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Unread postPosted: Tue May 29, 2018 10:22 am
  

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Farnborough Aviation/Paladin Steel S.E.500A Biplane Fighter
“Well, if we ever wind up facing a giant robot ape, it’s nice to know we’ll be ready.”

This aircraft started out as a humorous exercise in engineering between Paladin Steel engineers visiting their trade allies in Bath, England, and their British hosts-”Let’s build a megadamage biplane fighter using WW1 plans!”. Nobody really expected much of the exercise. In an age of radar-equipped laser-armed flying power armors and supersonic aerospace fighters, a biplane crawling along at barely two hundred miles per hour, without even basic sensory instruments, was a bit of a joke, right? However, when you’re dealing with a cross-multi-dimensional trading network, one thing you learn; there’s a market for ANYTHING out there. Even so, when a few days after finalizing their plans, saving them to the corporate database, and tucking away the prototype they’d built in a back shed, the engineering team got a message from Corporate HQ informing them that there were already several interested buyers looking into the ‘new fighter’ that they’d heard about and could the team please send data on an estimated schedule for preproduction testing and demos, more than a few eyebrows were raised. But the pranksters gamely made time in their schedules, punched up their plans again, wheeled the prototype back out, and got back to work on their new R&D project.
The S.E. 500A is based on the Royal Aircraft Factory S.E.5a, a biplane fighter of First World War vintage, and generally regarded as one of the best of the WW1 fighters in terms of overall maneuverability and ease of handling.
Of course, the design teams took a few liberties; the airframe of wood and fabric has been replaced with megadamage plastic tubing and composite, the wire-crisscrossed wings simplified to reduce drag(ironically using designs cribbed from the S.E.5A’s rival, the Albatross D.V.a), the powerplants replaced with more modern types(with slightly better speed and more range), and weaponry replaced with a variety of more advanced types. The cockpit is still open, however, and pilots are advised to wear EBA, and the sensors are Mark One Eyeball.
S.E. 500As sell mainly to lower-tech worlds, or very exotic ones.

Type: FA/PS-S.E.500A
Class: Biplane Fighter
Crew: One
MDC/Armor by Location:
Main Body 180
Engine 80
Wings(4) 80 each
Tail 60
Landing Gear 50
Height: 9 ft 6 in.
Width: 26 ft 7 in.
Length: 20 ft 11 in.
Weight: 1,400 lbs empty, 2,000 lbs fully loaded
Cargo: Small space in cockpit for a survival kit and suitcase-sized pouch for personal possessions
Powerplant: Liquid Fuel(w/ 3 hour endurance, or roughly 420 mile range), Electrical(w/ 4 hour endurance) or TechnoWizardry
Speed:(Flying) 140 MPH, maximum altitude of 17,000 ft.
Bonus: +5% to Piloting skill.
Market Cost: 350,000 credits for liquid fuel, 450,000 credits for electric, and 900,000 credits for technowizardry.
Systems of Note:
*Flex-Fuel Capability(Liquid Fuel)---The liquid-fuel engine has been designed with multi-fuel capability, able to burn anything from high-octane aviation gas to woodshine, though range may vary as much as +/-25%.

Weapons Systems:
1) Inline Weapons Mount(1-2)---Mounted in a fixed-forward firing position on the starboard side of the fuselage and synchronized with interrupter gear to fire safely through the propellor is a machine gun mount. The S.E.500A replaces the original 7.7 Vickers with a variety of other weapons.
Though not part of the original design, a second gun mount can be mounted on the port side of the fuselage, at extra expense, increasing firepower.
a) P-630 ‘Stoner’ AutoWeapon System (5.56mm)
Weight:(MMG) 11.2 lbs
Length:(MMG) 40 inch
Range:
Effective Range:(MMG) 2,653 m (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:(MMG) Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload:(MMG) 100-150 Belt or box feed
Cost: 3,800 credits
Variants:
*P-631 Series---This is simply the P-630 system reformatted to use caseless ammunition. This simplifies the design, removing the need for an extractor/ejector system, making it easier to keep the weapon clean in the field(though caseless weapons require a bit more maintenance to clean propellant residue from the inner workings). The other advantages of the caseless system are slightly more magazine capacity(increase magazine capacity by 20%), and slightly more power from the reformulated solid propellant.
Changes:
Range: Increase effective range by 10%
Damage: 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,000 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,000 ft .
Payload: Increase magazine capacity by 20%
Cost: 4,300 credits

b)PS GPMG M44-MAG General Purpose Machine Gun (7.62mm)---Closer in caliber to the original 7.7 Vickers.
Weight: 22 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 600 rpm
Payload: 250-rd belt
Special Features:
*Air-Cooled, Recoil-Operated
Cost: 8,000 credits

c) Machine Gun---7.62mm Cyborg-standard LMG. This weapon is less powerful and more expensive than the PS-made weapons, but its use of lighter materials and the greater availability of Black Market parts makes it a popular choice for some logistics-minded buyers.
Range: 2,000 ft
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)2d4 MD per 10 rd burst per single gun
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver or wood rounds.
Rate of Fire: Standard
Payload: 400 rds
Cost: 18,000 credits

d) PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 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.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is 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

e)*TK Light Machine Gun
Range: 2,000 ft(Double on leylines)
Damage: 2d4 MD single shot, 4d4 short burst(3 shots), 4d6 long burst(6 shots), 2d4x10 30-shot full melee burst
Rate of Fire: EGCHH
Payload: 60-shot TK PPE pack or effectively unlimited linked to a TW powerplant(spells must be renewed every six months)
Cost: 80,000 credits

f) *TK Heavy Machine Gun
Range: 4,000 ft(Double on leylines)
Damage: 2d4 MD single shot, 3d6 short burst(5 shots), 5d6 long burst(10 shots), 2d6x10 50-shot full melee burst
Rate of Fire: EGCHH
Payload: 260-shot TK PPE pack or effectively unlimited linked to a TW powerplant(spells must be renewed every six months)
Cost: 120,000 credits

g) PSPBW-11 ‘Super-BAR’ Particle Beam Rifle
Weight: 19 lbs
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: 12 low-power/8 hgh-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE, shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled.
Cost: 32,000 credits

h) EMVR-08 ‘MagHammer’ ElectroMagnetic Rifle
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 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: Standard
Payload: (EM Bolt)10 shots per standard e-clip, 24 shots long e-clip
(Vortex)10 shots per standard e-clip, 24 shots long e-clip
(SDC Shot) 6 SDC shots equal 1 MD shot
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

2) Upper Wing Weapons Mount---Mounted on the upper wing is another weapons mount, firing OVER the propellor, but which can also be angled to fire upwards. This mount is typically used for a machine gun, light rail gun, or energy weapon. A particular favorite, however, is the Paladin Steel PSPPR-5 ‘Lewiston’ Light Plasma Cannon, due to its resemblance to the original 7.7 Lewis Gun carried by the S.E.5a.
a) PSPPR-5 ‘Lewiston’ Light Plasma Cannon
Weight: 22 lbs
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: 6 shots standard e-clip, 18 shots long e-clip, 48 shots with an e-canister
Special Features:
*Top Targeting Scope
Cost: 33,000 credits

b) PS-RL-211C Fragmentation Rocket Launcher Rifle---Lighter, more portable, albeit smaller version of the PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Uses the same ammunition, but has a smaller ammunition capacity. 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: 80 rd drum
Cost: 90,000 credits

c) PS McMLR-15/16 MicroMissile Launcher Rifles--- The McMLR-15/16 series is a pair of infantry-scale launchers using a common launcher and gun-frame for ease of development and maintenance.
Both weapons use a common micro-missile launcher; a cylindrical pod packed, ‘Metalstorm’-style with twelve tubes of micro-missiles, ‘stacked’ end to end inside and fired electrically. A simple dial control allows the shooter to predetermine how many missiles are launched in a volley. Extensive use of lighter, tougher, composite materials(especially ‘foamed’ plastics) has cut the weight down from earlier similar weapons such as the McMLR-05/06 launcher rifles.
For extra firepower, the McMLR-16 mounts a light pulse laser rifle, similar to the workings of the Partisan laser, slung under the launcher.
Weight:(McMLR-15) 16 lbs
(McMLR-16) 18 lbs
Range:(Micro-Missiles) Varies by Micro-Missile Type:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft

(Laser-McMLR-16) 2,000 ft

Damage:(Micro-Missiles) Varies by Micro-Missile Type:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius

(Laser-McMLR-16)2d6 MD per bolt, 6d6 MD per triple burst.

Micro-Missile Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.

Rate of Fire:(Micro-Missiles)Volleys of 1-12
(Laser-McMLR-16) ECHH
Payload:(Micro-Missiles)24(2 rows of 12)
(Laser-McMLR-16) 30 shots standard E-clip, or 50 shots long E-clip
Features:
*Integral Scoping w/ Low-Lite, Infrared, and targeting recticle
*Laser Spot/Illuminator(Range: 5,000 ft, +1 to strike w/ laser)
Cost: (McMLR-15) 19,000 credits
(McMLR-16) 21,000 credits

Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM

d)BAR2 Light Rail Gun--Another ‘repliweapon’, a modern weapon, in this case a light rail gun, dressed up to resemble a classic firearm, in this case the Browning Automatic Rifle.
Like the M-1R ‘Trusty’, the BAR2 uses a dual clip system; a regular projectile magazine, and a powering e-clip in the buttstock. Like other e-clip powered projectile weapons already in service, this has caused no end to controversy with (paramilitary personnel over the merits of kinetic strike weaponry over pure energy projection weaponry, and the allocation of available e-clips in a unit. The BAR2 uses the same ammunition as the M-1R, but in megadamage mode, the larger and heavier rifle accelerates its projectiles harder and faster, resulting in much heavier damage.
The BAR2 is a heavy weapon, and it packs a considerable recoil in operation(hence its nickname of ‘punchgun’), but it still comes in as considerably lighter than other machine-gun-styled rail guns that rely on firing larger numbers of smaller projectiles at lower velocity to achieve the same damage results. It CANNOT, however, match the sustained rate of fire that such dedicated and purpose-designed fully automatic weapons can achieve, and it can only accommodate a twenty-shot clip in its magazine receiver, limiting its usefulness as a suppressive fire weapon.
The mounting on the S.E.500A uses a special pistoned-rail cradle to dampen the recoil, and the weapon’s electrical system can be plugged into the aircraft’s electrical system, but the ammo system is still limited to twenty rounds, meaning that pilots have to use the weapon with care, to make their shots count.
Weight: 19 lbs
Range: 2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 20 rds in a box magazine
Buttstock e-clip is good for 250 SDC shots or 40 MD shots.
Special Features:
*Optional electrical power link---Can be plugged into a cyborg, power armor, or vehicle electrical power system in place of the e-clip.
Cost: 29,000 credits

e)PSIC-02 Infantry Ion Cannon---This weapon is a scaled up PSIP-15 Arc Pistol, and looks like an infantry-portable brass gatling gun.
Weight: 18 lbs
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits

f)PSIC-03 “Scheffer’ Ion Cannon---This is a heavy duty light ion cannon/ heavy rifle based on the M-80 “Stormbringer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ‘Series-2098’ ion technology into a more efficient and powerful infantry-portable heavy weapon. Good range and the versatility of both a direct fire mode and an area of effect spray mode make the PSIC-03 the ion equivalent of a general purpose machine gun(GPMG).
Weight: 21 lbs
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.
Special Features:
*Laser Spot Sight---+1 to strike on an aimed shot
Cost: 32,000 credits

g)ATHW02---Anti-Theron Projector Rifle---Spews particles that ab-react with magical energy.
Weight: 21 lbs
MDC of Rifle: 70
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.
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

h) TWRocket Launcher---Can hold and fire six Light TWRockets(see the TW Rocket Staff Launcher) or three Heavy TWRockets.
Cost: 64,000 credits +rocket cost.

Options:

*Flare/Chaff Launcher(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
Cost: 3,000 credits per launcher; additional flare/chaff bundles cost 200 credits each


*Technowizardry Systems
The FA/PS-S.E.500A is considered a natural for TW modification.
Note: PS-made general market TW vehicular systems are generally slightly cheaper than those prices cited in the Book of Magic, owing to standardization and mass-production.

PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million 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

*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. Cost: 160,000 credits

*Breath Without Air----20 minutes per 5 PPE. Cost: 150,000 credits

*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 wings and windshield clear of ice buildup. ---2 hours per 5 PPE, or 24 hours for 60 PPE. Cost: 100,000 credits

*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controlling electrical and chemical fires. Costs 4 PPE per minute/activation. Cost: 90,000 credits

*Acoustic Muffling---Mounted around the engine, this system cuts the drone, 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 maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. Cost: 1.4 million credits

*Magic Optics: Has the Eyes of a Hawk:
Make out small objects(like a sign or a face) at up to 2 miles
Nightvision: 2,000 ft
Predatory Targeting: +1 to strike with ranged weaponry and bombs
Cost: 50,000 credits

*Blades of Death Spinner-Props----A modified application of the Spinning Blades spell, this system converts conventional propellor blades into powerful melee weapons.....When activated, a series of mystical blades(typically 3- 12) appear in a floating circle ahead and slightly wider than the arc of the converted propellor. These blades then spin like a demonic buzzsaw, protecting the engine and shredding anything that gets in front of them(acting as a limited protective mechanism). A favorite with daredevil pilots who like getting up close and personal with enemy aircraft, or who like flying through swarms of monsters like Gargoyles, Xiticix, and Winged Black Men, shredding them as they fly past.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out
Damage: Does 2d6 MD per blade (so basic three-blade set does 6d6 MDC on a strike)
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation
Cost: 120,000 credits(basic 3-blade generator) + 20,000 credits per additional blade up to a maximum of 12


*Doppleganger-Cloak----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

*Flicker-Dodge---A special capability, and one of FA’s signature creations: an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits

*Golden Wings---This is the mechanical equivalent of Charismatic Aura, modified through the application of various Illusion magic. The idea here is not to avoid being seen, but to BE seen....Some analysts believe that this particular TW ap was devised by Techno-Wizards who were obsessed with the appearance of their new dream machines and wanted everyone to notice them. When activated, Golden Wings makes the aircraft seem to glow with a golden aura; the aircraft looks more powerful, more graceful, and more impressive than it otherwise might appear. The light seems to just catch it at the right angles, stirring music seems to rise in the background, and onlookers will be struck with awe at the approach of this magnificent flying machine. Enemies may be distracted from other actions to gape at and appreciate the vision of flight made tangible.
On the minus side, this TW ap may also make the aircraft look more dangerous than it really is, and attract the wrong sort of attention in the form of immediate missile and cannon salvoes to take out the most powerful threat first, or in a personal challenge by the enemy’s best ace, as many TW-pilots have learned to their considerable(and final) regret.
Range: Line of Sight
Duration: 6 minutes
Effects: Horror Factor of 16
Save: Onlookers must make a ‘disbelieve’ roll save versus magic
PPE Activation Cost: 10
Cost: 55,000 credits


Variants:
The S.E.500A is, if successful, likely to serve as the basis of subsequent recreations of other vintage fighters such as the Spad, Albatross, Triplane, Sopwith Camel, and others.

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

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


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Unread postPosted: Tue Jun 19, 2018 4:19 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel PS-LUMC-48 ‘Quickload’ Mini-Missile Resupply Vehicle
(aka ‘Speedloader’)

“LOAD ME! I GOTZ SLAVERS TO SLAY!”

“Rather well armed for a support vehicle, but on Rifts Earth, EVERYBODY’S potentially on the front line.”

“We’re satisfied with the new design, but we’re wary from experience; will having resupply so close at hand lead to the launch button mashers who caused the ammo problem in the first place become even MORE trigger-happy? We moght have to come up with an airborne replenishment vehicle just to resupply the reloader vehicles in that case.”

When Paladin Steel introduced their ONTOS II remake of the pre-Rifts Ontos tank destroyer, they congratulated themselves on solving the Ontos’ shortcoming of having only six shots from its recoilless guns by substituting six twenty-shot PS-MMLR-14 Mini-Missile Launchers(with their co-axial light lasers) in their place. Surely a total of one hundred twenty mini-missiles was enough to keep the vehicle supplied during a battle? What PS engineers didn’t figure on was that with more missiles available at their fingertips, many crews engaged in missile spam attacks, firing off large volleys of missiles, rather than picking their shots more carefully and conservatively. Greater New England Armed Services units deploying the ONTOS II, and its successor, the Zerkat, found themselves coming up dry on ammo in the middle of battle, with no means of safely reloading in the battlezone. Back to square one!
While hoping that more careful training and experience would engrain better fire conservation habits, PS engineers looked to designing a technological solution. They devised the PS-LUMC-48 Quickload, a treadlayer support vehicle that can resupply the ONTOS/Zerkat family of missile tanks in the field.
The PS-LUMC-48 is based on the PS- SUTV-04 Chernot Sport Utility Tread-layer Vehicle, which has been modified with heavier armor, a reinforced crew cab, and more durable powerplants for better range and speed to keep up with the AFVs. The rear cargo bed has been refitted with a remote control robotic turret and palletized missile reloads, held in four armored bins. In operation, the Quickload can drive up to the rear of an ONTOS II/Zerkat, extend its robot reloader to open up the back of each turret-mounted missile rifle, swap out the empty tube, then speed-load a fresh magazine of ammunition, close it up, and move to the next launcher to be reloaded, all in about thirty seconds per launcher under optimal conditions. The entire process can be carried out without either crew having to leave their vehicles.
For defense, the Quickload mounts a point defense turret, based on that originally introduced on the PA-11 power armor, and a glacis-plate light gun. However, the Quickload is not considered to be a front line combat vehicle, and crews are expected to remain out of the line of fire, if at all possible. To facilitate that, the Quickload also carries an autodeploying sensor-scrambling camouflage shelter; the vehicle will typically try to stay under cover unnoticed until one of the missile tanks it is responsible for signals for reloads.
Besides being an ammunition handler, the Quickload also acts as a servicing vehicle for its charges. The crew can provide minor repairs to the combat vehicles and provide air defense support.
Given the widespread use of the ONTOS-II and Zerkat vehicles in use with the Greater New England Armed Services, the GNEAS Quartermaster’s Office feels justified in procuring such a specialized variant. However, given the equal widespread popularity of the PS-MMLR-14 Mini-Missile Launcher (a copy of the Coalition States’ CCT-M20 Missile Rifle), the Quickload can also be used as a reloader for units using them as well. PS engineers are also working to adapt the same autoloader system to othervehicular weapons as well.

Type: PS-LUMC-48 Quickload
Class: Munitions Carrier and Reloader Vehicle
Crew: 3; driver, radio-operator, and engineer.
MDC/Armor by Location:
Main Body 300
Reinforced Crew Cabin 100
Treads (2) 80 each
Autoloader Armature 90
Ammunition Bins(4) 100 each
Point Defense Turret 90
Height: 10 ft
Width: 8 ft
Length: 20 ft
Weight: 5 tons
Cargo: 72 preloaded mini-missile tubes , each holding 10 in-line missiles(for a total of 720 mini-missiles).
Tool bins on the outside of the vehicle hold tools and spare parts(launcher parts, spare tread links, tow chains and cables, etc.)
Powerplant: Liquid Fuel( w/ 300 mile range) or Electrical Fuel Cell( w/ 400 mile range), Nuclear w/ 10 year energy life
Speed:
(Ground) 65 MPH
Market Cost: 500,000 credits for Liquid Fuel, 900,000 credits for Electric, 2 million for nuclear
Systems of Note:
Standard Vehicle/Power Armor Systems, plus:
*Power Armor-style life support and electronics
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Trailer Hitch---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
Weapons Systems:
1)Point Defense Turret---Mounted at the rear of the Quickload is a PDS turret, adapted from similar mountings on other PS vehicles. The turret can operate in both air- and ground defense, and can be manned, or robotically controlled. The PDS is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).

a)PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Minotaur Battler, 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: 4,000 rd drum(100 bursts)

Alternately, the following can be mounted:

b) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: 32,000 credits

c) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range.
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 200 shot battery for ICE/fuel cell models, effectively unlimited for nuclear-powered models.
Bonuses: +4 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

d) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 200 shot battery for ICE/fuel cell models, effectively unlimited for nuclear-powered models.
Cost: 30,000 credits

e) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 200 shot battery for ICE/fuel cell models, effectively unlimited for nuclear-powered models.
Cost: 30,000 credits

f)PS-MMLR-14 Mini-Missile Launcher---A few field units have mounted the same weapon the Quickload is intended to service on other vehicles, takig advantage of the generous onboard supply of mini-missiles.
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. ICE and Fuel Cell versions have a 120 shot battery that recharges off the main engine at 10 shots per hour during normal operations, or 20 shots per hour of idling.

Cost: 70,000 credits

2) Forward Ion Pulse-Gun---Mounted in a ball-mount in the forward glacis plate and operated by the driver is an ion pulse-weapon, a variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire.
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

Options:
*Laser Headlights----For those times you just HAVE to drive through zombie territory.
Range: 2,000 ft
Damage: 4d6 MD per burst, 8d6 MD for a double headlight blast
Rate of Fire: ECHH
Payload: 200 shot battery conventionally powered models(Recharges 5 shots per hour). Effectively Unlimited w/ Nuclear Powerplant
Cost: 45,000 credits

*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the vehicle into a land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 80
Cost: 3,000 credits

*Splinter Shielding---This is a set of heavy mesh applique panels mounted on a vehicle and offset by 3-6 inches, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force. And, for additional cost, it can be ensorcelled with an Armor of Ithan(50 MDC, HALF damage from magic fire/lightning/cold, 5 PPE per 5 minutes, +28,000 credits). Energy Field(60 MDC, 5 PPE per 5 minutes, +12,000 credits), or Magic Shield(60 MDC, 3 PPE for 10 minutes, +25,000 credits) spell.
SplinterShielding is ONLY applicable to ground vehicles and watercraft, and ONLY to the Main Body and wheels/treads (turrets and other features can still be specifically targeted). It CANNOT be fitted to aircraft, robots, or power armor.
Cost: 10,000 credits per 10 ft x4 ft screen


*Amphibian Conversion---Waterseals the vehicle, and provides an all-around ‘feet dry’ hull. Adds 9 MDC to main body. Can power itself along the surface via its treads at a leisurely 5 MPH.
Cost: 12,000 credits

*Grousers---Grousers are simply track extensions that widen the treads(by 2-3x) and allow the treadlayer to reduce its ground pressure and better traverse soft surfaces such as mud and snow, and reduce penalties for travelling over such surfaces by HALF. Cost: 3,000 credits per set of treads.

*Sensor Cluster--Small sensor dish on a turntable, available as a backup sensor system.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targeting System(+1 to strike)
Cost: 12,000 credits

*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infra-red/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 90,000 credits; currently unavailable outside GNE military forces and approved affiliates.

*Deep Water Fording Kit---This kit adds watersealing to parts of the hull, and an extendable escape tower (10 ft tall) and snorkel to the main top hatch, allowing the truck to cross bodies of water up to 30 ft deep(reduce speed to 4 MH driving on the river bottom). The kit takes a competent mechanic or tank crew about 30 minutes to fit. Cost: 50,000 credits.


* Smoke Mortars---Mountable gas grenade launchers for providing covering smoke. 1-4 clusters are typically mounted.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Cost: 3,500 credits for the launchers

*Chaff/Flare Launchers---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 launchers


*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy.
Cost: 3,500 credits

*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targeting System(+1 to strike)
*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 ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits

*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens
Cost: 80,000 credits


Variants:
*PS-LADVLMLS -48 ---(aka ’Talon-pad’)Air Defense Variant fitted with a twin-rail launcher for L-SAM ‘Black Talon’ light manpad anti-aircraft missiles:
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-2.
Payload: 1 per launcher, 10 per ammunition bin, 40 total(or 42 if rails are pre-loaded).
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 50,000 credits per launcher, 10,000 credits per missile

*PS-LTWVLMLS -48 ---(aka ‘Whizbangwagon’) Variant of the PS-LADVLMLS -48 , only fitted to fire heavy technowizard rockets. Can be fitted with any of the mystic magic fire control systems produced by Paladin Steel.
Range: 3 miles
Damage: 2d4x10 MD to a 30 ft radius, plus any possible extra magic effects.
Rate of Fire: Volleys of 1-2.
Payload: 1 per launcher, 15 per ammunition bin, 60 total(or 62 if rails are pre-loaded).
Cost: 30,000 credits each for the basic(original), PS mass-production has lowered the cost to 24,000 credits apiece. 50,000 credits per launcher


* PS-LUUAVC-48 ---(aka ’Frisbee Carrier’, ‘Salad Shooter’, ‘Skeet-pad’) Variant modified to deploy and recover PS-LIRPV-02 ‘Frisbee’ drones. The loading armature is replaced with a launch and retrieval rig, and the cabin expanded to accommodate two drone operators(though typically drone control is handed off to other operators after launch). The ’Frisbee Carrier’ can carry and deploy 48 drones.

Paladin Steel LIRPV-02 ‘Friz’ Frisbee Drone

The ‘Friz’ is a simple, inexpensive, ducted-fan surveillance/recon drone designed for easy, simple, deployment in the field by infantry. Resembling nothing so much as a fat frisbee, the Friz can be easily carried and deployed off a backpack, power armor shoulder rack, or cyborg back, and directed by a simple HUD-and-joystick rig(or cyberlink) to scout ahead. Made of tough, light, impact-resistant megadamage plastic, the Friz comes rigged with off-the-shelf cybersensors mounted around its rim for all-around coverage, and an option slot on the underside for special sensors or even explosives.
Type: PS-LIRPV-02 Friz
Class: Remote Piloted Surveillance Aerodyne
Crew: None; remote control drone
MDC: 6
Size: 22 inches in diameter, 7 inches high
Weight: 10 lbs
Powerplant: Rechargeable power cell or swappable E-clip; 2 hour endurance
Speed: Hover to 50 MPH, maximum altitude of 10,000 ft
Cost: 4,500 credits
Systems of Note:
Radio/Video Telemetry: 10 mile range
IR/UV Optics-------2000 ft
Lowlite Optic Chip----4000 ft
Telescopic Optics----4000 ft
Motion Detector----10 ft range
Weapons Systems: None standard, but can carry a single grenade or fusion block if used as a bomber or kamikaze

_________________
-------------
"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 29, 2018 2:59 pm
  

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Paladin Steel UAPC20998 Ultra-2 Land Rover

“We get close enough to the enemy undetected , we can do all sorts of mischief; watch their movements, set up an ambush, illuminate them with targeting lasers...all that fun stuff.”
-Sergeant Artur Semmindinger

“It’s nice having the extra armored protection under the floor; sucks to have a high-tech, several hundred-thousand credit warwagon become a fancy cremator because of some stupid hundred-credit IED.”

The Ultra-2 is based on the next step up from the Jeep Warrior design in weight, power, and protection. Based on an old pre-Rifts design for a mine-resistant Hummer, the UAPC-concept was arguably one of the first American vehicles to feature a reinforced crew compartment; an armored ‘egg’ or ‘blast bucket’ mounted atop the chassis and specially shaped and constructed to resist the force of EODs exploding under the vehicle. Paladin Steel has merely updated the design with more advanced megadamage materials, and a wider range of powerplant options.
The original ‘Ultra Rovers’ were specifically contracted for by a mercenary unit calling itself ULTRA, which commissioned a number of specialized vehicles between 110 and 115 PA. The mercenary unit, which specialized in stealth and light mechanized cavalry tactics and operations, was last heard of around 117 PA and has not been in known contact with anybody since then. It is presumed that the organization was wiped out, or took a bad contract to another universe and hasn’t been able to return home, though there are some rumors that they were a travelling extradimensional mercenary outfit all along, and that their work on Rifts Earth was merely incidental as they were passing through. With the confidentiality clause in their contract with ULTRA lapsing, Paladin Steel has begun producing many of the ULTRA-commissioned designs and systems for open sale.

Type: PS- UAPC20998 Ultra-2
Class: Ground Utility Vehicle, Light Truck
Crew: 1+5 passengers
MDC/Armor by Location:
Main Body 180
Reinforced Crew Compartment 60
Wheels(4) 50 each
Height: 5 ft 8 in.
Width: 7 ft
Length: 15 ft
Weight: 8,550 lbs
Cargo: Glove compartment and a small trunk space. If not carrying passengers, the rear seats can hold cargo instead, up to 800 lbs.
Powerplant: Liquid Fuel(w/ 390 mile range), Electric/Fuel Cell(w/ 400 mile range), or Nuclear(5 year energy life)
Speed:(Land) 75 MPH
(Water) Fully amphibious; 4 MPH
Market Cost: 300,000 credits for Liquid Fuel, 400,000 credits for Electric/Fuel Cell, or 1.2 million credits for Nuclear
Systems of Note:
Standard Vehicular Systems, plus:
*Explosion Deflection----The underside of the vehicle is shaped such that explosions underneath it, such as from mines and IEDs, do only HALF damage to the main body and reinforced crew compartment.
The Reinforced Crew Compartment is similarly shaped, so that any blast damage that gets through the main body MDC will do only HALF damage to the RCC MDC.

Weapons Systems: None standard, but has provision for using the same hardpoint weaponry available to the Jeep Warrior.
The rear deck/area can also be fitted with a light turret identical to that of the PS-GMR-LHUV05 Merlin Hover Vehicle; If the Merlin is fitted with a hardtop cover, the Heavy Pintle can be mounted in a light turret(60 MDC for 12,000 credits).
The Heavy Pintle can accommodate ONE of the following:
a) Twin 20mm Automatic Cannon
Range: 3,000 ft
Damage:(20 mm) 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 per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
DOUBLE for both cannons firing in synch; fire-linked and counts as one attack.
Rate of Fire: ECHH
Payload: 400 rds
Cost: 22,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PSX-1 rds costs 3000 credits

b) Mini-Missile Rifle Pod----PS-MMLR-14 Mini-Missile Launcher
Range: Usually about a mile for the missiles, 2000 feet for the laser
Damage: Depends by missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr

c) Heavy Anti-Armor Missile Launcher
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 Cr, missiles cost 600 credits each

d) Air-Defense Missiles-----Can mount a quad-rail pivoted launcher for Black Talon L-SAMs. The missiles have their own attached target-acquisition sensor...all the operator does is move a toggle to fix the target in the attached spotter-scope optical, wait for the alarm buzz to tell them the missile has acquired the target, and fire.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 50,000 Cr, missiles cost 1,000 credits each

e) Medium Range Missiles---3 MRMs on a triple mount.
Cost: 60,000 Cr, missiles cost extra

f) Twin Pulse Laser Mount
Range: 4000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: six times per melee
Payload: 1000 blasts battery, unlimited nuclear
Cost: 20,000 credits

g)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: 200 shot battery. Effectively Unlimited if nuclear powered.
Cost: 60,000 credits

h)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: 500 lbs
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

i)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

j) ’Pepper Sprayer’---A high pressure fan and vapor dispersal system, perfect for delivering antiriot CS (tearing) agents, smoke screens, or pesticides
Range: 100 ft(typically covers a 25 area per 5 second burst)
Damage: Varies by chemical agent used
Rate of Fire: ECHH
Payload: 50 gallon tank; good for 40 melees(10 minutes) of continuos operation. A 200 gallon wheeled trailer(20 MDC and reduce top speed by 25%) can be hitched up to add additional payload.
Cost: 9,000 credits, tanker trailer costs an additional 9,000 credits

k) 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

m) Rail Gun(PS-RFRG30)---PS copy of the C-30R Rail Gun
Weight: 90 lbs
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon
Cost: 90,000 credits

Options:
The UAPC20998 can be fitted with any of the regular PS aftermarket upgrades/options, including engine upgrades and cabin features, plus the following:

*Stealth Armor---The original contract commission called for fitting the contracted vehicles with special fairings of sensor-insulating ‘stealth’ material. This adds +60 MDC to the main body, radar systems are -25% to detect the vehicle, thermal imagers are -20%, and laser rangefinders/targeting systems are -3 to lock on to it. Cost: 350,0000 credits.

*Silent Running Gear---Typically bought with the Stealth Armor, this package finetunes the motor, insulates accoustic emissions(reduces engine noises by 75%), and further damps the thermal signature(-5%) of the vehicle. Cost: 250,0000 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 Jul 11, 2018 12:39 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
PS/Wul- TWR13 ‘Agniter’ Fireball Rifle
(based on the Fire Marbles spell created by 13eowulf)

“You want to be smart with the Agnite; sure it does generous damage and the incendiary ammo burns for a nice long while, combat-wise, but the range is only about a hundred meters. That’s close enough that some opponents, even on fire, can close the distance, get on top of you, and set YOU on fire too. Had that happen to me with a gurgoyle that almost took me down with him. You wanna keep the range open between you and your target, or aim for a mobility kill first. If you can, aim for the legs. Hopefully, you burn the target’s legs out from under them. At the least, you slow them down while they try to protect themselves.”
---Asha Welnar, BioBorg Bodyguard.

The ‘Agniter’ is a ‘regenerator’ TW rifle resembling a pump-action shotgun or Triax Pump Rifle. A PPE crystal in the stock powers a system that produces stabilized incendiary ammunition in the form of glowing ‘marbles’ of condensed magic fire.
The -TWR13 uses a paintball-gun derived compressed air system to throw the fire marbles with considerable force. The compressed air comes from a small canister good for 100 shots before needing replacing, or, in the alternative, recharging, using the loading slide switched over to manual air compressor(in general, it takes a P.S. of 12 or better, and one APM to compress enough air for one shot). Operation is single-shot per action; Paladin Steel has been working on developing auto-feed systems capable of burst-fire, and more powerful air propulsion systems to throw the magic projectiles farther, but the engineers are currently stymied by the relative fragility of the magic marbles. The stresses and sudden shocks of machine gun-like rapid-loading and more powerful accelerations have thus far tended to prematurely detonate the marbles, so for now the slower and shorter-ranged shotgun configuration is all that’s available.
The main advantage of the Agniter is that the weapon can produce, in times of relative peace, ammunition that can be stored for later use. Though the fire marbles do not store forever, their shelf-life of one week(though some more expensive models go s long as a month) is typically enough for most soldiers and adventurers. Another advantage is that the ammo can be safely popped out of the magazine cylinder and used for other purposes.
The PS/Wul-TWR13 is distinguished from the related PS/Wul-TWR14 by the cooling discs on the magazine of the former, and often by the red accents to the styling.
Because of its versatility and ammunition independence, the Agnitor is considered by many to be a ‘wilderness’ rifle. appropriate for long sojourns or deployments away from ready resupply.
Upgrades are possible, especially ‘munitions enhancements’ that add extra qualities to the Elemental marbles, making the ‘Agnitor’ and the related ‘Frostbite’ ‘growable’ weapons.

Weight: 7 lbs
MDC: 35
Range:(Fire Marbles) 350 ft
Damage:(Fire Marbles)5D4 SDC at the moment of impact, 5D4 additional SDC per melee round, for 1d4 minutes (Damage becomes MD in MDC realms).
Rate of Fire: Single shot, ECHH
Payload:(Fire Marbles) 20 PPE for 6 marbles/shots
Up to 36 shots can be stored in the underbarrel magazine.
Stored in marble form for one week, but burns out within 1D4 minutes after it is activated.
PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Folding/Detachable Buttstock
*Folding/Forward Handhold(under the barrel)
*Top Sight/Scope Rail
*PPE Clip Adapter----Developed to address the shortcoming of the Regenerator-series in that once the PPE reservoir is exhausted, the weapon is essentially useless until the crystal recharges or a mage or psychic pumps in their own PPE/ISP. This handy device clips to the cylinder, saddle-stye, and allows the weapon to draw from an attached PS- or allied-manufacture PPE clip. Note that the Regenerator cannot RECHARGE an attached empty PPE clip; the power draw is strictly one-way.
Cost: 270,000 credits
Options:
*Laser Spotsight----Underbarrel laser spot attachment. +1 to strike. Cost: 400 credits

*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

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

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

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

*Scatter-Fire---This consists of a muzzle brake-like device that contains a pattern of ectoplasm-infused wires that, with a twist of a ring around the gun muzzle, extend across the bore and break the outgoing marble into a buckshot-like burst. This does 2d4 SDC/MD to a 10 ft wide area, 2d4 per melee for 1d4 minutes, and reduces range to 150 ft. Cost: 7,000 credits.

*Air Pressure Enhancement(TW)---Use of the Wind Rush spell to create a reservoir of compressed air. 10 PPE gets a melee’s worth of shots pushed by mystic air pressure channeled through the narrowing and pressurizing confines of the weapon’s barrel. Range is boosted to 2,500 ft. Cost: 80,000 credits.

*Munitions Enhancement(TW): Fuel Flame--- This add-on ‘supercharges’ the fire marbles to burn longer and spread out more; pumping an additional 3 PPE into a marble gives it a 2 ft burn diameter, and +1 to damage. Cost: 27,000 credits

*Munitions Enhancement(TW): Flare Light--- The Fire Marble burns like a flare with the application of 1 PPE per rd, illuminating a 15 ft radius for up to an hour(well after the fire has guttered out of damaging energy). Cost: 6,000 credits

*Munitions Enhancement(TW): Smoke/Ash Pot---The application of a little extra PPE causes the Fire Marble fire to sputter and gutter, generating a thick hot smoke that blinds and burns similar to the spell Cloud of Ash. 90 ft range, covers a 30 ft diameter, persists for 4 melee rounds/1 minute. PPE Cost: 3 PPE per blast. Cost: 30,000 credits

PS/Wul- TWR14 ‘Frostbite’ Ice Rifle
(based on the Frost Marbles spell created by 13eowulf)
(aka ‘Chill-Kill’, ‘Numbinator’)

“This is what comes of PS’s magic division combing the backrealms for obscure magic, then apply it to their production lines. And this one’s a doozy. You may not think cold can do much damage, but this is super-low cryogenic cold. I’ve seen Plasticman armor rated for space embrittle and shatter after being hit repeatedly with these chillers. Worse, enough cold carried over that the poor bastard in the suit got a whiff of supercooled vapor drawn through his air system and into his lungs. Not enough to turn his lungs into red ice, but enough to burn his sinuses and throat something bad. Medtech that got to work on him compared it to gargling with dry ice. Ouch to say the least.”
---Petow Dinnsingr, Professional Gunman, “Chindow’s Cutthroats’ mercenary group.

The ‘Frostbite’ is another magic projectile weapon that shares the same frame and operating principles as the PS/Wul-TWR13 ‘Agniter’ Fire Rifle(the two were developed together). The weapon resembles a pump-action shotgun, but uses a PPE crystal in the stock to generate magic cryogenic ammunition that is stored in the insulated under-barrel cylindrical magazine. Working the slide loads a Frost Marble into the weapon’s chamber, and the projectile can be fired off.
As with the Fire Marble rifle, the Frost Marble Rifle can generate ammunition ahead of time, allowing soldiers to build up a full magazine, or even generate surplus rounds that can be removed from the rifle and used for other purposes. The one week shelf-life of the generated ammo is unusual for a (magic) energy weapon, and those issued the -TWR14 are just now beginning to innovate around this aspect of the weapon.
The PS/Wul-TWR14 is distinguished from the related PS/Wul-TWR13 by the thick insulation on the magazine of the former, and often by the blue highlights to the styling.
As with its sister design, the -TWR14 is finding favor with wilderness types and long-duration recon/espionage/exploration groups. Only the short range and active(detectable) magic signature of the weapon keep it from being more popular as a field weapon.

Weight: 7 lbs
MDC: 35
Range:(Frost Marbles) 350 ft
Damage:
(Frost Marbles)3D4 SDC at the moment of impact 2D6 additional SDC per melee round (Damage becomes MD in MDC realms), plus numbness penalties. Upon impact, the frost inside erupts like a flash-freeze, covering the surface body of its target in frost. It freezes without moisture (water, humidity, fog, other liquids or mists) for 1D4 minutes and then vanishes. The magic frost burns (yes ‘burns’) for 1D4 minutes or until extinguished. It can be thawed out magically, or by deliberately exposing the affected area to a heat source (including applied friction, fire, warmed towels, etc.). The use of water to thaw the frost hurts, creates additional thicker frost (momentarily), and inflicts 2D4 SDC (MD in MDC environments) freezing damage before the cold is thawed. If placed on or ‘stoked’ with freezable materials, these items will immediately frost over and continue to freeze (or be frozen) after the magic frost vanishes. Those struck with a Frost Marble must also make a save vs. magic or suffer from a sudden, debilitating, numbing cold. A numbed victim loses one melee attack, is -2 on initiative, -1 on all combat rolls, and speed is reduced by 5%. All penalties (except the loss of the attack) are cumulative.

Rate of Fire: Single shot, ECHH
Payload:
(Frost Marbles) 20 PPE for 6 marbles/shots
Up to 36 shots can be stored in the underbarrel magazine.
Stored in marble form for one week, but evaporates within 1D4 minutes after it is activated.
PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Folding/Detachable Buttstock
*Folding/Forward Handhold(under the barrel)
*Top Sight/Scope Rail
*PPE Clip Adapter----Developed to address the shortcoming of the Regenerator-series in that once the PPE reservoir is exhausted, the weapon is essentially useless until the crystal recharges or a mage or psychic pumps in their own PPE/ISP. This handy device clips to the cylinder, saddle-stye, and allows the weapon to draw from an attached PS- or allied-manufacture PPE clip. Note that the Regenerator cannot RECHARGE an attached empty PPE clip; the power draw is strictly one-way.
Cost: 270,000 credits
Options:
*Laser Spotsight----Underbarrel laser spot attachment. +1 to strike. Cost: 400 credits

*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

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

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

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

*Scatter-Fire---This consists of a muzzle brake-like device that contains a pattern of ectoplasm-infused wires that, with a twist of a ring around the gun muzzle, extend across the bore and break the outgoing marble into a buckshot-like burst. This does 2d4 SDC/MD to a 10 ft wide area, 2d4 per melee for 1d4 minutes, and reduces range to 150 ft. Cost: 7,000 credits.

*Air Pressure Enhancement(TW)---Use of the Wind Rush spell to create a reservoir of compressed air. 10 PPE gets a melee’s worth of shots pushed by mystic air pressure channeled through the narrowing and pressurizing confines of the weapon’s barrel. Range is boosted to 2,500 ft. Cost: 80,000 credits.


*Munitions Enhancement(TW) Cloud of Fog---Pumping 3 PPE into a Frost Marble will cause it to sublimate into cloud of thick cold fog covering a 200 ft radius and persisting up to 10 minutes. Cost: 27,000 credits

*Munitions Enhancement(TW) Orb of Cold---Supercharging a Frost Marble with 3 additional PPE causes it to expand after firing into a more destructive Orb of Cold, doing 3d6 MD. Cost: 35,000 credits

*Munitions Enhancement(TW) Cold Light---Adding 1 PPE to a Frost Marble causes it and the ice it lays down to glow with a cold, heat-less light that illuminates a 60 ft radius and lasts 30 minutes. Great for marking pathways or tag targets. Cost: 11,000 credits

*Munitions Enhancement(TW): Northern Lights---An extra 6 PPE per shot gets an airburst that unleashes a miniature aurora. The charged up Frost Marble generates a spectacular and hypnotic light show covering a 30 ft area. Those failing a save versus magic are struck dumb, gazing at the lights, as long as the spell lasts or they aren’t attacked. Cost: 65,000 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 Sep 02, 2018 8:35 pm
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Thanks again to Iczer and Mr. Scorpio for their Powers.

COBALT EPIC----Metal Manipulation Bio-Mod
(PU2 budget of 10 million per operative)

“Paladin Steel always prided itself on having, on average, GOOD engineers; it makes sense that they would actively seek to make BETTER engineers, with the ultimate objective of producing SUPERIOR engineers.”

“Great! I’ve been looking for one of these! A Van Hozmer Omni-Fueler with Supercharger! I fuse it directly with the frame, I can shave a few dozen pounds of weight in separate fasteners! Lady, when I’m done with your car, it’s going to be one sweet beast!”

“’What if she picks the locks?’ I’m not worried about that at all. I custom-made that restraint gear and the locking mechanisms with her in mind. No, she can try picking those things all day and not get anywhere....because they don’t do anything; I just welded them all shut.”

COBALT EPIC is a bio-mod package specifically aimed at amping engineers, specifically metal and material workers. With contact with mechanically-inclined species such as the Malvorans, Trimadore, and the Men-Rall, or magically-proficient engineers like the Spriggan, human and other more ‘mundane’ species were feeling a little overwhelmed by others who were better at fixing their technology than they were. COBALT EPIC and similar bio-mds are meant to bring up the average and give PS and the GNE an even more skilled labor force.
COBALT EPIC augments use an enhanced version of the internal subcutaneous mesh network common to other Class IV augs, but with extendable nano-constructors that can restructure matter to the person’s will. Even more impressive is the ability to, at higher levels of expertise, create armored exoskeletons and even robot assistants(‘clones’ of the augment). To accomplish this, PS bio-engineers pushed the limits of bio-computing; the installed bio-AI that is meshed with the recipient’s own mind amplifies the potential of the nervous system and higher cognitive functions to a degree that even some PS scientists find ‘spooky’. Using advanced nanotech and implanted AI-interface systems perfected during the development of the BINAS, the COBALT EPIC aug can exercise an amazing degree of control over the internal colonies of industrial nanites, aided by a database of technical and engineering information. The overt result of these mental changes is the ability to direct cybertendrils and nanotubules to perform molecular re-engineering quickly and efficiently, doing such miracles as fusing normally incompatible materials as metals and ceramics, and transmuting substances effectively ‘on the fly’.
The downside of COBALT EPIC is that some of the repairs and constructions of these amped engineers can only be repaired or duplicated by other COBALT EPIC augments, or by very sophisticated(and expensive) equipment not readily available in the field. This has led to work done by the bio-mods sometimes being confused by others with work done by magic kobolds, with regards to rarity and difficulty. COBALT EPIC work is also often mistaken for the work of psi-mechanics, as the bio-augs seem to have an almost psychic ability to intuit mechanical and electrical function, and create new systems whole-cloth from seemingly nothing but the basics.


Powers/Abilities:

Gadgetry: [Major] by Iczer
The character can create complex mechanical and electrical objects out of raw or basic materials.
1) Assembly. As long as the character has the appropriate amount of raw matter available, he may assemble any object he has memorized (see below). This process takes 1 minute for every 25 lbs of object required. If the available raw matter is particulate, such as sand, then the time is halved. If it is of an incompatible material (such as trying to make an automobile out of cardboard and wood) the time is doubled or more (GM discretion if at all possible). The matter used for assembly must be within 10 feet of the character, and the assembled item appears within 10 feet of the character. The item lasts for 1 minute per level, but may last indefinitely as long as the character concentrates. After the item is dismissed, it dissolves back into its component parts.
2) Memorization: The character can memorize an item by touching it for 1 minute and concentrating. He can memorize objects that mass no greater than 1,000l bs per level. The character can memorize as many items as his IQ, plus one extra per level.
3) Improvisation: The character can make alterations to an object as he assembles it, if he has the skills and the time. An altered object takes 4 times longer to build, and has a success rate of 30% +4% per level, or as per conventional mechanical and electrical skills. The alterations are usually only superficial (+10% to skill) or very minor (such as a change in layout). With this a character could take a modified Porsche, and turn it into a different colour (+10% to skill) change it into a slightly different model of Porsche (+0% to skill) or make it a different vehicle (-50% to skill). Likewise the character could alter the type of gun he has.
4) Repair: The character can also use this to repair machinery, even basic tools. The character requires one minute of concentration for every D6 of damage he repairs to an item. After one minute per level, there is a 30% chance that the repairs undo themselves.

*Techno-Transmutation (Major) by Mr. Scorpio
The character has the ability to restructure metal, plastic and even glass into almost any form he desires. Much like the Alter Limbs power this can be used to create working machines and even weapons as long as the character possesses the appropriate skills. Simple mechanical devices that do not require an outside power source (i.e. hand tools, most guns, etc.) will work normally for anyone while those items that do require a power source to work (electric screwdriver, drill, etc.) will operate normally only in the hands of the character who created them unless he has access to some form of independent power source (battery packs, E-Cells, etc.). While characters with this power can create anything they possess the skills to build they seem to have a natural ability to create mechanical replicas of their own bodies. At higher levels this allows them to create powered exoskeletons and even robotic duplicates.
Range: Touch
Attacks per Melee: Transmuting materials uses one attack/action per every 100 lbs.
Weight Limitations: 200 lbs. + 50 lbs. Per level of experience.
Available at 1st level and beyond:
Item/Material Needed
*Hand Tools/3-7 lbs.
*Ancient Weapons/same as individual weapons
*Pistol/2-5 lbs.
*Rifle/5-10 lbs.
*Metal Armor (AR: 15, SDC: 75)/50 lbs.
*Power Tools/5-10 lbs.
Available at 3rd level and beyond:
Item/Material Needed
*Light Powered Exoskeleton (+5 to PS, +10% to Spd, AR:12 and 25 SDC)/250 lbs.
Available at 6th level and beyond:
Item/Material Needed
*Heavy Powered Exoskeleton (+10 to PS, +20% to Spd, AR:15 and 75 SDC)/400 lbs.
*Robotic Duplicate (Attributes identical to character, but lacks their skills)/Twice the character’s weight. The duplicate is essentially a drone that can be remotely controlled, line of sight, by the character, or given simple instructions(“Pick that up, take it over there”). Normal battery life is equal to the character’s P.E. in hours, but can be fitted with alternative power sources if available.
*Other Bonuses & Abilities: +15% to all electrical and mechanical skills

-Fuse/Weld (minor) by Taalismn
This power allows the superbeing to molecularly weld nonliving materials together with a touch, even normally incompatible materials like metal and fabric. Materials held in the hand can be touched to another object or surface and stuck there, or, if the material is electrically conductive, like a metal chain, the effect can be carried down the length of the chain to fuse at the end to something(in this example, the superbeing can selectively fuse parts of the chain, welding all the links together into a solid rod, or just the end). Bonding is instantaneous.
The downside of this power is that the superbeing cannot so easily UNbond objects they’ve previously fused together; reversing the power will take 1d4 minutes to carefully undo, without damaging the materials so welded together.
Range: Touch
Duration: The superbeing must declare at the onset when using this power how long the bond will last; a melee, a minute, an hour(or any increments thereof) or a permanent weld/bond.

-Extraordinary Physical Endurance(Minor)---The COBALT EPIC 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 enhanced P.E. also protects the recipient against magic and poisons.
*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 COBALT EPIC 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.

-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.

-Enhanced Immune System---COBALT EPICs need to be protected against the various industrial chemicals and metals that they work with and around, so their immune systems are improved to fight off metal poisoning and toxins. They heal faster, too, as injuries are a common hazard working with heavy machinery and construction equipment. 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.

-Bio-Sensors---A product of the MIT Forest’s bio-techs, these are special techno-organs that enhance the aug’s senses. COBALT EPICs carry an internal sensor suite useful for their workshop and engineering duties
@ Motion Detector----Constant awareness of their environment and motion around them in a 10 ft radius. +1 to parry and dodge.
@ Radiation Detector----The aug will become immediately aware of any rises in radiation in a 50 ft area around them
@ Thermal Imaging---The aug can ‘see’ or otherwise sense hotspots in their environment
@ Rangefinding and Measurement---The aug can gauge distances out to 2,000 ft and down to 0.5mm by sight instantly.

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 Initiative
+1 Parry
+1 Dodge
+4 save versus Horror Factor
+6 save versus poison
+9 save vs disease
+2 save versus possession.
+3 save vs Bio-manipulation
+15% to all electrical and mechanical skills

_________________
-------------
"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 02, 2018 8:42 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
‘Phxemp Reengs’: Paladin Steel Phoenix Empire Knockoffs: Nasicorn, Scolii, and Shamal High Speed Hovercraft

“One gets the impression, from some of these reverse-engineering projects, that, had Paladin Steel been around during Pre-Rifts Earth’s World War Two, they’d have figured out to improve on Germany’s Messerschmitts and sold them to the Allies.”
---Anonymous Lazlo scholar, on the Phxemp Reengs.

“I don’t see why we get all the bad press for ‘copyright violations’; companies like Paladin Steel are the REAL knockoff producers. They’ve been quietly ripping off legitimate companies like ourselves and getting away with it for decades! ‘Reverse-engineering’? HA! Blatant tech theft is more like it! How many of their designs are really entirely their own and how many are copies and adaptations of somebody else’s work? Yeah, I thought so too.”
---Shabis NerOwer, Naruni Enterprises

“NerOwer, you’re just miffed that the geeners are in a better position to acquire new designs by the same process Naruni’s been using for -centuries- on the megaversal markets. The rift super-nexus that is their homeworld just makes it a lot easier when stuff virtually comes to them. Either of us would be doing the same in their place, and I’m sure you’re trying to do exactly that if your boy Shulkh can establish a more solid presence on their ‘Earth’.”
---Duyet Mankis, Head of Special Operations, ExtraDimensional Research and Marketing, Hartigal Corp(in annotation attached to an intercepted decrypted NE interoffice communiqué)

“Oh, let me count the times the Paladins have copied and improved upon their enemies’ designs and technology: from the Coalition States they copied their CCT-M20 Missile Rifle and re-branded it as the PS-MMLR-14, they took the Mrk V and made it their DL-600 Clysdale, took the Deathbringer and made it over into their Slepnir. From Triax they copied their lightning blasters. They pretty much use the Kittani as unpaid R&D, because the Paladins copied their Centaur power armor, their Hoverjet, Patrol Flyer, War Pod, Speed Pod, Hover Skimmers and Slave Raider, and improved on them. That’s the other, more subtle, aspect of how the New Yankees make war; they de-fang the mystique of their enemies’ technology by improving on it and offering it for open sale, with fewer strings attached. It’s just the Phoenix Empire’s turn to get their edge blunted and their proprietary tech put up for sale.”
---Fegar Rolless, Professor of Industrial Technology, New Lazlo University

Paladin Steel’s Office of Technology Acquisition and Recovery has far-flung operations collecting and studying technology, both terrestrial and extraterrestrial, to find new ideas to reverse-engineer and copy, or new threats to identify and counter. Through contacts in their trade partners in the New Roman Republic and locals in North Africa, OTAR has been able to acquire several examples of the Phoenix Empire’s Sand Skimmer and Sand Crawler ATVs for study and evaluation. PE engineers and military personnel found the vehicles fast and mechanically reliable, especially in desert conditions, but generally too lightly armed and armored to pose a serious threat to PS’s own line of hovertanks and armored vehicles(some thought is that the Phoenix Empire has no real techno-threats and an abundance of magic to explain its generally weak AFVs). Still, there was enough in the way of design features and concepts that Paladin Steel decided to adapt to new designs.
PS set the challenge to its up-and-coming design engineers with an eye towards having any viable designs that they came up with produced through new allied factory works. Sure enough, the engineers came up with three new vehicles based on the Sand Skimmer and Crawler, but arguably better. In general, Paladin Steel engineers refitted the designs with the ‘light but heavy’ weapons configurations familiar to their other small vehicle lines, allowing them to punch above their weight allow them to pose a serious threat to heavier tanks, robots, and vehicles.
Because the designs are still immediately recognizable for what they are, Paladin Steel has caught some flack for simply aping a foreign power, rather than develop their own indigenous designs. However. the total production of the designs accounts for only a small percentage of Paladin Steel’s total vehicle production and inventory. Furthermore, the designs, like the PS-MBT-28 ‘Vyrm Tyrannis’ Main Battle Tank and the related PS-HAPC-17 ‘Krenek’ Heavy Armored Personnel Carrier, are aesthetically different enough from Paladin Steel’s more common and known designs that the machines can be used in a number of ‘false flag’ operations.
The New Roman Republic is one of the largest buyers and users of the ‘Phexemp’ copies, using them in their ‘Africanus’ or ‘Scipio’ operations(patterned after the pre-Rifts British SAS campaigns in North Africa), in their actions against the Phoenix Empire.

(Note: Phexemp-clones deployed in the North Africa combat theater are often fitted with self-destruct charges, such as a 500 lb bomb ---4d4x10 MD to 60 ft blast radius---to keep classified equipment, sometimes the crew, and the more advanced modifications out of the hands of the Phoenix Empire. PS and the NRR have no desire to be the Dark Pharaoh’s R&D department any more than they imagine the Phxemps would like learning they’ve provided designs to their enemies)

Paladin Steel PS-HBT-36 Nasicorn High Speed Hovercraft
(aka ‘Nash’)

“The Nasicorn’s arguably a wholly Paladin machine. So many changes were made to the original Phex-emp design that, aside from the hover-and-robot-torso configuration, the two hardly share anything in common. In fact, most troopers figure the Nasicorn’s really a scaled-down Zysha assault ‘bot. The Sand Skimmer’s all arabesques and streamlining; the Nasicorn’s all angles and hardpoints. The ‘skimmer’s a speedster, while the Nasicorn’s a lumbering brick. But the Nash can DO stuff, unlike the ‘skimmer, which carries a pop-gun armament. Need to get somewhere fast, like carrying messages or running away? Skimmer’s your ride. You want a reliable platform that will help you FIGHT? The Nash is your hammer.”

The largest of the three designs produced from captured Phoenix Empire Sand Skimmers and Crawlers, and the one that reached fruition first, is the PS-PS-HBT-36, a scale-up of the Sand Skimmer, but using more readily available PS components, which greatly sped up development. The main hull of the Nasicorn is based on a GEV version of the Paladin Steel DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle, THAT being a heavily-modified knockoff of the Coalition States’ Mark V APC. In place of the robotics on the Sand Skimmer, the Nasicorn mounts the upper torso of a PS-T01LCRV ‘Jackalope’ Light Combat Robot, an older and much-proven battle robot still in production.
The Nasicorn is both larger and more heavily armed and armored than its Sand Skimmer ancestor/inspiration. It replaces the standard hoverjet system of the Clysdale conversion with a hybrid hover/electrostatic repulsor drive. However, where the Nasicorn doesn’t stack up well against the Sand Skimmer is in the latter’s high speed. The Mark V/Clysdale’s rear troop compartment been made smaller by the addition of the robot section and hover systems, but can still carry a squad of troops or a substantial amount of cargo(or ammunition for the robot hardpoint weapons). Some operators have even remodeled the bay into a small command/communications center or camper-style living quarters.
Because it’s perceived as being more ‘home-brewed’, the Nasicorn has found greater immediate acceptance with the GNE military, who have taken to the design readily enough.

Type: PS-HBT-36 Nasicorn
Class: High Speed Hovercraft
Crew: Minimum of 2, typically has 1-4 additional crew/gunners
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 100
Main Outer Hatches(3, sides and back) 100 each
Main Inner Hatches(3, sides, and back) 50 each
Headlights(4) 5 each
Hoverjets(8) 60 each
Upper Robot Torso 200
Sensor Head 90
Reinforced Crew Compartment 100
Waist Laser Turrets(2) 30
Secondary Sensor Mast 25
Upper Arms/Shoulders(2) 110 each
Missile Launcher Pods(2) 60 each
Arms(2) 140 each
Hands(2) 40 each

Height: 20 ft
Width: 15 ft
Length: 35 ft
Weight: 21 tons
Cargo: As an APC, can carry 1-10 infantry or 1-4 power armors
As an AFV, can typically carry 2 tons of ammunition and supplies, in addition to small space for crew survival gear and personal possessions
Physical Strength: Equiv. to PS 28
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Hoverjets) Hover to 260 MPH, 1-4 ft off the ground, and can skim above water(no more than 3 ft waves) at 80 MPH
Market Cost: 15 million credits
Systems of Note:
Standard Robot Systems, plus:

*360-degree Waist Rotation----The upper robot torso can swivel about completely on the lower hull, the better to bring its weapons to bear on the rear arc. The free arc of movement also allows the ‘bot to access the rear deck and assist in loading and heavy weapons operations.

Weapons Systems:
1) Bow Gun---Fitted to the bow is a small turret for antipersonnel and obstacle clearance, and is operated by the pilot.
a) Forward Ion Pulse-Gun
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

b)12.7mm PS-MRG03 Snub-nose Short Gatling Gun
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 1,000 rounds
Cost: 36,000 credits

c) Pulse Laser
Range: 2,500 ft
Damage: 3d6 MD single shot. 6d6 MD per double blast
Rate of Fire: EPCHH
Payload: Effectively unlimited

2) Twin Waist Pulse Lasers---These are similar to the T-002 Laser Ball Turrets mounted on the Titan Light Combat Robot in both design and mounting, but have slightly better range. Both lasers have a 90 degree arc of fire.
Range: 2,500 ft
Damage: 3d6 MD single shot. 6d6 MD per double blast
Rate of Fire: EPCHH
Payload: Effectively unlimited

3)Backpack Missile Pods(2)---These two pack launchers can be configured to hold a variety of missiles, from mini-missiles to medium range types.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, or 5
Payload: 20 mini-missiles, or 10 short range missiles, or 6 medium range missiles per pod. Can also hold 8 PS ‘Black Talon’ L-SAMs.

4)Plasma Sabers(2)---Housed on the Jackalope in each thigh compartment/holster, but moved to farings in the upper hull of the Nasicorn, is a short-range plasma arc, that snaps out of its armored holster into the hand of the 'bot. Using a small startup supply of reaction-gas, the plasma saber's heating coils superheat the gas to plasma temperatures, then push it out thru a rapidly-degenerating magnetic confinement field to form a plasma plume or "saber". Once lit, the saber uses local atmospheric gases,
drawn in through the hollow pommel, and heated by coils powered from induction coils in the bot's hand, to keep the reaction going.
Range: 12 ft melee range
Damage: 2d4x10 MD per strike
Rate of Fire: EPCHH
Payload: Unlimited


5) Arm Mount Hardpoints(2)---Each arm has a hardpoint capable of accepting an external weapon, including any of Paladin Steel's MEWS modules). Unlike the original Jackalope which could only carry one arm weapon, however, BOTH of the Nasicorn’s arms can be so fitted.
Standard Paladin Steel Weapons Pods include:
a) PSAC-1 Autocannon----This is a 35mm gatling cannon. It’s reliable, sturdy, and does good damage.
Range: 4,000 ft
Damage: 4d6 MD short (5 rds) burst, 1d4x10 MD long(10 rds) burst, 2d4x10 MD (20 rd) full melee burst
Rate of Fire: EPCHH
Payload: 2,000 rds

b) PSAC-2 Heavy Anti-Armor Cannon
This uses the same ammunition as Paladin Steel’s ‘Hellshot’ cannon Range: 3,000 ft
Damage: 3D6x10 MD per shot
Rate of Fire: 3 times per melee
Payload: 10 rds external clip; can be reloaded(up to 2 additional clips can be carried on external hull brackets, or 50 in the cargo compartment).

c) PSRW-1 Heavy Rail Cannon---Sometimes called the "Anti-Matter Gun" because it uses depleted-uranium(no, they don't count as U-rounds) hypersonic penetrators to rip into armor.
Range: 5,000 ft
Damage: 2d4x10 +10 MD per rd
Rate of Fire: EPCHH
Payload: 50 rds

d) PSEW-144L Rapid-fire Rotary Laser Cannon---A cut down form of the IH-44L Vulcan Laser ( produced as the PS-44L with IHA expatriate permission after IHA’s annexation by the Coalition)
Range: 4,000 ft
Damage: 3d4x10 MD six-shot blast(1 attack)
Rate of Fire: EPCHH
Payload: Effectively unlimited

e) PSEW-2 Particle Beam Cannon---An extremely powerful weapon that suffers from a slow recharge rate.
Range: 6,000 ft
Damage: 4d6x10 MD per blast
Rate of Fire: Once per Melee
Payload: Effectively unlimited

f) PSFFRLP-10 Folding Fin Rocket Launch Pod---Before Paladin Steel managed to duplicate the Coalition’s CTT-M20 Missile Rifle, Paladin Steel had adapted helicopter and aircraft missile pods for use on their robots.
MDC: 40
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volley of 1-5
Payload: 10 mini-missiles

g) 2x .50 caliber Heavy Barrel Machine Guns---TWO heavy machine guns mounted in over and under configuration. They can fire singly, or in tandem, doing tremendous damage, but they can also eat through ammunition supplies fairly rapidly.
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

h) PS-M136 Minigun
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: 6,000-rd drum
Cost: 27,000 credits

i) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits

j) Light Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 33,000 credits

k) Flamer
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.

l)TW Heavy Machine Gun
Range: 4,000 ft(double on a ley line)
Damage: 2d4 MD single shot, 3d6 MD short burst( 5 shots), 5d6 MD long burst( 10 shots), and 2d4x10 MD full melee burst(50 shots)
Rate of Fire: EGCHH
Payload: 240 shot battery, Effectively Unlimited attached to a PPE generator , or 1 PPE per shot.
Cost: 160,000 credits


6) Smoke Mortars(2)---Two smoke launcher mortar clusters are mounted on the shoulders. They can also be used to deploy gas munitions.
Range: 500 ft
Damage: None. Obscuring smoke in 20 ft radius.
Rate of Fire: Volleys of 1,2, 3, or 6
Payload: 6 per launcher, 12 rds total

7) Hand to Hand Combat: Equiv. to Titan Assault Robot Training from Rifts Main Book
Punch 2d6 MD
Body Flip/Throw 1d4 MD

8 )(Optional) Use of Handheld Weapons----The Nasicorn can pick up and use mecha-scale weaponry, such as the following:
*PSFFRLP-10 Folding Fin Rocket Launcher---A larger, two-handed box-style launcher holding 20 mini-missiles, instead of 10. Only one can be carried
MDC: 45

*PSLML-9-Light Missile Launcher ---A two-handed box-style launcher holding nine short-range missiles. Because the larger missiles have more advanced guidance, the launcher has a fire-control linkage rather than manual trigger and fire rate selector.

*PSHML-8-Heavy Missile Launcher---A two-handed box-style launching rack for eight medium-range missiles. Sometimes called a ‘mini-Katyusha’ after a pre-Rifts Soviet weapon.


Options:
*Appliqué Armor---Additional armor plates can be hooked, welded, or epoxied on. For the sake of calculating movement penalties, three armor weight categories are used; Light, Medium, and Heavy, and several armor options are offered.
*Light----Adds 10-100 MDC main body, + 1-2 tons, without movement penalties
----Cost: 15,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, +2-4 tons, but with a reduction in top speed of 15%
----Cost: 16,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body, +4-6 tons, but with a reduction in top speed of 25%
----Cost: 18,000 credits per 10 MDC
*Laser Ablative Armor(Option)---PS laser-ablative ceramic. Lasers do HALF damage. VFLs can NOT adjust to compensate
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasm-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Jettisonable Armor(Option)---Special precut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the appliqué armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the appliqué armor CANNOT be reattached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the appliqué and/or jettisonable armor option to regain its benefits.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 8 ft radius around the vehicle, due to flying armor fragments.
----Cost: +10,000 credits+cost of armor

*Appliqué Armor---This negates the effectiveness of the Poly-Camou, but adds additional protection in the form of extra armor plates mounted on the main body and lower torso.
Light: +100 MDC main body, +80 MDC arms and legs. Cost: 200,000 credits
Medium:+200 MDC main body, +90 MDC arms and legs. Reduce speed by 25% Cost: 300,000 credits
Heavy: +300 MDC main body, +100 MDC arms and legs. Reduce speed by HALF. Cost: 500,000 credits

*Shield----A piece of shaped megadamage armor plate with hand grips bolted on. A cheap, fast, way of enhancing protection that can be thrown away when it gets chewed up. Most P.S. shields incorporate ‘kickstands’ or ground-mounting spikes to allow the shield to be stood up and left in place. Typical shield size is about 8 ft tall/wide for the light ‘bucklers’ and 15 ft tall, 10 ft wide, and 2-3 ft deep(many have a slight curve to provide better side-coverage) for the larger ‘infantry’ shields. When not being handheld, the Nasicorn typically clips the shield to the side or rear deck of the lower hull. Up to three spare shields can be carried.
a) Light Shield---100 MDC, 200 lbs. Cost: 150,000 credits
b) Medium Shield---200 MDC, 400 lbs. Cost: 300,000 credits
c) Heavy Shield---400 MDC, 700 lbs. Cost: 500,000 credits

*Shoulder Gun Mount---Rather than mount the two missile launchers, the Jackalope can mount heavy guns instead. Typically the rear bay is devoted to ammunition storage for the heavy guns. ONE of the following weapons can be mounted in place of a missile launcher:
a)80mm SB Massdriver Cannon(PS-MD80S)
Weight: 3,500 lbs (1.75 tons)
Range: (Direct Fire) 19,000 ft (3.8 miles)
(Indirect Fire) 47,500 ft (9.3 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 30 rds

b) 40mm Cannon--A good, reliable, autocannon with excellent range.
Range: 13,000 ft
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: 200 rounds
Cost: 300,000 credits(ammunition costs extra)

c) Plasma Cannon---Adapted from one of PS’s podded weapons systems for its aerospace fighters. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder.
Range:(Plasma Stream) 6,000 ft
(Plasma Bolt) 3,000 ft
Damage: (Plasma Stream)2d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 10 ft blast radius
Rate of Fire: ECHH
Payload: Effectively unlimited ECHH
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 450,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.

d) Particle Beam Cannon---Effectively a copy of a Triax weapon reverse-engineered from examples traded to PS by Dantegard.
Range: 3,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 300,000 credits

e)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: Effectively Unlimited
Cost: 400,000 credits

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

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

h) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD, plus all other effects as described for the Barrage spell.
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits

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

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

k)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
Cost: 500,000 credits

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

m) 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


*Rear Deck Weapon Pod---In place of cargo or troops, the rear carry module can instead be refitted into a heavy artillery pod. Typically, in the case of crew-served weapons, 1-2 extra crewmen can be carried to service the weapon(s), or robot handlers can be carried instead, and overseen by the gunner.
The mounting of direct-fire weapons requires the weapon to fire to the rear of the Nasicorn. That means that when engaging the enemy, the vehicle must be facing backwards, However, as the pre-Rifts British discovered with their Archer SPG(of similar main armament placement), the arrangement is actually very useful, allowing the weapons carrier to ‘shoot and scoot’ more easily, and to engage an enemy with the heavy armament while in retreat.
ONE of the following can be carried.
a)40mm’Chewer’ Mortar System
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: 60,000 credits for the basic unit

b)Mine Launcher---Similar in design to the ‘Chewer’, this system of tube-bundles deploys launched land mines. Based on the pre-Rifts ‘Skorpion’ system, the PS version launches 100mm mines up to 75 ft to the sides from up to ten dispenser launchers, each launcher holding five tubes with twenty mines each(100 mines per launcher unit).
-PS-MATS/20 Anti-Armor Mine
Weight: 8 lbs
Damage: 5d6 MD to 20 ft area
Cost: 800 credits
-PS-TS/250 Anti-Personnel Mine
Weight: 8 lbs
Damage: 4d6 MD to 40 ft area
Cost: 700 credits

c)81mm Mortar
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: 50 rds
Cost: 220,000 credits

d)80mm Howitzer
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: 60 rds
Cost: 190,000 credits

e)Mini-Missile Launcher---Vertical Missile Launch System, typically using Copperhead guided anti-armor missiles. 50 mini-missiles ready to fire.
“Hellfire” Smart Armor-Killers
Range: 1 mile
Damage: 2d4x10 MD
Bonuses: +5 to strike
Cost: 6,000 credits per missile

f) Short Range Missile Launcher---VLS cells;24 MRMs ready to fire

g) Medium Range Missile Launcher---VLS cells;12 MRMs ready to fire

h)Katyusha Launcher---This is a generic unguided solid-propellant artillery rocket that was developed during WW2 by the Soviet Union, refined during the Cold War, and freely distributed during the Golden Age via the internet, as less advanced countries tried to compete with quantity what the main global powers possessed in quality. In the post-CotR era, katyusha-style weapons are produced by a number of nation-states and companies. The Nasicorn can mount a swivel-bed array of 12 launch rails on its back deck, with an additional 12 reloads stored below .
Weight: (Rocket)
(Short) 102 lbs
(Long) 170 lbs
Typical multi-battery launcher can weigh 600 lbs to 5 tons.
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-612
Payload: 12 tubes can be carried +12 reloads.
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
Cost: A typical Katyusha launcher costs 18,000 credits per tube, missiles cost 5,000 credits for short range, 10,000 credits for long, plus the cost per warhead; Fragmentation costs 45,000 credits, Incendiary 60,000 credits, High Explosive 70,000 credits, plasma 100,000 credits, smoke 800 credits, sub-munitions 120,000 credits.

i)2xFA-A9 2-pounder (40mm)Autocannon
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(per gun)
Cost: 350,000 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

j)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

k)HPC-03 ‘Vesuvius’ Heavy Rapid-Fire Plasma Gatler
The PSHPC03 ‘Vesuvius’ is a combination of the concepts of the PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon and the PS-HSGC-10 Long Barreled 20mm Vulcan Cannon ‘Super Vulcan’ mounting.
The Vesuvius’s basic unit is a seven-barrel larger caliber version of the ‘Heatwave’ plasma machinegun, using expendable single-shot cadmium-telluride cartridges(a technology acquired form early trade ally Kera-Tech) like regular belt-fed projectiles. The Vesuvius uses a much larger 40mm cartridge with a cadmium-telluride jacket around a small cylinder of enriched deuterium-impregnated solution, however, for greater power per shot. The advantage of the cartridge system, though requiring specialized ammunition, is that the weapon doesn’t need to be hooked up to a high output powerplant to provide for the actual plasma generation and projection, allowing for a lighter (overall) weapon than if the plasma cannon were directly powered.
MDC per open-mount cannon unit: 200
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.
*Integral Targeting and Laser Rangefinding: +1 to strike
Cost: 650,000 credits per single gun system. 40mm Cadmium-telluride cartridges cost 95 credits each

l)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


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

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


*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infrared/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infrared and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Waterproofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven preset color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 90,000 credits; currently unavailable outside GNE military forces and approved affiliates.

*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades. This is one of several similar systems currently in service/under development by PS.
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 APC(sides, front, back) can be fitted with 10 fletchette packs each(40 total)
Cost: 200 credits per fletchette pack


*Thermo-Optic Camouflage System----Based on the Naruni Nomad Scout Robot, this system is another ‘breakthrough’ for Paladin Steel’s reverse-engineering department. The system uses new hull panels of optically-variable micro-‘cells’ and mini-cams to sample and match surrounding environmental color values and light spectra. This system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment roles to find the thing). Also masks the Jackalope's thermal and infrared emissions through special insulation and large heatsinks, making heat sensors useless. Expensive, yes, but how much is not being seen worth to you?


Variants:
*PS-HBT-36C
---An attempt to equal the original Sand Skimmer’s high speed. Unfortunately, this necessitated taking up the entire rear compartment with an oversized thruster and auxiliary powerplant. The PS-HBT-36C can barely hit the required 660 MPH, and handling is rough, even with FBW and computer assistance. While some crews claim that the added versatility of the hardpoints on the upper torso offset the loss of the modular rear crew and cargo section, most prospective pilots looking for the PESS’s high speed and handling prefer the ‘truer’ PS-HSGEV-30 ‘Scolii’.

_________________
-------------
"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 03, 2018 6:20 pm
  

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Joined: Mon Sep 19, 2005 10:24 pm
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Location: Praxus
Comment: Arrrrgggghhhh!
I'm too lazy to go through this entire thread.

Was there ever an exploration, non-combat vehicle of any type posted.
Just tell me the page number, I can go dig for it myself.

_________________
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Unread postPosted: Mon Sep 03, 2018 11:01 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
Shorty Lickens wrote:
I'm too lazy to go through this entire thread.

Was there ever an exploration, non-combat vehicle of any type posted.
Just tell me the page number, I can go dig for it myself.


I think I had a daddy-longlegs-style robot exploration walker posted....I'll get around to finding the exact page number tomorrow(Godzilla marathon tonight on Cometv).

_________________
-------------
"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 03, 2018 11:13 pm
  

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Joined: Mon Sep 19, 2005 10:24 pm
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Comment: Arrrrgggghhhh!
I FOUND TWO!

Atomic Cockroach and Daddy Longlegs.

thanks

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Unread postPosted: Mon Sep 03, 2018 11:20 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Shorty Lickens wrote:
I FOUND TWO!

Atomic Cockroach and Daddy Longlegs.

thanks


:ok: :ok:
You're better at finding my stuff than I am.
Now, can you tell me where I left my socks?

_________________
-------------
"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 Sep 20, 2018 8:59 pm
  

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Paladin Steel PS-FC-60 ‘Arachnist’ Full Conversion Cyborg
(aka ‘Tarantulite’, ‘Whirlblade’)

“It’s ARACHNIST’, not ‘anarchist’.....although given the amount of mayhem these guys can do, that’s just as appropriate.”

“Why’d I select a melee specialist frame? Close-i fighting’s too dangerous, you say? Well, I have my reasons; among which are, melee fighting is NOT a sign you didn’t do your job right. You’re up close and in the enemy’s face, among his own troops. Few opponents are going to cut lose with the heavy stuff when you’re right next to them and where they’re more likely to catch themselves in the collateral.
Oh, and being a melee fighter means more combat pay; I’ll pay off my conversion faster with fewer missions and get my new bio-body...with the extras, so I don’t wind up having to go fullcon again. Yeah, and I’ll go for some lifestyle mods too, like mensus control, while I’m at it. But I gotta earn the mod-price first.”

“Yeah, you heard MetalMasta came out with three new combat pattern patches for the Arachnist? All new ones, supposedly based on some Central Alliance martial art. Two defense sines and an offensive scissor. Not rewites of the old Maveli arm routines. The new stuff takes the lighter construction of the sub-arms into account and shaves a few microseconds off response timem all withiut requiring any extra memory chips needing to be driled into your spine. So, yeah, the app is TOTALLY worth the extra hard credits.”

“Be careful directing your arms if you’re carrying any of the heavier custom blades on them; I put all my vibe-rippers into a convergent point thrust on a Tokiman who’d been giving me hell all day, and the synchronized vibrations almost threw me off my feet. Mind you, it DID throw my opponent all over the landscape, but if he’d been any tougher, he might have survived long enough to do me some damage as I was shaky.”

The ‘Arachnist’ is a melee-oriented FC cyborg that many believe was derived from the early PS-FC-13 Tarantula Full Conversion Borg(hence the occasional reference to it being a ‘Tarantulite’), in the idea of getting multiple limbs and as many blades as possible moving in close combat. Though not as heavily armored or armed as some of Paladin Steel’s other cyborgs, the Arachnist is still very agile, fast, and deadly.
The Arachnist adopts the ‘armature backpack’ configuration in having a back-mounted rig on which are mounted six additional arms, each tipped with a dual-mode plasma-enhanced sword-blade, reverse-engineered from Kittani Energy Swords. Special robot A.I. subroutines allow the ‘borg to program the limbs to move in a variety of defensive patterns and offensive strikes. One observer compared the sight of an Arachnist in full melee mode to a ‘threshing machine’, while others have evoked ‘stormcloud of blades’ and ‘chopper-outbreak’. Backing the arms is a heavy quad-array of head-mounted lasers, and a set of standard forearm hardpoints on the regular arms.
Arachnists join the ranks of PS’s dedicated melee specialist cyborgs, and there is much competition amongst the various conversion designs as to who has the best overall cyborg fighter body. Besides the obvious technological comparisons, the frquent spars and challenge fights are also proving invaluable for the evolving combat skills put on display and originating in these bouts. However, few of participants in these fights lose track of the real reason for the cyborg bodies; to fight the enemies of civilization, and the Minion War has provided ample opportunity for the Arachnists to show their stuff.

Type: PS-FC-60 Arachnist
Class: Full Conversion Borg -
Crew: One volunteer
M.D.C. By Location:
Hands(2) 15 each
Arms(2) 50 each
Blade Arms(6) 40 each
Legs(2) 90 each
*Head 70
Laser Visor 50
**Main Body 200
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

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

Speed:
Running: 100 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 Arachnist CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 7 ft
Width: 4.8 ft
Length: 3.8 ft
Weight: 1,500 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 28, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
+2 Entangle
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg or Headhunter OCC.
Black Market Cost: 7 million credits with all standard features, weapons, and sensors.

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

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

*Ambidexterity Boost--- If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. If nothing else, this allows the cyborg to defend themselves more effectively using strictly physical means. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons(reflected in Bonus stats).

Weapons Systems:
1) Laser Eyes(4) ---These are mounted on a heavy moveable ‘visor’ that drops down over the face to provide added protection. These are the more powerful variety of bionic eye lasers, and four of them firing at once can do MAJOR damage to a target. The Arachnist is thus known as having a ‘glare of death’. Early versions of the Arachnist suffered overheating problems with the head lasers, though, and the cyborgs complained of having to fire only one or two lasers, rather than risk melting circuits or cooking their brain cases; PS subsequently patched the problem with an improved cooling jacket for both the lasers and the skull casing.
Range: 1,000 ft
Damage: 3d6 MD per single shot, 6d6 MD double shot. 12d6 MD for all four eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited


2) Plasma Sword Arms(6)----The back sports six long arms that end in plasma-generating blades. The arms can operate separately, under subordinate AI control, or can be coupled together to act as one unit(up to three arms can be coupled in this fashion).
Range:(Sword) Melee
(Plasma Blast) 100 ft
Damage:(Sword) 2d6+6 SDC unenergized, 2d6 MD energized
(Plasma Blast) 4d6 MD
Rate of Fire: ECHH
Payload:: Effectively unlimited

3) Forearm Blasters(2)----The Arachnist’s two regular arms are fitted with modular option slots for standardized forearm blasters.

4) Grapple-Hooks--Each of the sub-arms has several small hooks used for climbing and hooking objects. The Arachnist will frequently use them to hang from walls and ceilings. They can also be used to rake targets. Damage: +1d4 SDC/MDC to punches/slashes.

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

Options:
The Arachnist can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with alternative arm weapons, mobility aides, and extra sensors.

*Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), so fitting all six sub-arms with them adds a whopping 420 lbs, plus another 60 lbs for a supplemental power pack(carried in an abdomen-like ‘fanny pack’ on the cyborg).
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: ECHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits

* Plasma Cutlass---This is actually a triple-bladed punchdagger-style weapon similar to the TWMBW11 ‘SebaKatar’ TW Melee Weapon, only scaled up so the three knife blades are actually Kittani-style plasma swordblades. The blades can scissor, and can fire either a fan-blast or a concentrated blast. Fitting all six arms with this weapon gives a truly impressive level of short-range firepower.
Range:(Blades) Melee
(Plasma Blast) 100 ft
Concentrated Blast: 500 ft
Damage:(Blades) 2d6 MD per blade, 6d6 MD locked blades
(Plasma Blast)Blade Blast: 4d6 MD per blade
Concentrated Blast: 1d6x10 +5 MD
Fan Blast: 3d6 MD to a 30-degree arc
Rate of Fire: ECHH
Payload: Effectively unlimited attached to the power armor. 15 shots detached.
Cost: 125,000 credits per punch-blade


Variants:
*PS-FC-60(TW)-----Technowizardry-enhanced version with a supplemental TW crystal PPE powerstone carried in the ‘fanny-pack’. This unit provides power for TW weaponry on the arms as well as an other TW features integrated into the ‘borg.
Powerplant:(Supplemental)PPE Generator:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
Systems of Note:
*PPE Sensor Optics---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the cyborg optics band. 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).
*PSW Cyborg TW Interface
*TW “Borg Amulet (3 spellcard slots)
Weapons Systems:
2) Plasma Arm Replacement----The plasma swords can be replaced with the following:
a) Silver-plated Ripper Blades w/ Spinning Blades Enhancement
(Spinning/VibroBlades) Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
10 PPE for 7 melee rounds

b) Light Blades(Light Blade)1d4x10+10 MD per strike(full HP damage to vampires)6 PPE per 10 minute duration. Cost: 50,000 credits.

c) FrostBlades----The blade now does 4d6 MD, 6d6 MD to fire creatures, or DOUBLE damage to those noted as being susceptible to cold-based attacks. Can also attempt to parry energy blasts(with no bonuses). Costs 4 PPE for 8 minutes duration. Cost: 79,000 credits.

d)Fiery Touch---An adaptation of the Fire Elemental Warlock’s Fiery Touch spell, this makes the blade glow white hot and surrounds it with flames, allowing them to do an extra +4d6 SDC or 2d6 MD of damage. 3 PPE per use for 5 minutes. Cost: 42,000 credits.

5) Web Caster----The six arms can be energized to cast a giant Magic Net--60 ft range, 10 ft area, and lasts 4 minutes. 4 PPE to cast.

Cost: +1.2 million credits


*PS-FC-60S-----Space variant with small maneuvering thrusters dotted about the frame. Sometimes called the ‘Space Spider’ for its appearance.
Speed:
Space: The maneuvering verniers can reach speeds of 20 MPH in space, and have enough fuel/power for up to 18 hours of maneuvering.
Systems of Note:
- Recycler Implants---Can go without food or water for a week before needing nourishment.
-Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘borg from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up.
- Extended Radar Sensor----Range: 5 miles in atmosphere, 50 miles in space
- Long Range Radio----Range: 100 miles
- Laser Communicator----Range: 500 miles
- Grapple Launcher---Built into each arm, this small device fires a 60 ft line with magnetic grappling hook, for attaching to ships and other objects.
- Radiation Detector
- Electromagnetic Pads---Mounted in the hands and feet, these allow the cyborg to anchor to metal ship hulls.
- Goop-Ball Launcher---Built into one forearm. Intended for temporarily patching holes in the hull. this launcher fires ‘slugs’ of quick-setting megadamage epoxy. They can also be used to incapacitate people with a lucky entangling shot.
Range: 50 ft
Damage: None; each application covers 5 square ft, and has 2d4 MD per application. If treated with a binder solution, it hardens after 1d4 hours to 2d6+1 MDC. Has a strength of 1,000 lbs per cubic foot
Rate of Fire: ECHH
Payload: 10 bursts; can be attached to an external tank for 30-100 applications
- Astrogation Computer---A special cyberlinked flight control system that allows the cyborg to more efficiently use its thrusters, and calculate flight for work pods and EVA platforms. Adds a +10% to all Navigation: Space rolls.
- Gyroscopic Stabilization(+1 to dodge in zero-g. +20% to maintain balance)
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: Wed Sep 26, 2018 12:51 pm
  

D-Bee

Joined: Tue Apr 14, 2009 5:45 am
Posts: 49
Location: Nortn East Scotland
Well I'm back been a busy year, lost my gaming group so now just reading this for fun and enjoyment and as such with a couple of weeks between courses I've been busy updating the files.

Current stats roughly 1107 designs and over 2300 pages.

Paladin Steel Netbook

Enjoy :)


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Unread postPosted: Wed Sep 26, 2018 12:55 pm
  

User avatar
Adventurer

Joined: Mon Jan 05, 2009 12:38 am
Posts: 488
Location: Oswego, NY, USA
Holy! Keep up the great work all of you!


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Unread postPosted: Wed Sep 26, 2018 8:04 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
wildfire142 wrote:
Well I'm back been a busy year, lost my gaming group so now just reading this for fun and enjoyment and as such with a couple of weeks between courses I've been busy updating the files.

Current stats roughly 1107 designs and over 2300 pages.

Paladin Steel Netbook

Enjoy :)


Just when I thought hardly anybody was still reading this...
May Lady Fortune always shine on you and may you never out that you have my gratitude... :-D 8)

I really gotta work up illos for the newer stuff(and some older stuff)

_________________
-------------
"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 Sep 27, 2018 12:54 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1080
taalismn wrote:
wildfire142 wrote:
Well I'm back been a busy year, lost my gaming group so now just reading this for fun and enjoyment and as such with a couple of weeks between courses I've been busy updating the files.

Current stats roughly 1107 designs and over 2300 pages.

Paladin Steel Netbook

Enjoy :)


Just when I thought hardly anybody was still reading this...
May Lady Fortune always shine on you and may you never out that you have my gratitude... :-D 8)

I really gotta work up illos for the newer stuff(and some older stuff)


This reminds me.. I need to work on the EShemarrian wikia....


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Unread postPosted: Thu Sep 27, 2018 1:01 am
  

User avatar
Hero

Joined: Mon Sep 19, 2005 10:24 pm
Posts: 1119
Location: Praxus
Comment: Arrrrgggghhhh!
What we REALLY need to do is get together and make sketches for every item in the book!

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


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Unread postPosted: Thu Sep 27, 2018 8:02 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Shorty Lickens wrote:
What we REALLY need to do is get together and make sketches for every item in the book!


Well, I did used to use the 'Pimp My Gun' online game to make representations of many of the PS firearms, but that kinda fell short for some of the later models, and wasn't really fair in terms of originality(then again, many of 'Star Wars' iconic weapons, especially Stormtrooper weapons, can be identified as gimmicked up modern firearms such as Sterling SMGs and MG42s). :bandit:

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

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


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Unread postPosted: Fri Sep 28, 2018 12:38 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1080
taalismn wrote:
Shorty Lickens wrote:
What we REALLY need to do is get together and make sketches for every item in the book!


Well, I did used to use the 'Pimp My Gun' online game to make representations of many of the PS firearms, but that kinda fell short for some of the later models, and wasn't really fair in terms of originality(then again, many of 'Star Wars' iconic weapons, especially Stormtrooper weapons, can be identified as gimmicked up modern firearms such as Sterling SMGs and MG42s). :bandit:


And the walker in Solo was based on a flak gun.. I think a German model.. Could have been British.

I love the art you do for your Paladin Steel and the EShemarrian stuff. Makes me wish I could draw (which I can't).


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Unread postPosted: Fri Sep 28, 2018 11:17 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[
I love the art you do for your Paladin Steel and the EShemarrian stuff. Makes me wish I could draw (which I can't).



Not quite as prolific as I have been in the past, though. I haven't updated my deviantart account in years, and I haven't done any big stuff in ages....just stand alone singletons I can scribble on single sheets of note paper. Still, I keep big paper sheets in hope of one day getting that big manic power surge to think BIG again and sustain the effort.
I'm not lacking for the ideas, just the endurance.

_________________
-------------
"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 28, 2018 8:02 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
"Hey, I thought I saw something here!"
"Like what?"
"I dunno, but it's gone now!"
"Would you like to report. UFO then?"
"Nah, too many of those already."
"Alright then."

_________________
-------------
"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 Sat Sep 29, 2018 8:17 pm, edited 1 time in total.

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Unread postPosted: Sat Sep 29, 2018 9:20 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1080
taalismn wrote:
EcoS-K-140 Skralite Aerial Warmount
(aka ‘Air-Croc’, ‘Four-Jaw’)


Nice.. but wrong thread :P


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Unread postPosted: Sat Sep 29, 2018 10:35 am
  

D-Bee

Joined: Tue Apr 14, 2009 5:45 am
Posts: 49
Location: Nortn East Scotland
Okay remove from catalogue save for second project if I ever have time :)


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Unread postPosted: Sat Sep 29, 2018 8:15 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
EcoS-K-140 Skralite Aerial Warmount
(aka ‘Air-Croc’, ‘Four-Jaw’)


Nice.. but wrong thread :P


I CLAIM SLOW-LOADING FATIGUE!!!!

_________________
-------------
"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 Oct 01, 2018 8:40 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Paragon Progress ‘Rainman’ Special Weather Attack Robot
(aka ‘Heavy Weather’, ‘Stormlord’)

“Gentlemen, General Mud has just entered the battlezone.”

“Today’s massacre of enemy conscripts has instead turned into a mass rescue of them from deep mud, flash flooding, and sudden hypothermia. We almost lost a few to drowning and frostbite, but it’s quite a few less than if we’d stopped them the old-fashioned way with rail guns and plasma cannon.”

“Weather report for today calls for heavy mayhem and severe violence.”

The success of the Elemental Emulation Full Conversion Cyborg series encouraged the thinktank Paragon Progress to think even farther outside the box and to think bigger. To that end, the engineers and technowizards were allowed access to a robot design and assembly line to see what they could come up with.
Codenamed ‘Nether-A’ during development, the design that would become known later officially as the ‘Rainman’ , is based on the frame of a Castellan Heavy Combat Robot. The extensive remodelling removes both arm gunshields, straightens up the hunched-over posture of the original design, replaces the arms with larger, thicker, new weapons modules, and builds even more stability into the legs. The head now sprouts a ‘crown’ of various vanes and sensory antennae, and the particularly eccentric added touch of a weather vane band that rotates around the head.
The heavy and stout robot frame provides a stable platform against the powerful elemental forces the Rainman is designed to unleash on the battlefield. Several high-powered turbulence generators and PPE-fed mystic environmental affectors are built into the forearms and shoulders.
The Rainman is meant as a support unit, remaining out of the forefront of battle and providing indirect support in the form of summoned weather effects. Positioned well, a single Rainman can control the weather environment of an entire battlefield, making an enemy’s movements all that more difficult.
The main criticism of the design is its specialization and over-reliance on magical and environmental attacks; the ‘bot is light on technological weaponry as backup, requiring the machine to be supported by other units in the event its magical attacks fail or run out of power. Its slow running speed, also, tends to hinder its ability to keep up with a fluid battlefield, unable to avoid faster charging enemy units and also unable to exploit any opportunities it has openned up with its attacks. Some officers in the GNEAS have voiced concerns that the Rainman is a case of putting too many experimental eggs in one basket, and that its systems might operationally be better served divided amongst smaller, faster, units such as hovercraft and aircraft.
Only several dozen Rainmen have been produced so far, undergoing combat trials with the GNEAS. Several of these have been used to contain forest fires(one of them deliberately set by Vanguard operatives in an attempt to threaten GNE communities), and several have been deployed in the West in support of anti-vampire actions.

Type: PS/PP-IR64 ‘Rainman’
Class: Heavy Battle Robot, Special Attack
Crew: 1+1 passenger/gunner.
MDC/Armor by Location:
Main Body 860
Crew Compartment 200
Head 250
Arms(2) 300 each
Vane Claws(2) 200 each
Turbulence Towers(2) 300 each
Legs(2) 350 each
Height: 19 ft
Width: 18 ft
Length: 12 ft
Weight: 65 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 45
Powerplant: Nuclear Fusion with 30 year energy life
*PPE Battery and Generator---(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

Speed:
(Running) 50 MPH
(Leaping) 10 ft up/across; 15 ft w/ a running start
(Flying) Not possible
(Underwater) Can survive depths of 1,000 ft, but is limited to running along the bottom at 5 MPH.
Market Cost: 85 million credits
Systems of Note:
Standard Basic Robot Systems, plus:

*Weather Station Instrumentation---The Rainman has a full complement of barometers, weather gauges, atmospheric sampling gear, and a mini-doppler radar array(60 mile range) for monitoring the local weather.

*Stabilization Jacks--- Originally meant to anchor the Castellan against the recoil of its 100mm massdriver, this system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing it like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.

*Instrumentation Probe---This is an attachment to the sensor tower, that deploys a hydrogen-filled weather balloon carrying a flying globe robot probe up on a tether. up to altitudes of 8,000 ft to take instrument readings. When done, or if the tether breaks, the remote probe can deflate the ballon, then fly back to its robot base with the balloon for recycling.

Weapons Systems:
1) Forearm PS TSC-01E Shock Cannon(Right Arm)---Copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster, but with greater range and power.
Range: 7,000 ft
Damage: 1d4x10 MD per blast, plus:
01-10: No damage
11-25 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
29-45 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 knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Ion Cannon(Right Arm)---Built into the mess of claw-vanes is an ion blaster as backup weapon.
Range: 4,000 ft
(Scatter-shot Mode)2,000 ft
Damage: 1d6x10 MD per blast
(Scatter-shot Mode)5d6 MD to a 30 ft wide area.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: EGCHH
Payload: Effectively unlimited

b) Heavy ‘Manzapper’ Ion Cannon---Derived from outdimension technology, this is a heavier weapon with a longer range and harder punch.
Range: 4,600 ft
Damage: 1d6+1x10 MD to a 10 ft blast radius per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

3) Rail Gun(Left Arm)---Built into the axis of the left hand-vane cyclone-generator is a rail gun, another backup weapon.
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)

4) Turbulence Blasters(2)---Mounted on each shoulder is a ‘turbulence tower’, an experimental super-science weapon developed courtesy of Paragon Progress’s mad scientists. These multi-vented towers act together to generate powerful cyclonic air currents that can be used to throw troops off their feet with tornado-force winds, and throw air vehicles out of control with turbulence.
Range: 5,000 ft and affects a 200 ft wide area, or can induce turbulence in a 500 ft radius around the ‘bot.
Damage: None directly, but those caught in the area of effect will be assailed by chaotic high-speed winds that will pick up loose objects( up to 400 lbs) and material, and throw them around.
Humanoid-sized beings(7 ft or smaller) will have an 90% chance of being knocked over and pushed/thrown 1d6x10 ft by the cylconic winds, as well as a 75% chance of being stunned or knocked out.
Creatures and bots weighing over a ton, or standing 8-20 ft, will only have a 50% chance of being knocked over, and only a 15% chance of being stunned. However, speed is reduced by 75%, and weapons are -6 to strike due to the high winds and flying debris.
Creatures and 'bots heavier than 6 tons will be unaffected.
Fliers caught in the area of turbulence will be at -20% to the sppropriate Piloting skill roll to maintain control.

Rate of Fire: The turbulence generators take 1d6 melees to spool up to full strength, and can maintain the turbulence field for 15 minutes before needing to cool off for 10 minutes.
Payload: Effectively unlimited
Note: The turbulence generators can also be used defensively to counter tornadoes and high winds(including magically-generated ones). Air Elementals will have their speed and bonuses reduced by 30% trying to approach the Rainman with the turbulence field up.

5) Mystic Weather Affectors----The Rainman’s integral heavy TW multiplexor systems are CRAMMED with booster elements and weather-control spells:
*Call Lightning---8 PPE per activation
*Summon Fog---70 PPE per activation
* Wind Blast---5.000 ft range. 50 PPE per activation
* Atmosphere Manipulation---6,000 ft radius, 5 hour duration, 25 PPE per activation
* Hurricane--10 minute duration. -25 PPE per activation
* Tornado---10 minute duration. 30 PPE per activation
*Snow Storm---20 minute duration. 25 PPE per activation
* Ten Foot Ball of Ice ---15 PPE per activation
* Summon Storm---10 mile range, 10 hour duration. 50 PPE per activation
* Protection From Lightning---13 PPE per activation
* Wall of Ice---10 PPE per activation
* Wall of Wind---20 PPE per activation
* Calm Storms---1 mile area, 10 hour duration. 10 PPE per activation
*Wind Cushion----25 PPE per activation. Can be used to cushion the robot’s fall/drop from a cliff or flying transport.

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


Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments aside from the following)
+2 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 Vanes 2d4 MD
Body Block/Tackle 4d6 MD
Stomp 2d4 MD
Kick 5d8 MD

Options:
*’Muddigrator’ Sonic Cannon -Another experimental climatic/environmental modification device created by the mad scientists of Paragon Progress, this is an arm-mounted sonic cannon that turns soil and gravel into loose mud, liquifying the ground in a process akin to how earthquake vibrations destabilize ground. This can be used to mire down enemy troops, trigger landslides, and destabilize structures.
Range: 5,000 ft and affects a 100 ft wide area to a 10 ft depth. Effects are instant as long as the vibrations are kept turned on the area, and persist for 10 seconds afterwards before the soil re-solidifies.
Damage: 4d6 MD at the point of impact, causes soil to take on the characteristics of liquid mud. Anything trying to make its way through the mud will be at only 25% of its normal land speed, and -2 to dodge. If used on a slope, the ground will destabilize and shift 1d4x100 ft downhill. Structures sited in the liquified ground will take 1d4x100 SDC/1d4 MD as they sink under their own weight, 2d4 MD if they are caught in a landslide downrun, and 3d6 MD if they are on a landsliding slope. .
Organic targets caught in the area of effect will be struck by deep vibrations that discombobulate them; roll under M.E. or lose initiative, HALF APMs, and -6 to strike, parry, and dodge due to disorientation. A successful roll means penalties are HALF.
Rate of Fire: EGCHH
Payload: Effectively Unlimited

* TW Lightning Cannon---- 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

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

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

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

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

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

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


Last edited by taalismn on Tue Oct 02, 2018 5:16 pm, edited 2 times in total.

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Unread postPosted: Tue Oct 02, 2018 1:25 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1080
taalismn wrote:
Paladin Steel/Paragon Progress ‘Rainman’ Special Weather Attack Robot
(aka ‘Heavy Weather’, ‘Stormlord’)


Options:
*’Muddigrator’ Sonic Cannon -Another experimental climatic/environmental modification device created by the mad scientists of Paragon Progress, this is an arm-mounted sonic cannon that turns soil and gravel into loose mud, liquifying the ground in a process akin to how earthquake vibrations destabilize ground. This can be used to mire down enemy troops, trigger landslides, and destabilize structures.
Range: 5,000 ft and affects a 100 ft wide area
Damage: 4d6 MD at the point of impact, causes soil to take on the characteristics of liquid mud. Anything trying to make its way through the mud will be at only 25% of its normal land speed, and -2 to dodge. If used on a slope, the ground will destabilize and shift 1d4x100 ft downhill. Structures sited in the liquified ground will take 1d4x100 SDC/1d4 MD as they sink under their own weight, 2d4 MD if they are caught in a landslide downrun, and 3d6 MD if they are on a landsliding slope. .
Organic targets caught in the area of effect will be struck by deep vibrations that discombobulate them; roll under M.E. or lose initiative, HALF APMs, and -6 to strike, parry, and dodge due to disorientation. A successful roll means penalties are HALF.
Rate of Fire: EGCHH
Payload: Effectively Unlimited


Nice. One question about the Muddigator.. How DEEP does it affect the ground? A couple of feet? 5? 10? Possible if multiple attacks in the same spot will affect deeper? (making a deep mud puddle/quicksand) and how long does the ground stay like this?


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Unread postPosted: Tue Oct 02, 2018 5:18 pm
  

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kronos wrote:
[

Nice. One question about the Muddigator.. How DEEP does it affect the ground? A couple of feet? 5? 10? Possible if multiple attacks in the same spot will affect deeper? (making a deep mud puddle/quicksand) and how long does the ground stay like this?



Changes: "-Depth of 10 ft. Effects are instant as long as the vibrations are kept turned on the area, and persist for 10 seconds afterwards before the soil re-solidifies."

That should be deep enough to sink a few vehicles and long enough to screw some folks up. :twisted:

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

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Unread postPosted: Wed Oct 03, 2018 1:22 am
  

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Joined: Sun Oct 14, 2007 4:38 pm
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taalismn wrote:
kronos wrote:
[

Nice. One question about the Muddigator.. How DEEP does it affect the ground? A couple of feet? 5? 10? Possible if multiple attacks in the same spot will affect deeper? (making a deep mud puddle/quicksand) and how long does the ground stay like this?



Changes: "-Depth of 10 ft. Effects are instant as long as the vibrations are kept turned on the area, and persist for 10 seconds afterwards before the soil re-solidifies."

That should be deep enough to sink a few vehicles and long enough to screw some folks up. :twisted:


:D Definitely nasty for infantry.. .
One more question about it... what's it do to packed soil or rock? Just deals some damage, or nothing?


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Unread postPosted: Wed Oct 03, 2018 8:36 pm
  

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kronos wrote:
[
One more question about it... what's it do to packed soil or rock? Just deals some damage, or nothing?


Just a mild earth tremor...If there's any loose soil in it, the loose stuff will 'boil' to the surface in the sand blows characteristic of soil liquification.

_________________
-------------
"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 Oct 04, 2018 12:41 am
  

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Joined: Sun Oct 14, 2007 4:38 pm
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taalismn wrote:
kronos wrote:
[
One more question about it... what's it do to packed soil or rock? Just deals some damage, or nothing?


Just a mild earth tremor...If there's any loose soil in it, the loose stuff will 'boil' to the surface in the sand blows characteristic of soil liquification.


Ok, just wanted to know before I tried liquefying some rock in an upcoming game that this will be a nice little addition to.


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Unread postPosted: Thu Oct 04, 2018 7:43 pm
  

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Paladin Steel PS-MUERV03 Multi-Environment Utility and Exploration Robot Vehicle
(aka ‘Stanley’, ‘Cameron’, ‘Merv’)

“Sometimes you can’t send a drone to explore something; sometimes you have to SEE something with your own two eyes-”
“Seeing it from behind six inches of armored titan-glass with battle-strength tensor-field reinforcement, yeah.”
“Well, you don’t have to be STUPID about exploring.”

“Doesn’t matter if you saw something first. What counts is coming back to report on what you saw. Nothing poetic at all about dying just for scenery.”

“I can’t advise this enough when you get a Stanley-suit; TAKE THE COMPLETE PILOTING COURSE. Don’t just skip the sales orientation and rely on your old training or the onboard tutorial. Take the offered manufacturer’s piloting course! Pay especial attention to what to do it you fall down! Nothing sucks worse than buying several million credits of advanced life supporting super-suit, only to die on some godsforsaken slimeball because you fell over and couldn’t get back up! You’ve heard the rumors of the great explorer who slipped on a banana peel out in the fringe and died because he he couldn’t get off his own suit-pack and thus did a dying cockroach because nobody came to get him in time? True, I tell you, all true. So take the training, take the tumbles, learn everything and then some about your gear. Don’t be afraid to ask questions, because the answers just might save your life.”

“You moron! I don’t know if you’re led around by your bleeding heart or your gonads! You do NOT interfere in local affairs no matter how bad it looks! You do not get involved in the natives’ rituals no matter your feelings! I don’t care if they were performing a human sacrifice to gain favor with one of the local monsters! You do NOT rescue the sacrifice and you do not take her into your ‘suit with you! Violation of observer codes aside, we now have to quarantine the both of you inside the suit until you’re both declared clean and healthy! That takes one of the Institute’s explorer units out of commission and then we have the whole issue of what to do with the primitive afterwards! Hope you feel the same way you did when you swooped in to play hero, after spending a week in the ‘can elbow to elbow with each other!”

The MUERV is a new light robot vehicle designed to supplement existing exploration robots like the Pathfinder. The MUERV is heavily based on a d-bee design, the MUTT Powered Battle Armor(see Rifts Manhunter), but reconfigures the war machine for more peaceful applications, greater utility, and upgraded comfort. The MUERV still retains the ability to defend itself, but its primary focus is on gathering information. Compared to the MUTT PBA, the MUERV is more bulbous in the upper torso, more rounded and streamlined, and features a broad optics band-plate across the front of its torso.
The MUERV retains the MUTT’s ability to fly, making the vehicle very handy for adventuring, or making quick escapes when adventures become TOO exciting. The convectional thrusters have also been modified to push liquid as well, allowing the armor to operate equally well underwater(allowing for the exploration of hydrospheres and water-dimensions).
The crew cabin/pilot compartment has been substantially enlarged, allowing the pilot more room to stretch out , rest, and even sleep comfortably on extended survey missions. An interesting feature is adjustable artificial gravity in the cabin, allowing the vehicle to provide a normal gravitational inside the ‘bot in micro- or extreme gravity conditions outside.
The arms have been substantially modified; rather than ending in dedicated weapons stations, the MUERV’s forearms are thick and broad, holding a manipulator hand each, and enough space for a modular tool or scientific instrument. Of course, the same slots can be used to mount weaponry, typically of the heavy infantry support weapon caliber, giving the MUERV a powerful bite in (ideally) self-defense combat(and some operators, to excuse the heavy weapons on a ‘peaceful exploration’ vehicle, have been known to refer to the energy weapons as ‘high energy signaling devices’ and ‘active radiation probes’). In addition, a small weapons turret can be atop the main torso; this is typically used for point defense weaponry. Missile launchers were ruled out as weapons options for the MUERV, as such long range ordnance was not considered in keeping with the intended ‘exploration’ stance of the design.
The PS-MUERV03 is being marketed by Paladin Steel and its front company Aegis Stellar Industries as a multi-environment scout and utility ‘bot vehicle. Though heavily armored and highly mobile, with the ability to be fitted with weapons, the PS-MUERV03 is not recommended as a combat vehicle, as it is slower and more cumbersome than its MUTT ancestor. Still, this is not expected to stop some parties from using it as a war machine. The Greater New England/United Systems Alliance uses NUERV03s(known as ‘Camerons’ there) as exploration and scout vehicles. while Paladin Steel/Aegis Stellar Industries itself uses the design as an asteroid miner and utility ‘bot.

Type: PS-MUERV03
Class: Multi-Environment Utility and Exploration Robot Vehicle
Crew: One. A passenger can squeeze in behind the pilot or sit in their lap, but conditions will be close/cramped.
MDC/Armor by Location:
Main Body 800
Crew Cabin 150
Sensor Heads(2) 200 each
Extendable Sensor Boom(1) 100
Arms(2) 250 each
Hands(2) 50 each
Legs(2) 500 each
Height: 14 ft
Width: 8 ft
Length: 6 ft
Weight: 2.5 tons
Physical Strength: Robotic P.S. of 30
Cargo: Several footlocker-sized cabinets inside the crew cabin for food, equipment, and personal possessions.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:
(Running) 100 MPH; not as fast as the original, but still impressively fast
(Leaping) 12 ft up/across unassisted.
(Flying) Hover to 400 MPH; no altitude limit.
(Space) Can fly in space at Mach 4
(Underwater) Fully amphibious; can deep dive to 1 mile down, swim/thrust at 45 MPH, or run along the bottom at 20 MPH.
Market Cost: 30 million credits
Systems of Note:
Standard Robot Systems, plus:

*Video Surveillance System---The MUERV mounts multiple video sensors providing nearly total 360-degree coverage around the ‘bot and feeding to the VR cockpit displays.

*Headlights---Multiple normal and infrared light spotlights provide bright illumination around the MUERV.

*Sonar---5 mile range

*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.

*Expanded Recorder Systems---Two large cabinet-sized recorder stacks are mounted in the back of the cabin, recording all internal and external data. Each stack can hold up to 60 days worth of 24/7 data input. They can be removed(each has 20 MDC and weighs 300 lbs), but some users have them keycode-locked to a self-destruct plasma/EM charge to prevent tampering and unauthorized accessing of the recorded data.

*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.

*External Loudspeaker: 80 decibels

*Ladar---Rather than use radio waves, Ladar uses low power, long-range lasers to determine distances and detect intruders, This is particularly useful when the enemy is using conventional jamming of radio bands to foil radar systems. Ladar, however, can be affected by smoke and foul weather, so it’s generally used only in special circumstances. Range: 3 miles

*Laser Scanner---The two sensor turrets also each sport a short-range laser scanner that can be used to produce detailed 3D imaging of surroundings and of objects. The two scanners working in synch can produce excellent stereoscopic imagery. This process generally takes 1d4 minutes to produce good detailed data, but it can be invaluable for site mapping and find recording. Range 2,000 ft.

*Inertial Compass/Recorder---Can be set at the beginning of a journey to trace the ‘bot’s steps, speed, and direction, allowing the pilot to ‘backtrack’ if necessary.

*Laser Illuminator---The mast also mounts a ‘painting’ laser for tagging illuminating targets for laser-guided ordnance. Range: 7 miles.


Weapons Systems: None standard, but PS/ASI winces at the idea of an exploration vehicle lacking the ability to defend itself, so weapons options are available, at extra cost.

Hand to Hand Combat
The MUERV can still engage in hand to hand combat:
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Body Block/Tackle 1d8 MD
Kick 1d6 MD
Flying Kick/Drop-Stomp(2 attacks) 2d6 MD
Stomp(objects 6 ft tall or shorter) 2d4 MD

Options:
Paladin Steel offers the MUERV with plenty of options, most aimed at increasing the survivability of the vehicle and its operator.

*Forearm Spaces-- Each forearm mounts a manipulator hand(which can be replaced with a Tool Hand) and an additional socket-slot that can hold ONE of the following:
a) Mining Borg Tool Arm----Standard mining ‘borg forearm option

b) Extendable VibroBlade---3d6 MD. Cost: 18,000 credits

c) Plasma Cutter---A dual tool-and-weapon option, this is simply PS’s PSPSR-2 ‘Nimro’ Plasma Rifle.
Range:(Stream) 1,500 ft
(‘Popper’) 1,000 ft
(Cutter) 10 ft
Damage:(Stream) 1d6x10 MD per blast
(‘Popper’) 4d6 MD to 10 ft blast radius
(Cutter) 1d6x10 SDC, 1d6 MD, 4d6 MD, or 4d6x10 MD per full melee burn
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 35,000 credits

d) Plasma Bolt-Lancer---Less a tool, and more a weapon, this is PS’s PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine
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: Effectively Unlimited
Cost: 20,000 credits

e) Laser----Paladin Steel’s favored PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser.
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full melee burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 78,000 credits

f) Ion Blaster---Modified PSIC-01 Tesla Infantry Ion Cannon. Paladin Steel elected this weapon as the first-pick ion armament on the MUERV because it can used to project a defensive shock-barrier.
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited
Special Features:
*Sighting Laser---+1 to strike in single-shot mode
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 28,000 credits

g) Particle Beam Blaster----Modified PSPBW-10 ‘Fanblaster’ Particle Beam Weapon. Hardly a pinpoint accurate weapon, the Fanblaster lets opponents know the gunner means BUSINESS with an area of effect vaporization killzone. Some industry analysts suspect Paladin Steel included this weapon as an option in order to stir up flagging sales of the PSPBW-10.
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload:: Effectively Unlimited
Cost: 150,000 credits

h) EM Bolter----Adapted EMVR-08 ‘MagHammer’ ElectroMagnetic Rifle
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft.
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 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: ECHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

i) Bio-Sampler---Basically a large syringe that can suck up small lifeforms and material, or take larger biopsy samples and store them in isolation cylinders.
Cost: 20,000 credits

j) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 55,000 credits

k) Net Gun
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: ECHH
Payload: 10 shots
Cost: 3,000 credits for the launcher

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

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

(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)

(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), heavy vehicles and robots will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)

Rate of Fire: ECHH
Payload: 200 gallon internal tank, or can be attached to a trailer holding up to 400 gallons
Cost: 10,000 credits

m) MultiPlexor ----Paladin Steel’s modular spell-caster system. The most often-used unit on the MUERV is a three-Spell Card unit.
Weight: 8 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery/PPE Powerstone. In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits, 50,000 credits for a 3-card unit.
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.

n) Chainsaw---Rip and roar. 5d6 MD, 30,000 credits

o) Harpoon Launcher----Fires heavy harpoons(these are heavier than the 12-inch spears that are sometimes called ‘harpoons’ in Rifts Underseas). These are typically used for hunting big prey or sampling larger critters.
Range: 600 ft
Damage: 5d6 SD for a solid-head harpoon, 1d8 MD for a ‘slicer’ harpoon. 1d4x100 SD or 1d6x10 MD for an explosive head. Biopsy harpoons do 2d6 SDC or 1d4 MD, but collect a sample of blood and tissue in an internal compartment, then float free(often attaching a tracking tag to the target in the process), while barbed harpoons stay in the wound and are attached to a cable(powered reel has 1,000 ft of high-strength MD cable).
Rate of Fire: Single shot, ECHH
Payload: Three
Cost: 75,000 credits for the launcher and cable reel.

p) Spear Launcher Forearm----Fires spears from the forearm. Can fire exploding head spears, tracers, or grapplers(300 ft ultra-fine polysteel cable).
Range: 200 ft
Damage:2d6 SDC standard or 5d6 MD exploding head
Rate of Fire: Volleys of 1,2, or 3
Payload: 18 harpoons per launcher
Cost: 35,000 credits for the launcher

q) Forearm Micro-Torpedo Launcher---This launches micro-torpedoes from the forearm(Range: 2500 ft in water/500 ft in air, 6d6 MD per micro-torp, volleys of 1,2, or 4, with a total of 12 rds per forearm). Cost: 40,000 credits. 750 credits per micro-torp.
Note: This weapon is compatible with ‘screamer’ noise-generating micro-torps that can be used as sonic decoys or to generate intense noise sources for sonar mapping.



*Lumer Scanner---A derivative of Anti-Theron Projector research and the PPE Scanner copied from Japanese designs, this device resembles a large aperture flashlight clipped under the weapon muzzle. Instead of visible or infrared light, this device projects a stream of invisible particles that fluoresce when they hit magically-charged objects---especially magically invisible beings. The Lumer is relatively inexpensive, and extremely easy to use, but is limited by the short range of the beam and its narrow scope of effectiveness. The particle-source is a PPE-reactive metal held in hardened gel-suspension in a replaceable cartridge that clips into the device, and is powered by the ‘bot’s own powerplant. Lumer Scanners can be fitted to any of the many headlight assemblies spaced around the MUERV’s frame.
Range: 100 ft, with an 18 ft wide beam at maximum effective range
Damage: None; causes PPE-imbued(15 or more PPE) objects to light up
Cost: 2,000 credits.

*Laser Designator----When you don’t already have enough firepower on hand to kill something, and need to call for help. Give’em the laser finger.
Weight: 4 lbs
Range: 3 miles
Damage: None. Illuminates the target for laser-guided munitions.
Cost: 7,000 credits

*Laser-Reflective Cladding----Lasers and other light-based attacks/hazards do HALF damage. Cost: 2 million credits

*Thermal-Resistant Cladding---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Cost: +2 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: +2.1 million credits

*Radiation Shielding---This adds even more radiation shielding to the armor allowing it to handle extreme radiation environments, such as near pulsars. Cost: +3 million credits.

*Forcefield Generator---Some operators can’t get ENOUGH protection, so they mount a forcefield generator for extra protection. Surrounds the ‘bot with a 150 MDC forcefield. Regenerates at a rate of 5% per melee.
Cost: 150,000 credits


*Flare/Chaff Launcher---Fitted to the armor’s torso; fires 30mm grenade/smoke/flare cluster mortars. Can also be fitted to fire Triax- or Northern Gun-style flare/chaff countermeasure bundles.
Range: (Smoke/Grenades) 1,200 ft
(Triax Style) 500 ft
(Northern Gun Style) 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
Damage:
(Smoke) Smoke in a 30 ft radius+15 ft per additional round launched in the volley.
(30 mm Grenade)(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
(HE) 2d6(12 ft blast radius)
(Chaff-Triax Style)
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
(Chaff-Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Rate of Fire: Volleys of 1,2,3, or 6
Payload: 12 flares/smoke charges per launcher
Cost: 2,000 credits per launcher, Smoke grenades cost 60 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each. Triax flares/chaff cost 75 credits a bundle, NG-style flares/chaff cost 65 credits each.




*Onboard Artificial Intelligence---This installs a microcomputer 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 responsive than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independent 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 their OAIs 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

*Enhanced Sensors---Extends the range of the onboard standard sensors by 50%.
Cost: 250,000 credits

*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 36,000 credits

*Autodoc---Especially important if you’re exploring on your own and become injured or sick; who’s going to take care of you in an emergency?An onboard medical system that can be quickly hooked up to the pilot to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF.
Cost: 10,000 credits

*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE ‘bot in articulated armor plates that form an armored igloo-stye shelter, increasing armor protection, but effectively immobilizing the vehicle. Can only be opened from the outside by special electronic passcode(included in cost). Ideal for camping out when you don’t local lifeforms to tip over your ‘bot or break in easily.
MDC: +300 MDC when deployed
Cost: 850,000 credits; 150,000 credits for six Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)

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

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

*Remote Probe Launcher---Launcher-socket for up to four soccerball-sized remote probes. Paladin Steel also sells a copy of the NEMA Flying Probe that is compatible with this feature.
Cost: 54,000 credits

*Lance Scanner---Looks like a shoulder-slung rifle or large antennae but is a sensor probe. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar should be able to detect even nonmetallic 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. It can detect powered-up rail guns and EM containment fields(such as fusion generator) at TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.
Cost: 40,000 credits

*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
Cost: 10,000 credits

*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits

*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits

*Mini-Turret---A small weapons turret can be mounted atop the ‘bot.
a) Pulse Laser Turret: The Pulse Laser is intended as an antiaircraft/antimissile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Effectively Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits
b) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

c) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

d) Particle Beam Cannon---PSPBW-9 ‘FlareHammer’ Particle Beam Weapon
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 29,000 credits

e) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 55,000 credits

f) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 600 rd drum (60 bursts per gun)
Cost: 30,000 credits

g) Sonic Projector---A megadamage weapon ‘downscaled’ to lower power levels and used only in serious situations.
Range: 500 ft(1,000 ft underwater)
Damage: Wide Beam: 2d6 MD to a 30 ft area
Concentrated Beam: 4d6 MD per blast
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 se, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated 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: ECHH
Payload: Effectively unlimited .
Cost: 65,000 credits

h) Dart Launcher---This weapon fires quarrels similar to a crossbow bolt, only they’re accelerated electromagnetically. They behave similar to a high tech arrow with regards to range and options. Typically used for hunting prey vulnerable to energy attacks, or for tagging animals.
Range: 1,500 ft
Damage: 2d6 SD for a regular ‘blunt’ head, 1d6 MD for ‘slicer’ heads. Can use any of the high-tech arrowheads.
Rate of Fire: Single shot, ECHH
Payload: Internal magazine holding 60 bolts
Cost: 35,000 credits


*PPE Powerplant---A supplemental TW Powerstone system that generates PPE for TW systems. 400 PPE capacity that, once exhausted, recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus.
Cost: 2 million credits


*TechnoWizardry Enhancements---Many magically-inclined operators add TW enhancements to their vehicles. a few of the more common ones being listed below:

*Leyline Booster(Accelerates the PA up to 50% greater top flying speed when on a leyline, -10% to pilot skill when engaged)
Cost: 700,000 credits

*Impervious to Energy---( 5 minutes per 20 PPE)
Cost: 800,000 credits

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
Cost: 250,000 credits

*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
Cost: 750,000 credits

*Chameleon Cloaking System---(1 hour per 5 PPE)
Cost: 400,000 credits

*Invisibility(Superior) System---(3 minutes per 20 PPE)
Cost: 3 million credits

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

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


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Unread postPosted: Fri Oct 05, 2018 2:46 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1080
wildfire142 wrote:
Well I'm back been a busy year, lost my gaming group so now just reading this for fun and enjoyment and as such with a couple of weeks between courses I've been busy updating the files.

Current stats roughly 1107 designs and over 2300 pages.

Paladin Steel Netbook

Enjoy :)


Love how you have compiled all of the Paladin Steel stuff together, however I've noticed a few dead spaces where info is missing.. Starting around the early 200s (215 and 217 I think are the first ones I noticed). I haven't gotten very far past that yet (reading the whole thing through). Just through I'd let you know about this.


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Unread postPosted: Fri Oct 05, 2018 8:01 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
I've seriously got to come up with a company logo/corporate insignia.....

_________________
-------------
"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 Oct 08, 2018 9:09 am
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3810
Location: new york
Comment: NEVER QUIT..... I got lucky
taalismn wrote:
I've seriously got to come up with a company logo/corporate insignia.....

yup

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


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Unread postPosted: Mon Oct 08, 2018 10:12 am
  

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Hero

Joined: Mon Sep 19, 2005 10:24 pm
Posts: 1119
Location: Praxus
Comment: Arrrrgggghhhh!
taalismn wrote:
I've seriously got to come up with a company logo/corporate insignia.....



https://www.bing.com/images/search?&q=p ... ORM=IRFLTR

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


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Unread postPosted: Mon Oct 08, 2018 8:35 pm
  

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Shorty Lickens wrote:
taalismn wrote:
I've seriously got to come up with a company logo/corporate insignia.....



https://www.bing.com/images/search?&q=p ... ORM=IRFLTR


Thanks. Right now I'm trying various permutations of a Greek helmet worked into a shield design..I can't think of anything suitable using the company's initials.

_________________
-------------
"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 Oct 08, 2018 9:37 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1080
taalismn wrote:
Shorty Lickens wrote:
taalismn wrote:
I've seriously got to come up with a company logo/corporate insignia.....



https://www.bing.com/images/search?&q=p ... ORM=IRFLTR


Thanks. Right now I'm trying various permutations of a Greek helmet worked into a shield design..I can't think of anything suitable using the company's initials.


What about something like.. the P in PS is made up of a Sword and part of a shield or greek helmet.. or part of the S is part of a shield or greek helmet, depending on design..


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Unread postPosted: Mon Oct 08, 2018 10:48 pm
  

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kronos wrote:
taalismn wrote:
Shorty Lickens wrote:
taalismn wrote:
I've seriously got to come up with a company logo/corporate insignia.....



https://www.bing.com/images/search?&q=p ... ORM=IRFLTR


Thanks. Right now I'm trying various permutations of a Greek helmet worked into a shield design..I can't think of anything suitable using the company's initials.


What about something like.. the P in PS is made up of a Sword and part of a shield or greek helmet.. or part of the S is part of a shield or greek helmet, depending on design..



That was my initial idea....plus blending the two into parts of a unified whole, but it kept coming out looking like a malformed gingerbread cookie.

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

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


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Unread postPosted: Tue Oct 09, 2018 5:27 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
Blinder Lasers (aka ‘Fan Blinders’)

“Sniper at three o’clock, up on the rooftop! Blinder-lasers only! Fan that balcony! He’s got too much cover and we don’t want to bring the building down on top of the civilians! Get the APC between those people and that shooter!!!”

Blinder Lasers are low-powered(by Rifts Earth standards) antipersonnel optical lasers that are calibrated to blinding bright spectrums and area of effect. They are meant to blind unprotected observers and sensitive optical equipment.
Blinder Lasers occupy a narrow niche in capabilities; too powerful for the Golden Age’s enlightened law enforcement policies(the lasers can do permanent damage to optical nerves, such as retinal burn), but effectively useless against military-grade eye protection(most EBA incorporate sufficient optical protection), they are regarded as high-end ‘light’ antipersonnel or antiriot weaponry.
Blinder Lasers have proven effective in many cases against even MDC organisms, so Paladin Steel has begun mounting Blinder Laser systems on many of its vehicles and power armors.
Blinding Lasers can be actively aimed for directed blinding efforts, or they can be continually on, as vision-denial devices. Frequency-jumping is also possible as a feature, in which case the laser can be used to counter laser-ranging and targeting optics, by effectively blinding them(no bonus to strike).
Range: 4,000 ft and covers a 10 ft wide area
Damage: None, but on a ‘to strike’ roll(no bonuses) of 5 or better those with unprotected eyes will be temporarily blinded for 1d6 minutes. On a ‘to strike’ roll of 17-19, retinal damage is done; the person’s visual acuity is reduced by 1d6x10% even after that, and the victim must roll vs non-lethal poison; successful roll means that full eyesight is restored after 2d4 days of rest, while a failed save means the damage is permanent, unless medical treatment(or eye replacement) is applied. On a roll of 20, the person’s eyesight is permanently blinded(without treatment or replacement)---01-50% one eye is blinded, 51-00% both eyes are affected. Looking through unfiltered magnifying optics at a blinder laser lowers the damage threshold by -1(so temporary blindness occurs on a 16-18, and permanent blindness on a 19-20).
Rate of Fire: ECHH, but the fan lasers can be set on a continuous beam
Payload: Typically 100 blinder shots(or 10 minutes of continuous operation) equal 1 MD shot off an e-clip. Effectively unlimited linked to a vehicle powerplant.
Cost: 4,000 credits

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

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


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Unread postPosted: Tue Oct 09, 2018 10:26 pm
  

Explorer

Joined: Mon Jan 02, 2017 11:13 pm
Posts: 114
wildfire142 wrote:
Current stats roughly 1107 designs and over 2300 pages.

Paladin Steel Netbook
How does one go about submitting art for these items?

Are creations from other users accepted or just OP?


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Unread postPosted: Tue Oct 09, 2018 10:32 pm
  

Explorer

Joined: Mon Jan 02, 2017 11:13 pm
Posts: 114
taalismn wrote:
I've seriously got to come up with a company logo/corporate insignia.....

You already did at some point: You PDF page 15 or 14:

"""Paladin Steel
Company Logo:
Half-side of a Corinthian-style Greek Helmet, done in black silhouette, with an outlined short sword blade superimposed over the missing side, the (complete) hand guard and pommel underneath."""


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Unread postPosted: Tue Oct 09, 2018 10:49 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Sohisohi wrote:
wildfire142 wrote:
Current stats roughly 1107 designs and over 2300 pages.

Paladin Steel Netbook
How does one go about submitting art for these items?

Are creations from other users accepted or just OP?


I like to keep the purely Paladin Steel stuff my own, and I am trying to come up with my own illos for stuff, -but-....
PS is not the ONLY company in the Greater New England organization....there are plenty of smaller companies and workshops that have been established in the GNE that take advantage of PS-subsidized facilities, materials, and subassemblies(like micro-chips, tires, windshields, bionics, etc) to construct their stuff, then use the GNE trade network to market their stuff. If PS especially likes a design, they may buy it outright and produce it with their own stuff added on. Or the smaller company might get an offer to become a subsidiary of Paladin Steel. Hangar-18B used to be a TW aircraft firm that survived the Fall of Tolkeen...now they're a think-tank for PS,
I've had a few REAL people make suggestions and present finished products(mutable melee weapon vambraces for instance) that have shown up as 'stuff sold in Greater New England'.

In RL, if you got a idea or design you'd like to have part of the PS family of products, PM it to me and I'll look it over and make any suggestions. Then I'll give the go-ahead if I think it fits the PS philosophy. Or I may suggest it comes under 'stuff PS and the GNE lets get sold in its territories'. If I don't think it fits either category, I'll suggest you might want to start a thread of your own. Not saying in the latter case it's no good, just that it might not fit with the PS/GNE thing, or that you might rightfully garner more and better attention striking out on your own.

Art-wise? Again, if you got links from an art-board website like Deviantart, Imugur, or just something like Photobucket(which USED to be convenient for linking, but no more) and you got art for one of the products you see here, lemme know...then we can make mention of it in-thread, or work something else out.

_________________
-------------
"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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 Post subject: PSS
Unread postPosted: Wed Oct 10, 2018 3:08 am
  

Explorer

Joined: Mon Jan 02, 2017 11:13 pm
Posts: 114
taalismn wrote:
Sohisohi wrote:
wildfire142 wrote:
How does one go about submitting art for these items?
the PS philosophy.
Art-wise?
What is the PS design philosophy for its catalog, specifically attack/combat aircraft (artistically speaking)? Is there a particular color scheme, certain look/style, or a theme perhaps?


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 Post subject: Re: PSS
Unread postPosted: Wed Oct 10, 2018 8:22 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Sohisohi wrote:
taalismn wrote:
Sohisohi wrote:
wildfire142 wrote:
How does one go about submitting art for these items?
the PS philosophy.
Art-wise?
What is the PS design philosophy for its catalog, specifically attack/combat aircraft (artistically speaking)? Is there a particular color scheme, certain look/style, or a theme perhaps?



Baseline philosophy of design favors modularity and versatility over aesthetics, with the capability to take a variety of options, many of which are.....so if you got one or two main guns built into a design, giving a choice of what those guns can be is optimal, or, if you're building your aircraft around a big auto cannon, allowing for a variety of ammunition types is grand . Modular hard points are common to accessorize and supplest the built-in armaments, with the hard point weaponry typically swap-compatible with a variety of other PS-made aircraft and vehicles. Need air-to-surface? Tack on rocket pods or auto cannon pods. Need air-to-air? Slap on those AAMs. Need to scout? Tack on camera and sensor pods. Deep penetration? WE got jamming and countermeasure pods.
Nothing too overspecialized unless you're serving a specific client order(some customers want a aerial platform to utilize a native-built weapon for example). General issuance/export models tend to be more general and option-heavy, allowing individual units or operators to customize their vehicles to meet their specific needs(or those with good ground crews, to change the configuration between MISSIONS).
Color schemes? The Greater New England homeguard generally follows old U.S. military color schemes, but colonial/outdimensional guard units can carry some rather more exotic color schemes to match their settings...and Irregular units who don't want to bother with camouflage can get OUTRAGEOUS in their paint jobs. :D

So you got a lot of leeway. :bandit:

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

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


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Unread postPosted: Thu Oct 11, 2018 8:23 pm
  

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(Variant) 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(2x)
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. Market Cost: 22.3 million credits.

*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.
Market Cost: 26 million credits.
TechnoWizardry Systems:
*Powerstone Powerplant---W/ 12 year energy life. 150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
*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: Sat Oct 13, 2018 8:48 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Oddly enough, the Marion has shown up mentioned in previous posts, but never actually was posted. So, here it finally is...


Paladin Steel ‘Marion’ Marine Patrol Hovercraft
(aka ‘Swamp Fox’, ‘Turbo-Turtle’, ‘Hussar’, ‘Rum-Buggy’)

“Post-Rifts southern New England ain’t what it was depicted like before the shakeups, especially along the Cape Cod and lower Massachusetts region...no more quaint little towns linked by meandering roads, just off the big super highways to the coastal resorts and fishing communities...no, the tidal waves that we know accompanied the raising of Atlantis swept Long Island and the offshore islands clean, then drowned cities like Providence and New Bedford...Cape Cod’s now a series of smaller islands, and the old canal is three times wider and deeper than it was before...a proper channel now....So what we got now down there is deep swamps broken by hundreds of highlands now turned islands, and piles of debris that used to be cities and towns laying just under the surface, waiting to rip a boat’s bottom out.....all those little coves and bays, just perfect for pirates and monsters, and Slavers, to hide out in...and we can hardly move tanks and armor in overland ‘cause we don’t have the roads and bridges rebuilt...yet..
So until we do, we have to rely on vehicles like the Marion...not a helluva lot of weaponry, but speed and armor where it counts. “
----Captain Donovan Cronder, Greater New England Coast Guard Service(GNE-CGS)

“The GNErs love seeding their shorelines with nests of these things. They don’t even need harbors; just a clear lane between a garage to the beach. They can call them ‘water security’ or ‘fishery protection’ all they want, but what it really means is that they can field potentially -hundreds- of torpedo- and missile-boats that can snipe at any hostile forces approaching their waters. Get enough of them, and they can tax even our point defense systems with volleys of anti-ship ordnance. Fortunately, though, they tend to use them more on the Horune and other threats, and not come hunting for us if we leave them alone, but I keep having to remind those Chi-Town land admirals that we cannot just ‘sail’ into GNE territorial waters and demonstrate our firepower...not unless we’re prepared to lose escort units as ablative shields for our capital units!”
---Vice Admiral Paul Reddinger, Free Quebec Navy.

The Marion(named for the Revolutionary War guerilla fighter Francis Marion) is another GEV design that PS rushed into service as part of its coastal defense program, which has taken on greater priority with the gradual deterioration of the Grand Banks Accords.
Heavier than a SuperBug or a VW Camper Van, but cheaper than a Megabago battlewagon, the Marion is intended to fill the need for a light, fast, durable, land/water-capable hover patrol craft that can be used to safely and efficiently police the many small coves, rocky shoals, and coastal marshes of New England. Heavy armor, high reliability, and hard-hitting weaponry were also specified.
The Marion has an elongated turtle-shelled chassis, supported on a twin-hulled catamaran(or pontoon)-style lower body, for maximum stability on the water, and when supporting the large top-mounted missile turret. The hull is heavily armored for a GEV, providing adequate protection from enemy fire and the wear associated with hitting rocks and debris in the coastal swamps of New England. A powerful rear thruster, based on the reliable PS TF-140 engine, pushes the vehicle at respectable speed over land, and at high speed over water. With the throttle wide open, the Marion can match Free Quebec’s raider hydrofoils, and run down smaller hydrobikes.
The Marion is a relatively low-tech vehicle that can be put together with semiskilled labor, and deployed in large numbers, which proved especially important after the Great Escape that dumped several million refugees on New England’s shores, and made coastal patrol and defense a paramount issue. Its ground capabilities also allow it to carry the battle up onto the shore as a regular HAFV(or retreat to the cover of land forces), though it isn’t quite as effective in the role as many of PS’s dedicated light tank designs.
Because of its low cost, relative lack of high-tech sophistication, and its versatility, the Marion has been made available to the public, under the name ‘Huskal’, where it enjoys brisk sales as a private transport and commercial workhorse, especially with smugglers and fishermen. The Marion is also a favorite of the Greater New England Coast Guard, because it is small, tough, agile, and fast---and with the growing return of fishermen to the hostile New England coastal waters, fast response to distress calls is of paramount importance...one wants to spend as little time as absolutely necessary powerless or swimming in the water , and the Marion can quickly speed out to an accident site and back in before predators can home in.
The only real shortcoming of the Marion in its maritime patrol role is its weakness as an ASW platform, related to its being a GEV/ACV. Because the Marion is optimized for high speed above-the-waves movement, it cannot rely on sonar for locating submarine targets. In order to get an acoustic bearing on targets for torpedo or ASROC attacks, the Marion must periodically cut its engines and settle into the water to ‘listen’. As few crews like to give up the safety of mobility for the vulnerability of being adrift, even for short periods of time, the only other viable alternative is for the Marion to rely on the sensors of other craft/facilities, or else deploy its own sensor webs/sonobouys in advance.

Type: PS-MGEV-18B Marion
Class: Medium Maritime Patrol Hovercraft
Date of Introduction: 105 PA
Crew: Three(Driver, Gunner, Commander)
Can carry 1-3 passengers. If not carrying missile launchers, the space can be used to carry an additional 1-8 passengers.
MDC/Armor by Location:
Main Body 350
Front Windshields(2) 35 each
Armored Shutters(2) 90 each
Engine Thruster 150
Weapons Turret 100
Height: 10 ft
Width: 12 ft
Length: 26 ft
Weight: 25 tons
Cargo: Small space in the cabin for carrying a few personal possessions, tool kits, and survival packs(about 400 lbs worth of additional gear). If not carrying any weapons in the weapons bay, it can carry up to 6 tons of cargo.
Powerplant: Liquid Fuel( 500 mile range), Electric( 500 mile range), or Nuclear w/ 15 year energy life
Speed:(Land) Lumbers on land, 2-3 ft off the surface at roughly 90 MPH.
(Water) Skims 2-3 ft above the water at 190 MPH.
In heavy sea states, the Marion can dig in and float like a catamaran power boat, and still hit speeds of 40 MPH.
Market Cost: 400,000 credits for the liquid fuel/electric models, 1.2 million for the nuclear -powered model
Systems of Note:
Basic Robot Features, plus:
*Short Range Sonar-----10 miles(only effective when the craft is floating, not skimming)

*Coast Guard units will have emergency transponder locator gear(direction and range finding), emergency lights and sirens, side recovery winch, and a full complement of rescue gear, including rapid-deploy life raft capsules in place of the torpedo racks(the missile rack is often retained for firing flares and quick-look observation drones, or else replaced with a light weapons turret and flare launcher rack).

Weapons Systems:
1)Missile Launcher(s)----Directly aft of the crew compartment is a weapons bay that has a semi-retractable, rotatable, turret/missile pallet. This is most commonly used to mount a pair of missile launchers.
a) Short Range Missile Launchers(2)
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-24!
Payload: 24 SRMs

b)Medium Range Missile Launchers(2)
Range: Varies with missile type.
Damage: Varies with missile type.
Rate of Fire: Volleys from one to 18. Typically no more than 6 are fired at a time to save ammo.
Payload: 18 medium-range missiles

*Harpoon III Missiles
Paladin Steel has also (re)perfected the torpedo-tube launch capsule method to bring back the submarine-launched Harpoon medium-range anti-ship missile. Thanks to PSW’s salvage efforts in Puget Sound, PS can now fit submarines with missile-launch capability, without the need of hideously expensive special launch tubes. Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

c)L-SAM ‘Black Talon’ Launchers(2)
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

d)*PS-MMLR-14 Mini-Missile Launchers(2) ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff 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



2) (Optional) Torpedo Side-Rails---The Marion can be fitted with two dedicated launch rails, one on either side of the main body, for firing torpedoes.
Range: Varies by Torpedo Type
Damage: Varies by Torpedo Type
Rate of Fire: 1 or 2
Payload:(Short or Medium Range Torpedoes) 2 per launch rail
(Long Range Torpedoes) One per launch rail

3) (Optional) Side Door Guns---If the Marion is carrying extra troops/crewmen, the vehicle can be fitted with pintle-mount light weapons in the side doors, like a transport helicopter-gunship.
a) PS-M136 Minigun.
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

b) PSHMAGL-40DMsH----Automatic belt-fed version of the PSMAGL-40DMs ‘Dhunker’ 40mm Marine Grenade Launcher. Essentially a 40mm depth charge launcher.
Range: 2,000 ft. Grenade charges are typically fused effective to a depth of 120 ft.
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
High Explosive/Concussion rounds do 5d6 MD to a 32 -foot radius.
Plasma rounds do 1d4x10+10 to a 5-foot radius.

(Sonic)3d6 MD per blast to an 16 ft blast radius, 1d6x10 SDC to another 20 ft beyond that, Does only 1d6 MD to a 6 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).

(ElectroShock)--Unleashes a powerful electrical surge that stuns against a saving roll of 17 or less. Does 3d6 SDC to a 25 ft radius, and stuns for 1d4 minutes. Also has a 60% chance of temporarily knocking out unshielded bionics and cybernetics for 1d6 melees.

(Chemical) Varies by specific chemical used. Generally covers a 20 ft area, and persists for about 1d4 minutes before being broken up by water currents.
(Dye Pack) Dyes the water a bright color. Generally covers a 30 ft area, and persists for about 1d4 minutes before being broken up by water currents. May last longer if it coats solid objects passing through it.
(Floating Flare) Burns for 50 seconds floating on the water
(Screamer) Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Effective radius of effect of the 40mm screamers is approximately 2,500 ft

(MicroTorp)---Drops two micro-torpedoes into the water. Typically homing variety.

(TW TangleBomb)----Explodes into a twitching, twining, expanding mass of green-black unearthly vegetation with 25 MDC per 20 ft area(covers a 40 ft area). Has an effective Horror Factor of 14, and victims have to Dodge at 16 or better to avoid getting tangled up in its fronds/tentacles. Victims trapped in the weed are -1 to initiative, -2 to strike, -4 to parry, and -6 to dodge, and will have to inflict 25 MDC or more to move more than 10 ft. Unprotected beings take 3d6 SDC per melee of thrashing against the weed, from its thorns and whipping around; those in MDC armor(or who remain calm and don’t fight it) take no damage. Duration: Lasts up to 50 minutes

(TW Blackwater Bomb)---Covers a 50 ft area in ominous darkness, Effects identical to the Ocean Magic spell Black Water. Effects last 8 minutes.

Rate of Fire: Bursts of 1-8
Payload: 120 rd belt
Cost: 7,000 credits for the weapon.

4) (Optional)Sonobouy Launch Racks(2)---Two side-launching racks can deploy expendable acoustic sensors. Each rack holds 18 buoys.

Options:
Alternatively, Marions have been fitted with energy weapons or autocannon instead of missiles:
a) Twin .50 caliber Machine Guns-----Double-gun ball turret
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) Twin Rapid-Fire Lasers-----Double-gun ball turret
Range: 4 ,000 feet
Damage: 4d6+2 MD per single shot, 1d6x10 MD for a triple pulse.
DOUBLE for a simultaneous blast from both cannon(1 attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited

c) Pulse Laser Cannon----A single large multi-barrel vulcan-style pulse cannon
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

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

g)20 mm Rapid-fire Cannon---A ship- mounted “Taskin” Rifle. Typically pintle-post mounted, with a gun shield to protect the gunner. Typically operated by a two-man gun crew(gunner and loader).
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range:(20mm)4,000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N

h) 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

i) PS-M136 Minigun
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

j)Rail Gun(PS-RFRG30)---PS copy of the C-30R Rail Gun
Weight: 90 lbs
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon
Cost: 90,000 credits


*Lance Scanner---Looks like a large antennae but is a sensor probe. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar should be able to detect even nonmetallic 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. It can detect powered-up rail guns and EM containment fields(such as fusion generator) at TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.
Cost: 40,000 credits

*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
Cost: 10,000 credits

*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits

*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits

*Engine Upgrade----A more powerful engine, more efficient power train, and improved transmission can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 40%
Cost: 120,000 credits per 10% of improvement over base. 300,000 credits for nuclear upgrades. +50,000 per 10% for hoverjet systems(actually simpler to upgrade GEV systems past the initial high cost by adding more/bigger jet thrusters).

*Chameoline System---Special fiber optics in the hull can change the color scheme of the Arabian between any one of ten different schemes(programmed in at the time of purchase), including basic camouflage schemes.
Cost: 100,000 credits

*Variable Optical Camouflage Suite---Based on reverse-engineered Naruni and other alien ‘invisibility’ systems, this highly sophisticated system option renders the hovercraft effectively invisible to eyeball and sensor detection when parked. This system has proven particularly useful for military Marions involved in patrols or guerilla operations in coastal wetlands, allowing the hovers to hide more effectively from air patrols.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless
Cost: 1.2 million credits
Note: This system is not always available for sale; only approved affiliates of PS are allowed to purchase this stealth system

*Laser-Reflective Cladding----Lasers and other light-based attacks/hazards do HALF damage. Cost: 2 million credits

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

Variants:
*PS-UMGEV-18C---(aka ‘Huskal) Civilian model, lacking the military equipment, hardened electrical systems, and military-band radios. Costs 25% less baseline.

*PS-MGEV-18D----’Ship-killer’ variant mounting a single ASSM-06 ‘HammerDart’ anti-shipping missile or an AGM-258 JASSM on its dorsal rack.
a) ASSM-06
Range: 30 miles
Damage: 5d6x10 MD(Plasma) or 6d6x10 MD(Proton) to 40 ft blast radius
Bonuses: +6 to strike
Cost:(Surface-launched): 48,000 credits

b) AGM-258 JASSM
Weight: 2,250 lbs
Size: 14 ft long
MDC/Armor by Location:
Main Body 20
Range: 230 miles
Speed: 500 MPH cruise, Mach 3 in terminal 5-minute dash to target
Damage: (Conventional H.E.) 1,000 lb warhead: ----1d4x100 MD to 70 ft blast radius; +2d4 MD for the extra speed assist in penetration.
(Armor Piercing)---A directed charge warhead with a reinforced nose and casing for penetrating deep into a target before exploding. Guidance system gives a +6 to strike. Does 1d6x100 MD to 50 ft blast radius(+3d6 MD for the extra speed assist in penetration), does DOUBLE damage on an 18-20 to strike.
(Plasma)----1d6x100 MD to 90 ft blast radius; +2d4 MD for the extra speed assist in penetration.
(Nuclear) ---It hasn’t been confirmed, but the JASSM could be easily fitted with a nuclear warhead, most likely in the 200kt range

Note: Other warheads, including weapons submunitions dispensers and decoy emitters, have been mentioned as possible alternative warloads

Bonus: ‘Smart’ guidance gives the weapon a +4 to strike
Market Cost: NOT FOR SALE! Considered a strategic munition by PS/GNE.
It reportedly costs PS some 180,000 credits to produce one of these weapons


*PS-MGEVUMMV-18---Unmanned marine drone, similar to the USPV-series ‘roboats’. MGEVUMMV-18s are fitted with various EW transmitters and are intended to emulate the sensor signatures and communications emissions of much larger vessels(or concentrations of small craft) such as the GNE’s Capricorn PBs, Sirca and NightWave corvettes, StormSkimmer frigates, and Miami-class frigates. MGEVUMMV-18s are run by tailored drone AI SAILORs--- Subsidiary Artificial InteLligence Oceanic Robotics, and come equipped with four 18-shot flare-chaff countermeasure launchers, two marine decoy launchers, and a point -defense laser or rail gun turret. A further variant, the MGEVUMMV-18EWC, carries radio jammers with a range radius of 20 miles. These drones are typically used as disposable decoys to confuse enemy forces.


*PS-MGEV-18G/(TW)---- Coast Guard variant fitted with a PPE Powerstone generator, turret-mounted Multiplexor, and integral protective TW spells.
*PPE Generator---Can be fitted to power any magic systems aboard.
PPE Capacity:(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Cost:(Medium)-----1 million credits

*Penetrating Vision Optics--- These take the form of large powered binoculars installed near the cabin doors or over the front dashboard coaming. Sets seconded from the Privateer II ASW aircraft. These use a new spell; Penetrating Vision , to peer through cloud and even into the water as if these barriers to clear observation didn’t exist! When engaged, the optics have a range of roughly 7,000 ft! The downside, of course, is that the optical field is fairly limited(think Nordon Bombsight), and the more powerful TW optics burn PPE at a higher rate; 10 minutes per 10 PPE.

*MagePod Model 0.2 Spell Projector----The vehicle is fitted with PS’s technowizardry spell-projection system in place of the top weapons turret. The Model 0.2 is a refined and enhanced version of the original Model 0.1C, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The 0.2 also features enhanced barrel-focusing elements, boosting the range of the spells.
Weight: 1,000 lbs
Range: Varies by spell, x2 due to ecoto-glass focusing and spell-booster elements.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
Typical configuration for the PS-MGEV-18G/(TW) sets one slot aside for a Calm Waters spell.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Mage Pod system costs about 1.8 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

Integrated Hull Spells:
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 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: Wed Oct 17, 2018 9:54 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
PS-HSGEV-30 Scolii Attack Hovercraft
(aka ‘Khamasi’, ‘Sand-Arrow’)

“Last night the bastard Phoenix Empire attacked the villages of Al’dremani and Kaborh with their sand skimmer raiders. They were gone before sunrise, and left many good people dead. Tonight we return the favor, with our Khamasi steeds! We will rain fire on their lands and shatter their steel with our own!”

“There’s a slaver port on Barajah, what the locals in this sol-system call their analogue of Mars. Desert world, but habitable, but just. As luck would have it, we know the Phoenix Empire’s had some contact with these people, so they’re familiar with Rama-Set’s equipment. So we’re not likely to raise any alarms cruising around the red deserts in our copies of his gear. We’ll be able to get close and scout the lay of the land while laying the groundwork for the Space Force to drop in with some carriers and seize the city, then we can get down to the business of liberating the slaves in the place. That’s the plan, anyways. You get to set it in motion, so try not to get killed out there.”

The ‘Scolii’ is the second vehicle based on the Phoenix Empire’s Sand Skimmer. In most ways it is truer in being a copy of the original design, being of like size, overall armor ratings, and high speed, as PS was able to more closely reverse-engineer the Kittani metallurgy and powerplant. However, PS has still managed to improve on the design especially with regards to armaments and options, adding their familiar modularity to secondary systems, allowing for customization and easy mission-specific reconfiguration. Paladin Steel OTAR analysts have still not turned up any conclusive or definitive information on the history of the design, whether it’s a Kittani original, or a Kittani revamp of a pre-Rifts Human design. The Scolii’s main strengths continue to be its speed and mobility, while its weaknesses are light armor and armament.
The Scolii is being marketed as a light, fast, ‘exploration’ vehicle, but GNEAS SpecOps uses a number of heavily-modified examples for tactical recon and ‘false flag’ operations.

Type: PS-HSGEV-30 Scolii
Class: High Speed Hovercraft
Crew: 1+1-2 passengers
MDC/Armor by Location:
Main Body 270
Reinforced Crew Compartment 100
Sensor Head 90
Upper Robot Torso 100
Arms(2) 100 each
Hands(2) 40 each
Secondary Sensor Mast 20
Forward Canards(2) 50 each
Rear Airfoil Wings(2) 60 each
Main Propulsor Arrays(2) 80 each
Directional Thrusters(10) 7 each
Height: 10 ft
Width: 15 ft
Length: 24 ft
Weight: 8.5 tons
Cargo: 4x4 ft cargo bin.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Flying) Hover to 660 MPH, maximum altitude of 1,000 ft.
(Water) Can hydroplane or fly WIG(Wing In Ground) over water at 450 MPH, maximum altitude of 500 ft.
Market Cost: 7 million credits
Systems of Note:
Standard Robot Systems, plus:

*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.

*External Loudspeaker: 80 decibels

*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.

*Laser Illuminator---The head/mast also mounts a ‘painting’ laser for tagging illuminating targets for laser-guided ordnance. Range: 7 miles.

*Inertial Compass/Recorder---Can be set at the beginning of a journey to trace the ‘bot’s course, speed, and direction, allowing the pilot to ‘backtrack’ if necessary.

*Magnetic Anomaly Detector---A useful tool for finding metallic objects by the "footprint" they leave in the Earth's magnetic field. Can detect metallic objects (200 lbs or more) up to 5,000 ft feet away. Also useful for submarine detection at sea.

*Lidar---Rather than use radio waves, Lidar uses low power, long-range lasers to determine distances and detect intruders, This is particularly useful when the enemy is using conventional jamming of radio bands to foil radar systems. Lidar, however, can be affected by smoke and foul weather, so it’s generally used only in special circumstances. Range: 3 miles

*Terrain-Following Radar---Maps the terrain and alerts the pilot in event of imminent collision. Also gives the pilot a +10% to piloting rolls in night-time or nape-of-the-earth flying

Weapons Systems:
1) Headlight Lasers(2)----A Paladin Steel addition, these dual-mode forward-mounted lasers provide obstacle clearance, and are operated by the pilot.
Range: 4,000 ft
Damage: 6d6 MD per blast, 1d6x10 MD per simultaneous blast from both headlights/tail lights.
Rate of Fire: Six times per melee
Payload: Effectively unlimited
Option: For an additional 20,000 credits, these can be replaced/upgraded with TW Sun Lasers that do DOUBLE damage to vampires.


2) Arm-Mounted Weapons(2)----PS engineers replaced the separate(and fixed) weapons arm-and-manipulator-arm configuration of the Sand Skimmer with dual-purpose robot arms and modular hardpoints on each one. Each arm can carry ONE of the following:

a) Pulse Laser---PS-RFL2-33
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 78,000 credits

b) Ion Blaster
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: : Effectively Unlimited
Cost: 32,000 credits

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

d) Plasma Blaster
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 100 shots.
Cost: 100,000 credits, plus 4,000 credits per deuterium ‘hotshot’ tank.

e) Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:: Effectively Unlimited
Cost: 120,000 credits

f) Rail Gun(PS-RFRG30)---PS copy of the C-30R Rail Gun
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon
Cost: 90,000 credits

g) Automatic 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
Cost: 50,000 credits for the launcher

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) .50 caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
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

j) 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

k) Mini-Missile Launcher----3 rounds

l) 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

m) Pulse Laser Lance---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
The model available for arm-mounting on the Scolii has the option of being (re)fitted with a stabbing head, allowing it to be used as a melee combat weapon.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Bonus: +2 to strike
Cost: 75,000 credits
Options:
*Lance Head----This restores the Energy Lance’s reinforced penetration head. 2d4 MD as a stabbing weapon. Cost: +10,000 credits

n) KTH-65 32mm Assault Rail Gun (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. Firing on full auto mode, the KTH-65 can penetrate virtually any known armor with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s)
inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots
Payload: 40 rds per drum, 80 rds total
Cost: 200,000 credits

3) (Optional) Ordnance Hardpoints(2)---Two hardpoints for podded expendable ordnance can be mounted on the upper surface of the rear airfoils.
a) Mini-Missile Launcher---10 shot pod

b) Short Range Missile Launcher---5 shot pod

c) Heavy Anti-Armor Missile Launcher
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1-4
Payload: 4 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile

d) ‘Black Talon’ LAAM Pods---These are light ‘smart’ anti-aircraft missiles with enhanced warheads, similar in concept to the pre-Rifts ‘Stinger’ SAMs.
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 pod
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile

e) 20mm Gun Pod---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 20,000 credits

f) 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

g) 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 hovercraft can spray a 100 foot wide swath at maximum dispersal. Using the hoverjets to assist can expand the area by 50%.
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

h) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher
Cost: 50,000 credits

i) Light Weapons Dispenser(L-SAW)--This is essentially an oversized bomblet dispenser that can be used to bomb targets directly, ‘seed’ areas with minelets, or can launched to act as a stand-off ‘glide bomb’.
Range: SAW has an effective range of 10 miles in atmosphere Submunnitions 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)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

j) 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

k) Cargo Pod----Can hold up to 500 lbs. Can be dropped as an aerial re-supply pod or rescue gear.

l) Magnetic Anomaly Detector(MAD) ‘Badmitten Bird’ Sensor----The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy

m) Mk 24 Illumination Flare Launcher---These are large parachute flares, dropped from altitude. They can drift down for 1d4 minutes, and can illuminate a roughly quarter-mile radius nearly bright as day. 6 are carried per pod, ready to drop. Globe of Daylight flares can be substituted for anti-vampire actions.
Cost: Basic Launcher Unit costs 2,000 credits. Flares cost 120 credits each

n) ) Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Mounting additional pods does NOT increase bonuses or range, but only adds system redundancy. Cost: 90,000 credits

) Hand to Hand Combat
Equiv. to Titan Power Armor Combat Training
Punch 1d6 MD


Options:
*Canard Blades--The various angled wings of the Scolii can be edged in reinforced vibroblades. Mainly used for slicing through inconvenient vegetation and power lines. Using them to clothesline targets is foolhardy, as it risks damaging the wings in a collision, but sometimes those gargoyles just won’t get out of the way.
Range: Melee
Damage: 2d6 MD on a wing strike
Cost: 11,000 credits per blade

*Nose-Mounted Cannon----An extra weapon mount can be concealed in the nose, hidden amongst the vanes and intake vents. The weapon is aimed by pointing the entire vehicle. ONE of the following may be mounted:
a) 50 Caliber Machine Gun---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: 1,500 rds
Cost: 8,000 credits

b) PS-M136 Minigun
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

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

d) Ion Spray Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: Effectively unlimited
Cost: 230,000 credits

e) TK Cannon
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 re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

f) PSMBL-5000B Laser Cannon
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

g) PPR-3C Plasma Cannon
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,600 ft
(‘Shotgun’ Burst) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
(‘Shotgun’ Burst) 4d6 MD to a 20 ft wide area
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 90,000 credits
Options:
“Hot Shotting”---This systen 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 Serap, 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). HotShot modding costs 8,000 credits, and a recharged cylinder of refined d-gas costs 700 credits

h) Sonic Cannon(PS-UHFSC-02)
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits

i) EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon
Weight: 780 lbs
Range: 6,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(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).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: Effectively unlimited linked to a suitable powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.
Cost: 120,000 credits


*Thermo-Optic Camouflage System----Based on the Naruni Nomad Scout Robot, this system is another ‘breakthrough’ for Paladin Steel’s reverse-engineering department. The system uses new hull panels of optically-variable micro-‘cells’ and mini-cams to sample and match surrounding environmental color values and light spectra. This system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment roles to find the thing). Also masks the Pathfinder's thermal and infrared emissions through special insulation and large heatsinks, making heat sensors useless. Expensive, yes, but how much is not being seen worth to you?
Cost: 2 million credits

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

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


Variants:
A variety of variants of the Scolii exist, mainly differing in cosmetic appearance, rather than performance. However, at least one specialized variant exists.

*PS-HSGEV-30N----Navalized version, optimized for naval operations. The vanes and foils have been reshaped, and the hull and thrusters waterproofed, so the Scolii can land on and take off from water. The underside also has clamps for two torpedoes(any type). The wing hardpoints can also carry dispensers for sonobouys(16 each pod) for marine surveillance and ASW. The New Roman Republic Navy is believed to have commissioned this variant and has already bought a dozen for naval patrol and strike missions.

_________________
-------------
"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 Oct 18, 2018 9:22 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
PS-HSGEV-31 Shamal Armored Hovercraft
(aka ‘Deathstalker’, ‘Ankabut’, ‘Sand-Flea’, ‘Sand-Spider’, ‘Desert Yaga’, ‘Chickenfoot’, ‘Sand-Scratcher’, ‘Desert Weasel’ )

“Yep, we’re named for the wind, but it would be fairer to name us the Sand Spider, because we can lurk in the desert until it’s time to pounce.”

“I’m afraid, Lady Shadfar, that we’re going to have to go to ground for a while. The cockpit’s not exactly comfortable for such durations, but the Pharaoh’s forces will be looking for somebody moving as fast as possible for the coastline, not holing up in the deep desert.”
“Fear not, Warrior Martell, after being locked up in that tyrant’s prison this is pure luxury. Rather cozy actually. I have some nee-...ideas...to pass the time, and they don’t require a lot of space.”


The Shamal is the Paladin Steel knockoff of the Phoenix Empire’s Sand Crawler. In general, PS engineers refined the design, added more features, and made the vehicle more powerful and more versatile. Paladin Steel and Greater New England Armed Services personnel were particularly intrigued by the ‘Crawler’s ability to bury itself in desert sands; having had experience with PS’s TW ‘sand-rat’ conversion of the M3 Grant Tank, they could appreciate the advantages of a long-duration passive stealth camouflage feature for desert spec-ops.
As with the Scolii, PS engineers elected to mount a near-identical array of light, but hard-hitting, weapons, giving the Shamal the ability to hit hard from ambush, with a good chance of doing serious damage in the first moments of combat.
The Shamal is produced in small numbers for select military units and PS/GNE affiliates.

Type: PS-HSGEV-31 Shamal
Class: High Speed Hovercraft
Crew: 1, +1-2 passengers
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 100
Secondary Sensor Mast 20
Sensor Head 80
Weapons Armatures(2) 120 each
Extendable Utility Arms(2) 5 each
Landing Claw 95
Main Propulsor Arrays(3) 100 each
Directional Thrusters(6) each
Height: 6 ft w/ landing gear retracted, 12 ft standing fully extended
Width: 12 ft
Length: 16 ft
Weight: 1.8 tons
Cargo: 4x4 ft cargo bin.
Physical Strength: Robotic utility arms have a P.S. of 10. Foot claw has a robotic PS of 40.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Running) The Shamal can manage an awkward hobble on its giant landing foot equal to Speed 5.
(Leaping) Can make a standing leap of 15 ft up/20 ft across on its one giant foot.
(Flying) Hover to 360 MPH, maximum altitude 30 ft
(Tunneling) Using its thrusters, landing leg, and various blade-wings, the Shamal can dig through soft soil and bury itself completely within 1d4 minutes.
Market Cost: 4.3 million credits
Systems of Note:
Standard Robot Systems, plus:
*Extendable Sensor Mast--Sometimes mistakenly called a ‘sand snorkel’, this erectable mast allows the Shamal to remain behind cover or underground while surveying the surroundings.

*Inertial Compass/Recorder---Can be set at the beginning of a journey to trace the ‘bot’s steps, speed, and direction, allowing the pilot to ‘backtrack’ if necessary.

*Magnetic Anomaly Detector---A useful tool for finding metallic objects by the "footprint" they leave in the Earth's magnetic field. Can detect metallic objects (200 lbs or more) up to 5,000 ft feet away.

*Terrain-Following Radar---Maps the terrain and alerts the pilot in event of imminent collision. Also gives the pilot a +10% to piloting rolls in night-time or nape-of-the-earth flying

*Deep Radar----An ultra-high resolution radar system. particularly useful for mapping ground terrain and locating concealed objects.
Deep Radar's primary disadvantages are the time needed to do a thorough scan(takes twice, to three times, as long), and the fact that the beam is narrow and directional. Repeated scans can also reveal details of the object's shape and configuration, as well as fine
topographical details. Range: 1.2 miles

*Ground Sensor Probes----Housed in the Shamal’s claw-foot are a seismic probe and ground-phones. When in use the seismic probe fires a penetrator, similar to the stabilizer struts of the Glitterboy, into the ground, and emits ultra-low frequency sound waves, acting as a sort of subterranean sonar. The return waves are detected by ground sensors in the Shamal's landing gear(or deployed on other vehicles), and a computer compiles a graphic map of the underground topography. This has proven to be an extremely useful tool for locating buried ruins, charting geological resources, and finding underground installations.
Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the Pathfinder will hear an annoying low-key buzz, and may feel
nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1,000 ft. .
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running through pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.
Utility Arms(2)---The Pathfinder can extend a set of fine-control utility arms to do precision work and to delicately excavate/retrieve small objects. PS 10.

Weapons Systems:
1) Modular Weapons Arms(2)---Rather than retain the fixed weapons configuration of the Sand Crawler, Paladin Steel made both armatures modular, allowing for a variety of weapons types to be fitted.
a) Mini-Missile Launcher---19 shot pod

b) Short Range Missile Launcher---4-shot pod

c) PS-MMLR-14 Mini-Missile Launcher ---Paladin Steel’s knockoff of the Coalition’s CCT-M20 Missile Rifle.
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

d) Copperhead Anti-Armor Missiles----(Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1, 2, or 4, Payload: 4, Bonuses: +5 to strike, Market Cost: 50,000 credits for the launcher, 8, 000 credits per missile)---4 shot pod

e) Medium Range Missiles---One MRM can be mounted on each hardpoint

f) Plasma Cannon
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.

g) Double-Barrel Particle Beam Cannon
Range: 2,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload:: Effectively Unlimited
Cost: 190,000 credits

h) Pulse Laser---PS-RFL2-33
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 78,000 credits

i) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+7 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 60,000 credits

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

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

l)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

m) 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

n) KTH-65 32mm Assault Rail Gun (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. Firing on full auto mode, the KTH-65 can penetrate virtually any known armor with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Weight: 150 lbs
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s)
inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots
Payload: 40 rds per drum, 80 rds total
Cost: 200,000 credits

o)Net Launcher
Range: 800 ft. Net covers a 50 ft area
Damage:(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 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 2d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.

(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....
2d4 MD per melee/shock pulse, plus MDC beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 60% 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. Robots and Power Armor fare somewhat better, having only a 40% 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).

(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
Rate of Fire: ECHH
Payload: 6 nets

p) CLMGM-01 Light Machine Gun Cluster Module---This is simply a vehicle mounting of the CWAP-01 Cyborg Weapons Augmentation Pack; six standard cyborg 7.62mm machine guns configured to fire in concert. The main draws of this weapon configuration are that the machine guns are reliable and easy to maintain, the ammunition fairly plentiful(and custom ammunition possible), and the spread of the shots can sweep a wide swath of area. Six barrels poking from the arm of the vehicle can also be intimidating as hell.
Weight: 180 lbs
MDC: +90 MDC
Range: 2,000 ft
Damage: (SDC Rounds) 1d6x10 SDC per 10 rd burst
6d6x10 SDC for all six MGs going simultaneously
(MDC Rounds) 1 MD per single shot, 2d4 MD per 10 rd burst
8d6 MD for all six MGs going simultaneously
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
4d6x10 MD for all six MGs going simultaneously
*Can also use wood, silver, rubber, or other specialized rounds
Rate of Fire: Standard
Payload: 400 rds per gun; 2,400 rds total
Cost: 180,000 credits

q) TK Heavy Machine Gun
Range: 4,000 ft(double on a ley line)
Damage: 2d4 MD single shot, 3d6 MD short burst( 5 shots), 5d6 MD long burst( 10 shots), and 2d4x10 MD full melee burst(50 shots)
Rate of Fire: EGCHH
Payload: 240 shot battery, Effectively Unlimited attached to a PPE generator , or 1 PPE per shot.
Cost: 160,000 credits

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

2) Air Blast----The revamped and more powerful thrusters are designed for dual mode propulsion and excavating dirt and debris. At short ranges the jets can be used to bowl over infantry and light vehicles.
Range: 300 ft, and affects a 15 ft wide area at maximum range, 30 ft area at 60 ft or less.
Damage: On maximum setting, does NO damage
HOWEVER, humanoid-sized beings(7 ft or smaller) will have an 80% chance of being knocked over and pushed 1d6x10 ft by the air blast, as well as a 50% chance of being stunned or knocked out.
Creatures and bots weighing over a ton, or standing 8-20 ft, will only have a 25% chance of being knocked over, and only a 15% chance of being stunned.
Creatures and 'bots taller than 21 ft, will be unaffected.
Rate of Fire: EPCHH
Payload: Effectively unlimited

3) Melee Combat---The Shamal can engage in limited melee combat, mainly kicking or striking with its landing claw.
Flying Slash 2d4 MD
Flying Kick(2 APMs and must be flying in excess of 40 MPH) 6d6 MD plus 65% chance of knocking down targets of 15 ft height and/or up to 3 tons mass over(lose initiative and 1 APM getting back up)

Options:
*Cargo Panniers(2-4)---Up to four external cargo panniers can be attached to the rear sides of the vehicle. Each pannier is an armored case(PS Type 3 Equipment Cabinet), sealed against sand, and roughly the size of a steamer trunk,(6 ft x8 ft x4 ft) 200 lbs, 45 MDC, 7,000 credits each.

* Top Turret---A dorsal weapons turret can be added, identical to the lateral mounts. MDC: 100. Cost: 75,000 credits + weapon cost

*Claw Vibroblades---Adds 3d6 MD to a flying slash. Cost: 14,000 credits

*Claw Molecular Adhesion Pads---This allows the landing claw and lower fins to more effectively grab hold of objects for the purpose of lifting, or to more securely anger in place. Cost: 45,000 credits.

*Laser Spotlight---A sensor-directed high-intensity spotlight that can blind with its powerful beam.
MDC: 20
Range: 1,000 ft, can illuminate a 50-ft wide area
Damage: Effects equivalent to Blinding Flash spell
Cost: 18,000 credits

Variants:
*PS-HSGEV-31TW---TW-enhanced variant fitted with a PPE generator, at least one Multiplexor array fitted, and a number of integral TW systems. The emphasis is on stealth systems, and the PS-HSGEV-31TW has been used to devastating effect in the desert wastes of North Africa, to the point that purportedly Phoenix Empire troops on the sharp end of attacks by these vehicles have taken to calling them ‘desert ghost reapers’ or ‘sand banshees’.
PPE Generator:
PPE Capacity:
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Cost:
(‘Wizard’)----2 million credits

Integral TW Systems:

*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)

*Impervious to Energy( 5 minutes per 20 PPE)

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

*Sand Storm---Built into the jet thrusters; they can be used to stir /summon up a sudden sand storm covering a 600 ft area and lasting 5 minutes. Costs 15 PPE.

*Doppleganger-Cloak(aka ‘mirage cloak’)----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 pre-programmed ariel manuevars(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 similiar 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

*NIghtcloak System---Effective only at night, this system renders the aircraft virtuallly invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

*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.

*Acoustic Muffling---Mounted around each engine, this system cuts the roar of the thrusters, while still allowing the crew to communicate with other vehicles via radio(though optical semaphore is often used for line-of-sight communication); lasts 5 minutes per 12 PPE/24 ISP. Particularly useful for sneaking around at night.

Cost: +7 million credits

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

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


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Unread postPosted: Fri Oct 19, 2018 11:10 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel PS-GC-11 ‘Geebee’ Grav-Bike

“This is raw riding; just you and a big engine between your legs...or as close as you can get to it. There’s some mandatory safety features, and the forcefields kind of nix the wind in your hair and the bugs in your teeth, but they also keep your head from being torn off by the slipstream or random branches, clotheslines, and power lines.”

Paladin Steel products are generally known for their functionality, and not for their ‘fun’ aspect. PS corporate vice-president Charlie Katana has always felt that that was a marketing shortcoming, and has repeatedly launched marketing initiatives to promote the ‘sporting’ aspect of PS products. Some of his ideas, such as sponsoring gladiatorial robot teams, have met with mediocre success, while others, such as hovercar and hoverbike racing, have been more successful.
The GeeBee(for ‘grav bike’, though the name also evokes the minimalist airframe-maximum-engine racing aircraft designs of the pre-Rifts interWorldWar period) is one such design that was developed to meet the desire to compete in the combat racing circuits. PS engineers decided to take the Gorang-derived ‘grav prop’ engine developed for the PS-FC-31 Kagerou Full Conversion Aerial Assault Borg, set the engine on its side, mount GMR levitor pads, and attach a seat and aerodynamic control surfaces to the tail end, as essentially a flying engine.
VP Katana’s efforts to inject some ‘fun’ into the PS marketing line-up seem to have paid off with the GeeBee at least. Though some racing venues have decried and banned the GeeBee as using ‘alien techno-hoodoo’, the exotic nature of the grav-cycle, and some excellent performance by company-seeded racing teams have attracted considerable attention to the design. That’s already translating into orders from both other extreme sporters and adventurers looking for a fast ride.

Type: PS-GC-11 ‘Geebee’
Class: Gravity Bike
Crew: One
MDC/Armor by Location:
Main Body 260
Windshield 50
Fins(4) 50 each
***Forcefield (150 front, 75 each side)

***Forcefield regenerates at 30 MDC per minute(8 per melee)

Height: 6 ft
Width: 4.8 ft
Length: 18 ft
Weight: 2,200 lbs
Cargo: Only what can be strapped or carried in small saddlebags and a small compartment under the seat.
Powerplant: Nuclear Fusion w/ 5 year energy life.
Speed: (Flying) Hover to 380 MPH, with no theoretical altitude limit(though it may take you a day or so to reach orbit)
Space: Able to operate in space; rocketing along at 3,000 MPH
Market Cost: 990,000 credits
Systems of Note:
-Standard Hovercycle Dashboard Instruments
Weapons Systems: None standard, but two light weapons can be mounted on the engine cowl, and two small hardpoints can be installed(see Options)

Options:
*Cowl----An armored cowl can be added, shrouding the grav prop and essentially making the cycle into the equivalent of a ducted fan. The cowl is typically mounted when the operator doesn’t want to advertise the true nature of their vehicle’s propulsion. The cowl does NOT interfere with the ‘cycle’s performance, though some features, such as the TW Spinning Blades enhancement will not be usable until the cowling is either ejected or retracted. Bonus: Increase speed by 10%(410 MPH) due to the ducted fan effect. Cost: 8,000 credits

*Spinning Blades
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out
Damage: Does 2d6 MD per blade (so basic three-blade set does 6d6 MDC on a strike)
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation
Cost: 120,000 credits(basic 3-blade generator) + 20,000 credits per additional blade up to a maximum of 12

*Weapons Mounts:(1-4)
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) 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.

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

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

*JATO--- For those who absolutely HAVE to have more speed, even at insane risk, there are shops willing to add a solid fuel rocket booster bottle(or two) to the rear of the ‘cycle. Up to three units can be added, extending the length of the ‘cycle by 3 ft. A handlebar-mounted control arms and triggers the thruster unit. Typically a 3-second delay is built into the system to allow the rider time to make sure their tongue isn’t between their teeth when the rocket(s) go off. The JATO units are single use only and cannot be stopped once lit, or restarted once expended.
Note: This modification is NOT approved of by Paladin Steel, who will disarm and remove the JATO unit from any such-equipped bike brought in to a PS garage for servicing. PS also disavows any responsibility for injuries or fatalities incurred riding a ‘bike so equipped.
Speed: Adds a sudden boot-to-the-arse burst of 100 MPH, for 1d6 melees. Engaging two rockets at once pushes that to 180 MPH, but imposes a penalty of -10% to Piloting roll, while all three JATOs going off at once punches it to 250 MPH, but increases the penalty to -20%.
Cost: 20,000 credits per thruster bottle

_________________
-------------
"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 Oct 25, 2018 11:14 pm
  

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Joined: Mon Sep 19, 2005 10:24 pm
Posts: 1119
Location: Praxus
Comment: Arrrrgggghhhh!
Noticed something in your book I never noticed before.

All your interstellar craft are nuclear powered which doesnt make much sense.
Most of them should be anti-matter or something even more exotic.

_________________
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Create and print dozens of different graph papers.


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Unread postPosted: Fri Oct 26, 2018 10:35 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Shorty Lickens wrote:
Noticed something in your book I never noticed before.

All your interstellar craft are nuclear powered which doesnt make much sense.
Most of them should be anti-matter or something even more exotic.



True....I'd argue stars run on fusion, though. :-D
Or you could chalk it up to the earlier technologies PS had available to it when they started out, upgradeable to anti-matter as their purchasing power became greater...then eventually acquired the means to harvest/manufacture their own anti-matte(notice how there's no mention in Phaseworld of -where- the anti-matter is coming from? I'd think you'd have production plants as strategic targets, and maybe desert systems set aside for AM production and storage). .
I'll make a point of anti-matter powerplants being the norm for PS/ASI starships in the future

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