of the patient.
Cleanse is used to both clean patients and sanitize the chamber between uses.
Patients are often left to ‘soak’ in the TEMEIP for extended periods of time; 30-60 minutes(or more) to promote healing and relieve chronic pain. The combination of spells has also been proven to have a positive synergistic effect, in ways the individual spells cannot, in treating other maladies, mental trauma and magically-induced insanities.
TEMEIPs are typically used for intensive care patients, such as burn victims and those suffering from magic maladies that can only be treated via mystic means. It also helps recuperation from lifeforce-drainings and can help treat victims of magical wasting diseases, degenerative chi attacks, and vampiric bite leeching. The GNE/PS Heart Division’s bio-augment program increasingly uses TEMEIPs to speed post-op recovery of new bio-augs.
TEMEIPs are considered too large and bulky to be used effectively in field medical operations, but they are found in hospitals and rehab centers for taking care of ICU or long-term care patients.
The TEMEIP has already been copied by at least one medical group in Lazlo, and the Shemarrian Wayfinders are said to have been seen using similar apparatuses as well.

Weight: 500 lbs
MDC: TEMEIPs typically have about 60 MDC, especially if part of a mobile field hospital or medical transport vehicle.
Range: (All) Immersion
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:
*Passive Patient Restraint System
*Swivel-Access Patient Couch----The patient couch swivels up, down, and out of the pod for easy loading.
*Auto-Sterilization System---Cleans and filters the water and sanitizes the fittings between uses.
*Chroma-Therapy Display---The canopy and basin can light with varying colors, intensity, and patterns, to provide a soothing visual environment for the patient. Some units can radiate in the ultraviolet and infrared wavelengths to combat specifically vulnerable pathogens.
*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: 700,000 credits for the baseline system.
Options:
Depending on the specific needs of the operators, the TEMEIP can be fitted with other TW healing systems, mechanical enhancements meant to increase the durability and accessibility of the device, or technological add-ons, such robotic surgical systems that can perform emergency or elective surgery procedures.

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

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


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Unread postPosted: Wed Jan 11, 2017 5:25 pm
  

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Joined: Mon Jul 23, 2001 1:01 am
Posts: 1043
Location: auburn
feel free to use/update my duck armor if you wish!

_________________
howdey folks!!!!!!!!


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Unread postPosted: Wed Jan 11, 2017 8:16 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
No interest whatsoever.

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

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


Last edited by taalismn on Wed Jan 11, 2017 8:56 pm, edited 2 times in total.

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Unread postPosted: Wed Jan 11, 2017 8:44 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Ecto-Glass

“Some liquid sunshine to go with your rum, folks? Bottled some sun during the quadruple rainbow last year and been saving it up for a special occasion. Ah, here’s the bottle! Yep, still fresh and shiny!”

Ecto-Glass is a new hybrid material developed in Greater New England, and consists of boro-silicate glass impregnated with fibers of stabilized ectoplasm. The result is a beautiful, and surprisingly tough, glassy material notable for its delicate glowing patterns, and for its more utilitarian properties of being an excellent magic insulator. Potions and magical substances that might otherwise evaporate or decay over time will, if stored in a sealed ecto-glass container, retain their freshness and potency.
Ecto-glass windows are also possible, but their opaqueness nixes them as anything other than light inlets. Spells that require line of sight on a target, and would otherwise bypass physical barriers, will be stopped dead by a pane of ecto-glass.
Ecto-glass is increasingly being used as both an artistic material and as an insulator for PPE conduit systems in parts of the GNE. This demand has driven streamlining of production and a reduction of the cost of the material.
SDC/MDC: A one-quart container of ecto-glass will have 70 SDC(twice that of a pane of plexiglass). A one-gallon container will have 2 MDC.
Cost: 900 credits per pound(lb.) of ecto-glass.

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

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


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Unread postPosted: Tue Jan 17, 2017 10:58 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Aegis Stellar Industries ‘Bering’ Medium Interstellar Transport

“Got another rush order for an entire new rear replacement hull for a Bering.”
“ANOTHER? What’s the reason this time?”
“Trader in the Thundercloud ran into a prospect that went bad fast. Got the crew into the forward section and had to jettison the rear hull to go its own way to oblivion. Got somebody to tow her bridge back here and she wants a new rear hull to attach it to.”
‘...You know, we could mention to her that it might be cheaper to just buy a whole new ship rather than have her old bridge freighted back here.”
“Not going to work with some of these Fringe captains. As long as she has part of her old ship, and the command deck at that, she didn’t abandon her ship. This way, in her eyes, we’re not selling her a new ship, we’re doing REPAIRS to her old one.”
“Well, the customer is always right. I’ll tell the yard to start working the order up.”


The ‘Bering”-class medium interstellar transport is a WZTechyards’-licensed updated copy of the Forraker Aerospace ‘Medin’ freighter. Having signed a probationary deal with WZT, ASI is permitted to produce approved designs from the WZT database, into which defunct Forraker Aerospace’s catalogue and R&D files were enfolded.
The original Medin design enjoyed over a hundred years’ worth of production during the mercantile boom in the old Human Alliance following the end of the Automaton War. The freighters, with their blocky appearance, distinctive long ‘neck’, half-circle bridge pod, and large sensor/communications array tower, often followed smaller Forraker-built transports into the new trade routes, and made small fortunes for their owner-operators. Though the design went out of production eventually as newer technologies took hold, the large numbers of vessels already produced continued to serve quite ably through generations of businesses, earning high marks for reliability and steadfast performance from their operators. WZT decided to assign one of its newer members, ASI, the task of producing new parts and even entirely new spaceframes for those still operating the vessels, or wanting a new one.
The Bering-class is superficially identical to the Medin, but features a number of significant upgrades, especially to propulsion and safety systems. The Berling retains the Medin’s ‘boom and boxcar’ hull configuration, with its ‘scallop’ forward hull attached by twin pylons to a boxy rear hull section containing the main engines and cargo holds. One of the Medin’s distinctive features was the ability of the bridge to detach in an emergency from the rear hull and act as a lifeboat; this feature made the Medin a common conversion to hazardous cargo carrier and munitions tender during the many small brush wars that broke out attendant the Great Expansion out of the Human Alliance.
While not as popular with mainstream merchant concerns in the core worlds because of its ‘antiquated’ lineage, the Berling is, in its intial offering, enjoying brisk sales in the Fringe and rim-worlds where some of the original Medins still cough along on the starlanes, and the upgraded Berling fairly shines in performance next to them. The fact that it’s produced by a smaller firm(albeit part of the WZT consortium), rather than one of the big coreworld corporations, further endears it to independent-minded fringeworlders.

Type: PS/ASI-FA/MC-317 Bering
Class: Medium Interstellar Transport
Crew: 25
MDC/Armor by Location:
Main Body 5,900
Bridge/Forward Hull 3,000
Communications/Sensor Tower Array 700
Connecting Pylons(2) 400 each
Engine Bloc 1,200
Forcefield 4,000
Height: 95 ft
Width: 220 ft
Length: 500 ft
Weight: 95,000 tons
Cargo: 29,000 tons
Powerplant: Nuclear Fusion, w/ 40 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 6
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) 3 light years per hour
(Underwater) Not possible
Market Cost: 170 million credits
Systems of Note:
Standard Starship Systems, plus:

*Detachable Bridge---The entire forward section of the Bering can detach to become a large lifeboat. The forward hull has accommodation(under cramped conditions) for up to 30 people, and has separate propulsion capable of pushing the section up to Mach 6.

Weapons Systems:
None standard, but comes with provision for up to 6 light weapons stations

Options:
Most post-sale Berlings get modified with better engines or defenses, or specialized cargo bays for carrying special cargoes. The bridge-and-boom design makes the Berling particularly attractive to operators wanting some distance between their crews and their cargoes(as with toxic, radioactive, pathogenic, biogenic, psionically-active, or otherwise hazardous cargoes).

*Bridge Section FTL---Some buyers, especially those operating in the Thundercloud, outfit the bridge lifeboat section with its own FTL drive(usually with a 3-4 light year/hour capability), giving a crew a better chance of reaching civiliation in event of a bail-out situation. Cost: 47 million credits.


Variants:
*MC-317AVQ---Armed Auxiliary ‘Q-ship’ variant produced in limited numbers by ASI as part of its mercantile protection program. This variant removes most of the cargo capacity in favor of fitting the ship with extra shield generators, armor reinforcement(increase armor on main hull components by 30%), sensor spoofers and jammers, and a concealed armament, including multiple laser and missile batteries. The auxiliary control center in the rear hull has been reformatted into a proper bridge, and the traditional forward detachable bridge section now operates as an armed heavy pinnace. The established practice for the MC-317AVQ is, when cornered by pirates, to ‘abandon’ the rear section to be approached and boarded, then power up and open up with the concealed weapons on the (hopefully) surprised pirates, the ‘lifeboat’ circling back to attack the pirates from the flanks.
Changes/Modifications:
Crew: 35, plus 24 marines
MDC/Armor by Location:
Increase Main Hull/Bridge/Pylons/Engine Block values by 30%
(Main Hull)
Concealed Medium Laser Turrets(4) 500 each
Kinetic Kill Rail Cannon Batteries(2) 500 each
Point Defense Turrets(6) 100 each
Missile Launchers(2) 300 each
Variable Forcefield(Main Hull) 1,000 per side, 6,000 total
(Lifeboat/Bridge)
Concealed Light Laser Turrets(3) 150 each
Point Defense Turrets(2) 100 each
Variable Forcefield(Bridge) 500 per side, 3,000 total
Speed:(Main Hull) Mach 7
(Lifeboat/Bridge) Mach 8
Cargo: Reduce cargo capacity to 400 tons, and this is mainly maintained as a cover for pirate scanners to detect/port spies to see, or is jettisoned in combat as camouflage.
Systems of Note:
*Hull Sensor Scramblers---These do not prevent the ship from being detected, but they do confuse efforts to see INSIDE the hull, and prevent outside sensors from getting an accurate read of the ship’s power profile, internal arrangement, and contents.

Weapons Systems:
(Main Hull)
1) Concealed Medium Laser Turrets(4)
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon, 2d4x100 MD per dual blast from both cannon simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively unlimited

2) Kinetic Kill Rail Cannon(6, 2x3)--Mounted in triple mounts concealed behind disguising armored shutters.
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 4d6x10 MD per cannon, 8d6x10 MD for two cannons firing simultaneously, 2d4x100 MD for all three firing simultaneously
Rate of Fire: ECHH
Payload: 500 bursts per gun

3) Point Defense Turrets(6)
Range: (Palladium) 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH, or auto-fire; 6 attacks per melee
Payload: Effectively unlimited

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


4) Missile Launchers(2)---The main cargo bay has been modified into a modular missile launcher, the standard ASI system being an adaptation of the combined missile launcher used on the old Iron Bolt missile tank, that would give a single launcher 120 mini-missiles and 12 long range missiles.

(Lifeboat/Bridge)
1) Medium Laser Cannons(2)
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 1d4x100 MD pr blast, 2d4x100 MD per dual blast from both cannon simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

2) Medium Range Missile Launcher
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 80 missiles

3) Point Defense Turrets(2)---These can each mount ONE of the following:
a) Laser Cannon
Range: (Palladium) 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values: 7 miles in atmosphere, 700 miles in space)
Damage: 6d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

b) Ion Cannon--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 2d6x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

c) Plasma Cannon
Range: (Palladium) 2 miles in atmosphere, 24,000 ft/4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 5d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

d) Particle Beam Cannon
Range: (Palladium) 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: EPCHH
Payload: Effectively Unlimited

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

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

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


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Unread postPosted: Wed Jan 18, 2017 8:19 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
The following uses HU Superpowers, many of them used verbatim from the fan-creation lists(and credited accordingly)

Introducing a new field of mental augmentation:

BINAS(Biotech Implant Neural Asssistant Symbiote)

“I have a voice in my head, but it’s okay; I requested that it be put there.”
“Thank you.”
“You’re welcome.”

“I beg to argue that my client is responsible for his supposed misdeeds. He has the mind of a child. If any fault exists, it lies in the BINAS forced upon him by the state. The wrongfully programmed ‘minder’ that was supposed to moderate his behavior instead egged him on, actually forced him, to committ these acts. Criminal negligence, if not criminal intent, lies in the decision to force my client to play host to a criminally inclined artificial intelligence.”
“Your honor, we’ve thoroughly examined the BINAS in question, defraged it, and gone over it systemically; we’ve found no trace of any ‘criminal inclinations’ in the AI architecture. I will also remind the court of the state psychological examiner’s earlier STRONGLY-worded request, pre-implantation, that the suspect’s BINAS be granted physical lock-out capabilities, or at least an independent communications ability, given the suspect’s impulsive tendencies, but such recommendations were overruled by the suspect’s legal representation at the time.”

“Hold absolutely still while I re-tailor that suit into something more presentable. If you don’t stay still, at the speeds I work, you’re likely to end up with a sock up your nose.”

BINAS is a development of the BITMIND/BITBRAIN(Biotech Integrated Tactical Managerial Intelligence, Neural Device/Biotech Implanted Tactical Battle Response Artificial Intelligence Network) implants introduced in the RED KINE and WHITE FAFNIR bio-mod packages. While these earlier systems amounted to implanted combat and surgical AIs, Paladin Steel saw the potential in a less expensive and less complicated system that could act as a symbiotic skill assistant or internal PC for the recipient. BINAS implants provide many of the mental skill abilities of more extensive bio-mod packages, without the attendant body-rebuild.
Response to the introduction of BINAS implants to the open market has been mixed. Many techno-ethicists question if the implants can’t be hacked, or constitute a form of mind-control. Indeed, Paladin Steel has broached the idea of using appropriately-programmed BINAS systems as a way of controling the more extreme personality swings of veteran M.O.M. converts( similar to how PS bio-mod packages were introduced as a way of salvaging Juicer converts), and, by extension, criminals and the mentally disturbed. These proposals have been seized upon by opponents of Paladin Steel and Greater New England as evidence of plans to implement ‘meat puppet’ zombie-implants on dissidents in the population. On the more positive side, BINAS systems are proving popular as a way of ‘smarting up’ or improving personal efficiencies without going a more drastic route, like full bionic conversion or bio-augmentation, and BINAS are much less obvious than other forms of personal augmentation.
Most BINAS implants have little in the way of direct connection to the neural muscular nervous system, making the idea of their use to turn people into ‘flesh robots’ on command rather ridiculous(in PS’s official opinion).
Depending on the specifications required or requested, BINAS implants can manifest an AI personality. Some users prefer to see the BINAS as an accessory to themselves, with a clear mental delineation between the two, while others like to assimilate the data into themselves, the symbiote and the host merging seamlessly.
BINAS implants count as Class II bio-mods.
At the lower end of cost and sophistication, BINAS implants can be seen as a more efficient and proactive refinement of the cyborg databases introduced by Triax.
If Frau Herrenisel of Mindwerks ever learned of the BINAS, she’d kill to discover their secrets, suspecting the work(HER work!) as betrayed by the escaped scientists who’d go on to work for Paladin Steel’s COBWEB ATTIC programs.

Broadly, the higher-end BINAS can be considered to grant the recipient one or two Skill-Based Minor Superpowers(a list of the more comprehensive, and the changes made to them, follows, courtesy of the Black Vault and its many contributors)

Since their introduction, BINASes are becoming increasingly popular with those willing to undergo the brain surgery, but unwilling (or inelligible) to accept a more extensive and expensive power-up procedure like a Class III or IV bio-mod. Some departments of the GNE government organization use them as standard personnel upgrades, and there’s talk of making specialized BINASes available to the d-bee registration and labor pool assignment services as a way of quickly bringing dimensional strandees and refugees up to speed on their situation and fitting them into the GNE economy.

Additional Bonuses:
As an interesting side effect of BINAS implantation, recipients appear to be immune to degenerative mental diseases/disorders, such as Alzheimer’s or Parkinson’s, as a result of their brain ‘rewiring’.

*BINAS-MEMORY KEEPER
This BINAS is one of the more basic ones and modifies and enhances the memory centers of the brain and helps act as a ‘prosthetic memory’ for those who need to keep track of a great amount of information. It’s also very popular as a geriatric assist, combating age-related memory and organizational skill loss.
Abilities:
*Heightened Sense of Recall--- Anything within the past 3 months is recalled with perfect clarity, Anything else; 01-66% chance of recalling something in picture-perfect detail, 67-90% general essence of a memory is recalled, and 91-00% most basic aspects of the memory can be recalled.
*Speed Tasking---Existing skills can be performed in HALF the time they nornally would, due to enhanced recall and mental organization of the steps. The recipient has an excellent ‘muscle memory’ and can perform rote tasks such as knitting, filing, cataloguing, whittling, fieldstripping a weapon, or fixing an appliance while talking or watching TV.
Cost: 100,000 credits

*BINAS-INDEXER(aka BINAS-DEWEY)
A more advanced(and expensive) version of BINAS-MEMORY KEEPER, that combines the memory functions with a heightened propensity for recalling the printed word. A favorite with scholars.
Abilities:
*Heightened Sense of Recall--- Anything within the past 3 months is recalled with perfect clarity, Anything else; 01-70% chance of recalling something in picture-perfect detail, 71-93% general essence of a memory is recalled, and 94-00% most basic aspects of the memory can be recalled.

*Retrospection [minor] by Iczer
The character can look backwards through time, to relive events as they happened rather than as he remembers. This effect is similar to an eidetic or enhanced memory, except that recall is not instantaneous and events have to be trawled through to recover them. Unlike a really good memory, the character see’s things as they happened to him (the memory is a shocking liar in a human being). The character can stop, rewind and pause a memory, going over subtle nuances again and again. He does have to search time though. Asking him to relive a memory without attaching a time frame means the character has to basically guess when he wants to look and then fast forward and rewind as necessary. A specific event that occurred at a memorable time in the character’s life takes 2D4 minutes to find. If a date is given, then the event can be found in 1D4 melee’s. The time required is halved if the event was a moment of particular focus (such as an exam studied for specifically for recall later) or of particular importance (the character’s wedding day for instance). Events with no particular time frame in mind takes 3 times as long to find (Last time you met Steve, was he carrying an I-Pod?) and really general events take twice as long again to find (when you go shopping, have you ever seen coffee on special?). events are witnessed in the character’s minds eye exactly as he witnessed them then. The GM will need to determine if an event was actually viewed from the character’s Point of view at the time of the recollection. (If he passed a cultist at a rally he may not have been directly looking at his face for instance).

*Living Library (minor) by Stone Gargoyle
The character can visually memorize books and recall them at will.
1. Speed Reading: The character can read at an incredible pace, which is equal to about two pages per second (30 pages per melee round).
2. Book Repository: The character can memorize and instantly recall anything he has read up to a limit of his ME attribute number X100 pages, plus 100 pages per level. It takes one action to scan for and recall a page he has dedicated to memory, with a 66%, +2% per level, chance of remembering the selected page. If he has reached his limit, the character can selectively delete and add new pages to memory. In addition, he will recall the pages by book name, chapter, page and line number. Anything not memorized using this power will be recalled as normal.
3.Other Abilities and Bonuses:
+5% to all Literacy skills and Research, with +2% to any other skills where reading is required to perform the skill.
+2 to save vs. psionics, mind control and possession
+2d4 IQ

Cost: 370,000 credits


*BINAS-BABBAGE
This BINAS gives the recipient computer-like mathematical calculating abilities, essentially creating a polymath.
Abilities:
-Math Whiz---The recipient automatically starts out with Basic and Advanced Mathematics, starting at 75%, and a +20% to math-based skills such as Computer Programming, Physics, and Navigation
-Multi-Tasking(Calculations)---The recipient can carry out extremely complicated mathematical equations in parallel, in HALF the time an ordinary, unaugmented person would.
-Perfect Recall(Numbers)---The recipient has a near-perfect memory(90% accuracy) , but only for math and numbers; they may not be able to recall the names of their kids, but they can instantly recite the value of pi to the 25th place, and the post office box combination they used eighteen years(and fifty-six days, seven hours, and twenty-one minutes) ago(provided they had the implant back then). Tends to start seeing things in terms of math and number sequences.
Cost: 180,000 credits

*BINAS-BABEL
A very popular BINAS, given the GNE/Alliance’s multi-species and multulti-world/dimension sprawl, this implant focuses on linguistics, and allows the recipient to decipher and understand a larger variety of languages and communications codes. It is often coupled with additional hearing and vocal cord augmentation. BINAS-BABEL typically does NOT include a ‘personable’ AI, but instead seeks to merge fully with the recipient. It is also one of the few BINASes that can be combined with other systems to endow a more comprehensive understanding of others.
Abilities:
-Linguistics(Minor)---The recipient can intuit most languages with 1d8 minutes of exposure(cannot do anything else other than just listen). Can retain a fluency of 90% in an acquired language for 10 minutes per level of experience after a conversation ends. Language skills are picked up in the normal fashion with a +25% bonus to study and practice, and can be picked up in third of the normal amount of time. The recipient can start with 1d6+1 additional languages, and can learn 1 new language per level of experience.
Note: These proficiencies apply to languages within the recipient’s range of hearing and speech imitation. Languages involving infrasound or ultrasonics will be inaccessible unless the linguist also possesses the means of hearing and replicating the normally inaudible frequencies. Also note that extremely alien tongues(such as machine codes) may require much more time to decipher, and languages involving psionics, radio frequencies, pheromones, and body language ivolving parts the linguist just doesn’t possess may be IMPOSSIBLE to learn and speak.
-Cypher (minor) by Stone Gargoyle
The recipent’s linguistic and pattern-recognition portions of the brain are modified and enhanced so the person can decipher all manner of texts. The character automatically starts with his ME number of Literacy skills and Cryptography, in addition to any taken as part of his education, and has a bonus of +20% to all literacy skills automatically. The character can then learn one additional language per level. He gains a one time bonus of +2d6 to IQ which can only be used to provide a bonus to understand written forms (so the character would have one IQ for normal things and one for use with this power so these should be kept separate).

Cost: 280,000 credits

*BINAS-MAGELLAN
Another popular BINAS in the GNE Alliance, given its multi-dimensional sprawl. This version attempts to improve the recipient’s ability to navigate. The Explorer Corps and Merchant Marine both make extensive use of this BINAS upgrade. The implants include electromagnetic field sensors that attune the recipient to natural magnetic fields that can be used as navigational aides, as well as an acute sense of time, that can allow the person to check their travel progress and more accurately navigate.
BINAS-MAGELLAN lacks a separate AI ‘persona’, but assimilates directly into the recipient.
Abilities:
-Innate Navigation (Minor) by Primus
Innate knowledge of direction- can tell which direction is north even without a compass- 84%+3% per level
Map Reading- can read any map, even those written in unfamiliar languages- 84%+3% per level
Shortcut- can innately discover the quickest and easiest routes between points- 76%+4% per level
Innate knowledge of roads- has an automatic and internal knowledge of roads and routes- 76%+4% per level
Self-location- has a GPS-like knowledge of his location at all times- 98%
Able to navigate in total darkness and outer space- 76%+4% per level
Able to navigate underground- 74%+3% per level
Always knows which way is up underwater
If the hero studies a map for 1d4 minutes, he will memorize it and have total recall of every detail.
+1 to I.Q. attribute
+10% bonus to all piloting skills

-Heightened Sense of Time(Minor)---The person has an acute sense of the passage of time, and can accurately clock themselves within tenths of a second.

Cost: 400,000 credits

*BINAS-EINSTEIN
Less a symbiotic AI and more a general ‘tune-up’ of the nervous system, BINAS-EINSTEIN makes the recipient’s brain and mental processes more efficient and complex, confering the same attributes as the Minor Power Extraordinary Intelligence. BINAS-EINSTEIN is very popular in the GNE, as it appeals to skill-intensive professions, and the lack of a separate AI ‘presence’ in the person’s head makes the augment easier for many people to accept philosophically.
Abilities:
-(Minor) Extraordinary Intelligence---Increase I.Q. to 22+1d6, and apply +10% to all Language, Literacy, and Math skills. +2 to save versus illusions, possession, and mind control. Also gets to select an extra Secondary skill at levels 3,6, 9, 12, and 15. The recipient also gets to select two skills from one of the following categories: Communications, Domestic, Electrical, Espionage, Mechanical, Medical, Science, or Technical, and gets an additional +20% to those two skills, reflecting a chosen Area of Expertise.
-(Minor) Speed/Multi-Tasking---Existing skills can be performed in HALF the time they nornally would, due to enhanced recall and mental organization of the steps. The recipient has an excellent ‘muscle memory’ and can perform rote tasks such as knitting, filing, cataloguing, whittling, fieldstripping a weapon, or fixing an appliance while talking or watching TV.
Cost: 450,000 credits


*BINAS-GEARHEAD
This BINAS gives the recipient an almost intuitive proficiency with machinery. Very popular with Paladin Steel’s ‘Yankee Engineer’ sub-culture.
Abilities:
-Machine Optimization(minor) by Stone Gargoyle
The superbeing gets optimum performance out of vehicles and machinery. This adds 10% to the range of guns fired, 10% to vehicle range and +10% to maximum vehicle speed, and 10% extra power from power batteries. This is always on and reflects the willingness of the machine to go the extra mile, so to speak. He can build machines in half the normal time and gets +20% to all mechanical skills.

-Builder [minor] by Iczer
The character has a talent for structural engineering, a kind of sixth sense for weights, masses loads and structural integrity granting him the following abilities:
• +20% to Carpentry, masonry and any form of art/sculpture (as well as any other 'industrial' style building skill imported from other books (EG: plumbing)
• +10% to mechanical and electrical skills
• Character has a sixth sense of a buildings construction and weak points. can estimate the SDC and AR of doors, walls and other structures on sight (is correct 90% of the time) can estimate the required force to destroy or demolish such a structure (does double damage to buildings, walls and other civil engineering constructions) and has 2d4+6 seconds warning before a building colapses.
• An adept builder, the character completes most building projects at twice normal speed.

Cost: 320,000 credits


*BINAS-MINDGUARD
BINAS-MINDGUARD is meant to shield the recipient’s mind from tampering, including brainwashing and psionic attacks. The recipient gets the equivalent of heavy duty anti-torture and pain tolerance training.
Abilities:
-Iron Will---Saves at 12 or higher against psionics, +7 vs possession, +6 vs mind control, +5 vs illusions and horror factor, +3 vs magic and disease, +3 vs insanity, +20% vs coma and death, and skill penalties for being confused, drugged, dazed, or concussed, are HALF.
-Mental Toughness-Saves at +6 vs Hypnotic Suggestion, Mind Bond, Mind Wipe, Empathic Transfer, BioManipulation, and is +1 save versus all other forms of mind control(+7 total), insanity(+4 total), and Horror Factor(+6 total). Can consciously completely block telepathic mind probes, Empathy, Telepathy, and See Aura.
Cost: 220,000 credits

*BINAS-MINDLOCK
The ‘deluxe’ version of BINAS-MINDGUARD, BINAS-MINDLOCK locks out any chance of mind control. The ‘companion AI’ aspect of this BINAS manifests itself as a decidedly paranoid ‘watcher’ that evaluates situations for possible threats, and acts as a second-opinion ‘sixth sense’ for spotting trouble. On the minus side, BINAS-MINDLOCK recipients may have trouble socializing, as they tend to be always on watch for trouble, tense, and seem to be cold and impersonal; BINAS-MINDLOCKers have to work a little harder to be more open and personable.
Abilities:
-Impervious to Control & Possession---Rather than being simply resistant to mind control and supernatural possession attempts, the recipient is totally impervious.
-Extraordinary Mental Endurance---+2d4 to ME, saves versus psionics at a 12 of higher(plus M.E. bonus), +6 save versus mind-altering drugs, +6 save vs Horror Factor, +1 save versus magical illusions.

-Cunning [Minor] by Iczer
The character has a low animal like cunning that can occasionally superceed his intellect. much like danager sense only not so refined.
The character is resistant to seduction, and ignores trust/intimidate as well as charm/impress attempts.
The character has detect ambush at +30%
The character is resistant to cons, much like a BS detector
Character is immune to illusions, hypnotism (real or magical/psychic)
+4 to save vs psi and mind affecting magics
+4 initiative. Penalties for blindness are halved +2 to perception +10% to prowl

Cost: 550,000 credits

*BINAS-BRUCELEE(aka BINAS-NORRIS, ‘BINAS-Badass’)
A tactical combat upgrade, this BINAS enhances the recipient’s combat reflexes and mental defenses. BINAS-BRUCELEE combines aspects of M.O.M, studies with chi-manipulation studies, and feedback from the BITMIND work already done on other ‘combat computer’ implants. This BINAS has proven VERY popular with the turmoil of the Minion War besetting the worlds of the GNE and United Systems Alliance.
Abilities:
Focus [minor] By Iczer
The character can generate a small backlog of mental strength, to be unleashed after a while to meet certain ends.
1) Focus: The character can attempt to gain his focus once per round. He must concentrate and roll under his ME attribute with percentile dice. He enjoys a +5% to this base chance every level. Attempting to gain focus requires an action.
2) Employing focus: The character may expend his inner energy, and lose his focus to have any one of the following effects. It is important to note that the character's fist (or foot or..well whatever) glows with an inner light when the focus is expended(or rather, this is CLAIMED by many observers of the BINAS in action. No visible light sensors have yet recorded this phenomenon).
Hammering blow: Add +2 damage per level to a single melee attack. This can be expended after it has hit
Precise blow: Add +1 to strike per level. This may be expended after an attack has already missed.
Armor defeating strike: Melee attack travels through a solid object, effectively ignoring worn or natural armor. May be expended after the blow has struck armor.
Destructive blow: Nonliving object crumples under the assault. Damage against an inanimate object is multiplied by 4, putting a hole the size of the striking limb in the object.
Great leaping: The character leaps 20 feet per point of PS (adds to normal leaping).
Dissipate blow: The character divides incoming damage from one attack by his level+1 (so a 3rd level character could divide the damage of a shotgun blast by 4).
Resist influence: The character may add +4 to save vs psionics or magic. He may add this after he has already attempted to save.
Rebirth: The character heals 2 HP per level. note this only heals HP, not SDC.
Fire from within: The character adds 2d4 to the damage of a single blow. this damage may be from fire, or another form of energy, or may simply be slashing or cutting.

*Battlebrain [minor] by Iczer
The character can fight smart, using his brain to compensate for any physical weakness. In combat, on a round by round basis the character any do any of the following:
Use his IQ in place of an initiative roll, and add one attack per melee
Use his IQ in place of his PP for determining strike/parry/dodge scores
Use his IQ instead of his PS to calculate damage bonus.
Other bonuses:
+1d4+2 to IQ
+2 ME

*Fright-Fight Reflex(Minor) by Taalismn
“Nice fang act you got there. Makes me want to rip them out of your face!”
The possessor of this power is so hard-minded that in situations that involve a Horror Factor, he or she is not only NOT perturbed by the H.F., but actually gets a charge-up in response, whether through indignation(at what they see as cheap theatrics), rage at the interruption, or sheer determination to set the situation right. Worse yet for a H.F. situation, the power-possessor can, with experience, retain the charged-up state of mind, stretching his rage/anger/aggression into protracted combat, making it a really BAD idea to startle this character.
Range: Self
Duration: 1 melee round (15 seconds) + 1 round per level of experience.
Bonuses:
-Immune to Horror Factor
-+1 to Initiative, +1 to strike, parry, dodge, roll, and disarm

Cost: 450,000 credits

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

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


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Unread postPosted: Sun Jan 22, 2017 9:07 pm
  

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Paladin Steel/Farnborough Aviation ‘Sisen’ Silenced 9mm Machinegun
(aka ‘Stealth Sten’, ‘Wand Sten’)

“I hear back pre-Rifts security people were plotzing themselves over plastic handguns...wonder what would happen if they ever heard of the Sisen?”
---Conroy McFarland, Warder, King’s First Guard, Kingdom of Bath

While ‘repliguns’...modern duplications of pre-Rifts SDC weapons....are not a new thing with Paladin Steel, or any of the industrial powers of Rifts Earth, a few such adaptations rise to be noteworthy, even exceptional. In the environs of the GNE, hundreds of different repliguns are turned out by subcontractors.
The Sisen started out as a joint effort between PS and FA to duplicate the classic Sten Mk IIS, the special operations version of Britain’s wartime cheap, dirty, low-sophistication SMG based on easily-produced metal stampings and rollings, with a tubular frame and wire stock. What was originally conceived of as a quick stamping out of a low cost projectile weapon, substituting megadamage materials for the original low-end gunmetal, took a different track when PS decided to go with lightweight MDC composites and temperature-resistant ceramics instead of the metal alloys originally planned. The composites save weight, but also make the replicated weapon less susceptible to detection by metal detectors. The integral silencer is redesigned with more advanced heat-resistant materials and a new baffling system that both cuts down on barrel heating problems and baffle degradation during repeated firings. PS’s dry lubricant surfacing on moving parts insures reliable operations, especially under the dirty conditions the weapon is expected to be used under. The result is a compact, easily concealed, stealthed SMG that is proving very popular with covert ops personnel, mercenaries, assassins, and manhunters. Several intelligence organizations within the GNE also reportedly have bought and distributed examples of this weapon to various sponsored insurgency groups, including slave groups in Atlantis, and elsewhere in the megaverse.

Weight: 7 lbs
MDC: 22
Range: 200 ft
Damage: ( Standard 9mm) 3d6 SD or 1d4x10 SDC per 3-rd burst (range goes down to 120 ft)
(NEMA-9 Saboted Round) 5d6 SD or 1d6x10 SDC per 3-rd burst
(Express Round) 4d6 SD(increase range to 250 ft) or 1d4x10+10 SDC per 3-rd burst
(Ramjet) 1 MD per rd or 3 MD per 3-rd burst
(Wellington/PS Exploders) 6d6 SD per rd or 2d4x10+10 per 3-rd burst
(PSX-2) 1d4 MD per rd, a three round burst does 3d4 MD
Can chamber a variety of other ammunition types, including rubber, silver, wood, Glaser, and TW bullets.

Rate of Fire: Standard
Payload: 32 rd side-mount box magazine
Special Features:
*Non-Metallic Construction
*Integral Silencer---Reduces the sound of firing by as much as 75%. The advanced design and materials of the silencer allow it to be used even with bursts.
*Top Sighting Rail
*Threaded Barrel-muzzle; can be fitted with water-sealing
*Folding Wire Stock
Cost: 7,000 credits
Options:
Most options for the Sisen involve swapping in new sighting scopes and sights, such as laser spots, or changing the furniture(replacing the wire stock with a wood or plastic stock, and adding foregrips).

Variants:
* Sisen-D---An effort to make the Sisen even more stealthy, by converting it to use caseless ammunition, thus removing the need to employ a brass-catcher. This allows for the fitting of a 36-round magazine and a simpler receiver mechanism(no need for a cartridge ejector). Cost: 9,000 credits.

*Sten III---This is simply the original Sten, made of light MDC alloy, without the stealth materials and silencer. It costs 3,000 credits, and performance is otherwise unchanged.

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

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


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Unread postPosted: Mon Jan 30, 2017 8:33 pm
  

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Aegis Stellar Industries’ Tabar-class Heavy Cruiser

“Yes, commissioning a brand new Tabar-class cruiser was rather expensive, more so than for a second- or third-hand Warshield, especially for a new spacefaring nation like our own, and yes, it may seem a tad presumptious for somebody like us to acquire such a large ship, but we’ve had no complaints from either our closest neighbors or from our citizens. Truth be told, the capabilities of this vessel fit our needs quite nicely. The only negative remarks about her that we’re concerned about are from those neighbors who have failed to respect our sovereignty and our citizens’ rights or property. THOSE naysayers’ complaints about our guns tell us we did the right thing.”
-Captain Charan Ellalh Dar’Ishvalan, RARSS -Davaseen-, Royal Amestrian Republic Space Navy

The third of the cruiser line based on the basic configuration of the Lasser-class frigate, the Tabar-class CGs are the ‘heavy’ version. Armor protection and armament took precedence over anything else, and the Tabars are admittedly rather slow, but hard to kill. The Tabar draws heavily from the earlier Assegai Light Cruiser, which, it was discovered, was more heavily armed and armored, as well as less expensive, than the larger LaFayette Heavy Frigates, owing to discrepancies in the production and labor practices between the respective construction sites(and universes).
The Tabar dispenses with the modularity of the LaFayette in favor of a more fixed configuration emphasizing staying power in combat. Overall, the Tabar’s layout resembles the weapons configuration of the CCW Explorer-class light cruiser, only shoehorned into a smaller frame, and without the troop capacity. This fits with PS/ASI’s developing space strategy that focuses less on long range ground force projection, and more on anti-spacecraft protection and aerospace denial. Like most of PS/ASI’s warships, the Tabar is meant and configured primarily for the anti-ship role(especially in the convoy escort or planetary defense roles), although it can provide space-to-surface fire support in a pinch. The Tabar does carry a small contingent of fighters and security/boarding troops, but nowhere near that of the Explorer’s capacity.
Armor on the Tabar is heavy, to allow the ship to engage in slugging matches with other vessels and survive. However, the ships also possess a good turn of speed, assisted by multiple redundancy in their heavily-armored engines, so they can both close with combat and safely remove themselves from it if necessary. They fairly bristle with weaponry, earning them such nicknames as ‘porcupine cruisers’ or ‘sting-burrs’.
Tabars are still new to the PSASI/GNE fleet, so not many of them have been produced as yet. In GNE service they act as system defense cruisers or heavy convoy escorts. A number of export vessels have also been produced and sold to GNE/USA affiliates where they serve similar roles.

Type: PS/ASI-SCG-19 Tabar
Class: Heavy Cruiser
Crew: 220+60 marines
MDC/Armor by Location:
Main Body 76,000
Bridge 11,000
Main Sensor Array 900
Secondary Sensor Arrays(3) 600 each
Heavy Lasers(2) 900 each
Secondary Lasers(12) 300 each
Long Range Missile Launchers(2) 500 each
Kinetic Kill Rail Cannons(8 ) 500 each
Point Defense Turrets(14) 100 each
Hangar Bay 3,000
Engines 19,000
Secondary Engines(4) 4,000 each
Variable Shields( 1,200 each side, 7,200 total)
Height: 160 ft
Width: 100 ft
Length: 950 ft
Weight: 290,000 tons
Cargo: 8,800 tons
Powerplant: Advanced Nuclear Fusion w/ 50 years energy life
Speed:
(Atmosphere) Hover to Mach 9; rarely lands
(Sublight) Mach 9.
Auxiliary Engines: Mach 7
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: Est. at 13.7 billion credits
Systems of Note:
Standard Starship Systems, plus:

*Long Range Sensors----Tabars retain the large multimedia sensor arrays of the Lasser-class, the argument being that if the ships can see trouble coming, the better prepared to receive it they will be. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.

*Docking Collars(4)----Four external docking collars with extending tubeways for servicing additional starships docked to the Tabar.

*Tractor Beams(4)--------Effectively each rated for 1,500 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 10 miles in space(NOT usable in atmosphere)(Kitsune Values: 10,000 miles in space).

Weapons Systems:
1) Heavy Lasers(12, 3x4)---The main bite of the Tabar-class is a quad-array of triple-barreled heavy lasers mounted in the forward hull.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage: 4d6x100 MD per single blast, 8d6x100 MD double-barreled blast, 12d6MDx100(or 1d6x1,000) MD triple-barreled blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Secondary Lasers(16)---backing the main laser cannon is a larger array of lower-powered weapons for saturation attacks. Up to six cannons can be brought to bear simultaneously on the same target.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

3) Long Range Missile Launchers(2)---These launchers are also used to deploy recon drones, probes, and special ordnance.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 120 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

4) Kinetic Kill Rail Cannons(24; 3x8)---Mounted in eight main hull turrets positioned around the ‘waist’ of the hull, these weapons can pivot for maximum arc of fire.
Though based on an early model PS KEWC, the weapons mounted aboard the Tabar-class can also throw proximity-fused fragmentation rounds, allowing them to ‘sandblast’ missile and fighter swarms.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
(Fragmentation rounds) Do 4d6 x10 MD to a 100 ft wide area with an 80 rd burst, 6d6x10 MD to a 150 ft wide area double cannon burst, and 8d6x10 MD to a 200 ft wide area per triple cannon burst.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

5) Point Defense Laser/Mini-Missile Turrets(14)----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “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


Auxiliary Craft
*18 fighters
*20 Power Armors
*3 Shuttlecraft

Variants:
While it has been proposed that several variants of the Tabar be produced, mainly focusing on replacing the main batteries with other weapons types, these proposals remain paper studies, and no operational variants of the Tabar have been produced. Variant weapon fit-outs are considered to be the province of the modular LaFayette, and the specialist Mazules.

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

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


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Unread postPosted: Wed Feb 01, 2017 8:42 pm
  

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SOMNOLENT IVORY----The Sleep Inducer Bio-Mod (aka ‘Sandmen’, ‘sandy’, ‘dozer’, ‘sleepmeisters’, ‘freddybane’)
(PU2 budget of 7 million per operative)
http://i408.photobucket.com/user/taalismn/media/img898_zpsu15csyhl.jpg.html

“Call me the Pillowmaster, the Guardian of your Rest, the Bed Boatman, the Nighty-Nightwatchman, the Napster, the Herald of Slee-”
“...zzzzzz-zzzzzzz....”
“Mission accomplished.”

“You greenhorns too anxious to get some shuteye before tomorrow’s op? Well, much as I can appreciate you being overeager or nervous in the service, you’re all going to need your beauty rest, so heads hitting the pillows now! Kwolsky’s going to sing you all a lullaby...or maybe lecture you about late Golden Age rom-com reality shows! All very exciting stuff! You’ll be all so enraptured you’ll be aslee-dang, that was fast, Kwol!”

“We don’t like to overuse sedative drugs, especially on bio-mod inductees; their bodies are under enough strain what with all the procedures and alterations being done on them. Having an SI aug on staff at the lab helps us out a LOT, since we can keep our patients under safely using arguably more natural means, while their bodies adjust to what we’re doing. It’s a lot easier on them using their own bodies’ sleep mechanisms to work for us, rather than effectively chemically or electrically bludgeon them unconscious. We’ve seen a ten to fifteen percent faster successful recovery rate since we started using sandies in the wards.”

“The downside of being a Class Four dozer is that...guess who gets volunteered to go first into the monster’s lair to put it to sleep? Yeah, sometimes it really REALLY sucks to have the super-power-up aug.”

“Thought everybody in the house was asleep did you, you monstrous little $#!+? Too bad for you, clown-boy, I’m the Night Watch, and that cold feeling in your guts is my trusty sidekick, Mister VibroSword. Time for your eternal rest with the worms!”

SOMNOLENT IVORY is one of the odder bio-mods in its particular field of influence. Although a Class IV megadamage conversion regimen, its main focus is so sublime on first impressions that many critics regarded it as an expensive dud.
SOMNOLENT IVORY has many of the standard features of PS Class IV bio-mods; amped attributes, improved reflexes, and a subcutaneous body-mesh that armors the body and acts as an under-skin power suit. However, woven in among the MDC fibers and myomer strings are fibers of stabilized ectofiber that act to generate a bio-energy field that can be used to affect other beings’ sleep abilities. The bio-mod can manipulate others’ natural rest tendencies to render them unconscious, or keep them awake(often to detrimental effect). While not as long ranged or instantaneous as some of the stun systems already in service, or under development, this ability leaves less evidence of force, and fewer side effects.
And while the SOMNOLENT IVORY moddie can manipulate others’ sleep patterns, the same nuero-enhancements can be used to jigger the mod’s own sleep rhythms. Bio-comp implants allow the recipient to regulate their own bio-functions and balancing their needs for rest. The same technology also allows the bio-mod to fight induced unconsciousness and remain conscious and alert even when drugged or concussed. The bio-mod’s reflexes and perceptions are also sharpened, giving them an extra edge.
Though initially dismissed as an interesting experiment, SOMNOLENT IVORY has found an increasing number of uses. Originally, SOMNOLENT IVORY found use in medical facilities and with medical support staff on Paladin Steel industrial sites, but animal trappers and bounty hunters find the bio-mod useful for subduing targets, and special operations personnel for knocking out enemy troops.

Powers/Abilities:
*Sleep Control(Major)----The superbeing can control the sleep patterns of others, being able to put them instantly to sleep, or keep them awake. The superbeing can also control the quality of the sleep.
Range: Touch or 20 ft+5 ft per level of experience, unless otherwise noted.
Effects:
*Induce Sleep---The superbeing can put a person to sleep(for 1d6,+1 per level of the inducer’s experience, hours), and can keep them sleeping, long past their normal circadian wake-up cycle...Targets get a saving throw vs Psychic Attack to keep from succumbing to this attack; victims already asleep also get a saving throw, but at -4.
A less power ful version of this power can be used to affect larger areas, although the sleep effect will be less deep; the superbeing can affect everybody in a 60 ft radius of themselves+15 ft per level of level of experience. In this case, victims get a saving throw(vs psionics), but if they fail, they will only be put out for 15 minutes+1d6 +5 minutes per level of experience.
*Prevent Sleep---Conversely, the superbeing can prevent a person from falling asleep, or even resting, for 10 hours, +1 hour per level of the inducer’s experience. This can prevent a person from being able to recover from fatigue, replenish ISP/PPE reserves, and, if maintained long enough, endanger their health and sanity. People not sleeping for over 48 hours, will become increasingly cranky, irritable, and prone to errors(-15% to skill rolls, -1 to initiative, strike, dodge, and parry) and, for every additional 2 hours without rest, a cumulative 10% chance of suffering from delirium, hallucinations, and paranoia.
*Quality of Sleep---The superbeing can affect the quality of rest that an already sleeping person is having; either granting them a deep restful sleep free of nightmares, or a fitful, terrifying experience that leaves them anxious and fatigued(-1 to initiative, -1 to strike/parry/dodge until they get decent rest).
*Healing Sleep(Self or others)---This is a deep regenerative sleep that lasts (for 1d6,+1 per level of the inducer’s experience, hours) and DOUBLES the sleeper’s healing rate(or DOUBLES their Save vs Coma/Death/Disease rolls).
*Awaken---With a touch, the superbeing can awaken a sleeper, who will instantly wake up fully alert and conscious, with minimal disorientation. Even if they are still working off a fatigue debt from prior to falling asleep, they will not feel it for another 1d4 hours after reawakening.
Other Bonuses:
*The superbeing themselves can go for their P.E. in days without sleep, without ill effect, and needs only 1d8 hours of sleep to recharge themselves afterwards.
*The superbeing is IMMUNE to superpower- and psionically-induced sleep attacks, and +6 to save versus chemically- and magically-induced sleep.

--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.

-Iron Will(Minor)---Saves at 12 or higher against psionics, +7 vs possession, +6 vs mind control, +5 vs illusions and horror factor, +3 vs magic and disease, +3 vs insanity, +20% vs coma and death, and skill penalties for being confused, drugged, dazed, or concussed, are HALF.

-Physical Transformation---The recipient of a SOMNOLENT IVORY aug is physically optimized; they are icons of (well-rested) 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.

-Bio-Sensors---A product of the MIT Forest’s bio-techs, these are special techno-organs that enhance the aug’s senses. These are very handy for checking on ward or laboratory conditions, and for checking on the status of sleepers.
@ Motion Detector----Constant awareness of their environment and motion around them in a 10 ft radius. +1 to parry and dodge.
@ Enhanced Hearing-----360 ft range, +6 to initiative, +1 parry, +2 dodge(where applicable). Estimate sound distance(60%+5% per level of experience), estimate speed and direction(50%+5% per level of experience), recognize voice/sound(40%+5% per level of experience), and can hear very soft sounds(under one decibel) under 75 ft away, under 10 decibels up to 150 ft away. Good for listening to sleepers’ heartbeats.
@ Thermal Imaging---The aug can ‘see’ or otherwise sense hotspots in their environment. Handy for checking on the body temperature of sleeping lifeforms.
@ Clock Calendar---The aug is aware of the time and date to a superhuman degree.

-Hypnotic Brain Conditioning----Even as they are taught to manipulate others’ sleep patterns, SOMNOLENT IVORY recipients are taught how to guard their own minds from being manipulated, including torture by sleep deprivation and attacks when they are supposedly most vulnerable(i.e., when at rest, at night, or when asleep); +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 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
+8 to initiative
+2 parry
+3 dodge
+1 APM
+13 save vs Horror Factor
+1 save vs poison
+4 save vs disease
Saves at 10 or higher against psionics
Impervious to possession
+11 vs mind control
+9 vs illusions
+3 vs magic
+3 vs insanity
IMMUNE to superpower- and psionically-induced sleep attacks, and +6 to save versus chemically- and magically-induced sleep.
+20% vs coma and death, and skill penalties for being confused, drugged, dazed, or concussed, are HALF.

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

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


Last edited by taalismn on Tue May 30, 2017 9:55 am, edited 1 time in total.

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Unread postPosted: Mon Feb 06, 2017 12:18 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
PSP-17 “Weretta” Light Automatic Pistol(0.08-9mm)

“My date is the most demure, shy, unprepossessing, and timid girl I have ever met...or so I thought. I had NO idea that her moon necklace was holding a magazine of blessed silver ripper rounds until she palmed it off her neck and started popping those zombie-jester party-crashers left and right. She was an entirely different person; a cold, efficient, utterly merciless pistolero mowing down undead monsters with machine speed and precision. She didn’t even get a speck of zombie ichor on her white dress. Pop-pop-pop, and down they went for the count. All in the time it took me to scramble to find my holdout blaster, she’s already reaching for a reload. Later I found out somebody in spook ops had profiled my date and converted her before I even met her. They were the ones who gave her the shapeshifting shooting irons as a bonus gift. If I’d abused my intelligence contacts and screened my dates like a lot of my colleagues do, I’d have learned in advance she was a better shot than I was.”
---Revor Paulson, Field Agent, Paladin Steel Corporate Security, Outstep Division

The PSP-17 ‘Weretta’ is actually a family of light pistols designed with advanced ‘memory materials’ and sophisticated AI-designed configurations. ‘Werettas’ are designed to resemble inncocous pieces of personal adornament, such as large necklaces, circular amulets, large belt buckles, or large bracelets. When called into action, however, the memory materials spring, slide, and reconfigure to form a handy small handgun(the process takes about 15 seconds/one melee round). The composite material construction of the PSP-17 makes the weapon nearly invisible to metal detectors; even more so if using caseless non-metallic ammunition. These factors make the PSP-17 ideal for special operatives, or as a holdout weapon.
Though fairly limited by size to the lighter calibers, the development of ever more powerful ammunition types and specialized loads means that the PSP-17 can still pack a punch. PSP-17s generally come in three calibers; the diminutive .05, the larger .22, and the standard 9mm. A few smaller batches have been made in 5mm, 7mm, and 8mm to take advantage of locale-specific common calibers, but these are generally regarded as operation-specific weapons, and not as mass-distribution models.
Early model Werettas had sealed magazines, and could not easily be reloaded, except at a PS gunsmithery(which could safely open the empty weapon and reload them). Later model PSP-17s, once in gun form, can accept standard ammunition magazines, but cannot transform back into their disguise modes until the clip is ejected(taking any remaining ammunition in them with them---the weapons’ permanent magazine reservoir must be manually handloaded).
As mentioned above, PSP-17s are meant mainly for special operatives and as holdout self-defense weapons. The CADMUS BLACK programme also reportedly arms its sleeper agents with Werettas as a means of providing them with invisible added firepower.
Weight:1.2 lbs
MDC: 6
Range:(.08) 90 ft
(.22) 80 ft
(9mm) 120 ft
Damage:(.08)(Standard) 1d4 SD per round
(Express) 1d6 SD per round

*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available). Cost: 40 credits per 100 basic, unfilled, venom rounds.

*MDC Penetrators---These use a more powerful propellant to fire the projectile that much harder, to the point that they each do 1 MD(range is unchanged). Cost: 300 credits per 100 rds

(.22) 1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.

(9mm)( Standard 9mm) 3d6 SD per rd
(NEMA-9 Saboted Round) 5d6 SD per rd
(Express Round) 4d6 SD(increase range to 200 ft) per rd
(Ramjet) 1 MD per rd
(Wellington/PS Exploders) 6d6 SD per rd
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.

Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: (.08) 21 rds
(.22) 12 rds
(9mm) 9 rds

Special Features:
*Transforming Frame---PSP-17s are typically disguised as large pieces of jewelry; a large necklace, amulet, bracelet, or belt buckle, and can transform partially or fully into gun-form for action.

*Sensor Stealthing---The largely composite construction and sealed magazines of the PSP-17s make them resistant to being detected as weapons by most weapons scanners(EM readers and chemical sniffers). Has only a 15% chance of showing up on weapons scanners.

Cost: (.08) 700 credits
(.22) 1,000 credits
(9mm) 1,800 credits

Options:
*Laser Spotsight----The optical element of this is often disguised as a gemstone or watch face. +1 to strike. Cost: 400 cedits

*Mini-Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 400 credits

*Mystic Marksmanship(3 PPE/6 ISP for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots). Often equipped with a small crystalline PPE battery(disguised, like the spot sight, as decorative genstone or glass inlay) for the purpose of providing PPE.

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

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

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


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Unread postPosted: Tue Feb 07, 2017 11:13 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
PS/ASI HInstel-SC420 ‘Roamer’-class Heavy Transport
(‘Space Arrow’, Pointercraft’)

“Hey, Rhenee, take a moment from going over the books and join me here over in the observation deck, will you? Let’s just soak in the view for a moment; isn’t the Thundercloud just absolutely BEAUTIFUL from here? Isn’t this what space travel is really all about? Seeing things from a perspective like this?”

When Paladin Steel/Aegis Stellar Industries joined the WZTechyards consortium, they gained access to a pooled collection of technical data that was considered ‘common domain’ for members of the consortium. This included the files of a number of defunct companies whose intellectual properties WZT had acquired, such as Forraker Aerospace. The ‘Roamer’ was a FA design that the company had begun development of late in its corporate lifespan, when executives saw declining sales in the face of strengthening competition from more connnected and energetic new companies such as Wolfpack Armaments, Naruni Enterprises and General Galaxy, all of whose subsidiary ‘civilian’ production lines, subsidized by their military sales, could eclipse entire older companies such as Forakker. The ‘Roamer’ was one of several new designs with which Forraker hoped to recapture market share and revive their lagging sales, reversing the company downspiral. However, the new intiatives came too late, and the ‘Roamer’amounted to little more than advanced design studies and VR mockups before the company was forced to declare bankruptcy. Over a century later, Aegis Stellar Industries got permission from Forraker’s properties-holders, WZTechyards, to see about producing an updated version of the Roamer design.
The Roamer shares many of the same signature traits of Forraker designs; a long body and ‘pagoda’ upper hull, and an emphasis on spacious fittings, but with a sharper prow, swept-wing ‘arrowhead’ forward hull, three dome ‘pavillions’, and a more streamlined look. Many smaller details, however, show the updating of technology, such as improved auxiliary thrusters, more robust and fuel-efficient engines, more compact and energy efficient shield generators, stronger construction materials, and updated avionics. Modular bays allow for quick refit for a variety of different roles, allowing one ship to perform a wider range of jobs. Long range and capacity for being fitted with a fairly heavy complement of self-defense armaments are obvious efforts to tailor the design with traveling the wilds of the Thundercloud in mind.
Ironically, the Rush for the Thundercloud has re-ignited a demand for comfortable, multi-purpose, extended-capability vessels like the Roamer. One of the first customers for the new Roamer was Gold Star Transport, an ancient passenger and freight line originally based out of the Human Alliance, and which still operates many of the ORIGINAL Forakker transports. GST managed to stave off bankruptcy and dissolution by selling itself to the Corianus-Typhen-Rosette League and the Grenanian Family, one of Corinus’s Founding Families. The transfer of focus of operations to the booming Thundercloud Galaxy has given GST a new lease on life, and they’ve chosen to celebrate it with the buying of new ships; the roll-out of a new version of a design-family that has served GST so well was a happy coincidence that they’ve been all too pleased to take advantage of. Thus, a good number of new transports emerging from CTRL and ASI slips are destined to wear the star-spangled gold dorsal stripe of GST.

Type: PS/ASI-HInstel-SC420 Roamer
Class: Long Range Heavy Interstellar Transport
Crew: 25+ provision for 1-200 passengers
MDC/Armor by Location:
Main Body 5,600
Bridge 1,000
Observation Deck 800
Engine Bloc 2,000
Sensor/Communications Arrays(3) 400 each
Shuttle Deck 500
Forcefield(Default) 5,000
Height: 65 ft
Width: 120 ft
Length: 670 ft
Weight: 58,000 tons
Cargo: 10,000 tons, distributed between three internal bays. Can carry an additional 3,000 tons if not carrying passengers.
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 25% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Can land on water, but cannot operate underwater(See Variants)
Market Cost: 145 million credits
Systems of Note:
Standard Starship Systems, plus:
*Long Range Sensors---In keeping with a frontier-cruiser, the Roamer has better-than-average sensors.

*Type Two Recycling Systems----The Roamer is designed with long range in mind, and so advanced life support recycling is integral to the design. It’s estimated that the Roamer’s onboard recycling systems can sustain the crew for four years of constant use, without resupply.

*Detachable Bridge---The entire forward pagoda-saucer of the Roamer can detach to become a large lifeboat. The forward hull has accommodation(under cramped conditions) for up to 50 people, and has separate propulsion capable of pushing the section up to Mach 6.

*Lifepods---Roamers come standard with provision for lifepods for 150% of rated crew. Passenger models may increase this to account for passengers with added lifepods in the remodelled cargo bays.

Weapons Systems:
None standard, but comes with provision for up to 10 PDS stations, 6 light weapons stations, and 4 medium weapons stations.

Auxiliary Craft: (Standard Complement)
2 Aerospace Shuttles

Options:
Most buyers will seek to customize the Roamer with different weapons and defense measure configurations, different internal fittings, sensors, more powerful forceshielding, and beefed-up propulsion(especially FTL). Few Roamers remain ‘factory standard’ for very long.

Variants:
*HInstel-SC420C----Amphibious variant, fully capable of underwater operations. Can dive to depths of 10,000 ft, and move through the water at 45 MPH. Sonar and EM sensors come standard on this variant. This variant is proving to be very popular in the Thundercloud, as it allows for the exploration/exploitation of many water worlds. A military variant fitted with underwater weaponry such as supercavitating rocket-torpedoes, blue-green lasers, and sonic projectors, is also rumored to be in the works, if not already deployed, as a publicized counter to Golgan Republik strongarming on several promising colony prospects in the Thundercloud. Cost: 186 million credits

*HInstel-SC420D----Upgraded version with more powerful engines, capable of hitting Mach 10. Cost: 175 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
------------


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Unread postPosted: Fri Feb 10, 2017 12:15 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Damn it...somehow my entire completed spacecraft file got deleted...Have to rebuild it from scratch... :badbad: :frust:

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

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


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Unread postPosted: Fri Feb 10, 2017 12:35 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1123
taalismn wrote:
Damn it...somehow my entire completed spacecraft file got deleted...Have to rebuild it from scratch... :badbad: :frust:


The PDF of almost up to date PS material will help you recover some of it at least. Plus what you've posted on the forum recently.


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Unread postPosted: Fri Feb 10, 2017 1:33 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
Damn it...somehow my entire completed spacecraft file got deleted...Have to rebuild it from scratch... :badbad: :frust:


The PDF of almost up to date PS material will help you recover some of it at least. Plus what you've posted on the forum recently.


Yeah, fortunately I have multiple sources to back up from, but I'm annoyed that the file I finally had ordered to my convenience just POOFED on me.

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

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


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Unread postPosted: Sat Feb 11, 2017 9:15 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
(Ion weapon stats courtesy of Henning Rouge)

Paladin Steel/Aegis Stellar Industries ‘Naegling’ Cruiser (PS/ASI-C55(X)

“Yep, they must have thought we were just another pirate modification of another military surplus ship, only they neglected to take it a third step removed from original ownership. Bless our cryptography boys and girls and AIs that they managed to crack the pirate transponder codes, because we were able to nose right up to that slaver and hard dock, and they had the ‘merchandise’ all racked and ready to load soon as they got payment, before they got the nastiest shock of their gutter-spawned lives. Even with them on guard against a double-cross, we still got the drop on them. Burned the hell out of their engines and their escort on the other side of us with our capital mounts. Not that it wasn’t dicey for us; they had a whole hold full of unprotected helpless slaves right next to hard vacuum where one bad shot or a flip of a switch could dump them all naked into death nil-pressure. But Naegling cut fine and cut close and we bagged ourselves another two prizes of war...make it one, since we had to replace the engines of one with those we stripped off the other.”

When Paladin Steel/Greater New England Expeditionary Space Force units surprised and successfully invaded a pirate asteroid base in the Three Galaxies, besides liberating a large number of slaves/hostages and gaining themselves a base, they also acquired a substantial amount of technical data and usable hardware. Among the surprises was a capital ship drydocked inside the pirates’ concealed base, undergoing refit. The vessel was actually a CCW Warshield cruiser, or rather the transport conversion of the class, with most of its armaments stripped off, and its cargo capacity greatly expanded. Evidence in the pirates’ base showed that the vessel had been decommissioned and sold off to a periphery nation as a military transport. The pirates had acquired the vessel through bribery and corruption(the then-owners arranging for the vessel to be conveniently ‘lost’ in an accident in deep space) and were in the process of refitting it into a fully operational warship again, and had already used it as a heavy transport in several of their own actions.
Captured intact by the PS/GNE marine force, the vessel was declared a prize of war, and plans were made to retain the vessel as part of the defensive assets of the newly-named ‘Rum Bay’ outpost. The Warshield has been gone over by PS/ASI engineers, and they have decided to continue the refitting of the vessel, only with PS/ASI equipment. The heavy warship was renamed ‘Naegling’ by GNE authorities, the name coming from human mythology, and the name of a sword found by the hero Beowulf in the lair of the mother of the monster Grendel.
Major modifications to the ship include altering the lines of the ship with additional armor, building in the uparmored hull/command pod from the Javelin/Barong-class vessels as the bridge ‘tower’, and turning the cargo holds back into weapons bays. Lacking, as of yet, anything like the CCW’s Battleram assault robots, the launch tube for the giant robots has been converted into an additional weapons bay.
To compensate for the extra mass, the engine bloc has been expanded and two additional engines added. The Naegling is still somewhat sluggish compared to standard Warshields, but it is arguably more heavily armed and armored.
The Naegling has seen little heavy action since its refit, as it remains close to Rum Bay in order to defend the facility. It has, however, seen several incidents of combat against pirates who have entered the sector, still believing that the former pirate base is still in operation. These actions have netted PS/ASI additional salvage(including goodwill from liberating slaves) and intelligence.
PS/ASI has as yet no plans to produce any additional Naegling-class units, due to the expense of producing one from scratch and the focus on more versatile capital units(such as the Webb Hayes-class transports and LaFayette-class cruisers), but lessons learned from the Naegling are likely to be applied to other designs. Of course, PS/ASI COULD produce additional units to the Naegling-spec if so desired(and when capability becomes available), or, more likely, convert older Warshields to the configuration.

Type: PS/ASI-C55(X) Naegling
Class: Cruiser, Armored
Crew: 260 +70 troops and a 40-man aerospace contingent
MDC/Armor by Location:
Main Body 50,000
Bridge 13,800
Hangar Deck 13,000
Plasma Torpedo Launchers(4) 500 each
Long Range Missile Launchers(6) 500 each
Kinetic Kill Rail Cannons(3x2) 500 each
Ion Cannon Turrets(4) 400 each
Rail Gun Turrets(8 ) 300 each
Point Defense Turrets(8 ) 200 each
Tractor Beam Turrets(6) 250 each
Main Engines(4) 12,000 each
*Variable Forcefields 6,000 per side(36,000 total)
*Shield Refresh Rate is 5% per melee

Height: 150 ft
Width: 280 ft
Length: 660 ft
Weight: 125,000 tons
Cargo: 10,000 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 2; transatmospheric.
(Sublight) Mach 8.3
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.83% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to PS/GNE/ASI. If sold or duplicated, could be expected to cost 2.8 billion credits.
Systems of Note:
Standard Starship Systems, plus:
*EW Jamming Systems---In combat, the Naegling will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. This is particularly useful when ambushing pirates, as it keeps target vessels from communicating with any companion vessels that might be in the same system. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Tractor Beams(6)----Four are rated for 500 tons dead weight, and two are rated for 1,000 tons, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. They also assist in the initial aiming of the plasma torpedoes.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
1) Plasma Torpedo Launchers(4) ---PS/ASI doesn’t like to advertise that they have the technology for this weapon, believed to have been developed by the Shemarrian Star Nation, in part due to the fact that they don’t want to jeopardize the still tentative relationship with the SSN(in fact, it’s the other way around; the SSN got the basis for the PTL from PS/ASI, from research into Mechanoid plasma weaponry!).
The Naegling mounts four battery-launchers of this potent weapon.
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-8 plasma bolts. Three volleys per melee.
Payload: Effectively Unlimited

2) Heavy Laser Cannons(2)---Restored from the original design.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 8d6x100 for both cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited


3) Long Range Missile Launchers(6)---PS/ASI has replaced the cruise missile launchers with long range missile launchers, saving the hard to get CMs for faster and more agile ‘torpedo-boat’ style heavy fighters and light combatant platforms.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 40 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 12 LRMs)

4) Kinetic Kill Rail Cannons(3x2)---Mounted in main hull turrets positioned on either side of the former Battleram bay, and kept concealed behind armored shutters.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

5) Secondary Ion Cannons(4)--Given the nature of the Naegling’s anti-piracy deceptions, PS/ASI decided to replace the secondary laser batteries with high powered Ion Destabilizer cannon, with a better chance of disabling ships for capture.
Range:(Palladium)5 miles in atmosphere,10 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space Damage: 1d4x100 MD per blast
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively Unlimited

6) Rail Guns(8 )---Standard Phalanx-style rapid-fire chain guns.
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: EGCHH, or 6 attacks per melee in auto mode
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

(Optional)30mm Anti-Aircraft Flak Cannon---- Heavier automatic cannon with a slower rate of fire, but a heavier shell, modified for space, and mounted in a dual-mount.
Range:10,000 ft in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst. DOUBLE for both cannon firing simultaneously.
Rate of Fire:EPCHH
Payload:1600 rds, 800 rds per cannon
Radar Targeting Bonus: +2 to strike


7) Point Defense Turrets(8 )---PS/ASI engineers decided to replace the PDS mini-missile launchers with dual-mode laser-and-mini-missile launchers
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “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


Auxiliary Craft:
10 Aerospace Fighters
20 Power Armors
4 Shuttles

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

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


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Unread postPosted: Mon Feb 13, 2017 5:40 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel GraVex Howitzers
(aka ‘Upsey-Gun’)

“Yes, General Sheckley, for the last hour, the damned geeners have been shelling my forward positions with MANURE. Don’t ask me how they’re doing it, but they’re throwing $#!+ at us, and in enormous quantities. There must be empty stable heaps and latrine pits from here all the way to Burlington! My front lines are being buried under the stuff, and my men are getting pretty upset about it; if we don’t do something, and soon, I don’t think I can rein in some of my more upset personnel. They’re spitting mad and angry-stupid.”
----
“So, a few more salvoes of night soil and then we start dropping the seed?”
“Yep; HQ wants a tangleweed jungle between us and the freequees. That should slow down their armor and infantry something nifty. We’’ll throw in some flower seed as well; the deadboys oughta appreciate that.”

“Sure, Gravex guns are handy in that we don’t have to measure out propellants...just juice the grav-coils and fire away, but we still travel with a heavy artillery train just the same. We know all too well what it’s like to encounter local conditions that prevent gravitic weaponry, and even electrical systems, from working, so we carry around old tube and gunpowder bag mortars. Technically, we’ve got enough weaponry for two to three units our size, and sometimes, we’ll loan out that gear to a local military unit and double or even triple our effective numbers as a result, but mostly we do so as a hedge against being caught offguard if our shiny high-tech gets rendered into so much dead metal.”
----Corporal Geneth ‘Bomber’ Hootenzan, 128th Artillery Brigade, Greater New England Regular Army.

“Yeah, Gravex mortars aren’t cheap, but we save on heavy-duty transports, recoil control, and barrel wear-and-tear, and we get MAJOR throwweight besides. Hell, we can lob aircraft bombs with these things.”


Although Paladin Steel had long had variable caliber weaponry in its ‘Flex Gun’ line and MC artillery pieces, Northern Gun’s NG-C58 Variable Projectile Cannon still caught them offguard and inspired in them a tinge of envy they hadn’t thought of it first. Naturally, PS engineers set out to imitate and improve on the design for their own production, but couldn’t just copy the weapon, given the recent uncharacteristically cooperative relationship between the two normally chill rivals, during the Minion War.
Fortunately, technology exchanges with their offworld trade partners, and data dumps from their Three Galaxies’ branch, Aegis Stellar Industries, gave PS a new direction to take the project. Expanding on their work on gravitonics and G-weaponry, ASI had been working on a lager caliber massdriver system, using gravitonics in place of magnetics.
The first weapon of the new series is the GraVex-1 howitzer, a short-barrel, large-bore, howitzer-mortar that uses a shaped gravitational vortex to repel payloads on ballistic trajectories. The weapon is powered by a rechargeable battery or direct link to a powerplant. To offset its recoil, the GraVex-1 generates a ’buffer’ gravitonic wave to counter its own recoil; this allows the weapon to be used on lighter-framed platforms and vehicles without the need for reinforced frames or having to deploy stabilizers or shock-absorbing pylons.
GraVex cannon are much more expensive to produce and maintain than conventional chemical propellant artillery and the pneumatic NG-C58, but GraVex weapons are far more versatile. Because they don’t need to act on ferric projectiles, GraVex guns can throw just about anything, including wood, ceramics, plastics, paper, and other assorted materials. Units with GraVex cannons have even been accused of throwing their garbage and latrine contents at opponents.
For their part in inspiring this design, Northern Gun, while still quite proud of their NG-C58, are quietly quite jealous of the more advanced technology behind the GraVex-1.
With data and good reviews coming from the field deployments of the GraVex-1, Paladin Steel quickly scaled up the design and produced the more powerful 11-inch GraVex-2 and 12-inch GraVex-3.
The Minion War saw major deployments of GraVex artillery, as fast as the weapons could be produced and suitable mounting platforms found. Anti-Infernal actions saw howitzer-loads of everything from Eldrencher napalm to wood splinters and cold iron shavings dumped on enemy troops.

Weight: (GraVex-1)1,852 lbs
(GraVex-2) 12 tons
(GraVex-3) 16 tons
Caliber: (GraVex-1)10 inch (250mm)
(GraVex-2) 11 inch (280mm)
(GraVex-3) 12 inch (305 mm)
Range: (GraVex-1)2,100 yards
(GraVex-2) 11,000 yards
(GraVex-3) 15,000 yards
Damage: (GraVex-1)
*(155mm-100 lb shot)High Explosive(HE)---- 3d6x10 MD to 50 ft radius
*High Explosive Anti-Tank(HEAT)---- 4d6x10+20 MD to 10 ft radius
*Fragmentation---2d6x10 MD to 60 ft radius
(Incendiary “Hot-Grape” Version)---Does an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
*Plasma----- 1d6x 40+10 MD to 50 ft radius

(GraVex-2)
*250-lb GP Bomb----2d4x10 MD to 50 ft blast radius
*500-lb GP Bomb----4d4x10 MD to 60 ft blast radius
*Fragmentation---2d4x10 MD to 80 ft radius
(Incendiary “Hot-Grape” Version)---Does an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
*Plasma----- 1d6x 40+50 MD to 60 ft radius

(GraVex-3)
*750-lb GP Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb GP Bomb----1d4x100 MD to 70 ft blast radius
*’Bunker-Buster’---This is a mortar bomb with a reinforced nose that spins to face the ground, then engages a rocket-booster to accelerate into the ground, adding a +2d4 MD for the extra speed assist in penetration.
*Fragmentation---2d4x10 MD to 90 ft radius
(Incendiary “Hot-Grape” Version)---Does an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
*Plasma----- 2d4x 40 MD to 70 ft radius

TW ordnance is also increasingly common and available for GravVex rounds.

Rate of Fire: (All) Single Shot. Rate of fire depends on available power and the speed of the reloading mechanism.
Payload:(All) 1
Special Features:(All)
*NO Recoil---The weapon lacks recoil due to the CG-plates generating a counter-gravitonic pulse to damp out recoil. This allows for a lighter overall weapons system.
Cost: (GraVex-1) 3.7 million credits
(GraVex-2) 6 million credits
(GraVex-3) 10 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
------------


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Unread postPosted: Wed Feb 22, 2017 7:16 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Aegis Stellar Industries PS/ASI-(S)BB01 ‘(Emperor) Joshua Norton’ Space Battleship
(aka ‘J-Nort’)

“Yes, we noticed that your defense station seemed to be ....rather lacking, from what we could tell of what was left of it. Our condolences for your missing station crew; I’m sure they put off a valiant fight. From what we’ve heard, though, that was a SMALL pirate band that jumped your defenses. And where the small fry go, bigger predators often follow. You wouldn’t happen to be interested in acquiring something more...substantial? Like maybe some battleship-level firepower on a mobile base? We happen to have a few designs on our books and ships in stock...”

“If having lots of firepower to throw at opponents is an indication of success, I’d say the Norton-class battleships are a successful design. However, a battleship is more than just lots of firepower. It has to be a fully integrated weapons system, a balance of attributes and capabilities. That’s where the Nortons begin to break down.”

“Targeting scanners?! From where?! HOW many weapons just came active on that big transpo--?!”
---Last words of pirate flotilla leader encountering a J. Norton on the Rim.

The ‘Joshua Norton’ is an attempt by Paladin Steel/Aegis Stellar Industries to build a battleship, and on the cheap, too. Though PS/ASI/GNE had no immediate foreseeable need for heavy-end warships, lacking a planetary territorial base large enough to require such firepower, the emergence of the United Systems Alliance, of which PS/ASI/GNE was a major contributor, promised a future need for capital ships. The Joshua Norton was undertaken as a stopgap design for a heavy mobile weapons platform that could be assembled from existing components. The design was given new priority when it was clear that the desired vessel, the Providence-class battlecruiser, was in Development Hell, suffering delay after delay.
The Joshua Norton is built on the reinforced frame of a ‘Goethals’ Heavy Transport, Ringing the main core hull are eight hulls of Barong-class Corvettes, virtually complete, save for their engines and FTL drives being removed. Gaps in between the hulls are plugged with weapons and sensor modules from other ship-lines. This modularity makes the J.Nortons easy and fast to refit and repair, while the sheer number of plug-ins gives the ships a tremendous amount of potential firepower throw-weight. The main engine has been lengthened and enhanced with a secondary booster ring that increases the CG factor for greater thrust.
Despite, or because of, Paladin Steel’s efforts to make the Joshua Norton on the cheap and fast, the design naturally suffers a few problems.
The major complaints about the Joshua Norton is that despite its beefed-up main drive, it lacks the sharp acceleration and agility of vessels built from the start as warships. Another complaint is with the incorporation of the Barong hulls, minus their engines, but complete with powerplants and shields. Although this gives the ship’s shields and weapons a great degree of redundancy, despite exhaustive sim-work, the separate shielding systems could not be made to work synchronically with each other, leading to gaps and lags in coverage. It was not until PS/ASI completely reworked the shield communication algorithms that the problem was resolved, but not before several delays that threatened to put the program into a Development Hell of its own. Similar, but lesser, problems occurred with getting the various fire control systems to work with each other, and PS/ASI shipfitters soon discovered that the original ‘plug and play’ hopes of ship construction were overly-optimistic, and a new software team brought in to rewrite the design’s computer code specifically for the J.Nortons. Still, the J.Nortons retain an eight-shield configuration that disconcerts starship engineers more familiar with the more common six-shield projection system.
Other problems with the design are a lack of integral fighter complement, and an unorthodox internal access design dictated by the configuration of components. Crews more used to the definite up-down designs made possible by planar artificial gravity, often find themselves confused by the multitude of counterintuitive gravity directions aboard a Joshua Norton, and crewmen unfamiliar with the internal configuration have become lost just trying to report to their stations.
Despite these early problems, the J. Nortons have attracted a surprising amount of interest from members of the United Systems Alliance. These spacegoing ‘arsenal ships’ are seeing initial deployment as system defense ships and orbital fire support carriers. Because of PS/ASI’s earlier armed conversions of the Brunel and Goethals class heavy transports, the J.Norton is also often mistaken for a heavy interstellar transport or tender, and several times enemy vessels have foolishly closed into range, underestimating the amount of firepower the ‘transports’ are really packing.

Type: PS/ASI-(S)BB01 Joshua Norton
Class: Space Battleship
Crew: 550
MDC/Armor by Location:
Main Body 30,000
Engines 8,000
Bridge 2,000
Heavy Particle Beam Cannon Turrets(2) 600 each
Weapon Hulls(8) 5,800 each
Medium Turrets(8) 450 each
Point Defense Turrets(80) 80 each
Weapons Pods: (28) 1,000 each
Hangar Bays(4) 1,000 each
Forward Ablation Shield 11,000
Variable Forcefield (8 ) 2,500 each (20,000 total)

Height: 300 m(990 ft)
Width: 300 m( 990 ft)
Length: 800 m( 2,640 ft)
Weight: 500, 000 tons
Cargo: 20,000 tons in core cargo bays. Additional cargo can be carried in external pods, but that would mean sacrificing weapons/hangar pods.
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Not Possible
(Sublight) Mach 7
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) 5.6 light years per hour
(Underwater) Not Possible
Market Cost: 12 billion credits
Systems of Note:
Standard Starship Systems, plus:
*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 Resolution Range of 4 million miles

*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles

*Communications Suite:---Long Range Radio and Video

*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles.

*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.

Weapons Systems:
1) Heavy Particle Beam Cannons(2, 2 forward)---These are the big guns of the Hayes heavy transport, and have been adapted for the J.Nortons, but their slow rate of fire limits their effectiveness. They are typically used to engage small enemy spacecraft such as destroyers and frigates that get too close, hoping to incapacitate them with a single hard-hitting shot, or at least dissuade them to back off.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d6x1,000 MD per blast
Rate of Fire: Once every two melees/30 seconds
Payload: Effectively Unlimited


2) Dual-barrel Medium Laser Turrets(8)---These are part of the original Barongs, only the original single barrel dorsal and ventral turrets have been combined into a single larger dual-barrel dorsal turret.
Range: 14 miles in space
(Kitsune Values: 14,000 miles in space)
Damage: 1d4x100 MD per single barrel, 2d4x100 MD per double-barrel blast
Rate of Fire: Twice per melee
Payload: Effectively unlimited

3)Point Defense Turrets(80)---- Standard energy-based PDS.
a) Laser PDS
Range: 4 miles in space
(Kitsune Values: 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

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

4) Weapons Pods (28)---The main teeth of the J. Nortons are their rings of modular podded systems arranged in two tiers, each just aft of the weapons/Barong hulls. While these can swapped to customize the battleship for specific missions, including troop and fighter transport, generally they maintain a mix of energy weapons and missile launchers.
This system gives the J. Nortons the potential for carrying incredible amounts of firepower, and the use of independent powerplants and fire control in each pod means reduced chance for ship-wide shutdowns from damage, but the configuration also means challenges for system integration .

Heavy Pods
a) Habitat Module---Can accommodate up to 200 people. Independent life support(good for up to eight months). If so desired, at extra expense, the Habitat Module can be built with its own independent propulsion system(maximum speed of Mach 3), and can make planetary reentry on its own. On the J. Norton, this is sometimes used to deploy Stelmarine units, the detached pods serving as combat reentry capsules and ground bunkers.

b) Hangar Pod---Holds enough space for 2 medium shuttles or 4 fighters

c) Point Defense Module---Holds an array of PDS systems, missile launchers, and a separate powerplant to power them all.
*Rail Guns(4)
Range: 2 miles in space
(Kitsune Values: 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each) with 5 reload drums per gun(drum changes out in 5 minutes). Additional drums are available in cargo, and can be loaded in 15 minutes(an ammunition drum weighs 1 ton).
Advanced Targeting Bonus: +3 to strike
*Laser Cannon(4x2)
Range: 4 miles in space
(Kitsune Values: 400 miles in space)
Damage: 2d6x10 MD per single blast, 4d6x10 MD per double blast
Rate of Fire: EGCHH, or 7 per melee on automated mode.
Payload: Effectively unlimited
Advanced Targeting Bonus: +4 to strike
*Mini-Missile Launchers(2)
Range: Varies by Missile Type
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 400 missiles per launcher, 800 total, plus 400 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 96 MMs)
(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


d)Medium Range Missile Launchers(2)
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-30
Payload: 240 missiles each launcher, plus 500 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 24 MRMs)

e) Long Range Missile Launchers(2)
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-25
Payload: 600 LRMs per pod, plus 500 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 12 LRMs)

f) Medium Lasers(4)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 16 miles in space
(Kitsune Values: 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

g) Heavy Lasers(2)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 80 miles in space
(Kitsune Values: 80,000 miles in space)
Damage: 1d4x1,000 MD per shot
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

h) Medium Particle Beam Cannons(4)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 14 miles in space
(Kitsune Values: 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

i) Heavy Particle Beam Cannons(2)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 60 miles in space
(Kitsune Values: 60,000 miles in space)
Damage: 1d6x1,000 MD per single blast, 2d6x1,000 MD per double-barreled blast.
Rate of Fire: Once every melee
Payload: Effectively Unlimited

j) Heavy Rail Guns(1x3)
Range: 80 miles in space
(Kitsune Values: 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)

k) Eight-Inch Six-Barrel Rail Gun Gatling(1)----This massive weapon was first fitted as the main armament of the Sangu-class destroyers, and earned a reputation as a ‘Kitty Spanker’ for its ability to shatter Arkhon vessels. A turreted pod mounting one of these guns and a generous supply of ammunition is available to be fitted.
Range: 40 miles in space
(Kitsune Values: 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload: Has 1,200 rds ready to fire


l) Long Lance Missile Pod----Before PS/ASI acquired the ability to make/acquire reliable supplies of 3G cruise missiles, they made do with their own SLBM-sized heavy missiles. The effort wasn’t entirely successful; the weapons have the range and warhead yield, but lack the advanced targeting and AI systemry of their galactic counterparts. To compensate for their lack of accuracy, PS mounted the heaviest nuclear warheads they had in their arsenal, in the Long Lance II missiles . These weapons are designed strictly for deep space use, and are NOT for use on surface targets; such use is BANNED by PS/VFS/GNE policy. Each Long Lance pod gives the J.Norton the missile capacity of a smaller and earlier Falx missile destroyer.
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 6
Payload: 12 missiles

(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses. The Long Lance IV is available to both the Falx and the Javelin-class cruisers.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees

m) Cruise Missile Launch Pod----As PS/ASI’s ability to acquire/manufacture Galactic-style Cruise Missiles in quantity grows, the weapons are expected to become more common on their spacecraft.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10
Payload: 120 missiles per pod


Auxiliary Craft:
8 shuttlecraft

Variants
* PS/ASI-(S)BB01B---A proposed upgrade of the Joshua Norton would replace the Barong-hulls with the mission module secondary hull pods from the PS/ASI-SCG-17 LaFayette Light Cruiser line. This would increase the armor protection of each section from 5,800 to 11,000 MDC each, but would require some refitting of the ‘footing’ of each new module to install new power and forcefield generators, PDS hardpoints, and crew accommodations. The new pod hulls would retain the ten PDS turrets(which would be moved to the mounts), but could accommodate heavier ordnance.
*’B’-Barracks Pod---Adds passenger capacity, housing up to 120 passengers in diplomatic comfort, or 320 troops in more spartan accommodations.

*’C’-Cargo Pod----Dedicated cargo module, adding 10,000 tons cargo capacity.

*’D’-Drive Pod----Removes hangar capacity in favor of an additional engine section, acting as auxiliary engines and boosting the ship’s sublight speed to Mach 9. MUST be mounted in pairs.

*’E’-Escort Pod---Outfitted with a complement of point defense weapons systems for use in picket and interception duties
-Point Defense Turrets(6)---Adds six more PDS turrets identical to 3) above.
-Tachyon Scatter Guns(4)
Range: (Palladium)6 miles (10,000 m) in space w/ 3 mile wide arc(cannot operate in atmosphere)
(Kitsune Values: 600 miles in space)
Damage: 2d4x10 MD per shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

*’F’-Plasma Pod---Mounts two heavy plasma torpedo launchers.
---These are direct-fire weapons that fire bolts of plasma trapped in a temporary magnetic ‘shell’ centered on an evaporated ‘seed’ of ultra-dense deuterium ice, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(this is how the ship’s gunners can manipulate their energy projectiles at short range and correct their course....each of the launch arrays’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 20 miles in atmosphere, 200 miles in space
(Kitsune Values: 200 miles in atmosphere, 200,000 miles in space)
Damage: 1d6x100 MD per blast to 100 ft blast radius
Rate of Fire: Each array can launch volleys of 1-8 torpedoes, twice per melee
Payload: Effectively unlimited


*’G’-Gravity Gun Pod---Mounts two heavy gravity guns in place of embarked fighters(still retains the shuttles).
Range: 25 miles in atmosphere, 70 miles in space
(Kitsune Values: 70 miles in atmosphere, 70,000 miles in space)
Damage:(Kinetic Penetrator) 3d6x100 MD to 15 ft radius
(Multi-Munition Fragmentor) 3d6x10 MD to 300 ft radius
(Heavy Plasma) 2d6x100 MD to 150 ft blast radius
Rate of Fire: Three times per melee
Payload: 100 shells per cannon. Additional shells may be stored in the cargo holds and reloaded within 30 minutes(3 shells per ton of cargo)

* ‘H’-Hangar Pod----DOUBLES fighter capacity to 32 fighters.

*’I’-Ion Pod---Adds capacity for four heavy ion cannons and a dedicated powerplant.
Ion Cannon--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 4 miles in atmosphere, 12 miles in space
(Kitsune Values) 12 miles in atmosphere, 12,000 miles in space
Damage: 1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

*’L’-Laser Pod---Adds capacity for three more Heavy Lasers and a dedicated powerplant.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

*’M’-Missile Pod--- Mounts an additional battery of long range missile launchers.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 200 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

*’N’-’Net’ Pod---A module fitted with heavy area-of-effect weaponry . Typically used as an anti-fighter/missile picket.
a) Heavy Tachyon ScatterGuns(4, 400 MDC each)
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
b)Heavy Rail Guns(2, 500 MDC each)
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 200 tons ammunition storage, 1 ton of cargo per 12 rounds)


*’O’- Medical Pod(aka ‘OR’)---Flying field hospital with a capacity of caring for up to 200 patients at a time. Includes 6 fully equipped operating rooms, recovery wards, laboratories, and hangar capacity for 6 shuttles(no fighters).

*’P’-Planetary Assault Pod---This pod carries the launch systems for freefall kinetic and explosive weapons meant to be deployed against surface targets(the ‘superbomber’ concept). Can typically carry up to 8,000 tons of deployable ordnance, such as the following:
a) Kinetic Bomb---Fairly typical 2 ton ‘rod from god’ high density kinetic penetrator
Range: Orbit to Surface
Damage: 2d6x100 MD; effective blast radius of 120 ft. Can penetrate up to 400 ft into solid rock, dropped from orbit.

b) Light Kinetic Penetrator Module ---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. The LKP module actually carries three separate RVs on a maneuverable ‘bus’ stage, allowing three separate targets to be hit, or a single target to be bracketed. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete)
Weight: 4 tons

c) Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.

d) Heavy ‘MaxSlap’ KEW-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.
Weight: 21 tons

e) Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....
Weight: 15 tons

f) ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect. Up to four of these weapons can be carried on a common ‘bus’.
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.
Weight: 1 ton ‘bus’

g) Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces. They are rarely used against inhabited/habitable worlds(used against exclusively military targets).
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius

h) X-Ray Laser Bombs
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.

i) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.

j) TW Weapons---Based on the work done between Paladin Steel and its allies, strategic TechnoWizardry weapons are a safer, more ‘morally acceptable’ alternative to vaporizing enemy cities with nuclear weapons. TW warheads also have certain advantages against magic-vulnerable opponents. They are also lightweight, allowing more of them to be carried and deployed.
The downside is that strategic TW weapons are hellishly expensive in both the crystal matrices needed to hold the weapons-grade spells, and the high-level mage talent needed to produce and empower them.
Still, PS produces and deploys a wide variety of these weapons, just in case.
Weight: Each RV ‘bus’ weighs 1 ton.

j1)TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each MIRV can carry up to 200 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing incantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.

j2) TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.

j3) TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 5 independently targeting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.

j4) TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each MIRV creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.

j5) TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 5 independently targeting RVs that each generate a sizable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.

j6) TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.

j7) TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours

Rate of Fire: Volleys of 1-20
Payload: 80 free-fall RVs. Additional RVs may be carried as cargo.


*’S’-Sentry Pod---Holds an advanced long range sensor system. The ship can now pick up on vessels moving at FTL up to 30 light years away, and vessels moving through normal space up to 1 light year away.

*’T’---Tender Pod---Designed to work with the module-equipped Sunchaser- and Windfola-class corvettes. This pod is an open-framework holding additional modules(up to 30) to swap out with the smaller ships, and the apparatus needed to do it in the field.

*’U’---’Universal’ or ‘Unknown’ Pod----A dedicated science pod with dedicated laboratory facilities. Can be variously outfitted for astronomical or planetary sciences studies, including quarantine facilities for medical research. Has onboard living facilities for up to 30 research staff, although in the more extensive/secured research configurations, the scientists may live entirely in the main hull of the ship, and direct automated systems in the science pod. Some variants on this pod can be detached and deploy station-keeping thrusters and external solar panels and antennae to act as free-flying mini-space stations.

“Y”-Pod---Special designation given to a ventral hangar or drop-pod holding a large submersible vehicle that can be deployed from the ship. Reports that several examples have been used to deploy combat submarines on worlds of the TGE contested by the FWC, or Golgan worlds (especially those contested by nationalist movements) remain unsubstantiated.

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

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


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Unread postPosted: Fri Feb 24, 2017 2:07 am
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3812
Location: new york
Comment: NEVER QUIT..... I got lucky
Paladin Steel/Aegis Stellar Industries PS/ASI-(S)BB01 ‘(Emperor) Joshua Norton’ Space Battleship


wow

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


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Unread postPosted: Mon Feb 27, 2017 9:18 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Lefow(Thundercloud)---PS Trading/Manufacturing Colony

“Lefow’s starkly beautiful, especially early in the morning and late in the day, when the sunrise is shining through the mists and off the looming towers, and at sunset, when those same towers cast long shadows across the land. Of course, the melancholy contemplating times and people long lost can get to a fella, so most folks rotate out to the croplands when looking and sighing at the ruins gets a little too much.”

Lefow is a terrestrial world in the Thundercloud that has been opened to colonization. Paladin Steel/Aegis Stellar Industries is one of several commercial concerns that have staked claims and established a presence on the planet.
Lefow is considered to be a prime real estate territory despite the presence of extensive ruins on the planet, and the generally depleted state of the local geology and ecology. The Lefow landscape is dominated by the towering remains of a once extensive planet-wide urban development; giant brooding structures of megadamage ceramic tower over the land, and a network of roads and bridges crisscross the terrain. Believed to have once been giant arcology towers, the structures are now empty shells, inhabited only by colonies of local animals. Little remains of smaller, more delicate artifacts that might tell who the original inhabitants of Lefow were, but most archaeologists believe that they were humanoids roughly twice the size of humans, judging from the design of the structures. The absence of extensive remains of other technologies suggests that Lefow may have been looted by subsequent visitors to the system, those visitors not staying long enough to establish colonial presences.
Most of the new colonial activity takes place in the highlands of Lefow, away from the larger urban ruins. What were once clearly agricultural lands are being re-openned, and several of the connecting roads refurbished and used as transportation arteries by the new colonists. In a controversial move, several of the companies granted colonization rights have begin mining the ruined towers for their tough ceramic. The mining operations have been defended by the participants who cite that the planet’s natural mineral resources have been largely played out by the previous tenants.
Paladin Steel maintains a small enclave and colonial outpost near one of the smaller suburban ruin clusters, and has its regional HQ built into one of the refurbished towers. The outpost mostly sells equipment to the other colonists and corporations on the planet, and serves as a way station and communications relay office for other PS/ASI outposts further up and down the galactic arm. PS Lefow also employs a few scientists and engineers researching the materials(especially the ceramics and superconductors, which are of particular interest to Paladin Steel) used by the prior inhabitants of the planet. The colonial land allotment is separate from the sales outpost(although some sales are undertaken and some inventory is stored there) and consists mainly of farmland and some civilian housing.
Lefow is generally regarded as a backwater world with only modest potential. Most settlers immigrating to Lefow see it as a stable place to set down roots and make a living tilling the earth, not a fortune in minerals or manufacturing. Among galactic tourists, Lefow is gaining a reputation of being a ‘melancholy stopover’, with most travellers visiting to walk among the footings of the past civilization.

Size: Modest: 600 employees, plus another 9,000 colonists.
Type: Trading Post/Light Manufacturing
Security: Light; about two dozen full-time company constabulary.
Contact: Monthly; about 2-3 times a month, convoys from Amberjin manage to drop by Lefow to resupply and drop off new inventory/materials.
Products:
Agricultural equipment, civilian utility vehicles.

Solar System(Lefoein Zador Prime XXI)
Number of Stars: 1
Types of Stars: Orange Dwarf
Number of Planets:
- Gas Giant---Elefzee A, ‘Hot gas giant’.
- Asteroid----Possibly a displaced moon of the two gas giants.
- Gas Giant---Another ‘hot gas giant’
- Asteroid---Believed to be a former moon of one of the gas giants, flung out from the inner system.
- Terrestrial(Lefow)---The system’s lifeworld.
- Terrestrial----Elefzee Six. A dusty, dry, Mars-like world. Recently started attracting attention with the discovery of ancient ruins similar to those on Lefow, suggesting that the same culture had at least interplanetary capabilities.
- Gas Giant----Elefzee Seven. This outer cold gas giant acts as a ‘sweeper’ for the rest of the system, picking up stray stellar debris. Its twenty small moons are attracting some attention as possible mining sites and interstellar stopovers for starships traveling further down the galactic arm.

Planet(Elefzee Five/Lefow)
Type: Rocky, terrestrial
Diameter: 11,000 km
Gravity: Light; 0.8 Earth normal
Temperature: Temperate; Average temperature is cooler than Earth’s, on average about 3 degrees colder.
Unusual/Special Features:
Atmosphere: Terrestrial, thin, but still breathable.
Terrain: Varied; dominated by many large flatland plains, two mountain chains, and several large plateaus. There is evidence to suggest that Lefow is not particularly tectonically active, and may be slowly cooling down, with regards to landmass building and geological upheaval.
Notable Mineral Concentrations:
- Cobalt
- Lead
- Magnesium
- Wolframite
- Asbestos
- Diamond
- Quartz
- Talc
Hydrosphere: Moist. 65% of the planet’s surface is covered in open water.
Biosphere: Moderate
Lefow’s biosphere shows signs of having recovered from extensive over-exploitation in the past. Both the genetic and fossil records indicate periods of past bio-diversity that ended supposedly during the height of occupancy by Lefow’s previous inhabitants. A number of opportunistic species, and presumably vermin, have since diversified to fill empty ecological niches. A number of widespread plant species show signs of having been bio-engineered, then ran feral and mutated when Lefow was abandoned.
Civilization:
Colonial, but the ruins show that it was once home to an extensive technologically-advanced society.
Population:
About 2 million colonists currently reside on Lefow.
Technology:
Colonial; generally a generation or two behind the core worlds of the CCW and TGE
Economy:
Primarily agricultural, with some harvesting of superhard ceramics and artifacts from the ruins.
Wealth:
Can be considered to be Average; the economy is slowly getting started, but there’s just not a lot to get people excited about. There’s enough colonial starter resources coming in to bolster the economy, and they have reserves against crop failures, but barring some unexpected catastrophe or discovered windfall, most experts predict a slow, but steady, long term growth towards self-sufficiency.
Government:
Syndicate---The colonies on Lefow are currently run by their respective sponsoring corporations. Overall coordination between the various groups is overseen by a CCW proconsul.
Law Level:
Moderate; the various enclaves have a good general legal system set up, but there are some disagreements, especially with some of the private enclaves wanting to be left alone. There’s also been some disagreement about claim-jumping achaeological sites, and complaints that several worlds are using unprepossessing Lefow as a ‘dumping ground’ for their low-level convicts. There’s also some concern that at least one organized crime cartel may be active around Lefow’s spaceports, looking to run them as a secure transit hub for smuggling to other more prosperous worlds in the Thundercloud.
Popularity:
Ambivalent; there’s some chafing between the colonists, the corporations, and the government oversight groups, but nothing approaching rebellion or crackdown levels.
Stability:
Stable; there’s not a whole hell of a lot to get worked up about on Lefow, between the corporations trying to make a profit off the world, and the colonists trying to eke out a living. There is some tension between the archaeologists and the corporates about digging into the ruins and selling off the diggings.

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

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


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Unread postPosted: Mon Mar 06, 2017 8:10 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
TW Waders

“You wanna hook the big ones? Well, come prepared to face some serious hazards, because the big ones don’t come easy. Part of the sport is seeing if you got what it takes to stand in water up to your waist looking to snare your prey, while knowing that below the water, something’s doing the same, with you as the catch of the day.”

TW Waders are magically protective clothing for working in shallow water, such as swamps, river banks, ponds, and tidal areas. These chest-high garments are made of waterproof megadamage fabrics, and are enchanted with the following spells:
-Travel Above Water--- Expensive, but this spell allows the wearer to get up on TOP of the water and walk or run without getting wet or being bowled over by waves.
-Repel Animals---This spell is handy on Rifts Earth for repeling waterborne predators such as sharks, giant leeches, alligators/crocodiles, and even larger animals like hippopatomi.
-Rubber Legs---A Ludicrous Mage spell added for escape capabilities.
TW Waders can be powered by a PPE battery/amulet inserted into a watersealed pocket on the chest, or by the wearer’s own PPE, if they have sufficient reserves.
Despite their expense, TW Waders are popular with fishermen, boatmen, and adventurer-explorers.
Weight: 9 lbs
MDC: 30(effective A.R. of 17, as the shoulders, head, and arms are still expsed). Can be worn over other forms of armor, as long as the underarmor doesn’t have projections or features that might hang up on or damage the waders.
Range:(Travel Above Water) Self
(Repel Animals) 30 ft radius
(Rubber Legs) Self
Damage/Effect:(Travel Above Water) The wearer can walk or run 1-6 inches above the water’s surface as if on dry land.
(Repel Animals) Instantly repels all animals in a 30 ft radius of the wearer. The animals will stay away for hours.
(Rubber Legs) • The spell enables the caster (or those in range) to leap great distances; the character can leap 56 ft. The leap is with a big “BOING” sound and lands with a ‘SQUISH’ noise.
• In running this spell triples the runner’s speed attribute.
• In combat the enchanted person can kick a target 3 yards away.
Payload:(Travel Above Water)15 PPE for 8 hours
(Repel Animals) 4 PPE
(Rubber Legs) 18 PPE for 28 minutes
Special Features:
*Waterproof
* One-Size-Fits-All(Elastic adjustable)
* Integral Boots with no-skid treaded bottoms
Cost: 420,000 credits
Options:
Can be fitted with watersealed pockets on the front and sides for holding items, and mounting pockets for chemical repellents.

*Climb(Spell)---For 16,000 credits, this spell can be added, that allows the wearer to run up and shimmy up jetties, coastal cliffs, riverbanks, and boat hulls at 60-98% proficiency. 2 PPE buys 15 minutes of climbing duration.

*Chemical-Resistant Fabric---This is a woven outer shell of chemically-resistant/repellent fabric that protects against corrosives(do HALF damage), staining agents, and toxic wastes. Also allows for quick clean-ups with a quick hose-down. Good for workers in HAZMAT, shipyards/harbors(where oil and other substances may contaminate the water), and sewer workers, Cost: +7,000 credits.

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

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


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Unread postPosted: Tue Mar 07, 2017 5:14 pm
  

D-Bee

Joined: Tue Apr 14, 2009 5:45 am
Posts: 49
Location: Nortn East Scotland
Just a quick update on the pdf, I am keeping up with the new stuff posted :) though my free time has vanished with a night class English course, an open uni course and a new job with a daily 140 mile round trip commute, roughly a 2 hour drive each way if traffic is good :)

I hope to have a new pdf up by the end of the month :)


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Unread postPosted: Tue Mar 07, 2017 7:14 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
wildfire142 wrote:
Just a quick update on the pdf, I am keeping up with the new stuff posted :) though my free time has vanished with a night class English course, an open uni course and a new job with a daily 140 mile round trip commute, roughly a 2 hour drive each way if traffic is good :)

I hope to have a new pdf up by the end of the month :)


Take your time...if you have to balance all that(and congrats on it), best to secure RL and serious regenerative downtime before working on this. :wink:

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

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


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Unread postPosted: Sat Mar 11, 2017 1:09 pm
  

D-Bee

Joined: Tue Apr 14, 2009 5:45 am
Posts: 49
Location: Nortn East Scotland
taalismn wrote:
wildfire142 wrote:
Just a quick update on the pdf, I am keeping up with the new stuff posted :) though my free time has vanished with a night class English course, an open uni course and a new job with a daily 140 mile round trip commute, roughly a 2 hour drive each way if traffic is good :)

I hope to have a new pdf up by the end of the month :)


Take your time...if you have to balance all that(and congrats on it), best to secure RL and serious regenerative downtime before working on this. :wink:


Thanks life's busy but there is always time to relax with a good game :)


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Unread postPosted: Sat Mar 11, 2017 1:50 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
wildfire142 wrote:
taalismn wrote:
wildfire142 wrote:
Just a quick update on the pdf, I am keeping up with the new stuff posted :) though my free time has vanished with a night class English course, an open uni course and a new job with a daily 140 mile round trip commute, roughly a 2 hour drive each way if traffic is good :)

I hope to have a new pdf up by the end of the month :)


Take your time...if you have to balance all that(and congrats on it), best to secure RL and serious regenerative downtime before working on this. :wink:


Thanks life's busy but there is always time to relax with a good game :)


We don't stop playing because we grow old; we grow old because we stop playing.-George Bernard Shaw

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

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


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Unread postPosted: Fri Mar 24, 2017 8:09 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
The Farragut-class seems to be one of those ‘missing memory’ posts in that it is refered to, and I thought I’d created and posted something, but which apparently never really existed except in offhand reference...so, here, to keep up.....

PS-Fg-03 Farragut-Class Naval Frigate

“Yes, we lost several ‘guts off Long Island...damned Horune raiders were just too fast, skimming over the water for our trimarans to keep up with them...but when we could get a bead on them with spotters, we could keep them at a distance. None of this close-in spit-in-the-eye range stuff, but several MILES’ breathing room. At that, the Farraguts could hold their own. Massed missile and gun fire...even that shell-armor the five-eyes dream up has to feel it. And once we began supplying our ships with smart munitions and enhanced warhead payloads, we could hurt them even more, making closing with us a lot less attractive. Eldrencher shells were like acid on styrofoam when they hit the ‘runies. Burned their eyes and bird-meat extra-crispy. Horunes learned to give our slow-movers PLENTY of space after we torched a dozen or so of their ships that way. Of course, that suited us just as fine too, since we started sending sea-skimmers and flying bombs after ’em.”
---Chief Petty Officer Calfax Honagun, GNEN

“Yeah, secondary batteries came back big with the Coming of the Rifts. You’d be surprised now much ammo a ship like a Farragut uses up on just station-keeping, just repelling zomba. Damned sea snakes love trying to squirm aboard and grab a bite to eat, if not for the gunners constantly blasting them off. Same for dragonfish and storm riders. Unless the ship’s got zappers, though, the supply officers get migraines looking at the light ammunition requisitions after a deployment.”
---Captain Iex Frankel, GNENSS Weymouth

The Farragut-class naval frigate is an older Paladin Steel design for a high-endurance, sea-going warship that could patrol Greater New England’s waters, guard its approaches, and escort maritime commerce. It is a reliable design that was laid down soon after the more conventional Hudson and Agin designs, but before the StormSkimmer became operational.
PS engineers chose a trimaran design, combining aspects of several successful pre-Rifts vessels of the same type. The trimaran configuration was chosen for its stability, allowing the ships to loiter at sea longer and intercept the GNE’s enemies at sea further out from its territorial waters. A choice of powerplants was agreed upon, allowing for both defense budget fluxuations and possible export sales. Weapons configuration is based around a mix of ranged combat and point defense, with several systems being modular to allow for limited customization and rapid repair/upgrade. The ship is also well-armored for its weight class, with particular attention given to protecting key locations.
Overall the Farraguts are good sea boats and multipupose jack-of-all-trades vessels, with modest capability in a number of operational roles. However, the design is flexible enough that specialized variants can be quickly modified from the basic plan, and systems easily updated as newer technologies become available.
Farraguts have a long history of stalwart service with the GNEN, being a mainstay of the nation’s naval squadrons. Though the ships found themselves outpaced by faster opponents such as the Horune, the class remained in production when their presumed replacement, the StormSkimmer, showed its own weaknesses by way of mountiing overly light armament. Farraguts often serve as ‘motherships’ for squadrons of lighter craft, such as Wave Runners, Agins, and Thornes, escorts for Casablanca and Haven CVs, or as exploit units for slower ships just as the Hudson and Fletcher DDs. The GNE Coast Guard also operates several, as does the Exploration Corps.
The Farragut design is also available for export/offworld sale(below systems may vary, according to customer specifications).

Type: PS-Fg-03 Farragut
Class: Frigate
Crew: 56 +40 troops
MDC/Armor by Location:
Main Body 5,500
Bridge 550
Forward Gun Turret 400
VLS Array 500
Secondary Turrets(4) 200 each
PDS Turret 150
Sensor Mast 400
Helipad 300
Height: 48 ft mast-top, 15 ft draft
Width: 120 ft
Length: 460 ft
Weight: 3,560 tons
Cargo: 250 tons
Powerplant: Gas Turbine(w/ 5,400 mile range) or Nuclear Fusion(w/ 25 year energy life)
Speed: 48 knts
Market Cost: 120 million credits for Gas Turbine, 175 million credits for nuclear
Systems of Note:
Standard Ship Features, plus;
*Long Range Radio---500 miles
*Long Range Radar--500 miles
*Sonar---Depth gauge and detection; 50 mile effective range
*Towed Array Sonar---1,000 ft of sensor-lined cabling can be reeled out behind the ship. TAS also has the advantage of being able to look under thermoclines that deflect normal surface-carried sonar sets. Effective sonar range of 100 miles.
*Fire Control System---The Farraguts mount an advanced fire control system for directing the main guns...With the bridge and main mast intact and functional, the main guns can be slaved to the fire control system and get a +2 to strike. The secondary guns can also be tied in, but due to their mountings and independent targeting system, only get a +1 to strike.
*Hull Degausser---This system can be used to periodically de-magnetize 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.
*Closed-environment Life Support System---If necessary, the frigates can seal up, and recycle their air for up to a week.
*Desalination Gear---The frigates, in addition to having their own onboard fresh water supply, have a desalinator for producing fresh water from salt water.
*Search Lights(4)----10,000 ft range. IR and normal light.
*Lifeboats---The Farraguts sport four 20-man heavy lifeboats(250 MDC each, 20mph electric motors), and inflatable rafts (30-150 MDC each) for 120% of crew complement.

Weapons Systems:
1)Forward Gun Turret(1)--- A modular installation allows for several weapon types to be fitted.
a)5-Inch(127mm) Gun
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: 380 rds available
Cost: 360,000 credits

b)100mm LB Massdriver Cannon (PS-MDJ100L)
Range:(Direct Fire) 36,000 ft (7.2 miles)
(Indirect Fire) 90,000 ft(18 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Six times per melee
Payload: Magazine capacity each gun for 420 shells
100 mm AP shell weighs 25 lbs( 80 shots per ton)
Cost: 800,000 credits

c) Double-Barrel Naval Laser
Range: 8 miles
Damage: 1d6x10 MD rapid-fire burst
Rate of Fire: EGCHH
Payload: 160 shot battery capacity(recharges at 10 shots per hour). Effectively unlimited if nuclear-powered.
Cost: 3 million credits

d)Particle Beam Cannon Turret----Modified versions of Orbital weapons
Range: 12,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: 160 shot battery capacity(recharges at 10 shots per hour). Effectively unlimited if nuclear-powered.
Cost: 3 million credits

2) VLS Missile Launcher------Immediately aft of the forward turret and set flush in the deck, this is a versatile multi-cell Vertical Launch System unit, consisting of 16 cells, ready to fire.
a) MRMs----6 per cell

b) ASROC---(Anti-submarine Rocket)
The Paladin Steel Asroc is the post-Rifts adaptation of the rocket-propelled torpedo commonly used by old U.S. Empire warships. It consists of a short-range torpedo mounted atop a short-range missile booster, and is compatible with most short- and medium-range missile launchers. The chief advantages of the Asroc over conventional depth charge and torpedo launch systems, are response time, standoff range, and the fact that the sudden arrival of the torpedo from above gives the enemy little advance warning.
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage: 2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1,000 ft
Payload: 6 per cell

c)Harpoon III Missiles--- Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Payload:6 per cell

d) Shrike III ‘Brilliant’ antiaircraft missiles.
Range: 75 miles
Damage: 3d4x10 MD to 50 ft blast radius
Bonus: +7 to strike
Payload: 6 per cell

e) ’SeaFlash’ ---Naval SAM version if the ’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles+15 miles for the SRMs
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
Payload: 6 per cell

f) SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 6 per cell
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

g) Long Range Missiles---Typically ‘Tomahawk’-style cruise missiles. 1 per cell.

3) Secondary Turrets(4) ---Mounted on the sides of the deckhousing are four dual-purpose modular weapons turrets, meant for both point defense and surface combat.
a)20 mm Rapid-fire Cannon--- 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: 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: 50,000 credits

b)PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---This installation, introduced on the Minotaur robot, 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

c) *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

d)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

e) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and antiaircraft roles.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Cost: 250,000 credits

f) 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

g) 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)

h) 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. Single gun mount is standard.
Range:11,000 ft
Damage:3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire:ECHH
Payload: 8,000 rd drum(200 bursts)
Cost:250,000 credits

i) Series 2098 Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: 4 times per melee
Payload: 250 shot battery capacity(recharges at 25 shots per hour). Effectively unlimited if nuclear-powered.
Cost: 1.2 million credits

j) Heavy Pulse Laser
Range: 8,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: 270 shot battery capacity(recharges at 27 shots per hour). Effectively unlimited if nuclear-powered.
Cost: 3.7 million credits

k) 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: 250 shot battery capacity(recharges at 25 shots per hour). Effectively unlimited if nuclear-powered.
Deuterium Gas Reservoir has enough gas under pressure for 50 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.

l) 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

m) 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.
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

n)TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits

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

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

4) Point Defense Turret(1)---Mounted high on the rear superstructure, overlooking the helipad, is an automated rapid-fire Point Defense Turret for intercepting anti-ship missiles.
a) 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

b)PS-XGECAL 50 “Ripkiller” --- This weapon, based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. In theory, the XGECAL 50 can fire off 8,000 rounds per minute(or 2,000 rounds a melee), but PS has limited the weapon to a maximum of 100 rounds per burst , and even that can shoot the magazines dry in one melee!
Part of the high damage capacity is accounted for by the steady shipboard firing platform and the extensive fire control hardware directing it. This allows the cannon to lay even more shells directly on target with greater accuracy than previous rapid fire cannon models.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner.


5) Short Range Torpedo Tubes(2x3)---Mounted in each outrigger is a three-tube short-range torpedo tube array, meant for ASW work.
Range: 5 miles
Damage: 2d4x10(HE) or 1d6x10 MD(Plasma)
Rate of Fire: Volleys of 1-3
Payload: 6 torpedoes each, ready to fire. Additional torpedoes may be carried as cargo, but will take at least 30 minutes to transfer from stores and load them into the tubes.

6) Countermeasures:------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targetted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse accoustic sensors and homing torpedoes.
The Farragut has 4 RBOC mortar banks(2 forward, 2 rear), and 2
Replica System launchers on the fantail.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are 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!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff lauchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.

Auxiliary Craft:
Provision for 2 VTOLs or 4 VTOL drones
10-16 power armors
The deck can also be set up to service an aerostat(blimp).

Options:
*ECM Suite--A mini- Battlefield EW Center, is incorporated into the Bridge. Internally, the communications deck is fitted with a plug-in, add-on EW console for several dedicated EW officers. The ECM add-on provides the ship with greatly enhanced EW decryption abilities, de-scrambling, and secured communications, frequency scanning, and signal locators, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)
Estimated Cost: 10 million credits

*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---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. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). 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
Estimated Cost: 12 million credits


*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: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. :
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Cost: 200 credits per flare

*Depth Charge Rack---The rear deck can be fitted with a depth charge rack.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time
Payload: 18 depth charges
Cost: 28,000 credits. PS sells depth charges for about 4,200 credits each


*Ventral Turrets
Defending the underside of a ship from frogmen(both the human and supernatural kind) and other threats has always posed a problem for post-Rifts mariners; the hull is such a big blind spot. Now shipowners can have their ships defending with a watertight ventral turret, with 360-degree rotation, and 45-90 degree depression.
The problems associated with ventral turrets include the complexity of installation, the relative vulnerability to being damaged by collision with underwater obstacles, and the fact that the turret ruins the streamlining of the hull. Even a small turret can reduce the overall speed by as much as 5%, while a large turret can reduce speed by 10%. Retracting mountings and streamlined blisters can alleviate this, but at 2-4 times the base cost. Plus most captains dislike the thought of any additional holes in the ship’s hull under the waterline.
MDC: Small Turrets have 50 MDC, Large Turrets have 100 MDC.
Weapons: Small Turrets can mount a single small laser, ion weapon, rail/harpoon gun, or light mini-torpedo launcher. A Large Turret can mount multiple weapons barrels, or larger multi-tube torpedo tube banks.
Cost: Small Turret: 50,0000 credits Large Turret: 500,000 credits
Retracting turrets can cost 2-4 times that


Variants:
*PS-Fg-03AA---Air defense variant that removes the VTOL and helipad in favor of a second VLS, and two additional secondary gun turrets, mounted for high-elevation air defense. The PS-Fg-03AA also sports a second sensor mast, redundant air search and targeting radars, and linked guns and missiles get an additional +1 to strike airborne targets. PS-Fg-03AAs are frequently seen as escort units for larger capital units and air defense pickets for convoys.

*PS-Fg-03ASW---AntiSubmarine Warfare variant fitted with two heavy torpedo racks and several spare sets of TAS. The VTOL complement will typically consist of ASW helos or drones, and the fantail has a crane for servicing both the TAS and a dozen submersible UUVs.
a) Heavy Torpedo Tubes(2x3)---Mounted between the main hull and outriggers, these triple-array tubes can be used for either anti-submarine or anti-surface attacks.
Range: 20 miles
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-3 torpedoes per melee
Payload: 18 torpedoes carried
Bonuses:+3 to strike within 1,000 ft. -2 to strike at any range over 1 mile

*PS-Ffg-03----Anti-shipping strike variant that sacrifices most of the VTOL deck for four box-launchers of ASSM-06 HammerDart anti-shipping missiles(30 mile range, 5d6x10 MD or 6d6x10 MD, +6 to strike, 4 missiles per launch-box, 16 total). Retains the ability to field 2 scout RPVs.

*PS-Fg-03WHEC---Coast Guard variant. Does away with the VLS in favor of two LASW mortar systems, and adds a crane to the fantail for servicing small boats.
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-5: 5 rounds
LASRW-8: 8 rounds
LASRW-16: 16 rounds
Cost: 80,000 credits for the launcher(81,000 credits for the LASRW-8 , 84,000 credits for the LASRW-16; price covers installation) 3,000 credits per shell


*PS-Fg-03AGOR---Oceanographic Survey Vessel. Does away with the VLS in favor of additional lab space, and downgrades the main cannon and secondary weapons turrets to ‘Button Gun’ PDS units. The fantail adds a multipurpose crane for supporting sensor-sled and mini-sub operations. More common offworld; oceanographic survey on Rofts Earth is typically a function of fully armed warships.

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

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


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Unread postPosted: Mon Mar 27, 2017 1:41 am
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 540
Recent reports from deep cover opretives in Calgary and Cuba show some troubling developments. As both locations become bastions of evil they have developed their own variations of bussiness that can be found in big cities these include:

-Coffee shops with free soulmancy recharges.

-Hobby shops for aspiring Soul Wizadry and other horrid magic.

-Slave grooming and transmutation.

-Record stores filled with recordings of atrocities, in digital or vinyl.

-Food trucks with meals made from countless lifeforms.

-VIP clubs that cater to fiends who want to indulge in true friendship, kindness, charity, mercy and other forbidden wonders.


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Unread postPosted: Mon Mar 27, 2017 7:32 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
89er wrote:
Recent reports from deep cover opretives in Calgary and Cuba show some troubling developments. As both locations become bastions of evil they have developed their own variations of bussiness that can be found in big cities these include:

-Coffee shops with free soulmancy recharges.

-Hobby shops for aspiring Soul Wizadry and other horrid magic.

-Slave grooming and transmutation.

-Record stores filled with recordings of atrocities, in digital or vinyl.

-Food trucks with meals made from countless lifeforms.

-VIP clubs that cater to fiends who want to indulge in true friendship, kindness, charity, mercy and other forbidden wonders.


Those fiends!!!!!
Soulbucks...where a cup of coffee costs your soul.

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

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


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Unread postPosted: Mon Mar 27, 2017 7:36 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Minion War Conversions
The Minion War saw a variety of new options and vehicle variants rushed into service to better counter the Infernal invasion. Many older vehicles saw revisions and modifications to allow them to stay on top of the ever-changing battlefield.

*PS-MBT-25G Von Stueben Heavy Tank
The PS-MBT-25 ‘land battleship’ is normally a rare bull in the PS stables, due to its size, mass, and slow speed, but its fairly simple technology and heavy armor has endeared it to a number of client-states, some of whom have acquired PS franchise-license to produce the massive MBT for both their own use and export. The Minion War’s disruption of market planning, has led to even lumbering brute designs like the Von Stueben being rushed into mass production. In efforts to streamline production and make the design more relevent in the current crisis, the satellite factories have been experimenting with more variants.
The PS-MBT-25G variant of the Von Stueben MBT mounts a powerful T2ATMB anti-theron cannon in place of the 175mm main gun. Other additions included a PPE sensor system, and spell-diverting appliqué ecto-armor.
The only real complaint about the variant is the lack of speed endemic to treadlayer vehicles. GNE forces got the best results if they were able to pre-position their heavy armor along the anticipated path of advance of the Infernals, but had less success repositioning in the event of sudden enemy deviations from course. However, few crews have any complaints about the long range of the MagnaBlaster or its effect on Infernal constructs. Though lacking the extremely long range and ballistic artillery capabilities of the 175mm, the MagnaBlaster can still shoot over two miles, and the lighter weight of the weapon allows the tank to improve its speed to forty-five miles per hour.

Changes/Modifications:

Speed: Increase land speed to 45 MPH.

Systems of Note:
*PPE Sensors---A adaptation of the nautical ORACLE---Omni-diRectional Aura Classification and Locator Electronics---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 MBT, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures).
Effective Range: 4,000 ft radius of detection.

Weapons Systems:
1) T2ATMB Anti-Theron Cannon ---This replaces the 175mm massdriver cannon.
The MagnaBlaster is a true monster; it can de-energize a horde of Brodkil in one shot, blast a Master Vampire to dust, and do big-time damage to normally invulnerable beings like the Metzla. However, the MagnaBlaster is also big, cumbersome, and can fire only a limited number of shots before requiring recharging and replenishment. The MagnaBlaster is most common with the GNE Armed Services, where it has first been issued to demon-slayer regiments, and where static defense installations now mount batteries to protect the major cities of the NorthEast from magical attack.
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
Rate of Fire: Three times per melee
Payload: 25 shots per reservoir bank; the PS-MBT-25G has three reservoirs for a total of 75 shots before needing reprovisioning.
Cost: EXCLUSIVE to PS, not available for sale

2) Eldrencher Flamethrowers(2)---The Von Stueben was only the second PS ground vehicle to be approved for use of the new Eldrencher incendiary alchemy, that feeds its combustion off a target’s own PPE. More than a few Infernal ground troops, seeking to close with the tank before it can bring its main gun to bear on them, have fallen victim to quick ‘firewalls’ thrown up by the vehicle’s flame projectors.
Eldrencher flamethrower fuel does 3d6 MD per blast and continues to burn for 1d4 minutes, doing 2d6 MD per melee, and costs 4,000 credits for a 100-shot tankload.
ALL Eldrencher weapons do the following:
- Supernatural BEINGS caught by Eldrencher Fire take 50% more damage
- Supernaturally-enhanced structures take DOUBLE damage.


*PS-MBT-25SPM Heavy Mortar Carrier
This is the Von Stueben’s chassis modified to carry a GraVex-2 11-inch howitizer, and 36 rounds of ammunition ready to be fired. It is often attached to a PS-UT-25, which is an MBT-25 chassis stripped down and used as a self-propelled transport carriage, in this case carrying 50 rounds of 11-inch ammunition under a protective casemate(300 MDC).



PS-APC-03 ‘Rattlesnake’ APC:

*PS-APC-03ULRVCM Unmanned Land Robot Vehicle, Command

The -03ULRVCM was conceived of as a scaled-up ‘Snoopy’ ROVAR for extended scientific survey or military reconnaisance. Essentially an unmanned Rattlesnake APC outfitted as a ‘mothership’ for a bevy of smaller land robots, the -03ULRVCM carries a small garage in place of the rear troop compartment, where smaller rover ‘bots can be transported, recharged, re-armed, and even given basic repairs.
-03ULRVCMs can carry basic self-defense weaponry in their twin turrets, which have also been fitted as stereographic sensor heads for scanning the surrounding topography.
-03ULRVCMs are also often deployed as decoys and mine sweepers, the unmanned units often operating in areas deemed too dangerous for live sappers to work in. Some large HAZMAT cleanup sites have seen the deployment of -03ULRVCMs as botn site labor and security.
Changes/Modifications:
Crew: None, onboard robot AI.
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range), basic robot audio and other standard power armor-equivalent systems.
*Laser Range-finding and Targeting(50,000 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
*Molecular Analyzer---Chemical and spectrographic analysis of material samples.
*PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
*IR/Normal Light Spotlight-----300 ft range.

*Auto-Armorer---The rear compartment of the -03ULRVCM sports a ‘drive-in-drive-out’ system for changing out modular components such as ammunition magazines, demolition kits, manipulator arms, camera mounts, and the like, as well as battery recharging, tread/wheel adjustment/replacement, and basic maintenance. It CANNOT affect substantial repairs or overhauls.

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 65% chance of negating radar or communications jamming (non-magical) on its own, and is more advanced than the regular versions mounted as standard equipment aboard many PS military vehicles, as it is essential that the -03ULRVCM maintain uninterrupted communications with its drone units for coordinated actions.
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.


Weapons Systems:
The -03ULRVCM retains the twin light gun turrets of the basic vehicle, but the rear compartment is taken up by housing for burrowing munitions and a drilling rig.
1) Light Gun Turrets(2)---These remain unchanged from the original design.

Programming:(Standard package)
Geology 80%
Biology 75%
Botany 75%
Chemistry 80%
Chemistry: Analytical 80%
Math: Basic 98%
Navigation: Land 94%
Read Sensory Instruments 98%
Radio: Basic 94%
Optic Systems 90%
Laser Communications 90%
T.V./Video 90%
Surveillance Systems 90%
Trap/Mine Detection 80%
Basic (Robot) Maintenance 80%

-More specialized program packs, such as science, labor, and demolitions disposal, can be added at the buyers’ discretion, and to custom-order.

Actions/Attacks Per Melee: 4
Initiative +2
Dodge +1
Strike +1 (+3 w/ ranged weaponry)
Roll +2

Robot Complement:
The -03ULRVCM can carry the following numbers of robots(or a mix thereof) in its rear compartment
*Handitracs (18)
*ROVAR (2-4)
*PS-ATV-RPV02’Robospeedy’ (2)
*PS-McRPV-05 ‘RoboSica’ (3)
* PS-MBmTRPV01 ‘RoboTom’(10)
-Flying Eye Probe Robots(24+upper roof racks with 12)

Options:
*Reinforced Floor---Armors the underside of the car against IEDs and land mines. These weapons now do HALF damage, and add 180 MDC (applicable to the UNDERSIDE only). But the vehicle is now 1,000 lbs heavier, and reduce maximum speed by 10%.
Cost: 25,000 credits

*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 300,000 credits

*PS-APC-03 STMC ‘Burrowsnake’ Subterranean Munitions Carrier
Traditionally, land armies have had two dimensions to contend with; land and air. The Coming of the Rifts added a new dimension to land combat in the form of burrowing monsters or mystically apporting Earth Elementals and tunnelers. Facing these threats before they can surface in the midst of a military position or civilian community poses special challenges, and one Paladin Steel has seen fit to address.
The PS-APC-03 STMC is a modified variant of the PS-APC-03 ‘Rattlesnake’ armored personnel carrier. In place of a troop compartment, the STMC holds a special sensors compartment, and magazine for specialized burrowing munitions. An external gantry holds one or two laser-drill pylons for quick well-drilling, and a ‘seed drill’ for dropping munitions such as badger grenades into the deep holes. The STMC uses seismic and MAD sensors to look out for anomalous underground activity, then moves to deploy counter-munitions, either launching weapons such as the PPS/PP-LMT01 Land Micro Torpedo directly into the ground, or by drilling deep shafts and dropping mine warheads down them.
PS-APC-03 STMCs saw their first deployments around ruined pre-Rifts cities, to counter the threat of ruin worms. Hunting the giant subterranean monsters gave ample practice to the new weapons crews, as well as refined tactics in the use of subterrane ordnance(especially proper placement of charges and quick movement away thereafter, to prevent the vehicle falling into a sinkhole dead drop of its own making).
APC-03 STMCs are almost always deployed with Combat Engineering units, although a few have appeared with Special Operations teams and HorrorHunter squadrons.

Changes/Modifications:
Crew: Typically 6; driver, radio operator, two gunners, and two sensor operators/engineers.
Systems of Note:
*Magnetic Anomaly Detector/Ground Search Radar-------Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active EM fields can be detected at TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.

*Ground Sensors----Housed in the underside of the APC is a seismic probe and ground-phones. When in use the seismic probe fires a penetrator, similar to the stabilizer struts of the Glitterboy, into the ground, and emits ultra-low frequency sound waves, acting as a sort of subterranean sonar. The return waves are detected by ground sensors in extendable surface pads, and a computer compiles a graphic map of the underground topography. This has proven to be an extremely useful tool for locating buried ruins, charting geological resources, and finding underground installations.
Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the APC will hear an annoying low-key buzz, and may feel nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1,000 ft.
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running thru pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.

Weapons Systems:
The APC-03 STMC retains the twin light gun turrets of the basic vehicle, but the rear compartment is taken up by housing for burrowing munitions and a drilling rig.
1) Light Gun Turrets(2)---These remain unchanged from the original design.

2) Subterrane Munitions
Magazine Capacity: A typical STMC loadout is 300 Type 1 Badger Grenades, 200 Type 2s, 75 Type 3s, 20 LMTs, and 18 Drill Rockets.

a) Badger Grenades
Weight:(Type 1 Light) 1 lb
(Type 2 Medium) 5 lbs
(Type 3 Heavy) 8 lbs
Range:(Type 1 Light) 120 ft if thrown
(Type 2 Medium) 80 ft if thrown
(Type 3 Heavy) 1d6x10 ft if thrown
Note: If thrown, rather than placed, on a 1-5 the grenade misses proper orientation and explodes as an external charge. A hit does damage as normal, and a Natural 20 means that not only is the charge correctly oriented, but it is placed so as to do maximum damage to a critical internal stress point....roll as for a proper demolition skill roll.
Damage:(Drill) Does 4d6 MD(half damage on metal) per melee, for 1d4 melees.
(Explosive Charge)
(Type 1 Light)2d6x10 MD when self-placed inside a spike hole, 6D6x10 when used in a spike hole and with a successful demolitions skill roll, 6d6 MD when used
outside with a 10 ft blast radius.
(Type 2 Medium)4D6x10 when self-placed inside a spike hole, 1D4x100 when used in a spike hole and with a successful demolitions skill roll, 1D4x10 when used
outside with a 12 ft (1m) blast radius.
(Type 3 Heavy)6D6x10 when self-placed inside a spike hole, 1D6x100 when used in a spike hole and with a successful demolitions skill roll, 1D6x10 when used
outside with a 14 ft (1m) blast radius.
Special Features: *Time or Remote Detonation Capability
*Gecko-pad Claws allow for clinging to surfaces such as polished stone or surfaced concrete.
Cost:(Type 1 Light) 3,000 credits
(Type 2 Medium) 8,000 credits
(Type 3 Heavy) 10,000 credits

b) PPS/PP-LMT01 Land Micro Torpedo Launcher
(aka ‘Mole Missile’)
Designed initially as more of a dare(after hearing of Naruni Enterprises’ NE-TT07 ‘Sneaker’ MLM) than a practical weapon, this is a screw-headed torpedo that is covered with a vibratory field to allow for easier access through loose earth or asphalt. When it has reached the intended target underneath, it explodes. It is in the experimental stages, but some have taken it as a “swimming landmine” with pride.
The LMT is often regarded as an expansion of the concept of a burrowing munition as introduced by the ‘Badger’ grenade, but with greater range underground. The weapon has a roughly flat and triangular forebody, followed by a rotary cutter and battery/warhead pack, giving it a similar shape to the TW Burrowing Stake also available from PS.
Accurately aiming the LMT remains the biggest problem, as it is almost impossible to effectively hit a moving target with a LMT. It is best used against stationary targets, such as bunkers, entrenchments, and underground infrastructure(such as communications cables and water pipes). It is also most effective when traveling close to the surface, through loose soil, sand and surface cover, although this can lead to the weapon producing a detectable ‘mole track’ on the surface that can be dodged.
The current-model LMT is a strictly ‘point and shoot’ weapon, relying on an internal gyroscope to keep it on course and angle of descent. The weapon can also be programmed to travel on simple courses, such as ‘descend to -x-meters depth over a distance of -v- feet, then ascend at -u- angle and detonate’, allowing it to be used to ‘porpoise’ under walls and barriers.
Weight: 12 pounds
Each LMT is roughly 2 ft long, 5 inches wide, and weighs 5 lbs.
Range: 2,500 feet. Travels through loose soil and sand at a speed of 15 MPH( equivalent running speed of 22).
In an emergency, the LMTs can be launched through the air, using their launch compressed gas ‘rams’, but range is a paltry 100 ft and they are -1 to strike.
Damage: 5d6 MD to target and 2d6 MD to all in a ten foot radius. Used in loose soil, this can cause a ‘blow’ and subsequent ‘deadman’s drop’ that can seriously damage structures. The cutting vibroblade itself does 1d4 MD per melee. The battery powering the LMT lasts approximately fifteen minutes, after which the LMT can be set to either self-destruct, command-detonate, or lie in place as a land mine.
Rate of Fire: Standard
Note: Use W.P. Heavy Military Weapons for any applicable bonuses.
Special Features:
None currently. Paladin Steel is working on a ‘ground-thumper’ ground-radar/sonar system, possibly using a short tunneling sensor spike that would allow the launcher to scan soil/ground density ahead of the projectile before firing.
Similarly efforts are underway to incorporate active sensors into the LMTs themselves.
Cost: Still regarded as somewhat experimental(the APC-03 STMC is regarded as the first large scale field deployment of the LMT). Projectiles are projected to cost 500 credits each.

c) Rocket Drill Pack---This system is rocket-powered drill head launcher. The launcher can either be raised and fired into the ground like an oversized Glitterboy stabilizer pylon, or flipped over and fired horizontally. The superhard drill head and its rocket charge quickly bore through rock, earth, and concrete within seconds, while a high speed reel feeds in lightweight plastic 3-inch pipe( typical reel is 100 ft) afterwards. This gadget is great for drilling holes for blasting, or drilling for water. In subterranean combat, the resulting drill shaft can be packed with sensors, explosive charges, or liquid explosive.
The Drill Rocket CAN be used as a weapon in the air, but only has a range of 200 ft in air, is -6 to strike, and only does 1d6 MD on impact. The rocket drill CANNOT be re-used after use......it’s worn out and expended.
Range: 100 ft of earth/rock/concrete(SDC or MDC), or 25 ft of SDC metal(10 ft of MDC metal) Average speed of the drill head is 25 ft per melee.
Damage: 1d6x10 MD per melee to a pinpoint (6 inch) area.
Note that the rocket also blasts exhaust and debris back around the hose, so anyone caught in the 8-ft backblast plume takes 1d4x10 SDC. Caution is advised when using this device.

Penalty: -2 to strike, parry, and dodge.
Cost: 200,000 credits. 2,000 credits per rocket drill.

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

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


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Unread postPosted: Sat Apr 22, 2017 9:23 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
Yet More Vehicle Variants:

“We’re keeping up with the past.”
---PS Vehicle Division engineer, on refits inspired by historical records.

In addition to coming out with new vehicles, Paladin Steel is constantly revisiting older designs, refitting and updating them, producing new variants, and showing a continuing support of their older products. The following are a few of the latest retro-rollouts:

*LAFV027 Windsor LBT
*LAFV027MBRPV----Improved combat drone version of the Windsor LBT, based on accounts of the pre-Rifts Russian ‘Uran’-series ground combat drones. Incorporates improved combat software and a larger turret( 100 MDC), 30mm cannon, a co-axial light machine gun(7.62mm) or light pulse laser(typically a standard cyborg forearm laser), and four five-shot mini-missile launchers, or 2x4 Hellfire/Copperhead ATGM launchers, or 2x2 Heavy ATGMs.
Actions/Attacks per Melee: 6
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon

*LAFV027RCEV---Another robotic version inspired by the Uran-series, the LAFV027RCEV is configured for combat engineering tasks. It lacks a turret, but mounts built-up sides(280 MDC), heavy radiation shielding, a large robotic grasper arm(80 MDC, 10 ft reach, Robotic P.S. of 35, and can be fitted with an excavator bucket), and forward dozer blade attachment(this can be exchanged for other devices, such as mine flails, plows, rollers, and levellers). A backhoe can also be attached. The ‘bot-tractor is programmed for basic tactical landscaping and brush clearance, and can also be used to probe minefields and bunker complexes. It can be remote-controlled, or assigned simple tasks to carry out on its own(or in concert with other RCEVs), such as clearing and leveling an area of land, preparing a roadbed, or excavating a trench system.
Programming:
Excavation 85%
Military Fortification 65%
Detect Concealment 65%
Trap/Mine Detection 85%
Actions/Attacks per Melee: 4

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

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


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Unread postPosted: Fri May 12, 2017 8:22 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
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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Unread postPosted: Sat May 13, 2017 9:09 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
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

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

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


Last edited by taalismn on Sun May 14, 2017 1:56 pm, edited 1 time in total.

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Unread postPosted: Sun May 14, 2017 12:50 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1123
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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Unread postPosted: Sun May 14, 2017 2:14 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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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
------------


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Unread postPosted: Sun May 14, 2017 5:49 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1123
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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Unread postPosted: Sun May 14, 2017 8:48 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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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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Unread postPosted: Wed May 17, 2017 12:17 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
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
------------


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Unread postPosted: Wed May 17, 2017 7:54 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
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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Unread postPosted: Mon May 29, 2017 9:45 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
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
------------


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Unread postPosted: Tue May 30, 2017 9:55 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
SOMNOLENT IVORY gets a quick illo:
http://i408.photobucket.com/user/taalismn/media/img898_zpsu15csyhl.jpg.html

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

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


          Top  
 
Unread postPosted: Mon Jun 05, 2017 9:05 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
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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Unread postPosted: Mon Jun 12, 2017 8:02 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
* 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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Unread postPosted: Thu Jun 15, 2017 10:09 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
*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
------------


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Unread postPosted: Wed Jun 21, 2017 11:07 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
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
------------


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Unread postPosted: Sat Jun 24, 2017 8:11 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43905
Location: Somewhere between Heaven, Hell, and New England
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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