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Unread postPosted: Wed Aug 14, 2019 10:52 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Well, starting your own thread is generally the way to post customized gear on the forums.

In-universe, Paladin Steel, or rather the nation state of Greater New England, allows commerce from other companies, especially smaller companies, to take place in its communities.
Mainly because smaller companies that set up shop in Greater New England typically buy their materials from GNE-based outfits(that's good for the economy) or from PS itself(also a good thing).
Paladin Steel itself has a policy of encouraging smaller companies under its wing...they generate ideas, and if they're really good, PS makes them an offer to license-produce their products(often farming out the work to out dimension colonies with access to resources) using their vaster transportation and distribution network, or outright buying the company and incorporating it as a sub-division of PS.

So yes, if Thimble Dynamics sets up shop in what used to be Worcester, MA, then there's a very good chance that you'll find Thimble Dynamics products in Paladin Steel general outlets, along with the occasional Wilks, Northern Gun, or even Triax product( civilian vehicles, e-clips, survival gear, repair kits, spare parts, etc.). In general, depending on the winds of corporate espionage and politics, you'll NOT find a major presence of NG or Triax gear(no power armor or robot vehicle outlets) available in PS/GNE territory(or the reverse situation either), though most everybody agrees they don't want Naruni squatting in their territories either.

And munitions? Yeah, you need special license to bring explosives into the GNE, but merchants in good standing can sell them in the GNE(again, special licensing and handling codes apply), and one can certainly arrange to buy munitions through the GNE communications, banking, and commercial regulation systems, and pick them up outside the GNE's borders.

PS/GNE will also buy and redistribute/re-sell ordnance from secondary sources(this is quite common with sources offworld, such as contractors in the United Systems Alliance, WZT, or Corianus-Typhen-Rosette League), though all such munitions are inspected for quality before being resold. Especially when PS's own in-house munitions divisions can't keep up with demand(especially true during the Minion War).

_________________
-------------
"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 02, 2019 8:28 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/SG-R01 ‘Ogrent’ Robot Vehicle
(aka ‘Chunkster’, ‘Brickster’, ‘Stubbinator’)
“Every successful vehicle company has its share of clunkers, design studies, testbeds, or concept prototypes meant to prove ideas or test the market with something new and exotic. Some of these actually wind up flying, others enter production, but are so watered down from the original, they’re new designs, and others wind up as ugly ducklings hardly anybody looks at. The Ogrent is one of the latter. It is easily one of Paladin Steel’s uglier-looking designs and counterintuitive at that. ‘Grace’ and ‘Speed’ are words that will never be used to describe it, except if prefaced by ‘no’. “

“And yet, despite the fact that this one’s a slogger, the Paladins aren’t going to go broke producing it. There’s just enough interest in this thing, and new tech, what with all the mix and match options PS makes available, that there’s going to be buyers.”

“It’s a personal bunker on legs is what it is.A safe room that can get up and walk away. It’s heavily armed and heavily armored because it HAS to be; you’re not going to be able to run away in this thing, you either have to weather the storm or fight your opponent.”

“It’s SUPER-DEFORMED! What’s not to like about it?! It’s nuclear-powered, blast-hardened, lazah-armed, car-crushing CUTENESS!!!”
“...you worry me, Tanaka.”


“The Baroness of Gwenfadda bought one of these and had it installed on her estate on Saquist. When the Kreeghor-instigated Vahnkist riots broke out, the properties of the landed got particularly hard-hit, and Gwenfadda was no exception. They dropped her place with truck bombs, but not before she managed to scramble into her Ogrent in the cellar. Dug her way out of the ruins, waddled that thing like a rock-zombie through the mobs in the street, and escaped to the spaceport, leaving a swath of destroyed vehicles and burning anarchists in her wake. You’d have thought the mob would have been able to concentrate their fire on the thing, but in the close confines of the streets there they just couldn’t flank before they got pistoned and pushed through walls, run over,or vaporized. And the heavy armor shrugged off anything the Vahnkists could bring to bear, unless they wanted to start nuking city blocks just to swat her. By the time they DID bring in tank-killers from the other side of the planet, the Baroness had decamped aboard the light-jumper she’d hidden at the port. Gwenfadda apparently raises its nobility to the old standard of nobility meaning ‘able to afford to buy and use combat armor to break heads’.”

“Is it a ‘bot with a tank mode, or a tank with a ‘bot mode?”
“It’s a brick with delusions of being a sports utility vehicle.”

The Ogrent is a collaboration between Paladin Steel and the Shemarrian Steel Gaian fringe tribe in residence in Greater New England.
The Ogrent seems to be an exercise in heaping obscene amounts of armor protection on a small frame, at the expense of mobility. It’s rumored that Paladin Steel might have been inspired by the A-1 Avenger Power Armor, but, while getting the armor protection right, couldn’t equal the Avenger’s mobility. Survivability is the aim here, and it shows in the design.
The Ogrent is a short, squat, stubby, robot that seems hardly able to move, so heavily overhung with armor is it. Hinged armored panels protect obvious joints and junctures from attack, and thick plate overlays provide deflecting curves. Internal bracing helps absorb kinetic shocks, dissipating energy from impacts and explosions. The cockpit is a snug reinforced and cushioned survival capsule buried in the main torso.
Its legs being so thick and stubby, the Ogrent fairly waddles in walking mode, barely able to move faster than a running human. To offset its lack of mobility, the designers have given it an alternate propulsion mode in the form of two tread units concealed in its legs. These allow the ‘bot to roll along firm roads and decks more adroitly, rather than awkwardly waddle. They’ve also given it an alternate mode, in that it can recline on its back where two additional tread units are concealed, and transform into a crude tank configuration. This affords it some improvement in mobility.
For all its shortcomings, however, all agree that the Ogrent is insanely tough. Its reinforced frame is weighted with the maximum amount of high-tech armor and, as mentioned beforehand, its specially designed internal actuators double as shock absorption, allowing the ‘bot to safely handle high speed collisions, falls, and tumbles. Options allow for the addition of specialized armor overlays, reactive armor, and forcefield generators.
The Ogrent can also dish out considerable damage. Its armament consists of one or two arm-mounted heavy weapons, an array of lasers in the head and torso, and a set of concealed missile launchers. Given that it cannot outrun an opponent, the Ogrent has to settle for destroying them.
Regarded as a ‘nicher’ design with a narrow focus, the Ogrent has seen only limited production. The Ogrent is considered to be too expensive and slow to be deployed on a large scale in any budget-conscious military, but its impressive weight of protection, coupled with its firepower, have led to a few being commissioned and acquired for security duties. Others have been bought by PS/GNE clients as personal defense vehicles, and several more have been acquired by various GNE agencies to experiment with. At least one is used as a weapons test vehicle, testing some of the more advanced weapons that would be later offered as optional(the argument being that the Ogrent was more likely to survival any close proximity explosions in the event one of the test weapons catastrophically failed).

Type: PS/SG-R01 Ogrent
Class: Heavy Exoarmor, Transformable Frame
Crew: One.
MDC/Armor by Location:
Main Body 870
Crew Compartment 100
Head 200
Arms(2) 200 each
Hands(2) 35 each
Shoulder Modules(2) 180 each
Jet Thrusters(24) 15 each
Gun Module 150
Legs(2) 300 each
Tread Units(4, one each leg, two on the back) 50 each

Height: (Robot Mode) 10 ft
(Tank Mode) 8 ft
Width: (Robot Mode) 7 ft at shoulders
(Tank Mode) 7 ft
Length: (Robot Mode) 6 ft
(Tank Mode) 10 ft
Weight: 6 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 40
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 20 MPH
(Leaping) Cannot make a standing jump(legs aren’t designed for it) but can make a jet-powered leap of 30 ft up/60 ft across
(Treads) 25 MPH on two, 45 MPH on all four
(Flying) Not possible
(Underwater) Can run along the bottom at 5 MPH, maximum depth of 1 mile
Market Cost: 25 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*360-degree Waist Rotation---One thing NOT slow about the Ogrent is its ability to snap its upper torso around FAST.

*Crash Protection System---Reduces the damage that passengers take in a crash by HALF.

*Kinetic Protection----The special configuration of the armor and internal structure absorbs and dissipates kinetic energy, so that purely physical strikes, such as punches, kicks, concussion blasts, falls, rail gun and shell strikes, all do HALF damage.

*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.

Weapons Systems:
1) Heavy Gun Module(1-2)----This is a heavy arm-mounted weapons module that gives the Ogrent a heavy ranged punch. Typically only one such weapon is carried, leaving the other arm and hand free, but some operators carry two and double up on the heavy firepower.
a) PS-US-RG14PS Boom Gun---PS produces a high-powered rail gun akin to the Glitterboy’s RG-14, only with a different mounting, style, and lack of laser-reflective armor
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum
Cost: 280,000 credits

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

c)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
Cost: 180,000 credits

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

e) PS-HPBC-20 Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a coaxial small laser
Weight: 660 lbs
Range: (PBC) 11,000 ft(double in space)
(Laser) 2,000 feet (double in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Conditionally unlimited; battery capacitor with a limited number of shots(20) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited
Cost: 4.2 million credits

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

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

h) Heavy Plasma Cannon----Adapted from a Three Galaxies starfighter weapon. Does incredible damage per blast, but at short range and a slow rate of fire. It has been modified with PS’s plasma weapons enhancement technology to also fire an area of effect blast.
Range: 600 ft
Damage: 1d4x100 MD per blast or 3d6 x10 MD to a 30 ft wide area.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 5.4 million credits

i) Ion Cannon
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
*(NEW!) Shock-Zone----Adapted from the PSIC-01 Tesla Infantry Ion Cannon, this option generates a region of ionized air some 400 ft in front of the barrel that is roughly 75 ft wide and does 4d6 MD per melee to targets caught in the zone of effect. Cost: 38,000 credits

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

k) 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 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7 ft) radius
Rate of Fire: single shots
Payload: 40 rds per drum, 80 rds total
Cost: 200,000 credits

l)*20mm/60mm PS-HACP-02LB ‘GobbStomper’ Assault Cannon Pack (Handheld--2 hands)---Paladin Steel has produced this ‘ultimate’ heavy over-and-under 20mm autocannon- and - 60mm heavy cannon-pod for assault forces, power armors, and the heavier and stronger cyborgs. Nicknamed the ‘GobbStomper’ for obscure reasons, this goliath of a gun assembly can wipe out a fortified city block in the right(or wrong) hands. The 20mm cannon uses the familiar PS ‘Taskin’ action and ammunition, while the 60mm cannon uses a modified 60mm Anti-Tank Weapon shell, available as a high explosive area of effect munition, a High Explosive Squash Head(HESH---effective at ‘spalding’ interior armor), and as a High Explosive Armor Piercing (HEAP) projectile.
The -LB model was developed for vehicle mountings, such as the Ogrent, and as such features a heavier recoil-control mounting, auto-feed mechanism feeding from larger ammunition magazines, and a longer barrel on the 60mm cannon, allowing for substantially greater range.
Range: 20mm Cannon: 4,000 ft
60mm Launcher: 5,000 ft
Damage:
20mm Cannon: 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)
60mm Launcher:(HE) 1d6 MD to 50 ft blast radius
(HEAP)3d4x10 MD per round
(HESH )(High Explosive Squash Head) - 6D6 MD plus 6D6 SDC to the person(s) inside the object....Particularly effective against power armors and vehicles without a reinforced pilot’s compartment
Rate of Fire:: ECHH
Payload: 20mm Cannon: 1,000 rounds
60mm Launcher: 18 rounds
Cost: 290,000 credits.
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PS rds costs 3000 credits. 60mm shells cost 1,700 credits, 1,250 credits for HESH rounds, 1,000 credits for HE rounds.


m)EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon---The light artillery scale-up of the EMV cannon, meant to be vehicle-mounted. It fires a larger ‘bolt’ of EM force that expands out into a shockwave that can bowl over massed infantry or light vehicles.
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
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.
Cost: 120,000 credits
Options:(NEW!) *Force Wall Generation----Inspired by the PS/PP -SFR-01 Hardtack Force Rifle, this modification allows the Vortex Cannon to generate a wall of force in place of firing forcebolts.
Range: (Force Shield) A rounded square(roughly 25 ft in diameter and covering a 180-degree hemispherical arc) of force is shaped and appears 5-10 ft in front of the projector. The Force Shield CAN move with the user/operator/projector. The Vortex Cannon CANNOT shoot force bolts in this mode. MDC: 160

n) ‘Blazerite’ Laser/ Rail Gun Under-and-Over Gun Pack----Bundles a (PS-RFRG30)---PS copy of the C-30R Rail Gun---with a PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser.
Range:(Rail Gun) 2 miles
(Laser)4,000 ft
Damage:(Rail Gun) 1d4 MD single rd, 6d6 MD per 30 rd burst.
(Laser) 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: ECHH
Payload:(Rail Gun) 2,400 rd drum
(Laser): Effectively unlimited
Cost: 175,000 credits

o)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

p) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 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 50 shots.
Cost: 100,000 credits, plus 2,400 credits per deuterium ‘hotshot’ cartridge.


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

r) 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

s) 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

t) T310 15mm Missile Gun
Range:
(T-310)Gun launcher fires the micromissile out to about 8,000 ft, after which the rocket propulsion takes over.
(T-210/310)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft

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

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


Rate of Fire: Bursts of 3-40 rds per melee
Payload: Varies; 300 rd bin.

Cost: 120,000 credits for the T-310 Gun System
(T-210/310)
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM

u) MegaZap-Shocker---This is a bundle of a rapid-fire pulse laser(X-RLR-18 ‘Exel’ Heavy X-Ray Laser Rifle) and an overload projector(PS TSC-01 Shock Cannon, PS’s copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster), both wrapped in a heavy cooling jacket .
Range:(X-Ray Laser) 6,800 ft
(Shock Cannon) 2,000 ft
Damage:(X-Ray Laser) 2d6x10 MD per single shot; laser resistant armor does NOT apply to stopping x-ray lasers.
(Shock Cannon) 6d6 MD
01-15: No additional 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: ECHH
Payload: Effectively Unlimited
Cost: 500,000 credits

v) TZ-03 Gun Module---(aka ‘Tap & Zap’) A fifty-caliber heavy machine gun mounted over and under with a rapid-fire pulse laser.
Range: (Machine Gun) 9,000 ft
(Pulse Laser) 4,000 feet
Damage: (Machine Gun)(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.
(Pulse Laser) 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: (Machine Gun)Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
(Pulse Laser) ECHH
Payload: (Machine Gun) 2,000 rds(50 bursts)
(Pulse Laser) Effectively Unlimited
Cost: 59,000 credits

w)TZ-04 Gun Module---(aka ‘Tag and Zorch’) A long-barrel rail gun((PS-RFRG30---PS copy of the C-30R Rail Gun) mounted over and under with a rapid-fire plasma cannon(PSPPR-5 ‘Lewiston’). The inert kinetic projectiles of the rail gun are less susceptible to damage and cooking off from heat buildup of the plasma cannon than the fifty-caliber rounds of the TZ-03.
Range:(Rail Gun) 2 miles
(Plasma Cannon) 3,300 ft
Damage:(Rail Gun)1d4 MD single rd, 6d6 MD per 30 rd burst.
(Plasma Cannon) 5d6 MD per shot, 2d4x10 MD for a four-shot burst

Rate of Fire:(Rail Gun) ECHH
(Plasma Cannon) ECHH
Payload:(Rail Gun) 2,400 rd drum
(Plasma Cannon) Effectively Unlimited
Cost: 123,000 credits


2) Laser Headlights(3, one in the head, two in the chest)
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per blast .
Firing in concert all three can fire in a combined attack(counts as one attack) can do 18d6 MD(or 2d4x10+28 MD)
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Mini-Missile Launchers(2)---Concealed behind sliding plates in the shoulders are two mini-missile launchers. In the alternative, these can be replaced by anti-armor missiles or grenade launchers.
a) Mini-Missiles--6 per launcher
b) 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

c) Grenade Launchers
Range: 3,000 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3-round burst of frag shells does 1d4x10 to a 15-foot radius, a burst of 3 AP shells does 2d4x10 to a 5-foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8-foot blast radius A 5-round burst of frag shells does 1d6x10 to a 20-foot radius, a burst of 5 AP shells does 2d6x10 to a 6-foot area, and a burst of 5-plasma shells does 3d6x10 to a 10-foot radius. A 10-round burst of frag shells does 2d6x10 to a 40-foot radius. A 10-round AP burst does 3d6x10 to an 8-foot area, and a 10-round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: ECHH
Payload: 150 rounds

4) Smoke Dispensers(2)---Mounted on the upper back are several small smoke mortars/tear gas/grenade launchers
Range: 500 ft
Damage: Varies by warhead type; equivalent to standard hand grenades.
Rate of Fire: Volleys of 1,2,3,4, or 5(all)
Payload: 5 per launcher(20 total)

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: 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 5d6 MD
Tear/Pry with Hands 1d6 MD
Body Block/Tackle MD
Stomp Not possible
Kick 1d4 MD
Flying Stomp(3 attacks) 2d4x10 MD

Options:
The Ogrent has become subject to a variety of option fit-outs, most aimed at increasing the survivabillity of the ‘bot ad its pilot. It’s even been considered fitting the cockpit with a whole-pod emergency ejection system or stasis module.

*Chemical Dispersal System----The stabilizer/jump jets can be used to spray chemical aerosols in the immediate vicinity of the ‘bot. Good for spraying pesky infantry and other forms of vermin.
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

*Flamer Defense System---This can be an add-on to an existing flame-thrower system, or be wholly separate/independently installed. Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of four short-range flame projectors set up to surround the tank with a four-fan ring of flame.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
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.

*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----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 plasma-based attacks do 1/4 damage
----Cost: +1 million credits

*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits

*Reactive Armor/External Antipersonnel Fletchette Packs(44)----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggered either by command or by motion detector trip to fill a ‘kill zone’ around the ‘bot with lethal shrapnel and antipersonnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each leg has 6 fletchette packs each, front torso has 9, rear torso has 9 , head has 2, and 6 each shoulder(42 total)
Cost: 200 credits each pack.


*Shoulder Mini-Turrets---This replaces one or both shoulder missile launchers with mini-turrets that can act as automated point-defense against missiles and other projectiles. The basic turret design debuted on PS’s PSA-11 power armor, and have become increasingly common on PS vehicles as part of their integrated battlefield PDS.
Turret Base Cost: 25,000 credits
Turret MDC: 55

*1A) 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: credits

*2A) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range. 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
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: 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

*3A) 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

*4A) 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

*Plasma Arc---Modified PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine, fitted to a forearm
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

*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.
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

*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(1-6)---Additional countermeasure launchers can be added on points around the ‘bot’s frame. 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.


*Autodoc/ Internal Medical Mini-Comp---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, combining a biometrics package with an internal IRMSS and RMK medical kits, and an autodrug injector, that can be quickly hooked up to the pilot to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. . The system monitors the pilot’s vitals, and checks for signs of hypoxia, panic, and blood toxins, and applying any necessary treatment such as tri-ox injections or anti-shock. This option is especially popular with operators who expect that they might be wounded and in need of medical assistance when climbing i.
+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 extr

_________________
-------------
"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 Mon Sep 02, 2019 8:37 pm, edited 1 time in total.

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Unread postPosted: Mon Sep 02, 2019 8:35 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43113
Location: Somewhere between Heaven, Hell, and New England
Variants:(Ogrent)
* PS/SG-R01DSV---Deep Submergence variant, designed for deep water operations. The Ogrent’s durability was considered an asset for surviving abyssal pressures and hostile deep sea life. Extra reinforcement around the seams and joints, variable buoyancy chambers, plus hydrojets replacing the stabilization jets, make the Ogrent, slow and cumbersome on dry land, a quite effective submarine.
Changes:
Speed:(Water) Swim using hydrojets at 32 MPH.. Maximum Depth of 2.5 miles
Systems of Note:
*Periscope Boom---8 ft extension
* Sonar----60 mile range
*Underwater Communications Suite---Combination of blue-green com-laser and acoustic modem systems.

*Forearm Mount/ Tool Pod----A utility pod with two extendable micromanipulators capable of fine work, a plasma torch(or laser welder), shielded optic, and close-range ultrasound scanner(good for testing welds and inspecting waterseal/tank integrity). Other tool complements may be used as well(see Bionic Tools for standard models).

Weapons Systems:
1) Heavy Gun Module Options:
*Sonic Cannon(PS-UHFSC-07)---This latest evolution of PS sonic weaponry combines aspects of several previous weapons
Range: 2,000 ft(4,000 ft underwater)
Damage: Wide Low Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d6x10 MD per blast in air,
2d6x10 MD plus 3d6 MD to a 20 ft diameter area around the blast area underwater
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: 250,000 credits

2) Laser Headlights---Modified for blue-green frequencies

3) Mini-Torpedo Launchers---Shoulder pods can be fitted with mini-torpedo launchers .
Range: 1 mile
Damage: 1d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 6 per launcher

* PS/SG-R01M(TW)--- TechnoWizardry-enhanced variant. Adds a PPE powerstone to allow the powering of TW features such as protective embendments and accessory weaponry.
Changes:
Cost: 32.9 million credits
Powerplant:
*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.

Systems of Note:(Magic Options)
*Impervious to Energy---( 5 minutes per 20 PPE)

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

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

*Chameleon Cloaking System---(1 hour per 5 PPE)

*Invisibility(Superior) System---(3 minutes per 20 PPE)

Weapons Systems:
1) Heavy Gun Module Options:
a)*TW Lightning Cannon---- Launches a horizontal blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: 15 PPE per shot
Cost: 1.9 million credits

b) *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: ECHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits

c) *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: ECHH
Payload: 13 PPE per shot
Cost: 750,000 credits

d) 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: ECHH
Payload: 10 PPE per shot
Cost: 450,000 credits

e) 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: ECHH
Payload: 12 PPE per shot
Cost: 1.2 million credits

* PS/SG-R01S--- Space operations variant. It was proposed that micro-gravity would offset the Ogrent’s mobility issues, so a couple of units have been modified as deep space testbeds, inspired by the success of the PS-MUERV03 .
Changes:
Speed:(Space) Mach 3

Systems of Note:
*Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘armor from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up. However, due to the EM field this system sets up, electronic cloaking and stealthing CANNOT be used simultaneously.
*Magnetic/Molecular Clamps---Allow the ‘bot to secure itself to a hull, space station, or rock asteroid.

Weapons Systems:
3) Mini-Missile Launchers---Can now accommodate the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) ’ is essentially a one-man, infantry-portable, ‘smart’ short-range, hypervelocity, anti-air/spacecraft missile. The program has had its first successes with a space-based missile, owing to the fact that the vacuum of space negates the need for streamlining the weapon. As a result, the missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching from the carry canister). The S-Sting is heavier and more powerful than its atmosphere-based cousin, the ‘Black Talon’ L-SAM.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
Damage: 2d6x10 MD to a 15 ft blast radius
Rate of Fire: ECHH
Payload: 6 shots per launcher
Cost: 80,000 credits. 10,000 credits per missile

* PS/SG-R01AGSX--- Rumored to be a more advanced version of the PS/SG-R01S, only using Three Galaxies technology. Echoing the rumors that the Ogrent was originally inspired by the A-1 Avenger, the PS/SG-R01AGSX is supposedly testing the use of contra-gravity propulsion to overcome mobility issues. Little is known of the specific capabilities of the PS/SG-R01AGSX, but some claims have the ‘bot able to fly in excess of Mach 3 in an atmosphere, and Mach 11 in space.

* PS/SG-R01NNAZMATHV---HAZMAT vehicle, equipped to handle tough chemical spills, radiation events, and environmental hazards. The heavy weapons are replaced with special manipulator arm extension modules. Also features an over-the-shoulder extendable gantry-crane armature.
Changes:
MDC/Armor by Location:
Shoulder Robot Armature 80
Heavy Shield 200
Systems of Note:
-Comes standard with chemical sprayer system
-Chemically-Inert Armor---Acids and corrosive chemicals do NO damage to the hull.
*Hull Hardpoints---The ‘bot mounts multiple attachment points for carrying such basic gear as cable spools, wiring harnesses, tow chains, plants, construction beams, fascines, tow lugs, and A-frame assemblies.

*NBC Sensors---Combined suite of molecular analyzers, radiation detectors, and air filtration samplers that come in handy not just for detecting military threats, but for detecting industrial pollutants, radiation contamination, and dangerous mold concentrations(often associated with ancient pre-Rifts tunnel complex cracking).

*Forearm Mount/ Tool Pod----A utility pod with two extendable micromanipulators capable of fine work, a plasma torch(or laser welder), shielded optic, and close-range ultrasound scanner(good for testing welds and inspecting waterseal/tank integrity). Other tool complements may be used as well(see Bionic Tools for standard models).

*Rocket Anchor---For bridging and self-extraction purposes, the ‘bot mounts a large heavy earth-anchor device mounted on its shoulder, that can be fired off using a mini-missile propulsion stage(or an electromagnetic catapult---performance is the same), trailing a cable, to find purchase in distant ground, after which the engineers can use the line to winch across additional cabling, or winch the vehicle itself out of a river or deep gully.
Range: 350 ft.

*Heavy Radiation Shielding


*Robotic Arm(1)---The ‘bot is fitted with a single turret-mounted robot manipulator arm that can extend out to 35 ft, and has an effective Robotic P.S. of 30. The end of the arm can be fitted with a variety of manipulators, remote sensors, and bomb disposal tools, such as cutters, imploders, acid sprayers, and even TW devices(such as a PPE-clip-powered Multiplexor with the spell Implosion Neutralizer). A lifting lug on the underside allows it to be used as a crane.

*Heavy Shield(Optional)---This is a large barrier shield that can be dropped in place to provide a shelter for accompanying HAZMAT workers. It is heavily leaded to stop radiation, and is shaped to deflect explosions(explosives do 1/4 normal damage to it anything immediately behind it).

Weapons Systems:
1) Heavy Gun Module Options:
a) Water Cannon---Remote-controlled lateral nozzle mounts feeding from a central tank in the main body.
Range: 500 ft
Damage: None usually, but if used to throw water at vampires, does 1d4x10 H.P. per blast. Used against a human-sized being, it has a 50% chance of bowling them over from the water pressure(lose initiative and 1 APM while getting back up)
Payload: Has about 100 blasts worth of water capacity. Includes a mini-pump to allow the ‘bot to tank up from an external source, or hook up to a fire hydrant system.

b)Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:

(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), certain heavy vehicles and robots(like the CS Skullcrusher) 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: 100 gallon internal tank, or can be attached to a trailer holding up to 200 gallons
Cost: 10,000 credits


c) *0-C CryoLaser(‘Oh-Cee’)---Developed from a shoulder-mounted option for the ‘FireDog’ power armor. The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) currently under development by Paladin Steel, based on recovered pre-Rifts files attributed to the eccentric Elliot Group, a secretive think-tank that was working with the US government during the Golden Age. The 0-C is a low-powered model, considerably scaled back from the first giant-scaled ‘atom laser’, intended not as a weapons system, but as a firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The current model is fairly bulky and energy-intensive, but is remarkably effective. It is currently considered EXPERIMENTAL, and only an elite few firefighting units have been issued it for testing, under the ‘Inferno Initiative’
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma...still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the capacitor has enough power for 20 shots, and recharges at 1 shot every ten minutes. A special ‘freon battery’ can be clipped in, for an extra ten shots in an emergency.


d) Cold Gun---After experiments with the Cryo-Lasers led to a high risk of collateral fatalities in urban firefighting situations, PS engaged the services of the think-tank Paragon Progress to come up with a ‘superpower’ alternative. They delivered with the ‘freeze ray’. It is not known what the exact nature of this device is, but it is based on a cyclotron-style generator. Though less effective as a weapon, the Cold Gun has proven effective in icing down situations and cooling down heated environs just as effectively as the Cryo-Lasers.
Range: 200 ft
Damage: Can cover/encase a 20 ft wide area in six inches of ice per shot. Layering ice , the ice has 200 lbs of weight, 100 SDC, and an A.R. of 10, plus 200 lbs, 100 SDC, and +2 A.R. for every additional six inches of ice added on after that. If used as a weapon, encasing somebody in ice does 4d6 points of SDC damage to unprotected flesh per melee of exposure, or 4d6 points per minute for protected skin. Hypothermic or frostbitten beings are -10% to skills, and -2 to strike, parry, and dodge for 2d6 minutes after being freed. Breaking free requires an intense heat source or a P.S. of 25 or higher, or Supernatural P.S. of 16 or better 1 minute per six inches of ice to break free.
(See Heroes Unlimited, page 245, for additional notes on trapping people in ice).
Used against Water Elementals, it can slow down the beings by 25% for 1 melee, or, if the entire being can be frozen, stop them for 1 melee per successful hit.
Rate of Fire: EGCHH
Payload: Conditionally Unlimited; the ‘cold generator’ holds enough capacity to deliver 30 shots, then takes 5 minutes to regenerate one shot.

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

b)Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried
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

c) Arm Electromagnets---The robotic arm claws can be fitted with powerful electromagnets, particularly useful for sorting ferrous metals out from other debris and garbage.
Cost: 5,000 credits

*PS/SG-XHVR01---Experimental Paladin Steel variant created to attempt to solve the mobility problem. The XHVR01 replaces the tread units with hoverjets and beefs up the stabilizer/jump jets. While this improves the speed of the Ogrent considerably, it also raises the cost per unit by an estimated 40%.
Changes:
Speed:(Hoverjets) Hover to 90 MPH, 1-5 ft off the ground.

*SG-ORE01---(aka ‘Shegrents’,‘Gaidols’, ‘Orie’) The Steel Gaians have kept a few for their own use. Unbeknownst to their GNE hosts, these ‘bots have been fitted with A.I.s(though they can still accommodate an internally-carried passenger, hence the reason they’re not known to be autonomous robots). These self-aware oreseme typically guard the Steel Gaians’ encampments. Shegrents are notable for carrying large barrier-shields. About a third of them are also of the PS/SG-XHVR01 type.
It is rumored that the Steel Gaians may have originated the entire idea of the Ogrent after a visit from the Darkwater Orseme NeShemar and Awakened Triax X-700 ‘Fat Boy’ Glitterboy Otto Steelbender.
Those ‘Shegrents’ in Steel Gaian employ have been most often been sighted guarding the approaches to the Steel Gaian reservations, standing watch at checkpoints, and helping conducting maintenance and repair on what power lines and service trunks tie the Steel Gaian communities into the Greater New England utility grids.

Changes:
MDC/Armor by Location:
Arms(3) 200 each

Systems of Note/Special Features:
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Forearm Mount/ Tool Pod----A utility pod with two extendable micromanipulators capable of fine work, a plasma torch(or laser welder), shielded optic, and close-range ultrasound scanner(good for testing welds and inspecting waterseal/tank integrity). Other tool complements may be used as well(see Bionic Tools for standard models).

Weapons Systems:
1) Heavy Gun Module Options:
a)‘Goddess Hammer’ Gatling Cannon---This weapon consists of six rail gun barrels(adapted from the Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee! The devastation the ‘Goddess Hammer’ can dish out is matched only by the thundering racket it makes spitting out rounds.
Range: 4,000 ft
Damage: 2d4x10 MD per round, 4d6x10 MD for a three shot burst, 8d6MDx10 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum

b)Tri-Barrel Super Rail Gun--Identical to that carried by the Kittani Equestrian Power Armor(Rifts Atlantis, pg. 141). Typically battlefield salvage. The weapon lacks the light laser and targeting system of the original
Range: 6,000 ft
Damage: 1d6x10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 4,000 rd drum

c)Twin Barrel Pulse Cannon--Identical to that carried by the Kittani Equestrian Power Armor(Rifts Atlantis, pg. 142). Typically battlefield salvage.
Range: 4,000 ft
Damage: 5d6 MD single shot, 1d6x10 Md dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Laser/Plasma Gun---Shoulder gun salvaged from a Kittani Destroyer Power Armor(Rifts Underseas, pg. 178 )(rarely available)
Range: (Laser) 4,000 ft in air and water
(Plasma) 3,000 ft in air, 1,000 ft underwater
Damage: (Laser) 1d6x10 MD per single blast, 2d6x10 MD per double blast
(Plasma) 1d6x10 MD in air, 1d4x10 MD underwater
Rate of Fire: ECHH
Payload: Effectively unlimited

5) *Barrier Shield---Heavy shield with 300 MDC and integral 20-shot mini-missile launcher

6) *Third Arm---Mounted on the shoulder and stowed on a sliding mount on the back is a third arm, identical to the other normally situated pair. Initially mistaken for a gantry armature like that carried by the PS HAZMAT variant, it has since been observed that it is fully articulated. Normally the third arm ends in a large melee weapon, such as a power-blade(1d6x10 MD per strike) or Kittani-style plasma blade(1d4x10 MD energized strike, 1d4x10 MD energt blast, with 200 ft range), the arm also has special clamps on its top that allow it to quickly take up the Heavy Combat Shield and use it to protect the ‘bot.

Skills:( Awakened Neural Intelligence)

Barter 75%
Basic Electronics 92%
Basic Mechanics 90%
Camouflage 85%
Cryptography 90%
Computer Operation 98%
Computer Hacking 70%
Computer Programming 90%
Demolitions 96%
Demolitions Disposal 94%
Demolitions: Underwater 92%
Detect Ambush 65%
Detect Concealment 60%
Electronic Countermeasures 92%
Excavation 85%
Find Contraband 75%
General Repair & Maintenance 90%
I.D. Undercover Agent 80%
Intelligence 95%
Imitate Voices & Sounds 83%
Land Navigation 94%
Language/Literacy
- American English 94%/90%
-Euro 94%/90%
- Dragonese 94%/90%
- Shemarrian 94%/90%
- Techno-Can 94%/90%
- Gobbeley 94%/80%
- Latin 94%/80%
- Spanish 94%/80%
Lore:Post-Apocalyptic 75%
Lore: D-Bees 35%
Lore: Demons & Monsters 75%
Mathematics: Basic 98%
Military Etiquette 98%
Public Speaking 75%(often to warn off/intimidate trespassers)
Radio: Basic 98%
Read Sensor Equipment 98%
Salvage 80%
Streetwise 60%
Surveillance 90%
Tracking(People) 85%
Wilderness Survival 94%
(8th Level )
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
W.P. Heavy Military Weapons
W.P. Rifles
W.P. Blunt(+3 strike/parry)
W.P. Knife(+3 strike/parry)
W.P. Sword(+2 strike/parry)
W.P. Pole Arm(+3 strike/parry, +2 strike thrown)
W.P. Spear(+2 strike/parry, +2 strike thrown)
W.P. Staff(+3 strike/parry, +2 strike thrown)
W.P. Chain(+3 strike, +2 parry)
W.P. Shield(+3 parry)
W.P. Paired Weapons
Note: As an Ecotroz-Awakened Neural Intelligence, the SG-ORE01 gets THREE Secondary Skills at levels 2, 4, 6, 9, 12, and 15. The ‘Shegrent’ has an effective IQ of 2d6 +11.

Actions/Attacks per Melee: 6
Initiative: +2 (+1 from the Ecotroz entity for a total of +3)
Strike:+9
Parry::+9
Dodge::+3
Roll: +3
Pull Punch: +3
Disarm +2
Critical Strike on Unmodified 18-20.

_________________
-------------
"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 06, 2019 2:56 am
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 534
Superb now we have a proper testbed for the following:
-Scornfire Irradiated Flamer gel
-Zoomsledge Portable relativistic mass driver
-Bullets made of supernatural ore mined from a "Hell ajacient" planet affectionate called Modus Scab.
-Cinderella Mist or "Glass Gas" Nano-chemical weapon
Science thanks you all.


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Unread postPosted: Fri Sep 06, 2019 8:37 pm
  

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Location: Somewhere between Heaven, Hell, and New England
89er wrote:
Superb now we have a proper testbed for the following:
-Scornfire Irradiated Flamer gel
-Zoomsledge Portable relativistic mass driver
-Bullets made of supernatural ore mined from a "Hell ajacient" planet affectionate called Modus Scab.
-Cinderella Mist or "Glass Gas" Nano-chemical weapon
Science thanks you all.



'Cinderella Mist'? Is that anything like Beer Goggles?
"You look a lot better looked at through this stuff." :P

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

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


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Unread postPosted: Fri Sep 06, 2019 8:42 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1080
taalismn wrote:
89er wrote:
Superb now we have a proper testbed for the following:
-Scornfire Irradiated Flamer gel
-Zoomsledge Portable relativistic mass driver
-Bullets made of supernatural ore mined from a "Hell ajacient" planet affectionate called Modus Scab.
-Cinderella Mist or "Glass Gas" Nano-chemical weapon
Science thanks you all.



'Cinderella Mist'? Is that anything like Beer Goggles?
"You look a lot better looked at through this stuff." :P


I'd say more something like it affects the outer layer (or even deeper) of a target and alters it to become more brittle, and easily damaged, like glass..??
Do explain more, 89er. I'm curious of these weapons.
I'm assuming Scornfire Irradiated Flamer Gel = radioactive napalm basically? Burn those pesky supernaturally healing buggers and make sure they stay burned!
Zoomsledge = a sledge hammer powered by a mass driver?


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Unread postPosted: Fri Sep 06, 2019 9:48 pm
  

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kronos wrote:
[
Zoomsledge = a sledge hammer powered by a mass driver?



My first thought for ZoomSledge might be a trailer-portable aircraft catapult for zero-length takeoffs for non-VTOL aircraft. Other than that, the applications of such a device would be rather limited.

The other possibility might be a remote-controlled high speed contra-gravity drone that's used to ram the hell out of things.

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

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


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Unread postPosted: Sat Sep 07, 2019 1:09 am
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 534
To those asking, yes radioactive napalm, yes advanced brittle agent/transmutation weapon, but no to gravity hammer or ramming drone.

The ZoomSledge is supposed to be the near endpoint of the railgun aka launching projectiles at near light speeds. Take several sublight engines, discard the nonessential and fit it into something loosly portable sized for a superheavy cyborg or power armor. Have the projectile be durable enough not to break apart when fired or traveling to the target. The name was not important, only that it is tested and working.

Not sure about the Modus Scab, that was made on a whim.


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Unread postPosted: Mon Sep 09, 2019 10:43 am
  

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Location: Somewhere between Heaven, Hell, and New England
Sanitizer Grenades
(aka ‘SaniGrens’ , ‘Scrubbombs’)

“It’s like breathing bleach, is how I’d describe it.”

“Restroom situation like that, it’s either scrub-grenade it, or raze it with napalm.”

‘SaniGrens’ are chemical ordnance developed by Paladin Steel to meet a customer requirement for chemical munitions useful in extreme cleaning/public sanitation operations. Both 30mm and 40mm rounds, as are shotgun-compatible rounds, are available and work on the same principle; a liqui-gel solid material that quickly evaporates into an astringent antiseptic vapor. The vapor can be considered to be mildly poisonous while active, so it is not recommended that unprotected persons remain in an area hit with sanigrens.

Range: Will instantly fill an area 50 ft in diameter with acrid vapor. Depending on local atmospheric conditions/circulation, the fumes can remain potent for up to 45 minutes(it’s common practice to turn off ventilation and close up a room so-grenaded to let it ‘soak’ for a while).
Damage: The acrid fumes act like aerosol tear gas or mild acid if they make contact with sensitive tissues, such as mucus membranes, eyes, or lungs. -10 strike, parry, dodge, -30% to speed and skill performance requiring sight is impossible. Anybody breathing in the vapor takes 1d6 SDC/hit points per melee. Effects generally last for 2d6 melees. The real intent of the aerosol is to chemically sanitize an area.
Cost: 40 credits for a box of 20.

UV Grenades
(aka ‘purple flashers’, ‘uvers’)

“Once a month I go over to Gart’s, bust his door down, pin Gart to the floor, and throw one of these things in his refrigerator. Our neighborhood priestess and mystic sez doing so stops her nightmares of rising horror, destruction and death, usually involving egg salad. “

UV grenades are optical illumination devices designed to deliver intense flashes of ultraviolet light, sanitizing the area. There are two versions; disposable units in which both the bulb and power source burn out and are not reusable, and reusable versions that can be recovered and recharged for further use.
UV Grenades are used mainly to sanitize areas or degrade light-sensitive chemical spills. They are also effective against some species sensitive to bright light, as well as some forms of nanotechnology. They do NOT work against vampires,
While UV Grenades don’t do serious damage per say, their intense UV radiation can deliver up painful sunburns, which may lead to more serious conditions for those with sensitized skin(such as albinos, or those with a susceptibility to skin cancer). They can also cause temporary blindness.

Range: Instantly flashes a 50 ft radius
Damage: Unprotected skin takes instant sunburn damage. Unprotected eyes will be temporarily blinded; -10 strike, parry, dodge, -1 APM, -1 initiative for 2d4 MINUTES(the UV is more intense).
Special Features:
-Rechargeable units can be set to radiate UV for an extended period of time; up to 6 minutes, allowing them to ‘soak’ areas with sustained UV bombardment. This has proven sufficient to degrade the protein coats of most viral pathogens.
-Can be recharged off an e-clip; 1 point worth of MD = 60 minutes of UV bombardment.
Cost: 40 credits for a box of 20.
Rechargeable models cost 80 credits for a box of 20.

_________________
-------------
"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 09, 2019 10:46 am
  

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Posts: 43113
Location: Somewhere between Heaven, Hell, and New England
Ari-Kane---Plantation Colony Outpost(Thundercloud)

“The jungle folk we lifted from that bronze-age world actually have adapted to the alien environs around Ari-Kane pretty well; better, in fact, than most of the alt-aussies we rescued from their nuke shatterworld. Only real problem was that some of them, once they saw some of the big sea monsters lurking in the deep waters off the weed-isles, had to be convinced all over again that we weren’t going to sacrifice them to the monsters, like their old culture was going to do back in their old homeland.”

“I was a car salesman in Melbourne selling expensive Rolls Royces when the bombs flew. One day, and no more Rolls Royces. A month later, it looked like no more world, no more Australia, no more humanity when the fallout started coming down. Pretty much gave up then, ready to slip out with everyone else before the radiation claimed us.
Now I’m a shipping clerk for Tanney Tantric Teas, working in a jungle island on the other side of space-time, rubbing shoulders with a bunch of stone-age trbespeople, magic science-druids. armored spacemen, and ocassionally freaky aliens from all over. Things are still kinda rough and wild in this place, but the understanding is that I work for the Company, I can spend my off-time improving a place in the plantation town so in another few months the missus and my boy can leave the refugee camp they’re living in on Mars, or some dusty place like it, and come join me here where there’s fresh air and food and room to walk around in. Don’t know if my kid will ever see another Rolls Royce if ever, but I’m not complaining; at least he’ll have a life to look forward to.”


“Okay, I KNOW you’re out there listening, Tarantuleia! I recognize that scratch mark pattern from that prank you pulled on the 41st on Hispanola! I wasn’t amused when I had to track you down back then and I’m not amused now! So just return the newbies and the generator packs and we’ll call it even against the future patches of hide I’ll end up taking out of you otherwise, you overclocked horror-shop animatronic mannequin!!!”

“Ah! Now I recognize your name, sergeant! You served with the Hyboria Lowlands expedition, didn’t you? Promoted you from corporal for your heroism, did they? And now they’ve rotated you here on the strength of your experience to teach jungle tactics? Excellent! I’ve heard about you from that girl you rescued from the jungle monsters of her old homeland. She can’t stop talking about the mighty warrior that swooped in and freed her from the sacrificial altar, faced down an entire tribe, shielded her from an obsidian blade, punched out the head blood priest, faced down a giant god lizard-ape, and whisked her away to a land of wonders before disappearing on her before she could express her gratitude! She’s one of our more promising young agronomists here and she’ll be very happy to learn you’re here and staying for a while! So once you’re settled down in barracks and off-duty, come back here and we’ll tell her the good news! I’m sure she’ll be delighted to see you again!”

Ari-Kane is the GNE colony-enclave on the Shemarrian Star Nation world of Moyanon. In return for various technology exchanges and trade concessions, the SSN has permitted Greater New England to establish a colony claiming several islands.
Ari-Kane is a starting colony, settled primarily with refugees from other worlds, primarily an alternate Earth ravaged by nuclear war(the survivors are Australians, New Zealanders, and Patagonians), and a small number of jungle-folk from a primitive bronze-age world(they are mainly survivors of tribes forcibly assimilated by an Aztec-like culture). It also serves as a training ground for jungle forces recruits. It is located on one peninsular ‘lobe’ of a larger jungle mass covering and connecting several coral island atolls.
Ari-Kane has distinguished itself already for a number of features:
-It supports a thriving plantation growing various medicinal plant species, both native and imported.
-A Mystic Herbalist and Druidic Dryad, married, have established a small school teaching mystic herbalism and holistic medicine to promising students among the colonists.
-Biotech Infrastructure---Ari-Kane has seen the deployment of self-constructing biotech structures created by the genetechs of the Cambridge Jungle.

The GNE colonies are effectively state-appointed hierarchies, though the colonists are encouraged to elect spokesmen to pass on their concerns to the colonial administration.
Ari-Kane is on generally good terms with its Shemarrian neighbors, and the administrative and security staff know their opposite numbers in the nearest Shemar/Neshemar Horrorwoods community, but marauding Lost Eclipse members have become an annoyance to the jungle warfare school.

Colony:
Ari-Kane
Sponsoring Organization:
Greater New England
Colony Size:
11,000 colonists, plus a rotating military trainee population of 2,000, training in jungle warfare. Plans are to expand it to 95,000 over the next two years, so there’s a rotating construction crew contingent preparing new housing and infrastructure. The GNE is eying several additional islands as possible resettlement zones for displaced d-bee humans(mainly Australians and New Zealanders) that were rescued with Radiant Edge help from their nuclear war-contaminated alternate Earth.
General Alignment:
Principled
Economy:
Agricultural---GNE is looking to exploit Moyanon’s rich ecology for food, materials, and phytochemicals. Ari-Kane is already showing a great potential for growing various medicinal plant species, both native and imported
Trade Policy:
By the book. Ari-Kane conducts some trade with the neighboring Shemarrian enclaves, and the conditions are well spelled out in the settlement agreement.
Environment Around Colony:
Jungle, with multiple lakes and several fairly large rivers. It is some fifteen miles from the sea.
Notable/Special Natural Resources:
Jungle and Fertile Soil
Notable Buildings/Facilities:
*Communications Center---Run by the military side of the colony, it contains a Tachcomm unit.
*Lumber Mill---Adjunct to the garages and machine shops. Some of the colony cabins have been made from the tough local timber.
*Flour Mill---Actually a compact food processing facility. Ari-Kane is already self-supporting with regards to basic nutrition derived from grown crops.
*Bio-Domes---Used to cultivate specialized plant strains, as well as to test the viability and interaction of nonnative plants and biotech before employing them in the open fields.
*Supply Depot---Because of expansion plans for Ari-Kane, supplies are already being pre-positioned for future colonists.
*Refrigeration Plant---Ari-Kane’s tropical environment means that perishable supplies and products must be kept refrigerated. This is a large multi-room warehouse facility providing for both incoming and outgoing cargo.
*Laboratories---Ari-Kane sports three separate labs, one for studying the local biology, another for studying the crops being cultivated, and a third overseeing the biotech being used on site.
*“The Brewery”---This facility processes and distills a number of useful phytochemical concoctions. It’s adjacent to the holistic medicine shoppe and herbalist academy run by the resident Mystic Herbalists.
Medical Facility:
Hospital---A full medical center, able to treat all but the most serious injuries and diseases.
Primary Energy Source:
Fusion power, supplemented by wind and solar.
Primary Source of Transportation:
Hovercraft are the main means of moving around
Security/Fighting Force:
Besides a small colonial constabulary, the military jungle warfare training school has a permanent staff of 300, and a rotating military trainee population of 2,000. The base garrison can provide several dozen hover combat vehicles able to negotiate the dense jungle, and an assortment of rangers and jungle forces infantry.
Outside Threats:
-Local Sea Life----Though Moyanon’s most dangerous sea life sticks to the deep water, occasionally juveniles or sick/elderly specimens will travel close to the islands and even journey up the inland waterways in search of refuge. These creatures can be quite dangerous to the unwary.
-Lost Eclipse----Upon learning of the GNEAS’s plans to use their enclave on Moyanon as a jungle training facility, the Lost Eclipse Tribe of the Shemarrian Star Nation decided they were going to be the GNErs’ ‘friendversary’ and have become an enthusiastic pain in the ass to the training garrison. Every training exercise in the jungle runs the risk of the unannounced participation of the Nightmare Tribe. While the civilian colonists are mainly left alone, unwary military trainees risk being terrorized by Lost Eclipse marauders looking to point out gaps in the GNErs’ training and situational awareness. Though nobody’s been harmed(yet), some of the greener recruits have suffered blown nerves after enjoying the attentions of Nightmares.
The Lost Eclipse merely claims that they’re training their newbies as well, but GNEAS milintel suspects that the Nightmares on Moyanon are veteran Elite on leave, enjoying a holiday ‘counting coup’.

*Notable Local Wildlife:
-Timbermites---The local equivalent of coconut grabs. Large land-dwelling crustaceans---frightening in appearance, but essentially harmless, they are very prolific and can quickly infest a section of jungle, Though they can give a good pinch to the slow and unwary, their real annoyance comes from their habit of creating burrows in the forest floor, posing a hazard to incautious hikers’ ankles, and undermining planted fields. A popular punishment detail for Jungle Warfare School trainees is to sweep the reservation grounds of timbermites, a painstaking and near-futile activity, as fresh timbemites quickly move in to claim the cleared territory nearly as quickly as it is cleaned out. The discovery that the Lost Eclipse had planted robotic timbermites on the grounds of the training camp has given the punishment detail new urgency.

-Gayzo----A form of flying fish adapted to dwell in treetops. They are insectivores, so the colonists have learned to tolerate occasional buzz-strafes by the creatures.

-Yoover---A long(roughly 12-18 ft) millipede-like creature and rapacious herbivore that can devour a small tree, or defoliate a crop field, in minutes. They are a regular agricultural pest.

_________________
-------------
"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 15, 2019 7:12 pm
  

D-Bee

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 28
Location: trevopotua@gmail.com
I am back.


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Unread postPosted: Sun Sep 15, 2019 8:17 pm
  

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Prole wrote:
I am back.


And you're front, too. :-D

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

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


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Unread postPosted: Mon Sep 16, 2019 4:57 pm
  

D-Bee

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 28
Location: trevopotua@gmail.com
Do you remember who statted the LeMat Revolver?


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Unread postPosted: Mon Sep 16, 2019 8:12 pm
  

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Prole wrote:
Do you remember who statted the LeMat Revolver?


Well, I did do a version of it, as the PS R-7 'Dekar' in .357 w/ a 12-gauge under barrel.
Had the .357 doing 5d6 SD(though Palladium canon stats would place it in the 1d8 range?) out to 180 ft and HALF that out to 300 ft, which may be a little much for the type.
Likewise, the shotgun shell did 5d6 SD out to 100 ft, and buckshot doing 4d6 SDC to a 5 ft wide area.

That's before specialized ammo like baton rounds, and MD exploders or ramjets.

_________________
-------------
"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 23, 2019 9:40 pm
  

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*CQW11 DivvieMaster TW Battle-Ax
(aka ‘Supachuppa’, ‘Gashmaster’, ‘Starrax’)

“All one really needs is a good pair of boots, a warm cloak, a sturdy belt, and a sharp blade one knows how to use, to make kingdoms tremble. All else is mere decoration.”
--- Tevazan saying

“Never argue with a woman with a glowing battle ax.”
---GNE Regular Army saying

“I like this star-weapon. It is beautiful and effective. It speaks to me in the language of my creed, not in words, but in actions. I like it alot.”
----Anonymous Tevazan Amazon Wanderer

The innocuously-named DivvieMaster is a TW-enhanced heavy double-bladed battle-ax. The shaft is seemingly made of a single piece of blue sapphire crystal, but is in reality a super-hard megadamage synthetic concealing an actual star sapphire crystal and PPE powerstone.
The DivvieMaster was recently introduced to the protectorate world of Tevaza, where it has proven so popular with the Amazon warriors there who have taken GNE service oaths, that PS has hired Tevazan Amazon craftsmen to do custom work for weapons sold(the only complaint many Tevazans had was that the stock mass-produced weapons were rather ‘bland’ when it came to weapons style). Thus the ax head and haft can be embellished with decorative flourishes that add nothing to the effectiveness of the weapon(though some added holy symbols seem to have a most satisfactory deleterious effect on certain creatures of magic), but do add a sense of style to what is otherwise a most brutally effective combat weapon.

Weight: 6 lbs
MDC: 75
Range: Melee
Damage:(Ax-Unpowered) 2d6 SDC + P.S. bonuses
(Ax-Powered Vibroblade) 2d8 MD
The flat of the ax blades can also be used to deliver a blunt force bash: 1d4 SDC + P.S. bonuses
Rate of Fire: ECHH
Special Features:
*Silver/Cold Iron Inserts---The double blades of the DivvieMaster are actually four blades, each head-blade having a channel down its blade, which can hold inlays of silver or cold iron, making the weapons more effective against supernatural creatures susceptible to either material. This also allows for quick replacement of the inserts(the Cold Iron often rusting under serious use and environmental exposure). Other materials may be used as well, adding damage and effect when dealing with creatures susceptible to those materials.
Magic Features:
*Power Weapon---Increases damage by 25%. 5 minutes’ duration, 18 PPE per activation.
*Flaming Weapon --- When activated, the blade seems to glow with blue flames. 3d6 MD for fire alone, or +3d6 MD to a strike. 4 minutes’ duration per level of experience of the wielder, 7 PPE per activation,
*Bio-Manipulation---Those struck with the ax also may have to save versus a Bio-Manipulation attack---Pain, Paralysis, or Stun, 4d4 minutes’ duration, 5 PPE per strike.
Cost: 316,000 credits + Powerstone cost.
Options:
The DivvieMaster comes with a variety of possible options, starting with a choice of powerstone. Other options built on the magic, or further toughen the weapon for the rigors of melee combat.
Cosmetic/aesthetic additions are also popular; craftsmen and artisans can add embellishment to the weapon, increasing the final cost as much as 25%, depending on the materials used and elaborateness of the designs added. Some of these embellishments, however, may have actual mystic usefulness, as some buyers/owners add, for example, religious symbols that have profound effect on certain creatures of magic.

Merrill Armaments ‘Greenstar’ PPE Clips:
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’---200 PPE capacity, cost: 24,000 credits
*’Max’---300 PPE capacity, cost: 36,000 credits
recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.

*Starglow---The PPE powerstone normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE. Cost: 10,000 credits

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

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

*Third Blade---Some buyers have a third broad crescent or longer sharper blade added to the top of the haft, allowing the weapon to do 1d6 MD or 2d4 MD on a stab/jab. Cost: 7,000 credits for a crescent blade, 9,000 credits for the short blade.

*Reinforcement----This adds an Armor of Ithan spell to the weapon that reinforces it for parrying and blocking actions. Applies ONLY to the weapon, adding 50 MDC to it for 5 minutes. 5 PPE per activation. Cost: 50,000 credits.

*Haft Blaster----The battle ax can be reversed, a pommel cap flipped, and the powerstone can be used to fire off magic blasts:
a) TW Laser Blast----1,200 ft range, 1d6+12 MD per blast, 3 PPE per blast. Cost: 15,000 credits
b) TW Starburst----210 ft range, 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long, 6 PPE per blast. Cost: 65,000 credits
c) TW Firebolt ---- 135 ft range, 4d6 MD per shot, +4 to strike, 5 PPE per shot. Cost: 28,000 credits
d) TW Forcebolt---700 ft range, 1d6+1 MD per bolt and is +3 to strike. 4 PPE per shot. Cost: 44,000 credits

*Beat Insurmountable Odds----A reality-warping spell that some purchasers have added as a means of delivering that all-important ‘shot in a million’, same as the spell. Applies only to those holding the ax or being touched by it, and CANNOT be used in conjunction with another active spell/enhancement(so one cannot be attempting a death-from above attack with the Flaming Blade on). 45 PPE per activation. Cost: 350,000

_________________
-------------
"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 26, 2019 3:58 pm
  

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Joined: Mon Feb 04, 2019 10:55 pm
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Location: trevopotua@gmail.com
Would Paladin Steel be up for a partnership to release a modern reproduction of the L85 SUSAT sight for the Chipwell CBW-5-56 "submachine gun" assault rifle?

Across timelines, it's a popular sight with explorers and despite being fairly primitive, was at least close to "bomb-proof". We're hoping to cram the internals of a "ACOG" within the sight, while retaining the shape, feel, and endurance of the SUSAT.


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Unread postPosted: Thu Sep 26, 2019 8:52 pm
  

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Prole wrote:
Would Paladin Steel be up for a partnership to release a modern reproduction of the L85 SUSAT sight for the Chipwell CBW-5-56 "submachine gun" assault rifle?

Across timelines, it's a popular sight with explorers and despite being fairly primitive, was at least close to "bomb-proof". We're hoping to cram the internals of a "ACOG" within the sight, while retaining the shape, feel, and endurance of the SUSAT.




Normally I'd say yes to a deal, but as Chipwell is essentially a Coalition States company very much in the CS's favor, and PS/GNE are at loggerheads with Prosek's regime("Hell, we're shooting at each other!"), cutting a deal with Chipwell except under the most unusual/desperate of circumstances(like the Minion War causing a universal ceasefire of Earth factions in order to deal with the common threat), would be VERY unlikely.

But if you're looking for a high tech company to outsource Chipwell's order for high-tech sights, you could always work up some drama by having Chipwell make a backroom deal with the Black Market, with the sights coming from an unknown source(could be a high-tech kingdom, that may or may not know the ultimate destination of the sights they're shipping out), The drama is that the deal may be be kosher by either the CS's edicts or by the manufacturer's policies, and the source of the cheap but good sight-gear may be cut off. The prices go up as the supply diminishes('Get them while supplies last!") and Chipwell looks to find another partner. Meanwhile, the original manufacturers. who have twigged that what they're making is a potentially hot product, repackage the gear and sell it under their own brand name, or sell the design to another high-tech firm with a more favorable reputation or relationship to the makers.

That makes a reliable and GOOD piece of Chipwell gear something of a collector's item.

_________________
-------------
"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 26, 2019 9:59 pm
  

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Joined: Mon Feb 04, 2019 10:55 pm
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Location: trevopotua@gmail.com
We don't need to talk to them, to make after-market parts right? I don't know any weapons companies that ever got sued for making attachments, rails, or stocks.


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Unread postPosted: Thu Sep 26, 2019 11:03 pm
  

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Prole wrote:
We don't need to talk to them, to make after-market parts right? I don't know any weapons companies that ever got sued for making attachments, rails, or stocks.


True.
However, in Rifts Earth, where international law is pretty much that of the gun, corporate disagreements often become mini-wars in themselves.
But that doesn't mean, for example, that, for example, Chipwell, who can't, for the foreseeable future, get their allies in the CS high command to divert enough reliable high-tech capacity to build them sights, doesn't cut a deal with the Black Market, who arranges to buy big custom orders of optics from Wilks, and big orders of electronic circuitry from Paladin Steel. Alone, each order can't do anything in and of itself, though each company can guess that they're going into a sensor system to be assembled elsewhere. Each company might wonder why the BM doesn't buy complete sights from their respective catalogues, but because the parts don't contain sensitive or proprietary technologies vital to their corporate security, they don't have any real reason to block the sales. Meanwhile, the parts go to another company, like Los Alamos, or GAW, who assembles the parts to Chipwell specs, and ships the finished product to Chipwell.

Later, Wilks and PS, who are regularly checking what other companies are doing, dismantle a few new sights being sold by Chipwell, and, even with the parts serial codes scrubbed off, recognize their parts. Not much they can do about it, because they ship thousands of the same parts, tweaked slightly for customers' orders, to other third party firms all the time, and they can't identify which orders are going ultimately to parties they like, or are gong to 'fall off the back of a truck' Into the hands of somebody like the CS. Long term, both companies might decide to copy or modify the complete assembled 'Chipwell' product and sell their own versions on the market, making THREE companies selling three slightly different versions of the same product, but for a time Chipwell can crow that they got their foot in the market with a particularly good product first, and the others are just imitators.

Part of it is the power of the Black Market, who are the most powerful distribution network around. To avoid such double-dealing, Wilks and PS, independent of each other, might try to limit themselves to finished and sealed products delivered by their own distribution networks direct to end-users, but that cuts out a fair amount of their business in components and causes other problems as well. It's also expensive as hell for anybody who doesn't have a big megacorp with plenty of capital to throw around. Naruni might get away with that, because they are BIG Business, and can afford to send hit teams, or Lawyers, out to deal with miscreants.

_________________
-------------
"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 27, 2019 1:19 am
  

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Joined: Thu Aug 29, 2019 1:00 pm
Posts: 84
Location: a west coast
taalismn wrote:
Prole wrote:
We don't need to talk to them, to make after-market parts right? I don't know any weapons companies that ever got sued for making attachments, rails, or stocks.


True.
However, in Rifts Earth, where international law is pretty much that of the gun, corporate disagreements often become mini-wars in themselves.
But that doesn't mean, for example, that, for example, Chipwell, who can't, for the foreseeable future, get their allies in the CS high command to divert enough reliable high-tech capacity to build them sights-


(gonna step in here juuust a second to say the lack of sights wasn't a tech issue but a cost point choice. the casings are extruded tubes cut to shape, and the short ranges that most militas and security forces find themselves operating means they're not very important so they didn't need to add a step to the production process just to attach them. Chipwell is cheap stuff, and you get what you pay for. carry on.)

_________________
Looking for some inexpensive weapons? Try chipwell's weapons lineup!


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Unread postPosted: Fri Sep 27, 2019 2:49 pm
  

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Orin J. wrote:
[(gonna step in here juuust a second to say the lack of sights wasn't a tech issue but a cost point choice. the casings are extruded tubes cut to shape, and the short ranges that most militas and security forces find themselves operating means they're not very important so they didn't need to add a step to the production process just to attach them. Chipwell is cheap stuff, and you get what you pay for. carry on.)



That makes it even easier for Chipwell to steal a march. Give an order to the Black Market to buy some low-end (but still very accurate and durable) PS(or Northern Gun, or whatever high-end firm you want) milling machines, extruders, or quick-but-accurate-and-cheap-one-station process machine tool hardware, which the BM buys from the source under the guise of acquiring them for a small community in need of a machine shop or such like sob story, then sells to Chipwell. It's cheaper than developing it themselves or getting one from the CS.
Though, down the line, Chipwell likely won't be able to get factory maintenance from PS/NG/Triax/whoever, but by then they probably got some of their own consultants to look at the stuff and figure patches or workarounds.

_________________
-------------
"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 30, 2019 8:39 pm
  

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Paladin Steel Aerodynes

“Classic lines and sound designs with the advantages of improved technology. Some things DO get better with age.”

In an effort to bolster the economies and increase the industrial strength of their new territorial possessions in the former Connecticut Baronies, Greater New England’s national corporation Paladin Steel invested in the development and production of a new series of aerodyne aircraft, patterned after the designs of the regional industrial powerhouse pre-Rifts corporation Sikorsky, but incorporating new technologies, especially anti-gravity. Though bearing a superficial resemblance to the ancient designs, the new aerodynes are very much different machines in terms of technology and performance, as well as names assigned them. By adapting the airframe appearance and designations, Paladin Steel hopes to evoke a sense of regional pride for the Connecticut production lines, and promote a Golden Age nostaglia association on the part of potential buyers. However, the new technology hasn’t kept a few historically-minded wags and critics from dubbing the entire line ‘Si-klone-ski’.

PS-GMRUAV-34 Choctaw II Aerodyne
(aka ‘Flying Minnow’, ‘Hissy’)

“Chockies look pudgy and comical, but they’re contragravity vehicles; that means that they can manuever like demons and they don’t have to worry about fouling props or choking intakes. That means they can get down close in among trees and buildings, just fine for urban extractions, troop or cop drops, or rescue work.
Maintenance-wise, Chockies get high marks too. That big nose of theirs looks pugnacious, but the front-mounted powerplant is easy to access and replace. Hangar mechanics LOVE how easy it is to reach the innards of a Chockie.
So it’s not the fastest or the most heavily armed or armored aerodyne out there, it’s still inexpensive, versatile, and easy to use. Militias operate a lot of them, and even more are headed into the commercial sector, so expect to see a lot winding up in the hands of adventurers and Irregular units.”


The PS Choctaw-II bears a superficial resemblance to the pre-Rifts S-58 Choctaw utility helicopter in having a similar size, and high-cockpited, blunt-nosed, tapering tail fuselage, but the post-Rifts version is a very different machine. Where the original design was a liquid-fuelled rotor-borne helicopter, the Paladin Steel version is a nuclear-powered jet-thruster-and -AG-coil-borne aerodyne. The main engine is still located in the bulbous nose, but rather than drive a turboshaft through the cockpit to top-mount rotor blades, the mini-fusion-bottle powers a set of lift jets on the underside of the fuselage, a pair of gimbaled winglet-thrusters just on either side of the nose, and a drive fanjet in the redesigned tail. Access to the large lower passenger/cargo compartment is still via sliding side hatches.
The Choctaw-II isn’t the best armed, toughest, or fastest aircraft to take flight in the skies of Rifts Earth, but it is very agile, versatile, and very inexpensive. The basic vehicle has been bought up by commercial interests and adventurers, many of whom buy the aircraft and then modify them to taste(At least one buyer has fitted out his aircraft as a mobile home).

Type: PS-GMRUAV-34 Choctaw II
Class: Gravitic Resist Utility Aerodyne
Crew: 1+1 copilot+18 passengers
MDC/Armor by Location:
Main Body 200
Cabin Windshields(4) 40 each
Tail 110
Maneuvering Winglets(2) 60 each
Landing Gear(2) 30 each
Height: 14 ft
Width: 13 ft
Length: 40 ft
Weight: 7,800 lbs
Cargo: 5,000 lbs
Powerplant: Nuclear Fusion w/ 18 year energy life
Speed: Hover to 220 MPH, maximum altitude of 13,000 ft
Market Cost: 1.2 million credits
Systems of Note:
Standard Aircraft Systems, plus:

*Radar----25 mile range

Weapons Systems: None standard, but Paladin Steel has made a few upgrade options available;(see below)

Options:
*Nose Lasers---Two light nose lasers can be added, controlled by the crew.
Range: 2,000 ft
Damage:(SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst per laser.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 15,000 credits per laser

*Nose Ion Blasters---Two light nose ion blasters can be added, controlled by the crew.
Range: 2,500 ft
Damage: 3d6 MD per shot; cannot fire bursts
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 20,000 credits per blaster
In the alternative, a shorter-ranged, but more powerful, pulse ion weapon can be installed instead.
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 42,000 credits per ion blaster

*Hardpoints(2)---Two side-mount hardpoints can be added to the sides of the forward body; each one can hold ONE of the following:
a) Mini-Missile Launcher---14 shot pod

b) Short Range Missile Launcher----2 per hardpoint

c)L-SAM ‘Black Talon’ Launcher
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-3(all)
Payload: 3 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: 40 ,000 credits per launcher, 10,000 credits per missile

d) Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-2
Payload: 2
Bonuses: +5 to strike
Cost: 9,000 credits per missile

e) Medium Range Missile ---1 per hardpoint.

f) Depth Charge(typical)---1 per hardpoint.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius

g) Torpedo---1 short- or medium-range torpedo per hardpoint

h) Iron Bomb---Typically a demolition charge. 1 per hardpoint.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius

*Waist Guns(1-2)---Most buyers spring for crew-operated weapons stations at the passenger compartment doors.
Cost: 4,000 credits, plus the cost of the mounted weapons

*Remote Control Tail Turrets(1-2)---One or two small remote control tail turrets, each holding a light rail gun or energy rifle equivalent, can be mounted on the tail, guarding the rear arc of the aircraft.
a) Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

b) Laser Cannon
Range: 2,000 ft
Damage:(SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst per laser.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 15,000 credits per laser

c) Ion Blasters
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 42,000 credits per ion blaster

*Flotation Units----Special ‘ring-booties’ and hull-side pods can be added, that allow the aerodyne to land safely on water for short periods of time, and take off again.
Cost: 11,000 credits

*Side-Mount Winch---Powered winch with 80 ft of high-test cable, able to lift up to 1,000 lbs.
Cost: 9,000 credits

*Reinforced Crew Compartment---A special megadamage fabric and composite ‘cage’ is added to reinforce the cockpit(50 MDC). This affords the pilot and copilot some scant extra protection, but don’t go teasing SAMAS or gargoyles, thinking this will protect you for long!
Cost: 90,000 credits

*Additional Armor----Additional composite armor can be added to reinforce the airframe and fuselage; this is more expensive than adding the equivalent amount of MDC protection to a ground vehicle, because of the lighter, and more advanced, aviation-grade megadamage armor, but travellers swear by the added protection.
Cost: 25,000 credits per 10 MDC(up to an extra 180 MDC)*
*Note: Being a specialist-producer of MDC materials, PS charges rather less for MDC material than the going market rate.
Penalties: Adds 100 lbs per 20 MDC, and armoring over 100 MDC reduces overall speed by 20%

*Flare/Chaff Launchers(1-4)---These can be added to the sides and 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


Variants:
*PS-GMRUAV-34TWE---TW version with basic TW features. It’s become popular as the basis of a good number of post-market TW mods.
-Ley Line Flier---Can fly effectively indefinitely on a ley line.
-Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE.
-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.
Market Cost: 1.3 million credits

*PS-GMRUAV-34TWE(A)---Air Enimal-powered TW version. Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
The -34TWE(A) can also perform the following feats twice per 24 hours:
- Calm Storms---Instantly calms inclement weather in a 360 ft radius for 1 hour.
- Summon Rain---Calls forth a cloud over or under the aerodyne that drops rain in a two mile radius, lasting for 2 hours.
- Whirlwind---Whips up a mystic whirlwind roughly 20 ft in diameter, that lasts 16 minutes.

On the minus side, the -34TWE(A) runs cold; the cabin is drafty(even with windows and doors shut) and internal heaters barely maintain a comfortable temperature. Insulated clothing is virtually considered mandatory on long flights.

Market Cost: 4.8 million credits

*PS-GMRUAV-34TWE(F)---Fire Enimal-powered TW version. The -34TWE(F)takes HALF damage from plasma- and heat-based attacks, and suffers NO penalties for icing.
The -34TWE(F) can also perform the following feats twice per 24 hours:
- Cloud of Smoke---Range: 100 ft radius; and persists for 6 minutes
- Cloud of Ash---Range: 30 ft radius; and persists for 3 minutes
- Circle/Wall of Flame---Range: 100 ft radius; and persists for 12 minutes
- Screaming Circle/Wall of Flame ---Range: 100 ft radius; creates a ‘ring of death’ from a 15 ft radius(making the walls 85 ft thick), and 7 ft high, of the copter out to 100 ft(so one could conceivably hide directly under the helicopter from this attack). 2d4 MD per melee of being caught in the flames. Lasts 3 minutes.

On the minus side, the -34TWE(F) runs hot; heat-guided weaponry gets a +1 to strike the aerodyne, and the cabin can get uncomfortably warm.
Market Cost: 5.2 million credits

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

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


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Unread postPosted: Sun Oct 20, 2019 7:44 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43113
Location: Somewhere between Heaven, Hell, and New England
PS-GrAR-05 Gravitonic Assault Rifle
(aka ‘thumpa’, ‘humpa’)

“Now, the Humpa...it’s a lady’s weapon...MASSIVE damage, but hardly any recoil. It’s not going to get you in the arms or the back using it.”

“Mina’s programming prevents her from taking the offensive, but defensive’s a whole different matter. We didn’t give her a Humpa because, as somebody said, it’s lady-like, but because with it she can take down, and quickly, just about any damned bastard that moves to threaten her and whatever she’s protecting.”

“I heard some buzz about how the add-on co-ax laser costs more than the Humpa itself. That’s because the real cost of the grav-gun’s in the ammunition you’re going to burn through using the thing. E-clips are CHEAP; g-clips cost big wahunas, especially in a war zone.”

Yet another in Paladin Steel’s projects to apply their previous expertise in chemical and gauss projectile weapons to gravitonic weaponry, the GrAR-05 is a compact, but powerful, carbine-style weapon using standard Three Galaxies g-clips. The weapon is prgrammed to use the g-clip batteries to provide a much harder, but shorter, g-pulse to provide a shorter-ranged, but harder-hitting, kinetic strike from the same ammunition as the GR-15AR uses.
The GrAR-05 uses gravitonic baffling extensively to cut recoil and damp out excessive vibration to allow for high accuracy in holding the weapon on target. This makes the weapon extremely useful in micro-gravity conditions, as the baffling eliminates most of the recoil that would normally throw the gun(and its user) flying off-balance with a burst. This also allows fairly weak shooters to handle the weapon and use its burst fire mode effectively without extra penalty.
Though shorter-ranged than 3G-equivalent rifles, the GrAR-05 has accuracy and hitting power on its side, being able to strip apart most personal body armors in just a few bursts. The weapon also has the advantage of using standard and widely available g-ammo clips(that incorporate both the projectiles and the battery power in the same clip). The GrAR-05 has also seen PS’s first experiments in specialty amumunition types using the same e-clip/magazine format.
GrAR-05s first appeared with GNEAS Space Force vehicle crews for self-defense, as the short range, compact design, and savage damage curve were all very useful in detering unnwanted boarders. The design almost immediately thereafter became popular with adventurers and bodyguard contingents wanting a good PDW(personal defense weapon).

Weight: 9 lbs
MDC: 45
Range: 1,000 ft
Damage: 4d4 MD per shot, 1d6x10 MD 3-shot burst, 3d6x10 MD 10-shot burst.
Rate of Fire: Single shot, 3-shot burst, or 10-shot long burst.
Payload: 30 shot clip
Special Features:
*Top Sight Rail----The OICW-OTS04 Rifle Scope is standard, though some users mount the OCSW-TAT02C.
*NO Recoil---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil.
Cost: 24,000 credits
Options:
*Co-Axial Laser---To compensate for the short range of the gravitonic accelerator, a strap-on light high-intensity laser can be added to the weapon, mounted on one side of the barrel.
Weight: +3 lbs
Range: 2,000 ft
Damage: 2d6 MD per blast
Rate of Fire: ECHH
Payload: 30 shots per e-clip
Cost: 27,000 credits
A 30-rd clip costs 2,000 credits

*Specialized Ammunition Types----Once Paladin Steel began producing its own g-clips, they began experimenting with producing specialized ammunition.
---VaporNeedles---These are g-rounds made of a crystalline chemical that rapidly subliminates once fired, effectively evaporating into harmless vapor beyond effectve range. They are meant as a safety measure in firefights in close quarters, especially aboard spacecraft and spacestations, where stray rounds zinging around damaging vital life support are not desired. Range can be dialed between 50 and 500 ft.
Cost: Increase clip cost by 20%

---Incendiary---These are g-rounds made of a crystalline chemical that rapidly begins combusting once fired, producing a shower of napalm-like flakes that stick and burn. ---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Cost: Increase clip cost by 25%

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