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Unread postPosted: Sun Jun 25, 2017 8:39 pm
  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

e) Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast, 4d4x10 MD for a four-shot burst
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source
Cost: 3 million credits
Options:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: HotShot modding costs 50,000 credits, and a recharged cylinder of refined d-gas costs 500 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

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


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

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

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

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


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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

t) TK Heavy Machine Gun Pod
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for synchronized fire from TWO mounted pods)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

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


5) Flare/Chaff Launchers(2)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will aslo temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 chaff clusters(12 per launcher)


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

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


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

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

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

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

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

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

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to flouresce and become visible to the naked eye.
Rate of Fire: EGCHH
Payload: The A-VTOL-5D’s twin PS/KT-MDEC-04s each have a gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.

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

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


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Unread postPosted: Mon Jun 26, 2017 7:55 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
MISTY EYE---The Quantum Communication Switchboard Bio-Mod
(aka ‘Commtat’)

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

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

“Can you hear me now?”

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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Unread postPosted: Fri Jun 30, 2017 8:21 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
PSHHC-19LSPG Minismeg Combat Hovercycle
(aka ‘gastraphetes’)

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

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

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

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

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

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

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

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


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


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

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

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

b) Ion Blasters
Range: 600 ft
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 100 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits

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

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

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

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

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


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

*PSHHC-19M---Missile launcher variant that replaces the mortar gun with either a 19-shot mini-missile launch pod or a micromissile launcher with 5 25-shot cassettes(for a total of 125 15-20mm micro-missiles).

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

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


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Unread postPosted: Wed Jul 05, 2017 10:53 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
ARBOR CARMINE---Vulpine MegaWarrior Bio-Mod
(PU2 budget of 9 million per operative)

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

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

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

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

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

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

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

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

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

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

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1 APM
+3 on initiative
+2d6 to P.S., plus is considered to be Extraordinary
+2d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+2 disarm
+4 save versus Horror Factor
+6 save versus poison
+9 save versus disease
+2 save versus possession
Heals twice as fast
+3 save versus Bio-Manipulation attacks.
Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration.
+10% to tracking, land navigation, and prowl
Track by Smell 35%+4% per level of experience

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

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


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Unread postPosted: Mon Jul 10, 2017 8:51 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
PS HUR-04B Landmaster II Heavy Transport/Exploration Robot
(aka ‘Atomic Cockroach’)

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

i) 5-Inch(127mm) Gun---A holdover from the classic armed merchantman, improved by PS same as with the 3-inch weapon. Too slow to beeffective as an anti-aircraft defense against modern jets and particularly fast moving monsters, it is effective against surface targets. Even Splugorth Slaver-craft have learned to respect old tube-artillery firing micro-tacnuke shells. Originally, these weapons were serviced by a 10-man crew; modern automation has replaced them.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: Typically 100 rounds per gun.
Cost: 360,000 credits

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

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

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

m) Magepod-Multiplexor---Mrk 3 TW multiplexor, with 10-slot spell cassette system. Requires either a dedicated living PPE source to power, or a PPE generator to be installed.
Range: Varies by spell; increase range by 50% due to advanced spell focusing elements.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Mrk 3 Mage Pod system costs about 1.8 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits


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

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

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

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

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

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

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

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


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

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

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

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

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

*HEWCR-04L2---A variant produced in the Three Galaxies by Aegis Stellar Industries, Paladin Steel’s avatar-company, the HEWCR-04L2 takes advantage of more advanced technologies available there to mount capital starship-grade weapons in the turret. Up to two medium starship weapons can be mounted in the turret, or one heavy weapon(with the exception of the massdriver cannon). The HEWCR-04L2 is typically seen as a planetary defense unit.

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

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


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Unread postPosted: Mon Jul 17, 2017 8:38 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
PS-TW-OHD-01 ‘Fazzler’ Hypno-Optic Mental Effector Device
(aka ‘Hypnogem’)

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

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

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

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

Cost: 46,000 Credits.

Options:
-(Spell)Blinding Flash---1 PPE/2 ISP---60 ft range, 10 ft radius. The crystal can be used offensively to deliver a blinding flash of light that leaves victims dazed; save versus magic or be -10 to strike, parry, and dodge, with a 50% chance of falling for every 10 ft of distance they attempt to move. Effects last 1d4 melees. Cost: 80 credits
-(Spell)Lost for Words---3 PPE/6 ISP for 1 hour’s duration. Cost: 900 credits
-(Spell)Gullible---8 PPE/16 ISP for 12 minutes’ duration. Cost: 1,200 credits
-(Spell)Mask of Deceit---8 PPE/16 ISP for 1 hour’s duration. Cost: 1,200 credits

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

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


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Unread postPosted: Sun Aug 13, 2017 8:48 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
PS-HPPC08 Heavy Particle Beam Gatling Cannon
(aka ‘Patgat’, ‘Partistorm’, ‘Vaporator’, ‘RingO’, ‘Seqzapper’, ‘Muonator’)

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

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

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

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

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

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


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Unread postPosted: Sun Aug 27, 2017 8:22 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
PS HUR-04B Landmaster II Heavy Transport/Exploration Robot
(aka ‘Atomic Cockroach’)

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

i) 5-Inch(127mm) Gun---A holdover from the classic armed merchantman, improved by PS same as with the 3-inch weapon. Too slow to beeffective as an anti-aircraft defense against modern jets and particularly fast moving monsters, it is effective against surface targets. Even Splugorth Slaver-craft have learned to respect old tube-artillery firing micro-tacnuke shells. Originally, these weapons were serviced by a 10-man crew; modern automation has replaced them.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: Typically 100 rounds per gun.
Cost: 360,000 credits

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

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

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

m) Magepod-Multiplexor---Mrk 3 TW multiplexor, with 10-slot spell cassette system. Requires either a dedicated living PPE source to power, or a PPE generator to be installed.
Range: Varies by spell; increase range by 50% due to advanced spell focusing elements.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Mrk 3 Mage Pod system costs about 1.8 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits


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

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

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

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

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

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

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


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

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

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

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

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

*HEWCR-04L2---A variant produced in the Three Galaxies by Aegis Stellar Industries, Paladin Steel’s avatar-company, the HEWCR-04L2 takes advantage of more advanced technologies available there to mount capital starship-grade weapons in the turret. Up to two medium starship weapons can be mounted in the turret, or one heavy weapon(with the exception of the massdriver cannon). The HEWCR-04L2 is typically seen as a planetary defense unit.

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

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


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Unread postPosted: Sun Aug 27, 2017 11:23 pm
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 540
You already posted the landmaster. Also good to have you back.


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Unread postPosted: Mon Aug 28, 2017 4:33 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
89er wrote:
You already posted the landmaster. Also good to have you back.



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

Though, actually, on this I jacked the main body MDC to 880...so, improved model? :P

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

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


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Unread postPosted: Wed Aug 30, 2017 10:05 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel PS-IR22 Ironfist Combat Robot

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

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

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

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

*360-degree Waist Rotation

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

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

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

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


2) Pectoral Guns(2)---Mounted in the chest are two light weapons mounts, typically fitted with light pulse energy weapons or rapid-fire projectile types:
a) Light Machine Guns---Typically loaded with tracers for the spectacular ‘stream of death’ of projectiles shooting out at, and sometimes bouncing off, targets.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 100 rd box magazine
Cost: 20,000 credits

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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Unread postPosted: Fri Sep 01, 2017 10:23 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
TW ‘Superstink’ Grenades
(aka ‘Metastencher’)

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

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

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

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


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Unread postPosted: Sat Sep 02, 2017 11:58 pm
  

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Joined: Mon Sep 19, 2005 10:24 pm
Posts: 1133
Location: Praxus
Comment: Arrrrgggghhhh!
taalismn wrote:
89er wrote:
You already posted the landmaster. Also good to have you back.



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

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

_________________
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.


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Unread postPosted: Sun Sep 03, 2017 3:02 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1124
Shorty Lickens wrote:
taalismn wrote:
89er wrote:
You already posted the landmaster. Also good to have you back.



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

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


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


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Unread postPosted: Sun Sep 03, 2017 8:30 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Personally, for my own record-keeping, I've instituted separate 'posted' and 'WIP' file folders, but if I post just before I head off somewhere, I don't always remember to cut and paste between the folders...

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

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


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Unread postPosted: Mon Sep 04, 2017 8:18 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
(Variant) PS/SC-ACB29B Heavy Bomber(aka ‘Chukthudder’, ‘Fuzzbomber’, ‘Kangesh’/’Steel Thundercloud’)

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

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

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

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

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

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

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

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

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


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

2) 30mm Cannons(3)---The IHA 30mm ramjet cannons have been replaced with a number of other weapons systems emphasizing greater range and accuracy:
a) PS-M136 Mingun(2x)---This is merely a rebuilt of the pre-Rifts M134 Minigun. The six-barrelled 7.62mm caliber electrically-powered Gatling has been modified to make use of higher-temperature-resistant and self-cooling megadamage barrel materials and bearings, light weight power sources, and (largely) self-lubricating coatings to keep jamming and overheating to a minimum. The weapon is similar enough to several already in service with the various ChaiChuk militaries on SerChai that it was easily adopted and ammunition produced locally. The ACB29B mounts two in a turret wedded to a PS-designed fire control system.
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt per gun
Cost: 27,000 credits


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

c) Short Range Missiles---180

d)Medium Range Missiles---120

e) Long Range Missiles--- 60

f) SAW Stand-Off Weapon--- 60

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

h) ‘Tacit Rainbow’ Drones--- 60

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

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

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

6) Countermeasure Launchers(4)---Four countermeasure launcher pods are integrated into the airframe.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 chaff clusters(12 per launcher)


Variants:

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

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

*ACB29T----In-air tanker conversion. The bomb bay and long range missiles are replaced with liquid fuel reservoirs, and a rear observation/boom operator station added. The tanks can hold 24 tons of fuel. Typically retains the wing pods for self-defense missiles or additional fuel pods.

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

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


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Unread postPosted: Mon Sep 04, 2017 8:21 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
BROWN LUNA---The Quick Leaper Bio-Aug
(aka ‘Springheel’, ‘Bunnibounders’, ‘Usis’, ‘leapflikkas’)
(PU2 budget of 7 million per operative)

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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


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

Special Skill Training:
BROWN LUNA recipients are also taught parkour as part of their rehabilitation; they also often crosstrain in kickboxing.

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

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


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Unread postPosted: Sun Sep 10, 2017 8:20 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
PS-TWFR01 ‘Firestick’ Incendiary Weapon
(aka ‘TorchWand’)

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

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

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

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

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

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

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

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

*Cosmetic Ornamentation---Many private buyers of the TWFR01 like to disguise it as a walking or swagger stick, and get gold or chrome plating/inlays, and the head shaped to resemble an animal(dragons and lions are currently popular). Depending on the detail of the work, the price can rise 25% or more.

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

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


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Unread postPosted: Fri Sep 15, 2017 11:06 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
MAGMA DEVA ---The FireWalker Bio-Mod
(PU2 budget of 10 million per operative)

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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Unread postPosted: Sun Sep 17, 2017 9:38 am
  

D-Bee

Joined: Tue Apr 14, 2009 5:45 am
Posts: 49
Location: Nortn East Scotland
Well I'm back been busy with work and uni the last six plus months but have a week between courses so been busy updating the files.

Current stats roughly 1080 designs and over 2000 pages.

Paladin Steel Netbook

Enjoy :)


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Unread postPosted: Sun Sep 17, 2017 12:57 pm
  

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Hero

Joined: Mon Sep 19, 2005 10:24 pm
Posts: 1133
Location: Praxus
Comment: Arrrrgggghhhh!
YOU ROCK BRO!!

_________________
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.


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Unread postPosted: Sun Sep 17, 2017 3:02 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
wildfire142 wrote:
Well I'm back been busy with work and uni the last six plus months but have a week between courses so been busy updating the files.

Current stats roughly 1080 designs and over 2000 pages.

Paladin Steel Netbook

Enjoy :)


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

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

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


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Unread postPosted: Sun Sep 17, 2017 3:07 pm
  

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Adventurer

Joined: Mon Jan 05, 2009 12:38 am
Posts: 488
Location: Oswego, NY, USA
We're not worthy!


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Unread postPosted: Sun Sep 17, 2017 4:20 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
I REALLY gotta work on a satisfactory company logo...
and GNE/PS-specific general OCCs....Though I'm leaning towards either modified versions of the existing men-at-arms OCCs(munched like they did for Rifts China) or a variant of the more open Ninjas and Superspies skill program set-up, to reflect the generally(and state/company-mandated) higher education in the GNE/Alliance.

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

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


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Unread postPosted: Mon Sep 18, 2017 2:58 pm
  

D-Bee

Joined: Tue Apr 14, 2009 5:45 am
Posts: 49
Location: Nortn East Scotland
taalismn wrote:
wildfire142 wrote:
Well I'm back been busy with work and uni the last six plus months but have a week between courses so been busy updating the files.

Current stats roughly 1080 designs and over 2000 pages.

Paladin Steel Netbook

Enjoy :)


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


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


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Unread postPosted: Mon Sep 18, 2017 8:10 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
wildfire142 wrote:
[
Slightly OCD I must admit - remember I started this endevour so I'd have a reference of all this great work :) Though it might be slow coming I still intend to keep up with your creative out pouring for a while yet :)


Fortunately or unfortunately, of late I've had a slowdown...between a very busy RL work schedule, trips to close out our summer home of 60 years and prepare to bring family home, a recurrance of backpain, and a general mire of creating material to plug the little details of stuff, I'm in the downstroke of my manic-depressive cycle...(shrug) what's a guy gonna do?

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

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


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Unread postPosted: Fri Sep 29, 2017 8:08 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
(Inspired by an idea by 89er)

Paladin Steel PS-HAR-17(X) ‘Sopdu’ Special Weapons Robot
(aka ‘Sunburn’)

“Let’s tan some pale-skinned dracs tonight.”

“So essentially you’ve got a ball of superhot plasma you’re tossing around on the end of an electromagnetic tether? That’s one hell of a yo-yo you’re playing with.”

“It’s not just about throwing one big hot fireball around. We once used a couple of Sopdus to bring light into an arcology that had lost most of its power. Used our plasma generators to light up the open park areas inside that giant building. Helped calm the residents down IMMENSELY. That alone saved thousands of lives that would have been lost if people had started panicking in the dark.”

The ‘Sopdu’(named for an Egyptian sun-deity) is an experimental new combat robot vehicle from Paladin Steel, meant to capitalize on the company’s expertise with high energy plasma processes.
The ‘Sopdu is based around reverse-engineered Mechanoid plasma generator technology, particularly the ‘Mantis’. The ‘Sopdu’ is based around an open-sided plasma fusion powerplant. The Sopdu seems to have an open chest compartment, showing the exposed fusion core; a mini-’sun’ hovering in the middle of the containment chamber, suspended and contained by powerful electromagnetic fields. When not needed, the plasma chamber can be sealed by retractable chest plates that close off the opening. The chest chamber also provides the primary power supply to the robot, though it also has a smaller, less powerful, auxiliary power unit(typically used to power up the primary chamber when it has been in shutdown). The main plasma chamber is also used to feed two powerful plasma cannons in its chest.
The plasma light isn’t quite as effective as hoped as true sunlight against the supernatural as hoped, but it DOES have an effect. It is more effective at incinerating targets as a plasma cutter/streamer.
The containment fields can also be extended to protect the robot against plasma and EM-based(such as ion) weaponry.
The Sopdu is not wholly dependent on its plasma for combat, however; it features a complement of secondary armaments that are powerful in their own right. These weapons are more conventional types, meant to give the crew something to fall back on in event the experimental plasma systems fail(though some critics worry that if the main plasma weaponry fails, the situation is probably bad enough that the robot crew either can’t, or won’t want to, remain in the fight). The Sopdu is also fairly effective in close combat, its long, powerful, arms giving it the reach in melee engagements.
There is danger, though, in the design. Though the plasma generator is heavily shielded and protected by various safeguards, there is the chance that it can be overloaded and go up in a catastrophic nuclear explosion. For this reason, the robot’s crew compartment is more heavily reinforced than other robots’, and has a full-compartment ejection capability.
Only a few dozen PS-HAR-17(X) ‘Sopdus’ have been produced so far, and have been undergoing field trials.

Type: PS-HAR-17(X) ‘Sopdu’
Class: Assault Robot Vehicle, Special Weapons
Crew: Two; pilot and power-engineer.
MDC/Armor by Location:
Hands/Claws(2) 90 each
Arms(2) 220 each
Legs(2) 400 each
Plasma Ejectors(2) 90 each
Shoulder Hardpoints(2) 100 each
Back-Mount Hardpoints(2) 100 each
Head 200
Main Body 590
Fusion Containment Chamber - 290
Reinforced Pilot's Compartment - 250
Height: 24 ft
Width: 15 ft
Length: 9 ft
Weight: 23 tons
Physical Strength: Robot P.S. of 55
Cargo: Small space in cockpit for several survival packs and sidearms.
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:(Running) 85 MPH
(Leaping) 20 ft up/across, +10 ft w/ a running start, +50 ft with a thruster-assist.
(Flying) Not Possible
(Underwater) Limited to running along the bottom at 12 MPH, maximum depth of 500 ft. However, the plasma chamber MUST be closed or shut down. An open plasma chamber when the robot is submerged will result in a massive steam explosion and meltdown(roughly 1/4 the damage and effect as a supernova self-destruct).
Market Cost: 60 million credits; considered to be Experimental
Systems of Note:
Standard Robot Systems, plus:

*Ejection Pod---The entire crew compartment acts as an escape pod in an emergency, affording them additional protection against a plasma overload/breach of containment.

*Plasma Control Fields---The Sopdu’s plasma control fields extend around the robot somewhat; enemy plasma and ion weapon attacks can thus be effectively parried automatically by the field and do HALF damage to the robot. Directed EM weapons like the Triax Lightning Blaster do HALF phsyical damage and NO EM damage.

Weapons Systems:
1) Plasma Chamber----The main weapon of the Sopdu is an open plasma chamber that can be used to expel large amounts of destructive plasma.
Range:(Sunbeam) 7,000 ft and can illuminate a 60 ft wide area
(Solar Flare) 5,000 ft
(Sun Storm) 3,000 ft
(Supernova) 500 ft blast radius
Damage:(Sunbeam) Produces a beam of intensely bright light that can blind unprotected eyes similar to a Blinding Flash spell. Against vampires it does 1d6 Hit Points per melee of exposure.
(Solar Flare) 2d6x10 MD per blast
(Sun Storm) 3d6x10 MD to a 100 ft wide area and the plasma cloud lingers for an additional melee, doing 4d6 MD to everything still caught in the fireball.
(Supernova) 3d6x100 MD to a 500 ft blast radius
Rate of Fire:(Sunbeam) ECHH
(Solar Flare) 3 times per melee
(Sun Storm) Once every 1d10 melees(the plasma chamber needs to be re-ignited and recharged)
(Supernova) One-Shot Self-Destruct
Payload:(Sunbeam) Effectively Unlimited
(Solar Flare) Conditionally Unlimited; after being used, the robot is severely down-powered for 1d10 melees, during which the robot is -1 to strike and dodge, reduce speed by 50%, and all energy weapons have range and damage reduced by 50%. Missile and projectile weapons are unaffected.
(Sun Storm) Conditionally Unlimited
(Supernova) Self-Destruct

2) Plasma Ejectors(2)---Mounted on the sides of the torso are two plasma ejectors of more conventional design, that can draw from the main plasma chamber without diminishing its energy or containment.
Range: 4,000 ft
Damage: (Plasma Stream) 1d6x10 MD per blast*
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: EPCHH
Payload:Unlimited

3) Shoulder Hardpoints(2)---Each shoulder mounts a hardpoint capable of accepting the attachment of podded projectile ordnance.
a) Micro-Missiles---50 shot cassettes
b) Mini-Missiles---19-shot aircraft-style pod launcher
c) Short Range Missiles----6 per launcher
d) Medium Range Missiles---3 per launcher

e)L-SAM ‘Black Talon’ Missiles
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200 ,000 credits per launcher, 10,000 credits per missile

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

g) Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 6 per launch box
Bonuses: +5 to strike
Cost: 100,000 credits for the launcher, 20,000 credits per missile

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

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

4) Back-Mount Hardpoints(2)----Two additional hardpoints are mounted on the back(and hinged to fire over the shoulders); these can carry podded weapons(most taken directly from PS’s combat aircraft lines).
a)Micro-Missile Launchers---50 shot pod
b) Mini-Missiles---19 shot pod
c) Short Range Missiles---2 per hardpoint
d) Medium Range Missile---1 per hardpoint

e)IH-100 Rail Gun (PS-100)
Weight: 300 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 80,000 credits

f) .50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet amunnition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft, 38,000 ft in space
(Kitsune Values: 380 miles in space)
(Mini-Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: 100 miles in space)
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits

g) Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 65,000 credits

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

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

j) Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits

Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments aside from the following)
+1 Roll with Punch, Kick, or Impact
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Spinning Tear w/ Claw 2d4 MD
Body Block/Tackle 4d6 MD
Stomp 2d4 MD
Kick 3d8 MD

Options:
*Thermal Resistant Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +2.5 million credits

Variants:
* PS-HAR-17E ‘Ekhi’---Modified variant capable of firing plasma ‘torpedoes’ from the plasma chamber. The ‘bot has been modified for faster power-ups between shots, with extra deuterium tankage to fuel the chamber between shots. The most prominent feature, however, is a pair of more powerful EM generators in the torso for shaping and projecting the plasma bolts, giving the ‘bot a more ‘buxom’ appearance, and suggesting the nickname ‘Ekhi’, after a Basque goddess of the sun and protector of humanity.
Changes/Modifications:
1) Plasma Torpedo Pod----Developed from PS’s plasma weaponry and reverse-engineered Naruni technology, this pod, powered by its own onboard micro-nuclear generator, fires a bolt of plasma wrapped in a degenerating magnetic vortex. The weapon has superior range to a conventional plasma weapon, as well as an area of effect similar to a missile, as well as unlimited payload, but rate of fire is much slower
Range: 6,000 ft (24,000 ft in space)
(Kitsune Values: 4.8 miles in atmosphere, 480 miles in space)
Damage: 2d6x10 MD to 30 ft blast radius
Rate of Fire: Three times per melee
Payload: Effectively unlimited

2) Enhanced Rate of Fire(Plasma Chamber)
Rate of Fire:(Sunbeam) ECHH
(Solar Flare) 4 times per melee
(Sun Storm) Once every 1d6 melees(the plasma chamber needs to be re-ignited and recharged)

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

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


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Unread postPosted: Sat Sep 30, 2017 8:49 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
McSBD Dauntless MicroWarbird Dive Bomber (Smallkin Air Vehicle)

“Dang! That big giant galoot we saw breaking prisoners’ necks down there? One of those little squirrel guys’ toy aircraft just divebombed him! Put a bomb right down his wide open gawking mouth when he looked up to see what was buzzing him! Nothing left of ‘im but his legs!”
“Guess the zeke-pool bounty on that bastard goes to the Smallkin this time around. Okay, boys and girls, let’s not let the tinyfolk have all the fun and proft geeking these slavers! Up and at’em!!”

Based on pre-Rifts RC aircraft models, this MicroWarbird was designed primarily as an engineering exercise in adapting various technologies to a smaller scale. A scaled-down external-replica of a Pre-Rifts Douglas SBD ‘Dauntless’ dive bomber, the McSBD has been turned into an almost entirely different machine on the inside, thanks to post-Rifts engineering.
Compared to the other MicroWarbirds, the McSBD is slow and vulnerable, but it is very agile.
The McSBD is the smallest aircraft of any sort to be equipped with a Gorang-derived Grav-Prop propulsion unit, and the one installed on the thing is the smallest such produced by anybody with the technology. In addition to providing propulsion, the Grav-Prop unit also generates a light forcefield towards to the front, and partial protection to the sides, of the aircraft.
Despite its many shortcomings compared to other MicroWarbirds, the McSBD is still recieving a following among many Smallkin air-militias, who like the agility and pinpoint bombing capabilities of the design. PS has already turned out several squadrons’ worth of the design.

Type: PS-(Mc)SBD Dauntless
Class: Dive Bomber, Microscale
Crew: Two, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 50
Canopy 20
Wings(2) 25 each
Tail 25
Forcefield 30 front, 15 sides
Height: 31 inches
Width: 100 inch wingspan
Length: 80 inches
Weight: 55 lbs
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/12 hour endurance), Micro-Nuclear (w/ 2 year energy life), or TechnoWizardry
Speed: (Flying) 120 MPH, maximum altitude of 10,000 ft.
Bonus: +10% to Piloting skill, +1 to Dodge
Market Cost: 95,000 credits for electric, 295,000 credits for nuclear, 900,000 credits for technowizardry
Systems of Note:
Basic Aircraft Systems, plus:
*Radio---100 mile range

*Mini-Radar---8 mile range

*Folding Wings---The wings and tail stow for easy transport(reduce width/wingspan by HALF, and height by 1/3).

*(Optional) Recovery Chute---This is a drogue parachute that deploys out the back and can then lower the microfighter to the ground in event of power-loss, allowing the aircraft to (hopefully) be recovered and repaired for re-use.

*DiveBombing---The mini-warbird has dive brakes for pulling off divebombing maneuvers. +1 to strike.

Weapons Systems:
1) Nose Guns(2)---The McSBD carries a pair of fixed-forward firing small guns, typically .22 MGs, but some operators have swapped out with other weapons, such as pistol-grade lasers.
a) .22 Machine Guns---Modified caseless ammunition versions of the McGMG07 ’Frenzy’, with better range.
Range: 2,000 ft
Damage: (.22LR) 1d6 SDCor 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d4x10 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d6x10 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a ten-round burst does 1d4x10 MD, and a full twenty-round burst does 2d4x10 MD!!
That’s per SINGLE gun.
Rate of Fire: Automatic
Payload: 360 rds per gun

b) Lasers---Copy/modification of the popular Wilks’ line laser pistols. The fact that PS has duplicated the Wilks’ performance is kept secret(due to an existing neutrality deal with WLT), and its deployment on the much-overlooked Smallkin vehicle is a calculated risk.
Range: 1,000 ft
Damage: 2d6 MD per single blast, 4d6 MD dual blast(counts as one attack)
Rate of Fire: EPCHH
Payload: 180 shot battery for electric-powered models, or Effectively Unlimited for nuclear
Cost: 12,000 credits each(24,000 credits for the pair)

c) Ion Blasters(2)---Modified PSIP-21/2098 Ion Pistol
Range: 500 m (1,650 ft)
Damage: 3d6 MD per shot, 6d6 MD dual blast(counts as one attack)
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: EPCHH
Payload: 100 shot battery for electric-powered models, or Effectively Unlimited for nuclear
Cost: 9,500 credits(19,000 credits for the pair)
Options:
*Ion Booster Module---A barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 2d6 MD, but boost range to 2,000 ft. Critical damage is unaffected. Cost: 7,000 credits



2) Rear Gun(1)---Manned rear gun position on a flexible pintle mount. Otherwise identical to the nose-mounted weapons.

3) Underbody Hardpoints(3, one center body, one under each wing)---Each hardpoint can carry ONE of the following:
a) Bombs---Really adapted handgrenades---up to 3 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
PS has developed a ‘smart guidance’ system similar to the pre-Rifts BDU and Paveway systems, but using microchip guidance systems developed for the 15-30mm format micro-missiles, and for the Merlin II mortar systems. A nose guidance system is strapped to the explosive device, with combination clamps/wire conduits leading to a tail unit with a small battery and moto-actuated fins, that control the mini-bomb’s glide attitude in response to signals sent by the nose guidance unit. Though not as accurate as the larger systems, they still allow for a low cost improved accuracy package for small ordnance. Ordnance in the 20-30mm range, nor the SOW sub-munitions, is typically NOT fitted with this package; such munitions are usually packed for volume, rather than accuracy, and the rounded shape of the SOW sub-munitions makes them impossible to fit with the ‘smart pacs’.
Range: Effective accurate drop range is 2,000 ft
Bonuses: +2 to strike w/ ‘smart’ guidance package

Options:
*Scramblers---Developed from Juicer scramblers(also available to the micro-scale ‘Speedball’ Hovercycle) but not as powerful; vehicle has only a 25% chance of being detected by thermal optics, motion detectors, and radar systems, and guided missiles are -2 to strike. Cost: 22,000 credits.

Variants:
* PS-(Mc)SBD(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 500 MPH.

*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.

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

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

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


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Unread postPosted: Sun Nov 12, 2017 9:03 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
‘Hexapus’ Robot Tentacle Harness

“The hexapus isn’t as handy as some other accessory robo-assists when it comes to hauling and fixing, but for deep sea work? This thing’s VERY useful. At the very least, it can keep the hostle sealife off your back while you’’re wrestling with a stodgy valve or unclogging a hydrothruster.”

“Don’t try to hoist anything heavier than yourself with the tentacles; you don’t have the bionic body to match the bionic strength and you’ll either tear the harness off, or your head. Either way, you lose, so don’t do it.”

“Yet another of Paladin Steel’s oddball sideline over-engineered geegaws that will leave you shaking your head at how they came up with THIS one, when you’re still registering disbelief over the last one they pulled. Just when you think they’re going plain vanilla on you, they come out with something like this get-up. And the fact that they mass-produce and sell them makes you realize they’re SERIOUS about stuff like this.”

“Hexapus, sexapus, that is one sexy tentacle rig you’re wearing.”

“Wanna see something REALLY eyeball-bending? Get an Octoman to wear this thing. You’ll go blind trying to follow all the action! Now imagine if you got a ZEBULOID to model it!”

<“Rita here. Target captured. My hunch was correct; she tried to escape through the canal underwater, right into me. She was sure surprised when I wrapped her up. Yeah, she’s out too. Stun-shocked her senseless. Good thing her air mask was strapped on tight; would hate to drown her after all the trouble of tracking her down. Bringing her in now.”>

An advanced ‘wearable robot’, similar to and borrowig heavily from the Arachne dress-armor, in the form of a heavy padded collar or body harness, to which are attached six long thick robotic tentacles. Originally designed for underwater use, the Hexapus can also be used on dry land, albeit more awkwardly, and in space/zero-gravity.
Unlike the Arachne-dress, Hexapus gear can actually move on its own as a semi-autonomous robot drone, as a watchdog or scout. It is becoming a favorite with underwater and zero-gee workers, though some paramilitary personnel have warmed to the equipment as well.

Weight: The assemblance typically weighs around 18 lbs.
MDC:(Collar/vest) 30
Tentacles(6) 12 each
Armor Rating:(Collar/vest) 10
Mobility: Outside of water/zero-gee, the heavy tentacles and awkward siting of the collar/harness impose a -10% to Prowl, -1 to Dodge and -20% to speed.
Speed:
(Crawling) Spd of 11(7.5 MPH)
(Climbing) Equiv. to skill of 90%
(Swimming) Equiv. to skill of 80% and at a speed of 15 MPH(Spd 22) by ungulating or paddling.
Special Features:
*Robot CyberTentacles(6)---A thicker and more ‘muscular’ version of the cybernetic tendril, but still thinner and weaker than the bionic tentacle. Each tendril has 12 MDC and a P.S. of 12.
Range: 12 ft
Damage: 2d4 SDC-1 MD on a lash
Bonus: +1 entangle
Cost: 18,000 credits each for replacement tentacles
*Molecular Adhesion Pads--Each tentacle has several strips of molecular adhesion pads, allowing them a nearly unbreakable grip on objects and surfaces.
*Neutral Bouyancy
*A.I.---A wearable personal defense robot, programmed to defend the wearer. It has the following programs:
-Identification/Intelligence---can be programmed to identify general threats or specific individuals specified as threats, with 85% proficiency. Can deliver an auditory warning or silent signal(via vibration, headjack link, or ear mike) of imminent danger.
Skills:
-Climbing 80%
-Swimming 90%
-EVA: Movement: Zero-Gravity 80%
*Personal Sensor Suite---
-Motion Detector---20 ft range
-Thermal Sensor---30 ft range
-Radiation Detector
-LIDAR Scanner---30 ft range. Uses fast-scan surface topography to quickly scan and ID faces and features.
-Bio-Monitor---Reads the wearer’s vitals to determine their mood and appropriate personal space response.
*Neural Link---Can use a headjack or contact induction plate at the base of the neck to allow direct mental control of the robotics.
Bonuses:
*(A.I. Control) 6 APMs, +1 initiative, +2 strike, +4 parry, +2 disarm. and +2 to dodge when not being worn
*(Cyber-Induction System) +1 APM, +1 parry
Cost: 60,00 credits for the base hardware
Options:
*Molecular Analyzer---Can be set to sample the water/air around the wearer, alerts the wearer to the presence of nuclear, biological, or chemical toxins. 37,000 credits.

*Auto-Deploy Air-Mask---Deploys up from the collar/bodice line to cover the head. Provides limited air for 30 minutes . 1,200 credits.

*Bionic Gill---Special filter panels on the tentacles feed into the collar mask, extracting oxygen from the water. 90,000 credits

*Air Link---This adds a ‘breather tendril’ that can be extended to to tie others into the gill-breather system, allowing the Hexapus wearer to ‘buddy-breath’ with somebody else(a colleague with compromised breathing apparatus, or a prisoner). Note that each additional person on the air-link reduces the self-contained air supply by HALF, and even with the gill system may tax the system in areas of low oxygen concentration in the water. 1,000 credits per additional respirator port.

*Drug Injector Needle---Identical to the cybernetic finger system. Can be fitted to either the cybertendril or the armature. 5,000 credits.

*Neural Stinger---Identical to the cybernetic finger system. 35,000 credits.

*Vibro-Stilleto---Does 1d4 MD. Can be fitted to the tentacles. 5,000 credits. Or 7,00 credits for larger 1d6 MD blades.

*Finger-Gun---Identical to the cybernetic finger system. The tentacles are thick enough to accommodate them. 4,500 credits for projectile, 20,000 credits for the energy blaster.

*Mini-Laser
Range: 300 ft
Damage: 1d4 MD per blast
Rate of Fire: ECHH
Payload: 30 shot battery/e-clip
Cost: 18,000 credits

* Hypodermic Injector
Range: Melee
Damage: Varies by chemical; typically a sedative or nerve toxin
Rate of Fire: ECHH
Payload: 4 doses of up to 5 chemicals, 20 doses total
Cost: 1,200 credits

* Electro-Stunner
Range: Melee
Damage: 2d4 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes
Rate of Fire: ECHH
Cost: 9,000 credits

*Shock Baton/Prod---Basically a shock prod bayonet that can be telescoped up t o 3 ft, turning the rifle into an improvised pike weapon.
Range: Melee
Damage:
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Cost: 10,000 credits

* Zap-Stinger
Range: Melee
Damage: Varies; 2d6, 6d6, or 1d4x10 SDC, 1d4 or 1d6 MD.
Rate of Fire: ECHH
Payload: 16 MD charges(one MD shot =100 SDC shots)
Cost: 30,000 credits

*Micro-Grenade Launcher(23mm)---Modified bionic ‘finger grenade’ launcher with an in-line tubular magazine. Typically used to launch flares as a police weapon.
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot
Payload: 8 shots
Cost: 1,600 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.


*Strap-Ties/ TapeCuff Dispenser---Tentacle-tip roll-dispenser for up to 10 plastic handcuff ties.
Cost: 500 credits for the dispenser, 100 credits for a roll of 10 SDC(40 SDC) ties, 2,000 credits for 10 MDC(2 MDC) ties.

*Improved Strength---The robotic actuators can be improved up to a maximum of Robotic P.S. 15. This means that conceivably the harness could be used to help lift the wearer up if the armatures can get a solid grip on points above the wearer. Each point of added strength costs 3,000 credits each.

*Spotlights---Fits the ends of the tentacles with powerful LED spotlights. 30 credits.

*Light Pads----Fits the tentacle with special fluorescent panels, bright enough to read by, for either utility or presentation purposes.
Cost: Depending on the extent of the pattern, this can cost 10 credits for a simple illumination pad, to 400 credits for a full tentacle-length light show.



*(Magic)TW Enhancements---These can be powered by the wearer’s own PPE/ISP, attached PPE battery, or a ‘Greenstar’ regenerating PPE powerstone amulet.
*(Magic) Armor of Ithan ---10 MD per level, 1 minute duration per level. 5 PPE/10 ISP per activation, 50,000 credits+500 credits per level/duration per activation.

*(Magic)Spinning Blades(10 PPE)---Applicable only to bladed armatures. Lasts 1 melee round(15 seconds) per level of bought duration, produces 1 additional blade per level of bought power. Immediate range if used defensively(automatically gets a +6 to parry hand to hand attacks, but only +2 to parry energy blasts and projectiles), 60 ft range(per level of bought power) and 2d6 MD per blade if used in a ‘buzzsaw attack’, 100 ft range(per level of bought power) and 1d6 MD per blade if launched offensively at a target. Cost: 100,000 credits+500 credits per level.

*Grow Tentacles---Grows a pair of longer (20 ft) ‘striker’ tentacles similar to a squid’s. Each has 60 MDC, adds +1 APM, +1 strike/parry/ initiative. Costs 15 PPE for 10 minutes.
Cost: 155,000 credits

*TW Modifications---Technowizardry modifications are also available from PS; the most common are Armor of Ithan, Sheltering Force, Breath Without Air, Magic Shield, Deflect, and Air Swim.
Also remember that the harness can be combined with other TW-enhanced clothing types.

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

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


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Unread postPosted: Mon Nov 13, 2017 5:42 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
*PS-PB-7 Watchman-class Patrol Boat

“The REAL work of maritime patrol isn’t done by cruisers and battleships; it’s done by smaller, simpler boats that do a hundred different chores on the water in the time it takes one of those bigger ships to pull out of harbor. NEVER undervalue small craft. Not everybody gets a duty-berth on a battlecruiser, but any sailor who wants to truly be worth the training should and can spend time on a patrol boat.“

“Between hunting dark sharks and making sure the Horune aren’t slipping infiltrators ashore on our beaches and ports, doing a tour on a Watchman can be seriously nerve-wracking. We can see more daily combat than many Regular Army troopers see in a year.”

The PB-7 ‘Watchman’-class is a simple, straightforward conventional hull design for an inexpensive coastal patrol boat. The design is based on the pre-Rifts U.S. Coast Guard ‘Island-class’ cutter, but improved through the application of megadamage materials, updated electronics, modern powerplants, and advanced weaponry. The PB-7 is one of the vessels that has benefited from PS’s ‘one-piece’ hull-casting system which creates hulls of megadamage composite through large articulated molding cradles.
PB-7s have a fairly standard configuration; an open forward deck provides a wide arc of fire for a crew-served pedestal-mount heavy weapon, a central bridge and ‘castle’ houses command, living quarters, and a communications and sensor mast, and a large rear open deck provides space for small boat davits, a multi-purpose derrick, and access to cargo/equipment bays and the engines below. Weaponry consists of a number of light weapons on open mounts(although gunshields may be added, and even remote control systems applied). Though concievably heavier weapons such as short- to medium-range missile launchers could be fitted, it has never been operationally done, as PB-7s tend to be armed only with point defense missile systems and light guns. PB-7s carry a small complement of crew trained in search, rescue, basic oceanography, and paramilitary operations.
PB-7s are durable and capable small craft, but space aboard them is limited, and they lack the endurance for protracted long-range deployments far out on the open ocean, especially Rifts Earth’s oceans. For coastal operations, however, they are well-suited.
Though officially considered to be too slow for use as a general combatant, PB-7s do see use as coastal rescue craft, fisheries protection vessels, and trawler escorts. On Rifts Earth, most navies favor hydrofoils and GEVs for the fast patrol role, but many smaller concerns and coastal communities use conventional patrol craft out of sheer economy and logistical concerns. The PB-7 also does well in offworld sales; colonies like Kaldia/New Providence employ large numbers of these craft as part of their coastal watches and coast guard complements.

Type: PS-PB-7 Watchman
Class: Patrol Boat/Cutter
Crew: 16 (2 officers, 14 enlisted)
MDC/Armor by Location:
Main Body 500
Bridge 260
Sensor Mast 180
Forward Gun Mount 120(Gunshield adds 100 MDC)
Rear Gun Mounts 50(Gunshield adds 60-75 MDC)
Small Boat Derrick 45
Height/Draft: 6.5 ft (2.0 m) draft
Width: 21 ft (6.4 m)
Length: 110 ft (34 m)
Weight: 168 tons
Cargo: 8-10 tons
Powerplant: Liquid fuel(3,300 mile range), Nuclear(15 year energy life), or TW
Speed: (Water) 32 knots
Market Cost: 7 million credits
Systems of Note:
*Robot-equivalent Life Support/NBC Sealing
*Radio Communications---500 mile range
*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*Radar---80 mile range
*Sonar--50 mile range

Weapons Systems:
1) Forward Gun Mount(1)---The Island -class the Watchman is based on was originally fitted with a 25mm cannon; PS has since installed a modular system that allows for a variety of different weapons, or even spray cannon, to be fitted.
a)*25 mm Cannon---Originally developed for PS’s Greyhound IFV. A rather plain, generic weapon mass produced for the undiscriminating end-user. Typically mounted in a gun-tub with a gun shield.
Range: 4,000 ft
Damage: 1d4 x10 MD per HE shell ; blast radius 8 ft.
Fragmentation: 4d6 MD to 20 ft radius
Plasma/AP : 1d6x10 md to 3 ft radius
Rate of Fire: EGCHH
Payload: 30 rd cassette drum
Cost: 10,000 credits

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

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

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

e) 40mm Autocannon----A popular anti-aircraft weapon, available in both single and two-gun mounts.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 444 rounds
Cost: 300,000 credits(ammunition costs extra)

f) 60mm Mass Driver Cannon---The old 60mm Snapfire artillery weapon.
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 50 rds
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits

g) 60mm Gun-Mortar--Based on the pre-Rifts Brandt(French) design for a dual-mode smoothbore direct-and indirect-fire weapon(PS also produces an 80mm weapon using the same basis) that can be either breech or muzzle-loaded.
Weight: (Basic weapon) 165 lbs
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: Three times per melee
Payload: 50 rds
Cost: 4,000 credits

h) PSMBL-5000B Laser
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 180 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 270,000 credits

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

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

k) PS-AWD-MML-2 Mini-Missile Launcher
Weight: 900 lbs
Range: Varies, generally one mile
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1,2, 4, 6, or 8
Payload: 40
Cost: 120,000 credits

l) Rocket Propelled Depth Charge Systems/Light Anti-Submarine Rocket Weapons(LASRW)----The standard light ASW system(LASRW), as it is emerging, is a 45mm rocket launcher mount based on a pre-Rifts Russian design. The rocket-charges are based on the PS 45mm MultiLauncher shell, scaled up, fitted with a variable setting depth trigger-fuse, and rocket booster that lobs the rocket in a low arc(can’t be used effectively as a direct fire weapon). The rocket-charges can be fired up to 4,000 ft away, and are effective to depths of 1,000 ft, making them rather ineffective against deep-diving targets, but a good defense against swimmers and small monsters. Reloading can be done by hand(a power-armored loader or person with a PS of 22 or better can reload the entire launcher in 5 minutes), making it suitable for deployment on smaller vessels. Larger versions exist; and the LASRW-8 and -16 mount 8 and 16 rockets respectively, and often have special automated relaoding equipment built in, allowing reloads to be brought up from below deck stowage and locked in in a matter of minutes. Fired in volley, LASRWs are extremely effective at laying down depth charge patterns, increasing the probability of a hit.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: LASRW-8: 8 rounds
LASRW-16: 16 rounds
Cost: 81,000 credits for the LASRW-8 , 84,000 credits for the LASRW-16; 3,000 credits per shell

m) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.This weapon requires that the boat be fitted with PPE generators(or a mage crewmember) to power it.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits

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


2) Rear Pintles(2)---Secondary armament of the Watchman-class is a pair of crew-served pintle-mounted heavy infantry weapons, typically .50-caliber machine guns:
a) .50 caliber HMG
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun

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

c) PS-RFL2-33N Blazer Rapid-Fire Infantry Laser---Developed for the Greater New England Coast Guard and Navy, the navalized Blazer has blue-green frequency shift, water/pressure-proofed casing, and a neutral-bouyancy body frame.
Range: 4,000 ft
3,000 ft range underwater and can operate down to 2,800 ft.
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
400 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is standard issue)
*Integral Carrying Handle
*Bipod standard-issue
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits


d) PS-MMLR-14 Mini-Missile Launcher ---A knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Is mounted singly.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup. 400 shot heavy battery pack.
Cost: 36,000 credits per launcher

Options:

*Ventral Turret---Many Watchmen are fitted with a small retractable ventral turret for addressing the problem of underwater threats. The turret has 60 MDC and is typically fitted with a blue-green laser or sonic cannon.
Cost: Small Turret: 100,0000 credits

Variants:
*PS-PB-7HMHF---Hydrofoil variant with a strengthened hull and more powerful engines. The variant is fitted with retractable hyrdofoils(150 MDC each) and a propeller pod(250 MDC) that can be lowered/angled into the water. The hydrofoil can make 90 MPH in relatively calm seas. The base cost of the vessel is 9 million credits.

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

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


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Unread postPosted: Sun Nov 19, 2017 11:02 pm
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
MODEST REBAR---Foundation BioAug
(PU2 budget of 2 million per operative)

“Yeah, if you don’t mind the procedure and having some advanced super surgical ‘bot work you over with nano-implants, MODEST REBAR’s a good thing to get if you’re working for the GNE. Sure, it’s a ‘half-way’ aug that doesn’t make you a superhuman living weapon, but it also doesn’t lock you in to a long term contract or oblige you to take an assignment with a front line hazardous duty unit on the spearpoint. It gives physical protection like a full body cyborg conversion, but doesn’t take away your flesh and blood, and it really spruces you up. Fortunately the GNE’s beginning to hand out enhancements like this as sign-up bonuses for taking the vow with them, but like I said, it doesn’t remake you into a flaming torch or a living weapon.”

“Joke going around the merc community is that the GNE’s new basic super-aug is a ‘MegaMakeover’. Full implementation of this aug and the upgrades of it are going to make the GNE Armed Services at the very least the best LOOKING of Rifts Earth’s militaries.”

“Better endurance just means the bosses gonna push us harder and longer.”

MODEST REBAR is a general purpose bio-aug meant to be applied to a wider array of personnel. The augment consists of subdermal mesh implants and muscle enhancements, as well as a general health tune-up, based on basic aug-programs common to many of PS’s biotech aug-packages. Not as extensive, powerful, or specialized as other augment procedures, MODEST REBAR still gives the recipient an impressive power-up, and can serve as the foundation for more advanced modifications later on. In the ‘workaholic’ atmosphere and culture of the GNE, the iproved stamina, strength, and durability granted by the augment make MODEST REBAR very useful, and the GNE increasingly subsidizes the biotech package procedure as part of government and corporate service. MODEST REBAR is often compared, by more worldly travellers, as the GNE’s equivalent of the Chinese Geofront’s Mo Fuqian subdermal body armor enhancements.
MODEST REBAR is available to humans, elves, dwarves, ogres, and chai-chuk of the GNE.


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

-Physical Transformation---The recipient of a MODEST REBAR aug is physically optimized, becoming pictures of prime health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD

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

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


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Unread postPosted: Mon Dec 04, 2017 8:48 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
PS-M508 Cluster Munition
(aka ‘Apple-Bomb‘, ‘Krakkler’, ‘Death-by-Pineapple’, ‘Skeet-Bomber’, ‘Pocket-crocket’, ‘Gewitterfaust’)

“Infantry portable cluster bombs...what will those depraved geeners think of next?”

<“Good shot, right down the hive mouth! Now scram and pray that holds the Xits long enough to cover our ass-haul!”>

“Strange...I was showing that Triax historian the archival data we had on the NEMA M508 and she started laughing her head off. Won’t tell me what’s so funny. Crazy Germans....”

The M508 is a rocket-propelled area of effect munition resembling a basketball studded with ejection ports for submunitions. A proximity fuse sensor fires off the submunitions for maximum effective dispersal in an airburst attack. The bomb can be fired off a rifle grenade post or dedicated single-shot launch stick. The M508 is based off a pre-Rifts weapon, depictions of which were unearthed by Paladin Steel OTAR Legacy Scouts, and is believed to have been a prototype weapon that never made it into widespread NEMA deployment before the Coming of the Rifts.
The M508 can be fitted with either reduced-lethality shock-plugs or 23mm grenades(based on cyborg ‘fingerjoint’ grenades), eighty in all. This versatility allows the weapon to be used in crowd control or lethal combat.
The main drawbacks with the M508 are its weight and its speed. The large bomb is awkward to carry, and its relatively slow acceleration curve means that a perceptive enemy can conceivably see it arcing in and have enough time to take cover. However, its relatively low cost in using existing munitions for its sub-munitions, ability to be fired off existing rifle grenade adaptors, and its large area of effect make the M508 popular with a number of security forces(who have been experimenting with mixing patterns of shock-plugs and flash-bang flares) and line combat units.

Weight: 6 lbs
Range:(Rocket ‘bus’) 1,500 ft
(Shock Plugs/23mm Grenades) 100 ft radius
Damage:(Shock Plugs)None against inorganic targets.
Against organic targets, the stun-plug inflicts an electrical shock that does 1d6 SDC/HP per jolt. However, this is STUN damage and not tissue-damage. Being shocked five or more times, or with less than HALF hit points remaining, and failing a roll of 15 or better means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. Stunned victims are -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
The Stun Plug has enough capacity for 60 charges. Depending on the situation and intended target, the Stun Plug can be set to discharge at rates of 1-5 shocks per melee until they run dry or the target falls unconscious, whichever comes first. If the person regains consciousness with the Stun Plug still attached(and with remaining charges in it), there’s a 60% chance of the Stun Plug reactivating and proceeding to discharge.
Note that even if/when the Plug runs out of electrical charge, it may still be attached and the tracker chip will still be active for up to 4 hours.
Effects from multiple stun-plugs are cumulative.
A full charge discharge(as can occur when tampering) does 4d6 SDC/HP damage. Unlike the stun-shock, this IS tissue damage, and at 8 or less hit points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.

(23mm Grenades) (Varies)(High Explosive)2d4 MD to a 10 ft area per grenade
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Note: Other munition loads are under consideration, including mini-spell munitions.
Rate of Fire: Single shot with an 80-round spray-volley.
Payload: 80 shock plugs/grenades.

Special Features:
*Proximity Fusing--Can be preset for ground contact detonation or airburst.

Cost: 800 credits for projectile bus
Shock Plugs--- 8 credits each(a fully stun-pre-loaded M508 would cost 1,440 credits)
Grenades ----HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

Variants:
*M509 ‘Room-Blaster’---This is simply the M508 ‘bus’ re-holed for carrying 80 12-gauge shotgun shells. The M509 has more variable area of effect but submunitions are cheaper, and range of options wider.
*Standard Shotgun shell--100 ft range, 5d6 SD
*Standard Buckshot shell---100 ft range, 4d6 SD to 5 ft area
*Tear gas shell---100 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---100 ft range, 2d6 SD, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---100 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or in-going police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 100 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armor & roll versus knockdown (14)

A box of 100 shotgun slug rds costs 60 credits
A box of 100 baton rds costs 45 credits
A box of 100 tear gas rds costs 80 credits
A box of 100 S-9Dex Incapacitation Munition rds costs 360 credits
A box of 100 Mini-Grenade rds costs 2,000 credits
A box of 100 Mini-Grenade(Plasma) rds costs 3,000 credits
A box of 100 Mini-Grenade(HESH) rds costs 2,500 credits

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

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


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Unread postPosted: Mon Dec 04, 2017 9:01 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
*OPAL BOA---The Psi-Tentacle Duelist
(aka ‘Psychopus’, ‘Squirmgelers’, ‘Wormian’, ‘Lovecrafter’)
(PU2 budget of 8 million per operative)

###“UGGGHHH!!! Boss! Boss! That office page just went squid on us! Throttled Melvo out cold and now she’s got me!!! You never said anything about metas in this place!!! *UGH! *UGH! *UGH!!!*”###

“The ectoplasmic field, when I put it up, it -wiggles-. It feels ticklish, like I’m walking in a jiggling suit of jello.”
-
“It’s a lot different seeing the stuff from the other side. I once dated a colleague who was a Lovercrafter, and she had her ectoplasmic field lingering on, sort of automatic standby. Oh, in bright light, it was invisible, but on the porch, in the evening, up close? I kept getting that out-of-the-corner-of-the-eye feeling of movement where it didn’t belong, and holding hands or embracing, I got this squirming feeling. If I hadn’t known about it beforehand, and that she wasn’t doing it intentionally, I might have lost my nerve and baled on her halfway through the date.”

“No, you’re not going to make me into a colony of alien worms because I ALREADY AM a colony of alien worms. Feel my tentacle wrath, you glorified intestinal parasite!”
“AIIIEEEE!!!”


OPAL BOA is a Class IV bio-aug package that promotes in the recipient the ability to generate multiple ectoplasmic appendages. Within seconds, a seemingly unarmed person can become the center of a miniature cyclone of phantom limbs lashing out.
Using the MODEST REBAR class-IV augment as a base, OPAL BOA lines the subcutaneous meshwork with psionically-conductive psilite composite threads. These act as linear generators for the ectoplasmic ‘fibers’ that make up the tentacles that can be projected from the arms or torso. The ectoplasm can also be accumulated into a body-conformal field that can be reinforced as body armor, or used as a large array ‘ear’ for sensing the environment around the person. Improvements to the nervous system, attendant as part of ectoplasmic control, anchor the person against psychic attacks and possessing entities.
OPAL BOA augments are typically special operatives serving espionage and internal security organizations in the GNE. Though not the most powerful of Class IV bio-augs, OPAL BOA’s combination of multiple actions, high protective values, and limited advantages in dealing with astral attacks, as well as the mental hardening attendant with the aug, made OPAL BOA well-recieved by allied security forces during the Minion War.

Powers/Abilities:
*Ecto-Tentacles(Major)---OPAL BOAists can generate ectoplasmic tentacles. These are translucent appendages that act as prehensile tails. In bright light the tentacles are virtually invisible(-1 to dodge) but in low light, dust clouds, or fog, the tentacles can be seen as glowing outlines. The tentacles aren’t dexterous enough to pick up and use firearms, but they can use melee weapons and pick up and throw objects.
-Can generate two tentacles per level of experience. Each pair adds +1 APM.
-Each tentacle has 25 MDC, effectively HALF the generator’s strength, and reach 6 ft +2 ft per level of experience(half in strong natural light).
-The ectoplasm can be ‘stiffened’ to form ectoplasmic blades that add +1d6 to a punch/tentacle strike
-Tentacles do full damage to astral beings and forms.
-Physical attacks(kicks, punches, crowbars, concussive blasts, etc.) do 25% normal damage to the ectoplasm
-Energy attacks do HALF damage to the ectoplasm.
-Psionic and magic attacks, such as psi-swords, do FALL damage to the ectoplasm
-If destroyed, it takes 1d4 hours to generate a new ecto-tentacle.

*Bio-Armor(Major)---The bio-mod can create a layer of shimmering ectoplasmic energy that serves as additional body armor. In a low light or where airborne dust outlines the ectoplasm, this can be confused with the magical spell Armor of the Bizarre.
+200 MDC+20 per level of experience
-Heat, Fire, and Cold do HALF damage against the ablative layers of ectoplasma.
-The bio-armor can form ectoweapons that add +1d6 SDC to punches and kicks.
-The bio-armor adds +1d4 to PS while up; it acts as a light exoskeleton
-Reduces thermal signature by 20%
-If depleted, cannot be fully regenerated for 24 hours. Half-value partial armor(80 MDC +5 per level of experience) can be created after 8 hours.

-Heightened Sense of Awareness(Minor)---The ectoplasm, even in a ‘stand down ‘ state, forms an invisible motion-sensitive field around the recipient. The field will be constantly reacting to stimuli around it, and will alert the person to possible dangers; +2 on initiative, +1 roll, +2 save vs Horror Factor, and gets Automatic Dodge.
The field, because of its ectoplasmic nature, will also react to the approach of astral phenomena and other psionic constructs.

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

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

-Healing Factor---The ectoplasmic systems act as an amped up internal nanomedical system; ectoplasmic tendrils can be used to staunch and stitch open wounds and push out foreign bodies such as splinters, bullets, and even parasites. Heals at 1d4 SDC/HP per minute, or 2d4x10 HP/1d8 MDC per hour. Effectively equivalent to a Medical Doctor skill of 75%.

-Mind and Body Attunement---Handling the coordination of the ectotentacles and ectomass requires increased coordination, alertness, and reaction time. +1 APM, +2 on initiative, +4 save vs Horror Factor, +1 save vs poison and disease, +2 save vs possession.

-Phenomenal Balance---The ectoplasmic field and tentacles help steady and support the person; can fire a gun without penalty while rolling, hanging upside down, or leaping. +3 roll, +2 dodge. +20% to skills such as Gymnastics, Acrobatics, and Climbing.

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

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
Bio-armor: +200 MDC+20 per level of experience
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1 APM, +1 APM per pair of tentacles generated
+4 initiative
Automatic Dodge
+1 roll
+10 save vs Horror Factor
+5 save vs mind control
+4 save vs illusions
+2 vs all other psionic attacks
Impervious to Possession
+1 save vs poison and disease
Heals 1d4 SDC/HP per minute, or 2d4x10 HP/1d8 MDC per hour
Self-treatment equivalent to a Medical Doctor skill of 75%

Note:
It is rumored that one common ‘upgrade’ to OPAL BOA is the establishment of a symbiotic colony of Talo Mindworms in the recipient. Though Paladin Steel doesn’t publicize it, among their prize acquisitions during the (First) Shriving of Atlantis were viable breeding populations of several Atlantian/Splugorth symbiotic organisms. Several OPAL BOA operatives have been encountered exhibiting psionic abilities and showing signs of mindworm cohabitation, and some science analysts have speculated that part of the OPAL BOA aug is intended to make the host a more comfortable environment for the symbiotic psychic vermiforms, further increasing the reputation of these bio-augs as ‘wormians’.

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

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


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Unread postPosted: Sat Dec 23, 2017 4:12 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
PS/LSI-CGR-10 ‘Opticycle’ Personal Contragravity Vehicle
(aka ‘Go-Globe’, ‘Zenster’, ‘Mono-sphere’)

“With the hull HUD displays all on, I feel like I’m flying a giant glowing holiday tree ornament.”

“You got a transparent hovercycle, and you’re riding it wearing a transparent skinsuit. Just what are you thinking, girl?”
“Thinking of trying to catch the eye of a certain flying traffic cop.”

“It’s really really nice, setting the engine to neutral, and just floating along on the wind in a scenic place. Like riding in a soap bubble.”

“’Zen-cycle’ indeed! Unless you’re small-statured, getting seated in the CGR-twelve takes some contortion to fit in. Don’t stand up suddenly before you get the hatch open, or else you’re banging your head on the inside surface.”

“Skylane’s rather crowded today...think I’ll take the river route instead.

The PS/LSI-CGR-10 ‘Opticycle’ is a small single-seat contra-gravity vehicle, part of a collaboration between Paladin Steel and Three Galaxies trade partner Locke-Snye Industries. The new line would use components already in production by both companies, or readily available on the open market, the general configuration utilizing Paladin Steel’s DSD Deep Submergence Dome structures for the hull, fitted with an internal contra-gravity coil. The PS/LSI-CGR-10 was originally a proof-of-concept vehicle for larger vehicles in the proposed line, and used two of PS’s DSD-A small domes joined in a sphere, and fitted with a grav-cycle propulsion coil inside. However, early trials proved so successful(the technicians began taking the prototype out for joyrides) that PS and LSI decided to formally format the testbed as a production vehicle, in addition to the larger models.
The Opticycle is a small single-seat spheroid vehicle that can accommodate one normal-sized humanoid pilot. The Opticycle is multi-environment, able to operate underwater, and even in limited fashion in space.
Opticycles are proving popular as commuter and tourist vehicles, and occasionally as industrial inspection craft. The PS/LSI-CGR-10 is considered to be too slow and fragile to be an effective combatant in megadamage environments, though it can be fitted with light armaments for clearing obstacles and fending off wildlife. Despite this, or perhaps because of it, the Opticycle has become a favorite oddball ‘hotrod’ for many techno-wizards(echoing a similar affection for the spherical PS-GMR-C200 ‘Cavorite’ Gravi-Magnetic Resist Drive Multipurpose Light Transport Aircraft).

Type: PS/LSI-CGR-10 ‘Opticycle’
Class: Single-seat Contragravity Vehicle
Crew: One
MDC/Armor by Location:
Main Body 90
Height: 6 ft
Width: 6 ft
Length: 6 ft
Weight: 3,200 lbs
Cargo: Small space inside the sphere for a few personal possessions.
Powerplant: Battery-Electric(w/ 400 mile range), Nuclear Fusion(w/5 year energy life), and can add a dual-TW TK powerplant system and PPE Generators/Acculmulators(see Options)
Speed:(Flying) Hover to 180 MPH, 18,000 ft maximum altitude.
(Underwater) Fully amphibious, and capable of moving underwater at 20 MPH, down to depths of 1.8 miles.
(Space) CG systems can push the sphere through space at roughly 800 MPH.
Market Cost: 90,000+20,000 credits for electric(350 mile range), 500,000 credits for nuclear, +60,000 credits for supplemental TW TK powerplant.
Systems of Note:
*High-Power Headlights
*Depth Gauge
*Sonar---3 mile range
*Life Support---4 day supply

Weapons Systems: None standard(see Options).

Options:
*Manipulator Arms---Up to 6 external manipulator arms can be fitted to the hull of the OptiCycle. These arms are identical to standard bionic arms and can be fitted identical to cyborg tool arms. Each arm has 15 MDC and a P.S. of 10.
Cost: + 24,000 credits per arm.
In the alternative, tentacles, each with 20 MDC and a P.S. of 10, can be added, at a cost of 90,000 credits each.

*Insta-Polarization---Special elements sandwiched between the layers of megacrylic instantly darken to protect the pilot from being blinded by bright light. Cost: +3,000 credits

*Laser-Silvering---Added to Insta-Polarization, this enhancement turns the sphere mirror-reflective, protecting the rider from lasers, though the outer hull still takes HALF damage from the lasers.
Cost: +100,000 credits

*Headlight Laser(s)(1-4)---The OptiCycle can be fitted with small pulse lasers firing through selective frequency ‘windows’ in the hull.
a)*Mini-Lasers
Range: 1,000 ft
Damage: Variable damage: 3d6 SDC, 6d6 SDC, 1d6x10 SDC, or 3d6 MD per blast
Rate of Fire: EGCHH
Payload: 300 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits

b)*Lasers
Range: 2,000 ft
Damage: Variable settings; 1d6, 2d6, or 3d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 21,000 credits per gun

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

*Electromagnetic Vortex Launcher(1)
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, 1d4 MD
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 250 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Rate of Fire: ECHH
Payload: 300 shot battery conventionally powered models.Effectively Unlimited linked to the hovercraft’s powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

*Sonic Stunner(1)
Range: 250 ft, 10 ft area.
Damage: 1 SDC, plus save vs non-lethal poison or be -7 to initiative, -6 to strike/parry/dodge, reduce Speed by 25% for 1d6 melees.
Rate of Fire: ECHH
Payload: 500 shot battery conventionally powered models. Effectively Unlimited linked to the hovercraft’s powerplant.

* Sonic Cannon(1)
Range: 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload:100 shot battery conventionally powered models. Effectively Unlimited linked to the hovercraft’s powerplant. 30-shot E-clip(1 MDC shot equals 10 SDC shots), 50 shots from a long E-clip
Cost: 80,0000 credits


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

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

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge.
This is a favorite option of OptiCycle owners who want to just float in the air and admire the scenery.
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.

*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation: Land, Automotive Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program theiir cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 500,000 credits

*Electrolytic Oxygen Generator---Most high-tech ‘everlast’ systems are reliant on a sort of high-tech ‘furnace’ that uses electrical energy to crack sea water for hydrogen and oxygen. This has the advantage of producing both oxygen for breathing, and hydrogen for energy, but requires a reliable source of energy to produce the large amounts of power needed. Another advantage is that since oxygen is already a part of the H2O molecule, the system isn’t dependent on variables of dissolved oxygen...as long as there’s power, the hardware can separate the gases. Just make sure one has enough inert and supplementary gases to ‘cut’ the pure oxygen and make it breathable.
PS sells Electrolytic Oxygen Generators(power source not included) for 5,000 credits per man-capacity(ability to produce enough breathable oxygen to keep one average-sized humanoid alive). A standard E-clip can keep a one-man unit going for 2 hours.

*Gill Systems---This uses special gas-permeable materials and circulating fluids in imitation of biological gills to filter available dissolved oxygen out of the water. The external mechanism usually takes the form of large sheaves or walls of thick ‘film’ or ‘fabric’ sandwich with innumerable capillaries of circulating fluid inside, picking up oxygen as water passes over the large surfaces. Gill Systems are very high-end technology, but have the advantages of being low energy, very quiet, environmentally safe, and low cost in the long run. On the minus side, they are high start-up cost, require large surface areas for large crews, are susceptible to pollutants that may damage or clog the gills(Kittani Gill-Kill submarine munitions are particularly useful against them) , and are reliant on there being large amounts of dissolved oxygen in the water; not always present at great depths.
PS produces its own Gill Systems with an efficiency rate of 1 man-capacity per 10 square yards of surface area(can draw/filter enough oxygen under normal conditions to keep
one average-sized humanoid alive under normal levels of physical activity, through a gill with 10 square yards of surface area) for 9,000 credits per man-capacity. However, one should buy more footage units than the minimum necessary to compensate for increased physical activity, surplus atmosphere, and low oxygen ratio in the water(at extreme depths, ocean water has very low levels of recoverable dissolved oxygen, as opposed to surface layers).


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

*Impervious to Ocean Depths----38 PPE per hour. Cost: 400,000 credits

*Communicate with Sea Creature---100 ft range. 5 PPE for 10 minutes. Cost: 60,000 credits.

**TW TK Flyer System---Can fly/float indefinitely on a ley line. Cost: 60,000 credits

*(Boosted) Ley Line Flier---Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged. Cost: 500,000 credits for regular installation, 300,000 credits for addition to an existing TW-powered vehicle

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

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

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

*Acoustic Muffling---Mounted around each engine, this system cuts any noise, while still allowing the crew to communicate with other aircraft via radio(though optical semaphore is often used for line-of-sight communication); lasts 5 minutes per 12 PPE/24 ISP. Cost: 180,000 credits

*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. Cost: 1.4 million credits

Variants:
*PS/LSI-CGUA/UV-10---(aka ‘Big Eyeball’)Aerial/underwater drone version, outfitted with panoramic cameras to give a full 360-degree field of vision. It can be remotely piloted or fitted with an onboard drone AI.

*PS/LSI-CGR-10(TW)----TW version, with the following:
-Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
-Leyline AutoDrive---Essentially goes on autopilot when on a leyline, cruising at about 40 MPH.
Cost: +125,000 credits

_________________
-------------
"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 Dec 24, 2017 9:58 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
A Reminder to Our Customers:
Paladin Steel Offices will be closed in observance of our obscure holiday schedule.
However, Emergency Services Hotlines WILL be still available for your crisis situations, and our Stocking Stuffer Outlets will continue operation 24/7.
Have a safe and happy holiday. :D :angel: :heart:

_________________
-------------
"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 01, 2018 8:24 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel PS-GMR-LAH19 “Zashaar” Light Hover Attack Vehicle
(aka ‘Draginhed’, ‘Dethbreather’)

“Copy the dragon in the ways of combat; be fast, be on the wing, be bold, and bite deep.”

“The Paladins got a thing for light fast units that punch hard. Maybe it’s good tactical sense, because anything slow-moving’s going to have soak up lots of fire, with nowhere to dodge. Or maybe it’s commercial sense; few smart folks are going to buy big ugly clunkers unless they’re loaded with credits, and hovervehicles are a lot cheaper than rolling fortresses. The looks on this thing confused us for a little while, but once you look beyond the aesthetics, it’s clearly a Paladin Steel design, with a lot in common with the other stablemates the company puts out.”

“Rumor is, the Paladins are now working on a robot vehicle shaped like a dragon’s body for the Zashaar to link up to so it really is the head. It’s sheer balderdash, of course...supposedly.....but honestly I wouldn’t put it past the Steel to at least CONSIDER the idea and do a few design studies. They HAVE done stranger stuff in the past.”

The “Zashaar” is a light, fast, hovercraft designed to the same exotic aesthetic as the Vyrmm Tyrannis Main Battle Tank and the Krenek Heavy Personnel Carrier, almost as an afterthought. The Zashaar seems intended to give the two slower-moving ground-crawling AFVs a lighter, faster, hover-skirmisher and scout to reconnoiter for them and provide flanking cover.
The Zashaar resembles a flying dragon’s head. It mounts a powerful sting in the form of a nose-mounted weapon, and secondary hardpoint-mounted ordnance. Each crew member sits in their own armored ‘bathtub’, for maximum protection. Fast and agile, the Zashaar uses its mobility to snipe and pick at an opponent’s vulnerable flanks, while highlighting them for other more heavily armed units or artillery.
The Zashaar first appeared with units deploying the Vyrmm Tyrannis and Krenek, confusing the matter of who were the new forces. It was only revealed later that the new vehicles were PS designs, and the units were PS/GNE affiliates.

Type: PS-GMR-LAH19 “Zashaar”
Class: Light Hover Attack Vehicle
Crew: Two. A third passenger can squeeze into the cargo compartment behind the crew, but conditions will be cramped and uncomfortable.
MDC/Armor by Location:
Main Body 240
Nose Gun Mount 70
Crew Compartments(2) 60 each
Main Thrusters(2) 100 each
Secondary Directional Thrusters(9) 10 each
Fins(4) 45 each
Height: 7 ft
Width: 8 ft
Length: 16 ft
Weight: 2.3 tons
Cargo: Small space behind/between the crew seats for a couple of backpacks and sidearms
Powerplant: Nuclear Fusion w/10 year energy life
Speed: (Flying) Hover to 270 MPH, maximum altitude of 7,000 ft
Market Cost: 4 million credits
Systems of Note:
Standard Power Armor Systems, plus:
*Mini-Radar--5 mile range
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targetting System(+1 to strike)
Weapons Systems:
1) Nose Gun---The Zashaar sports a modular nose mount for a main weapon.
a) Pulse Laser(PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits

b) Ion Cannon(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: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister.
Cost: 32,000 credits

c) 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 disipates. 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 non-metallic 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: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits

d) Particle Beam Cannon(PS-AWD-DBPBC-2C)------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon. Improvements in material sciences and particle generation have reduced the weight of the original PS-AWD-DBPBC-2, allowing it to be more easily fitted to the Zashaar.
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: Unlimited linked to nuclear power source
Cost: 3.8 million credits

e) Plasma Launcher---PSPPR-20 ‘Supernova’ Heavy Plasma Rifle
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload:(Plasma Shot) 5 shots per standard e-clip, 10 shots per long e-clip, 21 shots per e-canister, 36 shots per backpack battery-pack, and can also be hooked directly to a cyborg , robot, or vehicular powerplant.
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Bonuses:----
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: A recharged cylinder of refined d-gas costs 800 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

Cost: 92,000 credits

f) CT Plasma Cannon---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(but the price is expected to come down as production ramps up to meet demand)

g) EMVC-09 ‘MagWind’ ElectroMagnetic Vortex Cannon---One of the few specially developed weapons that debut on the Zashaar.
Range: (EM Bolt) 4,000 ft
(Vortice) 3,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d6x10 SD, or 5d6 MD per shot
(Vortice) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knock-down(lose 1 APM and Initiative) for beings of 350 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: EGCHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 64,000 credits

h) Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.

Rate of Fire:(Sonic Blast) ECHH
Payload: Effectively Unlimited
Cost: 90,000 credits

i) 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

j) .50cal. Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun

k) Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits

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

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

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

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

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

Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-10 rounds per melee( a 60-rd burst capability was tested, but it tended to wear out the gun barrel in two or three melees of continious fire).
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 proxiimity fuze.
Cost: 8,000 credits

m) 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

n) 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

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

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

q) Flamer---’The Dragon’s Breath’
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.

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

s) Multiplexor(MagePod Model 0.3A) ---Paladin Steel’s infamous multi-spell casting system. The MagePod Model 0.3A features a three-slot Spell Card ‘magazine’, allowing the operators to clicke between three spells with the flip of a switch, and integral TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots.
Range: Varies by spell(DOUBLE spell range when engaging the TW range booster )
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, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits


2) Lateral Hardpoints(2)--Back on the lateral surfaces of the fuselage, behind the crew seats, are two hardpoints for additional podded ordnance:

a) Lasers
Range: 1,000 ft
Damage: 2d6 MD per shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 150 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits

b) Ion Blasters
Range: 600 ft
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 100 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits

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

d) PS GPMG M43 ‘Fritz’ General Purpose Machine Gun
Weight: 24 lbs
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits

e) P-630 Light Machine gun
Weight: 11 lbs
Range: (7,900 ft)
Damage:(5.56mm) 5d6 SDC single shot or 2d4x10 SDC per 3 shot burst at ranges under 3,000 ft, 3d6 SDC or 6d6 SDC per 3 rd burst beyond 3,000 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; single shot, or bursts of 5, 10, 20, or 30 rds.
Payload:100-150 Belt or box feed
Cost: 3,800 credits

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

g) Micro-Missile Launcher---12 shot pod

h) Mini-Missile Launcher---3 shot pod

i)Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-2
Payload: 2
Bonuses: +5 to strike
Cost: 13,000 credits per missile

j)Heavy ATGM---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 1
Bonuses: +5 to strike
Cost: 20,000 credits per missile


Options:
*Lance Scanner---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
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.
Cost: 40,000 credits

*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2,000 ft
Cost: 35,000 credits

*Optical Cluster
Sensors: Telescopic
IR/UV
Thermo-Imaging
Audio-Video-Survellance System
Cost: 10,000 credits

*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your car refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+500,000 credits(Rarely available to outsiders)

*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

*Fin-VibroBlades(2-4)---Used in terrifying and risky fly-by hit-and-runs. Blasting by a target at high speed and deliberately trying to inflict a glancing strike is considered to be a foolhardy tactic by most PS/GNE pilots. However, some pilots swear by the tactic, especially when being ganged on by flying monsters such as gargoyles.
Range: Melee(blades can be extended out 6 ft)
Damage: 4d6 MD per blade
Cost: 40,000 credits per pair

*Plasma Booster---Essentially rocket propulsion, that fires up maximum speed to 450 MPH for up to 18 minutes before needing 30 minutes to cool down/recharge.
Cost: +130,000 credits

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

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

*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

*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

_________________
-------------
"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 14, 2018 9:20 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Star System: Cevaz 2302(Thundercloud Galaxy)
GNE/USA acquired the rights to the Cevaz 2302 star system as payment from an Atlantean clan that had initially scouted and claimed the system. Indications of rich minerals in the moon system of C2302’s second planet drew the USA’s attention, with a secondary interest in terraforming the first planet. As the Atlanteans had not the resources to exploit either, they traded it to their creditors.
Cevaz System is notable for the terraforming world of Cenax and for Masumi Station, a free asteroid colony developed as a refugee sanctuary. The system has received an unexpected amount of interest after the Shemarrian Star Nation unexpectedly invested material and energy in both ventures, accelerating the terraforming timetable on one and greatly changing the demographics on the other.
Between the mineral wealth being discovered and the spectacle of the terraforming effort, Cevaz System is being predicted as an economic hotspot for the future. This is already beginning to attract a fair share of curious travelers detouring from more direct routes by the system to take a look, potential investors looking to scope out the system, and other interested parties stopping by.

Number of Stars: 1(Cevaz 2302)
Types of Stars: Yellow Dwarf
Number of Planets: 5
- Terrestrial(Cenax-Lifeworld)---The focus of most of the activity in the system. Formerly a Venus-like world with a rampant greenhouse effect, the planet has been terraformed into a terrestrially-habitable one.

- Gas Giant(Huge)(Sutter)----Cevaz 2302-02 possesses a dense ring and moon system that shows signs of abundant and valuable minerals, provided the miners can weather the dense radiation belt also surrounding the gas giant. PS/GNE/ASI was gearing up to tackle the challenge with Masumi Station being prepared as a shielded redoubt for the cyborg and bio-modded miners when the Shemarrians stepped in. Now, as Masumi Station is inbound towards Cenax, PS/ASI has begun work on a second asteroid station to go after the riches of Sutter’s moon system. Sutter is a source of water ice asteroids and other materials used in the terraforming of Cenax.

-Terrestrial(Trisenda)(Medium)---Icy planet shrouded in a methane atmosphere. Trisenda’s icy rings and several ice moons are a primary source of water ice colliders used in the terraforming of Cenax.

-Terrestrial(Cevazal)(Small)---Icy planet shrouded in a methane atmosphere. It almost went unnamed for lack of anything of real interest, but given the interest in the Cevaz system, rather unremarkable Cevaz 2302-04 got tagged as ‘Child of Cevaz’.

- Asteroid/Planetissimal(Cendel)---This large planetissimal is of interest primarily due to the large deep space listening array set up there by the United Systems Alliance to watch for possible trouble.

Cenax---Colony World

“This planet has undergone several dramatic changes in purpose...initially it was a mining stop, with a few diehard idealists looking to a long term, but uncertain, payoff of a wholly habitable world sometime centuries in the future. Then the Shemar dropped by with a load of techno-magic, and now it looks like we might have habitability in a human lifetime. With palpable benefits attainable in a reachable future, we now got something of a land rush on our hands, with folks already lining up to claim a stake. The Shemarrians are still the eight hundred pound gorilla in the room, though; we know they want a good chunk of Cenax for their own purposes, so we’re keeping the leashes on the sooners.”

Cenax is a newly opened colony world under mixed management in the Cevaz 2302 star system. Originally it was being developed by the United Systems Alliance as an envirodomed mining colony and long term terraforming prospect, but then the EShemar showed up and did something to jump-start the reduction of the atmosphere. The colony has since become something of an experimental world, an interface and joint effort between the United Systems Alliance and the Shemarrian Star Nation.
Recently, Eshemar Clan Scelptor showed up and put in a giant orbital elevator. This massive structure is currently under control of the SSN, but the Shemarrians have announced that once functional outfitting is complete, everybody else will have access to it.

Planet
Type: Terrestrial

Diameter: Large; 22,000 km

Gravity: Average; 1.2 g. (Was 1.4 g)

Temperature: Temperate, at the warm end. Terraforming is bringing the temperature gradually lower

Unusual/Special Features:
-Odd rotation---Cenax currently has a slowing rotation, that is slowly lowering its speed and surface gravity, the deceleration apparently being a deliberate part of the Shemarrians’ terraforming effort. Speculation is, given the rate of slowing, that the gravity will be stabilized at 1.09 g.
-Odd Revolution---Cenax has a planar tilt of 46-degrees with regards to the mean solar plane of the Cevaz star system. This causes at least two large meteor-shower events in the course of a Cenaxian year as the planet causes the solar plane.
-Odd Energy Field---Cenax has an odd energy field that seems to have become more pronounced after the EShemar arrived and began their terraforming efforts. Whether the field is the result of whatever they’re doing, or they simply took advantage of an existing phenomena is unknown.
-Other---Cenax has high auroral activity that sometimes is strong enough to interfere with weaker radio systems(radio signals from the surface, relayed through the space elevator, are unaffected). The aurora activity does not seem related to solar flare activity, but instead may be related to terraforming activities(making the Shemarrians the favored culprits for causing the auroras).
-Moons(18)---Cenax has about eighteen small moonlets, several of which have been turned into space stations by both the USA and SSN. One smaller moonlet was sacrificed as a surface impactor during the terraforming effort.

Atmosphere: Dense. Cenax’s atmosphere is still too dense and tainted(high CO2 content) for unassisted breathing, but conditions are improving.

Terrain:
Unusual Mineralogy(Unique minerals)

Notable Mineral Concentrations:
- Scheelite
- Amethyst
- Sapphire
- Mercury
- Nickle
- Titanium
- Thorium
- Samarskite

A more thorough geological study of Cenax turned up the presence of two previously unknown and potentially valuable minerals in exploitable quantities.

-Vanalium---It is unknown if this mineral was brought to Cenax as part of asteroids or is the result of the collision trauma between the meteors and minerals in the planet’s crust, but this black oxide-form mineral is found only in impact zones.
a. Naturally Occurrent Form:Oxide
b.Where Found In meteor falls/impact zones
c.Color(Natural State) black
d.Chemical Reactions: Inert
e.Degree of Reaction Slow
f.Density*Light-
g.Malleability*Soft
h.Toxicity(Natural State)*Mildly Toxic
i.Potential Value/Special Properties:*Medicinal Effect--Studies of vanalium have shown it has properties in inhibiting rampant cell growth, suggesting potential as an anticancer agent. However, traces of vanalium have also been observed to inhibit the rapid-growth vegetation used to terraform Cenax, especially around asteroid impact zones.

-Corescite---This mica-like substance has shown increasing promise as an energy source, and Paladin Steel Energy has set up a facility on Cenax to study how best to exploit this discovery.
a. Naturally Occurrent Form: Oxide
b.Where Found: Deep Rock Strata
c.Color(Natural State)Polychromatic/Iridescent
d.Chemical Reactions: Base/ Alkaline
e.Degree of Reaction: Slow
f.Density: Heavy
g.Malleability: Stone-like
h.Toxicity(Natural State): Toxic-
i.Potential Value/Special Properties: Power Source

Hydrosphere: Moist; between condensation of atmospheric moisture and regular bombardment with ice asteroids, the planet has about 54% water covering in the lowlands, and is expected to top at about 65%.


Biosphere: Thin---Was Lifeless, but between the USA colonists introducing tailored biota, and the EShemar bombarding the planet’s surface with vine-munitions that have been spontaneously generating mulch, the planet has acquired a rudimentary ecosystem.

Civilization:
Early Colonial
Population:
Currently about 180,000 colonists have settled on Cenax, overseeing the terraforming.
There are also several small surface enclaves of Shemarrians(about 9,000 in all, plus an additional estimated 16,000 in orbit or on the space elevator) monitoring their part in the terraforming.
Technology:
Galactic; the terraforming effort is seeing some cutting-edge biotech at work.
Economy:
Mining originally, but the focus has changed as the terraforming progresses to agricultural.
Wealth:
Currently considered to be Average; the flow of money is mostly into the terraforming effort and almost all material resources harvested locally are consumed locally, with little being exported.
The offworld mining operations, especially those around Cevaz 2302-02 Sutter would, if included in Cenax’s economy, could potentially boost the colony into the Rich category.
Government:
There is a joint scientific management council between the USA and the Shemarrian Star Nation with regards to the terraforming effort. This makes sure the two groups don’t work to counterpurposes and can coordinate their actions.
Law Level:
Lawful; the colonial administration has a comprehensive legal system in place. Of course, nobody wants to see what the Shemarrians might do if they decided to step in.
Popularity:
Beloved; despite the uncertainty of who ultimately is REALLY in charge, everybody likes the positive energy and upbeat positivism of the accelerated terraforming effort and the colonial authority.
Stability:
Very Stable; everybody’s too busy working on the terraforming effort to make trouble.


Cenax Space Elevator
(aka ‘the Cenax Stalk’)
“You can’t get anymore decisive and declarative of your interest in a planet than staking a twenty-four thousand mile-high space elevator on it. That’s one massive signpost, and one few people are going to ignore.”

The Cenax Space Elevator is one of the great surprises of the sudden Shemarrian interest in the Cevaz 2302 star system. Soon after the arrival of refugees on Masumi Station and of Shemarrian terraformers, one of Clan Scelptor’s SMALLER Taskships suddenly arrived in orbit and, in the course of a week, laid down the basic components of the twenty-four thousand mile-high orbital elevator. The speed with which this was accomplished, apparently from PREFABRICATED components, has astonished and even frightened observers, forcing a(nother) re-evaluation of both overall EShemarrian and Clan Scelptor capabilities. The astonishment became even more pronounced when, in a brief communication with the fringe tribe, Clan Scelptor dismissed the Cenax Stalk as a ‘minor commission’.
The length and breadth of the Cenax SE, as well as a fifty mile radius of the base of the elevator, is currently considered to be Shemarrian territory and is off-limits to outsiders(those allowed to enter the zone and inspect the elevator do so only with Shemarrian permission and escort). The EShemar representatives to the joint scientific management council have assured the other parties that in due time the Space Elevator will be open to all commerce, making it a valuable part of the planet’s economic infrastructure.
The Cenax Stalk is roughly 300 meters in diameter and has tracks for four external cars, two cargo and two passenger, which have been observed making the trip to and from the footing and the orbital counterbalance station in five days one-way, though it is unknown what the operational speeds will be. The elevator appears powered by interaction with Cenax’s magnetic field. The configuration of the orbital part of the space elevator leads many to believe that the elevator will eventually be docked with the incoming Masumi Station, at which time the Cenax Stalk is expected to fully open, although it is expected to remain under Shemarrian supervision.

Masumi Station(Colonial Outpost)
(aka ‘Transfiguration Station’)

“Large sections of this station seem to be ‘clothing optional’; that’s because a lot of these folks have bodies that are pretty much proof against most anything so they don’t need protection, they’ve had any body-modesty burned out of their brains, or they just don’t freakin’ care what others think of them anymore. Personally, this close to vacuum, I like to keep my body armor on, but to some, the thrill of going around without protective gear constantly on is part of the excitement of the place.”

“Flesh and metal mingle quite freely here.”

“Alien slavers turned my body into a latex blowup doll and wiped my brain like a VHS tape. Fortunately, I understand, between the Shemarrians and the Company, my rescuers were able to use some sort of quantum memory thingees to salvage my DNA and memories of who I was, and reintegrate me...sort of. My body’s still sort of rubbery and so’s my brain. I remember some of what I used to be, but not all or enough of it. Don’t have any place to go back to, because everybody I knew either got rubberized like me or are total strangers to me now, so I may as well move along. Company set me up with a nice job running a boutique on the station concourse. Interested in some nice waterproof all-environment gear? Don’t worry, it’s not anybody I knew.”

“Not quite sure who’s really in charge here on Masumi; nominally the Alliance is in charge, but the Shemarrians have made it quite clear they have the deciding vote. The orbital elevator we’re supposed to link up with? The Shemars’ idea and doing. Most of the refugees? Again, it’s Shemar transports. They haven’t come out and said it, but the EShemar are really running the show.”

“So, I’m on my third body; my first was nearly crisped by a d-bee-hating Deadboy with a hair-trigger plasma rifle, my second was a militia combat cyborg shell, and this is my humaniform cyborg body. You?”
“Forcibly transformed into a werebeast by a mad sorcerer out to conquer the world. I still have attacks of werewombatness. Wanna join me in finding a good bar on this station? That is, if you can still drink.”
“Yeah, I can, and I hear there’s a bar that serves a beer that can fuzz cyborg circuits and gonk superhuman physiologies.”
“Well then, let us set off to find it, then, ma’am....I’m sorry, I didn’t catch your name?”
“I haven’t told you yet, it’s Gale Haddeway, but you can call me ‘Gay, mister-?”
“Roland, Roland Penster, but call me ‘Ro’. If I go all fuzzy and wombaty, call me ‘Pin’.”

“Well, you three seem quite happy together. Got room for a fourth?”
--Overheard at a Masumi Station saloon.

Masumi Station is a large hollowed-out asteroid colony that was still in the process of being constructed by PS/ASI deep space workers in the Cevaz 2302 star system when the EShemarrian Star Nation showed up and began transferring refugees from an ourdimension conflict they’d gotten involved in. Most of the refugees were humans, liberated from the clutches of a particularly odious alien species that used brainwashing and nanotechnology to transform and enslave their captives. Eshemar science and magic helped change most of them back, but not all the way, and many continued to suffer mental side effects, and display physical mutations/alterations marking them as altered. Other refugees were bioborgs liberated from the Splugorth, or NeShemar(including some former GNE residents) who’d been burnt out by combat service to the SSN, and who were looking for more peaceful reassignment.
Masumi Station has become both a service colony and a rehabilitation facility. The many ex-slave refugees, accustomed to being of service to others, have been encouraged to start and work in service industries on the Station, and get paid for the work. The GNE has transferred a number of d-bee refugees and Civil Labor Battalions to the Station as well, both to work on completing the colony facility, support the nearby planetary colonies, and to morally bolster the refugees already there.
Masumi Station has acquired a reputation of something of a ‘resort’ destination, particularly for those personnel with special needs, and who have physically been transformed in some way or manner. Many forced-conversion(and voluntary) cyborgs and bioborgs visit the station to unwind, aware that many, if not all, of the staffers have stories similar to their own and don’t treat them with condescending pity or fear. Masumi Station earned the nickname ‘Transfiguration Station’ due to this population of trans/althumans. While this sounds like a prescription for a spacestation full of solemn encounter groups and addiction support meetings, supported by a large and permanent staff of psychiatrists and medical teams with straitjackets, Masumi Station is actually something of a swinging hedonistic resort, once visitors pass the ‘scar test’ of being able to relate their own traumas or body-resleevings at the door. This tends to weed out casual visitors, and especially those looking to ogle the ‘freaks’. Station security does turn away people with uncontrolled curses, dangerous mutations and the like, however. Interestingly enough, Masumi Station sees a lot of tourism and immigration from Outcast Station in the Rifts Earth Sol system.

Masumi Station is itself undergoing a transfiguration. It is slowly being maneuvered by space tugs down the gravity well of its solar system to a rendezvous with an orbital elevator on the settled world of Cenax, where it will join with the orbital anchor head. Once linked up, the plan is to offer refugees the opportunity to acquire lands as part of the surface colony.

Size:
Masumi Station is a large asteroid some eight miles long on its longest axis, and 1.2 miles on its shortest. Internally it houses three spherical Bernal Sphere-style habitat modules, only with gravitonic generators replacing centrifugal force(has provision for rotation as a backup). Currently only two of the hab sections are operational, while the third is still undergoing construction. The outside of the asteroid is covered with agri-domes, docking bays, and service domes.
The colony currently supports some 12,000 inhabitants, plus an average of 7,000 transients.
Type:
Transit Hub, Resort Complex.
Security:
The EShemar also maintain a presence near and on the Station, even when refugee transports aren’t docked.
Contact: Daily dockings(1d8)
Products:
Transit Hub, Resort Complex.


Function: Habitat, Trading Post
Power Systems: Nuclear Fusion, plus solar power(agrodomes)
Defenses:
Medium Weapons Systems, plus a squadron of Space Fighters. Given the nature of many of the liberated/rescued residents, and the growing word of the potential wealth of the Cevaz 2302 star system, piracy and slavers are a real concern for the GNE/USA overseers managing the station.
Of course, there’s also the awareness of the Shemarrian Star Nation’s interest in the system, so most of the ASI/GNE/USA military personnel assigned to Masumi Station figure that there’s at least one SSN warship lurking somewhere in-system.
Sensors:
Basic, plus several Scout/Pilot vessels that check out new arrivals and guide merchant shipping in.
Communications:
Galactic Standard--Was meant to have a satellite network when integrated as part of the gas giant Sutter mining operations, but Masumi Station’s current slow transfer orbit to Cenax kiboshed those plans. Currently has to remotely piggyback to the developing commnet around Cenax.
Station Maintenance:
High Priority---As a residential complex, Masumi Station has a high response time to maintenance needs. Even the unused sections of the station are kept spic and span by regular maintenance patrols, and station upkeep is considered a part of ‘occupational therapy’ for many of the rehabilitatees.
Supplies:
Self-Sufficient. Between the agro-domes on the exterior and the sections of plantings in the middle habitat sphere, Masumi Station is pretty well set for food and water.
Internal Security Personnel:
Masumi Station is policed by a GNE-trained security contingent. Though initially consisting of veteran reservists from the GNEAS, the department has recruited nearly half its number from the refugees, to give them a ‘native-friendly’ face.
The most common problems on Masumi Station are nervous breakdowns and substance abuse. Given that most of the residents are bio-altered, some into megadamage beings, security has to have both a soft touch and a hard grip to gently put down trouble and get people the help they need. Masumi Station has perhaps the highest concentration of Combat Pyschologists-on-residence in the GNE.
Security Systems:
Medium Security---Comprehensive security measures are in place, with an eye towards containing mentally disturbed and potentially superhumanly-augmented individuals, but so far this has not been put to any real test.
Medical Facilities:
Excellent; the need to cater to a variety of altered physiologies and damaged psyches means that the medical division has to be topnotch.
Environmental Systems:
Advanced. Individuals requiring particularly special environments need to make specific arrangements.
Independent Businesses:
Many; Masumi Station encourages the refugees to start their own businesses, in part to re-acclimate them to a normal life style.
Transients:
Well-trafficked. Typically 1d4 interstellar ships call upon Masumi Station a day, and another half-dozen local and support mining vessels. There’s an average of 7,000 transient visitors on station at any given time.

Notable Businesses:
*SeaCloud Lodgings---A hostelry run by a Saphian merwoman. Strange to find one out so far and in a system bereft of both verdant local ecologies and extensive oceans(Cenax’s don’t count yet), but nevertheless, Trisani Arwyna nevertheless established this fifty-room first-rate accommodation ‘plex on-station. Its soothing oceanic decor and amorphic sea-foam beds have made SeaCloud a favorite trysting place for couples(or romantic couples), especially asteroid miners looking to shake off the fatigue of deep space mining and indulge in some expensive pleasures. It’s also a favorite booking of the wealthier travelers transiting through the system.

*Mercasan Electronics---A surprisingly upscale electronics shop that specializes in custom computer hardware and security software. It’s quietly owned and operated by a group of Chromites (a sect of cyborg AI-singularity seekers) who are associated with the Shemarrians. Given the Chromites’ interest in human-machine interface technologies, they’re on the Station to quietly observe the lingering effects of the alien nanotechnology on the many d-bee ex-slaves, especially those who can still ‘morph into non-flesh structural forms.

*Nebula---Nebula is a dance club opened and operated by two ex-slave cyborg women, Nebi and Arabella, who had been kidnapped from their homeworld, forcibly made into partial-cyborgs, tattooed with barcodes, and brainwashed into thinking they were pleasure-bots. They regained most of their memories when they were liberated when their buyers’ ship had to stop off at a GNE/USA mining colony and was seized for carrying contraband(including slaves). Unable to return to the world/universe of their origin, the two women decided to move to Masumi Station and open their nightclub. Besides running the place, they themselves occasionally perform on stage for guests.

*Ferrul’s---Hardware shop specializing in custom astro-gear. Given how many of the locals and visitors have altered physiologies, having custom-fit spacesuits and gear is a good thing.

*Errian Fashion---Near Ferrul’s is an upscale fashion boutique and tailor’s, that caters to mainly bioborgs, though they’ll do up dress for cyborgs as well. The shop gets a surprising amount of business from deep space miners wanting a least one good dress or suit for social gatherings. The owner is Errian, an ex-slave who recognized that for the many other ex-slaves like herself, owning good clothing of one’s own was an important step towards regaining independence. She sells outsystem fashions, but also makes her own, and is attempting to evolve her own style. She has a staff of seven dedicated tailors, all of them ex-slaves.

*Euphora---A fitness center, thought by many to be a front for the Shemarrian Skyeklad clan, because of its rather scanty in-house workout ‘uniform’(gold braid and bangles and not a lot of either) going quickly to ‘clothing optional’, but actually owned and operated by a Zyganian woman(and self-identified fitness guru). The gym also teaches various calisthenics and meditation techniques, including Zyganian tia-chi and ‘traditional’ dances. Anybody familiar with Zyganian culture will identify the ‘uniform’ as inspired by that worn by Zyganian courtesans. Station officials have twigged to this, and though there have been rumors that Euphora is a front for more carnal activities, there’s no evidence of anything beyond lots of bare skin and heavy breathing(which is fairly par for the social district of Masumi Station). Most who go to Euphora simply enjoy a good workout and a good show watching others.

*Paladin Steel Masumi---Naturally, Paladin Steel/Aegis Stellar Industries has an outlet here, catering to visitors mainly. The Masumi Station outlet mainly sells civilian and spacer goods and services(such as spacesuit repair), but also takes orders for weapons and military equipment as well(weapons are not sold directly inside the station, but the hardware is transferred to the buyer’s ship/custody off the station). What can’t be acquired on-station, PS/ASI will make arrangements to ship to the buyer’s vessel or outsystem location(s). A number of clients have used the tourism aspect of Masumi Station to covertly arrange for large buys of military equipment from PS/ASI.

*Si---Si is a ‘meditation cafe’ run by a Noro. Si offers a quiet peaceful place for people to meditate and contemplate the universe, with private chambers available, or larger public group sessions. For a small fee, Si will provide a meditation counselor to help more troubled minds, and simple, but good, food and drink to accompany sessions. Popular with many residents who find the quiet atmosphere helps them deal with lingering trauma. As the proprietor is an ex-CAF officer who’s seen action, she knows a thing or two about PTSD.

*Axellen---Located by the space docks, Axellen is a garage-shop run by the Steel Gaian fringe tribe of the Shemarrians, though it’s also suspected that Clan Motron also has a hand in the garage’s operation. Axellen does custom machining and metalwork of all kinds, from weapons decoration to equipment prototyping, but it also does vehicular modification, especially of wheeled vehicles. This may seem a strange thing to encounter on a space station in deep space, but a surprising number of visitors, especially adventurers heading out for the frontiers beyond Cevaz 2302 have had their planetary rovers supped-up and modified by Axellen’s mechanics.

*Lymian’s---An upper-scale dining club started by another ex-slave, Lymian’s obtained permission to set up a location in the still partially-completed middle spheroid, and it sits in the middle of one of the agricultural belts, affording visitors a curving visa of greenery, and landscaped verandahs on which to walk, eat, and play. The center of Lymian’s concourse are several water pools in which aquatic entertainers disport, and the more adventurous(or amphibious) diners can enjoy meals floating in the water. Prices range from modest to expensive, but most people agree that the quality and ambiance are worth it.

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

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


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Unread postPosted: Sun Jan 28, 2018 9:29 pm
  

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Paladin Steel/Aegis Stellar Industries PS/ASI-DDE019 ‘Bullet’-class Destroyer Escort
(aka ‘Rampant Porcupine’, ‘Waspeater’)

“ASI is really squeezing as much as they can out of their older designs, and the Bullet is a sign of how far they’ll go to get that last ounce of value. I suppose it’s a testament to both the original design and the innovation that the cockamamie new design actually WORKS. ”

“Bullets are ugly little birds, but they more than earn their keep against horde attacks like missile storms and starwasp swarms. Fighters learn to avoid these things because of the sheer volume of fire they can spray around them.”

“Those murderous killbots would have -massacred- the Argentum Queen and everybody aboard her if that stubby little -Bullet-class defender hadn’t gotten between her and them. Decoyed away the missiles, chopped up the boarding shuttles and several dozen free-flying berserkers, and finally tanked a nuke meant for the spaceliner. Held the rearguard long enough for the Queen to make the evacuation jump-point, and barely managed to follow, but I hear they lost most of the corvette’s crew. Still, I think that crew wouldn’t hesitate to make the trade they did, if they were asked.”

The ‘Bullet’-class DDEs are among the odder-looking of PS/ASI’s spacecraft designs. The Bullet-class resembles three PS/ASI-DDC09 ‘Barong’ Corvettes joined at 60-degree angles to each other, and thus affording none of the blind spots endemic to many more conventionally laid-out vessels. The vessel is meant as a picket and escort cruiser with an emphasis on point defense capability.
The peculiar hull design has required some gutting of the lower two hulls and the reorientation of the few inhabited decks inside. While some first-assignee crews have questioned the strength of the structural integrity of the composite craft, the apparent slapdash attachment is actually built on a reinforced internal ‘cage’ that distributes hull stresses. The design also has a fair amount of redundancy, especially in engines and shields, lowering the chances of any one ‘golden BB’ taking out either shield protection or propulsion. Command and control is consolidated in one bridge module, with a secondary damage control/engineering center providing backup. Automation and system cross-linkage has reduced crew requirements, and the three linked hulls actually provide some extra room for the crew that remain, making these vessels decidedly more comfortable on extended tours of duty.
Because of their design, Bullets are not recommended for atmospheric operations, and they are intended for deep space combat. Most will never enter an atmosphere or even land in any sort of a gravity well, and instead act as orbital defense monitors, escorts, and picket craft for space stations and free space colonies. Occasionally, it is used for space interdiction and blockade duties, supported by other ships and fighters.
The ‘Bullet’ is often offered by Paladin Steel/Aegis Interstellar Industries as part of larger planetary defense packages(along with Orion-class nuclear pulse monitors, BattleRing System Modular Orbital/Deep Space Weapons Platforms, and various surface to space weapons systems. Despite its rather adhoc origins, meant to economically produce a dedicated anti-fighter/antimissile picket, the Bullet has also seen a surprising amount of innovation applied to it, especially the PS/ASI-DDE019B variant, which adds a centerbody module that can mount additional systems.
Despite their classification as destroyer escorts and their heavier weight, DDE019 Bullets are often criticized for being too lightly armed for destroyers, and of being too overspecialized to be effective in the multiple roles expected of destroyers. The same critics contend that for a lower cost per unit and less sophisticated logistics, the faster ad more versatile HF-75 Hunter-class destroyer is a better overall vessel that can fill the same role as the Bullet, especially when the Hunter is deployed in squadron strength. The DDE019B variant adds additional capabilities, but some tech evaluators fear that the added mass and armament may mislead crews into thinking they can take on larger opponents. PS/ASI counters, however, that the Bullet can remain on defensive call station longer than the Hunter and is better in the area defense role. Deployed wisely, the DDE-019 can provide more than adequate support-defense against enemy raiders and missile attacks. The marketing to defense-minded clientele seems to be paying off; orders have remained steady, especially to new colonies and communities fearing pirate attack or missile raids.

Type: PS/ASI-DDE019 ‘Bullet’
Class: Destroyer Escort
Crew: 40
MDC/Armor by Location:
Main Body 12,000 (3 hull sections, 4,000 each)
Bridge 2,000
Drive Sections(3) 1,200 each
Medium Turrets(3) 300 each
Point Defense Turrets(18) 80 each
Forcefield 7,500 (3 shields, 2,500 each)
Height: 48 ft
Width: 90 ft
Length: 340 ft
Weight: 12,900 tons
Cargo: 300 tons
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 3.6 light years per hour
(Underwater) Not possible
Market Cost: 620 million credits
Systems of Note:
Standard Starship Systems, plus:

*Advanced Fire Control----Improved avionics networks the various hull sensors and fire control for more accurate targeting, a must when dealing with small agile targets such as fighters and missiles. Advanced Targeting Bonus: +4 to strike

Weapons Systems:
1) Medium Laser Turrets(3)---Part of the original Barong armament, these weapons give the Bullet extra punch against larger vessels such as Berserker raiders.
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
Rate of Fire: Twice per melee
Payload: Effectively unlimited

2)Point Defense Turrets(18)---- The basis of the Bullet concept is in its numerous point defense turrets, meant to give it coverage on all firing arcs, and enough capacity to interdict fighter squadrons, power armor attacks, and barrages of missiles.
a) Laser PDS---Standard energy-based PDS.
Range: 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
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 thirty 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

3) Decoy/Countermeasures Launchers(3)----- Each trimaran hull mounts a countermeasure launcher; three separate sorts of countermeasures are available:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
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.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50 bundles are available per pod

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: 25 swarm packs are available per pod

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: 20 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.


Auxiliary Craft:
None

Variants:
*PS/ASI-DDE019B----(aka ’Bulboid’)---This variant features a center-body hill sandwiched between the three outer DDC09 corvette hulls. The ‘B’ config is often not distinguishable from the standard base design on long range scans, as the centerbody is shielded by the outer hulls. The centerbody increases the ship’s mass by 25%, reduces maximum speed by 15%, and adds +900 MDC to the overall armor, but also provides space for ONE of the following:

a) Mini-Missile Launcher--- Launcher for PS’s much-touted “S-Sting” ‘Smart Mini-Missile
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
Rate of Fire: Volleys of 1-25, up to four times per melee.
Payload: 400 missiles

b) Short Range Missile Launcher---Longer range and heavier salvoes.
Range: Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles

c) Medium Range Missile Launcher---Provides added range in interception.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10, up to four times per melee.
Payload: 100 missiles

d) Long Range Missile Launcher---This launcher gives the Bullet some punch against larger opponents. For wrk against smaller targets, the LRMs typically carry multi-warheads with area of effect scatter patterns.
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: 50

c) Space Mine Launcher---Typically used in orbital defense to deny enemy ships the ability to assume orbit.
Payload: 60 mines
Damage: Varies by weapon deployed
*Space Mine---A freefloating explosive war satellite. Various types exist, including stealth ‘sneakmines’, ASAT ‘limpets’, and enhanced EMP models, but the standard anti-ship version carries a powerful nucleonic charge that does 2d6x100 MDC to a 600 ft radius
Damage: Typically equal to a Cruise Missile warhead

*Orbital Net Mine---This weapon unfurls into a 10-kilometer(5 mile)-wide free-floating hexagon of high tensile-strength megadamage fibers. Any vessel hitting this net at high speed takes damage roughly equivalent to the UWW’s infamous ‘Death Cloud’ weapon. Improvements to the mines allow them to lie dormant and virtually undetectable until a target enters range, and then the net will instantly snap open, catching the victim. The net-mine has also successfully been used to catch MIRVs and other missiles.
Damage: Any ship flying into the net will take 4d6MD times its Mach Speed. Multiple the damage by 10 for ships weighing 10,000-40,000 tons, by 20 in the 41,000-100,000 ton range, and by 100 if more than 100,000 tons.
The net is virtually impossible to detect on radar and ships are -6 to dodge, while larger ships are -8!

d) Kinetic Kill Rail Cannons(2)--- Double-barreled mounting of one of Paladin Steel’s older space weapons.
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
(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
Rate of Fire: EGCHH
Payload: 32,000 rds(400 bursts) per cannon

e) Heavy Tachyon ScatterGun
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: EGCHH
Payload: Effectively Unlimited

f) Neutron Beam Cannon---Continued experimentation with both neutral neutron beam ‘discriminator’ systems used to scan missiles for nuclear material, and reverse-engineering of Kittani weaponry has led to an improved neutron cannon that can neutralize some types of nuclear warhead and nuclear fission powerplants.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 2d10x10 MD
The beam will also cause fissionable nuclear materials to emit telltale radiation signatures, allowing better targeting on priority threats(such as fission warheads).
(Neutron Flux) On a Natural 16-20, the neutron flux will cause inadequately shielded fission powerplants to overheat, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

g) Particle Beam---Mounts a high powered Particle Beam Cannon.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited
Cost: 50 million credits

h) Plasma Torpedo Pod---Mounts a high powered Plasma Torpedo Launcher. Its area of effect explosion makes it nominally effective as an antimissile/fighter weapon.
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune) 20 miles in atmosphere, 20,000 miles in space
Damage: 2d4x100 MD to a 120 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 50
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 55 million credits

i) Ion Energy Weapon ---Mounts a high powered Ion Destabilizer cannon.
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
Cost: 60 million credits

j) ’Joker’ Countermeasure Pod---Expanded capacity countermeasure launcher. Anything that can be done to distract enemy fire away from more important targets.
Range: Typically launch out to 10 miles or more from the ship under the initial expulsion charge.
Damage/Effects:
-Ballute Decoy---This is an inflatable metallic balloon-form meant to be highly visible to enemy radar and optics. A small maneuvering drive (equivalent to a heavy Manned Maneuvering Unit) gives the decoy some capacity to micmic a ship’s normal movement.
-Wild Weasel---A more maneuverable version of the above, but the WW relies not on passive sensor reflection but on active emissions to fool enemy sensors. The WW is more robust, and can ape a more vigorous range of maneuvers on the part of the ship it’s supposed to be imitating. 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 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).

-Smart Chaff--- Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.

-Laser Aerosol---Laser Aerosol Clouds are chancy; they impede the lasers of the ship they’re supposed to be shielding as readily as those of the attackers, and the cloud does not move with the ship if maneuvers are necessitated(it will continue moving and expanding in a straight line until it completely dissipates). Lasers firing into the cloud of micro-crystals do HALF damage, laser targeting systems have a 50% chance of losing lock, and objects flying through the cloud take 4d6 MD. Effectively lasts for 5 melee rounds(75 seconds).

Payload: The module holds 25 Ballute decoys, 10 maneuvering decoys(“Wild Weasels”), 100 ‘Smart Chaff’ canisters, 50 laser aerosol canisters

k) Forcefield Generator Pod--A more powerful forcefield generator that produces a battlescreen of 3,000 per side (18,000 total) MDC strength(regenerates at 5% per melee)
Cost: 9 million credits

l) Long Range Sensor Pod---This module typically has a bulbous nose protruding well ahead of the rest of the ship, and holds gravitic sensors capable of detecting normal drive activity at 1 million miles away and FTL drive activity up to 18 light years away. Cost: 18 million credits.

m) EW Module---In the alternative, the centerbody can be fitted with a high-powered Electronic Warfare (EW) module useful in jamming or sensor decoy operations. The pod contains a dedicated powerplant and control stations for ECM operators.
-ECM----- A powerful communications and sensor jamming suite. Communications Jamming has a 5,000 mile range, is 98% effective against civilian systems, and is 80% effective against more sophisticated channel-jumping military communications suites. 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. Missiles and sensor-guided weapons are -6 to strike.
The EW Module can also project sensor ‘ghosts’ mimicking ships’ energy signatures...or can make the Bullet resemble a much larger vessel(up to cruiser class) on long range scans. The ‘ghosts’ can be projected with a displacement of 1d6x1,000 miles, and 1d6 additional sensor signatures can be generated. Accurate sensor readings are at -70% outside that range, -40% outside a 100 mile range.

*PS/ASI-DDE019C----Further modification of the ‘B’ configuration, which adds another 300 tons to mass, another 500 MDC, and an extra engineering section that boosts sublight speed to Mach 9, and FTL to 4 light years per hour. The ‘C’ model also costs an additional 100 million credits. The ‘C’ is being touted as allowing the Bullet to close with enemy forces faster and farther out, but some analysts suggest that the same interception role could be just as well filled by other purpose-built types already in PS/ASI production, such as the PSS/ASI-DDS-01 Sangu Light Destroyer, Crv018 Windfola Interstellar Corvette, or DDES-12 Brandestoc Rapid Deployment Space Destroyer.

_________________
-------------
"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 05, 2018 8:13 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Boeing PS-UCV-35 ‘Aeraccuda’ Advanced Remote Piloted Rotocraft Drone

“This is what your Cypher drones wanna be when they grow up!”

Paladin Steel is dedicated to the ‘Force Multiplier’ school of combat. With Free Quebec to their north, the Coalition to their not-so-distant west, and a hostile Atlantis off their coast, the GNE needs to make the most of its limited manpower resources. Therefore, despite its earlier problems with the Mechanoids, PS has sunk large amounts of money and resources into robotics programs....primarily robotic aircraft, combat vehicles, and recon craft. Though the standard PS A.I. is a bargain-basement moron compared to the wonderous life-simulation sentient Artificial Intelligences and advanced biochip robots of the Golden Age, PS makes them cheaply and efficiently, in large enough numbers so that they may be deployed quickly and in sufficiently large numbers, to overwhelm, or at least seriously harass, any enemy force.
The Aeraccuda is yet another new drone weapons system, this one based on blueprints and test data acquired from excavations of the Boeing-Tacoma facility just outside New Seattle. PS has been eager to make use of pre-Rifts design work(thus sparing them long and lengthy development costs and schedules), modified with up-to-the-minute modern (post-Rifts) technology, and the Aeraccuda was no exception. Originally named the ORW DragonWing RPV, this Boeing design was for an advanced remote-piloted helicopter with an advanced concept dual-mode wing-and-lift system.
The Aeraccuda has a long, slender, fish-like main body, with a split-V tail, and a center-line air intake in the nose. Two stubby fixed canard wings provide control, supplementing the rear control surfaces. Several sensor ports are recessed into the lower forward nose, and a large internal weapons and equipment bay is built into the underside. The craft’s construction is primarily lightweight, megadamage composites.
The most noticeable aspect of the Aeraccuda’s design is the single thick, two-bladed rotor blade assembly, joined to the rest of the craft by a thick hub. The Aeraccuda is designed to be a dual-mode common-wing aircraft; in VTOL operations the rotor assembly rotates like a conventional helicopter, providing vertical lift, but once sufficient forward speed is built up in free flight, and aerodynamic lift takes over, the rotor locks in place to become a fixed wing for conventional flight. The process reverses itself when the aircraft comes in for a landing or needs to revert to hovering mode. Though mechanically slightly more complex than conventional swivel jets, this system is more quiet, and actually wastes less power than directed thrust systems.
The Aeraccuda is produced in three versions; a conventionally liquid-fuelled version powered by a Flex-Fuel gas turbine, a fuel-cell powered version, and a nuclear powered version, the latter two of which differ from the original model in having a second sensor/equipment pallet mounted where the air intake for the airbreathing engine is.
Like all drones, the Aeraccuda suffers from vulnerability to interference with its command-control communications. PS has partially solved part of the range problem by tying the drones into the HALO semi-sat commnet, but most users rely on the onboard robotic A.I., the Model 20 Microsavage Combat Core, a modified version of the PSQF-2 ‘Firebird’s’ proven combat brain. This system is reliable, hardened against communications hacking, and well-versed in aerial combat tactics, but , despite the improvement of the learning and experience algorithms, still lacks the initiative and creativity of sentient pilots.
The Aeraccuda is primarily configured and deployed for nautical operations, where the vehicle’s dual VTOL mode makes it perfect for unassisted operations from the open decks of warships(reducing the need for cumbersome recovery gear). The first UCV-35s were deployed to ships of the Greater New England Navy, where they were used in coastal patrols and ASW missions, in much the same role as the first pre-Rifts naval RPV, the DASH(Drone Anti-Submarine Helicopter).
The GNE Regular Army is also looking at a variant that could serve as close air support for ground forces.

Type:PS-UCV-35 Aeraccuda
Class: Semi-Autonomous Aerial Combat Drone Rotocraft
Crew: None; either a remote piloted drone or a semi-autonomous robot
MDC/Armor by Location:
Main Body 110
Forward Canards(2) 30 each
Wing/Tail Assembly 70
Wing/Rotor Assembly 45
(Optional) Weapon Winglets(2) 16 each
Length: 17 ft
Height: 8 ft
Width: 5 ft main fuselage
Weight: 1.5 tons
Cargo: Can carry 800 lbs in an internal payload bay
Powerplant: Liquid Fuel w/ 300 mile range
Electric Fuel Cell w/ 380 mile range
Fusion Nuclear Mini-Pac with 7 year energy life
Speed:(VTOL Mode) Hover to 100 MPH, w/ 18,500 ft maximum altitude
(Jet Mode)Maximum 550 MPH, w/ 23,000 ft ceiling
Market Cost: 900,000 credits for liquid fuel, 1.1 million credits for fuel cell, and 2.2 million credits for nuclear
Systems of Note:
Radar----80 mile range
Basic Robot Optics
Radar Detector/EM Warning Sensor
Inertial Guidance
Long Range Radio/Video Transmission---range: 500 miles
*Optional Autonomous Control or Remote Piloting
*Parachute Recovery System

Weapons Systems:
1)Forward Weapons Bay---Typically is fitted with two synchronized direct fire weapons:
a) 20mm Cannon
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 200 rds each gun

b) 30mm Cannon
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, 200 rds per cannon
Cost: 500,000 credits

c) Rail Guns
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

d)Pulse Lasers
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: 200 shot battery. Effectively Unlimited linked to a nuclear powerplant.
Cost: 78,000 credits

e) Ion Blasters
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

f).50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits


2) Internal Payload Bay
a)Dipping Sonar----To deploy this system, the helicopter must hover, as motionless as possible, above the surface of the water while taking readings from the lowered arrray. This sonar system can be considered to have a range of 60 miles.

b)Rescue Pod----Used by Coast Guard units, this deployable pod contains a basic rescue kit, that can be airdropped to shipwreck survivors. It contains an auto-inflating 10-man liferaft of light megadamage plastics(50 MDC) w/ weather cover, with survival supplies aboard; emergency beacon, radio pack, smoke and flares, predator-repellents, basic first aid kit, fishing kit, 18 day food and water supply, and solar still.

c) Heavy Sensor Pallet---This can be configured to hold a variety of sensors, such as ground search radar, broad-spectrum optical scanners, PPE sensors, chemical samplers, and EM detectors.

d) Sonobuoy Launcher--------Sonubuoys are small, expendable sensors deployed by air vehicles to set up temporary sensor nets. The typical sonubuoy resembles a cylinder 2-5 ft long, made of light plastics, that when deployed, floats upright while deploying an acoustic sensor and line from its lower end. The sonubuoy can either use passive detection, or can use an active sonar pinger, to detect submerged targets. Sonubuoys are battery powered, and typically have an active life of an hour or so, but typically drift out of position in 10-20 minutes, depending on currents, conditions, and drop pattern.
They report their information via a radio uplink(standard range5-10 miles), and can report a sonar/accoustic contact, its strength, estimated range and heading(using a built-in compass to determine direction), and estimated speed. Consider the sonubuoy to have a sonar range of 5 miles
Sonubuoys are typically laid in a pattern, with multiple sonubuoys allowing for the triangulation of a target. They are cheap, disposable, and virtually indetectable(their small size and plastic construction negate most forms of detection), making them extremely difficult to avoid and actively counteract. However, sonubuoys are not as accurate as more sophisticated systems(hence, its a good idea to deploy many of them), and they are affected by currents, which can quickly break up a laid pattern. Recommended proccedure when using sonubuoys is to lay them across the projected path of the target, or to lay them upstream/current of the target’s suspected location, so the pattern moves with the current. Sonubuoys are best used when one is aware that something is there, but not exactly where it is; a pattern of sonubuoys can help triangulate a target for more accurate firing solutions and weapons targetting(give guided weapons a +1 to strike an underwater target if using information patched in from a sonubuoy network, or give sonar operators a +15% to detection and location rolls).
Once their batteries have given out, sonubuoys self-destruct---a plug in the floatation chamber dissolves, and the whole apparatus sinks to the bottom, its electronics ruined.
PS’ DiFAR SSQ-400 series Sonobuoys cost 100 credits apiece
Bay holds 18 Sonobuoys

e) ASW Sensor Pallet---Holds a scanning Blue-Green Laser (can scan up to 200 ft below the surface) and Magnetometer.

f) Torpedo Bay---Can hold 24 mini-torpedoes, 12 short range torpedoes, 6 medium range torpedoes, or 3 long range torpedoes.

g) Missile Launcher-----Can hold 24 mini-missiles, 12 short range missiles, 6 medium range missiles, or 3 long range missiles.

h) Heavy Gatling Cannon------ This oversized weapon, actually a six-barrelled ‘Taskin’ Rifle spews high explosive shells at a rate that would melt a lesser weapon’s barrel.
The ‘B’ model has been configured as a rifle pod with a longer barrel, and twenty percent more range.
Range: 5,000 ft
Damage: 4d4 MD single shot (2 ft blast radius)
1d4x10 MD per 5 rd burst (2.5 feet blast radius)
2d4x10 MD(3 feet blast radius) per 10 rd burst(but -1 to strike)
4d6x10 MD(6 feet blast radius) for a 40 rd burst ( -2 to strike)
Rate of Fire: EPCHH
Payload: 2,000 rd drum

j)PS-XGECAL 50 “Ripkiller-C” ---A new weapon, 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. 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! Only a special coolant jacket, shock-absorbing stabilizer, and burst limiter prevent this weapon from tearing itself apart under maximum rate of fire, and keeps enough rounds on target to inflict maximum damage. The weapon also tears out its meter-long barrel linings faster than any other weapon in PS service(a cannon barrel is estimated to have a standard combat life of 4,000 shots).
Range: 19,000 ft!
Damage: 1d4 MD single shot, 4d6 MD per 12 shot burst(1 attack), 1d4x10+10 MD per 24 rd burst(2 attacks), 2d6x10 MD per 60 rd burst(3 attacks), 4d6x10 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 1,200 round drum (10 full-melee bursts)


i)Magnetic Anomaly Detector---Looking like an oversized batmitten ‘bird’ and flown at the end of an 80 ft tether just above the surface of the water, the MAD probe registers the disturbance in the earth’s magnetic field caused by large metal objects(like subs and ships) passing through it. Not so effective at detecting organic creatures or constructs.
Range: 5 miles, and has a 70% chance of detecting submerged vessels(-20%) for non-metallic objects, and no chance of detecting organics).
Cost: 40,000 credits

j)Radar Jammer 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). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost:50,000 credits

3)(Optional) Wing Hardpoints(2-4)----The Aeraccuda can be fitted with a pair of stub wings, each with two hardpoints(4 total). Each hardpoint can hold ONE of the following:
a) Mini-Missiles---19 shot pod

b) Short Range Missiles---4 shot pod

c)L-S/AAM ‘Black Talon’ Launcher---
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 6 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)

d) Medium Range Missiles----1 each

e)*Harpoon III Missiles---- Range: 40 miles, Damage: 2d6x10 MD to 40 ft blast radius, Bonuses: +5 to strike, 1 each hardpoint.

f) Torpedoes---Can hold 4 mini-torpedoes, 2 short range torpedoes, or 1 medium range torpedo

g) Light Gun Pod---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)

4)Flare/Chaff Launchers(2, either side of the tail boom)
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

Programming:
Navigation: (air) 90%
Read Sensory Instruments 90%
Radio:Basic 94%
Pilot Helicopter(Combat)(for maneuvering purposes) 86%

Autonomous Combat Mode gives it the following bonuses:
Attacks per Melee: 6
+2 Strike
+3 Dodge
+2 Roll
+1 Initiative

Variants:
*PS-UCV-35D---This is the developing Regular Army version, meant as a fire support unit and tank/robot killer. It differs from the Navy/Marine version in having a fuselage plated in angular stealth materials(-15% to Read Sensory Instruments rolls to detect the aircraft using radar, laser, and thermal imaging sensors), and having a mast-mounted smart-sight pod(allowing the ‘copter to remain behind cover while engaging targets with guided weaponry).

_________________
-------------
"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 Feb 15, 2018 8:42 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
(Variant) PS-GF-2C ‘Grey Phoenix’ Fighter-Bomber
(aka “Humpback”)

“If the rumors are right about the Paladins starting up production of the Grey Falcon again, that means, if they go about it the same way as they do their other products, no more scrambling for spare parts to keep the original old IHA birds flying, no more skirting the CS to find the small black market ops handbuilding Falcons, and instead oodles of options on the new birds.”

“Oh wow, they seriously updated the FBW controls! The old Falcon was all-weather; the Phoenix is practically all-storm. Give me a full rack of Harpoons, and we can go pirate-hunting in just about ANY weather, short of tree-uprooting hurricane winds!”


The recent success of an IHA-AC-29 production line on Ser-Chai has led to renewed interest in Iron Heart Armament’s designs, especially by offworld concerns(as Rifts Earth’s reputation for tough reliable hardware design spreads). Though a substantial portion of expatriate IHA staff had been absorbed into the Paladin Steel organization and contributed to its early successes, there still remained a strong interest in the older ex-IHA/New Kenorans in retaining their corporate identity, even if only as a recognized subcontractor of Paladin Steel.
The AC-29 production line on Ser-Chai raised hopes that the ChaiChuks might be interested in other revamped IHA designs, especially the GF-1 Grey Falcon, as a complement to the Air Castle. PS/IHA designers began studies of an updated variant of the GF-1A, the GF-2C ‘Grey Phoenix’.
The new GF-2C is virtually identical to the old GF-1A, a testimony to the quality of the original IHA engineering, but Paladin Steel has left its mark in several design changes. Several weapons systems have been made modular, with options for more powerful or mission-specific weapons possible. Added avionics and electronic warfare systems have been added, necessitating the addition of a distinct ‘hump’ aft of the cockpit to house them. Antimissile countermeasure launchers have been added to the tail, increasing the changes of the aircraft’s survivability against other technological opponents. Overall, the changes are meant to make the Grey Phoenix more versatile and harder-hitting than the original Grey Falcon.
While the GF-2C still exists only as blueprint templates, PS is confident it can quickly establish and start up production if enough customers are interested. There has been speculation that recent development on the ChaiChuk colony of Kampadow include factories for IHA designs(the gravity of the ChaiChuk homeworld being too uncomfortable for long term residency IHA expats).

Changes/Modifications:
Market Cost: 22 million credits. PS expects to offer the GF-2C at about the same price as the original, even with the improvements, due to expected greater mass production offworld and lower production costs.

Systems of Note:
Standard aircraft systems, plus:
*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 85 miles.

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

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

*EW Suite---15 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). PS chose an integral system over a podded system to improve survivanility, without subtracting from hitting power.

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

Weapons Systems:
1) Nose Cannon(1)---The nose rail gun has been made modular, allowing for a variety of different weapons to be fitted.
a)20mm Vulcan Cannon(2x)---Modified M-61 Six-barrel Cannon, fixed forward.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 1,208 rds per gun

b) 30mm Cannon
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst.
Rate of Fire: ECHH
Payload: 124 rds per gun

c) 50 Caliber Machine Gun(4x)---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Range: 19,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rds per gun
Cost: 8,000 credits

d)Laser Cannon(1)---Shorter range and less damage, but unlimited payload. The favored photonic cannon is the Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon, which pleases the old IHA hands to no end, especially if the GF-2C ever winds up in the hands of anti-CS forces.
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 340,000 credits

e) Ion Cannon(1)
Range: 7,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 220,000 credits

f) Ion Spray Cannon(1)
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

g)TK Cannon(2)
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

2) Long Range Missile Launchers(2)---The large underwing LRM pods have been replaced with modular panniers that can accept a variety of missile-specific configurations
a) Mini-Missiles----38 per pod(2x19 rd launchers)

b) Short Range Missiles---16 per pod

c) Medium Range Missiles----8 per pod

d)’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 that 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
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

e) Harpoon III Missiles----8 per pod
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

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

g) Long Range Missiles---Unchanged from the original; 4 per pod

h) Bombs---4,500 lbs per pod
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
Also available as ‘smart bombs’. ‘Smart Bombs’ AUTOMATICALLY hit stationary targets, and are +6 to hit moving targets(though maximum range is 1/2 mile)

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

3) Medium Range Missile Launchers(4)---Unchanged

4) Mini-MIssile Launcher(1)----Unchanged, though it has been considered to offer the option of being able to swap the MML for a Heavy TW Rocket Launcher with 25 heavy TW rockets, or for a Laser Rangefinding/Illumination Pod----Maps and ‘paints’ targets for laser-guided ordnance. Effective range of 7 miles..

5)Flare/Chaff Launchers(2, one on either side of the tail)
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

Variant:
*GFT-2C---Twin-seater training version. Also capable of operating in the strike role, with the second cockpit controls swapped out for weapons and avionics command/control.

*GF-2E/TW---Hangar-18 technowizardry mod of the Grey Falcon, outfitted with Mageplate armor, a TW powerplant, and various TW features. Having done enough conversions of old GF-1A airframes, H-18 has applied the most oft-requested features to the new GF-2.
TechnoWizardry Systems:
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*MagePlate Armor(Formulation-1C) Armor---F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.


*Illusion Field Generator------Used primarily for psychological warfare, this feature generates an illusion around the aircraft. Pilots are particularly fond of disguising their aircraft as angelic or draconic beings. Uses the Horrific Illusion spell so the disguise has a Shock/Awe/Horror Factor of 14. Duration 40 melees(10 minutes). Activation PPE/ISP: 5 PPE/10 ISP


Options:
*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. A popular accessory for ‘Phantom’ pilots.
Costs 20 PPE per 3 minutes of activation.
Cost: 500,000 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: Wed Feb 28, 2018 11:14 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Starship Variants: Troop Transports

“Our ground forces, impressive though they may be, are effectively useless if we cannot quickly and efficiently move them to where they can do the most good. Contrary to what others may say, orbital bombardment is NOT the answer to all problems.”

As with its ground vehicles, Paladin Steel/Aegis Stellar Industries is always attempting to eke every erg of usefulness out of its spacecraft designs.
The turmoil of the Forge War and the Minion War saw a change in perceived needs for the Alliance spaceforces. Prior, PS/ASI had focused on convoy escort and mercantile protection, with emphasis on destroyers and light cruisers, while more specialized ground attack and military transport ships were bought or leased through their WZT connections. However, ground force projection began to assume a new priority, and combat transports were needed to move the troops of Alliance members who didn’t have an existing deep space transport capability. WZT and other sources couldn’t keep up with the demand all the time, so PS/ASI had to look to its own resources to supply the necessary transport, and turned to modifying existing designs to meet the new needs.
Other variants came about of older designs being upgraded with greater access to more advanced technologies, especially propulsion, as PS/ASI landed more contracts servicing more advanced ships. The lessons of working on more advanced systems were applied to updating new construction and refitting older vessels.

*PS/ASI-HInstelCvT-10 ‘Ramey’ Heavy Transport Carrier Cruiser---The urgencies of the Minion War in the Three Galaxies led to a number of in-production Ramey frames to be converted to various types of troop carrier.

-HInstelCvT-10LHA ----Assault Carrier---The need to quickly disembark/embark troops led to substantial modifications, such as an expanded skirt(base diameter is now 800 ft) to allow for a series of ramps and elevators to allow quick access to the ground when landed. The lower forty hangar bays have been converted to troop housing(each barracks bay can house 50 soldiers), while the upper decks more often than not accommodate in-atmo transport shuttles or VTOLs(each bay can hold 1 shuttle, two transport VTOLs, or up to 4 smaller attack VTOLs). The -10LHA is expected to enter atmosphere, land, and disembark its complement directly.

-HInstelCvT-10LHD ----Naval Carrier, modified for landing in water. In place of fighters or shuttles, the -10LHD is meant to deliver submersible attack craft to oceanic battlefields. The lower landing skirt features ballast tanks and deployable sea anchors, while the lower forty hangar bays have been converted into drydock cradles, each one capable of accommodating a small submersible vehicle or several sub-fighters. The -10LHD is meant to land in open water, then lower itself into the water until the lower sub-decks are at the waterline or under it, whereupon they can deploy their vehicles.

-HInstelT-10AH---Hospital ship conversion of the Ramey carrier. After the observed success of several PS/ASI-SC09 Tsiolkovsky med ship conversions, PS/ASI looked to do something on a larger scale, and the Ramey’s modularity made it a perfect candidate for modification. The -10AH retains 16 LAT bays for SAR craft, but converts the other sixty-four bay spaces into wards and medical bays, each of which can be fitted with eight operating theaters or bed space for 30 patients(60 under emergency conditions).


*PSS/ASI-LHAOE-07 ‘Brunel’ Spaceborne Fleet Tender/Replenishment Vessel/Industrial Platform Dock/Heavy Transport
---This workhorse heavy transport, already used as the basis of a number of quick-mod warships and carrier platforms, saw further modification to meet the GNE Alliance’s need for power projection.

-LHDOE-07 Troop Transport---The LHDOE-07 is a quick-conversion troop carrier version of the LHAOE-07. Rather than carry external cargo racks, the LHDOE-07 instead expands the internal space of the main hull to accommodate barracks for a ‘short’ battalion of mechanized troops(roughly 3 companies’ worth, or 360 troops and their vehicles). Three of the external cargo clamps are replaced with docking hardpoints for three heavy landing boats or DDC-09 corvette heavy landing craft models, such as the DDC-09 LLST, AGC, AKA/L, or DSV variants. The LHDOE-07 retains its internal mini-facs, which can be used to repair the troops’ equipment and vehicles, and affect battle repairs to the landing craft. The LHDOE-07 also beefs up its shielding to a variable forcefield( 2,000 MD each side, 12,000 MD total), FTL drive to 5 light years per hour, and maxes out on point defense systems(24). Three large external cargo pods are retained; they can be either used as supply drop pods to resupply an existing secured landing zone, or can be swapped out for weapons modules.
The LHDOE-07 is not intended to land its troops directly, but stands off from an LZ and uses its carried shuttles and heavy landing craft to land them from orbit.

*PSS/ASI-LHAOE-08 ‘Goethals’ Spaceborne Fleet Tender/Replenishment Vessel/Industrial Platform Dock/Heavy Transport
---Expanded version of the LHAOE-07 Brunel, with over twice the cargo capacity. As many of the systems are similar, if not identical, the Goethals has seen similar design reconfigurations.
-LHDOE-08 Troop Transport---The LHDOE-08 variant of the Goethals is reconfigured along the same lines as the LHDOE-07 variant of the Brunel. The LHD version, modified from the up-gunned MCLG-08C variant, adds internal space for troop accommodations(a full brigade’s worth, at 1,920 effectives), and trades some of its external cargo modules for docking hardpoints for heavy landing craft/corvettes. The LHDOE-08 carries 9 heavy landing craft and 9 heavy pods for cargo/munitions or weapons modules. The LHDOE-8 retains the medium lasers(8 ) of the MCLG-08C variant, and upgrades the armor(40,000 MDC main body, 17,000 Propulsion Block) and shields( 3,000 MD each side, 18,000 MD total). FTL is upgraded to 5 light years an hour, though normal space speed remains a relative crawl. LHDOE-08s thus tend to go escorted by faster warships and carrier platforms. Like their smaller cousins, the LHDOE-07s, LHDOE-08s are typically deployed at a distance from their LZs, standing off and launching their landing craft under the watchful cover of supporting warcraft.

_________________
-------------
"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 12, 2018 7:58 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel ‘Wastenaut’(pronounced ‘waste-not’) Waste Management Technician
(aka ‘Scroungemeister’, ‘Waste-Warriors’, ‘Waste-Watchers’)

“One man’s garbage is another man’s treasure.”

“I’ve climbed more Mount Trashmores than Sir Edmund Hilary climbed mountains, and I’d dug up and trucked away more mountains than the American coal industry ever did. I once had ten stories’ of landfill collapse on top of me, with only my ACEV’s cabin keeping me from getting crushed. I’ve fought rats the size of horses. I’ve breathed air worse than a breeze from Hades and lived to tell of it. I’ve saved priceless treasures from being mulched and lost forever. I’ve saved at least three cities and societies from drowning in their own $#!+. I’m a Garbageman and damned proud of it!”

“You see a city with ‘over three thousand years of unchanging glory’, I see a simmering heap of urban pollution. That place is a giant hepatitis breeding pit! And that’s not factoring in the monsters feeding in the burial grounds and off the waste grounds! We’re going to need the big excavators and plasma incinerators for this job!”

“Sir, looks like the raiders bogged down attempting to flank us through the town dump! Word is, the orcs and goblins on the work crews have forted up in the trash piles and scrap heaps and got the slavers pinned down in a crossfire. Got signal from the foreman asking us if we want them to let the schmucks run, or should she just have her crews mulch’em with the rest of the trash?”

While Paladin Steel and Greater New England’s Optimal Labor Mobilization Act has a lot of unskilled and semi-skilled individuals regularly assigned to clean-up crews and garbage-handling duties while they train for more specialized professions, a few(some trained from the Civil Labor Batttalions, others specially trained) are experts in large-scale recycling. These people keep the communities of Greater New England and its offshoots clean, and the fires of industry fed.
The Wastenaut can be considered to be a land-based version of the Marine Salvager(Rifts Underseas), a more cosmopolitan version of the Junkyard’s Scavenger(Megaversal Builder), and a more generic Ruin Scout(Dinosaur Swamp). Although Paladin Steel Resource employs many individuals of those OCCs, they have gradually developed their own specialist in handling and recycling the garbage of both their own society and that of others. WMTs are experts in gathering ‘post-virgin material resources’, in that what they harvest is not freshly ripped from the ground, but has been used at least once already.
WMTs learn the logistics and science of waste managment. From setting up dump sites with proper environmental protection precautions, to controling spills, to establishing sorting processes, WMTs have a professional and scaleable view of waste flow systems. They also often acquire a working knowledge of sciences, such as chemistry(from observing the reactions of various waste materials and lechates), hydrology(from having to set up sewer works and set up dump sites that do not endanger local water supplies) and biology(from watching what lives off accumulated garbage).
Besides making sure that Greater New England society makes efficient use of its available resources, WMTs work with PS Contract Engineering to clean up the accumulated garbage and waste of other societies, and set up systems of collection and reclamation. They often work with law enforcement to recover evidence disposed of through waste management systems, and they work with the military engineering corps to set up large base waste disposal and recycling systems, restoring services to stricken communities, and disposing of dangerous vermin infesting land fill areas and garbage pits. ‘Tin Soldier’ hazmat warfare experts and Civil Engineers are frequent co-workers, and are often recruited to waste management organizations to design, build, and manage water treatment plants and recycling works.
WMTs regularly work with and supervise CLBs(Civil Labor Battalions) and Civil Engineers. They also frequently work with teams of labor robots and automation. WMTs also have access to large amounts of salvage, so they often have plenty of material to tinker with; some are accomplished artists(using recycled materials) and jury-riggers.

Alignment: Any, but most(75%) are Selfish.
Attribute Requirements: A high P.S. and P.E. are desired, but not mandatory
O.C.C. Skills:
Math: Basic(+15%)
Literacy(Native Language) 98%
Language: Native Language 98%
Techno-Can(+5%)
One additional of choice(+5%)
Computer Operation(+10%)
Pilot: Truck(+5%)
Pilot : Tracked Vehicle(+10%)
Chemistry(+5%)
Find Contraband(+5%)
Recycling(+20%)
Excavation(+10%)
Salvage(+15%)
Ropeworks(+5%)
Juryrig(+5%)
W.P. Staff/Pole
W.P. Shovel(treat as W.P. Battle Axe)

Waste Management/Inventory Systems(Technical)
The WMT version of this skill focuses on arranging and tracking schedules for waste management, including pick-up(and associated transport servicing and maintenance), collection, separation and segregation of materials, and final waste disposal/dispersal procedures. Other aspects of this skill include basic accounting procedures and record-keeping. Failed rolls of this skill may mean anything from incorrect records, missed pickups, accumulating trash where it doesn’t belong, and dangerous processing chain bottlenecks developing.
Base Skill: 70 % + 5% per level of experience.

O.C.C. Related Skills: Select 6 skills from the following categories, plus an additional +1 at levels 3, 6. 9, 12, and15.
Communications: Any
Domestic: Any. Appraise Goods at (+5%)
Electrical: Basic Electronics only(+5%)
Espionage: Detect Concealment only(+5%)
Mechanical: Basic and Automotive Mechanics(+5%)
Medical: First Aide and Paramedic only(+5%)
Military: Demolitions and Demolitions Disposal(+5%), Camouflage, Recognize Weapon Quality, Trap & Mine Detection(can spot unstable garbage piles)(+10%), Trap Construction(+4%, conversely, knows how to pile garbage -just- so).
Nuclear, Biological,Chemical Warfare can be taken, but costs 2 skill selections
Physical: Any, except acrobatics. Hand to Hand Basic costs one skill selection, Expert two skills, and Martial Arts three.
Pilot: Any, except aircraft and spacecraft
Pilot Related: Any
Rogue: Any
Science: Mathematics, Chemistry, Hydrology, Biology, and Botany only(+10%).
Technical: Any. Landscaping(+5%), Lore: Demons and Monsters(+3% with regards to scavenger types such as Giant Tapeworms, Ruin Worms and Grave Ghouls)
Wilderness: None
Weapons Profficiencies(W.P.): Any, except Heavy Military Weapons. Many WMTs pick up ‘tool’ skills such as W.P. Trident/Pitchfork.

Secondary Skills: The character also gets to select 4 secondary skills from those listed, plus at levels 3, 6, 9 and 12. These are additional areas of knowledge that do not get the advantage of the bonuses listed in parentheses. All secondary skills start at the base skill level.

Experience Tables: Use the Operator OCC ExpTs.

Standard Equipment:
Heavy -duty overalls, a suit of light MDC EBA(the Plasticman is the most common), several pairs of heavy rubber gloves, heavy protective goggles, air filter mask, and hood. Basic tools include several shovels, rakes, spear-pole with hook, and set of trowels. Plastic sack disenser with 50 heavy-duty garbage bags. Sanitation kit with sanitary wipes, first aid kit with antiseptics. May also have a vibroblade and laser wand tool for cutting up large pieces of debris and trash.
Will also have access to a utility vehicle and will have a battered and patched second-hand personal vehicle, such as a commuter car or pickup truck.

Starting Money:
5d6x100 credits in accumulated savings. Also typically has 4d6 x100 credits in assorted reclaimed materials and artifacts, and another 6d6x100 credits’ worth in ‘need some fixing up’ articles.

Weapons:
The favored weapons of the WMTs in GNE service are the PSPSR-2 ‘Nimro’ and PSPPR-6 ‘Genta’ Plasma Rifles for their ‘blowtorch’ modes.
The PSPP-89 NovaGaze and PSPP-90 Noveye Plasma Pistols are popular ‘holdout’ weapons for dealing with vermin sometimes found around garbage concentrations.
The GNE WMTs have also traded with the Steel Gaian EShemar tribe and the N’R’Mar and acquired a number of Electrofork Mag-Tools.


Favored Vehicles:
PS HEMTT02
PS M9 ACE Bulldozer/Engineering Vehicle(tracked)
Paladin Steel PS-CEV-U/T-18 ‘Roebling’ Combat Engineering Vehicle
Paladin Steel ST-4 Mauler Salvage and Demolition Tank
DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle
PS-MCCH-03 Herka Large Utility Cargo Hauler
Paladin Steel PS-T18 ‘Rambo’ Heavy Truck/Land Cruiser
PS-TT-14 Katir Variable Wheelbase Transport Tactical Truck
PS-FP-ST(UBX)07 ‘Buffalo’ Ordnance Disposal Vehicle
PS-GAV-01WMV Waste Management Vehicle
PS-HT-170/240/320/400 Heavy Multipurpose Industrial Truck

Cybernetics/Bio nics:
WMTs have no objection to cybernetic/bionic augmentation, and many will get nasal filters or lung implants to protect against dust and miasmas. Roughly 15% of WMTs are partial or full-conversion cyborgs, such as the PS-Ut-FC-6 Hazard or PS-FC-56 ‘Rachnor’.

BioAugmentation:
Another 10% of WMTs are bio-augs, such as LATE OMEGA or VITAL GAMMA.

_________________
-------------
"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 Mar 21, 2018 1:24 pm, edited 1 time in total.

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Unread postPosted: Mon Mar 12, 2018 10:37 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
Paladin Steel ‘Wastenaut’(pronounced ‘waste-not’) Waste Management Technician
(aka ‘Scroungemeister’, ‘Waste-Warriors’, ‘Waste-Watchers’)


Wonderful addition garbage never seemed so good


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Unread postPosted: Mon Mar 12, 2018 11:19 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Nightmartree wrote:
taalismn wrote:
Paladin Steel ‘Wastenaut’(pronounced ‘waste-not’) Waste Management Technician
(aka ‘Scroungemeister’, ‘Waste-Warriors’, ‘Waste-Watchers’)


Wonderful addition garbage never seemed so good


What can I say?
Greater New England has some of the Best Damn Garbagemen in the Megaverse. :bandit:

(Well, the BioSanitation Squad of the United Earths Defense Force may respectfully disagree with that)

_________________
-------------
"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 30, 2018 11:29 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Aegis Stellar Industries ‘Tychan’ Heavy Transport Cruiser
(aka ‘Delta-cruiser’)

“Do a pinpoint jump into a stellar dust cloud between two fleets of hostiles, hold off missile and energy fire from both just long enough to scoop up the wreckage of a heavy scout ship, then jump out from under their noses, thumbing them in the process? We don’t have to land anywhere?
Heh. Milk run. Sure you don’t want us to deliver anything while we’re there?”

---Captain Altor Krennoc

“Ever see one of these things make a planetside delivery, especially over the sea? Incredible. Awestriking. Frightening. You’re watching this massive metal thundercloud hover over you and drop a full-sized ship into the water as effortlessly as putting a toy boat in a bathtub.”

Lessons with the Webbe Hayes class taught PS/ASI that they were on the right path with their heavily-armed transports; growth of piracy in the Three Galaxies and a disturbing increase in thinly-disguised privateering meant that convoys were increasingly likely to be attacked in the more lawless regions of the 3G, and even in the more policed starlanes. There, too, was also PS/ASI’s ‘special operations’ such as blockade running, ‘hot’ extractions, and contested salvage operations. The Tychan was developed with the assistance of several trade partners(particuarly WZTechyards) to meet those needs.
At first glance, the Tychan would appear to be a heavily armed, heavily-armored, and very fast battlecruiser or heavy raider, but observers would be surprised to learn that the ship is actually a heavy transport, the center of its broad volume taken up by a large cargo bay(large enough to hold several smaller starships). The wedge/arrowhead-shaped Tychan stands in design contrast to the long-hulled, monolithic Webbe Hayes, with a broader beam and more streamlined appearance. Better suited to atmospheric operations, and equipped with a more powerful drive system, the Tychan can make high speed atmospheric reentries to deliver(or pick up) cargoes in contested systems.
The central cargo bay is large enough to accomodate fairly large ocean ships and fair-sized starships, making this vessel a favorite for delivering completely assembled oceanic craft directly to water, and for quietly sneaking deliveries of spacecraft(since the smaller ships are concealed from casual scans). The central bay is served by several smaller side-gallery bays, and the main cargo area can be further customized and subdivided into smaller holding areas, or specialized cargo sections, if need be.
Tychans are heavily armed, fairly bristling with point defense weaponry, and appear quite fearsome on scans, though they have few capital weapons appropriate to warships of their size. Again, this makes them attractive for delivering cargoes directly to a planetary surface, especially in contested ‘hot’ zones.
An interesting design feature is that the various habitation/control sections inside the giant hull are actually modified bridge pods from PS/ASI’s earlier Barong, Brandestoc, Sagadag, and Assegai design lineage. This compartmentalization increases the chances of crew survival during combat and other catastrophes, as the compartments can be ejected from the ship to serve as giant lifeboats.
The Tychan is stoutly constructed enough that a number of hulls have been converted to full-on warships, the central cargo bay and its large capacity being sacrificed for weapons and shield generators, or small craft bays, though the Tychan is still not equivalent to a dedicated-design warship of equal mass, especially with regards to speed and agility. The Tychan is also considerably more expensive than a more conventional deep space super-hauler of equivalent size and capacity, due to the in-atmo grav generators, reinforced hull, and added defense equipment.
The Tychan is currently produced at the large ship construction yards leased from the Corianus-Typhen-Rosette League, who have also adopted the design as part of the heavy transport element of their upgrading Navy.

Type: PS/ASI- SC10 Tychan
Class: Heavy Interstellar Transport
Crew: 35 command core, + 220 crew
MDC/Armor by Location:
Main Body 65,000
Bridge 1,200
Modular Crew Pods(3) 1,000 each
Heavy Lasers(2) 900 each
Kinetic Kill Rail Cannons(3x4) 500 each
Point Defense Turrets(14) 100 each
Main Engines(3) 3,900 each
Secondary Engines(4) 1,000 each
Hangar Bays(2) 900 each
*Variable Forcefields 800 per side(4,800 total)
*Shield Refresh Rate is 10% per melee

Height: 250 ft
Width: 1,260 ft
Length: 1,800 ft
Weight: 475,000 tons
Cargo: 180,000 tons
The main cargo bay can handle single-structure whole cargo up to 800 ft long, and 375 ft wide.
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 27 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 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.

*Tractor Beams(8)----Effectively each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Two emitters are mounted in each wing, and and one is mounted in each hangar bay.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).


Weapons Systems:
1) Heavy Laser Cannon(2x2, nose)----These turrets are mounted to fend off larger ships, such as marauding cruisers or gunships.
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.
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Kinetic Kill Rail Cannons(3x4)---Mounted in main hull turrets positioned one ventral and one dorsal in each wing, these weapons can pivot for maximum arc of fire. Besides straight slug rounds, these cannons can fire exploding flak shells for better utility against fighters and missiles.
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)

3) Point Defense 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:
4 utility shuttles, in 2 bays

Variants:
*PS/ASI- SC/CG10 ---Warship variant that completely refits the central cargo bay with additional shield generators and a spinal mount heavy particle beam cannon system. Twelve medium-grade weapons turrets are also added to the hull. Cargo capacity is reduced to 10,000 tons, in favor of converting the cargo space into crew accommodations and additional machinery.
Changes/Modifications:
Crew: 55 command core, + 500 crew
MDC/Armor By Location:
Spinal Energy Cannon Mount 1,000
Secondary Weapons Turrets(12) 300 each
Variable Shields( 2,000 each side, 12,000 total)
Weapons Systems:
1) Spinal Energy Cannon Mount
Range: 16 miles in atmosphere, 100 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 3d6x1,000 MD per shot
Rate of Fire: Once every 30 seconds(2 melees)
Payload: Effectively Unlimited

2) Secondary Weapons Turrets(12)---Each can mount a Medium Starship-grade weapon.

3) Point Defense Turrets(25)---Nearly DOUBLES the number of PDS turrets

*PS/ASI- SC/CM10 ---Missile cruiser variant that outfits the central cargo bay with missile launchers. Eight large pods can fit comfortably in the main bay.
Changes/Modifications:
Crew: 55 command core, + 420 crew
MDC/Armor By Location:
Missile Launchers(10) each
Variable Shields( 2,000 each side, 12,000 total)
Weapons Systems:
a) Long Range Missile Launcher
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)

b) 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. These early, and decidedly crude, weapons continue to be manufactured and deployed with the GNE Space Forces because of their sheer destructive capability.
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 1-12
Payload: 12 missiles per pod

c) PS Long Lance IV Missile Pod---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.
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
Rate of Fire: Volleys of 1-12
Payload: 12 missiles per pod

d) 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 1-10
Payload: 120 missiles per pod

*PS/ASI- SC/CV10 --- Carrier variant. This variant is sometimes used as a ‘Q-carrier’, concealing several squadrons of fighters, patrolcraft, or small guncraft, until a pirate or commerce raider ventures too close, thinking the ship to be only a freighter.
Changes/Modifications:
Crew: 55 command core, + 400 crew+320 aerospace complement
MDC/Armor By Location:
Variable Shields( 2,000 each side, 12,000 total)
Weapons Systems:
2) Kinetic Kill Rail Cannons(3x12)---Triples the number of KKRCs of the standard type. in order to give better flak protection.

3) Point Defense Turrets(20) ---Adds six more PDS turrets

Auxiliary Craft:
80 fighters

*PS/ASI- SC/LHA10 --- Troop transport variant. PS/ASI has long needed dedicated heavy troop transport capability, and the is part of an effort to plug the gaps in its TOE while the long-awaited Providence-class Multi-Role Heavy Cruisers finish their workups. Besides carrying troops, the ship’s crew has been expanded to include a complement of support medical personnel, technicians, and mechanics.
Changes/Modifications:
Crew: 55 command core, + 500 crew+ 2,000 troops/passengers
MDC/Armor By Location:
Variable Shields( 2,000 each side, 12,000 total)
Cargo:
Accommodations for 2,000 troops
45 heavy vehicles
60 light vehicles
Weapons Systems:
3) Point Defense Turrets(25)---Nearly DOUBLES the number of PDS turrets

4) Medium Range Missile Launchers(6)---Adds six large-capacity medium rage missile launchers to the dorsal surface of the transport. In addition to anti-fighter/antimissile defense, they are often used to support grounded troops in suppressing enemy activity around the landing zone.
Range:Varies by missile type(speed and range x4 in space)
Damage:Varies by missile type
Rate of Fire:From 1-20 missiles can be fired in one volley
Payload: 220 MRMs per hardpoint

Auxiliary Craft:
12 heavy 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: Wed Apr 18, 2018 10:46 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Ewww...just learned about Perovskites....liquid solar cells....ideally, one should be able to paint or spray them on surfaces, nook up circuits, and start harvesting electrical power...
Gotta be something I can do with this. :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: Sat Apr 21, 2018 11:02 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1124
taalismn wrote:
Ewww...just learned about Perovskites....liquid solar cells....ideally, one should be able to paint or spray them on surfaces, nook up circuits, and start harvesting electrical power...
Gotta be something I can do with this. :D


That I gotta look into.
I've seen something about a cast (the kind you put on broken arms/legs) that emit low level vibrations/sound waves that help promote faster healing of the bone, or something like that.

In another RPG system I've played, there were spray-on 'LCD' screen that all you need to do is connect a wire or place a wireless receiver to and BOOM! instant computer screen anywhere.

There's also this bracelet thing available that projects a "screen" onto your arm that you can interact with. quick twist of the wrist/arm and the "screen" turns on or off. It uses combo of motion and range finding tech to map where your finger is related to the "screen" when you touch it


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Unread postPosted: Sat Apr 21, 2018 11:18 pm
  

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kronos wrote:
taalismn wrote:
Ewww...just learned about Perovskites....liquid solar cells....ideally, one should be able to paint or spray them on surfaces, nook up circuits, and start harvesting electrical power...
Gotta be something I can do with this. :D


That I gotta look into.
I've seen something about a cast (the kind you put on broken arms/legs) that emit low level vibrations/sound waves that help promote faster healing of the bone, or something like that.

In another RPG system I've played, there were spray-on 'LCD' screen that all you need to do is connect a wire or place a wireless receiver to and BOOM! instant computer screen anywhere.

There's also this bracelet thing available that projects a "screen" onto your arm that you can interact with. quick twist of the wrist/arm and the "screen" turns on or off. It uses combo of motion and range finding tech to map where your finger is related to the "screen" when you touch it



Current concerns about Perovskite solar converters is durability; they may be susceptible to humidity, making them short-lived in humid environs, such as tropics and coastal/aquatic apps.
But if you wanted to set up an array in, say, a desert region, to provide power for a crisis response effort, it just might be a good thing.


As for the rest; sounds like R, Talsorian's Cyberpunk, or the short-lived Cybergeneration setting(where the first game's cyberpunk-spawned children fight an eco-crusade after being infected with superpower-inducing nanotech).

_________________
-------------
"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 05, 2018 9:19 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Enhanced Light TW Rockets
(aka ‘Leetwers’, ‘Bottle-rocket Artillery’)

“Put a rack of these things on a Smallkin Warbird and watch the fun break out. Smallkin LOVE magic rockets; it allows them to actually reach out and HURT plenty of critters that would otherwise laugh at bullets and beamers.”

“The original leetwers don’ do all that much damage, but some of the new enhanced types, they got bite in the afterburn.”

“They might be brightly colored like your kids’ fireworks, but that’s because the Twizards are copyin’ nature; bright things are DANGEROUS.”

PS produces the same Mini-Rockets as were introduced with the TW Rocket Staff(Rifts Book of Magic, pg. 327). Their main advantage is that they are slightly smaller than technological mini-missiles, but they still (currently)cost more. Paladin Steel has been working to enhance the Mini-Rockets with additional incorporated spells(using various stabilized ectoplasms and enchanted materials in place of crystals), making them more potent as weapons. The embedded warhead spells are cheaper than a TW construct would otherwise be, due to the expendable one-shot nature of the spells and PS’s improving mystic production technowizardry. Proponents of the program contend that the hgh cost per shot is balanced by the fact that the rockets affect paranormal targets typically immune to conventional weaponry.
Range: 4,000 ft
Damage: 4d6 MD
Cost: 10,000 credits each(original), PS mass-production has lowered the cost to 5,000 credits for the basic LTWR.

Options:(all)
*Guidance Systems:

The following can be applied to BOTH Light and Heavy TW Rockets/Missiles

Mystic Marksmanship(Invocation) Guidance System
This is a ‘passive’ guidance system that improves the weapon’s accuracy at the time of firing, and is integrated into the launch system, rather than an active guidance system built into the missile itself. Gives a +3 to an aimed or called shot.
Cost: 12,000 credits

Mystic Targeting(Invocation) Guidance System
This is a ‘passive’ guidance system that allows for ‘fire and forget’ attacks.
Saving Throw: None; targets must attempt to dodge or parry as they normally would. Like Mystic Marksmanship, this system is integrated into the launcher.
PPE Cost: 8
Effects:
Similar to Mystic Marksmanship(and, in fact, can be combined with that spell), Mystic Targeting allows the spellcaster bonuses to strike supernatural targets radiating PPE(more than 40 PPE). The spell confers a +3 to strike such targets(so, if combined with Mystic Marksmanship, gets a total of +6 to strike).
Cost: 22,000 credits

Ballistic Control(Invocation) Guidance System
This is an ‘active’ guidance system that requires the operator of the launcher to maintain line of sight on the target while guiding the missile in, similar to an optically-guided command-control weapon. It also requires the launcher to have a PPE source to activate the mystic guidance system. Aside from a small PPE-infused microchip in each projectile, the bulk of the hardware and spellware is in the launcher system.
PPE Operation Cost: 8 per projectile
Effects:
This spell allows the caster to control the flight of the projectile to an unprecedented degree. The caster can make the projectile evade obstacles, turn corners, and make trick shots within its range. It can even allow the projectile to make 90-degree turns without losing speed.
Used as a weapon guidance, this spell uses the caster’s hand to hand ‘to Strike’ rolls and bonuses, rather than any weapons skill.
Limitation: The spell only works line of sight, so even if the caster is able to direct the projectile around a corner, control is lost past that point.
Cost: 95,000 credits for the integrated guidance system. The missile TW microchip costs about 400 credits.

Magic Pigeon Homing Guidance System
The most expensive guidance system is an active ‘fire and forget’ system actually built into each rocket/missile and uses a Magic Pigeon spell. The gunner touches the projectile with a mental image of the target it is to seek, then fires it. The missile then seeks out the indicated target. This guidance package is typically reserved for the Heavy TW Rocket.
Bonuses: Extend projectile range by 50%, and is +3 to strike. Once within terminal range, the missile gets TWO attempts per melee to strike the target, until it either hits, runs out of range, or is destroyed.
Cost: +50,000 credits to each projectile so equiped


*Warhead Enhancements:
*(Spell) Blinding Flash---Produces an intense and blinding bright flash like a magnesium flare. Those in a 10 ft radius not saving versus magic are temporarily blinded for 1d4 melees; -10 strike, parry, dodge, and 50% chance of stumbling and falling every 10 ft. Cost: +2,000 credits

*(Spell) Thunderclap---Generates an ear-deafening bang-report to a 30 ft radius. Effectively creates a Horror Factor of 8. Cost: +10,000 credits

*(Spell) Circle of Flame---Produces a ring of flames in a 5 ft radius around the point of impact. Burns for 4 minutes and does 6d6 SDC. Cost: +25,000 credits

*(Spell) Carpet of Adhesion---- Covers a 200 ft square area with an adhesive effect that sticks targets fast for 5 minutes. Those saving versus the magic can get free in 2d6 melee rounds.This side effect also hinders efforts to ROLL with an impact/near-impact(HALF bonuses). Cost: +25,000 credits

*(Spell) Orb of Cold--- +1 to strike, +3d6 MD, plus 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. Cost: +15,000 credits

*(Spell) Paralysis: Lesser---Temporarily paralyzes a random limb on the target. Victim must save versus magic or suffer the effects of a Paralysis spell to the affected body part(i.e. limbs). Duration of 2 minutes. Cost: +15,000 credits

*(Spell) Ignite Fire---Incendiary effect; will set ablaze any flammable materials on the target and in a 1.5 ft radius. Cost: +3,000 credits

*(Spell) Cloud of Smoke---Creates a thick cloud of smoke, covering a 30 ft area, and persisting for 3 minutes, making it hard for the target to get their bearings. Magic vision is -2 to save against the magically-generated cloud. Cost: +5,000 credits

*(Spell) Mental Blast---Blitzes the nervous system of the target. Save versus psionic attack or the shot does 5d6 (1d6x10 point blank) direct to Hit Points(MD for megadamage creatures), even through body armor(but not power armor). Target will also be -2 to initiative, -2 to strike, parry, and dodge, and -20% to all skills for 1d4+6 melee rounds. On a successful save, damage is HALF and no lingering penalties. Cost: +38,000 credits

*(Spell) Choking Blast & Dust Cloud---Creates both obscuring dust and irritating airborne grit. 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. Magic vision is -2 to save against the magically-generated cloud. Cost: +38,000 credits

*(Spell) Globe of Daylight---Generates a lasting flare-like illumination source at the point of impact that sheds bright daylight in a radius of 40 ft, lasting 5 minutes. Does 6d6 contact damage to creatures of darkness, Hit Point damage to vampires. Cost: +6,000 credits

*(Spell)Light Cloak(new)---Coats the target in a layer of daylight-glow, making them very easy to track in darkness. Also does continual damage to creatures vulnerable to sunlight same as Globe of Daylight. Effects last 3 minutes. Cost: +45,000 credits

*(Spell)Levitate---Struck targets will suddenly find themselves levitated off the ground. Unless they have some means of flying, or of being pulled to safety, they are essentially hovering targets. Can lift targets up to 300 lbs in weight, up to 110 ft up, for 15 minutes’ duration. Cost: +13,000 credits

*(Spell)Agony ---This spell will work through body armor, but not power armor, cyborg shielding, or vehicle hulls. Save versus magic or be in total agony, unable to move, dodge, attack, or even speak, for 1 full minute(4 melees). The next four melees/one minute, the victim is still rather discombobulated, and is -1 to dodge, strike, and parry, and is at HALF APMs and speed. Cost: +50,000 credits

*(Spell)Minor Curse--- This spell will work through body armor, but not power armor, cyborg shielding, or vehicle hulls. Duration: 5 days. Cost: +80,000 credits

*(Spell)Fear---This generates a Horror Factor 16 over a 10 ft radius around the point of impact for 3 minutes , causing those failing their saving throws to be struck with terror that somebody is shooting at them and this is a dangerous place! Cost: +18,000 credits

*(Spell)Blind---Those struck must save versus magic or be struck blind for 20 melee rounds(5 minutes). Cost: +15,000 credits

*(Spell)Mystic Detonator---This only works if the target is carrying anything explosive on them, such blasting caps or grenades; ONE of them will spontaneously detonate(and possibly trigger sympathetic detonations). Cost: +30,000 credits

*(Spell)Rust---Causes metals(up to 250 lbs worth) caught in a 5 ft radius to lose HALF their SDC/AR. Megadamage metals take 2d6 MD in addition to the blast damage. Iron Golems take 1d6x10 MD. Cost: +39,000 credits

*(Spell) Wither Plants---Causes plants in a 50 ft radius to wither and die within 1d4 minutes. Plant Elementals take 1d4x10 MD. Cost: +52,000 credits

*(Spell)Disjoint---On a failed save versus magic, this causes the major joints of the target organism to become painfully disjointed. On a failed save, the victim takes 3d6 SDC damage but also suffers the excruciating experience of having their joints dislocated. Movement is cut to a Speed of 1(essentially reduced to crawling, and winged flyers will drop to the ground with their wings dislocated), NO bonuses to strike, parry, or dodge, and HALF any roll bonuses. If the victim can, they CAN attempt to manually reset their own bones(such as ramming a shoulder or hip into a surface to get the joint back into socket) but such attempts require a successful First Aid roll at - 15%. At spell’s end, the victim’s bones reset themselves, although the damage remains(heals normally).
Mummies and Zombies can also be attacked with this spell, but they get a (much reduced) save against the magic as they still have some remnant of ligaments holding them together. However, once the spell lapses, the effects are permanent., and they would require somebody else to get their joints back into place
Magically animated skeletons are destroyed by this spell, falling literally to pieces.
This spell does NOT work on bionic or robotic joints(or full conversion cyborgs for that matter), and living superhuman/supernatural beings get bonuses to save versus the magic.
Effects last 30 minutes.
Cost: +36,000 credits

*(Spell) Cloud of Slumber----90 ft range, 20 ft x 20 ft x 20 ft area, those failing to save versus magic fall asleep for 3 minutes. Cost: +11,000 credits

*(Spell)Tar and Feathers(Ludicrous Magic)----This casts a cloud of bright yellow or white feathers to settle on and stick to the target. The feathers magically adhere to the victim with the strength of a Carpet of Adhesion spell, making them nearly impossible to remove short of the spell being dismissed.Duration: 1 hour . Cost: +10,000 credits

*(Spell)Illusory Amputation ---- This spell causes the victim to believe that a specific appendage of their body is missing; they cannot see or feel it, regardless of evidence to the contrary, such as clothing draped over and objects being stopped by the ‘missing’ body part, reflections, and bystanders hitting or pinching the appendage. The victim will be stubbornly convinced that a part of them has been removed. While the spell is in effect, the victim will lose any bonuses from that appendage/body part as if it really had been removed(missing arms lose an APM and make two-handed actions impossible, a missing leg cuts mobility, a missing nose cannot smell, missing ears cannot hear, missing genitalia cannot feel/respond, etc.). Duration: 1 hour. Saving Throw: Standard.
Cost: +35,000 credits


Enhanced Heavy TW Rockets
(aka ‘Whizzers’) --- The main advantage of the basic heavy TW rocket is that it is roughly the size of a pure-tech mini-missile. Paladin Steel has further learned how to modify the munitions with spells, typically damage enhancement or guidance magic.
Range: 3 miles
Damage: 2d4x10 MD to a 30 ft radius.
Cost: 30,000 credits each for the basic(original), PS mass-production has lowered the cost to 24,000 credits apiece.

Options:
*(Spell)Starburst--- +3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.Cost: +30,000 credits

*(Spell)Electromagnetic Attack---Unshielded electronic devices in a 15 ft radius are rendered inoperable until repaired. Magical(TW, Bio-Wizardry, etc.) and hardened system get a saving throw of 14 or better or risk being knocked out for 1d6x10 minutes(or a successful Electrcal Engineering roll can get them fixed up in 4d6 minutes). Cost: +15,000 credits

*(Spell)Barrage ---Just before hitting the target, the warhead breaks up into a swarm of smaller energy bolts that swamp a target area in fire. Those targeted are followed by 11 mini-balls of destruction that will follow them for 340 ft, and do 2 MD each. Cost: + 79,000 credits

*(Spell)Ballistic Fire ---Like Barrage, this warhead unleashes with its primary explosive a swarm of 10 smaller energy bolts that seek out the closest targets in a 50 ft radius. Each sub-bolt does 1d6 MD, but multiple bolts may engage the same target. If the gunner has line of sight on the target area before firing, they can ‘program’ the sub-bolts to go after specific targets. Targets are -10 to dodge the sub-bolts. Cost: +75,000 credits

*(Spell) Negate Mechanics--- Used on tech targets, this warhead causes a subsystem in the targeted machine to quit working for 15 seconds. This can be fire control, communications, life support, a sensor system, or other minor system. Cost: +50,000 credits

*(Spell) Engine Flame-Out ---Used on technological vehicles, this warhead causes disruption to the powerplants; one engine or thruster on the targeted vehicle will stall out for 30 seconds. Cost: +65,000 credits

*(Spell) Shockwave---Creates a wave of force radiating out from the point of impact. 100 ft radius and does an additional 1d4x10 MD, plus knockdown identical to the spell. Cost: +55,000 credits

*(Spell) Wisps of Confusion---Floods an area around the impact site with vapors that cause confusion, adding to the ‘fog of war’. Those in a 45 ft radius of the blast must save versus magic or be -5 to strike, parry, dodge and are at HALF APMs for 5 minutes. Cost: +50,000 credits

*(Spell)Expel Demons---Forces lesser demons and supernatural beings(must save at 18 or better, greater beings save at 12 or better) to abandon a 100 ft radius around the point of impact, and avoid it for 1d6 hours. Great for forcing demons to abandon defensive points. Cost: +67,000 credits

*(Spell)Life Drain--- Creates a temporary energy field that saps the life force of living targets caught in the blast radius(30 ft). HALF SDC, Hit Points, Spd., -1 APM, and -10% to skills, for 3 minutes. Afterwards, victims recover at 8 SDC per hour, 4 HP per hour, and the Spd penalty lasts for 6 hours. Doesn’t work through EBA and heavier protection, and ‘borgs and greater supernatural creatures are IMMUNE. Cost: +30,000 credits

*(Spell) Life Blast---Does no damage, but generates a bright flash of light, covering a 10 ft radius, that somehow seems ‘pure’, and causes living beings caught in its area of effect to have a +3 on initiative, +1 on all combat and saving rolls, and +1 APM for one melee. For the next half hour afterwards, those same people will be +1 on initiative,+5% on skill performance, and +10 to save vs coma/death. Necromancers tak 4d6 HP/SDC or 3d6 MDC, depending on what they are. Vampires take 1d6x10 HP, master vampires take HALF damage if they save versus the magic, banshees/grav ghouls must save vs Horror factor 19, zombies/mummies take 1d6 damage and must save vs HF 16, animated undead are destroyed by the light. Cost: +45,000 credits

*(Spell)Cloud of Ash(Fire Elemental)---Covers an area 30 ft in diameter that burns for 3 minutes(12 melees). Those passing unprotected through the hot ash take 2d6 SDC per melee and are effectively blinded by the thick, scalding material. Cost: 39,500 credits

*(Spell)Sonic Blast (Air Elemental)---Incredibly loud blast of noise in 20 ft radius that does 4d6 MD and deafness similar to a Boom Gun. 40% chance of being knocked off feet. Cost: +38,000 credits

*(Spell)Mist of Death(Air Elemental)---Covers a 10 ft area with a toxin vapor akin to a nerve agent. Coming in contact with the mist, without protective equipment or magic, or successfully save versus magic, does 4d6 SDC/MDC(depending on what the victim is). Cloud lasts 1 melee. Cost: +200,000 credits

*(Spell) Ten Foot Ball of Ice---Explodes on impact, but then spawns a giant ball of ice that continues to roll down targets. 120 ft range, and lasts 8 minutes. Does 2d6 MD dropped on somebody, 1d6 MD rolling over somebody, has 70 MDC, and is +2 to strike specific targets.Cost: +45,000 credits

*(Spell) Tornado---Unleashes a rampaging cyclone that lasts 5 minutes. Cost: +170,000 credits

*(Spell) Hail---Creates a continious rain of damaging hail . 8d4 MD per melee, for 32 melees(8 minutes) to a 40 ft target radius. Cost: +57,000 credits

*(Spell)Hellfire---Does an additional 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. Cost: +170,000 credits

*(Spell)Call Lightning---Besides getting blasted, the target gets electrocuted as well. +8d6 MD to the explosive. Cost: +14,000 credits

*(Spell)Wall of Ice---Puts down a growing wall of ice on the point of impact. Wall will be 48 ft high, 48 ft wide, and 24 ft thick, and have 240 MDC. It will persist for 24 minutes. Cost: +76,000 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: Mon May 14, 2018 10:15 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44001
Location: Somewhere between Heaven, Hell, and New England
Bio-Mods, Bionics, and the GNE Races---Who Gets What?(Updated)

“Great....between us we have an artificial mindmelter, an elf mecha-knight, two giant rodent alt-juicers, a windrat magic demi-cyborg, a bionic turtle, an electric chipmunk, and two orc alt-crazies.”

While founded along the lines of the pre-Rifts Human polity of New England, Greater New England prides itself as a multi-species community. Given Paladin Steel’s advances in personal augmentation and physical enhancement, and the technologies’ growing importance to the defense of the GNE, Paladin Steel has been under pressure to make those technologies, or their equivalents, available to GNE members on an equal opportunity basis. But who can get what?

*Humans---Humans in the GNE are only limited by any personal or religious objections to biotech or bionic augmentation.

*Ogres---Like Humans, Ogres are limited only by personal or factional objections.

*Elves---The Elves of the GNE are tolerant of cybernetics, but avoid bionics except in the most desperate of cases. They prefer bio-systems, and have come to prefer bio-modding. The invention of TW-enhanced Ectomatics has also gained interest, especially among those elves badly wounded, or liberated from the Colaition States or the Splugorth.

*Dwarves---Conversely to the Elves, Dwarves are dotty about cybernetics and bionics, but are less certain about biotech. They share with the elves a common interest in Ectomantic cybernetics.

*Chai-Chuks---Chai-Chuks like cybernetics, but avoid more radical bionic augmentation. They’re increasingly enthused about bio-mods, however. Renewed contact with the Chai-Chuk homeworld, which has allowed the Chai-Chuks born on lighter-gravity’ed Earth to compare physiologcal drift from their homeworld-born cousins, has caused a greater interest in bio-mods that increase strength, speed, and resilience

*Smallkin---Varies from kindred to kindred. Many Smallkin are interested in minor cybernetic augmentation, and PS is starting to make a few bio-mods, such as ANGSTROM SCORPION and PERIWINKLE VAMBRACE, specifically for the Smallkin community.

*Orcs---Orcs of the GNE are nearly as dotty about personal augmentation as humans, although many of them fail the mental requirements for the more advanced/powerful augmentations. There is some controversy in the Orcish community with regards to BINAS implants, some orcs seeing them as a means to level the playing field mentally with the other species, while the more conservative see the mental implants as a crutch at best, a subtle and invasive attempt to mindcontrol them at worst, and a general admission that they aren’t smart or artistic enough to stand up to the other species unaugmented.

*Pinarii----The large Pinarri expat community in the GNE are not averse to cybernetic or bionic augmentation...however, most born higher on the social scale regard extensive augmentation as dangerous and detrimental to personal character, and will NOT go for anything beyond medically-mandated biosystems or minor implants. Furthermore, because cybernetics and bionics often interfere with their regenerative abilities, most Pinari will forego getting a bionic arm or leg in favor of letting nature take its place and regrow a replacement. No bio-mods are yet available to them.

*Trelvi ---None. Trevli CANNOT get cybernetics, bionics, or biomods.

*Fhallux---Not possible; nobody has yet charted the neural paths of the Fhallux, nor pursued any sort of cybernetics research that would be applicable to them. Likewise for bio-mods.

*Haranasya Vadyra----None initially. Since coming to Rifts Earth, many Haranasya Vadyra have had to receive medical prosthetics for injuries incurred as slaves. Most Haranasya Vadyra, however, avoid cybernetic and bionic augmentation, and will have nothing to do with Biowizardry or similar augmentation!

*Adisme ---- Having seen biowizardry at work, Adisme find the idea of inserting metal devices into their bodies equally repellant; while they don’t mind other folks indulging in artificial augmentation, it ain’t for them.

*Rypt ----Have no objection to cybernetic/bionic technology, but more advanced hardware would have to be customized for them. No bio-mods are yet available to them.

*Wynaro ----Wynaro will only consider getting prosthetics for medical reasons, rather than augmentation, which interferes with their natural magical abilities. Ecto-Cybernetics has many Wynaro enthused about the possibilities. No bio-mods are yet available to them.

*Klia---A few emancipated Klia have volunteered for cybernetic implants to stabilize their biologies, and PS is looking at modifying some of their bio-mods to treat Klia heat-susceptibility.

*Vinobe---The Vinobe avoid augmentation of any sort, as they already benefit from Hathor’s Blessing.

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